• DocumentCode
    2805363
  • Title

    The relation between students´ anxiety and interest in playing an online game

  • Author

    Hwang, Ming-Yueh ; Hong, Jon-Chao ; Hsu, Tsui-Fang ; Chen, Yu-Ju

  • Author_Institution
    Nat. Taiwan Normal Univ., Taipei, Taiwan
  • fYear
    2011
  • fDate
    2-3 Nov. 2011
  • Firstpage
    37
  • Lastpage
    39
  • Abstract
    Over the past decades, the education of students has progressively shifted from the traditional teaching environments to technology-assisted settings. In Taiwan, the preference to provide students with multimedia in environments shared by their peers is gaining acceptance and public attention. Therefore, “Chinese Idioms String Up Puzzle game,” a new text reconstruction online program was developed by the Digital Game-Based Learning Laboratory, National Taiwan Normal University in Taiwan to encourage students to use their organizing schemes to learn Chinese Idioms. A survey was conducted to examine participants´ anxiety, interest and cognitive load by using this new computer-assisted game. According to the survey, students felt this new program is interesting and would like to play again in the future. For those students who believe anxiety helps their performance, and for those students whose degree of anxiety lowered after completing the test, they tended to have greater interests in playing the game. Findings of the Partial Least Squares (PLS) contribute to an expanded understanding of both psychological anxiety and somatic anxiety influence their cognitive load, whereas both anxieties was not significantly related to their playing interest. In addition, the study results indicated that the higher degree of psychological and somatic anxiety, the greater cognitive load participants had.
  • Keywords
    cognition; computer aided instruction; computer games; least squares approximations; multimedia computing; psychology; teaching; text analysis; Chinese idiom string up puzzle game; National Taiwan Normal University; cognitive load; computer assisted game; digital game based learning laboratory; multimedia; partial least square method; psychological anxiety; somatic anxiety; teaching environment; technology assisted setting; text reconstruction online program; Computers; Educational institutions; Games; Laboratories; Load modeling; Psychology;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2011 IEEE International
  • Conference_Location
    Orange, CA
  • Print_ISBN
    978-1-4577-0258-7
  • Type

    conf

  • DOI
    10.1109/IGIC.2011.6114852
  • Filename
    6114852