Emotional Agents in Educational Game Design: Heroes of Math Island

Emotional Agents in Educational Game Design: Heroes of Math Island

Mirela Gutica, Stephen Petrina
ISBN13: 9781668475898|ISBN10: 1668475898|EISBN13: 9781668475904
DOI: 10.4018/978-1-6684-7589-8.ch021
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MLA

Gutica, Mirela, and Stephen Petrina. "Emotional Agents in Educational Game Design: Heroes of Math Island." Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, IGI Global, 2023, pp. 411-432. https://doi.org/10.4018/978-1-6684-7589-8.ch021

APA

Gutica, M. & Petrina, S. (2023). Emotional Agents in Educational Game Design: Heroes of Math Island. In I. Management Association (Ed.), Research Anthology on Game Design, Development, Usage, and Social Impact (pp. 411-432). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch021

Chicago

Gutica, Mirela, and Stephen Petrina. "Emotional Agents in Educational Game Design: Heroes of Math Island." In Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, 411-432. Hershey, PA: IGI Global, 2023. https://doi.org/10.4018/978-1-6684-7589-8.ch021

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Abstract

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.