A Game System for Learning Mathematics with Pacing Considering Individual Motivation and Feeling
Author(s) -
Nobumitsu Shikine,
Toshimasa Yamanaka,
Junichi Hoshino
Publication year - 2017
Publication title -
lecture notes in computer science
Language(s) - English
Resource type - Book series
SCImago Journal Rank - 0.249
H-Index - 400
eISSN - 1611-3349
pISSN - 0302-9743
DOI - 10.1007/978-3-319-66715-7_17
Subject(s) - feeling , conversation , session (web analytics) , computer science , multimedia , psychology , cognitive psychology , human–computer interaction , communication , social psychology , world wide web
In these days, there are many e-learning system for studying by yourself. In these systems, learner can make their own pacing in for each learning section. But many learner needs more shorter term pacing adjusted to individual motivation and feeling in one session. Many video learning system has lack of interaction. On the other hand, novel game type e-learning system can interact to learner. But, previous novel game system can not keep the prosody information. So this paper proposed new novel game system “NOVELICA” which segmented the lesson to conversation size. And you can easily see the head of conversation with no stress by using NOVELICA. We compared with NOVELICA to previous novel game system and video learning system. And we investigate how different in these 3 contents. Finally, we found that NOVELICA is tend to be less stressful and keeping arousal in learning mathematics.
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