TY - GEN
T1 - Using Gamification with Affective Computing for Second Language Learning
AU - Avilés Mujica, Astrid
AU - Sotomayor Sánchez, Marco
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
PY - 2024
Y1 - 2024
N2 - Existing educational games for second language learning often lack consideration for a crucial aspect of the learning process: emotions, since these can influence the motivation and comprehension of the student. This study explores the application of affective computing as a complement to a gamified educational application, aiming to provide tailored feedback aligned with the student’s current emotional state. The implemented emotion detection model classifies users into four categories: satisfied, engaged, bored, and confused, then feedback is given according to the result of this model, which may include a comment on the content, an emotional one to re-integrate the student, or both to provide additional assistance, depending on the given scenario. To test this system, an experiment was conducted in a classroom, the results of which showed an effectiveness of the emotions model of 81.25%; moreover, with the use of a usability metric for gamified applications, it was obtained that in terms of the system Usability, there is an 84.87% efficiency, in Educational Usability there is an 85.71% effectiveness, in User Experience, there is a 75.24% of user satisfaction.
AB - Existing educational games for second language learning often lack consideration for a crucial aspect of the learning process: emotions, since these can influence the motivation and comprehension of the student. This study explores the application of affective computing as a complement to a gamified educational application, aiming to provide tailored feedback aligned with the student’s current emotional state. The implemented emotion detection model classifies users into four categories: satisfied, engaged, bored, and confused, then feedback is given according to the result of this model, which may include a comment on the content, an emotional one to re-integrate the student, or both to provide additional assistance, depending on the given scenario. To test this system, an experiment was conducted in a classroom, the results of which showed an effectiveness of the emotions model of 81.25%; moreover, with the use of a usability metric for gamified applications, it was obtained that in terms of the system Usability, there is an 84.87% efficiency, in Educational Usability there is an 85.71% effectiveness, in User Experience, there is a 75.24% of user satisfaction.
KW - Affective computing
KW - Education
KW - Feedback
KW - Gamification
KW - Second Language Learning
UR - https://www.scopus.com/pages/publications/85197272328
U2 - 10.1007/978-3-031-58950-8_6
DO - 10.1007/978-3-031-58950-8_6
M3 - Contribución a la conferencia
AN - SCOPUS:85197272328
SN - 9783031589492
T3 - Communications in Computer and Information Science
SP - 65
EP - 79
BT - International Conference on Applied Technologies - 5th International Conference on Applied Technologies, ICAT 2023, Revised Selected Papers
A2 - Botto-Tobar, Miguel
A2 - Zambrano Vizuete, Marcelo
A2 - Montes León, Sergio
A2 - Torres-Carrión, Pablo
A2 - Durakovic, Benjamin
PB - Springer Science and Business Media Deutschland GmbH
T2 - 5th International Conference on Applied Technologies, ICAT 2023
Y2 - 22 November 2023 through 24 November 2023
ER -