Evidence map›Paper›PMID 34320029›Full record

ArticlePloS one2021

Affective states in digital game-based learning: Thematic evolution and social network analysis.

Xieling Chen, Di Zou, Lucas Kohnke, Haoran Xie, Gary Cheng

Open access · goldAbstract read
In one paragraph

Article in PloS one, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
5.4field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 32 citations in OpenAlex.

  1. Article
  2. Article
  3. Evolutionary Overview of Terrace Research Based on Bibliometric Analysis in Web of Science from 1991 to 2020.International journal of environmental research and public health · 2022
    Review
  4. Review
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 1 institution in 1 country.

Xieling ChenDepartment of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.
Di ZouDepartment of English Language Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.ORCID 0000-0001-8435-9739
Lucas KohnkeDepartment of English Language Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.ORCID 0000-0001-6717-5719
Haoran XieDepartment of Computing and Decision Sciences, Lingnan University, Hong Kong, Hong Kong SAR.
Gary ChengDepartment of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.
Education University of Hong Kong · HK

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety.

Indexed as

LearningResearchSocial Network AnalysisDatabases, FactualEmotionsHumansVideo Games

Identifiers

PMID34320029
PMCPMC8318230
OpenAlexW3185418883

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.