• 沒有找到結果。

Chapter Ⅳ DATA ANALYSIS

4.11 Discussion

PHASE 1

DGBL group have more cognitive load in the proof of affective computing technique

This study used affective computing technique to evaluate and compare the motivation

score, affective experiences and cognitive load of learners in digital-game based learning and traditional static e-learning environments. The results showed that DGBL group have more cognitive load than traditional static e-learning group, learners’ cognitive capacities were in high demand in GBLE (Huang, 2011). Many studies have investigated the effects of Digital Game-Based Learning (DGBL) on learning and motivation (Erhel & Jamet, 2013). Virvou et al.

(2005) also concluded that computer games could promote motivation, especially for at-risk students or for students with motivational problems. Many studies proved that learners got better attention and learning motivation in DGBL environment by questionnaire, but we couldn’t prove this argument by the proof of affective computing technique. In addition, Clark et al. (2011) found that majority of the eighth and ninth grade students in Taiwan and United States liked their affective experiences using SURGE game. SURGE game is a serious educational game not a commercial game, so maybe college student couldn’t feel interesting like eighth and ninth grade students.

DGBL group have better academic achievement but have no significant differences

The major reviews of digital games seeking to explore the issue of academic achievement have reported contradictory or ambiguous findings (Papastergiou, 2009). For instance, in a

student learning can be found between learning environments that involve games and those without game elements (Leonard A. Annetta et al., 2009; Papastergiou, 2009). For explaining this result, Huang (2011) found that learners’ cognitive capacities were in high demand in the online GBLE. Since researchers on cognitive load have concluded that an overloaded cognitive capacity can de-motivate learners. We also found the proof of affective computing technique in this study.

Thus, this paper argues that the target DGBL might overload learners’ cognitive capacity thus lead to a fairly unsatisfactory learning experience.

PHASE 2

The goal of PHASE 2 is to compare the science problem solving strategy of learners in different working memory capacity learning style (active vs. reflective, sensing vs. intuitive, sequential vs. global), learning environments (DGBL vs. traditional static e-learning), major (non-science vs. science) and performance (low performance vs. high performance). And several arguments were found as follow.

High working memory capacity learning style group knew better where to look the key factors.

We found that high WMC group paid more visual attention not only in key factors but also in text. This suggested that high WMC group have more cognitive resources (Daneman &

Carpenter, 1980; Mayer, 2001) and knew better where to look the key factors. It is likely that working memory capacity affects cognitive efficiency due to the processing and storage requirements necessary to solve mental problems (Hoffman & Schraw, 2009).

DGBL group knew better where to look the key factors

DGBL group knew better where to look the key factors and correct option than traditional

static e-learning group, so DGBL can help students gain skills to solve problems. Liu et al. (2011) proposed simulation game is helpful in creating a flow experience in which the students are motivated to apply trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. Renkl, Atkinson, Maier, and Staley (2002) also found that using the learning-by-example strategy in the initial problem solving stage can help students gain skills to solve problems. Thus, DGBL has been argued that digital games provide a meaningful framework for solving problems (L. A. Annetta, 2008), since students are placed in scenarios in which they must synthesize diverse information and analyze strategies, leading to a greater understanding of the causal links between decision-making behaviors (Ebner &

Holzinger, 2007). Therefore, digital games can be seen as a good tool for understanding the link between cause and effect (Kiili, 2005).

Science major group couldn’t know better where to look the key factors, but Non-science majors’ learners need more clues to solve problem

F.-Y. Yang et al. (2013) found the earth-science majors’ students performed generally better than did the non-earth-science majors learners in earth science class. They supported that prior knowledge affects concept learning in the processes of both information decoding and integration. And the earth-science students who had better concept gains knew better where the earth science PPT to look. However, we couldn’t prove any group could know better where to look the key factors or correct option. However, we found that Non-science majors’ learners need more clues to solve problem so they spend more visual attention on each LookZone.

group, so successful problem solvers are able to recognize and concentrate on relevant cues more than unsuccessful problem solvers. The successful problem solvers, with higher levels of metacognitive strategies, are able to recognize and concentrate on relevant cues in a problem-solving learning task (Tsai et al., 2012).

Successful problem solvers inspected the factors in a different pattern from unsuccessful problem solvers.

This study found that participants in the low performance group read the key factor and incorrect option repeatedly which may indicate that they have difficulties in deducing the correct option from key factor. In addition, high performance students did not pay much attention to the problem title, but low performance students did. This may imply that low performance students have difficulties in comprehending the problem. This suggested the successful problem solvers, with higher levels of metacognitive strategies, are able to recognize and concentrate on relevant cues in a problem-solving learning task. The unsuccessful problem solvers, with lower levels of metacognitive strategies, have difficulties in comprehending the goal of a task, distinguishing relevant factors from irrelevant factors, and concentrating on handling the relevant factors to solve a problem (Tsai et al., 2012).

Learning style couldn’t be measure by physiology signals when learners learning

For finding the physiology signals significant difference between learning style group (active vs. reflective, sensing vs. intuitive and sequential vs. global), paired t-test was used. The dependent variables were the physiology signals during learning including learning attention (AT), affective experiences (PE) and cognitive load (TFD, NF, AFD, PVT, FSP). The results showed that all physiology signals didn’t have significant difference with each learning style

group, so these physiology signals when learners learning couldn’t explain learners’ learning style. This study only found that physiology signals significant difference in cognitive load (TFD, NF, AFD and PVT) between static e-learning and DGBL environment. The finding was shown in Table 50.

Table 50.physiology signals significant difference during learning between each group

Learning attention Affective experiences Cognitive Load

AT PE TFD NF AFD PVT FSP

AT = attention score, PE = occupied percentage of positive, TFD = total fixation duration, NF = number of fixations, AFD = average fixation duration, PVT = percentage of viewing time, FSP = frequency of saccade path.

* denotes significant difference in this variable

Learning style (active vs. reflective) could be measure by eye movement variables when learners solving problem.

To analyze the attention distributions on different look-zones between learning style (active vs. reflective), this study used 4 eye movement variables including percentage of time spent in zone (PTSZ), fixation count (FC), percentage of total fixation (PTF), percentage of time fixated related to total fixation duration (PTFRTFD). This study found that reflective learning style group paid more attention distributions (PTSZ, FC, PTF and PTFRTFD) on text and key factor

problem but active group only focus on the correct option. According to this finding, this study considered that learning style (active vs. reflective) could be measure by eye movement variables (PTSZ, PTF and PTFRTFD).

Table 51.physiology signals significant difference when solving problem between each group Attention distributions

PTSZ FC PTF PTFRTFD

Learning Environment Static vs. DGBL Learning Style

Active vs. Reflective * * *

Sensing vs. Intuitive Sequential vs. Global Major

Non science vs. science * *

Problem 1 performance Low vs. High

Problem 2 performance Low vs. High

PTSZ = percentage of time spent in zone, FC = fixation count, PTF = percentage of total fixation, PTFRTFD = percentage of time fixated related to total fixation duration.

* denotes significant difference in this variable

Chapter Ⅴ

CONCLUSION AND IMPLICATIONS

According to the experiment results, Section 5.1 showed 5 findings. In addition, the education implications were showed in section 5.2. Finally, we proposed 2 issues for future studies in section 5.3.

5.1 Conclusion

Digital Game-Based Learning (DGBL) is thought to be an effective tool for learning.

Games that encompass educational objectives and subject matter are believed to hold the potential to render learning of academic subjects more learner-centered, easier, more enjoyable, and more interesting. Although games are believed to be motivational and educationally effective, the empirical evidence to support this assumption is still limited and contradictory.

For verifying the possibility of playing digital game to learn the Newton's laws of motion, this study used a quasi-experimental design to examine the effectiveness of Digital Game-Based Learning (DGBL) and traditional static e-learning on students’ learning motivation, affective experiences, cognitive load, academic achievement and problem solving skills. In phase 1, when student learning, their physiology signals were measured by affective computing technique for analyzing their learning states. After learning, learners took a posttest to find the difference in academic achievement between DGBL and static e-learning. In phase 2, this study found that there had difference problem solving strategy between different working memory capacity learning style (active vs. reflective, sensing vs. intuitive, sequential vs. global), learning

motivation score, affective experiences and cognitive load of learners in digital-game based learning and traditional static e-learning environments. The results showed that DGBL group have more cognitive load in the proof of affective computing technique. Although many studies proved that learners got better attention and learning motivation in DGBL environment by questionnaire, but we couldn’t prove this argument by the proof of affective computing technique. In addition, college student couldn’t feel interesting like eighth and ninth grade students in SURGE game, a serious educational game.

The second finding, DGBL group have better academic achievement but have no significant differences. Base on the proof of cognitive load, this paper argues that the target GBLE might overload learners’ cognitive capacity thus lead to a fairly unsatisfactory learning experience.

The third finding, high working memory capacity learning style group, DGBL group and high problem-solving group knew better where to look the key factors. In addition, science major group couldn’t know better where to look the key factors, but we found that Non-science majors’

learners need more clues to solve problem.

The fourth finding, Successful problem solvers inspected the factors in a different pattern from unsuccessful problem solvers. This suggested the successful problem solvers, with higher levels of metacognitive strategies, are able to recognize and concentrate on relevant cues in a problem-solving learning task. The unsuccessful problem solvers, with lower levels of metacognitive strategies, have difficulties in comprehending the goal of a task, distinguishing relevant factors from irrelevant factors, and concentrating on handling the relevant factors to solve a problem.

The fifth finding, learning style (active vs. reflective) could be measure by eye movement variables when learners solving problem. This paper found that when learners solving problem, reflective group try to search more cues in the problem but active group only focus on the correct

option. According to this finding, this study considered that learning style (active vs. reflective) could be measure by eye movement variables (PTSZ, PTF and PTFRTFD). However, all physiology signals during learning didn’t have significant difference with each learning style group. That meant that physiology signals including learning attention, affective experiences and cognitive load couldn’t explain learners’ learning style.

5.2 Implications

5.2.1 The necessary feature of DGBL environment

In this study, we only found that DGBL group had more cognitive load, but had no significant differences in learning motivation, affective experiences, and academic achievement.

This study considered that maybe we didn’t provide the enough feature of DGBL environment, specifically for appropriate challenges (Liu et al., 2011) and full learning time (Y. T. C. Yang, 2012).

Appropriate challenges

Liu et al. (2011) found the students who felt bored in the simulation game only learned to solve the problem at a superficial level. Educators may need to apply strategies to engage the students in in-depth reasoning of their solutions. For instance, the teacher may increase the appropriate challenges enabling learners to experience a feeling of self-efficacy, so that the student may need to analyze the solution critically in order to solve the problem.

Full learning time

The DGBL strategy was clearly effective in promoting students’ problem solving skills, but

need to teach the amount of time required to fully evaluate the learning effect.

5.1.2 The relationship between affective computing and learning style

To analyze the attention distributions on different look-zones between learning style (active vs. reflective), this study used 4 eye movement measures and HotZone image. We found that high working memory capacity learning style group knew better where to look the key factors, especially in active/reflective group. Thus, this study considered that learning style (active vs.

reflective) could be measure by eye movement variables (PTSZ, PTF and PTFRTFD). Maybe educator can measure leaners’ learning style by else affective computing technique. This is helpful for developing the adaptive learning system.

5.3 Future Study

Since Affective Computing was proposed, there has been a burst of research that focuses on creating technologies that can monitor and appropriately respond to the affective states of the user. Because this new Artificial Intelligence area, computers able to recognize human emotions in different ways. In this study, we used the affective computing technique to evaluate the performance of Digital Game-Based Learning. This is a new approach in Digital Game-Based Learning issue. We propose several issues for future studies as follow.

Increase else physiology signals to measure learning state of learners

For using affective computing technique to evaluate and compare the attention score, affective experiences and cognitive load of learners in digital-game based learning environments in this study, the attention was measured by brain wave, the affective experiences was measured by heartbeat and the cognitive load was measured by eye movement. The future

studies may increase else physiology signals to measure learning state of learners. For instance, facial expression detection (C. H. Yang, 2012), verbalization (Leony, Muñoz-Merino, Pardo, &

Delgado Kloos, 2013), pressure mouse (Leony et al., 2013).

Provide better DGBL environment

This study considered that maybe we didn’t provide the enough feature of DGBL environment, specifically for appropriate challenges (Liu et al., 2011) and full learning time (Y. T.

C. Yang, 2012). The future studies may increase the appropriate challenges enabling learners to experience a feeling of self-efficacy, and need to teach the amount of time required to fully evaluate the learning effect.

Reference

[1] American College of Cardiology/American Heart Association. (1999). Heart rate variability:

Guidelines of ambulatory electrocardiography – Part III. Journal of American College of

Cardiology, 34(3), 912-948.

[2] American Heart Association. (1996). Heart rate variability: Standards of measurement, physiological interpretation, and clinical use. Circulation, 93, 1043-1065. doi: doi:

10.1161/01.CIR.93.5.1043

[3] Annetta, L. A. (2008). Video games in education: why they should be used and how they are being used. Theory Into Practice, 47(3), 229–239.

[4] Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics.

Computers & Education, 53(1), 74-85. doi:

http://dx.doi.org/10.1016/j.compedu.2008.12.020

[5] Bakeman, R., & Quera, V. (1995). Analyzing interaction: Sequential analysis with SDIS and

GSEQ. New York: Cambridge University Press.

[6] Baker, R. S. J. d., D'Mello, S. K., Rodrigo, M. M. T., & Graesser, A. C. (2010). Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments. Int. J.

Hum.-Comput. Stud., 68(4), 223-241. doi: 10.1016/j.ijhcs.2009.12.003

[7] Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E., &

Rossi, N. (2004). Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20(4), 203-208. doi:

10.1002/smi.1015

[8] Ben Ammar, M., Neji, M., Alimi, A. M., & Gouardères, G. (2010). The Affective Tutoring System. Expert Systems with Applications, 37(4), 3013-3023. doi:

http://dx.doi.org/10.1016/j.eswa.2009.09.031

[9] Berka, C., Levendowski, D. J., Cvetinovic, M. M., Petrovic, M. M., Davis, G., Lumicao, M.

N., . . . Olmstead, R. (2004). Real-Time Analysis of EEG Indexes of Alertness, Cognition, and Memory Acquired With a Wireless EEG Headset. International Journal of

Human-Computer Interaction, 17(2), 151-170. doi: 10.1207/s15327590ijhc1702_3

[10] Berka, C., Levendowski, D. J., Lumicao, M. N., Yau, A., Davis, G., Zivkovic, V. T.,

Olmstead, R. E., . . . Craven, P. L. (2007). EEG correlates of task engagement and mental workload in vigilance, learning, and memory tasks. Aviat Space Environ Med, 78(5 Suppl), B231-244.

[11] Chan, S. M., & Wu, W. T. (2007). New problem solving ability test. Taipei, TW:

Psychological Publishing Press.

[12] Chanel, G., Ansari-Asl, K., & Pun, T. (2007). Valence-arousal evaluation using

physiological signals in an emotion recall paradigm. Lecturer Notes in Computer Science, 1, 530-537. doi: 10.1109/ICSMC.2007.4413638

[13] Chen, C.-M., & Wang, H.-P. (2011). Using emotion recognition technology to assess the effects of different multimedia materials on learning emotion and performance. Library &

Information Science Research, 33(3), 244-255. doi: 10.1016/j.lisr.2010.09.010

[14] Clark, D. B., Nelson, B. C., Chang, H.-Y., Martinez-Garza, M., Slack, K., & D’Angelo, C.

M. (2011). Exploring Newtonian mechanics in a conceptually-integrated digital game:

Comparison of learning and affective outcomes for students in Taiwan and the United States.

Computers & Education, 57(3), 2178-2195. doi:

http://dx.doi.org/10.1016/j.compedu.2011.05.007

[15] Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A

systematic literature review of empirical evidence on computer games and serious games.

Computers & Education, 59(2), 661-686. doi:

http://dx.doi.org/10.1016/j.compedu.2012.03.004

[16] Connolly, T. M., Stansfield, M. H., & Hainey, T. (2007). An application of games-based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428.

[17] Daneman, M., & Carpenter, P. A. (1980). Individual differences in working memory and reading. Journal of Verbal Learning and Verbal Behavior, 19(4), 450-466. doi:

http://dx.doi.org/10.1016/S0022-5371(80)90312-6

[18] Daniels, L. M., Stupnisky, R. H., Pekrun, R., Haynes, T. L., Perry, R. P., & Newall, N. E.

(2009). A Longitudinal Analysis of Achievement Goals: From Affective Antecedents to

(Vol. 6095, pp. 297-299): Springer Berlin Heidelberg.

[20] Dickey, M. (2006). Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning

Environments. Educational Technology Research and Development, 54(3), 245-263. doi:

10.1007/s11423-006-8806-y

[21] Dimigen, O., Sommer, W., Hohlfeld, A., Jacobs, A. M., & Kliegl, R. (2011). Coregistration of Eye Movements and EEG in Natural Reading: Analyses and Review. Journal of

Experimental Psychology: General, 140(4), 552-572. doi: 10.1037/a0023885

[22] Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education,

49(3), 873-890. doi: http://dx.doi.org/10.1016/j.compedu.2005.11.026

[23] Erhel, S., & Jamet, E. (2013). Digital Game-Based Learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67(0), 156-167.

doi: http://dx.doi.org/10.1016/j.compedu.2013.02.019

[24] Fries, P., Nikolić, D., & Singer, W. (2007). The gamma cycle. Trends in Neurosciences, 30, 309-316.

[25] Gandini, D., Lemaire, P., & Dufau, S. (2008). Older and younger adults’ strategies in approximate quantification. Acta Psychologica, 129(1), 175–189.

[26] Geisler, F. C. M., Vennewald, N., Kubiak, T., & Weber, H. (2010). The impact of heart rate variability on subjective well-being is mediated by emotion regulation. Personality and

Individual Differences, 49(7), 723-728. doi: 10.1016/j.paid.2010.06.015

[27] Graf, S., Lin, T., & Kinshuk. (2008). The relationship between learning styles and cognitive traits – Getting additional information for improving student modelling. Computers in

Human Behavior, 24(2), 122-137. doi: http://dx.doi.org/10.1016/j.chb.2007.01.004

[28] Graf, S., Liu, T.-C., Kinshuk, Chen, N.-S., & Yang, S. J. H. (2009). Learning styles and

cognitive traits – Their relationship and its benefits in web-based educational systems.

Computers in Human Behavior, 25(6), 1280-1289. doi:

http://dx.doi.org/10.1016/j.chb.2009.06.005

[29] Greene, B. R., Boylan, G. B., Reilly, R. B., de Chazal, P., & Connolly, S. (2007).

Combination of EEG and ECG for improved automatic neonatal seizure detection. Clinical

Neurophysiology, 118(6), 1348-1359. doi: 10.1016/j.clinph.2007.02.015

[30] Hestenes, D., & Halloun, I. (1995). Interpreting the FCI. The Physics Teacher, 33, 502-506.

[31] Hoffman, B., & Schraw, G. (2009). The influence of self-efficacy and working memory capacity on problem-solving efficiency. Learning and Individual Differences, 19(1), 91-100.

doi: http://dx.doi.org/10.1016/j.lindif.2008.08.001

[32] Holsanova, J., Holmberg, N., & Holmqvist, K. (2009). Reading information graphics: the role of spatial contiguity and dual attentional guidance. Applied Cognitive Psychology, 23, 1215–1226.

[33] Hou, H. T. (2010a). Exploring the behavioral patterns in project-based learning with online discussion: quantitative content analysis and progressive sequential analysis. Turkish Online

Journal of Educational Technology, 9(3), 52-60.

[34] Hou, H. T. (2010b). Exploring the behavioral patterns in project-based learning with online discussion: quantitative content analysis and progressive sequential analysis. Turkish Online

Journal of Educational Technology, 9(3), 52-60.

[35] Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694-704.

doi: 10.1016/j.chb.2010.07.021

[36] Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797. doi:

http://dx.doi.org/10.1016/j.compedu.2010.03.011

[37] Hyönä, J., Lorch, R. F. J., & Kaakinen, J. K. (2002). Individual differences in reading to summarize expository text: evidence from eye fixation patterns. Journal of Educational

Psychology, 94(1), 44-55.

[38] Jeong, C. A. (2003). The sequential analysis of group interaction and critical thinking in online threaded discussions. The American Journal of Distance Education, 17(1), 25-43.

[39] Jermann, P., & Dillenbourg, P. (2008). Group mirrors to support interaction regulation in collaborative problem solving. Computers & Education, 51(1), 279-296. doi:

http://dx.doi.org/10.1016/j.compedu.2007.05.012

[40] Jonassen, D. (2003). Designing Research-Based Instruction for Story Problems.

and Instruction, 20(2), 172-176. doi: 10.1016/j.learninstruc.2009.02.013

[43] Just, M. A., & Carpenter, P. A. (1980). A theory of reading: From eye fixations to comprehension. Psychological Review, 87, 329–354.

[44] Kandel, E. R., Schwartz, J. H., & Jessell, T. M. (2000). Principles of neural science:

McGraw-Hill Medical

[45] Ke, F., & Grabowski, B. (2007). Game playing for maths learning: Cooperative or not?

British Journal of Educational Technology, 38(2), 249–259.

[46] Kebritchi, M., & Hirumi, A. c. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51(4), 1729-1743. doi:

http://dx.doi.org/10.1016/j.compedu.2008.05.004

[47] Keller, J. M. (2008). An integrative theory of motivation, volition, and performance.

Technology, Instruction, Cognition, and Learning, 6, 79-104.

[48] Kiili, K. (2005). Digital Game-Based Learning: Towards an experiential gaming model. The

Internet and Higher Education, 8(1), 13-24. doi:

http://dx.doi.org/10.1016/j.iheduc.2004.12.001

[49] Kim, K. H., Ban, S. W., & Kim, S. R. (2004). Emotion Recognition System Using Short-term Monitoring of Physiological Signals. Medical & Biological Engineering &

Computing, 42(3), 419-427.

[50] Latanov, A. V., Konovalova, N. S., & Yermachenko, A. A. (2008). EEG and EYE tracking for visual search task investigation in humans. International Journal of Psychophysiology,

69(3), 140. doi: 10.1016/j.ijpsycho.2008.05.340

[51] Lee, E. C., Woo, J. C., Kim, J. H., Whang, M., & Park, K. R. (2010). A brain–computer interface method combined with eye tracking for 3D interaction. Journal of Neuroscience

Methods, 190(2), 289-298. doi: 10.1016/j.jneumeth.2010.05.008

[52] Leony, D., Muñoz-Merino, P. J., Pardo, A., & Delgado Kloos, C. (2013). Provision of awareness of learners’ emotions through visualizations in a computer interaction-based environment. Expert Systems with Applications, 40(13), 5093-5100. doi:

http://dx.doi.org/10.1016/j.eswa.2013.03.030

[53] Lin, T., Imamiya, A., & Mao, X. (2008). Using multiple data sources to get closer insights into user cost and task performance. Interacting with Computers, 20(3), 364-374. doi:

10.1016/j.intcom.2007.12.002

[54] Linn, M. C., Clark, D., & Slotta, J. D. (2003). WISE design for knowledge integration.

Science Education, 87(4), 517-538. doi: 10.1002/sce.10086

[55] Liu, C.-C., Cheng, Y.-B., & Huang, C.-W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907-1918. doi:

http://dx.doi.org/10.1016/j.compedu.2011.04.002

[56] Malliani, A., Pagani, M., Lombardi, F., & Cerutti, S. (1991). Cardiovascular neural regulation explored in the frequency domain. Circulation, 84, 482-492. doi:

10.1161/01.CIR.84.2.482

[57] Marina, P. (2009). Digital Game-Based Learning in high school Computer Science

education: Impact on educational effectiveness and student motivation. Computers &

Education, 52(1), 1-12. doi: 10.1016/j.compedu.2008.06.004

[58] Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press.

[59] Mayer, R. E., & Johnson, C. I. (2010). Adding Instructional Features that Promote Learning in a Game-Like Environment. Journal of Educational Computing Research, 42(3), 241-265.

doi: 10.2190/EC.42.3.a

[60] Murugappan, M., Ramachandran, N., & Sazali, Y. (2010). Classification of human emotion from EEG using discrete wavelet transform. Journal of Biomedical Science and

Engineering, 3(4), 390-396.

[61] NeuroSky Inc. (2009). Brain Wave Signal (EEG) of NeuroSky, Inc. from

http://www.neurosky.com/Documents/Document.pdf?DocumentID=77eee738-c25c-4d63-b 278-1035cfa1de92

[62] O’Neil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes:

evidence from the computer games literature. The Curriculum Journal, 16(4), 455 – 474.

[63] Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive

Media in Education, 2004(8), 1-18.

[64] Pannese, L., & Carlesi, M. (2007). Games and learning come together to maximise

[64] Pannese, L., & Carlesi, M. (2007). Games and learning come together to maximise