An affective student model to assess emotions in an educational game
Electronic educational games integrate the target domain knowledge in a game-like environment in order to help students learn. While, in general, these educational games are more engaging than the traditional computer-based educational software, they often do not necessarily trigger learning. One...
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Language: | English |
Published: |
2009
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Online Access: | http://hdl.handle.net/2429/13878 |