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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Bibliographic Details
Main Author: Zhou, Xiaoming
Language:English
Published: 2009
Online Access:http://hdl.handle.net/2429/13878

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