dc.contributor.author | Pireva, Krenare | |
dc.contributor.author | Tahir, Rabail | |
dc.contributor.author | Imran, Ali Shariq | |
dc.contributor.author | Chaudhary, Niraj | |
dc.date.accessioned | 2020-09-14T10:57:02Z | |
dc.date.available | 2020-09-14T10:57:02Z | |
dc.date.created | 2020-05-25T17:14:24Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-1-7281-1746-1 | |
dc.identifier.uri | https://hdl.handle.net/11250/2677639 | |
dc.description.abstract | A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of researchers are investigating the effectiveness of the game-based approach in education systems. Recent research in game-based learning suggests that this approach imparts learning by involving learners in the learning process. The game factors generate affective-cognitive reactions that absorb users in playing the game and positively influence the learning. This paper offers a comparison of the learning processes between the game-based learning and pen-and-paper approaches. In this paper the analysis of both learning approaches is realized through a brain-controlled technology, using the Emotiv EEG Tech headset, by analyzing the stress, excitement, relaxation, focus, interest, and engagement that the learner is experiencing while going through both approaches. | en_US |
dc.language.iso | eng | en_US |
dc.publisher | Institute of Electrical and Electronics Engineers (IEEE) | en_US |
dc.relation.ispartof | FIE 2019 conference proceedings | |
dc.title | Evaluating learners’ emotional states by monitoring brain waves for comparing game-based learning approach to pen-and-paper | en_US |
dc.type | Chapter | en_US |
dc.description.version | acceptedVersion | en_US |
dc.identifier.doi | http://dx.doi.org/10.1109/FIE43999.2019.9097262 | |
dc.identifier.cristin | 1812512 | |
dc.description.localcode | © 2020 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. | en_US |
cristin.ispublished | true | |
cristin.fulltext | postprint | |
cristin.qualitycode | 1 | |