| Literature DB >> 35401347 |
Chih Hung Wu1, Hao-Chiang Koong Lin2, Tao-Hua Wang3, Tzu-Hsuan Huang2, Yueh-Min Huang3.
Abstract
Students often face difficulties and experience negative emotions toward second language learning. The affective tutoring system (ATS) is a next-generation learning approach that can detect the affective status of learning to increase performance. Therefore, for the purposes of this study, an innovative affective mobile language tutoring system (AMLTS) was designed to support Japanese language learning. The effects of AMLTS, along with asynchronous discussion, that were intended to improve performance, were examined using a triangulation method. To investigate the effect on emotion, the proposed AMLTS provides a virtual emotion agent that can interact with users and record emotional events, learning assessments, and the results of the interaction into a database. Learning effectiveness evaluations were conducted via two experiments: prototype evaluation and final evaluation. Sixty-three students, all beginners, were invited to use the AMLTS to learn Japanese. The research results show that the proposed AMLTS affective interaction design significantly improves learner engagement and performance. In the emotion feedback analysis and learning process, AMLTS helped students deepen their understanding of the content, enabled them to clearly understand the content, and to engage in peer interaction and experience positive emotions. In the evaluation of system usability, AMLTS reveals good usability for foreign language acquisition.Entities:
Keywords: asynchronous discussion forum; collaborative learning; emotion; learning performance; mobile affective tutoring system; usability
Year: 2022 PMID: 35401347 PMCID: PMC8987523 DOI: 10.3389/fpsyg.2022.833327
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Design of the AMLTS.
Figure 2(A) Positive/negative emoticons on the course interface and emotion-related words for sentence formation. (B) Feedback at the end of the course. (C) Agent (from left to right): Sailor, shipmaster, monkey. (D) The agent’s response when a negative emoticon is selected. (E) The agent’s response when a positive emoticon is selected.
Rules for determining learners’ state during learning.
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| Unfocused | Number of times learners clicked on a positive emoticon (two units) + Number of times learners clicked on a negative emoticon (two units) |
| > | |
| Nervous | Number of times learners clicked on a positive emoticon (two units) + Number of times learners clicked on a negative emoticon (two units) > |
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| Number of times learners clicked on a positive emoticon (two units) + Number of times learners clicked on a negative emoticon (two units) < 1 | |
| Emo_Pos | Number of times learners clicked on a positive emoticon (two units) ≥ |
| Number of times learners clicked on a negative emoticon (two units) | |
| Emo_Neg | Number of times learners clicked on a negative emoticon (two units) ≥ |
| Number of times learners clicked on a positive emoticon (two units) | |
| Emo_No_Click | Number of times learners clicked on a negative emoticon (two units) < 0 |
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| number of times learners clicked on a positive emoticon (two units) < 0 | |
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| Grade_Pass | Test results for both tasks were ≥ 60 |
| Grade_One_Pass | One of the test results was ≥60 |
| Grade_Two_Fail | Test results for both tasks were ≤ 60 |
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| 1. Set | |
Figure 3Screenshot of our ATS and learning environment.