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Gamification principles have been used in a variety of educational contexts to promote knowledge retention and learner pleasure.
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In this paper, we validate the hypothesis that learning platforms can adjust their response to have an effect on the learner's pleasure, arousal and/or dominance, without using a specific emotion detection system during operation.
This study found that the AJET project provided the students with an opportunity to experience new technologies; learners experienced the pleasure of learning and thus increased their learning possibilities.
Even the students who "look autistic" can still be eager learners who are a pleasure to have in class.[1].
Become a lifelong learner:I find an inordinate amount of pleasure in reading, in learning about new things, in enriching my knowledge as I get older.
Therefore an understanding of adolescents, their motives and interests are necessary when teachers wish to motivate their learners to read a wide range of material for pleasure.
Kluger proposes that stimulation to improve depends on the learner's state of mind with relation to the activity; whether it was for pleasure or to avoid pain [ 9].
We examine whether an e-learning curriculum involving various multimedia instructional materials (MIMs) can stimulate learners' socialness perceptions, and whether the difference in style has a specific effect on the students' emotional states (arousal, pleasure, and flow experience) that consequently affect the students' learning motivations and learning outcomes.
Loser learner.
"Quick learner".
"Slow learner," Royce said.
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Justyna Jupowicz-Kozak
CEO of Professional Science Editing for Scientists @ prosciediting.com