Abstract
Proceedings of 2015 Annual Meeting of the American Educational Research Association, Chicago, Illinois, 2015. Evidence suggests that computer game-based learning (GBL) environments are effective in increasing students’ motivation and supporting learning (de Freitas, 2013; Kiili, Ketamo, Koivisto, & Finn, 2014; Spires, Rowe, Mott, & Lester, 2011). Many intelligent tutoring systems and advanced learning technologies are designed as educational games (Aleven, Beal, & Graesser, 2013; Conati, Jaques, & Muir, 2013; Rodrigo, et al., 2012). This paper presents the lessons learned during the design, implementation and evaluation of an educational game, Heroes of Math Island, for students in grades five through seven. The game was designed and implemented with the purpose of researching (1) affective states that are relevant to learning during gameplay and (2) methods that are better suited for design of engaging educational games. This paper focuses on the second objective.,Conference paper,Published.,Peer reviewed