Abstract
Persuasive technological strategies directed towards changing users' attitudes or behaviors have thus far been applied in commercial and health promotion contexts, but not for educational purposes. The main reason for this lack of research in educational settings can be attributed to an insufficient understanding of which attitudes or behaviors should be adopted through the evaluation of students' effective learning outcomes. In this study, we present an association between interpersonal conflict and positive learning and depicted the speaker's intention and the hearer's interpretation for cooperative and competitive player roles in light of game theory.; Persuasive technological strategies directed towards changing users' attitudes or behaviors have thus far been applied in commercial and health promotion contexts, but not for educational purposes. The main reason for this lack of research in educational settings can be attributed to an insufficient understanding of which attitudes or behaviors should be adopted through the evaluation of students' effective learning outcomes. In this study, we present an association between interpersonal conflict and positive learning and depicted the speaker's intention and the hearer's interpretation for cooperative and competitive player roles in light of game theory.;
Cite
CITATION STYLE
Prata, D. N., Letouze, P., … Costa, E. (2016). A Game Approach to Assessing Learning Outcomes. International Journal of Information and Education Technology, 6(2), 137–142. https://doi.org/10.7763/ijiet.2016.v6.673
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