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Abstract

Game-based learning offers rich learning opportunities, but open-ended games make it difficult to identify struggling students. Prior work compares student paths to a single expert’s “golden path.” This effort focuses on efficiency, but additional pathways may be required for learning. We examine data from middle schoolers who played Crystal Island, a learning game for microbiology. Results show higher learning gains for students with exploratory behaviors, with interactions between prior knowledge and frustration. Results have implications for designing adaptive scaffolding for learning and affective regulation.

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Acknowledgement

This study was supported by NSF under IIS grant Award #2016943, Award #2016993, and #1409639. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the NSF.

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Correspondence to Nidhi Nasiar .

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Nasiar, N. et al. (2023). It’s Good to Explore: Investigating Silver Pathways and the Role of Frustration During Game-Based Learning. In: Wang, N., Rebolledo-Mendez, G., Dimitrova, V., Matsuda, N., Santos, O.C. (eds) Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky. AIED 2023. Communications in Computer and Information Science, vol 1831. Springer, Cham. https://doi.org/10.1007/978-3-031-36336-8_77

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  • DOI: https://doi.org/10.1007/978-3-031-36336-8_77

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