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Designing and Evaluating Emotional Student Models for Game-Based Learning
Serious Games and Edutainment Applications
Research in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students' emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory ) as a basis for representing behaviour and was designed and evaluated using Probabilistic Relational Models (PRMs), Dynamic Bayesian Networksdoi:10.1007/978-1-4471-2161-9_13 fatcat:zcjl3j6zxjdjngktvititwlfay