Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Adolescents | 1 |
| Adults | 1 |
| Affective Behavior | 1 |
| Color | 1 |
| Educational Games | 1 |
| Educational Technology | 1 |
| Emotional Response | 1 |
| Game Based Learning | 1 |
| Geometric Concepts | 1 |
| Spatial Ability | 1 |
| Technology Uses in Education | 1 |
| More ▼ | |
Source
| Grantee Submission | 1 |
Author
| Homer, Bruce D. | 1 |
| Hovey, Chris M. | 1 |
| MacNamara, Andrew | 1 |
| Ober, Teresa | 1 |
| Olsen, Alvaro | 1 |
| Pawar, Shashank | 1 |
| Plass, Jan L. | 1 |
| Rose, Maya C. | 1 |
Publication Type
| Reports - Research | 1 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Plass, Jan L.; Homer, Bruce D.; MacNamara, Andrew; Ober, Teresa; Rose, Maya C.; Pawar, Shashank; Hovey, Chris M.; Olsen, Alvaro – Grantee Submission, 2019
What is the affective quality of specific design features of game characters? The Integrative Model of Emotion in Game-based Learning (EmoGBL) describes common mechanisms of how emotion and learning processes interact to foster specific learning outcomes. In the present paper, we asked how color, shape, expression, and dimensionality of game…
Descriptors: Educational Games, Game Based Learning, Educational Technology, Technology Uses in Education

Peer reviewed
Direct link
