CRYSTAL ISLAND game-based learning environment¶
Product or Programme · All products and programmes
Evidence · 4 claims (4 for) · 1 study (1 associational),q3· 1 of 1 report an effect size · 4 claims rest on one study
Description¶
CRYSTAL ISLAND is a narrative-centered, game-based learning environment developed and maintained by the IntelliMedia Group at North Carolina State University for learning through investigation and scientific reasoning.
Components¶
Claims¶
- Students experienced less confusion after positive scan results than after negative scan results [+W]
- Students' emotion durations differed significantly between positive and negative scan outcomes, but not during book reading or after diagnosis submission [+W]
- No significant correlations between contextual emotion differences and overall game score after Holm-Bonferroni correction [+W]
- Joy during relevant book reading and confusion after positive scans positively predicted overall game score, while total worksheet submissions negatively predicted it [+W]
Related Products and Programmes¶
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Key Sources¶
- Michelle Taub, Robert Sawyer, James Lester, Roger Azevedo. (2019). The Impact of Contextualized Emotions on Self-Regulated Learning and Scientific Reasoning during Learning with a Game-Based Learning Environment. International Journal of Artificial Intelligence in Education. https://doi.org/10.1007/s40593-019-00191-1
Page metadata
| Field | Value |
|---|---|
type |
product |
id |
crystal-island-game-based-learning-environment |
title |
CRYSTAL ISLAND game-based learning environment |
description |
CRYSTAL ISLAND is a narrative-centered, game-based learning environment developed and maintained by the IntelliMedia Group at North Carolina State University for learning through investigation and scientific reasoning. |
status |
review |
product_kind |
software |
generated |
by process:settle-candidates on 2026-10-28 |
trust |
unverified — no one has confirmed this page's content |
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