Casual Game Playing for the Relief of Learning Anxiety in Students

Yu-Ping Hsu


Online learning, Game learning, Learning anxiety, Electrodermal activity, Experimental study


While much research focuses on people’s preference of the types of technology games, there is little reported on the relationship between learning and emotional development as a result of playing different types of computer and video games. Most theory and research in this area has evolved in Western countries. The present study seeks to determine how casual game participation among students in Taiwan impacts learner anxiety. It is anticipated that the findings will help to decrease learning anxiety. This research provides a greater understanding of the relationship between, technology learning, casual games and strategy games. The results of this study provide initial evidence that casual game play does not relieve learning anxiety, as has been reported, however, this study provides initial EDA data in support of the development of game learning that engages student learning because when students have high EDA data, it also means they have been engaged in the environment more. The findings show that casual games embedded in the learning content caused less stress in students than strategy games.

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