Abstract:Accumulating evidence indicates that game-based learning is emotionally charged. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to flow experience and situational interest. Sixty-eight 15–18-year-old students played the Antidote COVID-19 game for 25 min. Epistemic emotions, flow, and situational interest were measured after the playing session. These measures indicated that the g… Show more
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