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Covert and Overt Measures of Engagement within an Educational Multimedia Environment
 

Covert and Overt Measures of Engagement within an Educational Multimedia Environment

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G4LI Games for Learning Day at G4C 2011

G4LI Games for Learning Day at G4C 2011

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  • Jones, M. G. (1998, February). Creating electronic learning environments: Games, flow and the userinterface. In Proceedings of selected research and development presentations at the national conventionof the association for educational communications and technology (AECT), St. Louis, MO.

Covert and Overt Measures of Engagement within an Educational Multimedia Environment Covert and Overt Measures of Engagement within an Educational Multimedia Environment Presentation Transcript

  • Covert and overt
    measures of engagement within an educational multimedia environment.
    This research was supported by Office of Naval Research underGrant N00014-10-1-0143 awarded to Dr. Robert Atkinson
    Robert M. Christopherson,Javier Gonzalez-Sanchez, Mustafa Baydogan,Maria Elena Chavez-Echeagaray, David-GibsonRobert Atkinson
    lsrl.lab.asu.edu
  • Games can change the way we learn
    Empirical research can change the way we game
  • Learning
    Gaming
    surprise
    happiness
    flow/engagement
    anger
    delight
    boredom
    frustration
    confusion
    curiosity
    anxiety
    fear
  • Goals
    Education: Engagement = Learning
    Games: Engagement = Fun
  • Overt - observable
    Covert - hidden
  • Overt and Covert
    Facial expressions
    Cognition
    Verbalization
    Motivation
    Behavior
    Flow
    Engagement
    Attitude
    Performance
    Emotion
    Physical interactions
    Posture
  • What is engagement?
    Gaming
    “concerned with all the qualities of an experience that really pull people in – whether this is a sense of immersion that one feels when reading a good book, or a challenge one feels when playing a good game, or the fascinating unfolding of a radio drama”
    Benyon and colleagues (2005)
  • What is engagement?
    Learning
    “the nexus of intrinsic knowledge and interest and external stimuli that promote the initial interest in, and use of a computer-based learning environment”
    (Jones, 1998)
  • Measuring Engagement
    Objective
    Observational Analysis
    Physiological data
    Cognitivewalkthrough
    Think-aloud
    HeuristicEvaluation
    Qualitative
    Quantitative
    Interviews &Focus Groups
    Surveys & Questionnaires
    Subjective
  • Use of Physiological Data
    Decide what you want to measure
    Choose the appropriate sensors
    Control your task and environment
    Process the data according to which sensors were chosen
    Make inferences, evaluate and revise
  • 1. Decide what you want to measure
    engagement
    arousal
    mental effort
    attention
    excitement
    boredom
    meditation
    frustration
  • 2. Choose the appropriate sensors
  • 3. Control your task and environment
    Con
    20 Users playGuitar HeroTM
    easy and hard song
    15 mins of practice
    Skin/Eye/Head/Guitar sensors
  • Real Time Monitoring
  • 4. Process the data according towhich sensors were chosen
  • 5. Make inferences and iterate on game/instructional design
    Visualization
    Interpretation
    Datamining
    Statistics
  • High Scoring Performance in Guitar HeroTM
    ––––– Raw Engagement
    ––––– Median Engagement
    ––––– Normalized Performance
  • Low Scoring Performance in Guitar HeroTM
    ––––– Raw Engagement
    ––––– Median Engagement
    ––––– Normalized Performance
  • Engagement
  • Boredom
  • Meditation
  • Frustration
  • Long Term Excitement
  • Why measure engagement?
    Dynamic Difficulty Adjustment
    Expand Demographics
    Longer Time on Task
  • Dynamic Difficulty Adjustment
    Challenge
    Anxiety
    Flow Zone
    Boredom
    Ability
  • Expand Demographics
    Challenge
    Expert
    Flow Zone
    Novice
    Ability
  • Time on Task
    FLOW
    TIME
  • ROI in Games
    Competitive edge
    Broader appeal
    Micro and macro evaluation
    Personalization
    Improve gameplay
  • ROI in Education
    Increase Performance
    Retention
    Time on task
    Attitude toward learning
  • Ongoing Work
    SeductiveDetails (Instructional Design)
    Videogames and Engagement (Guitar Hero)
    Emotions and Working Memory Capacity (puzzles)
    3D Instructional training (US Navy, Save Science)
    Affective Meta Tutor
  • Questions?
    lsrl.lab.asu.edu