Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Covert and Overt Measures of Engagement within an Educational Multimedia Environment
1. 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
2. Games can change the way we learn Empirical research can change the way we game
7. 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)
8. 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)
9. Measuring Engagement Objective Observational Analysis Physiological data Cognitivewalkthrough Think-aloud HeuristicEvaluation Qualitative Quantitative Interviews &Focus Groups Surveys & Questionnaires Subjective
10. 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
11. 1. Decide what you want to measure engagement arousal mental effort attention excitement boredom meditation frustration
28. ROI in Games Competitive edge Broader appeal Micro and macro evaluation Personalization Improve gameplay
29. ROI in Education Increase Performance Retention Time on task Attitude toward learning
30. 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
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.