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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

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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
  • 3. Learning Gaming surprise happiness flow/engagement anger delight boredom frustration confusion curiosity anxiety fear
  • 4. Goals Education: Engagement = Learning Games: Engagement = Fun
  • 5. Overt - observable Covert - hidden
  • 6. Overt and Covert Facial expressions Cognition Verbalization Motivation Behavior Flow Engagement Attitude Performance Emotion Physical interactions Posture
  • 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
  • 12. 2. Choose the appropriate sensors
  • 13. 3. Control your task and environment Con 20 Users playGuitar HeroTM easy and hard song 15 mins of practice Skin/Eye/Head/Guitar sensors
  • 15. 4. Process the data according towhich sensors were chosen
  • 16. 5. Make inferences and iterate on game/instructional design Visualization Interpretation Datamining Statistics
  • 17. High Scoring Performance in Guitar HeroTM ––––– Raw Engagement ––––– Median Engagement ––––– Normalized Performance
  • 18. Low Scoring Performance in Guitar HeroTM ––––– Raw Engagement ––––– Median Engagement ––––– Normalized Performance
  • 24. Why measure engagement? Dynamic Difficulty Adjustment Expand Demographics Longer Time on Task
  • 25. Dynamic Difficulty Adjustment Challenge Anxiety Flow Zone Boredom Ability
  • 26. Expand Demographics Challenge Expert Flow Zone Novice Ability
  • 27. Time on Task FLOW TIME
  • 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

Editor's Notes

  1. 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.