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Knowledge Management Institute




               Non-invasive data tracking in educational
                               games


                             Combination of Logfiles and Natural
                                  Language Processing

                          Stephanie B. Linek, Georg Öttl, Dietrich Albert



 Georg Öttl                                  Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                  1
Knowledge Management Institute




                                     Outline

            •     Introduction

            •     Core factors of enjoyment in educational games

            •     Available data sources

            •     Open framework for a combined assessment
                  methodology


 Georg Öttl                          Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                          2
Knowledge Management Institute




                                       Introduction

            • Genre: adaptive educational games
                  • Transformative, Adaptive, Responsive and enGaging EnvironmenT


            • Joy as essential factor in game based learning
                  • Do not destroy the overall game-play experience
                  • Address player’s needs


            • Non-invasive user monitoring and data-tracking



 Georg Öttl                                Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                3
Knowledge Management Institute



                   Core factors for enjoyment in games and
                              educational games


            • Address the player’s need for reasonable parasocial
              interaction

            • Address the player’s individual preferences and
              actual mood

            • Address players capabilities



 Georg Öttl                       Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                       4
Knowledge Management Institute




                       Reasonable parasocial interaction

          • Communication preferences are reflected by the
            selected game genres

          • Provide options to address different communication
            preferences for a player

          • Adaption to the communication preferences of the
            player



 Georg Öttl                        Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                        5
Knowledge Management Institute




               Individual preferences and actual mood

     • Mood management
            • Media experiences are used for regulation of one’s own mood [1][2]


     • Mood monitoring
            • Communication preferences provide evidence about mood


     • Identification of player specific mood preferences

     [1] Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31, 327-340.
     [2] Zillmann, D. (2006). Dramaturgy for emotions from fictional narration. In J. Bryant & P. Vorderer (Eds.), Psychology of
           entertainment (215-238). Mahwah, New Jersey: Lawrence Erlbaum Associates.




 Georg Öttl                                               Valencia, 08/03/2010         NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                                     6
Knowledge Management Institute




                                 Players capabilities


            • Adapt to the players skills

            • Adapt to the players progress during time

            • Ongoing monitoring of the skills and cognitive
              capabilities




 Georg Öttl                            Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                            7
Knowledge Management Institute




                     Data tracking in educational games

            • Questionnaires
                  • Evaluation of the overall quality of the game
                  • Presented before and after the game


            • Online behavior monitoring without interrupting the
              ongoing learning process
                  • Logfiles
                  • Natural language




 Georg Öttl                                 Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                 8
Knowledge Management Institute




                                 Data tracking by logfiles


            • Automatic protocol of actions in a computer based
              environment

            • Huge amount of behavioral information




 Georg Öttl                              Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                              9
Knowledge Management Institute




                 Defining associated logfile parameters
   Logfile-Data / Probs                                       (Potential) Meaning/interpretation

   Mouse-clicking rate (number of clicks/time unit)           Activity of the user: confusion/nervousness vs.
                                                              ambition
   Frequency of tool-usage (of the different available        Activity and direction/purpose of user-behavior
   tools)
   Frequency help-seeking behaviour                           Confusion / overload of the learner

   Sequencing of material (in relation to the task)           Approximation to the solution vs. disorientation

   Interaction frequency/rate with NPC or another             Affiliation/Intensity of parasocial interaction with an
   player                                                     NPC / another player: positive (sympathy) vs
                                                              negative (aversion)
   Length of Interaction: Time spent on interaction with      Affiliation/Intensity of parasocial interaction with an
   an NPC or another player                                   NPC / another player: positive (sympathy) vs
                                                              negative (aversion)
   Eye-contact between player’ avatar and the                 Affiliation/Intensity of parasocial interaction with an
   NPC/another player’s avatar                                NPC / another player: positive (sympathy) vs
                                                              negative (aversion)
   Number of characters (NPCs and/or other player’s           Integration in the (virtual) community/group
   avatars) the player is interacting with                    (Integration-Index)

 Georg Öttl                                           Valencia, 08/03/2010     NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                            10
Knowledge Management Institute



                                 Pros and Cons of Logfiles

     Pros                                          Cons
     •Objective measurement of                     •Too much data /
     user behavior                                 information overload

     •Does not disrupt gameplay                    •Ambiguous data without
                                                   subjective meaning – hard
     •Non reactive method                          to interpret
     without demand effects




 Georg Öttl                                Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                               11
Knowledge Management Institute




                      Data tracking in Natural Language

 • Natural language used in
       • Team speak
       • Multiparty chat conversations
       • Private 1:1 chats
 • Connection between the words an individual uses and mind
   [3][4] [5]
       • Attempt to algorithmically understand the subjective meaning of text with
         Natural Language Processing (NLP)


 [3] Jackendoff, R. S. (1985). Semantics and Cognition (Current Studies in Linguistics) (p. 304). The MIT
      Press.
 [4] Noam Chomsky. (1969). Aspects of the theory of syntax. MIT Press.
 [5] Schank, R. C. (1972). Conceptual Dependency: A Theory of Natural Language Understanding. Cognitive
      Psychology, 631(3), 552-631.
 Georg Öttl                                     Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                    12
Knowledge Management Institute




                   Defining associated NLP parameters
   •    Identify locations, persons, organizations, …
   •    Identify the topic
   •    Identify fascinating, acceptable and unsuitable answers [6]
   •    Interpret the semantic orientation [7]
   •    Identify gender, deception status and culture [8]


   [6] Huang, J., Zhou, M., & Yang, D. (2007). Extracting chatbot knowledge from online discussion forums. In
        Proc. of IJCAI (pp. 423-428).
   [7] Hatzivassiloglou, V., & McKeown, K. R. (1997). Predicting the semantic orientation of adjectives.
        Proceedings of the 35th annual meeting on Association for Computational Linguistics - (pp. 174-181).
        Morristown, NJ, USA: Association for Computational Linguistics.
   [8] Chung, C. K., & Pennebaker, J. W. (2007). The psychological functions of function words. Social
        communication: Frontiers of social psychology, 343-359.

 Georg Öttl                                      Valencia, 08/03/2010    NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                      13
Knowledge Management Institute




                                 Pros and Cons of NLP

     Pros                                       Cons

     •Works autonomous                          •Error prone
     •Provides different                        •Ambiguous outcomes
     qualitative information than               •Mostly relies on supervised
     logfiles                                   machine learning




 Georg Öttl                             Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                            14
Knowledge Management Institute




               Combination of logfile analysis and NLP

            • Logfiles
                  • Quantitative objective data regarding the activity of the user


            • NLP
                  • Qualitative information




 Georg Öttl                                   Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                  15
Knowledge Management Institute



            Multimodal classification using logfile and NLP
                                 data

            • Analyse common properties of both data sources

            • Augment necessary additional information

            • Combination of both
                  • Multimodal classification task
                  • Indicator selection based on empirical psychological studies




 Georg Öttl                                 Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                16
Knowledge Management Institute



              Open framework for a combined assessment
                           methodology
                                                                                                                         Defining rules for multimodal
                                                                                                                      classification: Analysis of common
                                                                                                                    properties and augmenting information




                                                                                                   
                  




                                                                                                                                                   
                Behavioural logfile
                                                                                                                                                 NLP indicators
                   parameter




                      Defining associations between logfile                                                             Defining associations between NLP
                      parameters and potential subjective                                                               generated information and potential
                                    meaning                                                                                     subjective meaning


                                                              Pool of interesting psychological variables
                                                                          subjective meaning


                                                                   Theoretical and empirical research
                                         as basis for the definition of appropriate indicators, variables, associations and rules



 Georg Öttl                                                            Valencia, 08/03/2010                           NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                                                                   17
Knowledge Management Institute




                                 Conclusion

            • Multimodal classification of logfiles and NLP will lead
              to a more holistic view of the user/player
            • Future research on games and game-based learning
              might lead to new insight on the association of user-
              behaviour and subjective meaning
            • A open framework in the sense that other additional
              data sources could be incorporated and connected




 Georg Öttl                        Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                       18
Knowledge Management Institute




                                 OUTLOOK




            TARGET : www.reachyourtarget.org




 Georg Öttl                       Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                      19
Knowledge Management Institute




                         Thank You For Your Attention!

                                    Questions?

                      Stephanie Linek: stephanie.linek@uni-graz.at
                           Georg Öttl: georg.oettl@tugraz.at




 Georg Öttl                            Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                           20
Knowledge Management Institute




                                             References
            [1] Zillmann, D. (1988). Mood management through communication choices. American
                 Behavioral Scientist, 31, 327-340.
            [2] Zillmann, D. (2006). Dramaturgy for emotions from fictional narration. In J. Bryant & P.
                 Vorderer (Eds.), Psychology of entertainment (215-238). Mahwah, New Jersey:
                 Lawrence Erlbaum Associates.
            [3] Jackendoff, R. S. (1985). Semantics and Cognition (Current Studies in Linguistics) (p.
                 304). The MIT Press.
            [4] Noam Chomsky. (1969). Aspects of the theory of syntax. MIT Press.
            [5] Schank, R. C. (1972). Conceptual Dependency: A Theory of Natural Language
                 Understanding. Cognitive Psychology, 631(3), 552-631.
            [6] Huang, J., Zhou, M., & Yang, D. (2007). Extracting chatbot knowledge from online
                 discussion forums. In Proc. of IJCAI (pp. 423-428).
            [7] Hatzivassiloglou, V., & McKeown, K. R. (1997). Predicting the semantic orientation of
                 adjectives. Proceedings of the 35th annual meeting on Association for Computational
                 Linguistics - (pp. 174-181). Morristown, NJ, USA: Association for Computational
                 Linguistics. doi: 10.3115/976909.979640.
            [8] Chung, C. K., & Pennebaker, J. W. (2007). The psychological functions of function
                 words. Social communication: Frontiers of social psychology, 343-359.




 Georg Öttl                                       Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                      21
Knowledge Management Institute



                       Defining the interesting psychological
                                      variables
            • Subjective psychological indicators
                  • Related to meaningful parasocial interaction
                  • Related to mood management
                  • Related to the adaptivity on the learner characteristics


            • General Psychological variables
                  •    Curiousness of the player
                  •    Confusion
                  •    Positive versus negative mood
                  •    Cognitive resources


            • Objective behavioural correlates have to be found

 Georg Öttl                                  Valencia, 08/03/2010   NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES
                                                                                                                 22

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Non-invasive data tracking in educational games

  • 1. Knowledge Management Institute Non-invasive data tracking in educational games Combination of Logfiles and Natural Language Processing Stephanie B. Linek, Georg Öttl, Dietrich Albert Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 1
  • 2. Knowledge Management Institute Outline • Introduction • Core factors of enjoyment in educational games • Available data sources • Open framework for a combined assessment methodology Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 2
  • 3. Knowledge Management Institute Introduction • Genre: adaptive educational games • Transformative, Adaptive, Responsive and enGaging EnvironmenT • Joy as essential factor in game based learning • Do not destroy the overall game-play experience • Address player’s needs • Non-invasive user monitoring and data-tracking Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 3
  • 4. Knowledge Management Institute Core factors for enjoyment in games and educational games • Address the player’s need for reasonable parasocial interaction • Address the player’s individual preferences and actual mood • Address players capabilities Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 4
  • 5. Knowledge Management Institute Reasonable parasocial interaction • Communication preferences are reflected by the selected game genres • Provide options to address different communication preferences for a player • Adaption to the communication preferences of the player Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 5
  • 6. Knowledge Management Institute Individual preferences and actual mood • Mood management • Media experiences are used for regulation of one’s own mood [1][2] • Mood monitoring • Communication preferences provide evidence about mood • Identification of player specific mood preferences [1] Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31, 327-340. [2] Zillmann, D. (2006). Dramaturgy for emotions from fictional narration. In J. Bryant & P. Vorderer (Eds.), Psychology of entertainment (215-238). Mahwah, New Jersey: Lawrence Erlbaum Associates. Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 6
  • 7. Knowledge Management Institute Players capabilities • Adapt to the players skills • Adapt to the players progress during time • Ongoing monitoring of the skills and cognitive capabilities Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 7
  • 8. Knowledge Management Institute Data tracking in educational games • Questionnaires • Evaluation of the overall quality of the game • Presented before and after the game • Online behavior monitoring without interrupting the ongoing learning process • Logfiles • Natural language Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 8
  • 9. Knowledge Management Institute Data tracking by logfiles • Automatic protocol of actions in a computer based environment • Huge amount of behavioral information Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 9
  • 10. Knowledge Management Institute Defining associated logfile parameters Logfile-Data / Probs (Potential) Meaning/interpretation Mouse-clicking rate (number of clicks/time unit) Activity of the user: confusion/nervousness vs. ambition Frequency of tool-usage (of the different available Activity and direction/purpose of user-behavior tools) Frequency help-seeking behaviour Confusion / overload of the learner Sequencing of material (in relation to the task) Approximation to the solution vs. disorientation Interaction frequency/rate with NPC or another Affiliation/Intensity of parasocial interaction with an player NPC / another player: positive (sympathy) vs negative (aversion) Length of Interaction: Time spent on interaction with Affiliation/Intensity of parasocial interaction with an an NPC or another player NPC / another player: positive (sympathy) vs negative (aversion) Eye-contact between player’ avatar and the Affiliation/Intensity of parasocial interaction with an NPC/another player’s avatar NPC / another player: positive (sympathy) vs negative (aversion) Number of characters (NPCs and/or other player’s Integration in the (virtual) community/group avatars) the player is interacting with (Integration-Index) Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 10
  • 11. Knowledge Management Institute Pros and Cons of Logfiles Pros Cons •Objective measurement of •Too much data / user behavior information overload •Does not disrupt gameplay •Ambiguous data without subjective meaning – hard •Non reactive method to interpret without demand effects Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 11
  • 12. Knowledge Management Institute Data tracking in Natural Language • Natural language used in • Team speak • Multiparty chat conversations • Private 1:1 chats • Connection between the words an individual uses and mind [3][4] [5] • Attempt to algorithmically understand the subjective meaning of text with Natural Language Processing (NLP) [3] Jackendoff, R. S. (1985). Semantics and Cognition (Current Studies in Linguistics) (p. 304). The MIT Press. [4] Noam Chomsky. (1969). Aspects of the theory of syntax. MIT Press. [5] Schank, R. C. (1972). Conceptual Dependency: A Theory of Natural Language Understanding. Cognitive Psychology, 631(3), 552-631. Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 12
  • 13. Knowledge Management Institute Defining associated NLP parameters • Identify locations, persons, organizations, … • Identify the topic • Identify fascinating, acceptable and unsuitable answers [6] • Interpret the semantic orientation [7] • Identify gender, deception status and culture [8] [6] Huang, J., Zhou, M., & Yang, D. (2007). Extracting chatbot knowledge from online discussion forums. In Proc. of IJCAI (pp. 423-428). [7] Hatzivassiloglou, V., & McKeown, K. R. (1997). Predicting the semantic orientation of adjectives. Proceedings of the 35th annual meeting on Association for Computational Linguistics - (pp. 174-181). Morristown, NJ, USA: Association for Computational Linguistics. [8] Chung, C. K., & Pennebaker, J. W. (2007). The psychological functions of function words. Social communication: Frontiers of social psychology, 343-359. Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 13
  • 14. Knowledge Management Institute Pros and Cons of NLP Pros Cons •Works autonomous •Error prone •Provides different •Ambiguous outcomes qualitative information than •Mostly relies on supervised logfiles machine learning Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 14
  • 15. Knowledge Management Institute Combination of logfile analysis and NLP • Logfiles • Quantitative objective data regarding the activity of the user • NLP • Qualitative information Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 15
  • 16. Knowledge Management Institute Multimodal classification using logfile and NLP data • Analyse common properties of both data sources • Augment necessary additional information • Combination of both • Multimodal classification task • Indicator selection based on empirical psychological studies Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 16
  • 17. Knowledge Management Institute Open framework for a combined assessment methodology Defining rules for multimodal classification: Analysis of common properties and augmenting information                 Behavioural logfile NLP indicators parameter Defining associations between logfile Defining associations between NLP parameters and potential subjective generated information and potential meaning subjective meaning Pool of interesting psychological variables subjective meaning Theoretical and empirical research as basis for the definition of appropriate indicators, variables, associations and rules Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 17
  • 18. Knowledge Management Institute Conclusion • Multimodal classification of logfiles and NLP will lead to a more holistic view of the user/player • Future research on games and game-based learning might lead to new insight on the association of user- behaviour and subjective meaning • A open framework in the sense that other additional data sources could be incorporated and connected Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 18
  • 19. Knowledge Management Institute OUTLOOK TARGET : www.reachyourtarget.org Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 19
  • 20. Knowledge Management Institute Thank You For Your Attention! Questions? Stephanie Linek: stephanie.linek@uni-graz.at Georg Öttl: georg.oettl@tugraz.at Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 20
  • 21. Knowledge Management Institute References [1] Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31, 327-340. [2] Zillmann, D. (2006). Dramaturgy for emotions from fictional narration. In J. Bryant & P. Vorderer (Eds.), Psychology of entertainment (215-238). Mahwah, New Jersey: Lawrence Erlbaum Associates. [3] Jackendoff, R. S. (1985). Semantics and Cognition (Current Studies in Linguistics) (p. 304). The MIT Press. [4] Noam Chomsky. (1969). Aspects of the theory of syntax. MIT Press. [5] Schank, R. C. (1972). Conceptual Dependency: A Theory of Natural Language Understanding. Cognitive Psychology, 631(3), 552-631. [6] Huang, J., Zhou, M., & Yang, D. (2007). Extracting chatbot knowledge from online discussion forums. In Proc. of IJCAI (pp. 423-428). [7] Hatzivassiloglou, V., & McKeown, K. R. (1997). Predicting the semantic orientation of adjectives. Proceedings of the 35th annual meeting on Association for Computational Linguistics - (pp. 174-181). Morristown, NJ, USA: Association for Computational Linguistics. doi: 10.3115/976909.979640. [8] Chung, C. K., & Pennebaker, J. W. (2007). The psychological functions of function words. Social communication: Frontiers of social psychology, 343-359. Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 21
  • 22. Knowledge Management Institute Defining the interesting psychological variables • Subjective psychological indicators • Related to meaningful parasocial interaction • Related to mood management • Related to the adaptivity on the learner characteristics • General Psychological variables • Curiousness of the player • Confusion • Positive versus negative mood • Cognitive resources • Objective behavioural correlates have to be found Georg Öttl Valencia, 08/03/2010 NON-INVASIVE DATA TRACKING IN EDUCATIONAL GAMES 22