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Covert and Overt Measures of Engagement within an Educational Multimedia Environment
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Transcript of Covert and Overt Measures of Engagement within an Educational Multimedia Environment
Robert M. Christopherson,Javier Gonzalez-Sanchez, Mustafa Baydogan,Maria Elena Chavez-Echeagaray, David-GibsonRobert Atkinson
This research was supported by Office of Naval Research underGrant N00014-10-1-0143 awarded to Dr. Robert Atkinson
COVERT AND OVERTmeasures of engagement within an educational multimedia environment.
lsrl.lab.asu.edu
Games can change the way we learn
Empirical research can change the way we game
surprise
happiness
flow/engagement
anger
delight
frustration
confusion
curiosity
anxiety
fear
boredom
Learning Gaming
Goals
GAMES: Engagement = Fun
EDUCATION: Engagement = Learning
Overt - observable Covert - hidden
Overt and Covert
Cognition
Emotion
Engagement
Motivation
Attitude
Flow
Performance
Posture
Physical interactions
Verbalization
Facial expressions
Behavior
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)
Interviews &Focus Groups
Measuring EngagementOBJECTIVE
SUBJECTIVE
QUANTITATIVE
QUALITATIVE
Observational AnalysisCognitive
walkthroughThink-aloud
Surveys &
Questionnaires
Physiological data
HeuristicEvaluation
Use of Physiological Data
1. Decide what you want to measure2. Choose the appropriate sensors3. Control your task and environment4. Process the data according to which
sensors were chosen5. 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 sensorsPHYSICAL PSYCHOLOGICAL
skin conductivity (GSR) arousal
pressure on controller frustration, arousal
pupil dilationpositive vs negative emotions,mental effort
brain waves (EEG) engagement, mental effort, frustration, boredom
gaze location attention
3. Control your task and environmentCon• 20 Users play
Guitar 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
0 100 200 300 400 500 600 700 800 900
Engagement
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
0 100 200 300 400 500 600 700 800 900
Engagement
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
0 100 200 300 400 500 600 700 800 900
Performance
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
0 100 200 300 400 500 600 700 800 900
Performance
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
0 100 200 300 400 500 600 700 800 900
Median engagement
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
0 100 200 300 400 500 600 700 800 900
Median engagement
P0009
P0010P0011
P0013
P0015
P0016P0017
P0019
5. Make inferences and iterate on game/instructional design
Datamining
Visualization
Statistics
Interpretation
0 100 200 300 400 500 600 700 800 9000
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1
P0017
Engagement
Median EngagementNormalized Performance
High Scoring Performance in Guitar HeroTM
––––– Raw Engagement––––– Median Engagement––––– Normalized Performance
0 100 200 300 400 500 600 700 800 9000
0.1
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P0015
Engagement
Median EngagementNormalized PerformanceLow 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
ABILITY
Anxiety
Boredom
Flow Zone
Expand Demographics
CHALLENGE
ABILITY
Expert
Novice
Flow Zone
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
• Seductive Details (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