Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational Games

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Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational Games Ryan S.J.d. Baker Assistant Professor of Psychology, Learning Science, and Computer Science Worcester Polytechnic Institute

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Transcript of Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational Games

Page 1: Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational Games

Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational

Games

Ryan S.J.d. BakerAssistant Professor of Psychology, Learning Science, and Computer Science

Worcester Polytechnic Institute

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Many ways to assess engagement and affect

• I’ll discuss two methods our lab uses

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Quantitative Field Observations (Expert Judgments)

• Repeated 20 second observations of students’ engagement and affect as they use serious game or other learning environment in genuine learning setting– Conducted using peripheral vision/side glances– Good inter-rater reliability: k 0.6-0.8– Include engaged behaviors (collaboration with other students) and

disengaged behaviors (off-task behavior)– Include positive affect (delight, engaged concentration) and negative

affect (boredom, frustration)

• Ecologically valid assessments of how much and when – Students are disengaged– Students experience specific affect

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Automated Detectors• Models that assess student engagement and affect in real-time or

retrospectively from behavior within software• In our approach, no sensors used

– Improves scalability – lots of data being automatically collected these days– Reduces predictive power for some affective states, relative to sensor-based

detectors• Successful at detecting disengaged behaviors such as off-task

behavior, carelessness, gaming the system• Successful at detecting engaged concentration and boredom in two

learning systems– Plus sensor-free affect detectors for AutoTutor by D’Mello et al. (2008)

• Used in interventions that improve learning outcomes(Baker et al., 2006)

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Ongoing Project (NSF PSLC)

Quantitative Field

Observation

Affect Basic Research

Comparative Analysis

Completed for intelligent tutors; in process for serious games

Detector Development

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Use in Research

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How does student affectdiffer between games and ITS?

(Rodrigo & Baker, 2011)

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Aplusix .vs. MathBlaster

Matched mathematical content between systems

Student affect assessed using quantitative field observationswith real students in real classrooms

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Interesting differences in affect

Condition Engaged Concentration Delight

Aplusix 76% 6%

MathBlaster 63% 12%

Proportions of each affective state shown

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How does social behavior influence affective dynamics in games?(Baker, Moore, et al., under review)

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Students compete to be first to identify a substance chosen by their opponent

Chemistry Game (Yaron et al., 2010)

Student affect assessed using quantitative field observationswith real students in real classrooms

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Without Social Behavior(D’Mello et al., 2007; Baker et al., 2010)

Bored

Confused

Gaming the

System

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With Social Behavior(Baker, Moore, et al., under review)

Off-Task Behavior Bored

Confused

Gaming the

System

On-Task Conversation

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Bottom-Line

• Field observations and detectors are powerful tools

• For assessing and understanding student engagement and affect during learning

• Including in serious games