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Main Authors: Cai, Minghao, Epp, Carrie Demmans
Format: Preprint
Published: 2024
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Online Access:https://arxiv.org/abs/2405.05543
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author Cai, Minghao
Epp, Carrie Demmans
author_facet Cai, Minghao
Epp, Carrie Demmans
contents Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning environments (GBLEs) tend to focus more on outcomes rather than processes, potentially overlooking key aspects of the learning journey that include learner affect and cognitive load. To address this issue, we collected data and trained a model to track learner cognitive load while they used an online literacy game for English. We collected affect-related physiological data and pupil data during gameplay to enable the development of models that identify these latent characteristics of learner processes. Our model indicates the feasibility of using these data to track cognitive load in GBLEs. Our multimodal model distinguished different levels of cognitive load, achieving the highest Kappa (.417) and accuracy (70%). Our model reveals the importance of including affect-related features (i.e., EDA and heart rate) when predicting cognitive load and extends recent findings suggesting the benefit of using multiple channels when modeling latent aspects of learner processes. Findings also suggest that cognitive load tracking could now be used to facilitate the creation of personalized learning experiences.
format Preprint
id arxiv_https___arxiv_org_abs_2405_05543
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Predicting Cognitive Load Using Sensor Data in a Literacy Game
Cai, Minghao
Epp, Carrie Demmans
Human-Computer Interaction
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning environments (GBLEs) tend to focus more on outcomes rather than processes, potentially overlooking key aspects of the learning journey that include learner affect and cognitive load. To address this issue, we collected data and trained a model to track learner cognitive load while they used an online literacy game for English. We collected affect-related physiological data and pupil data during gameplay to enable the development of models that identify these latent characteristics of learner processes. Our model indicates the feasibility of using these data to track cognitive load in GBLEs. Our multimodal model distinguished different levels of cognitive load, achieving the highest Kappa (.417) and accuracy (70%). Our model reveals the importance of including affect-related features (i.e., EDA and heart rate) when predicting cognitive load and extends recent findings suggesting the benefit of using multiple channels when modeling latent aspects of learner processes. Findings also suggest that cognitive load tracking could now be used to facilitate the creation of personalized learning experiences.
title Predicting Cognitive Load Using Sensor Data in a Literacy Game
topic Human-Computer Interaction
url https://arxiv.org/abs/2405.05543