1. COVERT AND OVERT
measures
of
engagement
within
an
educaNonal
mulNmedia
environment.
This
research
was
supported
by
Office
of
Naval
Research
under
Grant
N00014-‐10-‐1-‐0143
awarded
to
Dr.
Robert
Atkinson
Robert
M.
Christopherson,
Javier
Gonzalez-‐Sanchez,
Mustafa
Baydogan,
Maria
Elena
Chavez-‐Echeagaray,
David-‐Gibson
Robert
Atkinson
lsrl.lab.asu.edu
2. Games
can
change
the
way
we
learn
Empirical
research
can
change
the
way
we
game
7. What
is
engagement?
GAMING
“concerned
with
all
the
qualiNes
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
fascinaNng
unfolding
of
a
radio
drama”
Benyon
and
colleagues
(2005)
8. What
is
engagement?
LEARNING
“the
nexus
of
intrinsic
knowledge
and
interest
and
external
sNmuli
that
promote
the
iniNal
interest
in,
and
use
of
a
computer-‐based
learning
environment”
(Jones,
1998)
10. Use
of
Physiological
Data
1. Decide
what
you
want
to
measure
2. Choose
the
appropriate
sensors
3. Control
your
task
and
environment
4. Process
the
data
according
to
which
sensors
were
chosen
5. Make
inferences,
evaluate
and
revise
11. 1.
Decide
what
you
want
to
measure
• engagement
• arousal
• mental
effort
• ajenNon
• excitement
• boredom
• meditaNon
• frustraNon
28. ROI
in
Games
• CompeNNve
edge
• Broader
appeal
• Micro
and
macro
evaluaNon
• PersonalizaNon
• Improve
gameplay
29. ROI
in
EducaNon
• Increase
Performance
• RetenNon
• Time
on
task
• Antude
toward
learning
30. Ongoing
Work
• SeducNve
Details
(InstrucNonal
Design)
• Videogames
and
Engagement
(Guitar
Hero)
• EmoNons
and
Working
Memory
Capacity
(puzzles)
• 3D
InstrucNonal
training
(US
Navy,
Save
Science)
• AffecNve
Meta
Tutor