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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	
  
Games	
  can	
  change	
  
the	
  way	
  we	
  learn	
  




                                Empirical	
  research	
  can	
  
                                change	
  the	
  way	
  we	
  game	
  
Learning	
                                  Gaming	
  
                                        surprise	
  
                                            happiness	
  
                   flow/engagement	
  
                                                          anger	
  
                                        delight	
  
  boredom	
  
                      frustraNon	
  
   confusion	
  
                                              curiosity	
  
anxiety	
  
                                                              fear	
  
Goals	
  

EDUCATION:	
  	
  Engagement	
  =	
  Learning	
  
     GAMES:	
  	
  Engagement	
  =	
  Fun	
  	
  
Overt	
  -­‐	
  observable	
  	
  
 Covert	
  -­‐	
  hidden	
  
Overt	
  and	
  Covert	
  
Facial expressions
                      Cognition
   Verbalization
                     Motivation
        Behavior


                        Flow
                     Engagement
                      Attitude
                                  Performance
                      Emotion
                                  Physical interactions
                                  Posture
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)	
  
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)	
  
Measuring	
  Engagement	
  
                                                                        OBJECTIVE	
  


                           ObservaNonal	
                                           Physiological	
  
   CogniNve	
              	
  	
  	
  	
  	
  Analysis	
                               data	
  
  walkthrough	
  
                    Think-­‐aloud	
  
QUALITATIVE	
                                         HeurisNc	
  
                                                     EvaluaNon	
                                QUANTITATIVE	
  

                                                     	
   	
             Surveys	
  	
  &	
  
     Interviews	
  &	
               	
       	
                 	
       QuesNonnaires	
  
     Focus	
  Groups	
  


                               SUBJECTIVE	
  
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	
  
1.	
  Decide	
  what	
  you	
  want	
  to	
  measure	
  
              •    engagement	
  
              •    arousal	
  
              •    mental	
  effort	
  
              •    ajenNon	
  
              •    excitement	
  
              •    boredom	
  
              •    meditaNon	
  
              •    frustraNon	
  
2.	
  Choose	
  the	
  appropriate	
  sensors	
  
            PHYSICAL	
                       PSYCHOLOGICAL	
  

   skin	
  conducNvity	
  (GSR)	
   arousal	
  

   pressure	
  on	
  controller	
   frustraNon,	
  arousal	
  

                                    posiNve	
  vs	
  negaNve	
  emoNons,	
  
   pupil	
  dilaNon	
  
                                    mental	
  effort	
  

                                    engagement,	
  mental	
  effort,	
  
   brain	
  waves	
  (EEG)	
  
                                    frustraNon,	
  boredom	
  

   gaze	
  locaNon	
                ajenNon	
  
3.	
  Control	
  your	
  task	
  and	
  environment	
  
                                     Con	
  
•  20	
  Users	
  play	
  
   Guitar	
  HeroTM	
  
•  easy	
  and	
  hard	
  song	
  
•  15	
  mins	
  of	
  pracNce	
  
•  Skin/Eye/Head/
   Guitar	
  sensors	
  
Real	
  Time	
  Monitoring	
  
4.	
  Process	
  the	
  data	
  according	
  to	
  
      which	
  sensors	
  were	
  chosen	
  
5.	
  Make	
  inferences	
  and	
  iterate	
  on	
  game/
      instrucNonal	
  design	
  


                                VisualizaNon	
  




                               InterpretaNon	
  


                                                    Data	
  
                StaNsNcs	
  
                                                   mining	
  
High	
  Scoring	
  Performance	
  in	
  Guitar	
  HeroTM	
  
–––––	
  Raw	
  Engagement	
  
–––––	
  Median	
  Engagement	
  
–––––	
  Normalized	
  Performance	
  
Low	
  Scoring	
  Performance	
  in	
  Guitar	
  HeroTM	
  
–––––	
  Raw	
  Engagement	
  
–––––	
  Median	
  Engagement	
  
–––––	
  Normalized	
  Performance	
  
Engagement	
  
Boredom	
  
MeditaNon	
  
FrustraNon	
  
Long	
  Term	
  Excitement	
  
Why	
  measure	
  engagement?	
  
•  Dynamic	
  Difficulty	
  Adjustment	
  
•  Expand	
  Demographics	
  
•  Longer	
  Time	
  on	
  Task	
  
Dynamic	
  Difficulty	
  Adjustment	
  

  CHALLENGE	
  

              Anxiety	
  
                            Flow	
  Zone	
  




                                       Boredom	
  


                                                     ABILITY	
  
Expand	
  Demographics	
  

CHALLENGE	
  
                Expert	
  
                             Flow	
  Zone	
  




                                           Novice	
  




                                                        ABILITY	
  
Time	
  on	
  Task	
  

FLOW	
  




                                    TIME	
  
ROI	
  in	
  Games	
  
•  CompeNNve	
  edge	
  	
  
•  Broader	
  appeal	
  
•  Micro	
  and	
  macro	
  evaluaNon	
  
•  PersonalizaNon	
  
•  Improve	
  gameplay	
  
ROI	
  in	
  EducaNon	
  
•  Increase	
  Performance	
  
•  RetenNon	
  
•  Time	
  on	
  task	
  
•  Antude	
  toward	
  learning	
  
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	
  
QuesNons?	
  

lsrl.lab.asu.edu	
  

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201106 G4C

  • 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  
  • 3. Learning   Gaming   surprise   happiness   flow/engagement   anger   delight   boredom   frustraNon   confusion   curiosity   anxiety   fear  
  • 4. Goals   EDUCATION:    Engagement  =  Learning   GAMES:    Engagement  =  Fun    
  • 5. Overt  -­‐  observable     Covert  -­‐  hidden  
  • 6. Overt  and  Covert   Facial expressions Cognition Verbalization Motivation Behavior Flow Engagement Attitude Performance Emotion Physical interactions Posture
  • 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)  
  • 9. Measuring  Engagement   OBJECTIVE   ObservaNonal   Physiological   CogniNve            Analysis   data   walkthrough   Think-­‐aloud   QUALITATIVE   HeurisNc   EvaluaNon   QUANTITATIVE       Surveys    &   Interviews  &         QuesNonnaires   Focus  Groups   SUBJECTIVE  
  • 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  
  • 12. 2.  Choose  the  appropriate  sensors   PHYSICAL   PSYCHOLOGICAL   skin  conducNvity  (GSR)   arousal   pressure  on  controller   frustraNon,  arousal   posiNve  vs  negaNve  emoNons,   pupil  dilaNon   mental  effort   engagement,  mental  effort,   brain  waves  (EEG)   frustraNon,  boredom   gaze  locaNon   ajenNon  
  • 13. 3.  Control  your  task  and  environment   Con   •  20  Users  play   Guitar  HeroTM   •  easy  and  hard  song   •  15  mins  of  pracNce   •  Skin/Eye/Head/ Guitar  sensors  
  • 15. 4.  Process  the  data  according  to   which  sensors  were  chosen  
  • 16. 5.  Make  inferences  and  iterate  on  game/ instrucNonal  design   VisualizaNon   InterpretaNon   Data   StaNsNcs   mining  
  • 17. High  Scoring  Performance  in  Guitar  HeroTM   –––––  Raw  Engagement   –––––  Median  Engagement   –––––  Normalized  Performance  
  • 18. Low  Scoring  Performance  in  Guitar  HeroTM   –––––  Raw  Engagement   –––––  Median  Engagement   –––––  Normalized  Performance  
  • 24. Why  measure  engagement?   •  Dynamic  Difficulty  Adjustment   •  Expand  Demographics   •  Longer  Time  on  Task  
  • 25. Dynamic  Difficulty  Adjustment   CHALLENGE   Anxiety   Flow  Zone   Boredom   ABILITY  
  • 26. Expand  Demographics   CHALLENGE   Expert   Flow  Zone   Novice   ABILITY  
  • 27. Time  on  Task   FLOW   TIME  
  • 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