[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3334480.3383060acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments

Published: 25 April 2020 Publication History

Abstract

Much research has sought to provide a flow experience for students in gamified educational systems to increase motivation and engagement. However, there is still a lack of quantitative research for evaluating the influence of the flow state on learning outcomes. One of the issues related to flow experience identification is that used techniques are often invasive or not suitable for massive applications. The current paper suggests a way to deal with this challenge. We describe a methodology based on multimodal learning analytics, aimed to provide automatic students' flow experience identification in the gamified assignments and measuring its influence on the learning outcomes. The application of the developed methodology showed that there are correlations between learning outcomes and flow state, but they depend on the initial level of the user. This finding suggests adding dynamic difficulty adjustment and other flow experience dimension to the gamified assignment.

References

[1]
Wilfried Admiraal, Jantina Huizenga, Sanne Akkerman, and Geert Ten Dam. 2011. The concept of flow in collaborative game-based learning. Computers in Human Behavior 27, 3 (2011), 1185--1194.
[2]
Kimberly E Arnold and Matthew D Pistilli. 2012. Course signals at Purdue: Using learning analytics to increase student success. In Proceedings of the 2nd international conference on learning analytics and knowledge. ACM, 267--270.
[3]
Behdad Bakhshinategh, Osmar R Zaiane, Samira ElAtia, and Donald Ipperciel. 2018. Educational data mining applications and tasks: A survey of the last 10 years. Education and Information Technologies 23, 1 (2018), 537--553.
[4]
Spyridon Blatsios and Ioannis Refanidis. 2019. An Adaptation and Personalisation Methodology for Serious Games Design. In European Conference on Games Based Learning. Academic Conferences International Limited, 991--XIII.
[5]
Mihaly Csikszentmihalyi. 1997. Flow and education. NAMTA journal 22, 2 (1997), 2--35.
[6]
Mihaly Csikszentmihalyi and Isabella Csikszentmihalyi. 1975. Beyond boredom and anxiety. Vol. 721. Jossey-Bass San Francisco.
[7]
F.G. De Kock. 2014. The Neuropsychological Measure (EEG) of Flow Under Conditions of Peak Performance. https://books.google.com.br/books?id=qKDFrQEACAAJ
[8]
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. ACM, 9--15.
[9]
Darina Dicheva, Christo Dichev, Gennady Agre, Galia Angelova, and others. 2015. Gamification in education: A systematic mapping study. Educational Technology & Society 18, 3 (2015), 75--88.
[10]
Darina Dicheva, Keith Irwin, Christo Dichev, and Swapna Talasila. 2014. A course gamification platform supporting student motivation and engagement. In 2014 International Conference on Web and Open Access to Learning (ICWOAL). IEEE, 1--4.
[11]
Séverine Erhel and Eric Jamet. 2019. Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes. Computers in Human Behavior 91 (2019), 106--114.
[12]
Juho Hamari, David J Shernoff, Elizabeth Rowe, Brianno Coller, Jodi Asbell-Clarke, and Teon Edwards. 2016. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in human behavior 54 (2016), 170--179.
[13]
Guang-Bin Huang, Hongming Zhou, Xiaojian Ding, and Rui Zhang. 2011. Extreme learning machine for regression and multiclass classification. IEEE Transactions on Systems, Man, and Cybernetics, Part B (Cybernetics) 42, 2 (2011), 513--529.
[14]
Celeste C Ibarra-Herrera, Alejandro Carrizosa, Julián A Yunes-Rojas, and Marco A Mata-Gómez. 2019. Design of an app based on gamification and storytelling as a tool for biology courses. International Journal on Interactive Design and Manufacturing (IJIDeM) (2019), 1--12.
[15]
S Jackson, B Eklund, and A Martin. 2011. The FLOW Manual The Manual for the Flow Scales Manual. Sampler Set. Mind (2011), 1--85.
[16]
Susan A Jackson and Robert C Eklund. 2002. Assessing flow in physical activity: The flow state scale--2 and dispositional flow scale--2. Journal of Sport and Exercise Psychology 24, 2 (2002), 133--150.
[17]
Gaganjot Kaur and Amit Chhabra. 2014. Improved J48 classification algorithm for the prediction of diabetes. International Journal of Computer Applications 98, 22 (2014).
[18]
Hardeep Kaur. 2018. A Literature Review from 2011 TO 2014 on Student's Academic Performance Prediction and Analysis using Decision Tree Algorithm. Journal of Global Research in Computer Science 9, 5 (2018), 10--15.
[19]
Kristian Kiili, Sara De Freitas, Sylvester Arnab, and Timo Lainema. 2012. The design principles for flow experience in educational games. Procedia Computer Science 15 (2012), 78--91.
[20]
Po-Ming Lee, Sin-Yu Jheng, and Tzu-Chien Hsiao. 2014. Towards automatically detecting whether student is in flow. In International Conference on Intelligent Tutoring Systems. Springer, 11--18.
[21]
John C Loehlin. 1998. Latent variable models: An introduction to factor, path, and structural analysis. Lawrence Erlbaum Associates Publishers.
[22]
Vinícius Lopes, Wendel Reinheimer, Giliane Bernardi, Roseclea Medina, and Felipe Becker Nunes. 2019. Adaptive gamification strategies for education: A systematic literature review. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), Vol. 30. 1032.
[23]
Jenni Majuri, Jonna Koivisto, and Juho Hamari. 2018. Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018. CEUR-WS.
[24]
Philipp Melzer. 2019. A conceptual framework for task and tool personalisation in IS education. In A Conceptual Framework for Personalised Learning. Springer, 47--76.
[25]
Wilk Oliveira. 2019. Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. ACM, 41--46.
[26]
Wilk Oliveira and Ig Ibert Bittencourt. 2019. Tailored Gamification to Educational Technologies. Springer.
[27]
Wilk Oliveira, Ig Ibert Bittencourt, Seiji Isotani, Diego Dermeval, Leonardo Brandão Marques, and Ismar Frango Silveira. 2018. Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant? Brazilian Journal of Computers in Education 26, 02 (2018), 29.
[28]
Wilk Oliveira, Luiz Rodrigues, Armando Toda, Paula Palomino, and Seiji Isotani. 2019a. Automatic game experience identification in educational games. In Brazilian Symposium on Computers in Education, Vol. 30. 952.
[29]
Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, Seiji Isotani, and Lei Shi. 2019b. Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. ACM, 581--588.
[30]
Olena Pastushenko. 2019. Gamification in Assignments: Using Dynamic Difficulty Adjustment and Learning Analytics to Enhance Education. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. ACM, 47--53.
[31]
Olena Pastushenko, Luc Geurts, and Tomáš Hruška. 2019. Conceptual Learning of Electric and Electronic Circuits With Gamification. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. ACM, 589--596.
[32]
Olena Pastushenko, Tomás Hruska, and Jaroslav Zendulka. 2018. Increasing students' motivation by using virtual learning environments based on gamification mechanics: Implementation and evaluation of gamified assignments for students. In Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality. ACM, 755--760.
[33]
Sneana cepanovic, NAÐA ?aric, and Tripo Matijevic. 2015. Gamification in higher education learning--state of the art, challenges and opportunities. In Proceedings of the Sixth International Conference on e-Learning, Belgrade. 128--134.
[34]
Adel Shaban and Elaine Pearson. 2019. A Learning Design Framework to Support Children with Learning Disabilities Incorporating Gamification Techniques. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, LBW0284.
[35]
Namin Shin. 2006. Online learner's 'flow' experience: An empirical study. British Journal of Educational Technology 37, 5 (2006), 705--720.
[36]
Gustavo F Tondello and Lennart E Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, C25.
[37]
Rob van Roy, Sebastian Deterding, and Bieke Zaman. 2018. Uses and Gratifications of Initiating Use of Gamified Learning Platforms. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, LBW565.
[38]
Kevin Werbach and Dan Hunter. 2015. The gamification toolkit: dynamics, mechanics, and components for the win. Wharton Digital Press.
[39]
Marcelo Worsley. 2012. Multimodal learning analytics: enabling the future of learning through multimodal data analysis and interfaces. In Proceedings of the 14th ACM international conference on Multimodal interaction. ACM, 353--356.
[40]
Marcelo Worsley, Dor Abrahamson, Paulo Blikstein, Shuchi Grover, Bertrand Schneider, and Mike Tissenbaum. 2016. Situating multimodal learning analytics. In 12th International Conference of the Learning Sciences: Transforming Learning, Empowering Learners, ICLS 2016. International Society of the Learning Sciences (ISLS).
[41]
Xindong Wu, Vipin Kumar, J Ross Quinlan, Joydeep Ghosh, Qiang Yang, Hiroshi Motoda, Geoffrey J McLachlan, Angus Ng, Bing Liu, S Yu Philip, and others. 2008. Top 10 algorithms in data mining. Knowledge and information systems 14, 1 (2008), 1--37.

Cited By

View all
  • (2024)“You Are Not Here”Proceedings of the Association for Information Science and Technology10.1002/pra2.101061:1(80-91)Online publication date: 15-Oct-2024
  • (2023)InterFlowCeption: Foundations for Technological Enhancement of Interoception to Foster Flow States during Mental WorkExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585833(1-8)Online publication date: 19-Apr-2023
  • (2023)Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational ToolsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585792(1-7)Online publication date: 19-Apr-2023
  • Show More Cited By

Index Terms

  1. A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
      April 2020
      4474 pages
      ISBN:9781450368193
      DOI:10.1145/3334480
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 25 April 2020

      Check for updates

      Author Tags

      1. automatic identification
      2. educational systems
      3. flow theory
      4. gamification
      5. multimodal learning analytics

      Qualifiers

      • Abstract

      Funding Sources

      • Fundação de Amparo à Pesquisa do Estado de São Paulo
      • Ministerstvo ðkolství, Mládeðe a Tðlovðchovy

      Conference

      CHI '20
      Sponsor:

      Acceptance Rates

      Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

      Upcoming Conference

      CHI 2025
      ACM CHI Conference on Human Factors in Computing Systems
      April 26 - May 1, 2025
      Yokohama , Japan

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)59
      • Downloads (Last 6 weeks)9
      Reflects downloads up to 03 Jan 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)“You Are Not Here”Proceedings of the Association for Information Science and Technology10.1002/pra2.101061:1(80-91)Online publication date: 15-Oct-2024
      • (2023)InterFlowCeption: Foundations for Technological Enhancement of Interoception to Foster Flow States during Mental WorkExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585833(1-8)Online publication date: 19-Apr-2023
      • (2023)Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational ToolsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585792(1-7)Online publication date: 19-Apr-2023
      • (2023)Uncovering associations between users' behaviour and their flow experienceBehaviour & Information Technology10.1080/0144929X.2023.227682243:14(3416-3435)Online publication date: 6-Nov-2023
      • (2023)Positive Artificial Intelligence in Education (P-AIED): A RoadmapInternational Journal of Artificial Intelligence in Education10.1007/s40593-023-00357-y34:3(732-792)Online publication date: 3-Aug-2023
      • (2023)Grand Challenges in Software Engineering for Games in Serious ContextsSoftware Engineering for Games in Serious Contexts10.1007/978-3-031-33338-5_13(291-300)Online publication date: 6-May-2023
      • (2022)Identifying Engagement in Children’s Interaction whilst Composing Digital Music at HomeProceedings of the 14th Conference on Creativity and Cognition10.1145/3527927.3532794(443-456)Online publication date: 20-Jun-2022
      • (2022)Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing?2022 International Conference on Advanced Learning Technologies (ICALT)10.1109/ICALT55010.2022.00040(106-108)Online publication date: Jul-2022
      • (2021)Predicting students’ flow experience through behavior data in gamified educational systemsSmart Learning Environments10.1186/s40561-021-00175-68:1Online publication date: 11-Nov-2021
      • (2021)Modeling students’ flow experience through data logs in gamified educational systems2021 International Conference on Advanced Learning Technologies (ICALT)10.1109/ICALT52272.2021.00037(97-101)Online publication date: Jul-2021
      • Show More Cited By

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media