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A Novel Sensor-Based Methodology for Learner's Motivation Analysis in Game-Based Learning

机译:一种基于传感器的新颖方法,用于基于游戏的学习中的学习者动机分析

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摘要

Learner's motivation is one of the main aspects that need to be addressed for a successful learning process. Consequently, learner motivation assessment and measurement have attracted significant research interest in the e-learning area in general and game-based learning in particular. Traditional methodologies for learner motivation analysis rely on data collected through questionnaires. However, this approach does not fit well in the context of game-based learning, because an out-of-game questionnaire breaks the game user's flow and immersion. This paper presents a novel electroencephalography (EEG) sensor-based methodology that supports real-time non-disturbing automatic measurement and analysis of learner's motivation in game-based learning. An evaluation case study with participants playing an educational game was conducted in order to investigate the feasibility of the proposed sensor-based methodology and to compare the proposed methodology with the intrinsic motivation inventory-based questionnaire methodology. The results analysis has shown that the sensor-based methodology outperforms the traditional questionnaire-based methodology. The traditional questionnaire-based methodology is limited to analysing learner's motivation on short game-playing durations, while losing its feasibility when analysing learner's overall motivation over a long game-playing duration. Results have shown that learner's motivation changes in time during the game-play period and the learner's self-report of his/her motivation, assessed through the questionnaire-based methodology, tends to reflect only the last moments before the questionnaire is answered. Conversely, the proposed EEG sensor-based methodology is more suitable to analyse learner's motivation on both short and long game-playing durations (e.g. game tasks, game levels, etc.), with the additional benefit of not interrupting the game-play and not breaking the game flow and the learner's immersion with the game. RESEARCH HIGHLIGHTS 1. The paper tackles the lack of automatic solutions for measurement and analysis of learner's motivation in game-based learning. 2. An EEG sensor-based methodology for analysing the player's motivation during game-play activities is proposed. 3. Participants' motivation while playing an educational game was assessed using the EEG sensor-based methodology and the traditional questionnaire-based methodology. 4. The results show that the questionnaire-based methodology is limited to analysing player's motivation for short game-playing durations, as this tends to capture only the last moments before the questionnaire is answered. 5. The proposed EEG sensor-based methodology is suitable to analyse learner's motivation for both short and long durations, and enables improved experience as it does not break the game flow and the learner's immersion with the game.
机译:学习者的动机是成功学习过程中需要解决的主要方面之一。因此,学习者的动机评估和测量在电子学习领域尤其是基于游戏的学习中引起了广泛的研究兴趣。学习者动机分析的传统方法依赖于通过问卷收集的数据。但是,这种方法不适用于基于游戏的学习环境,因为游戏外调查问卷破坏了游戏用户的流动性和沉浸感。本文提出了一种新颖的基于脑电图(EEG)传感器的方法,该方法支持实时无干扰的自动测量,并在基于游戏的学习中对学习者的动机进行分析。为了研究提议的基于传感器的方法的可行性,并将提议的方法与基于内在动机清单的问卷调查方法进行比较,进行了参与者参与教育游戏的评估案例研究。结果分析表明,基于传感器的方法要优于传统的基于问卷的方法。传统的基于问卷的方法仅限于在较短的游戏时间上分析学习者的动机,而在分析较长的游戏时间上的学习者的整体动机时却失去了可行性。结果表明,学习者的动机在游戏过程中随时间变化,而学习者的自我报告(通过基于问卷的方法进行评估)倾向于仅反映问卷被回答之前的最后时刻。相反,所提出的基于EEG传感器的方法更适合于在短期和长期游戏持续时间(例如,游戏任务,游戏级别等)上分析学习者的动机,并且具有不打断游戏且不会中断游戏的额外好处。破坏了游戏流程,使学习者沉迷于游戏中。研究重点1.本文解决了在基于游戏的学习中缺乏用于测量和分析学习者动机的自动解决方案的问题。 2.提出了一种基于EEG传感器的方法,用于分析游戏活动中玩家的动机。 3.使用基于EEG传感器的方法和基于传统问卷的方法,评估参与者在玩教育游戏时的动机。 4.结果表明,基于调查表的方法仅限于分析玩家在短时间的游戏过程中的动机,因为这往往只捕获了回答调查表之前的最后时刻。 5.所提出的基于EEG传感器的方法学适用于分析学习者短期和长期的动机,并且由于它不会破坏游戏流程和学习者对游戏的沉浸感,因此可以改善体验。

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