Investigation of Learning Attraction Towards Digital Board Game by Using Eye Tracking Technology

Norawich Nukprach, P. Chaipidech, N. Srisawasdi
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Abstract

In recent years, science teaching and learning has been changed from onsite to online activity since the beginning of the COVID-19 pandemic. This situation affects students familiar with the online classroom. Regarding this situation, science teachers design their lessons with a combination of on-screen learning activities. In addition, digital boardgame has been recognized as an educational tool for motivating and engaging students in learning science concepts. In this study, we explored students' attraction toward digital boardgame while they participated in the board game. To examine students' experiences with the digital board game for learning the energy conversion concept, we used eye tracking software and hardware of the Tobii eye tracker to collect their eye behavior while they were playing the digital board game. The data collected from eye tracking was analyzed to reveal students' attraction. Data collection was carried out with 6 K-12 education students. The result of student attraction toward digital board game is discussed in this article.
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基于眼动追踪技术的数字桌游学习吸引力研究
近年来,新冠肺炎疫情发生以来,科学教学从现场教学转向线上教学。这种情况影响了熟悉网络课堂的学生。针对这种情况,科学教师结合屏幕上的学习活动来设计课程。此外,数字桌游已被公认为是一种激励和吸引学生学习科学概念的教育工具。在本研究中,我们探讨了学生在参与桌游的过程中对数字桌游的吸引力。为了检验学生在玩数字桌游学习能量转换概念时的体验,我们使用Tobii眼动仪的眼动追踪软件和硬件来收集他们在玩数字桌游时的眼动行为。通过分析眼动追踪收集的数据来揭示学生的吸引力。对6名K-12教育学生进行数据收集。本文讨论了电子桌游吸引学生的结果。
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