An Eye-Tracking Study of GBL Motivators and Learner Behavior

Maria Koutroumani, Stefanos Balaskas, Angeliki Leonardou, Maria Rigou
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Abstract

Despite the significant positive characteristics game-based learning offers to pupil learning and assessment, preserving pupils’ interest and keeping them engaged in an educational game is still a challenge. To this end, the study and implementation of motivation mechanisms in educational games are considered crucial. Typical examples of motivators in electronic games include points (coins), avatar icons, visualization of achievement levels, NPCs (non-player characters) giving helpful information to users, children-friendly graphics and sound effects, comparison with classmates, and leaderboards. In this paper, we conduct a preliminary study of the effectiveness of these GBL motivators in MG, an educational game for practicing and assessing multiplication skills. The study combined eye-tracking with a short, semi-structured interview session with the four elementary school students that took part in the experiment. Eye-tracking provides detailed monitoring and visualization of gaze behavior in the form of fixation (point and duration of visual focus) and saccade sequences. Given that the way users allocate their visual focus is spontaneous, the data collected and analyzed by eye-tracking are unbiased and give a new spectrum of insight into how users perceive a visual stimulus. In this study, we investigate how users visually respond to the implemented motivators and their visual behavior when deciding between two or more available answers and when given feedback after a wrong answer. The paper discusses useful eye-tracking metrics, provides adequate visualizations of the main findings, and concludes with the ways eye-tracking can help education scientists and practitioners gain a better understanding of the behavior of users of GBL applications and the motivation mechanisms they support.
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GBL激励因素与学习者行为的眼动追踪研究
尽管基于游戏的学习为学生的学习和评估提供了显著的积极特征,但保持学生的兴趣并保持他们参与教育游戏仍然是一个挑战。为此,教育游戏中动机机制的研究和实施至关重要。电子游戏中激励因素的典型例子包括点数(金币)、角色图标、成就等级的可视化、向用户提供有用信息的npc(非玩家角色)、儿童友好的图像和音效、与同学的比较以及排行榜。在本文中,我们对这些GBL激励因素在MG这一练习和评估乘法技能的教育游戏中的有效性进行了初步研究。这项研究结合了眼球追踪和对参与实验的四名小学生的简短、半结构化的采访。眼动追踪以注视(视觉焦点的点和持续时间)和扫视序列的形式提供了对凝视行为的详细监测和可视化。考虑到用户分配视觉焦点的方式是自发的,通过眼动追踪收集和分析的数据是公正的,并为用户如何感知视觉刺激提供了新的见解。在这项研究中,我们调查了用户在两个或多个可用答案之间做出决定以及在错误答案后给予反馈时,如何在视觉上对实施的激励因素和他们的视觉行为做出反应。本文讨论了有用的眼动追踪指标,提供了主要发现的充分可视化,并总结了眼动追踪可以帮助教育科学家和从业者更好地理解GBL应用程序用户的行为及其支持的动机机制。
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