Studying computer game learning experience through eye tracking

2007 ◽  
Vol 38 (3) ◽  
pp. 538-542 ◽  
Author(s):  
Serkan Alkan ◽  
Kursat Cagiltay
Author(s):  
Kew, S. N. Et.al

Technology has been vastly used in learning context for the purpose of enhancing students’ learning performance. The integration of computer in language teaching and learning is growing. In particular, the computer game-based student response systems such as Kahoot! application is implemented by some educators in their teaching classesto improve students’ learning experience. Meanwhile, collaborative learning plays an important role in teaching and learning practice. Thus, this paper aims to examine the use of Kahoot! application integrated with collaborative learning approach influences the learning experiences of Japanese students in English language classroom. An experimental research approach was conducted to study how Kahoot! application is affecting the learning experiences of Japenese students. Student engegement observation checklist and feedback form were used as the research instruments in this study. The population comprised 20 Japanese students who enrolled in English language classroom participated in this experiment. The findings show that Kahoot! integrated with collaborative learning approach made positive impact on students by contributing to better engagement and enhanced learning experience of students. This study can be a reference for instructors who plan to implement game-based student response systems and collaborative learning in English language classroom.


2021 ◽  
Vol 6 ◽  
Author(s):  
Siu Yin Cheung ◽  
Kai Yin Ng

The purpose of this study is to investigate the use of an educational game to enhance student learning effectiveness. This study consisted of 56 college students majoring in physical education and recreation management (32 men, 24 women, age M = 21 years, SD = 1.72). Students used the educational computer game “PaGamO” to study the motor learning and development course. Students received rewards based on their individual and group “PaGamO” scores. Regression analysis indicated that “PaGamO” score was a significant (p < 0.01) predictor of multiple choice (MC) score in the final examination, there was a medium positive correlation (β = 0.354). The R2 suggests that 12.6% of MC score was explained by “PaGamO” score. Quantitative and qualitative mixed-method approach was used to gain insights into students’ perceptions and experiences of the educational game. The top three statements of a modified questionnaire from Riemer and Schrader (2015) are: (1) “In my opinion, the use of ‘PaGamO’ enables me to better prepare for the final examination” (M = 5.04, SD = 1.41), (2) “In my opinion, the use of ‘PaGamO’ enables me to understand learning contents” (M = 4.8, SD = 1.19), (3) “In my opinion, the use of ‘PaGamO’ allows me to apply knowledge” (M = 4.75, SD = 1.08). The top three motives to play “PaGamO” were “fun,” “self-learning,” and “want to get a higher grade in the final examination.” By using gamification as a tool for learning and studying, students did find “PaGamO” effective for their learning experience. Both intrinsic and extrinsic participation motives are reasons why students play “PaGamO.” Furthermore, due to its convenience, using mobile devices to play “PaGamO” is more popular than using computers and tablet devices. In conclusion, the combination of gamification and traditional learning methods can enhance students’ learning outcomes.


2020 ◽  
Vol 13 (2) ◽  
Author(s):  
Salma Mesmoudi ◽  
Stanislas Hommet ◽  
Denis Peschanski

Eye-tracking technology is increasingly introduced in museums to assess their role in learning and knowledge transfer. However, their use provide limited quantitative and/or qualitative measures such as viewing time and/or gaze trajectory on an isolated object or image (Region of Interest "ROI"). The aim of this work is to evaluate the potential of the mobile eye-tracking to quantify the students’ experience and behaviors through their visit of the "Genocide and mass violence" area of the Caen memorial. In this study, we collected eye-tracking data from 17 students during their visit to the memorial. In addition, all visitors filled out a questionnaire before the visit, and a focus group was conducted before and after the visit. The first results of this study allowed us to analyze the viewing time spent by each visitor in front of 19-selected ROIs, and some of their specific sub-parts. The other important result was the reconstruction of the gaze trajectory through these ROIs. Our global trajectory approach allowed to complete the information obtained from an isolated ROI, and to identify some behaviors such as avoidance. Clustering analysis revealed some typical trajectories performed by specific sub-groups. The eye-tracking results were consolidated by the participants' answers during the focus group.  


Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school students. This game supports student knowledge acquisition on two Solar System planets Mercury and Venus, and a satellite - Moon through direct experience, interactive challenges and fun. This article compares the learning impact of the computer game-based learning approach with a classic teacher-based learning approach. User experience with the game and game usability are also evaluated. A case study that involved 53 children was conducted for the evaluation. Among the most important findings, include the facts that the experimental group that used the game in their learning activity have performed much better than the control group and the students had a great learning experience when using the Final Frontier game.


This article examines the possibility of designing a computer game for Business English language teaching. In particular, the didactic potential of a computer game is investigated, the factors influencing the effectiveness of educational content mastering are determined. In addition, the main principles that should be taken into account for designing a computer game for Business English teaching are formulated according to the recent studies in the field of foreign language teaching methods, psychology and pedagogy. The first principle is to build a computer game in such a way as to provide for learners the flow experience that will help them to concentrate on an activity and enjoy it. The second principle is to provide a maximum learning autonomy that will encourage the development of critical thinking, strategic planning, and cooperation with other students. In such a way the pedagogical paradigm “the skills of XXI century” can be realized. The third principle is to ensure a sufficient cognitive load in a game-based learning environment that means that the level of a learning activity challenge should match to the skills of learners to stimulate their motivation. If the cognitive load is insufficient, students can get bored and lose interest in achieving in-game results as well as educational goals. If the cognitive load is too heavy, students can lose their motivation and leave the game. The important factor is that a computer game should provoke positive emotions and learning experience. The fourth principle is to design a computer game based on the modern theories of active learning presented by constructivist theory of learning, experiential learning, situated learning, problem-based learning. And the fifth principle is to make an educational computer game an entertaining one. This will help to involve more students and to keep them motivated.


Author(s):  
Nahumi Nugrahaningsih ◽  
Marco Porta ◽  
Aleksandra Klasnja-Milicevic

Adapting the presentation of learning material to the specific student?s characteristics is useful to improve the overall learning experience and learning styles can play an important role to this purpose. In this paper, we investigate the possibility to distinguish between Visual and Verbal learning styles from gaze data. In an experiment involving first year students of an engineering faculty, content regarding the basics of programming was presented in both text and graphic form, and participants? gaze data was recorded by means of an eye tracker. Three metrics were selected to characterize the user?s gaze behavior, namely, percentage of fixation duration, percentage of fixations, and average fixation duration. Percentages were calculated on ten intervals into which each participant?s interaction time was subdivided, and this allowed us to perform timebased assessments. The obtained results showed a significant relation between gaze data and Visual/Verbal learning styles for an information arrangement where the same concept is presented in graphical format on the left and in text format on the right. We think that this study can provide a useful contribution to learning styles research carried out exploiting eye tracking technology, as it is characterized by unique traits that cannot be found in similar investigations.


2004 ◽  
Vol 42 (1) ◽  
pp. 91-108 ◽  
Author(s):  
Chern-Sheng Lin ◽  
Chia-Chin Huan ◽  
Chao-Ning Chan ◽  
Mau-Shiun Yeh ◽  
Chuang-Chien Chiu

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