Using Traces to Qualify Learner's Engagement in Game-Based Learning

Analysing learners' behaviour continuously and under ecological conditions can help designers, trainers and teachers to analyse, design, validate, and also to adapt and personalize the learning game. Metrics methods propose to collect any interactions between a user and the game. While classical metrics methods fall within quantitative approaches, we aim to extract some qualitative information on high-level behaviours. This paper is focused on learners' engaged-behaviours. Thus, to identify and to qualify learners' engagement from their traces of interaction, we combine a theoretical work on engagement and engaged-behaviours, the Self-Determination Theory, the Activity Theory and a trace framework. We implemented this approach on 12 players' interaction data collected during four months. As a result, we identified and qualified four activities that refer to different types of engaged-behaviours. Thus, this user study show the feasibility and the validity of the proposed approach.

[1]  V. Kaptelinin The Object of Activity: Making Sense of the Sense-Maker , 2005 .

[2]  Mihaela Cocea,et al.  Log file analysis for disengagement detection in e-Learning environments , 2009, User Modeling and User-Adapted Interaction.

[3]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[4]  L. S. Vygotskiĭ,et al.  Mind in society : the development of higher psychological processes , 1978 .

[5]  Christian Bauckhage,et al.  How players lose interest in playing a game: An empirical study based on distributions of total playing times , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).

[6]  Yannick Prié,et al.  Assistance to Trainers for the Observation and Analysis Activities of Operators Trainees on Nuclear Power Plant Full-Scope Simulator , 2012, 2012 Fourth International Conference on Intelligent Networking and Collaborative Systems.

[7]  Andrew K. Przybylski,et al.  A Motivational Model of Video Game Engagement , 2010 .

[8]  James M. Boyle,et al.  Engagement in digital entertainment games: A systematic review , 2012, Comput. Hum. Behav..

[9]  J. Reeve,et al.  Enhancing Students' Engagement by Increasing Teachers' Autonomy Support , 2004 .

[10]  Yannick Prié,et al.  A Trace-Based System for Technology-Enhanced Learning Systems Personalisation , 2009, 2009 Ninth IEEE International Conference on Advanced Learning Technologies.

[11]  A. N. Leont’ev,et al.  Activity, consciousness, and personality , 1978 .

[12]  Thomas G. Dietterich Machine Learning for Sequential Data: A Review , 2002, SSPR/SPR.

[13]  Randy J. Pagulayan,et al.  User-centered design in games , 2012 .

[14]  Karim Sehaba,et al.  Identifying Learner's Engagement in Learning Games - A Qualitative Approach based on Learner's Traces of Interaction , 2013, CSEDU.

[15]  S. Coleridge,et al.  The collected works of Samuel Taylor Coleridge , 1973 .

[16]  Alessandro Canossa,et al.  Patterns of Play: Play-Personas in User-Centred Game Development , 2009, DiGRA Conference.

[17]  Jari Takatalo,et al.  Presence, Involvement, and Flow in Digital Games , 2010, Evaluating User Experience in Games.

[18]  Yannick Prié,et al.  Enhancing synchronous collaboration by using interactive visualisation of modelled traces , 2011, Simul. Model. Pract. Theory.

[19]  Victor Kaptelinin,et al.  Acting with technology: Activity theory and interaction design , 2006, First Monday.

[20]  Alex Paramythis,et al.  Activity sequence modelling and dynamic clustering for personalized e-learning , 2011, User Modeling and User-Adapted Interaction.

[21]  Lei Qu,et al.  Classifying Learner Engagement through Integration of Multiple Data Sources , 2006, AAAI.

[22]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.