What you see is what you get? – Relating eye-tracking metrics to students' attention to game elements

Amirbahador Shojaee, Hyeonsu Kim, K. Cook-Chennault, Idalis Villanueva Alarcón
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引用次数: 3

Abstract

Though engineering digital game inclusion in undergraduate classrooms has steadily increased over the last two decades for in-person courses, their use has exponentially increased in remote and contactless higher education learning environments. Studies exploring student technological acceptance of and content mastery from the use of engineering digital games have provided mixed results in terms of student enjoyment, engagement, and game effectiveness. The majority of these studies have relied on pre- and post-questionnaires to assess differences in students' gaming experiences and performance in the game and learning environment. However, quantitative methods such as the measurement of physiological responses during gameplay have been less explored for the exploration of student engagement and education. The goal of this work is to explore how a set of eye - tracking metrics can be related to gamer attention to in-game stimuli and game interface areas of interest.
所见即所得?-将眼球追踪指标与学生对游戏元素的关注联系起来
尽管在过去的二十年中,工程数字游戏在本科课堂中的应用在面对面课程中稳步增长,但在远程和非接触式高等教育学习环境中,它们的使用也呈指数增长。从使用工程数字游戏中探索学生对技术的接受程度和对内容的掌握程度的研究,在学生的乐趣、参与度和游戏效率方面提供了不同的结果。这些研究大多是通过问卷调查前后来评估学生在游戏和学习环境中的游戏体验和表现差异。然而,像测量游戏过程中的生理反应等定量方法却很少被用于探索学生参与度和教育。这项工作的目标是探索一组眼动追踪指标如何与玩家对游戏内刺激和游戏界面感兴趣区域的注意力联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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