Amirbahador Shojaee, Hyeonsu Kim, K. Cook-Chennault, Idalis Villanueva Alarcón
{"title":"What you see is what you get? – Relating eye-tracking metrics to students' attention to game elements","authors":"Amirbahador Shojaee, Hyeonsu Kim, K. Cook-Chennault, Idalis Villanueva Alarcón","doi":"10.1109/FIE49875.2021.9637372","DOIUrl":null,"url":null,"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.","PeriodicalId":408497,"journal":{"name":"2021 IEEE Frontiers in Education Conference (FIE)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE Frontiers in Education Conference (FIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/FIE49875.2021.9637372","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.