Multimodal Data Fusion to Track Students' Distress during Educational Gameplay

Jewoong Moon, Fengfeng Ke, Zlatko Sokolikj, Ibrahim Dahlstrom‐Hakki
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Abstract

Using multimodal data fusion techniques, we built and tested prediction models to track middle-school student distress states during educational gameplay. We collected and analyzed 1,145 data instances, sampled from a total of 31 middle-school students’ audio- and video-recorded gameplay sessions. We conducted data wrangling with student gameplay data from multiple data sources, such as individual facial expression recordings and gameplay logs. Using supervised machine learning, we built and tested candidate classifiers that yielded an estimated probability of distress states. We then conducted confidence-based data fusion that averaged the estimated probability scores from the unimodal classifiers with a single data source. The results of this study suggest that the classifier with multimodal data fusion improves the performance of tracking distress states during educational gameplay, compared to the performance of unimodal classifiers. The study finding suggests the feasibility of multimodal data fusion in developing game-based learning analytics. Also, this study proposes the benefits of optimizing several methodological means for multimodal data fusion in educational game research.
多模态数据融合跟踪学生在教育游戏中的苦恼
使用多模态数据融合技术,我们建立并测试了预测模型,以跟踪中学生在教育游戏过程中的痛苦状态。我们收集并分析了1145个数据实例,这些数据来自31名中学生录制的游戏过程音频和视频。我们对来自多个数据源(如个人面部表情记录和游戏玩法日志)的学生游戏玩法数据进行了数据整理。使用监督机器学习,我们建立并测试了候选分类器,这些分类器产生了估计的痛苦状态概率。然后,我们进行了基于置信度的数据融合,对来自单一数据源的单峰分类器的估计概率得分进行平均。本研究的结果表明,与单模态分类器相比,具有多模态数据融合的分类器提高了在教育游戏过程中跟踪遇险状态的性能。研究结果表明,在开发基于游戏的学习分析中,多模式数据融合是可行的。此外,本研究还提出了优化教育游戏研究中多模态数据融合的几种方法手段的好处。
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