{"title":"以人为本的方法在三维叙事游戏中探索学习者的学习情绪","authors":"Zhenhua Xu, Earl Woodruff","doi":"10.1145/3027385.3027432","DOIUrl":null,"url":null,"abstract":"Emotions form an integral part of our cognitive function. Past research has demonstrated conclusive associations between emotions and learning achievement [7, 26, 27]. This paper used a person-centered approach to explore students' (N = 65) facial behavior, emotions, learner traits and learning. An automatic facial expression recognition system was used to detect both middle school and university students' real-time facial movements while they learned scientific tasks in a 3D narrative video game. The results indicated a strong statistical relationship between three specific facial movements (i.e., outer brow raising, lip tightening and lip pressing), student self-regulatory learning strategy and learning performance. Outer brow raising (AU2) had strong predictive power when a student is confronted with obstacles and does not know how to proceed. Both lip tightening and pressing (AU23 and AU24) were predictive when a student engaged in a task that requires a deep level of incoming information processing and short memory activation. The findings also suggested a correlational relationship between student self-regulatory learning strategy use and neutral state. It is hoped that this study will provide empirical evidence for helping us develop a deeper understanding of the relationship between facial behavior and complex learning especially in educational games.","PeriodicalId":160897,"journal":{"name":"Proceedings of the Seventh International Learning Analytics & Knowledge Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Person-centered approach to explore learner's emotionality in learning within a 3D narrative game\",\"authors\":\"Zhenhua Xu, Earl Woodruff\",\"doi\":\"10.1145/3027385.3027432\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Emotions form an integral part of our cognitive function. Past research has demonstrated conclusive associations between emotions and learning achievement [7, 26, 27]. This paper used a person-centered approach to explore students' (N = 65) facial behavior, emotions, learner traits and learning. An automatic facial expression recognition system was used to detect both middle school and university students' real-time facial movements while they learned scientific tasks in a 3D narrative video game. The results indicated a strong statistical relationship between three specific facial movements (i.e., outer brow raising, lip tightening and lip pressing), student self-regulatory learning strategy and learning performance. Outer brow raising (AU2) had strong predictive power when a student is confronted with obstacles and does not know how to proceed. Both lip tightening and pressing (AU23 and AU24) were predictive when a student engaged in a task that requires a deep level of incoming information processing and short memory activation. The findings also suggested a correlational relationship between student self-regulatory learning strategy use and neutral state. It is hoped that this study will provide empirical evidence for helping us develop a deeper understanding of the relationship between facial behavior and complex learning especially in educational games.\",\"PeriodicalId\":160897,\"journal\":{\"name\":\"Proceedings of the Seventh International Learning Analytics & Knowledge Conference\",\"volume\":\"7 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-03-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Seventh International Learning Analytics & Knowledge Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3027385.3027432\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Seventh International Learning Analytics & Knowledge Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3027385.3027432","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Person-centered approach to explore learner's emotionality in learning within a 3D narrative game
Emotions form an integral part of our cognitive function. Past research has demonstrated conclusive associations between emotions and learning achievement [7, 26, 27]. This paper used a person-centered approach to explore students' (N = 65) facial behavior, emotions, learner traits and learning. An automatic facial expression recognition system was used to detect both middle school and university students' real-time facial movements while they learned scientific tasks in a 3D narrative video game. The results indicated a strong statistical relationship between three specific facial movements (i.e., outer brow raising, lip tightening and lip pressing), student self-regulatory learning strategy and learning performance. Outer brow raising (AU2) had strong predictive power when a student is confronted with obstacles and does not know how to proceed. Both lip tightening and pressing (AU23 and AU24) were predictive when a student engaged in a task that requires a deep level of incoming information processing and short memory activation. The findings also suggested a correlational relationship between student self-regulatory learning strategy use and neutral state. It is hoped that this study will provide empirical evidence for helping us develop a deeper understanding of the relationship between facial behavior and complex learning especially in educational games.