Guessing or solving? Exploring the use of motion features from educational game logs

Resource type
Conference Paper
Authors/contributors
Title
Guessing or solving? Exploring the use of motion features from educational game logs
Abstract
A learner's guessing behavior while playing educational games can be a key indicator of her disengagement that impacts learning negatively. To distinguish a learner's guessing behavior from solution behavior, we present an explorative study of using motion features, which represent a learner's finger movements on a tablet screen. Our data was collected from the Missing Number game of KitKit School, a tablet-based math game designed for children from pre-K to grade 2 in elementary school. A total of 5,040 problem solving logs, which were collected from 168 students, were analyzed. A two-sample t-test showed a significant difference between guessing and solution behavior for four groups of motion features that indicate distance, curvedness, complexity, and pause (p<0.001). Additionally, our empirical results showed the possibility of using motion features in automatic detection of guessing behavior. Our best model yielded an accuracy of 0.778 and AUC value of 0.851 by using the random forest classifier.
Date
2020
Proceedings Title
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
Place
New York, NY, USA
Publisher
Association for Computing Machinery
Pages
1–8
Series
CHI EA '20
ISBN
978-1-4503-6819-3
Short Title
Guessing or Solving?
Accessed
2021-01-05
Library Catalogue
ACM Digital Library
Citation
Shin, H., Kim, B., & Gweon, G. (2020). Guessing or solving? Exploring the use of motion features from educational game logs. Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 1–8. https://doi.org/10.1145/3334480.3383005