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Learning Companion Project

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Tasks: Learning Companion watches and responds to student's affective state ... Hopefulness, Fresh Research. Disappointment, Puzzlement, Confusion. Awe, Satisfaction, ... – PowerPoint PPT presentation

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Title: Learning Companion Project


1
Learning Companion Project
  • Emotions and Their External Manifestations in
    the Learning Process

by Selene Mota Leila Toplic
2
Learning Companion
  • - Goal facilitating students efforts at
    learning
  • - Tasks Learning Companion watches and responds
    to students affective state - watching
    especially for signs of frustration and boredom
    that may precede quitting, for signs of curiosity
    or interest that tend to indicate active
    exploration, and for signs of enjoyment and
    mastery, which might indicate a successful
    learning experience.

3
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4
Objective of our research
  • To identify facial expressions and posture
    changes, which indicate that a person is on task
    or off task.

5
Subjects
  • 5 MIT graduate students, 4 men and one woman

6
System
PIC
Serial Port 1
Computer 1
Galvactivator
Information Recorder
Serial Port 2
Participant
Pressure Sensor on Chair
7
Procedure experiment
  • 1) Introduction Each participant was given a
    brief introduction to the research and its rules
  • 2) Test Participants were asked to play the game
    for 15 minutes. Data collected during the
    experiment video footage of the participants
    facial expressions, skin conductivity and posture
    changes.

8
Procedure post-experiment
  • 3) Post-experiment interview to gather the data
    on
  • participants emotional experiences during
    the
  • experiment.
  • Sample questions asked
  • - Did you like playing this game? Why?
  • - Do you play computer games in general?
  • - How did you learn to play this game?
  • - Was the game interesting? Confusing? Boring?
  • - Did the software provide enough support?

9
Procedure post-experiment
  • 4) Coding Participants were asked to watch the
    video of their experiment and label their facial
  • expressions they had displayed during the
  • experiments with the following four labels
  • frustration, interest, confusion, and boredom.
  • 5) Coding Two teachers were asked to watch the
    same video segments and label participants
    facial expressions.

10
Data to be compared
  • - post-experiment interviews
  • - participants coding (facial expressions
    posture)
  • - teachers coding (facial expressions posture)
  • - SCR
  • - posture

11
Time Line
  • Skin 15
    r.p.s aprox.
  • Video Capture 30 fps
  • Information Capture 1 fps
  • Sensor Chair 4 fps

12
Players Labeling
13
Skin Conductivity
14
Skin Conductivity
15
Skin Conductivity
16
Player 3
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610-650 sec
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23
Frustration
Confusion
Boredom
Interest
24
Frustration
Confusion
Boredom
Interest
25
Observations and Recommendations
  • Conduct the next testing with children (age 11)
  • Change labeling on the coding window in ISIS
  • It is very important to focus both on
    participants' facial expressions and posture
    changes because some peoples bodily movements to
    express their emotions
  • All participants indicate that after succeeding
    in their tasks (i.e. solving a puzzle) and
    experiencing satisfaction for that for a short
    period of time, they go into the relaxation state
    right after that and before moving onto the next
    task
  • Curiosity doesn't belong only to the first
    quadrant. Curiosity might mean two things 1)
    being curious about the things encountered during
    the same research 2) being curious before (and
    after) starting a fresh research about the things
    we might encounter in this new episode
  • Proposing new graph where interest is present
    at all times during the game and it can be either
    positive or negative, high or low. Boredom is in
    a shape of a half-ring placed right outside of
    the negative portion of the circle (II III
    quadrant).

26
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