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Beyond engagement: an EEG-based methodology for assessing user's confusion in an educational game

机译:除了订婚:基于EEG的方法,用于评估用户在教育游戏中的混乱

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Confusion is an emotion, which may occur when the learner is confronting inconsistence between new knowledge and existing cognitive structure, or reasoning for solving the puzzle and problem. Although confusion is not pleasant, it is necessary for the learner to engage in understanding and deep learning. Consequently, confusion assessment has attracted increased interest in e-learning. However, current studies have targeted no further than engagement detection and measurement, while there is lack of studies in investigating cognitive and emotional aspects beyond engagement in the context of game-based learning. To quantify confused states in logic reasoning in game-based learning, we propose an EEG-based methodology for assessing the user's confusion using the OpenBCI device with 8 channels. In the complicated context of game play, it is difficult, and sometimes impossible, to collect the ground truth of the data in real tasks. To solve this issue, this work leverages cross-task and cross-subject methods to build a classifier, that is, training on the data of one standardized cognitive test paradigm (Raven's test) and testing on the data of real tasks in game play (Sokoban Game). It provides a new possibility to create a classifier based on a small dataset. We also employ the end-to-end algorithm of deep learning in machine learning. Results showed the feasibility of this proposal in the task variation of the classifier, with an accuracy of 91.04%. The proposed EEG-based methodology is suitable to analyze learners' confusion on the long game-play duration and has a good adaption in real tasks.
机译:混乱是一种情感,当学习者面对新知识和现有认知结构之间的不一致时可能会发生,或解决拼图和问题的推理。虽然混乱并不令人愉快,但学习者必须参与理解和深入学习。因此,混乱评估引起了对电子学习的兴趣增加。然而,目前的研究没有比参与检测和测量进一步瞄准,而在研究基于比赛的学习范围之外的接触之外,缺乏研究缺乏研究。为了在基于游戏的学习中逻辑推理中量化困惑状态,我们提出了一种基于EEG的方法,用于评估用户使用8个通道的OpenBCI设备的混淆。在游戏的复杂背景下,很难,有时不可能,以实际任务收集数据的基础事实。要解决此问题,这项工作利用跨任务和交叉主题方法构建分类器,即对一个标准化认知测试范例的数据(Raven的测试)和在游戏中的真实任务数据进行测试(索科巴比赛)。它提供了基于小型数据集创建分类器的新可能性。我们还采用了机器学习中深入学习的端到端算法。结果表明,该提案在分类器的任务变化中的可行性,精度为91.04%。所提出的基于EEG的方法是适合分析学习者对长途游戏持续时间的困惑,并具有实际任务的良好适应。

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