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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interventions during student multimodal learning activities: which, and why?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Beate Grawemeyer</string-name>
          <email>beate@dcs.bbk.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manolis Mavrikis</string-name>
          <email>m.mavrikis@ioe.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alice Hansen</string-name>
          <email>a.hansen@ioe.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergio Gutierrez-Santos</string-name>
          <email>sergut@dcs.bbk.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>London Knowledge Lab, Birkbeck College, University of London</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>London Knowledge Lab, Institute of Education, University of London</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Emotions play a signi cant role in students' learning behaviour. Positive emotions can enhance learning, whilst negative emotions can inhibit it. This paper describes a Wizard-of-Oz (WoZ) study which investigates the potential of Automatic Speech Recognition (ASR) together with an emotion detector able to classify emotions from speech to support young children in their exploration and re ection whilst working with interactive learning environments. We describe a unique ecologically valid WoZ study in a classroom. During the study the wizards provided support using a script, and followed an iterative methodology which limited their capacity to communicate, in order to simulate the real system we are developing. Our results indicate that there is an e ect of emotions on the acceptance of feedback. Additionally, certain types of feedback are more e ective than others for particular emotions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;A ect</kwd>
        <kwd>emotions</kwd>
        <kwd>intelligent support</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The importance of language as both a psychological and
cultural tool that mediates learning has long been
recognised; from as early as Vygotsky to modern linguists such
as Pinker. From a Human Computer Interaction (HCI)
perspective, speech recognition technology has the potential to
enable more intuitive interaction with a system, particularly
for young learners who reportedly talk aloud while engaged
in problem solving (e.g. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]).
      </p>
      <p>Finally, speech provides an additional cue for drawing
inferences on students' emotions and attitude towards the
learning situation while they are solving tasks. By paying
attention to tone and pitch of speech in conjunction with other
auditory signs like sighs, gasps etc., we can provide learners
with even more individualized help, by detecting emotions
and providing support speci cally tailored to the emotional
state.</p>
      <p>
        As described in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] emotions interact with and in uence the
learning process. While positive emotions such as awe,
satisfaction or curiosity contribute towards constructive
learning, negative ones including frustration or disillusionment
at realising misconceptions can lead to challenges in
learning. The learning process includes a range and combination
of positive and negative emotions. For example, a student
is motivated and expresses curiosity to explore a particular
learning goal, however s/he might have some misconceptions
and needs to reconsider her/his knowledge. This can evoke
frustration and/or disappointment. However, this negative
emotion can turn into curiosity again, if the student gets a
new idea on how to solve the learning task.
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] categorised emotions based on facial expressions. These
included, joy, anger, surprise, fear, and disgust/contempt.
However, these emotions are not speci c to learning. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
classi ed achievement emotions that arise in a learning
situation. Achievement emotions are emotions that are linked to
learning, instruction, and achievement. Emotions are
classi ed into prospective, retrospective and activity emotions.
They can be positive or negative. For example, a prospective
positive emotion is hope for success, while a negative
emotion is anxiety about failure. Retrospective emotions are for
example, the positive emotion pride or the negative
emotion shame, which the student experienced after receiving
feedback of an achievement. Activity emotions arise
during learning, such as positive emotions like enjoyment, or
negative emotions like anger, frustration, or boredom.
We focus on on a subset of emotions identi ed by Pekrun and
Ekman: enjoyment, surprise, frustration, and boredom. We
also add confusion as an emotion, which is placed between
enjoyment and frustration.
      </p>
      <p>
        As described in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] students can become overwhelmed (very
confused or frustrated) during learning, which may increase
cognitive load for low-ability or novice students. However,
appropriate feedback can help to overcome such problems.
E ective support or feedback needs to answer four main
questions: when, what, how, and why: (i) when to provide
the support during learning. (ii) It needs to be decided what
the support should contain; (iii) how it should be presented;
and (iv) why the feedback needs to be provided.
In this paper we focus on what (ii) and why (iv) support
or feedback should be provided based on the student's
emotion. In the area of intelligent tutoring systems or learning
environments, the only research we are aware of speci cally
targeting the question of responding to student a ect is [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]
and [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] describes how an embodied pedagogical agent is
able to provide di erent types of interventions, such as
praising or mirroring the student's emotional state. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] looks at
the e ect of cognitive-a ective states on student's learning
behaviour. In contrast, in this paper, we investigate the
impact of emotions on the e ectiveness of di erent feedback
types.
      </p>
      <p>The structure of the paper is as follows: The next section
overviews related work on detecting and adapting to
emotions in the educational domain. This is followed by a
description of the Wizard-of-Oz study, which investigated the
e ect of emotions on di erent feedback types. We then
discuss the di erent feedback types. After this, we provide
results and discuss the results of the study in respect to
adaptive support based on student's emotion. We conclude
by outlining directions for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
      <p>
        Di erent computational approaches have been taken into
account in order to detect emotions. These include for
example, speech-based approaches (e.g. [
        <xref ref-type="bibr" rid="ref27 ref6">6, 27</xref>
        ]), using
information from facial expressions (e.g. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]), keystrokes or mouse
movements [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], physiological sensors (e.g. [
        <xref ref-type="bibr" rid="ref16 ref21 ref28">16, 28, 21</xref>
        ]), or
a combination of these [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        In the area of education [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] developed a model of emotions
(Dynamic Bayesian network) based on students' bodily
expressions for an educational game. The system uses six
emotional states: joy, distress, pride, shame, admiration and
reproach. A pedagogical agent provides support according to
the emotional state of the students and the user's personal
goal, such as wanting help, having fun, learning maths, or
succeeding by oneself.user's personal goal, such as wanting
help, having fun, learning maths, or succeeding by oneself.
Another example, is [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] who also used Bayesian Networks
to classify students' emotions. Here biophysical signals, such
as heart rate, skin conductance, blood pressure, and EEG
brainwaves, for the classi cation of emotions. These include:
interest, engagement, confusion, frustration, boredom,
hopefulness, satisfaction, and disappointment.
      </p>
      <p>
        As described earlier, [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] developed an a ective pedagogical
agent which is able to mirror students' emotional state, or
acknowledge a student's emotion if it is negative. They use
hardware sensors and facial movements to detect students
emotion. The system discriminates between seven emotions:
high/low pleasure, frustration, novelty, boredom, anxiety,
and con dence. Di erent machine learning techniques were
applied for the classi cation, including Bayesian Networks
and Hidden Markov models.
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] developed a physics text-based tutoring system called
ITSPOKE. It uses spoken dialogue to classify emotions.
Acousticprosodic and lexical features are used to predict student
emotion. They apply boosted decision trees for their classi
cation. Three emotion types are detected: negative, neutral
and positive emotions.
      </p>
      <p>
        Another example is the AutoTutor tutoring system [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], which
holds conversations with students in computer literacy and
physics courses. The system classi es emotions based on
natural language interaction, facial expressions, and gross
body movements. The focus is on three emotions, namely
frustration, confusion, and boredom. The classi cation is
used to respond to students via a conversation.
      </p>
      <p>
        Most of the related work in the educational domain focusses
on detecting emotions based on di erent input stimuli,
ranging from spoken dialogue to physiological sensors. However,
little research has been done on how those detected emotions
can be used in a tutoring system to enhance the learning
experience. One exception is [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] who describes how an
affective pedagogical agent can support students in particular
emotional states. Additionally, [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] investigated the impact
of student's cognitive-a ective states on how they interacted
with the learning environment. They found that certain
types of emotions, such as boredom, were associated with
poor learning and gaming the system. In contrast, we
investigate the implications of emotions for di erent feedback
types. We conducted a WoZ study where di erent kinds of
feedback were provided to students in di erent emotional
states. The next section describes the WoZ study in more
detail.
2.1 Aims
One of our research aims is to provide adaptive feedback to
students during a learning activity which enhances the
learning experience by taking into account students' emotion. We
were speci cally interested in the following questions, which
we aimed to address in the WoZ studies:
      </p>
      <p>Is there an e ect of di erent emotion types upon
reaction towards feedback?
Which interventions were most successful given a
particular emotional state?
In order to address these questions we ran an ecologically
valid WoZ study which investigated the e ect of emotions
on di erent feedback types at di erent stages of the task.</p>
    </sec>
    <sec id="sec-3">
      <title>2.2 Methodology</title>
      <p>
        The studies reported on this paper are part of a
methodology referred to as Iterative Communication Capacity
Tapering (ICCT). This can be used to inform the design of
intelligent support for helping students in interactive
educational applications [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. During the rst phase, the
facilitator gradually moves from a situation in which the interaction
with the student is close, fast, and natural (i.e. face-to-face
free interaction) towards a situation in which the interaction
is mediated by computer technologies (e.g. voice-over-ip or
similar for voice interaction, instant messaging or similar for
textual interaction) and regularised by means of a script. In
the second phase, the script is crystallized into a series of
intelligent components that produce feedback in the same
way that the human facilitator formaly did. The gradual
reduction of communication capacity and the iterative nature
of the process maximise the probability of the
computerbased support being as useful as the facilitator's help. In this
paper, we are already starting the second phase, i.e.
gradually replacing humans by a computer-based system. Experts
(`wizards') are not physically near enough to the students to
observe them directly, and therefore must observe them by
indirect mediated means: the students' voice was heard by
using microphones and headsets and their screen was
observed by a mirror screen. The wizards did not have direct
access to the students' screens (so e.g. could not point to
anything on the screen to make a point), could not see the
students' faces (for facial cues), and could not communicate
to students by using body language, only by means of the
facilities provided by the wizard-of-oz tools that resemble
those of the nal system.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.3 Participants and Procedure</title>
      <p>After returning informed consent forms signed by their
parents 60 Year-5 (9 to 10-year old) students took part in a
series of sessions with the learning platform con gured for
learning fractions through structured tasks from the
intelligent tutoring system, together with more open-ended tasks
o ered by the exploratory learning environment. The
sessions were designed to rst familiarise all students with the
environment, and then to allow them to undertake as many
tasks as possible (in a study which has goals outside the
scope of this paper). In parallel, we were running the WOZ
study by asking two students in each session to work on
different computers as described below. In total 12 students
took part in the WOZ study but due to data errors we were
able to analyse the interaction of only 10 students. At the
end of the session the students who participated in the WOZ
joined in a focus group discussing their experience with the
learning platform. We were particularly interested in
students' opinions about the di erent feedback types provided.</p>
    </sec>
    <sec id="sec-5">
      <title>2.4 Classroom setup</title>
      <p>The ecological validity of the study was achieved by
following the setup depicted in Figure 1, 2 and Figure 3. The
classroom where the studies took place is the normal
computer lab of the school in which most of the computers are
on tables facing the walls in a II-shape, and a few are on
a central table. This is the place where the WOZ study
took place, while, for ecological validity, the rest of the class
was working on the other computers. The students were
only told that the computers in the central isle were
designed to test the next version of the system and were thus
also responding to (rather than just recording as the rest
of the computers) their speech. The central isle has two
rows of computers, facing opposite directions, and isolated
by a small separator for plugs etc. In the central isle the
students worked on a console consisting on a keyboard, a
mouse, and a screen. Usually, those components are
connected to the computer behind the screen; for these studies,
they were connected to a laptop on the wizards' side of the
table. This allowed the wizard to observe what the
students were doing. As the learning platform is a web-based
system, and all the students' see is a web browser, the
operating system and general look-and-feel of the experience
was equivalent to the one that the rest of the students were
using. When the wizards wanted to intervene, they used the
learning platform's WOZ tools to send messages to the
student's machine. These messages were both shown on screen
and read aloud by the system to students, who could hear
them on their headset.</p>
    </sec>
    <sec id="sec-6">
      <title>2.5 The wizard’s tools</title>
      <p>In line with the ICCT methodology mentioned above, the
wizards restricted their `freedom' in addressing the students
by employing a pre-determined agreed script in which the
expected interventions had been written. Figure 4 shows a
high-level view of this script, the end-points of which require
further decisions also agreed in advance in a protocol but
not shown here for simplicity. In this study, we limited
ourselves to written interventions that could be selected from
an online document appropriate for being read aloud by the
system. There were no other kinds of interventions (such as
sounds, graphical symbols on screen etc.). The intervention
had a set of associated conditions that would re them thus
resembling very closely the system under development.</p>
    </sec>
    <sec id="sec-7">
      <title>2.6 Feedback types</title>
      <p>As outlined in the script ( gure 4) di erent types of feedback
were presented to students at di erent stages of their
learning task. The feedback provided was based on interaction
via keyboard and mouse, as well as speech.</p>
      <p>From an HCI perspective speech production and
recognition can provide potentially more intuitive interaction. In
particular, spoken language input can enable students to
communicate verbally with an educational application and
thus interact without using human interface devices such as
a mouse or keyboard. The following di erent feedback types
were provided:</p>
      <p>PROBLEM SOLVING - task-dependent
feedback
This feedback based mainly on the interaction with
mouse and keyboard with the learning environment.
Here the feedback involved providing support in
solving a particular maths problem.</p>
      <p>
        TALK MATHS - using particular domain
speci c maths vocabulary
The importance of students' verbal communication in
mathematics in particular becomes apparent if we
consider that learning mathematics is often like learning
a foreign language. Focusing, for example, on learning
mathematical vocabulary, [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] encouraged students to
talk to a partner about a mathematical text to share
confusions and di culties, make connections, put text
into their own words and generate hypotheses. This
way, students were able to make their tentative
thinking public and continually revise their interpretations.
      </p>
      <sec id="sec-7-1">
        <title>AFFECT - a ect boosts</title>
        <p>
          As described in [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] a ect boosts can help to enhance
student's motivation in solving a particular learning
task. Higher motivation also implies better
performance.
        </p>
      </sec>
      <sec id="sec-7-2">
        <title>TALK ALOUD - talking aloud</title>
        <p>
          With respect to learning in particular, the hypothesis
that automatic speech recognition (ASR) can
facilitate learning is based mostly on educational research
that has shown bene ts of verbalization for learning
(e.g., [
          <xref ref-type="bibr" rid="ref1 ref20 ref3">1, 3, 20</xref>
          ]).
        </p>
        <p>
          The possible verbalization e ect could be enhanced
with ASR since cognitive load theory [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] and
cognitive theory of multimedia learning [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] predict that a
more natural and e cient form of communication will
also have positive learning gains.
        </p>
        <p>
          The few existing research studies have found mixed
results with respect to whether the input modality
(speaking vs. typing) has a positive, negative or no
e ect on learning. In [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], for example, the authors
investigated whether student typing or speaking leads
to higher computer literacy with the use of AutoTutor.
They reported mixed results that highlight individual
di erences among students and a relationship to
personal preferences and motivation.
        </p>
        <p>
          REFLECTION - re ecting on task performance
and learning
For further consideration is the research about
selfexplanation; an e cient learning strategy where
students are prompted to verbalize their thoughts and
explanations about the target domain to make
knowledge personally meaningful. Previous research [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]
found that the amount of self-explanation that
students generated in a computer environment was
suppressed by having learners type rather than speaking
and the studies. Moreover, some students are
natural self-explainers while others can be trained to
selfexplain [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Even when self-explanation is explicitly
elicited, it can be bene cial [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] but requires going
beyond asking students to talk aloud by using speci c
re ection prompts [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          Self-explanation can be viewed as a tool to address
students' own misunderstandings [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and as a 'window'
into students' thinking. While it may be early days for
accurate speech recognition to be able to highlight
speci c errors and misconceptions, undertaking
carefullydesigned tasks can help identify systematic errors that
students make. For example, [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] explores how naming
and misnaming involves logic and rules that often aid
or hinder students' mathematical learning and relate
to misconceptions.
        </p>
        <p>A lack of mathematical terminology can also be
noticed and prompts made to students to use appropriate
language as they self-explain.</p>
        <p>Table 1 shows examples of the di erent feedback types. We
were interested to explore how emotions impact on the
effectiveness of those di erent feedback types.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>3. RESULTS</title>
      <p>From the WoZ study we recorded students' screen display
and their voices. From this data, we annotated emotions
and whether students reacted to feedback.</p>
      <p>
        For the annotation of the emotions and students reactions
towards the feedback, we used a similar strategy as described
in [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] where dialog between a teacher and a student was
      </p>
      <sec id="sec-8-1">
        <title>Feedback type AFFECT</title>
      </sec>
      <sec id="sec-8-2">
        <title>TALK ALOUD</title>
      </sec>
      <sec id="sec-8-3">
        <title>TALK MATHS</title>
      </sec>
      <sec id="sec-8-4">
        <title>PROBLEM SOLVING REFLECTION</title>
      </sec>
      <sec id="sec-8-5">
        <title>Example</title>
        <p>It may be hard, but keep trying.</p>
        <p>If you nd this easy, check your work
and change the task.</p>
        <p>Remember to talk aloud, what
are you thinking? What is the task
asking you to do?
Can you explain that again using the
terms denominator, numerator?
You can't add fractions with di
erent denominators.</p>
        <p>
          What did you learn from this task?
What do you notice about the two
fractions?
annotated according to di erent feedback types. Also,[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]
describe how they coded di erent cognitive-a ective states
based on observations of students interacting with a learning
environment. Similarly, we annotated student's emotion and
if they reacted for each type of feedback provided. Another
researcher went through the categories and any discrepancies
were discussed and resolved before any analysis took place.
In total 170 messages were sent to 10 students. The raw
video data was analysed by a researcher who categorised the
emotions and feedback messages. Table 1 shows the di erent
types of messages send to students and the emotions that
occurred while the feedback was given. It can be seen that
most frequent messages were reminders to talk aloud (66).
This was followed by problem-solving feedback (55), and
feedback according to students emotions (31). The least
frequent messages relates to re ection (13) and using maths
terminology (5).
        </p>
        <p>It is not surprising that most of the problem solving
feedback was provided when students were confused (35 out of
55). Most of the a ect boosts were provided when students
enjoyed the activity (15 out of 31), closely followed by
students' being confused (11 out of 31). Most of the re ection
prompts were given when students enjoyed the activity (10
out of 13). Talk aloud reminders were mainly given when
students were confused (30 out of 66). Talk maths prompts
were mainly given when students enjoyed the task (3 out of
5) or when they were confused (2 out of 5).</p>
        <p>The emotions that were detected by students when feedback
was provided and whether students reacted can be seen in
gure 5.</p>
        <p>Students reacted to all of the feedback when they were bored
or surprised (100%).This was followed by reactions to
feedback when students were confused (83%) or enjoyed the
activity (81%). Students responded the least if they were
frustrated (69%).</p>
        <p>Looking in more detail at emotions and whether students
reacted to the di erent feedback types, gures 6, 7, and 8
show the percentage of student's reaction towards feedback
type for enjoyment, confusion, and frustration.</p>
        <p>emotion
confusion
35
2
11
40
1
89</p>
        <p>It is interesting to see that while students enjoyed their
activity, they responded very well to talk maths (100%) or to
re ect on what they have done (100%). The least reaction
was given if students were prompted to talk aloud (71%).
If students were confused they responded well again on talk
maths (100%) or re ection prompts (100%), followed by
problem solving feedback (89%). Surprisingly, least
reactions were given when a ect boosts were provided (64%).
If students were frustrated most reactions were given for
reection (100%) and prompts to talk aloud (75%). Least
responses were given if problem solving feedback was provided
(63%).</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>4. DISCUSSION</title>
      <p>The key ndings with respect to impact of emotions on the
e ect of feedback types are listed below in relation to our
research aims.</p>
    </sec>
    <sec id="sec-10">
      <title>4.1 Is there an effect of different emotion types upon reaction towards feedback?</title>
      <p>
        The results show that for certain types of emotions, such as
boredom, any type of feedback is reacted to. This indicates
that students may welcome a distraction from their learning
and react to feedback if they are bored. As boredom
indicates a reduction in learning [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], the feedback provided to
students when they are bored should aim to motivate and
support the student to continue with the learning task.
Also in most of the cases students reacted to the feedback
when they were confused. This implies that students
welcome feedback that will help them to get out of their
confused state. In designing feedback for learning environments
students should be provided with feedback that enables them
to overcome their confusion, such as task-dependent
problem solving feedback, or feedback to re ect on their learning,
which might help to identify and overcome misconceptions.
Additionally, students mainly reacted to feedback when they
were enjoying their activity. This is an interesting nding,
as in theory this seems to interrupt their learning ow. Here,
it seems students' motivation is high and they did not mind
being interrupted. Students particularly reacted positively
on feedback to re ect.
      </p>
      <p>In contrast, when students were frustrated, they reacted to
feedback in only 69% of the cases. This indicates that
frustration can reduce motivation and may also increase
cognitive load. Here feedback that might help to decrease the
frustration, such as re ecting on the di culty of the learning
task might help to motivate the student.</p>
    </sec>
    <sec id="sec-11">
      <title>4.2 Which interventions were most successful given a particular emotional state?</title>
      <p>The results indicate that for di erent emotional states,
different feedback types are more e ective than others.
It is interesting to see that although students enjoyed their
activity and reacted to feedback in 81% of the cases,
response to talk aloud was only 71%. This was similar when
students were frustrated (75%). In contrast when students
were confused in 83% of the cases students followed the
recommendation to talk aloud. It looks like as if talking aloud
might help to identify the problem and might resolve the
confusion.</p>
      <p>The highest reaction was given to problem solving feedback
if students were confused (89%). This is not surprising as
students were happy to receive help to perform the task.
However, in only 75% of the cases was problem solving
feedback reacted to while students enjoyed the activity. This
might be because they were interrupted in their learning
ow and they needed to switch to a new strategy of
answering the learning task based on the problem solving feedback.
The number drops even more when students were frustrated
(63%). As discussed above, students' motivation might be
low when frustrated and also there might be increased
cognitive load. Providing problem solving feedback when students
are frustrated does not seem to be a very e ective strategy.
Providing a ect boosts was most e ective when students
enjoyed their activity (80%). In contrast, students only
reacted to a ect boosts in 67% of the cases when they were
frustrated or 64% when they were confused. From the focus
group with the students it emerged that although some
students did not react to the emotional boosts when they were
confused or frustrated, they liked the encouragement, and
that it helped with their motivation to continue to work on
the particular learning task.</p>
      <p>Providing prompts to talk maths and re ection were very
e ective across the emotion types. Despite the fact that 5
talk maths prompts and 13 re ection prompt were provided,
students seemed to respond to them very well whether
confused or frustrated. This implies that re ecting on one's own
strategy of solving a task is motivating even if confused or
frustrated. We noticed that it may also helped students to
identify misconceptions or lead to new ideas on how to solve
the learning task.</p>
    </sec>
    <sec id="sec-12">
      <title>5. CONCLUSION AND FUTURE WORK</title>
      <p>We explored the impact of students' emotional state upon
di erent feedback types. The results indicate that certain
types of feedback are more e ective then others according to
the emotional state of the student. While for some emotional
states, such as boredom, a variety of feedback types worked
well, for other emotional states, like frustration, only a few
types of feedback seem to be e ective.</p>
      <p>We are now developing and integrating the automatic speech
and emotion recognition in our learning platform.
Additionally the adaptive support that is able to provide the di erent
feedback types for particular emotional states is under
development. At the next stage of our research we are interested
to explore how the presentation of the feedback (e.g. high or
low intrusive) a ects students being interrupted in
performing the task and if the presentation has an e ect on reaction
towards the feedback.</p>
    </sec>
    <sec id="sec-13">
      <title>6. ACKNOWLEDGMENTS</title>
      <p>This research has been co-funded by the EU in FP7 in the
iTalk2Learn project (318051). Thanks to all our iTalk2Learn
colleagues for their support and ideas.</p>
    </sec>
  </body>
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