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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Emotional Experience of Students Interacting with a System for Learning Programming</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Thomas James Tiam-Lee</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kaoru Sumi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Future University Hakodate 116-2 Kamedanakanocho Hakodate</institution>
          ,
          <addr-line>Hokkaido 041-8655</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>11</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>This paper discusses the emotional experience of students while interacting with a system for solving programming exercises. We collected data from 73 university students who each used the system for 45 minutes. They were also asked to provide self-report affect judgments which describe the emotions that they experienced at different moments in the session. Using this data, we performed an analysis of the emotional experience of students while interacting with the system content, focusing particularly on the transitions across different emotions. We also analyzed the facial expressions, pose, and logs in relation to the various emotional states. We believe this study can contribute to the recognition of student affect in programming activity, and can potentially be used in a variety of applications such as intelligent programming tutors.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Recently, there has been great interest in modelling the
affective experience of students while engaging in learning
tasks. Previous studies have found that positive emotions
such as enjoyment are positively correlated with student
achievement, whereas negative emotions such as boredom
as negatively correlated with student achievement (Daniels
et al. 2009). Emotions have also been shown to be associated
with motivation and self-regulated learning (Mega, Ronconi,
and De Beni 2014), as well as the quality of the learning
experience
        <xref ref-type="bibr" rid="ref3">(Cho and Heron 2015)</xref>
        . These studies provide
support for efforts in automatically recognizing the affective
state of students while learning.
      </p>
      <p>Good affective models of learning-specific emotions can
open up opportunities for intelligent tutoring systems (ITS)
by allowing them to respond not only to the cognitive state
but also the affective state of the student. For example, if
confusion is detected, the ITS may provide an
intervention in the form of a hint. This is referred to as
affective tutoring. Previous ITS such as AutoTutor (D’Mello and
Graesser 2012a), MetaTutor (Jaques et al. 2014), and
FERMAT (Zatarain-Cabada et al. 2014) have shown the potential
of affective tutoring in improving students’ learning across
various domains.</p>
      <p>
        However, understanding affect in complex learning tasks
still proves to be challenging. One such task is computer
programming. In learning programming, students spend a lot of
time writing, testing, and debugging code. Interactions with
the tutor agent typically occur in less frequency, and displays
of affect through facial expressions tend to be more subtle as
well. Despite this, previous studies have shown that students
have a rich affective experience of learning-specific
emotions while learning programming
        <xref ref-type="bibr" rid="ref4 ref4 ref6 ref6">(Bosch, D’Mello, and
Mills 2013; Bosch and D’Mello 2013)</xref>
        - information that
could hold much potential for improving programming
instruction.
      </p>
      <p>A study by Bosch, Chen, and D’Mello showed that it is
difficult to automatically recognize fixed-point affect
judgments in programming sessions by using face features alone.
One of the ways to address this is to combine face data
with an understanding of the affective experience of students
while doing the task to improve the recognition of affective
states. In programming activity, there is a rich set of data
from the interaction between the student and the system that
could be used to help model affect.</p>
      <p>In this paper, we discuss a statistical analysis of the
affective experience of students interacting with a system for
programming practice. We focus our discussions on the
distribution of the emotions experienced by the students, how
these emotions transiton from one type to another, and which
features are useful for recognizing these affective states.</p>
    </sec>
    <sec id="sec-2">
      <title>System Design and Experimental Setup</title>
      <p>In this section we discuss the system design and the
experimental setup for this study. We recruited 38 students from
Future University Hakodate in Japan and 35 students from
De La Salle University in the Philippines to participate in
this study. We chose to recruit participants from two
different countries not only to increase the amount of data that
could be collected but also to investigate if there are
similarities or differences between the two groups. All students
who participated in the study were enrolled in a freshman
introductory programming course in their respective
universities at the time of the experiment.</p>
      <p>Each student interacted with a system in which they have
to solve a series of coding exercises. A screenshot of the
system is shown in Figure 1</p>
      <p>In each exercise, they must write the body of a function</p>
      <p>Return the area of a square given the length of the
side.</p>
      <p>Return the change given the price of the item, the
number of items bought, and the amount paid by
the customer.</p>
      <p>Return the larger value between two integers.</p>
      <p>Return the name of the winner of a rock paper
scissors game given what each player played.</p>
      <p>Return the age of the middle child given the ages
of three brothers.</p>
      <p>Return the total of all integers in a given array.</p>
      <p>Given an array of integers, return the number of
elements that are divisible by 3.</p>
      <p>Return the sum of all the factors of a given integer.
Given an array of integers, return the number of
times that the most frequently occurring element
appears.
according to a given specification. For example, in one of the
exercises, the function took in an integer value representing
the length of the side of a square, and should return the area
of the square. The students were not allowed to skip
exercises until a correct solution had been provided. The order
of the exercises were fixed for all of the subjects, and were
arranged in increasing difficulty. Table 1 shows the exercises
that were given to the students.</p>
      <p>The students performed three types of interaction with the
system throughout the session.</p>
      <p>First, the student could edit the code. A code edit may be
classified as an insertion (adding characters) or a deletion
(removing characters). The system provides an interface for
editing code similar to an integrated development
environments (IDE).</p>
      <p>Second, the student could test the code. This was done
by providing sample values for each input parameter of the
function, and then clicking the ”Run Code” button to
execute the code. The system responded to this command by
displaying the result of the execution on the screen. The
result may either be a successful compilation, a compilation
error, or a runtime error. In the case of a successful
compilation, the return value of the function was displayed. In
the other two cases, the Java error message was displayed
instead.</p>
      <p>Third, the student could submit the code. The system then
automatically checked the code by running it on a set of
predefined test cases and then comparing the result against the
expected values. If the code passed all test cases, the system
responded with a ”correct” message and displayed the next
problem. If the code failed at least one test case, the system
displayed a ”wrong” message. The student was not informed
of the failing test cases nor the type of error that occurred, if
any.</p>
      <p>Each student used the system for 45 minutes, or until all
the problems were solved correctly. Throughout the session,
the system automatically logged information which
comprised of (1) a video recording of the student’s face, (2) all
code changes, and (3) all compilations and submissions.</p>
      <p>At the end of the coding phase, the session was
automatically split into intervals. The boundaries of these
intervals corresponded to key moments in the session, which
included: program compilation (testing the program), program
submission, and the beginning and ending of each typing
sequence. A typing sequence refers to a sequence of code
changes (insertions and deletions) with a maximum interval
of 5 seconds in between. We chose this limit because
sometimes students pause to do brief moments of thinking while
they are typing. Intervals that were less than 5 seconds in
length were merged with the succeeding interval until it was
at least 5 seconds in length.</p>
      <p>
        To collect affective data on the programming session,
each student was asked to provide self-report affect and
action judgments on each interval. A maximum limit of 150
intervals was set for each student to keep the annotation task
manageable. If the session contained more than 150
intervals, we randomly chose 150 intervals for annotation. For
each interval, the student was asked to select an emotion
label, describing the affective state that best described his or
her experience during that interval, and an action label,
describing the type of action he or she was doing during that
interval. To minimize subjectivity in self-reports, we provided
a clear definition for each label. We chose the emotions of
engagement, confusion, frustration, boredom, and neutral
for the affective state labels based on a previous study which
showed that these were the common emotions experienced
by novice programmers
        <xref ref-type="bibr" rid="ref4 ref6">(Bosch, D’Mello, and Mills 2013)</xref>
        .
      </p>
      <p>Tables 2 and 3 show the emotion labels and action labels
respectively, along with their definitions.</p>
      <p>Data collection was performed from July to August 2018
in Future University Hakodate in Japan and De La Salle
University in the Philippines. A total of 38 Japanese students
and 35 students who were at the time taking up freshmen
programming courses participated. We were able to collect
a total of 49 hours, 25 minutes, and 17 seconds of session
data. This comprised of 9,702 annotated intervals. The
average number of annotated intervals collected per student is
132.9. The average length of an interval is 17.24 seconds,
resulting in fairly fine-grained affect information.</p>
    </sec>
    <sec id="sec-3">
      <title>Results of the Analysis</title>
      <p>In this section, we present the results of the analysis done on
the data. Our analysis aimed to explore the following
questions:</p>
      <p>What is the distribution of the affective states experienced
by the students?
What are the common transitions between affective
states?
Which events trigger transitions between affective states?
Which features could be used to recognize the presence
of affective states?</p>
      <sec id="sec-3-1">
        <title>Affective State Occurrences</title>
        <p>In this section we present results regarding the occurrence
of the different affective states as reported by the students.
Table 4 shows the distribution of the different affective states
reported by the Japanese and Filipino students. This is based
not on the number of intervals but on the total duration of the
intervals.</p>
        <p>A high level look at the distribution reveals similarities
between the two groups. Engagement was the emotion that
was reported the most, and comprised of approximately a
third of the total duration of the session. Meanwhile,
confusion and frustration each comprised of around a fifth of
the total duration. In this experiment, Japanese students tend
to report the neutral emotion more often than the Filipino
students.</p>
        <p>We also investigated if the student’s performance had a
relationship with the distribution of the reported affective
states. To do this, we divided the students into 5 groups
based on the number of problems they were able to solve in
the session. Students who were able to solve more problems
were considered to have a better performance than those
solved less problems. We then computed for the
distribution of the affective states in each group. Figure 2 shows the
results for both groups.</p>
        <p>Noticeable trends on the distribution of affect reports
could be observed based on the number of problems solved.
Boredom and frustration decreased as the number of
problems solved increased, while engagement increased along
with the number of problems solved. Interestingly, a drop
on the amount of engagement reports was observed in both
groups on the 8-9 problems solved category. A probable
cause of this is the increase in confusion and frustration
due to the difficulty of the last two exercises offered by the
system. These observations support previous literature that
showed correlations between different types of emotions and
student performance, and highlight the importance of
managing student affect in learning systems.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Affective State Transitions</title>
        <p>In this section we present results on the transitions between
different affective states. Table 5 shows the frequency of
each transition between pairs of affect reports. We only
considered intervals that that are immediately consecutive. The
data shows that certain transitions occurred more often than
others. For example, transitions from engagement to
confusion and vice versa occurred in large frequency for both of
the groups.</p>
        <p>To verify which transitions were significant, we applied
a scoring metric for transition likelihoods between affective
states proposed by D’Mello (2012). We computed the
likelihood score of a state following another as the conditional
probability of the next state occurring after the current state
normalized over the overall probability of the next state
occurring. This likelihood score value has a range of ( 1; 1].
A likelihood value &gt; 0 means that the transition occurred
above chance. We did not consider transitions to the same
affective state. Likelihood score values were computed for
every student and a two-tailed one sample t-test was
performed. Significant transitions (p 0:05) and their
corresponding mean likelihood scores are shown in Figure 3.</p>
        <p>Similar observations were found for both Japanese and
Filipino groups. These results are consistent with the
theoretical model of affect dynamics for complex learning
proposed by D’Mello and Graesser (2012b). In this model, a
student in the state of engagement may transition to state
of confusion when a hurdle is encountered. Depending on
whether the hurdle is resolved or not, the student may
transition back to engagement in the case of the former, or
transition to a state of frustration in the case of the latter. In the
model, frustration may transition to boredom, but this was
not observed at a significant level in our data. This may be
because several of the students did not report boredom at all,
making it difficult to establish a statistical significance.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Triggers of Affective Transitions</title>
        <p>In this section, we present results on the events that
trigger affective state transitions. We identified boundaries of
the intervals that were associated with compilation and
submission events. A compilation event refers to a point in the
session where the student tested the code by providing
sample inputs. This event could result to a compilation with no
errors or a compilation with errors (syntax or runtime). On
the other hand, a submission event could either result into a
submission that passed or failed.</p>
        <p>We computed the likelihood of each affective state to
follow each compilation or submission event. We did this for
each student and performed a two-tailed one sample t-test to
determine which transition likelihoods were significant. We
did not consider submission passed events because there was
a low number of occurrences of this event that was followed
by an interval. We applied a Bonferonni correction resulting
in = 0:004.</p>
        <p>The results are shown in Figure 4. For the Japanese group,
we found that there was a likelihood that a compilation error
was followed by frustration in levels above chance. On the
other hand, for the Filipino group, we found that
compilation errors were likely to be followed by both confusion and
frustration. In both groups, a compilation without any errors
was likely to be followed by engagement.</p>
        <p>We also performed frequency analysis of n-grams on the
session data to determine common sequences of actions that
lead to an affective state. We considered n-grams of length 4
to 6. Table 6 shows the common sequences. We considered
a sequence to be common if it accounts for at least 2% of all
sequences leading to the target affective state with the same
n-gram length.</p>
        <p>It can be seen that transitions in the affective state are
often observed after a compilation or submission. This is
expected because these actions are the types of interactions
that the system responds or gives feedback to. The feedback
likely triggers the change in affective state. Furthermore, it
can be seen that engagement and confusion are associated
with writing and thinking, while frustration is associated
with finding and fixing bugs.
Writing ! Thinking ! Engaged
Writing ! Compile No Error ! Engaged
Thinking ! Writing ! Engaged
Thinking ! Compile No Error ! Engaged
Writing ! Thinking ! Writing ! Engaged
Writing ! Thinking ! Writing ! Thinking
! Engaged
Thinking ! Compile No Error ! Confused
Finding Bug ! Compile No Error !
Confused
Compile No Error ! Thinking ! Compile No
Error ! Confused
Thinking ! Compile No Error ! Thinking !
Compile No Error ! Confused
Compile No Error ! Thinking ! Compile No
Error ! Thinking ! Compile No Error !</p>
      </sec>
      <sec id="sec-3-4">
        <title>Confused</title>
        <p>Finding Bug ! Compile Error ! Frustrated
Fixing Bug ! Compile Error ! Frustrated</p>
      </sec>
      <sec id="sec-3-5">
        <title>Predictors of Affect</title>
        <p>In this section, we present results on features that are
useful for predicting affect. We investigated log-based features
(code compilations, typing, etc.) and face-based features.
For face-based features, we used OpenFace, a computer
vision toolkit capable of head pose estimation, eye gaze
estimation and action unit recognition from videos (Baltrusaitis
et al. 2018).</p>
        <p>
          Action units are a taxonomy of fundamental actions of
facial muscles used in previous studies for emotion
recognition (Ekman and Friesen 1975). An example of an action
unit is raising the inner brow or raising the cheek. OpenFace
has shown good inter-rater agreement with baselines set by
human annotators across multiple datasets in AU detection
          <xref ref-type="bibr" rid="ref2 ref3">(Baltrusˇaitis, Mahmoud, and Robinson 2015)</xref>
          . Table 7 shows
a list of the features that we considered.
        </p>
        <p>In this analysis, we treated each interval as a separate
instance, with the affect report as the class label. To determine
which features are useful for recognizing affect, we used
RELIEF-F feature ranking to rank features based on how
discriminative they were against the closest neighboring
instance with a different class. We identified the features that
scored high in this ranking, and then further made statistical
analyses on these features. The following subsections
discuss these.</p>
        <p>Log-Based Features We performed paired Wilcoxon
signed-rank tests to determine if action state significantly
co-occur with various affective states. We found that
engagement co-occurs significantly more with writing ( = 0:49)
than thinking ( = 0:25; p = 0:0000009), and co-occurs
significantly more with thinking more than the other actions.</p>
      </sec>
      <sec id="sec-3-6">
        <title>Log-based Features</title>
        <p>insert No. of insertions in the code
remove No. of deletions in the code
type No. of insertions and deletions in the code
compile err No. of compilations with syntax error
compile No. of compilations without syntax error
Pose-based Features (from OpenFace)
pose Tx Location of the head in x axis in mm
pose Ty Location of the head in y axis in mm
pose Tz Location of the head in z axis in mm
pose Rx Rotation of the head in x axis in radians
pose Ry Rotation of the head in y axis in radians
pose Rz Rotation of the head in z axis in radians
gaze angle x Gaze angle x in world coord. in radians
gaze angle y Gaze angle y in world coord. in radians</p>
      </sec>
      <sec id="sec-3-7">
        <title>Face-based Features (from OpenFace)</title>
        <p>AUs Intensity of different action units
Confusion co-occurs significantly more with thinking ( =
0:4) more than writing ( = 0:16; p = 0:0000035), finding
( = 0:21; p = 0:0023) and fixing ( = 0:18; p = 0:0002).
Meanwhile, frustration co-occurred with finding ( = 0:2)
and fixing bugs ( = 0:2) more than it co-occurred with
writing ( = 0:17), but the difference is not significant.</p>
        <p>Document insertions occurred significantly more when
students were engaged ( = 0:65) then when they were
confused ( = 0:34; p = 0:000000011), frustrated ( =
0:35; p = 0:000046) or bored ( = 0:25; p = 0:00078).
Document deletions occurred significantly more when
students were engaged ( = 0:13) than when they were
confused ( = 0:09; p = 0:0063) or bored ( = 0:07; p =
0:0033). Overall, document changes occurred significantly
more when students are engaged ( = 0:77) then when they
are confused ( = 0:44; p = 0:000000047), frustrated ( =
0:55; p = 0:0055) or bored ( = 0:38; p = 0:0015). These
findings suggest that document changes were indicative of
engagement, and supports our previous study in which
confusion was classified using hidden Markov models with
logbased features (Tiam-Lee and Sumi 2018).</p>
        <p>AU04 - Brow Lowerer AU04 is an action unit referred to
as the ”Brow Lowerer”. As the name implies, it refers to the
lowering of the eyebrow. Figure 5 shows some examples of
this action unit.</p>
        <p>AU04 was ranked highly in RELIEF-F feature ranking for
classification tasks for engagement, confusion, and
frustration. Students exhibited this action unit in the data when
furrowing the brow, and also when looking down to the
keyboard repeatedly when typing. In our data, there was an
increased observation of AU04 on Japanese students because
they tend to look down on the keyboard more than the
Filipino students.</p>
        <p>
          Upon further analysis, it can be seen that the mean
intensity of AU04 increases in moments of confusion and
frustration for both typing and non-typing intervals (see Table
8). This finding supports previous studies that have
associated AU04 with confusion and frustration
          <xref ref-type="bibr" rid="ref5">(Bosch, Chen, and
D’Mello 2014; Grafsgaard, Boyer, and Lester 2011)</xref>
          .
        </p>
        <p>We also performed a Wilcoxon signed-ranked test to
determine if there was a difference in the mean intensity of
AU04 on intervals of frustration compared to other affective
states, and found that there was indeed a significant
difference. The mean intensity display of AU04 in intervals of
frustation across all groups is 1.24, while the mean intensity
of the display of AU04 in all other intervals is 0.99, with a p
value of 0.0065, indicating a significant difference.
Head Rotation Standard Deviation Another feature that
was ranked highly is the standard deviation of the head
location with respect to the camera. We found that the mean
standard deviation of the head location tends to be higher
across both groups in intervals of boredom. This suggests
that there is a bigger range of head movement when students
are bored. The mean standard deviation values of the head
location features are shown in Table 9.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>In this study, we looked into the affective experience of
students while using a system for programming practice. This
system did not provide any learning interventions such as
learning prompts or hints to help the students. It only
provided a basic interface to facilitate solving the programming
exercises. Thus, it could be said that the environment used
in our experiment was similar to that of students doing
programming practice on their own without any guidance. This
was different from previous similar studies in which learning
interventions and prompts were given to elicit emotions.</p>
      <p>Despite this, we found that students still experienced
learning-specific emotions all throughout the sessions, and
that they transition between these emotions. We were able to
confirm transitions in the theoretical model of affect
dynamics for complex learning tasks, which show that engagement
generally transitions to confusion when hurdles are
encountered, and confusion can either transition back to
engagement if the confusion is resolved, or transition to frustration
if not resolved.</p>
      <p>On average, we found that frustration accounted for
around a fifth of all the emotions experienced. This could
have been potentially addressed if confusion could be
resolved through tutor intervention. This is supported by our
findings that students who performed better (i.e. solved more
problems) experienced less negative affective states like
frustration and boredom, and at the same time experienced
more engagement. This shows that there is potential for
intelligent programming tutors to improve the learning
experience of students.</p>
      <p>Transitions between affective states were often observed
during code compilations and submissions. These are also
the points in the session where the system gives feedback
(i.e., displays if the output of the code or displays if the
submission passed or failed). This implies that changes in
the affective state could be more easily triggered by
system feedback. And if appropriate interventions could be
displayed, intelligent programming tutors could potentially
control transitions of negative affective states to more
positive ones.</p>
      <p>We also looked into the features that could be useful for
predicting affect, and found statistical evidence that
associated certain log-based and face-based features in
recognizing certain emotions. We found that document changes
(typing), compilations, AU04 (lowering of the brow), and
head location standard deviation could be useful features for
predicting affect. Face-based features alone are difficult to
use in affect recognition, as was shown in previous studies,
but combining them with log-based features and a mdoel of
affect occurrence and transition could potentially improve
performance.</p>
      <p>We conducted the same experiment on two different
universities, and we were able to achieve very similar reuslts,
adding support to the idea that these observations on the
affective experience of students are consistent across different
environments.</p>
      <p>That being said, there are some differences between the
two groups observed in our data. For example, in our
experiment the Japanese students reported the ”neutral” (no
apparent feeling) emotion more than the Filipino students,
despite the same definition of the affective state labels
being provided to the two groups. It is difficult to say whether
this was because the Japanese students really felt less
emotions or because they tend to be more reluctant to report their
emotions.</p>
      <p>Another noticeable difference that can have implications
in the implementation of ITS is that the Japanese students
tend to have higher intensities of AU04 (brow lowerer)
compared to the Filipino students. Upon closer inspection, this
was because the Japanese students tend to look down at
keyboard more while typing, causing their eyebrows to move
downwards, which was being detected as AU04.
Considerations like this have to be made when designing systems for
practical use.</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this paper, we presented an analysis of the affective
experience of students while interacting with a system for
programming practice. We believe that our findings can provide
insights in the development and implementation of
affectaware intelligent tutoring systems for programming.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The authors would like to thank Mr. Fritz Kevin Flores, Mr.
Manuel Carl Toleran, and Mr. Kayle Anjelo Tiu for
facilitating the data collection sessions in De La Salle University in
the Philippines.
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the role of motivation, emotion, and use of learning
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autotutor: Learning by talking with cognitively and
emotionally intelligent computers that talk back. ACM Transactions
on Interactive Intelligent Systems (TiiS) 2(4):23.
D’Mello, S., and Graesser, A. 2012b. Dynamics of affective
states during complex learning. Learning and Instruction
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      <p>Mega, C.; Ronconi, L.; and De Beni, R. 2014. What makes
a good student? how emotions, self-regulated learning, and
motivation contribute to academic achievement. Journal of
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