<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Multimodal Learning Analytics to Explore how Children Experience Educational Motion-Based Touchless Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serena Lee-Cultura</string-name>
          <email>serena.leecultura@ntnu.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kshitij Sharma</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michail Giannakos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>(Giannakos</institution>
          ,
          <addr-line>Sharma, Pappas, Kostakos</addr-line>
          ,
          <institution>&amp; Velloso, 2019). However, despite the wealth of potential</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Norwegian University of Science and Technology (NTNU)</institution>
          ,
          <addr-line>Trondheim</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>Leveraging motion-based touchless games (MBTG) to support children's learning is appealing and technically challenging. The application of multimodal learning analytics (MMLA) can help researchers to better understand how children experience learning through movement by providing insights into children's cognitive, behavioural, interaction, and learning processes. However, there is limited knowledge about exploiting the integration of MMLA into the use of educational MBTG in children's learning. We present an in-progress study in which we conducted an experiment with 55 children, playing three different educational MBTG centred on the development of math and English competencies. We collected multimodal data from 6 different sources: eye-tracking glasses, video, wristband, game analytics, Kinect point cloud, and questionnaires. Future analysis will explore relationships between the various multimodal data, in pursuit of establishing a more holistic understanding of children's cognitive, behavioural, interaction, and learning processes experienced while engaged with MBTG for learning.</p>
      </abstract>
      <kwd-group>
        <kwd>Motion-Based Games</kwd>
        <kwd>Multimodal Learning Analytics</kwd>
        <kwd>Educational Technologies</kwd>
        <kwd>Child-Computer Interaction</kwd>
        <kwd>Embodied Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION AND MOTIVATION</title>
      <p>collaborations with interested parties, as well as encourage others to adopt this exciting area of
research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>RESEARCH QUESTIONS</title>
      <p>The central objective of this research is to explore how children experience educational MBTG. We
aim to understand the cognitive, behavioural, and interaction processes experienced in this context
and to investigate how these processes relate to the children’s learning, acceptance and perception
of MBTG games, their interaction modes and knowledge to be acquired. Specifically, we suggest that
when answering questions as part of the MBTG learning experience, children undergo the
See-SolveMove-Select cycle (SSMS). During the SSMS cycle, children (1) see and understands the problem, (2)
solve the problem mentally, (3) move their body to initiate the selection process, and finally (4) select
and manipulates their answer via gestural interaction (see Figure 1). Using MMD capture, we aim to
investigate the processes that occur during the different phases of the SSMS cycle, in pursuit of
obtaining a holistic representation of the children’s learning experience.</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Though technological advancements have only recently enabled the emergence of Motion-Based
Touchless (MBT) devices, their application in education has seen much traction, with research
permeating maths
        <xref ref-type="bibr" rid="ref5 ref8">(Johnson, Pavleas, &amp; Chang, 2013; Smith, King, &amp; Hoyte, 2014)</xref>
        and language
development
        <xref ref-type="bibr" rid="ref11">(Yap et al., 2015)</xref>
        . Notable studies suggest that in the context of maths, MBTG might
have a positive impact on student learning; particularly concerning enhanced problem understanding
        <xref ref-type="bibr" rid="ref8">(Smith et al., 2014)</xref>
        and increased academic performance
        <xref ref-type="bibr" rid="ref6 ref9">(Kourakli et al., 2017; Tsai, Kuo, Chu, &amp; Yen,
2015)</xref>
        . MBT technology has also shown promise in development of language skills. For example, the
Word Out! system
        <xref ref-type="bibr" rid="ref11">(Yap et al., 2015)</xref>
        used motion sensing to aid children in learning to recognise the
characteristic features of the alphabet. Results showed that the system motivated children, while
fostering creative and collaborative strategies throughout their playful educational experiences.
Collectively, these contributions demonstrate that researchers and teachers are beginning to consider
MBT technology as a viable solution by which to augment the current instructional approach
        <xref ref-type="bibr" rid="ref4">(Hsu,
2011)</xref>
        . However, research shows that the criteria used to assess children’s experience with MBT in the
context of learning maths and English is mainly centred on subjective measures, such as motivation
        <xref ref-type="bibr" rid="ref11 ref9">(Tsai et al., 2015; Yap et al., 2015)</xref>
        and enjoyment
        <xref ref-type="bibr" rid="ref9">(Tsai et al., 2015)</xref>
        . In short, researchers are not
exploiting the full capacities of MMD to assess student’s learning experiences. However, recent
studies suggest that MMLA are capable of providing deep evaluations of students experiences across
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC
BY 4.0).
different learning contexts
        <xref ref-type="bibr" rid="ref1 ref10">(Blikstein &amp; Worsley, 2016; Worsley &amp; Blikstein, 2015)</xref>
        . Researchers have
exploited MMLA to identify predictors for student performance and behaviour in adaptive learning
environments
        <xref ref-type="bibr" rid="ref2 ref7">(Sharma, Papamitsiou, &amp; Giannakos, 2019)</xref>
        , and better understand the collaborative
process of pair programming tasks in children’s education
        <xref ref-type="bibr" rid="ref3">(Grover et al., 2016)</xref>
        . That being said, MMD
capture has not been widely adopted in the field of learning analytics
        <xref ref-type="bibr" rid="ref1">(Blikstein &amp; Worsley, 2016)</xref>
        .
Consequently, there is limited knowledge exploiting the use of MMLA to better understand and assess
the processes which occur during the use of MBT technologies in children’s education. Accordingly,
we identify the need for research to adhere to a fuller arsenal of data collection and assessment tactics
(i.e., MMLA) in pursuit of developing a deeper understanding of the synergy between children’s
engagement with educational MBTG and the processes associated with their learning outcomes.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>GAMES</title>
      <p>Our study used three adaptable educational MBTG games from a commercial Kinect-based platform:
Suffiz, Marvy Learns, and Sea Formuli. Each game was single player and focused on the development
of math or English skills. Children interacted with the game content by moving their bodies and
performing single hand mid-air hand gestures to move items on-screen. Though the focus of each
game differed (Suffiz concentrated on English skills, Sea Formuli centred on arithmetic, and Marvy
Learns targeted geometry or English depending on the grade setting), all of the questions presented
were structured as a either a multiple-choice question or a sorting problem. Furthermore, the way
that each child interacted with the game content was identical across the game play sessions. That is,
to answer a question, the child needed to use a pre-defined gestural selection mode (i.e., a delay or a
grab motion) to select the correct item from a collection of items and then move the selected item to
a target destination. Both the delay and grab gestures were single hand movements and only
recognised when performed by the child’s dominant hand. The delay gesture required the child to
raise their hand, with palm facing forward, and hold it stable for a 1.5s. As the delay selection was
progressing, visual feedback was displayed to the user. The grab gesture required the player to
produce and maintain a grabbing gesture. In both cases, once the item was selected, it followed the
child’s hand movement. Moreover, each game took a different approach to player representation
within the game (i.e., level of immersion). In Suffiz, a hand shaped cursor tracked the movement of
the player’s hand (low level immersion). In Marvy Learns, the players full body movement was mapped
to a creature avatar (medium level immersion). Finally, in Sea Formuli, a video image of the player
projected the child’s full body into the game setting (high level of immersion), see Figure 2.
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC
BY 4.0).</p>
    </sec>
    <sec id="sec-5">
      <title>METHODS</title>
    </sec>
    <sec id="sec-6">
      <title>Context 5.2</title>
    </sec>
    <sec id="sec-7">
      <title>Participants</title>
      <p>The context of our experiment takes place in two different venues. Namely, a children’s science centre
and an elementary school in a European country. In both cases, researchers were present onsite
during the game play sessions to assist children in understanding game play and gesture execution.
Our sample was composed of 55 elementary school children with an average age of 10.27 years (min
= 8, max = 11 years). 25 of the children were female and 30 were male. All of the children were typically
developing. Furthermore, each child participated in 9 games play sessions (3 consecutive rounds of
each of the aforementioned games) in the science centre or elementary school setting.
5.3</p>
    </sec>
    <sec id="sec-8">
      <title>Procedure/Experiment</title>
      <p>We conducted a four-phase within-between groups experiment to investigate the learning,
behavioural and interaction processes experienced by children as they engaged with educational
MBTG centred on developing math and English competencies (see Figure 3). The level of immersion
(i.e., cursor, full body avatar mapping, and video of self) was the within-groups condition and the
selection mode (i.e., delay, grab) was the between groups condition. We balanced the assignment of
selection modes and the order of level of immersion (i.e., order in which the games were played).
After obtaining parental written consent, children were given a pair of Tobii eye-tracking glasses, and
an Empatica E4 wristband to wear (phase 1). Then, for each game, children played three consecutive
sessions: a practice round, in which researchers assisted the child in understanding the game’s
objective and rules (phase 2), and two non-practice sessions (phase 3). Finally, children filled out a
questionnaire. None of the children had prior experience with MBT technologies, or Kinect games.</p>
    </sec>
    <sec id="sec-9">
      <title>Multi Modal Data Collection</title>
      <p>We collected six different data sources from each child throughout the duration of the sessions.
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC
BY 4.0).
Eye tracking: Children wore Tobii eye-tracking glasses allowing us to capture both the eye-tracking
data and the children’s field of view (objective camera on the nose-bridge).</p>
      <p>Facial Video: We captured children’s facial expressions using a LogiTech HD web camera situated on
top of the screen and directed at the child. The web camera was set to 200% zoom to enable clear
capture of the child’s face.</p>
      <p>Wrist Band: Participants wore an Empatica E4 wristband, from which we recorded 4 different
measurements: 1) HR at 1Hz, 2) EDA at 64 Hz, 3) body temperature at 4 Hz, and BVP at 4 Hz.
Kinect Skeleton: We collected the complete skeletal data provided by Kinect Point Cloud. Specifically,
this includes information on the child’s joint movement (i.e., joint orientation, depth position),
collected at successive time fixed intervals.</p>
      <p>Game Analytics: We collected system log files containing event time stamps corresponding various
child-computer interactions, such as when an item is selected and released or when a question is
answered. As well, a report outlining various performance metrics, such as the child’s correctness and
reaction time, was also obtained per session.</p>
      <p>Questionnaire: This included basic demographic data, such as the child’s age, gender, and school
grade, as well as 14 5-point Likert scale questions addressing their experience and emotions.
6</p>
    </sec>
    <sec id="sec-10">
      <title>CONCLUSION AND FUTURE DIRECTIONS</title>
      <p>Our aim is to better understand how children experience educational MBTG for maths and English, by
identifying and examining the cognitive, behavioural, and interaction processes that occur in learning.
Specifically, we plan to investigate our proposed SSMS cycle, and how it relates to children’s learning,
acceptance and perception of MBTG games, their selection modes, and the knowledge acquired. Our
ongoing work on this experiment will exploit the use of MMLA. Narrowing the research scope
considerably, we start by asking how the level of immersion in educational MBTG relates to student
affect and behavioural processes. Our upcoming analysis will employ data captured from eye-tracking
glasses, wristbands, video and Kinect sensor, to examine the relationships between various aspects of
children’s embodied learning experience, such as levels of stress, arousal, fatigue, cognitive load,
global and local information processing, on-task/off-task ratio, facial expression and amount of bodily
movement. We hope such analysis may scaffold the understanding of processes that occur during
children’s interactions with MBTG in educational contexts. As MBT technologies continue to establish
themselves as rich resources for creating meaningful interactions in children’s education, we highlight
the importance of this work’s relevance to the LAK community, in terms of exploring the design and
assessment of learning experiences via MBTG.</p>
      <p>Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC
BY 4.0).</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Blikstein</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Worsley</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Multimodal Learning Analytics and Education Data Mining: using computational technologies to measure complex learning tasks</article-title>
          .
          <source>Journal of Learning Analytics</source>
          ,
          <volume>3</volume>
          (
          <issue>2</issue>
          ),
          <fpage>220</fpage>
          -
          <lpage>238</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Giannakos</surname>
            ,
            <given-names>M. N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sharma</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pappas</surname>
            ,
            <given-names>I. O.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kostakos</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Velloso</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Multimodal data as a means to understand the learning experience</article-title>
          .
          <source>International Journal of Information Management</source>
          ,
          <volume>48</volume>
          ,
          <fpage>108</fpage>
          -
          <lpage>119</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Grover</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bienkowski</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tamrakar</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Siddiquie</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Salter</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Divakaran</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Multimodal analytics to study collaborative problem solving in pair programming</article-title>
          .
          <source>Paper presented at the Proceedings of the Sixth International Conference on Learning Analytics &amp; Knowledge.</source>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Hsu</surname>
          </string-name>
          , H.-m. J. (
          <year>2011</year>
          ).
          <article-title>The potential of kinect in education</article-title>
          .
          <source>International Journal of Information and Education Technology</source>
          ,
          <volume>1</volume>
          (
          <issue>5</issue>
          ),
          <fpage>365</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Johnson</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pavleas</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Chang</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Kinecting to mathematics through embodied interactions</article-title>
          .
          <source>Computer</source>
          ,
          <volume>46</volume>
          (
          <issue>10</issue>
          ),
          <fpage>101</fpage>
          -
          <lpage>104</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Kourakli</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Altanis</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Retalis</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Boloudakis</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zbainos</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Antonopoulou</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Towards the improvement of the cognitive, motoric and academic skills of students with special educational needs using Kinect learning games</article-title>
          .
          <source>International Journal of Child-Computer Interaction</source>
          ,
          <volume>11</volume>
          ,
          <fpage>28</fpage>
          -
          <lpage>39</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Sharma</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Papamitsiou</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Giannakos</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Building pipelines for educational data using AI and multimodal analytics: A “grey‐box” approach</article-title>
          .
          <source>British Journal of Educational Technology.</source>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>C. P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>King</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hoyte</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Learning angles through movement: Critical actions for developing understanding in an embodied activity</article-title>
          .
          <source>The Journal of Mathematical Behavior</source>
          ,
          <volume>36</volume>
          ,
          <fpage>95</fpage>
          -
          <lpage>108</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Tsai</surname>
            ,
            <given-names>C.-H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kuo</surname>
            ,
            <given-names>Y.-H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chu</surname>
            ,
            <given-names>K.-C.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Yen</surname>
            ,
            <given-names>J.-C.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Development and evaluation of game-based learning system using the Microsoft Kinect sensor</article-title>
          .
          <source>International Journal of Distributed Sensor Networks</source>
          ,
          <volume>11</volume>
          (
          <issue>7</issue>
          ),
          <fpage>498560</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Worsley</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Blikstein</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Leveraging multimodal learning analytics to differentiate student learning strategies</article-title>
          .
          <source>Paper presented at the Proceedings of the Fifth International Conference on Learning Analytics And Knowledge.</source>
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Yap</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zheng</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tay</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Yen</surname>
            ,
            <given-names>C.-C.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Do</surname>
            ,
            <given-names>E. Y.-L.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Word out!: learning the alphabet through full body interactions</article-title>
          .
          <source>Paper presented at the Proceedings of the 6th Augmented Human International Conference.</source>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>