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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Detecting emotions in a learning environment: a multimodal exploration</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sharanya Lal</string-name>
          <email>s.lal@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tessa H.S. Eysink</string-name>
          <email>t.h.s.eysink@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hannie A.H. Gijlers</string-name>
          <email>a.h.gijlers@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Willem B. Verwey</string-name>
          <email>w.b.verwey@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bernard P.Veldkamp</string-name>
          <email>b.p.veldkamp@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Twente</institution>
          ,
          <addr-line>Drienerlolaan 5, Enschede, 7522 NB</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Learner-emotions are intrinsically linked with learning experiences and academic outcomes. Therefore, intelligent learning environments need to be emotion-aware to bring learners to their zone of proximal development. In this paper, we describe the first steps towards such a system. In this study, we manipulated task difficulty with the aim of detecting the physiological indicators of accompanying emotions, namely boredom/anger (during an easy task), enjoyment (during a moderately challenged task) and frustration/boredom (during a difficult task). Twenty-one adults (13 females and 8 males, Mage = 24.1 years) participated in a repeated- measures quasi-experimental set-up. Data were collected via Empatica E4 wristbands and self-reports. Results indicate that varying task difficulty may be associated with changes in skin temperature, phasic and tonic skin conductance, and heart rate. Findings encourage further exploration and thoughts on study design are discussed.</p>
      </abstract>
      <kwd-group>
        <kwd>1 psychophysiology</kwd>
        <kwd>wearables in education</kwd>
        <kwd>affective computing</kwd>
        <kwd>emotion detection</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and background 1.1.</title>
    </sec>
    <sec id="sec-2">
      <title>Emotions in learning</title>
      <p>Emotions play a significant role in learning
and this is evidenced by the growing body of
work on the interaction of learner emotions,
well-being, and learning outcomes [1], [2],
[3], [4], [5]. For example, [5] found that the
induction of positive emotions in learners
resulted in higher learning transfer, greater
mental engagement and lower levels of
_______________________
reported task difficulty. In another study, [6]
found that positive emotions (namely
enjoyment and pride) predicted high learning
achievements while the opposite was true for
negative emotions (namely anger, anxiety,
shame, boredom and hopelessness). Therefore,
to optimise learning experiences and
outcomes, it is essential that one takes learner
emotions into account. In today’s era of digital
learning, this calls for intelligent learning
systems that can detect learners’ emotions to
provide optimally adjusted support.</p>
    </sec>
    <sec id="sec-3">
      <title>Theoretical perspectives</title>
      <p>In their meta-study that showed strong
correlations between emotional, cognitive and
learning processes in e-learning environments,
[7] suggest fostering optimal levels of
subjective control (i.e., a learner’s appraisal of
how much control over a task they have) and
value (i.e., the value a learner places on a
task). Their results align with and suggestions
rely heavily on Pekrun’s [4] Control-Value
theory that states that the subjective appraisals
of control and value are central to emotions
related to learning. For example, if the learner
sees positive value in a task and has high
control of actions, they experience enjoyment.
On the other hand, if they see no value in the
task, they feel bored irrespective of whether
they have high or low control. Similarly, if
learners find themselves unable to control an
activity, they experience frustration
irrespective of the value they placed on the
same. Pekrun’s [4] activity related emotions
draw on Csikszentmihalyi’s [1] seminal work
on ‘flow’ – a state of extreme concentration,
when someone is so engaged in the task at
hand that they forget the passage of time. Flow
theory suggests that learners in ‘flow’
experience enjoyment and happiness and that
this is achieved when one not only has a clear
goal, a sense of purpose and immediate
feedback, but also a balance of challenge and
skill (with challenge and skill level being just
above the average for the person) [1], [8]. This
in turn shares similarities with one of the most
significant concepts in learner centric
education – the Zone of Proximal
Development (ZPD) [9], which posits that
learning is optimal whena task is just out of the
learner’s reach and they have available the
assistance of a more skilled/knowledgeable
person. Taking cue from this, in this study, we
look at emotions in light of learner’s
perceptions of task difficulty, challenge to
skill balance, absorption in a task and
controlvalue appraisals.</p>
      <p>1.3.</p>
    </sec>
    <sec id="sec-4">
      <title>Detecting emotions</title>
      <p>
        Emotion detection has traditionally been
done through learner reported data [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ]. Such
an approach has several limitations including
the subjective nature of self-reports and the
likely temporal mismatch between when an
emotional state has occurred and data are
collected [11]. The latter could result in the
collection of data for another moment in time
or even inaccuracies when recalling past
experiences. Consequently, there is much
interest in alternate approaches to emotion
detection that can provide objective,
timespecific and reliable data. One approach that is
notably gaining traction is the use of
physiological measures to understand
underlying psychological processes. For
example, [12] found that emotional valence
(i.e., the extent to which an emotion is
negative or positive) was positively related to
blood volume pulse (i.e., a measure of the
changes in blood volume flowing through one's
arteries andcapillaries). Skin conductance (i.e.,
skin’s property of conducting electricity) has
been found to reflect stress during a task [13],
and emotional arousal [14]. In recent
educational research specifically, [15] studied
adolescent girls learning in maker-spaces and
found that skin conductance was positively
related to engagement. In another study, [16]
measured average student heart rates (i.e., the
number of heart beats per minute) during
medical school lectures and found a steady
decline from the start to the end of a lecture.
They also found that heart rate significantly
increased during periods of student interaction
such as group-based problem solving. More
recently, [17] in a study involving 67 students
solving statistical exercises of varying
difficulty found that heart rate and skin
temperature were significantly related to
selfreported cognitive load and skin temperature
specifically to task performance. Studies like
these suggest that these measures are useful
indicators of challenge to skill balance,
perceived task difficulty and task absorption
and can therefore offer a glimpse into learner
emotions. Physiological signals that can now
be assessed with portable devices give us
access to vast amounts of uninterrupted,
timespecific and objective data points, thus
bringing us closer to understanding a learner’s
emotional state in real-time. However,
research is still at a nascent stage and there is
value in advancing the body of literature on
the same (e.g., [18], [19], [20]).
      </p>
    </sec>
    <sec id="sec-5">
      <title>2. Research aims of present study</title>
      <p>The present study is the first step in our
research project that is geared towards
developing an intelligent learning system that
adapts to a learner’s emotions so as to bring
them to their ZPD. Therefore, this paper
focuses on emotion detection. To this end, a
repeated-measures quasi- experimental design
was adopted wherein physiological data in
combination with self- reported measures were
used to detect emotional states. The
physiological signals investigated in the study
were skin conductance, skin temperature,
blood volume pulse and heart rate. Emotional
states were elicited primarily through the
manipulation of task difficulty in a digital
learning environment designed to teach
programming skills. This manipulation (see
Methods) was done with the expectation that it
would lead to differences in learners’
perceptions of challenge to skill balance, task
absorption and therefore emotions. Drawing on
the ideas of Csikszentmihalyi [1] and Pekrun
[4] and past studies on psychophysiological
measures,several conjectures were made:
1. For the task that was too easy,
learners would perceive a mismatch
between challenge and skills and
have lowabsorption in task. Based on
their appraisal of control over and
value of the task, they would
experience either boredom (no
value, high control) or anger
(negative value, high control).</p>
      <p>Boredom being a deactivating
emotion (i.e., one that is associated
with low arousal) would be
associated with low skin
conductance and heart rate. Anger on
the other hand being an activating
emotion (i.e., one that is associated
with high arousal) would be
associated with high skin
conductance and heart rate.
2. For the task that was too difficult, the
expectation was that learners would
perceive a mismatch between
challenge and skills and have low
absorption in task. Based on control
and value appraisal of the task, they
would either experience frustration
(positive/negative value, low
control) or boredom (no value, low
control). Unlike boredom, frustration
being an activating emotion would
be associated with high skin
conductance and heart rate.</p>
    </sec>
    <sec id="sec-6">
      <title>3. Methods 3.1.</title>
    </sec>
    <sec id="sec-7">
      <title>Participants</title>
      <p>Participants consisted of 21 (13 females
and 8 males, 19-32 years old, Mage = 24.14
years) university students and working
professionals based in the Netherlands. The
sample consisted of persons of 6 nationalities
and different educational levels (11 bachelor
students, 1 bachelor’s degree holder, 8master’s
degree holders and 1 PhD student). All
participants had at least working knowledge of
English and basic computer skills. Participation
was voluntary and active consent had been
received from all participants before the start
of theexperiment.</p>
      <p>3.2.</p>
    </sec>
    <sec id="sec-8">
      <title>Materials</title>
    </sec>
    <sec id="sec-9">
      <title>3.2.1. Primary stimuli set – programming tasks</title>
      <p>In the learning environment [22],
participants programmed instructions by
joining blocks of code to control a red ‘robot’
(see Figure 1). The goal was to make the robot
reach the end of its path by codingits trajectory.
Paths could be 5-, 10- or 15-step, eachrequiring
a longer or more sophisticated piece of code
than the previous. The environment also had a
free-play ‘Sandbox’ mode, in which
participants were free to explore the
environment in any way they wanted – there
was no specific aim to this activity. Three
tasks of varying difficulty were designed
within the learning environment. The
moderately challenging task was to complete a
5-, 10- and 15-step path (see Figure 2) within
10 minutes. The easy task was to do a 5-step
path over and over again for 10 minutes. The
difficult task wasto ‘decipher the aim and rules
of the Sandbox’ and ‘complete it successfully’
in 10 minutes. This was considered ‘difficult’
because the Sandbox mode does not actually
have a tangible goal or rules, thus making the
task a wild goose chase (however, participants
were not aware of this fact). User responses
during pilot testing of the environment and
tasks concurred with these expectations.
3.2.2.
Baselinemeasurement stimulus</p>
      <p>A video with the instructions, “Sit still
and relax” was displayed for 5 minutes. At
the 4 m 50s mark, an audio signal indicated
the end of the rest period. At this point, the
phrase “I feel: ” followed by a smiley meter
(described in a subsequent sub-section)
appeared on the screenfor 10 seconds.</p>
    </sec>
    <sec id="sec-10">
      <title>3.2.3. Secondary images stimuli set –</title>
      <p>A set of 35 500x400 pixel images – 13
positive (for example, a puppy in a teacup),
10 negative (for example, garbage) and 12
neutral (for example, a tiled roof) were
sampled from OASIS [21]. The value
given to these images was based on
participant-reported valence in the original
study. While sampling, graphic and
sexually explicit images were excluded. The
images were presented one after the other
with intermittent5 s pauses wherein a blank
screen was inserted. Each image was
displayed for 10 seconds. On the 6th
second, a smiley meter (described in a
subsequent paragraph) along with the
phrase “This photo makes me feel…”
appeared below the image and stayed
visible till the end of the 10th second.</p>
    </sec>
    <sec id="sec-11">
      <title>3.2.4. Hardware and software set up</title>
      <p>Physiological data were collected using the
biosensing wristband E4. The E4 makes use of
an electrodermal activity sensor that measures
sympathetic nervous system arousal via
stainless steel electrodes that are placed on the
ventral wrist. This arousal is quantified in
terms of skin conductance which is measured
in microSiemens (µS) and sampled at 4 Hz
(i.e., 4 readings per second). Skin temperature
was collected in degree Celsius (°C) via the
E4’s infrared thermopile sensor at a sampling
frequency of 4 Hz. Blood volume pulse was
collected from the E4’s photoplethysmography
(PPG) sensor placed on the dorsal wrist and
was sampled at 64 Hz. Heart rate (calculated
per 10 s) was derived from blood volume
pulse. In addition to this, acceleration data
(indicating movement) from the E4’s
accelerometerwere collected at 32 Hz. All data
were streamed to Empatica’s cloud-based
repository via an android application set up on
a mobile phone which in turn was connected
via Bluetooth to the E4. The internal clock of
the E4 was synchronised with that of the
computer on which the stimuli were loaded. A
screen recorder was set up on the computer so
as to capture timestamps of the different
stimuli and digital behaviour during the
programming tasks. A handheld timer was
used to facilitate and keep trackof the different
activities in the study.</p>
    </sec>
    <sec id="sec-12">
      <title>3.2.5. Self-reports</title>
      <p>Self-reported data were collected using
several tools:</p>
      <p>Smiley meter: A five point smiley meter
[23] was used to collect participants’
perception of different stimuli during the
study. Participants were expected to reflect on
how the stimulus (a programming task, a
baseline activity or an image) made them feel
and point to the smiley that best represented
their emotional state. The scale was used
unmarked to avoid putting specific
affectrelated words into the participant’s head.</p>
      <p>Short flow scale (SFS) and task difficulty
scale: A 20-item short flow scale [24] was used
asa self-report of experiences during the three
programming tasks. The SFS has 2 sub-scales,
‘Challenge to skill balance’ (Chal2Skill) (11
items) and ‘Task Absorption’
(Task_Absorption) (9 items) [24]. Since the
twostatements in the scale , “It was boring for
me” and “My attention was not engrossed at
all by the activity” were negatively framed,
they were recoded. Testing for reliability, we
foundCronbach’s α = .92, α = .79 and α = .91
of the SFS for the moderately challenging,
easy and difficult task respectively. Reliability
tests were also performed for each subscale
‘challenge to skill balance’ (‘Chal2Skill’) and
‘task absorption’ (‘Task_Absorption’). We
found that the sub-scales Chal2Skill and
Task_Absorption had a) Cronbach’s α = .95
and α = .74 respectively, for the moderately
challenging task, b) α = .91 and α = .93
respectively, for the easy task, and c) α = .88
and α = .90 respectively, for the difficult task.
Consequently, new variables valued as the
mean of each subscale were computed to be
used for further analyses. It is important to
note that lowand high Chal2Skill ratings denote
an imbalance of challenge and skill (i.e. a task
is too difficult or a task is too easy,
respectively) and a moderate Chal2Skill rating
denotes a balance of challenge and skill.
Another self-report measure used after the
programming tasks was a one- item scale on
perceived task difficulty(henceforth referred to
as the Task_Difficulty scale). The scale
consisted of the following item – ‘Was this task
1) Too easy 2) Easy 3) Just right 4) Difficult 5)
Very difficult?’</p>
      <p>Interview: An audio-recorded face-to-face
semi- structured interview was conducted at the
end of the study to glean participants’
experiences during the experiment.
Participants were asked how they were feeling
at the start and end of the study, if they could
describe their experiences during the different
programming tasks and baselines, and their
rationale for selecting a particular smiley on
corresponding smiley meters.</p>
      <p>3.3.</p>
    </sec>
    <sec id="sec-13">
      <title>Procedure</title>
      <p>This study took place during the Covid-19
pandemic. Consequently, participants received
hygiene and safety guidelines by e-mail and
the experimental space and all equipment were
sanitized before each use. On the day of the
study, participants were individually seated in
a closed lab space set up to minimize external
distractions. Demographic data of participants
namely age, sex, nationality, handedness, prior
knowledge in programming and educational
level were collected. Participants then received
a general outline of the experimental set-up,
procedure, tools and expected code of conduct.
Once ready, they were fitted with the
Empatica E4 on their non-dominant hand to
mitigate the effects of hand movements,
making sure that the wristband’s sensors made
complete skin contact and the electrodes for
skin conductance detection were in line with
the gap between the middle and ring finger.
The E4 was then switched on, and readings
were checked to see that a stable connection
had been established. Participants then faced a
computer screen with their non-dominant hand
either on their lap or on the table. Participants
first watched an instructional video outlining
the components of the learning environment
and how to navigate it. They were then guided
by the baseline video during which they sat
still and could either look at the computer
screen orthe white wall behind it, or keep their
eyes closed. Then participants proceeded to do
the three programming tasks one after the
other. The completion of the tasks was
followed by another baseline reading, then a
viewing of the images and a third and final
baseline reading. After each baseline,
programming task and image, participants
indicated their emotional state on the smiley
meter. Thus for each participant, a total of 41
smiley meter ratings were collected.
Meanwhile, the researcher kept time, took
notes and checked that the wristband was
collecting a continuous stream of data.
Participants then filled three copies of the SFS
and Task_Difficulty scale, once for each
programming task, were interviewed and
finally debriefed about the purpose of the
study. Figure 3 shows the experimental
procedure.</p>
      <p>Blood volume pulse, heart rate, skin
conductance and skin temperature readings
were obtained as separate files. These were
combined using a Python program that took
the earliest and latest time stamps and
interpolated all readings between the two. This
involved bringing all data capturing times to a
0.25 second temporal resolution (in keeping
with the 4 Hz sampling rate of the
electrodermal activity sensor). Timestamps for
various user actions and events (i.e., start and
end of a stimulus) were obtained from screen
recordings and added to these data. These
were used to determine the duration of time
windows to be analysed. Baselines were
computed as the start of the baseline video to
the reading just before the appearance of the
smiley meter. The duration of an image
stimulus was coded as the moment the image
was displayed to the moment just before the
appearance of the smiley meter. Task duration
was 10 minutes unless a participant took less
time to complete a task. All continuous
physiological readings falling within a time
window were averaged. These were then
standardised by subtracting from them the
average of all the baseline readings. Further
analyses were performed using these
standardised values.</p>
      <p>
        Skin conductance was pre-processed using
the MATLAB (The MathWorks, Inc., Natick,
MA, U.S.A. ) software package ‘Ledalab’
(version 3.4.9 http://www.ledalab.de). Signal
pre-processing included decomposition to its
two components, phasic skin conductance
(rapidly changing signal) and tonic skin
conductance level (slow-moving signal), using
the continuous decomposition analysis method
[
        <xref ref-type="bibr" rid="ref16">25</xref>
        ] and feature extraction. Feature extraction
was done using a threshold of 0. 01 µS. Phasic
signal features that were extracted were
namely onset and amplitude of non-specific
significant skin conductance responses
(nSCRs). These were used to compute nSCR
frequency (nSCR/min) for each programming
task. Baseline nSCR frequency was computed
as the average of all three baselines. Taking
cue fromPijeira-Díaz et al. (2018), phasic skin
conductance was computed as a categorical
variable with 3values: 0 (low nSCR frequency
– 0 to 3 SCR/min), 1 or (medium nSCR
frequency – 4 to 20 nSCR/min) and 2 (high
nSCR frequency – 21 and above nSCR/min).
Tonic skin conductance data was extracted as
a continuous variable.
      </p>
    </sec>
    <sec id="sec-14">
      <title>4. Results</title>
      <p>To answer the exploratory question of
whether we could detect psychophysiological
indicators (if any) of learner emotions
associated with tasks of varying difficulty, we
made comparisons across the three tasks and
deviations from the baseline. We used linear
mixed models while controlling for
acceleration and demographic data. Pairwise
comparisons were computed having applied
Bonferroni correction. Across tasks, we found
a significant variation in skin conductance
[F(3, 60) =15.09, p = 0.00] , heart rate [F(3,
60) = 9.61, p = 0.00] and temperature [F(3,
60) = 3.13, p = 0.03]. Please refer to Figures 4,
5 and 6 for more details.</p>
      <p>e
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M</p>
      <p>Skin conductance
challenging task (M) was significantly higher
than that during the difficult (D) task [mean
difference = 0.38, p = 0.02].</p>
      <p>Relationships between physiological data
and appraisals of challenge to skill balance,
task difficulty and task absorption were
explored. To do this, demographic data were
included as fixed factors and participant was a
random factor in the linear mixed model. We
found no effect ofChal2Skill (F(1, 38.04) =
0.79, p = 0.38), Task_Absorption (F(1,
37.61) = 0.06, p = 0.81) and Task_Difficulty
(F(4, 36.06) = 0.10, p = 0.98) on phasic skin
conductance. We also found no effect of
Chal2Skill (F(1, 33.69) = 1.97, p = 0.17),
Task_Absorption F(1, 33.58) = 0.46, p = 0.50)
and Task_Difficulty (F(4, 33.35) = 0.96, p =
0.44) on heart rate. No significant effect of
Chal2Skill (F(1, 34.88) = 1.45, p = 0.24),
Task_Absorption (F(1, 34.61) = 1.45,
p = 0.24) and Task_Difficulty
(F(4, 33.96) = 0.93, p = 0.46) was found on
blood volume pulse. Chal2Skill (F(1, 38.60) =
1.29, p = 0.26), Task_Absorption (F(1, 38.22)
= 0.80, p = 0.38) and Task_Difficulty (F(4,
36.37) = 2.09, p = 0.10) had no significant
effects on temperature. Chal2Skill was found
to have a positive effect on tonic skin
conductance (β = 0.43, t(36.96) = 2.93,
p = 0.00, 95% CI [0.13, 0.73] and
Task_Absorption was found to have a
negative effect (β = -0.37, t(37.38) = -3.56,
p = 0.00, 95% CI [-0.59, -0.16]). There are
some indications that Task_Difficulty ratings
negatively affect tonic skin conductance: For
Task_Difficulty = 1, β = -2.27, t(34.67) =
-4.33, p = 0.00, 95% CI [-3.34, -1.21], for
Task_Difficulty = 2, β = -1.20, t(33.77) =
-2.48, p = 0.02, 95% CI [- 2.19, -0.22], for
Task_Difficulty = 3, β = -0.88, t(34.70) =
-2.09, p = 0.04, 95% CI [-1.74, -0.03] and for
Task_Difficulty = 4, β = 0.036, t(34.91) =
0.12,p = 0.90, 95% CI [-0.56, 0.63].</p>
      <p>Next, to examine whether the valence of
(OASIS image-induced) emotions would be
reflected in physiological data, relationships
between the latter and smiley meter ratings for
images were analysed.We found no significant
relation between smiley meter ratings and
tonic skin conductance levels [F(4, 677.72) =
1.63 , p = 0.17 ] , blood volume pulse [F(4,
654.02) = 0.97 , p = 0.42 ], heart rate [F(4,
683.29) = 1.66 , p = 0.16 ] and skin
temperature [F(4, 676.20) = 1.37 , p = 0.24 ].
Feature extraction from phasic skin
conductance data corresponding to the image
stimuli resulted in no significant SCRs for
practically the whole dataset (except 1 to 2
images of few participants).</p>
      <p>Finally, we also evaluated the stimuli, i.e.,
examined whether participants perceived the
programming tasks as they were intended to
be (namely, task 1 – moderately challenging
and positive-emotion inducing, task 2 – too
easy, negative-emotion inducing, and task 3
– too difficult, negative-emotion inducing).
We used linear mixed models while
controlling for demographic data. Results
indicated significant differences in Chal2Skill
ratings [F(2, 40) = 43.59, p = 0.00]. The
average Chal2Skill rating for the moderately
challenging task exceeded that of the difficult
task (mean difference = 1.43, p = 0.00), while
that of the easy task was greaterthan that of the
moderately challenging (mean difference =
0.76, p = 0.01) and difficult task (mean
difference = 2.20, p = 0.00). We found
significant differences in Task_Difficulty
ratings [F(2, 39) = 40.97, p = 0.00]. As
expected, Task_Difficulty ratings for the
difficult task were greater than those of the
moderately challenging task (mean difference
= 1.86 , p = 0.00) and easy task (mean
difference = 2.60, p = 0.00), while ratings for
the moderately challenging task were higher
than those for the easy task (mean difference =
0.75, p = 0.05). No significant differences in
Task_Absorption ratings were found [F(2, 40)
= 2.15, p = 0.13]. We also found no significant
differences in smiley meter ratings for the
different tasks, F(2, 46) = 1.14, p = 0.33. This
is corroborated by the interviews in which
several participants exhibit recall bias at the
time of responding to the smiley meters. For
example, one participant provided a low
smiley meter rating despite having enjoyed the
task simply because they felt disappointed at
not being able to complete it on time. In
another case, a participant displayed agitation
through most of the task period but gave a
high rating because they managed to
understand the task towards the end.
Consequently, smiley meter ratings for the
tasks were not included in any other analyses.
During the interviews, some words used to
describe experiences during the moderately
challenging task were “confused”,
“challenging”, “enjoyable” and “fun”. Some
participants (n = 5) described feeling slightly
stressed or frustrated when they could not find
a solution at the beginning, but feeling better
afterwards. Some (n = 4) displayed
disappointment at not being able to complete
the task. Talking about the easy task, most
participants (n = 13) mentioned its repetitive
nature or described being bored at some point
during the task. While describing their
experience during the difficult task, most
participants (n = 11) mentioned frustration,
annoyance, a sense of hopelessness or
incompetence.</p>
    </sec>
    <sec id="sec-15">
      <title>5. Discussion</title>
      <p>In this study, we attempted to detect
physiological indicators of learning related
emotions by using multimodal data from a
biosensing wristband and self-reports. To this
end, we presented participants with an easy,
moderately challenging and difficult task with
the expectation that these would be associated
with different emotions. It was expected that
during the easy and difficult tasks, participants
would experience negative emotions
(boredom/frustration/anger). This negative
emotional state would be associated with a
combination of low blood volume pulse and
either low skin conductance and heart rate, or
high skin conductance and low heart rate. We
also expected that during the moderately
challengingtask, participants would experience
a positive emotional state (i.e., enjoyment),
which in turn would be associated with high
blood volume pulse, skin conductance and
heart rate. Results show that participants in
general had lower phasic skin conductance and
heart rate during the difficult task as compared
to the moderately challenging task. In fact,
heart rate during the moderately challenging
task was also higher than that during baseline
and the easy task. On the other hand, no
significant differences in blood volume pulse
were found. Thefindings of high heart rate and
phasic skin conductance during the moderately
challenging task align with our expectation of
indicators of enjoyment. Similarly, low phasic
skin conductance, tonic skin conductance and
heart rate during the difficult task could
indicate boredom. While we did not see high
skin temperatures during the difficult task as
expected, indications of high skin temperature
and tonic skin conductance levels during the
easy task could indicate anger [26], [27].These
indications of enjoyment, boredom and anger
also align with our expectations based on the
control-value theory [6]. However, a
comparison with self-reports and certain
limitations of the study (discussed below)
suggest that more evidence is required to
ascertain whether all these physiological
changes are indeed due to the emotional
stimuli.</p>
      <p>The biggest limitations of this study are the
fixed order of the programming tasks and a
lack of sufficient evidence to ascertain clear
relationships between all the physiological
signals and self- reports. Therefore, we cannot
write off order-effects and there is a great
likelihood that the changes in physiological
signals are simply due to the passage of time.
Also, there is the issue of obtaining clear
self-reports on emotions. In this study, data
fromthe smiley meters did not add value to the
analysis. The decision to use a smiley meter
was to ensure that we did not put words into
participants’ heads. However, this resulted in
not having direct measures of learner emotions
and having to make inferences based only on
learner appraisals of task difficulty, challenge
to skill balance and task absorption. We also
gathered that the 10 minute intervals between
smiley meter ratings on the programming tasks
were likely too long as several participants
displayed recall bias. Since these limitations
warrant further research, in our next study, we
will tweak our design to ensure increased
reliability of our findings. Firstly, we plan to
randomise the order of tasks for each
participant. And secondly, we will collect
regular and intermittent reports during the task
(for example, every 3 to4 minutes) on a more
sophisticated scale such as the Affect Grid
[28]or Self-Assessment Manikin [29].</p>
      <p>
        The use of physiological measures of
emotion detection has important theoretical
and practical implications. As mentioned
earlier, the vast majority of studies in learner
emotion have utilized self-reported data [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ].
These include the building of significant
educational theories such as [6]. An approach
utilizing multimodal data including
physiological data (such as what we do in this
study) opens up the possibility to test such
theories in a more robust manner and advance
our knowledge base on learner psychology.
Additionally, such studies take us closer
towards realizing intelligent systems that can
detect and therefore cater to the emotions of
learners. The results of the present study thus
contribute towards the field of emotions in
learning.
      </p>
    </sec>
    <sec id="sec-16">
      <title>6. Conclusion</title>
      <p>In the present study, we found indications
that certain learner emotions related to
different task difficulties may possibly be
characterised by a combination of phasic and
tonic skin conductance, heart rate, and skin
temperature. Such a psychophysiological
approach to emotion detection can open the
doors to real- time adaptive support that can
bring learners to their zone of proximal
development and consequently greatly
improve learning outcomes. Therefore, though
the results of the present study are far from
definitive, we see value in advancing research
in this area. Our next steps include a)
furthering our exploration of signals collected
from the E4 after including design changes
derived from this study, b) exploring other
nonintrusive measures of learner engagement
such as camera based eye tracking and screen
activity, c) developing a multimodal system of
emotion detection, d) prototyping an adaptive
system based on affective feedback.</p>
    </sec>
    <sec id="sec-17">
      <title>7. Acknowledgements</title>
      <p>This study was funded by the BMS
Signature PhD grant at the University of
Twente and made possible with the technical
assistance of the university’s BMSLab. We
would like to thank André Bester and Lucia
M. Rabago Mayer for the Python code, setting
up the Unity platform and other technical
guidance. We would also like to thank
Johannes Steinrücke for his guidance on
statistical methods, especially linear mixed
models.</p>
    </sec>
    <sec id="sec-18">
      <title>8. References</title>
      <p>B. Mihaly Csikszentmihalyi, Flow:
The Psychology of Optimal
Experience, Harper &amp; Row, New
York, 1990.</p>
      <p>
        Kort, Barry, Rob Reilly and
Rosalind W. Picard, An affective
model of interplay between
emotions and learning: engineering
educational pedagogy-building a
learning companion, in: Proceedings
IEEE International Conference on
Advanced Learning Technologies,
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