Examining Gaze Behaviors and Metacognitive Judgments of Informational Text Within Game-Based Learning Environments

被引:4
作者
Dever, Daryn A. [1 ]
Azevedo, Roger [1 ]
机构
[1] Univ Cent Florida, Orlando, FL 32816 USA
来源
ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2019), PT I | 2019年 / 11625卷
关键词
Metacognitive judgments; Content evaluation; Game-Based Learning Environments; SELF-REGULATION; EYE-TRACKING; MODEL;
D O I
10.1007/978-3-030-23204-7_11
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Game-based learning environments (GBLEs) are often criticized for not offering adequate support for students when learning and problem solving within these environments. A key aspect of GBLEs is the verbal representation of information such as text. This study examined learners' metacognitive judgments of informational text (e.g., books and articles) through eye gaze behaviors within CRYSTAL ISLAND (CI). Ninety-one undergraduate students interacted with game elements during problem-solving in CI, a GBLE focused on facilitating the development of self-regulated learning (SRL) skills and domain-specific knowledge in microbiology. The results suggest engaging with informational text along with other goal-directed actions (actions needed to achieve the end goal) are large components of time spent within CI. Our findings revealed goal-directed actions, specifically reading informational texts, were significant predictors of participants' proportional learning gains (PLGs) after problem solving with CI. Additionally, we found significant differences in PLGs where participants who spent a greater time fixating and reengaging with goal-relevant text within the environment demonstrated greater proportional learning after problem solving in CI.
引用
收藏
页码:121 / 132
页数:12
相关论文
共 33 条
[1]   An effective metacognitive strategy: learning by doing and explaining with a computer-based Cognitive Tutor [J].
Aleven, VAWMM ;
Koedinger, KR .
COGNITIVE SCIENCE, 2002, 26 (02) :147-179
[2]  
Azevedo R., 2007, METACOGN LEARN, V2, P67, DOI [10.1007/s11409-007-9014-9, DOI 10.1007/S11409-007-9014-9]
[3]  
Azevedo R., 2018, Handbook of self-regulation of learning and performance, V2nd, P254
[4]  
Azevedo R., 2014, Cambridge handbook of multimedia, P647
[5]   The effect of multimedia discrepancies on metacognitive judgments [J].
Burkett, Candice ;
Azevedo, Roger .
COMPUTERS IN HUMAN BEHAVIOR, 2012, 28 (04) :1276-1285
[6]  
Butcher K.R., 2014, The Cambridge Handbook of Multimedia Learning, P174, DOI [10.1017/CB09781139547369.010, DOI 10.1017/CBO9781139547369.010]
[7]  
Conati C., 2000, INT J ARTIFICIAL INT, V11, P398
[8]   Gaze tutor: A gaze-reactive intelligent tutoring system [J].
D'Mello, Sidney ;
Olney, Andrew ;
Williams, Claire ;
Hays, Patrick .
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2012, 70 (05) :377-398
[9]   Improving self-monitoring and self-regulation: From cognitive psychology to the classroom [J].
de Bruin, Anique B. H. ;
van Gog, Tamara .
LEARNING AND INSTRUCTION, 2012, 22 (04) :245-252
[10]   Generating keywords improves metacomprehension and self-regulation in elementary and middle school children [J].
de Bruin, Anique B. H. ;
Thiede, Keith W. ;
Camp, Gino ;
Redford, Joshua .
JOURNAL OF EXPERIMENTAL CHILD PSYCHOLOGY, 2011, 109 (03) :294-310