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What the Eyes Can Tell: Analyzing Visual Attention with an Educational Video Game

Published: 25 May 2021 Publication History

Abstract

3D video games show potential as educational tools that improve learner engagement. Integrating 3D games into school curricula, however, faces various challenges. One challenge is providing visualizations on learning dashboards for instructors. Such dashboards provide needed information so that instructors may conduct timely and appropriate interventions when students need it. Another challenge is identifying contributive learning predictors for a computational model, which can be the core algorithm used to make games more intelligent for tutoring and assessment purposes. Previous studies have found that students' visual-attention is a vital aspect of engagement during gameplay. However, few studies have examined whether attention visualization patterns can distinguish students from different performance groups. Complicating this research is the relatively nascent investigation into gaze metrics for learning-prediction models. In this exploratory study, we used eye-tracking data from an educational game, Mission HydroSci, to examine visual-attention pattern differences between low and high performers and how their self-reported demographics affect such patterns. Results showed different visual-attention patterns between low and high performers. Additionally, self-reported science, gaming, and navigational expertise levels were significantly correlated to several gaze metric features.

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  • (2025)Is narrative in printed text “primary” for knowledge-building? An analysis of genre and mediumReading and Writing10.1007/s11145-025-10634-yOnline publication date: 3-Feb-2025
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  • (2024)Teaching Eye Tracking: Challenges and PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/36556118:ETRA(1-17)Online publication date: 28-May-2024
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cover image ACM Conferences
ETRA '21 Short Papers: ACM Symposium on Eye Tracking Research and Applications
May 2021
232 pages
ISBN:9781450383455
DOI:10.1145/3448018
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 25 May 2021

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  • Short-paper
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  • Refereed limited

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  • Investing in Innovation (i3) program (U411C140081)
  • the US Department of Education?s Institute of Education Sciences (R305A150364)

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ETRA '21
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Overall Acceptance Rate 69 of 137 submissions, 50%

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Cited By

View all
  • (2025)Is narrative in printed text “primary” for knowledge-building? An analysis of genre and mediumReading and Writing10.1007/s11145-025-10634-yOnline publication date: 3-Feb-2025
  • (2024)Towards Designing Digital Learning Tools for Students with Cortical/Cerebral Visual Impairments: Leveraging Insights from Teachers of the Visually ImpairedProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675636(1-18)Online publication date: 27-Oct-2024
  • (2024)Teaching Eye Tracking: Challenges and PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/36556118:ETRA(1-17)Online publication date: 28-May-2024
  • (2024)Effects of Gameplay Dynamics on Visual AttentionIEEE Access10.1109/ACCESS.2024.345475612(126961-126969)Online publication date: 2024

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