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Journal of Education and Training Studies Vol. 4, No. 1; January 2016 ISSN 2324-805X E-ISSN 2324-8068 Published by Redfame Publishing URL: http://jets.redfame.com

192

LewiSpace: an Exploratory Study with a Machine Learning Model in an

Educational Game

Ramla Ghali1, Sébastien Ouellet1, Claude Frasson1

1Université de Montréal, Département d’informatique et de recherche opérationnelle, 2920 Chemin de la Tour, H3C 3J7 (QC), Canada

Correspondence: Ramla Ghali, Université de Montréal, Département d’informatique et de recherche opérationnelle, 2920 Chemin de la Tour, H3C 3J7 (QC), Canada

Received: August 6, 2015 Accepted: August 20, 2015 Online Published: October 19, 2015 doi:10.11114/jets.v4i1.1153 URL: http://dx.doi.org/10.11114/jets.v4i1.1153

Abstract

The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational contents in order to increase engagement and motivation while learning. The game contains mainly five different missions aim at constructing Lewis diagram molecules which are organized in an ascending order of difficulty. We also conducted an experiment to gather data about learners’ cognitive and emotional states as well as their behaviours through our game by using three types of sensors (electroencephalography, eye tracking, and facial expression recognition with an optical camera) and a self report personality questionnaire (the Big Five). Primary results show that a machine learning model namely logistic regression, can predict with some success whether the learner will success or fail in each mission of our game, and paves the way for an adaptive version of the game. This latter will challenge or assist learners based on some features extracted from our data. Feature extraction integrated into a machine learning model aims mainly at providing learners’ with a real-time adaptation according to their performance and skills while progressing in our game.

Keywords: educational game, electroencephalogram, eye tracking, facial expression recognition, logistic regression model, big five questionnaire

1. Introduction

In Human Computer Interaction (HCI), the Intelligent Tutoring Systems (ITS) were among the first sophisticated learning systems. These systems are characterized by their capacity to provide a continuous feedback, hints, helps, etc. to learners. The adaptation was done mainly by using intelligence artificial techniques and more specifically machine learning algorithms. The use of the latter provides these systems with the ‘intelligence’ criterion. Nowadays, the ITS have progressed and moved to another type of environment since 2002: educational games or serious games (SGs). SGs are video games that aim to inform, test and train people while playing. They can be applied in several fields: military, government, education, business, health care, etc. Recently, they are more used for educational reasons (Conati 2002, Ghali et al. 2014, Jackson et al. 2012, Rowe et al. 2009) through their playful aspect, known as ‘Game based Features’ (McNamara et al. 2010).

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user’s needs and learning capacity. Moreover, many works focus more on the playful aspect which increases motivation and pleasure but not necessary contributes to improving the learning process which depends mainly on the pedagogical contents. In addition, almost games present a serious problem when translating from game situations to non-game contexts. Furthermore, the students generally spend too much time in using entertainment and playful aspects rather than practicing educational contents.

In order to solve this problem and to develop more effective real time adaptive tools which consist of taking learners’ differences (a Big Five personality was administrated in our work) and focus more of detecting when users need really more pedagogical help in SGs, we proposed in this paper a first version of a 3D puzzle game called LewiSpace. We hypothesize that this game will focus more on learning how to draw Lewis diagrams rather than playful features (which are available when navigating in a 3D environment, changing backgrounds’ colors with the different places and gathering the requested atoms to construct complex molecules). Our goal with the study described in the current paper is to investigate whether it is possible to predict a learner’s success and his desired level of help based on information gathered through different types of data: electroencephalography (The Affectiv Suite from EPOC Emotiv), eye tracking (the indice of workload extracted from pupil diameter), facial expression recognition (through FaceReader software) and self-report big five personality questionnaire. Since this is part of a larger project that aims to develop a game that will be able to adapt in real-time to learners, we first studied in this paper the descriptive results obtained, the importance of each sensor used and how it improves prediction of learner’s success or fail in each mission of our game. We also studied the utility of combining different types of data and the necessity of using them to build the most appropriate real-time users’ adaptation.

This paper is structured as follows: in the next section, we describe some related works and mention the disadvantages of the existing works. Next, we describe LewiSpace game that is designed to teach how to construct Lewid diagrams for some complex molecules. Next, we describe the experiment that we conducted in order to gather data and their pre-processing stage. Finally, the last section presents some descriptive results about learners’ performance distribution in the different missions of our game. We also provide a comparison and a discussion about the different real time statistical machine learning techniques used in this study, how we extract the features from our multimodal kinds of data and how we select the best approach, more specifically concerning the real time machine learning algorithm, the features and the hyper parameters to take into consideration for this type of applications.

2. Previous Works

Recently, the use of educational games or serious games became widespread. These games are beneficial for learning because they incorporate two fundamental aspects: (1) educational aspect interested to learning content and strategies to present to learners, and (2) playful aspect that allows learners to play, explore, take rewards, control the environment, etc. In fact, researchers believe that this last aspect can increase learners’ motivation and engagement (McNamara et al. 2010, Lester et al. 2014, Ghali et al. 2014). This aspect is also known as 'Game-Based Features' (McNamara et al. 2010). Moreover, Prensky, Johnson and Wu (Prensky 2001, Johnson et al. 2008) agree that educational games have not only playful aspects but several criteria and characteristics to increase exploration, immersion and motivation aspects. According to McNamara and Jackson (McNamara et al. 2010), games based features could be grouped into five main categories: (1) Feedback which consists at providing learners with a specific, intelligent and motivational feedback; (2)

Incentives which aims at promoting the aspects of bonuses and rewards. The latter are related to extrinsic motivation and have a direct effect on learners’ self-efficacy, engagement and interest; (3) Taskdifficulty which consist at varying the difficulty of a task and adjust it according to learners’ skills; (4) Control which allows the learner to monitor and manage the environment such as changing the color of background or avatar and finally (5) Environment which focuses at the design and the type of the environment.

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Journal of Education and Training Studies Vol. 4, No. 1; January 2016

194

interested to automatically detect learner’s disengagement (Gobert et al. 2015). They build an automatic machine learning detector of disengagement behavior. Their model is based on human labels of behaviors from log files and data mining techniques. Lester and colleagues (Lester et al. 2014) used Elliot and Pekrun model (Elliott et al. 2007) to automatically predict and adapt learners’ emotions. This model has been empirically used with learners’ interaction data with the system which are derived from a subjective method of self-assessment of emotions. Emotions are recorded from learners using a portable device (smartphone game device) every seven seconds. D'Mello and colleagues (D’Mello et al. 2012) have used eye tracking data to automatically detect emotions of boredom and disengagement among learners in interactions with a tutoring system. Automatic tracking of eye movements was integrated into a tutor that identify when a learner is bored, looking or zooming on the screen.

Recently, Jaques and colleagues (Jaques et al. 2014) used also gaze data features in order to predict two main emotions: boredom and curiosity. These emotions are predicted from several machine learning and feature selection algorithms collected from students’ self-reported emotions in Meta tutor system (Azevedo et al. 2010). They obtained an accuracy of 69% for boredom and 73% for curiosity. Finally, (MCQuiggan et al. 2006) used decision trees and Bayesian networks to generate predictive models of self-efficacy. They obtained two families of models: (1) static models that are based on the demographics of the student from pre-test self-efficacy, and (2) dynamic models that combine static data model and physiological data (heart rate and skin conductance). The authors have shown that static models predict self-efficacy of students with an acceptable accuracy rate (73%). However, the dynamic models allow a prediction of self-efficacy with better accuracy rate (83%).

Although these works present a very important way to automatically detect some learners’ negative behaviours or emotions which are not effective for learning, we were not interested in this paper to predict learners’ emotions because our designed game LewiSpace is not emotionally engaged but focus more on educational aspect. The game also detects automatically learners’ emotions through FaceReader software. We use this sensor to extract seven basic emotions (happy, sad, angry, surprised, scared, disgusted, and neutral) in addition to the valence and arousal of each emotion (Lewinski et al. 2014). In (Chaffar et al. 2006) we have also anticipated learners’emotional response using EEG techniques. We also complete the miss detection of some emotions due mainly to mouth occlusion by using the Affectiv Suite provided by Emotiv EEG sensor (Gheeguluscu et al. 2014). Whereas, the usage of gaze data (Tobii Tx300 sensor) more precisely pupil diameter is to measure learner’s state of workload (Bartels et al. 2012) while interacting with our educational game. The following section describes LewiSpace, a 3D educational puzzle game.

3. LewiSpace: An Educational Puzzle Game

3.1 A Description and Design of the Environment

LewiSpace is an educational game which aims mainly to teach learners how to construct chemical structures of molecules using Lewis diagrams (Ghali et al. 2015). The game is mainly designed to be explored by college students who didn’t have any knowledge about how to build Lewis’ diagrams (a chemistry lesson). It has an exploratory environment (3D) developed using Unity 4.5 for the design of the game, integrating EEG and eye tracking sensors data using the Emotiv SDK v2.0 LITE and the Tobii SDK 3.0.

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3.1.1 Mission After starting H2O molecule clicking on th throughout the

Figure 3.1.2 Mission In this missio provided with atoms accordi number of ele the octet rule shown to the p

3.1.3 Mission The player ha sulfuric acid ( electrons in or by a symmetri

1: Produce W by exploring e (water) in or hem and deduc e game (see se

2. Atoms in th 2: Warm and D on, the player h the informati ing to their gr ectrons availab and the valen player, allowin

3: Dissolve a s to construct a (H2SO4). This

rder to constru ical diagram L

Water

the environme rder to refill h ce the correct L ection 3.2), in t

he environmen Destruct a Tun has to gather on about the g roup’s number ble on the last a

nce electrons in ng the player to

Figure 3. Me Metal Debris a more comple

structure has 3 uct double bon Lewis structure

Figure 1. The

ent and seeing his spacesuit’s

Lewis diagram the manner of

nt (left) and usi nnel

carbon and hy group of each r and atomic n

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dissolve metal etween the atom his stage, all th

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produce H2O m

e methane gas table that repre all the missio nstruct the righ ducing the me hane torch (figu

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er is invited to ace atoms in a at are presente

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ompound to pr ayer has to mo ons could be p

produce a grid by d to him

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player is ctures of find the ording to mation is

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Journal of Education and Training Studies Vol. 4, No. 1; January 2016

196 3.1.4 Mission 4: Craft a Refrigerant

Here, the player has to craft a refrigerant (C2F3Cl) and use it for his spacesuit to regulate his body temperature. This compound could be seen as less complex than the previous one, but it is the first one to present an asymmetrical structure.

3.1.5 Mission 5: Fill in the Fuel Cell with Ethanol

In the last mission, the player is out of the cavern. He finds his lander module on the surface but its fuel cell is empty. As a final task, the player has to gather and construct ethanol (C2H6O). As soon as this is done, the rocket takes off. At this stage, the game is over (see figure 4).

 

 

Figure 4. The end of the game

3.2 A Description of the Given Instructions and Rules

In this section, we will focus more on how we present the educational materials to learners while they progress on the game. Hence, to motivate the students with a playful aspect, we think that this latter is covered when they are navigating on a 3D environment. Every time, they have to look everywhere in the cavern structure to find the appropriate atoms to gather that allow them to construct the requested molecule. The design and the colors of the environments are also attractive and different from each other’s. However, the educational aspect is covered by announcing the rules to use on some missions and the directives mentioned in order (see table 1). The learner has also the option to see the periodic table at any time while building a molecule by pressing a shortcut button that enables him to open or close this informative tool.

Table 1. Instructions and rules presented in LewiSpace mentionned according the missions

Missions Instructions

Mission 1 - Hydrogen atoms can only bond once. This is because a single covalent bond involves one pair of electrons, and hydrogen needs 2 electrons to be full. This is an exception, as other atoms need 8 electrons. This is known as the octet rule, atoms tend to combine to satisfy it.

Mission 2 - Double covalent bonds involve 2 pairs of electrons. You can figu-re out if single or double bonds are needed with the octet rule and with the number of valence electrons the atoms have. - Open your Periodic Table by pressing I. Each column (except the pink-colored ones) group atoms by their number of valence elect-rons. For example, hydrogen has 1, calcium (Ca) has 2, aluminum (Al) has 3, fluorine (F) has 7.

- When crafting a compound, each single bond you add represents 2 electrons, shared between two atoms. If an atom doesn't have 8 electrons after you sum up its lone electrons and those shared through bonds, you might have to add double bonds or to redraw the structure.

Mission 3 - It's often important to consider formal charges when drawing structures. You can calculate each atom's formal charge by sub-stracting each bond (1 for a single, 2 for a double one) and each lone electron from its initial number of valence electrons.

- If the formal charge is not zero, you might be able to reconfigure the diagram (change the shape or the type of bonds). The octet rule can be violated in some cases.

- Also, keep in mind that elements in the third row of the Periodic Table can sometimes hold more than 8 electrons

Mission 4 - No new rules Mission 5 - No new rules

As we mentioned before, the learner is provided at any time he wants by an informative tool, the standard periodic table. This tool describes for each atom the symbol, the atomic number, the mass number or the number of nucleons and the group indicated on the top of each column.

4. Experiment and Data Preprocessing

4.1 Experiment

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5. Results

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Journal of Edu

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structures after learning the lesson.

5.2 Selection of the Best Machine Learning Model

Support vector machine (SVM) with a Radial Basis Function (RBF) kernel and logistic regression models were tested with a grid search on values of gamma (for SVMs) and C to produce the highest balanced accuracy with a leave-one-participant-out scheme. This scheme was used in order to promote the selection of a model that can generalize well for a new participant from previous participants. Both algorithms performed similarly. For instance with a RBF SVM, the accuracy is about 54.9% with the hyper-parameters (C=1.0 and gamma=0.05) using all the features issued from 3 sensors. This value is very near to that of logistic regression (56.4%). In the following, we interest only on communicating results for the best logistic regression models, as the focus of this paper is not the comparison of machine learning algorithms. Logistic regression model in our case provides the highest accuracy in all cases as we will see in the next section (by taken into consideration all or some features).

5.3 Comparaison of the Importance of Each Sensor and the Big Five

After selecting the best ML model that allows us to detect if the user needs help or not, we focus on this section to study the features importance that contributes mainly to prediction. In what follows, we present the difference in accuracies in term of substracting each time one feature (sensor feature or Big Five questionnaire). Balanced accuracy is determined by the mean of correct classifications for each class while according both classes the same weight. Overall accuracy is the mean number of correct classifications with weighting for the number of samples (therefore giving more weight for the “failure” class), and the mean participant accuracy is the mean number of correct classifications per participant, ignoring whether or not a participant produced more or less samples in the dataset, similarly to the balanced accuracy. Table 3. Feature selection through classification accuracies

All features (3

sensors ) Ignores pupil diameter Ignores Emotiv Ignores facial expression recognition

Ignores Big Five Questionnaire Balanced

accuracy 0.564 0.564 0.501 0.564 0.584

Overall accuracy 0.603 0.603 0.256 0.603 0.564

Mean participant

accuracy 0.593 0.593 0.312 0.593 0.549

Table 3 shows that ignoring the Emotiv has the highest impact on performance, whereas the other features do not seem to change the accuracies when ignored. Adding five features from the self-reported Big Five Questionnaire (the values along the five dimensions measured by the questionnaire before starting the game), we note that the balanced accuracy is highest, but at the cost of the overall accuracy, which means that the classifier predicts more often that a task will be successful but mispredicts more sequences in total. Ideally, the model should be balanced between those two measures of accuracy. A model that measures only the features from the Emotiv headset was therefore tested and produces the best results so far but still very similar to one which uses all features (using 3 sensors and ignoring the big five questionnaire), with a balanced accuracy of 0.570 , an overall accuracy of 0.635 and a mean participant accuracy of 0.609. However, this indicates that other features are not necessary and might even add noise to the dataset. Table 4 shows its confusion matrix for the logistic regression using only Emotiv Affectiv Suite (The most important feature), predicted values are shown vertically, and true values horizontally.

Table 4. Confusion matrix for a logistic regression model with Emotiv headset features

Failure Success Total number

Failure 0.665 0.335 532 Success 0.525 0.475 101

Total number 407 226 633

From table 4, we can see clearly that failure is easiest to predict (with an accuracy of 66.5% which is higher that the random baseline of 50%), whereas, success is more difficult to predict (value of 47.5% which is less than 50%).

As to the relevance of the other features, we can speculate that brightness changes throughout the game (e.g. some scenes or actions producing various lighting effects) have a larger impact on the pupil diameter, a factor unaccounted during the experiment. We could improve this by controlling the brightness in real time. Facial expressions might also be more useful in a game which is more emotionally engaging which is not the goal of our game. LewiSpace focuses more on educational aspect and how to provide the adequate help to learners according the different situations encountered when playing it.

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Journal of Edu

compared wit positive rate a models was m represents a w differences be cases are misc than generaliz

6. Conclusion

In this paper, LewiSpace. L playful aspect tracking, and performance o results in term improved by p by collecting shows that a detecting whe noticed also t however they Future work w order to help perform better

Acknowledge

We acknowled for funding th

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ucation and Tra

th the random against the fal measured by th worthless test. etween the part classified. Thi zed models.

ns

we presented LewiSpace is a ts. Our study

facial express of the learner m of failure an

providing mor features from logistic regres en learner have that personality add more nois will involve de or challenge r on our curren

ements dge the CRSH his work.

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References

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