Exploring Students’ Cognitive Process in Game-based Learning Environment by Eye Tracking Meng-Jung Tsai1 and Hung-Ta Pai2 Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology, Taipei, Taiwan 2 Graduate Institute of Communication Engineering, National Taipei University, New Taipei City, Taiwan 1 Abstract - Game-based learning has been proposed and developed for years; however, its effectiveness is still open with inconsistent findings. This study attempted to explore students’ visual attention distributions in game-based learning environment by using eye-tracking techniques. An online game, Talking Island, designed to enhance elementary students’ English ability was used for eye-tracking experiments. Subjects were twenty 3rd graders in Taiwan. During the experiment, subjects played the game for 20 minutes individually and their eye movements was tracked and recorded by a MobileEye eye-tracker. After the experiment, a vocabulary test was used to evaluate students’ learning. Percentage of fixation duration and percentage of viewing time were analyzed by T-tests and effect sizes between genders and between different performance groups. Heat maps and fixation sequences were further observed for each subject. Results showed that overall students can focus on learningrelated elements in this game. Findings will be discussed in detail in the conference. Keywords: game-based learning, eye tracking, humancomputer interaction, user studies, cognitive process 1 Background Researchers have been devoted to develop gamebased learning environments and design related contents for years; however, the effectiveness of game-based learning is still open with inconsistent findings. Most of the prior studies evaluating digital game-based learning use self-reported questionnaires to survey students’ acceptances of technology or use log-files to analyze interactions between learners and computer systems. Self-reported questionnaires are usually conducted before or after the learning process; and log-files can only record students’ responding behaviors during the learning process. Neither survey nor log data can reveal learners’ cognitive process during this specific learning context. For example, how students pay attention to the digital contents or mind-tools designed in game-based learning environments is still unknown. The eye tracking technique has been typically adopted to examine human visual attention based on the eye-mind assumption [1]. In general, eye fixation location reflects attention and eye fixation duration reflects processing difficulty and amount of attention (the longer the information is fixated, the more complex it is or the deeper it is processed). Specifically, fixation duration varies on types of information (e.g. texts or graphics) and types of tasks (e.g. reading or problem solving). Furthermore, fixation locations and duration reflect the individuals’ reading strategies and prior knowledge or experience [2]. Besides, scan path patterns exhibit individuals' cognitive strategies utilized in goaloriented tasks [3]. The eye-tracking method has been successfully applied in research fields including reading [4] and information processing (for a detailed review, see [5]), arithmetic problem solving [6], human-computer interactions [7] and emergent literacy [8]. In sum, eye-tracking studies thus far have provided some insights on how students pay attention to read texts, view graphics or solve math problems. However, little study has been conducted to explore how students learn in a game-based learning environment, especially the distributions and shifts of students’ attentions. 2 Purpose With the rapid development of eye-tracking techniques, researchers can observe more deeply about learners’ cognitive process in digital learning environments, such as the visual attention distributions on designed digital contents. This poster will demonstrate a pilot study attempting to explore students’ visual attention allocations in a game-based learning environment by using eye-tracking techniques. Research questions focus on how students pay their attention to the interface design in a game-based learning environment. For example, how many percentages of time do students spend on viewing learning-related elements in such a learning environment? Do boys and girls pay different attentions to different elements designed in gamebased learning interfaces? Do successful learners and unsuccessful learners show different attention distributions on screen when they learn via a game-based learning environment? A mixed method including eye-tracking techniques is proposed and used in this study to answer the above research questions. 3 Method An online game, Talking Island, designed to enhance elementary students’ English speaking abilities has been used for conducting an eye-tracking experiment in this pilot study. Participants of the experiment are twenty 3rd graders in Taiwan. All of them have at least two-year English learning experience in elementary schools. In this game, participants need to talk to other online players or virtual players in English in order to finish tasks and then gain scores and energy to explore a virtual New York Island. Students can freely explore anywhere in any scene of the game by clicking a mouse. Also, a microphone is provided for students to respond with particular targeted English vocabularies or sentences and the system will promptly provide adapted feedbacks for individuals. For the interface design, the game provides four tools for learning supports: a map, a chat room, useful tools and score information, which are statically shown in four corners on screen. Sometimes, when a specific vocabulary is popped out for students to practice pronunciation, another window with the vocabulary will be shown in the center of the screen. The more practices of English vocabularies, the higher scores and more energy the learners can gain for fighting others and successfully exploring the virtual island. All twenty subjects passed the eye-tracking calibrations and participated in an eye-tracking experiment individually. In the experiment, each participant was asked to learn English through playing this game for 20 minutes. Wearing with the ASL MobileEye eye-tracker just like a goggle on face, participants were free to move their heads during the whole experiment. With sampling rates of 60Hz for the eye-camera and 30 Hz for the scene camera, MobileEye tracked and recorded all gaze points allocated on screen (i.e. visual attention allocations) by each subject while playing the game. The process of experiment including all the interactions between the participants and computers such as mouse paths and speaking voices were videotaped for further observation. The vocabularies shown for practicing speaking for individual participant were monitored and recorded by researchers. After the experiment, a corresponding vocabulary test including pronunciation was used to evaluate students’ learning retention through the game playing. Students’ English scores of the last semester and prior English learning experience were also collected before experiments. Regarding the eye-tracking data, several areas or windows on screen were defined Areas of Interests (AOIs) by using GazeTracker software. Each area was defined as either related AOI or unrelated AOI representing learning-related elements (such as vocabulary windows, maps, scores) or learning-unrelated elements (such as chat rooms, fighting tools). The two types of AOIs were then served as bases of statistical analyses for eye-tracking data. In this study, eye- Figure 1. The subject’s gaze point (the cross point of two red lines) was allocated on the target sentences (the white window in the center of screen) tracking indices including percentage of total fixation duration and percentage of total viewing time were used to indicate participants’ visual attention distributions on screen. Therefore, the two indicators were calculated for and compared between related AOIs and unrelated AOIs. T-tests with effect sizes calculations were used to examine possible differences between boys and girls as well as between high performance and low performance groups. Furthermore, a heat map and a scan path output from GazeTracker will be used to further analyze each participant’s visual attention distribution and fixation sequence on the game-based learning interface. 4 Preliminary Result Currently, the study is still under data collection and data analyses. The preliminary data shows that most of the students can gaze on or pay attention to the learning-related elements designed in the game-based learning environment. For example, Figure 1 shows that the participant’s gaze point was allocated on the target sentence for practicing English speaking. The cross point of the two red lines indicates a gaze location; and the white window in the center of the screen shows a popped out English sentence for practicing (i.e., a learning element designed in the game-based learning environment). Detailed statistical results and findings will be demonstrated and discussed in the conference poster presentation. 5 References [1] Just, M. A., & Carpenter, P. A., “A theory of reading: From eye fixations to comprehension,” Psychological Review, 87, 329-354, 1980. [2] Hyönä, J., Lorch, R. F., Jr., & Kaakinen, J. K., “Individual differences in reading to summarize expository text: Evidence from eye fixation patterns,” Journal of Educational Psychology, 94(1), 44-55, 2002. [3] Gandini, D., Lemaire, P., & Dufau, S., “Older and younger adults’ strategies in approximate quantification,” Acta Psychologica, 129(1), 175-189, 2008. [4] Rayner, K., Chace, K. H., Slattery, T. J., & Ashby, J., “Eye movements as reflections of comprehension process in reading,” Scientific Studies of Reading, 10(3), 241-255, 2006. [5] Rayner, K., “Eye movements and information processing: 20 years of research,” Psychological Bulletin, 124(3), 372-422, 1998 [6] Hegarty, M., Mayer, R. E., & Green, C., “Comprehension of arithmetic word problems: Evidence from students’ eye fixations,” Journal of Educational Psychology, 84(1), 76-84, 1992 [7] Jacob, R. J., & Karn, S. K., “Eye tracking in humancomputer interaction and usability research: Ready to deliver the promises,” In J. H. Radach & H. Deubel (Eds.), In the mind's eye: Cognitive and applied aspects of eye movement research (pp. 573–605). Amsterdam: Elsevier Science, 2003. [8] Evans, M. A., & Saint-Aubin, J., “What children are looking at during shared storybook reading: Evidence from eye movement monitoring,” Psychological Science, 16(11), 913-920, 2005.
© Copyright 2026 Paperzz