| Literature DB >> 31555165 |
Maria Cutumisu1, Krystle-Lee Turgeon1, Tasbire Saiyera1, Steven Chuong1, Lydia Marion González Esparza1, Rob MacDonald1, Vasyl Kokhan1.
Abstract
High-quality feedback exerts a crucial influence on learning new skills and it is one of the most common psychological interventions. However, knowing how to deliver feedback effectively is challenging for educators in both traditional and online classroom environments. This study uses psychophysiological methodology to investigate attention allocation to different feedback valences (i.e., positive and negative feedback), as the eye tracker provides accurate information about individuals' locus of attention when they process feedback. We collected learning analytics via a behavioral assessment game and eye-movement measures via an eye tracker to infer undergraduate students' cognitive processing of feedback that is assigned to them after completing a task. The eye movements of n = 30 undergraduates at a university in Western Canada were tracked by the EyeLink 1000 Plus eye tracker while they played Posterlet, a digital game-based assessment. In Posterlet, students designed three posters and received critical (negative) or confirmatory (positive) feedback from virtual characters in the game after completing each poster. Analyses showed that, overall, students attended to critical feedback more than to confirmatory feedback, as measured by the time spent on feedback in total, per word, and per letter, and by the number of feedback fixations and revisits. However, there was no difference in dwell time between valences prior to any feedback revisits, suggesting that returning to read critical feedback more often than confirmatory feedback accounts for the overall dwell time difference between valences when feedback is assigned to students. The study summarizes the eye movement record on critical and confirmatory feedback, respectively. Implications of this research include enhancing our understanding of the differential temporal cognitive processing of feedback valences that may ultimately improve the delivery of feedback.Entities:
Keywords: error processing; eye movement; eye tracking; feedback; game-based assessment
Year: 2019 PMID: 31555165 PMCID: PMC6742709 DOI: 10.3389/fpsyg.2019.01931
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1The two Posterlet game versions: the original (Choose) version of the Posterlet game (A) and the modified (Assign) version of the Posterlet game (B). The latter game version was employed in the present study.
FIGURE 2The gaze on the feedback area of a participant in the Assign version of the Posterlet game is represented as a dark-blue dot. The participant reads confirmatory feedback in panel (A) (“I really enjoy fairs. I plan on going to this one.”) and critical feedback in panel (B) (“Hmm, I don’t really like fairs very much. I never go.”).
Means and standard deviations of critical and confirmatory feedback assigned per game.
| Feedback Assigned | 5.77 (1.38) | 3.23 (1.38) |
| Gazes on Feedback | 5.77 (1.38) | 3.23 (1.38) |
FIGURE 3Participants dwelled more on critical than on confirmatory feedback messages across the game.
Means and standard deviations (in seconds) of gaze duration by letter and by word for each feedback valence.
| Critical | 45.41 (9.51) | 218.49 (47.40) |
| Confirmatory | 38.70 (12.58) | 189.83 (61.54) |
FIGURE 4Participants spent significantly more time dwelling on critical than on confirmatory feedback letters across the game.
FIGURE 5Participants spent significantly more time dwelling on critical than on confirmatory feedback words across the game.
Bivariate correlations between the assigned critical feedback and the mean gaze durations per feedback valence by feedback letter and word.
| Mean Gaze Duration Per Critical Feedback Letter | 0.43∗ |
| Mean Gaze Duration Per Critical Feedback Word | 0.41∗ |
| Mean Gaze Duration Per Confirmatory Feedback Letter | 0.31 |
| Mean Gaze Duration Per Confirmatory Feedback Word | 0.32 |
FIGURE 6Participants’ fixations on critical feedback messages were significantly more numerous than on confirmatory feedback messages across the game.
FIGURE 7Participants revisited critical feedback messages significantly more often than confirmatory messages.