| Literature DB >> 36210910 |
Yi-Ling Lin1, Shih-Yi Chien1, Wei-Cheng Su2, Sharon Ihan Hsiao3.
Abstract
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention, answers for programming languages may not be found just by simple text information retrieval. To address this issue, Coding Peekaboom, a game-based tagging was developed to help adequately index the critical concepts of a code segment. An EEG device was applied to measure participants' mental states to identify their engagement during the gameplay. Study results include the effectiveness of appropriate concepts collected by participants whereas 47.15 concepts were collected on average in a game. The brainwave analysis and the questionnaire results reveal that participants were highly engaged in the tagging task via Coding Peekaboom. Correlations were found between the state of flow and the number of concepts selected, score, and time. Finally, the results of the flow theory and personal traits were reported to reflect the user experiences in the game.Entities:
Keywords: EEG; Engagement; Flow theory; Gamification; Programming concepts
Year: 2022 PMID: 36210910 PMCID: PMC9530413 DOI: 10.1007/s10639-022-11337-5
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Screenshot from the host’s side
Fig. 2Screenshot from the challenger’s side
Fig. 3EEG headset (left) applied in the experiment (right)
Fig. 4Experimental procedure of Coding Peekaboom
Descriptive statistics of participant performance
| Average | Standard deviation | ||
|---|---|---|---|
| Brainwave | Attention | 47.87 | 3.99 |
| Meditation | 54.21 | 3.35 | |
| Performance | Score | 485.25 | 185.36 |
| Time | 22.25 | 2.62 | |
| Round | 11.53 | 4.3 | |
| Number of concepts | 47.15 | 17.12 | |
| Number of concepts per round | 4.14 | 1.42 |
Number of programming concepts assigned by participants
| Concept | # | Concept | # | Concept | # |
|---|---|---|---|---|---|
| Arrays | 177 | IfElse | 206 | Objects | 103 |
| AccessControl | 15 | Inheritance | 13 | PrimitiveDataTypes | 129 |
| ArithmeticOperations | 121 | Interfaces | 7 | Strings | 122 |
| BooleanExpressions | 85 | LoopsDoWhile | 14 | Switch | 2 |
| Classes | 93 | LoopsFor | 145 | Thread | 11 |
| Constants | 8 | LoopsWhile | 115 | TwoDimesionalArrays | 4 |
| Exceptions | 28 | NestedLoops | 9 | Variables | 188 |
Note. # stands for number
Fig. 5For loop (outlined in red) and condition (outlined in blue) concepts
Descriptive statistics of concepts selected per round by different users
| Average | Standard deviation | ||
|---|---|---|---|
| Participants | 4.35 | 1.25 | |
| Expert | Intersection | 5.10 | 1.76 |
| Majority | 6.73 | 1.63 | |
| Union | 8.03 | 2.01 | |
Quality measurements and their definitions
| Measurement | Definition |
|---|---|
Precision rate (participants ∩ experts) / (participants) | Percentage of participants’ results relevant to those selected by experts |
Sensitivity rate (participants ∩ experts) / (experts) | Percentage of total relevant results correctly selected by experts |
Miss rate 1 – sensitivity rate | Percentage of concepts selected by participants but not by experts |
False alarm rate (participants) – (participants ∩ experts) | Concepts selected by participants but not experts |
Concept quality for three agreement rates
| Precision | Sensitivity | Miss | False alarm rate | |
|---|---|---|---|---|
| Majority | 0.94 | 0.74 | 0.26 | 23/261 |
| Intersection | 0.75 | 0.65 | 0.35 | 64/261 |
| Union | 0.96 | 0.52 | 0.48 | 10/261 |
Note. The reported precision, sensitivity, and miss rates are calculated as the average of the 60 selected questions. The false alarm rate is reported as the fraction of the total concepts selected by the participants
Fig. 6Brainwave analysis process
Meditation and attention statistics results of all participants, challengers, and hosts
| Meditation | Attention | |||||
|---|---|---|---|---|---|---|
| p-value | Avg_w | Avg_i | p-value | Avg_w | Avg_i | |
| All | 0.80 | 54.22 | 54.21 | 0.00 | 48.13 | 47.62 |
| Challenger | 0.94 | 54.06 | 54.07 | 0.014 | 47.87 | 47.47 |
| Host | 0.69 | 54.39 | 54.35 | 0.00 | 48.53 | 47.88 |
Note. Avg_w stands for the average brainwave value when the participants were in the working state. Avg_i is for when they were in the idle state
Breakdown of brainwave analysis
| Challenger | Host | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Decreased meditation | Increased meditation | Decreased meditation | Increased meditation | |||||||||
| p-value | Avg_w | Avg_i | p-value | Avg_w | Avg_i | p-value | Avg_w | Avg_i | p-value | Avg_w | Avg_i | |
| Attention | 0.56 | 47.61 | 47.46 | < 0.001 | 47.85 | 47.23 | 0.01 | 48.34 | 47.56 | 0.09 | 48.75 | 48.34 |
| Meditation | 0.04 | 53.61 | 54.05 | 0.09 | 54.06 | 53.53 | 0.79 | 54.10 | 54.06 | 0.75 | 55.06 | 55.01 |
Note. Avg_w stands for the average brainwave value when the participants were in the working state. Avg_i is for when they were in the idle state
PLS results between flow and performance measurements among different groups
| All | HMD | HMI | CMD | CMI | |
|---|---|---|---|---|---|
| Number of concepts | ***3.503(+) | 1.707 (+) | 1.101 (+) | ***9.96(+) | 1.015(+) |
| Score | ***4.489(+) | ***7.343(+) | 0.732 (-) | ***7.216(+) | ***4.19 (+) |
| Number of guesses | **2.942 (+) | 1.69 (-) | **3.101 (+) | ***4.578(+) | 0.619(+) |
Note. HMD stands for Host meditation decreased, HMI stands for Host meditation increased, CMD stands for Challenger meditation decreased, and CMI stands for Challenger meditation increased