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Leveraging eye tracking to understand children's attention during game-based, tangible robotics activities
Department of Computer Science, University of San Diego, 5998 Alcala Park, San Diego, CA 92110, United States of America.
CHILI Lab, Ecole Polytechnique Federale de Lausanne, EPFL IC IINFCOM CHILI, RLC D1 740 (Rolex Learning Center), Station 20, CH-1015, Lausanne, Switzerland; KTH Royal Institute of Technology, Kungliga Tekniska Högskolan, SE-100 44 Stockholm, Sweden.ORCID-id: 0000-0003-2282-9939
Department of Computer Science, University of Science and Technology, IT-bygget, 142, Gløshaugen, Trondheim, Norway.
Faculty of Engineering, University of New South Wales, UNSW Sydney, NSW 2052, Australia.
2022 (Engelska)Ingår i: International Journal of Child-Computer Interaction, ISSN 2212-8689, E-ISSN 2212-8697, Vol. 31, artikel-id 100447Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

The difficulty in maintaining attention can interfere with the acquisition of critical academic skills. Recently, researchers have used embodied and game-based learning to support skill acquisition for children with learning difficulties. In this context, robots can be an interesting asset to foster engagement and investigate game dynamics. However, it is still an open question of how to develop adaptive learning environments for children with learning difficulties. Before one can provide effective adaptation, a first step is needed to understand the differentiating behaviors during the activity for children with attention difficulties. Three such differentiating behaviors are how a child divides his or her attention during the learning activity, the child's level of cognitive load, and the child's physiological fatigue, which are the focus of our study Using a robot assisted, gamified activity, we conducted a user study with 18 children having difficulty in maintaining attention. Using process mining techniques and eye-tracking data, we found the importance of integrating the autonomous robots into the attention patterns to successfully complete a game and the influence their behaviors can have on the participant's attention. This importance was supported by the cognitive load of participants decreasing the more they focused on the autonomous robots in successful games. This work contributes to the understanding of children's behaviors during tangible game-based activities and can be used to build effective adaptation for children with attention difficulties. 

Ort, förlag, år, upplaga, sidor
Elsevier, 2022. Vol. 31, artikel-id 100447
Nyckelord [en]
Attention, Cognitive load, Gaze, Process analysis, Robot
Nationell ämneskategori
Robotteknik och automation Annan materialteknik Reglerteknik
Identifikatorer
URN: urn:nbn:se:umu:diva-229144DOI: 10.1016/j.ijcci.2021.100447Scopus ID: 2-s2.0-85121934762OAI: oai:DiVA.org:umu-229144DiVA, id: diva2:2030747
Tillgänglig från: 2026-01-21 Skapad: 2026-01-21 Senast uppdaterad: 2026-01-21Bibliografiskt granskad

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Güneysu Özgür, Arzu

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International Journal of Child-Computer Interaction
Robotteknik och automationAnnan materialteknikReglerteknik

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