Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game

##plugins.themes.bootstrap3.article.main##

##plugins.themes.bootstrap3.article.sidebar##

Published May 1, 2013
Carol M. Forsyth Arthur C. Graesser Philip Pavlik Jr. Zhiqiang Cai Heather Butler Diane Halpern Keith Millis

Abstract

Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this goal. Forty-six undergraduate students from two separate colleges in Southern California interacted with Operation ARIES! while intermittently answering survey questions that tap specific affective and metacognitive states related to the game-like and instructional qualities of Operation ARIES!. After performing a series of data mining explorations, we discovered two trends in the log files of cognitive-discourse events that predicted self-reported affective states. Students reporting positive affect tended to be more verbose during tutorial dialogues with the artificial agents. Conversely, students who reported negative emotions tended to produce lower quality conversational contributions with the agents. These findings support a valence-intensity theory of emotions and also the claim that cognitive-discourse features can predict emotional states over and above other game features embodied in ARIES.

How to Cite

Forsyth, C. M., Graesser, A. C., Pavlik Jr., P., Cai, Z., Butler, H., Halpern, D., & Millis, K. (2013). Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game. Journal of Educational Data Mining, 5(1), 147–189. https://doi.org/10.5281/zenodo.3554615
Abstract 591 | PDF Downloads 505

##plugins.themes.bootstrap3.article.details##

Keywords

motivation, intelligent tutoring systems, serious games, discourse, emotions, scientific inquiry skills, ARIES

References
ARROYO, I., WOOLF, B., COOPER, D., BURLESON, W., MULDNER, K., AND CHRISTOPHERSON, R. 2009. Emotion sensors go to school. In Proceedings of the 14th International Conference on Artificial Intelligence In Education, Brighton, UK, July 2009, V. DIMITROVA, R. MIZOGUCHI, B. DU BOULAY & A. GRAESSER, Eds. IOS Press, Amsterdam, Netherlands, 17-24.

ATKINSON, R. K. 2002. Optimizing learning from examples using animated pedagogical agents. Journal of Educational Psychology 94, 416-427.

BAKER, R. S. J., CORBETT, A. T., KOEDINGER, K. R., EVENSON, S., ROLL, I., WAGNER, A. Z., NAIM, M., RASPAT, J., BAKER, D. J., AND BECK, J. E. 2006. Adapting to when students game an intelligent tutoring system. In Proceedings of Intelligent Tutoring Systems 8th International Conference, M. IKEDA, K. D. ASHLEY, AND T.W. CHAN, Eds. ITS 2011, May 2011, Springer-Verlag, Berlin, Germany, 392-401.

BAKER, R. S. J., AND DE CARVALHO, A. M. J. A. 2008. Labeling student behavior faster and more precisely with text replays. In Proceedings of the 1st International Conference on Educational Data Mining, Montreal, Canada , June 2008, R. S. J. BAKER, T. BARNES, AND J. E. BECK Eds. 38-47.

BAKER, R.S.J., D'MELLO, S.K., RODRIGO, M.T., AND GRAESSER, A.C. 2010. Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments. International Journal of Human-Computer Studies 68, 223-241.

BANDURA, A. 1997. Self-efficacy: The Exercise of Control. Freeman, New York, NY.

BARRETT, L. F. 2007. Solving the emotion paradox: Categorization and the experience of emotion. Personality and Social Psychology Review 10, 20.

BARTH, C.M. AND FUNKE, J. 2010. Negative affective environments improve complex solving performance. Cognition and Emotion, 24, 1259-1268.

BAYLOR, A. L. AND KIM, Y. 2005. Simulating instructional roles through pedagogical agents. International Journal of Artificial Intelligence in Education 15, 95-115.

BISWAS, G., SCHWARTZ, D. L., LEELAWONG, K., VYE, N., AND TAG, V. 2005. Learning by teaching: A new paradigm for educational software. Applied Artificial Intelligence 19, 363-392.

BROWN, A. L., ELLERY, S., AND CAMPIONE, J. C. 1998. Creating zones of proximal development electronically. In Thinking practices in mathematics and science learning, J.G. GREENO AND S. V. GOLDMAN, Eds. Lawrence Erlbaum, Mahway, NJ, 341-367.

BRUNER, E.M 1986. Ethnography as narrative. In The Anthropology of Experience V.W. TURNER AND E.M BRUNER, Eds. University of Illinois Press, Urbana, OH 139-155.

CAI, Z., GRAESSER, A.C., FORSYTH, C., BURKETT, C., MILLIS, K., WALLACE, P., HALPERN, D. & BUTLER,. 2011. Trialog in ARIES: User input assessment in an intelligent tutoring system. In Proceedings of the 3 rd IEEE International Conference on Intelligent Computing and Intelligent Systems, Guangzhou, China, November 2011, W. CHEN & S. LI, Eds. Guangzhou: IEEE Press, 429-433.

CALVO, R. A., AND D'MELLO, S. K. 2010. Affect detection: An interdisciplinary review of models, methods, and their applications. IEEE Transactions on Affective Computing 1, 18-37.

CERVONE, D. AND PALMER, B.W. 1990. Anchoring biases and the perseverance of self-efficacy beliefs. Cognitive Therapy and Research 14, 401-416.

CLORE, G.L. AND HUNTSINGER, J.R. 2007. How emotions inform judgment and regulate thought. Trends in Cognitive Science 11, 393-399.

CONATI, C., CHABBAL, R. & MACLAREN, H. 2003. A study on using biometric sensors for detecting user emotions in educational games. In Proceedings of the Workshop Assessing and Adapting to User Attitude and Affects: Why, When and How?.

CONATI, C. AND MACLAREN, H. 2009. Empirically building and evaluating a probabilistic model of user affect. User Modeling and User-Adapted Interaction 19, 267-303.

CRAIG, S., D'MELLO, S., WITHERSPOON, A., AND GRAESSER, A.C. 2008. Emote aloud during learning with AutoTutor: Applying the facial action coding system to cognitive-affective states during learning. Cognition and Emotion 22, 777-788.

CRAIG, S., GRAESSER, A., SULLINS, J., AND GHOLSON, J. 2004. Affect and learning: An exploratory look into the role of affect in learning. Journal of Educational Media 29, 241-250.

CSIKSZENTMIHALYI, M. 1990. Flow: The Psychology of Optimal Experience. Harper-Row, New York, NY.

D'MELLO, S.K., CRAIG, S.D., AND GRAESSER, A.C. 2009. Multi-method assessment of affective experience and expression during deep learning. International Journal of Learning Technology 4, 165-187.

D'MELLO, S. AND GRAESSER, A.C. 2010. Multimodal semi-automated affect detection from conversational cues, gross body language, and facial features. User Modeling and User-adapted Interaction 20, 147-187.

D'MELLO, S. AND GRAESSER, A.C. 2012. Emotions during learning with AutoTutor. In P.J. DURLACH AND A. LESGOLD, Adaptive technologies for training and education. Cambridge University Press, England, UK.

D'MELLO, S., AND GRAESSER, A. in press. Dynamics of affective states during complex learning. Learning and Instruction.

D'MELLO,S., GRAESSER, A.C., AND STRAIN, A.C. in press. Emotions in advance learning technologies. In Handbook of Emotions and Education, R. PEKRUN AND LINNENBRING-GARCIA, Eds. Taylor and Francis Publishers, New York, NY.

DUNLOSKY, J., AND LIPKO, A. 2007. Metacomprehension: A brief history and how to improve its accuracy. Current Directions in Psychological Science 16, 228-232.

DWECK, C. S. 2002. Beliefs that make smart people dumb. In Why smart people do stupid things. R. J. Sternberg Ed. New Haven, CT: Yale University Press.

FREDERICKSON, B. L. 2001. The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. American Psychologist 56, 218–226.

FREDERICKSON, B.L. AND BRANIGAN, C. 2005. Positive emotions broaden the scope of attention and thought–action repertoires. Cognition and Emotion 19, 313–332.

GEE, J.P. 2003. What Video Games Teach Us about Language and Literacy. Palgrave/Macmillan, New York, NY.

GRAESSER, A. C., CHIPMAN, P., LEEMING, F., & BIEDENBACH, S. 2009. Deep learning and emotion in serious games. In Serious games: Mechanisms and effects, U. RITTERFELD, M. CODY, AND P. VORDERER, Eds. Taylor & Francis, Routledge: New York and London, 81-100.

D'MELLO, S. AND GRAESSER, A.C. in press. Language and discourse are powerful signals of student emotions during tutoring. IEEE Transactions on Learning Technologies.

GRAESSER, A.C. AND D'MELLO, S. 2012. Emotions during the learning of difficult material. In. B. ROSS Eds., The Psychology of Learning and Motivation 57, Elsevier, Amsterdam.

GRAESSER, A. C., D'MELLO, S. K., CRAIG, S. D., WITHERSPOON, A., SULLINS, J., MCDANIEL, AND GHOLSON, B. 2008. The relationship between affect states and dialogue patterns during interactions with AutoTutor. Journal of Interactive Learning Research 19, 293–312.

GRAESSER, A. C., D'MELLO, S., AND PERSON, N. K. 2009. Meta-knowledge in tutoring. In Handbook of metacognition in education .D. HACKER, J. DONLOSKY, & A. C. GRAESSER, Eds. Taylor & Francis, New York, NY, 361-382.

GRAESSER, A. C., JEON, M., AND DUFTY, D. 2008. Agent technologies designed to facilitate interactive knowledge construction. Discourse Processes 45, 298–322.

GRAESSER, A.C., LU, S., JACKSON, G.T., MITCHELL, H., VENTURA, M., OLNEY, A., AND LOUWERSE, M.M. 2004. AutoTutor: A tutor with dialogue in natural language. Behavioral Research Methods, Instruments, and Computers, 36, 180-193.

GRAESSER, A.C. AND MCNAMARA, D.S. 2011. Computational analyses of multilevel discourse comprehension. Topics in Cognitive Science, 3, 371-398.

GRAESSER, A.C., MCNAMARA, D., AND LOUWERSE, M. in press. Methods of automated text analysis. In: MICHAEL KAMIL, DAVID PEARSON, ELIZABETH MOJE, AND PETER EFFLERBACH, Eds. The Handbook of Reading Research, Routledge/Erlbaum, Mahwah, NJ.

GRAESSER, A. C. AND OTTATI, V. 1996. Why stories? Some evidence, questions, and challenges. In Knowledge and Memory: The Real Story, R. S. WYER, Ed. Hillsdale, NJ: Erlbaum.

GRAESSER, A. C., SINGER, M., & TRABASSO, T. (1994). Constructing inferences during narrative text comprehension. Psychological Review, 101, 371-395.

GRATCH, J. AND MARSELLA, S. 2001. Tears and fears: Modeling emotions and emotional behaviors in synthetic agents. In Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, June 2001, E. ANDRE, S. SEN , C. FRASSON, J.P. MULLER, Eds. ACM, New York, NY, 278-285.

HUANG, W.D, AND JOHNSON,T. 2008. Instructional game design using cognitive load theory. In Handbook of Research on Effective Electronic Gaming in Education, R. FERDIG, Ed. Information Science Reference, Hershey, PA, 1144-1164.

HUANG, W.D. AND TETTEGAH, S. 2010. Cognitive load and empathy in serious games: a conceptual framework. In Gaming and Cognition: Theories and Practice from the Learning Sciences, R. VAN ECK Ed., Information Science Reference, Hershey, PA, 137-151.

ISEN, A. 2008. Some ways in which positive affect influences decision making and problem solving. In Handbook of emotions 3 rd edition, M. LEWIS, J. HAVILAND-JONES AND L. BARRETT, Eds. Guilford, New York, NY, 548-573.

ISENHOWER, R.W., FRANK, T. D., KAY, B. A., AND CARELLO, C. 2010. A dynamical systems approach to emotional experience: Relating affective and event valence. In Proceedings of the 20th Annual New England Sequencing and Timing Conference, March 2010, New Haven, CT.

JURAFSKY, D., AND MARTIN, J. 2008. Speech and language processing. Prentice Hall, Englewood, NJ.

KAPOOR, A., BURLESON, W., AND PICARD, R. 2007. Automatic prediction of frustration. International Journal of Human Computer Studies 65, 724-736.

LANDAUER, T., MCNAMARA, D. S., DENNIS, S., AND KINTSCH, W. 2007. Handbook of Latent Semantic Analysis., Erlbaum, Mahwah, NJ.

LAWRENCE, C. P. 1988. The perseverance of discredited judgments of self-efficacy: Possible cognitive mediators. Unpublished doctoral dissertation, Stanford University, Stanford, CA.

LAZARUS, R. 2000. The cognition-emotion debate: A bit of history. In Handbook of Emotions 2nd edition, M. LEWIS AND J. HAVILAND-JONES, Eds. Guilford Press, New York, NY, 1-20.

LITMAN, D.J., AND FORBES-RILEY,K. 2006. Recognizing student emotions and attitudes on the basis of utterances in spoken tutoring dialogues with both human and computer tutors. Speech Communication 48, 559–590.

MAKI, R. H. 1998. Test predictions over text material. In Metacognition in educational theory and practice D. J. HACKER, J. DUNLOSKY, AND A. C. GRAESSER, Eds. Mahwah, NJ: Lawrence Erlbaum Associates,117-144.

MALONE, T. W. AND LEPPER, M. R. 1987. Making learning fun: A taxonomy of intrinsic motivations for learning. In Aptitute, Learning and Instruction: III. Conative and affective process analyses R. E. SNOW AND M.J. FARR, Eds. Erlbaum, Hilsdale, NJ, 223-253.

MANDLER, G. 1999. Emotion. In B.M BLY AND D.E RUMELHART (Eds.), Cognitive Science Handbook of Perception and Cognition 2nd edition. San Diego, CA: Academic Press.

MAYER, R.E. in press. Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology.

MAYER, R. E. AND ALEXANDER, P. A. Eds. 2011. Handbook of Research on Learning and Instruction. Routledge, New York, NY.

MAYER, R. E. AND MORENO, R. 2003. Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38, 43-52.

MCNAMARA, D.S. 2001. Reading both high-coherence and low-coherence texts: Effects of text sequence and prior knowledge. Canadian Journal of Experimental Psychology, 55, 51-62.

MCNAMARA, D. S. AND KINTSCH, W. 1996. Learning from text: Effects of prior knowledge and text coherence. Discourse Processes, 22, 247-287.

MCNAMARA, D.S., O'REILLY,T., ROWE,M. BOONTHUM,C. AND LEVINSTEIN,I.B. 2007. iSTART: A web-based tutor that teaches self-explanation and metacognitive reading strategies. In Reading comprehension strategies: Theories, interventions, and technologies, D. S. MCNAMARA Ed. Erlbaum, Mayway, NJ, 397– 421.

MCNAMARA, D. S., RAINE, R., ROSCOE, R., CROSSLEY, S., JACKSON, G. T., DAI, J., CAI, Z., RENNER, A., BRANDON, R., WESTON, J., DEMPSEY, K., LAM, D., SULLIVAN, S., KIM, L., RUS, V., FLOYD, R., MCCARTHY, P. M., & GRAESSER, A. C. 2012. The Writing-Pal: Natural language algorithms to support intelligent tutoring on writing strategies. In Applied natural language processing: Identification, investigation, and resolution P. M. MCCARTHY AND C. BOONTHUM-DENECKE Eds. IGI Global, Hershey, PA, 298-311.

MCQUIGGAN,S., ROBINSON, J. AND LESTER,J. 2010. Affective transitions in narrative-centered learning environments. Educational Technology & Society, 13, 40-53.

MCQUIGGAN,S., ROWE,J., LEE, S., and LESTER,J. 2008. Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes. In Proceedings of the Ninth International Conference on Intelligent Tutoring Systems (ITS-08), Montreal, Canada, June 2008, B.P. WOOLF, E. AIMEUR, R. NKAMBOU, S.P. LAJOIE Eds. Lecture Notes in Computer Science, Springer Verlag Heidelburg, Germany, 530-539.

MILLIS, K, FORSYTH, C., BUTLER, H., WALLACE, P., GRAESSER, A., AND HALPERN, D. 2011. Operation ARIES! A serious game for teaching scientific inquiry. In Serious games and Edutainment Applications, M. MA, A. OIKONOMOU & J. LAKHMI, Eds. Springer-Verlag, London, UK, 169-196.

MORENO, R. AND MAYER, R. E. 2004. Personalized messages that promote science learning in virtual environments. Journal of Educational Psychology 96, 165-173.

NICAUD, J.F., BOUHINEAU, D., AND CHAACHOUA, H. 2004. Mixing microworld and CAS features in building computer systems that help students learn algebra. International Journal of Computers for Mathematical Learning 9, 169-211.

O'NEIL, H. F. AND PEREZ, R. S. 2008. Computer games and team and individual learning. Elsevier, Oxford, UK.

PEKRUN, R. 2006. The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review 18, 315-341.

ORTONY, A., CLORE, G., AND COLLINS, A. 1988. The Cognitive Structure of Emotions. Cambridge University Press, New York, NY.

PEKRUN, R., GOETZ, T., DANIELS, L., STUPNISKY, R. H., & RAYMOND, P. 2010. Boredom in achievement settings: Exploring control–value antecedents and performance outcomes of a neglected emotion. Journal of Educational Psychology, 102, 531-549.

PEKRUN, R., MAIER, M.A., AND ELLIOT, A.J. 2009. Achievement goals and achievement emotions: Testing a model of their joint relations with academic performance. Journal of Educational Psychology 101, 115-135.

PINHEIRO, J.C. AND BATES, D.M. 2000. Mixed-Effects models in S and S-PLUS. Statistics and Computing Series, Springer-Verlag, New York, NY.

RATAN,R. AND RITTERFELD, U. 2009. Classifying serious games. In Serious games: Mechanisms and effects. U. RITTERFELD, M. CODY, and P. VORDERER, Eds. Routledge, New York, NY, 10-24.

RITTERFELD, U., SHEN, C., WANG, H., NOCERA, L., AND WONG, W. L. (2009). Multimodality and interactivity: connecting properties of serious games with educational outcomes. CyberPsychology and Behavior, 12, 691-698.

ROBINSON, D. H., LEVIN, J. R., THOMAS, G. D., PITUCH, K. A., & VAUGHN, S. R. 2007. The incidence of “causal” statements in teaching and learning research journals. American Educational Research Journal 44, 400–413.

ROWE, J., SHORES, L., MOTT B., AND LESTER, J. 2011. Integrating learning, problem-solving and engagement in narrative-centered learning environments. International Journal of Artificial Intelligence in Education: Special Issue on Best of ITS 2010, 21, 115-133.

RUSSELL, J. A. 2003. Core affect and the psychological construction of emotion. Psychological Review 110, 145–172.

SCHERER, K., SCHORR, A., AND JOHNSTONE, T. 2001. Appraisal Processes in Emotion: Theory, Methods, Research. London University Press, London, UK.

SCHWARZ AND SKURNIK, I. 2003. Feeling and thinking: Implications for problem solving. In The Psychology of Problem Solving, J.E. DAVIDSON AND R.J.STERNBERG, Eds. Cambridge University Press, New York, NY, 263-290.

SPIELBERGER, C.D. AND REHEISER, E.C. 2003. Measuring anxiety, anger, depression and curiosity as emotional states and personality traits with the STAI, STAXI and STPI. In Comprehensive Handbook of Psychological Assessment (Vol. 2), M.J. Hilsenroth, D. SEGAL AND M. HERSEN, Eds. John Wiley & Son, Hoboken, NJ.,70-86.

SPIRES, H. A., TURNER, K. A., ROWE, J., MOTT, B., AND LESTER, J. 2010. Game-based literacies and learning: Towards a transactional theoretical perspective. Paper presented at the meeting of the American Educational Research Association, Denver, CO, May 2010.

STEVENS, H 2007. R-squared code for lmer function. http://www.mail-archive.com/r-help@stat.math.ethz.ch/msg86633.html.

SWELLER, J. AND CHANDLER,P. 1994. Why some material is difficult to learn. Cognition and Instruction, 12,185-233.

VANLEHN, K., GRAESSER, A. C., JACKSON, G. T., JORDAN, P., OLNEY, A. M., AND ROSE, C. 2007. When are tutorial dialogues more effective than reading? Cognitive Science 31, 3-62.

VORDERER, P. AND BRYANT, J. Eds. 2006. Playing Video Games: Motives, Responses, and Consequences. Lawrence Erlbaum Associates, Mahwah, NJ. IOS Press VYGOTSKY L. S. 1986. Thought and Language. MIT Press, Cambridge, MA. (Original work published 1934).

WEINER, B. 1992. Human motivation: Metaphors, theories and research. SAGE Publications, Newbury Park, CA.

WHITTON, N. 2010. Learning with digital games: A practical guide to engaging students in higher education. Routledge, New York, NY.

ZIMMERMAN, B. J. AND SCHUNK, D.H. 2008. Motivation: An essential dimension of self-regulated learning. In Motivation and Self-Regulated Learning: Theory, Research, and Applications, D. H. SCHUNK AND B. J. ZIMMERMAN, Eds. Erlbaum, Mahwah, NJ, 1-30.
Section
Articles