physics topics 1. · belfast, northern ireland, august 23 -september 1. muñoz, k., j. noguez, p....

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I. Aims and Objectives Creation of an affective student model to infer and reason about learners’ emotions. Select pedagogical, motivational and affective actions that maximise students’ learning, understanding and motivation. Design, implement and test PlayPhysics, an emotional games learning environment for teaching Physics at undergraduate level. II. Affective Educational Games and Intelligent Tutoring Game-based learning environments involve students actively and enable them to learn through experiencing the effects of their actions (Squire, 2003). Educational games are multi-sensorial environments where mastery and skill are rewarded. Affective gaming focuses on influencing and identifying the player’s emotional state. An Intelligent Tutoring System (ITS) is incorporated into a game-based learning environment to achieve effective assessment criteria. III. Affective Student Modelling Presently, there is no system that can recognise accurately all the learner’s emotions. We focus on building an affective student model from cognitive and motivational variables using observable behaviour. Dynamic Bayesian Networks (DBNs) were derived (e.g. Figure 1) using a Probabilistic Relational Models (PRMs) approach based on the ‘Control-Value Theory of Achievement Emotions’ (Pekrun et al., 2007). Figure 1. Activity emotions DBN IV. PlayPhysics Design and Implementation Figure 3. PlayPhysics GUI (left) and key game character (right) Requirements analysis was conducted online with lecturers and students of Physics at undergraduate level (Figure 2). Topics 1. Mechanics (Cinematic & Dynamic - circular) 2. Parabolic movement 3. Vectors 3D 4. Free fall 5. Work 6. Friction – circular 7. Free body diagrams 8. Mass centre 9. Collisions & momentum 10. Relative velocity 11. Energy 12. Wave motion 13. Light 14. Modern Physics Figure 2. Most challenging topics in an introductory Physics course 0 5 10 15 20 25 30 35 0 1 2 3 4 5 6 7 8 9 101112131415 Number of students Topics Physics Topics Students Tecnológico de Monterrey Mexico City Campus Students Trinity College Dublin Figure 4. Olympia achitecture VII. Publications Muñoz, K., P. Mc Kevitt, J. Noguez & T. Lunney (2009a). Combining educational games and virtual learning environments for teaching Physics with the Olympia architecture. In Proc. of the 15 th International Symposium on Electronic Art (ISEA-09), Waterfront Hall, Belfast, Northern Ireland, August 23 -September 1. Muñoz, K., J. Noguez, P. Mc Kevitt, L. Neri, V. Robledo-Rella & T. Lunney (2009b). Adding features of educational games for teaching Physics. In Proc. of the 39 th IEEE International Conference on Frontiers in Education (FIE-09), Hotel Hilton Palacio del Rio, San Antonio, Texas, USA, October 18 - 21, M2E-1 - M2E-6. Noguez, J., L. Neri, V. Robledo-Rella & K. Muñoz (2009). Inferring knowledge from active learning simulators for Physics. In Proc. of the 8 th Mexican International Conference on Artificial Intelligence (MICAI-09): Advances in Artificial Intelligence, Hernández, A., Monroy, R. & Reyes, C. A., (Eds.), 533-544, Guanajuato, México, November 9 - 13. Berlin, Germany: Springer. V. Tutor Model and Multimodal Output Modulation Dynamic Decision Networks (DDNs) are incorporated into Olympia (Figure 4) to select the pedagogical or motivational action that maximises understanding of the structure underlying Physics, e.g. hints, questions, micro-explanations. Visuals and sounds create a sense of immersion, indicate changes in narrative, set a mood and decrease the learning curve (Collins, 2008; Lester & Stone, 1997). Colours will reflect the learner’s emotion or an emotion that aims to counteract the learner’s negative state (Kaya, 2004). VI. Conclusion and Future Work PlayPhysics reasons about the learners’ emotions using the Control-Value Theory of Achievement Emotions and provides motivational or pedagogical actions in the form of visuals, sounds and colours. The affective student model will be evaluated through a prototyping exercise based on Wizard-of-Oz experiments and the effectiveness of PlayPhysics will be tested through pre- and post- tests. PlayPhysics includes a space adventure scenario (Figure 3) where learners must solve diverse challenges by applying their knowledge of Physics.

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Page 1: Physics Topics 1. · Belfast, Northern Ireland, August 23 -September 1. Muñoz, K., J. Noguez, P. Mc Kevitt, L. Neri, V. Robledo-Rella & T. Lunney (2009b). Adding features of educational

I. Aims and ObjectivesCreation of an affective student model to infer and reason about learners’ emotions.

Select pedagogical, motivational and affective actions that maximise students’ learning, understanding and motivation.

Design, implement and test PlayPhysics, an emotional games learning environment for teaching Physics at undergraduate level.

II. Affective Educational Games and Intelligent TutoringGame-based learning environments involve students actively and enable them to learn through experiencing the effects of their actions (Squire, 2003).

Educational games are multi-sensorial environments where mastery and skill are rewarded.

Affective gaming focuses on influencing and identifying the player’s emotional state.

An Intelligent Tutoring System (ITS) is incorporated into a game-based learning environment to achieve effective assessment criteria.

III. Affective Student ModellingPresently, there is no system that can recognise accurately all the learner’s emotions.

We focus on building an affective student model from cognitive and motivational variables using observable behaviour.

Dynamic Bayesian Networks (DBNs) were derived (e.g. Figure 1) using a Probabilistic Relational Models (PRMs) approach based on the ‘Control-Value Theory of Achievement Emotions’ (Pekrun et al., 2007).

Figure 1. Activity emotions DBN

IV. PlayPhysics Design and Implementation

Figure 3. PlayPhysics GUI (left) and key game character (right)

Requirements analysis was conducted online with lecturers and students of Physics at undergraduate level (Figure 2).

Topics

1. Mechanics (Cinematic & Dynamic - circular)

2. Parabolic movement3. Vectors 3D4. Free fall5. Work6. Friction – circular7. Free body diagrams8. Mass centre9. Collisions &

momentum10. Relative velocity11. Energy12. Wave motion13. Light14. Modern Physics

Figure 2. Most challenging topics in an introductory Physics course

0

5

10

15

20

25

30

35

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Num

ber o

f stude

nts

Topics

Physics Topics 

StudentsTecnológico de MonterreyMexico City Campus

StudentsTrinity College Dublin

Figure 4. Olympia achitecture

VII. PublicationsMuñoz, K., P. Mc Kevitt, J. Noguez & T. Lunney (2009a). Combining educational games and virtual learning environments for teaching Physics with the Olympia architecture. In Proc. of the 15th International Symposium on Electronic Art (ISEA-09), Waterfront Hall, Belfast, Northern Ireland, August 23 -September 1.

Muñoz, K., J. Noguez, P. Mc Kevitt, L. Neri, V. Robledo-Rella & T. Lunney (2009b). Adding features of educational games for teaching Physics. In Proc. of the 39th IEEE International Conference on Frontiers in Education (FIE-09), Hotel Hilton Palacio del Rio, San Antonio, Texas, USA, October 18 - 21, M2E-1 - M2E-6.

Noguez, J., L. Neri, V. Robledo-Rella & K. Muñoz (2009). Inferring knowledge from active learning simulators for Physics. In Proc. of the 8th Mexican International Conference on Artificial Intelligence (MICAI-09): Advances in Artificial Intelligence, Hernández, A., Monroy, R. & Reyes, C. A., (Eds.), 533-544, Guanajuato, México, November 9 - 13. Berlin, Germany: Springer.

V. Tutor Model and Multimodal Output ModulationDynamic Decision Networks (DDNs) are incorporated into Olympia (Figure 4) to select the pedagogical or motivational action that maximises understanding of the structure underlying Physics, e.g. hints, questions, micro-explanations.

Visuals and sounds create a sense of immersion, indicate changes in narrative, set a mood and decrease the learning curve (Collins, 2008; Lester & Stone, 1997).

Colours will reflect the learner’s emotion or an emotion that aims to counteract the learner’s negative state (Kaya, 2004).

VI. Conclusion and Future WorkPlayPhysics reasons about the learners’ emotions using the Control-Value Theory of Achievement Emotions and provides motivational or pedagogical actions in the form of visuals, sounds and colours.

The affective student model will be evaluated through a prototyping exercise based on Wizard-of-Oz experiments and the effectiveness of PlayPhysics will be tested through pre- and post- tests.

PlayPhysics includes a space adventure scenario (Figure 3) where learners must solve diverse challenges by applying their knowledge of Physics.