TY - GEN
T1 - Evaluation of Difficulty During Visual Programming Learning Using a Simple Electroencephalograph and Minecraft Educational Edition
AU - Umezawa, Katsuyuki
AU - Nakazawa, Makoto
AU - Kobayashi, Manabu
AU - Ishii, Yutaka
AU - Nakano, Michiko
AU - Hirasawa, Shigeichi
N1 - Funding Information:
Acknowledgment. Part of this research was carried out as part of the research project “Research on e-learning for next-generation” of the Waseda Research Institute for Science and Engineering, Waseda University. Part of this work was supported by JSPS KAKENHI Grant Numbers JP20K03082, JP19H01721, JP19K04914, and JP17K01101, and Special Account 1010000175806 of the NTT Comprehensive Agreement on Collaborative Research with the Waseda University Research Institute for Science and Engineering. Research leading to this paper was partially supported by the grant as a research working group “ICT and Education” of JASMIN.
Funding Information:
Part of this research was carried out as part of the research project ?Research on e-learning for next-generation? of the Waseda Research Institute for Science and Engineering, Waseda University. Part of this work was supported by JSPS KAKENHI Grant Numbers JP20K03082, JP19H01721, JP19K04914, and JP17K01101, and Special Account 1010000175806 of the NTT Comprehensive Agreement on Collaborative Research with the Waseda University Research Institute for Science and Engineering. Research leading to this paper was partially supported by the grant as a research working group ?ICT and Education? of JASMIN.
Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - There are various difficulties encountered by learners during learning such as good or bad learning content, the difficulty level of the learning content, and the degree of learning proficiency. It is possible to detect these difficulties by measuring the browsing history, editing history, and biological information such as brain waves or eye-tracking information. In this paper, we aim to detect the learning state of each learner by measuring brain wave information during learning of visual programming using the Minecraft educational edition. Furthermore, the detected learning status is statistically correlated using the results of a questionnaire conducted after the experiment. The results show that the assessment of task difficulty by learners is more significantly affected by the experience with Minecraft than by the experience with programming.
AB - There are various difficulties encountered by learners during learning such as good or bad learning content, the difficulty level of the learning content, and the degree of learning proficiency. It is possible to detect these difficulties by measuring the browsing history, editing history, and biological information such as brain waves or eye-tracking information. In this paper, we aim to detect the learning state of each learner by measuring brain wave information during learning of visual programming using the Minecraft educational edition. Furthermore, the detected learning status is statistically correlated using the results of a questionnaire conducted after the experiment. The results show that the assessment of task difficulty by learners is more significantly affected by the experience with Minecraft than by the experience with programming.
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U2 - 10.1007/978-3-030-72660-7_4
DO - 10.1007/978-3-030-72660-7_4
M3 - Conference contribution
AN - SCOPUS:85107331859
SN - 9783030726591
T3 - Advances in Intelligent Systems and Computing
SP - 31
EP - 41
BT - Trends and Applications in Information Systems and Technologies
A2 - Rocha, Álvaro
A2 - Adeli, Hojjat
A2 - Dzemyda, Gintautas
A2 - Moreira, Fernando
A2 - Correia, Ana Maria Ramalho
PB - Springer Science and Business Media Deutschland GmbH
T2 - World Conference on Information Systems and Technologies, WorldCIST 2021
Y2 - 30 March 2021 through 2 April 2021
ER -