fNIRS Analysis of Interaction Techniques in Touchscreen-Based Educational Gaming
arxiv(2024)
摘要
Touchscreens are becoming increasingly widespread in educational games,
enhancing the quality of learner experience. Traditional metrics are often used
to evaluate various input modalities, including hand and stylus. However, there
exists a gap in understanding the cognitive impacts of these modalities during
educational gameplay, which can be addressed through brain signal analysis to
gain deeper insights into the underlying cognitive function and necessary brain
resources for each condition. This facilitates a more precise comparison
between conditions. In this study, we compared the brain signal and user
experience of using hands and stylus on touchscreens while playing an
educational game by analyzing hemodynamic response and self-reported measures.
Participants engaged in a Unity-based educational quiz game using both hand and
stylus on a touchscreen in a counterbalanced within-subject design. Oxygenated
and deoxygenated hemoglobin data were collected using fNIRS, alongside quiz
performance scores and standardized and customized user experience
questionnaire ratings. Our findings show almost the same performance level with
both input modalities, however, the hand requires less oxygen flow which
suggests a lower cognitive effort than using a stylus while playing the
educational game. Although the result shows that the stylus condition required
more neural involvement than the hand condition, there is no significant
difference between the use of both input modalities. However, there is a
statistically significant difference in self-reported measures that support the
findings mentioned above, favoring the hand that enhances understanding of
modality effects in interactive educational environments.
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