Publications

Working Paper
Alstad Z, Dahlstrom-Hakki I, Asbell-Clarke J, Rowe E, Altman M. The Use of Multidimensional Biopsychological Markers to Detect Learning in Educational Gaming Environments. Working Paper.Abstract
This project explores how multidimensional bio-psychological measures are used to understand the cognitive aspects of student learning in STEM (Science, Technology, Engineering and Math) focused educational games. Furthermore, we seek to articulate a method for how learning events can be automatically analyzed using these tools. Given the complexity and difficulty of finding externalized markers of learning as it happens, it is evident that more robust measures could benefit this process. The work reported here, with funding from National Science Foundation grant (NSF DRL-1417456), aims to incorporate more diverse measures of behavior and physiology in order to create a more complete assessment of learning and cognition in a game based environment. Tools used in this project include eye tracking systems, heart rate sensors, as well as tools for detecting electrodermal activity (EDA), temperature and movement data. Findings indicated both the utility of more varied measures as well as the need for more precise tools for synchronization of diverse data streams.
mutidimensionalmarkers.pdf
2016
Asbell-Clarke J, Rowe E, Dahlstrom-Hakki I, Alstad Z, Altman M. (Panel) Revealing the Invisible, in Toronto, CA: IMBES 2016; 2016. Publisher's VersionAbstract
Multimodal research to build models of game-based learning (GBL) with cognitive,  physiological and psychological data. RtI integrates game data logs with measures of  attention and executive function along with  STEM learning.  
rtiposter_2016_0525.pdf
Asbell-Clarke J, Rowe E, Dahlstrom-Hakki I, Alstad Z, Altman M. (Poster) Revealing the Invisible, in Washington, D.C.: Cyberlearning PI Meeting 2016; 2016. Publisher's VersionAbstract
Multimodal research to build models of game-based learning (GBL) with cognitive,  physiological and psychological data. RtI integrates game data logs with measures of  attention and executive function along with  STEM learning.  
rtiposter_2016_0525.pdf
Dahlstrom-Hakki I, Alstad Z, Asbell-Clarke J, Rowe E, Altman M. (Poster) The Use Of Multidimensional Biopsychological Markers To Detect Learning In Educational Gaming Environments, in Neurogaming 2016. San Francisco: XTech; 2016. Publisher's VersionAbstract
This project explores how students learn STEM content in educational games and how their learning can be assessed and analyzed using biopsychological sensor and game event data streams. Biopsychological sensors including eyetrackers, electrodermal response sensors, heart rate sensors, etc. have long been used in the field of psychology to improve our understanding of memory, cognition, affect, and learning. Prior research has focused primarily on tightly controlled lab studies with limited ecological validity. This project aims to apply those measures in a novel way to study all elements of the cognitive learning process in a real-world educational game. 
2016_poster_neurogamingl.pdf