fNIRS Analysis of Interaction Techniques in Touchscreen-Based Educational Gaming (2405.08906v3)
Abstract: 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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