Publications
Several studies have attempted to capture and analyze the intersect of self-regulated learning (SRL) behaviors and agency (i.e., control over one's own actions) during game-based learning. However, limited studies have attempted to theoretically ground or analytically evaluate these constructs in appropriate theoretical assumptions that can discuss and aptly analyze SRL. As such, this paper argues that complex systems theory, which refers to SRL as a system that is self-organizing, interaction dependent, and emergent, should be integrated into theoretical models of SRL and be analyzed using nonlinear dynamical systems theory techniques to fully capture how learners' SRL behaviors can be captured and scaffolded during game-based learning. This paper guides future discussions and empirical research to understand how to better scaffold learners' SRL behaviors using restricted agency during game-based learning by: (1) understanding scaffolding SRL during game-based learning; (2) reviewing studies that review the intersection of SRL, agency, and game-based learning; (3) discussing the limitations within the field; (4) defining and defend SRL according to complex systems theory; and (5) discussing the open challenges in theoretically, methodologically, and analytically applying complex systems theory to SRL.
Undergraduate students (N = 82) learned about microbiology with Crystal Island, a game-based learning environment (GBLE), which required participants to interact with instructional materials (i.e., books and research articles, non-player character [NPC] dialogue, posters) spread throughout the game. Participants were randomly assigned to one of two conditions: full agency, where they had complete control over their actions, and partial agency, where they were required to complete an ordered play-through of Crystal Island. As participants learned with Crystal Island, log-file and eye-tracking time series data were collected to pinpoint instances when participants interacted with instructional materials. Hierarchical linear growth models indicated relationships between eye gaze dwell time and (1) the type of representation a learner gathered information from (i.e., large sections of text, poster, or dialogue); (2) the ability of the learner to distinguish relevant from irrelevant information; (3) learning gains; and (4) agency. Auto-recurrence quantification analysis (aRQA) revealed the degree to which repetitive sequences of interactions with instructional material were random or predictable. Through hierarchical modeling, analyses suggested that greater dwell times and learning gains were associated with more predictable sequences of interaction with instructional materials. Results from hierarchical clustering found that participants with restricted agency and more recurrent action sequences had greater learning gains. Implications are provided for how learning unfolds over learners' time in game using a non-linear dynamical systems analysis and the extent to which it can be supported within GBLEs to design advanced learning technologies to scaffold self-regulation during game play.
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Self-regulated learning (SRL) is critical for learning across tasks, domains, and contexts. Despite its importance, research shows that not all learners are equally skilled at accurately and dynamically monitoring and regulating their self-regulatory processes. Therefore, learning technologies, such as intelligent tutoring systems (ITSs), have been designed to measure and foster SRL. This paper presents an overview of over 10 years of research on SRL with MetaTutor, a hypermedia-based ITS designed to scaffold college students' SRL while they learn about the human circulatory system. MetaTutor's architecture and instructional features are designed based on models of SRL, empirical evidence on human and computerized tutoring principles of multimedia learning, Artificial Intelligence (AI) in educational systems for metacognition and SRL, and research on SRL from our team and that of other researchers. We present MetaTutor followed by a synthesis of key research findings on the effectiveness of various versions of the system (e.g., adaptive scaffolding vs. no scaffolding of self-regulatory behavior) on learning outcomes. First, we focus on findings from self-reports, learning outcomes, and multimodal data (e.g., log files, eye tracking, facial expressions of emotion, screen recordings) and their contributions to our understanding of SRL with an ITS. Second, we elaborate on the role of embedded pedagogical agents (PAs) as external regulators designed to scaffold learners' cognitive and metacognitive SRL strategy use. Third, we highlight and elaborate on the contributions of multimodal data in measuring and understanding the role of cognitive, affective, metacognitive, and motivational (CAMM) processes. Additionally, we unpack some of the challenges these data pose for designing real-time instructional interventions that scaffold SRL. Fourth, we present existing theoretical, methodological, and analytical challenges and briefly discuss lessons learned and open challenges.
To effectively process complex information within intelligent tutoring systems (ITSs), learners are required to engage in metacognitive monitoring micro-processes (content evaluations [CEs], judgments of learning [JOLs], feelings of knowing [FOKs], and monitoring progress towards goals [MPTGs]). Learners' average monitoring micro-process strategy frequencies were used to examine learning gains using a person-centered approach as they interacted with MetaTutor. Undergraduates (n = 94) engaged in self-initiated and system-facilitated self-regulated learning (SRL) strategies as they studied the human circulatory system with MetaTutor, a hypermedia-based ITS. Using hierarchical clustering, results showed a difference in learning between clusters differing in metacognitive monitoring process usage. Specifically, learners who used both CEs and FOKs for a greater proportion of monitoring strategy usage had significantly greater learning gains than learners who used MPTGs. Implications for monitoring strategy usage across different micro-processes and the development of ITSs to facilitate and scaffold learners' interactions with these micro-processes via prompting are discussed.
Self-regulated learning (SRL) with advanced learning technologies has shown to significantly augment learners' performance across contexts. Yet studies find learners lack sufficient SRL skills to successfully implement strategies (e.g., judgments of learning, note taking, self-testing, etc.). Current research does not fully explain how and why this failure of effective strategy deployment occurs. We used principle component analysis (PCA) on process data (i.e., log files) from 190 undergraduates learning with MetaTutor, a hypermedia-based intelligent tutoring system, to explore underlying patterns in the frequency of strategy deployment occurring with and without pedagogical agent scaffolding to better understand any underlying structures of system- and learner-initiated cognitive and metacognitive SRL strategy use. Results showed that the system's underlying architecture deploys processes corresponding to both the phases of learning and type of effort allocation according to Winne's (2018) Information Processing Theory of SRL. However, learner-initiated processes for those who received scaffolding only displayed strategy deployment that corresponded to the type of effort allocation required of the processes (i.e., more effortful constructionist processes like note-taking versus short canned responses for judgements of learning). Additionally, results suggest all learners deploy strategies based on the familiarity of processes. Regression models using these principle components outperformed raw frequency models for capturing post-test learning performance across all participants.
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Learning disabilities (LDs) encompass disorders of those who have difficulty learning and using academic skills, exhibiting performance below expectations for their chronological age in the areas of reading, writing, and/or mathematics. Each of the disorders making up the LDs involve different deficits; however, some commonalities can be found within that heterogeneity, such in terms of learning self-regulation and metacognition. Unlike in early ages and later educational levels, there are hardly any evidence-based evaluation protocols for adults with LDs. LDs influence academic performance but also have serious consequences in professional, social, and family contexts. In response to this, the current work proposes a multimodal evaluation protocol focused on metacognitive, self-regulation of learning, and emotional processes, which make up the basis of the difficulties in adults with LDs. The assessment is carried out through analysis of the on-line learning process using a variety methods, techniques, and sensors (e.g., eye tracking, facial expressions of emotion, physiological responses, concurrent verbalizations, log files, screen recordings of human-machine interactions) and off-line methods (e.g., questionnaires, interviews, and self-report measures). This theoretically-driven and empirically-based guideline aims to provide an accurate assessment of LDs in adulthood in order to design effective prevention and intervention proposals.
This chapter focuses on the challenges of measuring self-regulatory processes and learning outcomes while learning from multiple representations with advanced learning technologies (ALTs). More specifically, we present challenges associated with measuring learners' processes and outcomes while using multiple representations with ALTs. ALTs are technology-based learning and training systems designed to teach learners of all ages to learn, reason, problem solve, and understand different topics and domains such as physics, math, history, biology, medicine and can include different systems such as multimedia, hypermedia, serious games, simulations, intelligent tutoring systems, immersive virtual environments and so forth. The structure of our chapter is as follows: (1) a brief overview of the major issues related to using multiple representations for learning with ALTs; (2) a description of the analytical techniques for understanding multiple representations and their goals for successful learning with ALTs; (3) a discussion of the issues associated with using multiple representations to measure and assess learning outcomes and how we can use ALTs as research tools to capture self-regulated learning; and (4) a presentation of challenges and future directions that need to be addressed by researchers.
Emotions are a core factor of learning. Studies have shown that multiple emotions are co-experienced during learning and have a significant impact on learning outcomes. The present study investigated the importance of multiple, co-occurring emotions during learning about human biology with MetaTutor, a hypermedia-based tutoring system. Person-centered as well as variable-centered approaches of cluster analyses were used to identify emotion clusters. The person-centered clustering analyses indicated three emotion profiles: a positive, negative and neutral profile. Students with a negative profile learned less than those with other profiles and also reported less usage of emotion regulation strategies. Emotion patterns identified through spectral co-clustering confirmed these results. Throughout the learning activity, emotions built a stable correlational structure of a positive, a negative, a neutral and a boredom emotion pattern. Positive emotion pattern scores before the learning activity and negative emotion pattern scores during the learning activity predicted learning, but not consistently. These results reveal the importance of negative emotions during learning with MetaTutor. Potential moderating factors and implications for the design and development of educational interventions that target emotions and emotion regulation with digital learning environments are discussed.


