Grant: Alliance Grants
Toronto Metropolitan University
$36,000.00
Multimodal assessment of learning through educational games
FY 2023-24
Summary
In partnership with UNLTD Inc., the proposed research project will create a framework to remotely deliver interactive educational content to children through gamification. The COVID-19 pandemic has highlighted the need for intelligent platforms for automated delivery of learning elements. In this project, the aim is to gamify some of the core learning elements through interactive 3D (regular and augmented/virtual reality) games. Recent evidence has shown that gamification (i.e., serious games) has the potential to achieve and sustain a higher level of motivation and engagement in learning compared to traditional means. An important aspect in such game-based evaluation is the assessment of learning outcomes, which is often tied to assessing learning emotions accurately. In this project, a major aspect of the research will be on how to assess such learning emotions in a robust and efficient manner through physiological (e.g. ECG, EEG) and behavioral (e.g. facial expression, voice) data. We will focus on three key aspects: 1) Robust AI-based multimodal assessment of learning emotions: we will ensure that the developed algorithms can work under resource-constrained environments where one or more modalities of data could be missing. 2) Objective annotation for data-driven assessment of emotions: Since AI algorithms are data-driven, we will create evidence-based task-driven gaming applications which can help us in bridging the gap between subjective and objective annotations. 3) Cloud-based framework for rapid prototyping: we will create an easily scalable module that can help UNLTD in scaling up the project quickly and efficiently to multiple gaming titles. The potential outcome of the proposed project is a robust and universal framework for delivering interactive educational games efficiently. The project will train two PhD, two MSc., and multiple research assistants and software developers. The project can create an engaging channel for supplemental learning for children in Canada in addition to traditional learning in the classroom. The technical innovations will also enhance Ontario and Canada's position as a technical hub, creating new job opportunities for the HQPs involved in the project.
Program
Alliance Grants
Recipient
Location
Ontario, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data
As published
Application id
577563-2022
Name nom
Khan, Naimul NM
Department département
Electrical, Computer and Biomedical Engineering
Organization id
43
Institution établissement
Toronto Metropolitan University
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2023
Competition year année de concours
2022
Award amount
36000
Program id
ALLRP
Program name en
Alliance Grants
Program name fr
Subventions Alliance
Group en
RESEARCH PARTNERSHIPS
Group fr
PARTENARIATS DE RECHERCHE
Committee code
96
Committee name en
RPP Internal Decision Cttee
Committee name fr
Cté de décision interne - PPR
Area of application code
1100
Area of application group en
Health, education and social services
Area of application group fr
Santé publique, éducation et services sociaux
Area of application en
Health, education and social services
Area of application fr
Santé publique, éducation et services sociaux
Research subject code
2716
Research subject group en
Information technology
Research subject group fr
Virtual reality and related simulations
Research subject en
Technologie de l'information
Research subject fr
Réalité virtuelle et simulations connexes
Application title
Multimodal assessment of learning through educational games
Keyword
Artificial Intelligence; Multimodal Machine Learning; Serious Games; Signal Processing; Virtual Reality
Application summary
In partnership with UNLTD Inc., the proposed research project will create a framework to remotely deliver interactive educational content to children through gamification. The COVID-19 pandemic has highlighted the need for intelligent platforms for automated delivery of learning elements. In this project, the aim is to gamify some of the core learning elements through interactive 3D (regular and augmented/virtual reality) games. Recent evidence has shown that gamification (i.e., serious games) has the potential to achieve and sustain a higher level of motivation and engagement in learning compared to traditional means. An important aspect in such game-based evaluation is the assessment of learning outcomes, which is often tied to assessing learning emotions accurately. In this project, a major aspect of the research will be on how to assess such learning emotions in a robust and efficient manner through physiological (e.g. ECG, EEG) and behavioral (e.g. facial expression, voice) data. We will focus on three key aspects: 1) Robust AI-based multimodal assessment of learning emotions: we will ensure that the developed algorithms can work under resource-constrained environments where one or more modalities of data could be missing. 2) Objective annotation for data-driven assessment of emotions: Since AI algorithms are data-driven, we will create evidence-based task-driven gaming applications which can help us in bridging the gap between subjective and objective annotations. 3) Cloud-based framework for rapid prototyping: we will create an easily scalable module that can help UNLTD in scaling up the project quickly and efficiently to multiple gaming titles. The potential outcome of the proposed project is a robust and universal framework for delivering interactive educational games efficiently. The project will train two PhD, two MSc., and multiple research assistants and software developers. The project can create an engaging channel for supplemental learning for children in Canada in addition to traditional learning in the classroom. The technical innovations will also enhance Ontario and Canada's position as a technical hub, creating new job opportunities for the HQPs involved in the project.