TY - JOUR
T1 - Utilizing sensor data to model students' creativity in a digital environment
AU - Muldner, Kasia
AU - Burleson, Winslow
N1 - Funding Information:
This research was funded by the NSF grant 1319645, Modeling and Supporting Creativity During Collaborative STEM Activities. We would like to thank Robert Atkinson for the use of his lab and equipment during the study, Teresa M. Amabile for her suggestions related to creativity assessment instruments and the anonymous reviewers for their helpful comments.
Publisher Copyright:
© 2013 Elsevier Ltd. All rights reserved.
PY - 2015/1
Y1 - 2015/1
N2 - While creativity is essential for developing students' broad expertise in Science, Technology, Engineering, and Math (STEM) fields, many students struggle with various aspects of being creative. Digital technologies have the unique opportunity to support the creative process by (1) recognizing elements of students' creativity, such as when creativity is lacking (modeling step), and (2) providing tailored scaffolding based on that information (intervention step). However, to date little work exists on either of these aspects. Here, we focus on the modeling step. Specifically, we explore the utility of various sensing devices, including an eye tracker, a skin conductance bracelet, and an EEG sensor, for modeling creativity during an educational activity, namely geometry proof generation. We found reliable differences in sensor features characterizing low vs. high creativity students. We then applied machine learning to build classifiers that achieved good accuracy in distinguishing these two student groups, providing evidence that sensor features are valuable for modeling creativity.
AB - While creativity is essential for developing students' broad expertise in Science, Technology, Engineering, and Math (STEM) fields, many students struggle with various aspects of being creative. Digital technologies have the unique opportunity to support the creative process by (1) recognizing elements of students' creativity, such as when creativity is lacking (modeling step), and (2) providing tailored scaffolding based on that information (intervention step). However, to date little work exists on either of these aspects. Here, we focus on the modeling step. Specifically, we explore the utility of various sensing devices, including an eye tracker, a skin conductance bracelet, and an EEG sensor, for modeling creativity during an educational activity, namely geometry proof generation. We found reliable differences in sensor features characterizing low vs. high creativity students. We then applied machine learning to build classifiers that achieved good accuracy in distinguishing these two student groups, providing evidence that sensor features are valuable for modeling creativity.
KW - Creativity
KW - EEG
KW - Eye tracking
KW - Intelligent Tutoring Systems
KW - Skin conductance
KW - Student modeling
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U2 - 10.1016/j.chb.2013.10.060
DO - 10.1016/j.chb.2013.10.060
M3 - Article
AN - SCOPUS:84911468606
SN - 0747-5632
VL - 42
SP - 127
EP - 137
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -