Abstract

Preliminary results to a new approach for neurocognitive training on academic engagement and monitoring of attention levels in children with learning difficulties is presented. Machine Learning (ML) techniques and a Brain-Computer Interface (BCI) are used to develop an interactive AI-based game for educational therapy to monitor the progress of children’s concentration levels during specific cognitive tasks. Our approach resorts to data acquisition of brainwaves of children using electroencephalography (EEG) to classify concentration levels through model calibration. The real-time brainwave patterns are inputs to our game interface to monitor concentration levels. When the concentration drops, the educational game can personalize to the user by changing the challenge of the training or providing some new visual or auditory stimuli to the user in order to reduce the attention loss. To understand concentration level patterns, we collected brainwave data from children at various primary schools in Brazil who have intellectual disabilities e.g. autism spectrum disorder and attention deficit hyperactivity disorder. Preliminary results show that we successfully benchmarked (96%) the brainwave patterns acquired by using various classical ML techniques. The result obtained through the automatic classification of brainwaves will be fundamental to further develop our full approach. Positive feedback from questionnaires was obtained for both, the AI-based game and the engagement and motivation during the training sessions.

Highlights

  • Over the past years, games have become a technological service tool in different application domains

  • In this work we introduce a new approach for an intelligent system by building an adaptive AI-based game for neurocognitive training to boost and maintain the concentration levels of children with intellectual disability and attention deficit

  • The educational game will consider the predictions by the model as additional input to the child’s physical activity, allowing for the activities to react in real time to a drop-in concentration, in order to raise the concentration level and improve the educational experience

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Summary

Introduction

Games have become a technological service tool in different application domains. Technology in education helps individuals develop necessary skills, but it opens up opportunities for a much more fluid learning experience. It is a worthwhile investment (e.g. training teachers / educators of students with special needs), with tools having a proven record of maximizing children engagement. Gamification of education is there to engage users and to develop cognitive abilities as well as problem solving skills. The view of combining gaming with education is not a new one, recently, there has been a steady increase in “gamifying” education and creating more interactable content to motivate learners and increase engagement [3]. Research conducted by [5] found the evidence that specially designed games do have benefits in increasing coordinated motor skills. Human-Computer Interaction (HCI) techniques, (e.g. semiotic inspection), allow computer scientists and educational game developers to evaluate such games and efficacy on children development [7]

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