Peoples’ behavior is of significant interest in the field of Human-Computer Interaction
because it could reveal information about how human behave when they interact with
computers. Mouse tracking, according to previous HCI research, can offer a full overview
of human behavior under advanced intellectual loads such as a decision or the
development of an activity. However, there is a scarcity of learning research. In this paper
we look at the possible correlations among mouse movement metrics and users’ emotions
when they are interacting remotely with a game-based learning (GBL) task. Towards this
goal, we conducted an experiment on 33 participants who completed a GBL quiz task
after watched a video course about physics. A JavaScript mouse monitoring mechanism
was embedded in the game to track the mouse movements events in real time and store
them in JSON files. A set of behavioral and dynamic mouse features was extracted to
measure i) average mouse speed, ii) average acceleration, iii) average time between
movements, iv) total count of movements, v) total count of time between movements
short pauses, vi) total count of time between movements long pauses, vii) count speed
number of pauses, viii) task completion, ix) time count movements/task completion time,
x) count speed=0/task completion, xi) count pauses>2/task completion, xii) count
pauses>5/task completion time. A self-reported questionnaire was used to measure the
participants’ perceived emotions of i) self-efficacy, ii) engagement, iii) immersion, iv)
enjoyment, v) confusion, vi) frustration, vii) stress, vii) dissatisfaction during playing the
GBL task. Τhe results of the experiment revealed the existence of some significant
relationships between users’ emotions and mouse features. In particular, the following
significant correlations was found: i) the variance of time between movements is
significantly correlated with frustration, ii) engagement of users during the game-based
learning task significantly associated with mean acceleration, iii) age has a significant
correlation with total count of movements v) age has a significant correlation with the
count speed=0 (number of pauses), vi) age has a significant correlation with total count
of time between movements (short pauses), vii) a significant correlation was founded
between level of familiarity and self-efficacy, vii) a negative significant correlation was
founded between level of familiarity and the count speed=0(number of pauses). The
findings of this paper can reveal an interesting new research direction and may motivate
the HCI and GBL fields of study to search further the user’s cursor movement behaviors
when interacting with a game-based learning environment, since this method has recently
been widely adopted in the education filed, due to the COVID-19 situation.
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