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Title: FILTWAM - A Framework for Online Game-based Communication Skills Training - Using Webcams and Microphones for Enhancing Learner Support
Authors: Bahreini, Kiavash
Nadolski, Rob
Qi, Wen
Westera, Wim
Keywords: Communication skills
affective computing
web-based training
lifelong learning
serious gaming
Issue Date: 4-Oct-2012
Publisher: Academic Publishing International Limited
Series/Report no.: Game-Based Learning;5
Abstract: This paper provides an overarching framework embracing conceptual and technical frameworks for improving the online communication skills of lifelong learners. This overarching framework is called FILTWAM (Framework for Improving Learning Through Webcams And Microphones). We propose a novel web-based communication training approach, one which incorporates relevant and timely feedback based upon learner's facial expressions and verbalizations. This data is collected using webcams with their incorporated image and microphones with their sound waves, which can continuously and unobtrusively monitor and interpret learners' emotional behaviour into emotional states. The feedback generated from the webcams is expected to enhance learner’s awareness of their own behaviour as well as to improve the alignment between their expressed behaviour and intended behaviour. Our approach emphasizes communication behaviour rather than communication content, as people mostly do not have problems with the "what" but with the 'how" in expressing their message. For our design of online game-based communication skills trainings, we use insights from face-to-face training, game-based learning, lifelong learning, and affective computing. These areas constitute starting points for moving ahead the not yet well-established area of using emotional states for improved learning. Our framework and research is situated within this latter area. A self-contained game-based training enhances flexibility and scalability, in contrast with face-to-face trainings. Furthermore, game-based training better serve the interests of lifelong learners who prefer to study at their own pace, place and time. In the future we may possibly integrate the generated feedback with EMERGO, which is a game-based toolkit for delivery of multimedia cases. Finally, we will report on a small-scale proof of concept study that on the one hand exemplifies the practical application of our framework and on the other hand provides first evaluation results on that. This study will guide further development of software and training materials and inform future research. Moreover, it will validate the use of webcam data for a real-time and adequate interpretation of facial expressions into emotional states (like sadness, anger, disgust, fear, happiness, and surprise). For this purpose, participants' behaviour is also recorded on videos so that videos will be replayed, rated, annotated and evaluated by expert observers and contrasted with participants' own opinions.
Description: Bahreini, K., Nadolski, R., Qi, W., & Westera, W. (2012). FILTWAM - A Framework for Online Game-based Communication Skills Training - Using Webcams and Microphones for Enhancing Learner Support. In P. Felicia (Ed.), The 6th European Conference on Games Based Learning - ECGBL 2012 (pp. 39-48). Cork, Ireland: University College Cork and the Waterford Institute of Technology.
ISBN: 978-1-908272-69-0
ISSN: 978-1-9082272-70-6
Appears in Collections:1. LMedia: Publications and Preprints

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