Bixler and D'Mello (2016) |
178 undergraduates |
Research texts on research methods presented on computer screens |
Tobii TX 300 and Tobii T60 eye tracker |
Fixations and saccades |
Affective states |
Bayesian network |
72% |
Shi et al. (2019) |
82 students |
MOOC platform |
Logitech C920 webcam |
Video clips of facial expression |
Affective states |
Convolutional neural networks and support vector machine |
93.8% |
Ashwin and Guddeti (2020) |
50 students |
Classroom environment |
Camera |
Video clips |
Affective states |
Convolutional neural networks |
95.6% |
Hung et al. (2019) |
4 university students |
Students learning in a class |
Camera |
Video records |
Emotion |
Convolutional neural networks |
84.6% |
Li and Wang (2018) |
10 students |
Intelligent education system |
Camera |
Video clips of facial expressions (blink frequency) |
Emotion |
Convolutional neural networks |
Not reported |
Liu and Ardakani (2022) |
15 students |
Affective learning system |
EMOTIV EPOC and EEG headset |
Brain waves pattern |
Emotion |
K-nearest neighbors |
74.3% |
Yang and Qi (2020) |
70 students |
Not reported |
Camera |
Pictures of students' facial expressions |
Emotion |
Convolutional neural networks |
97% |
Booth et al. (2018) |
10 students |
Interactive computer tasks |
EPOC and EEG headset |
Brainwave data |
Engagement |
Random forest |
62.5% |
Dubbaka and Gopalan (2020) |
5 adults |
MOOC |
Logitech C920 webcam |
Video clips of facial expressions |
Engagement |
Convolutional neural networks |
95% |
El Kerdawy et al. (2020) |
109 university students |
Psychology continuous performance tasks |
Camera and EEG headset |
Video clips of facial expressions and brainwaves data |
Engagement |
•Random forest (for EEG data) •Convolutional neural networks (for facial data) |
86 and 82% |
Liu et al. (2018) |
8 students |
Intelligent class environment |
Overhead camera in a wide classroom |
Visual focus of attention (VFOA) and head pose estimation |
Engagement |
Hybrid multilayered random forest |
70% |
Mohamad Nezami et al. (2020) |
20 high school students |
Virtual world learning environment named Omosa |
Camera |
Video clips of facial expressions |
Engagement |
Convolutional neural networks |
72.4% |
Monkaresi et al. (2017) |
22 students |
Students writing essays using google document |
Microsoft Kinect Sensor |
Videos of their faces and upper bodies (used for estimation of facial expression and heart rate) |
Engagement |
Naïve Bayes |
AUC 0.76% |
Aggarwal et al. (2021) |
12 undergraduates |
MOOC |
EEG headset |
Brainwave data |
Motivation |
Support vector machine |
94% |
Chattopadhyay et al. (2021) |
30 students |
Game environment |
EEG known as brainmarker |
Brainwave data |
Motivation |
Convolutional neural networks |
89% |
Santos et al. (2020) |
45 high school students |
Students performing experiments in physics lab |
Camera |
Video clips of facial expressions |
Motivation |
Convolutional neural networks |
85% |
Wang et al. (2022) |
25 university students |
OGAMA software |
Tobii X120 tracker and EEG headset |
Fixation, pupil size, saccades, and Brainwave data |
Motivation |
Logistic regression |
92.8% |