Eye tracking technology offers valuable insights into the cognitive processes of learners in computer programming education. This research presents a novel framework called the Learner Stimulus Intent that offers useful insights into learners’ cognitive processes in computer programming education and has significant implications for assessment in computer science education. The comprehensive data collection, extraction of eye gaze and semantic features, and effective visualization techniques can be utilized to evaluate students’ understanding and engagement, offering a more nuanced and detailed picture of their learning progress than traditional assessment methods. Furthermore, the four distinct datasets generated by the framework each offers unique perspectives on learner behavior and their cognitive traits. These datasets are outcomes of the framework’s application, embodying its potential to revolutionize the way we understand and assess learning in computer science education. By utilizing this framework, educators and researchers can gain deeper insights into the cognitive processes of learners like cognitive workload, processing order of information, confusion in mind, attention etc, ultimately enhancing instructional strategies and improving learner outcomes.

Learner stimulus intent: a framework for eye tracking data collection and feature extraction in computer programming education

This research introduces a novel framework for eye-tracking data collection and feature extraction in the context of computer programming education. By focusing on the intricate interplay between learner influence, eye gaze, visual stimuli, and viewing intent, the framework offers a novel approach to understanding learner behavior. The four datasets generated through this framework have proven their effectiveness in extracting significant eye gaze and semantic features, providing educators and researchers with profound insights into the cognitive processes of learners. This framework can be a powerful tool for delving into learner traits, enabling a more nuanced analysis of how learning interacts with programming tasks like debugging, source code reading etc. By leveraging these insights, educators can tailor instructional strategies to better meet the diverse needs of learners, thereby enhancing engagement and learning outcomes. Moreover, the LSI framework can adapt to online assessment making it a versatile resource for ongoing research and development in programming education. Ultimately, this work not only advances the field of educational assessment but also holds the promise of fostering more personalized and effective learning experiences in computer science education.

https://www.nature.com/articles/s41598-025-88172-4

The eye gaze data collector module utilizes an eye tracking device to record the raw eye gaze data of the learner. A clearance from a research ethics committee and an established setup for an eye-tracking lab or classroom are necessary prerequisites for every eye tracking study. The eye tracking lab where the emperical studies were conducted are outfitted with commercial eye trackers such as SMI and Eye Tribe, along with an open-source eye tracker like GazeRecorder. All experiments conducted were reviewed and approved by the Ethics Committee headed by the dean and professional counsellor of the university. The approval was given under the title “Evaluating the Performance of Learners in an Online Assessment Using Eye Movements Data Analytics”. We confirm that the study was performed in accordance with the relevant guidelines and regulations given by the Ethics Committee. An informed consent was obtained from all the participants and /or legal guardian.

Experimental Design: The experimental design consists of the selection of visual stimuli and the software used to present them to learners. In academic studies, faculty members of the university chose the stimuli. Meanwhile, industry experts selected the stimuli for the industry study. Commercial software like Experimental Suite 360, along with open software such as OGAMA and GazeRecorder, were utilized in the creation of the experiments. 4. Experiment Setup: The eye gaze data for different experimental studies was captured using the open-source eye tracker, GazeRecorder, and commercial eye trackers, SMI Redn Professional and Eye Tribe. The settings for the experimental trials in the academic study took place in the eye tracking lab, while the industrial study was conducted in the usability room. The experimental setup involved an eye-tracking device or webcam linked to a computer, a well-illuminated room, and a comfortable seating arrangement.