Hidden Markov Models to Capture Sequential Patterns of
Valence-Arousal in High- and Low-Performing Collaborative
Problem-Solving Groups
Yaping Xu
1a
, Honghui Li
2
, Weitong Guo
1,* b
, Tian Feng
2
, Xiaonan Yin
2
, Sen Bao
1
and Lu Chen
2
1
School of Educational Technology, Northwest Normal University, Lanzhou, China
2
Faculty of Education, Beijing Normal University, Beijing, China
Keywords: Collaborative Problem-Solving, Dimensional Emotion, Machine Learning, Hidden Markov Model.
Abstract: Emotion is an important factor affecting students' cognitive processing and learning outcomes. Accurately
detecting the group members’ emotions in collaborative problem-solving environments is an important basis
for judging their learning status and providing personalized support. However, current research mainly
focuses on discrete emotions and lacks the identification and analysis of learning emotions from the
perspective of dimensional emotions, which may lead to an oversimplified representation of students'
emotions. Therefore, based on the circumplex model of affect, this study used multiple machine learning
methods to predict students' affective valence and arousal from facial behavioural clues when they participated
in online collaborative problem-solving activities. The results indicated that the random forest model
performed best. In order to enhance the understanding of the temporal nature of group emotions and their
relationship with CPS outcomes, we also applied hidden Markov models (HMMs) to reveal the differences in
sequential patterns between high- and low-performing groups. It was found that the sequential patterns of
affective valence-arousal in the two groups of students were quite different, and students in the high-
performing groups were more likely to regulate their emotions and transition to appropriate states (such as
states with positive valence or high arousal) to successfully solve problems. This study has important
methodological significance for the automatic measurement and analysis of dimensional emotions.
1 INTRODUCTION
Collaborative problem solving (CPS), as an essential
skill in the 21st century, is a ubiquitous form of
collaborative learning in higher education and can
promote active learning. It refers to two or more
students working in groups to share their skills and
knowledge to solve open-ended and ill-structured
problems (Hmelo-Silver and DeSimone 2013). CPS
not only includes cognitive processes but also
integrates the social process of collaborative
interaction. In addition, emotional factors are also an
important part.
Researchers generally believe that students'
affective states have an impact on online
collaborative problem-solving learning, and it,
together with cognitive factors, affects the outcomes
a
https://orcid.org/0009-0002-1091-6939
*
Corresponding Author: guowt@nwnu.edu.cn
b
https://orcid.org/0009-0006-9501-1010
of online collaborative problem-solving. For
example, Mandler (Mandler 1989) claims that
students' emotional reactions and physiological
experiences caused by challenges and obstacles are
closely related to problem-solving. According to
Mayer (Mayer 1998), non-cognitive factors such as
individual emotions and motivations, together with
cognitive factors such as knowledge and strategies,
influence the problem-solving process.
Most studies use discrete labels to characterize
students' emotions. However, people often show
subtle and complex affective states in daily
interactions, and it is difficult to accurately describe
students' emotions using only a few labels. Another
possibility is to characterize students’ emotions by
observing their dimensions. A popular theoretical
framework is the "circumplex model of affect"
proposed by Russell (Russell 1980), which holds that
Xu, Y., Li, H., Guo, W., Feng, T., Yin, X., Bao, S. and Chen, L.
Hidden Markov Models to Capture Sequential Patterns of Valence-Arousal in High- and Low-Performing Collaborative Problem-Solving Groups.
DOI: 10.5220/0013038900003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 173-179
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
173
all emotions contain two dimensions: valence (from
negative to positive) and arousal (from relaxed to
excited). The dimensional approach can more
effectively describe students' complex emotions from
the perspective of emotion synthesizers. From the
current research, there is still a lack of empirical
exploration and in-depth research on the relationship
between dimensional emotions and online
collaborative problem-solving. Although existing
studies have paid some attention to the relationship
between the two, these studies have neither analysed
the relationship between group-level emotions and
CPS outcomes, nor ignored the interaction between
different dimensions.
Furthermore, the majority of previous studies
have measured emotional valence and arousal
through the use of conventional techniques like
questionnaires or observations. This approach is
unable to provide fine-grained process analysis and
cannot obtain the dynamic changes in students'
emotions during the learning process. With the
development of affective computing technology, new
analysis methods such as facial behaviour recognition
open up new avenues for studying students' emotional
responses in CPS environments (Hayashi 2019).
Therefore, this study aims to identify students'
emotional responses during the CPS process using an
automatic method and determine the affective
valence and arousal at the group level through a
voting strategy. Moreover, this study uses the HMM
method to explore the sequential patterns of
emotional responses and their relationship with CPS
outcomes. The study is guided by the following
research questions (RQs):
RQ1: How can students' emotional responses
during the CPS process be automatically identified?
RQ2: what is the relationship between the
emotional dimensions (valence and arousal) and
CPS outcomes?
2 LITERATURE REVIEW
2.1 Affective States in Collaborative
Problem-Solving Activities
CPS is a complex, multi-dimensional approach in
which learners collaborate to share their insights on a
problem and combine their knowledge, skills, and
efforts to seek solutions (Hmelo-Silver 2004; Fiore et
al. 2017). Throughout the problem-solving process,
discussions of varying viewpoints often arise, which
can lead to potential conflicts. As a result,
collaborative participants may express a wide range
of emotions. Both individual and collective emotional
states significantly influence behaviours and
interactions within the group (Schunk and
Zimmerman 2012).
From the viewpoint of dimensional emotions,
students engaged in collaborative groups experience
varying levels of valence and arousal, which
subsequently influence their learning processes and
outcomes. Research indicates that valence is linked to
cognitive flexibility, perceptual processing, and
creative problem-solving abilities (Isen 2015), while
arousal impacts attention and cognitive functioning
(Critchley, Eccles, and Garfinkel 2013). Given that
these dimensions define emotional responses and
directly affect learning, it is crucial to examine each
component thoroughly to grasp its expression and
effects in educational contexts. Regarding
individuals' emotional states during collaboration,
negative emotions are tied to disengagement and
social loafing, whereas deactivated positive emotions
(e.g., calm) correlate positively with group
interactions, and deactivated negative emotions (e.g.,
tired) show a negative relationship with group
dynamics (Linnenbrink-Garcia, Rogat, and Koskey
2011).
In conclusion, the emotions consistently present
during collaborative group interactions play a
significant role in shaping the learning process (Baker,
Andriessen, and Järvelä 2013). When individuals
work together in a group, it's likely that their affective
states align, resulting in shared and interactive
emotional experiences. Nevertheless, there is limited
research on the emotional evolution patterns of
groups as a whole.
2.2 Analysis Methods for Sequence
Data
Sequence analysis methods are increasingly being
used to analyse longitudinal data consisting of
multiple independent subjects. The methods that rely
on the sequence characteristics of data for analysis
and mining also exist in the literature in the field of
education. For example, some studies have
predominantly used lag sequential analysis to explore
the temporal patterns of group learning engagement
(Hou and Wu 2011; Tao et al. 2022); however, this
approach has failed to reveal the interconnections
among different dimensions. Compared with the
analysis method, the advantage of HMM is that it can
extract simplified hidden states and their transition
relationships and can process multi-channel data.
In the Hidden Markov Model, sequence data
consists of observed states, which are considered
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probability functions of hidden states. The hidden
states cannot be observed directly but can be inferred
from the observed sequence. The transition
probabilities of hidden states reflect the temporal
characteristics. In terms of multi-channel data, the
same latent structure is captured for all channels. If
there is missing data in some channels, the multi-
channel method is still useful and the data can be used
as is. Overall, HMM is suitable for processing two-
channel valence-arousal data due to its various
advantages in this study. It exhibited the potential to
capture the interplay among the two dimensions of
students’ emotions and to understand how emotions
change over time.
3 METHODOLOGY
3.1 Participants and Context
This study involved 54 undergraduate students (46
females, and 8 males; aged 20-25 years) who come
from the same normal university in Beijing, China.
The participants have various majors, including
educational technology, psychology, statistics, and
physics. They were assigned into 18 groups based on
major. Each group was asked to complete an online
collaborative problem-solving activity with the theme
of “Migration of Migrant Workers”, predicting the
trend of population changes while taking into account
a number of variables. Before the activity, all students
were informed of the content and procedure of the
study, and their rights to withdraw from the research
at any time. In addition, the researchers promised the
participants that all collected data would be strictly
confidential and used only for research purposes.
3.2 Procedure
The activity process is depicted in Figure 1. First, the
researcher explained the procedure and requirements
of the collaborative activity. Each group member was
asked to install Open Broadcaster Software (OBS), a
cross-platform and open-source software that is
suitable for live streaming and recording. During the
activity, each group was given 120min complete the
collaborative task in a designated Tencent Meeting
room, writing a paper of approximately 1,000 words
presenting their solution to the problems. At the same
time, participants should use OBS software to video-
record their facial behaviours. The frame rate and
resolution of the videos were set to 20 and 512 × 288,
respectively. After the activity, participants need to
take a post-test and finish video annotation.
Figure 1: The process of the collaborative problem-solving
activity.
When a group completes learning tasks, each
member needs to upload their recorded videos to a
free cloud storage space. The researchers downloaded
the videos and cut them to obtain 20-minute video
clips. The video clips were then sent to the
corresponding student, who would annotate them
using the annotation tool. To be specific, each student
used the annotation tool to play their own video clips,
and the pop-up windows appeared automatically
every 30 seconds, displaying the valence-arousal
items using a 5-point Likert scale (see Figure 2). To
ensure the reliability of the annotations, students were
required to immediately rate and annotate the level of
valence and arousal in each 30-s clip according to the
actual situation at the time. This immediate
annotation procedure was implemented to minimize
memory bias and enhance the accuracy of the ratings.
Finally, timestamps and affective tags of each 30-s
clip were automatically saved in a CSV file.
Figure 2: A scale used to assess affective valence and
arousal.
3.3 Data Collection and Preprocessing
Papers submitted were used to measure the group's
performance. Each paper contained the group's
solution to three experimental problems: (1) Based on
the materials and data provided, a multiple regression
model was constructed to predict the change of
population in a city from 2023 to 2028; (2) The
reasons for the result in (1) were given; (3) Put
forward effective measures to attract the young
people to the city. To measure the group performance,
the researchers developed the scoring rubric
according to the mathematical abilities (Medová,
Bulková, and Čeretková 2020). Four components
were included in the rubric: typography, model
Hidden Markov Models to Capture Sequential Patterns of Valence-Arousal in High- and Low-Performing Collaborative Problem-Solving
Groups
175
building, application, and testing. Each component
was given a score ranging from 0 to 5, and the sum of
all component scores determined the paper's final
score. All papers were rated by two researchers who
have acquired training in using a scoring rubric. Then,
we ranked the groups from high to low based on the
mean scores of their papers. In line with prior studies
(Kelley 1939), groups that scored in the top 27% were
divided into the high-performing (HP) groups (N=5)
and those that scored in the bottom 27% were low-
performing (LP) groups (N=5).
As mentioned before, the facial behaviours of the
group members were video-recorded during the
collaborative task, and the participants subsequently
annotated the affective valence and arousal of some
clips in their own videos for training the machine
learning model. We found that 53 students (one
student dropped out of the labelling task) reported
their valence-arousal level 4240 times in total. We
aligned the intervals between self-reports with the
corresponding recorded videos based on the saved
timestamps and divided the videos into 30-s clips,
resulting in a total of 4240 video clips, each with two
labels: valence and arousal.
The statistical results show that video clips with
extremely low and high valence-arousal levels are
rarely observed. In order to make the labels more
balanced, we quantized the five-level labels into
low/negative, medium/neutral, and high/positive
groups. Figure 3 depicts the distribution of data with
different labels in valence and arousal. It can be seen
that the data remains imbalanced, which may cause
machine learning methods to produce biased
prediction results by ignoring minority classes. Thus,
a method named SMOTE-Tomek was used to handle
data imbalance in this study (Swana, Doorsamy, and
Bokoro 2022).
Figure 3: The distribution of data with different labels in
valence and arousal.
After the data processing was completed, we
adopted the technical route of feature extraction,
feature selection, and model training to obtain the
valence and arousal evaluation model. Firstly, we
used the open-source tool OpenFace 2.0 to extract
facial features from the students’ video clips. Then, a
feature selection method was utilized to select an
optimal feature subset from the original feature
vector. Finally, six machine learning classification
algorithms, including k-nearest Neighbor (KNN),
Decision Tree (DT), Naïve Bayes (NB), Support
Vector Machine (SVM), Logistics Regression (LR),
and Random Forest (RF), were applied to selected
features to train valence and arousal detection
models. The performance of these machine learning
algorithms was compared by checking the macro
precision(macro-P), macro recall(macro-R), macro
F1 score(macro-F1), and accuracy.
Once the best classification model is determined,
it can be used to automatically detect each student’s
affective valence (i.e., positive, neutral, negative) and
arousal level (i.e., high, medium, low) at each 30-s
clip. The group's valence and arousal level were then
measured at each 30-s clip through the use of a voting
strategy. For instance, the group is high-level arousal
if two or three members are. Note that the group's
label is classified as medium level in cases where
three members have inconsistent labels.
3.4 Hidden Markov Model
For each group, we would eventually obtain two sets
of sequence data reflecting changes in valence and
arousal levels, respectively. Time-varying processes
can be represented using Hidden Markov Model
(HMM) in a statistical or probabilistic framework.
The HMM approach was employed to describe a
Markov Chain with implicit unknown parameters,
uncover latent states within sequence data, and
capture the transition patterns between states that are
not observable in the sequences (Eddy 1996).
Compared with other sequence analysis approaches
(e.g. lag sequence analysis), it excels in handling
multi-channel sequence data.
In this study, the seqHMM package in R (Helske
and Helske 2019) can be used to analyse the two-
channel valence-arousal data and construct distinct
HMM models for the LP and HP groups, respectively.
The Expectation Maximization (EM) algorithm was
used with 100 iterations to fit and estimate HMM
models for both groups. The ideal number of hidden
states in each HMM model was determined by using
the Bayesian information criterion (BIC). More
specifically, we pre-specified the number of states in
the HMM model, ranging from 2 to 8. BIC value was
utilized as the measure of fit to determine the optimal
number of hidden states, with lower values indicating
a better fit. Furthermore, the seqHMM package was
used to graphically display the latent structures that
were found in both groups by visualizing hidden
states and transition modes.
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4 RESULTS AND DISCUSSION
4.1 Performance Analysis of Machine
Learning Models
For each 30-s video clip, 62-dimensional facial
features, including three types of facial behaviours—
facial action units, eye gaze, and head posture, were
extracted through OpenFace 2.0. After further feature
selection, 19 and 20 facial features were finally used
to train the valence and arousal assessment models,
respectively. To prevent overfitting, 80% of the
feature set was randomly selected for training and
20% for validation. There was no overlap between the
samples in the training set and the validation set. In
addition, the ten-fold cross-validation was applied to
evaluate models during the training process.
The indicators calculated by different methods are
shown in Figure 4. It can be seen that RF (Random
Forest) is superior to other algorithms in all metrics,
with accuracy of 0.72 and 0.76 in the valence and
arousal dimensions, respectively, indicating that the
RF model is the best-performing model overall. The
results of this study show that it is feasible and
effective to use computer vision technology to
automatically identify students' affective valence and
arousal levels during collaborative learning.
Therefore, the trained RF model was applied to
measure the remaining video clips for subsequent
analysis.
Figure 4: Classification results of different models in
valence and arousal dimension.
4.2 Sequential Patterns of Affective
Valence and Arousal Between the
HP and LP Groups
The RF model was used to detect students' affective
valence (positive, neutral, negative) and arousal level
(high, medium, low) in 30-second steps. For each
dimension, a 2-hour learning activity was able to
generate 240 values. With the video start time of
group members aligned, a voting strategy was used to
determine group-level valence and arousal levels in
each 30-s clip based on members' emotional
responses. In order to mine the hidden states and state
transition patterns that cannot be observed in
sequence data, HMM was used in this study. We set
2 to 8 states to fit the HMM models to the data and
used the BIC to determine which model best fits the
data, with lower values indicating better model fits
(see Figure 5). It was found that the 4-state model best
fit the data for both HP (BIC 9537.63) and LP groups
(BIC 10059.29).
Figure 5: Model fit (BIC) for 3 through 25 state models.
The structure of the best-fitting HMM was plotted
in Figure 6. The pies stand for the hidden states and
the slices represent the probabilities of the observed
states within each hidden state. The labels below
represent codes observed from both dimensions at the
same time (probability < 0.05 not shown). The arrows
between pies represent the transition direction and
probabilities, the greater the arrow's thickness, the
higher the probability. The results of the HMMs
revealed different sequential patterns in learning
emotions between the HP and LP groups.
Specifically, while the initial state for both the HP and
LP groups was neutral valence and medium-level
arousal, the HP groups showed a greater possibility of
transitioning to the second state, in which participants
experienced a higher level of arousal. It was also
easier for the HP groups to go from their last state to
their third one. In other words, negative emotions
with medium-level arousal of students from the HP
groups were more easily transferred to positive
emotions with high arousal. Moreover, the second
state and the fourth state in the LP group had a greater
probability of moving to each other.
Hidden Markov Models to Capture Sequential Patterns of Valence-Arousal in High- and Low-Performing Collaborative Problem-Solving
Groups
177
Figure 6: The HMM results of HP and LP groups.
The main findings of the study could provide new
insights into explaining the differences in
collaboration outcomes. This research emphasizes the
automatic detection of learners' affective states. By
identifying and distinguishing between arousal and
valence, this research goes beyond general emotional
recognition, allowing for a deeper understanding of
how these dimensions interact. The relationship
between these two dimensions was explored to offer
a more nuanced view of emotional regulation in
collaborative settings. This is not only beneficial for
teachers to provide just-in-time support, but also for
students themselves to become more aware of their
emotional states during the collaboration process.
This increased self-awareness can help students
regulate their own arousal levels and emotional
valence, leading to more effective and engaging
collaborative learning experiences.
5 CONCLUSION AND FUTURE
WORK
Learning emotions are closely related to academic
performance and have received extensive attention
from educational researchers. However, due to the
diversity of online learning environments and the
difficulty in directly observing students' learning
states, it is still extremely challenging to accurately
identify their affective states without interfering with
students. Therefore, this study analysed students'
facial behaviours and achieved automatic detection of
learning emotions from the perspective of
dimensional emotions based on computer vision
technology. The results show that identifying
students' affective states through facial behavioural
clues is an effective and non-invasive method. In
addition, we applied hidden Markov models to reveal
different sequential patterns of valence-arousal in
different performance groups. The results show that
compared with students in the LP groups, students in
the HP groups are more likely to move to a positive
or high arousal state. In the future, facial videos can
be added to the intelligent teaching system to build an
automatic emotion recognition function and provide
real-time feedback to teachers. With the support of
this function, teachers can monitor the changes in
students' emotional valence and arousal, change
teaching strategies in a timely manner, and provide
students with personalized feedback or intervention
measures so that students can regulate their emotions
and move to appropriate states (e.g. states with a
positive valence or high arousal) to achieve success
in problem-solving.
However, this study also has some limitations.
Firstly, it mainly relied on facial video data to
measure groups’ learning emotions. Although facial
expressions contain lots of emotional information, the
fusion of multimodal data can represent more
comprehensive information and train more accurate
emotion recognition models (Siddiqui et al. 2022).
Future research needs to collect information from
different channels (such as voice, gestures, body
posture, and physiological signals) and explore
effective fusion strategies to improve the accuracy of
emotion recognition models. In addition, regarding
the assessment of affective valence and arousal, this
study only used students’ facial videos in
collaborative problem-solving environments to train
models, which may affect the generalization ability of
models to a certain extent. Future research can collect
data from a wider range of collaboration scenarios to
train models.
ACKNOWLEDGEMENTS
This work was supported by the National Natural
Science Foundation of China (Grant No: 62267008).
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