scholarly journals Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents

Author(s):  
Athanasios Christopoulos ◽  
Marc Conrad ◽  
Mitul Shukla
Author(s):  
Luisa Panichi

This chapter reviews some of the most common research approaches used in investigating language learning and teaching in virtual worlds. In particular, the author makes the case for qualitative research approaches to the investigation of language learning and teaching in virtual worlds. The highly representational and immersive nature of online environments such as virtual worlds demands that researchers pay specific attention to the quality of teacher and learner experience and to individual reactions to the visual and kinesthetic stimuli of the environment. The chapter discusses some of the advantages of qualitative practitioner research in relation to the specific nature of virtual world contexts for language learning.


2013 ◽  
Vol 3 (2) ◽  
pp. 41 ◽  
Author(s):  
Mohamed Soliman ◽  
Christian Guetl

<span style="font-size: 10.0pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; mso-fareast-font-family: SimSun; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;">Intelligent Pedagogical Agents (IPAs) are designed for pedagogical purposes to support learning in 3D virtual learning environments. Several benefits of IPAs have been found adding to support learning effectiveness. Pedagogical agents can be thought of as a central point of interaction between the learner and the learning environment. And hence, the intelligent behavior and functional richness of pedagogical agents have the potential to reward back into increased engagement and learning effectiveness. However, the realization of those agents remains to be a challenge based on intelligent agents in virtual worlds. This paper reports the challenging reasons and most importantly an approach for simplification. A simulation based on BDI agents is introduced opening the road for several extensions and experimentation before implementation of IPAs in a virtual world can take place. The simulation provides a proof-of concept based on three intelligent agents to represent an IPA, a learner, and learning object implemented in JACK and Jadex intelligent agent platforms. To that end, the paper exhibits the difficulties, resolutions, and decisions made when designing and implementing the learning scenario in both domains of the virtual world and the agent-based simulation while comparing the two agent platforms.</span>


Author(s):  
Bob Heller ◽  
Mike Procter

In this chapter, it is argued that the scope of simulation pedagogy can be extended beyond the medical health field with the development of actor agents on virtual stages. The literature on animated pedagogical agents is reviewed with a focus on embodied intelligence, and in particular, conversational ability. The embedded intelligence of virtual worlds is also reviewed, including the deployment of computer controlled avatars. The next section presents a review of work involving actor agents in Second Life including the authors’ research. A few of the major challenges are described and a conclusion is presented regarding the opportunities afforded by actor agents and virtual stages.


2020 ◽  
Vol 10 (5) ◽  
pp. 1739
Author(s):  
Foteini Grivokostopoulou ◽  
Konstantinos Kovas ◽  
Isidoros Perikos

Over the last years, the successful integration of virtual reality in distance education contexts has led to the development of various frameworks related to the virtual learning approaches. 3D virtual worlds are an integral part of the landscape of education and demonstrate novel learning possibilities that can open new directions in education. An important aspect of virtual worlds relates to the intelligent, embodied pedagogical agents that are employed to enhance the interaction with students and improve their overall learning experience. The proper design and integration of embodied pedagogical agents in virtual learning environments are highly desirable. Although virtual agents constitute a vital part of virtual environments, their exact impact needs are yet to be addressed and assessed. The aim of the present study is to thoroughly examine and deeply understand the effect that embodied pedagogical agents have on the learning experience of students as well as on their performance. We examine how students perceive the role of pedagogical agents as learning companions during specific game-based activities and the effect that their assistance has on students’ learning. A concrete experimental study was conducted in AVARES, a 3D virtual world educational environment that teaches the domain of environmental engineering and energy generation. The results of the study point out that embodied pedagogical agents can improve students’ learning experience, enhance their engagement with learning activities and, most of all, improve their knowledge construction and performance.


2013 ◽  
Vol 11 (1) ◽  
pp. 1-13 ◽  
Author(s):  
Steve Leung ◽  
Sandeep Virwaney ◽  
Fuhua Lin ◽  
AJ Armstrong ◽  
Adien Dubbelboer

Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction (TSI), the project implements a group of engaging, affectionate and effective pedagogical agents equipped with abilities of self-repsentation, emotional states reasoning and situational awareness. A prototype of a virtual quiz show, QuizMASter, has been implemented to realize these abilities, and will be used to test for the effectiveness of the approach.


PsycCRITIQUES ◽  
2008 ◽  
Vol 53 (51) ◽  
Author(s):  
Richard Velayo
Keyword(s):  

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