An Adaptive Learning with Gamification & Conversational UIs: The Rise of CiboPoliBot

Ahmed Fadhil, Adolfo Villafiorita
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引用次数: 57

Abstract

Gamification in the era of chatbots is a novel way to engage users with the chatbot application. When developing a gamified chatbot system, there are factors related to user types (ages, gender and others) that we should consider to effectively integrate the game elements into the chatbot while targeting the right audience. In this study, we discuss the development of an educational chatbot game 'CiboPoli', that's specialised in teaching children about healthy lifestyle through an interactive social game environment. The presented game is based on a paper prototype that we developed to teach primary school students about healthy diet and food waste management. The current approach will be more engaging and pose AI capabilities. This is still a work in progress and we plan to improve its design by incorporating additional components, such as dialog management module, user-specific knowledge module or machine learning module. Future work will be devoted to integrating machine learning to automatically identify learners emotions and provide personalised suggestions. Moreover, we tested the initial prototype with school students and found that it outperforms the paper version. Future work will focus on applying it to other domains and demographics.
游戏化与对话式用户界面的自适应学习:CiboPoliBot的兴起
聊天机器人时代的游戏化是一种吸引用户使用聊天机器人应用程序的新方式。在开发游戏化聊天机器人系统时,我们应该考虑与用户类型(年龄,性别等)相关的因素,以便有效地将游戏元素整合到聊天机器人中,同时瞄准正确的用户。在这项研究中,我们讨论了教育聊天机器人游戏“CiboPoli”的开发,该游戏专门通过互动社交游戏环境向儿童传授健康的生活方式。所呈现的游戏是基于我们开发的纸上原型,用于教授小学生健康饮食和食物垃圾管理。目前的方法将更吸引人,并提供人工智能功能。这仍是一项正在进行的工作,我们计划通过合并其他组件来改进其设计,例如对话管理模块,用户特定知识模块或机器学习模块。未来的工作将致力于整合机器学习来自动识别学习者的情绪并提供个性化的建议。此外,我们在学生中测试了最初的原型,发现它的性能优于纸质版本。未来的工作将侧重于将其应用于其他领域和人口统计学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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