Experimental evaluation of affective embodied agents in an information literacy game

Yanru Guo, D. Goh
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引用次数: 49

Abstract

Digital game-based learning (DGBL) has become increasingly popular. With elements such as narratives, rewards, quests, and interactivity, DGBL can actively engage learners, stimulating desired learning outcomes. In an effort to increase its appeal, affective embodied agents (EAs) have been incorporated as learning companions or instructors in DGBL. However, claims about the efficacy of using affective EAs in DGBL have scarcely been subjected to empirical analysis. Therefore, this study aims to investigate the influence of affective EAs on students' learning outcome, motivation, perceived usefulness, and behavioral intention in an information literacy (IL) game. Eighty tertiary students were recruited and randomly assigned in a pre- and post-test between-subjects experiment with two conditions: affective-EA and no-EA. Results showed that participants benefited from interacting with the affective EA in the IL game in terms of attention, confidence, satisfaction, and intention to learn IL knowledge and to recommend. However, there were no significant differences in learning outcome, relevance, or intention to play the game. Contributions and limitations of this study are also discussed at the end.
信息素养博弈中情感具身行为人的实验评价
基于游戏的数字学习(DGBL)越来越受欢迎。通过叙述、奖励、任务和交互性等元素,DGBL可以积极地吸引学习者,刺激期望的学习结果。为了增加其吸引力,情感具身代理(EAs)被纳入DGBL中作为学习伙伴或指导者。然而,关于在DGBL中使用情感ea的功效的说法很少受到实证分析。因此,本研究旨在探讨在信息素养(IL)游戏中,情感情感行为对学生学习结果、动机、感知有用性和行为意向的影响。本研究招募80名大学生,随机分为两组,分别进行情绪情绪和无情绪情绪的测试前和测试后实验。结果表明,参与者与情感EA在IL游戏中的互动在注意力、信心、满意度和学习IL知识和推荐的意愿方面受益。然而,在学习结果、相关性或玩游戏的意图方面没有显著差异。最后讨论了本研究的贡献和局限性。
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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