A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Yu-Chi Chen, Huei-Tse Hou
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引用次数: 0

Abstract

Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential; therefore, this study designed a “ChatGPT-based NPCs scaffolding Workflow Framework” and used it as the basis for designing and evaluating an educational game for employee ethics training with empirical evidence. This study had 61 participants, divided into a document scaffolding group ( n = 32) and a ChatGPT-based NPC group ( n = 29) and examined the learning achievement, flow, motivation, and anxiety in the two groups. The results showed that the designs of both groups benefited learning achievement, and both groups could maintain a certain level of high motivation and engagement. Through qualitatively analyzing the content of students’ discussions with NPCs, it was found that there is potential for NPC-assisted learning through ChatGPT. Overall, this study explored the efficacy and limitations of using ChatGPT-based NPCs as scaffolding in game-based learning and found that it is extensible. We also present a framework for the design of ChatGPT-based NPCs scaffolding mechanism.
利用 ChatGPT 交互式脚手架开展员工职业道德培训的移动情境化教育游戏框架
ChatGPT 等技术和其他人工智能工具为学生提供了更多提问和探索知识的机会,从而对学习产生了影响。在基于游戏的情境学习活动中加入非玩家角色(NPC)作为支架,可以对学习产生积极影响。因此,本研究设计了一个 "基于 ChatGPT 的 NPCs 支架工作流程框架",并以此为基础设计和评估了一个有实证依据的员工道德培训教育游戏。本研究有 61 名参与者,分为文件支架组(32 人)和基于 ChatGPT 的 NPC 组(29 人),考察了两组的学习成绩、流程、动机和焦虑。结果表明,两组的设计都有利于提高学习成绩,两组都能保持一定程度的高学习动机和参与度。通过定性分析学生与人大讨论的内容,发现通过 ChatGPT 进行人大辅助学习是有潜力的。总之,本研究探讨了在基于游戏的学习中使用基于 ChatGPT 的 NPC 作为支架的有效性和局限性,并发现它具有可扩展性。我们还提出了基于 ChatGPT 的 NPCs 支架机制的设计框架。
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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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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