在讲故事的复杂学习对象中运用情绪来提高角色扮演

G. Mangione, A. Pierri, G. Iovane
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引用次数: 5

摘要

教育技术领域认为新模式的研究和新方法的实验是教育设计者面临的最大挑战之一。教育工作者如何接触到千禧一代的学生,并提供一个富有成效和引人入胜的学习环境?引导学习活动,如数字讲故事,帮助学习者弥合真实情境和学习理论之间的差距。上述活动为学生在工作和个人生活中可能遇到的情况下学习做准备。当他们考虑到用户所感受到的情感并利用它们来提高自己时,交互式叙事的构建代表了一项相当重要的教育挑战。在这项工作中,我们建议将情感管理纳入基于讲故事的教学驱动模板中,并通过用于跟踪用户情绪状态的情感跟踪引擎扩展讲故事设计模型。此外,故事逻辑引擎将通过分配给学生不同的角色来重新平衡改变的情绪并最大限度地获取知识。角色是通过映射功能来选择的,这种功能将叙事原型与检测到的情感联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Emotions to Improve Role Taking in Storytelling Complex Learning Objects
The field of educational technology considers the research of new models as well as the experimentation of new methods as one of the greatest challenges for educational designers. How can educators reach the Millennial students and provide a productive and engaging learning environment? Guided learning activities, like digital storytelling, help learners bridge the gap between the real context and the learning theories. The aforementioned activities prepare students to learn in situations they may encounter at work and in their personal life. The construction of interactive narratives represents an educational challenge gaining in a considerable importance when they take into account the emotions felt by the users and exploit them to improve themselves. In this work, we propose to include the Emotion Management into a pedagogy-driven template, based on storytelling, and to extend the Storytelling Design Model through an Emotion Tracking Engine used to keep track of users' emotional states. Furthermore, a Story Logic Engine will be used to rebalance altered emotions and maximize the acquisition of knowledge, by assigning a different role to the student. Roles are selected by means of a mapping function that associates narrative archetypes with detected emotions.
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