信任并向纠正常见误解的虚拟人学习

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Noah L. Schroeder, Erin K. Chiou, Robert F. Siegle, Scotty D. Craig
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引用次数: 0

摘要

虚拟人是屏幕上的角色,通常嵌入学习技术中以提供教育内容。很少有研究调查虚拟人如何被用来纠正常见的误解。在这项研究中,我们探讨了不同类型的叙事结构,反驳文本和解释文本,如何影响信任、可信度和学习结果的感知。此外,我们还进行了探索性分析,研究了不同的信任和可信度指标之间的关系,以及这些指标如何调节学习结果。结果表明,所使用的叙事类型不会影响任何衡量标准。然而,信任和信誉措施虽然相互关联,但明显不同。此外,只有对信息信任的感知与学习显著相关。对信息信任的感知并不能调节学习结果,但对学习的预测作用与先前知识几乎相同。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Trusting and Learning From Virtual Humans that Correct Common Misconceptions
Virtual humans are on-screen characters that are often embedded in learning technologies to deliver educational content. Little research has investigated how virtual humans can be used to correct common misconceptions. In this study, we explored how different types of narrative structures, refutation text and expository text, influence perceptions of trust, credibility, and learning outcomes. In addition, we conducted exploratory analyses examining how different measures of trust and credibility are related to each other and how these measures may mediate learning outcomes. Results showed that the type of narrative used did not influence any measure. However, the trust and credibility measures, while related to one another, were measurably distinct. In addition, only perceptions of message trust were significantly related to learning. Perceptions of message trust did not mediate learning outcomes, but were significantly predictive of learning at nearly the same effect as prior knowledge.
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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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