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Knowledgeable Feedback via a Cast of Virtual Characters with Different Competences [chapter]

Wouter Beek, Jochem Liem, Floris Linnebank, René Bühling, Michael Wißner, Esther Lozano, Jorge Gracia del Río, Bert Bredeweg
2011 Lecture Notes in Computer Science  
The feedback is communicated to the learner via a set of virtual characters, each having its own competence [3] .  ...  Third, the verbalization of the feedback via different animated virtual characters, notably: Basic help, Critic, Recommender, Quizmaster & Teachable agent.  ... 
doi:10.1007/978-3-642-21869-9_121 fatcat:xfvzdqvxtrfannr6j74y3k2xjq

Utilizing Massively Multiplayer Online Games to foster collaboration and learning

Y. Rankin, D. Morrison, M. Shute
2009 2009 Atlanta Conference on Science and Innovation Policy  
However, visual analysis of game logs measures the learning trajectory associated with completing game tasks and reveals that ESL students who play EQ2 independently achieve increasing levels of virtual  ...  We argue that inexperienced players encounter two different trajectories of learning: the cognitive process associated with understanding how to play the game and the cognitive processes embedded in gameplay  ...  We also thank the National Science Foundation for their generous support of this research.  ... 
doi:10.1109/acsip.2009.5367811 fatcat:btbsj4mchbcjhjpbaclif7co4m

Artificial life meets entertainment: lifelike autonomous agents

Pattie Maes
1995 Communications of the ACM  
Langton offers a nice overview of the different research questions studied by the discipline [6] .  ...  The artificial life community has initiated a radically different approach to this goal, which focuses on fast, reactive behavior, rather than on knowledge and reasoning, as well as on adaptation and learning  ...  Space Age says, "Julia, I'm not a geek." Julia says, "Then lose the pocket protector, Space-Ace." Space-Ace says, "Julia, I don't have a pocket protector." Julia says, "Congratulations."  ... 
doi:10.1145/219717.219808 fatcat:tixmfetiuje6jmhulf6k7prr4u

Use of a Virtual Learning Platform for Distance-Based Simulation in an Acute Care Nurse Practitioner Curriculum

Margaret Carman, Shu Xu, Sharron Rushton, Benjamin A. Smallheer, Denise Williams, Sathya Amarasekara, Marilyn H. Oermann
2017 Dimensions of Critical Care Nursing  
With these simulations, students worked as a team, even though they were at different sites from each other and from the faculty, to manage care of an acutely ill patient.  ...  Method: Virtual simulations using iSimulate were integrated into the ACNP course to promote the translation of content into a clinical context and enable students to develop their knowledge and decision-making  ...  The authors have disclosed that they have no significant relationship with, or financial interest in, any commercial companies pertaining to this article.  ... 
doi:10.1097/dcc.0000000000000259 pmid:28777114 fatcat:zxia2b5ztbcwhlhhph4h4ysj2y

Situated Psychological Agents: A Methodology for Educational Games

Michela Ponticorvo, Elena Dell'Aquila, Davide Marocco, Orazio Miglino
2019 Applied Sciences  
In recent years, the ever-increasing need for valid and effective training to acquire competences in multiform contexts has led to a wide diffusion of educational games (EG).  ...  Moreover, as building EG, especially in digital environments, is an enterprise that involves specialists with different expertise, it can be useful to have a shared methodology that is easily understandable  ...  Introduction Education is a key step and challenge in every society as successfully preparing future citizens in terms of knowledge, skills, and competences strongly affects the competitiveness at an individual  ... 
doi:10.3390/app9224887 fatcat:x6i56ycflve6rb4iebm62vozte

Designing for Self-Efficacy: E-Mentoring Training for Ethnic and Racial Minority Women in STEM

Jaclyn Joy Gish-Lieberman, Amanda Rockinson-Szapkiw, Andrew A. Tawfik, Teresa M. Theiling
2021 International Journal of Designs for Learning  
Stakeholder feedback, along with a conceptual framework, including Tinto's Institutional Departure Model and Bandura's Theory of Self-Efficacy, guided the design work.  ...  This design case is a second iteration of the training program following an initial pilot study.  ...  Therefore, a new cast of characters with more variety was needed, and a software tool was needed to accommodate a larger cast of characters that reflected the BIPOC women population.  ... 
doi:10.14434/ijdl.v12i3.31433 fatcat:btf4a2myazekjgfyun3eyxtrca

Design and Narrative Structure for the Virtual Human Scenarios

Stefan Göbel, Ido Aharon Iurgel, Markus Rössler, Frank Hülsken, Christian Eckes
2007 International Journal of Virtual Reality  
story environment, whereby the users can interact and discuss with a set of virtual characters.  ...  Hence, in contrast to traditional learning systems with virtual characters as virtual instructors, an exciting and suspenseful interactive information space has been created.  ...  The virtual cast consisted of a host, a football expert and a guest. Interaction took place between all of the virtual characters and one or two real players.  ... 
doi:10.20870/ijvr.2007.6.4.2703 fatcat:vbk7bl7ajreyfpant2cdldynq4

DeepStealth: Leveraging Deep Learning Models for Stealth Assessment in Game-Based Learning Environments [chapter]

Wookhee Min, Megan H. Frankosky, Bradford W. Mott, Jonathan P. Rowe, Eric Wiebe, Kristy Elizabeth Boyer, James C. Lester
2015 Lecture Notes in Computer Science  
We present a framework for stealth assessment that leverages deep learning, a family of machine learning methods that utilize deep artificial neural networks, to infer student competencies in a game-based  ...  Stealth assessments gather information about student competencies in a manner that is invisible, and enable drawing valid inferences about student knowledge.  ...  Any opinions, findings, and conclusions expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.  ... 
doi:10.1007/978-3-319-19773-9_28 fatcat:ovzozm22lbdglbjmdt3laaev4a

Co-Creating a Virtual Alcohol Prevention Simulation with Young People

Lotte Vallentin-Holbech, Julie Dalgaard Guldager, Timo Dietrich, Sharyn Rundle-Thiele, Gunver Majgaard, Patricia Lyk, Christiane Stock
2020 International Journal of Environmental Research and Public Health  
This research aimed to study how young people perceived their involvement in a co-creation process focussed on the development of a gamified virtual reality (VR) simulation—VR FestLab.  ...  Collaborative knowledge generation and involvement of users is known to improve health promotion intervention development, but research about the roles and perspectives of users in the co-creation process  ...  Conflicts of Interest: The authors declare that they have no competing interests.  ... 
doi:10.3390/ijerph17031097 pmid:32050478 pmcid:PMC7037601 fatcat:l6s7meruanegrpvmqnulnsztae

Gaming science: the "Gamification" of scientific thinking

Bradley J. Morris, Steve Croker, Corinne Zimmerman, Devin Gill, Connie Romig
2013 Frontiers in Psychology  
The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process  ...  First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools.  ...  Some games involve cooperating with virtual characters who possess knowledge and skills the player lacks; essentially virtual mentors who provide scaffolding and engage in instructional dialogs with the  ... 
doi:10.3389/fpsyg.2013.00607 pmid:24058354 pmcid:PMC3766824 fatcat:qhz6a2op6vbqhf2o4irdr3ora4

What Makes a Surgical Teacher Great?

Dhananjaya Sharma, Sandeep Kumar
2020 Indian Journal of Surgery  
Great teachers understood all three kinds of transfers to their trainees: from a priori knowledge to learning, from learning to new learning, and from learning to application via vertical transfer of knowledge-which  ...  They have mastery over basic teaching competencies like commitment to teaching, learner engagement, learnercenteredness, content knowledge, and relevance.  ...  Great teachers understood all three kinds of transfers to their trainees: from a priori knowledge to learning, from learning to new learning, and from learning to application via vertical transfer of knowledge-which  ... 
doi:10.1007/s12262-020-02646-5 fatcat:yuc5iztuh5bidckfhhmn24asum

#anatomymcq—A pilot study on using the Twitter survey tool as a formative assessment strategy

Sourav Bhattacharjee
2020 MedEdPublish  
The weekly total number of hashtag clicks also increased. The student feedback was positive on the exercise.  ...  Interestingly, the survey tool of Twitter can be utilized to develop multiple-choice questions, where the students may cast their votes in favor of the correct option.  ...  Student feedback The student feedback received via the online, anonymous and standard institutional student feedback collection system for the three following questions: (i) the assessment was relevant  ... 
doi:10.15694/mep.2020.000141.1 fatcat:ciqco6s2rbgt5omte5ttg22ije

The Effects of Juiciness in an Action RPG

Dominic Kao
2020 Entertainment Computing  
In this paper, we perform a study (N=3018) in which we compare four identical versions of an action role-playing game with varying amounts of juiciness: 1) None; 2) Medium; 3) High; and 4) Extreme.  ...  Juiciness" is a term that has been widely used to describe the positive feedback (both visual/audial) present in digital games.  ...  Players can walk, run, ground roll, block, attack with both melee/ranged weapons, and cast spells.  ... 
doi:10.1016/j.entcom.2020.100359 fatcat:epu5teik7bdmfkviwktern3fqi

A Review of the Development of Embodied Presentation Agents and Their Application Fields [chapter]

Thomas Rist, Elisabeth André, Stephan Baldes, Patrick Gebhard, Martin Klesen, Michael Kipp, Peter Rist, Markus Schmitt
2004 Cognitive Technologies  
This contribution revisits a number of past and ongoing systems with animated characters that have been developed at DFKI.  ...  The spectrum of systems include systems that feature a single, TV-style presentation agent, dialogue systems, as well as systems that deploy multiple interactive characters.  ...  In contrast, the second setting is typical for applications with characters that are able to converse with a user in some sort of a dialogue (e.g. via spoken or typed natural language, or based on dynamically  ... 
doi:10.1007/978-3-662-08373-4_16 fatcat:kq4bsnoyfreshclfrkav6447uy

Research in Medical Education

1981 Medical Education  
, to get in touch with the author of the corresponding abstract.  ...  We hope that you will enjoy the congress "Research in Medical Education -Changes and Challenges", that it will be a fruitful time of scientific exchange among researchers, and that reading this book of  ...  Conclusion: The quality of the oral SP feedback needs to be measured adequately. The QSF has been found to assess oral SP feedback in a valid and reliabel way.  ... 
doi:10.1111/j.1365-2923.1981.tb02477.x fatcat:chnqngznj5bxth3qhi5k3lhmoe
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