Digital Educational Games: Adopting Pedagogical Agent to Infer  Leaner‘s Motivation and Emotional State.

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Title: Digital Educational Games: Adopting Pedagogical Agent to Infer  Leaner‘s Motivation and Emotional State.
Authors: Tumenayu, Ogar  Ofut1 ofuriti4u@yahoo.com, Shabalina, Olga1 O.A.Shabalina@gmail.com
Source: Proceedings of the European Conference on Games Based Learning. 2013, Vol. 2, p546-552. 7p.
Subject Terms: *Educational games, *Motivation (Psychology), *Emotions, Digital technology, Probability theory
Abstract: Digital educational games (DEGs) possess the ability of providing an attractively and essentially motivating  learning context. However, an adaptive learning game would increase the probability of a DEG being actually motivating  and emotionally appealing. A pedagogical agent‐based environment suggests a new opportunity for computer mediated  learning emphasizing virtual social relations between learners and computers. The overall goal of this work is to provide  pedagogical agents with social intelligence, so that they can decide when is an appropriate time to interact with the  learner, be sensitive to the motivational and emotional state of the learner, and try to develop a positive social relationship  with the learner. The study examine the effects of the competency (low vs. high) and interaction type (proactive vs.  responsive) of pedagogical agents as learning companions (PALs) on learning, self‐efficacy, and attitudes. Interactions are  been  analyzed  as  a  series  of  interaction  tactics,  where  the  speaker  seeks  to  address  one  or  more  informational,  motivational, or social goals, and monitors the listener’s response to ensure that these goals are achieved. This is followed  by brief look at Affective Human Agent Interaction to have Existing agent systems typically infer human affect by sensing  and reasoning about the state of a game or an outcome related to an action taken by the user within the learning  environment. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Digital Educational Games: Adopting Pedagogical Agent to Infer  Leaner‘s Motivation and Emotional State.
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2013, Vol. 2, p546-552. 7p.
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  Data: Digital educational games (DEGs) possess the ability of providing an attractively and essentially motivating  learning context. However, an adaptive learning game would increase the probability of a DEG being actually motivating  and emotionally appealing. A pedagogical agent‐based environment suggests a new opportunity for computer mediated  learning emphasizing virtual social relations between learners and computers. The overall goal of this work is to provide  pedagogical agents with social intelligence, so that they can decide when is an appropriate time to interact with the  learner, be sensitive to the motivational and emotional state of the learner, and try to develop a positive social relationship  with the learner. The study examine the effects of the competency (low vs. high) and interaction type (proactive vs.  responsive) of pedagogical agents as learning companions (PALs) on learning, self‐efficacy, and attitudes. Interactions are  been  analyzed  as  a  series  of  interaction  tactics,  where  the  speaker  seeks  to  address  one  or  more  informational,  motivational, or social goals, and monitors the listener’s response to ensure that these goals are achieved. This is followed  by brief look at Affective Human Agent Interaction to have Existing agent systems typically infer human affect by sensing  and reasoning about the state of a game or an outcome related to an action taken by the user within the learning  environment. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Text: English
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      – SubjectFull: Educational games
        Type: general
      – SubjectFull: Motivation (Psychology)
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      – SubjectFull: Emotions
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      – SubjectFull: Probability theory
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      – TitleFull: Digital Educational Games: Adopting Pedagogical Agent to Infer  Leaner‘s Motivation and Emotional State.
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            NameFull: Tumenayu, Ogar  Ofut
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              Text: 2013
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