8 research outputs found

    Design Perspective on the Role of Advanced Bots for Self-Guided Learning

    Get PDF
    Virtual worlds are rapidly gaining acceptance in educational settings; with bots play an important role in these environments to help learners. Authentic learning can be significantly supported by bots to help self-guided learning in authentic tasks. in this paper, we investigate what is stopping educators from making more use of bots as a valuable resource and how these barriers can be overcome. This exploratory research uses interviews with six educators, who use educational bots. We show that while the experts have 'big plans' for bot use, the current educational implementations are 'low-level' and restrictive in their application. There is further confusion about appropriate pedagogical models and how to use them effectively as more than 'prompters' or 'extras'. While creation- and control-technologies are advancing, allowing use of bots as a 'hard technology' to guide learners through routine procedures; there is a lack of resources for automation as intelligence technologies are slower to develop and may required future partnerships with external parties before they are available useable by general educators

    Classroom Simulation for Trainee Teachers Using 3D Virtual Environments and Simulated Smartbot Student Behaviours

    Get PDF
    his thesis consists of an analysis of a classroom simulation using a Second Life (SL) experiment that aims to investigate the teaching impact on smartbots (virtual students) from trainee teacher avatars with respect to interaction, simulated behaviour, and observed teaching roles. The classroom-based SL experiments’ motivation is to enable the trainee teacher to acquire the necessary skills and experience to manage a real classroom environment through simulations of a real classroom. This type of training, which is almost a replica of the real-world experience, gives the trainee teacher enough confidence to become an expert teacher. In this classroom simulation, six trainee teachers evaluated the SL teaching experience by survey using qualitative and quantitative methods that measured interaction, simulated behaviour, and safety. Additionally, six observers evaluated trainee teachers’ performance according to a set of teaching roles and roleplay approaches. The experiment scenario was set up between smartbots, trainee teacher avatars, and observer avatars in the virtual classroom, where smartbots are intelligent agents managing SL bots, and where groups are similar to one another but are under programming control.Saudi Embassy in Londo

    Rivale: A Prototype realistic Immersive Virtual Agent-Based Learning Environment Case Study for Learning Requirements Elicitation Skills

    Get PDF
    Current ways of teaching requirements analysis, such as paper-based case studies, do not sufficiently support development of skills to investigate a problem situation. This paper reports on research to develop and evaluate an initial prototype of a Realistic Immersive Virtual Agent-based Learning Environment (RIVALE) virtual case study. The example fictional case study in this paper would be used as an exercise for students taking a systems analysis and design class to practice and learn requirements elicitation skills, such as interviewing, questionnaires, document review, form review, and observation. The intention is to provide a more realistic experience and to thereby support better learning as well as more realistic assessment of and feedback concerning student skills in requirements elicitation. The requirements, design, implementation, and initial, lightweight evaluation of the initial prototype are described. The initial prototype shows promise, but specific issues, especially problems with achieving realistic conversation, are identified and recommendations for further research are provided.

    Adaptive fuzzy knowledge-based systems for control metabots' mobility on virtual environments

    Get PDF
    The confluence of three-dimensional (3D) virtual worlds with social networks imposes on software agents, in addition to conversational functions, the same behaviours as those common to human-driven avatars. In this paper, we explore the possibilities of the use of metabots (metaverse robots) with motion capabilities in complex virtual 3D worlds and we put forward a learning model based on the techniques used in evolutionary computation for optimizing the fuzzy controllers which will subsequently be used by metabots for moving around a virtual environment

    Agents for educational games and simulations

    Get PDF
    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    A cyber campus to support students experiencing barriers accessing education

    Get PDF
    There are many barriers hindering access to education for some students, significantly affecting their learning experience (Cross, 1981). To mitigate the effects of such barriers, e-learning technologies are widely used. One example of this is the use of cyber campuses. These are 3D environments where students can meet and share information, and synchronously communicate and collaborate (Prasolova-Førland et al., 2006). It has been suggested that the learning experience of students using these cyber campuses is related to their perceptions of presence, awareness, communication and sociability (De Lucia et al., 2009). The educational capabilities of cyber campuses have been investigated thoroughly in the literature (Gregory et al., 2014). However, little is know about the extent to which cyber campuses can support students experiencing barriers hindering access to education. To investigate this, the SHU3DED (Sheffield Hallam University 3D Education) cyber campus was developed, and a mixture of quantitative and qualitative research was performed. A series of experimental studies were performed to i) evaluate the efficacy of SHU3DED to support online learning activities, ii) understand the barriers hindering access to Higher Education, and iii) ascertain the extent to which a cyber campus can alleviate some of these barriers and support students participate in online learning activities. The findings of this research project revealed several barriers impeding access into Higher Education, together with a set of environment characteristics that contribute to the students’ online learning experience. The findings imply that a cyber campus can be a sound social space that supports participation in online learning activities for students experiencing situational and institutional barriers accessing education. The findings provide strong indications that a cyber campus has the potential mitigate some of the barriers that challenge or exclude students from accessing education, allowing them to participate in social online learning activities. As a result of this research project, a list of suggestions for the design and arrangement of cyber campuses have also been devised

    Creating and scripting second life bots using MPML3D

    No full text

    Creating and scripting second life bots using MPML3D

    Get PDF
    The present study was focused on determining if positive affect scores increase after viewing an example of misfortune which would demonstrate the psychological phenomenon of schadenfreude-defined as a feeling of pleasure or satisfaction when something misfortunate happens to someone else. Measures used in the study included the Positive and Negative Affect inventory (PANAS; Watson et al., 1988) and a modified version of the Velton mood induction procedure developed by Seibert and Ellis (1991) which was used to measure and manipulate students’ mood, respectively. Students enrolled in a psychology research pool at Columbus State University participated in the study (N=46). The results of a paired samples t-test suggested that positive affect decreased after viewing the example of misfortune instead of increased, as expected. These results did not support the hypothesis that positive affect would increase, and therefore did not show evidence of schadenfreude. Rather than feeling schadenfreude, participants appeared to experience empathy. Future directions for this project include delving into empathy, social groups, and demographic factors that may or may not relate to experiencing schadenfreude, as well as hypothetical versus real-life examples of misfortune. Investigating this concept further is valuable in the understanding of competition, interpersonal interactions in college students, and bullying
    corecore