Conference Paper

Affective Teachable Agent in VLE: A Goal Oriented Approach.

DOI: 10.1109/ICALT.2011.38 Conference: ICALT 2011, 11th IEEE International Conference on Advanced Learning Technologies, Athens, Georgia, USA, 6-8 July 2011
Source: DBLP


Teachable agent is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a "naive" learner in order to motivate students to teach it. This paper discusses existing teachable agent systems and proposes an affective teachable agent based on goal oriented modeling in Virtual Learning Environment (VLE). The proposed agent is more initiative and believable as it is able to behave according to its own goals accompanied with expressions of emotions. A use case study illustrates the effectiveness of this approach.

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Available from: Zhiqi Shen, Jan 22, 2015
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    • "Affective computing also applied in several existing pedagogical systems [8] [12] [13] [14] [15] [16] [17]. The typical way of using affective computing in virtual game environment consists of two categories. "
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    • "The teachability reasoning [7] composes of a learning cycle and a reasoning cycle. The learning cycle tracks the changes in relationship links on the concept map drawn by the student learners and compares that to the perceived knowledge in knowledge base for errors. "
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    • "They also proposed a teachable agent design in 2011 that is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a " naive " learner in order to motivate students to teach it. [6] B. Fuzzy Cognitive Maps Fuzzy Cognitive Maps (FCM) is a computable modeling method, which can be used for simulation of complex systems [10]. It allows simulating state transition process of black box systems through use of cause and effect relationships. "
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    ABSTRACT: During playing educational game, the emotion of players can be affected by many aspects, for example the play time, the study time, and achievements etc. Player's emotional status is an internal, dynamic and comprehensive factor that is hard to be detected or predicted by system, which may consist of the interestingness to the game, the internal status of player, or the excitement to the score and so on. In order to predict student's emotional status and to simulate relative emotion state transitions during playing game, we propose a novel method, based on Fuzzy Cognitive Maps (FCMs) modeling method. Several experiments and simulations are provided to illustrate the approach and modeling process in this paper. The results show that players'emotion states can be simulated and computed relatively in educational game by the method.
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