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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    • "To do this, several tools are provided to fix particular parameters in the game, generate the rules, create the educational contents, define criteria for winning and ending the game, and revise the game process. More aligned with our proposal, we find the work of [29], who includes an authoring tool for teachers that intends to facilitate the design of educational contents to be included in the educational video games supported by Affective Teachable Agents [34]. In that work, authors propose to divide the knowledge to be taught in goals. "
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    ABSTRACT: The efficiency of educational video games could be improved through the use of a specific development method that allows them to keep both their educational and recreational goals and maintains their playability. Accordingly, we present a process for the incremental design of educational video games with collaborative activities based on Software Engineering principles. This process intends to make the specification and design of educational and recreational contents easier, and also ensures a balance between educational and playful components. To support this methodology, we present a pilot authoring tool that implements our design process.
    Full-text · Article · Oct 2015 · Dyna (Medellin, Colombia)
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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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    ABSTRACT: Inter-generational games provide a lot of benefits for elderlies’ life. When playing those games, players’ emotional statuses are also very difficult to be detected and observed. In order to identify player’s emotions and to compute the intensity of emotions, we propose a novel method, based on OCC emotional theory and Fuzzy Cognitive Maps model, to compute affects according to internal goal desirability of players and external event consequence of the game world. Two case studies are provided to illustrate the modeling and simulating process in this paper. The result shows that in some degree emotions can be predicted and computed by this method during the game.
    Full-text · Article · Dec 2013
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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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    ABSTRACT: Teachable agents are pedagogical agents based on the concept of learning-by-teaching. Persuasion theory enhances the capabilities of teachable agents by influencing positive attitude change in learners. This paper proposes Persuasive Teachable Agent (PTA) that enables the selection of persuasive strategies based on persuasion theory to improve learning attitudes. In a preliminary study involving PTA, learners were observed to display increased interest in engaging in learning activities with the teachable agent.
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