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Virtual Standardized Patients for Interactive Conversational Training 交互式会话训练的虚拟标准化患者
T. Talbot, A. Rizzo
The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.
USC标准患者是一个虚拟的基于人类的会话代理,扮演模拟医疗患者的角色,也称为虚拟标准化患者(VSP)。本研究确定了现有VSP系统的缺陷,定义了一组健壮的需求,并成功地实现了几乎所有的需求。在虚拟人技术、应用自然语言处理技术、自动评估人工智能和教学设计方面取得了令人印象深刻的进展。结果表明,会话性能高,评估准确,用户培训效果明显。尽管在有限的范围内很好地工作需要专业知识,但计算机创建真正的混合主动对话的能力仍然难以捉摸。这一努力为交互式严肃游戏、临床虚拟人类和会话虚拟人类训练应用留下了许多经验教训。
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引用次数: 7
Using Notions of “Play” Over the Life Course to Inform Game Design for Older Populations 利用生命过程中的“游戏”概念为老年人群设计游戏
Julie A. Brown, B. Schutter
Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This chapter highlights the significance of using a life course perspective to explore how play is shaped and reflected through digital gameplay and preferences as a game player ages. Using grounded theory methodology, 51 participants (age 43–77) were interviewed individually. The resulting transcripts were coded to identify emergent themes. The findings demonstrate 1) how play changes throughout the lifespan, 2) how play preferences established in childhood influence digital gameplay for aging adults, and 3) how aging adult gamers aspire to continue gaming as they grow older. Collectively, these themes provide insight into the aspects that need to be taken into account when designing games for aging gamer populations.
游戏是一种终身的建构,是个体定义的,并受到多种变量的影响,这些变量会影响人们在老年时如何理解和体验游戏。这一章强调了使用生命历程视角去探索游戏是如何随着玩家年龄的增长而通过数字游戏玩法和偏好而被塑造和反映的重要性。采用扎根理论方法,对51名参与者(43-77岁)进行了单独访谈。结果记录被编码以确定紧急主题。研究结果表明:1)游戏玩法在整个生命周期中是如何变化的;2)童年时期形成的游戏偏好如何影响老年人的数字游戏玩法;3)老年玩家如何渴望随着年龄的增长继续玩游戏。总的来说,这些主题提供了针对老年玩家群体设计游戏时需要考虑的方面。
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引用次数: 0
Monster Mischief 怪物恶作剧
Karrie E. Godwin, D. Lomas, K. Koedinger, A. Fisher
Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event, is an important cognitive ability widely assumed to be required for learning. Assessing young children's selective sustained attention is challenging due to the limited number of sensitive and developmentally appropriate performance-based measures. Furthermore, administration of existing assessments is difficult, as children's engagement with such tasks wanes quickly. One potential solution is to provide assessments within an engaging environment, such as a video game. This chapter reports the design and psychometric validation of a video game (Monster Mischief) designed to assess selective sustained attention in preschool children. In a randomized controlled trial, the authors demonstrate that Monster Mischief is significantly correlated with an existing measure of selective sustained attention (rs ≥ 0.52), and more motivating for young children as almost three times more children preferred Monster Mischief to the existing measure.
选择性持续注意,或将知觉和精神资源分配给单一对象或事件的能力,是一种重要的认知能力,被广泛认为是学习所必需的。评估幼儿的选择性持续注意力是具有挑战性的,因为数量有限的敏感和发展适当的绩效为基础的措施。此外,现有评估的管理也很困难,因为孩子们对这些任务的参与程度很快就会下降。一个潜在的解决方案是在一个吸引人的环境中提供评估,比如电子游戏。本章报告了一款电子游戏(Monster Mischief)的设计和心理测量验证,该游戏旨在评估学龄前儿童的选择性持续注意力。在一项随机对照试验中,作者证明了《Monster Mischief》与现有的选择性持续注意测量显著相关(rs≥0.52),并且对幼儿更具激励作用,因为几乎有三倍多的儿童更喜欢《Monster Mischief》。
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引用次数: 1
A Digital Game for Undergraduate Calculus 大学生微积分的数字游戏
Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo
This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.
本研究有两个目标:第一,研究使用数字游戏教授本科水平微积分在提高任务沉浸感、控制感、计算技能和概念理解方面的有效性;第二,研究反馈和视觉操作如何促进对微积分材料的概念理解。132名本科生参加了一项受控的实验室实验,他们被随机分配到玩游戏的条件下,练习测验的条件下,或者没有治疗的控制条件下。作者收集了游戏过程中服务器记录的调查数据和行为追踪数据。结果显示,玩数字游戏的学生报告了最高的任务沉浸感,但没有控制感。与解决练习测验的学生和对照组相比,游戏组的学生在概念理解方面的表现也明显更好。游戏行为追踪数据被用来检验视觉操作和反馈对概念理解的影响。
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引用次数: 0
“Nervousness and Maybe Even Some Regret” “紧张,甚至有些后悔”
Liz Owens Boltz
Historical empathy has increasingly been recognized as a multidimensional construct that involves both cognitive and affective dimensions. Research suggests that engaging learners with diverse historical perspectives in activities like debate, writing, and role play can be more effective for historical empathy than traditional instruction. Although several studies have investigated the effectiveness of these strategies, little is known about the effectiveness of games in promoting historical empathy. Through observation, recorded game play, and semi-structured interviews, this chapter examined how historical empathy manifested as eighth graders played a videogame about World War I (Valiant Hearts). The findings indicate that specific elements of game play may foster particular dimensions of historical empathy better than others, and that some dimensions tend to arise spontaneously while others require (or even resist) prompting.
历史共情越来越被认为是一个涉及认知和情感维度的多维结构。研究表明,让具有不同历史观点的学习者参与辩论、写作和角色扮演等活动,比传统教学更有效地培养历史同理心。尽管有几项研究调查了这些策略的有效性,但人们对游戏在促进历史同理心方面的有效性知之甚少。通过观察、记录游戏玩法和半结构化访谈,本章研究了八年级学生玩关于第一次世界大战的电子游戏(《英勇的心》)时,历史同理心是如何表现出来的。研究结果表明,游戏玩法的特定元素可能比其他元素更能培养特定维度的历史同理心,有些维度倾向于自发产生,而其他维度则需要(甚至抵制)提示。
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引用次数: 3
Investigating Epistemic Stances in Game Play Through Learning Analytics 通过学习分析研究游戏玩法中的认知立场
Mario Martinez-Garza, Douglas B. Clark
The authors apply techniques of statistical computing to data logs to investigate the patterns in students' play of The Fuzzy Chronicles and how these patterns relate to learning outcomes related to Newtonian kinematics. This chapter has two goals. The first goal is to investigate the basic claims of the proposed two-system framework for game-based learning (or 2SM) that may serve as part of a general-use explanatory framework for educational gaming. The second goal is to explore and demonstrate the use of automated log files of student play as evidence of learning through educational data mining techniques. These goals were pursued via two research questions. The first research question examines whether students playing the game showed evidence of dichotomous fast/slow modes of solution. A second research question investigates the connection between conceptual understanding and student performance in conceptually-laden challenges. Implications in terms of game design, learning analytics, and refinement of the 2SM are discussed.
作者将统计计算技术应用于数据日志,以调查学生玩《模糊编年史》的模式,以及这些模式与牛顿运动学相关的学习成果之间的关系。本章有两个目标。第一个目标是调查基于游戏的学习(或2SM)的两系统框架的基本主张,这可能是教育游戏的通用解释框架的一部分。第二个目标是探索和演示使用学生游戏的自动日志文件作为通过教育数据挖掘技术学习的证据。这些目标是通过两个研究问题实现的。第一个研究问题考察了玩游戏的学生是否表现出二分的快/慢解决模式。第二个研究问题是关于概念理解和学生在充满概念的挑战中的表现之间的联系。本文讨论了游戏设计、学习分析和改进2SM的含义。
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引用次数: 0
Requirements-Based Design of Serious Games and Learning Software 基于需求的严肃游戏学习软件设计
Brock Dubbels
A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through assessments successful, measurable practice beyond the game experience, the targeted context of the workplace, classroom, or clinical using the same tools as multiple traits and multiple measure (MTMM) models. This chapter provides a post-mortem describing the development of the initial design and development of a measurable model to inform the design requirements for validation for a serious game. In this chapter, the reader will gain insight into the implementation of lean process, design thinking, and field observations for generative research. This data informs the assessments and measurement of performance, validated through the MTMM model criteria for requirements. The emphasis examines the role of research insights for onboarding and professional development of newly hired certified nursing assistants in a long-term care facility.
严肃游戏可以具有娱乐性和愉悦性,但其设计目的是促进在工作场所、教室或治疗环境中获得技能和知识。可以通过评估游戏体验之外的成功的、可衡量的实践、工作场所的目标环境、教室或临床使用与多特征和多测量(MTMM)模型相同的工具来验证改进的主张。这一章提供了一个事后分析,描述了初始设计的开发和可测量模型的开发,以告知严肃游戏验证的设计要求。在本章中,读者将深入了解精益过程的实施、设计思维和生成研究的实地观察。这些数据通知了性能的评估和度量,并通过MTMM模型的需求标准进行了验证。重点考察了长期护理机构新聘用的认证护理助理的入职和专业发展的研究见解的作用。
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引用次数: 0
If the Gear Fits, Spin It Again! 如果齿轮合适,再旋转一次!
Mina Johnson, David Birchfield, Colleen Megowan-Romanowicz
To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.
为了了解学生是如何在积极的科学游戏中学习的,我们设计了两个年级的游戏。学生在游戏中的装备转换技能是否与知识前后测试相关?23名七年级学生扮演二人组,用手势操纵游戏中的虚拟齿轮。微软的Kinect传感器可以追踪手臂旋转的动作。前后分别进行纸笔齿轮知识测试。在游戏1中(游戏邦注:较为简单的游戏),游戏内切换数据与预测试装备知识呈显著负相关。在游戏2中,切换与前测试和后测试都呈负相关。负相关意味着使用更少的开关,这表明对机械优势有更好的了解。游戏过程数据可以为学习者的知识提供一个窗口。然而,游戏需要有适当的敏感性,并映射到学习者的ZPD。来自高灵敏度电子游戏的内部(或进程中)数据可能会减少对重复的传统知识测试的需求。
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Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
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