Persisting Issues in Pedagogical Agent Research DOI
Noah L. Schroeder, Chad M. Gotch

Journal of Educational Computing Research, Journal Year: 2015, Volume and Issue: 53(2), P. 183 - 204

Published: Aug. 14, 2015

Virtual characters have become ubiquitous in multimedia applications, appearing numerous contexts such as video games, avatars immersive worlds, or tutors learning environments. One type of virtual character is known a pedagogical agent. Pedagogical agents are lifelike present environments order to facilitate learning. been researched for nearly two decades, yet the effectiveness including an agent environment remains debatable. The purpose this study was critically examine persisting issues research that examines use nonagent condition. Our analysis literature highlights three and provides promising future directions.

Language: Английский

Research-Based Design of Pedagogical Agent Roles: a Review, Progress, and Recommendations DOI Open Access
Yanghee Kim,

Amy L. Baylor

International Journal of Artificial Intelligence in Education, Journal Year: 2015, Volume and Issue: 26(1), P. 160 - 169

Published: July 7, 2015

Language: Английский

Citations

383

Do pedagogical agents make a difference to student motivation and learning? DOI
Steffi Heidig, Geraldine Clarebout

Educational Research Review, Journal Year: 2010, Volume and Issue: 6(1), P. 27 - 54

Published: Aug. 6, 2010

Language: Английский

Citations

259

Principles Based on Social Cues in Multimedia Learning: Personalization, Voice, Image, and Embodiment Principles DOI
Richard E. Mayer

Cambridge University Press eBooks, Journal Year: 2014, Volume and Issue: unknown, P. 345 - 368

Published: July 28, 2014

The modality effect refers to a cognitive load learning that occurs when mixed-mode (partly visual and partly auditory) presentation of information is more effective than single-mode (either or auditory alone) the same information. For occur, novel material must be organised incorporated into long-term memory via limited working memory. instruction effective, it has designed in ways which limitations are overcome. As distraction interference impose an additional load, their impact on system taken consideration multimedia context where different formats words pictures allow for many possible presenting instructional predictions flow from experimental work straightforward. From practical perspective, provides guidelines instruction.

Language: Английский

Citations

246

How Effective are Pedagogical Agents for Learning? A Meta-Analytic Review DOI
Noah L. Schroeder, Olusola Adesope,

Rachel Barouch Gilbert

et al.

Journal of Educational Computing Research, Journal Year: 2013, Volume and Issue: 49(1), P. 1 - 39

Published: July 1, 2013

Research on the use of software programs and tools such as pedagogical agents has peaked over last decade. Pedagogical are on-screen characters that facilitate instruction. This meta-analysis examined effect using learning by reviewing 43 studies involving 3,088 participants. Analysis results indicated produced a small but significant learning. The overall mean size was moderated contextual methodological features studies. findings revealed were more beneficial for K-12 students than post-secondary students. communicated with text facilitated effectively narration. this study have implications advancing theory practice, well highlighting productive future directions research.

Language: Английский

Citations

244

Out of the laboratory and into the classroom: the future of artificial intelligence in education DOI Open Access
Daniel Schiff

AI & Society, Journal Year: 2020, Volume and Issue: 36(1), P. 331 - 348

Published: Aug. 9, 2020

Language: Английский

Citations

191

The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE) DOI Creative Commons
Sascha Schneider, Maik Beege, Steve Nebel

et al.

Educational Psychology Review, Journal Year: 2021, Volume and Issue: 34(1), P. 1 - 38

Published: June 30, 2021

Abstract For a long time, research on individuals learning in digital environments was primarily based cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual with materials. Based these theories and empirical results, social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning Environments (CASTLE). CASTLE postulates cues materials activate schemata learners leading to enhanced (para-)social, motivational, emotional, metacognitive processes. To substantiate this theory, socio-cognitive are used, which predict influences Besides, previous findings presented assuming rising number materials, influence increases. Finally, consequences regarding design media discussed.

Language: Английский

Citations

140

How effective is emotional design? A meta-analysis on facial anthropomorphisms and pleasant colors during multimedia learning DOI Creative Commons
Cyril Brom, Tereza Stárková, Sidney D’Mello

et al.

Educational Research Review, Journal Year: 2018, Volume and Issue: 25, P. 100 - 119

Published: Sept. 26, 2018

Language: Английский

Citations

130

Reconsidering the voice effect when learning from a virtual human DOI
Scotty D. Craig, Noah L. Schroeder

Computers & Education, Journal Year: 2017, Volume and Issue: 114, P. 193 - 205

Published: July 11, 2017

Language: Английский

Citations

110

The impact of pedagogical agent gesturing in multimedia learning environments: A meta-analysis DOI
R. O. Davis

Educational Research Review, Journal Year: 2018, Volume and Issue: 24, P. 193 - 209

Published: June 1, 2018

Language: Английский

Citations

100

Animated pedagogical agents effects on enhancing student motivation and learning in a science inquiry learning environment DOI Creative Commons
Hans van der Meij,

Jan van der Meij,

Ruth Harmsen

et al.

Educational Technology Research and Development, Journal Year: 2015, Volume and Issue: 63(3), P. 381 - 403

Published: March 24, 2015

This study focuses on the design and testing of a motivational animated pedagogical agent (APA) in an inquiry learning environment kinematics. The aim including APA was to enhance students' perceptions task relevance self-efficacy. Given under-representation girls science classrooms, special attention given designing that would appeal female students. A review literature suggested best solution be who female, young, attractive, "cool". An experiment compared three conditions: (image voice), voice (no image), control image no voice). research question whether motivation knowledge changed over time as they worked environment, condition gender affected such changes. Participants were 61 third-year students (mean age 14.7 years) from secondary school. Gender distributed evenly within across conditions. significant main effect self-efficacy found, with beliefs increasing significantly for both boys girls. In addition, there interaction between time, condition, About halfway during training, girls' increased experimental conditions decreased condition. For opposite pattern found. Girls also gave higher appraisals agent. Students all realized gains, which did not differ by gender. discussion critically considers need for, scaffolding environments.

Language: Английский

Citations

93