Gaming@School: Combining Virtual Learning Environments and Intelligent Pedagogical Agents for a new Approach to Classroom Lessons.

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Title: Gaming@School: Combining Virtual Learning Environments and Intelligent Pedagogical Agents for a new Approach to Classroom Lessons.
Authors: Terracina, Annalisa1 terracina@dis.uniroma1.it, Mecella, Massimo1 mecella@dis.uniroma1.it
Source: Proceedings of the European Conference on Games Based Learning. 2014, Vol. 2, p843-847. 5p.
Subject Terms: *Courseware, *Motivation (Psychology), *Learning, Intelligent personal assistants, Roleplaying games, Digital natives
Abstract: The term "digital native" coined by Prensky in 2001-perfectly describes the nowadays students that continuously deal with technology. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. In this work, we propose a constructivist approach in which youngsters are called to be the main actors of the learning process and in which a personal construction of their knowledge is a must, starting from their needs and their motivations. Role playing games fit very well these requirements. The approach that we propose in this work combines two fundamental aspects (that commonly are not combined): the integration of Intelligent Pedagogical Agents - IPAs (that provide personalized instruction, increase learner motivation, and act pedagogically on behalf of the learner) in Virtual Learning Environments – VLEs (that add value to the educational process by giving new possibilities and computational-richness support). In this work, we propose that each student has her own IPA (on her own personal device) that guides her throughout the role playing game. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Gaming@School: Combining Virtual Learning Environments and Intelligent Pedagogical Agents for a new Approach to Classroom Lessons.
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  Data: <searchLink fieldCode="AR" term="%22Terracina%2C+Annalisa%22">Terracina, Annalisa</searchLink><relatesTo>1</relatesTo><i> terracina@dis.uniroma1.it</i><br /><searchLink fieldCode="AR" term="%22Mecella%2C+Massimo%22">Mecella, Massimo</searchLink><relatesTo>1</relatesTo><i> mecella@dis.uniroma1.it</i>
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2014, Vol. 2, p843-847. 5p.
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  Data: *<searchLink fieldCode="DE" term="%22Courseware%22">Courseware</searchLink><br />*<searchLink fieldCode="DE" term="%22Motivation+%28Psychology%29%22">Motivation (Psychology)</searchLink><br />*<searchLink fieldCode="DE" term="%22Learning%22">Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Intelligent+personal+assistants%22">Intelligent personal assistants</searchLink><br /><searchLink fieldCode="DE" term="%22Roleplaying+games%22">Roleplaying games</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+natives%22">Digital natives</searchLink>
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  Data: The term "digital native" coined by Prensky in 2001-perfectly describes the nowadays students that continuously deal with technology. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. In this work, we propose a constructivist approach in which youngsters are called to be the main actors of the learning process and in which a personal construction of their knowledge is a must, starting from their needs and their motivations. Role playing games fit very well these requirements. The approach that we propose in this work combines two fundamental aspects (that commonly are not combined): the integration of Intelligent Pedagogical Agents - IPAs (that provide personalized instruction, increase learner motivation, and act pedagogically on behalf of the learner) in Virtual Learning Environments – VLEs (that add value to the educational process by giving new possibilities and computational-richness support). In this work, we propose that each student has her own IPA (on her own personal device) that guides her throughout the role playing game. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Code: eng
        Text: English
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        PageCount: 5
        StartPage: 843
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        Type: general
      – SubjectFull: Motivation (Psychology)
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      – SubjectFull: Learning
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      – SubjectFull: Intelligent personal assistants
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      – SubjectFull: Roleplaying games
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      – SubjectFull: Digital natives
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              Text: 2014
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