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Building and evaluating an intelligent pedagogical agent to improve the effectiveness of an educational game
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Source International Conference on Intelligent User Interfaces archive
Proceedings of the 9th international conference on Intelligent user interfaces table of contents
Funchal, Madeira, Portugal
SESSION: Intelligent tutoring table of contents
Pages: 6 - 13  
Year of Publication: 2004
ISBN:1-58113-815-6
Authors
Cristina Conati  University of British Columbia, Vancouver, B.C., Canada
Xiaohong Zhao  Simon Fraser University, Burnaby, B.C., Canada
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
SIGART: ACM Special Interest Group on Artificial Intelligence
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 22,   Downloads (12 Months): 152,   Citation Count: 11
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ABSTRACT

Electronic educational games can be highly entertaining, but studies have shown that they do not always trigger learning. To enhance the effectiveness of educational games, we propose intelligent pedagogical agents that can provide individualized instruction integrated with the entertaining nature of the games. In this paper, we describe one such agent, that we have developed for Prime Climb, an educational game on number factorization. The Prime Climb agent relies on a probabilistic student model to generate tailored interventions aimed at helping students learn number factorization through the game. After describing the functioning of the agent and the underlying student model, we report the results of an empirical study that we performed to test the agent's effectiveness.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Conati, C. and J. Fain Lehman. Toward a Model of Student Education in Microworlds. Proc. of the 15th Annual Conference of the Cognitive Science Society, 1993, Boulder, CO, U.S.A.
 
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Conati, C. and M. Klawe, Socially Intelligent Agents in Educational Games, in In Socially Intelligent Agents - Creating Relationships with Computers and Robots., K. Dautenhahn, A. Bond, D. Canamero D, and B. Edmonds, Editors, 2002, Kluwer Academic Publishers.
 
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Klawe, M. When Does The Use Of Computer Games And Other Interactive Multimedia Software Help Students Learn Mathematics? NCTM Standards 2000 Technology Conference, 1998, Arlington, VA, U.S.A.
 
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Shute, V.J., A comparison of learning environments: All that glitters..., in Computers as Cognitive Tools, S. Lajoie, P. and S. Derry, Editors, 1993, Lawrence Erlbaum Associates: Hillsdale, NJ.
 
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Zhao, X., Adaptive Support for Student Learning in Educational Games, M.Sc. thesis. Department of Computer Science, University of British Columbia, 2002, Vancouver, Canada.
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CITED BY  11

Collaborative Colleagues:
Cristina Conati: colleagues
Xiaohong Zhao: colleagues