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Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game

机译:使用沟通技巧严肃游戏评估混合学习中的干预

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Serious games often employ a scripted dialogue for player interaction with a virtual character. In our serious game Communicate, a domain expert develops a structured, scripted scenario as a sequence of potential interactions in an authoring tool. A player is often a student learning communication skills and a virtual character represents a person that a student talks to. In the original version of Communicate, a player 'converses' with a virtual character by clicking on one of the multiple statement options. Since 2018, we perform blended learning sessions for final year computer science students using Communicate. Our goal is to improve these sessions and in this paper, we apply the action research method over three semesters to iteratively improve these blended learning sessions. In the first semester, our baseline, we conduct sessions where students play a scenario in multiple choice format. In the second semester, we enhance Communicate by enabling a student to enter open text input in an improved scenario. In the third semester, we enhance a session by incorporating peer teaching. Students fill in an evaluation survey after a session and we compare the evaluation of students from the three semesters. Results show that student ratings are significantly higher in sessions incorporating peer teaching compared to the baseline.
机译:严肃的游戏通常使用脚本化对话来与虚拟角色进行玩家互动。在我们认真的游戏《沟通》中,领域专家开发了结构化的脚本化方案,作为创作工具中潜在交互的序列。玩家通常是学习交流技巧的学生,虚拟角色代表与学生交谈的人。在原始版本的“沟通”中,玩家可以通过单击多个语句选项之一来与虚拟角色“对话”。自2018年以来,我们使用Communicate为计算机科学专业的最后一年的学生进行混合学习课程。我们的目标是改善这些课程,在本文中,我们将行动研究方法应用于三个学期,以迭代地改善这些混合学习课程。在第一学期(即我们的基线)中,我们举办会议,让学生以多种选择的形式播放情景。在第二学期,我们通过让学生在改进的场景中输入开放文本输入来增强“沟通”能力。在第三学期,我们通过结合同伴教学来增强课程。学生在课程结束后填写评估调查,我们将比较三个学期对学生的评估。结果显示,与基准教学相比,在采用同伴教学的课程中学生的评分明显更高。

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