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Modeling students' emotions to improve learning with educational games

机译:建模学生的情感,改善教育游戏学习

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We describe preliminary research on intelligent pedagogical agents designed to maximize students' learning from educational games, while maintaining the high level of positive emotional engagement that games usually trigger. The agents' behavior is based on a decision theoretic model, dictating that agents act so as to maximize the expected utility of their actions. In oar framework, a pedagogical agent's utility function is defined to take into account both a user's learning and emotional state. In this paper we will first describe this general decision-theoretic model. We will then illustrate in detail how the user's emotional state is assessed within the model by taking into account the interaction 'with the game, the user's personality and the user's bodily expressions that are known to be directly influenced by emotional reactions.
机译:我们描述了对智能教学代理的初步研究,旨在最大限度地从教育游戏中学习,同时保持游戏通常触发的高水平积极情感参与。代理人的行为是基于决策理论模型,决定了代理人的行为,以最大限度地提高其行动的预期效用。在OAR框架中,定义了一种教学代理的实用程序函数,以考虑用户的学习和情绪状态。在本文中,我们将首先描述这种一般决策理论模型。然后,我们将详细说明用户的情绪状态如何通过考虑与游戏的互动,用户的个性和用户的身体表达,以为已知直接受到情绪反应的影响。

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