Supple Interfaces for Education: can Affective Interactions improve Learning via Educational Games? Cristina Conati Department of Computer Science University of British Columbia 2366 Main Mall Vancouver, B.C. Canada V6T 1Z4 email: conati@cs.ubc.ca Phone: (604) 822-4632 Fax: (604) 822-575 As our society becomes more and more technologically savvy, kids turn to computer games for their entertainment. Its not uncommon for kids to spend hours a day in front of the computer playing games [1]. Why? -because they’re fun! What could be more attractive for educators than to capitalize on the captivating nature of computer games to teach academic concepts and supplement classroom activities? Several authors have suggested that video and computer games have potential as educational tools [2, 3], and many educational games are already in use in classrooms [1, 4]. However, although educational games are motivating, there are few studies which indicate that they promote learning [4, 5]. In fact, it is often the case that students do not learn when playing educational games, unless these games are coupled with additional supporting activities [6, 4, 7, 1]. However, students are often not under the direct supervision of a teacher when playing educational games in school, as computer resources are often limited to one or two computers per classroom [1], and students must use the computers sequentially. This makes it difficult for a classroom teacher to support students during game play and encourage them to think carefully about their actions. Although games are highly motivating -a property that is extremely desirable in any educational activity -the fast-paced game environment can work against learning as students rush to complete levels and don’t pause to engage in proactive thinking about the underlying instructional material. This is further perpetuated by the fact that students are also often reluctant to ask for help when playing a game or working at the computer[e.g., 8]. Even though an educational game’s rules are based on instructional content, it is often possible for students to play a game sucessfully without reasoning about the underlying domain knowledge that the game is supposed to teach [9]. Conati and Lehman [9] show results indicating that students will often use superficial heuristics to progress in a game, rather than reasoning. Baker et. al. [10] coin the term ”gaming the system”, although not specifically for educational games, to describe behaviour in which students advance by systematically taking advantage of regularities in the software’s feedback and help. Many students will play in this way unless expressely guided to think about their actions by an instructor or other 389 educational agent. All of these factors point to a problem that although students find educational games very engaging, unless game play is supported, they do not learn. We argue that computer-provided individualized support based on careful assessment of student learning during game play can help overcome this limitation and make educational games a truly innovative form of learning. The testbed for our research is the educational game Prime Climb, a computer game which aims to teach 6th and 7th grade students about number factorization. We propose adding to Prime Climb an emotionally intelligent pedagogical agent that uses a student’s game actions to track her evolving knowledge, and uses this as a basis for generating timely, tailored interventions to trigger constructive reasoning. Providing this support during game play can be extremely challenging however, because it requires careful tradeoffs between fostering learning and maintaining a positive affective state. An agent which intervenes too often or with the wrong advice will frustrate the student and jeopardize the motivating advantage of using a game rather than a traditional tutoring system to convey the instructional content. Thus, we believe that it is crucial for the agent to have accurate models of both student learning and affect. In support for the above claim, we propose to present results from an empirical evaluation showing that when the Prime Climb pedagogical agent relies solely on an accurate model of student learning [10] to decide how to intervene during game playing, it fails to increase the game’s pedagogical effectiveness. We will present data indicating that a likely cause for this result is that the agent does not explicitly take into account student affect in its interventions. But even if one believes, like we do, that taking student affect into account is important when trying to foster learning with game-based interactions, little knowledge exist about how affective information should be used. One of our goals in participating in this workshop is to gain a better understanding of how one can foster positive user affect during interaction with electronic games in general, as a starting point to understand how to leverage student affect to support learning with electronic games that are educational in nature. A more general goal is to initiate a discussion on the general merit of including affective components to human computer interaction. In particular, we would like to gain insights on the following questions: when is it useful/necessary to provide an interface with affective components, and when is it detrimental? How can we measure the long term, intangible effects (either positive or negative) of adding affect to human computer interaction? 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In AIED ’05: Proceedings of the 12th International conference on Artificial Intelligence in Education, pages 747–749, 2005. [6] M. Klawe. When does the use of computer games and other interactive multimedia software help students learn mathematics? NCTM Standards 2000 Technology Conference, Arlington, VA, 1998. [7] H. Leemkuil, T. de Jong, R. de Hoog, and N. Christoph. Km quest: A collaborative internet-based simulation game. Simulation and Gaming, 34(1):89–111, 2003. [8] C. Conati and J.F. Lehman. Efh-soar: Modeling education in highly interactive microworlds. Lecture Notes in Artificial Intelligence. Advances in Artificial Intelligence, AI-IA, 1993. [9] R.S. Baker, A.T. Corbett, K.R. Koedinger, and A.Z. Wagner. Offtask behavior in the cognitive tutor classroom: when students ”game the system”. In CHI ’04: Proceedings of the SIGCHI conference on Human factors in computing systems, pages 383–390, New York, NY, USA, 2004. ACM Press. [10] Manske M. and Conati C. (2005). Modelling Learning in Educational Games. Proceedings of AIED 05, Proceedings of the 12th International Conference on AI in Education, Amsterdam, July 19-23. 391