“<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game

How should a pedagogical agent in educational software be designed to support student learning? This question is complex seeing as there are many types of pedagogical agents and design features, and the effect on different student groups can vary. In this paper we explore the effects of designing a...

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Main Authors: Betty Tärning, Annika Silvervarg
Format: Article
Language:English
Published: MDPI AG 2019-07-01
Series:Education Sciences
Subjects:
Online Access:https://www.mdpi.com/2227-7102/9/3/197
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spelling doaj-ef1a93c106a8490899a7f5c7c600f0132020-11-25T02:45:27ZengMDPI AGEducation Sciences2227-71022019-07-019319710.3390/educsci9030197educsci9030197“<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math GameBetty Tärning0Annika Silvervarg1Lund University Cognitive Science, Lund University, 22100 Lund, SwedenDepartment of Computer and Information Science, Linköping University, 58183 Linköping, SwedenHow should a pedagogical agent in educational software be designed to support student learning? This question is complex seeing as there are many types of pedagogical agents and design features, and the effect on different student groups can vary. In this paper we explore the effects of designing a pedagogical agent&#8217;s self-efficacy in order to see what effects this has on students&#180; interaction with it. We have analyzed chat logs from an educational math game incorporating an agent, which acts as a digital tutee. The tutee expresses high or low self-efficacy through feedback given in the chat. This has been performed in relation to the students own self-efficacy. Our previous results indicated that it is more beneficial to design a digital tutee with low self-efficacy than one with high self-efficacy. In this paper, these results are further explored and explained in terms of an increase in the prot&#233;g&#233; effect and a reverse role modelling effect, whereby the students encourage digital tutees with low self-efficacy. However, there are indications of potential drawbacks that should be further investigated. Some students expressed frustration with the digital tutee with low self-efficacy. A future direction could be to look at more adaptive agents that change their self-efficacy over time as they learn.https://www.mdpi.com/2227-7102/9/3/197educational math gameteachable agentdigital tuteeself-efficacyconversational pedagogical agentchatbot
collection DOAJ
language English
format Article
sources DOAJ
author Betty Tärning
Annika Silvervarg
spellingShingle Betty Tärning
Annika Silvervarg
“<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
Education Sciences
educational math game
teachable agent
digital tutee
self-efficacy
conversational pedagogical agent
chatbot
author_facet Betty Tärning
Annika Silvervarg
author_sort Betty Tärning
title “<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
title_short “<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
title_full “<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
title_fullStr “<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
title_full_unstemmed “<i>I Didn’t Understand, I´m Really Not Very Smart</i>”—How Design of a Digital Tutee’s Self-Efficacy Affects Conversation and Student Behavior in a Digital Math Game
title_sort “<i>i didn’t understand, i´m really not very smart</i>”—how design of a digital tutee’s self-efficacy affects conversation and student behavior in a digital math game
publisher MDPI AG
series Education Sciences
issn 2227-7102
publishDate 2019-07-01
description How should a pedagogical agent in educational software be designed to support student learning? This question is complex seeing as there are many types of pedagogical agents and design features, and the effect on different student groups can vary. In this paper we explore the effects of designing a pedagogical agent&#8217;s self-efficacy in order to see what effects this has on students&#180; interaction with it. We have analyzed chat logs from an educational math game incorporating an agent, which acts as a digital tutee. The tutee expresses high or low self-efficacy through feedback given in the chat. This has been performed in relation to the students own self-efficacy. Our previous results indicated that it is more beneficial to design a digital tutee with low self-efficacy than one with high self-efficacy. In this paper, these results are further explored and explained in terms of an increase in the prot&#233;g&#233; effect and a reverse role modelling effect, whereby the students encourage digital tutees with low self-efficacy. However, there are indications of potential drawbacks that should be further investigated. Some students expressed frustration with the digital tutee with low self-efficacy. A future direction could be to look at more adaptive agents that change their self-efficacy over time as they learn.
topic educational math game
teachable agent
digital tutee
self-efficacy
conversational pedagogical agent
chatbot
url https://www.mdpi.com/2227-7102/9/3/197
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