Artificial Persuasion in Pedagogical Games
This work tackles incremental improvements in personalized feedback systems for educational technology, specifically targeting students using pedagogical games.
This book addresses limitations in Persuasive Teachable Agents (PTAs) for educational games by proposing an improved agent model that integrates persuasion, teachability, and practicability reasoning, along with a more abstract quantitative model and new system architecture to enhance reusability and bridge theory-practice gaps.
A Persuasive Teachable Agent (PTA) is a special type of Teachable Agent which incorporates a persuasion theory in order to provide persuasive and more personalized feedback to the student. By employing the persuasion techniques, the PTA seeks to maintain the student in a high motivation and high ability state in which he or she has higher cognitive ability and his or her changes in attitudes are more persistent. However, the existing model of the PTA still has a few limitations. Firstly, the existing PTA model focuses on modelling the PTA's ability to persuade, while does not model its ability to be taught by the student and to practice the knowledge it has learnt. Secondly, the quantitative model for computational processes in the PTA has low reusability. Thirdly, there is still a gap between theoretical models and practical implementation of the PTA. To address these three limitations, this book proposes an improved agent model which follows a goal-oriented approach and models the PTA in its totality by integrating the Persuasion Reasoning of the PTA with the Teachability Reasoning and the Practicability Reasoning. The project also proposes a more abstract and generalized quantitative model for the computations in the PTA. With higher level of abstraction, the reusability of the quantitative model is also improved. New system architecture is introduced to bridge the gap between theoretical models and implementation of the PTA.