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基于AI的严肃游戏中的言语和视觉支架:对学习和认知负荷的影响

AI-based Verbal and Visual Scaffolding in a Serious Game: Effects on Learning and Cognitive Load

Ludwig-Maximilians-University Munich(慕尼黑路德维希-马克西米利安大学)

Caroline Wermann, Karina E. Avila, Sebastian André, Julia C. Draeger, Alvar Goetze, Jochen Kuhn, Maite Maurer, Sascha Mehlhase, Nikola Merkas, Fabian Schrodt, Stefan Küchemann

AI总结:

本研究探讨了基于AI的严肃游戏中言语和视觉支架对学习和认知负荷的影响,发现综合支架能降低认知负荷并提升学习效果。

摘要:

由于其交互性,严肃游戏为教育情境中的学习支持提供了有价值的机会。近年来,大语言模型(LLMs)的进展进一步为教育中的新形式个性化支架打开了大门。在本研究中,我们结合了这两个领域,并在严肃游戏中研究了三种类型的AI支架设计:(i)无支架,(ii)由基于AI的非玩家角色(NPC)提供的基于聊天(言语)的支架,以及(iii)结合聊天(言语)和动作(视觉)的支架,其中AI可能尝试解释或演示下一步解决方案。支架条件嵌入在Qookies中,这是一个旨在介绍量子技术基本概念的严肃游戏。总共152名中学生、大学生和一般公众被随机分配到三种条件中。结果表明,所有组都经历了显著的学习增益,证实了严肃游戏本身的总体有效性。支架条件之间没有显著的学习成果差异。然而,综合聊天和动作(言语+视觉)支架条件的内在认知负荷比仅聊天(言语)条件低,表明视觉演示可能提供更易获取的支持。交互分析进一步揭示了玩家主要与AI角色就等级相关问题和行动建议进行互动,而更深入的互动相对较少。

英文摘要:

Due to their interactive nature, serious games offer valuable opportunities for supporting learning in educational contexts. Recent advances in large language models (LLMs) have further opened the door to new forms of personalized scaffolding in education. In this study, we combine both worlds and study three types of AI-based scaffolding designs in a serious game: (i) no scaffolding, (ii) chat-based (verbal) scaffolding provided by an AI-based non-player character (NPC), and (iii) combined chat-(verbal) and action-based (visual) scaffolding in which the AI may both try to explain or demonstrate the next step towards a solution. The scaffolding conditions are embedded in Qookies, a serious game designed to introduce fundamental concepts of quantum technologies. A total of 152 school students, university students, and members of the general public were randomly assigned to one of the three conditions. The results show that all groups experience significant learning gains, confirming the overall effectiveness of the serious game itself. No significant differences in learning outcomes emerged between scaffolding conditions. However, intrinsic cognitive load was lower in the combined chat-and-action (verbal+visual) scaffolding condition compared to the chat (verbal)-only condition, suggesting that visual demonstrations may offer more accessible support. Interaction analyses further revealed that players engaged with the AI character primarily for level-related questions and action recommendations, while deeper interactions were relatively rare.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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