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A virtual agent to sustaining children's engagement in language learning

datacite.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapt_PT
datacite.subject.fosCiências Sociais::Ciências da Educaçãopt_PT
dc.contributor.advisorKarapanos, Evangelos
dc.contributor.advisorLyra, Olga
dc.contributor.authorAbreu, Jhair Chisuikafue Amaya
dc.date.accessioned2017-01-04T14:56:36Z
dc.date.available2017-02-04T01:30:09Z
dc.date.issued2016-06
dc.description.abstractIn this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.pt_PT
dc.identifier.tid201329654
dc.identifier.urihttp://hdl.handle.net/10400.13/1323
dc.language.isoengpt_PT
dc.subjectCiência e tecnologia informáticaspt_PT
dc.subjectEngenhariapt_PT
dc.subjectComputaçãopt_PT
dc.subjectCriançaspt_PT
dc.subjectAprendizagempt_PT
dc.subjectLerpt_PT
dc.subjectEscreverpt_PT
dc.subjectAgentespt_PT
dc.subjectVirtualpt_PT
dc.subjectAVpt_PT
dc.subjectJogos de palavraspt_PT
dc.subjectChildrenpt_PT
dc.subjectLanguage learningpt_PT
dc.subjectEngagementpt_PT
dc.subjectVirtual agentpt_PT
dc.subjectWord gamept_PT
dc.subjectInformatics Engineeringpt_PT
dc.subject.pt_PT
dc.subjectFaculdade de Ciências Exatas e da Engenhariapt_PT
dc.titleA virtual agent to sustaining children's engagement in language learningpt_PT
dc.typemaster thesis
dspace.entity.typePublication
rcaap.rightsopenAccesspt_PT
rcaap.typemasterThesispt_PT
thesis.degree.nameMaster in Informatics Engineeringpt_PT

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