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Chapter 26


                              SOCIALLY INTELLIGENT AGENTS
                              IN EDUCATIONAL GAMES




                              Cristina Conati and Maria Klawe
                              University of British Columbia



                              Abstract   We describe preliminary research on devising intelligent agents that can improve
                                         the educational effectiveness of collaborative, educational computer games. We
                                         illustrate how these agents can overcome some of the shortcomings of educational
                                         gamesbyexplicitlymonitoringhowstudentsinteractwiththegames, bymodeling
                                         both the students’ cognitive and emotional states, and by generating calibrated
                                         interventions to trigger constructive reasoning and reflection when needed.



                              1.     Introduction
                                Several authors have suggested the potential of video and computer games
                              as educational tools. However empirical studies have shown that, although
                              educational games are usually highly engaging, they often do not trigger the
                              constructive reasoning necessary for learning [4] [12]. For instance, studies
                              performed by the EGEMS (Electronic Games for Education in Math and Sci-
                              ence) project at the University of British Columbia have shown that the tested
                              educational games were effective only when coupled with supporting class-
                              room activities, such as related pencil and paper worksheets and discussions
                              with teachers. Without these supporting activities, despite enthusiastic game
                              playing, the learning that these games generated was usually rather limited [12].
                                An explanation of these findings is that it is often possible to learn how to play
                              an educational game effectively without necessarily reasoning about the target
                              domain knowledge [4]. Insightful learning requires meta-cognitive skills that
                              foster consciousreflection upon one’sactions[6], but reflectivecognition is hard
                              work. Possibly, for many students the high level of engagement triggered by the
                              game acts as a distraction from reflective cognition, especially when the game
                              is not integrated with external activities that help ground the game experience
                              into the learning one. Also, educational games are usually highly exploratory
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