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214                                            Socially Intelligent Agents

                             in nature, and empirical studies on exploratory learning environments [16] have
                             shown that they tend to be effective only for those students that already possess
                             the meta-cognitive skills necessary to learn from autonomous exploration (such
                             as self-monitoring, self-questioning and self-explanation).
                               In this chapter, we discuss how to improve the effectiveness of educational
                             games by relying on socially intelligent agents (SIAs). These agents are active
                             game characters that can generate tailored interventions to stimulate students’
                             learning and engagement, by taking into account the student’s cognitive states
                             (e.g., as knowledge, goals and preferences), as well as the student’s meta-
                             cognitive skills (e.g., learning capabilities) and emotional reactions.

                             2.     SIAs as Mediators in Educational Games
                               We argue that the effectiveness of educational games can be increased by
                             providing them with the capability to (i) explicitly monitor how students interact
                             with and learn from the games; (ii) generate calibrated interventions to trigger
                             constructive reasoning and reflection when needed.
                               However, this must be done without interfering with the factors that make
                             games fun and enjoyable, such as a feeling of control, curiosity, triggering of
                             bothintrinsicandextrinsicfantasies, andchallenge[12]. Thus, itisnotsufficient
                             to provide educational games with the knowledge that makes more traditional
                             Intelligent Tutoring Systems effective for learning: an explicit representation
                             of the target cognitive skills, of pedagogical knowledge and of the student’s
                             cognitive state. It is fundamental that the educational interventions be delivered
                             withinthespirit of the game, bycharactersthat (i) areanintegral part of thegame
                             plot; (ii) are capable of detecting students’ lack of engagement, in addition to
                             lack of learning; (iii) know how to effectively intervene to correct these negative
                             emotional and cognitive states.
                               Basically, these characters must play, in the context of the game, the medi-
                             ating role that teachers and external instructional activities have played during
                             the most successful evaluations of the EGEMS prototypes. The requirement
                             that these agents be socially intelligent is further enforced by the fact that
                             we are currently interested in investigating the educational potential of multi-
                             player computer games to support collaborative learning. In the last few years
                             there has been increasing research on animated pedagogical agents and there is
                             already empirical evidence of their effectiveness in fostering learning and mo-
                             tivation [17]. Our work extends existing research toward making pedagogical
                             agents more socially apt, by enabling them to take into account users’ affective
                             behaviour when adapting their interventions and to engage in effective collab-
                             orative interactions.
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