Abstract
Serious games often employ a scripted dialogue for player interaction with a virtual character. In our serious game Communicate, a domain expert develops a structured, scripted scenario as a sequence of potential interactions in an authoring tool. A player is often a student learning communication skills and a virtual character represents a person that a student talks to. In the original version of Communicate, a player ‘converses’ with a virtual character by clicking on one of the multiple statement options. Since 2018, we perform blended learning sessions for final year computer science students using Communicate. Our goal is to improve these sessions and in this paper, we apply the action research method over three semesters to iteratively improve these blended learning sessions. In the first semester, our baseline, we conduct sessions where students play a scenario in multiple choice format. In the second semester, we enhance Communicate by enabling a student to enter open text input in an improved scenario. In the third semester, we enhance a session by incorporating peer teaching. Students fill in an evaluation survey after a session and we compare the evaluation of students from the three semesters. Results show that student ratings are significantly higher in sessions incorporating peer teaching compared to the baseline.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Berkhof, M., van Rijssen, H.J., Schellart, A.J.M., Anema, J.R., van der Beek, A.J.: Effective training strategies for teaching communication skills to physicians: an overview of systematic reviews. Patient Educ. Couns. 84(2), 152–162 (2011)
Dhaqane, M.K., Afrah, N.A.: Satisfaction of students and academic performance in Benadir University. J. Educ. Pract. 7(24), 59–63 (2016)
Goldschmid, B., Goldschmid, M.L.: Peer teaching in higher education: a review. High. Educ. 5(1), 9–33 (1976)
Jeuring, J., et al.: Communicate!—a serious game for communication skills —. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, É. (eds.) EC-TEL 2015. LNCS, vol. 9307, pp. 513–517. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-24258-3_49
Kaptelinin, V., Nardi, B.A.: Acting with Technology: Activity Theory and Interaction Design. MIT Press, Cambridge (2006)
Lala, R., Jeuring, J., van Dortmont, J., van Geest, M.: Scenarios in virtual learning environments for one-to-one communication skills training. Int. J. Educ. Technol. High. Educ. 14(1), 17 (2017)
Lala, R., et al.: Enhancing free-text interactions in a communication skills learning environment. In: Proceedings of the 13th International Conference on Computer Supported Collaborative Learning, pp. 363–364, June 2019
Lewin, K.: Action research and minority problems. J. Soc. Issues 2(4), 34–46 (1946)
Martinez, M.E.: Cognition and the question of test item format. Educ. Psychol. 34(4), 207–218 (1999)
Mazza, R., Ambrosini, L., Catenazzi, N., Vanini, S., Tuggener, D., Tavarnesi, G.: Behavioural simulator for professional training based on natural language interaction. In: EDULEARN18 Proceedings of 10th International Conference on Education and New Learning Technologies, 2–4 July 2018, pp. 3204–3214. IATED (2018)
Nieveen, N., Folmer, E.: Formative evaluation in educational design research. Des. Res. 153, 152–169 (2013)
S̀Ochs, M., Blache, P. De Montcheuil, G.: What common ground between a human and a virtual agent? The case of task-oriented dialogues for breaking bad news. In: 22nd Workshop on the Semantics and Pragmatics of Dialogue (SemDial 2018) (2018)
Ochs, M., et al.: Training doctors’ social skills to break bad news: evaluation of the impact of virtual environment displays on the sense of presence. J. Multimodal User Interfaces 13(1), 41–51 (2019)
Ozuru, Y., Briner, S., Kurby, C.A., McNamara, D.S.: Comparing comprehension measured by multiple-choice and open-ended questions. Can. J. Exp. Psychol./Revue canadienne de psychologie expérimentale 67(3), 215 (2013)
Provoost, S., Lau, H.M., Ruwaard, J., Riper, H.: Embodied conversational agents in clinical psychology: a scoping review. J. Med. Internet Res. 19(5), e151 (2017)
Ruseti, S., Lala, R., Gutu-Robu, G., Dascălu, M., Jeuring, J., van Geest, M.: Semantic Matching of Open Texts to Pre-scripted Answers in Dialogue-Based Learning. In: Isotani, S., Millán, E., Ogan, A., Hastings, P., McLaren, B., Luckin, R. (eds.) AIED 2019. LNCS (LNAI), vol. 11626, pp. 242–246. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-23207-8_45
Silverman, J., Kurtz, S., Draper, J.: Skills for Communicating with Patients, 3rd edn. Radcliffe Publishing Limited, London (2013)
van der Lubbe, L.M., Gerritsen, C., Formolo, D., Otte, M., Bosse, T.: A serious game for training verbal resilience to doorstep scams. In: Gentile, M., Allegra, M., Söbke, H. (eds.) GALA 2018. LNCS, vol. 11385, pp. 110–120. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-11548-7_11
Acknowledgments
This activity has partially received funding from the European Institute of Innovation and Technology (EIT). This body of the European Union receives support from the European Union’s Horizon 2020 research and innovation programme. This research was also partially supported by the 644187 EC H2020 RAGE project.
This work has been developed in collaboration with the Software and Gameproject of the bachelor Computer Science in the faculty of Science, Utrecht University. The authors also acknowledge Majanne Wolters, Marjan van den Akker and Michiel Hulsbergen for their help in teaching and scenario improvement; and to Jordy van Dortmont and Marcell van Geest for implementing the desired changes to Communicate.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Lala, R., Corbalan, G., Jeuring, J. (2019). Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game. In: Liapis, A., Yannakakis, G., Gentile, M., Ninaus, M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science(), vol 11899. Springer, Cham. https://doi.org/10.1007/978-3-030-34350-7_31
Download citation
DOI: https://doi.org/10.1007/978-3-030-34350-7_31
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-34349-1
Online ISBN: 978-3-030-34350-7
eBook Packages: Computer ScienceComputer Science (R0)