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October 2012 Volume 15 Number 4 - Educational Technology ...

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their motivations and environmental stimuli, and consequently improved student’s learning experience through<br />

incorporating multiple interactive behaviors and emotional expressions.<br />

The project with proposed agents has achieved satisfactory feedback from students of secondary school (2009-2010)<br />

and primary school (2011) in Singapore. However, there are still issues which need to be addressed in the future.<br />

From the assessment result, we found that the system lacks assessment tools which can take the advantage of the<br />

virtual learning environment to evaluate student’s learning skills from analyzing their behavior data. Currently, the<br />

system assessment results were derived from students’ learning outcome and their preference to TAs by academic<br />

tests and questionnaires. However, since our project is a computer-based system, it is convenient to collect student’s<br />

learning behavior data during their play. We believe these types of data will reveal more information which cannot<br />

be discerned from traditional assessment. For instance, during the same period of time, students who attempt more<br />

tasks may possess a greater desire in learning than those who attempt fewer. Similarly, students who deal with tasks<br />

of higher-difficulty levels may have greater curiosity and may be more willing to face challenges.<br />

In the future work, we plan to incorporate new functions into the existing system to record all types of user behavior<br />

data in the virtual learning environment. The data will be analyzed to assess student characteristics related to selfdirected<br />

learning, such as self-efficacy, learning motivation, reflective thinking skills. We will also conduct more<br />

experimental and classroom field studies to assess students using both questionnaires and the collected behavior data.<br />

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