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Chapter 26SOCIALLY INTELLIGENT AGENTSIN EDUCATIONAL GAMESCristina Conati and Maria KlaweUniversity of British ColumbiaAbstractWe describe preliminary research on devising intelligent agents that can improvethe educational effectiveness of collaborative, educational computer games. Weillustrate how these agents can overcome some of the shortcomings of educationalgames by explicitly monitoring how students interact with the games, by modelingboth the students’ cognitive and emotional states, and by generating calibratedinterventions to trigger constructive reasoning and reflection when needed.1. IntroductionSeveral authors have suggested the potential of video and computer gamesas educational tools. However empirical studies have shown that, althougheducational games are usually highly engaging, they often do not trigger theconstructive reasoning necessary for learning [4] [12]. For instance, studiesperformed by the EGEMS (Electronic Games for Education in Math and Science)project at the University of British Columbia have shown that the testededucational games were effective only when coupled with supporting classroomactivities, such as related pencil and paper worksheets and discussionswith teachers. Without these supporting activities, despite enthusiastic gameplaying, 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 playan educational game effectively without necessarily reasoning about the targetdomain knowledge [4]. Insightful learning requires meta-cognitive skills thatfoster conscious reflection upon one’s actions [6], but reflective cognition is hardwork. Possibly, for many students the high level of engagement triggered by thegame acts as a distraction from reflective cognition, especially when the gameis not integrated with external activities that help ground the game experienceinto the learning one. Also, educational games are usually highly exploratory

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