Learner Experience in Hybrid Virtual Worlds: Interacting with
Pedagogical Agents
Athanasios Christopoulos, Marc Conrad and Mitul Shukla
School of Computer Science and Technology, University of Bedfordshire, University Square, Luton, U.K.
Keywords: Virtual Reality, Hybrid Virtual Learning, Interaction, Engagement, Pedagogical Agents, Opensimulator.
Abstract: Studies related to the Virtual Learning approach are conducted almost exclusively in Distance Learning
contexts and focus on the development of frameworks or taxonomies that classify the different ways of
teaching and learning. Researchers may be dealing with the topic of interactivity but mainly focusing on the
interactions that take place within the virtual world. However, in non-distance learning contexts, where
students not only share the virtual but also the physical space, different types of interplay can be observed.
In this paper, we classify these ‘hybrid’ interactions and further correlate them with the impact that the
instructional design decisions have on motivation and engagement. In particular, a series of experiments
were conducted in the context of different Hybrid Virtual Learning units, with Computer Science and
Technology students participating in the study, whilst, the chosen instructional design approach included the
employment of different Pedagogical Agents who aimed at increasing the incentives for interaction and
therefore, engagement. The conclusions provide suggestions and guidelines to educators and instructional
designers who wish to offer interactive and engaging learning activities to their students.
1 INTRODUCTION
According to Konstantinidis et al. (2009), in Hybrid
Virtual Learning (HVL) contexts, learning becomes
more student-oriented and cooperative, whilst
teaching is more interactive and rewarding. As HVL
setup we define the context in which students are co-
present and interact simultaneously in both
environments, thus receiving stimuli related to the
learning material from both directions.
Fernández-Gallego et al. (2013) stress the
importance of interactions in the learning activities,
whilst Dillenbourg et al. (2002) underline the lack of
understanding of how to develop interactions for
different learning objectives. Nevertheless, there is
no record of any attempts to introduce taxonomies
and frameworks that map and evaluate them,
especially in HVL.
The studies that discuss interactions holistically
(i.e. both in the physical classroom and the virtual
world), report findings that have been derived from
experiments which included the use of external
hardware devices such as Oculus Rift, HTC Vive
and so on (Klompmaker et al., 2013; Kronqvist et
al., 2016). However, such devices might not be
available to all educators/institutions. Therefore,
following the common practice route to integrate the
outcomes of studies which have been performed in
mixed/augmented reality contexts in a strictly
desktop-based HVL model, would be a far-fetched
practice.
Ultimately, disregarding partly or even
completely the network of interactions that is
developed between the ‘real’ and the ‘virtual’ world
simultaneously, diminishes or even dismisses the
essence of the HVL approach, as well as restricts
educators and instructional designers from reaching
its maximum potential. Even more so after
considering the lack of a common taxonomy for
describing and classifying the types of interactions
that take place in HVL contexts and their impact on
learner engagement.
The main idea of this study is that interactions in
virtual worlds, which have been modified to cover
educational needs, can enhance the levels of learner
engagement. Respectively, the interactions that take
place in the physical classroom, related to the use of
the virtual world, can assist in achieving that goal.
Considering the above, the main hypothesis of
this study is formed, suggesting that interplay in
HVL settings can increase learners’ engagement
with the virtual world, whilst instructional designers
can further enhance and promote interactivity and,
488
Christopoulos, A., Conrad, M. and Shukla, M.
Learner Exper ience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents.
DOI: 10.5220/0007758604880495
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 488-495
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
therefore, engagement with the learning material,
through the use of different interventions.
2 RELATED WORK
The main principle of Agent-Based Learning refers
to the enrichment of Virtual Learning Environments
with autonomous agents so as to support the learning
process (Heidig and Clarebout, 2011), improve the
Human-Computer Interaction (HCI) experience, and
increase learner engagement (Soliman and Guetl,
2010).
Even though, the potential of Artificial
Intelligence (AI) is yet to be fully reached, the
evolution of algorithms to develop AI agents has
advanced and never ceases to evolve. Indeed, the
idea of populating virtual worlds with agents (Non-
Player Characters), as originally introduced by the
game industry, has proven to be quite successful and
has positively affected player experience (Umarov
and Mozgovoy, 2014).
Employing Pedagogical Agents (PAs) in a virtual
world can cover various needs and serve different
purposes. For instance they can increase learners’
motivation, engagement and self-efficacy, or
moderate their frustration by supporting the learning
process (Soliman and Guetl, 2010).
According to Garrido et al. (2010), the roles and
the capabilities that the so-called agents may
undertake, vary. This variety can be interpreted due
to their utilisation in order to provide learners with
additional instructional support and guidance
through social interaction, interactive
demonstrations, navigational guidance and
attentional guiding or motivational boost (Rickel and
Johnson, 2000; Terzidou and Tsiatsos, 2014;
Zakharov et al., 2008).
However, the aforementioned viewpoints oppose
the opinion of others who argue that PAs make no
difference in the learning process and outcome
(Perez and Solomon, 2005), as well as in learner
motivation (Domagk, 2010). Garrido et al. (2010)
even suggest that the presence of PAs may even
distract learners from the learning content and
objectives.
On the antipode, Clarebout and Elen (2006)
noted some positive outcomes on retention, yet no
difference in the knowledge transfer performance.
Plant et al. (2009) identified a link between the
gender of the agents and their impact on learner
motivation, whilst Grivokostopoulou et al. (2018)
concluded that the help and support offered to
learners via the use of PAs greatly affected their
engagement and improved their learning
experiences.
3 MATERIALS AND METHODS
For the needs of this study, an institutionally hosted
OpenSimulator virtual worldresourced from the
University of Bedfordshirewas employed,
whereas the available laboratory equipment was
utilised in the context of weekly practical sessions.
Students could also access the virtual world, outside
the university network, using their personal
computers. The purpose of this experiment was to
examine the impact that different PAs have on the
educational process, by offering support or
mentoring as well as guidance and help with
decision-making. The following PAs were utilised to
attract students’ interest and attention in different
manners.
Jella Delta (Figure 1, left frame) had a human-
like form, resembling the role of the instructor or
educator, and was a conversational agent (chatbot)
with knowledge-intensive and domain-specific
question answering capabilities. Its role was to
facilitate the learning process and support students
by providing useful and meaningful answers to
queries related to the virtual world.
Queen Kong (Figure 1, middle frame) was also a
chatbot, though of a nonhuman type (ape), as an
example of the contradictory content that virtual
worlds can accommodate. Its role was to disorientate
students by providing incorrect or ‘nonsense’
answers to their queries in a ‘ludicrous’ way.
Gizmo Gear (Figure 1, right frame) had a robot-
like form, operating as a vendor. This agent was
becoming interactive upon studentscall and its role
was to provide informational notecards (digital text-
based notes), assign or suggest tasks and offer
freebies (premade 3-D objects and scripts).
Figure 1: Snapshot of the PAs’ appearance.
Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents
489
To reduce the impact of potential bias or
preconceptions against this approach, no information
related to the presence or the roles of the PAs were
disclosed to students, so as to allow them to act
naturally and discover their features as part of the
exploration process.
3.1 Research Method
Research through qualitative research and, more
precisely, the pedagogical observation method has a
great number of advantages. The greatest one lies on
the principles of ‘immediate awareness’ and ‘direct
cognition’, i.e. the opportunity given to the
researcher to have a ‘direct look’ at the actions
taking place, without having to rely on second-hand
accounts (Cohen et al., 2011). Moreover,
observation is a very flexible form of unique data
collection as it allows researchers to alter their focus,
depending on the observed actions and behaviours.
Finally, the method of observation allows the
researcher to gather any necessary data, while the
participants follow their own agenda unimpeded.
3.2 Data Collection
Participation in this study was voluntary and all
students enrolled in the course were invited to
participate. In other words, no filtering in terms of
setting up ‘standards’ or specific criteria, such as
age, gender, nationality, were made. Likewise, no
particular selection, such as prior experience in
similar platforms or generic interest in using or,
thereof, not virtual worlds/games, was made either.
The content of the observation checklist was
developed in accordance to the constructivist
theoretical approachas it emphasises the impact of
interactions on the learning processand is the
outcome of a joint effort to blend the relevant
literature (Rjaibi and Rabai, 2012; Zaharias, 2006)
and authors’ prior research experience in matters
related to virtual worlds. Lastly, the collected data
were analysed under the principles of the Grounded
Theory approach (Strauss and Corbin, 1998) on the
basis of which the following sub-categories were
generated (see Sections 4.1.1-4.1.3 and 4.2.1-4.2.5).
4 RESULTS
The pedagogical observations aimed at discovering
the meaning, dynamics and processes involved in
the various actions and interactions that learners
performed in both environments (i.e. physical
classroom/virtual world). Students were observed
during their practical sessions, using an observation
checklist, whilst impromptu notes were also
maintained. To increase the strength and the validity
of the concluding remarks the experiment with the
PAs was repeated with different cohorts (Table 1).
Table 1: Experiments’ overview.
Academic
level
Experiment
code
Observation
Sample
Weeks
Hours
Undergraduate
A
4
12
17
Undergraduate
B
6
12
17
Postgraduate
C
4
8
16
4.1 Physical Classroom
4.1.1 Talking and Making Comments
The verbal interaction among the students was quite
intense. Most of the comments or questions heard
referred to the navigation tools, the avatars, and the
objects’ manipulation. Knowledge transfer among
peers was present. Students tended to demonstrate
their knowledge, discuss with their fellow students
about the advice, suggestions, and information given
by the teaching team, or even the knowledge they
had acquired based on their personal research.
Students did not hesitate to request their peers’ help
or feedback when needed. Nevertheless, student
communication was not limited to issues related to
the virtual world per se. They were exchanging
information about available third-party software,
useful in the context of the assignment, and even
providing help and guidance to others on how to use
it. In fact, it can even be said that this was the most
intense cross-team peer-tutoring that students
performed, as they were usually interacting almost
exclusively with their team members. However, not
all student conversations were strictly focused on the
virtual world or the assignment. Students were also
discussing matters unrelated to the virtual world yet
related to other university units, or even completely
unrelated to the university environment.
The verbal interaction between the students and
the teaching team was almost as intense as the ones
among students. Most of the comments or questions
heard referred to the lab demonstrators regarding the
general settings of the world, the navigation tools,
the avatars, the objects’ manipulation and
programming. Moreover, students opted to discuss
with the demonstrators issues regarding 3-D
modeling, triggered by their concerns about the
transition of their ideas to in-world development.
Thus, brief conversations about third-party software,
CSEDU 2019 - 11th International Conference on Computer Supported Education
490
compatible with the virtual world were held, too.
Approaching the end of each course, nearly all the
groups wanted to perform an unofficial
demonstration in order to get some ‘last-minute’
feedback. On the other hand, students who were
struggling to deal even with the basic tools of the
world wanted to find out more about the marking
scheme and criteria—the ‘passing’ grade, in
particularof this assignment.
Students enjoying the use of the virtual world
made positive comments about their emotional
experience mainly when talking to each other.
Exclamation comments were heard during the
students’ first contact with the virtual world. Some
of them were excited for having the opportunity to
learn more about this technology, while others
expressed their enthusiasm about having the
opportunity to acquire knowledge while engaging in
activities that they perceived as games. Interestingly,
by the end of the assignment, a student concluded
that the use of a virtual world can open new horizons
in product promotion.
On the other hand, negative comments about the
virtual world were not absent either. There were
students who, from the very beginning, questioned
the reason for using a virtual world in the academic
context. Generally, the technical malfunctions and
the world’s architecture attracted students’ negative
attention and was a source of negative comments.
Students reported that the OpenSim technology was
limiting their creativity and made them feel very
insecure as to continuing working on this platform.
Others expressed their disappointment or actually
complained about some technical bugs. Moreover, in
cases when latencies or freezes were present, due to
the massive content and number of active scripts that
was considerably high, students expressed their
concern about potential future server crashes. Aside
from that, the lack of an induction process was also a
matter that caused students’ disappointment. Those
students, though recognising the potentials of the
virtual world, intensively and repeatedly expressed
their insecurity regarding the lack of theoretical
knowledge on its technology.
4.1.2 Attitude towards the Virtual World
Students’ attention was usually either on the
lecturer’s demonstration (whenever such occurred)
or on their daily task/assignment. At the initial stage
of each course of practical sessions, students’ main
task or goal was to learn more about the virtual
world and familiarise themselves with its tools. As a
result, they dedicated their time to exploring the
world’s content, researching the web and collecting
information about the in-world tools and the
programming language. As the classes were
progressing, students were working on various tasks
in order to ensure that all the assignment
requirements had been fulfilled. Students were
observed shifting between the virtual world, the web
browser searching for information related to the in-
world language and third-party programs. Switching
interfaces was the main reason why students’
attention and focus got distracted from the virtual
world per se, though they kept being focused on
their assignment.
On the other hand, there were cases when
students were not necessarily absent-minded, though
working on matters unrelated to the unit, dealing
with matters related to other assignments, or even
performing actions non-related to the university.
Regarding students’ emotional experience, two
basic categories could be identified: those who were
enthusiastic, keen to learn more about this
technology, and happy to explore its capabilities and
those who were frustrated, disappointed and
displeased with the world.
Students seemed to truly enjoy their time, be it
during the moments of work, or the ‘play-time’. The
main source of pleasure and enjoyment was the
verbal interaction that students had with each other.
While exploring the in-world tools, the avatars
attracted students’ attention, as they offered them
high levels of enjoyment and pleasure (especially
during the appearance editing process) and triggered
amusing conversations among them. Moreover,
speaking loudly, making jokes or funny comments
while working on their projectwas something that
also observed as an indication of enjoyment and
pleasure.
Technical issues, the nature of the assignment, or
even the use of the virtual world in an academic
context, worsened students’ experience. Several
students were displeased, or more precisely,
disappointed about using a virtual environment for
educational practices. Nonetheless, this attitude
decreased as the sessions progressed. Another source
of displeasure was the fast-paced nature of this
project (time-wise), considering that they had to
learn a programming language from scratch, as well
as acquire the knowledge of how geometry works in
3-D environments. Even students who generally
enjoyed the use of the virtual world experienced
negative emotions, mainly frustration and anxiety,
trying to meet the assignment’s deadline. More
apparent was the disappointment of those who were
still struggling to deal with the world and its tools as
Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents
491
the submission deadline was approaching. Those
students kept questioningwith displeasure or even
frustration—the virtual world’s inclusion to the
teaching curriculum. Lastly, what was also
highlighted by students as displeasing was the
harassing behaviour that some of them had in the
virtual world, not only during the practical sessions
but also outside them.
4.1.3 Student Identity and Avatar Identity
References related to avatars were infrequent. The
person (1st, 2nd, 3rd, singular or plural ) that the
students were using when referring to their avatars
depended mainly on the situation, as well as on the
level of embodiment they had developed with their
avatars and the virtual world. More often than not,
students opted to use the first person when referring
to their own avatars, less frequently the third, and
rarely the second. Interestingly, only one reference
to the avatar as an object (‘it’) was observed.
Moreover, very few students engaged in role-play
actions for a limited period of time in, an attempt to
entertain themselves.
4.2 Virtual World
4.2.1 Talking and Making Comments (Chat)
When it comes to verbal interaction, face-to-face
communication is the one mostly preferred.
Nevertheless, in cases where this is not feasible, or
low noise levels have to be maintained in the
physical classroom, students tend to use the in-world
chat tool to cover their needs. Indeed, at various
times students were observed greeting each other,
expressing their opinion, exchanging pieces of code,
asking questions and discussing other matters
university-related. Very rarely did students discuss
matters non-related to the class or the university
context. After reviewing the chat logs, it can be
reported that the frequency of the internet slang
words was fairly high. Equally high was the use of
the words revealing exclamation. The only negative
comments made were related to the OpenSim
technologythe functions that were not
implemented, in particularand the short freezes or
latencies of the server.
4.2.2 Nonverbal Communication
In-world nonverbal communication was scarce.
Students with increased curiosity explored almost all
the built-in secondary tools, including gestures.
Students tested almost all animated moves of avatars
from the gestures library to observe their function,
without them covering any other particular need.
Avatar gestures/animations were also used in order
to ‘tease’ the lecturer’s avatar or other students,
especially when they were away from their
keyboards. In very few situations, students did the
opt to develop their own gestures, aiming to amuse
themselves and their classmates. The use of
emoticons, on the other hand, was as intense as the
use of the chat tool. Almost every time that the chat
tool was used, the text was accompanied by
emoticons fit for the purpose.
4.2.3 Interactions with the World’s Content
Content creation and exploration, use of the built-in
tools, importation of 3-D models and textures from a
third-party software, were the actions that
monopolised students attention. More often than
not, the majority of students were at their
workspaces, working focused on their task, with
small intermediate breaks to explore the content of
the world and interact with their fellow students.
Students opted to use mainly their own creations
checking their functionality, but they were also
glancing at their classmates’ ones while wandering
in-world. Interestingly, some of the teams opted to
enable the group functionwhich allows members
to edit primitives and scripts developed by others
without, however, such an action being observed.
The aforementioned actions or students’ attitude
towards the world cannot be judged in a negative
way. In fact, it can even be considered as a good
sign, considering that students simply worked on
their task.
An action non-related to the world, yet related to
the project, that was frequently observed, was the 3-
D objects development which some students
performed using third-party software. In particular,
students developed textures or models, which they
consequently imported in-world to alter the avatars’
appearance or as part of their project. They were
also looking for pre-made scripts online, importing
and testing their functionality in-world, without,
however, making any changes.
Students wandered around the world, from time
to time, chasing their fellow students and performing
‘childish’—one can sayactions. Even though
students were having frequent breaks to perform
actions non-related to their work, this did not
prevent them from (at least) ticking off’ the
assignment’s checklist boxes. Nevertheless, what
did, in fact, negatively affect students’ engagement
was the disruptive or inappropriate behaviour that
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492
some students had towards others, in an attempt to
‘play with’ or ‘chase’ them. Indeed, when someone
is over-focused on the task or struggling to deal with
it, getting constantly disrupted by others can only
have negative results, and this is where the teaching
team should intervene.
Students’ attitude towards the PAs was mixed.
One of the three cohorts of students (EC) was
enthusiastic with them, especially at their first
practical sessions. In particular, almost all of them
had intense interactions with the vendor-NPC
(Gizmo), reading through the information notecards,
discussing the proposed suggestions for
development, or even sharing the freebies that were
randomly offered to them. Less intense, in terms of
student numbers, but equally frequent was the
interaction that students had with the tutor-NPC
(Jella). Interestingly, one of them was even observed
keeping digital copies of the in-world chat log of the
NPC’s answers to his questions. Lastly, less intense
and very infrequent was students’ interaction with
the distractor-NPC, as they were not getting any
meaningful answers to their queries.
Contrary to that, the other two cohorts of
students had minimal interactions with the PAs.
Only some of the students had very few interactions
with all the NPCs, though only the tutor-NPC and
the vendor-NPC were the ones who monopolised
their interest and were acknowledged for their
impact on the learning process. In any case, the lack
of interaction between the students and the PAs is
hard to be judged.
4.2.4 Student Identity and Avatar Identity
Almost all students had avatars with an even slightly
modified appearance. Nevertheless, the short periods
of time that most of them spent during the practical
sessions to edit their avatarsappearance or, in other
words, the limited interest to perform such action
during the practical sessions can be justified after
considering that their main concern was to
familiarise themselves with the world and its tools,
and proceed with the development of their showcase
infrastructure.
Nonetheless, some students had made very
detailed modifications on their avatars’ appearance,
in terms of both quality and quantity, creating
unique outfits for them or turning them into ‘punks’,
‘rockers’, ‘robots’ and even ‘superheroes’.
Interestingly, some of them had even used third-
party software to import pre-made or self-made
objects. This is, indeed, a good indication that
students spent a considerable amount of their
personal time, outside the practical session, to not
only be in the virtual world but also work on their
avatars’ appearance. Furthermore, it provides an
insight of the way they opt to invest their time while
being inside and outside the university classroom.
Other students, however, had completely unmodified
avatars, as this was a feature out of their personal
interest.
A few students, those who invested considerable
time modifying their avatars, engaged in role-play
activities during their practical sessions. They were
also observed refering to their avatars in the first
person, an attitude which reveals that they were
experiencing embodiment. Apart from those
occasions, the references to the avatars were rare.
4.2.5 Willingness to Remain Online Longer
Students were fairly punctual to the schedule,
entering the virtual world at the starting point of the
session and remaining in-world until the end.
However, at various times they were away from
their avatars, or even coming on and off the virtual
world, according to the needs of their team. In other
occasions, when not all students’ online presence
was mandatory, students went online to provide
some hands-on support and additional feedback to
their team members. That said, late log-ins and early
log-outs were not rare occasions. Nevertheless,
examining server logs and students’ progress
between the sessions, it can be safely stated that they
invested part of their time outside the university
classroom.
5 DISCUSSION
The participating groups shown a positive attitude in
relation to the impact that the rich network of
interactionsboth with the content and with
othershad on their motivation to engage with the
world and the learning activities. Nevertheless, that
should not lead to the invalid conclusion that this
approach was perfectly appropriate or suitable for all
of them. Indeed, the most influential factors that
affected learner engagement were: the alternative
educational approach, which brought the
technical and the social aspects together, learners’
curiosity about how programming can be done
differently in such environments, and learners’
fascination to explore and workeither alone or
along with otherson a new/alternative
technological platform.
Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents
493
Table 2 maps the interactions that affected learner
engagement in the context of the HVL approach.
Table 2: The taxonomy of interactions in the HVL setup.
Virtual World
High
Engagement
Student
-to-Student
Verbal
communication &
emoticons
Collaboration
Experience of
knowledge
Source of
enjoyment
Peer-tutoring
Peer-learning
Low
Engagement
Nonverbal
communication
Griefing &
misbehaviour
Personality
Related
Avatars &
embodiment
Sense of presence
High
Engagement
Student
-to-World
3D modeling &
programming
Experience of
knowledge
Source of
enjoyment
Content
exploration & use
Low
Engagement
Technical
limitations &
malfunctions
Personality
Related
Avatars’
appearance
editing
Sense of presence
Pedagogical
Agents
The educational and technical support provided by
the agents played an equally fundamental role on the
type and frequency of interactions, though in a less
diligent manner. In general, the different design
elements of the NPCs offered a more personalised
experience with diverse effects on learners’
motivation and achievements. Indeed, by creatively
combining the available resources (i.e. knowledge-
pool of the chat-bots) and the instructional artefacts
(i.e. freebies or advices), learners were enabled to
materialise their ideas, develop their concepts and
even share the acquired knowledge with others.
Nevertheless, the motivational influence of the
conversational NPCson the social interaction
processesseems to be moderate, besides their
dynamic character and intersubjective nature. On the
other hand, the presence of an NPC with goal-
oriented characteristics (robot) influenced more
positively the levels of awareness and contributed
towards the knowledge construction and
advancement.
6 CONCLUSION AND FUTURE
DIRECTIONS
Even though Virtual Learning (VL) already counts for
several decades of practice, the idea that underpins the
HVL approach opened new educational horizons.
Indeed, VL and HVL have different attributes and
characteristics and thus, any conclusions drawn by
research conducted in distance/VL contexts cannot
easily be transferred to HVL setups.
In the context of this study, the initial hypothesis
regarding the importance of examining interactions
both in the virtual world and in the physical
classroom, in conjunction with one another and not in
isolation, has been validated and confirmed. Learners’
simultaneous physical and virtual co-location
broadened the network of interactions, eliminated the
drawbacks and the weaknesses of each educational
approach and enhanced their strengths. In fact, this is
the essence of employing the HVL approach. In other
words, the interactions not only in-worldwhich
have been extensively investigatedbut also in-class,
should be considered as factors that affect learners’
attitude and motivation towards learning, and
influence their engagement with the virtual world and
the educational activities, by extension.
In this experiment, the learners’ interest was
attracted almost exclusively by the PAs that could, at
least, offer some kind of support towards their needs.
On the other hand, the PA who aimed at
disorientating or, at most, entertaining them met with
a complete lack of attention. Thus, in order for a
degree of desirable interaction with the PAs to be
achieved, the essence of the PAs should be either an
essential part of the educational process or, at least,
CSEDU 2019 - 11th International Conference on Computer Supported Education
494
correlated and fully incorporated in the learners’ task.
In any case, although such content might have limited
influence on engagement, the presence of these
entities can potentially increase the interactivity of the
virtual world and thus, instructional designers are
advised to provide learners with diverse opportunities
for personalised tutoring through the utilisation of
PAs.
However, the inability of conversational agents to
regulate emotional responses makes the employment
of such concepts problematic. Indeed, using PAs to
deliver a fully personalised or optimal experience
especially in virtual worlds like OpenSimbecomes
even more challenging, due to the inadequate nature
of the technology to support such entities. Therefore,
future work might further develop this platform or
migrate on a different infrastructure that better
supports the integration of AI algorithms for better
tailored responses by the PAs. This might also allow
for the accommodation of larger student cohorts,
consequently facilitating cross-institutional student
interaction.
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