Pedagogical Agents in Virtual Reality for Training of Biomedical
Engineering Students
Ersilia Vallefuoco
a
, Elisabetta Ponticelli, Alessandro Pepino
b
and Francesco Amato
c
Department of Electrical Engineering and Information Technology, University of Naples Federico II,
via Claudio 21, Naples, Italy
{ersilia.vallefuoco, pepino, framato}@unina.it, eli.ponticelli@studenti.unina.it
Keywords:
Pedagogical Agent, Virtual Agent, Conversational Agent, eXtended Reality, Virtual Reality, Engineering
Education, Simulation, Experiential Learning.
Abstract:
Technological advancements have enhanced the development of pedagogical agents (PAs) to support the learn-
ing processes. The present work describes a new application of a PA in a virtual reality (VR) environment for
the education of students in biomedical engineering. The PA, represented by a virtual physician, allows the
student to analyze the healthcare system in an interactive way, favoring the acquisition of professional skills.
A preliminary test was performed with a small sample size. The results show good usability and credibility,
with responses from participants revealing that the PA is effective for reflection on complex healthcare sys-
tems. Future enhancement will be done on the PAs nonverbal cues, followed by full integration into virtual
environments to improve user engagement and realism.
1 INTRODUCTION
Recent technological advances, particularly following
the COVID-19 pandemic, have facilitated the adop-
tion of new digital learning applications in higher ed-
ucation (Alenezi, 2023). Among these, pedagogical
agents (PAs) have emerged as innovative educational
tools that enhance teaching and learning processes
(Lane and Schroeder, 2022). A PA - also known as an
embodied conversational agent, an intelligent virtual
agent, and a virtual human - can be broadly defined
as a virtual character that can engage and communi-
cate with users for instructional purposes (Dai et al.,
2022). By leveraging artificial intelligence (AI) and
natural language processing, PAs can interact with
users through verbal and nonverbal interactions, while
also processing inputs from multiple sensors (Lugrin
et al., 2022).
Previous studies (Heidig and Clarebout, 2011;
Zhang et al., 2024; Davis et al., 2023) have shown
that PAs can provide personalized learning experi-
ences in which they can present information, support
learners like a tutor, monitor their activities, and im-
prove their motivation (Apoki et al., 2022). Addi-
a
https://orcid.org/0000-0003-3952-1500
b
https://orcid.org/0000-0001-6434-5145
c
https://orcid.org/0000-0002-9053-3139
tionally, communication and social strategies can oc-
cur when learners interact with a PA (Sikstr
¨
om et al.,
2022; Schroeder et al., 2013), especially when the
agent has a human-like appearance and uses nonver-
bal cues (Tao et al., 2022; Septiana et al., 2024).
Technologies of virtual reality (VR) can support
the development of realistic PAs, not only in terms of
appearance but also in terms of believability and so-
cial interaction (Grivokostopoulou et al., 2020). The
possibility for users to share a virtual physical space
with the PA establishes a social context for interac-
tion, enabling also collaboration and increasing the
physical perception of the agent’s social presence
(Guimar
˜
aes et al., 2020). People recognize the so-
cial space of the virtual agent and adjust their in-
terpersonal space based on the agent’s gender and
behavior (Kyrlitsias and Michael-Grigoriou, 2022).
Moreover, previous research (Bergmann et al., 2015;
Nu
˜
nez et al., 2023) has shown that adaptation mech-
anisms presented in human-human interaction (e.g.,
lexical, syntactic, and semantic alignment) can also
be reproduced in interactions with virtual agents. En-
riching VR environments with a PA creates an inter-
active social learning experience that can significantly
foster learning (Petersen et al., 2021).
The integration of PAs in educational activities
varies significantly depending on the higher educa-
tion context. For instance, (Chheang et al., 2024) pro-
Vallefuoco, E., Ponticelli, E., Pepino, A. and Amato, F.
Pedagogical Agents in Virtual Reality for Training of Biomedical Engineering Students.
DOI: 10.5220/0013502400003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 915-920
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
915
posed a VR application with a PA for medical edu-
cation. The PA, developed using ChatGPT and em-
bodied virtual characters, provides guidance and as-
sistance in learning human anatomy. Similarly, an-
other study (Dai et al., 2024) provided a VR platform
to develop teaching skills. The AI-powered PAs simu-
late student behaviors and facilitate interactive and re-
flective teaching practices. (Grivokostopoulou et al.,
2020) investigated the effectiveness of an embodied
PA in virtual learning environments for the learning
of environmental engineering and renewable energy
production. The findings reveal that the agent en-
hanced the learning experience, increased student en-
gagement, and improved knowledge acquisition and
performance.
This study is part of an ongoing innovation effort
within the biomedical engineering (BME) program at
the University of Naples Federico II, which is work-
ing to integrate new simulation tools aimed at provid-
ing experiential educational opportunities. In partic-
ular, the current study presents an example applica-
tion of a VR-based PA in BME education. The pro-
posed application aims to deliver meaningful learning
experiences for BME students, focusing on the de-
velopment of soft skills. A critical aspect of BME
education is preparing students for multidisciplinary
roles that require effective interaction and collabo-
ration with diverse healthcare professionals (Mon-
tesinos et al., 2023). The proposed PA has been devel-
oped and integrated into the practical activities of the
“Healthcare Organization Models” course, part of the
BME program at the University of Naples Federico
II. The virtual PA is accessible through the course’s
Moodle platform via a web application. A prelimi-
nary test was conducted to identify potential usability
issues and explore how learners perceive the PA.
2 METHODS
The course “Healthcare Organization Models”, of-
fered in the Masters’ program of BME at the Uni-
versity of Naples Federico II, is designed to provide
knowledge and develop skills needed to understand
and manage the services and structures of healthcare
systems. At the end of the course, students will be
able to analyze complex healthcare organization mod-
els, measure their performance, and propose solutions
to optimize them via simulation tools.
However, analyzing healthcare organizational sys-
tems requires continuous interaction with various
healthcare professionals to gather and evaluate infor-
mation and/or data and then propose potential im-
provements. For this interaction to be effective,
biomedical engineers need soft skills that enable them
to ask the right questions and identify key issues and
critical points within the system.
Based on these considerations, an instructional ac-
tivity was designed using a PA in a VR environment to
train students’ soft skills, especially communication,
in collecting information and data necessary for ana-
lyzing healthcare processes. The activity was struc-
tured to be conducted both in the classroom and at
home through the course’s Moodle platform. In the
classroom, the instructor and students interact with
the PA to analyze and model a healthcare system. Fol-
lowing the lesson, students can independently interact
with the virtual agent to practice and develop their soft
skills further, applying them to the analysis and mod-
eling of other healthcare systems.
2.1 VR Application
The main objective of the proposed application is to
train BME students to interact effectively with health
professionals. The proposal is aimed at Italian BME
master students.
The VR scenario has been designed to simulate
a hospital doctor’s office. As shown in Fig. 1, the
room has a rectangular layout and is furnished with
objects typically found in a real office. All 3D mod-
els of the objects were downloaded from (Sketchfab,
2024). The players can move freely using the direc-
tional keys on the keyboard, and they can interact with
the PA by typing text from the keyboard into the chat
or vocally pressing the T key.
The VR application has been developed as a web
application and is accessible via URL on Moodle’s
platform. In particular, (PlayCanvas, 2024) was used
as a WebGL game engine, with the integration of
WebXR, to develop the virtual environment, whereas
(Convai, 2024) was used to implement the PA. Convai
facilitates the development of a virtual agent, allow-
ing for the customization of its narrative, personality,
knowledge base, and large language models (LLMs).
Using the character description, a brief back-
ground on the character’s story, personality traits, and
distinctive features was provided. More specifically,
the PA is a 40-year-old internist physician with 10
years of experience in the Internal Medicine Depart-
ment of the Antonio Cardarelli Hospital in Naples.
The agent is female and is named Sofia (Fig. 2).
Sofia’s body was created using (Ready Player Me,
2024) and is dressed as a doctor. Sofia has been de-
signed to provide information exclusively about the
activities, services, and examinations in her depart-
ment and hospital. Hence, users can ask questions
related to these topics. If inquiries are made about un-
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916
Figure 1: The virtual environment designed for the VR application. The top view (top left) provides an overview of the
layout, while detailed views (top right and bottom) showcase specific areas, including a medical examination corner and the
physician’s desk setup for consultations.
Figure 2: The developed pedagogical agent. The figure il-
lustrates Sofia, a virtual internist physician.
related subjects, Sofia’s standard response is: “Sorry,
but I can’t help you”.
Regarding personality, Fig. 3 shows the settings
of personality traits. The speaking style was set to
be formal and knowledgeable, with examples of pos-
sible sentences. The language was set to Italian and
a default multilingual voice from Convai was used.
For the LLM, the Claude 3-5-Sonnet was chosen af-
ter comparing several proposed models, specifically
GPT-4o and Gemini-Pro. The comparison was made
using the same set of questions, and the authors eval-
uated the accuracy and relevance of the answers for
each LLM model. Filters were enabled to prevent po-
tential violations. In addition, additional knowledge
in the form of text files was integrated into the agent’s
knowledge base. These cover the topics of services,
activities, and data of Sofia’s department and hospital.
After the design phase, conversation training ses-
sions were conducted with the PA to identify and cor-
rect any deviations or errors in the interaction. The
authors conducted this training phase individually.
3 PRELIMINARY TEST
An initial exploratory evaluation was conducted to
gather preliminary feedback on the VR application
and users’ perceptions of the PA. 7 BME students
Pedagogical Agents in Virtual Reality for Training of Biomedical Engineering Students
917
Figure 3: Personality trait settings of the pedagogical agent. The figure shows the personality customization of the virtual
agent, across five dimensions: Openness, Meticulousness, Extraversion, Agreeableness, and Sensitivity.
(6 females and 1 male) were recruited by posting an
announcement on the latest Moodle course. None
of the participants had previous experience with PAs
in VR, but 4 reported having experience with VR
games. The announcement provided participants with
comprehensive information about the study’s pur-
pose, data collection procedures, and privacy protec-
tion measures. All participants provided their consent
before participating in the test.
The test was conducted as an unmoderated remote
test (Black and Abrams, 2018), where participants re-
ceived clear instructions and task guidelines for us-
ing the application. Specifically, they accessed the
VR application through Moodle and used their per-
sonal computers to run the web application. The in-
teraction task required participants to ask the agent
questions useful for analyzing and modeling a health-
care process, with interaction limited to 10 questions.
At the end, participants completed two different ques-
tionnaires: the System Usability Scale (SUS) (Brooke
et al., 1996) and the Agent Persona Instrument (API)
(Baylor and Ryu, 2003; Ryu and Baylor, 2005). The
SUS is a 5-point Likert scale designed to assess vari-
ous usability aspects, including ease of use, efficiency,
and user confidence in the system. The API is used to
investigate how the PA is perceived by learners. The
instrument was organized into four dimensions: facil-
itation of learning, credible, human-like, and engag-
ing. Additionally, we included an open-ended section
where participants could freely express their opinions
and provide feedback on their experiences.
The mean score for SUS was 92.5 (SD = 5.2). The
results of the API are summarized in Table 1.
Table 1: Results of the Agent Persona Instrument (API).
The table presents the mean scores for each API domain.
API Mean score (SD)
Facilitating Learning 4.3 (0.6)
Credible 4.6 (0.2)
Human-like 2.8 (0.8)
Engaging 3.1 (0.8)
Participants reported no problems during the test
session, except for one session where the agent
stopped working. It was necessary to close the web
application to restore proper functionality.
In general, the questions asked by users were var-
ied and touched on different aspects of healthcare pro-
cesses. Topics ranged from hospital activities to logis-
tical and structural aspects of the hospital to potential
critical issues. In all cases, the PA responded accu-
rately. In particular, Sofia provided general estimates
of wait times and patient flow between activities when
requested. The PA also provided possible solutions
to critical health issues and a general estimate of re-
sources and beds in its department and the hospital.
Critical issues identified by the PA included a lack of
beds relative to the number of patients, excessive wait
times for specialized tests, and a lack of staff.
4 DISCUSSION AND
CONCLUSION
Several studies (Dai et al., 2022; Zhang et al., 2024)
have shown that PAs can be used to support and guide
learners during instructional activities. VR technolo-
gies can enhance users’ sense of agency and trust as
well as increase their motivation and engagement (Lu-
grin et al., 2022; Chiou et al., 2020).
In the present study, we propose an application of
embodied PA in a VR environment. The application
is designed to provide a training tool for BME stu-
dents to develop skills for interacting with healthcare
professionals. The PA is a physician that users can
question to collect data and information useful for an-
alyzing a healthcare process. The PA was designed to
be used via web application in a specific course within
the Master’s program at the University of Naples Fed-
erico II. A preliminary test was conducted to investi-
gate the users’ perception of the VR application and
the PA.
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All participants indicated an excellent level of us-
ability (SUS score > 80.5): the application was user-
friendly and easy to use. The API results showed that
the PA encouraged participants to reflect and focus
on the complexity of healthcare processes (the central
topic of their discussion). In addition, most partici-
pants indicated that the PA was interesting and knowl-
edgeable. As expected based on the PA design, the
level of humanness was low; in fact, participants rec-
ognized that the PA did not exhibit particular emo-
tions and was neither friendly nor entertaining.
These results aligned with participants’ feedback,
which was generally positive, particularly regarding
the agent’s credibility. For instance, one participant
stated: Although the agent did not have a realistic ap-
pearance, its behavior was in line with its role”. An-
other participant indicated the usefulness of the PA in
instructional activities: “Very valuable tool that could
provide good support to the student in studying and
developing a simulation model for the management
of healthcare organizational exam”.
To our knowledge, this is the first study to explore
the use of a virtual PA for training BME students.
Consistent with previous research (Petersen et al.,
2021; Zhang et al., 2024; Kyrlitsias and Michael-
Grigoriou, 2022), our findings highlight the poten-
tial of VR-based PAs in creating dynamic and inter-
active learning environments. BME students tradi-
tionally face limited opportunities to develop com-
munication skills needed for interaction with health-
care professionals (Montesinos et al., 2023), PAs not
only provide a valuable platform for communication
skill training but also offer a unique avenue for stu-
dents to explore and acquire new knowledge through
interactive experiences. Following previous studies
(Chheang et al., 2024; Grivokostopoulou et al., 2020),
participants responded positively to the application,
emphasizing its engaging nature, real-time feedback
capabilities, and the flexibility to practice interviews
at their convenience. Another important aspect of
the proposed system is its integration with Moodle.
This integration makes the system particularly valu-
able for supporting open-source initiatives and open
educational resources.
Despite the promising results, some limitations
should be acknowledged. First, the study involved a
small sample size, limiting the generalization of the
findings. Future research should conduct larger-scale
evaluations to validate the effectiveness of the PA.
Second, while the PA provided accurate and struc-
tured responses, its limited nonverbal cues (e.g., body
gestures, lip synchronization) affected perceived en-
gagement. Future improvements could enhance the
agent’s interactive cues and fidelity to improve the
learning experience (Nu
˜
nez et al., 2023). Moreover,
as a future development, we aim to integrate the appli-
cation into a fully immersive virtual environment, fur-
ther increasing engagement and realism in the learn-
ing experience. Furthermore, recognizing the current
limitations of the agent’s knowledge base, we plan to
expand its available data to improve the accuracy and
comprehensiveness of its responses.
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