The effects of empathetic virtual characters on presence in narrative-centered learning environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Multimedia Learning
Explicit Social Goals and Learning in a Game for Cross-cultural Negotiation
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
BiLAT: A Game-Based Environment for Practicing Negotiation in a Cultural Context
International Journal of Artificial Intelligence in Education
Using tutors to improve educational games
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Virtual reality negotiation training increases negotiation knowledge and skill
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Addressing teachers' concerns about the Prog&Play serious game with context adaptation
International Journal of Learning Technology
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We investigate the role of presence in a serious game for intercultural communication and negotiation skills by comparing two interfaces: a 3D version with animated virtual humans and sound against a 2D version using text-only interactions with static images and no sound. Both versions provide identical communicative action choices and are driven by the same underlying simulation engine. In a study, the 3D interface led to a significantly greater self-reported sense of presence, but produced significant, but equivalent learning on immediate posttests for declarative and conceptual knowledge related to intercultural communication. Log data reveals that 3D learners needed fewer interactions with the system than those in the 2D environment, suggesting they benefited equally with less practice and may have treated the experience as more authentic.