The Relationship Between Affective States and Dialog Patterns During Interactions With AutoTutor
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Graesser, A.C., D’Mello, S.K., Craig, S.D., Witherspoon, A., Sullins, J., McDaniel, B. & Gholson, B. (2008). The Relationship Between Affective States and Dialog Patterns During Interactions With AutoTutor. Journal of Interactive Learning Research, 19(2), 293-312. Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/22924.
Journal Information

Journal of Interactive Learning Research
ISSN 1093-023X
Volume 19, Issue 2, April 2008
Association for the Advancement of Computing in Education (AACE) Chesapeake, VA
More Information on JILR
Authors
Abstract
Relations between emotions (affect states) and learning have recently been explored in the context of AutoTutor. AutoTutor is a tutoring system on the Internet that helps learners construct answers to difficult questions by interacting with them in natural language. AutoTutor has an animated conversation agent and a dialog management facility that attempts to comprehend the learner's contributions and to respond with appropriate dialog moves (such as short feedback, pumps, hints, prompts for information, assertions, answers to student questions, suggestions for actions, summaries). Our long-term goal is to build an adaptive AutoTutor that responds to the learners' affect states in addition to their cognitive states. The present study adopted an emote-aloud procedure in which participants were videotaped as they verbalized their affective states (called emotes) while interacting with AutoTutor on the subject matter of computer literacy. The emote-aloud protocols uncovered a number of affective states (notably confusion, frustration, and eureka/delight). The AutoTutor log files were mined to identify characteristics of the dialogue and the learners' knowledge states that were correlated with these affect states. We report the significant correlations and speculate on their implications for the larger project of building a nonintrusive, affect-sensitive AutoTutor.
Keywords
Also Read
- Problem-Based Educational Games: Connections, Prescriptions, and Assessment
- Foundation for Measuring Engagement in Educational Games
- Third generation educational use of computer games
- Motivation Assessment Instrument for Virtual Reality Scheduling Simulator
- Why Students Engage in “Gaming the System” Behavior in Interactive Learning Environments
- How Do Web 2.0 Technologies Motivate Learners? A Regression Analysis based on the Motivation, Volition, and Performance Theory
- Implementation of an affective-motivational architecture tied to a teaching-learning process
- Computer Game Theories for Designing Motivating Educational Software: A Survey Study
- A Comparative Analysis of Student Motivation in Traditional Classroom and E-Learning Courses
- Are Pretty Interfaces Worth the Time? The Effects of User Interface Types on Web-Based Instruction
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment