Skip to main content

Intercultural Negotiation with Virtual Humans: The Effect of Social Goals on Gameplay and Learning

  • Conference paper
Intelligent Tutoring Systems (ITS 2010)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 6094))

Included in the following conference series:

Abstract

One innovative use of digital games is to facilitate learning skills with social components by simulating human behavior with virtual humans. We investigate learners’ social goals to understand how they help learners learn intercultural skills from virtual humans in BiLAT, a virtual world that teaches cross-cultural negotiation. We hypothesize that students learn more when they approach the simulation as a social interaction rather than taking a trial-and-error approach perhaps characteristic of video gaming. In a randomized controlled experiment with 59 participants, we found that participants improved cross-cultural negotiation skills through game play. Our hypothesis that participants given an explicit social goal would learn more than those given task-related goals was not confirmed. We did, however, find a positive relation between students’ self-reported social goals, regardless of condition, and their learning results. This relation was confirmed through analysis of log data. Although it is still an open question how best to promote students’ approaching a simulation with a social orientation, the results underline the importance of such goals.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Bailenson, J., Blascovitch, J., Beall, A., Loomis, J.: Interpersonal Distance in Immersive Virtual Environments. Personality and Social Psych. Bulletin 29(7), 819–833 (2003)

    Article  Google Scholar 

  2. Chou, C.-Y., Chan, T.-W., Lin, C.-J.: Redefining the learning companion: the past, present, and future of educational agents. Computers & Education 40, 255–269 (2003)

    Article  Google Scholar 

  3. Cohen, A., Ivry, R.I., Keele, S.W.: Attention and structure in sequence learning. J. Exp. Psych. Learning, memory, and cognition 16(1) (1992)

    Google Scholar 

  4. Cushner, K., Brislin, R.: Intercultural Interactions: A Practical Guide, 2nd edn. Sage Publications, Inc., Thousands Oaks (1995)

    Google Scholar 

  5. Dweck, C.S., Leggett, E.L.: A social-cognitive approach to motivation and personality. Psychological Review 95, 256–273 (1988)

    Article  Google Scholar 

  6. Gaertner, S.L., Dovidio, J.F., Anastasio, P.A., Bachman, B.A., Rust, M.C.: The common ingroup identity model: Recategorization and the reduction of intergroup bias. European Review of Social Psych. 4, 1–26 (1993)

    Article  Google Scholar 

  7. Gee, J.P.: What video games have to teach us about learning and literacy. Palgrave/Macmillan, New York (2003)

    Google Scholar 

  8. Hill, R.W., Belanich, J., Lane, H.C., Core, M.G., Dixon, M., Forbell, E., Kim, J., Hart, J.: Pedagogically Structured Game-based Training: Development of the ELECT BiLAT Simulation. In: Proc. 25th Army Science Conf. (2006)

    Google Scholar 

  9. Johnson, S.: Everything bad is good for you: How today’s popular culture is actually making us smarter. Riverhead Books, New York (2006)

    Google Scholar 

  10. Landis, D., Bennett, J., Bennett, M.J.: Handbook of Intercultural Training, 3rd edn. Sage Publications, Inc., Thousand Oaks (2003)

    Google Scholar 

  11. Ogan, A., Lane, H.C.: Virtual Learning Environments for Culture and Intercultural Competence. In: Handbook of Intercultural Training (in press)

    Google Scholar 

  12. Okita, S.Y., Bailenson, J., Schwartz, D.L.: Mere Belief of Social Action Improves Complex Learning. In: Barab, S., Hay, K., Hickey, D. (eds.) Proc. of the 8th Int. Conf. for the Learning Sciences (2008)

    Google Scholar 

  13. Prentice, D.A., Miller, D.T.: The psychology of cultural contact. In: Prentice, D.A., Miller, D.T. (eds.) Cultural divides: Understanding and overcoming group conflict, pp. 1–19 (1999)

    Google Scholar 

  14. Raybourn, E.M., Waern, A.: Social Learning Through Gaming. Extended Abstracts of CHI Proceedings 2004. ACM Press, New York (2004)

    Google Scholar 

  15. Reeves, B., Nass, C.: The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Cambridge University Press, Cambridge (1996)

    Google Scholar 

  16. Rosé, C.P., Torrey, C.: Interactivity versus Expectation: Eliciting Learning Oriented Behavior with Tutorial Dialogue Systems. In: Costabile, M.F., Paternó, F. (eds.) INTERACT 2005. LNCS, vol. 3585, pp. 323–336. Springer, Heidelberg (2005)

    Chapter  Google Scholar 

  17. Schunk, D.H., Pintrich, P.R., Meece, J.: Motivation in Education: Theory, Research, and Applications, 3rd edn. Prentice Hall, Englewood Cliffs (2007)

    Google Scholar 

  18. Swartout, W., Gratch, J., Hill, R., Hovy, E., Marsella, S., Rickel, J., Traum, D.: Toward virtual humans. AI Magazine 27(2), 96–108 (2006)

    Google Scholar 

  19. Taylor, D.M., Moghaddam, F.M.: Theories of intergroup relations: International social psychological perspectives, 2nd edn. Praeger, New York (1994)

    Google Scholar 

  20. Urdan, T., Maehr, M.: Beyond a Two-Goal Theory of Motivation and Achievement: A Case for Social Goals. Review of Educational Research 65(3), 213–243 (1995)

    Google Scholar 

  21. Weingart, L.R., Bennett, R.J., Brett, J.M.: The impact of consideration of issues and motivational orientation on group negotiation process and outcome. J. Applied Psych. 78(3), 504–517 (1993)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Ogan, A., Aleven, V., Kim, J., Jones, C. (2010). Intercultural Negotiation with Virtual Humans: The Effect of Social Goals on Gameplay and Learning. In: Aleven, V., Kay, J., Mostow, J. (eds) Intelligent Tutoring Systems. ITS 2010. Lecture Notes in Computer Science, vol 6094. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-13388-6_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-13388-6_22

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-13387-9

  • Online ISBN: 978-3-642-13388-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics