In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small talk must be translated to control rules for this coach, a formal model of participant emotional states is needed to allow the coach to parse the learner's emotional state, and various sensors must be used to let the coach detect and act on this state. We use the situated Cognitive Engineering (sCE) method to update an existing foundation of knowledge with emotional models, motivational interviewing, and small talk theory, technology, and a new exercise in the volunteer work domain. We use this foundation to create a design specification for an Embodied Conversational Agent (ECA) coach that provides cognitive, affective, and social learning support for this exercise. A prototype is created, and compared to a prototype that only provides cognitive support in a within-and between-subjects experiment. Results show that both prototypes work as expected: learners interact with the coach and complete all exercises. Almost no significant differences are found between the two prototypes, indicating that the affective and social support were not effective as designed. Potential improvements are provided for future work. Results also show significant differences between two subgroups of low-literate participants, and between men and women, reinforcing the importance of using individualized support measures with this demographic.
People of low literacy could benefit from automated support when learning about societal participation. We design an Embodied Conversational Agent (ECA) ‘coach’ that can provide effective learning support to low-literate learners, develop a prototype virtual learning environment, and evaluate this prototype with low-literate end users. First, we inventory the learning support benefits of ECA coaching. Second, we update existing requirements to better specify functional demands for the coach ECA. Third, we write use cases and develop the prototype. Finally, we evaluate the prototype with low-literate users in a mixed-method within-subjects experiment. Results show that the coach influences the subjective learning experience: Participants report higher positive affect, higher user-system engagement, and increased self-efficacy regarding online banking. These results particularly apply to the domain of challenging information skills exercises. Caveats apply: One of four exercises was significantly more difficult than the other three; and coach support rules were not clearly formalized.
People of low literacy experience difficulties while participating in society. Learning support software could help alleviate these difficulties. However, there is currently no overview of theoretically and empirically sound requirements for this kind of support. This paper uses the situated cognitive engineering method to create a requirements baseline for a virtual environment to support the societal participation education of low-literates (VES-SEL), based on an analysis of the domain, human factors, and current applications. Four major outcomes are presented. First, a comprehensive overview is collected of the operational demands and human factors knowledge relevant to societal participation learning for low-literate citizens. Second, this overview is translated into a list of eight functional requirements: focused on low-literate learners, set in the context of societal participation, and supported by claims of cognitive, affective, and social benefits to learning. Third, a sample of Dutch societal participation learning support programs is assessed using these requirements, to highlight both current technology best practices and discrepancies between theory and practice. Fourth, virtual learning environment technology is suggested as an 'enabling' technology; an overview is shown of how virtual environments, actors, and objects can beneficially enable meeting the requirements baseline. Finally, directions for future study are discussed.
Learning and acting on social conventions is problematic for low-literates and non-natives, causing problems with societal participation and citizenship. Using the Situated Cognitive Engineering method, requirements for the design of social conventions learning software are derived from demographic information, adult learning frameworks and ICT learning principles. Evaluating a sample of existing Dutch social conventions learning applications on these requirements shows that none of them meet all posed criteria. Finally, Virtual Reality is suggested as a possible future technology improvement.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.