We present a large-scale study of a series of seven lessons designed to help young children learn English vocabulary as a foreign language using a social robot. The experiment was designed to investigate 1) the effectiveness of a social robot teaching children new words over the course of multiple interactions (supported by a tablet), 2) the added benefit of a robot's iconic gestures on word learning and retention, and 3) the effect of learning from a robot tutor accompanied by a tablet versus learning from a tablet application alone. For reasons of transparency, the research questions, hypotheses and methods were preregistered. With a sample size of 194 children, our study was statistically well-powered. Our findings demonstrate that children are able to acquire and retain English vocabulary words taught by a robot tutor to a similar extent as when they are taught by a tablet application. In addition, we found no beneficial effect of a robot's iconic gestures on learning gains.
In recent years, it has been suggested that social robots have potential as tutors and educators for both children and adults. While robots have been shown to be effective in teaching knowledge and skill-based topics, we wish to explore how social robots can be used to tutor a second language to young children. As language learning relies on situated, grounded and social learning, in which interaction and repeated practice are central, social robots hold promise as educational tools for supporting second language learning. This paper surveys the developmental psychology of second language learning and suggests an agenda to study how core concepts of second language learning can be taught by a social robot. It suggests guidelines for designing robot tutors based on observations of second language learning in human-human scenarios, various technical aspects and early studies regarding the effectiveness of social robots as second language tutors.
Dijksterhuis and van Knippenberg (1998) reported that participants primed with a category associated with intelligence ("professor") subsequently performed 13% better on a trivia test than participants primed with a category associated with a lack of intelligence ("soccer hooligans"). In two unpublished replications of this study designed to verify the appropriate testing procedures, Dijksterhuis, van Knippenberg, and Holland observed a smaller difference between conditions (2%-3%) as well as a gender difference: Men showed the effect (9.3% and 7.6%), but women did not (0.3% and -0.3%). The procedure used in those replications served as the basis for this multilab Registered Replication Report. A total of 40 laboratories collected data for this project, and 23 of these laboratories met all inclusion criteria. Here we report the meta-analytic results for those 23 direct replications (total N = 4,493), which tested whether performance on a 30-item general-knowledge trivia task differed between these two priming conditions (results of supplementary analyses of the data from all 40 labs, N = 6,454, are also reported). We observed no overall difference in trivia performance between participants primed with the "professor" category and those primed with the "hooligan" category (0.14%) and no moderation by gender.
To investigate how a robot's use of feedback can influence children's engagement and support second language learning, we conducted an experiment in which 72 children of 5 years old learned 18 English animal names from a humanoid robot tutor in three different sessions. During each session, children played 24 rounds in an "I spy with my little eye" game with the robot, and in each session the robot provided them with a different type of feedback. These feedback types were based on a questionnaire study that we conducted with student teachers and the outcome of this questionnaire was translated to three within-design conditions: (teacher) preferred feedback, (teacher) dispreferred feedback and no feedback. During the preferred feedback session, among others, the robot varied his feedback and gave children the opportunity to try again (e.g., "Well done! You clicked on the horse.", "Too bad, you pressed the bird. Try again. Please click on the horse."); during the dispreferred feedback the robot did not vary the feedback ("Well done!", "Too bad.") and children did not receive an extra attempt to try again; and during no feedback the robot did not comment on the children's performances at all. We measured the children's engagement with the task and with the robot as well as their learning gain, as a function of condition. Results show that children tended to be more engaged with the robot and task when the robot used preferred feedback than in the two other conditions. However, preferred or dispreferred feedback did not have an influence on learning gain. Children learned on average the same number of words in all conditions. These findings are especially interesting for long-term interactions where engagement of children often drops. Moreover, feedback can become more important for learning when children need to rely more on feedback, for example, when words or language constructions are more complex than in our experiment. The experiment's method, measurements and main hypotheses were preregistered.
This paper describes a novel dataset of iconic gestures, together with a publicly available robot-based elicitation method to record these gestures, which consists of playing a game of charades with a humanoid robot. The game was deployed at a science museum (NEMO) and a large popular music festival (Lowlands) in the Netherlands. This resulted in recordings of 428 participants, both adults and children, performing 3715 silent iconic gestures for 35 different objects in a naturalistic setting. Our dataset adds to existing collections of iconic gesture recordings in two important ways. First, participants were free to choose how they represented the broad concepts using gestures, and they were asked to perform a second attempt if the robot did not recognize their gesture the first time. This provides insight into potential repair strategies that might be used. Second, by making the interactive game available we enable other researchers to collect additional recordings, for different concepts, and in diverse cultures or contexts. This can be done in a consistent manner because a robot is used as a confederate in the elicitation procedure, which ensures that every data collection session plays out in the same way. The current dataset can be used for research into human gesturing behavior, and as input for the gesture recognition and production capabilities of robots and virtual agents.
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