TY - GEN
T1 - Implementing Generative AI Agent Game to Support Reading of Classical Chinese Literature
T2 - 4th International Conference on Educational Technology, ICET 2024
AU - Lin, Haoming
AU - Xiong, Zhaoyang
AU - Tang, Hanlin
AU - Jiang, Shujing
AU - Wei, Wei
AU - Fang, Ke
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - This study investigated the challenges faced by middle school students when engaging with "Study with Confucius,"a generative artificial intelligence (GenAI) agent game designed for learning classical Chinese reading. Utilizing the framework proposed by Groff and Mouza (2008), the research aimed to conduct a comprehensive needs analysis across three key dimensions: student-related, teacher-related, and technology-related aspects. Data were collected from 29 students in mainland China through video recordings of their gameplay. Challenges were defined based on their duration and students' responses that contradicted predefined correct answers, resulting in the identification of 29 challenges. Findings indicated that students encountered student-related challenges including linguistic misinterpretation, distraction, cognitive overload, student misbeliefs, and inappropriate attitudes; teacher-related challenges such as lack of support and inadequate access to teaching and technological resources; and technology-related challenges including external and internal malfunctions. These insights contribute to understanding the complexities as well as learning opportunities of integrating GenAI agent games into reading education.
AB - This study investigated the challenges faced by middle school students when engaging with "Study with Confucius,"a generative artificial intelligence (GenAI) agent game designed for learning classical Chinese reading. Utilizing the framework proposed by Groff and Mouza (2008), the research aimed to conduct a comprehensive needs analysis across three key dimensions: student-related, teacher-related, and technology-related aspects. Data were collected from 29 students in mainland China through video recordings of their gameplay. Challenges were defined based on their duration and students' responses that contradicted predefined correct answers, resulting in the identification of 29 challenges. Findings indicated that students encountered student-related challenges including linguistic misinterpretation, distraction, cognitive overload, student misbeliefs, and inappropriate attitudes; teacher-related challenges such as lack of support and inadequate access to teaching and technological resources; and technology-related challenges including external and internal malfunctions. These insights contribute to understanding the complexities as well as learning opportunities of integrating GenAI agent games into reading education.
KW - Artificial intelligence
KW - challenges
KW - chatbot
KW - gamification
KW - reading comprehension
UR - http://www.scopus.com/inward/record.url?scp=85218506694&partnerID=8YFLogxK
U2 - 10.1109/ICET62460.2024.10868296
DO - 10.1109/ICET62460.2024.10868296
M3 - Conference contribution
AN - SCOPUS:85218506694
T3 - 2024 4th International Conference on Educational Technology, ICET 2024
SP - 86
EP - 91
BT - 2024 4th International Conference on Educational Technology, ICET 2024
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 13 September 2024 through 15 September 2024
ER -