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Social-Emotional Competence for the Greater Good: Exploring the Use of Serious Game, Virtual Reality and Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen Cognitive Abilities of Youth, Adolescents and Educators – A Systematic Review

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Virtual, Augmented and Mixed Reality: Design and Development (HCII 2022)

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Abstract

This study sought to understand the learning benefits, impacts, and opportunities involved with the use of serious games (SG), extended reality (XR), Artificial Intelligence (AI) and other advanced technologies in the classroom and other educational settings. We conducted a systematic literature review focusing on the potential benefits of utilizing those technologies to build and strengthen prosocial behaviors and cognitive abilities of students and other learners. Results of the study reveal that those modern technologies can be used to improve students’ academic experiences and interactions with their peers while in school. In our rapidly changing global knowledge society, it is clear there is a need to develop and build the capacity of students to work effectively and cooperatively with all people including those from diverse socio-cultural and educational backgrounds. This paper highlights ways in which advanced technologies can support ongoing efforts to enhance students’ knowledge while building more inclusive and emotionally supportive learning environments in school settings.

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Guilbaud, P., Sanders, C., Hirsch, M.J., Guilbaud, T.C. (2022). Social-Emotional Competence for the Greater Good: Exploring the Use of Serious Game, Virtual Reality and Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen Cognitive Abilities of Youth, Adolescents and Educators – A Systematic Review. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Design and Development. HCII 2022. Lecture Notes in Computer Science, vol 13317. Springer, Cham. https://doi.org/10.1007/978-3-031-05939-1_29

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