Skip to main content

CheMate: Anthropomorphic-cues-Mediated Experiential Learning Game Using Generative AI

  • Conference paper
  • First Online:
HCI International 2024 Posters (HCII 2024)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 2117))

Included in the following conference series:

  • 819 Accesses

Abstract

Anthropomorphic design cues (ADCs) refer to giving non-human objects human-like characteristics, widely used in human-computer interaction (HCI) and education. However, the current interactive modes of anthropomorphized knowledge roles (KRs) are relatively monotonous, with insufficient educational content integration, which may weaken user interaction and learning experiences. In this paper, we propose the Anthropomorphic-cues-Mediated Experiential Learning Game (AMELG) framework and implement a chemistry puzzle game called CheMate. In the framework, ADCs serve as intermediary signs, and KRs engage in interactions, providing feedback on player’s actions. Subsequently, players reflectively observe the experiential process, associate abstract conceptualization with existing knowledge, understand new knowledge conveyed through ADCs, actively apply the knowledge, and thereby better memorize, understand, and master it. In the game, atoms KRs with different personalities can gather into molecules. These KRs are driven by large language models (LLMs) for dialogues. First, players talk with various KRs, accumulate intimacy, and gain the ability to move them. Then, players engage in searching, reasoning, and chemical reactions. The game dramatizes scenarios of chemical reactions. Players improve conditions or mediate through KR dialogues to drive the reactions. We set each reaction as a process of atoms’ growth and provide the player with a retrospective review of it. A pilot study was conducted to validate the effectiveness of the framework, indicating its potential to enhance interactive experiences and learning outcomes. The article briefly summarizes and analyzes effective ADCs design methods in the game, and provides insights into the HCI modes of ADCs and their integration with educational content.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Araujo, T.: Living up to the chatbot hype: the influence of anthropomorphic design cues and communicative agency framing on conversational agent and company perceptions. Comput. Hum. Behav. 85, 183–189 (2018)

    Article  Google Scholar 

  2. Rhim, J., Kwak, M., Gong, Y., Gweon, G.: Application of humanization to survey chatbots: change in chatbot perception, interaction experience, and survey data quality. Comput. Hum. Behav. 126, 107034 (2022)

    Article  Google Scholar 

  3. Sheehan, B., Jin, H.S., Gottlieb, U.R.: Customer service chatbots: anthropomorphism and adoption. J. Bus. Res. 115, 14–24 (2020)

    Article  Google Scholar 

  4. Mokiwa, H.O.: Reflections on teaching periodic table concepts: a case study of selected schools in South Africa. Eurasia J. Math. Sci. Technol. Educ. 13, 1563–1573 (2017)

    Article  Google Scholar 

  5. Türkoguz, S., Ercan, I.: Effect of visual anthropomorphic stories on students’ understanding of the particulate nature of matter and anthropomorphic discourse. Chem. Educ. Res. Pract. 23, 206–225 (2022)

    Article  Google Scholar 

  6. Vogel, J.J., Vogel, D.S., Cannon-Bowers, J.A., Bowers, C.A., Muse, K., Wright, M.F.: Computer gaming and interactive simulations for learning: a meta-analysis. J. Educ. Comput. Res. 34, 229–243 (2006)

    Article  Google Scholar 

  7. Zuo, T., Birk, M.V., Spek, E.V.D., Hu, J.: The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning. Entertain. Comput. 46, 100563 (2023)

    Google Scholar 

  8. Kolb, D.A., Boyatzis, R.E., Mainemelis, C.: Experiential learning theory: previous research and new directions. Perspectives on thinking, learning, and cognitive styles, pp. 227–247. Routledge (2014)

    Google Scholar 

  9. Plass, J.L., Homer, B.D., Kinzer, C.K.: Foundations of game-based learning. Educ. Psychol. 50, 258–283 (2015)

    Article  Google Scholar 

  10. Vygotsky, L.S., Cole, M.: Mind in Society: Development of Higher Psychological Processes. Harvard University Press (1978)

    Google Scholar 

  11. Gao, F., Fang, K., Chan, W.K.V.: Chemical life: knowledge-based personality, emotion and action cues in educational games. In: 2023 IEEE Conference on Games (CoG), pp. 1–3. IEEE (2023)

    Google Scholar 

  12. Sauro, J.: Measuring usability with the system usability scale (SUS) (2011)

    Google Scholar 

  13. IJsselsteijn, W.A., De Kort, Y.A., Poels, K.: The game experience questionnaire. (2013)

    Google Scholar 

Download references

Acknowledgments

This research was funded by the NetDragon Websoft Holdings Limited (Grant No. 20239680164), the Fujian Tianquan Education Technology Co., Ltd (Grant No. 5926116), and the Guangdong Pearl River Plan (Grant No. 2019QN01X890).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wai Kin Chan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Gao, F., Fang, K., Chan, W.K. (2024). CheMate: Anthropomorphic-cues-Mediated Experiential Learning Game Using Generative AI. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2024 Posters. HCII 2024. Communications in Computer and Information Science, vol 2117. Springer, Cham. https://doi.org/10.1007/978-3-031-61953-3_33

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-61953-3_33

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-61952-6

  • Online ISBN: 978-3-031-61953-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics