2018
DOI: 10.1007/s40593-018-0167-2
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Instructing a Teachable Agent with Low or High Self-Efficacy – Does Similarity Attract?

Abstract: This study examines the effects of teachable agents' expressed self-efficacy on students. A total of 166 students, 10-to 11-years-old, used a teachable agent-based math game focusing on the base-ten number system. By means of data logging and questionnaires, the study compared the effects of high vs. low agent self-efficacy on the students' in-game performance, their own math self-efficacy, and their attitude towards their agent. The study further explored the effects of matching vs. mismatching between studen… Show more

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Cited by 21 publications
(25 citation statements)
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References 38 publications
(54 reference statements)
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“… Data to be collected: before applying GLA, and as part of the game design, it is highly recommended to specify and determine the game traces that will be collected (Tlili et al 2016;Serrano-Laguna et al 2018).  Teachable agents: in educational games, teachable agents can help achieve deeper levels of learning that transfer outside the game (Pareto 2014) and have a significant impact on in-game performance, preferably when designed to have low self-efficacy (Tärning et al 2018).…”
Section: Gla Data Can Validate Serious Game Designmentioning
confidence: 99%
“… Data to be collected: before applying GLA, and as part of the game design, it is highly recommended to specify and determine the game traces that will be collected (Tlili et al 2016;Serrano-Laguna et al 2018).  Teachable agents: in educational games, teachable agents can help achieve deeper levels of learning that transfer outside the game (Pareto 2014) and have a significant impact on in-game performance, preferably when designed to have low self-efficacy (Tärning et al 2018).…”
Section: Gla Data Can Validate Serious Game Designmentioning
confidence: 99%
“…The research shows a promising learning outcome for the paradigm (Fiorella & Mayer, 2016). Another positive effect of the learning-by-teaching paradigm is that it supports the student's self-efficacy, that is a person's belief in his or her ability to carry out a certain task successfully, which in turn protects the tutee from blaming themselves for mistakes (Tärning et al, 2019). The paradigm has also been investigated in computer-based pedagogical agents with successful results (e.g.…”
Section: Learning-by-teachingmentioning
confidence: 94%
“…The analysis in [37] showed that interacting with a digital tutee with low self-efficacy was beneficial for students' performance. This was especially apparent for students who themselves had had reported low self-efficacy, they significantly increased their performance and performed as well as students with high self-efficacy when interacting with a digital tutee with low self-efficacy, see Figure 1 (left side).…”
Section: Designing a Teachable Agent With High Or Low Self-efficacymentioning
confidence: 99%
“…In contrast, the characteristic of self-efficacy is possible to design and manipulate in a digital tutee and this is what we have done. In [37], we studied whether the manipulation of self-efficacy in a digital tutee-in terms of low versus high self-efficacy-would affect any of the following for the (real) students who acted as teachers for the digital tutee: (i) their self-efficacy (ii) their in-game performance, (iii) their attitude towards the digital tutee. The study made use of an educational game targeting mathematics and the base ten concept [38], further described in Section 2.1.…”
Section: Designing a Teachable Agent With High Or Low Self-efficacymentioning
confidence: 99%
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