Abstract:Collaborations between researchers and practitioners have recently become increasingly popular in education, and educational design research (EDR) may benefit greatly from investigating such partnerships. One important domain in which EDR on collaborations between researchers and practitioners can be applied is research on simulation-based learning. However, frameworks describing both research and design processes in research programs on simulation-based learning are currently lacking. The framework proposed i… Show more
“…For instance, sophisticated scenarios had to be developed for problem-and casebased learning. These scenarios were then implemented using rule-based virtual humans, roleplaying games, and trained actors (Fink et al, 2021). AI-based avatars are cost-effective and offer a level of interaction and response accuracy in presenting such stimuli that could compete with role-playing games and trained actors and go beyond the possibilities of rule-based virtual humans.…”
Advancements in the generative AI field have enabled the development of powerful educational avatars. These avatars can, for instance, listen to users’ spoken input, generate an answer utilizing a large-language model, and reply by speaking with a synthetic voice. A theoretical introduction summarizes essential steps in developing AI-based educational avatars and explains how they differ from previously available educational technologies. Moreover, we introduce GPTAvatar, an open-source, state-of-the-art AI-based avatar. We then discuss the benefits of using educational AI-based avatars, which include, among other things, individualized and contextualized instruction. Afterward, we highlight the challenges of using AI-based educational avatars. Major problems concern incorrect and inaccurate information provided, as well as insufficient data protection. In the discussion, we provide an outlook by addressing advances in educational content and educational technology and identifying three crucial open questions for research and practice.
“…For instance, sophisticated scenarios had to be developed for problem-and casebased learning. These scenarios were then implemented using rule-based virtual humans, roleplaying games, and trained actors (Fink et al, 2021). AI-based avatars are cost-effective and offer a level of interaction and response accuracy in presenting such stimuli that could compete with role-playing games and trained actors and go beyond the possibilities of rule-based virtual humans.…”
Advancements in the generative AI field have enabled the development of powerful educational avatars. These avatars can, for instance, listen to users’ spoken input, generate an answer utilizing a large-language model, and reply by speaking with a synthetic voice. A theoretical introduction summarizes essential steps in developing AI-based educational avatars and explains how they differ from previously available educational technologies. Moreover, we introduce GPTAvatar, an open-source, state-of-the-art AI-based avatar. We then discuss the benefits of using educational AI-based avatars, which include, among other things, individualized and contextualized instruction. Afterward, we highlight the challenges of using AI-based educational avatars. Major problems concern incorrect and inaccurate information provided, as well as insufficient data protection. In the discussion, we provide an outlook by addressing advances in educational content and educational technology and identifying three crucial open questions for research and practice.
“…Therefore, another question that must be considered regarding media design is which representational scaffolds are intended to be implemented. A third factor is the choice of simulation platform (e.g., Fink et al, 2021). There might be strategic or practical reasons (e.g., adhering to an already established or available simulation platform) to choose a simulation platform that offers only limited options for technology and media use because of its limited technical capabilities (e.g., no option to use virtual or augmented reality).…”
Section: Incorporating An Approximation Strategy In the Design Of Dig...mentioning
confidence: 99%
“…Existing literature on designing simulations primarily focuses on process models addressing the steps of designing simulations for specific contexts, for example designing simulation for research purposes (Fink et al , 2021) or designing simulations as teacher practice spaces (Reich et al , 2018). Such frameworks typically outline design steps by referring to specific examples of simulations and often touch on discussing selected characteristics of simulations, such as authenticity.…”
Section: Learning Professional Practices In Higher Educationmentioning
confidence: 99%
“…Therefore, another question that must be considered regarding media design is which representational scaffolds are intended to be implemented. A third factor is the choice of simulation platform (Fink et al , 2021). There might be strategic or practical reasons (e.g.…”
Section: Incorporating An Approximation Strategy In the Design Of Dig...mentioning
Purpose
To advance the learning of professional practices in teacher education and medical education, this conceptual paper aims to introduce the idea of representational scaffolding for digital simulations in higher education.
Design/methodology/approach
This study outlines the ideas of core practices in two important fields of higher education, namely, teacher and medical education. To facilitate future professionals’ learning of relevant practices, using digital simulations for the approximation of practice offers multiple options for selecting and adjusting representations of practice situations. Adjusting the demands of the learning task in simulations by selecting and modifying representations of practice to match relevant learner characteristics can be characterized as representational scaffolding. Building on research on problem-solving and scientific reasoning, this article identifies leverage points for employing representational scaffolding.
Findings
The four suggested sets of representational scaffolds that target relevant features of practice situations in simulations are: informational complexity, typicality, required agency and situation dynamics. Representational scaffolds might be implemented in a strategy for approximating practice that involves the media design, sequencing and adaptation of representational scaffolding.
Originality/value
The outlined conceptualization of representational scaffolding can systematize the design and adaptation of digital simulations in higher education and might contribute to the advancement of future professionals’ learning to further engage in professional practices. This conceptual paper offers a necessary foundation and terminology for approaching related future research.
“…• A joint technological framework defines the technology relevant for collaboration and for addressing the research questions. Every discipline in the context of learning and instruction has its own set of preferred research technologies, for example simulations that create extensive logfiles to measure and facilitate learning (Fink et al, 2020). Joint technologies may help to integrate data from different research projects, and later transfer the results into practice.…”
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