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A remote game-based learning framework with real-person non-player characters scaffolding for strategic planning training

Bibliographic Data

ID21632440
AuthorsChih‐Chung Chien (National Taiwan University of Science and Technology), Chih-Chung Chien (National Taiwan University of Science and Technology), Szu-Ting Huang (National Taiwan University of Science and Technology), Huei‐Tse Hou (0000-0003-1783-8830, National Taiwan University of Science and Technology, corresponding author)
Year2025
Pages1-26
Publication date2025-11-22
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2025.2584576
OpenAlexW4416538957
LanguageEN
References cited112

This study design combines Gather Town's realistic space, multi-dimensional scaffolding mechanism, and multiple professional fields real-person NPCs (Non-player Character) in a remote strategic planning educational game, and explores learners’ learning effectiveness, scaffolding usefulness, game fidelity, and game acceptance. There were 52 participants, including the Experimental Group (using a game with real-person NPCs), and the Control Group (using a game without real-person NPCs). The results of the study found that games using the mechanism of real-person NPCs can significantly improve learning effectiveness and have better learning effectiveness than those without real-person NPCs or general case studies. In terms of the usefulness of scaffolding, real-person NPCs could jointly improve the effect of other dimensions of scaffolding, allowing learners to experience more useful learning guidance. In terms of fidelity, the introduction of real-person NPCs allows learners to be easily involved in the learning roles and mission objectives of the game

Educational technology · Electronic learning · Instructional design · Interactive Learning · Scaffold · Strategic planning · AI-based Problem Solving and Planning · Artificial Intelligence in Games · Educational Games and Gamification

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