Abstract :
Massively multiuser online games such as World of Warcraft employ computer controlled non-player characters (NPCs) and quest activities extensively in tutoring capacities that incorporate active learning, incremental progress, and creative repetition. This poster explores ways to use this model in educational virtual environments (VE), using NPCs as anthropocentric keys to organize and deliver educational content. Our educational NPC design includes a knowledge model and a user performance model, in addition to the physical traits, behavior model, and dialog model necessary to make them interesting, credible members of the environment. Formatted web-based educational content, exercises, and quizzes are imported into the virtual worlds (VWs), reducing the effort needed to create new educational NPCs. The NPC architecture in this poster supports simple multi-platform NPCs that offer educational quests to users in two VEs, CVE and Second Life.
Keywords :
Internet; computer aided instruction; computer games; virtual reality; Web-based educational content; World of Warcraft; anthropocentric keys; behavior model; dialog model; educational exercises; educational quizzes; educational virtual environments; massively multiuser online games; portable nonplayer character tutors; quest activities; user performance model; Avatars; Computer aided instruction; Computer architecture; Computer interfaces; Computer science education; Multimedia systems; Portable computers; Second Life; Virtual environment; Virtual reality; MMO; NPC; educational quest; virtual world;