The purpose of this study was to evaluate the effectiveness and relevance of AI-powered non-player characters (NPCs) in educational settings within the metaverse platform Classlet, particularly within the domain of applied social sciences. Integrating Speech Act Theory, Prospect Theory, and the Recognition-Primed Decision Model into AI prompt templates enhanced interactions and positively impacted student engagement. The AI NPCs achieved a performance ratio of 128%, providing contextually relevant responses effectively maintained by the prompt templates. A survey on students’ perceptions of the AI and VR integration revealed positive user perceptions, with strong correlations between enjoyment, perceived usefulness, and intent to use. Correlational analysis showed a strong fit (R2 = 0.816) for user intent, which had a mean of 74%. U-tests also indicated that female and non-VR users encountered more technical difficulties. Overall, the results suggest new ways of using AI and VR to promote learning engagement and interactions within applied social sciences.

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AI NPCs in an Educational Metaverse: Evaluating the Effectiveness of Prompt Templates for Contextual Interactions

  • Wilkinson Daniel Wong Gonzales,
  • Daniel Jiandong Shen,
  • Aihua Yan,
  • Nina Xie,
  • Maria Leonora Francisco,
  • Paulina Pui Yun Wong

摘要

The purpose of this study was to evaluate the effectiveness and relevance of AI-powered non-player characters (NPCs) in educational settings within the metaverse platform Classlet, particularly within the domain of applied social sciences. Integrating Speech Act Theory, Prospect Theory, and the Recognition-Primed Decision Model into AI prompt templates enhanced interactions and positively impacted student engagement. The AI NPCs achieved a performance ratio of 128%, providing contextually relevant responses effectively maintained by the prompt templates. A survey on students’ perceptions of the AI and VR integration revealed positive user perceptions, with strong correlations between enjoyment, perceived usefulness, and intent to use. Correlational analysis showed a strong fit (R2 = 0.816) for user intent, which had a mean of 74%. U-tests also indicated that female and non-VR users encountered more technical difficulties. Overall, the results suggest new ways of using AI and VR to promote learning engagement and interactions within applied social sciences.