The Edutainment Platform: Interactive Storytelling Relying on Semantic Similarity

Irina Toma, Florentina Bacioiu, Mihai Dascalu, Stefan Trausan-Matu

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

    Abstract

    Storytelling has been a part of human interaction since language emerged. It was initially used to convey information, describe events and people, and afterwards evolved into presenting examples of good and bad behaviors. However, stories are not limited to the early stages of child development as they can be used even in university lectures. The game described in this paper brings the power of storytelling in the learning environment, enabling teachers to present lessons as interactive stories. In the context of our serious game, students test their knowledge by answering with free text inputs to the questions presented by the virtual assistant in a challenging and entertaining environment. The prototype version was tested by a group of 26 students who found the game concept very interesting and provided valuable feedback in terms of user experience and functionality.
    Original languageEnglish
    Title of host publicationChallenges and Solutions in Smart Learning
    Subtitle of host publicationProceeding of 2018 International Conference on Smart Learning Environments, Beijing, China
    EditorsM. Chang, E. Popescu, Kinshuk, N.-S. Chen, M. Jemni, R. Huang, J. M. Spector
    Place of PublicationSingapore
    PublisherSpringer Singapore
    Chapter13
    Pages87–96
    Number of pages10
    Edition1
    ISBN (Electronic)9789811087431
    ISBN (Print)9789811087424
    DOIs
    Publication statusPublished - 2018
    EventInternational Conference on Smart Learning Environments: ICSLE 2018 - Beijing, China
    Duration: 18 Mar 201820 Mar 2018
    http://iasle.net/icsle2018/

    Publication series

    NameLecture Notes in Educational Technology
    PublisherSpringer
    ISSN (Print)2196-4963

    Conference

    ConferenceInternational Conference on Smart Learning Environments
    Abbreviated titleICSLE 2018
    CountryChina
    CityBeijing
    Period18/03/1820/03/18
    Internet address

    Fingerprint

    Semantics
    Students
    Feedback
    Serious games

    Keywords

    • Serious games
    • Digital storytelling
    • Semantic similarity
    • Text cohesion
    • Natural Language Processing

    Cite this

    Toma, I., Bacioiu, F., Dascalu, M., & Trausan-Matu, S. (2018). The Edutainment Platform: Interactive Storytelling Relying on Semantic Similarity . In M. Chang, E. Popescu, Kinshuk, N-S. Chen, M. Jemni, R. Huang, & J. M. Spector (Eds.), Challenges and Solutions in Smart Learning: Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China (1 ed., pp. 87–96). (Lecture Notes in Educational Technology). Singapore: Springer Singapore. https://doi.org/10.1007/978-981-10-8743-1_13
    Toma, Irina ; Bacioiu, Florentina ; Dascalu, Mihai ; Trausan-Matu, Stefan. / The Edutainment Platform : Interactive Storytelling Relying on Semantic Similarity . Challenges and Solutions in Smart Learning: Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China. editor / M. Chang ; E. Popescu ; Kinshuk ; N.-S. Chen ; M. Jemni ; R. Huang ; J. M. Spector. 1. ed. Singapore : Springer Singapore, 2018. pp. 87–96 (Lecture Notes in Educational Technology).
    @inproceedings{d9f22c56ba8b48628b37e282d034b3c4,
    title = "The Edutainment Platform: Interactive Storytelling Relying on Semantic Similarity",
    abstract = "Storytelling has been a part of human interaction since language emerged. It was initially used to convey information, describe events and people, and afterwards evolved into presenting examples of good and bad behaviors. However, stories are not limited to the early stages of child development as they can be used even in university lectures. The game described in this paper brings the power of storytelling in the learning environment, enabling teachers to present lessons as interactive stories. In the context of our serious game, students test their knowledge by answering with free text inputs to the questions presented by the virtual assistant in a challenging and entertaining environment. The prototype version was tested by a group of 26 students who found the game concept very interesting and provided valuable feedback in terms of user experience and functionality.",
    keywords = "Serious games, Digital storytelling, Semantic similarity, Text cohesion, Natural Language Processing",
    author = "Irina Toma and Florentina Bacioiu and Mihai Dascalu and Stefan Trausan-Matu",
    year = "2018",
    doi = "10.1007/978-981-10-8743-1_13",
    language = "English",
    isbn = "9789811087424",
    series = "Lecture Notes in Educational Technology",
    publisher = "Springer Singapore",
    pages = "87–96",
    editor = "Chang, {M. } and Popescu, {E. } and Kinshuk and Chen, {N.-S. } and Jemni, {M. } and Huang, {R. } and Spector, {J. M. }",
    booktitle = "Challenges and Solutions in Smart Learning",
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    edition = "1",

    }

    Toma, I, Bacioiu, F, Dascalu, M & Trausan-Matu, S 2018, The Edutainment Platform: Interactive Storytelling Relying on Semantic Similarity . in M Chang, E Popescu, Kinshuk, N-S Chen, M Jemni, R Huang & JM Spector (eds), Challenges and Solutions in Smart Learning: Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China. 1 edn, Lecture Notes in Educational Technology, Springer Singapore, Singapore, pp. 87–96, International Conference on Smart Learning Environments, Beijing, China, 18/03/18. https://doi.org/10.1007/978-981-10-8743-1_13

    The Edutainment Platform : Interactive Storytelling Relying on Semantic Similarity . / Toma, Irina; Bacioiu, Florentina; Dascalu, Mihai; Trausan-Matu, Stefan.

    Challenges and Solutions in Smart Learning: Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China. ed. / M. Chang; E. Popescu; Kinshuk; N.-S. Chen; M. Jemni; R. Huang; J. M. Spector. 1. ed. Singapore : Springer Singapore, 2018. p. 87–96 (Lecture Notes in Educational Technology).

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

    TY - GEN

    T1 - The Edutainment Platform

    T2 - Interactive Storytelling Relying on Semantic Similarity

    AU - Toma, Irina

    AU - Bacioiu, Florentina

    AU - Dascalu, Mihai

    AU - Trausan-Matu, Stefan

    PY - 2018

    Y1 - 2018

    N2 - Storytelling has been a part of human interaction since language emerged. It was initially used to convey information, describe events and people, and afterwards evolved into presenting examples of good and bad behaviors. However, stories are not limited to the early stages of child development as they can be used even in university lectures. The game described in this paper brings the power of storytelling in the learning environment, enabling teachers to present lessons as interactive stories. In the context of our serious game, students test their knowledge by answering with free text inputs to the questions presented by the virtual assistant in a challenging and entertaining environment. The prototype version was tested by a group of 26 students who found the game concept very interesting and provided valuable feedback in terms of user experience and functionality.

    AB - Storytelling has been a part of human interaction since language emerged. It was initially used to convey information, describe events and people, and afterwards evolved into presenting examples of good and bad behaviors. However, stories are not limited to the early stages of child development as they can be used even in university lectures. The game described in this paper brings the power of storytelling in the learning environment, enabling teachers to present lessons as interactive stories. In the context of our serious game, students test their knowledge by answering with free text inputs to the questions presented by the virtual assistant in a challenging and entertaining environment. The prototype version was tested by a group of 26 students who found the game concept very interesting and provided valuable feedback in terms of user experience and functionality.

    KW - Serious games

    KW - Digital storytelling

    KW - Semantic similarity

    KW - Text cohesion

    KW - Natural Language Processing

    U2 - 10.1007/978-981-10-8743-1_13

    DO - 10.1007/978-981-10-8743-1_13

    M3 - Conference article in proceeding

    SN - 9789811087424

    T3 - Lecture Notes in Educational Technology

    SP - 87

    EP - 96

    BT - Challenges and Solutions in Smart Learning

    A2 - Chang, M.

    A2 - Popescu, E.

    A2 - Kinshuk,

    A2 - Chen, N.-S.

    A2 - Jemni, M.

    A2 - Huang, R.

    A2 - Spector, J. M.

    PB - Springer Singapore

    CY - Singapore

    ER -

    Toma I, Bacioiu F, Dascalu M, Trausan-Matu S. The Edutainment Platform: Interactive Storytelling Relying on Semantic Similarity . In Chang M, Popescu E, Kinshuk, Chen N-S, Jemni M, Huang R, Spector JM, editors, Challenges and Solutions in Smart Learning: Proceeding of 2018 International Conference on Smart Learning Environments, Beijing, China. 1 ed. Singapore: Springer Singapore. 2018. p. 87–96. (Lecture Notes in Educational Technology). https://doi.org/10.1007/978-981-10-8743-1_13