Genaro Rebolledo-Mendez

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Technology has the promise to transform educational prac-tices worldwide. In particular, cognitive tutoring systems are an example of educational technology that has been ex-tremely effective at improving mathematics learning over traditional classroom instruction. However, studies on the effectiveness of tutor software have been conducted mainly in the(More)
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of ‘presence’ naturally is allowing for more complex social interactions and designed(More)
A motivationally-aware version of the Ecolab system was developed with the aim of improving the learners’ motivation. To gain some insight into the effects of motivational modeling on students’ affective states, we observed the affect of 180 students interacting with either Ecolab or M-Ecolab. The affective states considered were based on existing coding(More)
This paper presents the results of a usability evaluation of the NeuroSky’s MindBuilder –EM (MB). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumeroriented BCI has appeared for the video game industry. The MB, a headset with(More)
This paper describes a Conceptual Framework underpinning “Systems that Care” in terms of educational systems that take account of motivation, metacognition and affect, in addition to cognition. The main focus is on motivation, as learning requires the student to put in effort and be engaged, in other words to be motivated to learn. But motivation is not the(More)
The M-Ecolab was developed to provide motivational scaffolding via an on-screen character whose demeanour defended on modelling the learner’s motivational state at interaction time. Motivational modelling was based on three variables: effort, independence and the confidence. A classroom evaluation was conducted to illustrate the effects of motivational(More)
This paper presents an evaluation of the societal impact of a simulation-based Serious Game. FloodSim was developed with the aim of raising awareness of issues surrounding flooding policy and citizen engagement in the UK. The game was played by a large number of users (N=25,701) in a period of 4 weeks. Quantitative and qualitative analyses (on a reduced(More)
This paper presents a model of motivation based on empathy for artificial intelligence (AI)-driven avatars in virtual worlds. The model is theoretically inspired, based on understanding and sharing other people’s intentions. The AI architecture presented is aimed at providing an avatar with the capabilities of motivational coaching in learning(More)
In this work, we propose a design for a user attention model featuring three core components. Our system components can work in real-time, offering indications of user attention from different sensory inputs (both visual and neurophysiological). The intention of the current work is to keep the equipment as unintrusive as possible, while keeping the(More)