Exploring LLM-Powered Role and Action-Switching Pedagogical Agents for History Education in Virtual Reality
Zihao Zhu, Ao Yu, Xin Tong, Pan Hui
TL;DR
This work tackles how to enable engaging, adaptive multi-role pedagogical agents in VR history education using large language models. A Pavilion of Prince Teng VR prototype employs adaptive role-switching and action-switching modules, evaluated through a 2×2 between-subject study with 84 participants to assess learning outcomes and learning experience. Results show adaptive role-switching enhances trustworthiness and expertise, while adaptive action-switching boosts social presence and humanness; neither module significantly affects usability, motivation, or cognitive load, and frequent switching can yield inconsistent experiences. The authors propose five design implications to guide future VR history education tools employing adaptive role-switching and action-switching in multi-role PAs.
Abstract
Multi-role pedagogical agents can create engaging and immersive learning experiences, helping learners better understand knowledge in history learning. However, existing pedagogical agents often struggle with multi-role interactions due to complex controls, limited feedback forms, and difficulty dynamically adapting to user inputs. In this study, we developed a VR prototype with LLM-powered adaptive role-switching and action-switching pedagogical agents to help users learn about the history of the Pavilion of Prince Teng. A 2 x 2 between-subjects study was conducted with 84 participants to assess how adaptive role-switching and action-switching affect participants' learning outcomes and experiences. The results suggest that adaptive role-switching enhances participants' perception of the pedagogical agent's trustworthiness and expertise but may lead to inconsistent learning experiences. Adaptive action-switching increases participants' perceived social presence, expertise, and humanness. The study did not uncover any effects of role-switching and action-switching on usability, learning motivation, and cognitive load. Based on the findings, we proposed five design implications for incorporating adaptive role-switching and action-switching into future VR history education tools.
