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    Promoting students’ motivation in language education with gamified pedagogical conversational agents
    (2025-12)
    Khosrawi-rad Bijan
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    Paul Felix Keller
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    Benner, Dennis
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    Grogorick, Linda
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    Borchers, Arne
    Pedagogical conversational agents (PCAs) like chatbots are a novel approach to technology-mediated language learning with artificial intelligence. They convey learning content interactively and accompany students in their education. However, many users find conversations with PCAs unmotivating. Gamification is a suitable solution to these motivational hurdles due to its playful nature. Given the difficulty of selecting the appropriate game elements and the scarcity of design recommendations for gamified PCAs, we propose the GNPL framework including a cohesive set of four design principles: goal-setting and reflection, novice-expert relationship, performance-related motivation, and learning story narration. In two design cycles, the article shows the application of the design principles in English learning – a domain commonly associated with motivational challenges – by implementing and evaluating a gamified PCA. The results show that the design principles significantly foster learners' motivation and that learners perceive a solid language learning experience, expressed by higher perceived value and social factors. They highlight the relevance of aligning the PCA's social role, the motivational impact of gamification, and the educational goals of the learning context. The design principles guide educators and developers in gamified PCA design. The paper contributes to the theory stream of PCAs by investigating learners' motivation enhancement when using PCAs. In addition, the paper provides new knowledge on meaningful gamification in an unexplored context and practical insights to solve the design challenges of selecting game elements in this context. Furthermore, it shows how language education can be supported by educational technology.
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    Scopus© Citations 7
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    AI literacy and its implications for prompt engineering strategies
    (2024)
    Nils Knoth
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    Antonia Tolzin
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    Artificial intelligence technologies are rapidly advancing. As part of this development, large language models (LLMs) are increasingly being used when humans interact with systems based on artificial intelligence (AI), posing both new opportunities and challenges. When interacting with LLM-based AI system in a goal-directed manner, prompt engineering has evolved as a skill of formulating precise and well-structured instructions to elicit desired responses or information from the LLM, optimizing the effectiveness of the interaction. However, research on the perspectives of non-experts using LLM-based AI systems through prompt engineering and on how AI literacy affects prompting behavior is lacking. This aspect is particularly important when considering the implications of LLMs in the context of higher education. In this present study, we address this issue, introduce a skill-based approach to prompt engineering, and explicitly consider the role of non-experts' AI literacy (students) in their prompt engineering skills. We also provide qualitative insights into students’ intuitive behaviors towards LLM-based AI systems. The results show that higher-quality prompt engineering skills predict the quality of LLM output, suggesting that prompt engineering is indeed a required skill for the goal-directed use of generative AI tools. In addition, the results show that certain aspects of AI literacy can play a role in higher quality prompt engineering and targeted adaptation of LLMs within education. We, therefore, argue for the integration of AI educational content into current curricula to enable a hybrid intelligent society in which students can effectively use generative AI tools such as ChatGPT.
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    Scopus© Citations 376
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    Improving Students’ Argumentation Skills Using Dynamic Machine-Learning–Based Modeling
    Argumentation is an omnipresent rudiment of daily communication and thinking. The ability to form convincing arguments is not only fundamental to persuading an audience of novel ideas but also plays a major role in strategic decision making, negotiation, and constructive, civil discourse. However, humans often struggle to develop argumentation skills, owing to a lack of individual and instant feedback in their learning process, because providing feedback on the individual argumentation skills of learners is time-consuming and not scalable if conducted manually by educators. Grounding our research in social cognitive theory, we investigate whether dynamic technology-mediated argumentation modeling improves students’ argumentation skills in the short and long term. To do so, we built a dynamic machine-learning (ML)–based modeling system. The system provides learners with dynamic writing feedback opportunities based on logical argumentation errors irrespective of instructor, time, and location. We conducted three empirical studies to test whether dynamic modeling improves persuasive writing performance more so than the benchmarks of scripted argumentation modeling (H1) and adaptive support (H2). Moreover, we assess whether, compared with adaptive support, dynamic argumentation modeling leads to better persuasive writing performance on both complex and simple tasks (H3). Finally, we investigate whether dynamic modeling on repeated argumentation tasks (over three months) leads to better learning in comparison with static modeling and no modeling (H4). Our results show that dynamic behavioral modeling significantly improves learners’ objective argumentation skills across domains, outperforming established methods like scripted modeling, adaptive support, and static modeling. The results further indicate that, compared with adaptive support, the effect of the dynamic modeling approach holds across complex (large effect) and simple tasks (medium effect) and supports learners with lower and higher expertise alike. This work provides important empirical findings related to the effects of dynamic modeling and social cognitive theory that inform the design of writing and skill support systems for education. This paper demonstrates that social cognitive theory and dynamic modeling based on ML generalize outside of math and science domains to argumentative writing.
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    Scopus© Citations 15
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    Engaging Students through Interactive Learning Videos in Higher Education: Developing a Creation Process and Design Patterns for Interactive Learning Videos
    (2024) ;
    Benner, Dennis
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    Dickhaut, Ernestine
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    Schöbel, Sofia
    The use of learning videos has grown dramatically in the last decades. However, there is also increasing criticism against the use of learning videos concerning the harmful effects on the learning process, such as a decrease in motivation, engagement, and learning success. Although interactive learning videos can be helpful in supporting students' learning process, the design of such videos is still challenging for instructional designers. To overcome these challenges, we follow a Design Science Research (DSR) approach and develop a design pattern-based process to support the development of interactive learning videos. To this end, we engage in multiple DSR cycles where we conduct a systematic literature review, collect practical and theoretical requirements, as well as develop and evaluate our artifact in two cycles. Finally, we codify our results into design patterns and a creation process for interactive learning videos. With our contribution, we make design knowledge for such learning materials accessible by including tangible and applicable practices during our interactive learning video creation process. Our contribution aims to support developers and educators in designing more effective learning videos.
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    Scopus© Citations 8
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    The Role of AI-Based Artifacts’ Voice Capabilities for Agency Attribution
    The pervasiveness and increasing sophistication of artificial intelligence (AI)-based artifacts within private, organizational, and social realms change how humans interact with machines. Theorizing about the way humans perceive AI-based artifacts is crucial to understanding why and to what extent humans deem these as competent for, i.e., decision-making, yet has traditionally taken a modality-agnostic view. In this paper, we theorize about a particular case of interaction, namely that of voice-based interaction with AI-based artifacts. The capabilities and perceived naturalness of such artifacts, fueled by continuous advances in natural language processing, induce users to deem an artifact as able to act autonomously in a goal-oriented manner. We argue that there is a positive direct relationship between the voice capabilities of an artifact and users’ agency attribution, ultimately obscuring the artifact’s true nature and competencies. This relationship is further moderated by an artifact’s actual agency, uncertainty, and user characteristics.
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    Scopus© Citations 25
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    Lawfulness by design – development and evaluation of lawful design patterns to consider legal requirements
    (European Journal of Information Systems (EJIS), 2023-03-01)
    Dickhaut, Ernestine
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    New political objectives, emerging regulatory regimes for the digital sphere, and higher penalties for violations have intensified the pressure to develop lawful IT artefacts. As the adaptation of existing IT artefacts to new regulations can be expensive and arduous, a more attractive approach would be to design IT artefacts lawfully from the beginning. A major challenge is that the law is generally technology-neutral, and lawful design requires legal expertise throughout the development, which is costly and time consuming due to communication challenges between legal experts and developers. One possible approach to proactively consider IT regulations in the systems development is design patterns that convey legal design knowledge and support developers in determining the appropriate design options. Consequently, we develop a framework for lawful design patterns and demonstrate their feasibility and advantages using the example of developing AI-based assistants and the regulation of the General Data Protection Regulation (GDPR). Using the design pattern framework, we develop design patterns for lawful AI-based assistants and evaluate them using (a) an experimental approach to show the usefulness of the patterns for developers and (b) rely on a legal simulation study to holistically evaluate how design patterns contribute to lawful IT.
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    Scopus© Citations 30
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    Shared digital artifacts – Co-creators as beneficiaries in microlearning development
    (2023)
    Marian Thiel De Gafenco
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    Jens Klusmeyer
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    Continuing vocational training benefits from the employees’ ability to share individual experience and expertise with their co-workers, as these assets constitute competitive advantages for companies. IT-supported systems can facilitate processes of knowledge elicitation (e. g. as part of collaborative co-creation) to ensure retainment of preferred qualitative characteristics of the resulting knowledge artifacts and provide ample opportunities to manage and configure a growing number of such artifacts in a company’s repository. It remains unclear however, how such collaborative and digital co-creation processes can benefit the individual co-creators’ expertise development. To address this gap in research and practice, an IT-supported co-creation system for microlearnings is designed and evaluated with master craftsman trainees of an inter-company vocational training center. With the deployment of the co-creation system, knowledge elaboration was examined via a qualitative evaluation of concept maps. By applying categories of the maps’ semantic properties and comparing features of expert knowledge derived from expertise research and concept mapping literature, we evaluate the process’ function to support expert knowledge elaboration as a desirable learning outcome for co-creators of shared digital artifacts. Analysis of the concept maps shows an absence of theoretical reasoning and an emphasis on contextual factors with minute details of work processes, indicating more practical than expert knowledge formation when co-creating shared digital artifacts. To improve the IT system’s effective support for expert knowledge elicitation, adjustments to the structured procedure are discussed and future research directions and limitations of this study are addressed.
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    Scopus© Citations 6
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    Charting the Evolution and Future of Conversational Agents: A Research Agenda Along Five Waves and New Frontiers
    (Springer Nature, 2023-04-20)
    Schöbel, Sofia
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    Benner, Dennis
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    Saqr, Mohammed
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    Conversational agents (CAs) have come a long way from their first appearance in the 1960s to today's generative models. Continuous technological advancements such as statistical computing and large language models allow for an increasingly natural and effortless interaction, as well as domain-agnostic deployment opportunities. Ultimately, this evolution begs multiple questions: How have technical capabilities developed? How is the nature of work changed through humans' interaction with conversational agents? How has research framed dominant perceptions and depictions of such agents? And what is the path forward? To address these questions, we conducted a bibliometric study including over 5000 research articles on CAs. Based on a systematic analysis of keywords, topics, and author networks, we derive "five waves of CA research" that describe the past, present, and potential future of research on CAs. Our results highlight fundamental technical evolutions and theoretical paradigms in CA research. Therefore, we discuss the moderating role of big technologies, and novel technological advancements like OpenAI GPT or BLOOM NLU that mark the next frontier of CA research. We contribute to theory by laying out central research streams in CA research, and offer practical implications by highlighting the design and deployment opportunities of CAs.
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    Scopus© Citations 110
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    Measuring university students’ ability to recognize argument structures and fallacies
    (Frontiers, 2023)
    Yvonne Berkle
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    Lukas Schmitt
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    Antonia Tolzin
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    Theory: Argumentation is crucial for all academic disciplines. Nevertheless, a lack of argumentation skills among students is evident. Two core aspects of argumentation are the recognition of argument structures (e.g., backing up claims with premises, according to the Toulmin model) and the recognition of fallacies. As both aspects may be related to content knowledge, students studying different subjects might exhibit different argumentation skills depending on whether the content is drawn from their own or from a foreign subject. Therefore, we developed an instrument to measure the recognition of both argument structures and fallacies among the groups of preservice teachers and business economics students in both their respective domains (pedagogy and economics), and a neutral domain (sustainability). For the recognition of fallacies, we distinguished between congruent and incongruent fallacies. In congruent fallacies, the two aspects of argument quality, i.e., deductive validity and inductive strength, provide converging evidence against high argument quality. In incongruent fallacies, these two aspects diverge. Based on dual process theories, we expected to observe differences in the recognition of congruent and incongruent fallacies.
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    Scopus© Citations 5
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    How to Achieve Ethical Persuasive Design: A Review and Theoretical Propositions for Information Systems
    (2022-12-29)
    Benner, Dennis
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    Schöbel, Sofia
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    Persuasive system design (PSD) is an umbrella term for designs in information systems (IS) that can influence people’s attitude, behavior, or decision making for better or for worse. On the one hand, PSD can improve users’ engagement and motivation to change their attitude, behavior, or decision making in a favorable way, which can help them achieve a desired outcome and, thus, improve their wellbeing. On the other hand, PSD misuse can lead to unethical and undesirable outcomes, such as disclosing unnecessary information or agreeing to terms that do not favor users, which, in turn, can negatively impact their wellbeing. These powerful persuasive designs can involve concepts such as gamification, gamblification, and digital nudging, which all have become prominent in recent years and have been implemented successfully across different sectors, such as education, e-health, e-governance, e-finance, and digital privacy contexts. However, such persuasive influence on individuals raises ethical questions as PSD can impair users’ autonomy or persuade them towards a third party’s goals and, hence, lead to unethical decision-making processes and outcomes. In human-computer interaction, recent advances in artificial intelligence have made this topic particularly significant. These novel technologies allow one to influence the decisions that users make, to gather data, and to profile and persuade users into unethical outcomes. These unethical outcomes can lead to psychological and emotional damage to users. To understand the role that ethics play in persuasive system design, we conducted an exhaustive systematic literature analysis and 20 interviews to overview ethical considerations for persuasive system design. Furthermore, we derive potential propositions for more ethical PSD and shed light on potential research gaps.
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    Scopus© Citations 33