The mere belief of social interaction improves learning
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The mere belief of social interaction improves learning

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The Mere Belief of Social Interaction Improves Learning Sandra Y. Okita (yuudra@stanford.edu) School of Education , Stanford University 485 Lasuen Mall Stanford CA 94305-3096 USA Jeremy Bailenson (bailenson@stanford.edu) Department of Communication, Stanford Universiy 450 Serra Mall Stanford, CA 94305-2050 Daniel L. Schwartz (danls@stanford.edu) School of Education , Stanford University 485 Lasuen Mall Stanford CA 94305-3096 USA Abstract patterns differ depending on whether they believe they are interacting with an agent or an avatar (Bailenson, Thirty-five adult participants tested the hypothesis that one’s Blascovich, Beal & Loomis, 2003; Blascovich et. al., 2002; mere belief in having a social interaction with someone Hoyt, Blascovich & Swinth, 2003). For example, people improves learning and understanding. Participants studied a will respect the virtual “space” of a human representation if passage on the body’s mechanism for causing fever. They they believe it is an avatar. then entered a virtual reality environment with an embodied Our particular interest in virtual reality is that it provides a agent on the other side of a table. The participant read unique way to examine the effects of social interaction on scripted questions relevant to the fever passage, and the agent learning. Social interaction is a natural and powerful way to gave scripted responses. In the Avatar condition, participants learn.

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The Mere Belief of Social Interaction Improves Learning
Sandra Y. Okita (yuudra@stanford.edu)
School of Education , Stanford University
485 Lasuen Mall Stanford CA 94305-3096 USA
Jeremy Bailenson (bailenson@stanford.edu)
Department of Communication, Stanford Universiy
450 Serra Mall Stanford, CA 94305-2050
Daniel L. Schwartz (danls@stanford.edu)
School of Education , Stanford University
485 Lasuen Mall Stanford CA 94305-3096 USA
Abstract
Thirty-five adult participants tested the hypothesis that one’s
mere belief in having a social interaction with someone
improves learning and understanding. Participants studied a
passage on the body’s mechanism for causing fever. They
then entered a virtual reality environment with an embodied
agent on the other side of a table.
The participant read
scripted questions relevant to the fever passage, and the agent
gave scripted responses. In the Avatar condition, participants
heard that the virtual representation was controlled by a
person whom they had just met. In the Agent condition,
participants heard that the virtual representation was computer
controlled. The Avatar condition yielded better learning and
inference at posttest, even though all interactions within VR
were held constant across conditions.
Skin conductance
measures also indicated that the Avatar condition exhibited
more arousal and that higher arousal was correlated with
learning on a problem-by-problem basis. Further results
suggest the hypothesis that the learning effect was not due to
social belief per se, but rather in the belief of taking a socially
relevant action.
Keywords:
Learning; virtual environments; agents; avatars.
Introduction
Virtual reality (VR) permits novel investigations of what
it means to be social. For example, it is possible to tell
participants that they are interacting with an embodied agent
that is fully controlled by a computer.
Alternatively,
participants can be told that they are interacting with an
embodied avatar that is being controlled by a person. In this
research, we examined whether simply believing a virtual
representation was an agent (computer) or an avatar (person)
affected learning.
Recent research on virtual reality and other new media
has examined what features cause people to treat a computer
representation as a social being (e.g., Bailenson et. al 2005;
Reeves & Nass, 1996; Schroeder, 2002). A different sort of
question asks if differences arise when people believe they
are interacting with a person or whether they are interacting
with a machine, when all features are otherwise held
constant.
Research indicates that people’s interaction
patterns differ depending on whether they believe they are
interacting with an agent or an avatar (Bailenson,
Blascovich, Beal & Loomis, 2003; Blascovich et. al., 2002;
Hoyt, Blascovich & Swinth, 2003). For example, people
will respect the virtual “space” of a human representation if
they believe it is an avatar.
Our particular interest in virtual reality is that it provides a
unique way to examine the effects of social interaction on
learning. Social interaction is a natural and powerful way to
learn. One important aspect of social interaction is that it
can generate well-tuned feedback, as in the case of a tutor.
Another important aspect is that social actors can provide
models that learners might imitate. In the current work, we
explore whether the mere belief that an interaction is with
another person, and therefore social, influences learning.
Neurological
evidence
indicates
that
attributions
of
humanness to a displayed image recruit different brain
circuitry (Blakemore, Boyer, Meltzoff, Segebarth & Decety,
2003), but the effect of human attributions on learning is
unknown, particularly if all other visual features and
interactive opportunities are held constant.
In the study, participants engaged in a scripted Q & A
session with a computer agent on the mechanisms behind
maintaining a fever. Participants were told that they were
either interacting with an avatar or agent. Afterwards, we
gave a posttest on the mechanisms of fever to see which
condition led to deeper understanding.
In addition to
learning measures, we also collected measures of participant
arousal (skin conductance levels). These measures, which
were taken every 1/60
th
of a second in VR, can help reveal
the time course of how a belief in a social interaction
influences learning. Moreover, they can show whether the
belief that one is interacting with another person increases
arousal.
Prior research indicates that moderate levels of arousal at
encoding are correlated with better “factual” memory, but to
our knowledge, no research has demonstrated that arousal at
encoding is correlated with deeper understanding.
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