Authors:
(1) Devasena Pasupuleti, AMMACHI Labs, Amrita Vishwa Vidyapeetham, Kollam, Kerala, 690525, India ([email protected]);
(2) Sreejith Sasidharan, AMMACHI Labs, Amrita Vishwa Vidyapeetham, Kollam, Kerala, 690525, India [email protected]);
(3) Rajesh Sharma, Spire Animation Studios, Los Angeles, California, 91403, United States of America ([email protected]);
(4) Gayathri Manikutty, AMMACHI Labs, Amrita Vishwa Vidyapeetham, Kollam, Kerala, 690525, India ([email protected]).
Editor's note: This is Part of 2 of 7 a study detailing the development of a gaming platform to teach proper hand hygiene practises to children. Read the rest below.
VIII. Conclusion
IX. Acknowledgments and References
The CASA Paradigm which stands for “Computers As Social Actors” [12] along with the Media Equation theory [13] refer to humans treating computers or any software interfaces as fellow humans by displaying characteristic traits such as politeness, assigning gender, etc [13], [14]. This behavior is similar to humans’ anthropomorphic interpretations of social robots [15]. Evidence from prior research supports that the CASA/media equation theory has been increasingly relevant to the domain of HRI [16], [17].
To facilitate long-term interactions with social robots and improve engagement and retention, elements from the CASA paradigm can be applied to certain gamification principles. This can help in eliminating challenges that the domain of HRI faces such as predictability, lack of excitement and repetitive design of robots [15]. Blending gamification principles and the CASA paradigm together can lead to a more enhanced and positive learning outcome for children.
Certain gamification elements such as a rich story narrative, a relevant theme, desirable end-goal, point rewards, and social interaction between the robot and the player set the ground for players to treat social robots as fellow players (social actors) and create continuous engagement opportunities for players [18], [19], [20], [21]. By playing with one another on the same team to complete a particular task within a given period, players might feel more motivated and encouraged to interact with robots. Including relevant narratives and a storyline that players can relate to, can help increase the player’s immersion and engagement in the game [22]. Having a theme-relevant multi-level game where the robot delivers frequent positive feedback whenever the player successfully progresses to the next task enjoyably promotes further content learning for the players. Keeping this in mind we applied certain game elements to the CASA paradigm as discussed above to create a unique educational gaming platform on hand hygiene that helps facilitate learning in children and encourages engagement with a social robot during play.
This paper is available on arxiv under CC BY-NC-ND 4.0 DEED license.