Velentza Anna-Maria, Fachantidis Nikolaos, Lefkos Ioannis
School of Educational and Social Policies, University of Macedonia, Greece.
Laboratory of Informatics and Robotics in Education and Society (LIRES), University of Macedonia, Greece.
MethodsX. 2022 Sep 21;9:101866. doi: 10.1016/j.mex.2022.101866. eCollection 2022.
Research on the use of social robots in education is constantly increasing in the growing field of human-robot interaction (HRI). Consequently, it is essential to determine an appropriate methodology to test how these robots can optimally interact with students. This study specifically looks at how we can use existing knowledge from psychology, neuroscience and educational research and apply them with validity and credibility in HRI studies. We are interested in incorporating research methodologies to evaluate the performance of social robots acting as university professors in a real classroom environment. Moreover, we aim to measure three effects, a) students' knowledge acquisition (quiz after lecture and final exam grades), b) level of enjoyment (Likert scale questionnaire), and c) level of surprize (analysis of facial expressions filmed by cameras). To identify the relationship between students' knowledge acquisition, enjoyment, and level of surprize, we designed a series of three experiments, testing three variables: 1. one human-tutor lesson, 2. one robot-tutor lesson, 3. two robot-tutor lessons. In this paper we thoroughly explain the methods used to measuring and testing these variables based on modern and reliable sources.•Application of Psychological Research Methods to Human-Robot Interaction Studies.
在不断发展的人机交互(HRI)领域,关于社交机器人在教育中的应用研究正在持续增加。因此,确定一种合适的方法来测试这些机器人如何与学生实现最佳交互至关重要。本研究特别关注如何利用心理学、神经科学和教育研究中的现有知识,并在人机交互研究中有效且可靠地应用这些知识。我们有兴趣采用研究方法来评估社交机器人在真实课堂环境中充当大学教授的表现。此外,我们旨在衡量三种效应:a)学生的知识获取(讲座后的测验和期末考试成绩),b)愉悦程度(李克特量表问卷),以及c)惊讶程度(对摄像机拍摄的面部表情进行分析)。为了确定学生的知识获取、愉悦程度和惊讶程度之间的关系,我们设计了一系列三个实验,测试三个变量:1. 一节由人类教师授课的课程,2. 一节由机器人教师授课的课程,3. 两节由机器人教师授课的课程。在本文中,我们基于现代可靠的资料来源,详细解释了用于测量和测试这些变量的方法。•心理学研究方法在人机交互研究中的应用。