Join the EVO25 Coordination Team and Session Moderators for the two-day Best of EVO 2025 Webconference on March 8 and 9, 2025, 8:45 AM US EST
During this 5-week session, participants gain hands-on experience creating language learning activities and tasks utilising AI-generated characters in Virtual Reality and virtual worlds. This session aims to enable participants to create a character, engineer prompts, build a virtual avatar and develop conversational activities with this AI companion for their classes.
This session is aimed at experienced language educators, language course designers, and webheads with intermediate expertise in using technology for teaching. Those without experience in entering and navigating virtual worlds will be able to observe our live sessions in Zoom, and we provide help with setting up and orientation for new ones.
By the end of this session participants will be able to:
Design and programme a virtual teaching assistant for use in language education
Explore the utility of personas in developing effective virtual teaching agents
Reflect on different types of prompts and their relative efficacy to
create characters and
define areas of knowledge and/or practice with which the character will assist students
Practise avatarisation, animating an avatar in a virtual world with a customised AI chatbot
Practise designing language-focused activities in which AI companions can effectively support learning and engagement
Experience about the persona and create one or more characters
Reflect on what part of the lesson these characters can support and what role and tasks the characters will support
Practise designing prompts for ChatGPT and other Large Language Models to generate memorable NPC AI characters with which students can chat to gain specific knowledge in an engaging and memorable way
Apply the AI characters in virtual worlds and
Design and showcase a language learning activity in a virtual world that uses one or more AI pedagogical agent(s) developed in weeks 1-4. (Final Project)
Activities (indicative list):
The participants will explore the use of:
3D Virtual simulations of real-world/imaginary scenarios that allow practice skills in a safe environment,
Interactive activities that teach language concepts and vocabulary with the use of AI Companions in Virtual Reality and Virtual Worlds,
Quests built with the use of AI
Collaborative projects that require learners to work together to create their AI Companion(s)
Focus: Prototype. Clarify/Ideate and Implement
Tools: FRAME VR
Objectives:
By the end of Week one, participants will be able to:
Explore the utility of personas in developing effective virtual teaching agents in FRAME VR
Reflect on different types of prompts and their relative efficacy to
create characters and
define areas of knowledge and/or practice with which the character will assist students
Session One: Acquire/ Deepen: Orient, Analyse, Define and Develop
Activities: Entering and navigating FrameVR. Exploration of sample FrameVR environments. Utilising a customised AI companion with which students can interact.
Session Two: Deepen: Develop, Implement, Clarify.
Activities: Participants practise customising the AI companion in FrameVR to support specific student learning objectives and activities.
Moderators: Helena Galani, Georgia Maneta
Guest Speaker: Jennifer Hamilton
Focus: Ideate. Orient and Define
Tools: WondaVR
Objectives:
By the end of Week two, participants will be able to:
Explore the utility of personas in developing effective virtual teaching agents
Practise avatarisation, animating an avatar in a virtual world with a customised AI chatbot
Experience about the persona and create one or more characters
Reflect on what part of the lesson these characters can support and what role and tasks the characters will support
Session One: Acquire/Deepen: Orient, Analyse, Define and Develop
Activities: Character creation, prompt engineering and design thinking.
Session Two: Deepen/Create: Develop, Implement, Clarify.
Activities: Animate an AI companion using prompt engineering skills.
Introductory brainstorming and discussion of character creation, design thinking, and prompt engineering to set critical parameters and training for customised AI companion behaviours in immersive educational contexts.
Moderators: Helena Galani, Georgia Maneta
Guest Speaker: Amany Alkhayat
Focus: Prototype, Clarify/Ideate and Implement
Tools: Second Life
Objectives:
By the end of Week three, participants will be able to:
Practise designing prompts for ChatGPT and other Large Language Models to generate memorable NPC characters with which students can chat to gain specific knowledge in an engaging and memorable way
Reflect on different types of prompts and their relative efficacy to
create characters and
define areas of knowledge and/or practice with which the character will assist students
Experience about the persona and create one or more characters
Reflect on what part of the lesson these characters can support and what role and tasks the characters will support
Session One: Acquire/Deepen: Orient, Analyse, Define and Develop
Activities: Entering and navigating Second Life.Exploration of sample Second Life environments utilising one or more customised AI companions with which participants can interact.
Session Two: Create: Implement, Develop, Clarify
Activities: Participants practise customising AI companion(s) in Second Life to support specific student learning objectives and activities.
Moderators: Helena Galani, Georgia Maneta
Guest Speakers: Randall Sadler, Heike Philp
Focus: Prototype, Clarify/Ideate and Implement
Tools: OpenSim/Kitely, Second Life
Objectives:
By the end of Week four, participants will be able to:
Reflect on different types of prompts and their relative efficacy to
create characters and
define areas of knowledge and/or practice with which the character will assist students
Experience about the persona and create one or more characters
Reflect on what part of the lesson these characters can support and what role and tasks the characters will support
Session One: Acquire/Deepen: Orient, Analyse, Define and Develop
Activities: Exploration of sample OpenSim/Kitely environments utilising one or more customised AI companions with which students can interact.
Session Two: Create: Implement, Clarify, Develop
Activities: Participants practise customising AI companion(s) in Second Life to support specific student learning objectives and activities.
Moderators: Helena Galani, Georgia Maneta
Guest Speaker: Heike Philp
Focus: Showcase and Feedback
Tools: All.
Objectives:
By the end of Week one, participants will be able to:
Showcase their AI characters in virtual worlds and
Design a language learning activity in a virtual world that uses one or more AI pedagogical agent(s) developed in weeks 1-4. (Final Project)
Session One: Deepen: Showcase: Project presentations
Session Two: Deepen: Show & Tell. Session evaluation and reflecting. Session Wrap-up
Activities: Participants present their language learning activity in a virtual world that uses one or more AI companions developed in weeks 1-4.
Moderators: All
Content space: Canvas Instructure Free for Teachers
Interactive space: Canvas Free for Teachers--Discussions
Live meeting space: Zoom
The basic free plans for these tools allow participants to visit virtual spaces; some allow limited space and resource creation. Others require a 14-day trial or a premium plan to create objects or host a virtual world
Virtual Spaces:
Language Models:
Other technology tools:
Zoom for Education (Live meeting space)
Canvas free for Teachers (Interactive, Content space (LMS))
YouTube channel
Google Drive
Google slides
Athanasiou, P., Voyiatzaki, E., & Hatzilygeroudis, I. (2023). Evolving non-player characters in educational games in virtual worlds. EDULEARN23 Proceedings, 7053–7059. https://doi.org/10.21125/edulearn.2023.1851
Dam, R. F. (2024, March 1). The 5 stages in the design thinking process. Interaction Design Foundation - IxDF. https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
Grivokostopoulou, F., Kovas, K., & Perikos, I. (2020). The effectiveness of embodied pedagogical agents and their impact on students' learning in virtual worlds. Applied Sciences, 10(5), 1739. https://doi.org/10.3390/app10051739
Han, E. (2022). 4 stages of design thinking. Harvard Business School Online. https://online.hbs.edu/blog/post/stages-of-design-thinking
Jain, A. (2023). The five stages of design thinking: A comprehensive overview. Rural Handmade. https://ruralhandmade.com/blog/the-five-stages-of-design-thinking-a-comprehensive-overview
Ma, Q., Crosthwaite, P., Sun, D., & Zou, D. (2024). Exploring ChatGPT literacy in language education: A global perspective and comprehensive approach. Computers and Education: Artificial Intelligence. https://doi.org/10.1016/j.caeai.2024.100278
Miao, F., Holmes, W., Huang, R., & Zhang, H. (2021). AI and education: Guidance for policy-makers. United Nations Educational, Scientific and Cultural Organization. https://unesdoc.unesco.org/ark:/48223/pf0000376709
Miao, F., & Cukurova, M. (2024). AI competency framework for teachers. United Nations Educational, Scientific and Cultural Organization. https://doi.org/10.54675/ZJTE2084
Nguyen-Thi, H. (2024). Fostering design thinking mindset for university students with NPCs in the metaverse. Heliyon, 10(15), e34964. https://doi.org/10.1016/j.heliyon.2024.e34964
Nguyen, A., Ngo, H. N., Hong, Y., et al. (2023). Ethical principles for artificial intelligence in education. Education and Information Technologies, 28, 4221–4241. https://doi.org/10.1007/s10639-022-11316-w
Registration Jan. 5-11, 2025
For participants to join this session:
To register, go to (URL): https://canvas.instructure.com/enroll/AMAGPP
Enroll in https://canvas.instructure.com/register; use the join code AMAGPP
TESOL CALL-IS
Moderators