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Creators/Authors contains: "Rowe, Jonathan"

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  1. Free, publicly-accessible full text available March 3, 2026
  2. Free, publicly-accessible full text available February 18, 2026
  3. Interactive narrative in games utilize a combination of dynamic adaptability and predefined story elements to support player agency and enhance player engagement. However, crafting such narratives requires significant manual authoring and coding effort to translate scripts to playable game levels. Advances in pretrained large language models (LLMs) have introduced the opportunity to procedurally generate narratives. This paper presents NarrativeGenie, a framework to generate narrative beats as a cohesive, partially ordered sequence of events that shapes narrative progressions from brief natural language instructions. By leveraging LLMs for reasoning and generation, NarrativeGenie, translates a designer’s story overview into a partially ordered event graph to enable player-driven narrative beat sequencing. Our findings indicate that NarrativeGenie can provide an easy and effective way for designers to generate an interactive game episode with narrative events that align with the intended story arc while at the same time granting players agency in their game experience. We extend our framework to dynamically direct the narrative flow by adapting real-time narrative interactions based on the current game state and player actions. Results demonstrate that NarrativeGenie generates narratives that are coherent and aligned with the designer’s vision. 
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    Free, publicly-accessible full text available November 15, 2025
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  6. Abstract This study investigates student learning and interest within the context of a single-player, open-world game designed for microbiology inquiry. The game immerses players in the role of investigative scientists tasked with diagnosing a mysterious illness on a remote island. Ordered Network Analysis (ONA) was combined with clustering techniques to analyze in-game actions (i.e., interactions with non-playable characters, exploration, and utilization of in-game educational tools) allowing us to construct student archetypes based on the behavioral patterns of 122 middle schoolers. The analysis identified four distinct clusters of students with varying engagement patterns—two showing apparent patterns of engagement and two showing apparent patterns of disengagement. The study contributes insights into tailoring educational game designs to address disengaged or ineffective behaviors, enhancing the efficacy of game-based learning experiences. 
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  7. Abstract Understanding students’ multi-party epistemic and topic based-dialogue contributions, or how students present knowledge in group-based chat interactions during collaborative game-based learning, offers valuable insights into group dynamics and learning processes. However, manually annotating these contributions is labor-intensive and challenging. To address this, we develop an automated method for recognizing dialogue acts from text chat data of small groups of middle school students interacting in a collaborative game-based learning environment. Our approach utilizes dual contrastive learning and label-aware data augmentation to fine-tune large language models’ underlying embedding representations within a supervised learning framework for epistemic and topic-based dialogue act classification. Results show that our method achieves a performance improvement of 4% to 8% over baseline methods in two key classification scenarios. These findings highlight the potential for automated dialogue act recognition to support understanding of how meaning-making occurs by focusing on the development and evolution of knowledge in group discourse, ultimately providing teachers with actionable insights to better support student learning. 
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  8. Pedagogical planners can provide adaptive support to students in narrative-centered learning environments by dynamically scaffolding student learning and tailoring problem scenarios. Reinforcement learning (RL) is frequently used for pedagogical planning in narrative-centered learning environments. However, RL-based pedagogical planning raises significant challenges due to the scarcity of data for training RL policies. Most prior work has relied on limited-size datasets and offline RL techniques for policy learning. Unfortunately, offline RL techniques do not support on-demand exploration and evaluation, which can adversely impact the quality of induced policies. To address the limitation of data scarcity and offline RL, we propose INSIGHT, an online RL framework for training data-driven pedagogical policies that optimize student learning in narrative-centered learning environments. The INSIGHT framework consists of three components: a narrative-centered learning environment simulator, a simulated student agent, and an RL-based pedagogical planner agent, which uses a reward metric that is associated with effective student learning processes. The framework enables the generation of synthetic data for on-demand exploration and evaluation of RL-based pedagogical planning. We have implemented INSIGHT with OpenAI Gym for a narrative-centered learning environment testbed with rule-based simulated student agents and a deep Q-learning-based pedagogical planner. Our results show that online deep RL algorithms can induce near-optimal pedagogical policies in the INSIGHT framework, while offline deep RL algorithms only find suboptimal policies even with large amounts of data. 
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  9. Abstract The EngageAI Institute focuses on AI‐driven narrative‐centered learning environments that create engaging story‐based problem‐solving experiences to support collaborative learning. The institute's research has three complementary strands. First, the institute creates narrative‐centered learning environments that generate interactive story‐based problem scenarios to elicit rich communication, encourage coordination, and spark collaborative creativity. Second, the institute creates virtual embodied conversational agent technologies with multiple modalities for communication (speech, facial expression, gesture, gaze, and posture) to support student learning. Embodied conversational agents are driven by advances in natural language understanding, natural language generation, and computer vision. Third, the institute is creating an innovative multimodal learning analytics framework that analyzes parallel streams of multimodal data derived from students’ conversations, gaze, facial expressions, gesture, and posture as they interact with each other, with teachers, and with embodied conversational agents. Woven throughout the institute's activities is a strong focus on ethics, with an emphasis on creating AI‐augmented learning that is deeply informed by considerations of fairness, accountability, transparency, trust, and privacy. The institute emphasizes broad participation and diverse perspectives to ensure that advances in AI‐augmented learning address inequities in STEM. The institute brings together a multistate network of universities, diverse K‐12 school systems, science museums, and nonprofit partners. Key to all of these endeavors is an emphasis on diversity, equity, and inclusion. 
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