In this paper, we discuss the application of JeepyTA – a virtual teaching assistant (TA) powered by a large language model (LLM) - within a graduate-level course on games and learning in Spring 2024. Specifically, we describe how JeepyTA was integrated in two “play journal” assignments where twenty-two students documented their observations of playing classic and contemporary digital games, shared insights from assigned readings, and proposed educational applications of the respective games through consultation with JeepyTA. We (a) report students’ overall communication patterns with JeepyTA and (b) identify five ways in which students incorporated JeepyTA’s recommendations for Minecraft. We conclude this paper with directions for future research and practice on supporting students in using LLMs for reflecting on their experiences and creatively adapting games for learning.

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Students’ Use of an LLM-Powered Virtual Teaching Assistant for Recommending Educational Applications of Games

  • Mamta Shah,
  • Maciej Pankiewicz,
  • Ryan S. Baker,
  • Jiahui Chi,
  • Yue Xin,
  • Hetali Shah,
  • Dangela Fonseca

摘要

In this paper, we discuss the application of JeepyTA – a virtual teaching assistant (TA) powered by a large language model (LLM) - within a graduate-level course on games and learning in Spring 2024. Specifically, we describe how JeepyTA was integrated in two “play journal” assignments where twenty-two students documented their observations of playing classic and contemporary digital games, shared insights from assigned readings, and proposed educational applications of the respective games through consultation with JeepyTA. We (a) report students’ overall communication patterns with JeepyTA and (b) identify five ways in which students incorporated JeepyTA’s recommendations for Minecraft. We conclude this paper with directions for future research and practice on supporting students in using LLMs for reflecting on their experiences and creatively adapting games for learning.