Abstract
Advancements in the generative AI field have enabled the development of powerful educational avatars. These avatars embody a human and can, for instance, listen to users’ spoken input, generate an answer utilizing a large-language model, and reply by speaking with a synthetic voice. A theoretical introduction summarizes essential steps in developing AI-based educational avatars and explains how they differ from previously available educational technologies. Moreover, we introduce GPTAvatar, an open-source, state-of-the-art AI-based avatar. We then discuss the benefits of using AI-based educational avatars, which include, among other things, individualized and contextualized instruction. Afterward, we highlight the challenges of using AI-based educational avatars. Major problems concern incorrect and inaccurate information provided, as well as insufficient data protection. In the discussion, we provide an outlook by addressing advances in educational content and educational technology and identifying three crucial open questions for research and practice.
1 Introduction
The vision of creating AI-based educational avatars began with research on chatbots. Early chatbot-based computer programs like ELIZA () allowed interaction through text input and relied on keyword analysis and decision rules. Chatbots that followed such simple algorithms and interacted skillfully convinced many people that they were talking to a human being. Another critical step was the release of the chatbot A.L.I.C.E. in 1995, considered the first artificial intelligence-powered chatbot (). Large corpora of natural languages were imported into this chatbot because it had an editable knowledge base. This step reinforced the impression among users that the chatbot understood their questions and expressed itself like a human. Despite these early successes, most chatbots, especially in the education sector, remained text-based and relied on simple algorithms in the following years (). In 2012, AlexNet was published () which is often considered the precursor to modern large-language models (LLMs). This model achieved excellent results in classification tasks and was based on a neural network trained using a backpropagation algorithm. In the years that followed, more and more chatbots relying on neural networks were created, and LLMs with similar architectures became established (). Then, in 2023, the public widely adopted LLM GPT4 and its chat-based interface, ChatGPT. Considerable investment from investors followed, which triggered further innovations in AI. Current LLMs like GPT4 can interpret various types of unstructured data, browse the web, and perform well in a range of cognitive tasks (; ; ). Empirical results investigating the effectiveness of chatbots in education are promising. reports that regular chatbots, not including recent LLMs, foster knowledge acquisition and self-regulation skills with medium effect sizes.
Simultaneously, pedagogical agents were created that can also be seen as the predecessors of today’s AI-based avatars. Herman the Bug () was a non-humanlike pedagogical agent in an anatomy and physiology learning environment. This pedagogical agent provided support and feedback depending on user actions and talked to learners to motivate them. STEVE () was a human-like pedagogical agent integrated into a VR learning environment to model and explain naval tasks and team collaboration. STEVE already possessed some abilities to listen and talk to users. Several years later, the pedagogical agent AutoTutor was published (). AutoTutor was embedded in an intelligent tutoring system that allowed the learner to manipulate variables. It responded to text-based user input by classifying speech acts and interpreting learner actions. In the following years, automatic speech recognition, text-to-speech technologies for transcribing and producing human speech, and natural language processing technologies significantly improved. The first more advanced pedagogical agents that interpret and respond in natural language through these technologies emerged by 2016 (). One example of these pedagogical agents is Marni (), a science tutor who listens to users’ spoken utterances, interprets them using natural language processing, and answers with synthetic speech. The aforementioned pedagogical agents can foster learning as “guides, mentors, and teammates” (, p. 15), for instance, through demonstrating actions, conveying knowledge, and learning together. Consequently, researchers conducted many empirical studies to investigate their effectiveness. Despite high hopes for pedagogical agents, meta-analyses and literature reviews indicated that their effects are relatively small for knowledge acquisition (; ; ) and affective outcomes ().
Recent technological breakthroughs now allow the creation of AI-based educational avatars. LLMs or other generative AI models drive these avatars, which embody a human, can act in a shared virtual world with the user, and follow educational prompts. Most of these functions were already technically available in the past. However, the underlying AI technologies have made significant progress and are now more reliable, faster, and easier to integrate. Thus, AI-based avatars have taken an essential evolutionary step and make it possible to harness the full advantages of chatbots and pedagogical agents. The second author of this paper () developed a state-of-the-art AI-based avatar, GPTAvatar, which records user input via microphone and converts words to text using automatic speech recognition. GPTAvatar uses an LLM as a backend to generate answers. Text-to-speech then processes these responses to generate realistic synthetic human voices that speak to the user. The resulting audio is also processed to generate matching lip movements on the 3D avatar. Dynamically merging animated behavior to match the current situation (listening vs. speaking, etc.) contributes to the authenticity of the avatar, which is placed in a 3D virtual world that can be manipulated to fit the desired theme. Figure 1A visualizes the software architecture enabling GPTAvatar, including the technologies used. Figure 1B shows a picture of a language-learning avatar created with this software. The user can set the avatar’s personality, the educational scenario, and the LLM’s response to user requests in a configuration file; see Figure 1C. Developed with the Unity game engine, GPTAvatar is open-source software that can be used to create custom AI-based avatars.
FIGURE 1
2 Benefits of using AI-based educational avatars
Like chatbots, AI-based avatars can fulfill three main educational roles: learning, assisting, and mentoring (Wollny et al., 2021). Learning refers to facilitating or testing competencies. Assisting can be defined as helping or simplifying tasks for the learner. Mentoring pertains to fostering the students’ individual development. In addition, AI-based avatars can be excellent interaction partners who can answer questions promptly and accurately, browse the web, and perform actions in the shared virtual world (
2.1 Individualized instruction
A significant advantage of AI-based avatars lies in individualized instruction. One particularly important application of AI-based avatars for individualized instruction is teaching foreign languages (Wollny et al., 2021). Current LLMs like GPT-4 can understand and respond in more than 50 languages, and automatic speech recognition of user input and text-to-speech for synthetic voice output are also available for many languages. Other key applications include teaching science and engineering (
2.2 Contextualized instruction
Contextualized instruction refers to different types of teaching in which skills and competencies are acquired in practical and real-world scenarios (
2.3 Immersive learning
Immersive learning refers to the use of virtual, augmented, and mixed reality to create a deeply engaging and authentic learning experience. A recent meta-analysis reported that only 19 studies using AI-based avatars in the context of immersive learning are available (
2.4 Scaffolding
Scaffolding aids learners by simplifying the learning materials or providing additional instructional support (Wood et al., 1976). Popular scaffolding methods include providing feedback, reflection phases, and prompting. To date, few empirical findings are available on adaptive scaffolding with modern AI-based avatars. Most of the available studies either used static pedagogical agents without authentic animations and voice output or did not employ current generative AI models (
2.5 Fostering self-regulation, interest, and affect
Self-regulation training is successful when a tutor teaches strategies and then repeatedly encourages and reviews their application over a longer period (
3 Challenges of using AI-based educational avatars
When used for educational purposes, AI-based avatars are, clearly, also associated with unique challenges. We now discuss four challenges in detail.
3.1 Incorrect and inaccurate information
LLMs can produce incorrect and inaccurate information when replying to a query (
3.2 Inadequate relationships with humans
When humans learn from AI-based avatars, they will sometimes form inadequate or unbeneficial relationships with them. The first reports of humans building relationships with chatbots come from the ELIZA project (
3.3 Inappropriate values and interactional styles
Another challenge with current AI-based educational avatars is that they may have inappropriate values. The LLMs driving AI-based educational avatars and chatbots have been trained on a large text corpus that contains harmful, stereotypical, and racist material and views (
In addition, professional educators develop their interaction styles in their training that help guide them and provide standards for raising and educating learners (
3.4 Insufficient data protection
The last significant challenge has to do with insufficient data protection. AI-based avatars frequently combine LLMs, automatic speech recognition, and other cognitive services. These technologies are often cloud-based and come from companies in various countries. As a result, different data protection regulations apply, and multiple risks exist. For instance, the participants’ voice recordings feed the previously mentioned automatic speech recognition systems. In the wrong hands, these voice recordings could be used to identify people or create deepfakes (
4 Discussion
4.1 Advances in educational content and educational technology
We have seen that AI-based educational avatars are changing the way we learn and teach. Next, we look at potential advances in educational content and educational technology.
Advances in educational content will potentially include publishers and educational institutions developing AI-based avatars for specific products or courses. Unlike previous pedagogical agents, AI-based avatars require little effort to train on textbook excerpts or seminar content. This difference could lead to AI-based avatars gaining much wider adoption than pedagogical agents, which have not been widely used (
Just recently,
4.2 Open questions for research and practice
Our considerations raise three open questions for research and practice that we now need to answer.
The first question is how we can utilize AI-based educational avatars effectively. Let us briefly summarize the current and upcoming use-cases of AI-based avatars. AI-based avatars can be employed in individual contexts as well as in settings that connect multiple users. Group scenarios can also be simulated by having multiple AI-based avatars work together in an orchestrated way. As mentioned, AI-based avatars can develop a grasp of the physical world and users’ states, when fed with data from digital twins, the real world or game engines. While these capabilities are already technically feasible, they are not yet fully integrated into most available AI-based avatars. We now need to find the most appropriate applications where AI-based avatars can provide added value using these capabilities. Then, we have to identify the most suitable software architectures to create powerful AI-based avatars for these purposes.
The second question concerns what we should and should not do with AI-based educational avatars. Although AI-based avatars hold great potential, they also come with challenges, such as incorrect and inaccurate information and inappropriate values and interactional styles. These issues make AI-based avatars less suitable for unguided and unsupervised instruction, especially for vulnerable groups. Clarifying the applications and limitations of AI-based avatars in education requires a two-faceted methodology: We should conduct experimental studies to investigate how different user groups perceive and interact with AI-based avatars across various applications. Also, we need to answer these questions normatively by referring back to pedagogical and ethical theories and critically reflecting on technological change. In terms of research topics to explore, it seems particularly important to further investigate the trust that users place in AI-based avatars and the authenticity they feel when interacting and building a relationship with them.
The third question relates to what we are allowed to do with AI-based educational avatars. Clear laws and guidelines are essential for the responsible use of generative AI and AI-based avatars in education. Key areas requiring regulation include the collection of sensitive data, the utilization in tasks with critical consequences, and use with vulnerable user groups. The answers to these regulatory questions will likely vary greatly depending on the country, the software and the intended purposes. It is crucial for local authorities to develop policies now to prevent uncontrolled use. Research can contribute by providing neutral information about the potential impact of AI-based avatars in education, suggesting ideas for policies, and reporting on the international status of their use.
Statements
Data availability statement
The original contributions presented in this study are included in the article/supplementary material, further inquiries can be directed to MCF, maximilian.fink@unibw.de.
Author contributions
MCF: Conceptualization, Project administration, Visualization, Writing–original draft, Writing–review and editing. SAR: Software, Writing–review and editing. BE: Conceptualization, Funding acquisition, Supervision, Writing–review and editing.
Funding
The author(s) declare financial support was received for the research, authorship, and/or publication of the article. We acknowledge financial support by Universität der Bundeswehr München. This research manuscript is funded by dtec.bw – Digitalization and Technology Research Center of the Bundeswehr [project RISK.twin]. dtec.bw is funded by the European Union – NextGenerationEU.
Acknowledgments
We are grateful to the research initiative Individuals and Organizations in a Digitalized Society (INDOR) of Universität der Bundeswehr München, which contributed new ideas to this manuscript. We thank Lukas Hart for interesting discussions on the topic and his support of the project. We also thank Kerstin Huber and Volker Eisenlauer for the conversations on educational technologies we had over the last years. MCF thanks his wife, Larissa Kaltefleiter, for inspiring discussions about generative AI. Please note that a preprint of a prior version of this article has been posted online at a repository (
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. The author(s) declared that they were an editorial board member of Frontiers, at the time of submission. This had no impact on the peer review process and the final decision.
Publisher’s note
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Summary
Keywords
pedagogical agent, artificial intelligence chatbot, computer-supported learning, collaborative learning, education, AI-based educational avatar, generative AI, large language models
Citation
Fink MC, Robinson SA and Ertl B (2024) AI-based avatars are changing the way we learn and teach: benefits and challenges. Front. Educ. 9:1416307. doi: 10.3389/feduc.2024.1416307
Received
12 April 2024
Accepted
27 June 2024
Published
16 July 2024
Volume
9 - 2024
Edited by
Miguel Morales-Chan, Galileo University, Guatemala
Reviewed by
Rosanda Pahljina-Reinić, University of Rijeka, Croatia
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© 2024 Fink, Robinson and Ertl.
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*Correspondence: Maximilian C. Fink, maximilian.fink@unibw.de
Disclaimer
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.