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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Corresponding author.
† These authors contributed equally.
amirwi@openu.ac.il (A. Winer); netabod@openu.ac.il (N. Bodner); nitzage@openu.ac.il (N. Geri)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Crafting Personalized Learning Experiences in 3D Environments with Pedagogical Conversational Agents⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Amir Winer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Neta Bodner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nitza Geri</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The Open University of Israel</institution>
          ,
          <addr-line>Raanana</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>The emergence of Generative Artificial Intelligence (GenAI) offers transformative opportunities to enhance Personalized Learning (PL) in higher education. This research-in-progress proposes leveraging GenAI to advance PL by using Conversational Agents (CAs) designed through prompt engineering. A first proof-of-concept is demonstrated in a 3D model of the Scrovegni Chapel (Capella Arena) as a learning environment tailored for a Renaissance and Baroque art course at the Open University of Israel. By crafting prompts for synthetic students, we show how we can train the required CAs before real students are presented with self-paced 3D virtual reality (VR) learning environments. Synthetic learning data is presented as a new resource for Learning Analytics (LA) that supports pedagogical design.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Generative Artificial Intelligence (GenAI)</kwd>
        <kwd>3D Models</kwd>
        <kwd>Personalized Learning (PL)</kwd>
        <kwd>Conversational Agent (CA)</kwd>
        <kwd>Virtual Reality (VR) Learning Environments</kwd>
        <kwd>Learning Analytics (LA)</kwd>
        <kwd>Synthetic Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The rise of Generative Artificial Intelligence (GenAI) offers higher education opportunities to
enhance content creation, student engagement, and personalized learning (PL). However, their
integration requires educators and learners to develop competencies for understanding how to
effectively use these technologies while taking the appropriate measures to minimize their known
limitations. Clear strategies emphasizing critical thinking, fact-checking, and ethical use are
essential, alongside addressing challenges like bias, misuse, and the need for human oversight [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
These concerns apply specifically to personalized learning [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], where GenAI has considerable
potential to diversify pedagogical design and free learners from the limitations of traditional
onesize-fits-all learning classrooms, learning materials, and assessment methodologies [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. We propose
Conversational Agents (CAs) as a potential approach for improving personalized learning.
      </p>
      <p>
        The early forms of a CA emerged with the rise of Apple’s Siri, Microsoft’s Cortana, Amazon’s
Alexa, and Google Assistant [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Back then, CAs facilitated dialogic interactions with machines
through natural language, opening new ways to engage with devices, websites, and apps. Recent
advancements in CA applications are already integrating the innovative GenAI capabilities into
what can be defined as the "next developmental generation of CAs" that can finally provide the
long-desired "humanness" [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Prior research focuses on the embodiment of a pedagogical agent
(PA) that is usually shaped as an on-screen character designed to deliver instruction using verbal
and non-verbal communication [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. However, Li et al.’s initial results suggest that increasing the
realism of on-screen embodied PA creates more looking but less learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Therefore, this
research-in-progress examines voice communication as a single medium of conversation with
students and aims to contribute to the emerging field of evaluating the effectiveness of
GenAIsupported voice-triggered conversational agents in virtual reality (VR) learning environments
within the context of higher education.
      </p>
      <p>We present an initial proof-of-concept (POC) of the use of GenAI-supported CAs in a 3D model
of The Scrovegni Chapel (Capella Arena) as a VR learning environment tailored for a Renaissance
and Baroque art course at the Open University of Israel (OUI). Our POC demonstrates that
synthetic learning data can simulate diverse student interactions with CAs, offering a new type of
resource for Learning Analytics (LA) to augment current pedagogical design practices.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>
        Immersive VR is intended to provide learners with a personalized learning experience that captures
their attention, engages them, and reduces diversions. In this context, CAs can provide guidance
and help learners navigate VR environments [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Moreover, CAs can ask the learners questions or
instruct them to perform specific actions while conversing with them and keeping their attention
focused on learning. Adding challenges to VR environments and displaying their achievements are
essential design aspects for engaging learners [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. To reach a high level of integration, the tasks
should match the learners’ knowledge and skills by offering various levels of difficulty and multiple
opportunities to complete the task [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. CAs may be used to personalize every task in real-time and
adapt it to match the individual learner’s knowledge, progress, and skills.
      </p>
      <p>Students may be engaged in immersive VR environments. However, to ensure their
understanding, they must be able to identify specific elements, actions, contextual significance, and
meaning. CAs can be instrumental in providing real-time feedback and personalized assessment of
students’ open-ended answers (either written or spoken). Savetti et al. [11] demonstrated the
ability of CAs to provide this state-of-the-art feedback within the context of medical training
simulations.</p>
      <p>VR learning environments may be particularly effective in enhancing learning of complex,
unstructured content and skills that lack definitive answers and often require students to adapt to
specific circumstances, make assumptions, or devise innovative solutions. CAs may provide flexible
feedback, ask for clarifications, and direct students to address issues that may affect their solutions.
Nursing education exemplifies these advantages by gradually augmenting traditional simulations
with GenAI learning capabilities in their complex learning settings. A recent scoping review on the
use and effectiveness of AI-powered chatbots as teaching tools in nursing education indicates that
although these technologies are still evolving, chatbots, which simulate patient interactions, create
a controlled practicing environment where students can refine their critical thinking and
decisionmaking skills, by providing continuous, personalized feedback and adapting their responses in
realtime to the changing learning needs. Some of these chatbots are already integrated into
simulationbased learning involving VR [12]. Hence, CAs, with their enhanced capabilities, have the potential
to facilitate better learning of complex knowledge and skills.</p>
      <p>CAs can emulate collaborative learning by conducting conversations with the learner. Zielke et
al. [13] examine social learning in a collaborative augmented reality environment with pedagogical
CAs as learning companions. They analyze a use case of medical school students who learn how to
interview a patient with stroke symptoms. Their results show that the use of CAs increased
selfefficacy as well as conceptual and procedural learning. However, Zielke et al. [13] also indicate
current challenges related to the rapidly evolving natural language processing (NLP) technology.</p>
      <sec id="sec-2-1">
        <title>3. Methodology</title>
        <p>In this research-in-progress, we adopt the Design Science Research (DSR) paradigm, guided by the
three-cycle process proposed by Hevner [14]. This POC was conducted according to Hevner's
relevance, design, and rigor cycles to achieve practical applicability and theoretical advancement.
The relevance cycle ensures the research addresses a clearly defined, real-world problem.
Meanwhile, the design cycle emphasizes the iterative creation and evaluation of a designed artifact
to resolve this problem. Finally, the rigor cycle situates the study within the existing body of
knowledge, ensuring methodological validity and contributing to ongoing scholarly discourse.
These interconnected cycles provide a comprehensive framework for examining the POC.</p>
        <p>The relevance cycle for this research-in-progress focuses on the problem of evaluating
personalized VR learning experiences for students using GenAI voice-activated CA. A secondary
goal is to allow human oversight to ensure a safe, reliable, and responsible learning environment
that can address the control and ethical challenges of using GenAI, drawing on Shneiderman’s
Human-Centered Artificial Intelligence (HCAI) framework [15].</p>
        <p>The design cycle included several stages towards the final research artifact. First, we created a
robust knowledge base in the organizational Retrieval-Augmented Generation (RAG). We then
populated it with the relevant course materials (e.g., a textbook chapter, presentation slides, video
subtitles, Zoom transcripts, and open-access YouTube captions). Second, we created a dual-role
prompting strategy that simulates a dialogue between a synthetic student and the CA. The
synthetic student was designed to explore the 3D model of Scrovegni Chapel [16], navigate to
points of interest, and ask open-ended questions based on the topic's learning objectives. The CA
was designed to provide on-demand guidance, contextual information about the items within the
3D model, and feedback to the synthetic student according to the instructor’s evaluation rubrics.
An orchestration prompt was designed to facilitate the dialogue between the two entities. Third,
the course instructor supervised the synthetic dialogue between the CA and the synthetic student
to improve both prompts. Fourth, the CA prompt was integrated into a voice-activated GenAI tool
alongside the knowledge base. The course instructor evaluated the tool to properly handle irregular
questions and unlikable scenarios that might harm real students or provide incorrect responses.
The CA prompt was again refined according to the errors it made. Future steps will include
introducing the CA to real students with the supervision of their course instructor, and finally
allowing them to use the voice-activated GenAI tool asynchronously.</p>
        <p>The rigor cycle is grounded in Shneiderman's HCAI model [15]; this approach integrates AI’s
strengths with human judgment to develop adaptable and trustworthy systems. Creating
personalized learning experiences for pedagogical conversational agents requires meticulous
preparation and deliberate human oversight to ensure safety, reliability, and ethical responsibility.
Our future research will document the improvement process of the CA first by the synthetic
student and then by the instructor to mitigate the abovementioned risks of implementing GenAI
technologies. This approach contributes to Berg's [17] emerging research on synthetic data within
the field of Learning Analytics (LA) [18]. Synthetic data is suggested by Berg [18] as an
intermediary solution before actual data is available and bureaucratic processes are approved or
support scaling, methodological development, and evaluation. Using synthetic students facilitates
iterative testing and improvements to the original CA pedagogical prompt design, ensuring the
conversational agent can effectively navigate a wide range of pedagogical learning scenarios.
Within the context of LA, the evaluation is firstly directed at the synthetic students according to
the specific rubrics outlined by the pedagogical design as a “form of documentation of pedagogical
intent that can provide the context for making sense of diverse sets of analytic data" [19]. The
pedagogical prompt design of the CA conveys the instructor's intentions and aligns them with the
course’s pedagogical goals and evaluation rubrics.
4. The case of conversational agents in the 3D model of Scrovegni</p>
      </sec>
      <sec id="sec-2-2">
        <title>Chapel</title>
        <p>The Scrovegni Chapel, commonly referred to as the Arena Chapel or Capella Arena is a historic
church in Padua, Italy, celebrated for its remarkable frescoes painted by Giotto di Bondone.
Commissioned by Enrico Scrovegni in the early 14th century, the chapel was built near a Roman
arena, which gave rise to its alternate name. Giotto's fresco cycle, completed around 1305, narrates
the Virgin Mary's and Jesus Christ's lives with groundbreaking use of perspective and emotional
expression, marking a significant evolution in Western Art. Recognized as part of the 14th-century
fresco cycles in Padua, the chapel was inscribed as a UNESCO World Heritage Site in 2021,
highlighting its enduring cultural and artistic importance [16].</p>
        <p>In the art course Renaissance and Baroque, a 3D model of the Scrovegni Chapel was created to
offer an immersive exploration of its artistic brilliance. This virtual reconstruction features an
invisible central staircase connecting three distinct chapel levels. Students can navigate these levels
by walking around and viewing Giotto's magnificent frescoes from the eye level. This design allows
for an intimate appreciation of the chapel's intricate details, bringing the grandeur of Renaissance
art into a dynamic, interactive experience. By virtually "walking" through the chapel, students gain
a spatial understanding of the frescoes' placement and how their narratives unfold within the
architectural context. Unlike static 2D images or textual descriptions, the model allows students to
experience the chapel as a three-dimensional space designed for religious ceremonies, where its
theatrical and performative elements come to life. The model enables students to grasp the
interconnected narratives within the frescoes, emphasizing their spatial relationships, emotional
depth, and moral lessons. Additionally, the immersive experience helps students connect with the
chapel's historical and cultural context, understand its patrons' motivations, and reflect on the
societal and theological statements conveyed through its art. Through this multisensory and
embodied learning, students develop a nuanced appreciation of Giotto's genius and the broader
significance of religious art as an active, lived experience rather than a static visual artifact. A 3D
learning environment is a natural test case for evaluating the potential uses of personalized
learning, allowing students to openly explore the course’s content in an immersive and
experiencedriven setting. Moreover, this 3D environment is pedagogically suitable for audible CAs since
adding a visual representation of an avatar might impede the effectiveness of the pedagogical focus
on the immersive experience.</p>
        <p>To augment the 3D model Scrovegni Chapel, we collected the relevant learning materials from
the course's virtual learning environment (VLE): A chapter from the OUI course textbook; a
transcript of a video lecture, and the relevant content pages from the VLE. This content was
imported to the organizational RAG and served as context for the Large Language Model (LLM)
[20]. We then crafted three prompts: The CA which was trained on the learning materials; a
synthetic student who is curious but has little knowledge in baroque arts; and an orchestration CA
trained to proactively suggest a dialogue between the pedagogical CA and the synthetic student
(The prompt for the orchestration CA is available here: https://qr.openu.ac.il/01367). We used the
ChatGPT 4o LLM to support the crafting of the prompts and for running the synthetic dialogue. By
analyzing several synthetic dialogues, we were able to gradually improve both the prompt of the
synthetic student and the prompt of the CA. The final synthetic dialogue gave us the green light to
move forward (A sample discussion of a synthetic student with the CA is available here:
https://qr.openu.ac.il/01368). Finally, the orchestration CA was connected to Play.ai, a voice AI
platform specializing in conversational voice agents, offering real-time text-to-speech application
programming interfaces (APIs). The voice-based CA created a natural experience of a personal
expert orienting the way inside the 3D model of Scrovegni Chapel while being able to answer any
question on the different art pieces. Subsequently, the course instructor evaluated the voice version
of the CA prompt ensuring its reliability, safety, and trustworthiness before presenting it to real
students (A sample evaluation dialogue of the course instructor with the audio-based CA is
available here: https://qr.openu.ac.il/01359).</p>
      </sec>
      <sec id="sec-2-3">
        <title>5. Conclusion and future work</title>
        <p>This research-in-progress presents a POC for crafting personalized learning experiences in 3D
environments with a GenAI-based CA and using synthetic learning data as a new source for LA.
The CA successfully passed the course instructor’s critical evaluation. The voice conversations of
the instructor with the CA demonstrated its ability to provide students with an engaging learning
environment that gives them real-time feedback and enables better learning of complex knowledge
and skills, in a social collaborative atmosphere.</p>
        <p>After completing the entire cycle from conceptual design to POC, in the coming semester, we
plan to let real students interact with the CA during a live course session with an instructor
present, who may tend to any unforeseen issues, observe the students’ personalized learning
experiences while interacting with the CA, and gain more insights on the learning process.
Thereafter, we intend to present students with an asynchronous version of Scrovegni Chapel 3D
model enhanced with a voice-based CA.</p>
      </sec>
      <sec id="sec-2-4">
        <title>Acknowledgment</title>
        <p>We would like to thank Beni Zaks, Head of Learning Experience at the Open University of Israel,
who, as a gifted VR and 3D artist, developed all the 3D objects within the 3D model of Scrovegni
Chapel and documented the evaluation dialogue of the CA with the course's instructor.</p>
      </sec>
      <sec id="sec-2-5">
        <title>Declaration on Generative AI</title>
        <p>During the preparation of this work, the authors used Grammarly in order to: Grammar and
spelling check, paraphrase and reword. After using this tool, the authors reviewed and edited the
content as needed and take full responsibility for the publication’s content.
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