A. Barrio, L. del Val, J.J. Villacorta, A. Izquierdo, J. Retortillo
Within the framework of an Escape Room dynamic, or Break Out, associated with Higher Education subjects, an interactive interface, or chatbot, created with Generative Artificial Intelligence (GenAI), has been designed and incorporated to interact with students individually, so that they can acquire concepts about the History of Telecommunications in an autonomous way.
The Escape Room dynamic in which the chatbot has been recently included had been previously incorporated, in a coordinated way, in the practical part of 3 subjects of the School of Telecommunications Engineering of the University of Valladolid (Spain). The main objective of this dynamic is to offer the students a dynamic and interactive vision of the practical contents developed in the subjects, through a narrative focused on preserving the history of Telecommunications. Taking advantage of the narrative, curiosities related to this history are incorporated, as well as transversal concepts related to ethical and authorship problems, and visibility is given to the role of women and Spanish researchers in the development of the corresponding technology.
The incorporation of a communication interface, based on Artificial Intelligence, between the Escape Room dynamics and its participants provides interactivity to the dynamics, improving the motivation and the learning of the history of telecommunications. Although the interface designed is common to the 3 subjects, its incorporation to the dynamics has been done individually for each of the subjects involved, making the interactivity and student learning as appropriate and specific as possible.
With this interface, which makes use of GenAI, students access in an autonomous and personalized way to different information contents generated in real time. These contents are specifically related to curiosities about the inventions and inventors that define the history of Telecommunications, which are provided in different activities of the dynamics. At the same time, through the interface, students also respond to small challenges that are posed to them, with the aim of obtaining information that will be necessary to continue with their practical training in the corresponding subject.
In order to make the experience of participation in the whole Escape Room dynamics more immersive, the interaction interface presents an aesthetic according to the global aesthetics previously created for this Escape Room dynamics, according to the defined narrative.
Keywords: Chatbot, Generative Artificial Intelligence (GenAI), Escape Room, Telecommunications.