MetacognitionAndInterculturalCompetence - Lane
MetacognitionAndInterculturalCompetence - Lane
MetacognitionAndInterculturalCompetence - Lane
Intercultural Competence
H. Chad LANE
Institute for Creative Technologies
University of Southern California, USA
Introduction
Learning and adapting to a new culture is a significant challenge. In different cultural
contexts, interpersonal and communicative behaviors that seem natural may produce
unexpected results. For example, simple habits such as nodding and other forms of
backchannel feedback can lead to unintended agreements that may, in turn, negatively affect
trust, reputation, and so on. It is certainly important for someone who will be spending time
in a new cultural context to prepare and be prepared for what awaits them. This is the
problem cross-cultural education programs attempt to solve.
A common approach is to provide a learner with a long list of dos and donts specific
to the country or culture they will be experiencing. While straightforward and easy, this
approach relies heavily on rote learning and produces little or no deep understanding of
culture. It also ignores empirical evidence that to develop intercultural competence in a
general way, people need to move through identifiable stages of development [3,11,13,20].
Rushing to the point of behavior adjustment with limited or no understanding of the
underlying cultural reasons can be problematic. True intercultural competence requires (at
least) a heightened sense of self-awareness, an ability to self-assess, enhanced perceptive
abilities, and a proclivity to reflect on experience. In other words, intercultural development
requires metacognitive maturity. This paper is about this process and how immersive
learning environments and intelligent tutoring can be used to promote intercultural learning.
1. Metacognition in learning
Metacognition involves active control over cognitive processes during problem solving. For
example, when one is solving an algebra equation, cognition refers to the activities necessary
to solve it, such as identifying rules to apply, applying them, finding a solution, and so on.
Metacognition refers to a higher order of thinking that operates on these cognitive activities,
such as planning, analyzing, assessing, monitoring, and reflecting on problem solving
decisions and performance. Metacognition also enables more effective learning. A learner
who is able to accurately gauge his or her own understanding is better equipped monitor his
or her own progress. This typically involves self-questioning and is part of the larger notion
of metacognitive regulation [6].
Metacognitive skills can be taught. Numerous classroom studies have shown that
explicitly teaching metacognitive strategies in the context of a specific domain (e.g., physics)
can improve learning outcomes [5, p.19]. Strategies taught in these studies integrate
metacognitive activities with cognitive and seek to make the steps of analyzing, planning,
assessing, and reflection habitual in the learner. Studies have also shown that learning is
more effective when learners explain worked out solutions to themselves [7]. This
phenomenon, which better learners do spontaneously, is known as the self-explanation effect.
It can also be taught [8]. More recently, computer tutors focusing on teaching metacognitive
skills have shown positive effects on learning behaviors (e.g., [1]).
The risk is that some learners may feel like their culture and individuality is lost once they
reach this advanced stage. Bennetts point is that the learner must also accept this redefined
and more advanced understanding of self one that relies on metacognitive maturity. Of
course, reaching this is well out of the scope of any educational approach; but, it does make a
strong case for nurturing an intercultural learners metacognitive skills. The Peace Corps
approach is consistent with it [10], as are other training programs [14,18]. The rest of this
paper explores how immersive learning environments may provide additional support.
Figure 2. Examples of immersive cultural learning environments: (left) Tactical Iraqi Language and Culture
Training System [15] and (right) the Adaptive Thinking and Leadership simulation [21]. Used with permission.
The screenshot on the right in figure 2 is from the Adaptive Thinking and Leadership
(ATL) simulation game [21]. ATL is a team-training system that uses human role players for
both sides in intercultural scenarios. In-game assessment is performed by peers and
instructors who observe play and after-action review (AAR) facilities are available to convey
the outcomes to trainees. Learners are often assigned to role play as people from different
cultures, with appropriate backstories and goals. Role-playing is a well-developed technique
in the crosscultural training literature [18] and consistent with the DMIS with respect to the
goal of understanding different cultural worldviews.
In multi-player environments, like the ATL system, inhabitants are human roleplayers.
This can be costly and sometimes challenging to control from an educators point of view.
Research in virtual humans provides an alternative or supplement to cultural team-training in
immersive learning environments. Virtual humans combine artificial intelligence (AI)
research in cultural and emotional modeling, speech processing, dialogue management,
natural language understanding, and gesturing, among others, to enable natural feeling
communication and interaction with computer-controlled characters that listen and respond
to the user. Virtual humans are driven by rich models of tasks, emotion, body language, and
communication [22]. The underlying representations readily support explanation, which can
be useful for learning [9]. In the case of intercultural education, it is therefore important to
endow virtual humans with models of culture and the ability to explain their actions and
reactions in terms of their cultural worldview. It is also important that their behavior be
controllable in order to establish conditions that best promote learning.
3.2. Experience manipulation and implicit feedback
Generally speaking, computer simulations simulate real world phenomena as accurately as
possible. There are circumstances when it is appropriate to consider goals other than fidelity
when deciding how a simulation should behave and what events should occur. For instance,
to enhance entertainment value, a popular basketball video game includes special modes that
allow players to jump well over ten feet high. In this case, the goal of entertaining the human
player trumps the goal of simulating basketball completely realistically. In the case of
learning, the same idea applies: if a certain event or situation will promote learning, then the
simulation should seek to make that event happen. We refer to this general technique as
experience manipulation and now discuss several ways it might be used to promote
metacognitive growth and cultural learning.
Figure 3. Culturally influenced expressions of anger, skepticism, and appreciation by virtual humans [9,22].
When a cultural error is committed, or when appropriate actions are taken, learners need
support in (at least):
recognizing that an error was committed (or that a good action was taken)
finding a causal link between the action taken and the observed reaction
understanding the reason(s) and culpable underlying cultural differences
learning how to avoid the same mistake in the future (or sustain good actions)
It is important to go beyond simply concluding to avoid the same behavior in the future since
this will contribute little in the learners progression through the DMIS stages. Also, the
stage a person is in impacts how cultural differences are interpreted. Someone in the denial
phase may not even be willing to accept the fact that a cultural error even occurred, for
example. Someone in the other two ethnocentric stages (defense and minimization) may be
aware an error occurred, but unwilling to take blame or perhaps place the onus on the virtual
human to be the one who should adapt. Based this understanding of cultural growth, the
reaction of a virtual human to a cultural error should be appropriate for that learner.
Feedback from the simulation itself, such as the oral and gestural reactions of virtual
humans, is called implicit feedback. To support recognition of cultural errors, there are
several strategies that can be used adjust implicit feedback to promote learning. One of the
simplest is to accentuate verbal responses of characters to draw more attention to anger or
negative feelings, in the case of an error. Similarly, implicit positive feedback can be
achieved by accentuating positive and laudatory responses to correct user actions. In some
cases, it may even be appropriate for the virtual human to deliver an impassioned minilecture regarding the cultural issues in question. The choice of words by the virtual human
can be designed to refer directly to actions taken by learner to support the pedagogical goal
of linking cause and effect in the learners mind. In addition, the virtual human might also
drop hints regarding the underlying cultural differences. Body language and gestures can
have a dramatic effect on the communicative power of utterances. Figure 3 shows several
virtual humans in different emotional states and displaying a variety of gestures. The timing
and emphasis of these gestures can be adjusted to meet pedagogical goals in a way similar to
the utterance content. Aside from body language, other features that might be adjusted in
virtual humans are facial expressions, speech rate, intonation, and tone, emotional state, and
personality traits.
Acknowledgements
I thank Dr. Jonathan Kaplan and Dr. Jim Belanich of the U.S. Army Research Institute for
many interesting conversations on experience manipulation, implicit feedback, and difficulty
that seeded the ideas presented in this paper. The project described here has been sponsored
by the U.S. Army Research, Development, and Engineering Command (RDECOM).
Statements and opinions expressed do not necessarily reflect the position or the policy of the
United States Government, and no official endorsement should be inferred.
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