REGAL Lab

REGAL Lab

Where AI meets enactive play for transformative learning

Collaborate With Us

We’re always open to collaboration opportunities with researchers, organizations, and communities.

If you’re interested in working with us, please don’t hesitate to get in touch. You can reach us at: fke@umd.edu


Digital Game-Based Learning

Our research of digital game-based learning focuses on using an integrative approach to design and examine scalable game and participatory simulation based learning systems that comprise learning-oriented game mechanics, design-based pedagogy, data-driven knowledge tracing, and adaptive learner support.

  • E-Rebuild - Mathematical Thinking and Learning via Architectural Design and Modeling (Ke as PI, Funded by National Science Foundation, Grant #1318784; Grant #1720533)
  • Virtual-Reality-Based Social and Cognitive Skills Training for Children with High Functioning Autism (Ke as PI, Funded by Spencer Foundation, Grant #201400178; National Science Foundation, Grant #1837917)
  • Game-based Assessment and Support of STEM-related Competencies and Interest (Ke as Co-PI, Funded by National Science Foundation, Grant #1628937)

AI-Infused Enactive Learning

We design and study inclusive and immersive e-learning environments that promote engaging and effective learning interactions for a diversified learner population. The project of MILE (“Mixed-Reality-Integrated Learning Environment”) (Ke as PI, Funded by National Science Foundation, Grant #1632965; Grant #2110777) aims to study the design model and effects of an AI-infused, virtual world-based training platform to provide responsive teaching practice to preservice teachers and STEM graduate teaching assistants.

Integrating 3D virtual reality, LLM-driven virtual human, and body sensory technology, this training platform for teaching enables student instructors to practice, observe, and reflect on teaching in a variety of instructional settings, and provides them with a deep understanding of learning and teaching strategies through active experimentation and problem solving.

This project builds on an earlier project of Web-based teaching and learning: Across culture and age (Ke as PI, Funded by Spencer Foundation, Grant #200800124) that utilizes qualitative and quantitative techniques to explore the impact on learning and success of online pedagogies and contexts for students living in rural and urban areas.

Building upon the MILE platform, Evelyn project extends this work into a real-time 3D classroom simulation for preservice teacher training. Preservice teachers navigate an immersive virtual classroom as embodied avatars, engaging with LLM-driven virtual student agents that generate dynamic, context-sensitive dialogue in response to teacher input.

At the core of this iteration is a formal cognitive-affective state dependency model, a bidirectional, weighted, directed graph of constructs including arousal, sense of mastery, self-efficacy, and metacognitive awareness, that governs how each virtual student’s cognitive and emotional states evolve across the interaction.

The platform supports administrator oversight and a structured lesson-and-task system, creating a scalable training environment where preservice teachers can practice responsive teaching and directly observe the downstream effects of their instructional decisions on student state.