1,620 research outputs found
Data-driven misconception discovery in constraint-based intelligent tutoring systems
Students often have misconceptions in the domain they are studying. Misconception identification is a difficult task but allows teachers to create strategies to appropriately address misconceptions held by students. This project investigates a data-driven technique to discover students' misconceptions in interactions with constraint-based Intelligent Tutoring Systems(ITSs). This analysis has not previously been done. EER-Tutor is one such constraint-based ITS, which teaches conceptual database design using Enhanced Entity-Relationship (EER) data modelling. As with any ITS, a lot of data about each student's interaction within EER-Tutor are available: as individual student models, containing constraint histories, and logs, containing detailed information about each student action. This work can be extended to other ITSs and their relevant domains
Paradigms for the design of multimedia learning environments in engineering
The starting point for this research was the belief that interactive multimedia
learning environments represent a significant evolution in computer based
learning and therefore their design requires a re-examination of the underlying
principles of learning and knowledge representation.
Current multimedia learning environments (MLEs) can be seen as descendants
of the earlier technologies of computer-aided learning (CAL), intelligent tutoring
systems (ITS) and videodisc-based learning systems. As such they can benefit
from much of the wisdom which emerged from those technologies. However,
multimedia can be distinguished from earlier technologies by its much greater
facility in bringing to the learner high levels of interaction with and control over
still and moving image, animation, sound and graphics. Our intuition tells us that
this facility has the potential to create learning environments which are not
merely substitutes for "live" teaching, but which are capable of elucidating
complex conceptual knowledge in ways which have not previously been
possible. If the potential of interactive multimedia for learning is to be properly
exploited then it needs to be better understood. MLEs should not just be
regarded as a slicker version of CAL, ITS or videodisc but a new technology
requiring a reinterpretation of the existing theories of learning and knowledge
representation.
The work described in this thesis aims to contribute to a better understanding of
the ways in which MLEs can aid learning. A knowledge engineering approach
was taken to the design of a MLE for civil engineers. This involved analysing in
detail the knowledge content of the learning domain in terms of different
paradigms of human learning and knowledge representation. From this basis, a
design strategy was developed which matched the nature of the domain
knowledge to the most appropriate delivery techniques. The Cognitive
Apprenticeship Model (CAM) was shown to be able to support the integration
and presentation of the different categories of knowledge in a coherent
instructional framework.
It is concluded that this approach is helpful in enabling designers of multimedia
systems both to capture and to present a rich picture of the domain. The focus of
the thesis is concentrated on the domain of Civil Engineering and the learning of
concepts and design skills within that domain. However, much of it could be
extended to other highly visual domains such as mechanical engineering. Many
of the points can also be seen to be much more widely relevant to the design of
any MLE.Engineering and
Physical Sciences Research Counci
An integrated environment for problem solving and program development
A framework for an integrated problem solving and program development environment that addresses the needs of students learning programming is proposed. Several objectives have been accomplished: defining the tasks required for program development and a literature review to determine the actual difficulties involved in learning those tasks. A comprehensive Study of environments and tools developed to support the learning of problem solving and programming was then performed, covering programming environments, debugging aids, intelligent tutoring systems, and intelligent programming environments. This was followed by a careful analysis and critique of these systems, which uncovered the limitations that have prevented them from accomplishing their goals.
Next, an extensive study of problem solving methodologies developed in this century was carried out and a common model for problem solving was produced. The tasks of program development were then integrated with the common model for problem solving. Then, the cognitive activities required for problem solving and program development were identified and also integrated with the common model to form a Dual Common Model for problem Solving and Program Development. This dual common model was then used to define the functional specifications for a problem solving and program development environment which was designed, implemented, tested, and integrated into the curriculum.
The development of the new environment for learning problem solving and programming was followed by the planning of a cognitively oriented assessment method and the development of related instruments to evaluate the process and the product of problem solving. A detailed statistical experiment to study the effect of this environment on students\u27 problem solving and program development skills, including system testing by protocol analysis, and performance evaluation of students based on research hypotheses and questions, was also designed, implemented and the result reported
A generic architecture for interactive intelligent tutoring systems
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed.
On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified
Using Artificial Intelligence to Circumvent the Teacher Shortage in Special Education: A Phenomenological Investigation
The purpose of this hermeneutic phenomenological research study was to understand district technology leaders’ receptivity to employing artificial co-teachers, based on their lived experiences with Artificial Intelligence (AI). Facing a problematic teacher shortage in special education, the Jade County School District was not readily employing available AI technologies such as IBM’s WATSON and MIT Media Lab’s TEGA, to aide in filling the instructional voids caused by special education teacher attrition. Veblen’s theory of technological determinism provided the necessary framework for this study, which focused on how district technology leaders described their willingness or apprehension to employ autonomous machines to independently instruct students with disabilities in the classroom. This research study was carried out in a large public-school district with a high number of special education teacher vacancies. Purposeful sampling was used to recruit 11 district-level technology leaders who were responsible for developing and sharing a vision for how new technology could be employed to support the needs of students. The principal researcher applied hermeneutic phenomenology to interpret data from photo-elicitations, audio-recorded focus groups, and individual interviews
Designing for interaction
At present, the design of computer-supported group-based learning (CS)GBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for (CS)GBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing (CS)GBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to (CS)GBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster (CS)GBL design that focuses on the heart of the matter: interaction
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