407 research outputs found
E-Learning
Technology development, mainly for telecommunications and computer systems, was a key factor for the interactivity and, thus, for the expansion of e-learning. This book is divided into two parts, presenting some proposals to deal with e-learning challenges, opening up a way of learning about and discussing new methodologies to increase the interaction level of classes and implementing technical tools for helping students to make better use of e-learning resources. In the first part, the reader may find chapters mentioning the required infrastructure for e-learning models and processes, organizational practices, suggestions, implementation of methods for assessing results, and case studies focused on pedagogical aspects that can be applied generically in different environments. The second part is related to tools that can be adopted by users such as graphical tools for engineering, mobile phone networks, and techniques to build robots, among others. Moreover, part two includes some chapters dedicated specifically to e-learning areas like engineering and architecture
Corroborating Emotion Theory with Role Theory and Agent Technology: a Framework for Designing Emotional Agents as Motivational Tutoring Entities
Nowadays, more and more applications require systems that can interact with humans. Agents can be perceived as computing services that humans, or even other agents, can request in order to accomplish their tasks. Some services may be simple and others rather complex. A way to determine the best agents (services) to be implemented is to identify who the actors are in the object of study, which roles they play, and (if possible) what kind of knowledge they use.
Socially Intelligent Agents (SIAs) are agent systems that are able to connect and interface with humans, i.e. robotic or computational systems that show aspects of human-style social intelligence. In addition to their relevance in application areas such as e-commerce and entertainment, building artefacts in software and hardware has been recognized as a powerful tool for establishing a science of social minds which is a constructive approach toward understanding social intelligence in humans and other animals.
Social intelligence in humans and other animals has a number of fascinating facets and implications for the design of SIAs. Human beings are biological agents that are embodied members of a social environment and are autobiographic agents who have a unique personality. They are situated in time and space and interpret new experiences based on reconstructions of previous experiences. Due to their physical embodiment, they have a unique perspective on the world and a unique history: an autobiography. Also, humans are able to express and recognize emotions, that are important in regulating individual survival and problem-solving as well as social interactions.
Like artificial intelligence research trend, SIA research trend can be pursued with different goals in mind. A deep AI approach seeks to simulate real social intelligence and processes. A shallow AI approach, which will be highlighted also within this thesis, aims to create artefacts that are not socially intelligent per se, but rather appear socially intelligent to a given user. The shallow approach does not seek to create social intelligence unless it is meaningful social intelligence vis-Ă -vis some user situation
In order to develop believable SIAs we do not have to know how beliefs-desires and intentions actually relate to each other in the real minds of the people. If one wants to create the impression of an artificial social agent driven by beliefs and desires, it is enough to draw on investigations on how people with different cultural background, develop and use theories of mind to understand the behaviours of others. Therefore, SIA technology needs to model the folk-theory reasoning rather than the real thing. To a shallow AI approach, a model of mind based on folk-psychology is as valid as one based on cognitive theory.
Distance education is understood as online learning that is technology-based training which encompasses both computer-assisted and Web-based training. These systems, which appear to offer something for everyone at any time, in any place, do not always live up to the great promise they offer.
The usage of social intelligent agents in online learning environments can enable the design of âenhanced-learning environmentsâ that allow for the development and the assessment of social competences as well as the common professional competences.
Within this thesis it is shown how to corroborate affective theory with role theory with agent technology in a synchronous virtual environment in order to overcome several inconveniences of distance education systems. This research embraces also the shallow approach of SIA and aims to provide the first steps of a method for creating a believable life-like tutor agent which can partially replace human-teachers and assist the students in the process of learning. The starting point for this research came from the fact: anxious, angry or depressed students do not learn; people in these conditions do not absorb information efficiently, consequentially it is an illusion to think that learning environments that do not consider motivational and emotional factors are adequate
Computational model of negotiation skills in virtual artificial agents
Negotiation skills represent crucial abilities for engaging in effective social interactions in formal and informal settings. Serious games, intelligent systems and virtual agents can provide solid tools upon which one-to-one training and assessment can be reliably made available. The aim of the present work is to fill the gap between the recent growing interest towards soft skills, and the lack of a robust and modern methodology for supporting their investigation. A computational model for the development of Enact, a 3D virtual intelligent platform for training and testing negotiation skills, will be presented. The serious game allows users to interact with simulated peers in scenarios depicting daily life situations and receive a psychological assessment and adaptive training reflecting their negotiation abilities. To pursue this goal, this work has gone through different research stages, each with a unique methodology, results and discussion described in its specific section. In the first phase, the platform was designed to operationalize the examined negotiation theory, developed and assessed. The negotiation styles considered, consistently with previous findings, have been found not to correlate with personality traits, coping strategies and perceived self-efficacy. The serious game has been widely tested for its usability and underwent two development and release stages aimed at improving its accuracy, usability and likeability. The variables measured by the platform have been found to predict in all cases at least two of the negotiation styles considered. Concerning the user feedback, the game has been judged as useful, more pleasant than the traditional test, and the perceived time spent on the game resulted significantly lower than the real time spent. In the second stage of this research, the game scenarios were used to collect a dataset of documents containing natural language negotiations between users and the virtual agents. The dataset was used to assess the correlations between the personal pronouns' use and the negotiation styles. Results showed that more engaged styles generally used pronouns with a significantly higher frequency than less engaged styles. Styles with a high concern for self showed a higher frequency of singular personal pronouns while styles with a high concern for others used significantly more relational pronouns. The corpus of documents was also used to perform multiclass classification on the negotiation styles using machine learning. Both linear (SVM) and non-linear models (MNB, CNN) performed reliably with a state-of-the-art accuracy
Type-2 Fuzzy Logic based Systems for Adaptive Learning and Teaching within Intelligent E-Learning Environments
The recent years have witnessed an increased interest in e-learning platforms that incorporate adaptive learning and teaching systems that enable the creation of adaptive learning environments to suit individual student needs. The efficiency of these adaptive educational systems relies on the methodology used to accurately gather and examine information pertaining to the characteristics and needs of students and relies on the way that information is processed to form an adaptive learning context. The vast majority of existing adaptive educational systems do not learn from the usersâ behaviours to create white-box models to handle the high level of uncertainty and that could be easily read and analysed by the lay user. The data generated from interactions, such as teacherâlearner or learnerâsystem interactions within asynchronous environments, provide great opportunities to realise more adaptive and intelligent e-learning platforms rather than propose prescribed pedagogy that depends on the idea of a few designers and experts.
Another limitation of current adaptive educational systems is that most of the existing systems ignore gauging the students' engagements levels and mapping them to suitable delivery needs which match the students' knowledge and preferred learning styles. It is necessary to estimate the degree of studentsâ engagement with the course contents. Such feedback is highly important and useful for assessing the teaching quality and adjusting the teaching delivery in small and large-scale online learning platforms. Furthermore, most of the current adaptive educational systems are used within asynchronous e-learning contexts as self-paced e-learning products in which learners can study in their own time and at their own speed, totally ignorant of synchronous e-learning settings of teacher-led delivery of the learning material over a communication tool in real time.
This thesis presents novel theoretical and practical architectures based on computationally lightweight T2FLSs for lifelong learning and adaptation of learnersâ and teachersâ behaviours in small- and large-scale asynchronous and synchronous e-learning platforms. In small-scale asynchronous and synchronous e-learning platforms, the presented architecture augments an engagement estimate system using a noncontact, low-cost, and multiuser support 3D sensor Kinect (v2). This is able to capture reliable features including head pose direction and hybrid features of facial expression to enable convenient and robust estimation of engagement in small-scale online and onsite learning in an unconstrained and natural environment in which users are allowed to act freely and move without restrictions. We will present unique real-world experiments in large and small-scale e-learning platforms carried out by 1,916 users from King Abdul-Aziz and Essex universities in Saudi Arabia and the UK over the course of teaching Excel and PowerPoint in which the type 2 system is learnt and adapted to student and teacher behaviour. The type-2 fuzzy system will be subjected to extended and varied knowledge, engagement, needs, and a high level of uncertainty variation in e-learning environments outperforming the type 1 fuzzy system and non-adaptive version of the system by producing better performance in terms of improved learning, completion rates, and better user engagements
A Causal-Comparative Study on the Efficacy of Intelligent Tutoring Systems on Middle-Grade Math Achievement
This study is a quantitative examination of intelligent tutoring systems in two similar suburban middle schools (grades 6-8) in the Southeastern United States. More specifically, it is a causal-comparative study purposed with examining the efficacy of intelligent tutoring systems as they relate to math achievement for students at two similar middle schools in the Midlands of South Carolina. The independent variable, use of an intelligent tutoring system in math instruction, is defined as the supplementary use of two intelligent tutoring systems, Pearsonâs Math Digits and IXL, for math instruction. The dependent variable is math achievement as determined by the Measures of Academic Progress (MAP) SC 6+Math test. The student data examined is archived MAP SC 6+ Math scores from the 2017-2018 school year. A one-way ANCOVA was used to compare the mean achievement gain scores of both groups, students whose math instruction included intelligent tutoring systems and students whose math instruction did not include intelligent tutoring systems, to establish whether or not there was any statistically significant difference between the adjusted population means of the two independent groups. The results showed that the adjusted mean of posttest scores of students who did not receive math instruction that involved an intelligent tutoring system were significantly higher than those who did
A framework for structuring prerequisite relations between concepts in educational textbooks
In our age we are experiencing an increasing availability of digital educational resources and self-regulated learning. In this scenario, the development of automatic strategies for organizing the knowledge embodied in educational resources has a tremendous potential for building personalized learning paths and applications such as intelligent textbooks and recommender systems of learning materials. To this aim, a straightforward approach consists in enriching the educational materials with a concept graph, i.a. a knowledge structure where key concepts of the subject matter are represented as nodes and prerequisite dependencies among such concepts are also explicitly represented. This thesis focuses therefore on prerequisite relations in textbooks and it has two main research goals. The first goal is to define a methodology for systematically annotating prerequisite relations in textbooks, which is functional for analysing the prerequisite phenomenon and for evaluating and training automatic methods of extraction. The second goal concerns the automatic extraction of prerequisite relations from textbooks. These two research goals will guide towards the design of PRET, i.e. a comprehensive framework for supporting researchers involved in this research issue. The framework described in the present thesis allows indeed researchers to conduct the following tasks: 1) manual annotation of educational texts, in order to create datasets to be used for machine learning algorithms or for evaluation as gold standards; 2) annotation analysis, for investigating inter-annotator agreement, graph metrics and in-context linguistic features; 3) data visualization, for visually exploring datasets and gaining insights of the problem that may lead to improve algorithms; 4) automatic extraction of prerequisite relations. As for the automatic extraction, we developed a method that is based on burst analysis of concepts in the textbook and we used the gold dataset with PR annotation for its evaluation, comparing the method with other metrics for PR extraction
Lu-Lu: A framework for collaborative decision making games
This paper proposes Lu-Lu as an add-on architecture to open MMOGs and social network games, which has been developed to utilise a key set of ingredients that underline collaborative decision making games as reported within the research literature: personalisation, team matching, non-optimal decision making, leading, decisiveness index, scoring, levelling, and multiple stages. The implementation of Lu-Lu is demonstrated as an add-on to the classic supply chain beer game, including customisation of Lu-Lu to facilitate information exchange through the Facebook games platform, e.g., Graph API and Scores API. Performance assessment of Lu-Lu using Behaviour-Driven Development suggests a successful integration of all key ingredients within Lu-Lu's architecture, yielding autonomous behaviour that improves both player enjoyment and decision making
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