1,490 research outputs found

    Explanation in Human-AI Systems: A Literature Meta-Review, Synopsis of Key Ideas and Publications, and Bibliography for Explainable AI

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    This is an integrative review that address the question, "What makes for a good explanation?" with reference to AI systems. Pertinent literatures are vast. Thus, this review is necessarily selective. That said, most of the key concepts and issues are expressed in this Report. The Report encapsulates the history of computer science efforts to create systems that explain and instruct (intelligent tutoring systems and expert systems). The Report expresses the explainability issues and challenges in modern AI, and presents capsule views of the leading psychological theories of explanation. Certain articles stand out by virtue of their particular relevance to XAI, and their methods, results, and key points are highlighted. It is recommended that AI/XAI researchers be encouraged to include in their research reports fuller details on their empirical or experimental methods, in the fashion of experimental psychology research reports: details on Participants, Instructions, Procedures, Tasks, Dependent Variables (operational definitions of the measures and metrics), Independent Variables (conditions), and Control Conditions

    Artificial Intelligence in Music Education: A Critical Review

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    This paper reviews the principal approaches to using Artificial Intelligence in Music Education. Music is a challenging domain for Artificial Intelligence in Education (AI-ED) because music is, in general, an open-ended domain demanding creativity and problem-seeking on the part of learners and teachers. In addition, Artificial Intelligence theories of music are far from complete, and music education typically emphasises factors other than the communication of ā€˜knowledgeā€™ to students. This paper reviews critically some of the principal problems and possibilities in a variety of AI-ED approaches to music education. Approaches considered include: Intelligent Tutoring Systems for Music; Music Logo Systems; Cognitive Support Frameworks that employ models of creativity; highly interactive interfaces that employ AI theories; AI-based music tools; and systems to support negotiation and reflection. A wide variety of existing music AI-ED systems are used to illustrate the key issues, techniques and methods associated with these approaches to AI-ED in Music

    The guiding process in discovery hypertext learning environments for the Internet

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    Hypertext is the dominant method to navigate the Internet, providing user freedom and control over navigational behaviour. There has been an increase in converting existing educational material into Internet web pages but weaknesses have been identified in current WWW learning systems. There is a lack of conceptual support for learning from hypertext, navigational disorientation and cognitive overload. This implies the need for an established pedagogical approach to developing the web as a teaching and learning medium. Guided Discovery Learning is proposed as an educational pedagogy suitable for supporting WWW learning. The hypothesis is that a guided discovery environment will produce greater gains in learning and satisfaction, than a non-adaptive hypertext environment. A second hypothesis is that combining concept maps with this specific educational paradigm will provide cognitive support. The third hypothesis is that student learning styles will not influence learning outcome or user satisfaction. Thus, providing evidence that the guided discovery learning paradigm can be used for many types of learning styles. This was investigated by the building of a guided discovery system and a framework devised for assessing teaching styles. The system provided varying discovery steps, guided advice, individualistic system instruction and navigational control. An 84 subject experiment compared a Guided discovery condition, a Map-only condition and an Unguided condition. Subjects were subdivided according to learning styles, with measures for learning outcome and user satisfaction. The results indicate that providing guidance will result in a significant increase in level of learning. Guided discovery condition subjects, regardless of learning styles, experienced levels of satisfaction comparable to those in the other conditions. The concept mapping tool did not appear to affect learning outcome or user satisfaction. The conclusion was that using a particular approach to guidance would result in a more supportive environment for learning. This research contributes to the need for a better understanding of the pedagogic design that should be incorporated into WWW learning environments, with a recommendation for a guided discovery approach to alleviate major hypertext and WWW issues for distance learning

    Information enforcement in learning with graphics : improving syllogistic reasoning skills

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    This thesis is an investigation into the factors that contribute to good choices among graphical systems used in teaching, and the feasibility of implementing teaching software that uses this knowledge.The thesis describes a mathematical metric derived from a cognitive theory of human diagram processing. The theory characterises differences among representations by their ability to express information. The theory provides the factors and relationships needed to build the metric. It says that good representations are easily processed because they are more vivid, more tractable and less expressive, than poor representations.The metric is applied to abstract systems for teaching and learning syllogistic reasoning, TARSKI'S WORLD, EULER CIRCLES, VENN DIAGRAMS and CARROLL'S GAME OF LOGIC. A rank ordering reflects the value of each system predicted by the theory and the metric. The theory, the metric and the systems are then tested in empirical studies. Five studies involving sixty-eight learners, examined the benefit of software based on these abstract systems.Studies showed the theory correctly predicted learners' success with the circle systems and poorer performance with TARSKI'S WORLD. The metric showed small but clear differences in expressivity between the circle systems. Differences between results of the learners using the circle systems contradicted the predictions of the metric.Learners with mathematical training were better equipped and more successful at learning syllogistic reasoning with the systems. Performance of learners without mathematical training declined after using the software systems. Diagrams drawn by learners together with video footage collected during problem solving, led to a catalogue of errors, misconceptions and some helpful strategies for learning from graphical systems.A cognitive style test investigated the poor performance of non-mathematically trained learners. Learners with mathematics training showed serialist and versatile learning styles while learners without this training showed a holist learning style. This is consistent with the hypothesis that non-mathematically trained learners emphasise the use of semantic cues during learning and problem solving.A card-sorting task investigated learners' preferences for parts of the graphical lexicon used in the diagram systems. Preferences for the EULER lexicon increased difficulty in explaining the system's poor results in earlier studies. Video footage of learners using the systems in the final study illustrated useful learning strategies and improved performance with EULER while individual instruction was available.Further work describes a preliminary design for an adaptive syllogism tutor and other related work

    Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems

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    While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However, tutoring systems have had difficulties in maintaining studentsā‚¬ā„¢ interest and engagement for long periods of time, which limits their ability to generate learning in the long-term. Given the complementary benefits of games and digital tutors, there has been considerable effort to combine these two fields. This dissertation undertakes and analyzes three different ways of integrating Intelligent Tutoring Systems and digital games. We created three game-like systems with cognition, metacognition and affect as their primary target and mode of intervention. Monkey\u27s Revenge is a game-like math tutor that offers cognitive tutoring in a game-like environment. The Learning Dashboard is a game-like metacognitive support tool for students using Mathspring, an ITS. Mosaic comprises a series of mini-math games that pop-up within Mathspring to enhance students\u27 affect. The methodology consisted of multiple randomized controlled studies ran to evaluate each of these three interventions, attempting to understand their effect on studentsā‚¬ā„¢ performance, affect and perception of the intervention and the system that embeds it. Further, we used causal modeling to further explore mechanisms of action, the inter-relationships between studentā‚¬ā„¢s incoming characteristics and predispositions, their mechanisms of interaction with the tutor, and the ultimate learning outcomes and perceptions of the learning experience

    Math Learning Environment with Game-Like Elements and Causal Modeling of User Data

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    Educational games intend to make learning more enjoyable, but at the potential cost of compromising learning efficiency. Therefore, instead of creating educational games, we create learning environment with game-like elements: the elements of games that are engaging. Our approach is to assess each game-like element in terms of benefits such as enhancing engagement as well as its costs such as sensory or working memory overload, with a goal of maximizing both engagement and learning. We developed different four versions of a math tutor with different degree of being game-like such as adding narrative and visual feedback. Based on a study with 297 students, we found that students reported more satisfaction with more \u27game-like\u27 tutor but we were not able to detect any conclusive difference in learning among the different tutors. We collected student data of various types such as their attitude and enjoyment via surveys, performance within tutor via logging, and learning as measured by a pre/post-test. We created a causal model using software TETRAD and contrast the causal modeling approach to the results we achieve with traditional approaches such as correlation matrix and multiple regression. Relative to traditional approaches, we found that causal modeling did a better job at detecting and representing spurious association, and direct and indirect effects within variables. Causal model, augmented with domain knowledge about likely causal relationships, resulted in much more plausible and interpretable model. We propose a framework for blending exploratory results from causal modeling with randomized controlled studies to validate hypotheses

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    EDM 2011: 4th international conference on educational data mining : Eindhoven, July 6-8, 2011 : proceedings

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