8,157 research outputs found
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Combining Exploratory Learning With Structured Practice to Foster Conceptual and Procedural Fractions Knowledge
Robust domain knowledge consists of conceptual and procedural knowledge. The two types of knowledge develop together, but are fostered by different learning tasks. Exploratory tasks enable students to manipulate representations and discover the underlying concepts. Structured tasks let students practice problem-solving procedures step-by-step. Educational technology has mostly relied on providing only either task type, with a majority of learning environments focusing on structured tasks. We investigated in two quasi-experimental studies with 8-10 years old students from UK (N = 121) and 10-12 years old students from Germany (N = 151) whether a combination of both task types fosters robust knowledge more than structured tasks alone. Results confirmed this hypothesis and indicate that students learning with a combination of tasks gained more conceptual knowledge and equal procedural knowledge compared to students learning with structured tasks only. The results illustrate the efficacy of combining both task types for fostering robust fractions knowledge
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Artificial Intelligence And Big Data Technologies To Close The Achievement Gap.
We observe achievement gaps even in rich western countries, such as the UK, which in principle have the resources as well as the social and technical infrastructure to provide a better deal for all learners. The reasons for such gaps are complex and include the social and material poverty of some learners with their resulting other deficits, as well as failure by government to allocate sufficient resources to remedy the situation. On the supply side of the equation, a single teacher or university lecturer, even helped by a classroom assistant or tutorial assistant, cannot give each learner the kind of one-to-one attention that would really help to boost both their motivation and their attainment in ways that might mitigate the achievement gap.
In this chapter Benedict du Boulay, Alexandra Poulovassilis, Wayne Holmes, and Manolis Mavrikis argue that we now have the technologies to assist both educators and learners, most commonly in science, technology, engineering and mathematics subjects (STEM), at least some of the time. We present case studies from the fields of Artificial Intelligence in Education (AIED) and Big Data. We look at how they can be used to provide personalised support for students and demonstrate that they are not designed to replace the teacher. In addition, we also describe tools for teachers to increase their awareness and, ultimately, free up time for them to provide nuanced, individualised support even in large cohorts
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A Talk on the Wild Side: The Direct and Indirect Impact of Speech Recognition on Learning Gains
Research in the learning sciences and mathematics education has suggested that ‘thinking aloud’ (verbalization) can be important for learning. In a technology-mediated learning environment, speech might also help to promote learning by enabling the system to infer the students’ cognitive and affective state so that they can be provided a
sequence of tasks and formative feedback, both of which are adapted to their needs. For these and associated reasons, we developed the iTalk2Learn platform that includes speech production and speech recognition for children learning about fractions. We investigated the impact of iTalk2Learn’s speech functionality in classrooms in the UK and Germany, with our results indicating that a speech-enabled learning environment has the potential to enhance student learning gains and engagement, both directly and indirectly
Multimodal Interaction in a Haptic Environment
In this paper we investigate the introduction of haptics in a multimodal tutoring environment. In this environment a haptic device is used to control a virtual piece of sterile cotton and a virtual injection needle. Speech input and output is provided to interact with a virtual tutor, available as a talking head, and a virtual patient. We introduce the haptic tasks and how different agents in the multi-agent system are made responsible for them. Notes are provided about the way we introduce an affective model in the tutor agent
Modelling human teaching tactics and strategies for tutoring systems
One of the promises of ITSs and ILEs is that they will teach and assist learning in an intelligent manner. Historically this has tended to mean concentrating on the interface, on the representation of the domain and on the representation of the student’s knowledge. So systems have attempted to provide students with reifications both of what is to be learned and of the learning process, as well as optimally sequencing and adjusting activities, problems and feedback to best help them learn that domain. We now have embodied (and disembodied) teaching agents and computer-based peers, and the field demonstrates a much greater interest in metacognition and in collaborative activities and tools to support that collaboration. Nevertheless the issue of the teaching competence of ITSs and ILEs is still important, as well as the more specific question as to whether systems can and should mimic human teachers. Indeed increasing interest in embodied agents has thrown the spotlight back on how such agents should behave with respect to learners. In the mid 1980s Ohlsson and others offered critiques of ITSs and ILEs in terms of the limited range and adaptability of their teaching actions as compared to the wealth of tactics and strategies employed by human expert teachers. So are we in any better position in modelling teaching than we were in the 80s? Are these criticisms still as valid today as they were then? This paper reviews progress in understanding certain aspects of human expert teaching and in developing tutoring systems that implement those human teaching strategies and tactics. It concentrates particularly on how systems have dealt with student answers and how they have dealt with motivational issues, referring particularly to work carried out at Sussex: for example, on responding effectively to the student’s motivational state, on contingent and Vygotskian inspired teaching strategies and on the plausibility problem. This latter is concerned with whether tactics that are effectively applied by human teachers can be as effective when embodied in machine teachers
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge
Educational technologies in mathematics typically focus on fostering either procedural knowledge by means of structured tasks or, less often, conceptual knowledge by means of exploratory tasks. However, both types of knowledge are needed for complete domain knowledge that persists over time and supports subsequent learning. We investigated in two quasi-experimental studies whether a combination of an exploratory learning environment, providing exploratory tasks, and an intelligent tutoring system, providing structured tasks, fosters procedural and conceptual knowledge more than the intelligent tutoring system alone. Participants were 121 students from the UK (aged 8–10 years old) and 151 students from Germany (aged 10–12 years old) who were studying equivalent fractions. Results confirmed that students learning with a combination of exploratory and structured tasks gained more conceptual knowledge and equal procedural knowledge compared to students learning with structured tasks only. This supports the use of different but complementary educational technologies, interleaving exploratory and structured tasks, to achieve a “combination effect” that fosters robust fractions knowledge
Determining what people feel and think when interacting with humans and machines
Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels
Systematic Review of Intelligent Tutoring Systems for Hard Skills Training in Virtual Reality Environments
Advances in immersive virtual reality (I-VR) technology have allowed for the development of I-VR learning environments (I-VRLEs) with increasing fidelity. When coupled with a sufficiently advanced computer tutor agent, such environments can facilitate asynchronous and self-regulated approaches to learning procedural skills in industrial settings. In this study, we performed a systematic review of published solutions involving the use of an intelligent tutoring system (ITS) to support hard skills training in an I-VRLE. For the seven solutions that qualified for the final analysis, we identified the learning context, the implemented system, as well as the perceptual, cognitive, and guidance features of the utilized tutoring agent. Generally, the I-VRLEs emulated realistic work environments or equipment. The solutions featured either embodied or embedded tutor agents. The agents’ perception was primarily based on either learner actions or learner progress. The agents’ guidance actions varied among the solutions, ranging from simple procedural hints to event interjections. Several agents were capable of answering certain specific questions. The cognition of the majority of agents represented variations on branched programming. A central limitation of all the solutions was that none of the reports detailed empirical studies conducted to compare the effectiveness of the developed training and tutoring solutions.Peer reviewe
Learner Modelled Environments
Learner modelled environments (LMEs) are digital environments that are capable of
automatically detecting learner’s behaviours in relation to a specific knowledge
domain, to reason about those behaviours in order to asses learner’s performance,
skills, socio-emotional and cognitive needs, and to act accordingly in a pedagogically
appropriate manner. Digital environments that possess such capabilities are typically
referred to as Intelligent Learning Environments, or more traditionally – as Intelligent
Tutoring Systems (ITSs)
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