6,070 research outputs found

    Intelligent tutoring systems for systems engineering methodologies

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    The general goal is to provide the technology required to build systems that can provide intelligent tutoring in IDEF (Integrated Computer Aided Manufacturing Definition Method) modeling. The following subject areas are covered: intelligent tutoring systems for systems analysis methodologies; IDEF tutor architecture and components; developing cognitive skills for IDEF modeling; experimental software; and PC based prototype

    The adult literacy evaluator: An intelligent computer-aided training system for diagnosing adult illiterates

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    An important part of NASA's mission involves the secondary application of its technologies in the public and private sectors. One current application being developed is The Adult Literacy Evaluator, a simulation-based diagnostic tool designed to assess the operant literacy abilities of adults having difficulties in learning to read and write. Using ICAT system technology in addition to speech recognition, closed-captioned television (CCTV), live video and other state-of-the art graphics and storage capabilities, this project attempts to overcome the negative effects of adult literacy assessment by allowing the client to interact with an intelligent computer system which simulates real-life literacy activities and materials and which measures literacy performance in the actual context of its use. The specific objectives of the project are as follows: (1) To develop a simulation-based diagnostic tool to assess adults' prior knowledge about reading and writing processes in actual contexts of application; (2) to provide a profile of readers' strengths and weaknesses; and (3) to suggest instructional strategies and materials which can be used as a beginning point for remediation. In the first and developmental phase of the project, descriptions of literacy events and environments are being written and functional literacy documents analyzed for their components. Examples of literacy events and situations being considered included interactions with environmental print (e.g., billboards, street signs, commercial marquees, storefront logos, etc.), functional literacy materials (e.g., newspapers, magazines, telephone books, bills, receipts, etc.) and employment related communication (i.e., job descriptions, application forms, technical manuals, memorandums, newsletters, etc.). Each of these situations and materials is being analyzed for its literacy requirements in terms of written display (i.e., knowledge of printed forms and conventions), meaning demands (i.e., comprehension and word knowledge) and social situation. From these descriptions, scripts are being generated which define the interaction between the student, an on-screen guide and the simulated literacy environment. The proposed outcome of the Evaluator is a diagnostic profile which will present broad classifications of literacy behaviors across the major areas of metacognitive abilities, word recognition, vocabulary knowledge, comprehension and writing. From these classifications, suggestions for materials and strategies for instruction with which to begin corrective action will be made. The focus of the Literacy Evaluator will be essentially to provide an expert diagnosis and an interpretation of that assessment which then can be used by a human tutor to further design and individualize a remedial program as needed through the use of an authoring system

    Explicit Feedback Within Game-based Training: Examining The Influence Of Source Modality Effects On Interaction

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    This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting experiment tested varying approaches for utilizing an Embodied Pedagogical Agent (EPA) to function as a tutor during interaction in a game-based environment. Conditions were authored to assess the tradeoffs between embedding an EPA directly in a game, embedding an EPA in GIFT’s browser-based Tutor-User Interface (TUI), or using audio prompts alone with no social grounding. The resulting data supports the application of using an EPA embedded in GIFT’s TUI to provide explicit feedback during a game-based learning event. Analyses revealed conditions with an EPA situated in the TUI to be as effective as embedding the agent directly in the game environment. This inference is based on evidence showing reliable differences across conditions on the metrics of performance and self-reported mental demand and feedback usefulness items. This research provides source modality tradeoffs linked to tactics for relaying training relevant explicit information to a user based on real-time performance in a game

    The Challenges of Building Intelligent Tutoring Systems for Teams

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    Intelligent Tutoring Systems have been useful for individual instruction and training, but have not been widely created for teams, despite the widespread use of team training and learning in groups. This paper reviews two projects that developed team tutors: the Team Multiple Errands Task (TMET) and the Recon Task developed using the Generalized Intelligent Framework for Tutoring (GIFT). Specifically, this paper 1) analyzes why team tasks have significantly more complexity than an individual task, 2) describes the two team-based platforms for team research, and 3) explores the complexities of team tutor authoring. Results include a recommended process for authoring a team intelligent tutoring system based on our lessons learned that highlights the differences between tutors for individuals and team tutors

    Motivational and metacognitive feedback in an ITS: linking past states and experiences to current problems

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    Feedback is an important element in learning as it can provide learners with both information about progress as well as external motivational stimuli, providing them with an opportunity for reflection. Motivation and metacognition are strongly intertwined, with learners high in self-efficacy more likely to use a variety of self-regulatory learning strategies, as well as to persist longer on challenging tasks. Learning from past experience involves metacognitive processes as an act of reflecting upon one’s own experience and, coupled with existing knowledge, aids the acquisition and construction of further knowledge. The aim of the research was to improve the learner’s focus on the process and experience of problem solving while using an Intelligent Tutoring System (ITS), by addressing the primary question: what are the effects of including motivational and metacognitive feedback based on the learner’s past states and experiences? An existing ITS, SQL-Tutor, was used in a study with participants from first year undergraduate degrees studying a database module. The study used two versions of SQL-Tutor: the Control group used a base version providing domain feedback and the Study group used an extended version that also provided motivational and metacognitive feedback. Three sources of data collection were used: module summative assessments, ITS log files and a post-study questionnaire. The analysis included both pre-post comparisons and how the participants interacted with the system, for example their persistence in problem-solving and the degree to which they referred to past learning. Comparisons between groups showed some differing trends both in learning and behaviour in favour of the Study group, though these trends were not significantly different. The study findings showed promise for the use of motivational and metacognitive feedback based on the learners’ past states and experiences that could be used as a basis for future research work and refinement

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, KĂŒhme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    Using Student Mood And Task Performance To Train Classifier Algorithms To Select Effective Coaching Strategies Within Intelligent Tutoring Systems (its)

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    The ultimate goal of this research was to improve student performance by adjusting an Intelligent Tutoring System\u27s (ITS) coaching strategy based on the student\u27s mood. As a step toward this goal, this study evaluated the relationships between each student\u27s mood variables (pleasure, arousal, dominance and mood intensity), the coaching strategy selected by the ITS and the student\u27s performance. Outcomes included methods to increase the perception of the intelligent tutor to allow it to adapt coaching strategies (methods of instruction) to the student\u27s affective needs to mitigate barriers to performance (e.g. negative affect) during the one-to-one tutoring process. The study evaluated whether the affective state (specifically mood) of the student moderated the student\u27s interaction with the tutor and influenced performance. This research examined the relationships, interactions and influences of student mood in the selection of ITS coaching strategies to determine which strategies were more effective in terms of student performance given the student\u27s mood, state (recent sleep time, previous knowledge and training, and interest level) and actions (e.g. mouse movement rate). Two coaching strategies were used in this study: Student-Requested Feedback (SRF) and Tutor-Initiated Feedback (TIF). The SRF coaching strategy provided feedback in the form of hints, questions, direction and support only when the student requested help. The TIF coaching strategy provided feedback (hints, questions, direction or support) at key junctures in the learning process when the student either made progress or failed to make progress in a timely fashion. The relationships between the coaching strategies, mood, performance and other variables of interest were considered in light of five hypotheses. At alpha = .05 and beta at least as great as .80, significant effects were limited in predicting performance. Highlighted findings include no significant differences in the mean performance due to coaching strategies, and only small effect sizes in predicting performance making the regression models developed not of practical significance. However, several variables including performance, energy level and mouse movement rates were significant, unobtrusive predictors of mood. Regression algorithms were developed using Arbuckle\u27s (2008) Analysis of MOment Structures (AMOS) tool to compare the predicted performance for each strategy and then to choose the optimal strategy. A set of production rules were also developed to train a machine learning classifier using Witten & Frank\u27s (2005) Waikato Environment for Knowledge Analysis (WEKA) toolset. The classifier was tested to determine its ability to recognize critical relationships and adjust coaching strategies to improve performance. This study found that the ability of the intelligent tutor to recognize key affective relationships contributes to improved performance. Study assumptions include a normal distribution of student mood variables, student state variables and student action variables and the equal mean performance of the two coaching strategy groups (student-requested feedback and tutor-initiated feedback ). These assumptions were substantiated in the study. Potential applications of this research are broad since its approach is application independent and could be used within ill-defined or very complex domains where judgment might be influenced by affect (e.g. study of the law, decisions involving risk of injury or death, negotiations or investment decisions). Recommendations for future research include evaluation of the temporal, as well as numerical, relationships of student mood, performance, actions and state variables
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