4,284 research outputs found

    A review on massive e-learning (MOOC) design, delivery and assessment

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    MOOCs or Massive Online Open Courses based on Open Educational Resources (OER) might be one of the most versatile ways to offer access to quality education, especially for those residing in far or disadvantaged areas. This article analyzes the state of the art on MOOCs, exploring open research questions and setting interesting topics and goals for further research. Finally, it proposes a framework that includes the use of software agents with the aim to improve and personalize management, delivery, efficiency and evaluation of massive online courses on an individual level basis.Peer ReviewedPostprint (author's final draft

    Cultivating intelligent tutoring cognizing agents in ill-defined domains using hybrid approaches

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    Cognizing agents are those systems that can perceive information from the external environment and can adapt to the changing conditions of that environment. Along the adaptation process a cognizing agent perceives information about the environment and generates reactions. An intelligent tutoring cognizing agent should deal not only with the tutoring system’s world but also with the learner-it should infer and predict new information about the learner and tailor the learning process to fit this specific learner. This paper shows how intelligent tutoring cognizing agents can be cultivated in ill-defined domains using hybrid techniques instantiated in the two example agents AEINS-CA and ALES-CA. These agents offer adaptive learning process and personalized feedback aiming to transfer certain cognitive skills, such as problem solving skills to the learners and develop their reasoning in the two ill-defined domains of ethics and argumentation. The paper focuses on the internal structure of each agent and the reasoning methodology, in which, the cognizing agent administration and construction along with the pedagogical scenarios are described

    Five Lenses on Team Tutor Challenges: A Multidisciplinary Approach

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    This chapter describes five disciplinary domains of research or lenses that contribute to the design of a team tutor. We focus on four significant challenges in developing Intelligent Team Tutoring Systems (ITTSs), and explore how the five lenses can offer guidance for these challenges. The four challenges arise in the design of team member interactions, performance metrics and skill development, feedback, and tutor authoring. The five lenses or research domains that we apply to these four challenges are Tutor Engineering, Learning Sciences, Science of Teams, Data Analyst, and Human–Computer Interaction. This matrix of applications from each perspective offers a framework to guide designers in creating ITTSs

    Intelligent Tutoring System Authoring Tools for Non-Programmers

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    An intelligent tutoring system (ITS) is a software application that tries to replicate the performance of a human tutor by supporting the theory of learning by doing . ITSs have been shown to improve the performance of a student in wide range of domains. Despite their benefits, ITSs have not seen widespread use due to the complexity involved in their development. Developing an ITS from scratch requires expertise in several fields including computer science, cognitive psychology and artificial intelligence. In order to decrease the skill threshold required to build ITSs, several authoring tools have been developed. In this thesis, I document several contributions to the field of intelligent tutoring in the form of extensions to an existing ITS authoring tool, research studies on authoring tool paradigms and the design of authoring tools for non-programmers in two complex domains - natural language processing and 3D game environments. The Extensible Problem Specific Tutor (xPST) is an authoring tool that helps rapidly develop model-tracing like tutors on existing interfaces such as webpages. xPST\u27s language was made more expressive with the introduction of new checktypes required for answer checking in problems belonging to domains such as geometry and statistics. A web-based authoring (WAT) tool was developed for the purpose of tutor management and deployment and to promote non-programmer authoring of ITSs. The WAT was used in a comparison study between two authoring tool paradigms - GUI based and text based, in two different problem domains - statistics and geometry. User-programming of natural language processing (NLP) in ITSs is not common with authoring toolkits. Existing NLP techniques do not offer sufficient power to non-programmers and the NLP is left to expert developers or machine learning algorithms. We attempted to address this challenge by developing a domain-independent authoring tool, ConceptGrid that is intended to help non-programmers develop ITSs that perform natural language processing. ConceptGrid has been integrated into xPST. When templates created using ConceptGrid were tested, they approached the accuracy of human instructors in scoring student responses. 3D game environments belong to another domain for which authoring tools are uncommon. Authoring game-based tutors is challenging due to the inherent domain complexity and dynamic nature of the environment. We attempt to address this challenge through the design of authoring tool that is intended to help non-programmers develop game-based ITSs

    Serious Games to Teach Ethics

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    In this paper, we are focusing on digital serious games (edugames) and how they can be utilized in teaching in the ethics and citizenship domain. Our aim is to combine narrative techniques with intelligent tutoring techniques in a single model that adopts and based on educational theories and classroom educational strategies. The model has been used to implement an adaptive educational interactive narrative system (AEINS). AEINS is an inquiry based edugame to support teaching ethics. The AEINS version presented in this paper targets students between the age of 8 and 11. The idea is centered around presenting and involving students in different moral dilemmas (called teaching moments) within which the Socratic Method is the used pedagogy in the teaching process. AEINS monitors and analyzes the students actions in order to provide an individualized story-path and an individualized learning process. The student is an active participant in the educational process and is able to interact with the edugame as a first person player. We claim that such interaction can help in developing new or deeper thoughts about different moral situations. Our aim is to contribute to the design of serious games and help raise awareness of ethics and citizenship in children

    Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education

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    This thesis presents AEINS, Adaptive Educational Interactive Narrative System, that supports teaching ethics for 8-12 year old children. AEINS is designed based on Keller's and Gagné's learning theories. The idea is centered around involving students in moral dilemmas (called teaching moments) within which the Socratic Method is used as the teaching pedagogy. The important unique aspect of AEINS is that it exhibits the presence of four features shown to individually increase effectiveness of edugames environments, yet not integrated together in past research: a student model, a dynamic generated narrative, scripted branched narrative and evolving non-player characters. The student model aims to provide adaptation. The dynamic generated narrative forms a continuous story that glues the scripted teaching moments together. The evolving agents increase the realism and believability of the environment and perform a recognized pedagogical role by helping in supplying the educational process. AEINS has been evaluated intrinsically and empirically according to the following themes: architecture and implementation, social aspects, and educational achievements. The intrinsic evaluation checked the implicit goals embodied by the design aspects and made a value judgment about these goals. In the empirical evaluation, twenty participants were assigned to use AEINS over a number of games. The evaluation showed positive results as the participants appreciated the social characteristics of the system as they were able to recognize the genuine social aspects and the realism represented in the game. Finally, the evaluation showed indications for developing new lines of thinking for some participants to the extent that some of them were ready to carry the experience forward to the real world. However, the evaluation also suggested possible improvements, such as the use of 3D interface and free text natural language

    Carelessness and Affect in an Intelligent Tutoring System for Mathematics

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    We investigate the relationship between students’ affect and their frequency of careless errors while using an Intelligent Tutoring System for middle school mathematics. A student is said to have committed a careless error when the student’s answer is wrong despite knowing the skill required to provide the correct answer. We operationalize the probability that an error is careless through the use of an automated detector, developed using educational data mining, which infers the probability that an error involves carelessness rather than not knowing the relevant skill. This detector is then applied to log data produced by high-school students in the Philippines using a Cognitive Tutor for scatterplots. We study the relationship between carelessness and affect, triangulating between the detector of carelessness and field observations of affect. Surprisingly, we find that carelessness is common among students who frequently experience engaged concentration. This finding implies that a highly engaged student may paradoxically become overconfident or impulsive, leading to more careless errors. In contrast, students displaying confusion or boredom make fewer careless errors. Further analysis over time suggests that confused and bored students have lower learning overall. Thus, their mistakes appear to stem from a genuine lack of knowledge rather than carelessness

    THE ROLE OF SIMULATION IN SUPPORTING LONGER-TERM LEARNING AND MENTORING WITH TECHNOLOGY

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    Mentoring is an important part of professional development and longer-term learning. The nature of longer-term mentoring contexts means that designing, developing, and testing adaptive learning sys-tems for use in this kind of context would be very costly as it would require substantial amounts of fi-nancial, human, and time resources. Simulation is a cheaper and quicker approach for evaluating the impact of various design and development decisions. Within the Artificial Intelligence in Education (AIED) research community, however, surprisingly little attention has been paid to how to design, de-velop, and use simulations in longer-term learning contexts. The central challenge is that adaptive learning system designers and educational practitioners have limited guidance on what steps to consider when designing simulations for supporting longer-term mentoring system design and development deci-sions. My research work takes as a starting point VanLehn et al.’s [1] introduction to applications of simulated students and Erickson et al.’s [2] suggested approach to creating simulated learning envi-ronments. My dissertation presents four research directions using a real-world longer-term mentoring context, a doctoral program, for illustrative purposes. The first direction outlines a framework for guid-ing system designers as to what factors to consider when building pedagogical simulations, fundamen-tally to answer the question: how can a system designer capture a representation of a target learning context in a pedagogical simulation model? To illustrate the feasibility of this framework, this disserta-tion describes how to build, the SimDoc model, a pedagogical model of a longer-term mentoring learn-ing environment – a doctoral program. The second direction builds on the first, and considers the issue of model fidelity, essentially to answer the question: how can a system designer determine a simulation model’s fidelity to the desired granularity level? This dissertation shows how data from a target learning environment, the research literature, and common sense are combined to achieve SimDoc’s medium fidelity model. The third research direction explores calibration and validation issues to answer the question: how many simulation runs does it take for a practitioner to have confidence in the simulation model’s output? This dissertation describes the steps taken to calibrate and validate the SimDoc model, so its output statistically matches data from the target doctoral program, the one at the university of Saskatchewan. The fourth direction is to demonstrate the applicability of the resulting pedagogical model. This dissertation presents two experiments using SimDoc to illustrate how to explore pedagogi-cal questions concerning personalization strategies and to determine the effectiveness of different men-toring strategies in a target learning context. Overall, this dissertation shows that simulation is an important tool in the AIED system design-ers’ toolkit as AIED moves towards designing, building, and evaluating AIED systems meant to support learners in longer-term learning and mentoring contexts. Simulation allows a system designer to exper-iment with various design and implementation decisions in a cost-effective and timely manner before committing to these decisions in the real world
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