35,960 research outputs found

    Modelling human teaching tactics and strategies for tutoring systems

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    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 studentā€™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 studentā€™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

    8. Issues in Intelligent Computer-Assisted Instruction: Eval uation and Measurement

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    In this chapter we plan to explore two issues in the field of intelligent computer assisted instruction (ICAI) that we feel offer opportunities to advance the state of the art. These issues are evaluation of ICAI systems and the use of the underlying technology in ICAI systems to develop tests. For each issue we will provide a theoretical context, discuss key constructs, provide a brief window to the appropriate literature, suggest methodological solutions and conclude with a concrete example of the feasibility of the solution from our own research. INTELLIGENT COMPUTER-ASSISTED INSTRUCTION (ICAI) ICAI is the application of artificial intelligence to computer-assisted instruction. Artificial intelligence, a branch of computer science, is making computers smart in order to (a) make them more useful and (b) understand intelligence (Winston, 1977). Topic areas in artificial intelligence have included natural language processing (Schank, 1980), vision (Winston, 1975), knowledge representation (Woods, 1983), spoken language (Lea, 1980), planning (Hayes-Roth, 1980), and expert systems (Buchanan, 1981). The field of Artificial Intelligence (AI) has matured in both hardware and software. The most commonly used language in the field is LISP (List Processing). A major development in the hardware area is that personal LISP machines are now available at a relatively low cost (20-50K) with the power of prior mainframes. In the software area two advances stand out: (a) programming support environments such as LOOPS (Bobrow & Stefik, 1983) and (b) expert system tools. These latter tools are now running on powerful micros. The application of expert systems technology to a host of real-world problems has demonstrated the utility of artificial intelligence techniques in a very dramatic style. Expert system technology is the branch of artificial intelligence at this point most relevant to ICAI. Expert Systems Knowledge-based systems or expert systems are a collection of problem-solving computer programs containing both factual and experiential knowledge and data in a particular domain. When the knowledge embodied in the program is a result of a human expert elicitation, these systems are called expert systems. A typical expert system consists of a knowledge base, a reasoning mechanism popularly called an inference engine and a friendly user interface. The knowledge base consists of facts, concepts, and numerical data (declarative knowledge), procedures based on experience or rules of thumb (heuristics), and causal or conditional relationships (procedural knowledge). The inference engine searches or reasons with or about the knowledge base to arrive at intermediate conclusions or final results during the course of problem solving. It effectively decides when and what knowledge should be applied, applies the knowledge and determines when an acceptable solution has been found. The inference engine employs several problem-solving strategies in arriving at conclusions. Two of the popular schemes involve starting with a good description or desired solution and working backwards to the known facts or current situation (backward chaining), and starting with the current situation or known facts and working toward a goal or desired solution (forward chaining). The user interface may give the user choices (typically menu-driven) or allow the user to participate in the control of the process (mixed initiative). The interface allows the user: to describe a problem, input knowledge or data, browse through the knowledge base, pose question, review the reasoning process of the system, intervene as necessary, and control overall system operation. Successful expert systems have been developed in fields as diverse as mineral exploration (Duda & Gaschnig, 1981) and medical diagnosis (Clancy, 1981). ICAI Systems ICAI systems use approaches artificial intelligence and cognitive science to teach a range of subject matters. Representative types of subjects include: (a) collection of facts, for example, South American geography in SCHOLAR (Carbonell & Collins, 1973); (b) complete system models, for example, a ship propulsion system in STEAMER (Stevens & Steinberg, 1981) and a power supply in SOPHIE (Brown, Burton, & de Kleer, 1982); (c) completely described procedural rules, for example, strategy learning, WEST (Brown, Burton, & de Kleer, 1982), or arithmetic in BUGGY (Brown & Burton, 1978); (d) partly described procedural rules, for example, computer programming in PROUST (Johnson & Soloway, 1983); LISP Tutor (Anderson, Boyle, & Reiser, 1985); rules in ALGEBRA (McArthur, Stasz, & Hotta, 1987); diagnosis of infectious diseases in GUIDON (Clancey, 1979); and an imperfectly understood complex domain, causes of rainfall in WHY (Stevens, Collins, & Goldin, 1978). Excellent reviews by Barr and Feigenbaum (1982) and Wenger (1987) document many of these ICAI systems. Representative research in ICAI is described by O\u27Neil, Anderson, and Freeman (1986) and Wenger (1987). Although suggestive evidence has been provided by Anderson et al. (1985), few of these ICAI projects have been evaluated in any rigorous fashion. In a sense they have all been toy systems for research and demonstration. Yet, they have raised a good deal of excitement and enthusiasm about their likelihood of being effective instructional environments. With respect to cognitive science, progress has been made in the following areas: identification and analysis of misconceptions or bugs (Clement, Lockhead, & Soloway, 1980), the use of learning strategies (O\u27Neil & Spielberger, 1979; Weinstein & Mayer, 1986), expert versus novice distinction (Chi, Glaser, & Rees, 1982), the role of mental models in learning (Kieras & Bovair, 1983), and the role of self-explanations in problem solving (Chi, Bassok, Lewis, Reimann, & Glaser, 1987). The key components of an ICAI system consist of a knowledge base: that is, (a) what the student is to learn; (b) a student model, either where the student is now with respect to subject matter or how student characteristics interact with subject matters, and (c) a tutor, that is, instructional techniques for teaching the declarative or procedural knowledge. These components are described in more detail by Fletcher (1985)

    The desktop interface in intelligent tutoring systems

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    The interface between an Intelligent Tutoring System (ITS) and the person being tutored is critical to the success of the learning process. If the interface to the ITS is confusing or non-supportive of the tutored domain, the effectiveness of the instruction will be diminished or lost entirely. Consequently, the interface to an ITS should be highly integrated with the domain to provide a robust and semantically rich learning environment. In building an ITS for ZetaLISP on a LISP Machine, a Desktop Interface was designed to support a programming learning environment. Using the bitmapped display, windows, and mouse, three desktops were designed to support self-study and tutoring of ZetaLISP. Through organization, well-defined boundaries, and domain support facilities, the desktops provide substantial flexibility and power for the student and facilitate learning ZetaLISP programming while screening the student from the complex LISP Machine environment. The student can concentrate on learning ZetaLISP programming and not on how to operate the interface or a LISP Machine

    Technology and Foreign Languages: A Brief Overview

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    MOSAIC: A Model for Technologically Enhanced Educational Linguistics

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    Theoretical perspectives on mobile language learning diaries and noticing for learners,teachers and researchers

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    This paper considers the issue of 'noticing' in second language acquisition, and argues for the potential of handheld devices to: (i) support language learners in noticing and recording noticed features 'on the spot', to help them develop their second language system; (ii) help language teachers better understand the specific difficulties of individuals or those from a particular language background; and (iii) facilitate data collection by applied linguistics researchers, which can be fed back into educational applications for language learning. We consider: theoretical perspectives drawn from the second language acquisition literature, relating these to the practice of writing language learning diaries; and the potential for learner modelling to facilitate recording and prompting noticing in mobile assisted language learning contexts. We then offer guidelines for developers of mobile language learning solutions to support the development of language awareness in learners

    The Construction of the ICAI System for Tutoring LISP

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    Traditional computer-assisted instruction (CAI) has advantages and also has some of disadvantages that should be improved. To study intelligent CAI (ICAI) is regarded as trial to better CAI by using techniques in knowledge engineering. The system that was constructed in this research consists of three different modules ā€•a special knowledge module, a student model module and a guide rule moduleā€• to solve some problems of conventional CAI. For future researchers, the opportunity for engaging the study concerned in some topics in the field of artificial intelligence (AI) is increasing, and it will be necessary for them to learn LISP, one of the programming languages for AI. In consideration of this tendency, the purpose of this research is to construct the ICAI system for tutoring LISP language

    Designing intelligent computerā€based simulations: A pragmatic approach

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    This paper examines the design of intelligent multimedia simulations. A case study is presented which uses an approach based in part on intelligent tutoring system design to integrate formative assessment into the learning of clinical decisionā€making skills for nursing students. The approach advocated uses a modular design with an integrated intelligent agent within a multimedia simulation. The application was created using an objectā€orientated programming language for the multimedia interface (Delphi) and a logicā€based interpreted language (Prolog) to create an expert assessment system. Domain knowledge is also encoded in a Windows help file reducing some of the complexity of the expert system. This approach offers a method for simplifying the production of an intelligent simulation system. The problems developing intelligent tutoring systems are examined and an argument is made for a practical approach to developing intelligent multimedia simulation systems
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