39 research outputs found

    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

    AI in Learning: Designing the Future

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    AI (Artificial Intelligence) is predicted to radically change teaching and learning in both schools and industry causing radical disruption of work. AI can support well-being initiatives and lifelong learning but educational institutions and companies need to take the changing technology into account. Moving towards AI supported by digital tools requires a dramatic shift in the concept of learning, expertise and the businesses built off of it. Based on the latest research on AI and how it is changing learning and education, this book will focus on the enormous opportunities to expand educational settings with AI for learning in and beyond the traditional classroom. This open access book also introduces ethical challenges related to learning and education, while connecting human learning and machine learning. This book will be of use to a variety of readers, including researchers, AI users, companies and policy makers

    AI in Learning: Designing the Future

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    AI (Artificial Intelligence) is predicted to radically change teaching and learning in both schools and industry causing radical disruption of work. AI can support well-being initiatives and lifelong learning but educational institutions and companies need to take the changing technology into account. Moving towards AI supported by digital tools requires a dramatic shift in the concept of learning, expertise and the businesses built off of it. Based on the latest research on AI and how it is changing learning and education, this book will focus on the enormous opportunities to expand educational settings with AI for learning in and beyond the traditional classroom. This open access book also introduces ethical challenges related to learning and education, while connecting human learning and machine learning. This book will be of use to a variety of readers, including researchers, AI users, companies and policy makers

    Item to Skills Mapping: Deriving a Conjunctive Q-matrix from Data

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    Learning outcomes of classroom research

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    Learning Outcomes of Classroom Research

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    Personal pronouns are a linguistic device that is used to engage students at various educational levels. Personal pronouns are multifunctional, and their functions range from inclusion to exclusion, and include establishing of rapport with students. In this chapter, we compare the use of personal pronouns at university and secondary school levels. Our previous study (Yeo & Ting, 2014) showed the frequent use of you in lecture introductions (2,170 instances in the 37,373-word corpus) to acknowledge the presence of students. The arts lecturers were more inclusive than the science lecturers, reflected in the less frequent use of exclusive-we and we for one, as well as the frequent use of you-generalised. We have also compiled and analysed a 43,511-word corpus from 15 English lessons in three Malaysian secondary schools. This corpus yielded 2,019 instances of personal pronoun use. The results showed that you was the most frequently used personal pronoun, followed by we and I. You-audience was used more than you-generalised, and the main function was to give instructions to students. The teachers appeared to be more directive than the lecturers in the previous study, who sometimes used the inclusive-we for you and I and we for I to lessen the social distance with students, indicating that the discourse functions of personal pronouns vary with the educational context. The findings suggest that educators can be alerted to the versatility of personal pronouns, for example, for engaging students in the lesson and for asserting authority in the subject matter. Keywords: student engagement; personal pronouns; lecture; classroom; teache

    Modelling students' behaviour and affect in ILE through educational data mining

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

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

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    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
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