41 research outputs found

    Balancing Test Accuracy and Security in Computerized Adaptive Testing

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    Computerized adaptive testing (CAT) is a form of personalized testing that accurately measures students' knowledge levels while reducing test length. Bilevel optimization-based CAT (BOBCAT) is a recent framework that learns a data-driven question selection algorithm to effectively reduce test length and improve test accuracy. However, it suffers from high question exposure and test overlap rates, which potentially affects test security. This paper introduces a constrained version of BOBCAT to address these problems by changing its optimization setup and enabling us to trade off test accuracy for question exposure and test overlap rates. We show that C-BOBCAT is effective through extensive experiments on two real-world adult testing datasets.Comment: The 24th International Conference on Artificial Intelligence in Education (AIED 2023

    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

    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

    A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness

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    People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it is still not clear what characteristics a video should have to be an effective learning medium. In this paper, we present a comprehensive review of 257 articles on video-based learning for the period from 2016 to 2021. One of the aims of the review is to identify the video characteristics that have been explored by previous work. Based on our analysis, we suggest a taxonomy which organizes the video characteristics and contextual aspects into eight categories: (1) audio features, (2) visual features, (3) textual features, (4) instructor behavior, (5) learners activities, (6) interactive features (quizzes, etc.), (7) production style, and (8) instructional design. Also, we identify four representative research directions: (1) proposals of tools to support video-based learning, (2) studies with controlled experiments, (3) data analysis studies, and (4) proposals of design guidelines for learning videos. We find that the most explored characteristics are textual features followed by visual features, learner activities, and interactive features. Text of transcripts, video frames, and images (figures and illustrations) are most frequently used by tools that support learning through videos. The learner activity is heavily explored through log files in data analysis studies, and interactive features have been frequently scrutinized in controlled experiments. We complement our review by contrasting research findings that investigate the impact of video characteristics on the learning effectiveness, report on tasks and technologies used to develop tools that support learning, and summarize trends of design guidelines to produce learning video

    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

    Deep learning based Arabic short answer grading in serious games

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    Automatic short answer grading (ASAG) has become part of natural language processing problems. Modern ASAG systems start with natural language preprocessing and end with grading. Researchers started experimenting with machine learning in the preprocessing stage and deep learning techniques in automatic grading for English. However, little research is available on automatic grading for Arabic. Datasets are important to ASAG, and limited datasets are available in Arabic. In this research, we have collected a set of questions, answers, and associated grades in Arabic. We have made this dataset publicly available. We have extended to Arabic the solutions used for English ASAG. We have tested how automatic grading works on answers in Arabic provided by schoolchildren in 6th grade in the context of serious games. We found out those schoolchildren providing answers that are 5.6 words long on average. On such answers, deep learning-based grading has achieved high accuracy even with limited training data. We have tested three different recurrent neural networks for grading. With a transformer, we have achieved an accuracy of 95.67%. ASAG for school children will help detect children with learning problems early. When detected early, teachers can solve learning problems easily. This is the main purpose of this research

    Short-text semantic similarity (STSS): Techniques, challenges and future perspectives

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    In natural language processing, short-text semantic similarity (STSS) is a very prominent field. It has a significant impact on a broad range of applications, such as question-answering systems, information retrieval, entity recognition, text analytics, sentiment classification, and so on. Despite their widespread use, many traditional machine learning techniques are incapable of identifying the semantics of short text. Traditional methods are based on ontologies, knowledge graphs, and corpus-based methods. The performance of these methods is influenced by the manually defined rules. Applying such measures is still difficult, since it poses various semantic challenges. In the existing literature, the most recent advances in short-text semantic similarity (STSS) research are not included. This study presents the systematic literature review (SLR) with the aim to (i) explain short sentence barriers in semantic similarity, (ii) identify the most appropriate standard deep learning techniques for the semantics of a short text, (iii) classify the language models that produce high-level contextual semantic information, (iv) determine appropriate datasets that are only intended for short text, and (v) highlight research challenges and proposed future improvements. To the best of our knowledge, we have provided an in-depth, comprehensive, and systematic review of short text semantic similarity trends, which will assist the researchers to reuse and enhance the semantic information.Yayasan UTP Pre-commercialization grant (YUTP-PRG) [015PBC-005]; Computer and Information Science Department of Universiti Teknologi PETRONASYayasan UTP, YUTP: 015PBC-00

    Investigating the Effect of Adding Nudges to Increase Engagement in Active Video Watching

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    In order for videos to be a powerful medium for learning, it is crucial that learners engage in constructive learning. Historic interactions of previous learners can provide a rich resource to enhance interaction and promote engagement fostering constructive learning. This paper proposes such a novel approach of adding nudges to AVW-Space, a platform for video-based learning. We present the enhancements implemented in AVW-Space in the form of interactive visualizations and personalized prompts. A study focusing on presentation skills was conducted in a large first-year engineering course, in which AVW-Space provided an online resource for the students to use as they wish. The students were randomly divided into the control and experimental groups, which had access to the original and enhanced version of AVW-Space respectively. Our findings show that nudging is effective in fostering constructive learning: there was a significant difference in the percentage of constructive students in the two groups. The experimental group students wrote more comments, found AVW-Space easier to use, reported less frustration when commenting, and had higher confidence in their performance on commenting

    Integrating Socially Assistive Robots into Language Tutoring Systems. A Computational Model for Scaffolding Young Children's Foreign Language Learning

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    Schodde T. Integrating Socially Assistive Robots into Language Tutoring Systems. A Computational Model for Scaffolding Young Children's Foreign Language Learning. Bielefeld: Universität Bielefeld; 2019.Language education is a global and important issue nowadays, especially for young children since their later educational success build on it. But learning a language is a complex task that is known to work best in a social interaction and, thus, personalized sessions tailored to the individual knowledge and needs of each child are needed to allow for teachers to optimally support them. However, this is often costly regarding time and personnel resources, which is one reasons why research of the past decades investigated the benefits of Intelligent Tutoring Systems (ITSs). But although ITSs can help out to provide individualized one-on-one tutoring interactions, they often lack of social support. This dissertation provides new insights on how a Socially Assistive Robot (SAR) can be employed as a part of an ITS, building a so-called "Socially Assistive Robot Tutoring System" (SARTS), to provide social support as well as to personalize and scaffold foreign language learning for young children in the age of 4-6 years. As basis for the SARTS a novel approach called A-BKT is presented, which allows to autonomously adapt the tutoring interaction to the children's individual knowledge and needs. The corresponding evaluation studies show that the A-BKT model can significantly increase student's learning gains and maintain a higher engagement during the tutoring interaction. This is partly due to the models ability to simulate the influences of potential actions on all dimensions of the learning interaction, i.e., the children's learning progress (cognitive learning), affective state, engagement (affective learning) and believed knowledge acquisition (perceived learning). This is particularly important since all dimensions are strongly interconnected and influence each other, for example, a low engagement can cause bad learning results although the learner is already quite proficient. However, this also yields the necessity to not only focus on the learner's cognitive learning but to equally support all dimensions with appropriate scaffolding actions. Therefore an extensive literature review, observational video recordings and expert interviews were conducted to find appropriate actions applicable for a SARTS to support each learning dimension. The subsequent evaluation study confirms that the developed scaffolding techniques are able to support young children’s learning process either by re-engaging them or by providing transparency to support their perception of the learning process and to reduce uncertainty. Finally, based on educated guesses derived from the previous studies, all identified strategies are integrated into the A-BKT model. The resulting model called ProTM is evaluated by simulating different learner types, which highlight its ability to autonomously adapt the tutoring interactions based on the learner's answers and provided dis-engagement cues. Summarized, this dissertation yields new insights into the field of SARTS to provide personalized foreign language learning interactions for young children, while also rising new important questions to be studied in the future
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