301 research outputs found

    The Impact of Task Difficulty on Reading Comprehension Intervention with Computer Agents

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    The Impact of Task Difficulty on Reading Comprehension Intervention with Computer Agent

    The Effects of Cognitive Disequilibrium on Student Question Generation While Interacting with AutoTutor

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    AbstractThe purpose of this study was to test the effects of cognitive disequilibrium on student question generation while interacting with an intelligent tutoring system. Students were placed in a state of cognitive disequilibrium while they interacted with AutoTutor on topics of computer literacy. The students were tutored on three topics in computer literacy: hardware, operating system, and the internet. During the course of the study a confederate was present to answer any questions that the participant may have had. Additional analyses examined any potential influence the confederates had on student question asking. Lastly, the study explored the relationship between emotions and cognitive disequilibrium. More specifically, the study examined the temporal relationship between confusion and student generated questions. Based on previous cognitive disequilibrium literature, it was predicted that students who were placed in a state of cognitive disequilibrium would generate a significantly higher proportion of question than participants who were not placed in a state of cognitive disequilibrium. Additionally, it was predicted that students who were placed in a state of cognitive disequilibrium would generate ā€œbetterā€ questions than participants who were not in a state of cognitive disequilibrium. Results revealed that participants who were not placed in a state of cognitive disequilibrium generated a significantly higher proportion of questions. Furthermore, there were no significant differences found between participants for deep or intermediate questions. Results did reveal significant main effects as a function of time for certain action units. Lastly, it was discovered that certain measures of individual differences were significant predictors of student question generation

    Robust Modeling of Epistemic Mental States

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    This work identifies and advances some research challenges in the analysis of facial features and their temporal dynamics with epistemic mental states in dyadic conversations. Epistemic states are: Agreement, Concentration, Thoughtful, Certain, and Interest. In this paper, we perform a number of statistical analyses and simulations to identify the relationship between facial features and epistemic states. Non-linear relations are found to be more prevalent, while temporal features derived from original facial features have demonstrated a strong correlation with intensity changes. Then, we propose a novel prediction framework that takes facial features and their nonlinear relation scores as input and predict different epistemic states in videos. The prediction of epistemic states is boosted when the classification of emotion changing regions such as rising, falling, or steady-state are incorporated with the temporal features. The proposed predictive models can predict the epistemic states with significantly improved accuracy: correlation coefficient (CoERR) for Agreement is 0.827, for Concentration 0.901, for Thoughtful 0.794, for Certain 0.854, and for Interest 0.913.Comment: Accepted for Publication in Multimedia Tools and Application, Special Issue: Socio-Affective Technologie

    Intelligent Tutoring Systems for Generation Z's Addiction

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    As generation Z's big data is flooding the Internet through social nets, neural network based data processing is turning an important cornerstone, showing significant potential for fast extraction of data patterns. Online course delivery and associated tutoring are transforming into customizable, on-demand services driven by the learner. Besides automated grading, strong potential exists for the development and deployment of next generation intelligent tutoring software agents. Self-adaptive, online tutoring agents exhibiting "intelligent-like" behavior, being capable "to learn" from the learner, will become the next educational superstars. Over the past decade, computer-based tutoring agents were deployed in a variety of extended reality environments, from patient rehabilitation to psychological trauma healing. Most of these agents are driven by a set of conditional control statements and a large answers/questions pairs dataset. This article provides a brief introduction on Generation Z's addiction to digital information, highlights important efforts for the development of intelligent dialogue systems, and explains the main components and important design decisions for Intelligent Tutoring System.Comment: 4 page

    Implementation of AutoTutor Lite

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    The Intelligent Tutoring System (ITS) is a very efficient form of e-Learning, but most of the current existing ITSs usually require advanced computational resources and specialized client software installation. Thus, there is a need for an ITS that is accessible online and is less computationally demanding. The immediate objective of this thesis is to describe the implementation of an online tutoring system that requires fewer computational resources. This system is called AutoTutor Lite, which runs in a web browser. Another objective is to use the Learnerā€™s Characteristics Curves (LCC) as the evaluation method in AutoTutor Lite. By utilizing the semantic representation, the LCC technology is successfully integrated into AutoTutor Lite. In the final system test and evolution, AutoTutor Lite meets all the design requirements, and LCC plays an important role in the system

    Semantic Matching Evaluation: Optimizing Models for Agreement Between Humans and AutoTutor

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    The goal of this thesis is to evaluate the answers that students give to questions asked by an intelligent tutoring system (ITS) on electronics, called ElectronixTutor. One learning resource of ElectronixTutor is AutoTutor, an instructional module that helps students learn by holding a conversation in natural language. The semantic relatedness between a studentā€™s verbal input and an ideal answer is a salient feature for assessing performance of the student in AutoTutor. Inaccurate assessment of the verbal contributions will create problems in AutoTutorā€™s adaptation to the student. Therefore, this thesis evaluated the quality of semantic matches between student input and the expected responses in AutoTutor. AutoTutor evaluates semantic matches with a combination of Latent Semantic Analysis (LSA) and Regular Expressions (RegEx) when assessing student verbal input. Analyzing response-expectation pairings and comparing computer scoring with judge ratings allowed us to look at the agreement between humans and computers overall as well as on an item basis. Aggregate analyses on these data allowed us to observe the overall relative agreement between subject-matter experts and the AutoTutor system. Item analyses allowed us to observe variation between items and interactions between human and computer assessment conditions on various threshold levels (i.e. stringent, intermediate, lenient). As expected, RegEx and LSA showed a positive relationship Ļ (5202) = .471. Additionally, F1 measure agreement (the harmonic mean of precision and recall) between the computer and humans was similar to agreement between humans. In some cases, computer-human F1 measure agreement compared to between-humans was as close as F1 = .006

    Building Artificially Intelligent Learning Games

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    The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs)

    Positive Versus Negative Agents: The Effects of Emotions on Learning

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    The current study investigates the impact of affect, mood contagion, and linguistic alignment on learning during tutorial conversations between a human student and two artificial pedagogical agents. The study uses an Intelligent Tutoring System known as OperationARIES! to engage students in tutorial conversations with animated agents. In this investigation, 48 college students (N = 48) conversed with pedagogical agents as they displayed 3 different moods (i.e., positive, negative, and neutral) along with a control condition in a within-subjects design. Results indicate that the mood of the agent did not significantly impact student learning even though mood contagion did occur between the artificial agent and the human student. Learning was influenced by the student\u27s self-reported arousal level and the alignment scores that reflected a shared mental representation between the human student and the artificial agents. The results suggest that arousal and linguistic alignment during the tutorial conversations may play a role in learning

    Applying science of learning in education: Infusing psychological science into the curriculum

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    The field of specialization known as the science of learning is not, in fact, one field. Science of learning is a term that serves as an umbrella for many lines of research, theory, and application. A term with an even wider reach is Learning Sciences (Sawyer, 2006). The present book represents a sliver, albeit a substantial one, of the scholarship on the science of learning and its application in educational settings (Science of Instruction, Mayer 2011). Although much, but not all, of what is presented in this book is focused on learning in college and university settings, teachers of all academic levels may find the recommendations made by chapter authors of service. The overarching theme of this book is on the interplay between the science of learning, the science of instruction, and the science of assessment (Mayer, 2011). The science of learning is a systematic and empirical approach to understanding how people learn. More formally, Mayer (2011) defined the science of learning as the ā€œscientific study of how people learnā€ (p. 3). The science of instruction (Mayer 2011), informed in part by the science of learning, is also on display throughout the book. Mayer defined the science of instruction as the ā€œscientific study of how to help people learnā€ (p. 3). Finally, the assessment of student learning (e.g., learning, remembering, transferring knowledge) during and after instruction helps us determine the effectiveness of our instructional methods. Mayer defined the science of assessment as the ā€œscientific study of how to determine what people knowā€ (p.3). Most of the research and applications presented in this book are completed within a science of learning framework. Researchers first conducted research to understand how people learn in certain controlled contexts (i.e., in the laboratory) and then they, or others, began to consider how these understandings could be applied in educational settings. Work on the cognitive load theory of learning, which is discussed in depth in several chapters of this book (e.g., Chew; Lee and Kalyuga; Mayer; Renkl), provides an excellent example that documents how science of learning has led to valuable work on the science of instruction. Most of the work described in this book is based on theory and research in cognitive psychology. We might have selected other topics (and, thus, other authors) that have their research base in behavior analysis, computational modeling and computer science, neuroscience, etc. We made the selections we did because the work of our authors ties together nicely and seemed to us to have direct applicability in academic settings
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