11,477 research outputs found

    Genisa: A web-based interactive learning environment for teaching simulation modelling

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    Intelligent Tutoring Systems (ITS) provide students with adaptive instruction and can facilitate the acquisition of problem solving skills in an interactive environment. This paper discusses the role of pedagogical strategies that have been implemented to facilitate the development of simulation modelling knowledge. The learning environment integrates case-based reasoning with interactive tools to guide tutorial remediation. The evaluation of the system shows that the model for pedagogical activities is a useful method for providing efficient simulation modelling instruction

    Evaluation of an anthropomorphic user interface in a travel reservation context and affordances

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    This paper describes an experiment and its results concerning research that has been going on for a number ofyears in the area of anthropomorphic user interface feedback. The main aims of the research have been to examine theeffectiveness and user satisfaction of anthropomorphic feedback in various domains. The results are of use to all interactivesystems designers, particularly when dealing with issues of user interface feedback design. There is currently somedisagreement amongst computer scientists concerning the suitability of such types of feedback. This research is working toresolve this disagreement. The experiment detailed, concerns the specific software domain of Online Factual Delivery in thespecific context of online hotel bookings. Anthropomorphic feedback was compared against an equivalent non-anthropomorphicfeedback. Statistically significant results were obtained suggesting that the non-anthropomorphic feedback was more effective.The results for user satisfaction were however less clear. The results obtained are compared with previous research. Thissuggests that the observed results could be due to the issue of differing domains yielding different results. However the resultsmay also be due to the affordances at the interface being more facilitated in the non-anthropomorphic feedback

    Evaluation of anthropomorphic feedback for an online auction and affordances

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    This paper describes an experiment investigating the effectiveness and user satisfaction of using anthropomorphic feedback at the user interface. The context chosen was online bidding due to this kind of activity being very much used in current times by general users. The main results of the experiment were that there was a statistically significant effect observed for the time taken to place a bid in the anthropomorphic text condition. However there were no other significant effects for effectiveness issues and user satisfaction indicators. The results were also analysed in terms of the affordances and the main findings were that each of the four conditions tested in the experiment were probably equivalent in terms of their facilitating the affordances. Overall it may be more important to facilitate the affordances rather than a type of feedback being anthropomorphic in nature or not

    Determining what people feel and think when interacting with humans and machines

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    Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels

    Affective learning: improving engagement and enhancing learning with affect-aware feedback

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    This paper describes the design and ecologically valid evaluation of a learner model that lies at the heart of an intelligent learning environment called iTalk2Learn. A core objective of the learner model is to adapt formative feedback based on students’ affective states. Types of adaptation include what type of formative feedback should be provided and how it should be presented. Two Bayesian networks trained with data gathered in a series of Wizard-of-Oz studies are used for the adaptation process. This paper reports results from a quasi-experimental evaluation, in authentic classroom settings, which compared a version of iTalk2Learn that adapted feedback based on students’ affective states as they were talking aloud with the system (the affect condition) with one that provided feedback based only on the students’ performance (the non-affect condition). Our results suggest that affect-aware support contributes to reducing boredom and off-task behavior, and may have an effect on learning. We discuss the internal and ecological validity of the study, in light of pedagogical considerations that informed the design of the two conditions. Overall, the results of the study have implications both for the design of educational technology and for classroom approaches to teaching, because they highlight the important role that affect-aware modelling plays in the adaptive delivery of formative feedback to support learning

    Experiences with the GTU grammar development environment

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    In this paper we describe our experiences with a tool for the development and testing of natural language grammars called GTU (German: Grammatik-Testumgebumg; grammar test environment). GTU supports four grammar formalisms under a window-oriented user interface. Additionally, it contains a set of German test sentences covering various syntactic phenomena as well as three types of German lexicons that can be attached to a grammar via an integrated lexicon interface. What follows is a description of the experiences we gained when we used GTU as a tutoring tool for students and as an experimental tool for CL researchers. From these we will derive the features necessary for a future grammar workbench.Comment: 7 pages, uses aclap.st

    The impact of technology on children’s attainment in English: a review of the literature

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    Using the Internet to improve university education: Problem-oriented web-based learning and the MUNICS environment

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    Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via Information and Communication Technologies (ICT), and flexible support by tele-tutoring. These principles are used in the Munich Net-based Learning In Computer Science (MUNICS) learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students can model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. E.g., the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applicationsBislang wurden neuere Ansätze zum web-basierten Lernen in nur geringem Maße zur Verbesserung des Universitätsstudiums genutzt. Es werden theoretisch begründete Prinzipien für die Gestaltung problemorientierter, web-basierter Lernumgebungen an der Universität formuliert. Zu diesen Prinzipien gehören die Nutzung von Multimedia-Technologien für die Realisierung authentischer Problemkontexte, die Unterstützung der gemeinsamen Wissenskonstruktion, die dynamische Visualisierung, der schnelle Zugang zu weiterführenden Wissensressourcen mit Hilfe von Informations- und Kommunikationstechnologien sowie die flexible Unterstützung durch Teletutoring. Diese Prinzipien wurden bei der Gestaltung der MUNICS Lernumgebung umgesetzt. MUNICS soll Studierende der Informatik bei der Wissensanwendung im Kontext komplexer praktischer Problemstellungen unterstützen. So können die Studierenden u.a. das Wissensmanagement in einer Bildungsorganisation mit Hilfe eines graphischen Simulationswerkzeugs modellieren. Es werden Ergebnisse einer formativen Evaluationsstudie berichtet und diskutiert. Beispielsweise wird die in der Studie festgestellte Ignoranz der Studierenden gegenüber den weiterführenden Wissensressourcen vor dem Hintergrund des häufig berichteten Befunds der unzureichenden Nutzung von Hilfesystemen beleuchte
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