25,484 research outputs found

    The use of animated agents in e‐learning environments: an exploratory, interpretive case study

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    There is increasing interest in the use of animated agents in e‐learning environments. However, empirical investigations of their use in online education are limited. Our aim is to provide an empirically based framework for the development and evaluation of animated agents in e‐learning environments. Findings suggest a number of challenges, including the multiple dialogue models that animated agents will need to accommodate, the diverse range of roles that pedagogical animated agents can usefully support, the dichotomous relationship that emerges between these roles and that of the lecturer, and student perception of the degree of autonomy that can be afforded to animated agents

    Using a simulated student to repair difficulties in collaborative learning

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    We describe the use of a simulated student in a synchronous but distributed collaborative learning environment in the domain of programming. The role of the simulated student is to detect and repair difficulties in collaborative learning amongst the human students, for example when a human student is too passive or when the students start chatting about off-topic conversations. The simulated student intervenes by posting messages in the shared "chat" window, just like the human students and was believed to be another human student by them. The paper describes the rules by which the simulated student operates and briefly outlines an evaluation of the system with university first year programming students. The system proved to be successful both in detecting a range of difficulties and in intervening effectively

    Clues About Bluffing in Clue: Is Conventional Wisdom Wise?

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    We have used the board game Clue as a pedagogical tool in our course on Artificial Intelligence to teach formal logic through the development of logic-based computational game-playing agents. The development of game-playing agents allows us to experimentally test many game-play strategies and we have encountered some surprising results that refine “conventional wisdom” for playing Clue. In this paper we consider the effect of the oft-used strategy wherein a player uses their own cards when making suggestions (i.e., “bluffing”) early in the game to mislead other players or to focus on acquiring a particular kind of knowledge. We begin with an intuitive argument against this strategy together with a quantitative probabilistic analysis of this strategy’s cost to a player that both suggest “bluffing” should be detrimental to winning the game. We then present our counter-intuitive simulation results from playing computational agents that “bluff” against those that do not that show “bluffing” to be beneficial. We conclude with a nuanced assessment of the cost and benefit of “bluffing” in Clue that shows the strategy, when used correctly, to be beneficial and, when used incorrectly, to be detrimental

    Adapting Progress Feedback and Emotional Support to Learner Personality

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    Chatbots for learning: A review of educational chatbots for the Facebook Messenger

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    With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386

    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)
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