5,283 research outputs found

    Predicting the confusion level of text excerpts with syntactic, lexical and n-gram features

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    Distance learning, offline presentations (presentations that are not being carried in a live fashion but were instead pre-recorded) and such activities whose main goal is to convey information are getting increasingly relevant with digital media such as Virtual Reality (VR) and Massive Online Open Courses (MOOCs). While MOOCs are a well-established reality in the learning environment, VR is also being used to promote learning in virtual rooms, be it in the academia or in the industry. Oftentimes these methods are based on written scripts that take the learner through the content, making them critical components to these tools. With such an important role, it is important to ensure the efficiency of these scripts. Confusion is a non-basic emotion associated with learning. This process often leads to a cognitive disequilibrium either caused by the content itself or due to the way it is conveyed when it comes to its syntactic and lexical features. We hereby propose a supervised model that can predict the likelihood of confusion an input text excerpt can cause on the learner. To achieve this, we performed syntactic and lexical analyses over 300 text excerpts and collected 5 confusion level classifications (0 – 6) per excerpt from 51 annotators to use their respective means as labels. These examples that compose the dataset were collected from random presentations transcripts across various fields of knowledge. The learning model was trained with this data with the results being included in the body of the paper. This model allows the design of clearer scripts of offline presentations and similar approaches and we expect that it improves the efficiency of these speeches. While this model is applied to this specific case, we hope to pave the way to generalize this approach to other contexts where clearness of text is critical, such as the scripts of MOOCs or academic abstracts.info:eu-repo/semantics/acceptedVersio

    Promoting Learning by Inducing and Scaffolding Cognitive Disequilibrium and Confusion through System Feedback

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    Learners frequently experience uncertainty about how to proceed during learning. These experiences cause learners to enter a state of cognitive disequilibrium and its affiliated affective state of confusion. Cognitive disequilibrium and confusion have been found to frequently occur during complex learning and provide opportunities for deeper learning. In the current thesis, a learning environment that induces confusion was investigated. In the environment, learners engaged in a dialogue on scientific reasoning with an animated pedagogical agent. Confusion was induced through false feedback provided by the tutor agent (e.g., when learners responded correctly and were told their response was incorrect). Self-reports of confusion during the training session indicated that false feedback was an effective method for inducing confusion. False feedback was also found to increase learners’ ability to apply this knowledge to new and novel situations, under certain conditions. Implications for the design of learning environments are also discussed

    Automated and Real Time Subtle Facial Feature Tracker for Automatic Emotion Elicitation

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    This thesis proposed a system for real time detection of facial expressions those are subtle and are exhibited in spontaneous real world settings. The underlying frame work of our system is the open source implementation of Active Appearance Model. Our algorithm operates by grouping the various points provided by AAM into higher level regions constructing and updating a background statistical model of movement in each region, and testing whether current movement in a given region substantially exceeds the expected value of movement in that region (computed from statistical model). Movements that exceed the expected value by some threshold and do not appear to be false alarms due to artifacts (e.g., lighting changes) are considered to be valid changes in facial expressions. These changes are expected to be rough indicators of facial activity that can be complemented by contexual driven predictors of emotion that are derived from spontaneous settings

    Inside Out: Detecting Learners' Confusion to Improve Interactive Digital Learning Environments

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    Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly concerning within digital learning environments (DLEs), where a teacher is not physically present to monitor learner engagement and adapt the learning experience accordingly. However, with better information about a learner's emotion and behavior, it is possible to improve the design of interactive DLEs (IDLEs) not only in promoting productive confusion but also in preventing overwhelming confusion. This article reviews different methodological approaches for detecting confusion, such as self-report and behavioral and physiological measures, and discusses their implications within the theoretical framework of a zone of optimal confusion. The specificities of several methodologies and their potential application in IDLEs are discussed

    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 “better” 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

    Examining the Relationship Between Confusion and Learning: A Descriptive Meta-Analysis

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    Previous research into confusion and learning neglects to investigate how this relationship varies when faced with impact factors such as multiple types of affect and learning measurements, learning environment, or grade level. Moreover, past research also reports di-verse effect size values for this relationship, making the correlation ambiguous. As such, the current research seeks to reconcile these nuances between confusion and learning through a meta-analytic approach. In this analysis, it was found that there was no relationship between confusion and learning gains, or in the subgroup analysis of grade level. Since only one impact factor, grade level, was analyzed, it is considered that the analysis of other or multiple impact factors could help to further understand the association between confusion and learning. It is also reasoned that variability in the definitions of confusion and learning in the papers included in the meta-analysis as well as publication bias contribute to this result. As such, future research may choose to investigate these avenues and continued research generally into the association between confusion and learning would also be helpful to better understand this relationship

    Images of abstraction in mathematics education: Contradictions, controversies, and convergences

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    In this paper we offer a critical reflection of the mathematics education literature on abstraction. We explore several explicit or implicit basic orientations, or what we call images, about abstraction in knowing and learning mathematics. Our reflection is intended to provide readers with an organized way to discern the contradictions, controversies, and convergences concerning the many images of abstraction. Given the complexity and multidimensionality of the notion of abstraction, we argue that seemingly conflicting views become alternatives to be explored rather than competitors to be eliminated. We suggest considering abstraction as a constructive process that characterizes the development of mathematical thinking and learning and accounts for the contextuality of students’ ideas by acknowledging knowledge as a complex system

    Virtual environments promoting interaction

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    Virtual reality (VR) has been widely researched in the academic environment and is now breaking into the industry. Regular companies do not have access to this technology as a collaboration tool because these solutions usually require specific devices that are not at hand of the common user in offices. There are other collaboration platforms based on video, speech and text, but VR allows users to share the same 3D space. In this 3D space there can be added functionalities or information that in a real-world environment would not be possible, something intrinsic to VR. This dissertation has produced a 3D framework that promotes nonverbal communication. It plays a fundamental role on human interaction and is mostly based on emotion. In the academia, confusion is known to influence learning gains if it is properly managed. We designed a study to evaluate how lexical, syntactic and n-gram features influence perceived confusion and found results (not statistically significant) that point that it is possible to build a machine learning model that can predict the level of confusion based on these features. This model was used to manipulate the script of a given presentation, and user feedback shows a trend that by manipulating these features and theoretically lowering the level of confusion on text not only drops the reported confusion, as it also increases reported sense of presence. Another contribution of this dissertation comes from the intrinsic features of a 3D environment where one can carry actions that in a real world are not possible. We designed an automatic adaption lighting system that reacts to the perceived user’s engagement. This hypothesis was partially refused as the results go against what we hypothesized but do not have statistical significance. Three lines of research may stem from this dissertation. First, there can be more complex features to train the machine learning model such as syntax trees. Also, on an Intelligent Tutoring System this could adjust the avatar’s speech in real-time if fed by a real-time confusion detector. When going for a social scenario, the set of basic emotions is well-adjusted and can enrich them. Facial emotion recognition can extend this effect to the avatar’s body to fuel this synchronization and increase the sense of presence. Finally, we based this dissertation on the premise of using ubiquitous devices, but with the rapid evolution of technology we should consider that new devices will be present on offices. This opens new possibilities for other modalities.A Realidade Virtual (RV) tem sido alvo de investigação extensa na academia e tem vindo a entrar na indústria. Empresas comuns não têm acesso a esta tecnologia como uma ferramenta de colaboração porque estas soluções necessitam de dispositivos específicos que não estão disponíveis para o utilizador comum em escritório. Existem outras plataformas de colaboração baseadas em vídeo, voz e texto, mas a RV permite partilhar o mesmo espaço 3D. Neste espaço podem existir funcionalidades ou informação adicionais que no mundo real não seria possível, algo intrínseco à RV. Esta dissertação produziu uma framework 3D que promove a comunicação não-verbal que tem um papel fundamental na interação humana e é principalmente baseada em emoção. Na academia é sabido que a confusão influencia os ganhos na aprendizagem quando gerida adequadamente. Desenhámos um estudo para avaliar como as características lexicais, sintáticas e n-gramas influenciam a confusão percecionada. Construímos e testámos um modelo de aprendizagem automática que prevê o nível de confusão baseado nestas características, produzindo resultados não estatisticamente significativos que suportam esta hipótese. Este modelo foi usado para manipular o texto de uma apresentação e o feedback dos utilizadores demonstra uma tendência na diminuição do nível de confusão reportada no texto e aumento da sensação de presença. Outra contribuição vem das características intrínsecas de um ambiente 3D onde se podem executar ações que no mundo real não seriam possíveis. Desenhámos um sistema automático de iluminação adaptativa que reage ao engagement percecionado do utilizador. Os resultados não suportam o que hipotetizámos mas não têm significância estatística, pelo que esta hipótese foi parcialmente rejeitada. Três linhas de investigação podem provir desta dissertação. Primeiro, criar características mais complexas para treinar o modelo de aprendizagem, tais como árvores de sintaxe. Além disso, num Intelligent Tutoring System este modelo poderá ajustar o discurso do avatar em tempo real, alimentado por um detetor de confusão. As emoções básicas ajustam-se a um cenário social e podem enriquecê-lo. A emoção expressada facialmente pode estender este efeito ao corpo do avatar para alimentar o sincronismo social e aumentar a sensação de presença. Finalmente, baseámo-nos em dispositivos ubíquos, mas com a rápida evolução da tecnologia, podemos considerar que novos dispositivos irão estar presentes em escritórios. Isto abre possibilidades para novas modalidades

    Interventions to Regulate Confusion during Learning

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    Confusion provides opportunities to learn at deeper levels. However, learners must put forth the necessary effort to resolve their confusion to convert this opportunity into actual learning gains. Learning occurs when learners engage in cognitive activities beneficial to learning (e.g., reflection, deliberation, problem solving) during the process of confusion resolution. Unfortunately, learners are not always able to resolve their confusion on their own. The inability to resolve confusion can be due to a lack of knowledge, motivation, or skills. The present dissertation explored methods to aid confusion resolution and ultimately promote learning through a multi-pronged approach. First, a survey revealed that learners prefer more information and feedback when confused and that they preferred different interventions for confusion compared to boredom and frustration. Second, expert human tutors were found to most frequently handle learner confusion by providing direct instruction and responded differently to learner confusion compared to anxiety, frustration, and happiness. Finally, two experiments were conducted to test the effectiveness of pedagogical and motivational confusion regulation interventions. Both types of interventions were investigated within a learning environment that experimentally induced confusion via the presentation of contradictory information by two animated agents (tutor and peer student agents). Results showed across both studies that learner effort during the confusion regulation task impacted confusion resolution and that learning occurred when the intervention provided the opportunity for learners to stop, think, and deliberate about the concept being discussed. Implications for building more effective affect-sensitive learning environments are discussed

    인공지능 기반 교육 플랫폼 사용에 대한 중국 교사의 인식

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    학위논문 (석사) -- 서울대학교 대학원 : 사범대학 교육학과, 2021. 2. 조영환.최근 교육 분야에서 인공지능(AI)의 도입이 큰 관심을 끌고 있다. 특히 AI 기술과 학습 분석이 결합한 인공지능 기반 교육 플랫폼은 지금껏 실현되기 어려웠던 맞춤형 학습(personalized learning)과 적응적 학습(adaptive learning)에 도움이 될 수 있도록 발전하고 있다. 인공지능 기반 교육 플랫폼(AI-based education platform)은 학습자의 행동 추적 등을 통해 이들의 특성을 분석하고 진단을 제공한 뒤 분석 결과를 토대로 학습자에게 인지 수준에 맞는 맞춤형 학습자원과 피드백을 제공한다. 인공지능 기반 교육 플랫폼은 교사와 학생에게 실시간 학습 데이터와 분석 결과, 그리고 피드백을 제공할 수 있어 인공지능 기반 교육 플랫폼이 맞춤형 학습에 긍정적인 의미가 있다는 선행 연구도 있었다. 그럼에도 불구하고, 기존 연구는 모델 개발의 차원에서나 엄밀한 실험실 환경에서 인공지능 기반 교육 플랫폼의 효과를 연구해왔으며, 인공지능 기반 교육 플랫폼에 대한 교사의 인식과 관련된 연구는 드물었다. 교사는 인공지능 교육 기술의 사용자이기 때문에 인공지능 교육 기술의 교육 도입에 있어 교사들의 인식과 의견은 중요하다. 본 연구는 인공지능 기반 교육 플랫폼을 활용하는 것에 대한 교사들의 인식을 탐구하였다. 아래 연구 문제를 다루기 위해 질적 연구를 시행하였다. 첫째, 중국 교사들은 인공지능 기반 교육 플랫폼이 중학교 교육에 활용 있어 어떠한 장점이 있다고 인식하는가? 둘째, 중국 교사들은 인공지능 기반 교육 플랫폼과 중학교 교수 활동 요소 간 어떠한 모순이 있다고 인식하는가? 셋째, 중국 교사들은 인공지능 기반 교육 플랫폼을 중학교 교육에 도입할 때 무엇이 필요하다고 인식하는가? 본 연구는 중국 교사들을 연구대상으로 온라인 심층 면담을 하였다. 문헌 리뷰를 통해 면담 질문지를 설계하되 눈덩이표집법 (snowball sampling)을 통해 중국 중학교 교사 14명을 연구참여자로 선정하였다. 선정된 교사들은 모두 인공지능 기반 교육 플랫폼 사용 경험이 있으며 각 교사를 대상으로 약 1시간 정도 면담을 진행하고 녹음하였다. 면담이 끝난 후 녹음 내용을 전사하였으며, 주제분석을 사용하여 면담 내용을 초기 코드 생성하고 면담 자료 속에서 주제를 도출하였다. 특히 연구 문제 2번의 경우, 인공지능 기반 교육 플랫폼 활용과 교수 학습활동 내 여러 요소 간의 모순을 분석하기 위해 활동이론을 연구의 틀로 이용하였다. 최종적으로 연구문제 1에 대한 주제 4개, 연구문제 2에 대한 주제 6개, 연구문제 3에 대한 주제 4개를 도출하였다. 연구 결과로 교사들은 인공지능 기반 교육 플랫폼의 장점에 대해 즉각적인 피드백 제공, 교수학습 지원, 교사의 업무량 감소 등으로 인식하였고, 인공지능 기반 교육 플랫폼이 다양한 교수학습 자원을 통합할 수 있다고 인식하였다. 아울러 교사들은 인공지능 기반 교육 플랫폼의 사용에 있어 기존의 교수학습 활동과 상충된 부분이 있다는 점을 인식하였다. 교사들은 기존 인공지능 기반 교육 플랫폼의 추천 모델이 차별화된 학생들에게 잘 적용되지 못한다는 것을 인식하였다. 그리고 기존 인공지능 기반 교육 플랫폼이 다양한 학습 자원을 잘 분류되지 못하기 때문에 교사들이 사용하기 불편하다. 인공지능 기반 교육 플랫폼을 이용할 때 교사의 지적재산권을 보호하기 위한 명확한 규제가 부족하다고 인식하였다. 이와 함께 학부모들은 인공지능 기반 교육 플랫폼을 사용함으로써 발생할 수 있는 학습자의 인터넷 남용과 시력 저하 문제를 우려하였다. 또 중국의 사회문화적 배경과 교육 특성으로 인해 인공지능 기반 교육 플랫폼을 활용하는 데 학생들의 글씨 쓰기 능력에 영향을 미칠 수 있으며, 학교 내 전자기기 사용 제한도 데이터 수집의 지속성과 효율성에 영향을 미칠 수 있다고 인식하였다. 교사들은 위의 문제들이 인공지능 교육 플랫폼 사용에 대한 규칙 마련과 인공지능 기술을 개선함으로써 완화될 수 있다고 인식하였다. 또한 교사의 실제 요구에 맞게 개발될 수 있도록 인공지능 기반 교육 플랫폼 개발 과정에 교육 전문가와 교사가 참여할 필요가 있다. 본 연구는 중국 교사들이 인공지능 기반 교육 플랫폼에 대한 인식을 탐색하였으며, 인공지능 기반 교육 플랫폼이 교수학습에서의 장점과 문제점을 밝혔다. 아울러 본 연구는 인공지능 기반 교육 플랫폼이 교육 분야에 대규모로 도입될 수 있도록 규칙, 인공지능 기술, 그리고 교육 공학의 차원에서 사용 규범과 기술 개선을 제안하였다. 본 연구를 통해 탐색한 내용이 향후 교육 분야의 인공지능 기반 교육 플랫폼 도입에 활용된다면 인공지능 교육 기술에 관한 연구의 발전에도 기여할 수 있을 것으로 기대된다.In recent years, the introduction of artificial intelligence (AI) in education has attracted widespread attention. In particular, the AI-based education platform based on the combination of AI technology and learning analysis brings new light to the long-standing difficulties in personalized learning and adaptive learning. The AI-based education platform analyzes learners' characteristics by collecting their data and tracking their learning behavior. It then generates cognitive diagnosis for learners and provides them with personalized learning resources and adaptive feedback that match their cognitive level based on systematic analysis. With the help of the AI-based education platform, teachers and students can get real-time educational data and analysis result,as well as the feedback and treatment corresponding to the results. Previous studies have already demonstrated and proved its positive significance to personalized learning. However, these studies mostly start from a model development perspective or in a rigorous laboratory environment. There has been little research on teachers' perceptions of AI-based education platform. As a direct user of AI educational technologies, teachers' perceptions and suggestions are vital for introducing AIEd in education. In this study, the researcher explored teachers' perceptions of using AI-based education platform in teaching. The study conducted qualitative research to address the following research questions: 1) How do Chinese teachers perceive the advantages of AI-based education platforms for teaching and learning in secondary school? 2) How do Chinese teachers perceive the contradictions between AI-based education platforms and the secondary school system? 3)How do Chinese teachers suggest applying AI-based education platforms in secondary school? And it referred to the in-depth online interview with Chinese teachers who had experience with AI-based education platform. Interview questions were constructed through the literature review, and 14 secondary school teachers were selected by the snowball sampling method. The interviews lasted for an average of one hour per teacher and were transcribed from the audio recordings to text documents when finished. Afterward, the data were analyzed using thematic analysis, including generating initial codes, searching and reviewing the categories, and deriving the themes finally. Notably, for research question two, the researcher used the activity theory framework to analyze the contradictions among the use of the AI-based education platform and the various elements of the teaching and learning activities. Finally, four themes for research question 1, six themes for research question 2, and four themes for research question 3 were derived. As for the advantages, teachers believe that AI-based education platforms can provide instant feedback, targeted and systematic teaching support, and reduce teachers' workload. At the same time, AI-based education platforms can also integrate teaching resources in different areas. Teachers also recognized that the AI-based education platforms might trigger contradictions in existing teaching activities. They are aware of the situation that the recommended model of the AI-based education platform is not suitable for all levels of students; that a large number of learning resources are not classified properly enough to meet the needs of teachers, and that there lack clear rules and regulations to protect teachers' intellectual property rights when using the platform. Besides, parents are also concerned about the potential risk of internet addiction and vision problems using AI-based education platforms. Moreover, the use of the AI-based education platform may also affect students' ability to write Chinese characters due to the socio-historical background and educational characteristics in China. Furthermore, the restricted use of electronic devices on campus may also impact the consistent and effective education data collection. Teachers believe that these problems can be solved by improving rules and AI technology. Moreover, to make the platform more in line with the actual teaching requirements, teachers and education experts can also be involved in the development process of AI-based education platform. This study explored how Chinese teachers perceive the AI-based education platform and found that the AI-based education platform was conducive to personalized teaching and learning. At the same time, this study put forward some suggestions from the perspective of rules, AI technology, and educational technology, hoping to provide a good value for the future large-scale introduction of AI-based education platforms in education.CHAPTER 1. INTRODUCTION 1 1.1. Problem Statement 1 1.2. Purpose of Research 7 1.3. Definition of Terms 8 CHAPTER 2. LITERATURE REVIEW 10 2.1. AI in Education 10 2.1.1 AI for Learning and Teaching 10 2.1.2 AI-based Education Platform 14 2.1.3 Teachers' Perception on AI-based Education Platform 18 2.2. Activity Theory 20 CHAPTER 3. RESEARCH METHOD 23 3.1. Research Design 23 3.2. Participants 25 3.3. Instrumentation 26 3.3.1 Potential Value of AI System in Education 26 3.4. Data Collection 33 3.5. Data Analysis 34 CHAPTER 4. FINDINGS 36 4.1. Advantages of Using AI-based Education Platform 36 4.1.1 Instant Feedback 37 4.1.2 Targeted and Systematic Teaching Support 42 4.1.3 Educational Resources Sharing 46 4.1.4 Reducing Workload 49 4.2. Tensions of Using AI-based Education Platform 51 4.2.1 Inadequately Meet the Needs of Teachers 52 4.2.2 Failure to Satisfy Low and High Achievers 54 4.2.3 Intellectual Property Violation 56 4.2.4 Guardian's Concern 57 4.2.5 School Rules about the Use of Electronic Devices 58 4.2.6 Implication for Chinese Character Education 59 4.3. Suggestion of Using AI-based Education Platform 61 4.3.1 Improving Rules of Using the AI-based Education Platform 61 4.3.2 Improving Rules of Protecting Teachers Right 62 4.3.3 Improving AI Technology 64 4.3.4 Participatory Design 66 CHAPTER 5. DISCUSSION AND CONCLUSION 68 5.1. Discussion 68 5.2. Conclusion 72 REFERENCE 75 APPENDIX 1 98 APPENDIX 2 100 국문초록 112Maste
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