178 research outputs found

    The Effectiveness of an Adaptive Serious Game for Digital Logic Design

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    Most students benefit more deeply from guided learning than discovery learning. Even so, not all students are alike. Our research contention is that offering differentiated instructions that better fit students’ educational needs in a narrative virtual reality (VR) environment will give them renewed hope for learning success. This paper presents such a development that augments an existing learning game, Gridlock, with an adaptive learning engine that assesses what really happens when a student’s capacity is sabotaged in problem solving and to provide the help that is tailored to his/her needs. The game was deployed in a Computer Architecture course at Rowan as a replacement to the traditional laboratory experiments. Its thorough assessment confirms the values of the game in promoting student learning

    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 Learner’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

    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

    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 “scientific study of how people learn” (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 “scientific study of how to help people learn” (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 “scientific study of how to determine what people know” (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

    A meta-analysis of the effectiveness of intelligent tutoring systems on college students' academic learning

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    © 2013 American Psychological Association.This meta-analysis synthesizes research on the effectiveness of intelligent tutoring systems (ITS) for college students. Thirty-five reports were found containing 39 studies assessing the effectiveness of 22 types of ITS in higher education settings. Most frequently studied were AutoTutor, Assessment and Learning in Knowledge Spaces, eXtended Tutor-Expert System, and Web Interface for Statistics Education. Major findings include (a) Overall, ITS had a moderate positive effect on college students' academic learning (g = .32 to g = .37); (b) ITS were less effective than human tutoring, but they outperformed all other instruction methods and learning activities, including traditional classroom instruction, reading printed text or computerized materials, computer-assisted instruction, laboratory or homework assignments, and no-treatment control; (c) ITS's effectiveness did not significantly differ by different ITS, subject domain, or the manner or degree of their involvement in instruction and learning; and (d) effectiveness in earlier studies appeared to be significantly greater than that in more recent studies. In addition, there is some evidence suggesting the importance of teachers and pedagogy in ITS-assisted learning

    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

    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)

    Learner Modelled Environments

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    Learner modelled environments (LMEs) are digital environments that are capable of automatically detecting learner’s behaviours in relation to a specific knowledge domain, to reason about those behaviours in order to asses learner’s performance, skills, socio-emotional and cognitive needs, and to act accordingly in a pedagogically appropriate manner. Digital environments that possess such capabilities are typically referred to as Intelligent Learning Environments, or more traditionally – as Intelligent Tutoring Systems (ITSs)
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