843 research outputs found

    Using Technology to Encourage Self-Directed Learning: The Collaborative Lecture Annotation System

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    The rapidly-developing 21st century world of work and knowledge calls for self-directed lifelong (SDL) learners. While higher education must embrace the types of pedagogies that foster SDL skills in graduates, the pace of change in education can be glacial. This paper describes a social annotation technology, the Collaborative Lecture Annotation System (CLAS), that can be used to leverage existing teaching and learning practices for acquisition of 21st Century SDL skills. CLAS was designed to build upon the artifacts of traditional didactic modes of teaching, create enriched opportunities for student engagement with peers and learning materials, and offer learners greater control and ownership of their individual learning strategies. Adoption of CLAS creates educational experiences that promote and foster SDL skills: motivation, self-management and self-monitoring. In addition, CLAS incorporates a suite of learning analytics for learners to evaluate their progress, and allow instructors to monitor the development of SDL skills and identify the need for learning support and guidance. CLAS stands as an example of a simple tool that can bridge the gap between traditional transmissive pedagogy and the creation of authentic and collaborative learning spaces

    Producing Acoustic-Prosodic Entrainment in a Robotic Learning Companion to Build Learner Rapport

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    abstract: With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport. Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions. This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Providing Metacognitive Support Using Learning by Teaching Paradigm

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    This item is only available electronically.Learning by teaching technique is a powerful approach that enhances students to think deeply, orally and repeatedly. However, there are some obstacles to use this technique in school settings such as time-consuming, the anxiety of failing in front of the classmates and finding matching peers. In order to take advantage of this method for the student, there are several computer-based systems have been implemented to apply this approach where students teach the virtual agents to play the tutee role. All of these existing systems focus on various domains, and none of them have considered programming problem solving. In addition to that, the majority of the exiting systems did not provided meta-cognitive support. They only the focus on providing feedback about the content such as providing correct answers. This type of feedback called Knowledge of Correct Response: KCR). In our work, we build a computer-based learning environment that enables the novice programmers to teach problem solving to an animated agent. It combines learning by teaching technique and meta-cognitive support. That will help novice programmers to acquire deep learning on how to solve problems and prepare those programmers for future learning tasks. This project could provide a solution to novice programmers who usually tend to focus on writing the code rather than understanding the problem properly because that would lead them to be frustrated when they do not know how to deal with unfamiliar programming problems. We conducted an experiment in order to compare the e↵ect of providing guided meta-cognitive feedback and KCR feedback on the novice programmers’ skills in learning by teaching paradigm. We implemented two versions of our system. The first version which provides meta-cognitive feedback and the other version which provides KCR feedback. We analysed data from novice programmers, 18-25 years old, who at least studied and passed at least one programming course. They are from College of Computer at Al-lieth in Umm Al-Qura University. The place of the conducted experiment was in the college’s lab. We found that the meta-cognitive feedback e↵ect positively on the novice programmers’ skills comparing among the pre-test, post-test and delayed test. The performance of 82% of the participants in the experimental group (who received guided meta-cognitive feedback) has been improved after the post-test whereas the performance of only 30% of participants in the control group (who received KCR feedback) has been improved. Although the difficulty of the delayed test compared to the pre-test and the post-test, the performance of 70% of the participants in the experimental group has been improved whereas the performance of only 50% of the participants in the control group has been improved. We are not surprised about the improvement of the control group because learning by teaching technique can encourage ( but not to induce) the practice of meta-cognitive skills implicitly whereas the experimental group use learning teaching technique with meta-cognitive support in an explicit way.Thesis (MCompSc) -- University of Adelaide, School of Computer Science, 201

    THE ROLE OF SIMULATION IN SUPPORTING LONGER-TERM LEARNING AND MENTORING WITH TECHNOLOGY

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    Mentoring is an important part of professional development and longer-term learning. The nature of longer-term mentoring contexts means that designing, developing, and testing adaptive learning sys-tems for use in this kind of context would be very costly as it would require substantial amounts of fi-nancial, human, and time resources. Simulation is a cheaper and quicker approach for evaluating the impact of various design and development decisions. Within the Artificial Intelligence in Education (AIED) research community, however, surprisingly little attention has been paid to how to design, de-velop, and use simulations in longer-term learning contexts. The central challenge is that adaptive learning system designers and educational practitioners have limited guidance on what steps to consider when designing simulations for supporting longer-term mentoring system design and development deci-sions. My research work takes as a starting point VanLehn et al.’s [1] introduction to applications of simulated students and Erickson et al.’s [2] suggested approach to creating simulated learning envi-ronments. My dissertation presents four research directions using a real-world longer-term mentoring context, a doctoral program, for illustrative purposes. The first direction outlines a framework for guid-ing system designers as to what factors to consider when building pedagogical simulations, fundamen-tally to answer the question: how can a system designer capture a representation of a target learning context in a pedagogical simulation model? To illustrate the feasibility of this framework, this disserta-tion describes how to build, the SimDoc model, a pedagogical model of a longer-term mentoring learn-ing environment – a doctoral program. The second direction builds on the first, and considers the issue of model fidelity, essentially to answer the question: how can a system designer determine a simulation model’s fidelity to the desired granularity level? This dissertation shows how data from a target learning environment, the research literature, and common sense are combined to achieve SimDoc’s medium fidelity model. The third research direction explores calibration and validation issues to answer the question: how many simulation runs does it take for a practitioner to have confidence in the simulation model’s output? This dissertation describes the steps taken to calibrate and validate the SimDoc model, so its output statistically matches data from the target doctoral program, the one at the university of Saskatchewan. The fourth direction is to demonstrate the applicability of the resulting pedagogical model. This dissertation presents two experiments using SimDoc to illustrate how to explore pedagogi-cal questions concerning personalization strategies and to determine the effectiveness of different men-toring strategies in a target learning context. Overall, this dissertation shows that simulation is an important tool in the AIED system design-ers’ toolkit as AIED moves towards designing, building, and evaluating AIED systems meant to support learners in longer-term learning and mentoring contexts. Simulation allows a system designer to exper-iment with various design and implementation decisions in a cost-effective and timely manner before committing to these decisions in the real world

    The sequence matters: A systematic literature review of using sequence analysis in Learning Analytics

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    Describing and analysing sequences of learner actions is becoming more popular in learning analytics. Nevertheless, the authors found a variety of definitions of what a learning sequence is, of which data is used for the analysis, and which methods are implemented, as well as of the purpose and educational interventions designed with them. In this literature review, the authors aim to generate an overview of these concepts to develop a decision framework for using sequence analysis in educational research. After analysing 44 articles, the conclusions enable us to highlight different learning tasks and educational settings where sequences are analysed, identify data mapping models for different types of sequence actions, differentiate methods based on purpose and scope, and identify possible educational interventions based on the outcomes of sequence analysis.Comment: Submitted to the Journal of Learning Analytic

    Affective Expressions in Conversational Agents for Learning Environments: Effects of curiosity, humour, and expressive auditory gestures

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    Conversational agents -- systems that imitate natural language discourse -- are becoming an increasingly prevalent human-computer interface, being employed in various domains including healthcare, customer service, and education. In education, conversational agents, also known as pedagogical agents, can be used to encourage interaction; which is considered crucial for the learning process. Though pedagogical agents have been designed for learners of diverse age groups and subject matter, they retain the overarching goal of eliciting learning outcomes, which can be broken down into cognitive, skill-based, and affective outcomes. Motivation is a particularly important affective outcome, as it can influence what, when, and how we learn. Understanding, supporting, and designing for motivation is therefore of great importance for the advancement of learning technologies. This thesis investigates how pedagogical agents can promote motivation in learners. Prior research has explored various features of the design of pedagogical agents and what effects they have on learning outcomes, and suggests that agents using social cues can adapt the learning environment to enhance both affective and cognitive outcomes. One social cue that is suggested to be of importance for enhancing learner motivation is the expression or simulation of affect in the agent. Informed by research and theory across multiple domains, three affective expressions are investigated: curiosity, humour, and expressive auditory gestures -- each aimed at enhancing motivation by adapting the learning environment in different ways, i.e., eliciting contagion effects, creating a positive learning experience, and strengthening the learner-agent relationship, respectively. Three studies are presented in which each expression was implemented in a separate type of agent: physically-embodied, text-based, and voice-based; with all agents taking on the role of a companion or less knowledgeable peer to the learner. The overall focus is on how each expression can be displayed, what the effects are on perception of the agent, and how it influences behaviour and learning outcomes. The studies result in theoretical contributions that add to our understanding of conversational agent design for learning environments. The findings provide support for: the simulation of curiosity, the use of certain humour styles, and the addition of expressive auditory gestures, in enhancing motivation in learners interacting with conversational agents; as well as indicating a need for further exploration of these strategies in future work

    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
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