2,021 research outputs found

    The Effect Of Self-Explanation And Strategy Training On L2 Reading Comprehension Using An Intelligent Tutoring System

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    While research suggests that secondary language (L2) learners at postsecondary institutions face academic reading challenges, and that reading strategy training can improve primary language (L1) learners\u27 reading comprehension, it remains a challenge to find scalable ways to deliver such training to L2 learners. Intelligent tutoring systems (ITS) have been shown to be nearly as effective as human tutors while reaching potentially unlimited numbers of learners in a variety of subjects, including reading comprehension. However, few studies have explored the effectiveness of such systems for improving L2 learners\u27 reading comprehension. Self-Explanation Reading Training (SERT) is an instructional model that combines self-explanation and five reading strategies (monitoring, paraphrasing, prediction, elaboration, and bridging), and has been shown to be effective. SERT has also been built into a game-based intelligent tutoring system environment called Interactive Strategy Trainer for Active Reading and Thinking ---Motivationally Enhanced (iSTART-ME). Studies have demonstrated the effects of iSTART-ME in improving L1 students\u27 reading comprehension and learning motivation, but little evidence exists for its efficacy for L2 learners. This research tested the reading strategy training effect through iSTART-ME on 34 incoming international L2 students admitted to a large public American higher institution in the Southwest. In addition to pretests, presurveys, posttests, and postsurveys, these students received three hours training within two consecutive days right before their fall semester school courses formally started. The results showed that their self-explanation quality scores, short-answer reading comprehension test scores, and learning motivation scores were significantly improved with a medium effect size. The results also suggested that students with lower self-explanation and comprehension ability benefited the most, although all students benefitted from the training. After the training, the interviewees reported that their learning with iSTART-ME was interesting and successful, expressed a desire to learn more strategies with iSTART-ME in the future, and expected to apply the strategies they learned to other subjects. This study implied that iSTART-ME, with low cost in reaching large numbers of students, effectively taught the incoming international college students reading strategies, and improved their L2 reading comprehension abilities and learning motivations

    SimSketch & GearSketch: Sketch-based modelling for early science education

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    Stealth Assessment of Self-Regulative Behaviors within a Game-Based Environment

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    abstract: Students' ability to regulate and control their behaviors during learning has been shown to be a critical skill for academic success. However, researchers often struggle with ways to capture the nuances of this ability, often solely relying on self-report measures. This thesis proposal employs a novel approach to investigating variations in students' ability to self-regulate by using process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME. This approach affords a nuanced examination of how students' regulate their interactions with game-based features at both a coarse-grained and fine-grain levels and the ultimate impact that those behaviors have on in-system performance and learning outcomes (i.e., self-explanation quality). This thesis is comprised of two submitted manuscripts that examined how a group of 40 high school students chose to engage with game-based features and how those interactions influenced their target skill performance. Findings suggest that in-system log data has the potential to provide stealth assessments of students' self-regulation while learning.Dissertation/ThesisM.A. Psychology 201

    Bayesian Knowledge Tracing for Navigation through Marzano’s Taxonomy

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    In this paper we propose a theoretical model of an ITS (Intelligent Tutoring Systems) capable of improving and updating computer-aided navigation based on Bloom’s taxonomy. For this we use the Bayesian Knowledge Tracing algorithm, performing an adaptive control of the navigation among different levels of cognition in online courses. These levels are defined by a taxonomy of educational objectives with a hierarchical order in terms of the control that some processes have over others, called Marzano’s Taxonomy, that takes into account the metacognitive system, responsible for the creation of goals as well as strategies to fulfill them. The main improvements of this proposal are: 1) An adaptive transition between individual assessment questions determined by levels of cognition. 2) A student model based on the initial response of a group of learners which is then adjusted to the ability of each learner. 3) The promotion of metacognitive skills such as goal setting and self-monitoring through the estimation of attempts required to pass the levels. One level of Marzano's taxonomy was left in the hands of the human teacher, clarifying that a differentiation must be made between the tasks in which an ITS can be an important aid and in which it would be more difficult

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    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

    Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems

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    While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However, tutoring systems have had difficulties in maintaining students€™ interest and engagement for long periods of time, which limits their ability to generate learning in the long-term. Given the complementary benefits of games and digital tutors, there has been considerable effort to combine these two fields. This dissertation undertakes and analyzes three different ways of integrating Intelligent Tutoring Systems and digital games. We created three game-like systems with cognition, metacognition and affect as their primary target and mode of intervention. Monkey\u27s Revenge is a game-like math tutor that offers cognitive tutoring in a game-like environment. The Learning Dashboard is a game-like metacognitive support tool for students using Mathspring, an ITS. Mosaic comprises a series of mini-math games that pop-up within Mathspring to enhance students\u27 affect. The methodology consisted of multiple randomized controlled studies ran to evaluate each of these three interventions, attempting to understand their effect on students€™ performance, affect and perception of the intervention and the system that embeds it. Further, we used causal modeling to further explore mechanisms of action, the inter-relationships between student€™s incoming characteristics and predispositions, their mechanisms of interaction with the tutor, and the ultimate learning outcomes and perceptions of the learning experience

    From Interactive Open Learner Modelling to Intelligent Mentoring: STyLE-OLM and Beyond

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    STyLE-OLM (Dimitrova 2003 International Journal of Artificial Intelligence in Education, 13, 35–78) presented a framework for interactive open learner modelling which entails the development of the means by which learners can inspect, discuss and alter the learner model that has been jointly constructed by themselves and the system. This paper outlines the STyLE-OLM framework and reflects on the key challenges it addressed: (a) the design of an appropriate communication medium; this was addressed by proposing a structured language using diagrammatic presentations of conceptual graphs; (b) the management of the interaction with the learner; this was addressed by designing a framework for interactive open learner modelling dialogue utilising dialogue games; (c) the accommodation of different beliefs about the learner’s domain model; this was addressed with a mechanism for maintaining different views about the learner beliefs which adapted belief modal logic operators; and (d) the assessment of any resulting improvements in learner model accuracy and learner reflection; this was addressed in a user study with an instantiation of STyLE-OLM for diagnosing a learner’s knowledge of finance concept, as part of a larger project that developed an intelligent system to assist with learning domain terminology in a foreign language. Reviewing follow on work, we refer to projects by the authors’ students and colleagues leading to further extension and adoption of STyLE-OLM, as well as relevant approaches in open learner modelling which have cited the STyLE-OLM framework. The paper points at outstanding research challenges and outlines future a research direction to extend interactive open learner modelling towards mentor-like intelligent learning systems
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