53,813 research outputs found
CompendiumLD – a tool for effective, efficient and creative learning design
Developers and teachers go through a complex decision making process when designing new learning activities – working towards an effective pedagogical mix, combining resources, tools, student and tutor support. This paper describes CompendiumLD, a prototype tool we have built to support practitioners through the process of designing learning activities. We describe how the tool fits into our vision of a dynamic, interactive set of resources and system tools to support effective, efficient and creative learning design. It describes CompendiumLD's features and explains the rationale behind their development. It shows how the tool is intended to aid designers make choices, and plan developments, facilitating creativity and efficiency in the design process. In our conclusions we consider how such a system can support the design of effective learning activities
Argotario: Computational Argumentation Meets Serious Games
An important skill in critical thinking and argumentation is the ability to
spot and recognize fallacies. Fallacious arguments, omnipresent in
argumentative discourse, can be deceptive, manipulative, or simply leading to
`wrong moves' in a discussion. Despite their importance, argumentation scholars
and NLP researchers with focus on argumentation quality have not yet
investigated fallacies empirically. The nonexistence of resources dealing with
fallacious argumentation calls for scalable approaches to data acquisition and
annotation, for which the serious games methodology offers an appealing, yet
unexplored, alternative. We present Argotario, a serious game that deals with
fallacies in everyday argumentation. Argotario is a multilingual, open-source,
platform-independent application with strong educational aspects, accessible at
www.argotario.net.Comment: EMNLP 2017 demo paper. Source codes:
https://github.com/UKPLab/argotari
Collaborative design : managing task interdependencies and multiple perspectives
This paper focuses on two characteristics of collaborative design with
respect to cooperative work: the importance of work interdependencies linked to
the nature of design problems; and the fundamental function of design
cooperative work arrangement which is the confrontation and combination of
perspectives. These two intrinsic characteristics of the design work stress
specific cooperative processes: coordination processes in order to manage task
interdependencies, establishment of common ground and negotiation mechanisms in
order to manage the integration of multiple perspectives in design
Finding and Resolving Security Misusability with Misusability Cases
Although widely used for both security and usability concerns, scenarios used in security design may not necessarily inform the design of usability, and vice- versa. One way of using scenarios to bridge security and usability involves explicitly describing how design deci- sions can lead to users inadvertently exploiting vulnera- bilities to carry out their production tasks. This paper describes how misusability cases, scenarios that describe how design decisions may lead to usability problems sub- sequently leading to system misuse, address this problem. We describe the related work upon which misusability cases are based before presenting the approach, and illus- trating its application using a case study example. Finally, we describe some findings from this approach that further inform the design of usable and secure systems
The Jiminy Advisor: Moral Agreements Among Stakeholders Based on Norms and Argumentation
An autonomous system is constructed by a manufacturer, operates in a society
subject to norms and laws, and is interacting with end users. All of these
actors are stakeholders affected by the behavior of the autonomous system. We
address the challenge of how the ethical views of such stakeholders can be
integrated in the behavior of the autonomous system. We propose an ethical
recommendation component, which we call Jiminy, that uses techniques from
normative systems and formal argumentation to reach moral agreements among
stakeholders. Jiminy represents the ethical views of each stakeholder by using
normative systems, and has three ways of resolving moral dilemmas involving the
opinions of the stakeholders. First, Jiminy considers how the arguments of the
stakeholders relate to one another, which may already resolve the dilemma.
Secondly, Jiminy combines the normative systems of the stakeholders such that
the combined expertise of the stakeholders may resolve the dilemma. Thirdly,
and only if these two other methods have failed, Jiminy uses context-sensitive
rules to decide which of the stakeholders take preference. At the abstract
level, these three methods are characterized by the addition of arguments, the
addition of attacks among arguments, and the removal of attacks among
arguments. We show how Jiminy can be used not only for ethical reasoning and
collaborative decision making, but also for providing explanations about
ethical behavior
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