1,007 research outputs found

    Adaptive RĂŒckmeldungen im intelligenten Tutorensystem LARGO

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    The Intelligent Tutoring System LARGO is designed to help law students learn argumentation skills. The approach implemented in LARGO uses transcripts of oral arguments as learning resources: Students annotate them and create graphical representations of the argument flow. The system encourages students to reflect upon arguments proposed by the attorneys and helps students detect possible weaknesses in their analysis of the dispute. Technically, graph grammar and collaborative filtering algorithms are employed to detect these weaknesses. This article describes how “usage contexts” are determined and used to create adaptive feedback in LARGO. On the basis of a controlled study with the system that took place with law students at the University of Pittsburgh, we discuss to what extent the automatically calculated usage contexts can predict student’s learning gains

    The Diagnosticity of Argument Diagrams

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    Can argument diagrams be used to diagnose and predict argument performance? Argumentation is a complex domain with robust and often contradictory theories about the structure and scope of valid arguments. Argumentation is central to advanced problem solving in many domains and is a core feature of day-to-day discourse. Argumentation is quite literally, all around us, and yet is rarely taught explicitly. Novices often have difficulty parsing and constructing arguments particularly in written and verbal form. Such formats obscure key argumentative moves and often mask the strengths and weaknesses of the argument structure with complicated phrasing or simple sophistry. Argument diagrams have a long history in the philosophy of argument and have been seen increased application as instructional tools. Argument diagrams reify important argument structures, avoid the serial limitations of text, and are amenable to automatic processing. This thesis addresses the question posed above. In it I show that diagrammatic models of argument can be used to predict students' essay grades and that automatically-induced models can be competitive with human grades. In the course of this analysis I survey analytical tools such as Augmented Graph Grammars that can be applied to formalize argument analysis, and detail a novel Augmented Graph Grammar formalism and implementation used in the study. I also introduce novel machine learning algorithms for regression and tolerance reduction. This work makes contributions to research on Education, Intelligent Tutoring Systems, Machine Learning, Educational Datamining, Graph Analysis, and online grading

    Language for Specific Purposes and Corpus-based Pedagogy

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    This chapter describes how corpus-based pedagogies are used for teaching and learning language for specific purposes (LSP). Corpus linguistics (CL) refers to the study of large quantities of authentic language using computer-assisted methods, which form the basis for computer-assisted language learning (CALL) that uses corpora for reference, exploration, and interactive learning. The use of corpora as reference resources to create LSP materials is described. Direct student uses of corpora are illustrated by three approaches to data-driven learning (DDL) where students engage in hands-on explorations of texts. A combination of indirect and direct corpus applications is shown in an illustration of interactive CALL technologies, including an example of an inclusive corpus-based tool for genre-based writing pedagogy. The chapter concludes with potential prospects for future developments in LSP

    Computer-Supported Argumentation Learning: A Survey of Teachers, Researchers, and System Developers

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    Abstract. Argumentation is omnipresent in our lives and therefore an important skill to learn. While classic face-to-face argumentation and debate has advantages in helping people learn to argue better, it does not scale up, limited by teacher time and availability. Computer-supported argumentation (CSA) is a viable alternative in learning to argue, currently increasing in popularity. In this paper, we present results from a survey we conducted with experts on argu-mentation learning systems, one which provides a glimpse on future directions

    Legal crowdsourcing and relational law : what the semantic web can do for legal education

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    Crowdsourcing and Relational Law are interrelated concepts that can be successfully applied to the legal domain and, more specifically, to the field of legal education. 'Crowdsourcing' means 'participation of people (crowds)' and refers theoretically to the aggregated production of a common knowledge in a global data space. 'Relational law' refers to the regulatory link between Web 2.0 and 3.0, based on trust and dialogue, which emerges from the intertwining of top-down existing legal systems and bottom-up participation (the Web of People). Legal education today has a major role to play in the broad space opened up in terms of future potential of the Semantic Web. The following paper places a lens on the educational value of crowdsourcing and the relational approach to governance and law

    Conceptual Modeling in Law: An Interdisciplinary Research Agenda

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    The article describes how different approaches from the IS field of conceptual modeling should be transferred to the legal domain to enhance comprehensibility of legal regulations and contracts. It is further described how this in turn would benefit the IS discipline. The findings emphasize the importance of further interdisciplinary research on that topic. A research agenda that synthesizes the presented ideas is proposed based on a framework that structures the research field. Researchers from both disciplines, IS and Law, that are interested in this field should use the research agenda to position their research and to derive new and innovative research questions

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)
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