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117
The Architecture of Cognition
, 1983
"... Spanning seven orders of magnitude: a challenge for ..."
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Cited by 679 (25 self)
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Spanning seven orders of magnitude: a challenge for
Learning from human tutoring
, 2001
"... Human one-to-one tutoring has been shown to be a very effective form of instruction. Three contrasting hypotheses, a tutor-centered one, a student-centered one, and an interactive one could all potentially explain the effectiveness of tutoring. To test these hypotheses, analyses focused not only on ..."
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Cited by 97 (12 self)
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Human one-to-one tutoring has been shown to be a very effective form of instruction. Three contrasting hypotheses, a tutor-centered one, a student-centered one, and an interactive one could all potentially explain the effectiveness of tutoring. To test these hypotheses, analyses focused not only on the effectiveness of the tutors ’ moves, but also on the effectiveness of the students ’ construction on learning, as well as their interaction. The interaction hypothesis is further tested in the second study by manipulating the kind of tutoring tactics tutors were permitted to use. In order to promote a more interactive style of dialogue, rather than a didactic style, tutors were suppressed from giving explanations and feedback. Instead, tutors were encouraged to prompt the students. Surprisingly, students learned just as effectively even when tutors were suppressed from giving explanations and feedback. Their learning in the interactive style of tutoring is attributed to construction from deeper and a greater amount of scaffolding episodes, as well as their greater effort to take control of their own learning by reading more. What they learned from reading was limited, however, by their reading abilities.
Lifelike Pedagogical Agents for Mixed-Initiative Problem Solving in Constructivist Learning Environments. User Modeling and User-Adapted Interaction
, 1999
"... Abstract. Mixed-initiative problem solving lies at the heart of knowledge-based learning environments. While learners are actively engaged in problem-solving activities, learning environments should monitor their progress and provide them with feedback in a manner that contributes to achieving the t ..."
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Cited by 59 (4 self)
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Abstract. Mixed-initiative problem solving lies at the heart of knowledge-based learning environments. While learners are actively engaged in problem-solving activities, learning environments should monitor their progress and provide them with feedback in a manner that contributes to achieving the twin goals of learning effectiveness and learning efficiency. Mixed-initiative interactions are particularly critical for constructivist learning environments in which learners participate in active problem solving. We have recently begun to see the emergence of believable agents with lifelike qualities. Featured prominently in constructivist learning environments, lifelike pedagogical agents could couple key feedback functionalities with a strong visual presence by observing learners ’ progress and providing them with visually contextualized advice during mixed-initiative problem solving. For the past three years, we have been engaged in a large-scale research program on lifelike pedagogical agents and their role in constructivist learning environments. In the resulting computational framework, lifelike pedagogical agents are specified by (1) a behavior space containing animated and vocal behaviors, (2) a design-centered context model that maintains constructivist problem representations, multimodal advisory contexts, and evolving problem-solving tasks, and (3) a behavior sequencing engine that in realtime dynamically selects and assembles agents ’ actions to create pedagogically effective, lifelike behaviors. To empirically investigate this framework, it has been instantiated in a full-scale implementation of a lifelike pedagogical agent for DESIGN-A-PLANT, a learning environment developed for the domain of botanical anatomy and physiology for middle school students. Experience with focus group studies conducted with middle school students interacting with the implemented agent suggests that lifelike pedagogical agents hold much promise for mixed-initiative learning. Key words: Lifelike agents, pedagogicalagents, animated agents, knowledge-basedlearning environments, mixed-initiative interaction, intelligent tutoring systems, intelligent multimedia presentation,
Causal Model Progressions as a Foundation for Intelligent Learning Environments
, 1990
"... One of the original motivations for research in qualitative physics was the development of intelligent tutoring systems and learning environments for physical domains and complex systems. This article demonstrates how a synergistic combination of qualitative reasoning and other AI techniques can be ..."
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Cited by 48 (0 self)
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One of the original motivations for research in qualitative physics was the development of intelligent tutoring systems and learning environments for physical domains and complex systems. This article demonstrates how a synergistic combination of qualitative reasoning and other AI techniques can be used to create an intelligent learning environment for students learning to analyze and design thermodynamic cycles. Pedagogically this problem is important because thermodynamic cycles express the key properties of systems which interconvert work and heat, such as power plants, propulsion systems, refrigerators, and heat pumps, and the study of thermodynamic cycles occupies a major portion of an engineering student's training in thermodynamics. This article describes CyclePad, a fully implemented articulate virtual laboratory that captures a substantial fraction of the knowledge in an introductory thermodynamics textbook and provides explanations of calculations and coaching support for students who are learning the principles of such cycles. CyclePad employs a distributed coaching model, where a combination of on-board facilities and a server-based coach accessed via email provide help for students, using a combination of teleological and case-based reasoning. CyclePad is a fielded system, in routine use in classrooms scattered all over the world. We analyze the combination of ideas that made CyclePad possible and comment on some lessons learned about the utility of various AI techniques based on our experience in fielding CyclePad. 1999 Elsevier Science B.V. All rights reserved.
Techniques for modeling human performance in synthetic environments: A . . .
, 2001
"... We summarize selected recent developments and promising directions for improving the quality of models of human performance in synthetic environments. The potential uses and goals for behavioral models in synthetic environments are first summarized. Within that context, we examine relevant, current ..."
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Cited by 30 (11 self)
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We summarize selected recent developments and promising directions for improving the quality of models of human performance in synthetic environments. The potential uses and goals for behavioral models in synthetic environments are first summarized. Within that context, we examine relevant, current work related to modeling more complete performance, for example, on cognitive modeling of emotion, advanced techniques for testing and building models of behavior, new cognitive architectures, and agent and Belief, Desires and Intentions (BDI) technology. The report also considers the usability of these systems as an important but neglected aspect of their performance. A list of projects with high payoff for modeling human performance in synthetic environments is noted.
Locus of feedback control in computer-based tutoring: Impact on learning rate, achievement and attitudes
- Proceedings of CHI 2001
, 2001
"... The advent of second-generation intelligent computer tutors raises an important instructional design question: when should tutorial advice be presented in problem solving? This paper examines four feedback conditions in the ACT Programming Tutor. Three versions offer the student different levels of ..."
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Cited by 27 (4 self)
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The advent of second-generation intelligent computer tutors raises an important instructional design question: when should tutorial advice be presented in problem solving? This paper examines four feedback conditions in the ACT Programming Tutor. Three versions offer the student different levels of control over error feedback and correction: (a) immediate feedback and immediate error correction; (b) immediate error flagging and student control of error correction; (c) feedback on demand and student control of error correction. A fourth, No-tutor condition offers no step-by-step problem solving support. The immediate feedback group with greatest tutor control of problem solving yielded the most efficient learning. These students completed the tutor problems fastest, and the three tutorsupported groups performed equivalently on tests. Questionnaires revealed little student preference among the four conditions. These results suggest that students will need explicit guidance to benefit from learning opportunities that arise when they have greater control over tutorial assistance.
Probabilistic Student Modelling to Improve Exploratory Behaviour
- Journal of User Modeling and User-Adapted Interaction
, 2003
"... This paper presents the details of a student model that enables an open learning environment to provide tailored feedback on a learner’s exploration. Open learning environments have been shown to be beneficial for learners with appropriate learning styles and characteristics, but problematic for tho ..."
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Cited by 26 (9 self)
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This paper presents the details of a student model that enables an open learning environment to provide tailored feedback on a learner’s exploration. Open learning environments have been shown to be beneficial for learners with appropriate learning styles and characteristics, but problematic for those who are not able to explore effectively. To address this problem, we have built a student model capable of detecting when the learner is having difficulty exploring and of providing the types of assessments that the environment needs to guide and improve the learner’s exploration of the available material. The model, which uses Bayesian Networks, was built using an iterative design and evaluation process. We describe the details of this process, as it was used to both define the structure of the model and to provide its initial validation.
Representational and Advisory Guidance for Students Learning Scientific Inquiry
- In
, 2001
"... Scientific knowledge is dynamic in two senses: it changes and increases extremely rapidly, and it is thrust from the lab into the wider world and public forum almost as rapidly. This implies increasing demands on secondary school science education. Besides knowing key facts, concepts, and procedures ..."
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Cited by 26 (7 self)
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Scientific knowledge is dynamic in two senses: it changes and increases extremely rapidly, and it is thrust from the lab into the wider world and public forum almost as rapidly. This implies increasing demands on secondary school science education. Besides knowing key facts, concepts, and procedures, it is important for today’s students to understand the process by which the claims of science are generated, evaluated, and revised – an interplay between theoretical and empirical work (Dunbar & Klahr, 1989). The educational goals behind the work reported in this chapter are to improve students ’ understanding of this process and to facilitate students ’ acquisition of critical inquiry skills, while also meeting conventional subject matter learning objectives. In addition to the need to change what is taught, there are grounds to change how it is taught. Research shows that students learn better when they actively pursue understanding rather than passively
Automated eye-movement protocol analysis
- Human-Computer Interaction
, 2001
"... This article describes and evaluates a class of methods for performing automated analysis of eye-movement protocols. Although eye movements have become increasingly popular as a tool for investigating user behavior, they can be extremely difficult and tedious to analyze. In this article we propose a ..."
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Cited by 24 (4 self)
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This article describes and evaluates a class of methods for performing automated analysis of eye-movement protocols. Although eye movements have become increasingly popular as a tool for investigating user behavior, they can be extremely difficult and tedious to analyze. In this article we propose an approach to automating eye-movement protocol analysis by means of tracing—relating observed eye movements to the sequential predictions of a process model. We present three tracing methods that provide fast and robust analysis and alleviate the equipment noise and individual variability prevalent in typical eye-movement protocols. We also describe three applications of the tracing methods that demonstrate how the methods facilitate the use of eye movements in the study of user behavior and the inference of user intentions. 1.
Intelligent Tutoring in Virtual Reality: A Preliminary Report
- In Proceedings of the Eighth World Conference on AI in Education
, 1997
"... Virtual reality simulation environments offer exciting opportunities and challenges for intelligent tutoring systems. Students, immersed in a 3D computer simulation of their work environment, improve their skills through practice on realistic tasks. Computer tutors can inhabit the virtual world alon ..."
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Cited by 21 (8 self)
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Virtual reality simulation environments offer exciting opportunities and challenges for intelligent tutoring systems. Students, immersed in a 3D computer simulation of their work environment, improve their skills through practice on realistic tasks. Computer tutors can inhabit the virtual world along with students, allowing them to physically collaborate with students on tasks, and they can interact and communicate in nonverbal ways that would be impossible with a traditional disembodied computer tutor. This paper discusses these opportunities and challenges, as well as our progress in addressing them in our pedagogical agent Steve. 1 Introduction Virtual reality can bring simulation-based learning environments closer to real-life experience. Rather than watch the simulated world through a desktop window, students are immersed in a 3D computer simulation of their work environment, where they can improve their skills through practice on realistic tasks. Like earlier simulation technolo...

