Meta-Cognition, Motivation, and Affect PSY504 Spring term, 2011 April 12, 2011.

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Presentation transcript:

Meta-Cognition, Motivation, and Affect PSY504 Spring term, 2011 April 12, 2011

Affective/Motivational Agents Agents who interact with students and help improve their affect and/or motivation Through a variety of dialogue and non-verbal strategies

A lot of diversity In agent appearance In motivational strategies Field still trying to come to consensus on how to do this “right”

An inspirational story (Klein, Moon, & Picard, 2002)

A student at MIT is working in MATLAB 3.5 on a problem set He becomes “frustrated to the point of despair over problems with MATLAB’s syntax” He types “FUCK”

An inspirational story (Klein, Moon, & Picard, 2002) A student at MIT is working in MATLAB 3.5 on a problem set He becomes “frustrated to the point of despair over problems with MATLAB’s syntax” He types “FUCK” MATLAB says “Your place or mine?”

An inspirational story (Klein, Moon, & Picard, 2002) “Bob’s mood changed instantly. From utter frustration came surprise and delight… the strong, negative state that Bob was experiencing suddenly dissolved. Bob became intrigued by the phenomenon, played around with the feature for a while, contacting friends to share the revelation of this hidden treasure, and then settled back down to work.”

An inspirational story (Klein, Moon, & Picard, 2002) Is this a positive example of how computers should respond to affect? In what ways were the results positive? In what ways were the results negative?

Klein et al proposed design principles for affective agents 1.Actively solicit information about the individual’s state (particularly emotional) 2.Solicit information in a timely fashion 3.Make sure the user is able to express what she is feeling (e.g. affective label choices are appropriate) 4.Provide feedback, especially on emotional content 5.Allow for repair if the feedback is judged wrong 6.Convey a sense of sympathy to the user 7.Communicate a sense of empathy to the user as well 8.Convey to the user the sense that his emotional state is valid

Are these principles reasonable? 1.Actively solicit information about the individual’s state (particularly emotional) 2.Solicit information in a timely fashion 3.Make sure the user is able to express what she is feeling (e.g. affective label choices are appropriate) 4.Provide feedback, especially on emotional content 5.Allow for repair if the feedback is judged wrong 6.Convey a sense of sympathy to the user 7.Communicate a sense of empathy to the user as well 8.Convey to the user the sense that his emotional state is valid

We’ll discuss later To what degree they are instantiated in agents developed since then, and to what degree they are proven to be correct (or not)

Agents

Laura (Bickmore, 2003; Bickmore & Picard, 2004)

Laura – coaches undergraduates on exercise behaviors over several sessions – uses speech and non-verbal gestures to provide empathic feedback based on student responses Concerned expression if student says they were not feeling well Happy expression if student says they have exercised a lot lately “Empathy dialogues” for – students reporting continuing illness, stress, tiredness, injury – students reporting anger, disappointment, frustration

Laura (Bickmore, 2003; Bickmore & Picard, 2004) Two versions – Empathic feedback, no empathic feedback – Between-subjects comparison Users liked empathic version better (self- report measures) No difference in exercise behaviors

Paul (M-Ecolab) (Rebolledo-Mendez, du Boulay & Luckin, 2005, 2006)

Paul (M-Ecolab)

Incorporated into ITS for ecology for late elementary-school students Paul assesses effort, confidence, and independence with machine-learned models

Paul (M-Ecolab) Paul responds with changes of tone of voice, gestures, and motivational messages – Expression of concern when student does poorly – Encouraging messages “For the next node try to make fewer errors” “Be bold and take on a challenge”

Paul (M-Ecolab) Paul leads to more help-seeking, but reduces self-perception of independence Paul leads to higher learning for students who performed average or poorly on post-test Paul does not lead to differences in affect frequency, but delight is more persistent (Rodrigo, Rebolledo-Mendez, Baker, et al., 2008)

Casey (Burleson, 2006)

Children taught about Towers of Hanoi in lab setting Affect monitored by sensors – Flow, Stuck/Frustration

Casey (Burleson, 2006) Agent 2x2 intervention – non-verbal mirroring of affect, or unrelated affect – affect support or task-related support Affect support – “On a scale from 1 to 7, how frustrated are you feeling right now?” – “It sounds like you feel somewhat frustrated with this activity. Is that about right?”

Results No effect on motivation or self-reported frustration Affect interventions reduced persistence in activity Learning not measured

Jake and Jane (Arroyo, Woolf, Royer, & Tai, 2009; Woolf et al., 2010)

Jake and Jane

Incorporated into Wayang Outpost, ITS for high school mathematics

Jake and Jane System asks how student is feeling every five minutes – Confident, Anxious, Frustrated, Excited, Interested, Bored Learning companion displays affect student reported in their most recent self-report

Jake and Jane Learning companion gives meta- cognitive/motivational message after each first attempt by the student

Jake and Jane Agent randomly assigned to high-school students: Male, female, none – Stratified by student gender

Jake and Jane No effects on learning for having agent.vs. no agent – Marginally better learning when agent was different gender than student, than when agent was same gender as student Students who received Jane reported less frustration, higher confidence, higher interest – No effect for Jake

Jin (Robison, McQuiggan, & Lester, 2009; McQuiggan, Robison, & Lester, 2010)

Jin (Robison, McQuiggan, & Lester, 2009)

What’s different about Jin?

Jin Embedded in Crystal Island, a narrative- centered learning environment for middle school biology

Jin Reacts in three different ways Parallel empathy – shows same affect as student – “Yes, I’m very frustrated as well!” Reactive empathy – tries to alter student’s affective state – “I can understand why you are frustrated, but if you keep working, I’m sure you will figure it out.” Task-based (non-empathic) feedback

Jin Assesses student affect by asking student their affect every time an interaction starts or ends between Jin and the student – “Hi Alex, how are you feeling?” – “How are you feeling now?” – Anger, anxiety, boredom, confusion, curiosity, delight, excitement, flow, frustration, sadness, fear Sadness and fear almost never reported

Jin Parallel empathy sustains affective states better than reactive empathy – Leading flow to be more sustained – But also leading frustration, boredom, anxiety to be more sustained I could not find learning gains reported

AutoTutor (Graesser & Person, 2010; D’Mello, Craig, Fike, & Graesser, 2010)

AutoTutor

Detects a range of affective states, as discussed last week – Boredom, Frustration, Delight, Confusion, Flow

AutoTutor: Affect Response Modalities Supportive – Attributes emotion to material instead of learner – “This stuff can be kind of dull sometimes, so I’m gonna try and help you get through it. Let’s go.” – “Hang in there a bit longer. Things are about to get interesting.” – “Some of this material can be confusing. Just keep going and I am sure you will get it.” – “I know I do not always convey things clearly. I am always happy to repeat myself if you need it. Try this one.” – “I know this material can be difficult, but I think you can do it, so let’s see if we can get through the rest of this problem.”

AutoTutor: Affect Response Modalities Shake-up – Attributes emotion to learner – “This material has got you confused, but I think you have the right idea. Try this.” – “You are not as confused as you might think. I’m actually kind of impressed. Keep it up.” – “Geez this stuff sucks. I’d be bored too, but I gotta teach what they tell me.”

AutoTutor: Affect Response Modalities Rude – Rude/sarcastic responses – “Aren’t you the little genius.” – “I thought you were bright, but I sure pegged you wrong.” – “You know, confusion is just God’s way of telling you that you’re not smart enough for this material.”

Results (Published) Supportive tutor significantly improves learning (Undergraduate) students find rude tutor hilarious

Results (Personal communication, Art Graesser) Supportive tutor significantly improves learning for struggling students Shake-up tutor significantly improves learning for students who are generally performing well

Summary Report of liking agent version better – Laura Improvements to motivation or affect – Jane, Jin Improvements to SRL behavior – Paul Improvements to Learning – Paul, AutoTutor

Are these principles instantiated in agents? 1.Actively solicit information about the individual’s state (particularly emotional) 2.Solicit information in a timely fashion 3.Make sure the user is able to express what she is feeling (e.g. affective label choices are appropriate) 4.Provide feedback, especially on emotional content 5.Allow for repair if the feedback is judged wrong 6.Convey a sense of sympathy to the user 7.Communicate a sense of empathy to the user as well 8.Convey to the user the sense that his emotional state is valid

Have any been proven beneficial? 1.Actively solicit information about the individual’s state (particularly emotional) 2.Solicit information in a timely fashion 3.Make sure the user is able to express what she is feeling (e.g. affective label choices are appropriate) 4.Provide feedback, especially on emotional content 5.Allow for repair if the feedback is judged wrong 6.Convey a sense of sympathy to the user 7.Communicate a sense of empathy to the user as well 8.Convey to the user the sense that his emotional state is valid

What else What else seemed to characterize the more successful agents?

Next Class (APRIL 13) Gaming the System Readings Baker, R.S., Corbett, A.T., Koedinger, K.R., Wagner, A.Z. (2004) Off-Task Behavior in the Cognitive Tutor Classroom: When Students "Game The System". Proceedings of ACM CHI 2004: Computer-Human Interaction, Shih, B., Koedinger, K., Scheines, R.A. (2008) A Response Time Model For Bottom- Out Hints as Worked Examples. Proceedings of the 1st International Conference on Educational Data Mining, Baker, R.S.J.d., de Carvalho, A.M.J.A., Raspat, J., Aleven, V., Corbett, A.T., Koedinger, K.R. (2009) Educational Software Features that Encourage and Discourage "Gaming the System". Proceedings of the 14th International Conference on Artificial Intelligence in Education, Muldner, K., Burleson, W., Van de Sande, B., VanLehn, K. (in press) An analysis of students' gaming behaviors in an intelligent tutoring system: predictors and impacts. To appear in User Modeling and User-Adapted Interaction.