Cristina Conati Department of Computer Science University of British Columbia Intelligent Tutoring Systems: New Challenges and Directions.

Slides:



Advertisements
Similar presentations
Performance Assessment
Advertisements

When Students Can’t Read…
Experimental Course for Students with LD/ADHD Diana Cassie, Ph.D. Dalhousie University.
Modelling with expert systems. Expert systems Modelling with expert systems Coaching modelling with expert systems Advantages and limitations of modelling.
ESP410 Human Movement Pedagogy 3
The Computer as a Tutor. With the invention of the microcomputer (now also commonly referred to as PCs or personal computers), the PC has become the tool.
Bridgette Parsons Megan Tarter Eva Millan, Tomasz Loboda, Jose Luis Perez-de-la-Cruz Bayesian Networks for Student Model Engineering.
A cognitive theory for affective user modelling in a virtual reality educational game George Katsionis, Maria Virvou Department of Informatics University.
Chapter 10 Schedule Your Schedule. Copyright 2004 by Pearson Education, Inc. Identifying And Scheduling Tasks The schedule from the Software Development.
Cristina Conati Department of Computer Science University of British Columbia Beyond Problem-solving: Student-adaptive Interactive Simulations for Math.
Bayesian Nets in Student Modeling ITS- Sept 30, 2004.
Modeling Human Reasoning About Meta-Information Presented By: Scott Langevin Jingsong Wang.
What makes great teaching?
Whose learning is it anyway?
Drill & Practice “The real voyage of discovery consists not in seeking new lands, but in seeing with new eyes” Marcel Proust.
Marakas: Decision Support Systems, 2nd Edition © 2003, Prentice-Hall Chapter Chapter 7: Expert Systems and Artificial Intelligence Decision Support.
Developing Intelligent Agents and Multiagent Systems for Educational Applications Leen-Kiat Soh Department of Computer Science and Engineering University.
Principles of High Quality Assessment
Thinking: A Key Process for effective learning “The best thing we can do, from the point of view of the brain and learning, is to teach our learners how.
Discovery Learning Theresa Murphy, John Malloy, Sean O’Brien
Teaching Roles for Instructional Software Nashae Lumpkin.
Science Inquiry Minds-on Hands-on.
Interactive Science Notebooks: Putting the Next Generation Practices into Action
Intelligent Tutoring Systems Traditional CAI Fully specified presentation text Canned questions and associated answers Lack the ability to adapt to students.
31 st October, 2012 CSE-435 Tashwin Kaur Khurana.
Beverly Park Woolf University of Massachusetts/Amherst U.S.A
Tutoring and Learning: Keeping in Step David Wood Learning Sciences Research Institute: University of Nottingham.
Author: Fang Wei, Glenn Blank Department of Computer Science Lehigh University July 10, 2007 A Student Model for an Intelligent Tutoring System Helping.
1 Development of Valid and Reliable Case Studies for Teaching, Diagnostic Reasoning, and Other Purposes Margaret Lunney, RN, PhD Professor College of.
TECHNOLOGY INTEGRATION & INSTRUCTION FOR THE 21 ST CENTURY LEARNER JUNE 15-17, 2009 HOPE BROWN, HIGH SCHOOL SCIENCE, ST. EDMOND, FORT DODGE VALERIE JERGENS,
Computational Models of Emotion and Cognition Computational Models of Emotion and cognition Christopher L. Dancy, Frank E. Ritter, Keith Berry Jerry Lin,
Foundations of Educating Healthcare Providers
Margaret J. Cox King’s College London
Evidence based research in education Cathy Gunn University of Auckland.
Communicating Ocean Sciences to Informal Audiences (COSIA) Session 3 Teaching & Learning.
Seeking and providing assistance while learning to use information systems Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: Sep. 16, 2009 Babin, L.M.,
Higher-Level Cognitive Processes
A Framework for Inquiry-Based Instruction through
A database describing the student’s knowledge of the domain topics.
CSA3212: User Adaptive Systems Dr. Christopher Staff Department of Computer Science & AI University of Malta Lecture 9: Intelligent Tutoring Systems.
T 7.0 Chapter 7: Questioning for Inquiry Chapter 7: Questioning for Inquiry Central concepts:  Questioning stimulates and guides inquiry  Teachers use.
Cristina Conati Department of Computer Science University of British Columbia Plan Recognition for User-Adaptive Interaction.
1 Issues in Assessment in Higher Education: Science Higher Education Forum on Scientific Competencies Medellin-Colombia Nov 2-4, 2005 Dr Hans Wagemaker.
Putting Research to Work in K-8 Science Classrooms Ready, Set, SCIENCE.
Final Project Presentation ETEC 550
The Evolution of ICT-Based Learning Environments: Which Perspectives for School of the Future? Reporter: Lee Chun-Yi Advisor: Chen Ming-Puu Bottino, R.
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious.
1 USC Information Sciences Institute Yolanda GilFebruary 2001 Knowledge Acquisition as Tutorial Dialogue: Some Ideas Yolanda Gil.
© 2009 All Rights Reserved Jody Underwood Chief Scientist
Performance Objectives and Content Analysis Chapter 8 (c) 2007 McGraw-Hill Higher Education. All rights reserved.
Artificial intelligence
How Much Do We know about Our Textbook? Zhang Lu.
LEARNER CENTERED APPROACH
1© 2010 by Nelson Education Ltd. Chapter Five Training Design.
1© 2013 by Nelson Education Ltd. CHAPTER FIVE Training Design.
Learning Theories. Constructivism Definition: By reflecting on our experiences, we construct our own understanding of the world we live in. Learning is.
Jeanne Ormrod Eighth Edition © 2014, 2011, 2008, 2006, 2003 Pearson Education, Inc. All rights reserved. Educational Psychology Developing Learners.
Of An Expert System.  Introduction  What is AI?  Intelligent in Human & Machine? What is Expert System? How are Expert System used? Elements of ES.
Using Emotional Coping Strategies in Intelligent Tutoring Systems Soumaya Chaffar & Claude Frasson Departement d’Informatique et de Recherche Opérationnelle.
1 Scaffolding self-regulated learning and metacognition – Implications for the design of computer-based scaffolds Instructor: Chen, Ming-Puu Presenter:
Teaching Roles for Instructional Software Eric Sharp EDMS 6474.
The Computer as a Tutor.  The computer is one of the wonders of human ingenuity, even in its original design in the 1950s to carry out complicated mathematical.
COURSE AND SYLLABUS DESIGN
Creative Curriculum and GOLD Assessment: Early Childhood Competency Based Evaluation System By Carol Bottom.
Learning Analytics isn’t new Ways in which we might build on the long history of adaptive learning systems within contemporary online learning design Professor.
How Languages Are Learned
Introduction to Machine Learning, its potential usage in network area,
Teaching with Instructional Software
WHAT IS LIFE LONG LEARNING IMPORTANCE OF LIFE LONG LEARNING
Florida State University
Presentation transcript:

Cristina Conati Department of Computer Science University of British Columbia Intelligent Tutoring Systems: New Challenges and Directions

# Students Learning gains Classroom Students Classroom Students Students with Human Tutor Students with Human Tutor 22 2 sigma effect (Bloom, 1984): Average student’s achievement with a personal human tutor better than 98% of classroom students Bloom, B. "The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring." Educational Researcher 13 (6):4–16. Preamble

Intelligent Tutoring Systems (ITS) u Interdisciplinary field Cognitive Science ITS  Aiming to  Create computer-based tools that support individual learners  By autonomously and intelligently adapting to their specific needs Education Artificial Intelligence Human-Computer Interaction

Outline u Background and definitions u Achievements and new research directions u Sample Projects

Precursors of ITS  Computer-Assisted Instruction (CAI) systems Cognitive Science ITS Education Artificial Intelligence Human-Computer Interaction CAI

Curriculum Computer Answer Present Problem Get Student Answer Compare Answers If correct If incorrect Remediation Present Feedback  Computer-Assisted Instruction (CAI) systems Precursors of ITS Curriculum Computer Answer Present Problem Get Student Answer Compare Answers If correct If incorrect Remediation Present Feedback Shute and Potska 1996, Handbook of Research on Educational Communications and Technology

CAI systems (cont.)  All branching in the program to be pre-defined Sequencing of topics and exercises All relevant student answers All feedback actions  Student’s solution process is not taken into account, only final answers No information on the reasons for the student behavior  Fine for drill-and-practice in simple domains such as basic math operations Unmanageable for more complex domains and pedagogy (e.g., support problem solving in physics)

N

Good Human Tutors..  Can provide more flexible and comprehensive support to learning  Recognize a large variety of student’s behaviors  Diagnose student’s understanding (and other relevant states)  Provide adequate tailored interventions at different stages of the interaction

Intelligent Tutoring Systems (ITS) Cognitive Science Education Human-Computer Interaction Artificial Intelligence - Represent knowledge and processes relevant for effective tutoring - Reason to select effective tutorial actions - Learn from experience CAIITS

Pedagogical model -Teaching strategies -Remediation - curriculum computer solution (solution step) Student solution (solution step) Communication model Domain Model Concepts Principles.. Tutor Solution Generator Interface Student Modeler Student model -knowledge, Goals, Beliefs… Ideal ITS Pedagogical model -Teaching strategies -Remediation - curriculum computer solution (solution step) Student solution (solution step) Communication model Domain Model Concepts Principles.. Tutor Solution Generator Interface Student Modeler Tutorial Action -Select activity Student model -knowledge, Goals, Beliefs… -Hints -Feedback -Corrections -Etc.

Achievements u In the last 20 years, there have been many successful initiatives in devising Intelligent Tutoring Systems (Woolf 2009, Building Intelligent Interactive Tutors, Morgan Kaufman) –Including CanergieLearning, a company that commercializes ITS for Math in hundreds of high schools in the USA

# Students Learning Improvements Classroom Students Classroom Students Human Tutor ~1  22 How much learning improvement? ITS Most sophisticated CAI: 0.5  (Dodds & Fletcher, 2004)

However… u Mainly ITS that provide individualized support to problem solving through tutor-lead interaction (coached problem solving)coached problem solving –Well defined problem solutions => guidance on problem solving steps –Clear definition of correctness => basis for feedback

Coached problem solving Example: Andes, tutoring system for Newtonian physics Conati, Gertner and VanLehn 2002, J. of User-Modeling and User-adapted Interaction

Beyond Coached Problem Solving u Coached problem solving is a very important component of learning u Other forms of instruction, however, can help learners acquire the target skills and abilities –At different stages of the learning process –For learners with specific needs and preferences

Key Trends in ITS Affective Tutors -Understand and react to learners emotions Collaborative Learning Environments - Adaptive scaffolding of effective group-based learning ITS Adaptive Open Learning Environments -Support learning via free exploration of virtual worlds, interactive simulations and educational games Meta-Cognitive Tutors Scaffold acquisition of learning and reasoning (meta-cognitive) skills

Challenges u Activities more open-ended and less well-defined than pure problem solving –No clear definition of correct/successful behavior u Higher-level user states (meta-cognitive, affective) –difficult to assess unobtrusively from interaction events u High level of uncertainty

Key Trends in ITS Affective Tutors -Understand and react to learners emotions Collaborative Learning Environments - Adaptive scaffolding of effective group-based learning ITS Adaptive Open Learning Environments -Support learning via free interaction with virtual worlds, interactive simulations and educational games Meta-Cognitive Tutors Scaffold acquisition of learning and reasoning (meta-cognitive) skills

Our Approach u Student models based on formal methods for probabilistic reasoning –Bayesian networks and extensions u Decision theoretic approach to tutorial action selection u Increase the bandwidth through innovative input devices: –e.g. eye-tracking and physiological sensors

Outline u Background and definitions u Achievements and Trends u Sample Projects

Affective Tutors -Understand and react to learners emotions ITS Adaptive Open Learning Environments -Support learning via free exploratin of virtual worlds, interactive simulations and educational games Meta-Cognitive Tutors Scaffold acquisition of learning and reasoning (meta-cognitive) skills Decision theoretic support for Analogical Problem Solving

u Students find it helpful to refer to examples in the early stages of problem solving (e.g. Reed and Bolstad, 1991)examples u But the effectiveness of APS is mediated by two meta- cognitive skills (Vanlehn 1998) Adaptive Support for Analogical Problem solving Analogical Problem Solving (APS)

25 Sample Physics Example a) Problem Windowb) Example Window

Relevant Meta-Cognitive Skills 1. Min-Analogy 2. Self-explanation: tendency to elaborate and clarify to oneself given instructional material (Chi et al, ’89) discover fill Knowledge Gaps minimize copying from examples can be used to learn new domain principles

Impact of Student Characteristics u Unfortunately, some students lack these skills (e.g. Vanlehn 1999) –Maximize copying –Don’t learn new domain principles via SE u Furthermore, lack of domain expertise leads to selection of inappropriate examples (e.g. Novick 1988)

Impact of Problem/Example Similarity u These effects are mediated by student existing knowledge and meta-cognitive skills, e.g. Student with tendency for min-analogy and SE may still benefit from a very similar example LowProblem-Solving Success & Learning High XX Problem-Solving Success & Learning √ X

Adaptive support for Example Studying The EA (Example Analogy) Coach (Muldner and Conati, User Modeling 2005) u Suggests examples that aid both problem solving success and learning - By supporting min-analogy and SE u Provides interface scaffolding to help learners use them effectively (demo)demo

EA-Coach Architecture Coach Student Model Interface Knowledge Base Problem Specification Example Pool Problem Pool Solver Expected Utility Calculation Example-Selection Mechanism Solution Graph Dynamic Bayesian network evolution of student knowledge and studying behaviour given student interface actions how intermediate solution steps derive from physics rules and previous steps

u Done for every example known by the EA-Coach Select example with Maximum Expected Utility Decision Theoretic Approach to Example Selection Prediction of learning & problem solving success Example Solution Simulation of problem solving Multi-attribute Utility Function gives expected utility of example based on these predictions Steps Similarity Probabilistic Student Model -Knowledge of physics rules -Tendency for SE and Min-analogy Problem Solution

Evaluation (Muldner and Conati, IJCAI 2007) u 16 participants solved problems with the EA-Coach u Within subjects design u Conditions Adaptive: examples selected via the decision-theoretic mechanism Static: example pre-selected for each problem as the most similar in the available pool  standard approach currently used in ITS (e.g., Weber 1996)

Results u Learning Adaptive condition generated significantly more self- explanations and fewer copy episodes: better learning u At no cost for problem solving success No significant differences in problem solving success between conditions The adaptive condition on average made more errors and took longer to solve problems Bi-product of learning

Discussion u Encouraging evidence that our proposed decision- theoretic approach to example selection triggers the desired behaviors u Future work More proactive adaptive interventions Eye-tracking instead of masking interface to capture student reasoning

Eye Tracking and Self-explanation u We have already investigated the value of eye-tracking information to monitor student self-explanation u Domain: interactive simulations for understanding mathematical functions

Sample Activity

User Model (Bunt, Muldner and Conati, ITS2004; Merten and Conati, Knowledge Based Systems 2007) Learning User Model (Dynamic Bayesian Network)  Number and coverage of student actions  Self-explanation of action outcomes  Time between actions  Gaze Shifts in Plot Unit Gaze Shifts in Plot Unit Interaction Behavior Interface actions Input from eye-tracker

Results on Accuracy

Discussion u Evidence that eye-tracking can support real-time modeling of user reasoning processes u Future work Data mining of eye-tracking + interface actions to uncover other relevant attention patters ( Amershi and Conati, IUI 2007 ) Devise and test adaptive interventions to trigger self- explanation and exploration

Affective Tutors -Understand and react to learners emotions Adaptive Open Learning Environments -Support learning via free exploration of virtual worlds, interactive simulations and educational games Meta-Cognitive Tutors Scaffold acquisition of learning and reasoning (meta-cognitive) skills ITS Modeling Student Affect in Educational Games

Educational Games u Educational systems designed to teach via game-like activities u Usually generate high level of emotional engagement and motivation. u Still little evidence on pedagogical effectiveness (e.g. Vogel 2004, Van Eck 2007) –Often possible to play well without reasoning about the target instructional domain

Example: The Prime Climb Educational Game Designed by EGEMS group at UBC to teach number factorization to students in 6 th and 7 th grade (11 and 12 year old)

Crucial to model student affect in addition to learning Our Solution Emotionally Intelligent Pedagogical Agents that u Monitor how students learn from a game u Generate tailored interventions to help students learn… u …while maintaining a high level of student emotional engagement

Initial Prime Climb Pedagogical Agent (Conati and Zhao, Intelligent User Interfaces 2004) u Answers to students’ help requests u Provides unsolicited hints –Both after correct and incorrect moves u Based only on a probabilistic model of student’s knowledge Press help if you need help

Hints at Incremental Level of Detail

What else do we need? u Prime Climb, with the model of student knowledge and the agent, generated better learning than the basic game (Conati and Zhao IUI 2004). u But by taking affect into account, the agent could do even better Decide what to do when the student is upset Decide how to use student’s positive states to further improve learning

Possible actions + predicted effect on learning and affect Long Term Goal Model of Student Knowledge Select actions to optimize balance between learning and emotional engagement Model of Student Emotional State A decision-theoretic Emotionally Intelligent Agent for Prime Climb

How to Assess Emotions? u Emotions can be assessed by –Reasoning about possible causes (i.e. the interface keeps interrupting the user, so she is probably frustrated) –Looking at the user’s reactions

But Things are not Always that Easy u The mapping between emotions, their causes and their effects can be highly ambiguous –Diffent people react differently to similar events –How much emotions are shown may depend on culture, personality, current circumstances u Very hard to build models of user affect

Challenge u Difficulty of modeling affect in edu-games enhanced by the fact that players often experience –Multiple emotions –Possibly overlapping –Rapidly changing u For instance: –Happy with a successful move but upset with the agent who tells them to reflect about it –Ashamed immediately after because of a bad fall

Previous Approaches u Reduce uncertainty by modeling –one relevant emotion in a restricted situation (e.g., Healy and Picard, 2000; Hudlicka and McNeese, 2002) –only intensity and valence of emotional arousal (e.g. Prendinger 2005) u Model longer term, mutually exclusive emotions like boredom, frustration, flow (D’Mello et al 2008, Arroyo et al 2009) u Not sufficient to react promptly to the more instantaneous, possibly overlapping emotions observed in Prime Climb

Our solution u Base emotion assessment on information on both causes and effects of emotional reaction u Probabilistically combined in a Dynamic Bayesian Network

Player Reactions The Prime Climb Affective Model Predictive Assessment Emotional State Game-based Causes Based on the OCC Theory of Emotions (Ortony Clore and Collins, 1998) Diagnistic Assessment

OCC Theory Action: OUTCOME Joy/Distress Admiration/Reproach Pride/Shame Joy/Distress Goals Action OUTCOME Goals e.g., Have Fun Avoid Falling Defines 22 different emotions are the result of evaluating (appraising) the current circumstances with respect of one’s goals

The Predictive Part of the Model Predictive Assessment Emotional State Game-based Causes Infers player goals at runtime from personality traits and interaction events Have Fun Learn Math Succeed by Myself Want Help Beat Partner Has information to assess which game states satisfy/dissatisfy the goals 6 of the 22 emotions in the OCC theory Joy/Regret toward the game Admiration/Reproach toward the agent Pride/Shame toward oneself Conati and MacLaren 2009, J. of User Modeling and User-Adaptive Interaction

DDN for the OCC Theory Goals Satisfied Goals Personality Interaction Patterns Joy/ Regret titi User Action Outcome Pride/ Shame Agent Action Outcome Goals Satisfied Goals Personality t i+1 Joy/ Regret Admiration/ Reproach u All the relations in the model have been defined via empirical studies and observations (Conati and MacLaren 2005)

u User study with 66 students (10 and 11 year of age) (Conati and Maclaren UMUAI 2009) –Pretty good results in capturing emotions towards the game (69.5% accuracy) –Not so good for emotions towards the agents, specifically in recognizing regret (47% accuracy) u Due to the model’s inability to capture goal shifts from Succeed-by-myself to Want-help at difficult times –Because goals are modeled as static Evaluation of the Diagnostic Model

Player Reactions Adding Diagnostic Information (Conati and Mclaren, User Modeling 2009) Predictive Assessment Emotional State Game-based Causes Diagnostic Assessment

Diagnostic Assessment u Long term goal: integrate multiple detectors: physiological sensors, face and intonation recognition u Current focus: Electromyogram (EMG) –Applied on the forehead detects activity in the corrugator muscle –greater activity is a reliable indicator of negative affect (e.g., Cacioppo 1993) »emotions expressed on demand

EMG signal Signal peak in correspondence of a frown

EMG Signal The Prime Climb Affective Model Predictive Assessment Emotional State Game-based Causes Infers player goals at runtime (e.g., Have Fun, Learn Math, Avoid Falling…) Has information to assess which game states satisfy/dissatisfy the goals Diagnostic Assessment Includes 6 of the 22 emotions in the OCC theory Joy/Regret toward the game Admiration/Reproach toward the agent Pride/Shame toward oneself Relevant probabilities learned from data from ad-hoc study User BehaviorsOverall Valence

Evaluation u Tested with 41 students (from 6 th and 7 th grade) –Periodically reported their emotions during game playing –Model predictions compared against these self-reports

Emotional Reports

Evaluation u Good results in presence of strong, equally-valenced emotions –Adding EMG significantly improves accuracy u Weaker results in presence of subtler or conflicting emotions u Poorer performance in the presence of contrasting emotions

Comparison of Predictive and Complete Model Emotion Accuracy Predictive ModelCombined Model Joy p < 0.05 Distress J/D Combined P = Admiration Reproach P < 0.05 A/R Combined P < 0.05 u Encouraging evidence that EMG can help model assessment of individual emotions with clear overall valence

Lots of Exciting Future Work u Add more diagnostic elements to improve model accuracy (e.g., more expression recognition, speech/intonation patterns) u Integrate model of affect and model of learning u Create emotionally intelligent agent that takes into account both student affect and learning to decide how to act u Include longer term emotions (boredom, happiness, frustration) u Prove that it works better than agent with no affect!

Conclusions u AI has the potential of having a huge impact on society by affecting how people learn and train –Bring benefits of one-to-one tutoring to all u Successful ITS have already been deployed to support problem solving activities u The benefits of AI in education and training can go further, e.g. –Support for life-long learning via promoting meta-cognition –Innovative personalized activities: learning via exploration, learning via game playing –Affect-sensitive tutors u Continuous dialogue with educators and cognitive scientists crucial to do this right

Thanks to… Andrea Bunt Heather Maclaren Cristina Merten Kasia Muldner David Ternes u And to you all for your kind attention

Evaluation of the Combined Model: Mild/Mixed Valence Data Points Mild ValenceMixed Valence u No improvement over predictive model u One EMG on forehead not adequate for assessing mild emotions –Need to integrate it with other sensors, i.e. heart-rate monitor, EMG on zygomatic muscle

Mixed Valence Unless there is strong evidence coming from the causal component Overall Valence Valence Detector Joy/Distress Admiration/ Reproach Evidence from any valence detector forces Valence node to be positive or negative Causal prediction Positive/Negative Valence forces J/D and A/R to have the same valence. Pos/Neg Need to improve goal recognition