As AI tools become common across jobs and industries, it is critical to broaden education about AI beyond teaching computer scientists how to build AI systems. To expand AI education, we are researching AI for AI learning: a personalized and adaptive learning system that integrates dialog-based tutoring and gamified programming activities. To study this problem, we adapted and expanded an existing smartphone adaptive coach to develop the Game-if-AI system. Using a design-based research approach, Game-if-AI was iteratively tested and improved across four semesters of optional use in a course designed for technician-level understanding of AI: mastering programming skills to apply AI libraries and established models. In this study, we measured the interests and needs of these technical learners, based on both survey data and on how they engaged with topics in the system. Based on this data, new topics were added and the system was refined. In this paper, we report students' usability ratings for system components and student preferences based on completion rates of AI topics available each semester. Students rated the adaptive system positively overall (93% rated as a "good idea"), but more complex learning activities (tutoring dialogs, programming) were rated lower than traditional ones (e.g., multiple choice, reading). Students were most likely to master topics highly aligned to the course materials, as well as self-directed learning toward easier high-interest topics (e.g., LLM Prompting).
Analysis of multi-modal content can be tricky, computationally expensive, and require a significant amount of engineering efforts. Lots of work with pre-trained models on static data is out there, yet fusing these opensource models and methods with complex data such as videos is relatively challenging. In this paper, we present a framework that enables efficiently prototyping pipelines for multi-modal content analysis. We craft a candidate recipe for a pipeline, marrying a set of pre-trained models, to convert videos into a temporal semi-structured data format. We translate this structure further to a frame-level indexed knowledge graph representation that is query-able and supports continual learning, enabling the dynamic incorporation of new domain-specific knowledge through an interactive medium.
Research to improve Automated Short Answer Grading has recently focused on Large Language Models (LLMs) with prompt engineering and no- or few-shot prompting to achieve best results. This is in contrast to the fine-tuning approach, which has historically required large-scale compute clusters inaccessible to most users. New closed-model approaches such as OpenAI's fine-tuning service promise results with as few as 100 examples, while methods using open weights such as quantized low-rank adaptive (QLORA) can be used to fine-tune models on consumer GPUs. We evaluate both of these fine-tuning methods, measuring their interaction with few-shot prompting for automated short answer grading (ASAG) with structured (JSON) outputs. Our results show that finetuning with small amounts of data has limited utility for Llama open-weight models, but that fine-tuning methods can outperform few-shot baseline instruction-tuned LLMs for OpenAI's closed models. While our evaluation set is limited, we find some evidence that the observed benefits of finetuning may be impacted by the domain subject matter. Lastly, we observed dramatic improvement with the LLama 3.1 8B-Instruct open-weight model by seeding the initial training examples with a significant amount of cheaply generated synthetic training data.
Assessing teams and providing feedback on scenario-based training typically requires human observers or scenario-specific metrics crafted by experts, due to the complexity of general-purpose automated tools to assess team performance. Machine learning can help infer team performance patterns, but labeled data for a specific training scenario is often sparse. To address this issue, the Semi-Supervised Learning for Assessing Team Simulations (SLATS) project investigated the feasibility of semi-supervised learning and transfer learning which leverages training data from related scenarios to classify performance on a target scenario with the same metrics but a different terrain context. To this approach, we analyzed performance of teams in the first-person shooter Team Fortress 2 (TF2). TF2 teams for the “Capture Point” mode were classified into archetypes based on the performance of the team and the performance of individual members of the team across the corpus: novice, weak link, team of experts, and expert team. To investigate the feasibility of transfer learning, we isolated matches from two of the most frequent maps/terrains. Results found that leveraging data from the source map always improved classification F1-scores compared to relying solely upon target (test) map training data. The greatest benefits were observed when target data was limited (0 to 42 target examples). While further research is required to explore the effectiveness of transfer learning across training scenarios that are more dissimilar (e.g., different simulations, rather than just different maps), these results offer a promising direction to help bootstrap team assessments on new training scenarios by leveraging data from earlier, comparable scenarios. However, efficiently calculating reusable metrics for model features based on low-level scenario events and logs remains a challenge that requires further research.
An important prerequisite to trend-aware authoring is that scenarios be authorable and inspectable by instructors but also machine-readable such that authoring tools can assist with integrating real-world patterns into training. In this research, we use a semi-structured approach to authoring flight training scenarios in which textual descriptions of related scenario elements (i.e., happening at roughly the same time) are grouped together and assigned training objectives and phases of flight. This same representation can be used to represent real-world emergencies allowing their integration into scenarios for more realistic training. Such a representation is sufficient to support a recommender that ranks possible insertion points for real-world emergencies using constraints (i.e., the phase of flight of the emergency must match the phase of flight of the insertion point) and a ranking score. Our ranking score is currently based on matching training objectives associated with the emergency with training objectives in the scenario (i.e., training the same skills but using a more realistic example). The recommender is integrated into the scenario editor such that instructors can see the ranked injection points and modify the scenario by selecting one of these points.
The Digital Interactive Victim Intake Simulator ("DIVIS") is an interactive, agent-based simulated training tool that has been deployed at the U.S. Army's Sexual Harassment/Assault Response Prevention Program ("SHARP") Academy since May 2021. The system allows student Sexual Assault Response Coordinators ("SARCs") and Victim Advocates ("VAs") to practice critical interpersonal intake skills needed when conducting the initial interview of a survivor of military sexual assault. Currently the system includes two scenarios -- one with a male victim and a second with a female victim -- with two more scenarios under development. Each victim exhibits one of a possible three different emotional vectors, (e.g., angry, ashamed or defensive). Scenarios can run multiple times, giving trainees the ability to navigate through various potential story paths based on how they engage with the victim during each session. After any given session, the system provides an after-action review ("AAR") illustrated by an interface that allows a video replay of the trainee's practice session with a timeline that is flagged to highlight relevant moments within the training scenario, based on verbal and nonverbal data collected by the system during the interaction. In addition, key topics that the trainee should cover in the course of an ideal intake interview are either checked or left unchecked in a "Key Topics" key on the interface.
Games and simulations can be more engaging than other educational tools (e.g., textbooks, videos, problem sets), and this engagement can lead to improved short- and long-term learning. However, engagement in game-based learning is not automatic, and instead requires iterative design. In this work, we explore and compare metrics from research on learning sciences and from game design, considering different time scales of human action, ranging from biological engagement (e.g., eye gaze) up to lasting social ties (e.g., community building). Certain game-design approaches used for commercial games may be useful for game-based learning, such as establishing bottom-line metrics aligned to why the game was built or analyzing engagement in terms of facets or archetypes rather than on a unidirectional scale. Further research is required to study the interaction between engagement at different time scales, particularly for cases where higher long-term engagement is indicated by lower short-term engagement (e.g., skipping easy content).
Reinforcement Learning (RL) has been applied successfully to Intelligent Tutoring Systems (ITSs) in a limited set of well-defined domains such as mathematics and physics. This work is unique in using a large state space and for applying RL to tutoring interpersonal skills. Interpersonal skills are increasingly recognized as critical to both social and economic development. In particular, this work enhances an ITS designed to teach basic counseling skills that can be applied to challenging issues such as sexual harassment and workplace conflict. An initial data collection was used to train RL policies for the ITS, and an evaluation with human participants compared a hand-crafted ITS which had been used for years with students (control) versus the new ITS guided by RL policies. The RL condition differed from the control condition most notably in the strikingly large quantity of guidance it provided to learners. Both systems were effective and there was an overall significant increase from pre- to post-test scores. Although learning gains did not differ significantly between conditions, learners had a significantly higher self-rating of confidence in the RL condition. Confidence and learning gains were both part of the reward function used to train the RL policies, and it could be the case that there was the most room for improvement in confidence, an important learner emotion. Thus, RL was successful in improving an ITS for teaching interpersonal skills without the need to prune the state space (as previously done).
Facial expression trackers output measures for facial action units (AUs), and are increasingly being used in learning technologies. In this paper, we compile patterns of AUs seen in related work as well as use factor analysis to search for categories implicit in our corpus. Although there was some overlap between the factors in our data and previous work, we also identified factors seen in the broader literature but not previously reported in the context of learning environments. In a correlational analysis, we found evidence for relationships between factors and self-reported traits such as academic effort, study habits, and interest in the subject. In addition, we saw differences in average levels of factors between a video watching activity, and a decision making activity. However, in this analysis, we were not able to isolate any facial expressions having a significant positive or negative relationship with either learning gain, or performance once question difficulty and related factors were also considered. Given the overall low levels of facial affect in the corpus, further research will explore different populations and learning tasks to test the possible hypothesis that learners may have been in a pattern of “Over-Flow” in which they were engaged with the system, but not deeply thinking about the content or their errors.
Scenario-based tutoring systems influence affective states due to two distinct mechanisms during learning: (1) reactions to performance feedback and (2) responses to the scenario context or events. To explore the role of affect and engagement, a scenario-based ITS was instrumented to support unobtrusive facial affect detection. Results from a sample of university students showed relatively few traditional academic affective states such as confusion or frustration, even at decision points and after poor performance (e.g., incorrect responses). This may show evidence of “over-flow,” with a high level of engagement and interest but insufficient confusion/disequilibrium for optimal learning.
Scenario-based training systems pose an especially difficult challenge for an intelligent tutoring system (ITS). In addition to the basic problems of deciding when to intervene and what guidance to provide, the ITS must decide whether to give guidance directly (e.g., a hint message), indirectly through positive/negative results in the scenario, or to delay guidance until a post-scenario review session. There are a number of factors that an adaptive ITS should consider and we use self-report survey instruments to investigate the relationship between traits, learning strategies, expectations, learner behaviors derived from log files, post-use perceptions of the system, and pre-test and post-test results. We use the ELITE Lite Counseling training system as a testbed for our experiments. This system uses virtual role players to allow learners to practice leadership counseling skills, and is in use at the United States Military Academy (USMA). This paper analyzes two data sets. We collected data from local university students, a nonmilitary population of roughly the same age as USMA Cadets using the system. For these local participants, we could administer surveys and pre-tests and post-tests, and collect log files recording clicks made while using ELITE Lite. The second data set comes from USMA itself but is limited to log files. In both populations, the ITS’s hints are effective at boosting scenario performance, and for the university students, the overall experience promoted learning, and survey results suggest that higher levels of organization in study habits may lead to greater learning with ELITE Lite. For the USMA Cadets, ELITE Lite is part of their Military Leadership course rather than an experiment, which could explain why we found higher scenario performance on average than the non-military population, and more use of the post-scenario review feature.
Educational technologies have come to play an important role in advancing the science of learning. By consistently applying a set of pedagogical policies (and not getting tired while doing so), educational technologies can be used to address precise questions about how people learn and how to best help them. The resulting findings often answer important questions about human learning, which, in turn, can positively influence the design of future educational technologies or even possibly educational practices. A second way learning science researchers seek to have impact is by getting the technology in the hands of as many learners as possible. Unfortunately, with more users come more requirements, and therefore, additional questions educational software designers need to address. For example, can a system be tailored to the specific needs of a class, teacher, or individual learner? Can it be used in a new task domain? Is it possible to reorganize or create new course content? Can the pedagogical approach and/or content embedded in the system be adjusted or even replaced? Sadly, but understandably, software that is created for lab studies or specific end-user needs do not often address these questions. If the aim is to “go big,” then it is no longer feasible to create one system suited for all needs tools for configuring and creating content are a requirement.
We describe the Situated Pedagogical Authoring (SitPed) system that seeks to allow non-technical authors to create ITS content for soft-skills training, such as counseling skills. SitPed is built on the assertion that authoring tools should use the learner’s perspective to the greatest extent possible. SitPed provides tools for creating tasks lists, authoring assessment knowledge, and creating tutor messages. We present preliminary findings of a two-phase study comparing authoring in SitPed to an ablated version of the same system and a spreadsheet-based control. Findings suggest modest advantages for SitPed in terms of the quality of the authored content and student learning.
The paper Coding Dialogs with the DAMSL Anno tation Scheme was presented at the AAAI Fall Symposium on Communicative Actions in Humans and Machines and can be found in the working notes for that workshop The paper presents inter annotator re liability results for tagging dialogs with the DAMSL annotation scheme The results include percent pair wise agreement PA among annotators percent ex pected agreement PE and kappa scores with kappa
Storytelling is the most basic means by which people learn from the experiences of others. Advances in educational technologies offer new opportunities and experiences for learners, but risk losing the natural forms of pedagogical storytelling afforded by face-to-face teacher-student discussion. In this paper, we present a technology-supported solution to the problem of curating and algorithmically delivering relevant stories to learners in computerbased learning environments. Our approach is to mine public weblogs for textual narratives related to specific activity contexts, both inside and outside the domain of the target skillset. These stories are then linked directly to task representations in the learner model of an intelligent tutoring system, and delivered to learners along with other tutoring guidance. We demonstrate our approach to curating stories by creating collections of narratives that are analogous to tactical tasks of the U.S. Army, and evaluate the difficulty of incorporating these stories into intelligent tutoring systems.
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback. Our findings suggest that for learning basic intercultural communicative skills, a 3-dimensional (3-D) interface with animation and sound produced equivalent learning to a more static 2-D interface. However, learners took significantly longer to analyze and respond to the actions of animated virtual humans, suggesting a deeper engagement. We found large gains in learning across conditions. There was no differential effect with the tutor engaged, but it was found to have a positive impact on learner success in a transfer task. This difference was most pronounced when the feedback was delivered in a more general form versus a concrete style.
In this paper, we present considerations for natural language processing for a lifelong learning companion. In the context of these considerations, we review related work in automated assessment of learner writing and present an idea for augmenting keyword spotting with syntactic information. However, the extra information given by syntax is offset by parser errors and added burden on the author. The results suggest that while standard keyword spotting is a quick approach to adding NLU capabilities it has inherent limitations.