Goto

Collaborating Authors

 Education


DynaLearn – An Intelligent Learning Environment for Learning Conceptual Knowledge

AI Magazine

Articulating thought in computer-based media is a powerful means for humans to develop their understanding of phenomena. We have created DynaLearn, an Intelligent Learning Environment that allows learners to acquire conceptual knowledge by constructing and simulating qualitative models of how systems behave. DynaLearn uses diagrammatic representations for learners to express their ideas. This article presents an overview of the DynaLearn system.


Intelligent Learning Technologies Part 2: Applications of Artificial Intelligence to Contemporary and Emerging Educational Challenges

AI Magazine

Part Two of the special issue of AI Magazine presents articles on some of the most interesting projects at the intersection of AI and Education. Included are articles on integrated systems such as virtual humans, an intellgent textbook a game-based learning environment as well as technology focused components such as student models and data mining. The issue concludes with an article summarizing the contemporary and emerging challenges at the intersection of AI and education.


Serious Games Get Smart: Intelligent Game-Based Learning Environments

AI Magazine

Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors' laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.


Educational Advances in Artificial Intelligence

AI Magazine

The emergence of massive open online courses has initiated a broad national-wide discussion on higher education practices, models, and pedagogy. Artificial intelligence and machine learning courses were at the forefront of this trend and are also being used to serve personalized, managed content in the back-end systems. Massive open online courses are just one example of the sorts of pedagogical innovations being developed to better teach AI. This column will discuss and share innovative educational approaches that teach or leverage AI and its many subfields, including robotics, machine learning, natural language processing, computer vision, and others at all levels of education (K-12, undergraduate, and graduate levels).


Report on the 21st International Conference on Case-Based Reasoning

AI Magazine

Springs, NY. ICCBR is the annual meeting of the CBR community and the ICCBR also featured a workshop program consisting of three workshops. The main conference track featured 16 research paper presentations, nine posters, and two invited speakers. The papers and posters reflected the state of the art of case-based reasoning, dealing both with open problems at the core of CBR (especially in similarity assessment, case adaptation, and case-based maintenance), as well as trending applications of CBR (especially recommender systems and computer games) and the intersections of CBR with other areas such as multiagent systems. The first invited speaker, Igor Jurisica from the Ontario Cancer Institute and the University of Toronto, spoke about how to scale up case-based reasoning for "big data" applications. The Case-Based Reasoning in Health Sciences workshop, organized by Isabelle Bichindaritz, Cindy Marling, and Stefania Montani, and the EXPPORT workshop (Experience Reuse: Provenance, Process-Orientation and Traces), organized by David Leake, Béatrice Fuchs, Juan A. Recio Garcia, and Stefania Montani, were held jointly and dealt with how to deal with data represented CDPHP, was the local chair; William E. University, and Jonathan Rubin, from Registration information is available at www.aaai.org/Symposia/ the Palo Alto Research Center, were the Spring/ sss14.php.


Intelligent Learning Technologies Part 2: Applications of Artificial Intelligence to Contemporary and Emerging Educational Challenges

AI Magazine

Part Two of the special issue of AI Magazine presents articles on some of the most interesting projects at the intersection of AI and Education. Included are articles on integrated systems such as virtual humans, an intellgent textbook a game-based learning environment as well as technology focused components such as student models and data mining. The issue concludes with an article summarizing the contemporary and emerging challenges at the intersection of AI and education.


AAAI News

AI Magazine

The Twenty-Sixth Annual Conference on Innovative Applications of Artificial Intelligence (IAAI-14) will focus on successful applications of AI technology.


AI Grand Challenges for Education

AI Magazine

This article focuses on contributions that AI can make to address long-term educational goals. It describes five challenges that would support: (1) mentors for every learner; (2) learning twenty-first century skills; (3) interaction data to support learning; (4) universal access to global classrooms; and (5) lifelong and life-wide learning. A vision and brief research agenda are described for each challenge along with goals that lead to access to global educational resources and the reuse and sharing of digital educational resources. Instructional systems with AI technology are described that currently support richer experiences for learners and supply researchers with new opportunities to analyze vast data sets of instructional behavior from big databases, containing elements of learning, affect, motivation, and social interaction. Personalized learning is described using computational tools that enhance student and group experience, reflection, and analysis, and supply data for development of novel theory development.


Educational Advances in Artificial Intelligence

AI Magazine

The emergence of massive open online courses has initiated a broad national-wide discussion on higher education practices, models, and pedagogy.  Artificial intelligence and machine learning courses were at the forefront of this trend and are also being used to serve personalized, managed content in the back-end systems. Massive open online courses are just one example of the sorts of pedagogical innovations being developed to better teach AI. This column will discuss and share innovative educational approaches that teach or leverage AI and its many subfields, including robotics, machine learning, natural language processing, computer vision, and others at all levels of education (K-12, undergraduate, and graduate levels).  In particular, this column will serve the community as a venue to learn about the Symposium on Educational Advances in Artificial Intelligence (EAAI) (colocated with AAAI for the past four years); introductions to innovative pedagogy and best practices for AI and across the computer science curricula; resources for teaching AI, including model AI assignments, software packages, online videos and lectures that can be used in your classroom; topic tutorials introducing a subject to students and researchers with links to articles, presentations, and online materials; and discussion of the use of AI methods in education shaping personalized tutorials, learning analytics, and data mining


Virtual Humans for Learning

AI Magazine

Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.