ilmda: an intelligent learning materials delivery agent and simulation leen-kiat soh, todd blank, l....

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ILMDA: An Intelligent Learning Materials Delivery Agent and Simulation Leen-Kiat Soh, Todd Blank, L. D. Miller, Suzette Person Department of Computer Science and Engineering University of Nebraska, Lincoln, NE {lksoh, tblank, lmille, sperson} @cse.unl.edu

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ILMDA: An Intelligent Learning Materials Delivery Agent and Simulation

Leen-Kiat Soh, Todd Blank, L. D. Miller, Suzette Person

Department of Computer Science and Engineering

University of Nebraska, Lincoln, NE

{lksoh, tblank, lmille, sperson} @cse.unl.edu

Introduction

Traditional Instruction

ourworld.compuserve.com/homepages/g_knott/lecturer.gifhttp://battellemedia.com/archives/old%20book%206.gif

Introduction

Intelligent Tutoring Systems– Interact with students– Model student behavior– Decided which materials to deliver– All ITS are adaptive, only some learn

Related Work

Intelligent Tutoring Systems– PACT, ANDES, AutoTutor, SAM

These lack machines learning capabilities– They generally do not adapt to new

circumstances– Do not self-evaluate and self-configure their own

strategies– Do not monitor usage history of content presented

to students

Project Framework

Learning material components– A tutorial– A set of related examples– A set of exercise problems

Project Framework

Underlying agent assumptions– A student’s behavior is a good indicator how well

the student is understanding the topic in question– It is possible to determine the extent to which a

student understands the topic by presenting different examples

Methodology

ILMDA System– Graphical user interface front-end– MySQL database backend– ILMDA reasoning in-between

Methodology

Overall methodology

Methodology

Flow of operations Under the hood

– Case-based reasoning– Machine Learning– Fuzzy Logic Retrieval– Outcome Function

Learner Model

Student Profiling– Student background

Relatively static First and last name, major, GPA, interests, etc.

– Student activity Real-time behavior and patterns Average number of mouse clicks, time spent in tutorial,

number of quits after tutorial, number of successes, etc.

Case-based reasoning

Each case contains problem description and solution parameters

The casebase is maintained separately from the examples and problems

Chooses example or problem for students with most similar solution parameters

Solution Parameters

Solution Parameters Description

TimesViewed The number of times the case has been viewed

DiffLevel The difficulty level of the case between 0 and 10

MinUseTime The shortest time, in milliseconds, a single student has viewed the case

MaxUseTime The longest time, in milliseconds, a single student has viewed the case

AveUseTime The average time, in milliseconds, a single student has viewed the case

Bloom Bloom’s Taxonomy Number

AveClick The average number of clicks the interface has recorded for this case

Length The number of characters in the course content for this case

Content The stored list of interests for this case

Adaptation Heuristics

Adapt the solution parameters for the old case– Based on difference between problem description

of old and new cases– Each heuristic is weighted and responsible for

one solution parameter– Heuristics are implemented in a rulebase that

adds flexibility to our design

Simulated Annealing

Used when adaptation process selects an old case that has repeatedly led to unsuccessful outcome

Rather than remove old case SA is used to refresh its solution parameters

Implementation

End-to-end ILMDA– Applet-based GUI front-end– CBR-powered agent– Backend database system

ILMDA simulator

Simulator

Consists of two distinct modules– Student Generator

Creates virtual students Nine different types student types based on aptitude and

speed

– Outcome Generator Simulates student interactions and outcomes

Student generator

Creates virtual students– Generates all student background values such as

names, GPAs, interests, etc– Generates the activity profile such as average

time spent on session and average number of mouse clicks using Gaussian distribution

Outcome Generator

Simulates student interaction and outcomes– Determines the time spent and the number of

clicks for one learning material– Also determines whether a virtual student quits

the learning material and answers it successfully

Simulation

900 students, 100 from each type– Step 1: 1000 iterations with no learning– Step 2: 100 iterations with learning– Step 3: 1000 iterations again with no learning

Results– Between Steps 1 and 3, average problem scores

increased from 0.407 to 0.568– Between Steps 1 and 3, the number of examples

given increased twofold

Future Work

Deploy the ILMDA system to the introductory CS core course– Fall 2004 (done)– Spring 2005 (done)– Fall 2005

Add fault determination capability– Students || Agent Reasoning || Content at fault

Questions

Responses I

Blooms Taxonomy (Cognitive)– Knowledge: Recall of data. – Comprehension: Understand the meaning, translation, interpolation, and

interpretation of instructions and problems. State a problem in one's own words.

– Application: Use a concept in a new situation or unprompted use of an abstraction. Applies what was learned in the classroom into novel situations in the workplace.

– Analysis: Separates material or concepts into component parts so that its organizational structure may be understood. Distinguishes between facts and inferences. 

– Synthesis: Builds a structure or pattern from diverse elements. Put parts together to form a whole, with emphasis on creating a new meaning or structure.

– Evaluation: Make judgments about the value of ideas or materials.

http://www.nwlink.com/~donclark/hrd/bloom.html

Responses II

Outcome function (example or problem)– Ranges from 0..1– Quitting at tutorial or example results in 0 for

outcome– Otherwise, compare average clicks and times for

student with those for example or problem