Intelligent Tutoring in Serious Games
Abstracts
BACK TO AGENDA
Thursday August 24, 2006
Michael van
Lent, Institute for Creative Technologies/USC
9:15
-
10:15
Eight Serious Games at ICT: Lessons Learned and Challenges Identified
Over the past five
years ICT has led the design, development and (to various degrees)
deployment of more than 10 serious games. This talk will briefly
describe eight of these games and discuss lessonslearned (both the hard way and the easy way) and challenges identified.
Lewis
Johnson, Information Sciences Institute/USC
10:30 -
11:30
Tactical
Language and Culture Training System
University of Southern California and Tactical Language
Training, LLC
http://www.tacticallanguage.com
The Tactical Language and Culture Training System
(TLCTS) is a PC-based interactive learning system employing serious
game design concepts. TLCTS is a combination of serious game
and interactive multimedia learning system. Two serious games
are included: an Arcade Game in which the user learns to give and
receive directions in the target language, and a Mission Game in which
the user employs his or her communication skills to carry out a
mission. The Skill Builder multimedia learning system
includes interactive lessons and exercises that help learners acquire
the skills that they need to play the games. Both make
extensive of speech recognition technology and are highly interactive.
From the beginning, the project employed an iterative design approach
– create preliminary versions of the game, and its features,
get them in the hands of prospective users quickly, note the problems
that arise, and try to correct those problems. This was
helpful in refining the design and evaluating and refining the
technology. In terms of design, one of the key questions was
how best to combine game elements and multimedia learning elements to
maximize learning. TLCTS employs a number of feedback
techniques, including both a virtual tutor character that plays a role
within the game, and heads-up displays that provide feedback regarding
character attitudes and player options. A
combination of such techniques has proven most effective.
TLCTS is in regular use at military training sites in the US and
overseas. Over 1500 copies have been distributed.
It will soon be available for on-line distribution to members of the US
Special Forces and US Marine Corps.
Bob Hausmann,
University of
Pittsburgh
11:30
- 12:15
An analysis of generative
dialogue patterns across interactive learning environments:
Explanation,
elaboration, and co-construction
How well a student learns from any given experience critically
depends on the types of interactions that occur between the student and
the learning environment. The interactions can take place between the
student and an intelligent tutoring system, a human tutor, a
collaborative peer, or any combination thereof. The effectiveness of
these interactions can be assessed through the process of categorizing
the interaction patterns and correlating them with learning gains. To
better understand the design
constraints for interactive learning environments, it may be
informative to examine a variety of learning environments in an effort
to identify a general class of effective interaction patterns.
Preliminary results suggest three patterns that seem to occur across
environments: explanation, elaborations, and co-construction. Evidence
demonstrating the prevalence of these interaction patterns will be
presented, along with a comparison of their effectiveness relative to
other interaction patterns that also occur frequently, but have not
been shown to facilitate learning.
Rich Mayer,
University of
California-Santa Barbara
1:00
-
2:00 [word]
Research-Based
Principles for
the Design of Multimedia Learning Environments
The design of web-based training should be based on
scientific
research and grounded in a cognitive theory of how people
learn. In this presentation I examine three classic
problems in the design of web-based learning environments: (1) the
material is presented in a way that is insensitive the learner's
cognitive processing system, (2) the content is inherently difficult
for the learner, and (3) the material is presented in a way that is
unfriendly to the learner. On the basis of the cognitive
theory
of multimedia learning (Mayer, 2001; Mayer & Moreno, 2003;
Mayer,
2005) and on a body of scientifically rigorous empirical research
involving approximately 80 experimental comparisons (Mayer, 2001;
Mayer, 2005b, 2005c, 2005dd), I describe solutions to each e-learning
problem. When the material is presented in an insensitive way, the
solutions include weeding (in which extraneous words, sounds, and
graphics are eliminated), decaptioning (in which presentations consist
of animation and narration rather than animation, narration, and
onscreen text), signaling (in which essential words and graphics are
highlighted), aligning (in which corresponding words and graphics are
presented near rather than far from each other on the page or screen),
and synchronizing (in which corresponding narration and animation are
presented simultaneously rather than successively).
When
the content is difficult, the solutions include segmenting (in which a
lesson is broken into segments that can be paced by the learner rather
than given as a continuous presentation), pre-training (in which the
learner is given pre-training in the names and characteristics of the
key concepts before the lesson), and off-loading (in which material is
presented as graphics and spoken text rather than graphics and printed
text). When the material is presented in an unfriendly way, the
solutions include personalizing (in which the words are presented in
conversational style using "I" and "you" rather than formal style) and
articulating (in which the words are spoken in a clear human voice
rather than a machine voice). Well-designed web-based
training
can result in large improvements in learners' performance on tests of
transfer in which they are able to use what was taught to solve new
problems.
Bill Swartout, Institute for
Creative Technologies/USC
3:15
-
4:00
Negotiating with Virtual Humans
Virtual humans are computer generated characters that are intended
to serve as surrogates for real people in a variety of educational and
training simulations. Virtual humans are not pre-scripted, but instead
dynamically reason about what is going in their simulated world and respond
appropriately. Ideally, virtual humans should be able to communicate in a
fluid, natural way using the full repertoire of verbal and non-verbal
communication techniques that humans use, they should model and exhibit
emotions, and reason about their own and other's beliefs, desires and
intentions. While we have not yet achieved this goal, significant progress
has been made. In this talk, I will describe the ICT virtual human effort
and work we have done in developing virtual humans to support negotiation
training.
Bruce Roberts, BBN
4:00
-
4:45
Real-time
coaching in
virtual
worlds
I will summarize the lessons learned from several
projects
that have
focused on providing coaching feedback during a
“real-time” task, one
in which the trainee must stay engaged continuously in a dynamically
changing virtual environment. Challenges include questions of whether
and when to intervene, the duration and style of an intervention, its
modality and content. I’ll will also touch on the
architecture that has
evolved for dealing with coaching in real-time tasks.
Tom
Livak, MathWorks
5:00
- 5:45
Collaborative Warrior Tutoring
The goal of the Warrior Tutoring project is to develop an
intelligent tutoring system to train US soldiers. One main difference
in this domain is that one of the main skills to be learned is
cooperation between teammates, so the tutor must emphasize
collaboration as a skill. In addition, to help train this skill the
system must be able to run in real-time, and provide intelligent
computer generated teammates. This system is the first real-time,
multi-user, model tracing tutor with simulated teammates.
Friday August 25, 2006
James Lester, North
Carolina
State University
9:00
-
10:00
Narrative-Centered Learning Environments
Recent years have
seen significant growth in work on the role of narrativein interactive
learning environments in general and intelligent tutoring systems in
particular. A key challenge posed by these environments is
narrative planning, in which a director agent orchestrates all of the
events in a storyworld to create an optimal experience for a student,
who is herself an active participant in the unfolding story. To
effectively plan
narratives for learning environments, a director agent should
coordinate tutorial and narrative planning, recognize students' goals,
and reason about students' affective states, all the while coping with
the inherent uncertainty in the task and working within the real-time
performance constraints of interactive systems. We have recently
launched the Crystal Island project, a narrative-centered learning
environment for the domain of microbiology for middle school
students. Leveraging the Half-Life 2 game
engine, Crystal Island will generate interactive science mysteries for
the domain of microbiology for middle school students. We
report on preliminary results on narrative-tutorial planning and goal
recognition, as well as early work on affective reasoning including
empathy modeling for companion agents and the induction of
self-efficacy student models.
Mark Riedl,
Institute for
Creative Technologies/USC
10:00
-
10:45
Emergent and Guided Narrative for Training and Education in Virtual Worlds
Kurt VanLehn,
University of
Pittsburgh
11:00
-
12:00
When are tutorial dialogues more effective than reading?
It is often assumed that engaging in a one-on-one dialogue
with a tutor is more effective than listening to a lecture or reading a
text. Although earlier experiments have not always supported this
hypothesis, this may be due in part to allowing the tutors to cover
different content than the non-interactive instruction. In 7
experiments, we tested the interaction hypothesis under the constraint
that (1) all students covered the same content during instruction, (2)
the task domain was qualitative physics, (3) the instruction was in
natural language, as opposed to mathematical or other formal languages,
and (4) the instruction conformed with a widely observed pattern in
human tutoring, Graesser, Person and Magliano’s five-step
frame. The experiments compared 2 kinds of human tutoring (spoken
and computer-mediated) with 2 kinds of natural-language-based computer
tutoring (Why2-Atlas and Why2-AutoTutor) and 3 control conditions that
involved studying texts. The results depended on whether the
students’ preparation matched the content of the
instruction. When novices (students who had not taken college
physics) studied content that was written for intermediates (students
who had taken college physics), then tutorial dialogue was reliably
more beneficial than less interactive instruction, with large effect
sizes. When novices studied material written for novices, or
intermediates studied material written for intermediates, then tutorial
dialogue was not reliably more effective than the text-based control
conditions.
Jen
Solberg, Army
Research
Institute
12:45
- 1:30
Researching the Effectiveness of Serious Games: Asking the Right Questions
As
the use of serious games in teaching environments increases, new issues
about the effectiveness of these games emerge. What kinds of questions
should researchers be asking in order to develop games as valid
instructional tools? I argue that the effectiveness of a serious game
depends on a complex interaction between the player and the game, and
that understanding the factors involved in this interaction are key to
informing serious game design. I will discuss potential research
questions relating to
the player, the game, and the delivery process. Also, I will discuss
potential measures that could be used to address these questions.
Finally, I will comment on future directions for the field of
researching serious games.
Dick Clark,
University of Southern California
1:30
- 2:30 [word]
Evaluating
the Learning
and Motivation Effects of Serious Games
O’Neil, Wainess and Baker (2005) surveyed over
4,000 published
accounts of serious games and found only 19 studies in peer-reviewed
journals where either qualitative and/or quantitative data about
learning or motivation had been assessed. A similar result was reported
by Grendler (1996) in an earlier review. None of the peer
reviewed studies reported compelling evidence that games produced
significantly more learning or motivation than less expensive,
traditional instructional platforms.
This presentation will suggest three important evaluation strategies
for serious games which, if implemented in future assessments, might
provide more compelling evidence for the benefits of serious
games. The three strategies are: 1) Use reliable
and valid
tests of learning and motivation before, during and after games; 2)
Build in robust pedagogical and motivational strategies (avoid
minimally guided pedagogy); and 3) Offer a viable, robust non-game
alternative way to teach the same knowledge that uses the same or
similar pedagogical strategy (compare game and non-game instruction and
avoid “straw man” comparisons).
Henry
Marshall, US
Army
Research
Development and Engineering Command
3:30 - 4:15
Research on Development of Intelligent Tutoring Systems (ITS) to Support
Embedded Training (ET) in Future Army System
This discussion will summarize research conducted at the
US Army Research Development and Engineering Command (RDECOM)
Simulation and Training Technology Center (STTC) under the Embedded
Combined Arms Team Training and Mission Rehearsal (ECATT-MR) Army
Technology Objective (ATO). The focus of the research was to prototype
systems that would provide Intelligent Structured Training for Soldiers
that could be used for individual and team task training while deployed
or at home station. The prototypes used representative embedded
training systems in vehicles or worn as part of the Ground Soldier
Systems (GSS) ensemble. A basic assumption was that instructors or
trainers that typically support many of the Army's fixed training sites
would not be available when deployed, making systems like ITS an
alternative means to provide sustainment training on basic tasks.
Another assumption was that this research would use potential
simulation common components such as Open Flight databases and One
Semi-Automated Forces (OneSAF) to identify development and interface
issues. This presentation will provide an executive summary of this
research, including discussion of ITS demonstrations on a surrogate
Future Combat System (FCS) robotic control station and ITS on an immersive Dismounted Soldier virtual simulation.
H.
Chad Lane, Institute for Creative Technologies/USC
4:15
- 5:00
Winning and Learning: Making the
link
between domain content and game success explicit
A good serious game should be designed such that
learning
domain content translates into successful game play. Although this can
be done instinctively (and many commercial educational games are built
this way), the ties between what is being taught and elements of the
gaming environment can and should be made explicit. In the ELECT
project, we have taken an approach that puts learning objectives (LOs)
as the centerpiece of game development. In particular, game content is
created to address LOs, the ELECT authoring system treats them as the
most fundamental authorable component, and the intelligent tutor's
feedback messages are authored by attaching them to LOs. I will
describe these components with a particular focus on the role of
reflective tutoring (i.e., tutoring after an exercise) in connecting
game play to domain knowledge.
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