Tutoring in GAMES

As described elsewhere, GAMES are Graphically Advanced Multi-player Educational Simulations. The GAMES idea is to create multiplayer, educational, simulated worlds and to populate those worlds with objects, devices, and agents. These worlds then become places of exploration, discovery, problem solving, and learning. The human learner is immersed in a Reality-Oriented Learning Experience (ROLE), where they actively participate in a sustained problem-solving simulation. A key element of this pedagogical strategy will be to populate the synthetic environments with intelligent tutoring agents that will monitor, mentor, and remediate the human learners in the performance of their roles.

Software Agents for Tutoring

Software agents will be developed as sub-topic experts who have access to problem solving experiences, context senstive help and advice, conceptual and procedural tutorials, and stories of success and failure within their particular sub-topic. The agents will monitor player's progress and will "visit" a player when they need their particular help. The agents will coach the players by sharing their expertise in the form of prototypical case studies, problem-solving dialogs, and pre-packaged tutorials.

Tutoring agent behavior will be adaptive in two senses. First, each agent will be the owner of a small set of sub-topics and related cases. As a learner operates in the synthetic environment they will be building their own case, and the relevant agent will be alerted for remediation whenever a learner case becomes similar and relevant to a case under the agent's control. As learner behavior changes, so will their profile and the nature of the cases they match against. In this way, agents will gain and lose interest in a player according to the changes in the learner's profile.

Second, learner state will be preserved throughout the course of their involvement of the synthetic environment. As learners leave the game, either as successful or unsuccessful players, their state and experience will be saved as a new case. These saved cases, according to their profile, will become part of the inventory assigned to one or more of the tutorial agents. As later players enter the synthetic environment, the tutorial agents will have these additional cases of success and failure to present as part of their remediation package. In other words, tutorial agents will begin the game armed with prototypical case studies, but they will accumulate additional student case studies as players enter and leave the game over time.

The Proactive Tutor

A problem with simulations is that, like the real world, players can foul things up and not know why. Unlike the real world, though, all the information for the simulation is readily available, and can be used to generate explanations or warnings. That is what the Proactive Tutor is designed to do. The Tutor has a set of rules which are used to determine if the player is doing something which seems unwise or uninformed. These rules are based on the design and information in the model, and are fired by user actions.

When a rule fires, the client program is notified, and the player sees the tutor pop up and warn them (via QuickTime). With this warning, the player can ask for more information (bringing them to the Advice Network), or they can ignore it and carry on at their own risk.

The idea is that the Proactive Tutor is the mentor looking over your shoulder as you play. Your mentor should be there when you need help, but when you know what you're doing (or when you think you know), you can ignore the mentor and do whatever you want (at your own risk, of course).


See the Proactive Tutor in the ILS SELL game for a short example.

Original text by Cliff Chaput and Brian Slator, Revised by Brian Slator
Last modified: Saturday, November 23, 1996 8:53 PM
Send comments to: slator@badlands.nodak.edu