Intelligent Tutoring is usually associated with educational
software applications and is most typically involved with some
notion of STUDENT MODELLING where
- student actions are tracked, and
- patterns of interaction (i.e. recurring errors) are
captured and analyzed.
Intelligent Tutoring is also commonly associated with the
study of LEARNING STYLE which attempts to classify
learners and their approach to learning. The common
classification schemes usually feature categories like: VISUAL
LEARNER, AUDITORY LEARNER, KINETIC (TACTILE) LEARNER, and so on.
There are problems with this schema:
- There is no single, accepted system for classifying learning
styles (other systems include
-- "hard master" / "soft master",
-- "left brain (analytical)" / "right brain (intuitive)", and so forth
- There is no evidence that knowing a student's learning style
facilitates the design of tutoring systems.
The issues are the same in Virtual Environments where
student learners are engaged
in "learn-by-doing" exploration.
There is a need for timely
and appropriate remediation in the event of student failure
of one kind or another.
One advantage of multi-user synthetic environments is
asynchronous participation.
- Players can join the simulation from
remote locations,
- Players can join at any time of the day or night,
and
- Players can engage the environment in their own way and at
their own pace.
The corresponding disadvantage is that players
cannot depend on human tutors being available at all times,
unless tutors can be hired to inhabit the world around the
clock: a practical, economic, impossibility. One obvious
approach to the necessary tutoring is to implement software
tutoring agents.
Intelligent Software Tutoring Agents
It is easy to imagine three different approaches to intelligent
tutoring, based on the knowledge available to the tutoring agent.
- Deductive Tutoring
- Case-based Tutoring
- Rule-based Tutoring
Deductive Tutoring
Deductive Tutors provide assistance to players in the course
of their deductive reasoning within the scientific problem
solving required for the accomplishment of their goals.
Example: intelligent tutoring agents in the NDSU Geology
Explorer, which intends to implement an
educational game for teaching the Geosciences. This will
take the form of a synthetic (or virtual) envirionment, Planet
Oit, where students will be given the means
and the equipment to explore a planet as a Geologist
would. While on the planet, students are assigned goals related
to rock and mineral identification.
The tutors work from knowledge of the rocks and minerals,
and knowledge of the "experiments" needed to confirm or deny the identity of
a rock or mineral.
Three opportunities for deductive tutoring present themselves:
- an equipment tutor who will detect when a student has failed to
"buy" equipment necessary to achieving their goals
- an exploration tutor who will detect when a student has overlooked
a goal in their travels
- a science tutor who will detect when a student makes a wrong guess
and why (i.e. what evidence they are lacking); or when a student makes
a correct guess with insufficient evidence (i.e. a lucky guess)
The three (3) tutoring agents will operate as follows:
- The Equipment Tutor
- The equipment tutor is called by the purchase verb (described
in the Geology Explorer Project's
Instruments section).
- The tutor
checks whether the instrument purchased can be used to satisfy any
of the player's goals.
- If not, the tutor may decide to remediate on
that topic (i.e. buying instruments that serve no obvious purpose)
- The equipment tutor is also called by the exit(s) from the Equipment
Locker.
- The tutor checks whether the student has ALL the instruments needed
to satisfy their goals.
- If not, the tutor may decide to remediate on
that topic (i.e. the need to buy instruments that serve to satisfy goals)
- The Exploration Tutor
- The exploration tutor is called by the exit(s) from each of the
locations (rooms) on the Planet.
- The tutor checks whether the student is
leaving a room that might satisfy a goal; i.e. if their goal is to locate
Kimberlite, and there is Kimberlite in the room they are leaving, the
tutor may decide to remediate on that topic.
- This remediation could be done on a room-by-room basis
(easiest),
or it could be done on a region-by-region basis (harder);
or on a hot-cold
basis (i.e. if the player is moving farther away from some distant
goal).
- The Science Tutor
- The science tutor is called by the report verb (described
in the Geology Explorer Project's
Reporting section).
-
For example, suppose the student is given the goal of locating and identifying
graphite used in the production of steel and other
materials. To confirm that a mineral deposit is indeed graphite
the student must
- test the deposit with the "streak plate" and observe a black streak
- scratch the deposit with the "glass plate" to determine its
hardness is less than 2.0 on the standard (Mohs) scale.
- report that the sample is graphite
- The tutor
checks the player's .geology_history property and determines
which of the following cases pertain:
- (wrong tests) the player has "guessed" incorrectly
and the player's .geology_history property indicates
they
have not conducted the necessary tests to
identify the rock/mineral in question
- (wrong answer) the player has "guessed" incorrectly
and the player's .geology_history property indicates
they
have conducted the necessary tests to identify
the rock/mineral in question
- (lucky guess) the player has "guessed" correctly
but the player's .geology_history property indicates
they
have not conducted the necessary tests to
identify the rock/mineral in question
- (good work) the player has "guessed" correctly
and the player's .geology_history property indicates
they
have conducted the necessary tests to identify
the rock/mineral in question
- The system will encode the necessary and sufficient experments for
each rock and mineral, as well as their expected results.
- The system will check these facts against the student's .geology_history
property whenever the student "guesses" a deposit's identity
- The system will remediate, as appropriate, according to the
four cases listed above.
Case-based Tutoring
Case-based Tutors provide assistance to players by
presenting them with examples of relevant experience. This is
accomplished by
- creating a library of prototypical cases of success and
failure,
- treating the student's experience as though it were a case
- matching the student's case with the library and retrieving
the most similar, relevant case for remediation
Example: intelligent tutoring in
ORCA, the ORganizational Change Advisor
which is designed to teach consultants how
to identify problems that may face a business, and to expose
them to potential solutions to those problems.
ORCA
presents business war stories about organizational change in
response to economic and technological pressures. As the user
works with a client, the client becomes a new story in the
system, thus extending ORCA to serve as a corporate memory.
- These agents act 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 monitor player's progress and
"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 is adaptive in two senses.
- Each agent is the "owner" of a small set of sub-topics and
related cases.
- As a learner operates in the synthetic
environment they are building their own case, and the
relevant agent is alerted for remediation whenever a
learner case becomes similar and relevant to a case under the
agent's control.
- As learner behavior changes, so does 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.
- 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 is 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, case-based tutoring agents 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.
Rule Based Tutoring
Rule Based Tutors provide assistance by
- encoding a set of rules about the domain
- monitoring student action looking for
one of these rules to be "broken"
- "visiting" the student to present an expert dialog, or a case-based
tutorial, or a passive presentation (in, say, video).
Example: the NDSU Retail Game, simulating of a micro-economic
environment.
For example, a player may decide to try
and maximize profits by pricing their products at ten times the
wholesale price. This is a naive strategy that says, "I might
not sell very many, but each sale will be very profitable".
This breaks the simple rule:
- Don't set prices unreasonably high.
- the
intelligent tutoring agent recognizes this as a losing strategy
- and knows the player is unlikely to sell anything at all.
When the agent detects a strategic mistake it
- sends a message to
the player saying, "You may be setting your prices too
high".
- The player can then decide to ignore the message or
pursue it.
- This unintrusive method of tutoring is implemented to
be consistent with the educational game principles of leaving
the player in control and letting them make their own
mistakes.
- If the player chooses to pursue the warning, they are
engaged by the agent who presents cases and explains the ideas
of profit margin and Manufacturers Suggested Retail Price
(MSRP).
- The special tutorial lessons include further case
retrievals, conversational browsing with the agent, and possibly
a canned tutorial on price setting.
The drawback is that rules of this sort are relatively rare (and
relatively obvious) in a complex domain. Therefore the
rule-based method does not afford as many opportunities as other
approaches.
Finally, breaking the rules is not always the wrong thing to do
(as many experts will tell you), which could create problems in
all but the most elementary teaching systems.
Tutoring Strategies
A common 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.
Tutoring agents are based on the design and information in the
model, and are triggered by user actions. When an agent is activated, the
player sees a warning; they can ask for more information
(possibly bringing them a "visit" from an intelligent tutoring
agent), or they can
ignore it and carry on at their own risk.
-
The idea is that
intelligent tutoring agents are looking over your shoulder as
you play. They should be there when you need them, but when you
know what you're doing (or when you think you know), you can
ignore the agent.
-
There is no penalty for ignoring the agent's warnings, other
than the inevitable failure to succeed, a penalty imposed
by the simulation as a consequence of the player's failure to
learn their role in the environment. In all cases it is up to
the player to decide how the warnings and advice apply to
them.
-
The simulation allows the player to win or lose in any way
they choose. It is important the environment be an active one,
where the player is stimulated by the events occurring in the
game. The environment is not just a passive, reactive one, it
seeks opportunities to interact and tutor.
-
Given the approaches to tutoring described above, there
still remains the question of tutoring stategies, which in large
measure reduce to a question of timing. The following questions
remain:
- How often should a student be remediated?
- What should trigger a tutor's decision to remediate?
- How do human experts/mentors make these decisions?
One interesting approach might lie in the notion of a tutoring
script that shapes the interaction in general terms. One
could imagine tutoring scripts that arrayed different
combinations of questions, examples, cases, remedical
exercises, and canned
presentations to engage different students at different times,
depending on student behavior.