• Artificial intelligence in education

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    • introduction

    EVIL DOMINATION BY SUBVERSIVE MACHINES may be your notion of Artificial Intelligence if your point of reference is something akin to HAL from 2001: A Space Odyssey or the more recent thriller, Terminator 3: Rise of the Machines. Both of these Hollywood creations depict artificial intelligence as machines that evolve into sentient beings bent on taking control of the human world they inhabit. In reality, artificial intelligence is quite benign and as applied to the world of education, sits right on your desk.

    • Artificial intelligence in perspective


    In the classical sense, there was a lot of initial groundwork that was laid that became the foundation for artificial intelligence from the time that Aristotle invented syllogistic logic up to the mid 20th century. In 1950 A.M. Touring published his book, Computing Machinery and Intelligence which established a test (Touring’s Test) for determining intelligent behavior in machines. Shortly after, in 1956 John McCarthy coined the term “artificial Intelligence” (AI) at the Dartmouth Conference. From that time forward the development of AI grew as each new innovation built upon its predecessors. Today we have a variety of applications that work alongside educators to increase understanding and retention in many different aspects of learning.

    • Intelligent tutoring systems


    Tutoring programs have evolved dramatically from the simple prompt for remediation based on a wrong answer to the complex, adaptive systems of today that truly qualify as intelligent. Modern intelligent tutoring systems (ITSes) incorporate 5 different models that interact to effectively lend pedagogical assistance to a learner (Beck, Stern, Haugsjaa 1996). These researchers have identified the following models (or modules) that constitute an ITS. The Student Model stores information that is specific to each learner. The Pedagogical Model defines the teaching process that the ITS will employ. The Domain Model contains the information about the subject being taught and as such usually constitutes the most area. The Communications Model includes the screen layout and dialogues with the learner. The Expert Model is a model of how someone who is an expert in that domain would represent this information.
    ITSes like "Cognitive Tutor" from Carnagie Learning are proving themselves in classrooms today by helping students improve their abilities in math. As students solve problems, the software adapts to provide feedback that is appropriate to their problem solving and learning style.

    • Interactive learning environments


    Some could assert that all meaningful learning is interactive in some sense and that this is essentially a redundant term for all learning. As used in this context, there is the assertion that the learning environment is mediated by an electronic system that facilitates the learner’s ability to navigate, select information, respond to queries, and if possible interact with other users in the same medium. This method of interaction supports the Constructivist theories of learning in contrast to the Behaviorist style that would guide a learner through a series of lessons on a predetermined path.
    The diagram above contrasts the Behaviorist model (passive interaction) with the Constructivist model (active interaction) that an Interactive Learning Environment promotes.

    • Simulations and games


    Simulations have long been recognized as a best practice when it comes to teaching critical skills that can’t be learned by trial and error. Pilots, doctors, and the like have used simulations to teach those types of skills. The corporate world recognizes the benefit of simulations and scenarios when it comes to matching training to a live job environment. Games, however, haven’t been embraced to the same degree. There is some usage and it is growing but the real big user of games for the purpose of training is the US military. They are the world’s biggest spenders and users of digital game-based learning tools. They use games for everything from training officers in the tactics of joint forces operations to simulators that teach operators how to control aircraft, tanks and submarines.
    The military uses game based learning to teach tank drivers
    The military has spent billions of dollars developing and deploying game based training for one reason -- cost. The Department of Defense is responsible for training over 3.5 million military and civilian employees. The cost and effectiveness of games and simulations makes them the best alternative. With cost and effectiveness driving the industry, it won’t be long until the corporate world catches up.

    • Author

    Michael Rohrer, Graduate Student
    SDSU Educational Technology
    Rohrer, M. (2004). Artificial intelligence in education. In B. Hoffman (Ed.), Encyclopedia of Educational Technology. 

    • 标签:
    • artificial
    • education
    • world
    • today
    • games
    • learning
    • model
    • training
    • intelligent
    • intelligence
    • simulations
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