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AdventurePlayer: An Intelligent Learning Environment

Thaddeus R. Crews, Jr.

Department of Computer Science
Vanderbilt University, Nashville, Tennessee 37235
e-mail: thaddeus@vuse.vanderbilt.edu

© ACM

Abstract

Intelligent Learning Environments (ILE) are constructivist systems that attempt to incorporate beneficial aspects of tutoring systems and cognitive tools. ILEs support discovery learning through reflective interaction as well as curriculum-driven learning through scaffolding and coaching. ILEs are concerned with students developing both general and domain specific thinking and problem solving skills. AdventurePlayer is an ILE designed to facilitate constructivist learning in the context of an anchored instruction curriculum.

Keywords:

intelligent learning environments, anchored instruction, macrocontext microworlds, trip planning, optimal solutions, heuristic techniques.

Introduction

The Cognition and Technology Group at Vanderbilt (CTGV) is developing The Adventures of Jasper Woodbury Series , a sequence of video-based adventures designed to motivate students and help them learn to think and reason about complex, real life problems. The theoretical framework for the project is consistent with constructivist theories and emphasizes generative learning anchored in meaningful contexts. These contexts are presented in the form of a story on videodisc, and are called "macrocontexts" because they involve complex situations that require students to formulate and solve a set of interconnected subproblems [3]. By comparison, problems found at the end of textbook chapters often involve a series of disconnected "microcontexts." The CTGV anchored instruction approach resembles case-based and problem-based programs and affords some of the advantages of "in-context" apprenticeship training [2].

The computer-based learning environments being developed in this project has been named Macrocontext Plus Microworlds (MPM), indicating that traditional microworld exploration is anchored within a complex, realistic problem solving situation, providing the student with a comprehensive focus and objective in developing a solution and comparing alternative solutions.

A Jasper MPM for trip planning problems, called AdventurePlayer, has been under development for the last three years. The system allows students to construct, evaluate, and reason about solutions to trip planning problems.

AdventurePlayer incorporates a number of tools to facilitate the complex trip planning problem solving task, including an icon pallet, a planning notebook, a timeline, a plan simulator, and a planning coach (see FIGURE).

One of the goals of the AdventurePlayer ILE is to use representations that make explicit concepts such as sequencing dependent actions and performing independent actions in parallel to reduce the time required to achieve the goal. In addition, the system's ability to generate real-time analogous problems affords the student opportunities to examine the relationships between problem variables.

DESIGN ISSUES

AdventurePlayer is an exploratory environment designed to assist learners in the activity of constructing knowledge in a manner that augments--not replaces--the role of the teacher. The system is not a traditional Intelligent Tutoring System with full system control and detailed student modeling based on sensitive cognitive diagnoses [1].

Instead, AdventurePlayer is a learning environment designed to cultivate the intelligence of active, intentional learners [5]. The AdventurePlayer environment is situated within the epistemological and didactic framework of situated cognition (cf., [3]). Students perform problem solving in the context of a meaningful anchoring situation, thus providing focus and direction for their discovery learning. At the same time, the student may have access to a number of additional microworlds relevant to the complex problem. One could conceive of additonal microworlds that enhance scientific and a historical understanding, such as a physics microworld for exploring the relationship between thrust, payload, and lift caused by the shape of the wing, an engineering microworld that studies combustion engines, and historical microworlds that revisit significant events in aviation, such as Lindberg's solo Spirit of St. Louis flight across the Atlantic.

While MPMs share some exploratory theory with increasingly complex microworlds (ICM) [4], some distinctions are apparent:

  1. ICMs follow a "basics first" approach by requiring students to reach some performance threshold before introducing additional microworlds. MPMs, however, follow a "guided generation" model of teaching which emphases the generative activities of students. That is, ICMs force students to follow the bottom-up approach of first learning component tasks and then putting them together to solve higher tasks, while MPMs mix top-down and bottom-up problem solving approaches.
  2. In an ICM environment, the system controls when a student moves from one microworld to another. MPM students are able to explore microworlds of their chosing, always within the anchoring macrocontext. Similarly, MPM students may develop problem solving skills in a self-determined order.

SYSTEM EVALUATION

An evaluation study of the AdventurePlayer system was recently conducted. A total of 48 sixth grade students participated in one of two conditions. Group 1 worked in a basic AdventurePlayer MPM that included three of the capabilities of the system: (a) the icon pallet for accessing information, (b) the planning notebook for generating and editing a plan, and (c) the map from the video that could be used for referential information. Group 2's MPM further included the timeline and simulation capabilities. As well, if Group 2 students developed complete but non-optimal plans they received coaching designed to foster a more optimal plan. All students initially viewed the RBM adventure and then worked in the appropriate MPM to solve it. The design thus permits us to test the value-added of the timeline, simulation, and coaching capabilities.

In the timeline/simulation group, 77% of the participants were able to derive a complete solution. In the group using the unembellished system, only 8% generated complete plans. Of the 17 Group 2 students generating complete solutions, 5 arrived at the optimal solution without any coaching. The remaining 12 received coaching, of which 58% achieved the optimal solution with only one coaching interaction and 17% achieved the optimal solution after two coaching interactions. The remaining 25% did not arrive at the optimal solution.

The analysis discussed above suggests that there was indeed value-added by the timeline, simulation, and coaching capabilities of the system. Furthermore, Group 2 students appear to have performed better on a posttest transfer task involving a multistep word problem outside the trip planning context.

CONCLUSIONS

The AdventurePlayer system is an Intelligent Learning Environment situated within the epistemological and didactic framework of situated cognition. Problem solving is supported by a number of components including a planning notebook, timeline, simulator, and coach. Evidence to date indicates that AdventurePlayer will provide beneficial results to performance in a domain known to be problematic.

References

1. Anderson, J., Boyle, C., Farrell, R., & Reiser, R. (1984) Cognitive principles in the design of computer tutors. Technical Report #ONR-84-1.

2. Brown, A., & Palincsar, A. (1989) Guided, cooperative learning and individualized knowledge acquisition. In Resnick (Ed.) Knowing, learning, and instruction. Hillsdale, NJ: Lawrence Erlbaum Associates.

3. Cognition and Technology Group at Vanderbilt (1992) An anchored instruction approach to cognitive skill acquisition and intelligent tutoring. In Regian & Shute (Eds.) Cognitive approaches to automated instruction. Lawrence Erlbaum Associates, Hillsdale, New Jersey.

4. Fischer, G., Brown, J., & Burton, R. (1978) Aspects of a theory of simplification, debugging, and coaching. Proceedings of the second annual conference of the canadian society for computational studies of intelligence. Toronto, pp. 139-145.

5. Scardamalia M., Bereiter, C., McLean, R., Swallow, J., & Woodruff, E. (1989) Computer-supported intentional learning environments. Journal of Educational Computing Research, 5 (1), pp. 51-68.