Teachable agents: Difference between revisions

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{{under construction}}
==Definition==
==Definition==
{{under construction}}


[[Learning by teaching]]
''Intelligent agents'' within computer-based environments are {{quotation | autonomous entities that can exist in complex, dynamic, and open environments}} (Maes, 1997). Agents can possess distinct behaviours  and goals that can be defined and adapted by the system or the user as the agent acts within its environment.
 
'''Teachable agents''' in education are pedagogical agents and intelligent agents at once that through programming can be 'taught' to perform certain tasks within simulation-based environments to explore and solve problems. It is believed  that by allowing students to program computer agents students will benefit from the effects of [[learning by teaching]], [[discovery learning]] and more generally, [[project-oriented learning]].
 
{{quotationbox|
Programming intelligent agents requires several important processes:
# defining what the agent needs to know
# defining a  representation of this knowledge
# and programming this knowledge into the agent.
 
This process of evaluating the needs of the agent to perform a task can lead to deeper understanding of the domain the agent needs to  know about.}} (Brophy et al. 1998). 




Programming intelligent agents requires several important processes: 1)  defining what the agent needs to know 2) defining a  representation of this knowledge 3) and programming this knowledge into the agent.  This process of evaluating the needs of the agent to perform a task can lead to deeper understanding of the domain the agent needs to  know about. 
See also [[logo]], [[microworlds]], [[simulations]].
*  Brophy S., Schwartz, D., Biswas, G., & Bransford, J. (1998, August). Learning Through Programmable Agents. Presented at Workshop on Pedagogical Agents, ITS '98, San Antonio, TX, August 1998.


==Intelligent agents==
Swartz & Blair describe four features of teachable agents that enable students to take advantage of the inherent [[learning by teaching]] scenario:
Intelligent agents possess qualities that make them autonomous entities that can exist in complex, dynamic, and open environments such as the Internet.  An agent can "sense, and act on,  its environment, and has a set of goals or motivations that it tries to achieve through these actions." (Maes, 1997).


# explicit well-structured shared visual representations,
# independent performance of the agent
# the agent’s ability to model productive learner behavior
# embedding the agent in environments that support teaching.


Research in the area of intelligent agents focuses on questions like "How does an agent make an  appropriate decision; How does an agent learn; How does it adapt." In this context, learning focuses on algorithms designed to maintain an agents' autonomy and perform the desired goals of the person employing the agent.


Previous work in learning by programming and the metaphor of computer agents provides insights toward creating opportunities that may yeild benefits similar to those of learning to those of learning by teaching.  Within the domain of computer technology, the idea of learning by teaching was emphasized by Papert (1980) in the context of helping students learn logo by teaching the "turtle" (see also Abelson & diSessa, 1980;  Mayer,  1988; Salomon, 1992). Extensions of this idea include programming lego toys and robots to interact with one another explicitly (e.g., Kafai & Resnick, 1996; Repenning & Sumner, 1995), programming computer agents to  collaboratively learn from one another (e.g., Dillenbourg, in press), creating micro worlds, and creating software to help others learn topics such as mathematics (e.g., Harel & Papert, 1991).


==Use in ID==
==Use in ID==
  A designer must evaluate  how  an agent acts and how it  interacts with other agents (dependencies) in the simulation environment.  The designer must translate their hypothesis into an agent's actions/interactions using a visual programming environment to program sets of  propositions defining the behavior of the agents.  To create these propositions, users identify conditions when specific actions should be taken by agents, and they can specify actions using simple click and drag  techniques.  Then the designer can evaluate the design by "running" the simulation to evaluate whether they correctly modelled the desired outcome.  Used as a learning environment the designers are learners trying to  model the dynamics of a complex situations.  This inquiry process of evaluation, implement and test provides an excellent learning opportunity that requires very little programming experience.
  A designer must evaluate  how  an agent acts and how it  interacts with other agents (dependencies) in the simulation environment.  The designer must translate their hypothesis into an agent's actions/interactions using a visual programming environment to program sets of  propositions defining the behavior of the agents.  To create these propositions, users identify conditions when specific actions should be taken by agents, and they can specify actions using simple click and drag  techniques.  Then the designer can evaluate the design by "running" the simulation to evaluate whether they correctly modelled the desired outcome.  Used as a learning environment the designers are learners trying to  model the dynamics of a complex situations.  This inquiry process of evaluation, implement and test provides an excellent learning opportunity that requires very little programming experience.
==Examples==
[http://www.teachableagents.org/betty.php BETTY]
==References==
* Blair, K., Schwartz, D., Biswas, G. & Leelawong, K. (2006). Pedagogical Agents for Learning by Teaching: Teachable Agents, Educational Technology & Society, Special Issue on Pedagogical Agents.[http://www.teachableagents.org/papers/Final-edtechTA.pdf PDF]
* Brophy S., Schwartz, D., Biswas, G., & Bransford, J. (1998, August). Learning Through Programmable Agents. Presented at Workshop on Pedagogical Agents, ITS '98, San Antonio, TX, August 1998.

Revision as of 12:41, 22 December 2006

This article or section is currently under construction

In principle, someone is working on it and there should be a better version in a not so distant future.
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Definition

Intelligent agents within computer-based environments are “autonomous entities that can exist in complex, dynamic, and open environments” (Maes, 1997). Agents can possess distinct behaviours and goals that can be defined and adapted by the system or the user as the agent acts within its environment.

Teachable agents in education are pedagogical agents and intelligent agents at once that through programming can be 'taught' to perform certain tasks within simulation-based environments to explore and solve problems. It is believed that by allowing students to program computer agents students will benefit from the effects of learning by teaching, discovery learning and more generally, project-oriented learning.


Programming intelligent agents requires several important processes:

  1. defining what the agent needs to know
  2. defining a representation of this knowledge
  3. and programming this knowledge into the agent.
This process of evaluating the needs of the agent to perform a task can lead to deeper understanding of the domain the agent needs to know about.

(Brophy et al. 1998).


See also logo, microworlds, simulations.

Swartz & Blair describe four features of teachable agents that enable students to take advantage of the inherent learning by teaching scenario:

  1. explicit well-structured shared visual representations,
  2. independent performance of the agent
  3. the agent’s ability to model productive learner behavior
  4. embedding the agent in environments that support teaching.


Use in ID

A designer must evaluate  how  an agent acts and how it  interacts with other agents (dependencies) in the simulation environment.  The designer must translate their hypothesis into an agent's actions/interactions using a visual programming environment to program sets of  propositions defining the behavior of the agents.  To create these propositions, users identify conditions when specific actions should be taken by agents, and they can specify actions using simple click and drag  techniques.  Then the designer can evaluate the design by "running" the simulation to evaluate whether they correctly modelled the desired outcome.  Used as a learning environment the designers are learners trying to  model the dynamics of a complex situations.  This inquiry process of evaluation, implement and test provides an excellent learning opportunity that requires very little programming experience.

Examples

BETTY

References

  • Blair, K., Schwartz, D., Biswas, G. & Leelawong, K. (2006). Pedagogical Agents for Learning by Teaching: Teachable Agents, Educational Technology & Society, Special Issue on Pedagogical Agents.PDF
  • Brophy S., Schwartz, D., Biswas, G., & Bransford, J. (1998, August). Learning Through Programmable Agents. Presented at Workshop on Pedagogical Agents, ITS '98, San Antonio, TX, August 1998.