1.2CYJan 16, 2024
Improved Performances and Motivation in Intelligent Tutoring Systems: Combining Machine Learning and Learner ChoiceBenjamin Clément, Hélène Sauzéon, Didier Roy et al.
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the Learning Progress Hypothesis - modeling curiosity-driven learning - and multi-armed bandit techniques. It sequences exercises that maximize learning progress for each student. While previous studies demonstrated its efficacy in enhancing learning compared to hand-made curricula, its impact on student motivation remained unexplored. Furthermore, ZPDES previously lacked features allowing student choice, a limitation in agency that conflicts with its foundation on models of curiosity-driven learning. This study investigates how integrating choice, as a gamification element unrelated to exercise difficulty, affects both learning outcomes and motivation. We conducted an extensive field study (265 7-8 years old children, RCT design), comparing ZPDES with and without choice against a hand-designed curriculum. Results show that ZPDES improves both learning performance and the learning experience. Moreover adding choice to ZPDES enhances intrinsic motivation and further strengthens its learning benefits. In contrast, incorporating choice into a fixed, linear curriculum negatively impacts learning outcomes. These findings highlight that the intrinsic motivation elicited by choice (gamification) is beneficial only when paired with an adaptive personalized learning system. This insight is critical as gamified features become increasingly prevalent in educational technologies.
28.5AIOct 11, 2013
Multi-Armed Bandits for Intelligent Tutoring SystemsBenjamin Clement, Didier Roy, Pierre-Yves Oudeyer et al.
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two algorithms that rely on the empirical estimation of the learning progress, RiARiT that uses information about the difficulty of each exercise and ZPDES that uses much less knowledge about the problem. The system is based on the combination of three approaches. First, it leverages recent models of intrinsically motivated learning by transposing them to active teaching, relying on empirical estimation of learning progress provided by specific activities to particular students. Second, it uses state-of-the-art Multi-Arm Bandit (MAB) techniques to efficiently manage the exploration/exploitation challenge of this optimization process. Third, it leverages expert knowledge to constrain and bootstrap initial exploration of the MAB, while requiring only coarse guidance information of the expert and allowing the system to deal with didactic gaps in its knowledge. The system is evaluated in a scenario where 7-8 year old schoolchildren learn how to decompose numbers while manipulating money. Systematic experiments are presented with simulated students, followed by results of a user study across a population of 400 school children.