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Artificial Intelligence in Education: The Intersection of Technology and Pedagogy

The document presents a comprehensive overview of the book 'Artificial Intelligence in Education: The Intersection of Technology and Pedagogy,' which aims to bridge the gap between technological innovation and pedagogical practices in education. It highlights the importance of interdisciplinary dialogue among educators and AI experts to enhance learning outcomes and reshape educational paradigms. The book includes various contributions discussing AI's role in education, addressing challenges, and exploring transformative possibilities across multiple educational contexts.

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0% found this document useful (0 votes)
386 views314 pages

Artificial Intelligence in Education: The Intersection of Technology and Pedagogy

The document presents a comprehensive overview of the book 'Artificial Intelligence in Education: The Intersection of Technology and Pedagogy,' which aims to bridge the gap between technological innovation and pedagogical practices in education. It highlights the importance of interdisciplinary dialogue among educators and AI experts to enhance learning outcomes and reshape educational paradigms. The book includes various contributions discussing AI's role in education, addressing challenges, and exploring transformative possibilities across multiple educational contexts.

Uploaded by

Gerd Kortuem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Intelligent Systems Reference Library 261

Peter Ilic
Imogen Casebourne
Rupert Wegerif Editors

Artificial
Intelligence
in Education:
The Intersection
of Technology and
Pedagogy
Intelligent Systems Reference Library

Volume 261

Series Editors
Janusz Kacprzyk , Polish Academy of Sciences, Warsaw, Poland
Lakhmi C. Jain, KES International, Shoreham-by-Sea, Australia
The aim of this series is to publish a Reference Library, including novel advances
and developments in all aspects of Intelligent Systems in an easily accessible and
well structured form. The series includes reference works, handbooks, compendia,
textbooks, well-structured monographs, dictionaries, and encyclopedias. It contains
well integrated knowledge and current information in the field of Intelligent Systems.
The series covers the theory, applications, and design methods of Intelligent Systems.
Virtually all disciplines such as engineering, computer science, avionics, business,
e-commerce, environment, healthcare, physics and life science are included. The list
of topics spans all the areas of modern intelligent systems such as: Ambient intelli-
gence, Computational intelligence, Social intelligence, Computational neuroscience,
Artificial life, Virtual society, Cognitive systems, DNA and immunity-based systems,
e-Learning and teaching, Human-centred computing and Machine ethics, Intelligent
control, Intelligent data analysis, Knowledge-based paradigms, Knowledge manage-
ment, Intelligent agents, Intelligent decision making, Intelligent network security,
Interactive entertainment, Learning paradigms, Recommender systems, Robotics
and Mechatronics including human-machine teaming, Self-organizing and adap-
tive systems, Soft computing including Neural systems, Fuzzy systems, Evolu-
tionary computing and the Fusion of these paradigms, Perception and Vision, Web
intelligence and Multimedia.
Indexed by SCOPUS, DBLP, zbMATH, SCImago.
All books published in the series are submitted for consideration in Web of Science.
Peter Ilic · Imogen Casebourne · Rupert Wegerif
Editors

Artificial Intelligence
in Education: The
Intersection of Technology
and Pedagogy
Editors
Peter Ilic Imogen Casebourne
School of Computer Science Digital Education Futures Initiative (DEFI)
and Engineering University of Cambridge
Center for Language Research Cambridge, UK
University of Aizu
Aizuwakamatsu, Fukushima, Japan

Rupert Wegerif
Faculty of Education
University of Cambridge
Cambridge, UK

ISSN 1868-4394 ISSN 1868-4408 (electronic)


Intelligent Systems Reference Library
ISBN 978-3-031-71231-9 ISBN 978-3-031-71232-6 (eBook)
https://doi.org/10.1007/978-3-031-71232-6

© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature
Switzerland AG 2024

This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether
the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse
of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and
transmission or information storage and retrieval, electronic adaptation, computer software, or by similar
or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication
does not imply, even in the absence of a specific statement, that such names are exempt from the relevant
protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book
are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or
the editors give a warranty, expressed or implied, with respect to the material contained herein or for any
errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional
claims in published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

If disposing of this product, please recycle the paper.


Contents

1 Introduction: Constructive Dialogue Between Technology


and Pedagogy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Peter Ilic, Imogen Casebourne, and Rupert Wegerif
2 AI-Enhanced Ecological Learning Spaces . . . . . . . . . . . . . . . . . . . . . . . 17
Peter Ilic and Mika Sato-Ilic
3 Reimagining Learning Experiences with the Use of AI . . . . . . . . . . . . 39
David Guralnick
4 Generative AI Integration in Education: Challenges
and Approaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Steven Watson and Shengpeng Shi
5 Navigating AI in Education—Towards a System Approach
for Design of Educational Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Li Yuan, Tore Hoel, and Stephen Powell
6 AI in the Assessment Ecosystem: A Human–Centered AI
Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Alina A. von Davier and Jill Burstein
7 The Role of AI Language Assistants in Dialogic Education
for Collective Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Imogen Casebourne and Rupert Wegerif
8 AI Powered Adaptive Formative Assessment: Validity
and Reliability Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Yaw Bimpeh
9 Decimal Point: A Decade of Learning Science Findings
with a Digital Learning Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Bruce M. McLaren

v
vi Contents

10 Leveraging AI to Advance Science and Computing Education


Across Africa: Challenges, Progress and Opportunities . . . . . . . . . . . 205
George Boateng
11 Educating Manufacturing Operators by Extending Reality
with AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Paul-David Zuercher, Michel Schimpf, Slawomir Tadeja,
and Thomas Bohné
12 Pedagogical Restructuring of Business Communication
Courses: AI-Enhanced Prompt Engineering in an EFL
Teaching Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Debopriyo Roy
13 AI in Language Education: The Impact of Machine
Translation and ChatGPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Louise Ohashi

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Chapter 1
Introduction: Constructive Dialogue
Between Technology and Pedagogy

Peter Ilic, Imogen Casebourne, and Rupert Wegerif

Abstract The rapidly evolving field of artificial intelligence (AI) in education neces-
sitates a convergence of technological innovation and pedagogical wisdom. This book
represents a crucial step towards fostering a constructive dialogue between these
often-siloed perspectives, essential for developing educational approaches that truly
enhance human potential. This introductory chapter sets the stage for this interdis-
ciplinary discourse, highlighting the urgent need for a synergy between the voice of
technology and the voice of pedagogy in the AI era. What distinguishes this volume
is its unique assembly of contributors who embody both educational expertise and
technological acumen. Most authors bring dual perspectives as both educators and
engineers or AI experts, providing a natural bridge between these disciplines. This
integration of viewpoints offers readers a holistic understanding of AI’s role in educa-
tion, moving beyond simplistic applications to explore transformative possibilities.
The chapter provides an overview of pressing issues in AI and education, followed by
summaries of the book’s contributions. These span theoretical frameworks, design
principles, and case studies of AI implementation in various educational contexts.
From exploring ecological learning spaces and human-centred AI design to exam-
ining AI’s potential in language learning and mathematics education, each chapter
represents the intersection of multiple fields. Collectively, they offer a comprehen-
sive outlook on AI’s capacity to enhance learning outcomes, address community
needs, and reshape educational paradigms. By uniting the perspectives of those who
understand both the intricacies of pedagogy and the capabilities of AI, this book aims
to chart a path towards educational practices that are both technologically advanced

P. Ilic (B)
Center for Language Research, University of Aizu, Aizu, Japan
e-mail: pilic@u-aizu.ac.jp
I. Casebourne
DEFI, Hughes Hall, University of Cambridge, Cambridge, UK
e-mail: ic407@hughes.cam.ac.uk
R. Wegerif
Faculty of Education, University of Cambridge, Cambridge, UK
e-mail: rw583@cam.ac.uk

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 1


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_1
2 P. Ilic et al.

and pedagogically sound. It serves as a foundation for future research and practice
in the thoughtful integration of AI in education.

Keywords Artificial intelligence in education · Generative AI · Human-centred


design · Adaptive learning · Formative assessment · Educational technology
integration · Educational ecosystems

Artificial intelligence (AI) in education is not new, but in the past 18 months, there
has been global consternation about the potential of generative AI to unsettle and
upend traditional approaches to learning and teaching. Between OpenAI’s release of
ChatGPT 3.5 in November 2022 and the publication of this book, multiple AI tutors
have been released, and in 2024, OpenAI announced Open Edu, a version tailored
specifically for education, Google reported on their Illuminate experiment, which
aims to enable people to learn in dialogue with an academic paper and released
a paper about the development of LearnLM (Jurenka et al., 2024). In addition to
OpenAI’s ChatGPT, Microsoft’s Copilot, Elon Musk’s Grok, Anthropic’s Claude,
and Meta’s Llama have all been considered as potential educational tools, while
a Large language model (LLM) trained specifically for education was announced
by Merlyn Mind (Mind, 2024), and there have been AI offerings from existing
educational platforms, such as the Khan Academy’s Khanmigo https://www.khanmi
go.ai/.
The ability for individuals to create custom generative pre-trained transformers
(GPTs) has resulted in academics creating interactive dialogic GPTs based on their
books or papers (such as Digital Don or TeachSmart). At the same time, both Apple
and Microsoft have released hardware that is optimised for AI processing. The
remarkable speed with which generative AI has made inroads into education has
caused alarm—with concerns rightly raised about the potential of generative AI to
be biased (as a result of its training data), unreliable, and incomplete. Meanwhile,
legislators are starting to release guidelines specifically aimed at AI and education,
such as the UNESCO Beijing Consensus.
Alongside alarm about issues of academic integrity, there has been excitement
about the possibility of personal tutors and new forms of assessment. However, real-
ising even a small part of AI’s potential to transform education in positive ways will
require constructive dialogue between the very different perspectives of engineering
and of pedagogy. This book offers an introduction to that necessary dialogue: it is a
tentative step towards forging an interdisciplinary collaboration of the kind essential
for redefining education in the light of new technology, especially generative AI.
We think that this new technology does indeed offer the potential to transform
learning for the better, and it is also likely to change the world of work, which may,
in turn, impact aspects of our current curriculums. By bringing together experienced
educators who are also developers and experts in technologies such as generative
Pre-trained Transformer AI, this book presents a multidisciplinary perspective on
leveraging technology to meet the diverse needs of education.
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 3

One of the central challenges we have set out to address is the historical lack
of communication and knowledge-sharing between educators, developers, and engi-
neers with a deep understanding of AI. Too often, these two communities have
operated in silos, with educators focused on pedagogical approaches and learning
theories while engineers concentrated on developing technological solutions, with
insufficient common understanding and dialogue between the groups. This volume
aims to bridge that divide, fostering dialogues that deepen the understanding of
the respective challenges and opportunities faced by each discipline. The authors,
from across the globe, bring a background in and an understanding of both tech-
nological and pedagogical issues to bear on questions of AI in education. Together,
they challenge the notion of an unrelenting push for increasingly technology-driven
education, instead advocating for a measured approach that leverages the strengths
of both human educators and technological advancements.
Despite the surge in technologically-centred educational literature, a disconnect
persists between the creation of technological competencies and the pedagogical
processes underpinning their development. This book is about research that strikes a
balance between educational methodologies and engineering innovations, united by
the common objective of optimising technology’s service to education. In addition
to providing a series of case studies that illustrate the diverse ways in which AI is
currently being integrated into (and thereby potentially altering) educational prac-
tices, the authors offer design frameworks for further development that draw on a
deep understanding of the technical aspects and possibilities of AI.
We hope that this book can serve as a guide to help navigate the dynamic conflu-
ence of pedagogy and technology, serving as a call to embrace a future where the
amalgamation of engineering innovation and pedagogical acumen is not merely an
aspiration but a realised ethos, reshaping the nature of education.

1.1 The Role of Technology in Educational Theory

While books and articles about educational technology don’t always engage with
educational theory, when they do, they often cite theories like constructivism that have
no input from theories of technology (Wegerif & Major, 2023). This is unfortunate
because education as we practice it today around the world is crucially intertwined
with technology. The very first schools, schools with practices and a curriculum that
are quite recognisable as similar to schools today, were developed in ancient Sumeria
to train operators called scribes for the then-new technology of cuneiform writing
with a stylus on clay tablets. The current mass schooling system is similarly focused
on literacy and numeracy, in other words, training operators of communications
technology. Of course, there is more to education than that, but the literacy element,
learning how to use established communications technology, has a big impact that
is often unacknowledged in theories of education.
Educational theory has traditionally drawn from a range of disciplines, including
psychology, philosophy, history, and sociology, to answer the key questions faced
4 P. Ilic et al.

by education: ‘What should we teach, how should we teach it, and, more ultimately,
why should we teach it?’. Historically, however, one critical aspect has been largely
overlooked—the fundamental role of technology in shaping educational content and
pedagogy. Though deeply embedded within the educational fabric, technology’s
profound impact and agency in transforming the foundations of teaching and learning
have been underestimated.
To develop a theory of education truly reflective of our technological era, we must
recognise technology not merely as an ancillary tool but as a central, transforma-
tive force within educational discourse itself. This reconceptualisation aligns with
philosopher Gilbert Simondon’s notion of “transindividuation” (Simondon & Du,
1958)—the process by which collectives form shared identities and agencies inter-
twined with the technologies they employ. Simondon illustrates how education, as
an inherently social process, harnesses technology to draw individual learners into
broader communities.
Simondon influenced Bruno Latour (2007), Gilles Deleuze (1987), Bernard Stei-
gler (1998), and other theorists to argue that technology has agency and a kind of
voice that needs to be included in any design thinking about society and education.
Claiming that technology has agency and a voice does not mean that it operates inde-
pendently of human engineers. It is rather about recognising that the design process
is not one where human engineers think up a design and then implement it with
technology. In practice, new designs are almost invariably a product of a dialogue
between human and machine. There is a collaborative engagement whereby engi-
neers enter a dialogue with technology, interlacing their foresight with the machine’s
intrinsic potential to co-create an ever-evolving technical reality. This dialogue with
technology is what has been lacking in education. Providing a space for more such
dialogue is our motive in creating this book that brings the perspective of education
and of engineering together.
Our experience with mass literacy over the last two hundred years or so suggests
that education serves a role in promoting technologies that change humans and human
societies from the inside. Literate people are different from non-literates in clear and
measurable ways (Dehaene, 2010). The advent of effective generative AI might
herald an equally profound transformation in education and in what it means to
be human. In this context, then, it is essential that we are aware of what we are
doing when we design technology for education and that we take into account all the
consequences that designs have. In education, learning experiences emerge from the
dynamic interplay between learners and technological systems. Acknowledging the
central role that educational technology plays as a vital component of our collective
learning process, we position technology not as a supplementary aid but as an essen-
tial partner in pedagogy itself. It follows that the perspective of the technology itself,
mediated by engineers who know and understand that perspective, is a vital one for
the development of education.
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 5

1.2 Chapters Included in the Book

This book is divided into two sections. In the opening section, ‘Frameworks
and design principles,’ educators introduce pedagogical frameworks and design
approaches aimed at integrating AI into learning and assessment. The contribu-
tions from various authors focus on the theoretical, social, and practical aspects of
employing AI in education and assessment.
A recurrent theme across this section is the emphasis on human-centred AI. The
authors advocate for designs that prioritise human values, needs, and ethical consid-
erations, ensuring that AI serves as a supportive tool rather than a replacement for
human interaction and decision-making. This theme is evident in discussions of
Human-in-the-Loop (HITL) practices and the emphasis on ethically aligned design
principles.
The integration of AI into education is viewed not simply as a technological shift
but as a complex process that requires input from multiple stakeholders in order to
navigate ethical, pedagogical, and practical issues. This is particularly emphasised in
calls for cybernetic frameworks and design-based research methodologies. Beyond
simply supplementing or scaling existing practices, the authors explore ways in
which AI might fundamentally transform educational paradigms. They argue that
the implementation of AI in learning and in assessment involves rethinking how
educational content is designed, delivered, assessed, and managed.

1.3 Sect. 1: Frameworks and Design Principles

In the opening chapter, Ilic and Sato-Ilic consider the implications of inte-
grating AI into ecological learning spaces. They start by presenting the historical
context of generative AI, tracing its evolution from early theoretical foundations
to contemporary advanced models. This lays the groundwork for understanding
how AI technologies have progressed and become integral to modern educational
environments.
They introduce the concept of ecological learning spaces, drawing on Bronfen-
brenner’s ecological systems theory (Bronfenbrenner, 1979), of learning within a
complex system of relationships influenced by multiple environmental levels. This
framework highlights the importance of a holistic consideration of the social, cultural,
and technological dimensions that shape learning experiences. Ilic and Sato-Ilic argue
that such spaces, characterised by adaptability, personalisation, and interconnectivity,
are essential for fostering holistic educational development.
They go on to consider how AI might enhance ecological learning spaces, focusing
on dynamic adaptability, emphasising the ways in which AI technologies might create
responsive learning environments that adjust to the needs and actions of learners.
6 P. Ilic et al.

This adaptability is crucial in a rapidly changing world, where the skills and knowl-
edge required can shift quickly. AI contributes to adaptability by enabling learning
environments to evolve in response to student needs.
Ilic and Sato-Ilic also explore the principle of interconnectedness in ecological
learning spaces. They discuss how AI can link various elements, such as technology,
the physical environment, social interactions, and learning materials, creating a
comprehensive and integrated educational experience. This interconnected approach
ensures that learning is not viewed in isolation but as part of a broader system, facili-
tating collaboration and idea exchange across different disciplines and geographical
locations.
Guralnick’s chapter opens with a reflection on his early educational experiences
at a non-traditional school, which emphasised project-based learning and individual
exploration over conventional assessments. This formative experience shaped his
perspective on the transformative potential of AI in education. Guralnick recounts a
memorable project from his childhood where students created scrapbooks on U.S.
state governments, fostering a deep, practical understanding through hands-on activ-
ities and collaborative efforts rather than rote memorisation. Such approaches are
of increasing interest to educational institutions wishing to foster and teach future
skills, and Guralnick goes on to consider how AI might foster active learning.
Guralnick focuses on the ways in which AI, in combination with other emerging
technologies such as Virtual Reality (VR) and Augmented Reality (AR), can enhance
workplace training by underpinning highly immersive, learning-by-doing simula-
tions where learning is experiential, intrinsic, and to an extent tacit. He discusses the
theoretical importance of learning-by-doing in vocational training and considers the
ways in which AI can scaffold these experiences. He reviews early attempts to use
AI, including intelligent tutoring systems that delivered adaptive feedback and skills
simulations (including those he designed and developed), which provided realistic
practice environments. Drawing on this background, the chapter outlines a frame-
work for designing immersive simulations underpinned by AI while critiquing the
current use of AI to reproduce textbooks or classroom experiences. He advocates for
using AI to create simulations and interactive scenarios that mimic real-world chal-
lenges, allowing learners to engage in problem-solving and critical-thinking activi-
ties. By providing immediate feedback, he argues that AI systems have the potential
to provide compelling simulations where learners can explore and practice skills.
Guralnick goes on to describe current tools and potential and planned AI-based
learning experiences that create full immersion through VR, with AI coaches guiding
exploration based on individual interests and needs. Guralnick also considers the
benefits and challenges of augmented workplace performance support, where AI can
act as an ever-present coaching aide, providing real-time guidance and facilitating
collaboration. Throughout, his emphasis is on designing human-centred, holistic
experiences that deeply engage learners and performers and provide an intrinsic
appetite for learning—a departure from simply replicating classroom lecture models
through technology.
Watson and Shi consider the integration of generative AI into educational systems
more broadly. They begin by defining generative AI and explaining its underlying
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 7

mechanisms, distinguishing it from other forms of artificial intelligence. The authors


explore how these AI models generate content, highlighting their potential for educa-
tional applications beyond mere content creation. They emphasise the importance
of understanding generative AI’s capabilities, particularly its semantic transduction
ability, which allows it to transform and translate text while maintaining contextual
meaning. They point to the need to develop generative AI literacy among both educa-
tors and learners. They argue that this should involve not only technical knowledge
but also ethical awareness and the ability to critically evaluate AI outputs. The goal
should be to enable users to harness generative AI’s capabilities for innovative and
effective teaching and learning while mitigating potential risks.
To achieve this, they propose a human-centred approach to integrating generative
AI in education. They advocate for direct interaction between educators, learners,
and AI tools to develop generative AI literacy, enabling them to employ these tools
responsibly and creatively. They go on to outline three broad categories of generative
AI integration in education:
• Autonomous Generative AI Tools (GAITs): These tools, such as ChatGPT,
enable users to interact directly with AI models. They offer high levels of person-
alisation and flexibility but require significant user proficiency and understanding.
• Integrated Generative AI Applications (IGAAs): Examples include Microsoft
Copilot, which enhances existing software applications by embedding AI func-
tionalities. This approach improves productivity and accessibility but offers
limited direct interaction with AI models.
• Generative AI-based Automatic Decision-Making Systems (GADMS): These
systems, like intelligent tutoring systems, use AI for data analytics and decision-
making to personalise learning experiences. While efficient and scalable, they
lack human-centricity and flexibility.
To address the complexities of integrating generative AI into education, the authors
propose the adoption of a Design-Based Research (DBR) (Reimann, 2010) method-
ology. DBR involves iterative cycles of design, implementation, and evaluation,
allowing for contextual and participatory development of AI integration strategies.
It is an approach that can enable the emergence of new educational practices that
are systemically coherent and sustainable. The authors argue that DBR can serve as
a catalyst for systemic change by bridging the gap between research and practice,
legitimising the adoption of specific pedagogical approaches, and fostering a more
adaptive and effective educational system.
Yuan, Hoel and Powell also call for DBR. They start by providing a historical
overview of AI in education, tracing its roots from early teaching machines to
advanced adaptive learning systems. They point out that these technologies have
previously promised to revolutionise education by enabling personalised learning at
scale but argue that existing Adaptive Intelligent Tutoring Systems (ITS) often uncrit-
ically reinforce traditional content delivery models, thereby limiting pedagogical
innovation and flexibility.
They go on to propose an analytic framework based on the cybernetic principle
of variety to evaluate and design AI-driven educational change. This framework
8 P. Ilic et al.

aims to address issues of curriculum, pedagogy, and assessment at the classroom,


institutional, and governmental level. They discuss the Ultraversity project at Anglia
Ruskin University (Powell et al., 2008) as an illustration of how cybernetic anal-
ysis and systems-thinking can inform the design of innovative technology-supported
educational programmes that involve authentic assessment and address complex
educational challenges.
The authors emphasise the need for collaborative efforts among educators, poli-
cymakers, and technologists to navigate the uncertainties and maximise the benefits
of AI in education. By drawing on cybernetics and complexity theory, they advance
a framework intended to help navigate operational challenges, data privacy and use,
issues of academic integrity, and other ethical and social implications. This, they
argue, will be essential to avoid the risk of simply scaling up poor pedagogical
practices.
In the final chapter of this section, Von Davier and Burstein offer a framework
for AI in assessment that encompasses test development and measurement as well as
security. They point to the importance of a commitment to human-centred AI and of
prioritising human values, needs, goals, and decision-making power in system design.
Their approach emphasises embedding social and moral norms into AI assessment
systems to ensure they serve and respect human users. They introduce three critical
drivers for AI-powered assessments:
• Validity Argument: constructing validity arguments that account for the use of
AI in assessments. Traditional validity arguments, as discussed by Kane (Kane,
1992), involve a chain of inferences that support the interpretation and use of test
scores. In the context of AI, these arguments must address the capabilities and
limitations of AI technologies in producing valid, fair, and reliable test scores.
• Human-in-the-Loop (HITL) (Ye et al., 2023) AI Practices: HITL AI integrates
human intelligence with AI systems, enhancing their performance and ensuring
that human oversight is maintained. This practice is crucial for tasks such as
automatic item generation, where AI-generated content is reviewed by human
experts, and for maintaining fairness and transparency in the assessment process.
HITL AI practices ensure that AI systems can learn from human feedback, thereby
continuously improving their accuracy and reliability.
• Responsible AI (RAI) Standards: addressing ethical considerations, including
fairness, explainability, privacy, and accountability. RAI standards ensure that AI
systems are developed and used in ways that are transparent, fair, and respectful
of user privacy.
They discuss the implementation of these principles in the Duolingo English
Test (DET), a digital-first, computer-adaptive English language assessment. The
DET’s assessment ecosystem is composed of integrated frameworks for test design,
measurement, and security, with HITL AI practices applied throughout. For example,
human experts review AI-generated test content and label data for building automated
scoring systems, ensuring that the AI’s decisions are valid and fair. Key considera-
tions for human-centred AI assessment include fairness, transparency, explainability,
privacy and security, customisation, and collaboration. They argue that by combining
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 9

human expertise with AI capabilities, it is possible to develop assessment tools that


are both innovative and ethical, ultimately enhancing the educational experience for
all stakeholders.

1.4 Sect. 2: Implementation, Experimentation, and Case


Studies

The chapters in this section report on findings from research into the implementation
of AI in education and assessment and studies of generative AI for educational
purposes.
As AI offers the potential of simultaneous translation, it raises significant ques-
tions for the future of teaching and learning foreign languages, and two of the chap-
ters in this section address this, reporting on approaches and techniques for teaching
English using AI. They suggest ways in which AI might move language teaching
beyond a focus on the mechanics to more sophisticated language use.
Other chapters in this section consider AI and the teaching of maths, with Maclaren
focusing on learning through games and Bimpeh on formative assessment. In both
chapters, the potential of AI to offer personalised and adaptive learning experiences
is a significant theme. Bimpeh’s study of AI-powered formative assessment and
McLaren’s decades of research on AI learning games both illustrate ways in which AI
might tailor educational content to individual learners’ needs, enhancing engagement
and learning outcomes.
Casebourne and Wegerif note that the release of ChatGPT to the general public in
November 2022 (Ye et al., 2023) led to headlines suggesting that it could pass a variety
of exams (Ali et al., 2023; Varanasi, 2023), in addition to reports of children using
it to do their homework (Casbourne, 2023). They ask what the ability of generative
AI (LLM) to write essays and pass exams means for current models of education,
concluding that it suggests a need to move to a more dialogic understanding of
education.
This chapter offers a background to the history and approaches to AI, distin-
guishing symbolic AI from neural networks. It discusses debates around AI, educa-
tion, and intelligence, including the Turing test and its focus on outputs versus argu-
ments that process and intention also matter. Wegerif and Casebourne present educa-
tion as an ongoing process of dialogue and reflection, grounding this in the initial
insights offered by Socrates and tracing it through to modern concepts of dialogic
space. They propose that generative AI offers the potential for a new form of collec-
tive intelligence that could support student participation in cultural dialogues but
caution that issues of bias must be addressed and that current LLM do not fully
replicate all aspects of debate with peers.
The authors go on to share details of experiments conducted with ChatGPT and
other LLMs at the Digital Education Futures Initiative (DEFI) that aimed to test
its capabilities. These involved using AI to create worked examples for statistics
10 P. Ilic et al.

teachers, to role-play philosophers conducting dialogues, to generate counterargu-


ments, and to participate in literature reviews. They reflect on the promise and limi-
tations revealed through these trials. They conclude by arguing that LLM AI holds
significant potential benefits for dialogic education if challenges relating to bias and
representation can be successfully navigated.
Bimpeh argues that the incorporation of AI into formative assessment has the
potential to overcome some of the limitations of traditional testing methods, which
often fail to capture the intricacies of individual learning paths. In contrast, AI-
powered systems have the potential to offer personalised and timely feedback,
potentially enhancing the overall learning experience and outcomes.
He discusses the design, implementation, and evaluation of an AI-powered forma-
tive assessment system focused on secondary school maths. The platform used a
closed-loop system to collect data from learners to assess their progress, recom-
mend learning activities, and provide personalised feedback. The platform inte-
grated learning objectives, cognitive mapping, and detailed competency measures,
metacognition, and time management to tailor the assessment.
The primary objectives of his study were to:
• Assess whether AI-powered formative assessment could differentiate students of
varying ability levels.
• Evaluate the consistency and reliability of the feedback provided by the system.
• Establish the concurrent validity of the system with existing mathematics
competency tests.
• Provide empirical evidence to support the system’s diagnostic accuracy.
He explains that the methodological framework drew on both quantitative and
qualitative analyses. Data was collected from a diverse sample of secondary school
students in England, ensuring broad applicability. Students’ item response data from
the diagnostic tests, along with their interactions with the platform, was collected
and analysed. Additionally, feedback from teachers and students on each of the key
mathematical concepts was gathered. Structural equation modelling and Rasch-based
analysis were used to validate the constructs and reliability of the assessment system.
Preliminary results indicate that the system both engages students and differenti-
ates students of varying ability levels, providing consistent and dependable informa-
tion about each student’s knowledge and skills. It also had strong concurrent validity
with existing Key Stage 3 and 4 mathematics competency tests. Finally, empirical
evidence supported the accuracy of inferences based on the diagnostic/formative test.
Thus, the study is broadly positive for the future of adaptive formative assessment. A
recent futures study (Abu Sitta et al.) concluded that we may well expect to see more
of these types of assessment, and it will be important that these draw on evidence for
effectiveness.
McLaren and colleagues also consider the potential of AI to support intrinsic
learning in combination with other approaches to aid immersion but in the context
of mathematics for elementary and middle school children. They report on a series
of design experiments undertaken with an AI learning game, Decimal Point, which
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 11

they have used as a research platform to explore a series of questions related to


educational gaming over the course of six studies.
After setting the scene by introducing the potential and challenges of designing
games to support learning, McLaren introduces Decimal Point, an educational game
consisting of 24 mini-games and 48 problems. Each of the mini-games is essentially a
self-contained intelligent tutor built with the Cognitive Tutor Authoring Tools (CTAT)
platform. However, unlike more straightforward ITS, Decimal Point incorporates
a variety of gaming features, so for example, while the original tutoring system,
Decimal Tutor, presents a straightforward maths problem and offers a series of
options, the same problem in Decimal Point is presented as a challenge where students
must capture ghosts. In the first of the six studies McLaren reports, researchers
compared these two approaches and found that students learned more by playing the
game (with a relatively high effect size) and appeared to enjoy the learning process
more. As with the previous two chapters, we are presented here with an argument
about the benefits of using AI in support of experiential and challenge-based learning,
as opposed to simply using it to underpin an adaptive approach to the presentation
of learning that is more similar to traditional textbooks or e-learning.
Two other studies involved comparing variations of low- and high-agency versions
of the game (yielding little difference in results) and adding a third high-agency option
(students dropped out of the high-agency versions more quickly, indicating higher
learning efficiency). The research team also compared versions of the game designed
to focus more on either learning or enjoyment (but again found little difference). A
further interesting experiment compared a version of the game that offered hints
with one that did not. Interestingly, a learning curve analysis indicated that No-Hint
students initially did worse than Hint students but eventually caught up with their
Hint counterparts, doing better on a delayed post-test. The authors speculate that No-
Hint students may have worked harder to construct their knowledge and thus learned
more. This interesting result aligns with work in the vocational field, for example,
by Billett, which finds apprentices learn actively when immersed in experiences
where they may be given relatively few hints and little guidance and are forced to
pay active attention to construct learning models. Similarly, the researchers found
that students in a self-explanation group learned more than students in a prompted
self-explanation group. Experiments with LLM found that these were more suited
to giving conceptual feedback than procedural feedback for self-explanations.
A final pair of studies focused on affective experience and the potential of game-
play to promote mindfulness (mindful flowlike experiences is something that Gural-
nick suggests vocational simulations should aspire to), although it is possible that the
mindfulness reporting mechanism employed in these studies may have taken chil-
dren out of the mindfulness state. An interesting finding across the series of studies
was that girls performed better than expected in the games—they achieved higher
learning gains than boys in comparison with using the intelligent tutoring system.
The researchers point to further research directions to build on their results.
Across Africa, students face significant educational challenges, including limited
access to essential resources such as computers, internet connectivity, reliable elec-
tricity, and a shortage of qualified teachers. Boateng’s chapter discusses a range of
12 P. Ilic et al.

problems such as lack of access to computers/internet, lack of regulatory support,


heterogeneity in educational systems across Africa, lack of digitised materials, bias
in AI systems which have not been developed in an African context, lack of support
for African languages and potential inaccuracies with easily accessible generative
AI models.
It also highlights opportunities, such as the proliferation of smartphones to deliver
AI in Education (AIED) tools, free-to-use generative AI that can act as a person-
alised learning assistant, crowdsourcing ideas through initiatives like AfricAIED,
and open-source textbook generation using LLM. LLMs such as BERT and GPT-
4 have demonstrated the potential to address some of the general challenges that
Boateng outlines. However, these tools have predominantly been deployed and eval-
uated in Western settings, with limited or no consideration of the unique needs and
challenges faced by students in Africa.
Boateng describes several linked projects which aim to address the issues by
developing and deploying AIED tools tailored to the African context. These are
(1) SuaCode, an AI-powered smartphone app enabling Africans to learn coding,
(2) AutoGrad for automated grading of coding assignments, (3) a code plagiarism
detection tool, (4) Kwame—a bilingual AI teaching assistant for coding courses,
(5) Kwame for Science providing instant answers to students’ questions, and (6)
Brilla AI—an AI contestant for a national science and math competition. Despite the
numerous challenges he outlines, Boateng is optimistic about AI’s potential to trans-
form education in Africa and enable equitable, high-quality learning opportunities
for millions across the continent.
Bohne and colleagues consider ways in which AI may offer solutions to a modern
challenge of lifelong learning, namely that workplace technologies are changing at
such a rapid pace that the labour market is failing to keep up, and it has become
very hard for organisation to hire a sufficient number of skilled technicians. In line
with Guralnick’s call for AI to be used to create practical and immersive project-
based, ‘learning-by-doing’ experiences, they suggest that AR and VR technologies,
in combination with AI, can provide additional training and address these types of
skills gap.
They introduce a number of AR and VR terms and technologies before going on
to outline the results of their study in which computer vision, in combination with a
Hololens headset and a 3D model, was used to create a training experience in which
machine operators were asked to fix a 3D printer. This project was developed using
the Unity game engine and the Microsoft mixed reality suite. The author compared
performance using desktop VR and head-mounted VR (using the Hololens headset)
and found little difference in the time to completion and number of errors between
the two approaches.
They acknowledge that the existing technology may still be relatively difficult to
use for learners, although further advances may address this in time. Additionally,
there is now the potential to use LLM to further enrich such simulations, leading to
a number of avenues for future research.
Roy considers the innovative use of generative AI in English as a Foreign
Language (EFL) teaching, specifically on applications of prompt engineering. This
1 Introduction: Constructive Dialogue Between Technology and Pedagogy 13

chapter involves project-based language learning within a business communication


course. The primary objective of this work was to explore the ways in which AI
might cultivate an entrepreneurial mindset in students, encouraging them to develop
critical business thinking and problem-solving skills, shifting the focus from merely
teaching the mechanics of language to guiding students in constructing logical argu-
ments and producing relevant documents. Roy presents several examples that indicate
how graduate students in technical disciplines were able to use Google search and
ChatGPT for complex assignments, such as employment profile creation, customer
profile creation, job applications with video resumes, customer journey mapping,
employer profile evaluation, and industry 4.0 presentations.
Roy explains how common prompt types, such as question prompts, completion
prompts, story prompts, dialogue prompts, and creative prompts, were applied in
the context of business communication. He also discusses more advanced prompting
techniques, such as zero-shot prompting, few-shot prompting, and chain-of-thought
prompting, which allow for the gradual development of complexity in assignments.
This provides a structured approach to implementing prompt engineering in EFL
classrooms. He also discusses strategies for tailoring prompt engineering for EFL
students, considering factors such as language proficiency levels, vocabulary and
grammar support, cultural backgrounds, collaboration, and individualised support.
He calls for future research to focus on areas such as adaptive AI-driven prompt gener-
ation, multimodal prompts, cross-cultural communication, prompt efficacy assess-
ment, technology integration, and ethical considerations, among others, to further
enhance teaching and learning in this domain.
Also focusing on AI and language learning, Ohashi introduces a range of studies
that evaluate the strengths and weaknesses of Machine Translation (MT) and GAITs
in language education. Ohashi shares insights from her own exploratory work with
Alm, which was one of the first wide-scale studies to gauge foreign language educa-
tors’ response to the technology. The study reveals teachers’ strong awareness of
ChatGPT, their budding interest in integrating it into their teaching practices, and their
concerns about potential negative impacts on students’ academic integrity and critical
thinking abilities. Ohashi emphasises the importance of teacher training and support
in adapting to the challenges and opportunities posed by ChatGPT and provides
examples of practical tasks that teachers and learners can try with the technology,
such as creating reading passages, generating vocabulary lists, exploring pragmatics,
and co-creating fictional stories.
Her chapter also addresses issues of plagiarism and academic integrity and the
need for educators to rethink approaches to teaching and evaluating students in light
of the widespread availability of generative AI. She argues that while generative
AI offers valuable opportunities within language education, adapting will take time
and pose a range of challenges that will necessitate comprehensive training for both
educators and students. Ohashi calls for educators to unite in supporting one another
and their students through this process and for researchers to empirically explore
pathways towards pedagogies that deter misuse of AI and help users make the most
of its affordances. Her chapter concludes by offering practical recommendations and
14 P. Ilic et al.

activities designed to integrate AI tools effectively into language teaching. These


aim to enhance language development while maintaining critical language skills.

1.5 Conclusions

The integration of AI into education represents a significant shift in learning


and teaching. This chapter has shown that realising AI’s potential in education
requires understanding both technological capabilities and pedagogical principles.
This book’s unique contribution is its integration of these perspectives, featuring
authors with expertise in both education and engineering or AI development. The
following chapters present a range of viewpoints, from theoretical frameworks recon-
ceptualising learning spaces with AI to practical case studies of AI applications in
various educational contexts. These contributions highlight the importance of human-
centred design, ethical considerations, and using AI to enhance, not replace, human
interaction in education.
This interdisciplinary approach has significant implications for education’s future.
As AI advances, maintaining this integrated perspective will be crucial to ensure tech-
nological innovations align with sound educational principles and that pedagogical
practices evolve to effectively use AI. This book aims to stimulate further research
and collaboration rather than provide definitive answers. It encourages educators,
technologists, policymakers, and researchers to engage with key questions about
education’s future in an AI-enhanced world. This approach can help develop educa-
tional practices that maximise human potential, leveraging AI while preserving the
essential value of human wisdom and interaction in learning. We hope this volume
will be a foundation for ongoing exploration at the intersection of AI and education,
with learners at the centre. The integration of AI into education is just beginning,
and interdisciplinary efforts like those in this book can shape a learning future that
is both technologically advanced and fundamentally human-centred.

References

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examinations. medRxiv, pp. 2023.03.25.23287743.
Bronfenbrenner, U. (1979). The ecology of human development: Experiments by nature and design.
Harvard University Press.
Casbourne, I. (2023). Should we trust ChatGPT?. DEFI: DEFI.
Dehaene, S. (2010). Reading in the brain: The new science of how we read. Penguin.
Deleuze, G. (1987). A thousand plateaus: Capitalism and schizophrenia. U of Minnesota Press.
Jurenka, I., et al. (2024). Towards Responsible development of generative AI for education: An
evaluation-driven approach. Google.
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Latour, B. (2007). Reassembling the social: An introduction to actor-network-theory. Oup Oxford.


Mind, M. (2024). Meet Merlyn Origin, the all-in-one AI assistant for educators. [cited 2024 May
30]; Available from: https://www.merlyn.org/blog/meet-merlyn-origin-the-all-in-one-ai-assist
ant-for-educat.
Powell, S., Tindal, I., & Millwood, R. (2008). Personalized learning and the Ultraversity experience.
Interactive Learning Environments, 16(1), 63–81.
Reimann, P. (2010). Design-based research. Methodological choice and design: Scholarship, policy
and practice in social and educational research (pp. 37–50). Springer.
Simondon, G. (1958). DU Mode d’existence des objets techniques. Aubier.
Stiegler, B. (1998). Technics and time, 1: The fault of Epimetheus (Vol. 1). Stanford University
Press.
Varanasi, L. (2023). GPT-4 can ace the bar, but it only has a decent chance of passing the CFA
exams. Here’s a list of difficult exams the ChatGPT and GPT-4 have passed. Business Insider.
Wegerif, R., & Major, L. (2023). The theory of educational technology: Towards a dialogic
foundation for design. Taylor & Francis.
Ye, L., Zhang, H., & Wang, Y. (2023). Human-in-the-Loop AI practices: Towards transparent and
EthOpenAI. Introducing ChatGPT Edu.
Chapter 2
AI-Enhanced Ecological Learning Spaces

Peter Ilic and Mika Sato-Ilic

Abstract This paper investigates the transformative role of Artificial Intelligence


(AI) in creating and enhancing ecological learning spaces. It explores how AI tech-
nologies are reshaping educational environments to become more adaptive, intercon-
nected, and personalised. The study begins by tracing the evolution of Generative AI
and its application in education, followed by an examination of the concept of ecolog-
ical learning spaces. The chapter then examines some specific ways AI is impacting
these spaces, focusing on three key aspects: dynamic adaptability, interconnected-
ness, and learner-centred design. It discusses how AI facilitates personalised learning
experiences, enables collaborative networks, and supports holistic development and
educational accessibility. The paper concludes by outlining the potential of AI in
transforming educational experiences and suggesting future directions for research
in this field.

Keywords Artificial intelligence in education · Ecological learning spaces ·


Education · AI · Personalised learning · Adaptive education systems · Holistic
educational development

2.1 Introduction

The integration of Artificial Intelligence (AI) into education is revolutionising the


way we conceptualise and design learning environments. This chapter explores the
emergence of AI-enhanced ecological learning spaces, which represent a significant
shift in educational technology. By examining the intersection of AI capabilities

P. Ilic (B)
University of Aizu, Aizu-Wakamatsu, Japan
e-mail: pilic@u-aizu.ac.jp
M. Sato-Ilic
University of Tsukuba, Tsukuba, Japan
e-mail: mika@risk.tsukuba.ac.jp

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 17


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_2
18 P. Ilic and M. Sato-Ilic

with the principles of ecological learning theory, we investigate how these intel-
ligent systems are reshaping educational practices, fostering personalisation, and
creating interconnected, adaptive learning ecosystems that cater to the diverse needs
of modern learners.
Alfred North Whitehead’s quote, “Civilisation advances by extending the number
of important operations which we can perform without thinking about them,” (White-
head et al., 1911) encapsulates a fundamental principle of human progress through
automation and task simplification. This idea suggests that as societies develop,
they continuously seek ways to automate or simplify complex tasks, allowing indi-
viduals to perform them with minimal cognitive effort. By reducing the mental
energy required for routine operations, humans can redirect their focus towards more
creative, innovative, and challenging endeavours. This process of automation and
simplification has been a driving force behind technological advancements, economic
growth, and improved quality of life throughout history. Whitehead’s insight is partic-
ularly relevant to the ongoing debate surrounding AI, as these systems increasingly
take on complex tasks that were once the exclusive domain of human cognition. This
progression raises intriguing questions about the future role of human intelligence,
creativity, and decision-making in an increasingly automated world.
Building on Whitehead’s insight, AI has emerged as a powerful tool for extending
our cognitive capabilities and automating complex tasks. AI systems possess several
key characteristics that make them particularly valuable in this context. These include
their ability to automate repetitive or complex processes, provide personalised expe-
riences, adapt to changing circumstances, offer data-driven decision support, scale
to handle large volumes of information, improve efficiency across various domains,
foster innovation and creativity by augmenting human capabilities, and increase
accessibility to specialised knowledge and services. As AI continues to evolve, it
exemplifies Whitehead’s principle by enabling us to perform an ever-expanding range
of important operations with minimal conscious effort, potentially accelerating the
advancement of civilisation in unprecedented ways.

2.2 Artificial Intelligence

AI and human reasoning share the fundamental goal of processing information to


draw conclusions and make decisions, yet they differ significantly in their approach
and capabilities. Human reasoning is a complex cognitive process encompassing
context understanding, common sense, creativity, emotional intelligence, and moral
considerations (Gigerenzer & Gaissmaier, 2011). In contrast, AI reasoning with
language, exemplified by generative models, relies on patterns and associations
learned from vast training datasets (Goodfellow et al., 2016).
Generative AI models demonstrate impressive capabilities in language under-
standing, knowledge representation, contextual reasoning, inference, and language
generation. However, they lack the depth and adaptability characteristic of human
reasoning. Key differences include humans’ superior contextual understanding,
2 AI-Enhanced Ecological Learning Spaces 19

common sense reasoning, creativity, emotional intelligence, ability to reason with


limited data, and capacity for moral and ethical reasoning (Marcus & Davis, 2019).
Additionally, humans possess lifelong learning and adaptability that current AI
models struggle to replicate (Csikszentmihalyi, 1997). Despite these distinctions,
some researchers argue that the gap between AI and human reasoning may be
narrowing. They point to emergent behaviours in sophisticated AI models, improved
contextual adaptation capabilities, and the idea of language as a proxy for reasoning.
Philosophical debates about the nature of intelligence and the evolving definition of
reasoning further complicate this comparison.
The interplay between human and AI reasoning remains a complex and actively
researched topic (Skjuve et al., 2021). As AI technology advances, our under-
standing of both forms of intelligence continues to evolve, challenging traditional
distinctions and prompting further discussions about the nature of cognition in
humans and machines (Shneiderman, 2020a). This ongoing exploration has signifi-
cant implications for the development of AI systems and our understanding of human
cognition.

2.2.1 History of Generative AI

The history of Generative AI, which encompasses the development of algorithms


capable of generating new content, is a fascinating journey. This begins with the
early theoretical underpinnings in the mid-twentieth century and extends to the highly
advanced models of today. Early theoretical foundations that mark the inception of
Generative AI are rooted in the broader field of Artificial Intelligence, which began
to emerge in the 1950s (McCarthy et al., 2006; Turing & Copeland, 2004). Early AI
research, influenced by pioneers like Alan Turing, was more focused on symbolic AI
(Newell & Simon, 1956), which involved rule-based systems (Buchanan & Shortliffe,
1984). However, during this period, the groundwork for neural networks (Rosenblatt,
1958), a key component of modern Generative AI, was laid. Neural Networks and
Early Learning Algorithms arrived in the 1980s which saw a surge of interest in
neural networks (McCulloch & Pitts, 1943; Schmidhuber, 2015), especially with
the development of the backpropagation algorithm (Rumelhart et al., 1986) which
allowed networks to adjust their parameters more effectively (Schmidhuber, 2015).
This period also witnessed the emergence of basic generative models, although
they were limited in capability compared to today’s standards. The emergence of
deep learning in the 2000s marked a significant turning point (Goodfellow, 2014;
Krizhevsky et al., 2012). Key advancements included the development of deep neural
networks (Schmidhuber, 2015; Srivastava et al., 2014), which were more effective at
processing large amounts of data. This era also saw the introduction of foundational
models like Restricted Boltzmann Machines (RBMs) (Hinton, 2012) and Deep Belief
Networks (DBNs) (Hinton & Salakhutdinov, 2006; Hinton et al., 2006), which could
generate new data after training. Generative Adversarial Networks (GANs) (Good-
fellow, 2014) and Variational Autoencoders (VAEs) (Kingma & Welling, 2014;
20 P. Ilic and M. Sato-Ilic

Rezende et al., 2014) appeared in the 2010s, introduced by Ian Goodfellow and
colleagues in 2014 (Goodfellow, 2014), and significantly advanced the field by using
two neural networks—a generator and a discriminator—in opposition to generate
new, realistic data. VAEs also became prominent, offering a probabilistic approach
to generating data. Transformative Language Models in the late 2010s and early
2020s have been dominated by Large Language Models (Boyko et al., 2023) like
GPT (Generative Pre-trained Transformer) series from OpenAI (Radford et al., 2018;
Yenduri et al., 2023). These models, trained on vast datasets, are capable of gener-
ating highly coherent and contextually relevant text, revolutionising natural language
processing tasks. Now, the expansion into many diverse domains of Generative AI,
including image and music generation, drug discovery, and more (Epstein et al.,
2023). This period is characterised by more sophisticated models that are increas-
ingly efficient and capable of handling multimodal data (i.e., data that combines
text, images, and other forms of information) (Park et al., 2023). Finally, as the
future direction of Generative AI continues to evolve, there’s a growing focus on
addressing ethical concerns (Zohny et al., 2023) such as bias (McDuff, 2019), misuse
(Jo, 2023), and the impact on employment (AbuMusab, 2023). Future developments
are expected to involve more efficient and powerful models, broader applications,
and continued efforts to address ethical and societal implications (Lim et al., 2023).
Machine Learning (ML) forms the foundation of AI, providing algorithms that
enable computers to learn from data and make decisions. Built upon this, Generative
AI specialises in creating new data that mimics its training set, using techniques
like GANs and VAEs to produce content across various domains. At the pinnacle
are Large Language Models (LLMs), a specific application of Generative AI in
natural language processing (NLP). LLMs, such as GPT models, use advanced deep
learning techniques to process and generate human-like text based on vast language
datasets. This hierarchy represents increasing specialisation: ML provides the funda-
mental tools, Generative AI focuses these tools on data creation, and LLMs apply
this generative capability specifically to language tasks. Each layer builds on the
previous, resulting in sophisticated models capable of understanding and generating
contextually aware, human-like text.
The transformer model, introduced in the paper "Attention is All You Need" by
Vaswani et al. (Vaswani, 2017), represents a paradigm shift in NLP by focusing
solely on mechanisms called attention, specifically self-attention, to process sequen-
tial data. This design allows for parallel processing of sequences and better handling
of long-range dependencies compared to its predecessors, such as recurrent neural
networks (RNNs) and long short-term memory networks (LSTMs). In the context
of transformers in ML, multidimensional space plays a crucial role in repre-
senting and processing information. Transformers utilise multidimensional spaces
to encode textual information, capture relationships between elements in sequences,
and facilitate the learning of complex patterns in data.
2 AI-Enhanced Ecological Learning Spaces 21

2.2.2 Mechanism of the Transformer Process

The transformer architecture has revolutionised the field of NLP by introducing a


novel approach to sequence-to-sequence modelling. This architecture relies on a
series of intricate steps that enable it to process and understand language effec-
tively. In this section, we will explore the key components of the transformer model,
including input embedding, positional encoding, self-attention, multi-head attention,
feed-forward networks, residual connections, layer normalisation, and the output
layer. By understanding these steps and their interplay within the transformer, we can
gain valuable insights into how this powerful architecture achieves state-of-the-art
performance across a wide range of NLP tasks.
Input Embedding is the first step in a transformer model, where input tokens (e.g.,
words, subwords, or characters) are converted into vectors of continuous numbers
using embedding layers. This process transforms discrete input tokens into a high-
dimensional vector space called the embedding space, which facilitates mathematical
operations and allows the model to capture semantic relationships between words.
The dimensionality of the embedding space is a hyperparameter of the model. Each
dimension can represent different features or aspects of the input data, enabling the
model to capture complex relationships between tokens.
To understand this concept better, imagine the embedding space as a vast landscape
where each word occupies a unique position based on its relationships and contexts
within the language. Words with similar meanings or that frequently appear together
will be located closer to each other in this landscape. For example, “cat” and “dog”
might be neighbours, along with related concepts like “pet” and “fur.“ On the other
hand, words like “laboratory,” “hypothesis,” and “data” might occupy a different
region of the landscape, representing their semantic similarity. This spatial repre-
sentation allows AI models to grasp the subtle nuances and relationships between
words, enhancing their understanding of language.
In the second step, positional encodings are introduced to address a limitation
of transformers. Unlike RNNs or long short-term memory (LSTM) models, trans-
formers process all tokens in the input sequence in parallel, lacking an inherent
mechanism to capture the sequential nature of the data. To overcome this limita-
tion, positional encodings are added to the input embeddings to provide information
about the position of each token within the sequence. Positional encodings are unique
vectors that are added element-wise to the embedding vectors of each token. These
encodings are designed to be distinct for each position in the sequence, allowing
the model to incorporate the order of tokens into its computations. By adding posi-
tional encodings to the input embeddings, the transformer can preserve the sequential
nature of the input data within the high-dimensional embedding space.
To illustrate this concept, consider a group of dancers performing a choreographed
piece. Each dancer’s individual movements are important, but the sequence in which
they perform their steps is crucial for conveying the overall story and meaning of the
dance. In this analogy, positional encodings in transformers are like assigning each
dancer a unique identifier that indicates their position in the sequence. This ensures
22 P. Ilic and M. Sato-Ilic

that even though the transformer processes the entire performance in parallel, the
order of the steps is preserved and contributes to the overall meaning of the dance.
Next, at the heart of the transformer architecture lies the self-attention mechanism,
the third step, which operates within the multidimensional embedding space. Self-
attention allows each token to interact with every other token in the input sequence
by computing a set of attention scores. These scores indicate the importance of other
tokens when processing a given token. The computation of attention scores involves
three vectors for each token: query (Q), key (K), and value (V). These vectors are
obtained by projecting the input embeddings into different multidimensional spaces
using learned weight matrices. The attention scores are then computed using a scaled
dot-product of the Q vector of the target token and the K vectors of all other tokens,
followed by a softmax operation to obtain normalised weights that sum to one.
The output of the self-attention layer is a weighted sum of these scores and the
corresponding V vectors, effectively capturing the relevant information from other
tokens.
To provide an analogy for this concept, consider a theatre play with multiple
actors on stage, where each actor represents a word in a sentence. A spotlight (the
self-attention mechanism) shines on one actor at a time, but it adjusts its brightness
based on the relevance of other actors to the overall story. The brightness of the
spotlight on each actor represents the attention scores, indicating the importance of
each actor to the current focus of the play. The spotlight can also illuminate multiple
actors simultaneously to different degrees, representing the weighted sum of values in
the self-attention mechanism. This allows the play to convey a richer, more nuanced
meaning by highlighting the relationships and interactions between the actors.
Fourth, to capture different aspects of the input data, the transformer employs
multi-head attention, which allows the model to jointly attend to information from
different representation subspaces at different positions. In this mechanism, the self-
attention process is run in parallel multiple times, each with its own set of learned
linear projections of the Q, K, and V vectors. These linear projections enable each
attention head to focus on different aspects of the input data, effectively creating
multiple “self-attention spotlights” that operate simultaneously. The outputs of these
parallel attention heads are then concatenated and linearly transformed to obtain the
final output of the multi-head attention layer. This approach enables the transformer
to capture a richer, more comprehensive understanding of the input sequence by
combining the different perspectives learned by each attention head.
To illustrate this more clearly, consider the same theatre play observed by a
panel of several critics. Each critic focuses on different aspects of the performance,
such as acting, dialogue, or stage design. They might interpret the same scene from
contrasting viewpoints, providing diverse insights into the play. Similarly, multi-head
attention works like multiple “self-attention spotlights” operating simultaneously,
each with a slightly different learned focus. One attention head might concentrate on
grammatical relationships, while another might focus on broader themes within the
text. These different perspectives are learned by the model during training, allowing
it to capture various aspects of the input data. Afterwards, these diverse views are
combined to create a richer, more comprehensive understanding of the play.
2 AI-Enhanced Ecological Learning Spaces 23

In the fifth step, after each attention layer, the transformer applies a position-
wise feed-forward network (FFN) to the output of the attention mechanism. The
FFN consists of two linear transformations with a ReLU activation function in
between. The purpose of the FFN is to introduce additional non-linearity and expand
the model’s capacity to capture complex patterns in the input data. Importantly,
the FFN is applied independently to each position in the sequence, allowing the
model to capture position-specific patterns and transformations. As information
passes through the transformer’s layers, it undergoes iterative transformations via
the attention mechanisms and feed-forward networks. Each layer projects the input
data into new multidimensional spaces, enabling the model to progressively refine
and abstract the representations of the input. This iterative process allows the trans-
former to capture increasingly complex patterns and relationships within the data,
building upon the representations learned by the previous layers.
To visualise this process, consider the process of creating a complex painting.
The artist starts with initial sketches that form a basic outline of the composition.
As layers of paint are added, details, forms, and ultimately themes emerge. The
final masterpiece depends on this gradual buildup of complexity, with each layer
contributing to the overall representation. Similarly, each hidden layer in a trans-
former acts like a layer of paint, transforming and refining the input data (the initial
sketch) into increasingly abstract and sophisticated representations. Just as each
stroke and colour choice builds upon the previous ones, the hidden layers in the
transformer build more nuanced understandings of the input text, with each layer
expanding the model’s capacity to capture complex patterns and relationships.
In the sixth step of the transformer model, both the self-attention and the FFN
layers are wrapped with residual connections, followed by layer normalisation.
Residual connections help mitigate the vanishing gradient problem (Hochreiter,
1998) and make it easier for the model to learn residual functions with reference
to the input. This is achieved by adding the input of each sub-layer back to its output
before being normalised. Residual connections ensure that even if a layer makes a
less-than-ideal transformation, the original information is preserved, aiding in the
stability of the model. Layer normalisation, on the other hand, works to stabilise
the training process by normalising the activations across each layer. It ensures that
the values within each layer remain well-behaved, preventing them from getting too
large or too small. This normalisation step helps to promote smooth training and
faster convergence of the model.
To better understand this idea, imagine a team of acrobats performing a daring
routine where each acrobat builds upon the moves of the one before, creating increas-
ingly complex formations. Residual connections act like safety nets strategically
placed below the acrobats. If someone stumbles, the net allows them to quickly
rejoin the routine, preventing the whole structure from collapsing. Similarly, if a
layer in the transformer makes a less-than-ideal transformation, the residual connec-
tion ensures that the original information is preserved, maintaining the stability of the
model. Layer normalisation, in this analogy, works like a levelling tool a worker uses
to check the platform between acts. It ensures that the platform remains balanced
24 P. Ilic and M. Sato-Ilic

for the next daring feat, preventing any imbalances that could throw off the perfor-
mance. In the transformer, layer normalisation keeps the activations across each layer
well-behaved, promoting smooth training and faster convergence.
In the seventh step of the transformer model, the decoder side follows a similar
structure to the encoder but includes an additional attention layer that focuses on
the encoder’s output. This additional attention layer allows the decoder to attend to
relevant parts of the input sequence at each generation step, enabling it to capture
the context and dependencies between the input and output sequences.
The decoder’s self-attention layer operates similarly to the encoder’s self-
attention, allowing each token in the output sequence to attend to the previously
generated tokens. However, the additional attention layer enables the decoder to
dynamically focus on pertinent segments of the encoder’s output as it generates
each token in the output sequence. This mechanism is crucial for ensuring that the
generated output accurately reflects the key ideas and context of the input sequence.
To clarify this notion, think of the decoder as a translator working on a crucial docu-
ment. The translator has their own notes and understanding of the target language,
which is similar to the decoder’s self-attention. Additionally, the translator has access
to the original document in the source language, which represents the encoder’s
output. The decoder’s additional attention layer acts like a highlighting tool, allowing
the translator to focus on the most relevant parts of the original document as they
work on each section of their translation. This dynamic focusing ensures that the final
translation accurately captures the context and dependencies of the original text.
In the final step of the transformer model, the output space represents the high-
dimensional vector that the model produces at each generation step. In tasks such as
language translation or text generation, this output vector needs to be converted into a
probability distribution over the vocabulary, indicating the likelihood of each possible
output token. The conversion from the high-dimensional output vector to a probability
distribution is typically performed using a softmax layer. The softmax layer takes the
output vector and maps it to a set of probabilities, where each element corresponds
to a specific token in the vocabulary. The resulting probability distribution allows
the model to make predictions about the most likely output token at each generation
step.
To visualise this process, imagine a sculptor working with a block of clay, where
the final sculpture represents the generated text or output. The sculptor’s tools are like
the model’s output mechanism, shaping the clay into different forms. Initially, the
block of clay (the high-dimensional output vector) holds endless possibilities. As the
sculptor works (the model processes the input), specific features emerge, gradually
transforming the clay into a recognisable shape (the predicted output token). The
softmax layer acts as the final tool in the sculptor’s arsenal, refining the shape of the
clay into a specific form. It takes the output vector and moulds it into a probability
distribution, assigning higher probabilities to the most likely output tokens based
on the learned patterns and relationships from the training data. The final sculpture
represents the culmination of the transformation process, where the initially form-
less clay has been shaped into a precise outcome based on the sculptor’s (model’s)
understanding of the input and the learned patterns.
2 AI-Enhanced Ecological Learning Spaces 25

The use of multidimensional spaces is crucial to the success of transformer models


in NLP tasks. These high-dimensional spaces allow transformers to capture and
process complex linguistic and contextual information effectively. Throughout the
various steps of the transformer architecture, such as input embedding, attention
mechanisms, and positional encoding, multidimensional spaces play a vital role.
They enable the model to represent words, understand their relationships, and focus
on the most relevant information based on the current context. Imagine a multi-
layered map where words are positioned based on their semantic and syntactic
similarities. The transformer model navigates this map using attention mechanisms,
focusing on specific regions to understand the meaning and generate appropriate
outputs. By leveraging the power of multidimensional spaces, transformers can learn
rich representations of text, capture nuances, and produce coherent and contextually
relevant results. This flexibility and capacity to process language in high-dimensional
spaces are key to the transformer’s state-of-the-art performance across a wide range
of NLP applications.

2.3 The Concept of Ecological Learning Spaces: Dynamic,


Interconnected, and Learner-Centred Educational
Environments

The concept of an ecological perspective on learning spaces is grounded in Bron-


fenbrenner’s ecological systems theory (Bronfenbrenner, 1979), which views devel-
opment within a complex system of relationships affected by multiple levels of the
surrounding environment. Bronfenbrenner is revered as one of the leading world
authorities in the field of development psychology. His most important brainchild
was the ecological systems theory, where he defines the five concentric systems that
are the micro-, the meso-, the exo-, the macro- and the chronosystem (Bronfenbrenner
et al., 1994). From a sociocultural perspective, an educational environment consists
of individuals and groups engaged in activities that shape and convey their identities.
An ecological approach echoes this but considers every aspect of the environment—
including physical spaces, tools, technologies, and other people—as resources. This
environment is adaptable, adjusting to the evolving interactions between individuals
and these resources. These dynamics can be understood as an ecological system
(Loi & Dillon, 2006).
Lave and Wenger’s Situated Learning Theory (Lave & Wenger, 1991) in 1991
also contributed foundational ideas, emphasising learning as a social process and the
importance of context in learning environments. The early 2000s saw initial applica-
tions of ecological concepts in education. This period focused on understanding how
different environmental factors, including social, cultural, and physical elements,
impact learning (Kirschner & Hendrick, 2020). Researchers began to explore the role
of technology in these spaces (Siemens, 2005), recognising the growing influence of
digital tools in learning environments (Lave & Wenger, 1991). With the advancement
26 P. Ilic and M. Sato-Ilic

of technology, the mid-2000s witnessed a shift towards digital and blended learning
environments (Dziuban et al., 2018; Ilic, 2014). This phase marked the recognition
of online platforms, virtual classrooms, and digital resources as integral components
of learning spaces. It is a way for instructors to strengthen the network of learning
formed by collaboration by allowing students to continue the discussion as they move
through physical locations (Sharples et al., 2005). For example, mobile phones have
created “simultaneity of place” (Traxler, 2009) a kind of bridging of physical space,
such as home, school, and work, through the creation of a mobile social space by
filling the space in between (Bull, 2005). Mobile technologies transport communities
and discussions into physical public and private spaces forcing people to adjust their
behaviour to manage a more fluid environment (Traxler, 2009). Private is no longer
just what happens when physically alone (Cooper et al., 2002).
The concept of "networked learning"(Harasim, 1995; Jones et al., 2000) emerged,
highlighting how digital connections can create new types of learning communities
and environments (Cousin & Deepwell, 2005). The last decade has seen the inte-
gration of advanced technologies like AI (Crompton & Burke, 2023) into learning
spaces. These technologies have been used to personalise learning experiences,
provide adaptive learning pathways, and analyse learning data for insights. The focus
has been on creating intelligent learning environments (Kinshuk, et al., 2016; Spector,
2016) that adapt and respond to the needs of learners, akin to an ecological system.
The most recent literature emphasises the importance of flexibility, adaptability, and
learner agency in ecological learning spaces (Esposito et al., 2015).
Current research is exploring the ethical implications of AI in education (Akgun &
Greenhow, 2021), the role of data privacy (Komljenovic, 2022; Reidenberg & Schaub,
2018), and the need for equitable access (Gulati, 2008; Haythornthwaite, 2007;
Tien & Fu, 2008) to technology-enhanced learning environments. Future directions
point towards a more holistic integration of AI into the fabric of ecological learning
spaces (Erickson, 2013), ensuring that these technologies serve to enhance rather
than dictate the learning process. Throughout these phases, the literature reflects a
growing understanding of the complexity and interconnectedness of learning envi-
ronments (Ilic, 2021). The ecological perspective emphasises the need to consider
not just the physical space, but also the social, cultural, and technological dimensions
that shape learning experiences.

2.4 AI and the Ecological Aspect of Learning Spaces

This section explores the dynamic role of AI in enhancing ecological learning spaces,
emphasising adaptability, interconnectivity, and personalisation. It delves into how
AI transforms these spaces into learner-centred environments, facilitating collabo-
rative networks, holistic development, and inclusive education. AI’s integration is
helpful in personalising learning experiences, engaging students interactively, and
providing comprehensive feedback, thereby transforming the educational landscape
to be more adaptive and responsive to diverse learning needs.
2 AI-Enhanced Ecological Learning Spaces 27

2.4.1 Adaptability in Ecological Learning Spaces

Ecological learning spaces ideally should be adaptable and responsive to the needs
and actions of learners. This adaptability is crucial in a rapidly changing world, where
the skills and knowledge required can shift quickly. AI can contribute to this adapt-
ability by enhancing the flexibility and responsiveness of educational environments,
thereby enabling the learning environment to evolve in response to student needs.
Adaptive learning systems use learning Analytics that systematically collect and
analyse data on learners’ interactions and progression in education (Siemens, 2013)
to tailor learning strategies. The AI uses this data to identify patterns, such as which
learning strategies are most effective for individual students (Bienkowski et al., 2012;
Ifenthaler et al., 2019). The development and utilisation of these adaptive learning
systems are gaining prominence, and they could use AI algorithms to further person-
alise the learning content and pace (Alavi & Dillenbourg, 2012; Brusilovsky, 2001).
For instance, should a student encounter difficulty in grasping a specific concept,
these systems have the capability to either furnish additional resources or modify the
level of complexity to facilitate better understanding.
Ecological learning spaces encompass holistic development, including social,
emotional, and cognitive skills beyond academic knowledge. AI significantly
contributes to this approach by tracking and supporting broader aspects of learning.
It provides insights into student engagement, emotional well-being, and social
dynamics. AI enhances personalisation through adaptive content and difficulty modi-
fication, aligning with individual learning paces and preferences. It augments engage-
ment and motivation with interactive tools, making learning more effective and
enjoyable.
Inclusion is a fundamental principle in the design and operation of ecological
learning spaces. These spaces strive to ensure that all learners, regardless of their
background or circumstances, have access to quality education. AI is instrumental
in realising this goal, as it can help identify gaps in access and achievement among
diverse student populations. Through its analytical capabilities, AI aids in devel-
oping strategies to bridge these gaps, thereby promoting a more accessible learning
environment (Holstein & Doroudi, 2021; Roshanaei et al., 2023).
Research on the implementation and accessibility of AI systems focuses on
their effectiveness in diverse educational contexts and accessibility for all learners,
including those with disabilities. A critical focus is on how these innovative systems
can be effectively integrated across various educational landscapes and made acces-
sible to a diverse spectrum of learners, including those with disabilities, ensuring
fairness in educational opportunities (Burgstahler, 2002; Goldenthal et al., 2021;
Lazar et al., 2017).
The rapid advancement of AI in education has the potential to significantly
enhance learning experiences through techniques such as adaptive learning systems,
Predictive Modelling, student modelling, NLP, and AI-assisted feedback and assess-
ment. These AI-powered systems can personalise learning content and pace, predict
learning outcomes, model individual student knowledge and preferences, facilitate
28 P. Ilic and M. Sato-Ilic

intuitive interactions, and provide immediate and targeted feedback. This combi-
nation of capabilities can lead to the creation of truly dynamic ecological learning
spaces that adapt and respond to the needs and actions of each learner. However, as
we integrate these powerful technologies into educational environments, it is crucial
to address the ethical and privacy considerations surrounding student data usage
and potential biases in AI-driven methodologies. The successful implementation
and accessibility of these AI systems across diverse educational contexts, including
their ability to accommodate learners with disabilities, will be key to ensuring equal
access to educational opportunities for all students. While the path forward presents
both exciting possibilities and challenges, the responsible application of AI has the
potential to significantly advance and improve the effectiveness of education.

2.4.2 Principle of Interconnectedness

In an ecological learning space, the principle of interconnectedness may be supported


through the integration of AI, linking various elements like technology, the phys-
ical environment, social interactions, and learning materials. This interconnected
approach, enhanced by AI, ensures that learning is viewed not in isolation but
as part of a broader system. The emergence of collaborative networks supported
by AI enables the effective formation of extensive, interconnected networks that
bridge the gap between learners and educators worldwide, facilitating collaboration,
idea exchange, and mutual learning (Rosé & Ferschke, 2016; Wenger, 1998). Such
networks transcend geographical barriers bringing together diverse perspectives and
educational practices, enriching the learning experience.
Furthermore, AI’s pivotal role in Data Integration Across Platforms is becoming
increasingly crucial (Labarthe et al., 2018; Papamitsiou & Economides, 2014;
Siemens, 2005; Siemens & Baker., 2012), and results in a seamless amalgamation of
information from diverse educational platforms, enhancing learning experiences. By
harnessing AI, educators and institutions can integrate data from a host of educational
platforms, creating a seamless flow of information (Ahmad et al., 2023). This inte-
gration is pivotal in developing a more comprehensive understanding of individual
learning patterns.
The technology also fosters interdisciplinary connectivity, providing access to
a wide-ranging web of knowledge that spans different disciplines. This not only
deepens subject-specific knowledge but also promotes a holistic and integrated educa-
tional approach. The ability of AI in education is its ability to foster this interdis-
ciplinary connectivity (Blikstein & Worsley, 2016; Jacobs, 1989) by acting as a
conduit through which learners can access a vast, interconnected web of knowledge
that spans various disciplines. This is not just about deepening knowledge in indi-
vidual subjects; it’s about redefining the very approach to education. It encourages a
more holistic and integrated understanding, breaking down traditional silos between
2 AI-Enhanced Ecological Learning Spaces 29

disciplines. The result is an educational experience that is not only more comprehen-
sive but also more cohesive, fostering a broader perspective and a deeper appreciation
of the interconnectedness of knowledge.
These spaces emphasise collaborative and social learning, where AI aids in
creating and enhancing interactive educational experiences. Within these ecolog-
ical learning spaces, collaborative and social learning is greatly emphasised, and AI
can assist in this domain by suggesting suitable collaborative projects, which not only
enhance academic understanding but also encourage teamwork and communication
skills (McLaren et al., 2010; Tan et al., 2022). Additionally, AI can adeptly form
study groups by analysing and matching students based on complementary learning
styles and skills (Zhai et al., 2021; Zhang et al., 2022). Beyond these practical appli-
cations, AI is also capable of simulating social learning environments, providing a
platform for students to engage in interactive, socially-rich educational experiences,
even in remote or digital settings (Dai & Ke, 2022; Shen et al., 2021).
The integration of AI in ecological learning spaces significantly enhances the
principle of interconnectedness by strengthening the links between various elements
of the learning environment. AI-supported collaborative networks improve global
collaboration and idea exchange among learners and educators, leading to more
diverse perspectives and enriched learning experiences. Furthermore, AI bolsters
interdisciplinary connectivity by providing learners with better access to a vast,
interconnected web of knowledge, promoting a more holistic and integrated under-
standing of subjects. AI also enhances collaborative and social learning by suggesting
more effective collaborative projects, forming study groups based on complementary
skills, and simulating engaging social learning environments in both physical and
digital settings. By augmenting these aspects of education, AI creates a more inter-
connected, personalised, and effective learning experience within ecological learning
spaces, fostering a deeper appreciation for the interrelated nature of knowledge and
skills.

2.4.3 Learner-Centred Ecological Learning Spaces

In learner-centred ecological learning spaces, AI plays a pivotal role in personal-


ising education. It tailors learning experiences to each student’s unique needs, pref-
erences, and learning styles by adaptively modifying content and difficulty. This
ensures alignment with individual learning paces and enhances student engagement
and motivation through interactive tools. AI also provides continuous, personalised
feedback and assessment, enabling students to understand their progress clearly and
focus on areas needing improvement. This approach not only corrects mistakes but
also guides overall learning and development, fostering a more self-directed and
reflective educational journey. In the contemporary educational paradigm, personal-
isation is critical, signifying a shift towards tailored learning experiences (Bartolomé
et al., 2018; Skinner, 2016). This often involves using AI to adaptively modify both
content and difficulty level (Davies et al., 2021).
30 P. Ilic and M. Sato-Ilic

In the realm of feedback and assessment, AI provides immediate, personalised


responses and aids in assessment creation and grading. Here, AI’s contribution is
twofold. Firstly, it provides immediate and personalised feedback to students, thereby
enhancing their understanding and rectification of mistakes (Giannakos et al., 2019;
Shute, 2008; VanLehn, 2006). Secondly, AI aids in the creation and evaluation of
assessments (Smolansky et al., 2023), streamlining the grading process and ensuring
a more objective evaluation (Owan et al., 2023). However, it is imperative to address
issues pertaining to the privacy of student data, ethical usage of such data, and the
prevention of any biases that may arise from AI-driven educational methodologies
(Holmes et al., 2022; Shneiderman, 2020b; Slade & Prinsloo, 2013).
Similarly, Predictive Modelling forecasts learning outcomes to identify students
needing extra support and here AI is adept at forecasting future learning outcomes by
analysing students’ past performance (Baker et al., 2009; Romero & Ventura, 2010;
Xing & Du, 2019). This predictive capability is instrumental in the early identification
of students who may require additional support, thereby enabling timely intervention.
Moreover, the concept of student modelling is at the forefront of AI education systems
that are engineered to construct and continually refine a comprehensive model of each
student’s knowledge base, skill set, and learning preferences (Santos & Boticario,
2015; VanLehn, 1988; Woolf, 2010). This model evolves in real-time, adapting to the
student’s interactions with the educational material. While student modelling creates
evolving profiles of each learner’s knowledge and preferences, NLP enriches student
interactions with the systems. NLP enables the system to comprehend and respond
to student queries in a manner that is both natural and intuitive, thereby enhancing
the overall learning experience and making it more interactive (Graesser et al., 2014,
2018; Perez-Marin & Pascual-Nieto, 2011).
Alongside personalisation, engagement and motivation are equally paramount in
the educational process. The use of interactive and immersive AI tools has become
increasingly prevalent in maintaining student interest and motivation (Alam &
Mohanty, 2022; Chiu, 2023; Huang et al., 2023). By making learning an inter-
active and enjoyable experience, AI helps sustain student interest and motivation
(Fredricks et al., 2004), which are crucial for effective learning and long-term educa-
tional success. Furthermore, feedback and assessment are integral components of this
evolved educational approach (Sadler, 1989). AI provides continuous and person-
alised feedback, enabling students to gain a clear understanding of their progress and
areas requiring improvement (Darvishi et al., 2022; Richardson & Clesham, 2021;
Vittorini et al., 2021). This feedback is not just about correcting mistakes; it’s about
providing a roadmap for learning and development. AI systems can analyse student
responses and learning patterns, offering insights that are tailored to each student’s
needs. This helps students in identifying their strengths and weaknesses, fostering a
more self-directed and reflective approach to learning.
Furthermore, AI enriches feedback and assessment with continuous, personalised
insights that guide learning and development. It aids in identifying and addressing
achievement gaps among student populations, promoting a more comprehensive
learning environment. By monitoring social, emotional, and cognitive aspects, AI
enables educators to tailor their approach to each student’s needs. These AI-driven
2 AI-Enhanced Ecological Learning Spaces 31

enhancements transform learning spaces into more personalised, engaging, inclu-


sive, and holistic environments, fostering optimal learning and development for all
students. Ultimately, AI helps create learning environments that nurture the whole
student, not just their academic abilities (McStay, 2020; Salas-Pilco, 2020).

2.5 Conclusions

The integration of AI into ecological learning spaces offers transformative possi-


bilities for educational technology and pedagogy. AI could reshape the educational
landscape by creating dynamic, interconnected, and learner-centred environments
that adapt to individual needs and promote collaborative learning. This aligns with
the broader trend of automating complex cognitive tasks, potentially allowing people
to focus on higher-order thinking and innovation. Generative AI’s evolution suggests
the possibility of more personalised and effective learning experiences. By leveraging
AI capabilities in adaptive learning systems, predictive modelling, and NLP, educa-
tional institutions might create more responsive, engaging, and inclusive learning
environments. AI could enhance interconnectedness, transforming learning spaces
into rich ecosystems where knowledge is shared, created, and applied across disci-
plines. This might facilitate global collaboration and promote a holistic approach to
education, encompassing social, emotional, and cognitive skill development.
AI-enabled learner-centred approaches could tailor education to individual needs,
preferences, and learning styles. This personalisation, combined with continuous
feedback and assessment, might empower students to take greater control of their
learning journey and potentially achieve better outcomes. However, addressing
ethical considerations and challenges is crucial. Issues such as data privacy, algo-
rithmic bias, and equal access to AI-enhanced education must be carefully considered
to ensure potential benefits are available to all learners. The potential of AI in educa-
tion remains vast and largely unexplored. Future research could focus on improving
AI algorithms to better respond to diverse learning needs, developing advanced inter-
disciplinary learning tools, and exploring seamless AI integration while maintaining
the essential human element of teaching and learning.
When considering the future, it is crucial to consider the emerging role of AI
agents in this evolving educational landscape. These sophisticated entities represent
the next frontier in AI, offering capabilities that align closely with the principles
of adaptive, personalised learning environments. AI agents are designed to operate
autonomously within complex systems, perceiving their environment, processing
information, and taking goal-oriented actions. In the context of ecological learning
spaces, they could serve as personalised tutors, adaptive assessment tools, and virtual
teaching assistants, potentially reshaping the interactions among students, teachers,
and other stakeholders in the educational ecosystem. What sets these agents apart
is their ability to learn and improve over time, incorporating advanced ML algo-
rithms and NLP. This adaptability makes them particularly well-suited to support the
dynamic, learner-centred approach of ecological learning spaces. As we look towards
32 P. Ilic and M. Sato-Ilic

the future of education, the integration of AI agents promises both exciting opportu-
nities and significant challenges in our quest to create more responsive, personalised,
and effective learning environments.
In conclusion, AI-enhanced ecological learning spaces offer a promising avenue
for potentially more effective, engaging, and accessible education. By continuing
to innovate and responsibly explore these technologies, we may be able to create
learning environments that not only meet the demands of our rapidly changing world
but also nurture the full potential of every learner. This possible progression towards
AI-supported learning environments reflects a broader trend in human advancement,
where the automation of complex cognitive tasks could free human potential for
higher-order thinking, creativity, and innovation in education and beyond.

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Chapter 3
Reimagining Learning Experiences
with the Use of AI

David Guralnick

Abstract Advances in artificial intelligence (AI) provide the opportunity for the
creation of new approaches to learning. Progressive educational methods such as
personalized, project-based learning have been effectively used for many years, but
are labor-intensive for teachers and expensive to provide. With the aid of artificial
intelligence, we can create personalized, engaging, active, meaningful learning expe-
riences that can easily scale up and be made available to large audiences. Learning
experiences that take advantage of AI can put learners in realistic environments where
they can explore, make decisions, and receiving coaching guidance for example, a
student who wished to learn about ancient Greece could potentially explore a simu-
lation of ancient Greece, with an AI coach guiding them. AI-based approaches to
learning have the potential to create educational systems that foster creativity and
critical thinking skills, and can change the structure of both traditional education and
workplace learning.

Keywords Learning by doing · Simulation · Learning experiences · Artificial


intelligence · AI · Virtual reality · VR · Augmented reality · AR · Metaverse ·
Coaching guidance · Feedback · Critical thinking

3.1 Introduction

When I was young, I was fortunate enough to go to a fantastic school1 during my


formative years, from preschool through elementary school (until I was around age
12). The school was very non-traditional—rather than having lots of quizzes and tests,
we had projects and learned by doing, and we were encouraged to be experimental,
to follow our interests (even at very young ages!), and that “school” was a place
of collaborative enjoyment, not a place where you competed for the highest score
and that was the only focus. The school actually didn’t have student grades at all

D. Guralnick (B)
Kaleidoscope Learning, Columbia University, New York, USA
e-mail: dguralnick@kaleidolearning.com

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 39


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_3
40 D. Guralnick

(no number or letter grades summarizing your performance, even among the older
students), and instead had detailed evaluations of each student that teachers would
write and then go over with the student’s parents. The evaluations were exceptionally
detailed and often covered the student’s growth as a person, not just their academic
performance.
One of my most memorable learning experiences ever was at that school, when I
was 10 years old and in the fifth grade. We had a section in a class in which we learned
about U.S. state governments, and rather than simply reading about state government
history and laws, we were given a project to do: each student was asked to choose
a state, and the goal was to create a scrapbook showing key elements of that state’s
government—everything from the state bird and flower to interesting state laws. To
accomplish this, we had a lot of freedom—we’d meet with our teacher regularly and
individually, but her role was much more that of an advisor than that of a traditional
instructor. We were encouraged to experiment and try new approaches—not just
do library research (this was in the pre-Web/Google days), but to write letters to
government agencies, maybe make phone calls, whatever we wanted to try as a way
to achieve our goals.
This was a fascinating project and we all enjoyed it; it was individualized in so
many ways, even from getting to choose your state to focus on instead of simply being
assigned a state (in my case, I chose Pennsylvania, the state I was born in and lived
for all of one year, so I didn’t exactly have a lot of memories of it but was interested
in learning more about my birth state). Also, since the overall structure and vibe of
the class, and the school, were collaborative, we, as students, naturally and happily
shared information with each other, often informally in conversation—for example,
one of my friends had good luck reaching someone at the Chamber of Commerce
of the state capital city of his state, so he mentioned that to me and I tried the same
thing with my state (my friend had better luck than I did with the Chamber, though).
Overall, this was an experience that was memorable and fun, and we also learned
a lot more about how state governments work from all of our varied research and
discussions (and there were lots of discussions, including outside of class—we were
into this project!) that we would have learned simply by memorizing facts from a
textbook.
A few of the key advantages of this approach included:
• Learning by Doing: We learned not just by reading, but by doing something—
now, we didn’t get to practice being a state governor and really learning by doing
in an ideal way, but the project involved active learning rather than only passive
reading (the use of learning by doing dates back centuries; see Dewey (1938),
among many others, and various studies have demonstrated its effectiveness—
see, for example, Knight et al. (2010); also, see Schank (1997) for descriptions of
a variety of early workplace learning-by-doing simulations, including many that
we designed by this author).
• Constructivism: We really created, or constructed, something: the scrapbook that
was the end goal of the project (constructivism’s origin is generally attributed to
Piaget (1967) and others).
3 Reimagining Learning Experiences with the Use of AI 41

• One-on-One Coaching/Mentoring: Our teacher played the role of a coach or


mentor, rather than that of a traditional teacher, which was incredibly valuable.
• Collaboration with other students: We worked with our peers—the projects were
individual, but the community worked together to share information and run ideas
by each other.
• Critical Thinking: Working on this project involved a fair amount of decision-
making and initiative on the part of the student; we weren’t told what to do, so we
needed to look at different opportunities, explore them, and think critically about
our project, its progress and goals, and how we might best achieve our goals.
This was an incredibly successful project in my view, and one that followed a
number of principles of progressive learning and theories from cognitive science
such as situated learning (Brown et al. 1989; Collins et al., 1989).
But as successful as it was, this project had one drawback, and it was a major
one: it was very, very expensive and, related, limited in access. The school’s tuition
was high, classes were limited in size, and this class only had one teacher, who was
presumably paid well by teacher standards. She was fantastic—but even if there had
been more budget, finding other teachers who were this good at all aspects of their
job and were available and interested and lived close enough to the school to work
there every day—well, that would have been a challenge.
Perhaps the greatest barrier to experiences like the one I had being more common
and widespread is that of scalability—due to cost and resource limitations, this type
of experience doesn’t scale up well. We’d need a lot of money and a lot of available
great teachers in a specific location to reach more students with this experience.
And that’s where technology, and especially artificial intelligence (AI), can really
make a difference—with thoughtful use of technology, we can design experiences
that make use of the concepts we’ve discussed above and can be experienced by
a large-scale audience. That’s where we have to potential for a true revolution in
education and workplace learning and the opportunity to take an approach to learning
that’s personalized, respectful, and often practical, and make it available to everyone.
In 1983, the writer and futurist Isaac Asimov (see Asimov, 2018) predicted that by
2019:
Education, which must be revolutionized in the new world, will be revolutionized
by the very agency that requires the revolution—the computer….
There will be an opportunity finally for every youngster, and indeed, every person,
to learn what he or she wants to learn, in his or her own time, at his or her own
speed, in his or her own way….
Education will become fun because it will bubble up from within and not be forced
in from without.
As I write this in 2024, we’re not there yet, either in education or in workplace
learning, but we’re getting closer, especially with appropriate uses of AI—if we do
it right.
42 D. Guralnick

3.2 Motivation and Creating a Culture of Learning

Educational courses and workplace learning experiences are frequently designed


around extrinsic motivational factors, usually quiz and test scores—learners are
motivated to do well in order to achieve a high score and the benefits that come with
that. One motivational process that has gained popularity in recent years, partic-
ularly in corporate learning, is a form of gamification (see, e.g., Kapp, 2012) in
which a leaderboard is posted and learners compete with their peers for the highest
score; sometimes a prize is given to the person with the high score. Research (e.g.,
Malone (1981) has shown that intrinsic motivation—when the person is motivated
from within due to finding the task enjoyable or meaningful—is more powerful than
extrinsic motivation.
On my fifth-grade state government project, I was primarily motivated by intrinsic
factors: I was interested in the state I was born in, I enjoyed the project process and
found some parts of it especially cool—getting to write letters to, and sometimes
hear back from, government offices was a fun thing for a 10-year-old and felt very
“adult”—and putting together a scrapbook was a fun, personal, creative task. I also
had pride in my work and wanted to do a good job, but I wasn’t receiving any of
the common external motivators—I wasn’t receiving a letter or number grade and
wasn’t at all thinking about whether the project would be covered on my teacher’s
next evaluation that went to my parents. But the intrinsic motivating factors were
powerful, plus the school culture added to the motivation as well—everyone else
seemed enthusiastic about the project and about school in general. And overall my
fifth-grade project seemed meaningful and relevant to me and I felt emotionally
connected to it. Plus the structure of the project and the culture of the school helped
us consistently feel comfortable and confident.
In contrast, much of traditional education, both in school and in workplace
learning, puts the learner in a position where they feel they’re being told what to
do, whether it’s by an instructor or by a machine. So much current online learning
follows a traditional classroom format and involves watching a video clip or reading
text, then answering quiz questions. These methods are typically not nearly as effec-
tive as well-designed learn-by-doing approaches, and they’re not very motivating,
relying almost entirely on extrinsic motivational factors.
AI and new technologies can allow us to create intrinsically-motivating, effective
learning experiences on a large scale. In the next section, I’ll discuss some online
learning experiences we can create.
3 Reimagining Learning Experiences with the Use of AI 43

3.3 Human-Centered, Technology-Based Learning


Experiences

How can we best use AI and new technologies to create learning experiences that
embody the progressive learning theories of my fifth-grade project and connect with
their audience, and are built in a way that can scale up?

3.3.1 A Sample Future Learning Experience

Here’s one potential AI-infused experience: imagine a student who’s interested in


learning about ancient Greece. In a future world that’s not so far away, the student
might project a 3-D world on the wall of their room, immersing them in ancient
Greece, as shown in Fig. 3.1. (This would be a form of virtual reality, and could be
accomplished in today’s world already in a slightly different form with VR goggles
or glasses).
The student in this world would have the ability to explore at their own pace and
based on their own interests, and would also have an AI coach to communicate with,
via text or audio. The coach would always be available to answer any questions that
the student had, and could also provide advice and suggestions based on the coach’s
knowledge of the student’s interests, which would grow over time (see Figs. 3.2 and
3.3).
The student could also potentially interact with other students who were “in”
the same ancient Greek world, either synchronously or asynchronously, forming and

Fig. 3.1 A student projecting an immersive image on their wall


44 D. Guralnick

Fig. 3.2 A student asks a question

Fig. 3.3 The AI coach answers the student’s question

furthering bonds with other students (I can imagine this as an experience that a cohort
or class of students take together, or something that people do individually and then
they can decide how much they want to interact with others).
This experience includes a number of key elements that we would expect to
contribute to its success:
• Learning by doing, in a (very!) realistic context: This is a true learning experience,
involving learning by doing in various forms—the student can explore ancient
3 Reimagining Learning Experiences with the Use of AI 45

Greece on their own, have a conversation with a simulated version of Socrates, or


discuss what they see with their coach or other students.
• Coaching guidance: The AI coach can answer questions from the student and
also play a more active role in guiding the student—making suggestions based
on things that are of general interest or things that are related to what the student
has shown interest in, for example.
• Feedback (from a coach and from peers): The AI coach can interject to provide
advice and feedback on actions the student takes in the simulated world. And
the students’ peers can potentially provide their thoughts as well—a variety of
different activities and experiences could be designed within the simulated virtual
world.
• Learner control, but the learner is assisted and advised: Another key feature of
this experience is that the learner has a lot of control—they’re not just in lockstep
with other students, but can explore things of interest. At the same time, the AI
coach is watching them and watching over them, jumping in with suggestions and
guidance and there to help when needed. Different students may prefer, or need,
different levels of guidance. Also, we can design activities in such a virtual world
that do involve students doing something together when needed—e.g., perhaps
everyone takes a virtual tour of the Acropolis together and then has freedom to
explore after that.
• An immersive, personalized experience: The immersive nature and high level of
personalization of this experience are at the heart of what can make this approach
successful.
The learning environment and sample experience above show one way in which
we can reimagine learning experiences using new technologies—rather than just
taking elements of traditional education and training and mimicking them in a
new-technology world or with an AI teacher, we can instead redesign, reinvent,
and reimagine learning experiences, based on research, practical experience, and
creativity—all in ways that can scale up and reach a large-scale audience.

3.3.2 The Potential Future of Workplace Learning:


An Example

Workplace learning experiences typically need to be skills-focused and provide


transfer to the actual job. In an ideal world, new employees would be able to gain
experience via practice in a realistic way, thus preparing them for their role in ways
that give them at least some qualities of an experienced employee before they even
start.
Online training simulations (and before that, computer-based simulations that ran
locally, using hard drives and other technologies such as videodisk players and CD-
ROMs), have been used in the professional world for some time; one of the earliest
46 D. Guralnick

documented examples was the Boston Chicken Cashier Trainer from 1991 (Gural-
nick, 1996), a learn-by-doing simulation that I created in which learners practiced
using a specialized cash register to process customer orders quickly and efficiently. In
this simulation, customers appeared on video with their order and the learner needed
to ring up each order as quickly and accurately as they could. A text-based “tutor”
provided guidance by answering specific, pre-programmed questions, and feedback
when the learner took an incorrect action, and the tutor used AI techniques to provide
a realistic interaction at a time when such interactions were rarely seen. Meters on
the screen showed the learner’s speed and accuracy scores, serving as a motivating
challenge because, though the meters are an extrinsic motivational factor, they did
show the learner’s performance on authentic criteria, the same criteria that would
define whether they did the real job well.
This simulation was successful in its time and later, similar experiences focused on
soft skills, such as customer service skills (Guralnick, 2007). In soft-skill contexts,
the limitations of the technology were more noticeable, particularly in terms of
the learner’s interaction with another character, such as a customer. The learner
would have to choose from a set of options as far as what to say to a character, or
sometimes piece together a sentence from components—in either case, the options
were limited and risked making it too obvious what the reasonable approaches were.
While many such simulations have been successful (e.g., Guralnick, 2007), a fully-
realistic, immersive environment with free-form, verbal communication would be
ideal. And that’s the environment we can envision with the use of new AI approaches
and advances in virtual reality.
Here’s an example of how such an immersive simulation experience might work:
Imagine a new retail customer service employee, either at their home or in a room
in the back offices of a store, projecting an immersive environment on the wall in
the same way that the student in the previous example projected ancient Greece. In
this immersive simulation, the employee/learner could see a retail store environment
with a customer near them, browsing (see Fig. 3.4).
The learner might decide to offer to help the customer and to initiate a conversation
with her. As the learner does so, they can see the customer’s response in realistic
video, with text captions available as an option (see Fig. 3.5), and also have an AI
coach watching their interaction and deciding when and whether to interrupt with
feedback. At the end of the interaction, the AI coach might provide a summary of the
learner’s performance in key areas, even including scores for each area (see Fig. 3.6).
This experience includes a number of key elements, many of which are similar to
those in the Greece experience above.
• Learning by doing, in a realistic context: The learner’s experience with a customer
in this environment looks and feels incredibly similar to the real experiences the
learner will have once they’re on the job—with the educational advantage that
the customers and situations in this environment can be carefully designed and
programmed so that learners will encounter the situations they need to learn to
deal with, and in a sequence that suits them. This type of learning should result
in the clear transfer of skills to the real job.
3 Reimagining Learning Experiences with the Use of AI 47

Fig. 3.4 A trainee enters an immersive world

Fig. 3.5 A sample customer interaction

• Personalized learning: This experience could be designed so the learner has some
control over which customers to assist, but also so that the system, or the AI coach,
determines which customers and situations the learner works with based on the
learner’s performance so far—e.g., to take a simple example, a learner who is
having particular trouble dealing with angry customers might get more angry
customers to practice on, or might intentionally get a non-angry customer as a
“break” and then another angry customer, all at the system’s discretion.
48 D. Guralnick

Fig. 3.6 A performance summary

• Coaching guidance: The AI coach can answer questions from the learner and also
interject to guide them as needed.
• Feedback (from a coach, the environment, and potentially from peers): The AI
coach can also interject to provide feedback on actions the learner takes in
the simulated world, plus the learner will get feedback of some sort from the
customer’s reaction. And the students’ peers can potentially be involved as well—
this example was designed as an individual experience, but peer feedback could
easily be incorporated.
• Learner control, but the learner is assisted and advised: While the learner’s world
is fairly restricted relative to the Greece example, the learner still has a lot of
control over what they do and say to a customer. At the same time, the AI coach is
watching them and watching over them, jumping in with suggestions and guidance
and there to help when needed.
• An immersive, personalized experience: As with the Greece example, the immer-
sive nature and high level of personalization of this experience are at the heart of
what can make this approach successful.
One broader key advantage of this approach is that it feels meaningful and relevant
to the learners in the context of their jobs. Traditional online learning often feels
boring to the learner, but even more critically, it’s often hard for learners to appreciate
the direct application of the training to the job that they’ll perform. The immersive
environment described here leverages the strong points of previous learn-by-doing
simulations and goes far beyond that, to create a learning experience that feels very
much like doing the real job but in a safe, simulated environment where the learner’s
mistakes don’t have real-life consequences, and where they can have guidance and
feedback from a coach.
3 Reimagining Learning Experiences with the Use of AI 49

3.3.3 Improving Workplace Performance Without the Need


for Training

In workplace situations, the employee’s goal is to perform their job well—effectively


and efficiently—and “learning” in the traditional sense fits in terms of being in service
of the overall performance goal. AI and new technologies can play a very critical
and useful role in improving performance via the technology that’s “just-in-time”—
the employee uses the system when they need it while performing the job. Such a
“performance support” approach (Gery, 2002; Rossett & Schafer, 2007) works well
and often minimizes the need for training, and works best in cases where the timing
of the interactions works—for example, a retail customer service employee needs to
be able to work with customers well before they actually do so—at least with today’s
technology, there’s no appropriate way for an in-person customer service employee
to consult a system to help them interact with customers while they’re in the middle
of the conversation, other than for specific, appropriate things such as looking up
information about a product or price.
Traditionally, performance support experiences are often straightforward—an
information reference that an employee can search, or, as a bit more complex example,
a system that augments a piece of software with suggestions about how to complete a
particular task. These are often very useful systems; with new technologies, including
virtual reality (VR), augmented reality (AR), and sensors, “just-in-time” performance
support experiences can reach an entirely new level of effectiveness for people in a
wide variety of jobs. Let’s take a look at an example of a potential such system.
Imagine a veterinarian, working in their office, examining a dog. In this new
world, an AI coach might speak to the veterinarian, either via voice or text, and say
“Based on information from the sensors, you might want to check her right back
paw to see if she has a cut there.” (see Fig. 3.7). And then as the exam continues, the
veterinarian might communicate with a colleague who could also, through the magic
of technology, see the dog who’s being examined. For example, the veterinarian
might notice a spot on the dog’s ear and ask an oncologist colleague for their opinion
(see Fig. 3.8). Of course they could do this today by sending or texting a photo to
the colleague, but this vision allows a more seamless way for primary veterinarians
and specialist veterinarians to work together.
This experience has several key elements:
• Just-in-time performance support: The entire experience is designed not to train
the veterinarian (or the dog), but to support the veterinarian to make their work
better, easier, and more efficient, while still leveraging—and not diminishing—
their expertise.
• Coaching guidance, in real time: The AI coach is there to help—for questions the
veterinarian may have and also to interject, as we saw in the example.
• The integration of sensors/other technology into the experience: This example
demonstrates a way in which additional technology—in this case a sensor that can
indicate a potential cut that would be easy to miss otherwise—can be integrated
50 D. Guralnick

Fig. 3.7 Assistance from an AI coach and information from sensors

Fig. 3.8 Collaborating with a colleague, a veterinary specialist

into a performance support experience. The sensor information could be made


available to the veterinarian directly or, as in this example, via the AI coach.
• Real-time collaboration with colleagues: the technology here was designed to
support and facilitate easy, efficient interaction with a colleague, integrated into
a natural workflow.
AI plays a role in the coaching component, and it’s easy to imagine the sensors and
other technologies using AI to learn about the specific animal being examined and
3 Reimagining Learning Experiences with the Use of AI 51

create a completely new model of an animal’s medical chart. For example, there’s
already technology that examines a dog’s DNA and returns a report noting the dog’s
potential risk for certain diseases, which can be used to make medical decisions, such
as adding medication or changing a dog’s diet, to lessen the chances of the dog ever
having those diseases. Information, in this situation, really is power, and AI can take
this type of analysis to a new level, in the veterinary field or in nearly any field.

3.3.4 A Holistic Approach to Experience Design

When new technologies begin to gain widespread use, a natural tendency is for people
to employ them in ways that resemble the uses of previous technologies. This has
certainly occurred in the world of educational technology, where a large number of
online learning experiences have been designed to mimic the classroom environment
in many ways, either by focusing on lectures via video, live virtual sessions, or the
online “read and test” model that remains common in corporate learning. These
models essentially take existing classroom approaches and use technology as a way
to reach a larger audience but with a similar learning experience.
Following this approach misses the opportunity to take advantage of the capa-
bilities of each new technology to reimagine learning experience design—and even
more, many of the existing classroom models gained popularity out of necessity, as a
way to educate large numbers of students and allow efficient grading and evaluation
of students in a pre-internet age—these were never the best approaches, just the most
practical—it was impossibly expensive, at the very least, to provide individualized
instruction and exciting experiences on a large scale.
But with new technologies, the world of possibilities changes—we can, or will
soon be able to, create magical immersive worlds using virtual reality (VR) and holo-
grams; use AI to learn about a particular student and provide individualized learning,
including not just working on their weaknesses but supporting their strengths and
providing ways for them to explore and pursue their interests. In order for learning
experience designers to best take advantage of what new technologies can provide,
there’s a need to focus on the experience—starting with the learning and performance
goals and the audience, being creative in terms of what the experience can be like—
rather than viewing information as the key currency in education and workplace
learning, as it so often is.
Ideally, in my view, the design of learning experiences should be not just about
information or “content,” but should instead follow a creative approach that takes
advantage of different uses of technology—and not just cutting-edge technologies,
either—for example, creating video clips or asking students to create videos could
be a part of such an experience and keeps the overall learning and performance goals
and the learners’ interests, emotions, and time commitments in mind as well. In my
ideal world, learning experience design will often involve designers coming up with
new experiences that employ technology in new and different ways, for individual
52 D. Guralnick

and/or collaborative use, following the path shown by the examples above in this
section but continuing to go far beyond those.

3.4 AI’s Uses in Education: The Past

Artificial intelligence has a long history in terms of its involvement and potential
involvement in learning experiences. A few key areas in AI history that relate to
learning experience design and laid the groundwork for many of the ideas in the
examples above. Those areas are summarized below.

3.4.1 Eliza

Joseph Weizenbaum’s ELIZA (Weizenbaum, 1966) was a program that was able
to hold a realistic-feeling natural language conversation with a user. The ELIZA
program’s conversations involved ELIZA playing the role of a psychotherapist, and
relying on keywords and a set of rules to formulate its responses. A sample conversa-
tion excerpt from Weizenbaum’s seminal article is below (the computer system that
Weizenbaum used did not allow question marks to be used in the generated text):
User: Men are all alike.
Eliza: In What Way
User: They’re always bugging us about something or other.
ELIZA: Can You Think of a Specific Example
User: Well, my boyfriend made me come here.
ELIZA: Your Boyfriend Made You Come Here
User: He says i’m depressed much of the time.
ELIZA: I AM Sorry To Hear You Are Depressed
The conversations often felt realistic, and ELIZA is sometimes referred to today
as the first chatbot. The ELIZA system didn’t truly understand what the user was
saying, but it was nonetheless able to simulate the feel of a real conversation in the
role and context that Weizenbaum chose (which were no accident! The role of a ther-
apist, in which it’s often appropriate to repeat parts of the other person’s statement
or ask a general question, was perfect for ELIZA. ELIZA’s conversations often felt
realistic, and Weizenbaum’s hope (Weizenbaum, 1966) at the time of ELIZA’s first
release was that ELIZA could evolve over time to better learn from its conversa-
tions and eventually “prove an interesting and even useful conversational partner”
(Weizenbaum, 1966). While ELIZA may not have evolved as Weizenbaum dreamed
that it might, and his approach differed significantly from that of ChatGPT and other
Large Language Models we see today, the program did prove to be extraordinarily
influential over time.
3 Reimagining Learning Experiences with the Use of AI 53

3.4.2 Intelligent Tutoring Systems

In the late 1960’s and 1970’s (and continuing after that), intelligent tutoring systems
that could play the role of a teacher became a popular area of research and exper-
imentation, perhaps most notably at Carnegie Mellon University, initially due to
the work of Jaime Carbonell (1970). These systems were built to teach students
specific content areas and to have helpful, rich dialogue with students, often helping
them learn to solve problems within a particular content domain. A later well-known
example of an intelligent tutoring system is the LISP tutor from Carnegie-Mellon’s
John Anderson and his colleagues (Anderson, Conrad, & Corbett, 1989), which
taught students how to program in the LISP programming language. Creating an
intelligent tutoring system, or ITS, typically required substantial effort in terms of
the “knowledge representation” work needed to define the rules, data structures, and
data that would drive the ITS for a particular content domain. ITSs have certainly
had some successes over the years but have never really become widespread in their
use.

3.4.3 Expert Systems

During a similar time period, in roughly the mid-1960’s and 1970’s, work on
expert systems, artificial-intelligence systems that could make decisions, such as
in medical areas. Edward Feigenbaum was considered the major pioneer in this area;
the DENDRAL system that he created along with other colleagues as a way to do
chemical analysis (Lindsay et al., 1993). Expert systems had the goal of advising
people rather than teaching them, and were, in a sense, kindred spirits to the later
electronic performance support systems (Gery, 2002) that helped people perform
a task rather than necessarily teaching them how to perform the task themselves,
though sometimes expert systems’ “advice” was really the answer to the problem
rather than just advice.

3.4.4 Learn-BY-Doing Simulations

In the late 1980’s and early 1990’s, there was significant work on learn-by-doing
simulations that were created using AI techniques (e.g., see Kass & Guralnick, 1991;
Schank, 1997), in which learners practiced a role or skill in a safe, simulated envi-
ronment, with teaching guidance and feedback. In the corporate learning world,
the program that was considered the first corporate learning-by-doing simulation
was from my own work as a Ph.D. student of Roger Schank at his Institute for the
Learning Sciences at Northwestern University (see Guralnick, 1996). This program,
completed in 1993, helped employees of Boston Chicken, a fast-casual food chain,
54 D. Guralnick

learn how to ring up customers’ orders quickly and accurately using the specialized,
custom cash register that Boston Chicken restaurants used at the time.
In this simulation, created for new cashier employees as part of their initial
training, learners play the role of a cashier and have to process the order of a customer
who appears in video with their food. The goal is to process each order as quickly and
accurately as possible by using the on-screen cash register and pressing the correct
keys. This is perhaps more difficult than it sounds; the keyboard was designed for
efficient use by trained employees, but some training was definitely necessary—as
one “tricky” case, a customer might order a half chicken with spinach and potato
salad, and that would be correctly rung up using the “1/2 WITH SIDES” key on
the keyboard rather than ringing up the half chicken, the spinach, and the potato
salad individually, even though each of those did have their own dedicated key on
the keyboard. The notion of “correct” was not just due to speed, but to accuracy as
well—the “1/2 WITH SIDES” key correctly applies a discounted price relative to
the prices of all the items individually.
At any point in the simulation, the learner can make use of three buttons that allow
them to conduct a simulated mini-dialogue with a tutor; these buttons are labeled
NOW WHAT?, HOW DO I DO THAT?, and WHY?, and a sample interaction might
look like the following:
[A customer appears on video with a half chicken with spinach and potato salad;
the customer tells you what they have and you, as the learner, can also see the
order in the video].
Learner: Now What?
Tutor: You need to ring up the customer’s order.
Learner: How Do I Do that?
Tutor: Click the “1/2 with sides” key, which is flashing now [key flashes on
keyboard]
Learner: Why?
Tutor: You should click the “1/2 with sides” key because that’s the most efficient
and accurate way to ring up a half chicken with spinach and potato salad—those
are the sides.
Learner: [clicks “1/2 with sides” key, cash register display updates accordingly].
The learner can also ask a few follow-up questions of the customer using on-
screen buttons, and as the learner progresses through the scenario, the speed and
accuracy meters update constantly. If the learner takes an incorrect action, the tutor
will interrupt and explain why it was incorrect.
The learning experience included a variety of different scenarios, and learners
start with simpler cases and gradually take on more difficult situations. The tutoring
component used AI techniques and was created using a set of rules plus data for each
situation, similar in some ways to the ELIZA approach.
Overall, this simulation was very well-received; the skills learned clearly trans-
ferred to the real job, and the on-screen meters added a nice “challenge” element
in an authentic way—this was a realistic game, not an artifice, in that speed and
3 Reimagining Learning Experiences with the Use of AI 55

accuracy, the measures showing on the screen, are the same measures that indicate
performance on the real job.
Looking back at key uses of AI in education over the past decades, we can see
how the foundation was created for a lot of the experiences we can now create—as
technology has improved—and will soon be able to create.

3.5 AI’s Uses in Education: New and Evolving Experiences

As AI improves and technologies such as AR, VR, and holograms become more
widespread, new learning experiences that resemble the “future” learning experiences
shown earlier in this chapter are becoming possible and practical. Examples include:
• Medical simulation using holograms and other technologies: Fernando Salvetti
and Barbara Bertagni’s e-REAL Labs has created a series of interactive simula-
tions for the medical field, in which learners can learn by doing in a mixed-reality
environment using sensors, holograms, and more. One example is a “phygital”
classroom at the International Red Cross “Luigi Gusmeroli” Learning Center in
Bologna, Italy, in which students learn medical procedures in a hybrid simulation
(Salvetti et al, 2022).
• Uses of humanoid robots as teaching assistants in a university environment: Ilona
Buchem’s group at the Berlin University of Applied Sciences built learning expe-
riences around robots that “could communicate via speech, non-verbal sounds,
visual pattern recognition, gestures, and touch” (Buchem, 2023).
• A company called Interflexion has created AI-based role-play simulations that
have been used in sales, ethics training, and other area (Hack, 2023).
Other examples include uses of VR and AR to create simulated and mixed-reality
worlds that can help people learn in ways that have not been possible before, and
particularly not possible to do on a large scale. Advances in mainstream technology
from Unity, Meta (particularly via the Quest 3, a mixed-reality headset with advanced
gesture control) provide more and more opportunities for the creation and deployment
of new immersive learning experiences.
One key to the future success and acceptance of technology-based learning is
to ensure that it’s truly built around learning principles—it’s not sufficient to just
create a simulation environment, but to create a learning experience that incorporates
guidance and feedback, and is structured in a way that puts learners in situations that
are challenging and help them truly learn. The examples in this section are just a
handful of experiences that demonstrate the range of possibilities.
56 D. Guralnick

3.6 The Potential Impact of AI-Based Learning


Experiences

AI and other new technologies have the potential to revolutionize learning; the exam-
ples above provide a feel for how AI-based experiences can work and allow us to
effect real change in the worlds of education and workplace learning, by moving away
from the traditional models of instruction and instead taking advantage of new tech-
nologies to create different learning experiences and different pedagogical methods
that can reach a large-scale audience. Thoughtfully-designed learning experiences
that use technology in creative ways can completely change the world of education
by marrying progressive learning theories with new technologies to create learning
that’s truly personalized, meaningful, engaging, and fun.
It seems plausible to imagine that if standard education shifts from a lecture-
based, teacher-centered format to one that focuses on individuality, on finding your
strengths, on doing things and experimenting—along the lines of my own fifth-
grade experience—and can do so affordably on a large scale, thanks to technology,
this could also change the learning culture of many schools. Many students often
consider education today to be a chore rather than an enjoyable experience, which
is understandable considering the current structure of many courses. In my own
experience, my family moved not that long after my fifth-grade learning experience,
so I needed to switch schools and ended up in a more traditional setting. As one
memorable seventh-grade experience in my new school—but not in a good way—
we were asked to memorize and write down, as a quiz, the rules of capitalization and
punctuation. I believe there were 12 such rules. Now, I was a disciplined student with
a good memory, so I did this task and that was that. But even as a seventh-grader,
or perhaps especially as a seventh-grader, the task struck me as silly—it was clearly
just a memorization test and it seemed easy to argue both that a student could be
good at capitalizing and punctuating without being able to list the rules, and also that
a student could recite the rules but not be able to put them into practice. Given tasks
such as this one, it was easy for students to consider school something to get through
rather than something to embrace. But with new, progressive learning experiences
that use technology so they can scale up, we can create new generations of students—
and workplace learners—who feel engaged in learning and that learning is natural
and fun. It’s also challenging and hard work a lot of the time—but working hard at
something you’re excited about feels very different than working hard at something
that feels boring or irrelevant.
One key risk as education and workplace learning involve even more technology
in the future is that education could become less human rather than more human.
The approaches I suggest above all use technology in ways that will help people
feel emotionally connected to the experience, even if it’s an experience that doesn’t
involve interaction with other people, and the experiences above all put the learner in
a position where they can make decisions, explore their interests, and feel respected,
often much more so than in a traditional classroom. But with more technology comes
the risk of schools and organizations focusing on standardization and scoring rather
3 Reimagining Learning Experiences with the Use of AI 57

than on personalization and exploration, as it becomes easier to automate detailed


performance evaluations. In my view, while there’s certainly a role for evaluation,
including in helping personalize the learning experience, we also need to be sure
to foster experimentation, confidence, and emotional connections, as we saw in my
fifth-grade example. It’s all too easy for the technology to take over and for future
learning to feel more rigid and dehumanizing, when the feel that we want is just the
opposite.

3.7 What’s Next

As time goes on, current technologies will tend to improve and become more afford-
able, and new technologies will emerge. There will continue to be more opportunities
to imagine and create new types of learning experiences; one key to the widespread
adoption of new experiences is for there to be a practical way for people to create
high-quality learning experiences, so it may be ideal if we see new and different tools
that help in the creation process. AI could certainly end up playing a critical role
in this process. Change is always difficult, and having tools that help make it easier
for people to create new learning experiences greatly increases the chances that we
can see real change and a real movement to new models of education and workplace
learning.
The potential of AI to help revolutionize learning experiences—with the right
philosophy and thoughtful, creative approaches to experience design that incorpo-
rates AI—is tremendous. By leveraging progressive learning theories and a willing-
ness to rethink what educational experiences can be like, we have the opportunity to
create a new world of learning, through school, work, and life.

Acknowledgements This work would not have been possible without contributions from Christy
Levy, Veira Petersen, Lara Ramsey, Anelise Spyer, and Marcos Guisande. Photo credits to Juan
de Lara, www.archaeological-reconstructions.com, for the Acropolis image (modified by Marcos
Guisande) and kjpargeter/Freepik for the bedroom image in the “future learning experience” Greece
example.

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the classroom to knowledge everywhere. John Wiley & Sons.
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to Technology-Enhanced Learning for the Workplace and Higher Education: Proceedings of
‘The Learning Ideas Conference’ 2022. Cham, Switzerland: Springer Nature.
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cation between man and machine. Communications of the ACM, 9(1).
Chapter 4
Generative AI Integration in Education:
Challenges and Approaches

Steven Watson and Shengpeng Shi

Abstract Generative AI, exemplified by models, such as ChatGPT, Gemini, and


Midjourney, carry transformative potential for educational personalisation and inclu-
sion. Yet, its integration into educational systems raises concerns about its ethical use,
plagiarism, and bias. In this chapter, we explain what generative AI is, how it func-
tions and discuss how it can be integrated into educational programmes and practices.
We advocate for approaches that are human-centred, where educators and learners
have direct access to and are encouraged to use generative AI models to develop
generative AI literacy–learning by doing . Although it is a challenging mode of inte-
gration, we set out an approach for researching the ethical and effective integration of
generative AI in education. This involves conducting participatory transdisciplinary
research using a design-based research methodology (DBR). This is to facilitate iter-
ative but sustainable transformation in educational practices, advocating for systemic
change over superficial adoption.

Keywords Generative AI · Generative AI integration · Design-based research ·


Generative AI literacy

4.1 Introduction

Since the release of ChatGPT by the US tech company OpenAI in 2022, there has
been considerable speculation and interest in generative AI’s potential for education
as well as in other aspects of society. Many have gone as far as suggesting that it has
the potential to revolutionise education (e.g., Bahroun et al., 2023; Gao et al., 2024;
Prather et al., 2023), but with both opportunities and challenges (e.g., Fengchun &

S. Watson · S. Shi
Faculty of Education, University of Cambridge, Cambridge CB2 8PQ, UK
e-mail: sw10014@cam.ac.uk
S. Watson · S. Shi (B)
College of Education for the Future, Beijing Normal University, Zhuhai, China
e-mail: ss2619@cam.ac.uk

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 59


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_4
60 S. Watson and S. Shi

Holmes, 2023; Michel-Villarreal et al., 2023; Yan et al., 2023). While generative
AI is impressive in its capacity to generate new content based on extensive training
data, how it can be integrated into education is less clear (e.g., Kaplan-Rakowski
et al., 2023; Michel-Villarreal et al., 2023). Indeed, since the release of ChatGPT,
and the subsequent release of DALL-E, Gemini (previously Google Bard), Claude
and Midjourney, for example, the use of generative AI in educational contexts has
been quite limited1 . It has attracted widespread media attention, both positive and
negative, in terms of its impact on education (Fütterer et al., 2023). This has created
concern that the educational use of generative AI has the potential to undermine the
integrity of the educational system and its assessment processes (e.g., Woolcock,
2023).
Concerns are around Generative AI’s potential for contract plagiarism, wherein
students simply prompt generative AI models to produce assessed work (Grassini,
2023). This concern is exacerbated by the fact that content produced by generative
AI is not reliably detectable by plagiarism detection systems (Chaka, 2023). This
is because the output produced by generative AI in response to a user prompt is
based on a sophisticated recursive probabilistic model and therefore each response
is unique. It has been further suggested that learners may become over reliant on
the technology and that it might undermine their critical thinking. There have also
been widespread concerns raised about ethical and regulatory issues. The extensive
training sets used in developing Large Language Models (LLMs) inherently contains
structural biases. Consequently, output from models like ChatGPT may reflect these
biases, leading to content that predominantly aligns with perspectives such as white,
anglophone, elite, and patriarchal viewpoints. It may contribute to societal issues like
perpetuating gender stereotypes and even promoting Western cultural imperialism.
In addition, there are unresolved regulatory issues in relation to the copyright and
attribution to the original content creator in training datasets. Concerns also persist
about data privacy and the protection of personal data in both training data and user
prompts (Kasneci et al., 2023).
The response of educational leaders in some cases has been to restrict the use of
and sometimes even ban its use (e.g., Johnson, 2023). Yet, its educational potential
remains, in terms of its potential for individualised and personalised learning and for
educational inclusion and accessibility (e.g., Nixon et al., 2024). Thus, advocates for
the use of generative AI in education have been frustrated at the resistance and the
control of the revolutionary potential of generative AI.
The central challenge in exploiting its capabilities for personalisation and inclu-
sion comes down to integration. How can generative AI be introduced into educa-
tional contexts so that it can be used ethically, safely, effectively and in regula-
tory compliant ways? This chapter put forwards an approach to doing this through
contextualized participatory transdisciplinary research and development approaches
to realise the potentials of the technology in sustainable ways, in other words that
lead to systemic change in educational practices.
In what follows, we begin with an explanation of what generative AI is and its
capabilities beyond content generation. We then consider the potential use of gener-
ative AI in educational contexts. We go on to reflect on the challenge of educational
4 Generative AI Integration in Education: Challenges and Approaches 61

change and how the autonomy and integrity of the education system are highly
dependent on its continuity. The challenges in integrating technological innovations
into existing educational programmes and practices are thus outlined. We conclude
by proposing an approach to the integration of generative AI using a design-based
research (DBR) methodology which we argue can contribute to its sustainable and
systemic integration. Moreover, by using an analytic generalisation strategy from
specific iterative contextualised research endeavours, knowledge and theory can be
developed to inform other generative AI integration contexts and that can contribute to
educators’ and learners’ generative AI literacy—that is an awareness of the rationale
behind the technology and how to use it ethically, safely, creatively and effectively
for teaching and learning, while being regulatory compliant in terms of copyright
and data privacy.

4.2 What is Generative AI?

The broad definition of generative AI is that it is an artificial intelligence that produces


human-like content in response to user prompts, in text, image, audio and video, for
example. However, this definition of generative AI does not fully account for the
technology’s capability. To comprehend this, it is necessary to consider the architec-
ture and functioning of generative AI models. There are two main types of generative
AI, all using deep learning technology based on neural networks. Text-based models,
i.e., LLMs such as ChatGPT, Gemini and Claude, use Transformer architecture that
employs self-attention giving them the capability to produce contextually specific
and nuanced responses in text (Vaswani et al., 2017). For many image, video, and
audio applications, for example, the underlying technology uses a Diffusion model
(Ramesh et al., 2022). There are similarities in the overarching function of Trans-
former architecture and Diffusion models, but they are substantially different in the
way in which they create content. However, for our purposes here, we are going
to focus on text based LLMs that use Transformer architecture. This is because text
remains the dominant medium in educational settings, even though other multi-modal
media have become and will continue to become increasingly important education-
ally. Furthermore, the overarching principles and capabilities that we explain in
terms of LLMs and Transformers can be used to understand image, audio and video
generative AI based on Diffusion models (see Watson, In review).
An LLM is initially trained on an extensive data set of publicly available text on
the Internet. This allows it to quantify its millions or even billions of parameters.
These are weightings within the neural network architecture that allow it to identify
relational features in the training data. This begins with tokenisation, which differ-
entiates the training data into elements, often this is at the word level, but can also be
phrases, syllables, characters, and symbols. The different approaches to tokenisation,
word, syllable or symbol, permit the model not only to deal with multiple languages
but also different symbolic systems such as computer code or mathematics.
62 S. Watson and S. Shi

The relational dependencies can be explained in terms of word embeddings. This


is an approach that predates LLMs and is a way in which the model can establish
and quantify relationships between words in a multi-dimensional vector space. These
multi-dimensional relationships are also used with other tokenised symbolic systems.
This, although very difficult to imagine in terms of the scale of its multidimensionality
and vastness of the numbers of relationships, is relatively simple to comprehend when
one considers an example.
In word embedding the word ‘jump’ will be spatially close to similar words like
‘leap’, ‘hop’, ‘bounce’, ‘skip’ etc. (see Fig. 4.1). Words that are similar but less
close to ‘jump’ in the vector space of word embeddings might include terms that
share a broad theme of movement or transition but do not directly describe the action
of jumping. These words may reflect related concepts or physical activities where
jumping might be a component or associated action, such as, ‘run’, ‘climb’, ‘slide’,
‘glide’ or ‘fly’.

Fig. 4.1 Simplified illustration of word embeddings in 2-dimensions using proximity based on
meaning
4 Generative AI Integration in Education: Challenges and Approaches 63

This is where it becomes difficult to visualise the vast multidimensional vector


space of all possible relationships between words with proximity and distance
reflecting closeness or variance in meaning or syntactic function. This multidimen-
sionality allows for words having different meanings in various contexts2 . The possi-
bility of imagining the complexity of this when extended to multiple languages and
different symbolic systems is further stretched. But what is ultimately mind bending
is to consider that LLMs do this at the tokenisation level, where the multidimen-
sional vector space is a representation of parts of words, syllables, or symbols, or
parts of characters such as in Chinese. The approach to tokenisation is dependent on
the model.
What should be understood from this is that LLMs have a vast record of possible
contextualised meaning and their relationship to semantic and syntactic structures.
This is why a response to a prompt is s meaningful or plausible but is not neces-
sarily factually correct. It does not work like a search engine which uses keywords to
find information and knowledge but works entirely on meaning and syntactic rela-
tionships. This is the basis on which users observe hallucinations, i.e., responses
such as fictitious references that look real but do not exist. This is also why under-
standing generative AI is important, as its capability is not in finding facts but in
exploring and processing contextualised meaning. But we shall return to this as there
is another important dimension of most contemporary LLMs and that is Transformer
architecture and self-attention.
Word embeddings provide a powerful means of generating a model of meaning
and syntactic relationships. But this offers only a partial explanation of the way in
which LLMs generate plausible and contextually meaningful responses to user input
and their Natural Language Processing (NLP) capability. NLP means that users
input prompts in natural language, the model translates this into other forms while
maintaining the meaning of the original input, seemingly understanding the input.
The response might be paragraphs of text in response to a stream of consciousness
set of notes or ideas, a poem from a piece of academic writing, an explanation of the
steps in a mathematical proof, producing computer code from everyday language or
even turning an angry email response into something that is more nuanced and less
emotional.
The key to this capability lies in the way LLMs can process sequential data such as
text. A piece of text has meaning as a whole and the elements (e.g., words or phrases)
within it all contribute to the whole meaning as well as being related to each other.
The breakthrough in NLP capability in LLMs was the development of Transformer
architecture which uses self-attention. This means that a user prompt is not processed
sequentially, self-attention allows the model to identify which elements of the text
are important in the overall meaning of the text and to weight aspects of the text
in terms of their contribution to the overall meaning of the text3 This utilises the
model’s parameters, or in simple terms, the multidimensional vector space of word
embeddings. This allows the development of a coherent response to a prompt that is
consistent with the meaning and semantic structure of the user input.
Consider the sentence: ‘The bank of the river was flooded’. In earlier models
without self-attention, each word would be processed in sequence, potentially leading
64 S. Watson and S. Shi

to ambiguity about the meaning of ‘bank’—whether it refers to a financial institution


or the side of a river. The Transformer architecture, through self-attention, assesses
the entire sentence, recognizing that ‘river’ and ‘flooded’ are key to understanding
and processing ‘bank’ in this context as the side of a river.
This can also be illustrated with another example of how an LLM writes computer
code. When prompted to write a Python function for the Fibonacci sequence up to
a certain number ‘n’, the LLM discerns the task as coding, focusing on ‘Fibonacci
sequence’ and ‘up to n’ as key elements. Through self-attention and word embed-
dings, it ‘understands’ the Fibonacci sequence as numbers formed by the sum of the
two preceding ones, with ‘n’ marking the generation limit. Recognizing the need
for an input parameter and sequence generation method within the limit, the LLM
constructs code to fulfil the request based entirely on the semantic and syntactic
relationships between elements of the programming language, although it has no
database of syntax or logic capability. This explains why the code is not always
syntactically correct or will function correctly.
To really understand the educational potential of generative AI, it is important to
comprehend generative AI not in terms of its generative capability but in terms of its
semantic transduction capability (see Watson, In review). This reflects its capacity
to deal with contextualised meaning and transform and translate (i.e., transduce) text
from one form to another while keeping the meaning same. Or, to change the meaning
and form of a text as instructed by the user. This can be interlingual or intralin-
gual translation, summarising text, rephrasing, providing alternative perspectives, or
explaining mathematical reasoning without the model ‘knowing’ mathematics.
The key then to the capability of LLM generative AI and its potential for education
is in its semantic transduction capability over its ability to simply generate content.
Three Categories of Generative AI Integration
Much has been said about the potential for generative AI to revolutionise education
through personalisation as well as, of course, the widespread concerns about its use
educationally. Here, we will consider this in terms of how it is being understood and
presented in the literature and how personalisation, individualisation and inclusion
might be facilitated through generative AI’s semantic transduction capability.
Personalised learning has been an educational consideration since antiquity, from
Socrates to Rousseau to Montessori to Vygotsky, Gardner and Bloom, the idea
that pedagogy and curriculum should be adapted to individual needs, perspec-
tives and learning styles, representing a prominent theme throughout history. The
tension between personalised and standardised education reflects broader debates
about the goals of education, equity, and the practicalities of implementing individ-
ualised learning at scale. While personalised learning emphasises the development
of individual potential and aligns with constructivist theories of education, stan-
dardized education focuses on equality, accountability, and the logistical realities of
educational delivery in large and diverse societies (Tyack & Cuban, 2000).
The role of technology in personalised learning can be traced back to correspon-
dence education from the late nineteenth century, through broadcast technologies
in the mid twentieth century (Anderson, 2008), to computer-assisted learning and
4 Generative AI Integration in Education: Challenges and Approaches 65

online learning in the latter part of the twentieth century. This evolution reflects
a shift from teacher-centred methods to learner-centred approaches, facilitated by
technology’s capacity to tailor educational experiences to individual learners’ needs,
abilities, and interests. The latest phase includes AI-based adaptive learning technolo-
gies (Xie et al., 2019). These systems analyse learners’ interactions, performance,
and preferences in real-time, adapting content, pacing, and learning strategies to the
individual. The use of data analytics and learning analytics has become integral to
personalised learning, enabling educators and education systems to make informed
decisions based on data from learner interactions.
We identify three broad categories of generative AI integration for personal-
isation and inclusion (see Table 1.1). The first type, Autonomous Generative AI
Tools (GAITs) include AI autonomous generative AI systems like ChatGPT, Gemini
or Claude, which are designed to create content or data from inputs. In these
systems, users directly interact with the model; users input prompts and receive
AI-generated outputs, functioning independently without integration into other tech-
nological systems. The chatbot presentation allows the user to develop output itera-
tively through the course of a ‘chat’. The second category of generative AI integra-
tion involves the integration of generative AI into applications (IGAA), exemplified
by Microsoft Copilot and more recent developments with Google Gemini. IGAAs
augment the functionality and usability of existing applications, thereby facilitating
efficiency and user experience. The generative AI components enhance existing
software applications, such as word processing, email and spreadsheets, by embed-
ding augmentative features within existing functionalities and make use of NLP
to improve productivity. The third category of integration are Generative AI-based
Automatic Decision-Making Systems (GADMS), these employ AI for data analytics
and logic processes to facilitate autonomous decision-making. GADMS analyse data
and generate insights while relying on logical systems for decision-making, using
generative AI to augment input and output functionality. They extend on existing
adaptive learning systems to enhance adaptive learning capabilities. GADMS and are
also utilized across various sectors like finance, healthcare, and logistics to automate
complex decision-making processes. An example of an experimental educational
GADMS is Khan Academy’s Khanmigo.
This categorization delineates the spectrum of autonomy in generative AI appli-
cations, from fully user-dependent tools to completely autonomous decision-making
systems. GAITs, IGAAs and GADMSs all facilitate individualisation but in different
ways and that align with different educational principles. Relative to each other they
have advantages and disadvantages (summarised in Table 1.1).
The GAIT approach has most potential in terms of the possibilities for flexible
inclusion and access. Learners have near direct access to the generative AI model
which means a high level of learner orientation. The semantic transduction capability
of the technology can be used by the learner to translate their ideas into the forms
required for assessment. Furthermore, it can translate ideas in the curriculum into
forms that have meaning for the learner and translate curriculum content materials
into forms that the learner can make meaning of in terms of their own perspectives,
experience and understanding. This might include learner prompted explanations
66 S. Watson and S. Shi

Table 1.1 Three categories of generative AI integration


Generative AI (GenAI) Advantages Disadvantages
integration category
Autonomous GenAI tools • Potential for personalised • Challenging to integrate
(GAITS) inclusion and access • Need to develop high level of
e.g., ChatGPT, Gemini, • Direct access to model user knowledge and skill in
Claude • Opportunities to develop GenAI
GenAI literacy
• Flexible and versatile
Integrated GenAI • Increased productivity and • Moderate integration
Applications (IGAA) workflow challenges
e.g., Microsoft Copilot • Some degree of • Limited access to model
personalisation • Limited development of user
• Some inclusion and access GenAI literacy
benefits
GenAI-based Automatic • Easy to integrate • Black box decision making
Decision-Making Systems • Improved efficiency in (limited human-centricity)
(GADMS) existing educational • Very limited development of
e.g., intelligent or smart programmes and practices generative AI literacy
tutoring systems • Some inclusion and access • Inflexible
benefits • Limited human/user
• Cost effective at scale orientation
• Personalisation in orthodox
procedural knowledge and
skill development

of ideas in text, mathematics, or computer code. Using image-to-text capability can


further extend this capability to providing alternative explanations of visual material.
There are similar potentials for advanced speech-to-text systems. For learners with
specific needs, generative AI using the GAIT approach, can allow improved media-
tion of those needs to facilitate adaptation of curricula, pedagogy, and the learning
environment by educators to support learner access. The major challenge of the GAIT
approach is that it does require both learners and educators to have a high level of
skill and knowledge in using generative AI i.e., a high level of generative AI literacy.
This, from our experience, requires considerable user learning and experimentation
to comprehend the semantic transduction capability of generative AI. Users appear
to start from a point of understanding and using generative AI as a tool for content
generation, or as a type of search tool, with time and within a supported learning envi-
ronment, users begin to understand and utilise the semantic transduction capability
of generative AI. Educators and learners engaging with generative AI through GAIT
integration has the potential to facilitate contextual and learner-oriented development
of generative AI literacy.
The second category of integration, IGAA, involves generative AI augmenta-
tion of existing applications. This provides a structured means by which users are
supported in the use of word-processing, email and spreadsheet packages through
NLP. They can give instructions to support the development of specific content and
4 Generative AI Integration in Education: Challenges and Approaches 67

functionality in the integrated applications. For example, they may support writing in
word processing in a ‘smart’ way that goes beyond existing add-ons such as grammar
and spell checking. This may include suggesting alternative text or supporting the
development of functionality and automation in spreadsheets. At the time of writing
this, IGAA approaches are being developed and increasingly rolled out by technology
organisations. This looks set to be an important future feature of the generative AI
educational integration landscape and has many benefits in terms of inclusion and
accessibility though with less flexibility and user orientation than the GAIT approach.
While familiarity with generative AI through IGAA can contribute to generative AI
literacy, there are limitations since the learner or educator is not directly accessing and
instructing a model as much as they are with the GAIT approach. The main advantage
of the IGAA approach to generative AI integration is in increased productivity and
accessibility with existing software applications. Since, IGAAs potentially provide
a revenue model for technology companies through additions to existing applica-
tion subscriptions they are likely to become a significant a generative AI integration.
Microsoft, for example, has made significant investment in Copilot and advertised
it extensively. Furthermore, it is likely that there will be significant demand for
generative AI augmentation of existing ubiquitous education software applications.
The final category of integration builds on existing forms of technology-based
adaptive learning systems. These involve learning analytics and logic systems for
automatic decision-making approaches. Smart or intelligent tutoring systems, draw
on a body of data about learning trajectories to provide an automatic response
to learner input and response based on learners’ previous responses and interac-
tions with the system. Automatic decision-making systems (ADMS) are effective
in developing procedural and factual knowledge and procedural competency in
ways that are adapted to the individual learner, through data mining and big data
analytics of learning trajectories and curriculum content. Effectively, ADMS adap-
tive learning systems identify learner misconceptions and misunderstandings based
on data analytics and can suggest questions or prompts to develop the required
knowledge and skill, thus addressing learner misconceptions and misunderstand-
ings in an individualised and personalised way. ADMS intelligent tutoring systems
are increasing integrating machine learning and deep learning into data analytics
which improves the capability of previous database-based systems. Generative AI is
increasingly being integrated into intelligent tutoring systems, in what we refer to
here as GADMS. The NLP capability of generative AI provides a more conversa-
tional interface for the learner and can address knowledge and skills development
across a range of subjects and on a range of educational issues that are confronted
by the learner.
While GADMS introduce more flexibility and greater personalisation than
previous forms of ADMS intelligent tutoring systems, they are limited in the extent to
which learners can develop deep conceptual and relational understanding of content
and ideas. This is a result of the largely logic-based automatic decision making that
remains central to automated systems. Deep and relational conceptual understanding
are dependent on greater learner orientation and in facilitating more exploratory,
inquiry and problem-based and collaborative approaches to learning, where the
68 S. Watson and S. Shi

methods and approaches required are multifaceted and non-standard. They also limit
the social dimension of learning that is a key part of the interaction between learners
and between learners and educators.
It is likely that GADMS will become an increasing feature of education, to supple-
ment and perhaps even replace in some cases, interactive educative experiences in
classrooms or seminars. They are efficient in developing procedural knowledge and
skills and most importantly they can be deployed at scale and generate considerable
revenue streams for technology companies. They are relatively easy to integrate as
they reflect the more traditional aspects of knowledge and skill proficiency that has
been central to the educational system for centuries. Advances in learning and data
analytics facilitated by AI alongside the NLP capability of generative AI means that
they have significant potential in personalised learning. However, since the decision
making within these systems uses logic systems and not based on human judgement,
they have limited human centricity.

4.3 Toward Human-Centred Generative AI Integration


in Education

While it is probable that the integration of generative AI into education is likely to be


dominated by IGAA and GADMS, as result of cost and efficiency, we argue that the
GAIT approach has most value educationally. This is a because of its flexibility for
inclusion and accessibility and learner orientation. However, as we have emphasized,
GADMS and IGAA are more likely to be on the path of least resistance in terms
of educational integration and that their development will be underpinned by the
potential global market for them and revenues they are likely to generate. Yet, the
GAIT approach must be developed and supported educationally. This is not to say that
GAITs do not provide revenue for technology companies, but the cost of integration,
i.e., the resources required for educators and learners to become proficient in their
use and integrated into educational programmes and practices, means that IGAA and
GADMS will have economic advantages.
However, generative AI seems likely to be here to say and will be an increasing
feature of societal communication and the human-technology interface. It is there-
fore incumbent on education systems and for policy to support the development of
generative AI literacy. The world that younger learners will live in and work in will
be underpinned by AI and generative AI based systems and comprehending them is
going to be essential.
Generative AI literacy encompasses a comprehensive set of knowledge and skills
essential for understanding, interpreting, and engaging with generative AI technolo-
gies. It involves a technical awareness of generative AI, deep learning, LLMS, Trans-
former and Diffusion models. Additionally, ethical awareness is a crucial component.
This extends to issues related to data privacy, the potential biases in AI outputs due
4 Generative AI Integration in Education: Challenges and Approaches 69

to biased training data, and the risks of misuse in creating deepfakes or spreading
misinformation.
Generative AI literacy also extends to the creative application of generative AI
tools in various fields such as writing, STEM, art and design, interlingual and intralin-
gual communication centred on a comprehension of the semantic transduction capa-
bility of generative AI. Furthermore, critical evaluation skills are vital, enabling
individuals to comprehend the implications of hybrid human-technology generated
content and assessing the accuracy and relevance of AI responses, and identifying
potential biases. Lastly, an awareness of the societal impact of generative AI, i its
potential to automate jobs, influence media and entertainment, and shape public
opinion, must be integral to generative AI literacy. This understanding is crucial
for responsibly leveraging these technologies and navigating the rapidly evolving
digital and technological landscape. Moreover, this implies developing a philosoph-
ical perspective on technology, its societal role and its relationships to individuals in
society.
Central to developing deep and relational conceptual understanding of generative
AI, i.e., generative AI literacy, is the GAIT approach to generative AI integration in
education. While conceding, in this, there is a high level of technological mediation
even within GAIT approaches, educators and learners do have opportunity to engage
directly with generative AI models and therefore it offers a more human centred
approach to AI integration in education than IGAA and GADMS integration.
However, the major challenge of the GAIT approach is its integration into existing
educational practice. This is largely because generative AI is not well understood by
both educators and learners and therefore approaches to research and development
are required that are contextual and participatory so that knowledge, skills, and new
kinds of educational practice can be developed and disseminated. In the remainder of
this chapter, we will consider how to address the challenge of integrating generative
AI into education premised on the GAIT approach and describe a research and
development approach based on Design-Based Research (DBR) (Watson, In review).

4.4 Participatory Co-Design in Human-Centred Generative


AI Integration in Education

We have already outlined some of the challenges in integrating human-centred gener-


ative AI in education in the context of the GAIT approach. The use of autonomous
generative AI tools in educational settings, such as generative AI chatbots, present
several challenges in terms of the effective, regulatory compliant and ethical use of
such flexible and versatile technologies. Not least of which is in developing educa-
tors’, educational decision makers’ and learners’ generative AI literacy and in under-
standing the fundamental capability of the technology in terms of its capacity for
semantic transduction. However, the challenges for integration are not limited to
70 S. Watson and S. Shi

learning about the technology and how to use it. There is a profound integration chal-
lenge related to the education system itself and the nature of educational discourse
and its autonomy on society (Watson, In review).
To understand this, we consider education as an autonomous discourse in society,
that is paradoxically interconnected with wider societal discourse, such as science
and knowledge, politics and policy making, economics and finance, media and infor-
mation, and law and regulation. Education is a discursive system in that its discourse
provides a basis for meaning making for educational programmes and practices as
well as individual learner and education actions and behaviours. At the same time
education as a discursive system is subject to contingency, the contingent experience
of educators and learners and the contingency of other discursive systems such as
policy making, law, media, science and economics (Watson & Romic, 2024).
Education maintains is autonomy and integrity, while remaining interconnected
with external contingency, through its self-referential meaning making through
educational programmes and practices. In this, it operates with a generalised discur-
sive medium of the learner and differentiates its programmatic operations through the
progress of the learner. Thus, the integrity and autonomy of education is highly depen-
dent on the continuity of its programmes and practices i.e., for example, curriculum,
pedagogy, practices and assessment processes. This means, and that has been borne
out by educational reform and change literature, educational programmes and prac-
tices are difficult to change as a result of policy or research interventions or indeed
technological innovations. This is not to say that educational programmes do not
change and that it is not possible to reform programmes and practice, but it is impor-
tant to recognise that change must be systemic, and time and resource are required to
precipitate reforms in order that meaning making in relation to contingent experience
can adapt to change. This also implies that reform or change initiatives cannot easily
be anticipated or predicted in terms of how new forms of programmes and practice
and emerge (Watson, In review; Watson & Romic, 2024).
This complexity was initially acknowledged in part by pragmatist philosophy but
notably operationalised by Kurt Lewin in the period immediately after the Second
World War. Lewin’s Action Research approach introduced rigour to contextualised
iterative participatory research and development with cycles of formative evaluation
and knowledge making that led to emergent programmatic change and understanding
of the nature of the systemic change (Lewin, 1946).
This principle was developed by Ann Brown in the 1980s with her seminal work
on design experiments in educational settings (Brown, 1992). This was further devel-
oped into design based research (DBR) methodologies (Barab & Squire, 2004; Chris-
tensen, 2018). This involves the introduction of new ideas or new programmatic
designs that might include technological innovation, through cycles of contextu-
alised and participatory formative evaluation. This methodology provides a means
by which innovations can be introduced into complex contextual education milieu
and through which new programmes that are systemically coherent can emerge and
that are more likely lead to sustained change and that can be adapted and scaled to
similar contexts.
4 Generative AI Integration in Education: Challenges and Approaches 71

Moreover, although challenging because of the complexity of the research and


development contexts as well as the extensive data produced (Dede, 2004), knowl-
edge through analytic generalisation can be precipitated. At the cutting edge of
this transdisciplinary approaches to theory development are used to develop theory
drawing on a network of disciplinary concepts that are analysed abductively with
data and in relation to the semantic structuration of their disciplinary origins e.g.,
psychology, social psychology, psychology, anthropology, philosophy and tech-
nology (Marschall et al., In review). This can also be understood as presenting two
fundamental research questions in relation to the research and development context
and case: what is this a case of? And what is behind the case? Thereby creating a
theoretical relationship between the particular and general (Watson, In review).
This is the approach that we advocate in GAIT integration of generative AI in
education. This allows, during the iterative research and development process, a
high level of participation, co-design and formative evaluation, involving learners,
educators and decision makers in a structured and rigorous approach that allows the
emergence of new educational programmes and practices. Emergence is key in this,
as this acknowledges that changes cannot be predicted based on a linear summation
of contributing parts, that is the technology itself, generative AI; the perspectives
of participants; existing practices; and the decisions of education leaders and policy
makers as well as the effects of wider societal dynamics. But in reminiscence of
the work of Lewin and Brown, allows new unpredicted forms to evolve and be
understood.

4.5 Concluding Remarks

In this chapter, we have advocated for a human-centred approach to integrating


generative AI into education. This approach entails utilizing generative AI tools that
enable direct interaction between educators and learners and the AI models them-
selves, thereby fostering the development of Generative AI literacy. By embracing
this technology, educators and learners can effectively adapt to the educational and
societal changes brought about by its advancement. Additionally, we have outlined
an approach to contextual and participatory research and development using DBR.
Given the sustained presence of generative AI, it becomes imperative for education
to collaboratively develop programmes and practices with educational stakeholders.
These initiatives should support the ongoing development of generative AI literacy
through iterative research and the utilization of generative AI models.

Endnotes

1. There is little actual data on the use of generative AI in education. However,


based on the authors’ experiences in schools and higher education, there is little
use of generative use of the technology in educational contexts for teaching and
learning. This is partly on account of fears about the technology, and anxieties
72 S. Watson and S. Shi

about using it safely and ethically. Surveys from the US and the UK suggest that
students in higher education are making use of it more that educations, while in
schools the teachers are using it more than students, but mainly for productivity
rather than teaching and learning (Hennessey, 2023; Laird et al., 2023; Tyton
Partners, 2023; Walton Family Foundation, 2023).
2. For a visualization of the word embeddings, see, http://projector.tensorflow.org.
3. For visualization and further explanation see, https://ig.ft.com/generative-ai/.

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Chapter 5
Navigating AI in Education—Towards
a System Approach for Design
of Educational Changes

Li Yuan, Tore Hoel, and Stephen Powell

Abstract As artificial intelligence (AI) continues to advance, recent developments


of Generative AI (GenAI) have sparked great interest, posing questions for policy-
makers, technology innovators, educators, and EdTech researchers about possible
paradigm changes for education. This chapter critically examines the development
of Artificial Intelligence in Education, which promised to revolutionise educa-
tional practices by providing effective, personalised, learning at scale—first through
rudimentary teaching machines and subsequently via advanced adaptive learning
systems. We argue that Adaptive Intelligent Tutoring Systems (ITS) reinforce the
content delivery model and restrict pedagogic opportunities in teaching and learning
when adapted to existing educational models. The chapter examines the relevance
and value of existing theories of learning in the development of educational tech-
nology and a need for new theories when an AI agent becomes an active partner in
teaching and learning process and discusses the complexity of educational innova-
tion from interdisciplinary perspectives. Finally, we offer an analytical assessment
of the opportunities and limitations of GenAI in education using the cybernetic prin-
ciple of variety, and propose a framework to address organisational, pedagogical,
and technological challenges for using GenAI to support new formal learning and
pedagogical practices.

Keywords Artificial Intelligence in Education (AIED) · Generative AI (GenAI) ·


Pedagogical agents · Teaching machine · Viable systems · Conversation theory

L. Yuan (B) · T. Hoel


Beijing Normal University, Beijing, China
e-mail: l.yuan@bnu.edu.cn
S. Powell
academyEX, Auckland, New Zealand

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 75


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_5
76 L. Yuan et al.

5.1 Introduction

Over the past 60 years, researchers and developers in educational technology areas
have deployed artificial intelligence in education (AIED) to develop systems and
tools to promote flexibility, inclusion, personalisation, engagement, and effective-
ness (Luckin & Holmes, 2016). According to Holmes et al., (2019), most peda-
gogical models, and the accompanying tools, adopted in AIED systems represent
knowledge-mastering approaches in teaching and learning. For example, a teaching
model incorporating Vygotsky’s (1978) Zone of Proximal Development aims to
present knowledge that is appropriately challenging for the student (the ‘more knowl-
edgeable other’), neither too simple nor too difficult. Additionally, by implementing
individualised formative feedback, the model ensures that students receive timely
feedback that is conducive to their learning progress. The recent development of
Generative AI (GenAI) tools with advanced ability in producing text, graphics, audio,
and video has thrust “technical disruption” and “new education paradigms” into the
mainstream conversation regarding the future of education.
Technological innovation creates uncertainty that poses challenges both to insti-
tutions and individuals as they struggle to adapt to the environment. The proliferation
of technological options lead to increasing difficulty in choosing and coordinating
effective action (Johnson et al., 2022).
Whether technology is seen as an ‘extension’ of existing capabilities [..], amplifications [..],
reordering of nature [..], or changes to the means of production and social relations [..], an
additional option means that the complexity of choosing whether to use a new method or
stick with the old method increases. (Johnson et al., 2022)

The evolution of educational technology indicates that a simplistic perspective,


which posits that mere technology integration results in educational transforma-
tion, is inadequate. Scanlon et al. (2021) reviewed over 100 projects, products and
programmes in Technology Enhanced Learning (TEL), they concluded that TEL was
a complex ecosystem which includes communities, technologies and practices that
are informed by pedagogy. It is the interaction between these different facets that
influence design and development, and embed technology innovations successfully
into educational interventions. Pedagogy can be described as “a theorised approach
to teaching and learning” (Ferguson et al., 2016). The utilisation of technology in
educational contexts is strongly influenced by underlying theoretical frameworks
and the pedagogical strategies employed by instructors, as evidenced by various
models and theories (Millwood, 2013). For instance, Skinner’s (1968) behaviourist
teaching machine aimed to supplant teachers, whereas Laurillard’s (2002) conver-
sational framework for learning design, enhanced interactions between educators
and students. More recently, Siemens and Downes’ theory of connectivism has been
spurred by the advent of Massive Open Online Courses (MOOCs), which provide
access to global learning opportunities. One of the critiques on educational tech-
nology adoption is that it is too narrow and prescriptive, and limited only to influ-
ences from behavioural sciences. It fails to recognise the development and influence
of broader theoretical perspectives on teaching and learning. Technologies are often
5 Navigating AI in Education—Towards a System Approach for Design … 77

used to reinforce existing instructor-centred, lecture-driven approaches, and rote


memorisation. This is, in many cases, contrary to the promises of the technology
advocates who market interactive, student-centred learning environments.
Despite previous challenges with technology integration in education, the rapid
development of AI, especially the continued advancements of Generative AI has
offered new opportunities for education. These developments potentially transform
teaching and learning by creating innovative educational platforms and tools, gener-
ating human-like texts and realistic learning content, questions and exercises and
providing personalised feedback to individual learners. The continued development
of AI technology has captured public imagination globally and opened up new
avenues could empower learner agency, support personalisation, enable learners
to reflect on learning and develop high-order thinking skills. However, as Dawson
et al. (2023) pointed out, there is a need to examine the relevance and value of
existing theories of learning when an AI agent becomes an active partner rather than
a simple technology in the teaching and learning process. They call for new frame-
works, models, and ways of thinking to revise existing team-based and collaborative
theories of learning.
In this chapter, an initial review is conducted on the evolution of AIED in relation
to various pedagogical paradigms, encompassing behaviourism and constructivism,
as well as an emerging framework that employs AI to enhance collective intelli-
gence. Subsequently, to give conceptual tools which analyse and design educational
technologies for the AI age, the chapter revisits Gordon Pask’s (1975) Conversation
theory and Diana Laurillard’s (2002) conversational frameworks, which have had a
considerable impact on the development of educational technology, which we expect
to continue to influence the formulation of new educational paradigms involving
advanced AI technologies. The Viable Systems Model (VSM) is also examined to
articulate the complexities associated with technological innovation in education.
Finally, the chapter outlines a system approach to assess and design AI technologies
in facilitating the development of complex skills and higher-order thinking within
educational contexts.

5.2 Entangled Technology and Pedagogy in AIED

Various AI technologies have been implemented to create intelligent learning envi-


ronments for behaviour detection, predictive modelling, learning recommendation,
etc. Using these technologies, researchers and developers have been designing AIED
tools, such as intelligent tutoring systems, teaching robots, learning analytics dash-
boards, etc. AI has been considered a powerful tool to facilitate educational paradigm
changes that are otherwise impossible to achieve in the traditional education modes
(Holmes et al., 2019; Hwang et al., 2020). Understanding the relationship between
AI and established educational and learning theories is crucial. Equally important is
examining the extent to which AI technologies affect learning and instruction (Hwang
et al., 2020). This necessitates a critical reflection on the theoretical, pedagogical,
78 L. Yuan et al.

and computational dimensions of AIED, particularly how various AI technologies


are employed to address educational challenges in teaching and learning.

5.2.1 From “Teaching Machine” to “Learning


Machine”–A Behaviourist Paradigm

The idea of a technology that would allow students to “go at their own pace” has
a long history, from Sidney Pressey’s mechanised positive-reinforcement provider
to B. F. Skinner’s behaviourist bell-ringing box. Watters (2021), in her book
“Teaching Machines: The History of Personalized Learning”, documented how text-
book publishers and early advocates for computerised learning promoted machines
with “bite-sized content” and “individualised instruction”. Since the 1920s, psychol-
ogists have explored ways to automate teaching. In the 1950s, the psychologist B.
F. Skinner used the techniques he had developed for training rats and pigeons for
teaching a Harvard University course in natural sciences. Skinner’s “programmed
learning” was refined and adopted in many classrooms in the 1960s (Skinner, (1968).
Skinner’s teaching machine was taken up by researchers and designers in AIED
to develop Intelligent Tutoring Systems (ITS) or later Intelligent Adaptive Learning
Systems (or Learning Machine, which has recently been popularised in the Chinese
educational market1 ). Adaptive learning systems are designed to dynamically adjust
to the level or type of course content based on an individual student’s abilities or skill
attainment, in ways that accelerate a learner’s performance with both automated and
instructor interventions. However, as Holmes et al. (2019) pointed out, in adaptive
learning systems, questions were pre-scripted, although students could proceed at
their own pace, they went through the same list of questions as every other student
and in the same order.
By incorporating behaviourism-supported approaches, AIED systems provide
learners with personalised and adaptive learning experiences, reinforcing positive
behaviours and encouraging mastery of the material. ITS has raised concerns that
knowledge has been delivered through a narrow, instructivist pedagogical model
and focused on skills mastery and information recall through ‘drill and practice’.
Therefore, it is essential to balance behaviourist methods with other pedagogical
approaches to create a well-rounded and effective learning environment.

1Education tech firm Squirrel AI on market prospects, see https://www.chinadaily.com.cn/a/202


109/16/WS6142fa9ca310e0e3a6822120.html.
5 Navigating AI in Education—Towards a System Approach for Design … 79

5.2.2 Inquiry-Based, Exploratory AIED


Experiments—A Constructivist Paradigm

The focus of early AIED, developing ITS, was primarily on cognition and the cogni-
tive aspects of learning; however, in recent years, more and more AIED researchers
have realised that education goes beyond the cognitive; and that metacognition, affect,
and motivation play important roles in learning (Holmes et al, 2019; Rebolledo-
Mendez et al., 2022). One of the experiments developed by the AIED commu-
nity was to use Pedagogical Agents in learning environments via inquiry-based and
exploratory learning that encourage active engagement and investigation (Richards &
Dignum, 2019). Methods such as virtual labs and simulations, case-based learning,
data exploration and visualisation, project-based learning and gamified learning envi-
ronments were used. Overall, integrating inquiry-based and exploratory learning
strategies into AIED systems enhances learners’ motivation, critical thinking skills,
and problem-solving abilities, leading to more meaningful and engaging learning
experiences.
Grounded upon a social constructivism view, learning occurs when a learner inter-
acts with people, information, and technology in socially situated contexts (Vygotsky,
1978). The dialogue-based tutoring systems (DTSs) or the exploratory learning envi-
ronments (ELEs) have been developed to achieve mutual interactions between the
system and the learner (Holmes et al., 2019). On the one hand, the AI system collects
and analyses emerging, multimodal data from the learner to assess the learner’s
learning status. For example, Biswas and his colleagues (Biswas et al., 2016) created
“Betty’s Brain”, a computer system to help promote students’ understanding of
metacognitive skills and to reinforce knowledge as part of a science curriculum in an
Open-Ended Learning Environment (OELE). Betty’s Brain diverges from a classic
intelligent tutoring system (ITS) and adopts the learning by teaching (LBT) paradigm
where computer agent interactions are focused around completing a primary task
unrelated to the acquisition of domain content knowledge.
In this way, the AI system and the learner build mutual interactions, resulting
in learner-centred learning through mutual interaction and sustained collaboration
between the learner and the AI system. Nonetheless, numerous technical limitations
impede the seamless and synergetic interactions between humans and computers.
These constraints arise from the intricate nature of the interactions, as neither the
learner’s information and data nor the state of the system remain static or uncompli-
cated (Holmes et al., 2019). It is critical for the AI systems to offer real-time data
analysis and immediate feedback to learners, and for the learner to use that feed-
back to enhance the ongoing, emergent learning processes. Therefore, it would be
beneficial if the AI system maintains continuous learner-generated data collection
and analysis, and provides learners with real-time, exploratory opportunities to make
decisions about learning.
80 L. Yuan et al.

5.2.3 Human–AI Collaborative Adaptive Learning


Systems—an AI Augmented Collective Intelligence
Paradigm

In the collective intelligence paradigm, learner agency is the core of AIED and AI
is viewed as a tool to augment human intelligence. Education is a complex adaptive
system, where a synergetic collaboration between multiple entities in the system
is essential to ensure the acquisition of desired knowledge and the development
of abilities and skills for the learner. AIED need to be designed and implemented
with the recognition that AI technology is part of a broader system, which includes
learners, teachers, administrators, policy-makers, parents and other stakeholders.
For education, concepts like human–machine collaboration, human-centred AI, and
augmented intelligence are gaining prominence. The learners lead their own learning
and manage the risks of automated AI decisions, and develop more flexible and
engaging approaches to learn with peers and teachers with the support of AI agents.
Following Dewey’s ‘social intelligence‘ (Dewey, 2004), Wegerif (2007, 2013)
views dialogic education as a way to collectively respond to the following challenge:
the ability of a society to think together, learn together and respond appropriately
in a global context. The development of students’ higher-order thinking is also an
important goal for education. Wegerif defines dialogue as interaction that supports
learning by opening up a shared dialogic space of reflection, within which new
insights and understandings can emerge. Education takes place through dialogues,
and dialogues require the opening of a dialogic space. Wegerif and Major (2023)
emphasise the crucial role that technology plays in “opening, widening, deepening
and sustaining dialogic spaces”, which make learning possible. They offer a “founda-
tion of design” to bring the collective dialogue of educational theory and educational
technology together, to enrich and orchestrate teaching and learning, by designing
for engagement, connection, expansion, and the unknown—all as an ethical prac-
tice. The concept of expanded dialogic space and time has significant implications for
developing and designing future teaching and learning environments and processes
using AI agents in education.
The ongoing design and evaluation of AI systems to support complex problem
solving, collaboration, critical and collective thinking, hold considerable potential,
particularly given the rapid and ongoing development of GenAI and applications in
numerous fields, not least art and design. So far it is still open as to how AI can be used
to effectively support developing metacognition and higher-order thinking skills and
capabilities in schools, homes and organisations. The ultimate goal (Tegmark, 2018)
is that future AIED should be designed and developed to empower learners to take full
agency of learning, optimise AI technology to provide real-time feedback for multiple
stakeholders about emergent learning, and rethink learning changes brought by AI in
complex, interconnected learning systems. In the new education paradigm, AI will
be used to develop higher-order thinking with a focus on the collective dimension of
thinking: thinking as an aspect of collaborations and dialogues. Technology enters
into thinking represented by dialogue in two distinct ways: (1) as the medium of
5 Navigating AI in Education—Towards a System Approach for Design … 81

the dialogue and (2) as a voice in the dialogue (Casebourne et al., 2023). Collective
intelligence could be achieved in expanded dialogic spaces with the support of AI
agents and orchestrated by a teacher or a more knowledgeable other, who can support
processes of learning to learn together and ease induction into communities that are
learning together, in addition to supporting communities in ongoing learning projects.

5.3 Reviewing Conversational Theories and Design


Frameworks for Educational Technology

Education systems embody complexity, serving multiple functions outlined by Biesta


(2009) as qualification, socialisation, and subjectification. These functions influence
the selection, teaching, and assessment of knowledge. Beyond the inherent social
and cultural intricacies, the complexity is further amplified by the disparate yet inter-
related roles of three additional components: curriculum, pedagogy, and assessment.
These elements operate across all levels of the education system but manifest in
distinct ways. Recent developments in GenAI and Large Language Models (LLMs)
are widely seen to challenge existing education processes and practices. According
to Dawson et al. (2023), AI usage in education could produce two different outcomes:
(1) AI could revolutionise and enhance existing teaching methods, assessment and
learner engagement; (2) it could create an entirely new education system that fosters
creative thinking and problem solving, which are critical in modern and highly
complex settings. Questions have been raised on the relevance of existing educa-
tion theories and practices, for example, whether the adoption of AI in education
requires modifications or revisions in how we learn, whether a complete restruc-
turing of the education system is required, and whether there is a need for new
theories. It may be fair to say though, as AI continues to impact education, there is a
need for new frameworks, models, and ways of thinking as we observe non-human
agents being incorporated as active partners in teaching and learning. It is essential
for advanced education and learning theories to ensure that established principles,
values, and trusted constructs shape the use of AI in education (Dawson et al., 2023;
Wegerif & Major, 2023).
The UNESCO’s Guidance for generative AI in education and research calls for
support of teachers’ “unique roles in facilitating higher-order thinking, organizing
human interaction, and fostering human values” (Miao & Holmes, 2023, p. 26).
The most fundamental perspective of the long-term implications of GenAI for education and
research is still about the complementary relationship between human agency and machines.
One of the key questions is whether humans can possibly cede basic levels of thinking and
skill-acquisition processes to AI and rather concentrate on higher-order thinking skills based
on the outputs provided by AI. (Miao & Holmes, 2023, p. 37).

Although existing theoretical lenses and frameworks offer insights into organ-
isational disruptions and the integration of technology in learning, it is uncertain
82 L. Yuan et al.

terrain when it comes to the impact of GenAI on higher-order thinking, social inter-
action, and human values. It is essential to apply existing or new pedagogical theo-
ries and design frameworks, which will give directions for future exploration for
new paradigm changes in education. In the following, we will revisit Gordon Pask’s
(1975) Conversation theory and its applications in education; we will then discuss
Diana Laurillard’s (2002) conversational model and its influence on the development
of eLearning and Virtual Learning Environments and its pedagogical and technical
limitations.

5.3.1 Conversation Theory and Its Application for Learning

The core idea of Conversation theory is that learning occurs recursively through
“conversations”. It is based upon Gordon Pask’s interest in cybernetics, where he
conceived human–machine interaction as a form of conversation, a dynamic process,
in which the participants learn from each other (Pask, 1975). It presents an exper-
imental framework heavily utilising human–computer interactions and computer
theoretic models to explain how conversational interactions lead to the emergence of
knowledge between participants who are engaged in conversation with each other.
In order to facilitate learning, Pask (1975) argued that subject matter should be
represented in the form of structures that show what is to be learned. These struc-
tures exist in a variety of different levels depending upon the extent of the relation-
ships displayed. The critical method of learning according to Conversation theory is
“teachback” in which one person teaches another what they have learned.
Conversation theory is the general study of how knowledge is constructed through
interactions between humans. Learning is a continual conversation: with the external
world and its artefacts, with oneself, and also with other learners and teachers. The
most successful learning comes when the learner is in control of the activity, is able
to test ideas by performing experiments, asking questions, collaborating with other
people, seeking out new knowledge, and planning new actions (Sharples, 2005).
After having looked at conversations from a learning perspective we now
turn to how the conversational perspective has influenced the design of learning
technologies.

5.3.2 A Conversational Framework to Inform Learning


Design

Laurillard (2002) has applied Conversation theory to address pedagogical challenges


in the design of learning technology and support collaborative learning. She devel-
oped a ‘conversational framework’ in which technology may provide or enrich the
5 Navigating AI in Education—Towards a System Approach for Design … 83

environment in which conversations take place either online or face to face incor-
porating the full range of subject areas and topic types; the theory is discipline,
or subject, agnostic. Associated pedagogic strategies have to consider different
forms of communication and associated mental activities: discussion, adaptation,
interaction and reflection.
The Conversational Framework has been used as a pedagogic design tool for
learning platform, developers and learning designers to provide a description of
the components of a collaborative process and how the different components of the
pedagogic design interrelate to motivate the learner to learn. The technology provides
a shared conversational learning space, which can be used not only for single learners
but also for learning groups and communities. Technology can also demonstrate ideas
or offer advice at the level of descriptions, as with the worldwide web or online help
systems, or through specific tools to negotiate agreements, such as concept maps
and visualisation tools. Even though technology for learning conversations, such
as virtual learning environments, discussion forums, online communities and help
systems, have had some success in mediating learning, their value is limited. In part
their ability to give practical advice is limited because they cannot support the full
range of conversations, and they do not share the learner’s context (Sharples, 2015).
Building on the conversational perspectives discussed in both the previous and
current sections, we will shift to a systems-oriented viewpoint in the ensuing section.
Here cybernetic concepts of variety, feedback and other terms come to use to help
us navigate in the increasingly complex landscape of AIED.

5.4 Viable Systems and Feedback Loops

The cybernetic concept of variety can be used as an analytical tool to evaluate


the pedagogical relationships and communications in an educational system (Mill-
wood & Powell, 2011). This concept was identified by Ross Ashby as The Law of
Requisite Variety and was used by Stafford Beer in his Viable Systems Model (1985)
to explain the management and coordination of organisations. A useful definition of
variety is given by Britain et al. (2007) as “the number of states of which a system is
capable of attaining”. If we consider the pedagogical organisation of an educational
system such as a school or an institution, we can see that in the relationships between
teachers (controllers) and students (controlled) there is a great deal of complexity in
communications required for learning to take place. The theory goes on to explain
that if the system is to be stable (functioning effectively) the controllers need to have
sufficient ways of responding to the system they are controlling and this is achieved
by attenuation and amplification. For example, in a classroom context, a teacher may
attenuate or reduce variety by asking students to raise their hand before answering a
question, and they may amplify themselves by producing worksheets that explain a
task to students so that they are not constantly being asked questions.
Two further key concepts of the VSM, useful for this analysis, are viability and
recursion. Viability refers to the ability of something to maintain a separate identity
84 L. Yuan et al.

within a particular environment (Beer, 1985). A state school could be an example


of a viable system that survives in a context including the local community, funding
streams, etc. It can be said to be viable because it would be theoretically possible
to move that school to a different similar environment where it would continue to
thrive. Other examples of viability in sense of the meaning could be Human Resource
departments that could be lifted out of one company environment and set down in
another and be able to function well. Returning to the state school, we can see
that it exists in a horizontal context of many other schools, and vertically within
an educational system. The educational system, the school, and the subjects taught
within the schools are part of the same system but can be analysed through different
levels of recursion (Beer, 1985). Again, viability is key and we can see that at the level
of the subject, say geography, it would be possible to extract a geography department
and place it in a different school environment and it would remain viable.
This rudimentary depiction of the complexities introduced by pedagogical diver-
sity within an educational system highlights the potential contributions of technology
to the learning environment. Britain et al., (2007) explored this in terms of the Virtual
Learning Environment (VLE) whose tools offer multiple opportunities for attenua-
tion and amplification of the teacher. GenAI technologies have the potential to offer
an infinite number of states or responses to students to meet their learning needs that
go way beyond that of a VLE; and then the challenge of variety is eliminated. The key
questions then become qualitative ones related to the language models being used, the
technology-mediated experience of the learner, and the purpose to which the GenAI
is being used. For example, there are issues around information source biases that
may be discriminatory to groups in society. If the purpose of the GenAI interaction
is for summative assessment products, there is the challenge of ensuring academic
integrity in terms of the veracity of the work and the need for submitted work to
be that of the student or properly attributed to sources. In considering which tech-
nologies to use, it is questions like these that will determine which of the specialised
GenAI platforms best meet the needs of the learner and the institution.
The learning theories discussed above (Behaviourism, Constructivism, Conver-
sational Theory and Conversational Framework) all have feedback loops as a central
mechanism for learning. For higher order skills and development of capabilities
the feedback will be rich; for example, evaluative feedback, motivational, thought
provoking, etc. It is these types of feedback that are currently best performed by
humans.
Figure 5.1 situates the theories discussed above in a GenAI world. We can see that
GenAI technology encompasses the whole educational system, but that its application
will be context specific related to the level of recursion for a given system in view
(Macro, Meso, Micro) and the actors involved. It is in the process of learning (the
controlled) that the value of human interaction comes to the fore, where the value of
relationships between different participants cannot be replaced by technology, and
where the variety presented by learners can be absorbed by other controlled actors.
5 Navigating AI in Education—Towards a System Approach for Design … 85

Fig. 5.1 A system perspective on understanding how GenAI will impact different parts of education

5.5 Developing an Analytic Framework for Designing


and Adapting AIED

Education is interconnected with other systems and consists of multiple subsys-


tems which interact with each other. Studying AIED, cybernetic system theory and
complexity theory are particularly useful to understand and explain how technology
and pedagogy are entangled.
A cybernetic systems-thinking approach views education as a network of self-
regulating feedback loops between elements at different levels of recursion (sub
systems) in a given system in focus. AIED strengthens our understanding of these
feedback loops by offering an analysis of learning through digital technology as
an integral connectivity of complex educational systems, influencing how all the
parts interact. For example, the use of student data to help to explain and predict the
impact of interventions across the system, approaches employed by those seeking to
measure educational gain in higher education. These increasingly real time ‘action-
able insights‘ can be used to inform decisions about teaching methods and strategies
offering a personalised and nuanced understanding of what works for individuals in
which circumstances aiding student self-regulation and moving us beyond relatively
simplistic pedagogic driven design models. Moreover, Complexity Theory reminds
us that the effects of technology in education are not predictable or linear, that the
use of AIED can lead to unexpected learning outcomes but the system will be able
to adapt to non-linear learning paths that better align with the complex nature of
individual learning processes.
86 L. Yuan et al.

The Ultraversity project at Anglia Ruskin University developed a wholly online


undergraduate degree programme from 2004, with 300 students undertaking work-
place inquiries for credit, supported entirely through facilitated learning communities
and online resources (Powell et al., 2008). Cybernetic analysis through a lens of tech-
nology explains the mechanism underpinning the successful pedagogic approach of
Ultraversity (Millwood & Powell, 2011) that are applicable to GenAI. For example,
the use of Authentic Assessment approaches focussed on workplace activities or
societal challenges, which mitigate the challenges of GenAI and at the same time
offer a way to utilise the benefits (Powell and Forsyth, 2024). However, organisation-
ally innovative approaches like Ultraversity are difficult to mainstream successfully,
struggling as they must against the established models of higher education to secure
the necessary resources and investment to grow (Powell et al., 2015). The applica-
tion of systems thinking, AIED and Complexity Theory offers much to understanding
evaluative questions of not just if an approach is effective at the level of an individual
or a programme, but how it can be developed to challenge the existing dominant
models at the scale of institutions and nationally.
In the rapidly evolving landscape of AI technologies, emphasising a perspective
centred on complexity and emergence serves as an indicator that the quest for compre-
hensive evaluation and design frameworks remains an active and continuous effort.
For example, Wegerif and Mansour (2010), and Wegerif and Major (2023) propose
a dialogic foundation for the design of education technology as a way of thinking
about education which will inform the development of different design frameworks
in different contexts. In the present chapter, foundational elements have been set forth
for the development of a system approach for assessing pedagogical implications for
the development of AIED and a design framework for educational changes (Cuban,
2018). This has been achieved by: (1) delineating the historical trajectory through
which technologies have entered educational settings, impacted teaching and learning
modalities, and have simultaneously been situated within and framed by the dominant
pedagogical approaches of their periods; and (2) revisiting old and tested theoretical
approaches (systems and complexity theories; cybernetics and design-based educa-
tional theories) to see how the new challenges of powerful and more general AI
tools, such as GenAI, might be understood and met with new policies and practices.
In the end, this approach should lead to the design of models that should be evalu-
ated, revised, and further developed through iterations of design-based educational
research.
While developing this framework we anticipate a process involving numerous
diagrams being drawn and populated with diverse perspectives for evaluation. The
swift advances of GenAI presents a twofold application: it can generate disrup-
tive educational scenarios for consideration, while simultaneously serving as an
autonomous tool to accelerate the design process itself. Figure 5.2 gives an example of
a template of three educational sub-systems and three organisational levels depicting
some hypothetical answers to disruptions caused by GenAI. The suggested measures
include redesign of educational organisations at all levels—from the course level to
the national system level—to allow potential benefits to be realised. There are also
suggested amendments to curriculum (what should we teach and learn), to pedagogy
5 Navigating AI in Education—Towards a System Approach for Design … 87

Fig. 5.2 A system approach towards educational changes and a framework for designing AIED

(how should we teach and learn), and to assessment (how should we assess what
we have taught and learned?). Those elements and questions are interconnected and
they could be understood, interpreted and implemented differently by various stake-
holders at different levels in educational systems. Without sufficient consideration
of the aims or established practices of teachers and students, it will leave educators
susceptible to an inadequate appreciation of the complexity and how it is interwoven
in educational activities.
In the current landscape of AI innovation, predicting the performance of new tech-
nologies remains an uncertain endeavour. Our most realistic expectation is to culti-
vate a sufficiently detailed possible scenarios for collective stakeholder discussion,
Fig. 5.2.
When GenAI hit education, it was the certification subsystem that reacted. This
is the system that does assessment and accreditation, and may from a business point
of view be seen as vital to education. Educational cybernetics gives us some tools to
analyse how vital certification is, and how it may be affected. First, the principle of
recursion implies that every viable system contains and is contained by other viable
systems. According to the Viable Systems Model each recursive level has a similar
structure, it has a management or regulatory aspect and an operational aspect. What
becomes clear, is that larger systems often have tensions between subsystems.
To enable effective reflection, teachers need a clear understanding of both their
own beliefs and alternative beliefs about technology and pedagogy (Sandholtz et al.,
1997). The shift from focus on declarative knowledge to the development of the whole
person requires new literacies, new capabilities, and new methods and approaches
to develop these aspects of our faculty and our students. Therefore, sociocultural
considerations should be at the forefront when discussing how technology and peda-
gogy are interwoven. Entangled pedagogy is collective; learner agency is negotiated
88 L. Yuan et al.

between teachers, students and other stakeholders; and outcomes are contingent on
complex relations that cannot be determined in advance. Uncertainty, imperfection,
openness and honesty should be embraced when the aim is to develop pedagogical
knowledge that is collective, responsive and ethical.
Given the significant impact GenAI has had, the ethical implications of imple-
menting AI in education is a natural starting point. For example, AI may provide
dynamic adaptive feedback to the learner through deeper profiling of the learners
from the capture of ‘stealth‘ assessments as the student works to ‘robust’ learner
profiling including additional data on their preferences, interests and biases which
may well raise some ethical issues as time goes on (Gardner et al., 2021). We would
advise a human-centred approach being open to all questions and viewpoints different
stakeholder groups have. This is an emergent discussion as there is little actual data
on the use of GenAI in education as usage differs between age groups, types of
education, countries, etc. However, we know that use of GenAI by students and to a
lesser extent is widespread as reported through professional networks, institutional
policy responses and the media.
Using cybernetics as a theoretical lens, we observe that education systems adeptly
navigate the complexities introduced by GenAI. In Table 5.1 we have included
the concerns Rienties et al. (2024) identified amongst distant education students
from different disciplines regarding the design and use of a hypothetical AI Digital
Assistant. The concerns are broad in scope and resonate well with the current state
of discourse we observe worldwide. In the table, we have given some keywords
describing a potential response to these concerns driven by our system approach to
addressing this complex field.
Cybernetic analysis works in part by attenuating external variables that could
potentially destabilise the system, such as the threats and ethical dilemmas identified
by the distance education students represented in the table above. Furthermore, the
approach amplifies external elements that contribute to the system’s core objectives,
such as personalised learning and new and more efficient assessment mechanisms,
etc. This dual approach enables the system and subsystems to maintain stability
and adaptability amid various phases of technological disruption. In the case of
assessment, we have seen this play out in several countries, starting by banning
GenAI in universities, and ending up with establishing national guidelines for how
to use these new tools safely, ethically and effectively (see Australia as an example2 ).

5.6 Conclusion

The rapid development of AI provides new opportunities for education, but by simply
adding technology to existing education systems, there is a risk that applications,
such as teaching machines and ITSs, which were designed and developed based on

2 https://education.nsw.gov.au/teaching-and-learning/education-for-A-changing-world/guidelines-
regarding-use-of-generative-ai-chatgpt
5 Navigating AI in Education—Towards a System Approach for Design … 89

Table 5.1 Concerns about GenAI (building on Rienties et al., 2024) and potential system approach
responses
Concerns about GenAI Cybernetics and system framework response
Academic Integrity: use in assignments, Use authentic forms of assessment adaptive to
including plagiarism risks and maintaining work and societal contexts, with a focus on
academic standards grading the process of thinking and learning. In
Cybernetic terms, enabling a wider variety of
students’ meaningful engagement with the
assessment task
Operational Challenges: effects on reliability A systemic understanding of teaching and
and validity of student learning, emphasizing learning to ensure that all aspects of AI’s
the need for tool accuracy, and equality of impact on education and society are addressed
access in the learning environment
Ethical and Social Implications: changing Embed ethical reasoning and social context
balance between technology and considerations into the curriculum, ensuring
human-centric approaches to teaching learners develop the capacity to critically
assess AI technologies’ roles and impacts,
fostering responsible use and innovation
Data Privacy and Use: handling of student Implement stringent data governance
data by AI, highlighting the importance of frameworks, ensuring transparent data
transparency and obtaining consent practices, securing consent, and maintaining
strict controls over access and use, to safeguard
privacy and build trust in AI-enhanced
educational environments
Future of Education: adaptations in teaching Adapt curricula to include skills essential for
methods and learning expectations resulting the AI era, emphasize interdisciplinary
from AI adoption learning, and promote flexible, lifelong
education models to prepare learners for
continuous evolution in the workforce and
society

behaviourism, might be used to “scale up bad pedagogical practices” (Tuomi, 2018,


p. 4). Constructivism theories and conversational frameworks have been exploited
in various learning contexts with limited technology mediation. There is a need to
research and discuss existing and new educational theories and design principles to
fully realise the potential of advanced AI technologies and GenAI applications in
the teaching and learning process. More critically, with the global impact of AI in
society, there is a need to redesign education systems at all levels, from the class, the
school (institution) to the national policy and strategies, from curriculum, assessment
and new pedagogy with the support of AI agents. For instance, creative thinking and
problem solving are critical in modern and highly complex settings. When AI begins
to serve as an active partner in sustained social, creative and intellectual pursuits,
the impacts on existing practices remain unknown. It is certainly problematic to
introduce technology without sufficient consideration of the aims or an inadequate
appreciation of complexity relating to how it is entangled in educational activity.
An AI-enabled education system should encourage collaboration across sectors and
90 L. Yuan et al.

stakeholders globally and facilitate open, flexible, interactions between learners,


teachers and automated agents and systems.
Currently it is not possible to be definitive about the impact of AI and particularly
GenAI on global educational systems. Much is claimed by futurologists presenting
multiple scenarios, predictions, and possibilities; however, at this time it is unknown
how the new technologies will play out. We have been in this position before with
predictions about how computers would change education in the 1980–90’s, the
world wide web in the 2000’s and more recently MOOCs in 2013. Although these
technological innovations have had an impact on educational systems, the basic
models of education have largely remained the same. The way technology impacts
education is unpredictable, to date, certainly, it has not been on the scale of the
industrial revolutions in industry. In many ways, fundamental aspects of education—
including teaching methodologies, learning processes, and assessment techniques—
have undergone minimal transformation over the past two centuries.
In this chapter, an analytic framework has been developed to support designing
and implementing AI in education by emphasizing the interconnectedness of educa-
tion systems and the complex interactions between technology and pedagogy—a
holistic system wide view. We argue that adapting AI in education needs to accom-
modate diverse stakeholder perspectives and to ensure that technology integration
aligns with teachers’ values, beliefs and attitudes, national policies, and pedagog-
ical innovation. The framework recognises the ethical and pedagogical challenges
of AIED and ensures comprehensive evaluation of both benefits and drawbacks. We
advocate for AI tools, carefully designed and implemented, that improve teaching
and learning while ensuring sufficient stability for educational institutions to function
effectively during the adoption of GenAI.

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Chapter 6
AI in the Assessment Ecosystem:
A Human–Centered AI Perspective

Alina A. von Davier and Jill Burstein

Abstract Artificial Intelligence (AI) is increasingly embedded in the processes of


digital, high–stakes educational assessments across test development, measurement,
and security. As the use of AI in any setting impacts humans, this brings ethical
considerations into play. To that end, human–centered AI introduces an ethical
perspective. Human–centered AI refers to the development and implementation of
AI technologies that prioritize human values, needs, goals, and decision power in
system design. This chapter explores assessment drivers that reflect human–centered
AI priorities for modern, AI–powered assessments. The chapter explores connections
among three critical drivers for digital assessments that draw on human–centered AI
principles: (a) a validity argument that considers the use of AI, (b) human-in-the-loop
AI practices in assessment, and (c) responsible AI standards as a professional respon-
sibility. The chapter discusses how these three assessment drivers interact within an
assessment ecosystem, and contribute to safe AI assessment practices.

Keywords AI · AI ethics · Assessment standards · Digital-first assessment ·


Educational assessment · Ethical principles · Responsible AI

A. A. von Davier · J. Burstein (B)


Duolingo, Pittsburgh, USA
e-mail: jill@duolingo.com
A. A. von Davier
e-mail: avondavier@duolingo.com

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 93


P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_6
94 A. A. von Davier and J. Burstein

6.1 AI in the Assessment Ecosystem: A Human–Centered


AI Perspective

In recent years, Artificial intelligence (AI1 ) has revolutionized the landscape of


learning and testing. The rapid development of AI technologies has led to the creation
of advanced testing platforms and assessment tools that can adapt to individual
test–takers’ abilities, providing a better testing experience. As AI systems become
increasingly integrated into educational contexts, it becomes a priority to explore the
commitment to human–centered AI and the role of stakeholder trust in these systems.

6.1.1 Human-Centered AI

Human–centered AI refers to prioritizing human values, needs, goals and decision


power in the design and implementation of AI technologies (Auernhammer, 2020;
Shneidermann, 2020). This is consistent with the ethically-aligned design principle
of Embedding Values into Autonomous Systems (The IEEE Global Initiative on Ethics
of Autonomous and Intelligent Systems, 2017), which asserts that when machines
engage with humans, they should be trained to social and moral norms, which must
be embedded in the system. In the context of educational testing, this translates
to humans creating AI systems that align with assessment science principles, such
as validity, ethical concerns of educational stakeholders (such as instructors and
administrators) and test–takers, and test–takers’ experience and access. Stakeholder
trust in AI systems is crucial for its widespread adoption;users must feel confident
in the reliability, fairness, accuracy, and security of AI–driven assessments.

6.1.2 Challenges to the Human-Centered AI Perspective

Human-centered AI offers a positive lens through which human values are reflected
in the development and implementation of AI systems. However, there are challenges
that may conflict with the notion of human-centered AI that need to be addressed.
Amariles and Baquero (2023) discuss challenges as they pertain to law. However,
their discussion resonates across sectors, and we can imagine that these concerns
might also apply in assessment. The authors point out two key challenges. First, they
claim that there is a focus on accountability at the design stage of AI systems which
does not consider the full life cycle. They provide an example of the need to eval-
uate bias across the AI system life-cycle as discussed in Floridi et al. (2022a). They
illustrate that bias can occur across the life cycle in design (historical bias), develop-
ment (representation bias), evaluation (evaluation bias) and operation (deployment

1Note that AI is used broadly and also includes AI–adjacent methods such as machine learning,
computational and statistical modeling.
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 95

bias). Second, they assert that regulatory initiatives invested in human-centered AI


may be market-driven which conflicts with the ability to promote human values. As
mentioned earlier, Future of Life’s (2023) “Pause Giant AI Experiments: An Open
Letter” taps into concerns about market priorities over human values. Garibay et al.
(2023) discuss six challenges with respect to adherence to human-centered AI. These
assert that AI development should attend to human well-being; be responsible; respect
privacy; incorporate human-centered design and evaluation frameworks; attend to
governance and oversight; and, respect human cognitive processes with regard to
human-AI interaction. Greene et al. (2024) also highlight the need for AI develop-
ment that addresses these challenges. As precedent, they use the Belmont Report
(1979) which operationalized human subjects review practices to protect the rights
of individuals participating in human subjects research. While responsible AI frame-
works (such as the NIST, 2023) leverage human-centered approaches and ethical
principles for system development, recent work by Dotan et al. (2024) highlights
challenges associated with AI ethics frameworks. They note that while organizations
may develop responsible AI frameworks that lean on ethical principles for AI use,
there is a question of the extent to which the principles are operationalized (i.e.,
translated in practice). Dotan et al. introduce a maturity model that aims to evaluate
how ethical principles embodied in AI ethics frameworks are operationalized.
Grounding AI use with human-centered AI for assessment practices (Fig. 6.1)
helps to mitigate risks and build stakeholder trust. Recent discourse highlights AI
distrust, emphasizing the need for ethical AI practices. For example, such discourse
was exemplified by the Future of Life’s (2023) “Pause Giant AI Experiments: An
Open Letter”, and policy initiatives by various entities, including the Department
for Science, Innovation & Technology (2023), The White House (2023), Madiega
(2023), and Holmes et al. (2022). The computer science community has advo-
cated for systematic AI audits to address diverse risks (Mökander & Axente, 2023;
Mökander & Floridi, 2021; Raji et al., 2020; Raji & Buolamwini, 2019), spanning
from healthcare trust issues (LaRosa & Danks, 2018) to legal implications of content
souring (Foltynek et al., 2023; Levene, 2023) to issues of biased classifications by
gender and race (Buolamwini & Gebru, 2018; Nicoletti & Bass, 2023).
This chapter explores human–centered AI in educational testing, addressing three
key factors that must be taken into account when developing and implementing AI–
driven assessment tools to ensure that the challenges of human-centered AI are
addressed: validity requirements through validity arguments; human in the loop AI
practices as part of design principles and psychometrics in an assessment ecosystem;
and, responsible AI practices as a professional responsibility to guide ethical consid-
erations. Figure 6.1 provides a visualization to illustrate the interactions of these
drivers for digital tests, as well as how the human-centered AI approach to assessment
is at the core of these interactions.
These factors are addressed in the novel theoretical assessment ecosystem
proposed by Burstein et al. (2022) for a digital–first language assessment. The novelty
lies in the acknowledgement that technology–based assessments require multiple
frameworks and tools to be thoughtfully integrated in order for the assessment to
function smoothly. To that end, their ecosystem is composed of an integrated set of
96 A. A. von Davier and J. Burstein

Fig. 6.1 Assessment drivers that reflect human–centered AI for digital assessments

frameworks aligned with the assessment workflow (language assessment design,


measurement, and test security), as well as test–taker experience factors (TTX)
(such as equitable test access). Langenfeld et al. (2022) generalized the ecosystem
to learning and assessment systems beyond language testing. See Fig. 6.2 for an
illustration of the assessment ecosystem.
Within Burstein et al.’s (2022) assessment ecosystem, human–in–the–loop AI
practices support human–centered AI processes and decisions in assessment systems,
such as human review of automatically–generated test content. Building on assump-
tions of traditional validity argument approaches (Chapelle et al., 2008; Kane, 1992,
2011, 2013), validity arguments for modern assessment explicitly address AI used on
an assessment to produce valid, fair, reliable, and secure test scores. In earlier work,
Williamson et al. (2012) address the use of automated essay scoring in high-stakes
writing assessment. Chapelle, Cotos, and Lee (2015) used the chain of inferences
to frame a validity argument for the feedback effectiveness of a writing instruction
application. Burstein et al. (2022) proposed a digitally–informed chain of inferences
(DCI) that interacts with the ecosystem frameworks and TTX factors. Finally, ethical
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 97

Fig. 6.2 A Domain–agnostic assessment ecosystem governed by responsible AI standards

principles are discussed as captured in responsible AI (RAI) standards for a language


assessment (Burstein, 2023). RAI standards embed ethical principles to builduser
trust, including fairness, explainability, privacy, and transparency and accountability.
This chapter discusses how human–in–the–loop practices, digitally–informed
validity arguments, and RAI standards interact within the assessment ecosystem and
achieve a human-centered approach to AI developments and applications in assess-
ment. We emphasize the importance of both theoretical frameworks that account for
the use of technology, and human–centered and responsible AI practices. Together,
frameworks and practices support the development of inclusive and ethically–sound
assessment technology that can be safely implemented on assessments, and aim to
build human trust in AI systems.

6.2 Human–Centered AI in Assessment

Artificial intelligence (AI) systems and technologies have come a long way since
their inception (Crevier, 1993; Grudin, 2009). Machine learning, computer vision,
natural language processing, expert systems, and robotics are just a few of the inno-
vations that have emerged in the AI domain, paving the way for increasingly sophis-
ticated interactions between humans and computers. Over time computer scientists,
98 A. A. von Davier and J. Burstein

psychologists, and philosophers started to focus on the human–centered aspects of


AI, taking into account usability, esthetics, and the overall experience of the user
(Markoff, 2005). They have emphasized the importance of understanding human
cognition and behavior, striving to create AI systems that seamlessly integrate into
our daily lives.
Human–Centered Design (HCD) is a design approach that places individuals
at the heart of the development process, taking into account their unique needs,
motivations, emotions, behaviors, and cultural context (see Auernhammer, 2020;
Schneiderman, 2020; and The IEEE Global Initiative on Ethics of Autonomous and
Intelligent Systems, 2017). This approach goes beyond merely involving people in
the design; rather, it emphasizes the importance of truly understanding and centering
them in every aspect of the design. The language used in different applications can
often provide insight into how people are perceived. For instance, in engineering,
individuals are frequently referred to as “human factors,” signifying their influence
on the design and performance of a technological system. Similarly, within manage-
ment, people are often labeled as “human resources” or “human capital,” highlighting
their role as assets to be utilized. In contrast, HCD demands that we view humans as
people at the center of a system. Each person brings their own unique experiences,
needs, desires, and lifestyles, all of which are deeply ingrained within their specific
cultural contexts. Through this approach, HCD fosters the creation of solutions that
genuinely resonate with users, accommodating their diverse characteristics and ulti-
mately leading to more effective and meaningful outcomes. By centering people
and their complexities, Human–Centered Design champions a more empathetic and
holistic approach to design and innovation.
In assessment, human–centered AI refers to the design and implementation of AI
systems in the context of evaluating human performance, skills, or abilities, cultural
background, with a focus on understanding and addressing the needs and experiences
of the people involved. HCD in assessments is inclusive and supports diversity, equity
and inclusion (DEI) that promote the fair treatment of all people. This approach
prioritizes ethical principles that encode human values, and inclusivity when creating
or implementing AI–driven assessment tools. In the context of human–centered AI
assessment, some key considerations include:
1. Fairness: Ensuring that AI assessment tools are unbiased and do not discrimi-
nate against certain individuals or groups based on factors like gender, race, or
socioeconomic status.
2. Transparency: Making the AI algorithms clear and understandable to users,
and including human experts in the decision making, so the users can trust the
assessment outcomes.
3. Explainability: Providing clear explanations of the AI’s components, role and
recommendations, helping users understand the rationale behind the assessment
results.
4. Privacy and security: Safeguarding the data used by AI assessment tools, and
ensuring that users’ personal information is protected.
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 99

5. Customization: Allowing for personalization of AI assessment tools to better


address the unique needs and circumstances of individual users.
6. Collaboration: Encouraging collaboration between AI systems and human users,
where AI tools support and augment human decision–making, rather than
replacing it.
By prioritizing these aspects, human–centered AI in assessment aims to create
more ethical, effective, and inclusive evaluation tools that respect human values and
improve the overall assessment experience for users.

6.3 Validity

According to the Standards for Educational and Psychological Testing (American


Educational Research Association, American Psychological Association, & National
Council on Measurement in Education, 2014), test validity is measured by the
degree to which evidence and theory support the use of a test score for its intended
purpose. Related to key factors in human–centered AI, validity includes fairness and
explainability as part of a validity argument for an assessment.

6.3.1 Validity Arguments for Traditional Assessment

To support test score interpretation, Kane (1992) proposed a validity argument


approach. In this approach, a chain of inferences serves as a mechanism to confirm the
validity, fairness, and reliability of test score interpretations for the intended purpose
(Kane, 1992, 2011, 2013). Earlier discussions of the validity argument approach
appeared prior to the emergence of digital assessments and the use of AI on assess-
ment. Chapelle et al. (2008) expanded on and applied the validity argument approach
to a large–scale, high–stakes, computer–based English language assessment. In their
approach, each inference in the chain has an underlying warrant (general principle)
and assumptions to support the warrant. Satisfying each inference in the chain as part
of test development and measurement processes contributes to the validity argument.
This chain of inferences remains valuable for framing validity arguments and is
utilized in modern digital assessment frameworks (Burstein et al., 2022; Huggins–
Manley et al., 2022; Williamson et al., 2012). However, while Chapelle et al.’s
(2008) chain of inferences was designed for a computer–based assessment, it did
not formally address digital considerations, such as the use of AI.
100 A. A. von Davier and J. Burstein

6.3.2 Validity Arguments for Digital Assessment

In this section we discuss the role of the human–in–the–loop AI practices as part of


the human-centered AI and as a building block for the digital chain of inferences in
a digital assessment ecosystem. We will start by clarifying the meaning of human–
in–the–loop AI, then we describe the theoretical ecosystem for digital assessments,
followed by the digital chain of inferences for supporting validity claims.

6.4 Human-in-the-Loop AI Practices

Human–in–the–loop (HITL) AI practices involve integrating human intelligence


with AI systems to create a symbiotic relationship that enhances the performance and
capabilities of both parties. These practices are associated with human–centered AI
fairness, transparency, explainability, privacy, and security factors as part of design,
measurement and security practices within the assessment ecosystem (as illustrated
in Fig. 6.2; see Burstein et al, 2022).
For purposes of this chapter, we adopt the the definition of HITL as defined in
the machine learning. In the machine learning literature, the HITL loop has been
defined in terms of control of the outcomes, from humans judgments used to train an
AI system, to a system supporting the humans by providing relevant information that
facilitates the decision making process (see Mosqueria-Rey, et al., 2023). In addi-
tion, HITL AI in educational assessment involves the development and refinement of
assessment algorithms. By incorporating human expertise and feedback, AI systems
can improve their understanding of complex educational concepts and their ability
to contribute to the evaluation of test–takers’ performance accurately. This collab-
oration between human and machine learning algorithms allows for a continuous
improvement loop, as human experts can correct the AI system’s mistakes, while the
AI system can learn from these corrections and update its recommendations. The
human weighs in on the final decision, through direct grading or through proctoring
and evaluation.
HITL is particularly relevant for automatic item generation, where the content is
generated by the AI and evaluated by human experts. HITL AI practices can also be
employed to design more personalized and adaptive testing experiences. This level
of customization helps improve test–takers’ engagement and lead to better testing
outcomes. A HITL AI approach also plays a crucial role in addressing potential
biases in educational assessment. By having humans actively involved in both the
assessment process and the AI applications, it becomes easier to identify and mitigate
potential biases that may arise from the use of AI algorithms (Belzak et al., 2023).
This can help ensure that all test–takers are assessed fairly and accurately, regardless
of their background or personal circumstances.
Another application of HITL AI practices in educational assessment is the devel-
opment of more effective and efficient feedback systems. With the combined insights
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 101

of human experts and AI algorithms, we can provide students with timely, specific,
and actionable feedback that can help them improve their performance through test
preparation. HITL AI practices that are grounded in research and systematically
evaluated hold significant potential for enhancing the quality and effectiveness of
educational assessment. As AI technology continues to advance, the collaboration
between humans and AI will become increasingly important in ensuring the validity
of educational assessment practices.

6.5 Theoretical Assessment Ecosystem

Burstein et al.’s (2022) assessment ecosystem was designed for the Duolingo English
Test (DET)—a digital–first, computer–adaptive, high–stakes English language
assessment. The DET’s ecosystem is composed of a set of integrated frameworks
for test design, measurement and security. HITL AI practices are applied throughout
the test’s ecosystem. Examples include human review of automatically–generated
item content for test design and human labeling to build automated scoring for
measurement automated plagiarism detection. The ecosystem interacts with the digi-
tally–informed chain of inferences (DCI) to build a validity argument that considers
AI use on the test (Mislevy, 2018; Weir, 2005). As mentioned above, Burstein
et al.’s (2022) ecosystem has implications for any technology–based learning and
assessment system and can be applied to any domain (see Langenfeld et al., 2022).
Figure 6.2 illustrates a domain–agnostic version of their ecosystem, governed by the
Responsible AI Standards.
The ecosystem is comprised of four complex and integrated frameworks: (a)
the Domain Assessment Design Framework; (b) the Expanded Evidence–Centered
Design (e–ECD) Framework (Arieli–Attali, et al., 2019); (c) the Computational
Psychometrics (CP) Framework (von Davier, 2017; von Davier et al., 2019, 2021):
and (d) the Test Security Framework. Digital affordances across the ecosystem frame-
works support test–taker experience factors associated with equitable test access
(such as, lower cost and anytime/anywhere access), and address sociocognitive
factors that may play a role in test outcomes.
The Domain Design Framework. This framework focuses on construct defini-
tion. It considers constructs relevant to the domain of the assessment; identifies poten-
tial secondary constructs that may impact test–taker performance, such as sociocogni-
tive factors (e.g., intrapersonal, interpersonal and neurological) (Mislevy, 2018), and
experiential (e.g., test item familiarity; Weir, 2005) factors; and, establishes domain
relevant proficiency levels and associated criteria that inform item development.
The Validation/Measurement Framework. Two sub–frameworks are included
within this framework: the e–ECD Framework and the CP Framework. The e–ECD
Framework explicitly adds multimodal evidence and learning into the framework
(see Arieli–Attali et al., 2019). In e–ECD, test item configurations are designed with
interactions in mind, and the raw rich data collected from test–takers is used to create
construct–relevant features that can be used to model test–taker performance. For
102 A. A. von Davier and J. Burstein

example, the collection of writing data can support the extraction of error features
(such as grammar in writing and pronunciation in speech) as well as features that
indicate the quality of a response (such as measures of lexical sophistication). In the
context of modeling test–taker proficiency, the CP Framework combines psychome-
tric methods and AI for modeling in assessment. Modeling methods include addi-
tional considerations, such as selection of representative corpora, process data, and
other issues associated with algorithmic fairness. The psychometric principles related
to reliability, validity, generalizability, and fairness guide the data collection and data
analysis design, and help blend data–driven AI algorithms and psychometric models.
Test Security Framework. This framework uses AI for item security, test–taker
identity, and test–taker data integrity (Cardwell et al., 2024; Isbell & Kremmel,
2020). HITL AI test security measures ensure that test users benefit from valid test
scores. Test security framework uses a combination of statistics, computer vision,
and NLP algorithms to analyze numerous behavioral and environmental factors that
are captured during the test. When the algorithms raise flags indicating a potential
security breach, human proctors intervene and evaluate the flag to determine if it
is an actual breach. HITL AI test security measures provide assurance that the test
score retains its validity with regard to test–taker identity and integrity.

6.5.1 Digitally–Informed Chain of Inferences

In contrast to the chain of inferences described in traditional validity–argument


frameworks, the digitally–informed chain of inferences (DCI) makes explicit the
digital considerations associated with inference assumptions. Figure 6.2 lists the
DCI inference principles and assumptions; explanation and example digital consid-
erations are provided below. The parenthetical next to the DCI inference name refers
to the original inference names in Chapelle et al., (2008). See Burstein et al. (2022)
for more details.
• The construct definition (domain description) inference principle asserts that the
test score measures proficiency constructs for the target use domain. To do this,
test items should be designed such that test–taker response data can be used to
measure test–taker knowledge, skills, and abilities representative of the skills
needed by the target use.
– Example digital consideration: As part of item design, test developers should
consider which AI capabilities can be used to accurately capture construct–
relevant data from test–taker responses.
• The scoring (evaluation) inference principle asserts that automated evaluation
methods used for scoring should accurately measure the skills required for target
use.
– Example digital consideration: With regard to measurement, AI methods
should be able to detect construct–relevant features for producing test taker
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 103

observed scores that reflect proficiency. For instance, for language tests,
measures for constructed–relevant writing items might include scores for
grammatical accuracy and vocabulary (Yancey et al., 2023).
• The generalization inference principle asserts that observed performance
measures are estimates of expected performance for parallel versions of the test,
across automated/human raters and test administrations.
– Example digital consideration: With regard to test security, AI–powered test
security measures accurately identify the same test taker in a test–retest
situation.
• The transparency & explanation (explanation) inference principle asserts that
observed performance provides interpretable proficiency measures consistent
with the required skills by target use.
– Example digital consideration: With regard to test design, a digital consid-
eration is that AI methods can generate construct–relevant, explainable,
feature data from test–taker responses (e.g., constructed–response speaking
and writing items).
• The extrapolation inference principle asserts that the test assesses skills consistent
with the skills required for the target use.
– Example digital consideration: For measurement, a digital consideration is that
AI methods should accurately produce construct–relevant feature data from
test–taker responses that can be objectively evaluated in relation to external
measures (e.g., a constructed–response writing score is correlated to external
writing measures).
• The test score use (utilization) inference asserts that the observed test performance
is beneficial for stakeholders.
– Example digital consideration: With regard to test design, a digital consider-
ation is that stakeholders should be able to meaningfully interpret test scores
generated using automated scoring methods (such as AI).
As illustrated, the overarching goal of Burstein et al.’s (2022) notion of the DCI
is to ensure that the use of AI is addressed in the context of building the validity
argument for a digital–first assessment. At its core, the DCI is human-centered:
human values are embedded in the conception and development of the proposed
digital considerations. Digital considerations will, of course, need to be maintained
and updated to keep pace with the growth of technology and how it is being applied
on an assessment.
104 A. A. von Davier and J. Burstein

6.6 Responsible AI Standards in Assessment

Responsible AI (RAI) standards and related processes aim to mitigate risks associated
with AI that could impact the quality throughout an assessment ecosystem—specif-
ically, test design, measurement, and security. As pointed out earlier with regard to
challenges for human-centered AI, building RAI practices across the life-cycle of
an assessment (i.e., the assessment ecosystem) meets the challenge posed by Amar-
iles and Baquero (2023). Specifically, that the use of AI in an assessment must be
addressed across the assessment ecosystem (life-cycle). Given the rise of AI for
assessment, guidelines have proliferated that address the ethical use of AI on assess-
ments (such as International Test Commission & Association of Test Publishers,
2022; OECD, 2023; The International Privacy Subcommittee of the ATP Security
Committee, 2021; U.S. Department of Education, Office of Educational Technology,
2023). The ethical principles in assessment also resonate with those that have emerged
from the larger literature on AI ethics that also specify concepts such as trust, respon-
sibility, justice, and autonomy (see The National Institute for Standards and Tech-
nology’s (NIST) Artificial Intelligence Risk Management Framework, 2023; Fjeld
et al., 2020; Floridi & Cowls, 2022b; Jobin et al., 2019). Fjeld et al. (2020) identified
professional responsibility as a key principle mentioned throughout responsible AI
literature. This principle resonates with human–centered AI in that it is directly asso-
ciated with human values and goals. Fjeld et al. (2020) characterize this principle by
highlighting the importance of accuracy and scientific integrity (such as evaluating
AI systems for assessments to ensure they provide accurate measures); responsible
design (such as access to assessments); consideration of long–term effects, which
considers the impact of the AI (such as the impact of a test score on an individual);
and, multi–stakeholder collaboration, which recommends including a variety of rele-
vant stakeholders (such as ensuring that humans who review test content represent a
diverse group who are sensitive to the test–taker population). In the spirit of profes-
sional responsibility, it is important that the assessment community leverage RAI
guidelines to develop RAI standards for AI–driven assessments. Consistent with
this, AI researchers and computer scientists have highlighted varied risks associ-
ated with AI, especially those related to bias, which applies to assessment as well.
They recommend systematic audits of AI (Mökander & Axente, 2023; Mökander &
Floridi, 2021; Raji & Buolamwini, 2019; Raji et al., 2020).

6.6.1 The DET Responsible AI Standards

As part of professional responsibility, Burstein (2023) developed RAI standards for


the DET. The standards were developed as an outcome of a systematic literature
review of AI ethics, and multi-stakeholder collaboration with experts from applied
linguistics, computational psychometrics, computer science, ethics, language assess-
ment, law, and security. The DET’s RAI standards offer public transparency about
6 AI in the Assessment Ecosystem: A Human–Centered AI Perspective 105

the guardrails being applied to the test that aim to mitigate risks associated with
the use of AI. Further, the processes associated with the RAI standards provide a
practical mechanism for auditing AI used throughout the assessment ecosystem for
test design, measurement, and security. Examples of auditing practices are described
earlier in the discussion about human-in-the-loop AI. As an extension of professional
responsibility and in the spirit of fostering human trust and multi–stakeholder collab-
oration, the DET’s RAI standards are publicly available and remain open for public
comment. The DET RAI standards reflect themes specific to assessment. Common
themes overlap with human–centered AI, that aim to ensure test validity, fairness,
explainability, privacy and security, and accountability and transparency through four
key ethical principles which are summarized below as they are discussed in Burstein
(2023).
• The Validity and Reliability standard is crucial to ensure that the test is suitable for
its intended purpose. The Validity standard involves evaluating construct relevance
and accuracy, while the Reliability standard focuses on consistency;
• The Fairness standard promotes democratization and social justice through
increased access, accommodations, and inclusion, representing test-taker demo-
graphics, and avoiding algorithms known to contain or generate bias;
• The Privacy and Security standard ensures that we (a) comply with relevant laws
and regulations governing the collection and use of test taker data; (b) ensure test
taker privacy and (c) to ensure secure test administration; and,
• The Accountability and Transparency standard aims to gain trust from stake-
holders. This is essential for proper governance of AI used on the test.
While the DET RAI standards were designed for an assessment, for the most part,
the standard’s ethical principles are agnostic to a particular discipline or industry
(see Burstein, 2023 for more details about the DET RAI standards).

6.7 Conclusions

Human values have been the traditional driver for assessment research and devel-
opment. As technology continues to be integrated into assessments, it is critical
to maintain these values in tandem with technological developments. AI use, in
particular, is becoming increasingly more prominent in digital assessment. Given
the potential risks (such as bias) and benefits (such as equitable access) of AI use on
assessments, and especially high–stakes assessments, the insertion of human values
into processes related to AI use is essential.
This chapter uses a human–centered AI lens to explore how human values
(encoded in ethical principles) are integrated into the use of AI for assessment. It
illustrates how ethical principles are incorporated as part of an assessment ecosystem
through (a) validity arguments that consider AI use, (b) HITL AI practice, and (c)
responsible AI standards and practices.
106 A. A. von Davier and J. Burstein

We have based the exposition presented here on our work with the Duolingo
English Test, since, as a digital-first test, it uses AI extensively. We believe that
these learnings and the example practices discussed are generalizable to other tests
and other domains that may consider using AI. Given the novelty of the use of AI
throughout the DET, we do expect that these approaches will evolve over time to
address the rapid development of technology and the challenges yet to be discovered
in the application of these nascent, powerful tools. As such, this chapter represents
a snapshot in time.

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Chapter 7
The Role of AI Language Assistants
in Dialogic Education for Collective
Intelligence

Imogen Casebourne and Rupert Wegerif

Abstract This chapter combines evidence from empirical research studies with
arguments drawn from philosophy to explore how we conceptualise the role of
AI language assistants like ChatGPT in education. We begin with the challenge
to existing models of education posed by AI’s ability to pass examinations. We
examine again the critique of the idea of AI from Dreyfus and from Searle and the
critique of the value of writing from Socrates, to suggest that there may have been
much too much focus on the skill of academic writing in education at the expense of
the skill of dialogue, a skill which is more fundamental to intellectual development.
We then look at the potential of AI for teaching through dialogue and for teaching
dialogue itself in the form of dialogic thinking. We ask what it means for a person to
enter into dialogue with a large language model. We conclude that dialogic educa-
tion mediated by dialogues with large-language models is itself a form of collective
intelligence which leads us to articulate a vision of individual education as learning
how to participate in AI mediated collective intelligence.

Keywords Dialogue · Exploratory dialogue · Critical thinking · Creativity ·


Generative AI · Hybrid models · Tacit knowledge · Futures of education · Bias ·
AI ethics

I. Casebourne (B)
DEFI, Hughes Hall, University of Cambridge, Cambridge, UK
e-mail: ic407@hughes.cam.ac.uk
R. Wegerif
Faculty of Education, University of Cambridge, Cambridge, UK
e-mail: rw583@cam.ac.uk

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 111
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_7
112 I. Casebourne and R. Wegerif

7.1 Introduction

The release of ChatGPT to the general public in November 2022, led to headlines
suggesting that it could pass a variety of exams (Ali et al., 2023, Varanasi, 2023), in
addition to reports of children using it to do their homework (Casebourne, 2023). In
this chapter, we ask what the ability of generative AI based on large language models
(LLMs) to write essays and pass exams means for current models of education.
We conclude that it suggests a need to move to a more dialogic understanding of
education.
In 2022 ChatGPT gave students access to a form of generative AI that was able
to produce written essays that summarise existing knowledge on a topic, as well, if
not better than many students (Sharples, 2022; Farazouli et al. 2023). However, the
process of producing these essays is now completely different. The assumption of the
existing assessment systems of education is that the student structures and writes the
essay whereas in the new AI enhanced approach to essay writing, the main process
is evolving to become the student offering a series of prompts to the LLM.
One immediate response from universities was to attempt to reinforce the status
quo by upgrading existing plagiarism tools, setting AI to catch AI (Cotton, Cotton, &
Shipway, 2023). However, almost as quickly, reports started to emerge suggesting
that these new detection tools were generating both false positives and false negatives
(Edwards, 2023). In particular they were more likely to identify writing by non-native
speakers as having been generated by AI when this was not the case (Liang et al.
2023). However, rather than seeking ways in which AI might be used to maintain the
print based approach to learning and assessment that evolved with mass schooling
over the past 150 years, we argue that we could instead embrace its potential to
facilitate new ways of learning and assessing knowledge that are in some ways also
a return to older more dialogic approaches.
One way of framing this is to see large language models (LLMs) as a new form
of collective intelligence (CI). CI describes the amplified capacity that collabora-
tion enables, making it possible to engage with a larger and more diverse array
of information and ideas than could be achieved by a single individual. Observ-
able across various species, it encompasses small group collaboration and dialogue,
crowdsourcing, swarm problem-solving, and stigmergy, which refers to the traces left
by one individual which act to stimulate others to continue with an open ended task
(Berditchevskaia et al., 2022; Mulgan, 2018). In humans CI extends beyond problem-
solving to include problem-framing, priority selection, and decision-making. In the
case of dialogue, it has been argued that an individual can represent an ongoing
dialogue of many voices, and importantly, that technology can serve as an additional
voice or perspective in the dialogue (Hermans, 2019; Wegerif & Major, 2023). LLMs
literally invite us to dialogue and in doing so, offer an immediate entry into a series
of ongoing dialogues in a way that has not previously been possible.
7 The Role of AI Language Assistants in Dialogic Education … 113

7.2 How Did We Get Here? A Brief History of AI

There are multiple overlapping definitions of artificial intelligence (AI) but in this
chapter, we are especially interested in the relevance to education of a historic split in
approaches to AI which Boden traces in her brief introduction (2016): a distinction
between “symbolic” or GOFAI (good old fashioned AI) on the one hand and cyber-
netics and neural networks on the other, a distinction which Holmes and Tuomi, in
considering AI and education (2022) present as being between knowledge based and
data driven AI.
The first approach, the GOFAI or knowledge-based approach, broadly involves
distilling a set of rules and information on a topic from what is known by human
experts and programming these into a system, which is then able to operate by or
advise on those rules. However, a problem with this, as was also encountered in
efforts in vocational education to create detailed specifications of procedures and
competencies for job roles, is that some of what human experts know may be tacit,
that is, not easily accessed, explained or codified (Nonaka & von Krogh, 2009;
Polanyi & Sen, 2009). Additionally, it becomes very cumbersome to specify every
combination or sub-rule or circumstance. An early critique of AI articulated by
Dreyfus (1972) focused on these types of limitations and influenced to an extent the
direction of the other strand of AI, what Holmes and Tuomi term the data driven
strand, which eventually led to the development of Large Language Models (LLMs),
such as ChatGPT as well as computerised image generation such as MidJourney.
This second approach broadly involves the use of neural networks, computational
structures loosely modelled on the human brain, which are given large data sets from
which to “learn” concepts for themselves. This machine learning may be supervised,
in which case the data is pre-labelled, sometimes by poorly paid people working in
data centres (Gray & Suri, 2019) and the program learns to correctly identify new
examples as belonging to a specific category (as an apple not a pear, for example).
Alternatively, it may be unsupervised, in which case the data is not pre-labelled and
the programme finds structure and assigns categories without guidance. A feature
of this overall approach, in contrast to GOFAI, is that as with the human experts
who proved unable to articulate all of their tacit knowledge or explain every element
of their decision-making processes, with these models, it is often not clear how
they arrive at the results they achieve (Russell & Norvig, 2021). That is to say, it is
understood at a high level how such systems operate, but unlike with GOFAI systems,
the associations formed, and decisions made are not typically accessible to human
observers.
This raises an important conceptual question. Should decision-makers be
primarily interested in and focus on the outputs of AI, or should the process by
which AI achieves its results also be of concern? The original and famous test of
computer intelligence proposed by Alan Turing, partly as a joke, focuses on what
we can understand as output, or rather on the experience of engaging with AI. In
brief, it suggests that if a conversation with a computer program is indistinguishable
from a conversation with a human, we could view that program as being intelligent
114 I. Casebourne and R. Wegerif

(Epstein et al., 2009). Long before LLMs like ChatGPT were able to provide text
that is often indistinguishable from that written by humans (Xiao et al., 2022), other
philosophers objected that the process by which AI achieves its results and outputs
should be viewed as equally important. For example, Dreyfus (1972) pointed out that
AI’s ways of knowing were rooted in the abstract, rather than in human experience.
Searle (1980) argued that if he was shut in a room, handed a set of symbols and
given instructions on how to manipulate them in such a way that when he handed
the results back to people outside the room, they gained the impression that he was
conversing with them in Chinese, this wouldn’t mean that he, in the room, actu-
ally understood Chinese. Searle’s thought experiment has been criticised by Dennett
(1991) among others, for mis-representing human consciousness and understanding.
However, we agree with Searle that the facility with language that renders a LLM
indistinguishable from a human conversational partner does not mean that it is intel-
ligent or conscious in the way that humans are. We think current LLMs are not
conscious—for a variety of reasons, for example, there is reason to believe that they
don’t have a representation of the world, just of language (Bender et al. 2021) and of
images and the way in which text and images are related and this is in part because
they are not embodied and do not have qualia, subjective experiences of the world
linked to understanding (e.g. Kauffman & Roli, 2023). While they may be familiar
with much of what has been written about cats and can match this to images of
cats, they have never touched a cat or breathed in the scent of a cat. These are two
of a number of attributes commonly understood to be necessary for consciousness.
Chalmers gives a good overview of several more reasons for believing that LLMs
are currently not conscious (2023).
Arguments about human consciousness aside, an element of Searle’s argu-
ment, that AI programs might achieve results indistinguishable from humans via
a different process to that underpinning human achievements remains relevant today
as researchers attempt to identify measures of intelligence equally applicable to
humans, animals and computers, as well as hybrid and collective intelligence efforts
(Hernández-Orallo, 2017). For example, Hernández-Orallo argues that in passing
visual tests, AI might be exploiting patterns and biases in the dataset to achieve high
scores, thus using a strategy completely different from that employed by humans to
achieve the same results. As with essays generated by ChatGPT, the similarity of the
results to what might be achieved by an intelligent person does not imply that the
underlying process is the same.
While the outputs of LLMs often pass the Turing test in that they are indistinguish-
able from the responses of a human, they are not produced by human intelligence
but by a statistical process which involves predicting the most likely next word given
the data set (corpus of text) that they have been trained on (Hoffmann et al. 2022).
This is a process that can produce the results it does without requiring self-awareness
or intentionality or the sense of ourselves as reflective reasoning beings that people
commonly experience and that we imagine when we think of a sentient conversa-
tional partner. This is not to argue that AI will never become sentient in any future
7 The Role of AI Language Assistants in Dialogic Education … 115

form, just that current LLMs are not sentient. Shanahan and colleagues offer an in-
depth discussion of how LLMs work for those interested in reading more (Shanahan,
2023; Srivastava et al. 2022).
Relatedly, concerns have been raised that if people cannot understand the
processes by which AI programs achieve results it is impossible to be confident
that these processes are not cementing or worsening bias. This has been of concern
in the case of generative AI, which involves neural networks trained on vast amounts
of data. For one thing, the training data may well in itself be biased (Bender et al.,
2021) but in addition to possible bias in the datasets used to train AI (e.g. Srinivasan &
Uchino, 2021), it is also possible that algorithms, that is to say the processes by which
AI achieves results, may inadvertently exacerbate dataset bias or introduce entirely
new bias (Baker & Hawn, 2022; Noble, 2018). The movement for explainable AI,
achievable or not, is an attempt to ensure the possibility of scrutinising the processes
by which AI produces its results (Rudin et al. 2021).
A focus on process is relevant to education more broadly, as well as to AI in
education, as we will go on to argue. For one thing, while education is typically viewed
(rightly we think) as being a process, young people today are primarily assessed by
means of written artefacts such as essays which may not be good proxies for the
thought processes they are meant to measure. Now that LLMs such as ChatGPT
can, with some prompting, produce human quality essays, it is, perhaps, time for a
rethink.

7.3 AI and Education

There have been attempts to use AI in the service of education almost since its
inception (Doroudi, 2022). Holmes and Tuomi (2022) provide a recent taxonomy of
AI intended to support education, grouped under three main categories: AI to support
students, teachers, and educational administration.
In the first category they include intelligent tutoring systems (typically based on
GOFAI approaches) that provide adaptive feedback and learning pathways based on
an individual’s performance. The rationale behind these is that they offer students
tailored and immediate feedback faster than might be possible from a teacher respon-
sible for a classroom of students with different levels of understanding and needs. A
recent review indicates that such systems continue to largely be directed at subjects
such as science, maths or electronics (Kurni et al., 2023) although there have been
attempts to build them for music theory and the analysis of historical documents
(Bull and Kay, 2010). There have also been less domain specific attempts to create
artificial dialogue and tutoring partners, for example, AutoTutor which builds on
analysis of the discourse moves used by effective tutors (Nye, Graesser, & Hu 2014).
Finally, AI has also been used in games and simulations intended to support
students to practise skills or to assess student skill levels. An example is the use of
AI agents as collaborative partners, where AI agents are intended to provide reliable,
116 I. Casebourne and R. Wegerif

repeatable collaboration opportunities appropriate for assessment of individual skills


or potential (Chopade et al. 2018; Rojas et al., 2022; Rosen, 2015).
At the same time, AI intended to support teachers offers student observation and
dashboards (Knoop-van et al., 2023), as well as AI generated lesson plans and test
items (Wodzak, 2022), and even AI marking of student work (Noakes, 2022). This
raises the possibility of a scenario in which children use generative AI to write essays
which another form of AI then marks!
What the above approaches to supporting learners and teachers have in common
is that they bring AI to bear on pedagogy, seeking to replace or supplement teachers
or change teaching. However, recent advances in generative AI have also raised
questions about the curriculum of the future, amid speculation that AI might automate
swathes of job tasks if not jobs (Briggs & Kodnani, 2023; Eloundou et al. 2023).

7.4 Education as an Ongoing Process of Dialogue


and Reflection

Key elements of global education systems have focused for the past 150 years on
developing a student’s ability to reproduce accurate and comprehensive overviews
of the latest expert opinion using the written word (Garber, 2010).
Socrates famously critiqued writing, arguing that it leads to superficial under-
standing (Waterfield & Plato, 2002). His argument can be viewed as being in an
interesting way somewhat related to the discussion about how we should engage
with AI. He suggested that an issue with written text is that it is silent when ques-
tioned—i.e. it is an artefact and can be misinterpreted and misunderstood in a way
that is less likely in a living exploratory dialogue between people. For Socrates the
thinking process was important and someone absorbing a text had not necessarily
gone through the process of reflection and questioning that was his aim as an educator.
Of course, without the written text of the Phaedrus it is unlikely that people would
be discussing this argument today, and it is also the case that debates and dialogues
have been conducted through the medium of letters and texts. However, Socrates’
focus on the importance of questioning, challenging, and engaging in dialogue in
order to foster true understanding remains relevant to the contemporary debate about
the role of generative AI.
The modern concept of dialogic space in education refers to an interactive
and shared space where participants engage in open, respectful, and meaningful
dialogue, a space where different voices, perspectives, and ideas are invited and
explored, fostering a sense of curiosity, critical thinking, empathy, and collaboration
(Wegerif, 2007). It emerged from analysis by Wegerif and Mercer of classroom talk
underpinning effective collaborative learning in small groups (1997).
The idea of identification with ’dialogic space’ was introduced to understand
the form of identification involved in ’exploratory talk,’ which was seen as key
being able to change one’s mind and engage with others’ ideas. Various theorists,
7 The Role of AI Language Assistants in Dialogic Education … 117

including Bakhtin (1981, 1984, 1986) and Buber (1958), have also addressed aspects
of dialogue and introduced versions of the idea of dialogic space. The term ’dialogic’
can be understood as seeing or thinking things from at least two points of view at once,
as opposed to ’monologic,’ where only one correct point of view is acknowledged.
Real dialogues occur when people are prepared to listen to and learn from each
other, leading to shared thinking and the experience of ’thinking together’ (Mercer &
Littleton, 2007).
As Nye, Graesser and Hu (2014) point out, a Socratic dialogue might not teach you
everything, for example it won’t teach you to play the piano,1 but Socratic dialogue
as a process can help learners achieve a profound understanding in many areas, and
might be supported by large language models such as ChatGPT.

7.5 AI as a Dialogic Educational Companion

As touched on in the earlier part of this chapter, students have been learning in
ongoing interaction or dialog with AI for some time, but until recently this AI was
largely in the form of intelligent tutoring systems, restricted to leading students on a
relatively predefined path through a very specific and structured knowledge domain.
Now, however, with LLMs such as ChatGPT it is possible to initiate almost any
conversation on a topic of the student’s choosing and the experience certainly feels
more like an exploratory dialogue, which can evolve in a direction of the student’s
choosing.
This raises questions about what we should think about such conversation with
LLMs. Firstly, what exactly is the student conversing with? It has previously been
argued that in interactions involving a computer and the digital sphere, we should
consider the interaction as being with the designer or the owner of the system (or
the organisation that owns the system) (Souza & Sieckenius, 2005). This is intuitive
to grasp when thinking about GOFAI based intelligent tutoring systems, where, as
explained above, a careful effort has been made to extract and codify a set of rules,
and to design a system to tutor students according to those rules. However, in the
case of LLMs, the way in which a person can be said to be conversing with an
organisation, or a designer, rather than an artificial entity, becomes less clear because
the organisation does not know in advance and does not completely control what
their LLM will “say” in response to any novel conversational move that a student
might make.
As explained in the introduction, while the principles by which LLMs produce
their results are understood on one level, exactly what associations and predictions
an individual LLM may have codified following training is typically less clear. The
organisations know more than the public about the datasets and data they have used

1 Although learning a vocational skill also involves engaging in an interactive process over time,

one in which competency may also be assessed over time, as with an apprenticeship model, (Billett,
2014).
118 I. Casebourne and R. Wegerif

to train their models, and therefore at a high level what types of biases and political
standpoints we might expect to have been present in those datasets (Brown et al. 2020;
Reisner, 2023; Wu et al. 2021). Additionally, they are in a position to add what are
known as guardrails (Ahn and Chen 2023), adjustments intended to ensure that their
systems do not, for example, insult their conversational partners, encourage them
to harm themselves or coach them in how to harm others. In deploying guardrails,
organisations make decisions about what is and is not acceptable, so to an extent, the
organisation retains a degree of control over what conversations can occur. Indeed,
recent research suggests that LLMs created by different organisations appear to have
different political leanings, perhaps evidence of varying organisational decision-
making processes (West, 2023). However, it remains the case that currently organi-
sations have less control over what their LLM might “say” than they might perhaps
prefer or has been the case with anything that has gone before. Headlines about
LLMs making up fake references (Casebourne, 2023), or recommending poisonous
recipes (McClure, 2023) do not result from an intentional strategy on the part of the
organisations to have their LLMs mislead people in these ways.
So, if the student can not straightforwardly be said to be conversing with, for
example, OpenAI, Anthropic, Meta or Alphabet (Google’s parent company) when
interacting with a LLM, what are they in dialogue with? Some have claimed that indi-
vidual LLMs, in their apparent creativity and unpredictability, have become sentient
(Luscombe, 2022) and that the student is therefore conversing with a new type of
self-aware being that has recently come into existence. However, as discussed earlier,
we argue against this view.
Instead, we argue that in entering into a dialog with an LLM a student is enabled to
enter into a particular kind of dialogic space where they experience and interact with a
variety of voices and standpoints drawn from and often summarising communications
previously uttered in textual form on the Internet. This kind of dialogue has the
potential to fulfil one of the major functions of education which is to draw students
into understanding and participating in the long-term dialogues of culture (Oakeshott,
1989; Wegerif and Major, 2023).
Over the course of 2023, DEFI (the Digital Education Futures Initiative at
Cambridge University) conducted a series of ongoing experiments with large
language models, primarily ChatGPT. The first set of experiments involved an
attempt to use it to help social science students understand statistics. There are many
tools on the market aimed at helping with statistics, but in addition to the calcula-
tions, students sometimes struggle to understand the process of choosing which tests
to use and also how to write up their results. Part of the problem may be that they are
only exposed to one or two relevant examples of good practice before being asked to
repeat that practice (e.g. van Peppen et al., 2021). We attempted to get first ChatGPT
3.5, then GPT4 to generate a series of test items with a grading scale, which we
thought might provide a cost effective means for providing formative assessment
and worked examples. This involved three attempts with each tool using the same
initial prompts, with slight variations in subsequent prompts.
While initially promising, it quickly became apparent that the LLMs by them-
selves were prone to a series of errors. These ranged from failing to calculate the
7 The Role of AI Language Assistants in Dialogic Education … 119

mean correctly to underestimating the size of the dataset needed to carry out a T-test.
It was noticeable that the later models did not initially perform more reliably than the
original GPT3.5 publicly released in November 2022. One issue appeared to be that
while the LLMs had been fed a lot of text discussing matters of statistics, they had not
specifically been trained how to perform the underlying calculations. Another issue
may be that the higher the creativity setting in GPT, the more likely it is to produce
a less obvious answer—helpful for creative writing, but in maths and statistics the
‘less predictable’ answer will often be a wrong answer. We repeated the experiments
in early 2024. Three PhD students tested ChatGPT 3.5 and 4. As before, GPT3.5 was
error prone, incorrectly calculating the standard deviation, getting the T-test calcu-
lation wrong, providing a scoring rubric not based on worked examples. However,
GPT4 now appears to draw on a python library which enables it to correctly perform
T-tests. Similarly, GPT4 plus the Wolfram Alpha plug in was able to perform tests
correctly. This suggests that a hybrid of LLMs plus a system with a representation
of mathematical rules, and not just of language, can overcome the initial issues.
Another set of experiments involved asking ChatGPT to respond to a series of
questions as if it were a well known philosopher or academic. These were more
promising. It was possible to request a range of academic viewpoints, and to prompt
the model to develop the contrasting arguments. Where the model could search
the internet (Bing and GPT4) it was able to provide genuine links and references
(although these were not of high quality). It provided a starting point for further
research into the philosophers in question. This type of approach has recently been
extended elsewhere by a team that set out to train a LLM on the works of a specific
philosopher (Schwitzgebel et al., 2023). The promise here is that it provides an entry
point to dialog with the philosopher in question which is focused around the student’s
current understanding and interests.
A third set of experiments involved using generative AI to summarise text and act
as one reviewer among others in a literature review process. Previous studies found
that large language models could effectively summarise text and extract text related
to specific areas of interest, or generate themes from transcripts (Lennon et al., 2021)
and this offers an addition to AI powered search and network analysis tools such
as Research Rabbit2 and Elicit.3 The Rayyon literature review tool4 already offers
similar functionality as a beta, and this could have a significant impact on future litera-
ture reviews, enabling more papers to be included in reviews. DEFI’s Camtree project
has been trialling generative AI functionality to help teachers generate abstracts for
their research projects, helping them to publish their work in a form that is findable
thus making it easier for others to build on the findings. This experiment is in its
early stages, but future work will seek to find the optimal balance between assisting
teachers to present their research in a way that makes it findable in the Camtree
library and retaining the authenticity of the teacher’s voice. This type of function-
ality offers promise in enabling more voices to contribute to and enrich evolving long

2 ResearchRabbit.
3 Elicit.org.
4 https://www.rayyan.ai/.
120 I. Casebourne and R. Wegerif

term cultural dialogues. Inducting students into participation in long-term cultural


dialogues is, we suggested earlier, the essence of education. This is not only the case
in the more academic subjects like philosophy but also very much the case where
the dialogue revolves around human activities and practices such as in the case of
teacher education.
Finally, we tried feeding GPT 4 with text that we had written ourselves and asking
it to suggest counter views and possible weaknesses in our arguments. Here, we argue,
it was useful—suggesting areas to consider and address. In this, the LLM acted as
a critical friend, offering alternative viewpoints. Again, this is best regarded as a
starting point for further investigation, research, and reflection, but often the LLM
offers genuinely useful observations. In this use case, the advantage is that while
human teachers and peers may not have time to read and comment on every piece
of writing and thought at an early stage, a LLM never gets tired or bored and can
always be on hand to help.
In thinking about AI as a dialogic learning partner, it might be useful to distinguish
two different types of knowledge. The first has been characterised as ‘well-structured
domains’ of knowledge found in some areas of mathematics science and engineering
where there are clearly defined and explicit sets of principles and rules that need to
be transmitted (Jonassen, 1997). For this kind of knowledge generalised LLMs fall
short and more explicit GOFAI based systems have been successful. The second,
larger case, is where knowledge is uncertain because it is complex and evolving.
Here education takes the form not of transmitting settled knowledge but of inducting
students into ongoing dialogues between multiple voices. Understanding how to work
with both kinds of knowledge requires being inducted into what Wegerif refers to as
‘ the dialogue so far’ to understand the kind of questions being asked to which this
knowledge is understood as offering answers (Phillipson & Wegerif, 2016; Wegerif,
2019). However, while education into well-structured domains of knowledge seems
effective with tutors using traditional AI the larger process of inducting students into
the ongoing dialogues of knowledge might be better served using tutors based on
generative AI able to access the multiple voices and perspectives of the internet.

7.6 Discussion

Our exploration of the issues suggests that generative AI based on LLMs such as Chat
GPT might offer the possibility of developing a distinctively new type of education.
This could be characterised as circulating collective codified knowledge through
unique individual minds to in turn expand the collective knowledge. This could be
visualised as circling an ‘outside’, objective external knowledge in the form of texts
found already on the Internet, around an ‘inside’, internal subjective consciousnesses
that make sense of this knowledge in an always new context. LLM-based AI has the
potential to support human learning but only when working together with human
intelligence. By focusing education on growing unique minds that can creatively
participate in dialogue, supported by AI’s external knowledge gathering abilities,
7 The Role of AI Language Assistants in Dialogic Education … 121

education could potentially become a virtuous circle combining the collective infor-
mation gathering of AIs with the individual questions and insights of students;
students who are thereby engaged into a kind of game of leapfrog with this new
technology, using it to gain more knowledge and stimulate further insights.
Of course, as discussed earlier, this raises questions as to what the outside consists
of, that is, which dialogues and voices are available to the large language model and
the extent to which all cultures and ways of thinking are represented and made
available to the learner. Currently LLMs have been found to be Anglo-Saxon centric
(Kasneci et al., 2023), and contain many other instances of bias, as discussed earlier.
The reproduction of pre-existing cultural biases has always been a question of interest
and debate in education and the design of curricula, but a danger with LLMs is that
in the hands of a few organisations, they might act to centralise specific biases and
reduce the richness of global dialogue, if the training data and algorithms are not
themselves subject to scrutiny and debate. We therefore call for increased scrutiny
and debate of training datasets and increased diversity of individuals involved in
producing and authorising training data and algorithms, while at the same time we
argue that LLMs nonetheless offer a powerful and novel resource for education.

7.7 Conclusion

AI agents based on LLMs have potential for teaching through dialogue and for
teaching dialogue itself in the form of dialogic thinking. We have offered various
experiments using AI language models, including using them to suggest counter
views and possible weaknesses in arguments, to respond to questions as if they
were a well-known philosopher or academic, and to summarise text and act as one
reviewer among others in a literature review process. Our experiments suggest that
AI-mediated dialogic education can be seen as a novel form of collective intelligence
with the potential to significantly enhance educational experiences, in line with a
vision of individual education as learning how to participate in AI-mediated collective
intelligence.
While we acknowledge current issues and challenges related to the adoption of
LLMs in and for education, we believe that the potential benefits are significant and
warrant further exploration. We hope that this chapter provides a useful starting point
for educators, researchers, and policymakers interested in the role of AI in education.

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Chapter 8
AI Powered Adaptive Formative
Assessment: Validity and Reliability
Evaluation

Yaw Bimpeh

Abstract This work presents an AI-powered formative assessment system for


secondary school mathematics that uses learning objectives, cognitive mapping, and
many factors—including detailed measures of competency, metacognition, time—
to accurately measure each learner’s weak/strong areas to determine where to place
more attention. It provides timely feedback to students, enabling them to monitor their
progress and identify areas of improvement. Feedback includes explanations, hints,
and targeted remediation resources based on individual learning needs. Using empir-
ical studies, the validity, reliability, and effectiveness of the AI-powered formative
assessment system are discussed and evaluated. The results showed that the adaptive
system engages students and give consistent information about students’ knowledge
and ability.

Keywords Adaptive formative learning · AI · Diagnostic · Assessment ·


Effectiveness · Math learning

8.1 Introduction

For more than three decades, computer scientists and cognitive scientists have been
developing adaptive learning systems to mimic the interactions of human tutoring
(Merrill et al., 1992). Adaptive learning is the technology that is most strategically
influencing higher education, according to Calhoun Williams (2019). For example,
these systems can be used to deliver content, ask questions, assign tasks, provide hints,
or encourage learners to modify their attitudes (Ma et al., 2014). The fundamental
design of all adaptive learning systems is a “closed loop”. It collects data from the
learner and uses it to assess progress, recommend learning activities, and provide
personalised feedback.

Y. Bimpeh (B)
AQA Education, Devas Street, Manchester M15 6EX, UK
e-mail: ybimpeh@aqa.org.uk

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 127
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_8
128 Y. Bimpeh

The fundamental ideas behind AI-powered formative assessment system are as


follows: (1) A learner’s ability, metacognition, time, and self-awareness; and (2) AI
algorithms chooses the item from the concept map that maximises the informative
values for the given examinee’s ability and metacognition from the item bank.
Adaptive learning systems use various learning algorithms, such as item response
theories, artificial intelligence, and machine learning to personalize the learning expe-
rience (e.g., Mavroudi et al., 2017; van der Linden, 2016). The systems can enhance
student learning, according to research (e.g., Van Lehn, 2011, Jones, 2018). Most
studies in the systematic review (86% i.e., 32 studies) conducted by Xie et al., (2019)
on the impacts of adaptive learning on learning outcomes showed positive results.
According to Bomash and Kish (2015) adaptive learning significantly increased
student performance compared to non-adaptive learning.
Developing adaptive content that aligns with learning objectives and is engaging
for students is a challenge. Previous research demonstrates that conceptual, metacog-
nitive, and strategic hard scaffolds can be incorporated into both conventional and
technologically aided learning contexts (e.g., Bulu & Pedersen, 2010; Chen, 2010).
This research explores designing formative assessment that aligns with the desired
learning outcomes using learning objectives, cognitive mapping, The aim of the
adaptive test is to assess how well students grasp and apply fundamental arithmetic
knowledge and abilities. The test items are grouped into 3 sub-concepts that represent
three general arithmetic content areas:
pre-requisite for understanding, arithmetic conceptual knowledge, and applica-
tions of basic arithmetic concept.
The purpose of this study is to present a framework for an adaptive forma-
tive assessment system that incorporates a relationship between metacognition and
student performance together with numerous other data points to help adapt the
content that the learner receives on the learning journey to mastery.
The system that is the subject of this study uses learning objectives, cognitive
mapping, and many factors—including detailed measures of competency, metacog-
nition, time, and self-awareness—to accurately measure each learner’s weak/strong
areas to determine where to place more attention. It probes each learner’s current
knowledge to uncover gaps and offer adaptive learning solutions focusing only on
what each person does not know.
The platform gives personalized and adaptive feedback to students. Feedback
includes explanations, hints, and targeted remediation resources based on individual
learning needs. It also provides teachers with real-time analytics and reports on
student performance. This information can help teachers tailor their instruction and
interventions to meet individual student needs.
The research evaluates the validity and effectiveness of the AI-powered formative
assessment system in improving learning outcomes using empirical evidence. We
address the following research questions:
• Does the adaptive /formative test differentiate students of differing ability levels?
• Does the adaptive /formative test provide consistent and dependable information
about students in terms of each student’s knowledge and skills?
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 129

• Does the adaptive /formative test demonstrate strong concurrent validity with the
Key stage 3 and 4 mathematics competency tests?
• Does the empirical evidence and theoretical rationale support the accuracy of
inferences based on the diagnostic /formative test?

8.2 Platform

This is an extensive question bank which uses adaptive-learning technology. The


algorithm tracks how a person perform on the concept map fundamental ideas before
delivering questions that are specifically designed to fill in any knowledge gaps. The
algorithm determines the optimal sequencing of additional questions by taking into
account the learner’s answer to a question, self-reported confidence on a four-point
scale (1- "I know it", 2 - "I think so", 3 - "not sure", and 4 - "no idea"), the learner’s
overall confidence in the topic, the time the learner takes to indicate an answer, and
how others have answered.
Scores, timings, responses, metacognition, and the structure and priorities of the
learning objectives are all examples of measures used. This measurement is taken
for each individual learner, and both the learning path and the learning analysis are
tailored to each learner’s needs.
The platform also utilises math probe, which can be used when solving math
problems. It allows the learners to enter their work towards the solution (see Fig. 1
for the general user interface). The underlying math engine uses AI to evaluate the
response according to mathematical truths.

Fig. 1 AI-powered adaptive testing platform


130 Y. Bimpeh

The platform attempts to establish the milestones that individuals have attained
in their learning. This comprises determining what they know, understand, and can
do at the time of test. This data can then be used to decide the next steps in teaching
and learning, as well as to track individual growth over time.

8.2.1 AI Algorithms Used

The adaptive learning platform employs a range of AI algorithms to customize


learning experiences and improve educational results. Through machine learning
methods, the platform examines learner data and dynamically adapts the complexity
and speed of content delivery. These algorithms constantly evaluate learner perfor-
mance, learning objectives, and skill levels to create personalized learning paths and
recommendations.
Additionally, the platform integrates natural language processing (NLP) tech-
nologies to process and understand text-based data, including learner responses and
feedback. NLP algorithms enable the platform to interpret learner inputs, provide
relevant feedback, and create interactive learning experiences. NLP enhances the
platform’s ability to interact with learners in a meaningful and personalized way.
Furthermore, the platform utilizes content-based filtering to suggest items based
on both their characteristics and the learner’s previous interactions with related items.
By analysing the learner’s past performance on assessments and other learning activ-
ities, the algorithm identifies strengths, weaknesses, and areas for improvement. This
data is then used to customize recommendations to meet the learner’s specific needs.
In addition, the platform evaluates the relevance of learning materials to the learner’s
current learning objectives.
AI-driven data analytics tools are also employed to extract actionable insights
from learner data and platform usage metrics. These analytical capabilities empower
educators and administrators to oversee learner progression, gauge engagement
levels, and use data-driven insights to enhance teaching and learning experiences.

8.3 Test Materials and Concept Map

The concept map in Fig. 2 depicts all the concepts that a student must understand to
grasp the arithmetic by the end of Key Stage 3. Each key concept is represented by
a node on the map. The arrows indicate the order in which they must be understood.
Each node has a series of questions meant to assess a specific aspect of that node.
The questions are extremely detailed, and a student may answer as many as 60 in the
allotted 25 min. The most fundamental ideas that are pre-requisite for understanding
are shown in green on the map. The green nodes reflect concepts that all students
should understand by the time they begin General Certificate of Secondary Education
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 131

Fig. 2 Arithmetic concept map

(GCSE). The red nodes represent the arithmetic conceptual knowledge at Key Stage
3.
The red nodes are the key ideas that students really need to master to make
satisfactory progress at General Certificate of Secondary Education (GCSE). The
blue nodes represent more advanced ideas that will be developed at GCSE.
The map’s linkages are used to programme the adaptive algorithm. This, combined
with student responses, is used to determine which questions from the question bank
to ask. This helps to develop a picture of what a student knows and does not know.

8.4 Methods

8.4.1 Participants

A sample of the secondary schools in England, United Kingdom, were used for this
study. The trial began with the recruitment of 1504 students, ages 14 to 15, from
various schools. Two cohorts of students were created. Cohort 1 has the remediation
features of platform enabled and for cohort 2 the remediation function was disabled.
Following the test, survey questions were given to the study participants to gather
their feedback on their testing experience. A mixed method was used, consisting
of (1) the quantitative and qualitative analysis of test performance, as well as user
experience, engagement, and satisfaction with the adaptive learning platform and (2)
thematic analysis of semi-structured interviews.
An empirical study was conducted to investigate the construct validity of a set
of assessment of objectives developed by the subject matter experts, embodied in
132 Y. Bimpeh

items in the adaptive test. Using structural equation modelling in the framework put
forward by Fornell and Larcker (1981), an evaluation of the construct validity of
AI-powered formative assessment systems was conducted. The confirmatory factor
analysis, which is the first component, relates the assessment objective to test items
that are assumed to measure that assessment objective; considering the measurement
error. The covariance of the assessment objectives is examined in the second compo-
nent. We can determine the validity of assessment objectives, the degree of variance
explained by a construct versus the amount due to measurement error, construct
reliability, and the relationships between various constructs by using this method.
We also used Rasch-based analysis for providing evidence for the six aspects of
Messick’s validity for the adaptive test in the framework of evaluation used by Wolfe
and Smith (2007) and Beglar (2010).

8.4.2 Data Sources and Evidence

Students’ item response data from the diagnostic tests and data from their interactions
with the platform were collected and analysed. Feedback from teachers and students
on each of the key maths concepts was also obtained to help determine whether the
platform is appropriate for its intended application and will be helpful to teachers.
The effectiveness and usability of the platform were improved using teacher and
student survey data as well as qualitative comments.

8.4.3 Analysis and Results

In total, 1504 students participated in this study. Their mean time spent per question,
average number of questions attempted scores on the adaptive test are displayed in
Table 1, and their mean scores on the sub concepts are in Table 4 (see the Appendix).

Table 1 Summary of the diagnostic test


Cohort 1 (size = 621) Cohort 2 (size = 883)
Number of Items used in the diagnostic test 359 371
trial
Average time spent per question 34 s 34 s
Average number of questions attempted per 51 49.76
person
Average time spent per test 28.63 min 28 min
Internal Consistency of Learning objectives 0.75 0.82
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 133

Table 2 Results of convergent* validity of constructs


Results of convergent validity of constructs
Constructs Construct reliability (> 0.7) AVE (>0.5)
Arithmetic Green 0.72 0.28
Red 0.78 0.27
Blue 0.75 0.37
* Convergent validity: CR > = 0.7 and AVE > 0.5

8.4.4 Assessing Internal Consistency Reliability

The internal consistency of the measurement constructs was examined through calcu-
lating Cronbach’s alpha (>0.70; Cronbach, 1951), the test–retest reliability, and the
construct reliability (>0.70; Hair et al., 2017) analysis (see Tables 1 and 2) to assess
the correlations of individual item scores. The rationale behind using both metric is
as follows: the Cronbach alpha of items is underweighted, which can make it a less
precise measure of reliability though, contrarily, construct reliability (CR) of items
is weighted based on each item’s loading, which makes it a more precise reliability
measure (Hair et al., 2017).

8.4.5 Assessing Convergent Validity of Constructs

Convergent validity was assessed to confirm that the items together measure the same
latent constructs (Henseler et al., 2015) through loadings, CR, and average variance
extracted (AVE) (e.g., Ali et al., 2016).
Table 2 shows the values of construct reliability (CR) and average variance
extracted (AVE). The AVE represents the average proportion of variance in the items
that is explained by the assessment objective (i.e., grand mean value of the squared
loadings of the items associated with the assessment objective). According to Table 2
the CR values are above the satisfactory threshold of 0.7 for all assessment objectives.
The average variances extracted are all below the acceptable level 50%. To test for
convergent validity, the items factor loadings, AVE, and CR should be checked using
Fornell and Larcker (1981) criterion. All assessment objectives have a satisfactory
level of construct reliability (more than 0.7); (Green = 0.72, Red = 0.78 and Blue =
0.75) for arithmetic assessment. However, all the assessment objectives have AVE
below the acceptable level (0.5), Green = 0.28, Red = 0.27 and Blue = 0.37.
The recommended value of factor loadings (> 0.50, Hair et al., 2017) and it
was also confirmed that the constructs explain at least 30% of the variance of their
corresponding items (AVE; Hair et al., 2017). The values of the AVE for green, red,
and blue constructs were less than 0.50 (see Table 2). However, we decided to accept
that construct as valid, as a construct with an AVE less than 0.50 but the CR more
134 Y. Bimpeh

than 0.70 can still be considered to have adequate convergent validity; (Fornell &
Larcker, 1981).
The path diagram in Figs. 3 and 4 illustrate visually the relationships among
the Arithmetic learning objectives and the items. There are created using lavaan R
package for structural equation modelling. The arrows leading from the assessment
objectives (Red, Blu and Grn) to the items illustrate the casual effect of the learning
objective on the items. The values on the arrows show the factor loadings. These
values convey the extent to which the response to the item is attributable to the
common cause shared by all the items reflecting the assessment objective. High
factor loadings on an assessment objective indicate the associated items have much
in common, which is captured by the assessment objective. The factor loading is the
same as the item discrimination index when there are no cross-loading items. The
arrows between Red, Blu and Grn represent the inter-construct correlations.
The values on the left side of the items in the path diagram represent the proportion
of variance in the items that is not explained by the learning objective. These values
are referred to as the variance of the measurement errors (i.e., residual variance).
For example, the proportion of variance in the A22 (see Fig. 1) variance, that is not
explained by the blue bubble is 50%. This is the variance unique to the item itself
(i.e., measurement error).

Fig. 3 Path diagram illustrating the structural equation model of three assessment objectives (Grn,
Red and Blu) and their items-Cohort 1
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 135

Fig. 4 Path diagram illustrating the structural equation model of three assessment objectives (Grn,
Red and Blu) and their items-Cohort 2

Table 3 in the appendix shows details of the goodness of fit for the notes and
concept map model. Hu and Bentler (1999) recommended that the assessments of
model fit should be based on a joint evaluation of several fit indices. Our study shows
that the goodness of fit indicators (GFI) = 0.985, CFI (Comparative Fit Index) =
0.962 and TLI = 0.958 satisfy the thresholds of 0.90, the standard deemed vital for
model fit. Furthermore, the root mean square error of approximation (RMSEA =
0.030) indicated a good fit of the hypothesized model.

8.4.6 Content Aspect of Construct Validity

The results of the assessments are displayed on the item-person maps (Figs. 5 and 6).
These show the linear relationship between the 1,504 test-takers’ Rasch calibrations
and the arithmetic tests. Using the evaluation framework by Wolfe and Smith (2007)
for the content aspect of construct validity we examine the person-item map gaps
and redundancy along the vertical line, mismatch between item and person means,
infit and outfit statistics.
136 Y. Bimpeh

Fig. 5 Construct Map: Learning objective- person response (cohort 1)

Fig. 6 Construct Map: Learning objective- person response (cohort 2)


8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 137

The Item-person maps provide a convenient summary of item statistics for the
diagnostic test. On the vertical axis, the figure locates items according to item diffi-
culty. Easier items are located at the bottom of the Wright map, with more difficult
items at the top. Items which are closer to the deterministic Guttman model are
located to the left; items which misfit the model are located to the right.
By looking at "fit" data (such as MNSQ Item Outfit, MNSQ Item Infit) for each test
item, it was possible to identify items that do not contribute to useful measurement.
Items that did not fit the test clearly were either reviewed or taken out and replaced
with new ones. The mean-square values for both infit and outfit in the Rash model
fit statistics fall within the acceptable range (i.e., ranges from 0.7 to 1.3; Linacre,
2007). The adaptive test has acceptable mean values for the infit and outfit mean-
square of 0.87 and 0.91, respectively. The map suggests good representativeness.
This has beneficial implications for the consequential aspect of validity. The person-
item map offers numerous justifications for each of Messick’s (1989) six facets of
construct validity (Beglar, 2010). The map shows gaps or overlaps in item difficulty
or ability, as well as the distribution of items and abilities. It enables one to evaluate
the degree of alignment between a student’s proficiency and the difficulty of the
learning objectives.
For example: For cohort 1, the most challenging learning objectives are “Solve
equations of the form as fractions (x + b = c with x is negative)” and “Solve equations
of the form a(bx + c) = d (ex + f) (x is negative)”; these are labelled 42 and 47 in
the construct map (see Fig. 4). Overall, the test-takers response patterns somehow
reflect, the degree to which test-takers are engaging with the test.

8.4.7 Differential Functioning of a Diagnostic Test

We further investigated the diagnostic test’s effectiveness using a sample of 183


students from the cohort who had information about their maths abilities, higher (79
students) and lower abilities in maths (104 students). The diagnostic test’s capacity
to distinguish between students of varying abilities is the question at hand.
Draba’s (1977) criteria was used in the current study to assess differential item
functioning (DIF). That is an item is flagged for DIF if the difference in item difficulty
estimates for the two groups (I.e. higher and lower achieving students) is greater than
0.5 logits. Some of the items have a DIF contrast value greater than 0.5 logits as shown
in Fig. 7. Although a considerable number of items’ difficulty measures varied, the
DIF size for 10 nodes out of 23 the nodes evaluated by Draba’s (1977) criteria, was
significant.
The direction and size of the changes in item difficulty between the higher and
lower subgroups are shown in Fig. 7. Each bar in the plot shows the variation in
difficulty between subgroups for an individual arithmetic sub-concept. Bars that
point to the left of the plot indicate that the item was easier to answer correctly by
higher ability group, and bars that point to the right of the plot indicate that the item
was easier for lower ability group to give correct response to. The values of + 0.5
138 Y. Bimpeh

Fig. 7 Differential nodes functioning by lower and higher ability students

and − 0.5 logits are presented as dashed vertical lines as an indication of significant
differences in item difficulty between subgroups. The empirical evidence suggests
that diagnostic test can distinguish between test-takers’ abilities.

8.5 User Experience Feedback

After the test, the study participants were given survey questions to answer in
order together their thoughts on the testing experience. A mixed method was used,
consisting of two main parts: (1) a quantitative and qualitative study of test perfor-
mance coupled with user experience, engagement, and happiness with the adaptive
learning platform; and (2) a thematic analysis of semi-structured interviews. Key
findings from the student survey are outlined in Figs. 8, 9, 10, 11 and 12.
Regarding their overall test-taking experience, most respondents (78%) tended to
rate it favourably. About 40% of participants said the test was difficult in one way or
another.
Approximately 73% of participants expressed agreement with the platform’s
assessment of their strengths or competencies. A test like this, according to 75%
of respondents, would be beneficial for their learning.
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 139

Fig. 8 How easy or difficult was the test for you?

Fig. 9 Overall, how would you rate your experience of taking this test onscreen?

Fig. 10 When you saw the results about how you performed on this test, how much did you agree
with the areas of strength or strong skills that the platform has identified?
140 Y. Bimpeh

Fig. 11 When you saw the results about how you performed on this test, how much did you agree
with the areas of weakness or weak skills that the platform has identified?

Fig. 12 Do you think that a test like this would be helpful for your learning?

8.6 Discussion and conclusions

In this study, we looked at AI-powered formative assessment systems that claim to


offer personalized and adaptive feedback to students. Feedback may include explana-
tions, hints, and targeted remediation resources based on individual learning needs.
It also supports teachers by providing them with real-time analytics and reports on
student performance. This information can help teachers tailor their instruction and
interventions to meet individual student needs. The result is a testing experience that
is more efficient at gauging students’ progress over time and more informative for
both students and teachers.
The evaluation of the construct validity of AI-powered formative assessment
systems was developed using structural equation modelling in the framework
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 141

proposed by Fornell and Larcker (1981). The first component is the so-called confir-
matory factor analysis that relates the assessment objective to test items that are
assumed to measure that assessment objective; considering the measurement error.
The second component examines the covariance of the assessment objectives. Using
this method, we able to answer questions such as; are the items valid and reliable
indicators for the assessment, the validity of assessment objectives, the level of vari-
ance that a construct explains versus the level due to measurement error, construct
reliability and how different constructs are related.
Applying the structural equation method and the concept map for secondary
school arithmetic outlined in Fig. 1, this paper evaluated the assessment objective
validity. Several relevant goodness of fit statistics was used to check whether the
empirical data sufficiently fit the theoretical model. There was a strong support for
the hypothesized relationship among the assessment objectives. Thus, the content
for mathematics of arithmetic (Red bubbles) is dependent on having the prereq-
uisite knowledge and understanding (Green bubbles); and being able to apply the
content for mathematics of Arithmetic (Blue bubbles). The results show that all the
three assessment objectives met the construct reliability minimum threshold of 0.7.
Specifically, the following findings were revealed.
The empirical evidence indicates that all assessment objectives have a satisfactory
level of construct reliability. The average proportion of variance in the items that is
explained by the assessment objectives also ranged from 27 to 37% (below the
acceptable threshold of 50%). We decided to accept that construct as valid, as a
construct with an AVE less than 0.50 but the CR more than 0.70 can still be considered
to have adequate convergent validity; Fornell & Larcker, 1981).
The results provide sound evidence that the diagnostic tests give consistent infor-
mation about students’ knowledge and ability. The testing process is more helpful
for both students and teachers, and it is more effective at tracking students’ process
over time. The AVE values still require improvement, thus further work is needed.
When asked about their overall test-taking experience, most respondents (78%)
inclined to give it a positive rating. Approximately 40% of participants acknowledged
that the test was challenging in some way. About 73% of respondents said they agreed
with the platform’s identification of the respondents’ strong points or competencies.
A test like this, according to 75% of respondents, would be beneficial for their
learning.
Using machine learning and AI technologies, the platform enhances its adaptive
learning system to provide personalized, efficient, and effective learning experiences
covering a range of mathematical topics. Whether it is numerical fluency or algebra,
the platform utilizes AI-driven capabilities to continuously tailor its approach to meet
learners’ needs, enhance learning outcomes, and foster innovation in education.
One of the key strengths of AI-powered formative assessment systems is their
ability to tailor learning experiences to individual learners. By analysing each
learner’s responses, behaviour, and progress, it can identify learners’ strengths and
weaknesses. This personalized method facilitates adjustments in learning materials
and teaching methods to address the unique requirements of each learner, thereby
enhancing their engagement and understanding.
142 Y. Bimpeh

Table 3 Assessment of structure model fit for arithmetic concept map


Assessment of structure model fit
Model fit indices GFI AGFI TLI CFI NNFI SRMSR RMSEA
Recommended threshold 0.8 0.8 0.9 0.9 0.9 0.08 0.05
Obtained arithmetic 0.985 0.985 0.958 0.962 0.958 0.033 0.030
Supported Yes Yes Yes Yes Yes Yes Yes

AI-powered formative assessment systems differ from traditional assessments in


that they allow for ongoing monitoring of learner progress instead of occurring at set
intervals. By integrating frequent assessments into learning activities, these systems
collect detailed data on learners’ performance and understanding in real-time. This
continuous flow of information drives adaptive learning by facilitating immediate
adjustments to instruction, such as providing extra assistance or presenting more
challenging tasks based on individual performance.
The extensive data produced by AI-driven formative assessment systems offers
educators and instructional designers valuable understanding of learners’ learning
paths and challenging areas. Through analysing this data, educators can pinpoint
common patterns, trends, and misconceptions among learners, facilitating precise
interventions and improvements in instruction. These insights empower educators to
make informed choices regarding curriculum design, teaching methods, and resource
distribution, all aimed at enhancing learning outcomes.
Timely and constructive feedback plays a crucial role in aiding learning and
steering learners toward mastery. AI-driven formative assessment systems stand out
in providing prompt and practical feedback to learners, tailored to their responses.
This feedback loop encompasses corrective guidance for misconceptions, acknowl-
edgment for correct answers, and recommendations for enhancement, fostering
metacognition, self-regulation, and mastery learning. Furthermore, by scrutinizing
learners’ responses and interactions, these systems can dynamically adjust feedback
to suit individual learning requirements and preferences.
Building on the insights gained from formative assessment data, AI-powered
systems can dynamically adjust the delivery of learning content to suit each learner’s
ability level and learning pace. This adaptive approach to content delivery prevents
learners from feeling overwhelmed by material that exceeds their comprehension
or being hindered by content they have already mastered. Through the provision of
appropriately challenging tasks and tailored support, adaptive learning environments
cultivate feelings of competence and independence, motivating learners to persevere
and achieve success.

Appendix
8 AI Powered Adaptive Formative Assessment: Validity and Reliability … 143

Table 4 Nodes performance statistics (Cohort 1: Baseline of 621 students)


Nodes Description Number of Mean score (%) Standard Correlation
students moving deviation between node
through the node and scale
A1 Powers as 621 84.5 29.3 0.45
repeated
multiplication
A2 Multiplication as 606 83.9 26.5 0.52
repeated addition
A3 Addition as bars 581 72.3 28.6 0.55
A4 Fractions as bars 604 74.6 23.7 0.62
A5 Reciprocal 584 55.3 41.4 0.62
fractions
A6 Place value 584 69.0 36.0 0.51
A7 Distributivity 620 44.9 39.7 0.40
A8 Inverse 617 70.7 37.0 0.48
operations
A9 Addition as the 589 73.3 32.5 0.65
inverse of
subtraction
A10 Additive inverse 614 59.5 41.8 0.45
A11 Multiplication as 615 53.3 42.6 0.50
the inverse of
division
A12 Multiplicative 609 67.0 36.0 0.57
inverse
A13 Identity elements 615 89.3 23.3 0.50
A14 Multiplication as 602 63.2 31.9 0.61
area
A15 Commutativity 621 71.1 35.5 0.51
A16 Order of 613 45.1 41.7 0.37
operations
A17 Equivalence 598 80.3 29.0 0.63
A18 Multiplying and 620 56.9 34.8 0.33
dividing by
powers
A19 Powers and roots 609 52.4 40.2 0.66
A20 Multistep 576 45.3 38.4 0.39
calculations
A21 Rearranging 613 42.9 43.4 0.61
expressions
A22 Collecting terms 561 52.6 40.3 0.57
A23 Solving 620 63.7 40.3 0.45
equations
144 Y. Bimpeh

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Chapter 9
Decimal Point: A Decade of Learning
Science Findings with a Digital Learning
Game

Bruce M. McLaren

Abstract The McLearn Lab at Carnegie Mellon University (CMU) first designed
and developed the artificial intelligence (AI) in education learning game, Decimal
Point, in 2013 and 2014 to support middle school children learning decimals and
decimal operations. Over a period of 10 years, the McLearn Lab has run a series
of classroom experiments with the game, involving over 1,500 elementary and
middle school students. In these studies, we have explored a variety of game-based
learning and learning science principles and issues, such as whether the game leads
to better learning—demonstrated learning gains from a pretest to a posttest and/or
a delayed posttest—than a more traditional online instructional approach; whether
giving students more agency leads to more learning and enjoyment; whether students
benefit from hints and error messages provided during game play; and what types
of prompted self-explanation lead to the best learning and enjoyment outcomes. A
fascinating finding also emerged during the variety of experiments we conducted: the
game consistently led to a gender effect in which girls learned more from the game
than boys. In this chapter I will discuss the current state of digital learning games, how
we designed and developed Decimal Point, the technology it is built upon—including
AI techniques—and the key results of the various experiments we’ve conducted over
the years. I conclude by discussing the important game-based learning take-aways
from our studies, what we have learned about using a digital learning game as a
research platform for exploring learning science principles and issues; and exciting
future directions for this line of research.

Keywords Digital learning games · Research platform · Middle school


mathematics · Artificial Intelligence

B. M. McLaren (B)
Carnegie Mellon University, Pittsburgh, USA
e-mail: bmclaren@cs.cmu.edu

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 145
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_9
146 B. M. McLaren

9.1 Introduction

Digital learning games are omnipresent and embraced by many educators and K-12
schools in the U.S. and around the world. Countless schools use digital learning
games as a regular part of instruction (Juraschka, 2019). Such games span many
topic areas, including math, science, language, and social science. Some examples
of commonly used learning games include Math Blaster (https://en.wikipedia.org/
wiki/Math_Blaster!), one of the oldest learning games, first publicly distributed in
1983. Math Blaster offers skill-building games in basic math for first- to sixth-grade
students. Legends of Learning (https://www.legendsoflearning.com/) is a commercial
organization that offers more than 2,000 math and science games for grades K-8
across more than 350 learning objectives. Free Rice (https://freerice.com/home) is a
website with a trivia learning game, spanning a variety of content, such as English
vocabulary, grammar, geography, and literature, that is designed to help kids learn
and, at the same time, support donations of rice and other goods to third world and
developing countries. A few of the many other learning games that are commonly seen
and used in K-12 classrooms (and beyond) include Cool Math 4 Kids (Math), Math
Playground (Math), Brain Pop (Science), Oregon Trail (History/Social Studies), and
Duolingo (Language).
Taking notice of the increasing use of digital learning games during the many
classroom studies my lab, the McLearn Lab, conducted with intelligent tutors in
middle and high school math and science classrooms between 2006 and 2013 (Adams
et al., 2012, 2013; Aleven et al., 2010; McLaren et al., 2008, 2011a, 2011b, 2014a,
2014b; Roll et al., 2011; Walker et al., 2007), I became interested in exploring the
learning benefits of digital learning games. It was clear to me that teachers believe in
the educational value of learning games and most of these games are highly engaging
to students. However, the question I asked myself was: Do digital learning games
really help students learn?
In short, the enthusiasm about and proliferation of digital learning games made me
curious about their efficacy. What I found was that the evidence was very limited at the
time of my initial classroom observations. There was some evidence that games can
lead to more engagement and learning than conventional instructional technology,
but evidence across subjects, and in particular in the domain of mathematics, was
lacking (Honey & Hilton, 2011; Mayer, 2014; O’Neil & Perez, 2008; Tobias &
Fletcher, 2011). In 2014, Richard E. Mayer, one of my collaborators, published a
book that carefully evaluated the scientific evidence that learning games provide
more learning benefits than traditional instructional approaches (Mayer, 2014—so-
called media comparison studies). At that time there had only been five rigorous
studies—those that used a controlled experiment with a comparison and measured
objective learning outcomes (versus enjoyment or other subjective measures)—of
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 147

digital learning games in mathematics. Of those, only three showed learning benefits
for the games, with a negligible effect size of 0.03.1
These results—or more specifically, the lack of conclusive results—piqued my
interest and led me to start a digital learning games research agenda, beginning
in 2013. Given that I had already done extensive research with intelligent tutoring
systems in math classrooms, it was largely a matter of switching the instructional
mechanism from intelligent tutors to digital learning games for math. We focused
on middle school math—and, in particular, decimals and decimal operations—as we
had in prior studies with tutoring systems (Adams et al., 2012, 2013; Isotani et al.,
2010; McLaren et al., 2012). My lab carefully reviewed the literature on learning
games for math (Chang et al., 2012; Mayer, 2014; Van Eck & Dempsey, 2002) and
game design (Schell, 2008), and began to design and develop a new math learning
game. This chapter discusses that journey, the game we created, what we discovered
in studies with the game, and where we, as a learning games community, are headed.
The first and primary emphasis of the chapter is an overview and discussion of
the many and varied studies the McLearn Lab has conducted with Decimal Point,
the learning game my lab designed and developed. Besides the game-based learning
studies my lab has done with Decimal Point, our decade of experimentation has also
led to some insights about using educational technology—and in particular a learning
game—as a platform for exploring learning science issues and principles. That is the
second emphasis of the chapter.
Because this is a long chapter, and not all readers are likely to be interested in all
aspects of my lab’s work with Decimal Point, here are some recommendations on
how to read the chapter. For readers interested in learning only a bit about digital
learning games, the Decimal Point game in particular, and the general results we’ve
found from our many classroom studies over the past decade, I recommend reading
Sect. 9.2 (“Background on Digital Learning Games”), Sect. 9.3 (“Decimal Point:
A Digital Learning Game for Middle School Mathematics”), and Table 9.1 at the
beginning of Sect. 9.4 (“Experiments with the Decimal Point Learning Game”),
which summarizes all of the studies we’ve conducted. For the reader seeking a
bit more depth, perspective, and understanding of the impact of the Decimal Point
results, I suggest also reading the final three sections—5 (“Key Take-Aways: Digital
Learning Game Findings”), 6 (“Key Take-Aways: Use of a Digital Learning Game as
a Research Platform”), and 7 (“Conclusions”)—which highlight the key take-aways
about the studies and use of the game as a research platform, as well as conclusions
and future directions. Finally, for readers interested in digging into details about
the many results my lab has gotten with the game, I recommend reading the entire
chapter, including the lengthy Sect. 9.4, which summarizes all of the classroom
studies we’ve conducted.

1 In the intervening years there have been many more studies of learning games in STEM subjects,
and in particular mathematics, with a higher effect size in game to non-game comparisons (Hussein
et al., 2022; Wang et al., 2022).
148 B. M. McLaren

9.2 Background on Digital Learning Games

A substantial segment of the global population actively participates in digital gaming,


a trend that spans various age groups. According to a report from TrueList (2023),
approximately 3.26 billion people worldwide play video games with 41% of the
world population estimated to be playing or have played a video game. The NPD
Group, a leading market research organization, reports that video or digital gaming
attracts 73% of children aged two and above (NPD, 2019). Gaming is most popular
among the 18–34 age group in the United States, accounting for 36% of gamers,
yet, at the same time, 24% of gamers are under the age of 18 (PlayToday, 2023), the
population targeted in our work.
In summary, these findings underscore the widespread impact of digital games
on recreational activities, particularly among younger people. Hence, there exists a
clear rationale for leveraging games as tools to support learning, given their already
widespread popularity among people in general and children in particular. Moreover,
the evidence strongly suggests that digital games possess a high degree of engagement
and motivation for children, which is evident in their sustained and prolonged play
(Johnston, 2021). The challenge lies in seamlessly integrating instructional content
into gameplay to facilitate effective learning outcomes.
In fact, there is a natural tension in digital learning games between engagement and
learning. Table 9.1, taken from a Mayer and Johnson (2010) game-based learning
paper, shows the pitfalls and potential of digital learning games crossed against
game features and instructional features. This, to my knowledge, is one of the best
depictions of the trade-offs between engagement and enjoyment, on one hand, and
the educational efficacy of digital games, on the other hand.
In short, game features can be engaging and motivating but also potentially
distracting, thus diminishing learning. On the other hand, instructional features,
designed with a primary focus on promoting learning, can lead to student learning but
can also be boring, thereby reducing motivation. Thus, the dynamic interplay between
engaging game features and purposeful instructional elements presents an ongoing
challenge in learning game design, demanding thoughtful design to maximize the
benefits while mitigating potential drawbacks.

Table 9.1 The trade-offs between game and instructional features (Used by permission)
Potential and pitfalls of game features and instructional features in computer games for learning
Game features Instructional features
Potential Game features can promote motivation Instructional features can promote learning
to learn (increasing generative (increasing essential and generative
processing) processing)
Pitfalls Game features can diminish learning Instructional features can diminish
(increasing extraneous processing) motivation to learn decreasing generative
processing)
Source Adapted from Mayer and Johnson (2010)
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 149

There are a variety of theories often cited for the benefits of learning games. For
instance, flow theory—which posits that people can become so engaged that time
passes quickly and concentration and enjoyment are deeply felt—is often cited as
a reason for the benefits of games (Czikszentmihalyi, 1975, 1990; Johnston, 2021).
Flow induces focused concentration and total absorption in an activity, which may
in turn support better learning by enhancing engagement and persistence. Another
oft-cited theorist and proponent of game-based learning, James Gee, has put forth
36 key principles of learning with games, including an “Active Learning” principle
and a “Committed Learning” principle (Gee, 2003, 2007).
One of the earliest theorists of learning with games was Malone (1981), who
discussed how games often trigger intrinsic motivation, employing game features
such as fantasy, curiosity, and challenge. He emphasized that the immersive nature
of games taps into individuals’ intrinsic desires for autonomy, competence, and relat-
edness, aligning with Deci and Ryan’s self-determination theory (Deci & Ryan, 1985;
Ryan et al., 2006). Malone’s insights add depth to the understanding of how games
fulfill psychological needs, making them powerful tools not only for education but
also for personal development. Other relevant theories are Piaget’s view that play is
integral to a child’s cognitive development. Piaget’s theory, outlined in his seminal
work “Play, Dreams, and Imitation in Childhood” (1962), posits that play is not just
a recreational activity but an essential component of a child’s intellectual growth.
Vygotsky’s perspective that a child’s motivation to play is related to the “Zone of
Proximal Development” (ZPD—Vygotsky, 1978) further highlights the intercon-
nectedness of play, cognitive growth and learning. These developmental theories
underscore the importance of games in fostering intellectual and social skills during
crucial stages of childhood. Moreover, the role of emotions in engagement and game-
based learning is explored by Loderer and colleagues (2019). Their work explores the
intricate connection between emotional experiences and effective learning within a
gaming context, casting light on how games can be powerful tools not only for trans-
mitting knowledge but also for shaping positive emotional responses that enhance
the learning process. These diverse theories provide a comprehensive framework for
appreciating the benefits of incorporating games into educational settings.
Given these learning theories about flow, motivation, and emotion as a foundation,
educational technology researchers, including myself, have investigated various ways
to inject the learning of traditional academic subjects, and the theory behind that
learning, into digital games (see e.g., Benton et al., 2021; Cheng et al., 2017; Hooshyar
et al., 2021; Lomas et al., 2013; McLaren & Nguyen, 2023; McNamara et al., 2010;
Shute et al., 2019). For instance, Habgood and Ainsworth (2011) explored how
to leverage intrinsic motivation (Deci, 1975) in a game context to create what has
been called intrinsic integration—tightly integrating instructional content with game
mechanics (Kafai, 1996). Meta-analyses of digital learning games in recent years
have reported positive learning results (Clark et al., 2016; Hussein et al., 2022;
Mayer, 2019; Wouters & van Oostendorp, 2017). For instance, Clark et al. (2016), in
a review of 69 rigorous, empirical studies (filtered from over 1,000 studies reported
in published papers), found that digital learning games were associated with a 0.33
standard deviation improvement in learning over non-game comparison conditions.
150 B. M. McLaren

In addition, motivational and affective benefits of digital learning games have also
been supported in some meta-analyses. For instance, Sitzmann (2011) found self-
efficacy was higher when learning with games (average d = 0.52).

9.3 Decimal Point: A Digital Learning Game for Middle


School Mathematics

The McLearn lab, along with CMU colleague Jodi Forlizzi, designed and developed
the Decimal Point learning game, which operates using an amusement park metaphor
(Forlizzi et al, 2014; McLaren et al, 2017a). We used playtesting design concepts
(Walsh, 2009; Yáñez-Gómez et al., 2017) to conceptualize and design the game
(Forlizzi et al., 2014). For instance, we used a co-design process in which students
acted as producers, rather than consumers, in the early stages of our design work. The
co-design sessions involved 32 sixth grade children over multiple sessions. Those
sessions also prompted input from students on both known and established games,
as well as presenting the students with preliminary game concepts we had devised
for them to review. Some of the key ideas that emerged from our sessions with these
children were:
• Students mentioned 54 different games, with their top choices being Minecraft,
Angry Birds, Temple Run2 ;
• The students particularly liked games with familiar, real-world metaphors; and
• Students liked an obstacle course concept best.
In general, the feedback we collected led us to the idea of an amusement park
game (i.e., a familiar metaphor) with a series of “mini-games” (i.e., similar to obstacle
courses, with multiple, different challenges).
In the Decimal Point game, students “travel” through a theme park playing a
variety of mini-games that help them learn (and reinforce their knowledge of) decimal
concepts and operations, such as place value, comparing decimal magnitude, placing
decimals on a number line and adding decimals. In the base version of the game,
students follow the dashed line of the amusement park map, playing mini-games in
sequence, as shown in Fig. 9.1. For each mini-game, the student is prompted to play
that game twice, each time with a different specific decimal problem. Across 24 mini-
games, students play a total of 48 mini-game problems throughout the entire amuse-
ment park. A group of fantasy, non-player characters (NPCs) encourage students to
play, congratulate them when they correctly solve problems, and provide feedback
when they make mistakes (see right side of Fig. 9.1).
There are a wide variety of mini-games within Decimal Point, each designed to
support students in learning one of following five decimal operations:

2 Of course, this survey was conducted in 2014 when there were many different games than there
are today. It would be interesting to see how this may have changed in the intervening years.
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 151

Fig. 9.1 The Decimal Point learning game and fantasy characters that are part of the game

• Addition of decimal numbers (addition mini-games—Fig. 9.2 shows an example)


• Placing decimals in less-than and greater-than “buckets” (bucket mini-games—
Fig. 9.3)
• Placing decimals on a number line (number line mini-games—Fig. 9.4),
• Sorting decimals in less-than or greater-than order (sorting mini-games—
Fig. 9.5),
• Completing sequences of decimals, given the first three numbers in a sequence
(sequence mini-games—Fig. 9.6).
The game is embedded within a narrative designed to contextualize the math work,
and the NPCs serve as guides and cheerleaders throughout the game. The narrative
of Decimal Point provides elements of fantasy (Malone, 1981; Malone & Lepper,
1987), which is important in supporting student engagement in the early phases of
interest and domain development, when students do not have enough knowledge to

Fig. 9.2 An addition


mini-game
152 B. M. McLaren

Fig. 9.3 A bucket


mini-game

Fig. 9.4 A number line


mini-game

Fig. 9.5 A sorting


mini-game
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 153

Fig. 9.6 A sequence


mini-game

have developed intrinsic interest in a topic (Hidi & Renninger, 2006). This narrative
also provides context for the utility of the mathematics that students are learning—
and for why they are performing various problem-solving activities—a strategy that
is important since it allows students to connect new knowledge to established and
current knowledge (Noël et al., 2008). This connection of new to old knowledge may,
in fact, be particularly important for overcoming misconceptions, which is critical
for learning (Bransford et al., 2000).
All of the 24 mini-games and 48 problems in Decimal Point are built using
learning science principles. For instance, each mini-game problem targets an estab-
lished decimal misconception, such as “longer decimals are larger” (Glasgow et al,
2000; Isotani et al., 2010; Irwin, 2001; Stacey et al., 2001). This misconception occurs
when kids think that, for instance, a decimal such as 0.213 is greater than 0.51 simply
because the former decimal is longer (see, for instance, what the student in Fig. 9.3
has done). This misconception likely occurs because kids learn decimals after whole
numbers, a domain in which the “longer is larger” heuristic works. Self-explanation,
one of the most robust and widely studied learning science principles (Chi et al.,
1989, 1994; Darling-Hammond et al., 2020; Rittle-Johnson & Loehr, 2017; Wylie &
Chi, 2014), is also prominently used in the game. After solving the problem correctly
in each of the mini-games, students are prompted to self-explain their solution. For
instance, see Fig. 9.7, which shows the self-explanation step for the sorting mini-game
in Fig. 9.5. The default prompted self-explanation step is a multiple-choice question,
which has been argued to be minimally disruptive to gameplay while still providing
the learning benefits of self-explanation (Johnson & Mayer, 2010); however, one of
our studies explored other forms of prompted self-explanation, such as focused and
open-ended self-explanations (McLaren et al., 2022a).
The mini-games of Decimal Point are essentially self-contained “intelligent
tutors,” built with the Cognitive Tutor Authoring Tools (CTAT), a widely used
authoring tool developed by Aleven et al. (2016). The game runs on the Internet
(originally implemented in Flash, and later ported to HTML/JavaScript) and takes
154 B. M. McLaren

Fig. 9.7 Prompted self-explanation after the sorting mini-game of Fig. 9.5

advantage of tools that have been developed at Carnegie Mellon University, such as
the TutorShop (Aleven et al., 2009) and DataShop (Koedinger et al., 2010). The Tutor-
Shop is how we deploy Decimal Point on the Internet, while the DataShop is how we
capture and analyze student data. We designed and developed reusable, aggregated
sets of CTAT components for Decimal Point; these support game mechanics that
are shared across the mini-games. This approach supports shared interactions and
stylistic elements across the mini-games and provides a consistency in presentation
and interaction.
Artificial Intelligence techniques were used in the development of Decimal Point
and in the studies we have run with the game. For instance, we implemented adaptive
learning (Aleven et al., 2017) and Bayesian Knowledge Tracing (BKT—Corbett &
Anderson, 1994) in the game for one study (Hou et al., 2020, 2022). We’ve also used
educational data mining techniques to build detectors of cognitive, behavioral, and
affective aspects of learning to analyze game play (Baker et al., 2024; Mogessie et al.,
2020; Richey et al., 2021); and we recently used GPT (Ye et al., 2023) to experiment
with AI-generated feedback to students (Nguyen et al., 2023b). We also recently
explored using a new AI-based knowledge tracing algorithm—Deep Knowledge
Tracing—and found that it performed better than BKT (Baker et al., 2023). In general,
infusing AI in the context and analysis of learning games is a burgeoning and highly
promising area of research (McLaren & Nguyen, 2023). I will return to this theme
in the conclusions section of this chapter.
Three decimal tests were used for all studies. These tests are also designed to
target common decimal misconceptions, predominantly the same ones targeted in
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 155

the game, and measure near, medium, and far transfer learning. The tests have been
tweaked slightly throughout the years, but generally have had between 42 and 45
items, many with multiple parts, worth a total of 52 to 61 points on each test. There
are three forms of the test —A, B, and C—which are isomorphic to one another and
were positionally counterbalanced in all studies, such that approximately 1/3 of the
students in each condition received Test A as the pretest, 1/3 received Test B as the
pretest, and 1/3 received Test C as the pretest; likewise for the posttest and delayed
posttest. Some examples of test problems are: “Complete the following sequence:
0.3, 0.6, 0.9, ___, ____.”; “Place 0.34 on a number line that already has 0.1, 0.3, and
0.4 on it”; “Order the following decimals, smallest to largest: 0.721, 0.3, 0.42.” The
test problems were largely derived from math education research and studies, with
an emphasis on probing misconceptions (Brueckner, 1928; Glasgow et al., 2000;
Graeber & Tirosh, 1988; Hiebert & Wearne, 1985; Irwin, 2001; Putt, 1995; Resnick
et al., 1989; Sackur-Grisvard & Léonard, 1985; Stacey et al., 2001). Finally, through
the various studies described in this chapter we have been able to statistically validate
that the three tests are equivalent to one another.

9.4 Experiments with the Decimal Point Learning Game

Our overarching interest in experimenting with Decimal Point has always been to
explore a wide and varied set of learning science-related questions in connection with
game-based learning. Over the decade we have experimented with Decimal Point, in
which a total of 1,542 students have completed our studies (See Table 9.2), we have
pursued a variety of research questions, including:
• Does Decimal Point lead to better learning3 and more enjoyment than a more
conventional (i.e., non-game) instructional approach?
• Do female students benefit more, less, or the same as compared to male students
playing the game?
• Do students learn more or less—and enjoy the game more or less—when they are
given more agency in playing Decimal Point?
• Do students learn more or less—and enjoy the game more or less—if they are
presented with a learning-focused or enjoyment-focused version of the game?
• Do students benefit from hints and error messages provided in the context of the
game?
• How does the instructional context—in particular, the classroom versus remote
learning—impact playing of the game and learning?
• What types of self-explanation prompts in the context of Decimal Point lead to
the best learning and enjoyment outcomes?

3 All mentions of ‘better learning’, ‘more learning’ or ‘learning benefits’ with respect to Decimal

Point throughout this chapter means: learning gains from a pretest to a posttest and/or a delayed
posttest.
156 B. M. McLaren

• Can GPT correctly grade students’ focused and open-ended self-explanations and
provide correct and instructionally helpful feedback?
• Could mindfulness inductions provided in conjunction with the game enhance
learning outcomes?
In effect, we have used Decimal Point as a research platform for exploring learning
science questions and principles, as they relate to learning games. The game has
offered us a unique opportunity to explore the nuances of learning science questions
and principles. Through variations of the game and a variety of classroom studies,
we have been able to probe into the underlying dynamics that define the intersection
of game-based learning, education, and educational psychology.
Decimal Point has allowed us to scrutinize the effectiveness of different learning
science methodologies, instructional designs, and game mechanics. Through our
variations of and studies with Decimal Point, we have gained valuable insights into the
cognitive processes, motivational factors, and emotional dimensions that contribute
to the success (and failure) of learning games as educational tools. The game’s
customizability—which was part of the design from the start—has enabled us to
test hypotheses, analyze data, and derive meaningful conclusions about the ways in
which learning science principles can be applied to optimize learning with games.
The studies we have conducted over the past decade, and the key results, are
summarized in Table 9.2 and discussed in the following sections.
In all of our studies we worked with a subset of the 10 public elementary and
middle schools we regularly work with in a medium-size U.S. city, Pittsburgh, Penn-
sylvania, U.S.A. The 10 schools are distributed between urban, suburban, and rural
areas. In all cases we conducted our studies in school during actual class time—
except for Study 4, which was conducted during lockdown periods of the 2020–2022
worldwide pandemic, and Study 5, which was conducted in hybrid fashion due to
the pandemic—over a period of approximately 6 days (5 days first week, 1 day the
following week for a delayed posttest). All of the studies replaced regular instruction
with our materials and online instruction. Although not mentioned in the description
of every study, it is also important to note that students learned significantly from
pretest to posttest and from pretest to delayed posttest in all conditions across all
studies. Thus, we only report on the comparative learning benefits between conditions
in each study in what follows.
Table 9.2 Studies with the Decimal Point learning game
Study Description Key research question Key results N Relevant papers
Study 1 Comparing a learning Does Decimal Point lead Decimal Point led to more learning and enjoyment than the 153 McLaren et al.,
game with a non-game to more learning and more Decimal Tutor, a tutoring system with the same academic (2017a),
digital tutor enjoyment than a more content. This was also the first study that uncovered a gender McLaren et al.,
conventional effect, in which girls learned more from the game (but not the (2017b), Richey
computer-based tutor) than boys et al., (2021),
instructional approach Baker et al.,
(i.e., a tutor)? (2023), (2024),
Nguyen et al.,
(2022a)
Study 2 Comparing different Do students learn more or Students did not learn more given more agency. Most students 158 Nguyen et al.,
levels of student agency less when they are given followed the canonical sequence of mini-games, rather than (2018), (2019);
in a learning game more agency in playing exercising agency (2022a), Baker
Decimal Point? et al., (2023),
(2024)
Study 2a (follow-up Comparing students How does the inclusion of Indirect control did not lead to learning differences, but 238 Harpstead et al.,
to Study 2) who were subject to indirect control impact students varied in how they tried the mini-games, with some (2019); Baker
indirect control with students’ exercise of approaches leading to more enjoyment et al., (2023),
those not subject to agency in a digital learning (2024); Nguyen
indirect control in a game? et al., (2019),
learning game (2022a)
Study 3 Comparing a Do students learn more or Learning and enjoyment did not vary across conditions, but 159 Hou et al.,
Learning-Focused less—and enjoy the game learning-focused students did more repeated practice, while (2020), (2022),
game-based learning more or less—if they are enjoyment-focused students did more exploration Nguyen et al.,
9 Decimal Point: A Decade of Learning Science Findings with a Digital …

approach to an presented with a (2022a)


Enjoyment-Focused learning-focused or
approach enjoyment-focused version
of Decimal Point?
(continued)
157
Table 9.2 (continued)
158

Study Description Key research question Key results N Relevant papers


Study 4 Comparing the use of Do students benefit from Remote students learned more than Classroom students, but 277 McLaren et al.,
hints and feedback in a hints and error messages the remote drop-out rate was also very high. Surprisingly, (2022b)
learning game to not provided in the context of No-Hint students did better in the classroom than Hint
having hints and the Decimal Point game? students on the delayed posttest
feedback. Also, How does instructional
comparing game context (i.e., classroom vs.
learning in class versus remote) impact learning
at home with the game?
Study 5 Comparing different What form of Students in the focused self-explanation condition learned 214 McLaren et al.,
forms of prompted self-explanation prompt in more than students in the menu-based self-explanation (2022a, (2022c),
self-explanation in a the context of Decimal condition at delayed posttest, with no other learning Nguyen et al.,
learning game Point lead to the best differences between conditions. Thus, it appears that focused (2023a), Ni
learning and enjoyment self-explanations may be especially beneficial for retention et al., (2024)
outcomes? and deeper learning
Study 5a (follow-up Analyzed the data from Can GPT provide Results showed that GPT does very well in responding to and – Nguyen et al.,
to Study 5) Study 5 to test whether instructionally meaningful providing feedback for students’ self-explanation errors; it (2023b)
recent advances in feedback to incorrect also provided encouragement and flagged inappropriate
Large Language Models student self-explanation language used by students, even though it was not prompted
(LLMs), and in answers in Decimal Point? to do so. On the other hand it struggled with procedural math
particular GPT, can problems (e.g., placing points on a number line). In general, it
support learning in a appears teachers could gainfully use GPT, but they should
learning game stay in the loop in responding to student problems
(continued)
B. M. McLaren
Table 9.2 (continued)
Study Description Key research question Key results N Relevant papers
Study 6 Comparing a version of Can mindfulness Mindfulness inductions did not enhance learning or change 166 Nguyen et al.,
Decimal Point that inductions during Decimal students’ gameplay behaviors. This suggests that mindfulness (2022b),
includes prompted Point gameplay lead to inductions are not beneficial for learning within digital Bereczki
mindfulness, with one different behaviors and learning games or that we may not have successfully induced (2024), in press;
that prompts reading more learning? mindfulness Ni et al., (2024)
and jokes, and the base
version
Study 6a (follow-up Replication of Study 6, Same basic question as Once again, mindfulness inductions did not enhance learning 177 Bereczki et al.,
to Study 6) in which we Study 6, but also this: Did or change students’ gameplay behaviors. The only benefit (2024); Ni et al.,
implemented a we manage to induce detected was that students had more correct answers after (2024)
manipulation check for mindfulness in students in listening to mindfulness reminders in the mindfulness
mindfulness to gain a the mindfulness condition? condition as compared to listening to jokes in the
better understanding of story-enriched condition. The manipulation check result
the effects of the suggests that we did not successfully induce state mindfulness
intervention
The N values represent the final number of students that were analyzed, i.e., those who completed all materials, in all studies. Note that in all studies some students
were excluded from analyses for not having completed the materials or for having test scores too far under or over the mean
9 Decimal Point: A Decade of Learning Science Findings with a Digital …
159
160 B. M. McLaren

9.4.1 Study 1: Learning Game Versus Conventional Learning


Technology

Our first and most fundamental study with the Decimal Point game was to test
whether the game would lead to better engagement, enjoyment, and learning results
than an equivalent, more conventional tutoring technology (McLaren et al., 2017a).
As mentioned earlier, prior to this study there had only been a handful of rigorous
game-based learning studies in mathematics and only three that showed learning
benefits for the games, with a very small effect size of 0.03. Our research question
for this first study was:
Study 1 RQ: Does Decimal Point lead to more learning and more enjoyment than a more
conventional computer-based instructional approach (i.e., a tutor)?

Study 1 was conducted during the fall of 2015 and involved students either playing
and learning with the Decimal Point game or using a more conventional learning tech-
nology, the Decimal Tutor. The game and tutor share the same underlying instruc-
tional architecture and decimal content (i.e., 48 decimal problems). The decimal
problems are the same across the pre-defined sequence of items in Decimal Point
and the Decimal Tutor, with one example of a matching problem shown in Fig. 9.8.
One-hundred and fifty-three (153—87 female, 66 male) 6th grade students partic-
ipated in and completed the initial Decimal Point study, from eleven classes at two
middle schools. A total of two-hundred and thirteen (213) students began the study,
with sixty (60) students eliminated from analyses either because they didn’t finish
all of the materials (52) or for having gain scores that were 2.5 standard deviations
above or below the mean learning gain. Due to the potential distraction and demoti-
vation that might have occurred with students sitting next to one another but working
with very different materials, we assigned students by classroom to one of the two
instructional conditions. We asked teachers to characterize classes as low, medium,
and high performing and then equally distributed these across the two conditions, i.e.,
a quasi-random condition assignment. Seventy (70) students played and learned with

Fig. 9.8 Screenshots of the “Capture the Ghost” mini-game in Decimal Point (left) and the
corresponding problem presented in the Decimal Tutor (right)
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 161

Decimal Point, while eighty-three (83) students learned the same content by using
a Decimal Tutor. Materials included three decimal tests (pretest, posttest, delayed
posttest—the tests described previously), the Decimal Point game as the experimental
condition, the Decimal Tutor as the control, and two questionnaires (demographic,
evaluation).
The learning results were as follows. The Game group learned more than the Tutor
group, with relatively high effect sizes, on the immediate posttest (p < 0.001, d =
0.65 for adjusted means) and the delayed posttest (p < 0.001, d = 0.59 for adjusted
means). In addition, the Tutor group made significantly more errors while working
with the tutor (M = 273.4) than the Game group made while playing Decimal Point
(M = 175.0). This is at least some indication that students playing the Decimal
Point game were more engaged than those using the Decimal Tutor (i.e., The larger
number of errors with Decimal Tutor likely suggests that students were guessing more
frequently with the tutor). Finally, the Game group appeared to enjoy their experience
more than the Tutor group, according to the evaluation questionnaire, with students
expressing a significantly higher “liking” of the game than the Tutor group liked the
tutor. Additional support for that finding is that the Game group expressed that the
game interface was significantly easier to use than the Tutor group expressed about
the Tutor. Also, the Game group expressed significantly more positive feelings about
mathematics after playing than the Tutor group.
We subsequently conducted a post-hoc analysis of the data from Study 1 in which
we investigated the differential impact of learning with Decimal Point on boys and
girls (McLaren et al., 2017b). Given the established gender gap in middle school
math education (Breda et al., 2018; Wai et al., 2010), where female students report
higher anxiety (Huang et al., 2019; Namkung et al., 2019) and lower engagement
(Else-Quest et al., 2013), we were interested in whether our game might help to
address that gap. The key finding in the follow-on analysis was that female students
learned more than male students from the game. This established a thread throughout
all of our Decimal Point studies where we repeatedly investigated whether the game
benefited girls or boys more. This theme is taken up and discussed in greater detail
in a later section of this chapter: “The Gender Effect: A Replication Across Multiple
Studies.”

9.4.2 Study 2: Student Agency Versus System Control


in a Learning Game

Since the beginning of our work and experiments with Decimal Point, we have been
interested in identifying the game features that have the biggest impact on both enjoy-
ment and learning. Agency, allowing players to make their own decisions about how
to play, is one game feature that could impact both enjoyment and learning. A game
might give players high agency—the ability to make many, if not all, decisions on
what to do next and how to play—or low agency—where players are more restricted
162 B. M. McLaren

in what they can do, often focusing players on learning objectives they might other-
wise miss if left to their own devices. Student agency is often seen as related to
engagement and, consequently, learning and fun (Ryan et al., 2006). Agency is also
related to self-regulated learning (SRL—Zimmerman, 2008), which depending on a
student’s SRL abilities, could either be helpful or harmful to learning.
Thus, the second key question we pursued in this line of research was:
Study 2 RQ: Do students learn more or less—and enjoy the game more or less—when they
are given more agency in playing Decimal Point? (Nguyen et al., 2018)

We were inspired to pursue this issue by a study of agency in the context of


the Crystal Island learning game (Sawyer et al., 2017). Crystal Island is a learning
game in the area of microbiology in which students try to discover the origins of an
infectious disease on a remote island by interacting with key non-player characters
(NPCs, e.g., a nurse, a doctor) and objects on the island. Sawyer and colleagues
compared three conditions of learning: high agency: Students could move freely and
explored throughout the island, with no guidance; low agency: Students investigated
the infectious disease by being guided to talk to characters in a fixed order; no
agency: Students watched a video of an expert solving the problem, essentially a
worked example (Atkinson et al., 2000; Renkl, 2014; Wittwer & Renkl, 2010). They
found that the low agency students attempted more incorrect submissions but at
the same time learned more than the other two conditions. Interestingly, their study
suggests that limiting agency can improve learning performance but can also lead
to undesirable student behaviors, such as a propensity for guessing. Other studies
have provided agency to students by allowing them to customize game features, such
as icons and names in a fantasy-based arithmetic tutor (Cordova & Lepper, 1996)
or customizing in-game currency, which could be spent on either personalizing the
student interface or extra play in a game to improve reading comprehension skills
(Snow et al., 2015). While these studies led to increased engagement and learning,
student agency was essentially focused on game mechanics, and not instructional
features, thus giving students a sense of control but limiting the possibility of students
making poor pedagogical decisions.
Study 2 was conducted during the fall of 2017 and involved 158 5th and 6th
grade students (77 female, 81 male) from two schools. Students were randomly
assigned to either a high-agency (HA—79 students) or low-agency condition (LA—
79 students). Thirty-nine (39) additional students were eliminated from analyses
either because they didn’t finish all of the materials (32) or for having gain scores
that were 2.5 standard deviations above or below the mean learning gain (7). Materials
included the previously discussed pretest, posttest, delayed posttest, along with two
questionnaires (demographic, evaluation). The two conditions that were compared
in this study—high agency and low agency—are illustrated in Fig. 9.9.
In the high agency condition, students were presented with a dashboard that
displays the 5 different categories of mini games (e.g., Addition, Number Line),
as well as the specific mini-games within each category (see the left side of the
screenshot on the left of Fig. 9.9). Mini-games that had been played were marked
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 163

vs.

Fig. 9.9 Screenshots of the dashboard that guides the Decimal Point high agency condition (left)
and the predefined sequence of the Decimal Point low agency condition, which is identical to the
Game condition of Study 1 (right)
164 B. M. McLaren

in red on the dashboard with icons filled in on the map. By mousing over the mini-
game icons, students were able to learn about how each mini-game is played and
what decimal skill it targets. Students could then select whatever mini-game they
want to play by clicking on the corresponding mini-game icon. Students could play
between 24 and 72 mini-game problems, according to their own desire. More specif-
ically, the students could stop playing Decimal Point once they had finished at least
24 mini-game problems, at which point they would be presented with a dialog that
contains a “Stop Playing” button. They could also play more than the pre-defined set
of 48 mini-game problems, up to a total of 72. At any time after tackling 24 mini-
game problems, the student could click on the “Stop Playing” button and thus halt
game play. The low agency condition was the original version of Decimal Point from
Study 1, in which students must play through all 48 mini-game problems, following
the sequence shown by the dashed line on the map, starting from the upper left of
the map.
There were no significant enjoyment or learning differences between the high
agency and low agency groups in Study 2. In conducting post-hoc analyses, it was
found that 54 of 81 high agency students (68%) played the same number of mini-
games as the low agency students. Eighteen (18) of 81 high agency students (22%)
exactly followed the canonical sequence. Also, on average, high agency students’
sequences differed by about 10.77 edits (SD = 8.83) from the canonical sequence, a
relatively minor deviation.
In short, it appears that students generally did not exercise much agency and
consequently did not benefit from the high agency intervention. But why did this
happen? We had several hypotheses about these results. First, students were given
choices (autonomy) but may not have felt in control (agency). In particular, being in
a classroom, with a teacher present, could have given many students the sense that
they were not as free to make choices as we hoped. Second, perhaps the dotted line
connecting all of the mini-games could have implicitly, yet unintentionally, commu-
nicated the sequence of mini-games the student should play (Schell, 2005, 2008).
Finally, while we thought that students might exercise good self-regulated learning
with their agency, clearly most students did not, a finding that would be predicted
by some SRL research (Schunk & Zimmerman, 1998; Zimmerman, 2008). Perhaps
the game environment made it even less likely that students would exercise good
SRL than in other learning environments, i.e., they may have been more interested in
enjoying their experience with the game than regulating their learning. The bottom
line is that the hoped-for student agency and resultant benefits to enjoyment and
learning did not occur. This could have been because of the teacher and/or classroom
setting, the indirect control of the dotted line, or students not exercising good SRL.

9.4.2.1 Study 2a: The Impact of Indirect Control in a Learning Game

We chose to explore the second possibility, the dotted line guiding students, as the
most logical next step in altering game features, as opposed to classroom or student
factors. Jesse Schell has defined “indirect control” as subtle cues or design elements
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 165

(LA) (HAL) (HANL)

Fig. 9.10 Screenshots of the three conditions of Study 2a with Decimal Point

that can lead players toward certain—perhaps unwanted—behaviors (Schell, 2005,


2008). Indirect control can be exerted in a variety of ways, including by presenting
players with game goals, specific interface elements, characters, or visual design.
Given the results of Study 2—that students generally did not exercise agency (Nguyen
et al., 2018)—we wanted to more deeply explore the issue of agency and indirect
control in Decimal Point in a follow up study (Harpstead et al, 2019). I call this Study
2a here and our question was:
Study 2a RQ: Does the design of the map in Decimal Point exert indirect control on players
by communicating an implicit order of mini-games? And does this make a difference to
learning and/or enjoyment?

To explore this research question, we conducted an expanded replication of the


Nguyen et al (2018) study in the spring of 2018 in which we again compared the
low agency and high agency conditions, as described for Study 2, but also added a
third high agency condition—what we called High Agency No Line or HANL—that
operated exactly as the prior high agency condition, but with no line shown on the
map (see Fig. 9.10, right). Thus, we had one condition—HAL—that exerted indirect
control and another—HANL—that did not.
Two-hundred thirty-eight (238) 5th and 6th grade students from two schools (130
females, 107 males, 1 declined to respond) participated in and completed Study 2a.
Forty-nine (49) other students were eliminated because: (a) they didn’t finish all of
the materials (35), (b) they had login errors during at least one session (13), or (c)
they spent an exceptionally long time in the instructional intervention (1). Students
were randomly assigned to one of three conditions: low-agency (LA—88 students),
high-agency with line (HAL - 78 students) or high-agency condition with no line
(HANL—72 students). Materials included the previously discussed pretest, posttest,
delayed posttest, along with the two questionnaires (demographic, evaluation). The
three conditions that were compared in this study—low agency (LA), high agency with
line (HAL), and high agency with no line (HANL)—are illustrated in Fig. 9.10. The
text is very small in this figure, but the key attributes to note in each condition is that
in the LA condition students would have to follow the dotted line sequence of mini-
games, in the HAL condition students could randomly choose mini-games to play,
but be guided by the visible dotted line, and in the HALN condition students could
166 B. M. McLaren

randomly choose mini-games to play but without the dotted line for guidance. Note
that the HAL and HALN conditions also had a dashboard like the one on the left
of Fig. 9.9 that would allow students to make their own choices about game play,
including choosing specific mini-games to play and playing more or less than the
LA condition.
The results were as follows. There were no significant differences in learning
between the three conditions. However, because students in the HAL and HANL
conditions could quit early—and they largely chose to do so—they learned the same
amount in significantly less game playing time, i.e., they had greater learning effi-
ciency.4 In particular, HAL learning efficiency > LA learning efficiency (p = 0.012,
d = 0.45) and HALN learning efficiency > LA learning efficiency (p = 0.011, d
= 0.41). There was no learning efficiency difference between HAL and HALN.
Students in HAL and HANL played significantly fewer mini-games than in the Low
Agency condition, in which they had to play all of the mini-games. There were also
no differences between the three groups in enjoyment. Finally, students in HANL
deviated from the canonical sequence significantly more, as measured by the length-
matched Dameru-Levenshtein edit distance of a student’s mini-game sequence from
the canonical sequence (Bard, 2007).
The basic take-aways from this study are that while agency did not improve
learning it did improve learning efficiency. The results further suggest that indirect
control can be limited through subtle game design decisions and that students can
exercise agency that ultimately leads to learning more efficiently. This suggests that
the game had sufficient support in place to scaffold students’ self-regulated learning
(a notion discussed in Sawyer et al., 2017).
To more carefully investigate the effects of the agency we provided to students, we
conducted post-hoc analyses on the combined data from Studies 2 and 2a, as reported
in Wang et al., 2019. In particular, we did a cluster analysis (Bauckhage, 2015) across
the 160 students who were in the HAL and HANL conditions in these two studies.
We clustered students’ mini-game sequences by edit distance—the number of edit
operations to turn one sequence into another. We found four distinct clusters of navi-
gation behavior in the HAL and HANL conditions. Canonical Sequence students
(89 students) stayed very close to the prescribed order of mini-games. Initial Explo-
ration students (14) initially jumped around in playing mini-games but then followed
the canonical sequence. Half-on-Top students (100) only played half the games, in
particular the ones at the top of the amusement park map. Half-on-Left (32) students
only played half the games, in particular the ones on the left of the amusement park
map. There was no difference in learning across these clusters, but a key result is
about differences in enjoyment. Specifically, we observed significant differences in
enjoyment between some clusters, in particular, between Half-on-Top and Half-on-
Left, in which HL > HT. In general, those who deviated more from the canonical order
and switched more frequently between theme areas of the Decimal Point amusement

4Learning Efficiency was calculated as the z-score of a student’s pre-post or pre-delayed test gains
minus the z-score of the total amount of time they spent playing the mini-games (McLaren et al.,
2008).
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 167

park reported higher enjoyment scores. While increasing enjoyment is important,


it’s also important, of course, to emphasize the instruction and learning aspects of
game-based learning. More investigation into the amount of instructional content
needed within the game to maximize learning efficiency was clearly necessary. This
prompted us to pursue our next research question.

9.4.3 Study 3: Learning Focus Versus Enjoyment Focus


in a Learning Game

In our next study—Study 3, conducted in the fall of 2019—our goal was to explore the
trade-off of a “learning focused” version of the game with an “enjoyment focused”
version of the game. That is, we wanted to answer the question:
Study 3 RQ: Do students learn more or less—and enjoy the game more or less—if they are
presented with a learning-focused or enjoyment-focused version of Decimal Point? (Hou
et al., 2020, 2022)

In much of game-based learning the tension between game and instructional


features is palpable, as earlier depicted in Table 9.2. A successful learning game
skillfully straddles the boundary between engagement and learning. A challenging
aspect of digital learning game design is that features that promote engagement in
learning games may also disrupt the cognitive processes that are essential for learning.
For instance, one study found an inverse relationship between engagement and the
difficulty of the learning task (Lomas et al., 2013). Although Lomas and colleagues
found that easier learning tasks were more engaging to students in the short term,
easier activities also resulted in lower learning gains and less long-term engagement.
Some studies have compared enjoyment and learning constructs in the same game
play context (Erhel & Jamet, 2013; Wechselberger, 2013). In contrast, our intent in
Study 3 was to separate learning focus and enjoyment focus by comparing enjoyment
and learning across different game play contexts. In particular, we were interested in
comparing one game context that explicitly emphasized the enjoyable aspects of the
game and one that explicitly emphasized the instructional aspects of the game.
To conduct this study we designed three conditions that differed based on how
students were presented game information and control through a dashboard attached
to the main game map. These conditions are illustrated in Fig. 9.11 and are defined
as follows.
• The Learning-Focused condition (Fig. 9.11, left) featured an open learner model
(Bodily et al., 2018; Bull, 2020), where the knowledge components (i.e., skills)
displayed to students were the five decimal skills targeted in Decimal Point (addi-
tion, bucket, number line, sorting, sequence—Figs. 9.2 through 9.6). The bars
indicate the mastery probability of each skill, which is computed by Bayesian
Knowledge Tracing (Corbett & Anderson, 1994). This condition also recom-
mended 3 specific mini-games for students to pick next, chosen randomly from
168 B. M. McLaren

Fig. 9.11 At the top are screenshots of the three conditions of Study 3 with Decimal Point. On the
top left is the Learning-Focused dashboard, in the top middle is the Enjoyment-Focused dashboard,
and on the top right is the Control dashboard. At the bottom is the Fun-O-Meter dialog (Read &
MacFarlane, 2006) used in the Enjoyment-Focused condition to rate a mini-game

those related to the top 2 skills that students needed improvement on. Our intention
with this condition was that it would encourage students to focus on and practice
their skills that are lacking; however, they could also choose not to follow these
recommendations.
• The Enjoyment-Focused condition (Fig. 9.11, middle) featured an analog to the
open learner model by displaying the students’ enjoyment level of each skill—
skills that we renamed to appear more playful (e.g., Pattern Perfect, Mad Adder).
Enjoyment data was collected in this condition by prompting students to rate every
mini-game round that they finished, from 1 to 5 (see Fig. 9.11, bottom). The score
of a skill was the average score of all mini-games belonging to that skill. Similar
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 169

to the Learning-Focused condition, we also recommended 3 mini-games from the


game types that the student liked the most so far.
• The Control condition (Fig. 9.11, right) simply displayed a list of all mini-games
and marked the mini-games that had been played with the red text color. Thus,
this design was neutral with respect to both learning and enjoyment. Another
difference with the Control condition is that students had to finish all the mini-
games once before they could replay more rounds. This is a feature that was present
in prior studies of Decimal Point, so we wanted to preserve it in the Control.
In all three conditions of Study 3, students would have to play at least one-half
of the content of the overall game—24 mini-games—but could also play additional
mini-games, up to a maximum of 72 mini-games. We hypothesized that the Learning-
Focused version of the game would lead to the best learning outcome, whereas the
Enjoyment-Focused version of the game would lead to the best enjoyment outcome.
One-hundred and fifty-nine (159) 5th and 6th grade students (77 females, 82
males) from two schools participated. Thirty-five (35) other students were removed
from our analyses due to not finishing all of the materials and two (2) other students
were excluded due to their gain scores being 2.5 standard deviations from the
mean. Materials included the previously discussed pretest, posttest, delayed posttest,
along with the two questionnaires (demographic, evaluation). Each student was
randomly assigned to one of the three conditions—Learning-Focused (55 students),
Enjoyment-Focused (54 students) or Control (50 students).
Our results showed that there were no significant differences in learning outcomes
between the three conditions. With pretest score as a covariate, an ANCOVA showed
no significant condition differences in posttest scores, F (2, 155) = 0.201, p = 0. 818,
or delayed posttest scores, F (2, 155) = 0.143, p = 0. 867. Thus, our first hypothesis
that students in the Learning-Focused condition would learn the most from the game
was not confirmed. Regarding enjoyment, we also found that there were no signif-
icant differences across conditions according to three enjoyment constructs (i.e.,
achievement emotion, game engagement, affective engagement); thus our second
hypothesis was also not confirmed. We additionally conducted a number of post hoc
analyses. For instance, we compared the number of mini-game rounds played in
each condition. With respect to the number of mini-game rounds, we found that the
total number of mini-games played was Control > Learning-Focused > Enjoyment-
Focused. (Recall that students in all three conditions could choose to stop playing at
any time after finishing the first 24 mini-game rounds.) With respect to mini-game
replay rate, we found that the Learning-Focused condition had a higher replay rate
than the Enjoyment-Focused condition.5
While we didn’t see either a learning or enjoyment difference between conditions,
our dashboards appeared to prompt students toward significantly different learning
behaviors, in particular, the Learning-Focused students engaged in more repeated
practice and the Enjoyment-Focused students did more exploration, behaviors that
could have led to, respectively, more learning and more enjoyment. Yet a key question

5 Mini-game replay rate was calculated by how often students would replay any mini-games.
170 B. M. McLaren

that arises from these results is: Why were there no learning or enjoyment differences
between conditions given these behaviors?
Regarding learning: since the Learning-Focused version of the game used the
often-effective BKT algorithm and an open learning model, one might have expected
that condition to have shown significantly more learning gains than the other two
conditions. We have a couple conjectures as to why this did not happen. First, while
the Learning-Focused condition clearly encouraged blocked practice (i.e., playing
mini-games with the same underlying skill back-to-back) it could be, as has been
shown in some prior research for different domains (Carvalho & Goldstone, 2015),
that interleaved practice is equally as effective as blocked practice. This explanation
seems especially likely given the limited number of skills emphasized in Decimal
Point—essentially only five different skills. Second, although there were obvious
differences in the game dashboards and choices presented to students between the
conditions, they still spent the majority of their time playing the actual mini-games,
which are identical across conditions. In other words, even with the choices students
were allowed to make, they were exposed to similar instructional content across
conditions.
Regarding enjoyment, it is important to note that our study was conducted in
classrooms, where students had limited time each day to play the game, were subject
to teacher and experimenter expectations, and were aware of the posttests still to
come. Some prior studies have, in fact, shown that game play enjoyment can be
lost in the classroom (Rice, 2007; Squire, 2005). Thus, the intended playful and
more enjoyable nature of the Enjoyment-Focused condition may have been reduced
for this reason. Alternatively—and similar to the second explanation for no learning
differences—students in the Enjoyment-Focused condition may not have experienced
more enjoyment because they still spent the majority of their time in the mini-games,
which are identical across conditions. In short, both with respect to learning and
enjoyment, the student experience and exposure to mini-games may have been more
similar across conditions than we intended.

9.4.4 Study 4: Hints and Error Messages in a Learning Game

While hints and feedback may seem an obvious inclusion to a learning game, the
research is divided on this point. On one hand, much of intelligent tutoring systems
research has demonstrated the learning benefits of providing cognitive hints and
feedback to students (VanLehn, 2006, 2011; Woolf, 2008; Xu et al., 2019). Timely,
contextualized feedback (Ahmadi et al., 2023; Hattie & Timperley, 2007) could
also be helpful to students’ learning as they engage with digital learning games.
On the other hand, it could be that hints and feedback might disrupt the hoped-for
engagement (Bouvier et al., 2013) and flow (Czikszentmihalyi, 1990) of students
during game-based learning, a key to learning with games. Some studies have, in
fact, precisely uncovered this issue (Moyer-Packenham et al., 2019; O’Rourke et al.,
2014). For instance, O’Rourke et al. (2014), in an experiment involving over 50,000
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 171

students with Refraction, a digital learning game to help students learn fractions,
explored different hint types (concrete versus abstract) and hint presentation (by
level versus reward). In a 2 × 2 comparison of hint type and hint presentation, plus
a condition with no hints at all, they found that students in the no-hint condition
learned more than students in any of the other conditions. Thus, we were intrigued
with how hints and feedback would help or hurt students in the context of learning
with Decimal Point, and Study 4 explored the question:
Study 4 RQ 1: Do students benefit from hints and error messages provided in the context of
the Decimal Point game?6 (McLaren et al., 2022b).

In addition to the exploration of hints and feedback, the pandemic provided a rare
opportunity to explore the use of learning games in the classroom versus learning
games at home. While we were conducting Study 4, during the winter and spring
of 2020 and after having already administered the study at two K-12 schools, the
COVID pandemic forced students across the U.S. to learn from home. Thus, we
conducted Study 4 at the final three schools with students playing the game online
at home. While the pandemic was of course unfortunate for students in the U.S.
and around the world, this change in the study context provided us with a unique
possibility to contrast how hints and error messages worked in classrooms versus at
home. Thus, a second research question we pursued in this study was:
Study 4 RQ 2: How does instructional context (i.e., classroom vs. remote) impact learning
with the game? (McLaren et al., 2022b)

To conduct this study we extended the original, low agency version of the game.
In the Hint condition students played a version of the game that, in addition to
correctness feedback, also provided on-demand hints and error messages for common
student errors (i.e., when students made a common error, they received a message
specifically addressing the error immediately after entering the incorrect response).
The hints were developed together with a mathematics education specialist who
participated on the project (Jon Star, Harvard University School of Education). Hints
were context-sensitive and three levels in length: the first level reminding the student
of their goal and the general procedure to solve the problem, the second taking
the student through the mathematics procedure specifically applied to the current
problem, and the third providing the student with the answer, also called the “bottom-
out hint.” In the No-Hint condition students played the original version of the game
that provided no hints and only correctness feedback (i.e., turning correct answers
green and incorrect answers red) within the individual mini-games. These conditions
are depicted in Fig. 9.12. Some examples of hints and error messages in the Hint
Condition are shown in Table 9.3.
The study effectively became a 2 × 2 design, crossing Hint and No-Hint with
Classroom and Remote game play. The study was conducted in two phases. The

6 Note that before this study, the Decimal Point learning game did not include hints, beyond

providing correctness feedback (red and green highlighting), nor error messages focused on the
common decimal misconceptions.
172 B. M. McLaren

Fig. 9.12 Screenshots of the two conditions of Study 4 with Decimal Point. On the top left is a
screenshot from the Hint condition–an example of an on-demand hint that was added to the game
(see the “Hint” button and message in the middle of the screenshot), while on the top right shows
a screenshot from the No-Hint condition version of the same mini-game. On the bottom is another
screenshot from the Hint condition, an example of an error message, resulting from a student
exhibiting a common misconception

first phase, conducted in the classroom pre-COVID at two schools, had a total of
151 5th and 6th grade students, sixty-seven (67—31 females, 36 males) assigned
to the Hint condition and eighty-four (84—41 females, 43 males) assigned to the
No-Hint condition. For this phase of the study, we assigned students to condition
by class, due to concerns about students within a classroom observing one another’s
work and seeing differences in the game (i.e., students without hints noticing their
classmates receiving hints, and students with hints might share them with classmates
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 173

Table 9.3 Example hint and error messages in Decimal Point


Mini-game Hint examples Error message example
problem type
Sorting Level 1: Compare digits in the same place Start by comparing the first
values of the decimal numbers, moving from the digit to the right of the
leftmost digit to the rightmost decimal point, even if the
Level 2: Since these numbers all have the same digit is 0
ones place (0), compare the tenths place. Which (If the student is presented
has the smallest tenths place? with sorting the decimal
Level 3: 0.0234 has the smallest tenths place, numbers 0.14, 0.0234, 0.323,
followed by 0.14, 0.323, 0.4 0.4)
(These are the three hint levels provided when
the student is given a sorting problem with the
decimal numbers 0.14, 0.4, 0.0234, 0.323)
Number line Level 2: If you divide the space between 0 and 1 0.456 is greater than 0, so it
into two pieces, 0.5 is at the end of the first goes to the right of 0
piece. Is 0.456 smaller or larger than (If student clicks to the left of
0.5? 0, to where the decimal
(Level 2 hint when the student is given a number number would be negative)
line problem to place 0.456 on a number line
running -1.0 to 1.0)

not receiving hints). We asked teachers to characterize classes as low, medium, and
high performers and then did quasi-random condition assignments so that we had
close to the same number of classes of each level within each condition. Eighteen
(18) students were excluded (8 in the Hint condition and 10 in the No-Hint condition)
for failing to complete the materials. An additional student in the Hint condition was
excluded for performing more than 3 standard deviations below the mean on the
posttest and delayed posttest.
For the second phase of the study, when students were working from home due
to COVID, three schools with a total of 126 6th grade students participated in the
study remotely (64 female, 62 male), with sixty-four (64) students assigned to the
Hint condition and sixty-two (62) students assigned to the No-Hint condition. For
this phase, we randomly assigned students to condition, since there was no longer
a concern about students seeing one another’s work. Ninety-seven (97) students (51
in the Hint condition and 46 in the No-Hint condition) were excluded from analyses
for failing to complete the materials in the allotted time. In summary, the numbers
for each of the 2 × 2 conditions is shown in Table 9.4.

Table 9.4 Conditions in 2 ×


Condition N Female Male
2 study 4
Hint/classroom 67 31 36
No-hint/classroom 84 41 43
Hint/remote 64 33 31
No-hint/remote 62 31 31
174 B. M. McLaren

The key results of Study 4 were as follows. Regarding completion rate, the
different instructional settings led to significantly different completion rates: Class-
room students completed the materials at a rate of 88.8%; Remote students completed
at a rate of only 56.5%. Regarding learning, the Remote students learned significantly
more than the Classroom students, likely due to the fact that in the Remote condition
more of the students with lower prior knowledge (and/or students with less at-home
support) failed to complete the materials. In addition, the two versions of the game,
Hint and No-Hint, led to different Classroom versus Remote results. In particular,
on the delayed posttest, students in the No-Hint condition did significantly better
than the Hint condition in the classroom, while there was no significant difference
between conditions at home. Another finding was that female students learned more
in the classroom than male students, but the same effect did not occur remotely.
We also conducted some post-hoc analyses, finding that students in the Hint group
used significantly more hints in the Classroom than Remotely. In addition, higher
prior knowledge students used hints more productively, with a significant negative
correlation between hints and learning gains.
Some interesting conclusions emerge from these results. First, the different
completion rates, as well as better test performance for Remote students, were likely
due to more and better supervision and guidance in the classroom than at home. The
students in the classroom (N = 151) were monitored by experimenters and teachers.
On the other hand, students at home (N = 126), especially because this was at the
beginning of the pandemic, may have been unmotivated and not pushed to work
by their caretakers at home. The higher performing students working from home
likely persevered more, completed the materials more frequently, and thus performed
better. Second, why did students in the No-Hint condition do better in the classroom
on the delayed posttest? While at first this may seem counter-intuitive, in light of
the Interactive-Constructive-Active–Passive (ICAP) framework from Chi and Wylie
(2014), this is perhaps not so surprising. No-Hint students may have worked harder,
struggling harder to construct their knowledge, and thus learned more. In support of
this, a learning curve analysis showed us that No-Hint students initially did worse
than Hint students, but eventually caught up with their Hint counterparts. Finally,
why did female students in the Classroom condition do better than male students,
but not remotely? This was due to girls performing the same in both contexts, but,
interestingly, boys did much better at home. This finding aligns with some prior
research that girls tend to outperform boys in classroom settings (Dwyer & Johnson,
1997; Entwisle et al., 1997).

9.4.5 Study 5: Comparing Different Forms of Prompted


Self-Explanation in a Learning Game

Another learning science principle that intrigued us with respect to game-based


learning was self-explanation. Thus, for Study 5, conducted in the spring of 2021,
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 175

we set about exploring the best approach to prompt self-explanation within Decimal
Point (McLaren et al., 2022a; Nguyen et al., 2023a). Prompted self-explanation
is a feature of instructional technology in which learners are induced to explain
their work; it is one of the most robust of learning science principles, supported by
decades of research (Chi et al., 1989, 1994; Darling-Hammond et al., 2020; Rittle-
Johnson & Loehr, 2017; Wylie & Chi, 2014). Self-explanation supports learners in
a number of ways; it helps them fill in gaps in their understanding, revise errors in
their prior knowledge, and connect fragmented and disconnected knowledge (Chi
et al., 1989; Nokes et al., 2011). When paired with problem-solving, prompted self-
explanation can help learners connect problem-solving steps with principles and
application conditions (Ainsworth & Burcham, 2007; Aleven et al., 2003). Prompted
self-explanation has been shown to be effective in a variety of empirical studies, for
instance, in prompting students to explain the principles behind steps in solving
geometry problems in a cognitive tutor (Aleven & Koedinger, 2002) and prompting
and coaching of self-explanations in a physics tutor (Conati & VanLehn, 2000).
Thus, a key question is:
Study 5 RQ: What form of self-explanation prompt in the context of Decimal Point leads to
the best learning and enjoyment outcomes?

A variety of approaches have been attempted within instructional technology.


Wylie and Chi (2014) cast these various forms of prompted self-explanation along
a continuum between unconstrained, on one extreme, and highly constrained self-
explanations, on the other extreme. Unconstrained self-explanations allow learners to
freely create their own explanations, while presenting the greatest cognitive challenge
to learners (i.e., open-ended self-explanations). Highly constrained self-explanations,
on the other hand, present the learner with a small set of options to choose from to
self-explain and thus create the least cognitive challenge for learners (i.e., selecting
self-explanations from a menu, menu-based self-explanations). Between the two
extremes Wylie and Chi cite three other types of prompted self-explanation: focused
self-explanations, which are constructive but focused in a specific way, such as
prompting learners to identify relationships between mental models; scaffolded
self-explanations, which provide support and/or feedback as learners construct
explanations or fill in blanks of an explanation sentence; and resource-based self-
explanations, in which explanations are selected by learners with the support of a
resource, such as a glossary. Chi and Wylie’s (2014) ICAP framework for cognitive
engagement predicts that students will learn more from cognitively engaging tasks,
meaning that constructive self-explanations, such as open-ended self-explanations
and focused self-explanations, should be more effective for learning than active
self-explanations, such as menu-based self-explanations.
Prompted self-explanation has been minimally explored in digital learning games,
in which a study by Johnson and Mayer (2010) found that menu-based prompts led to
better learning than open-ended prompts. This work was, in fact, the inspiration for
us to explore the issue of self-explanation in the context of Decimal Point. In other
work, Hsu and Tsai (2011) found that prompting learners to explain their errors from a
menu of choices led to better learning gains than not prompting for error explanations.
176 B. M. McLaren

Yet, not all studies have shown learning benefits through prompted self-explanation
in digital learning games. In a study with Newtonian Game Dynamics, Adams and
Clark (2014) compared menu-based self-explanation with explanatory feedback and
a control condition with neither self-explanation nor explanatory feedback. They
found no learning differences between the three conditions and, in fact, students in
the menu-based self-explanation condition completed fewer game levels than the
condition with no self-explanation or feedback.
Thus, in Study 5, we set out to experiment with different versions of prompted self-
explanation after problem solving in the game (Fig. 9.13). We decided to experiment
with three types of prompted self-explanations across the Wylie and Chi continuum
from unconstrained to highly constrained, starting with focused self-explanations,
in which students must create their own explanations, but with prompting text to
focus their attention on a particular aspect of the problem they are explaining. For
instance, in Fig. 9.13 at the bottom left, the student is prompted to self-explain just
one comparison—9.2111 compared to 9.222—of the sorting problem of four decimal
numbers. Next, we created a scaffolded self-explanation condition, which essentially
presents students with sentence builders that provide all of the components of a correct
self-explanation but prompts students to correctly piece together those components
into a self-explanation response. Finally, menu-based self-explanations—the default
self-explanation approach of Decimal Point—prompts students to select a self-
explanation from a multiple-choice list of predefined options. Note that this approach
is essentially what Johnson and Mayer (2010) showed led to the best learning in the
context of their game, in contrast to the prediction of the ICAP theory (Chi & Wylie,
2014).
Study 5 involved 214 5th and 6th grade students (114 females; 99 males; 1 did
not report) from 4 schools (1 rural, 2 suburban, and 1 urban), with students randomly
assigned to condition. Seventy-five (75) were in the menu-based condition, 72 were
in the scaffolded condition, and 67 were in the focused condition. An additional one
hundred and forty-three (143) students were dropped due to (a) failing to complete
part or all of the learning materials or any tests and (b) having participated in one
of our studies the previous year. (Note that the relatively high attrition rate was due,
at least in part, to running the study during the COVID-19 period. Some students
participated in person, some at home, and some in a hybrid format.)
The results of Study 5 showed that students in the focused self-explanation group
learned more on the delayed posttest than the menu-based self-explanation group.
There were no other significant effects. Regarding time on task, the menu-based
self-explanation group spent significantly less time than the focused or scaffolded
self-explanation groups. This indicates that at least the menu-based approach takes
less time, i.e., it is more efficient. The only significant effect of engagement was that
students in the focused self-explanation group reported a significantly higher sense
of player mastery.
So, in conclusion, the key finding of this study was that focused self-explanations
led to better learning than menu-based self-explanation, without any loss of engage-
ment. This result is in line with Chi and Wylie’s ICAP theory (2014), but in contrast
to the Johnson and Mayer study (2010) that found menu-based self-explanations led
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 177

Problem Solving
b

Focused Self-Explanation Scaffolded Self-Explanation Menu-Based Self-Explanation

Unconstrained Highly Constrained


Self-Explanations Self-Explanations

Fig. 9.13 Screenshots of the three conditions of Study 5 with Decimal Point, from unconstrained
self-explanations to highly constrained self-explanations. On the top is an example problem solving
step, within the Rocket Science mini-game of Decimal Point. On the bottom left is the subsequent
prompted self-explanation step, a focused self-explanation. On the bottom middle is a scaffolded
self-explanation. On the bottom right is a menu-based self-explanation, the default self-explanation
approach of Decimal Point, used in all other studies described in this chapter

to better learning than open-ended self-explanations in a game context. This indi-


cates that focused self-explanations used in the context of a digital learning game
may be better for deeper, more conceptual learning than other forms of prompted
self-explanation, without accompanying loss of game play engagement.

9.4.5.1 Study 5a: Using a Large-Language Model to Assess and Provide


Feedback for Self-Explanations in a Learning Game

The recent emergence and advances with large language models (LLMs), and in
particular ChatGPT (Ye et al., 2023), intrigued my lab and I, as it did many other
researchers. When a commonly available version of ChatGPT appeared in November
of 2022, we decided to do a post-hoc study of the data from Study 5 to explore whether
178 B. M. McLaren

ChatGPT/GPT7 could provide instructionally meaningful feedback to the focused


self-explanations of students (Nguyen et al., 2023b). Given over 5,000 focused
self-explanations from students in Study 5, we conducted analyses to assess GPT’s
capability to (1) solve the in-game exercises of the Decimal Point game, (2) deter-
mine the correctness of students’ self-generated self-explanations, and (3) provide
instructionally helpful feedback to incorrect self-explanations.
Study 5a was conducted completely off-line, using the 5,142 focused self-
explanations collected from 117 students in Study 5. We had three specific research
questions for this study:
Study 5a RQ1: Can GPT correctly answer the problem-solving and self-explanation questions
in the game Decimal Point? (i.e., Is GPT a good student in this domain?)
Study 5a RQ2: Can GPT accurately assess the correctness of students’ self-explanation
answers? (i.e., Is GPT a good grader in this domain?)
Study 5a RQ3: Can GPT provide instructionally meaningful feedback to incorrect self-
explanations? (i.e., Is GPT a good teacher in this domain?)

Three coders manually graded as correct, incorrect, or off-topic all of the focused
self-explanations from the 117 students, using an iterative process which included
inter-rater reliability as a means of assessing coding agreement, as described in
(Nguyen et al., 2023a). This resulted in 1000 correct answers, 4076 incorrect answers,
and 66 off-topic answers that did not address the question. For the purpose of Study
5a’s analysis, we treated off-topic answers as incorrect.
The general approach of our analyses was, for each decimal problem and student
self-explanation, to send GPT the question and, in the case of the self-explanations,
the student’s response and a grading rubric. We developed a script to automatically
send all of the prompts to GPT and then harvested all of its answers. We used GPT
3.5 for Study 5a, as that was the current version of GPT when we conducted the
study.
For RQ1 we wanted to see how well GPT could solve the Decimal Point math
problems and self-explanations. Since GPT gives a unique answer each time it is
queried, we sent each math question and self-explanation prompt to GPT 10 times
to assess how correctly and consistently it handled each. The correctness of GPT’s
responses to both the problem-solving and self-explanation items were assessed by
a math expert on the research team, with the results shown in Fig. 9.14. As can
be seen on the left side of Fig. 9.14, GPT was excellent at solving sorting and
sequence problems, very good at solving bucket problems, but quite poor at both
addition and number line problems. GPT had a much better overall performance for
self-explanations than for the problem-solving activities (right side of Fig. 9.14).
The only problem type where GPT’s explanations were occasionally incorrect was
sorting, where it sometimes slipped at assessing decimal place values.

7 ChatGPT is the chat interface that enables sending data to and receiving data from the underlying
GPT model. While ChatGPT is the commonly used term, in fact, we used the GPT API in this
study; thus, from this point on I will only use the more precise term: “GPT.”
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 179

Fig. 9.14 Results of Study 5a’s RQ1. GPT’s problem solving (left) and self-explanation (right)
performance

For RQ2 we wanted to see how well GPT could assess student self-explanations.
To do this, we prompted GPT to provide a response of correct or incorrect, per self-
explanation, given the self-explanation prompt, the student’s self-explanation, and
the grading rubric for self-explanations. GPT’s performance compared to that of the
human coders is shown in Table 9.5. Notice that there were a relatively small number
of false negatives (lower left cell, in boldface font), but a much larger number of false
positives (upper right cell, in boldface font). Most of these were due to GPT grading
an incorrect answer as correct, suggesting that it did not follow the grading rubrics
as closely as the human graders did. For instance, for bucket and sorting items, we
found that the presence of comparison keywords such as “bigger” or “smaller” was
sufficient to get a correct rating from GPT. For example, if the student just wrote “A
is smaller than B because it is smaller”—clearly an example of fallacious circular
reasoning—GPT would rate it as correct. Similar errors based on shallow keyword
matching occurred across all problem types.
For RQ3 we wanted to know whether GPT could provide accurate and instruc-
tionally meaningful feedback to students. To generate feedback per incorrect student
self-explanation we provided GPT with the self-explanation prompt, the rubric
items specific to that self-explanation, and the student’s self-explanation. We then
coded GPT’s feedback according to six relevant categories with results as shown in
Table 9.6.
In summary, GPT did much better as a teacher—providing feedback to incorrect
self-explanations—than it did as a student—solving and self-explaining the math

Table 9.5 Results of Study


Human: Correct Human: Incorrect
5a’s RQ2
GPT: Correct 830 1,118
GPT: Incorrect 170 3,024
GPT’s assessment of student self-explanation compared to the
assessment of human coders
180 B. M. McLaren

Table 9.6 Results of Study 5a’s RQ3


Category Description Results
Accuracy Does GPT distinguish GPT assigned correct partial credit 75% of the
between partially and time
fully correct
self-explanations?
Fluency Is GPT’s feedback GPT was 100% proficient in English
grammatical and natural
sounding?
Regulation Does GPT’s feedback Chat GPT was very effective at identifying and
address all decimal addressing student misconceptions
misconceptions reflected
in the self-explanation?
Solution Does GPT’s feedback tell GPT did not provide solutions to 794 incorrect and
the student the correct low-effort self-explanations (e.g., “idk,” “by
answer? adding up”)
Rationale Does the feedback GPT demonstrated good understanding of 85% of
provide a rationale? self-explanations and provided a range of nuanced
explanations (e.g., “your answer is not specific
enough”)
Encouragement Does the feedback GPT provided encouragement to 20% of the
provide any form of answers (“great job,” “keep practicing”) and
encouragement? detected 9 cases of inappropriate language used by
students
Assessment of GPT’s feedback on incorrect self-explanation responses according to six relevant
categories

problems—or a grader—assessing the correctness of student self-explanations. In


providing feedback to the incorrect student self-explanations, GPT’s feedback was
high quality and nuanced; it provided encouragement and flagged inappropriate
language, even though it was not prompted to do so. It also did very well under-
standing student answers but provided incorrect feedback more frequently than a
teacher likely would have. GPT did less well in solving math problems; it had diffi-
culty with the nuances of math, such as carrying when performing addition and
placing points on a number line. (Note that this shortcoming of GPT is now widely
recognized, with at least some preliminary suggestions for how to correct it (Wolfram,
2023)). It also struggled a bit in assessing the correctness of student self-explanations,
likely due to shallow keyword matching with the grading rubric, which led to many
false positives. It appeared not to detect all of the nuances in the grading rubric.
Overall, our assessment at the conclusion of Study 5a was that GPT, at least the
version 3.5 current at the time of this study, is more suited for conceptual analyses
(e.g., giving feedback to self-explanations) than procedural math questions. In short,
at the time of Study 5a, GPT was still in a state where a teacher should remain in the
loop, double checking answers before they are presented to students.
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 181

9.4.6 Study 6: Mindfulness Induction When Learning


with an Online Game

Study 6, conducted in the fall of 2021, involved an investigation of the interaction of


mindfulness—attending to the present moment with focus and without judgment—
with game-based learning (Bereczki et al., 2024; Nguyen et al., 2022b). Mindful-
ness meditation has been shown to support self-regulated learning (Dunning et al.,
2019; Takacs & Kassai, 2019), improve attention skills (Dunning et al., 2019, 2022;
Takacs & Kassai, 2019), and reduce math anxiety (Samuel & Warner, 2021). On
the other hand, the role of mindfulness in children’s academic achievement and
outcomes is less clear. There have been several studies that have assessed the efficacy
of mindfulness-based interventions, but those studies have shown a non-significant,
small average effect on learning (Maynard et al., 2017). More promising results
have been found with older students and those with ADHD, but still the results are
inconclusive (Güldal & Satan, 2020; Singh et al., 2018).
More specific to math skills, it has been shown that executive function—which
entails working memory, inhibitory control, and cognitive flexibility—is key to
learning math skills (Cragg & Gilmore, 2014). For instance, prior research has found
that kindergarten-age children with higher executive function skills but lower math
skills are more likely to catch up with their higher-performing peers by the 5th grade
than those students with lower executive function skills (Ribner et al., 2017). Further-
more, mindfulness appears to play a role in supporting executive function (Dunning
et al., 2019, 2022; Takacs & Kassai, 2019). Yet, even with the promising connection
between mindfulness, executive function, and math learning, Study 6 is, to the best of
our knowledge, the first to explore the benefits of employing mindfulness as a means
for boosting learning in the context of a digital learning game for mathematics. The
question we asked in this study is:
Study 6 RQ: Can mindfulness inductions during Decimal Point gameplay lead to different
behaviors and more learning?

To explore this issue, we created three Decimal Point conditions, Mindfulness,


Story, and Control, as shown in Fig. 9.15. The order and content of the mini-games
within Decimal Point during gameplay was identical across all three conditions. The
key differences between conditions were as follows. In the Mindfulness and Story
conditions students would listen to a five-minute audio session at the start of each
day of the study, prior to playing and learning with Decimal Point. In the Mindfulness
condition (Fig. 9.15, top), the audio content involved an alien character prompting
students to be mindful by asking them to close their eyes, focus on their breath and
sounds in the environment, and let go of passing thoughts (Vekety et al., 2022).
In the Story condition (Fig. 9.15, middle), the audio content was age appropriate,
emotionally neutral (i.e., not emotionally arousing or upsetting) science fiction stories
that were unrelated to the learning content. This condition was created to control
for time with respect to the mindfulness condition, but with material that was not
designed to induce mindfulness. Both the Mindfulness and Story conditions also
182 B. M. McLaren

featured in-game, minute-long reminders that would appear when the student had
made three consecutive errors in a mini-game. In the Mindfulness condition, students
would be encouraged to slow down, close their eyes, and focus on their breath for a
moment. In the Story condition, students would listen to a joke from an alien character.
Each reminder would appear at most once every 10 min to avoid overwhelming the
students. Finally, students in the Control condition (see Fig. 9.15, bottom) were not
presented with any opening audio material before starting gameplay each day, nor
did they receive reminders when they made errors.

Mindfulness condition, each day begins with a mindfulness induction

Story condition, each day begins with a science fiction story

Control condition, students play the standard version of the Decimal Point game

Fig. 9.15 Screenshots of the three conditions of Study 6 with Decimal Point
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 183

We hypothesized that students in the Mindfulness condition would learn the most,
due to the expected additional benefits of mindfulness when added to game-based
learning. We also hypothesized that students in the Mindfulness condition would take
more time and make fewer errors during game play than the other two conditions.
The final analyzed set of participants in Study 6 included 166 students (90 females;
76 males) from three schools, with 53 students randomly assigned to the Mindfulness
condition, 56 to the Story condition and 57 assigned to the Control condition. A total
of 77 students were excluded from our analyses because they did not complete all of
the materials.8 Note, importantly, that students were randomly assigned to condition,
meaning that every class would have a mix of students in all three conditions. (We
return to this point in the discussion of the next study, Study 6a.)
The results of Study 6 found no differences in learning outcomes across the three
conditions (neither pre-to-posttest nor pre-to-delayed posttest), time spent on the
game, or error rates while playing. In other words, our hypothesis of the benefits
of mindfulness was not confirmed, i.e., embedding mindfulness prompts within the
game did not enhance learning nor change students’ gameplay behaviors. Thus, at
least this particular study suggests that a mindfulness induction does not enhance
learning within digital learning games. Alternatively, we may not have successfully
induced a state of mindfulness in the students; we explored this topic in the next
study, Study 6a.

9.4.6.1 Study 6a: Mindfulness Induction When Learning


with an Online Game, with a Manipulation Check to Test
for the Impact of the Mindfulness Induction

Because we were unsure whether our online approach to inducing mindfulness in


Study 6 had the desired effect, we ran another study—Study 6a, conducted in the
spring of 2022—in an attempt to replicate the findings of Study 6 but to examine
whether we had, in fact, induced mindfulness in students (Bereczki, et al., 2024).
Thus, besides the question we had already explored in Study 6, we also explored the
following question:
Study 6a, RQ: Did we manage to induce mindfulness in students in the mindfulness condition?
We hypothesized that students in the Mindfulness condition would report higher
state mindfulness immediately after the mindfulness manipulation than those in the
Story and Control conditions. The materials and procedures of Study 6a were the
same as in Study 6, except that at the beginning of each game session, after students in
the Mindfulness and Story conditions engaged in the initial mindfulness manipulation
and heard a story, respectively, the students completed a state mindfulness measure.

8Note that the final population of students reported in Bereczki, et al., 2024 – 227 – is larger than
what is reported here and in Nguyen et al., 2022b – 166. This is because Bereczki, et al., 2024
applied a less stringent exclusion criteria: students were excluded from the analyses if they did not
complete at least 80% of the intervention game (versus 100% completion of pretest, intervention,
posttest, and delayed posttest, as reported in Nguyen et al., 2022b).
184 B. M. McLaren

Students in the Control condition did not have any intro procedure, so they completed
the state mindfulness measure at the beginning of each of their game sessions. The
state mindfulness check was measured with a 5-item scale adapted from the MAAS-
A (Brown et al., 2011), so that statements would reflect students’ experience at the
moment. Example items of the scale include: “Right now I find it difficult to stay
focused on what’s happening.” or “Right now I’m doing things automatically, without
being aware of what I’m doing.” Items were answered on a seven-point scale (1 =
Not at all; 7 = Very much so).
Study 6a was also conducted in 5th and 6th grade classrooms across 3 additional
public chools. A total of 193 students originally participated in the study, but 16
were excluded from the analyses because they did not complete at least 80% of the
games. Thus, the final sample included 177 students (86 females, 91 males), with 62
students randomly assigned to the Mindfulness condition, 61 to the Story condition
and 54 to the Control condition.
Similar to our results in Study 6, we found no evidence that students in the Mind-
fulness condition learned more from pretest to posttest or from pretest to delayed
posttest than those in the other two conditions. We also found no difference in
problem-solving duration and errors made among the three conditions. We did find
a marginally significant condition effect on correctness after reminder between the
Mindfulness and Story conditions: Students in the Mindfulness condition made more
correct steps after reminders than those in the Story condition. Finally, a univariate
ANOVA showed no significant effect of condition on students’ state mindfulness
after inductions (Mindfulness or Story) or at the beginning of the game sessions in
the Control condition, F(2, 174) = 0.51, p = 0.60, ηp2 = 0.006. Also, neither of
the planned comparisons were significant: Control vs. rest (p = 0.65) and Story vs.
Mindfulness treatment (p = 0.37). These results show that we did not manage to
induce mindfulness.
In conclusion, the lack of a mindfulness effect in both Study 6 and Study 6a
may be due to the classroom context. First, we conducted mindfulness as an online,
self-guided activity, as opposed to the more common instructor-led group activity.
It is also likely that the presence of classmates who were engaging with different
versions of the game—recall that Mindfulness, Story, and Control students were
mixed together in classrooms—introduced distractions that may have reduced mind-
fulness. It may also have been that students were self-conscious about closing their
eyes and following the mindfulness instruction. Given these possibilities, we don’t
see our findings as conclusive with respect to whether mindfulness can enhance
learning with a digital learning game; further research is needed, with changes made
to the way mindfulness is induced.
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 185

9.4.7 The Gender Effect: A Replication Across Multiple


Studies

As mentioned in the discussion of Study 1, we became interested in whether girls


or boys benefited more from playing Decimal Point. This interest arose from our
knowledge of the gap between girls and boys in math achievement (Breda et al.,
2018; Wai et al., 2010) and a desire to lessen this gap, at least in a small way, with
our learning game. The question we asked ourselves was:
RQ across studies: “Do female students benefit more, less, or the same as their male
counterparts playing the game?” (Nguyen et al, 2022a)

The math gender gap may be attributed to stereotype threat, in which reminders
of social group stereotypes can impact the behavior and performance of members of
that group (Spencer et al., 1999). Despite a reduction in gender-based differences in
math achievement over recent decades (Lindberg et al., 2010; Reardon et al., 2019),
early-emerging stereotypes, such as the perception that males excel in math, can
persist from childhood through adulthood (Cvencek et al., 2011; Furnham et al.,
2002; Nosek et al., 2002; Passolunghi et al., 2014). Consequently, these perceptions
may impact the performance of female students in mathematics and influence their
interests and, eventually, their career choices (Adams et al., 2019; Bian et al., 2017;
Ochsenfeld, 2016). Ultimately, addressing stereotype threat involves the complex
task of promoting self-efficacy, interest, and achievement among female students,
while simultaneously mitigating math anxiety and stereotype threat.
Through data from six of our Decimal Point studies—in particular, Studies 1, 2,
2a, 3, 4, and 5—involving approximately 1,100 students, we identified a consistent
gender effect that was first seen in Study 1 and then replicated across five other
studies: male students tended to do better than female students at pretest, while
female students tended to learn more from the game, catching up to their male
counterparts by posttest. (The first 4 of these gender effect studies, involving more
than 600 students, are reported in Nguyen et al, 2022a). In addition, female students
were more careful in answering the self-explanation questions, which significantly
mediated the relationship between gender and learning gains in two of the first four
studies (Nguyen et al, 2022a). More specifically, we found that female students
made less errors and “gamed” the self-explanation step of Decimal Point mini-
games significantly less than male students, resulting in more learning for female
students, less for male students (Baker et al., 2024). These findings show that digital
learning games, in combination with prompted self-explanation, can be effective
tools for bridging the gender gap in middle school math education, which in turn
could lead to the design and development of more personalized and inclusive learning
games. Given the complexity of gender and the need to conduct research that goes
beyond a binary approach to gender (Hyde et al., 2019), we are currently conducting
research that measures multiple dimensions of gender, including gender identity,
gender typicality, and gender-typed interests, activities, and traits (Hyde et al., 2019),
to understand which aspects of gender explain the differences we have observed in
186 B. M. McLaren

learning behaviors and outcomes (Liben & Bigler, 2002). Preliminary results suggest
that this multidimensional approach of using gender-typed scales may better explain
students’ feelings toward and preferences about digital learning games than the binary
gender (Nguyen et al., 2023c).

9.5 Key Take-Aways: Digital Learning Game Findings

The decade-long research program that the McLearn Lab has conducted with the
Decimal Point learning game has led to some important, some not so important, but
always intriguing learning science results. The wide variety of studies, all conducted
with Decimal Point as the centerpiece, has afforded the opportunity to investigate
many and varied issues. In this section I will highlight the most noteworthy findings
of the McLearn Lab’s research program with Decimal Point.
Our most fundamental research finding, from Study 1 and reported in McLaren
et al. (2017a), uncovered that digital learning games can surpass conventional online
methods in improving engagement and learning outcomes. Prior to our Study 1,
educational technology research had presented mixed results regarding the compar-
ative advantages of learning games for mathematics and more traditional learning
technologies (Mayer, 2014). Thus, given the state of game-based learning science
as of the publication of our seminal 2017 paper, this was an important and novel
finding.
Our most robust finding has been that female students have exhibited greater
learning gains from the Decimal Point game as compared to their male counter-
parts. This finding, again, first found in Study 1 and then replicated across five other
studies—Studies 2, 2a, 3, 4, and 5—featuring diverse versions of the Decimal Point
game, serves as the focal point of my student Huy Nguyen’s PhD thesis and is
extensively discussed in Nguyen et al., 2022a. That paper covers the first 4 of the
gender effect studies. We continue to pursue this issue in our most recent studies,
including two that have not yet been published. For one of those studies, we created
a new game, Ocean Adventure, which has exactly the same decimal content and
instruction as Decimal Point, but with an entirely new, masculine-oriented narrative
(see Fig. 9.16), which we designed based on a survey conducted with 333 students,
designed to probe the preferences of male and female students (Nguyen et al., 2023c).
The goal was to see whether boys would be more engaged in the new game and thus
learn as much, or more than girls. While there was some evidence that boys were
more engaged in the new game, they did not learn more. Ultimately, we hope an
important practical outcome that will emerge from this line of inquiry will be the
identification of game-based learning guidelines for alleviating the stereotype threat
in female students, thus resulting in better math learning outcomes—and eventually
better career prospects—for female students.
Perhaps our most surprising finding in this line of research—although the oft-
replicated gender effect would also be a good choice—emerged from Study 4 and
McLaren et al. (2022b) where we reported that hints and error messages within
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 187

Fig. 9.16 Screenshot of the new Ocean Adventure learning game, along with screenshots of two
of its mini-games. This game was specifically designed to be more male-oriented, according to a
survey we conducted with over 300 middle school students

a digital learning game do not necessarily enhance learning outcomes. Given the
fundamental use of hints and error feedback in other forms of educational technology,
most especially intelligent tutoring systems (VanLehn, 2006, 2011; Xu et al., 2019),
this was particularly unexpected. Our conjecture is that the interruption of game flow
(Czikszentmihalyi, 1990) through hints and feedback may have led to unintended
and negative learning consequences. This unexpected finding, on the other hand,
provides evidence for the ICAP Framework (Chi & Wylie, 2014), suggesting that
the struggle students may encounter—for instance, by not having hints and feedback
to lean on—might contribute to deeper learning in the context of a digital learning
game.
The most central contribution to learning science of this line of research comes
from Study 5 and our findings reported in (McLaren et al., 2022a) regarding the
advantages of prompted self-explanation within the context of game-based learning.
Specifically, focused self-explanation — a form of prompted self-explanation in
which students must generate their own explanations — emerged as the most effec-
tive form of self-explanation that we studied. This finding is important, as it presents
188 B. M. McLaren

a counter to the findings of Johnson and Mayer (2010) in which menu-based self-
explanation led to better learning outcomes in the context of a digital learning game.
They conjecture that minimizing impact to student game play and flow—as a menu-
based approach surely does—led to their findings, whereas we conjecture that the
constructive approach inherent in a focused, open-ended self-explanation led to
productive student struggle (Chi & Wylie, 2014) and thus to our findings. Further
exploring these different outcomes is an excellent direction for future studies. Perhaps
most importantly, we discovered that prompted self-explanation likely holds the key
to understanding the gender effect that we have found in many of our studies (Nguyen
et al., 2022a).
Finally, our most forward-looking finding comes from Study 5a and Nguyen et al
(2023b), in which we investigated the contribution that GPT could make in providing
feedback to students who play and learn from Decimal Point. With AI, and especially
large language models, providing an inflection point for how technology will be
used and contribute to many aspects of society, it was important and timely for us to
investigate how AI could impact learning with educational technology generally and
our game more specifically. While the study we conducted was preliminary—done
completely in post-hoc fashion with off-line data—it provided some key insights into
how students might benefit from large language models.

9.6 Key Take-Aways: Use of a Digital Learning Game


as a Research Platform

In essence, Decimal Point has functioned not only as a research tool but has become a
more general research platform, pushing the boundaries of our understanding of how
learning science can be effectively integrated into the design and implementation
of learning games. We’ve discovered that a digital learning game can provide a
rich environment for experimenting with many aspects of learning. The many and
varied features of online games—both for learning and playing—furnish an excellent
framework for systematic exploration, encompassing learning aspects such as the
potential of student agency during game play, the tension between enjoyment and
learning in game-based learning, and the benefits of hints and feedback in game-
based learning, among other facets. We have leveraged the game as a platform for
exploring all of these issues—and more.
A key to Decimal Point acting as a research platform has been its overall archi-
tecture and design. For instance, we’ve discovered that a learning game can be built
with an underlying tutoring system engine and ITS principles (Aleven et al., 2016).
The ITS model and approach has helped to structure instructional aspects of the
game. Principles of ITSs, such as providing immediate feedback and on-demand
hints, influenced the design of both the game and our studies with the game. While
“gamification”—attempting to improve learners’ engagement and experience with
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 189

educational technology through, for instance, the inclusion of badges, points, leader-
boards, and interactive playful agents (Landers & Landers, 2014; Landers et al.,
2017)—is a popular approach to studying how game techniques can make learning
more enjoyable and effective (Long & Aleven, 2014, 2018; Tahir et al., 2020), in this
line of research we have shown what is possible when a game is built from scratch
with underlying ITS principles, a more fundamental design approach than gamifi-
cation. Essentially, we have shown that the degrees of freedom for experimentation
are ultimately much wider (and arguably richer, as well) when a learning game is
designed originally as a game, rather than as a gamified tutoring system.
Another important question that arose during the use of Decimal Point as a
research platform is whether games are better suited for learning at home or in a class-
room. Students are used to digital games being a fun, at-home activity. In contrast,
they know that in school activities are more structured, less free and perhaps less fun.
So, can we fully engage students in school with a perceived out of school activity?
This is an excellent, open question. This issue came up in multiple instances over
the years of experimenting with Decimal Point. For instance, in Studies 2 (Nguyen
et al., 2018) and 2a (Harpstead et al., 2019)—in which we essentially studied the
trade-offs between student autonomy and game system control, students in the class-
room may not have really felt in control of their learning, due to the influence of the
teacher and classroom context. Perhaps autonomy and agency would have been more
greatly felt at home? We didn’t have the opportunity to explicitly explore this, but it
would be an interesting topic still to investigate. Decimal Point’s infrastructure and
Internet implementation would allow for such a study. As another example, Study 4
(McLaren et al., 2022b)—the hints study that ended up being ½ conducted at school,
½ at home—was a step toward exploring this dichotomy that may lead to further
contrasting studies.
A key aspect of intelligent tutoring systems, first articulated by Kurt van Lehn
(2006), is the distinction between the “outer loop”, in which problem ordering and
selection is handled, and the “inner loop”, in which student interactions within prob-
lems occur, is another way in which Decimal Point has acted as an excellent research
platform. In our studies, student agency, indirect control, and mindfulness—all outer
loop activities—did not yield significant differences between conditions. Conversely,
the inner loop, which involves elements we tested such as hints and errors and self-
explanation, emerged as a locus of noteworthy variations in learning outcomes. This
is likely due to the learning aspect of Decimal Point being more prominent than the
game aspect, which makes it harder for individual tweaks on the game mechanics
to significantly change learning, but also makes the game “safer” and more robust
to changes—we have never seen a condition that did not lead to significant pre-post
learning gains.
Finally, a very interesting and important observation—since it has meaningful
implications for game design and for how we should approach future game-based
learning research—is that many of our interventions did not actually show learning
differences between conditions. Our most significant learning difference was found in
Study 1 when we compared the game to a conventional learning technology (McLaren
et al., 2017a). There are surely different reasons for the lack of condition differences
190 B. M. McLaren

in each of the game versus game studies; this could be evidence that it is tricky to
significantly alter learning outcomes by tweaking individual features of a game. This
further suggests that perhaps students are more consistent in how they play learning
games—or more resistant to our efforts to change their ways of playing—than we
might think. This may have been due, at least in part, to the mostly-unchanging basic
instructional approach of Decimal Point being more prominent than the game aspect.
Throughout the decade of the game being used as a research platform, the basic
precepts of Decimal Point’s instructional approach remained (a) a focus on decimal
misconceptions and (b) an underlying ITS instructional approach. This surely made it
difficult for individual tweaks to the game mechanics to significantly change learning.
At the same time, it also likely made the game “safer” for and more robust to changes,
as mentioned, we have so far not seen a condition that did not lead to significant pre-
post learning gains. In short, a lesson for future game-based research platforms might
be to create a more modifiable instructional component for experimentation.

9.7 Conclusions

In conclusion, I will propose a few possible future directions for the McLearn lab’s
continuing work with Decimal Point more specifically and for digital learning games
research more generally. One direction that could be further explored in connection
with digital learning games is the “Assistance Dilemma” (Koedinger & Aleven,
2007), reaching beyond the standard textual hints and feedback support we inves-
tigated in Study 4. The Assistance Dilemma raises the question of the trade-offs
between giving and withholding help in the context of instructional technology.
Giving help can move students forward who are stuck; it can also lead to shallow
learning. Withholding help can push students to think and learn more deeply; it can
also lead to frustration when they are truly stuck. The trade-offs in a game-based
learning context may differ from other educational technology, however, given how
games are intended to promote flow and engagement. Our Study 4 results, in which
the students who received hints learned less, seemed to indicate that withholding help
was the correct choice for learning with Decimal Point, perhaps because of how the
particular help we provided might have disrupted student engagement. One aspect
of the Assistance Dilemma that could be further investigated would be the value of
using a different model of providing help than allowing students to simply request
it and to receive standard textual hints. Perhaps, for instance, instead of providing
on-demand hints, students could be prompted to ask for help when they have clearly
demonstrated they need support. Such an approach might involve less disruption to
a student’s engagement with a game, yet still provide timely assistance. Another
aspect of the Assistance Dilemma that could be explored—and which would fit the
context of game-based learning well—would be the use of non-textual hints, such
as animations (Berney & Bétrancourt, 2016; Nathan, 1998; Scheiter et al., 2010) or
visual representations (Nagashima et al., 2021). Given the highly visual and engaging
nature of learning games, not to mention evidence that visual models can support
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 191

the learning of mathematics (Hegarty & Kozhevnikov, 1999; Luzón & Letón, 2015),
animated or visual hints might provide better, easier to process, and more engaging
help in digital learning games than standard textual hints.
Another intriguing avenue worthy of investigation involves the incorporation of
learning from erroneous examples, which have been shown to be an effective learning
technique in a variety of studies (Adams et al., 2012; Durkin & Rittle-Johnson, 2012;
Grosse & Renkl, 2007; McLaren et al., 2012; Tsovaltzi et al., 2012), in the context
of a learning game. Erroneous examples are worked examples of problem solving
in which one or more of the steps has an error, typically a common error made by
students. This is, in fact, how the McLearn Lab started this line of research with
learning games (although we early on departed from this exploration). In particular,
we originally set out to see if we could create a learning game around erroneous
examples, which have a natural interactivity or playfulness associated with them in
presenting students with the challenge of errors to fix. One could imagine a version of
Decimal Point in which students don’t (always) directly solve problems themselves
but instead are challenged to find and fix errors made by the fantasy characters in a
gameful way. Furthermore, providing badges and prizes to students as they manage
to find and fix the errors could provide an even more gameful aspect to Decimal
Point—and perhaps create a blueprint for a new type of learning game.
Of course, as discussed, the recent rise and huge steps forward in large language
models and artificial intelligence raises some intriguing possibilities for AI applica-
tions in the context of digital learning games. In a recent book chapter (McLaren &
Nguyen, 2023) we described the many ways that AI has already been used in digital
learning games, including adapting game play and problems, AI-powered dash-
boards, educational data mining for game improvement and identifying cognitive,
behavioral, and affective aspects of learning, and AI-powered non-player charac-
ters (NPCs). As discussed earlier, we have experimented with the first three of
these AI approaches within the Decimal Point game, using older AI techniques
than LLMs. LLMs present new and exciting opportunities to create and extend
learning games with intelligent capabilities. Our Study 5a (Nguyen et al., 2023b)
was a very promising first step toward incorporating the latest advancements in
AI into digital learning games, but there are many other directions that could be
pursued. For instance, a large language model could be called upon to not only
provide cognitive feedback, as per our recent study, but also meta-cognitive (Hattie &
Timperley, 2007) and affective (Howard, 2021) feedback, both of which are valu-
able to learners and for which there is extensive information on the Internet from
which an LLM could generate feedback. An illuminating study would be one that
compares a learning game that has manually-created feedback, the typical case, to
feedback generated by an LLM. Another possibility for LLMs in the context of
learning games would be replacing NPCs, which are currently implemented with
earlier generation natural language processing (NLP) techniques, with LLMs. Given
the superior language capabilities of LLMs, this could potentially be one of the most
significant applications within learning games. A final suggestion for how LLMs
could be employed in support of digital learning games is that they could be used as
“helpers” in designing and developing new games. More specifically, LLMs could
192 B. M. McLaren

be used to rapidly generate new game ideas and narratives that game designers could
build upon and to provide feedback on game ideas and early prototypes of game
developers. Work in this direction has, in fact, already begun (Gatti Junior et al.,
2023).
Finally, an important facet of Decimal Point—and digital games more gener-
ally—that warrants further investigation is the potential presence of unconscious bias
embedded in the game’s mechanics and artistic elements. The designers of learning
games, who are typically and predominantly White—which is true for the designers
of Decimal Point and cited as 78% the case for the game design industry more
generally (Kumar et al., 2022)—are usually well meaning but often unaware of how
their own biases frequently lead to design choices that subtly (or even overtly) create
biased functionality, blatantly stereotypical game characters and environments, and
player identities that turn away children of color, or more specifically, Black chil-
dren (Peckham, 2020; Rankin & Henderson, 2021; Richard, 2017). In fact, Decimal
Point has provided at least preliminary evidence of implicit bias. In a recent analysis
of more than 700 students using the game, spanning three of the classroom studies
reported in this chapter (i.e., Studies 5, 6, and 6a) and a new study, we found that well-
represented students (White and Asian; n = 578) showed more engagement and less
anxiety in using Decimal Point than under-represented students (Black, Hispanic or
Latino, Indigenous, and multiracial; n = 158) (Ni et al., 2024). Unpacking potential
biases is crucial for a nuanced understanding of how learning games can be designed
and redesigned to support diverse learners. To address this, we recently proposed
a project to the National Science Foundation in which we will engage 120 Black
middle school students in co-design sessions with Decimal Point and in the analysis
of 10 other STEM learning games, including Math Blaster, Math Playground, and
BrainPop. By scrutinizing these games, and redesigning Decimal Point if and where
necessary, we could contribute to the ongoing discourse on diversity, equity, and
inclusion in digital learning games, paving the way for more informed and culturally
sensitive game design practices.
The McLearn Lab’s ten-year research program with Decimal Point has been
thrilling, with some prominent successes, such as the gender effect and the self-
explanation findings, but also some disappointing failures, such as the lack of impact
of agency and mindfulness inductions in the context of the game. Decimal Point
as a research platform has facilitated much of the work described in this chapter.
The McLearn Lab looks forward to continuing this line of research not only with
Decimal Point, but with two new games the lab has designed and developed: Angle
Jungle, a game to help elementary and middle school students learn about angles
that was reimplemented and extended for classroom use from a prior implemen-
tation (Khan et al., 2017) and Ocean Adventure, a game that is a “reskinning “ of
Decimal Point with precisely the same content and instructional approach but with
a completely different narrative and art assets. The future possibilities of learning
game design, development, and research are myriad, and we intend to pursue many
of these possibilities with our various learning games.
9 Decimal Point: A Decade of Learning Science Findings with a Digital … 193

Acknowledgements I have been fortunate to have had many incredible collaborators throughout
the years. This work has been greatly influenced and guided by conversations and collaborations with
many of these colleagues and students, including Ryan Baker, Rosta Farzan, Jodi Forlizzi, Jessica
Hammer, Erik Harpstead, Xinying Hou, Richard E. Mayer, Michael Mogessie, Huy Nguyen, Jaclyn
Ocumpaugh, Eleanor O’Rourke, Liz Richey, Jon Star, and Yeyu Wang. Thank you to Ilona Buchem,
Imogene Casebourn, Huy Nguyen, Liz Richey, and Rupert Wegerif for reviewing this chapter. I
would especially like to thank Huy Nguyen and Liz Richey who have been my closest and most
significant collaborators throughout the many years of this research. ChatGPT 4.0 was used both
to draft and to revise some paragraphs of the chapter, as well as to collect relevant information
about learning games and past research. The work has been supported by three National Science
Foundation grants (NSF Award #s 1238619, 1661121, and 2201796). The opinions expressed are
those of the author and do not represent the views of NSF.

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Chapter 10
Leveraging AI to Advance Science
and Computing Education Across Africa:
Challenges, Progress and Opportunities

George Boateng

Abstract Across the African continent, students grapple with various educational
challenges, including limited access to essential resources such as computers, internet
connectivity, reliable electricity, and a shortage of qualified teachers. Despite these
challenges, recent advances in AI such as BERT, and GPT-4 have demonstrated
their potential for advancing education. Yet, these AI tools tend to be deployed and
evaluated predominantly within the context of Western educational settings, with
limited attention directed towards the unique needs and challenges faced by stu-
dents in Africa. In this chapter, we discuss challenges with using AI to advance
education across Africa. Then, we describe our work developing and deploying AI
in Education tools in Africa for science and computing education: (1) SuaCode, an
AI-powered app that enables Africans to learn to code using their smartphones, (2)
AutoGrad, an automated grading, and feedback tool for graphical and interactive cod-
ing assignments, (3) a tool for code plagiarism detection that shows visual evidence
of plagiarism, (4) Kwame, a bilingual AI teaching assistant for coding courses, (5)
Kwame for Science, a web-based AI teaching assistant that provides instant answers
to students’ science questions and (6) Brilla AI, an AI contestant for the National
Science and Maths Quiz competition. Finally, we discuss potential opportunities to
leverage AI to advance education across Africa.

Keywords AI · Generative AI · Tutoring · Question answering · Science


education · Computing education · NLP · BERT · GPT-4

10.1 Introduction

In Africa, a significant portion of students grapples with formidable educational


barriers arising from a multitude of challenges, including limited access to essential

G. Boateng (B)
Kwame AI Inc., Claymont, DE, USA
ETH Zurich, Zurich, Switzerland
e-mail: jojo@kwame.ai

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 205
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_10
206 G. Boateng

resources such as computers (UNESCO, 2020), internet connectivity (IEA, 2023;


UNESCO, 2020), reliable electricity (Ehl and Grün, 2020), and a shortage of qualified
teachers (World Bank Group, 2020). For instance, as of 2018, the average student-
teacher ratio in Sub-Saharan Africa stood at 35:1, starkly contrasting with the more
favorable ratio of 14:1 observed in Europe (World Bank Group, 2020). The absence
of these resources impedes the quality and accessibility of education across the
continent.
Despite these challenges, recent strides in Artificial Intelligence (AI) technology,
exemplified by sophisticated systems like BERT (Devlin et al., 2019) and GPT-4
(Achiam et al., 2023), have showcased their potential to revolutionize education
globally. Major players in the global EdTech landscape, such as Duolingo (2023),
Quizlet (2023), Chegg (2023), and KhanAcademy (2023), have actively integrated
these AI advancements into their platforms to enhance learning experiences. How-
ever, the deployment and evaluation of these AI systems predominantly occur within
the context of Western educational settings, with limited attention directed towards
the unique needs and challenges faced by students in Africa. For example, the release
of GPT-4 in March 2023 featured various academic exams as benchmarks with
none from Africa (Achiam et al., 2023). This oversight underscores the tendency
for the African continent to be marginalized in the application of cutting-edge AI
advancements, with little consideration given to the diverse educational landscapes
and requirements of African students. As a consequence, the potential of AI to address
the educational inequities and barriers prevalent in Africa remains largely untapped,
highlighting the urgent need for greater inclusivity and tailored solutions that account
for the specific needs and challenges faced by students on the continent.
In this chapter, we discuss challenges with using AI to advance education across
Africa. Then, we describe our work developing and deploying AI in Education
(AIED) tools in Africa for science and computing education: (1) SuaCode, an AI-
powered app that enables Africans to learn to code using their smartphones, (2) Auto-
Grad, an automated grading, and feedback tool for graphical and interactive coding
assignments, (3) a tool for code plagiarism detection that shows visual evidence
of plagiarism, (4) Kwame, a bilingual AI teaching assistant for coding courses, (5)
Kwame for Science, a web-based AI teaching assistant that provides instant answers
to students’ science questions and (6) Brilla AI, an AI contestant for the National
Science and Maths Quiz competition (NSMQ). Finally, we discuss potential oppor-
tunities to leverage AI to advance education across Africa and then conclude.

10.2 Challenges

One of the key challenges with leveraging AI to improve education in Africa is


access to resources (like computers) and infrastructure (Internet, electricity) to make
use of AIED tools. Across sub-Saharan Africa, Internet data is expensive (Ehl and
Grün, 2020) and electricity is either not available or erratic in some countries (IEA,
2023). According to UNESCO, 11% of students in sub-Saharan Africa have access
10 Leveraging AI to Advance Science and Computing … 207

to household computers, and only 18% have access to the Internet (UNESCO, 2020).
So, how can students in a rural part of Ghana, for example, access and use an AI
tutor if they do not have computers or smartphones or constant electricity? If these
tutors are deployed to students in urban areas who have the necessary resources
and infrastructure, it could increase the divide between the haves and the have-nots,
further exacerbating the existing inequities in the education sector in various African
countries.
A lack of regulatory support for innovation could hamper efforts to deploy AIED
tools. For example, several Senior High Schools in Ghana are boarding schools that do
not allow their students to have access to their devices (smartphones and computers)
(Boateng et al., 2024). Since students spend about 9 months of the 12 months in
school, they mostly do not have access to devices. Only a few private schools have
computers in their libraries for students to use. This issue is a significant barrier to the
potential impact of AIED tools on students at the senior high school level. How do
you give access to an AI tutor to students if the Ghana Education Service, for example,
restricts access to smart devices in boarding schools at the secondary school level?
There is heterogeneity in educational systems across different parts of Africa mak-
ing it difficult to deploy AIED tools scalably. For example, Anglophone West Africa
has the West African Secondary School Certificate Exam (WASSCE) and Kenya has
the Kenya Certificate of Secondary Education (KCSE) exam. Some countries use
English whereas others use French as their official language of instruction. Yet, sev-
eral local languages abound which may need to be supported to reach students who
have low literacy in official languages. Hence, AIED tools developed in one country
or region of the continent would need to be adapted to the local educational system
of other countries. Considering there are 54 countries in Africa, this process would
also entail jumping through different regulatory hoops making it time-consuming
and costly.
Educational materials in various parts of Africa needed as input for building AIED
tools tend to be available in hardcopy format which poses challenges for digitiza-
tion. One challenge we encountered revolved around the formatting of scientific
and mathematical symbols and equations. Regrettably, the open-source optical char-
acter recognition (OCR) technologies we experimented with proved inadequate in
accurately extracting these symbols (Boateng et al., 2024). Consequently, manual
intervention became necessary to ensure an additional layer of quality control. There
is a pressing need for further advancements in developing systems capable of seam-
lessly converting scanned scientific documents into outputs that maintain correct
representations, facilitating compatibility with standard formats such as markdown.
Until such solutions are realized, substantial time and financial investments will
continue to be essential for generating high-quality usable data.
One of the critical challenges facing the development and deployment of AIED
tools is the pervasive lack of representative data, particularly from regions in the
Global South in pretrained AI models. There are challenges accessing copyrighted,
local textbooks to build AIED tools (Boateng et al., 2024). The absence of diverse
and inclusive datasets undermines the effectiveness and fairness of AI technologies,
leading to biased outcomes that fail to adequately address the needs and realities
of communities in these regions. Some AI tools are built, evaluated, and deployed
208 G. Boateng

generally and also for educational use cases without incorporating data from Africa
such as GPT-4’s evaluation which missed education data from Africa (Achiam et al.,
2023). These result in biased systems that do not well in the African context. Exam-
ples include speech-to-text systems that do not work well for African accents, or
text-to-speech systems that do not speak with an African accent (Boateng et al.,
2023b). If such AI systems are integrated into an AI tutor for African students, for
example, they will not work well, defeating the goal of the AI tutor.
Students could end up using these AIED tools as a crutch either for cheating or
just being overreliant on them such as to solve homework assignments, write their
essays for them and even cheat in national exams (Dzodzegbe, 2023). If students use
these tools in this way, it defeats the pedagogical goals of the assigned homework.
Relying excessively on AIED tools for completing homework assignments poses a
significant risk of undermining the educational objectives set by instructors. When
students resort to these tools as a crutch, they miss out on the opportunity to engage
critically with the material and develop essential problem-solving skills. Instead of
grappling with the complexities of the subject matter, students may opt for the path
of least resistance, simply inputting their assignment prompts into AI platforms and
passively accepting the generated solutions. This not only diminishes the intellectual
rigor of the learning process but also fosters a culture of academic dishonesty.
Generative AI models that power AIED tools have an issue of sometimes confi-
dently generating responses that are factually incorrect, referred to as “Hallucination”
which could affect their utility in improving education. In instances where students
rely heavily on AI-generated content for learning and study purposes, the propaga-
tion of misinformation can undermine the integrity of their educational experiences.
Instead of fostering a deep understanding of the subject matter, the presence of inac-
curacies may cultivate a false sense of comprehension, ultimately hindering students’
ability to engage critically with the material.

10.3 Progress: AIED Solutions

In this section, we discuss AIED tools that we developed and deployed for science
and computing education, and how they address some of the challenges previously
discussed.

10.3.1 SuaCode

SuaCode 1 is an AI-powered smartphone-based application that enables students


across Africa to learn to code using smartphones (Figs. 10.1 and 10.2). The app
has monthly online coding courses with lesson notes, exercises, quizzes, and fun

1 http://suacode.ai/
10 Leveraging AI to Advance Science and Computing … 209

Fig. 10.1 Screenshots of the SuaCode App with course materials and assignment feedback

coding assignments in English and French which cover official languages across
Africa. We use simplified lesson notes designed for offline reading to reduce Inter-
net data usage since they are expensive across Africa (Ehl and Grün, 2020). Our
courses adopt a project-based learning approach where learners build and interact
with a game on their phones as assignments. Each section of the course ends with
multiple-choice quizzes and a coding assignment. The assignments are graded by
our automated grading software, AutoGrad (Annor et al., 2021) which also checks
for plagiarism (John and Boateng, 2021) and provides detailed individualized expla-
nations for wrong answers with an option for learners to submit a complaint in cases
where they disagree with the provided answers and feedback. Our course-specific,
AI-powered, human-in-the-loop forum is designed to allow learners to ask questions
(even anonymously) and get quick and accurate answers from their peers, facilitators,
and our AI teaching assistant, Kwame (Boateng, 2021). Kwame enables learners to
get individualized learning support so they do not quit when it gets tough. Each
person’s name shows by the side an earned badge to encourage helpful engagement.
Each of the 3 badges (bronze, silver, and gold) is received based on a “helpfulness
score” that we calculate using various metrics such as upvotes on questions and
answers contributed by each learner. Our leaderboard celebrates helpful learners and
facilitators thereby encouraging others to be helpful. Students who complete receive
certificates and mentoring by African tech professionals in companies such as Google
and Amazon enabling our learners to receive advice from experienced individuals
who have similar backgrounds as them. SuaCode has over 2.5K learners across 43
African countries and 117 globally.
We created SuaCode to address the problem that less than 1% of African children
leave school with basic coding skills with several jobs struggling to fill IT-related
roles despite Africa being home to the youngest workforce in the world (SAP, 2016).
In 2017, while running the 4th edition of our annual innovation bootcamp, Project
210 G. Boateng

Fig. 10.2 Screenshots of the SuaCode App with forum, leaderboard, and certificate

iSWEST, in Ghana, we noticed from our pre-survey that out of our 27 students, 25%
had laptops, yet 100% had smartphones. This situation of limited access to computers
led us to modify our coding course and deliver it using smartphones, the first of its
kind in Ghana. Our students built pong games on their phones with several students
working on coding assignments while in traffic (Boateng and Kumbol, 2018). Real-
izing the potential of our smartphone-based course, in 2018, we created SuaCode,
a smartphone-based online coding program aiming to teach millions across Africa
how to code by exploiting the proliferation and untapped capabilities of smartphones
(Boateng et al., 2019).
Between 2018 and 2020, we ran 4 pilots of SuaCode while growing exponentially
(Fig. 10.3) that reached 3K learners across 69 countries (42 in Africa) (Boateng et al.,
2019; Boateng, 2020; Boateng et al., 2021). The 2018 version focused on students in
Ghana and had over 30 students enrolled with only 23% completing (Boateng et al.,
2019). It was delivered using Google Classroom as the course management platform
(forum and assignment submission), Google Docs for lesson notes and APDE for the
coding app. We had 4 lessons and assignments, and an optional project at the end.
The first version in 2019 also focused on Ghanaians. The second version in 2019
expanded beyond Ghana to all Africans and was dubbed SuaCode Africa (Boateng
et al., 2021). It had 709 applicants across 37 African countries. We introduced an
acceptance criterion (submit the first 2 assignments) to filter for highly motivated
students. Out of that, 210 were accepted and 151 completed resulting in a 72%
completion rate. The 2020 version was dubbed SuaCode Africa 2.0 with the course
being offered in both English and French (Boateng, 2020; SuaCode Africa 2.0, 2021).
We used Piazza for that cohort which had a better forum experience than Google
Classroom. Over 2300 students across 69 countries, 42 of which were in Africa
applied. We accepted and trained 740 students and 62% completed. We then used
10 Leveraging AI to Advance Science and Computing … 211

the learnings to build our AI-powered smartphone app, SuaCode and then launched
it in 2022 to scale the impact of SuaCode.
These courses were structured in cohorts that created a sense of community and
fulfilled learners’ need for affiliation, support, and interaction and were also opti-
mized to encourage completion resulting in high completion rates (62%, n=1000) vs
industry standards (less than 20%). Our 600+ past learners significantly improved
their understanding of fundamental coding concepts despite using only smartphones
to learn. We collected qualitative and quantitative feedback from our learners in var-
ious cohorts. Our quantitative analysis showed that students had an average of 17 out
of 20 across all 4 assignments indicating mastery of the content (Boateng et al., 2021).
Also, there was no statistically significant difference in assignment scores between
males and females, and educational level (high school, university, and high school
graduates) suggesting that our course might be adequate for different demographics
(Boateng et al., 2021). Furthermore, there was a statistically significant improvement
in students’ self-reported proficiency in the programming concepts (Boateng et al.,
2021). In user surveys about the smartphone coding experience, 85% of our learners
(n = 457) rated the coding experience 4+ on a 5-point Likert scale (SuaCode Africa
2.0, 2021) with feedback such as “It was really convenient, honestly. I didn’t have to
necessarily sit behind a desk to do it so I could do it when I was on my bed, eating,
even using the bathroom. So it was fun and convenient coding on my phone”. Over-
all, there were several positive feedbacks about the experience such as “Suacode has
been a very great experience for me. I got to learn processing and actually code on
my phone. I also had help from the tutors and my fellow course mates which made it
easier. I learnt a lot and I’m glad I had the opportunity to be part of the first batch of
suacode initiative” and “SuaCode helped improve my algorithmic thought process.
I had lots of practice with thinking in a step by step process and working through
challenges”.
An innovation like SuaCode is an example of ways to get around the previously
mentioned challenge of limited access to resources such as computers and infrastruc-
ture like affordable Internet which could hamper efforts to deploy AIED tools. By
leveraging tools that are much more accessible to Africans like smartphones, AIED
tools could be made available to these students and eventually improve their learning
outcomes like we have done with SuaCode. Furthermore, our use of lesson notes
rather than videos for lesson delivery addresses the challenge of expensive Internet
data for African students. Intentional design of educational experiences could help
to address the effect of some of the infrastructural challenges in Africa.

10.3.2 AutoGrad

AutoGrad is a novel cross-platform software for automatically grading and evaluating


graphical and interactive programs written in the Processing programming language
in SuaCode courses. (Annor et al., 2021). It uses APIs to retrieve assignments from
the course platform, conducts both static and dynamic analyses on these assignments
212 G. Boateng

Fig. 10.3 Growth of SuaCode between 2018 and 2020

to assess their graphical and interactive outputs, and subsequently furnishes students
with grades and feedback (Fig. 10.4). The AutoGrad system itself was written using
Python and Processing. The Python component manages assignment retrieval and
the dissemination of grades and feedback to students, while Processing oversees
the grading module, ensuring the effective execution of checks on Processing code.
AutoGrad has been successfully deployed in multiple iterations of SuaCode cohorts,
servicing over 1000 students across Africa and evaluating more than 3000 code files.
These deployments involved running AutoGrad as software on a computer. Notably,
in the latest cohort, students were allowed to submit complaints in cases where they
believed their assignments were inaccurately graded. This approach not only ensured
fairness to all students but also provided valuable insights for addressing instances
where AutoGrad’s performance fell short and facilitated ongoing enhancements to
the software.
We assessed AutoGrad’s grading accuracy using both test assignment scripts and
actual student scripts from previous cohorts of the SuaCode course. Using 10 stu-
dent scripts for Assignment 1, AutoGrad yielded identical grades to those assigned
by manually grading instructors in 8 scripts, resulting in a mean absolute error of
0.7. However, subsequent assignments exhibited a higher frequency of discrepancies
than Assignment 1 (Annor et al., 2021). We also collected feedback from students
regarding their experiences with AutoGrad. Quantitative feedback was gathered by
asking students to rate their agreement with the statement “I liked the feedback from
AutoGrad” on a 5-point Likert scale, ranging from strongly disagree to strongly
agree. Among the 457 students who completed the course and responded in the
2020 cohort, 75.9% agreed or strongly agreed with the statement, indicating that a
majority of students found AutoGrad’s feedback beneficial, albeit with some room
10 Leveraging AI to Advance Science and Computing … 213

Fig. 10.4 System design of AutoGrad source Annor et al., (2021)

for improvement, as indicated by a mean rating of 4 out of 5. Qualitative feedback


was also collected, focusing on suggestions for enhancing AutoGrad’s feedback
mechanism. A common theme among responses was the request for more detailed
explanations accompanying the feedback provided by AutoGrad, as well as the iden-
tification of specific areas within their code where improvements could be made
(Annor et al., 2021).

10.3.3 Code Plagiarism Detector

We developed a tool that performs code plagiarism detection in students’ assignment


submissions in SuaCode courses and also shows visual evidence of the detected
plagiarism (John and Boateng, 2021). We built this tool to address the issues of
code plagiarism in the 2020 SuaCode cohort where we previously identified that
27% of the 431 students had cases of plagiarism via manual inspection. We trained
machine learning models on three (3) cosine similarity-based scores extracted from
the TF-IDF (with n-grams) feature vector of the code files to detect pairs of code
files that had cases of plagiarism. We used as features the cosine similarity of (1)
214 G. Boateng

Fig. 10.5 GUI tool highlighting plagiarized code sections in two files source Annor et al., (2021)

student 1 code and student 2 code, (2) student 1 code and example code template,
and (3) student 2 code and example code template. Our evaluation using 431 code
files showed a balanced accuracy of 84% using random forest with less than 1% false
positive. Also, the system provides proof of plagiarism via a GUI tool that displays
side-by-side pairs of code files while highlighting sections with overlapping code.
This work is the first that builds a complete end-to-end system that uses (1) machine
learning algorithms to detect plagiarized source code containing English and French
texts while taking the code example provided by the instructors into consideration
and (2) provides visual evidence of the plagiarism (Fig. 10.5) (John and Boateng,
2021).

10.3.4 Kwame

Kwame is a bilingual AI teaching assistant that provides answers to students’ coding


questions in English and French for SuaCode courses (Boateng, 2021). Kwame is a
deep learning-based question-answering system that was trained using the SuaCode
course materials (lesson notes and past questions and answers) and evaluated using
accuracy and time to provide answers. It finds the paragraph most semantically
similar to a question via cosine similarity using Sentence-BERT (SBERT) (Reimers
and Gurevych, 2019), a large language model that uses siamese and triplet network
architecture with BERT to train models such that semantically similar sentences
are closer in vector space (Fig. 10.6). We compared Kwame with other approaches
and performed a real-time implementation which showed fast response time and
superior accuracy of top 1, 3, and 5 accuracies of 58.3% (58.3%), 83.3% (80%) and
100% (91.7%) for English (French) respectively. Kwame has been integrated into
10 Leveraging AI to Advance Science and Computing … 215

Fig. 10.6 System architecture of Kwame source Boateng, (2021)

the SuaCode app and answers students’ questions by posting an answer on the course
forum in reply to students’ questions. Kwame’s pipeline is a retrieval system that
consists of an ElasticSearch vector store of the embeddings of passages from the
lesson notes. When a question is asked, our system computes an embedding of the
question using SBERT, computes cosine similarity scores with all saved embeddings,
and retrieves the top 3 passages which are then posted on the forum as answers.
Kwame is named after Dr. Kwame Nkrumah the first President of Ghana and a
Pan-Africanist whose vision for a developed Africa motivates this work.
Kwame was developed to address the issue where our learners needed a lot of
assistance given it was the first coding course for most learners. We relied on human
facilitators to provide support and answer students’ questions. For example, in Sua-
Code Africa 2.0, facilitators contributed over 1,000 hours of assistance time for 8
weeks and helped to achieve an average response time of 6 minutes through the course
(SuaCode Africa 2.0, 2021). This approach was however not scalable as the num-
ber of students applying to SuaCode increased exponentially year on year. Hence,
in 2020, we built Kwame, an AI teaching assistant to provide accurate and quick
answers to students’ questions which would reduce the burden on human teaching
assistants, and provide an opportunity to scale learning support. Kwame addresses the
diversity of languages used for learning in Africa by offering answers in both English
and French. This caters to both Anglophone and Francophone regions, covering the
official languages spoken across different parts of the continent.
216 G. Boateng

10.3.5 Kwame for Science

Kwame for Science2 is an AI-powered web application that offers two primary func-
tionalities: (1) question answering and (2) viewing past national exam questions
(Boateng et al., 2022, 2024). These features are enabled by our curated knowledge
base of content from textbooks and past national exams over the past 28 years (for
Integrated Science at the Senior High School level) with answers from certified
teachers. We built Kwame for Science to address the impact of the shortage of qual-
ified teachers (World Bank Group, 2020) across Africa which makes it difficult for
students to have adequate learning support.
The question-answering (QA) feature allows students to pose science-related
queries and receive three passages as responses, each accompanied by a confidence
score (Fig. 10.7). Additionally, this feature provides the top five related past national
exam questions from the Integrated Science subject of the West African Secondary
School Certificate Exam (WASSCE), along with their corresponding expert answers.
Users also can review their question history. When a student asks a question, our sys-
tem extracts an embedding from the text using SBERT, computes cosine similarity
between the embedding and the embeddings of passages from textbooks stored in
ElasticSearch on Google Cloud Platform, and then returns the top answers based
on the cosine similarity scores. Students could rate the helpfulness of answers and
related questions.
Moreover, the View Past Questions feature permits students to explore past
national exam questions and answers from the Integrated Science subject. This fea-
ture includes filters for refining the displayed questions based on parameters such as
examination year, specific exam, question type, and automatically categorized topics
generated by a custom topic detection model (Fig. 10.8). All these criteria could be
inferred easily from the metadata of the original exam files except the topic for which
we developed a model to automatically categorize each question according to one
of the syllabus topics (Boateng et al., 2024). We trained a machine-learning model
that used a support vector machine and SBERT embeddings of passages from the
Integrated Science subject syllabus to classify each of the past exam questions into
one of the 48 syllabus topics. We then used the model to automatically categorize
questions into topics in the syllabus for all 28 years of exams.
We launched the web app in beta from 10th June 2022 to 19th February. During
the 8-month deployment, we had 750 users across 32 countries (15 in Africa) asking
1.5K questions with Kwame’s helpfulness scores being top 1 and top 3 of 72.6%
and 87.2% respectively. For the viewing past exam questions features, users most
frequently used the filtering by year feature (237 times) (Boateng et al., 2024). Future
work will assess how Kwame for Science can improve learning outcomes.
In building Kwame for Science, we faced challenges (previously highlighted)
related to accessing and using educational content from Ghana. We were unable
to get official partnerships with local textbook publishers to use their copyrighted
Science textbooks due to trust issues in the ecosystem. We addressed this issue

2 http://ed.kwame.ai/
10 Leveraging AI to Advance Science and Computing … 217

Fig. 10.7 Screenshots of QA feature of Kwame for Science Source Boateng et al., (2024)

Fig. 10.8 Screenshots of View Past Questions feature of Kwame for Science source Boatengetal.,
(2024)

by using global open-source Science textbooks and hiring local experts to provide
answers to past exam questions. Furthermore, past national exam questions were only
available in hardcopy formats and open-source OCR technologies we experimented
with proved inadequate in accurately extracting scientific and mathematical symbols
and equations from scanned copies of the documents. We addressed this issue by
hiring individuals to annotate the content and exploring commercial solutions with
advanced AI technologies. Future work will explore the use of Generative AI to
generate contextual, local content based on local syllabi and content from our experts,
and also extract well-formatted content from scanned documents.
218 G. Boateng

10.3.6 Billa AI

Brilla AI is an AI contestant that we developed and deployed to unofficially compete


remotely and live in the Riddles round of the 2023 NSMQ Grand Finale, the first of
its kind in the 30-year history of the competition (Boateng et al., 2023b, 2024). This
work is motivated by the lack of enough qualified teachers in Africa (World Bank
Group, 2020) which hampers the provision of adequate learning support. An AI could
potentially augment the efforts of the limited number of teachers, leading to better
learning outcomes. Yet, there exists no robust, real-world benchmark to evaluate such
an AI. Towards that end, we built Brilla AI as the first key output for the NSMQ AI
Grand Challenge, which proposed a robust, real-world challenge in education for
such an AI: “Build an AI to compete live in Ghana’s National Science and Maths
Quiz (NSMQ) competition and win - performing better than the best contestants
in all rounds and stages of the competition” (Boateng et al., 2023). The NSMQ
is an annual live science and mathematics competition for senior secondary school
students in Ghana in which 3 teams of 2 students compete by answering questions
across biology, chemistry, physics, and math in 5 rounds over 5 progressive stages
until a winning team is crowned for that year (National Science and Maths Quiz.,
2024).
Brilla AI is currently available as an open-source web app (built with Streamlit
(Streamlit. A faster way to build and share data apps., 2024)) that live streams the
Riddles round of the contest, and runs 4 machine learning systems: (1) speech-to-
text (using Whisper (Radford et al., 2023)) (2) question extraction (using BERT
(Devlin et al., 2019)) (3) question answering (using Mistral (Jiang et al., 2023)) and
(4) text-to-speech (using VITS (Kim et al., 2021)) that work together in real-time
to transcribe Ghanaian accented English speech, extract the question, provide an
answer, and then say it with a Ghanaian accent (Fig. 10.9) (Boateng et al., 2024).
In its debut in October 2023, our AI answered one of the 4 riddles ahead of the 3
human contesting teams, unofficially placing second (tied) (Quaicoe, 2023; Boateng
et al., 2024). Improvements and extensions of this AI could potentially be deployed
to offer science tutoring to students and eventually enable millions across Africa to
have one-on-one learning interactions, democratizing science education.
Brilla AI addresses the challenge of biased AI systems that do not work well in
the African context. Brilla AI contains models such as speech-to-text systems that
work for African accents, text-to-speech systems that speak with African accents, and
question-answering systems that provide answers using African education materials
ensuring that AIED tools address the African context.

10.4 Opportunities

There is a proliferation of mobile devices, particularly, smartphones in Africa with


a projection of over 600 million smartphones in Africa by the year 2025 (GSMA,
2020). Hence, smartphones provide a unique opportunity to deliver AIED tools just
10 Leveraging AI to Advance Science and Computing … 219

Fig. 10.9 Brilla AI System source Boateng et al., (2024)

as we have done with our SuaCode, a smartphone-based app for learning to code
(Boateng et al., 2019). For such a context, it is important that these tools are built to
have a great mobile user experience that fits different screen sizes.
Large language Models (LLMs) and generative LLMs in particular could be lever-
aged to develop AI teaching assistants (Boateng et al., 2021, 2024) to augment the
efforts of teachers, and AI tutors to offer personalized learning interactions with stu-
dents. Leveraging approaches such as retrieval augmented generation (RAG) (Lewis
et al., 2020) can help to address the hallucination problem of generative AI, enabling
their use to generate lesson plans, lesson content, exercises, and exam questions, all
grounded in local syllabi. Furthermore, RAG can be used to generate open-source
textbooks using the local syllabus as the grounding, which could then be edited by
local teachers to make various sections contextually relevant. These models could
also be used to better convert scanned scientific and mathematical documents into
well-formatted outputs.
Various initiatives could be run to crowdsource ideas to build and develop AIED
tools in Africa. We started such an initiative called AfricAIED 3 , a workshop on AI
in Education in Africa. We ran the first version in 2023 which had 35 people in atten-
dance at Google Research Ghana in Accra, Ghana, and 40 people online (Boateng
and Kumbol, 2024). Initiatives like this will enable the sharing of best practices and
potential pitfalls toward developing AIED tools that benefit all students across Africa.
Such efforts like Brilla AI are already resulting in the building of localized models
(Boateng et al., 2023b) that could be used to develop and deploy a conversational
AI tutor available via mobile devices, even non-smartphones through calling which
transcribes local accented speech, provides answers to science questions using local
examples, and says them out with a local accent.

3 https://www.africaied.org
220 G. Boateng

10.5 Conclusion

In this book chapter, we discussed some key challenges with leveraging AI to improve
education in Africa such as limited access to computers, affordable Internet, and reli-
able electricity, lack of regulatory support for innovation, students overreliance on
AIED tools, heterogeneity in educational systems, undigitized education materials,
biased AI systems and inaccuracies of generative AI. We described our work building
and deploying AIED tools in the African context to advance science and comput-
ing education. In particular, we highlighted (1) SuaCode, an AI-powered app that
enables Africans to learn to code using their smartphones, (2) AutoGrad, an auto-
mated grading, and feedback tool for graphical and interactive coding assignments,
(3) a tool for code plagiarism detection that shows visual evidence of plagiarism, (4)
Kwame, a bilingual AI teaching assistant for coding courses, (5) Kwame for Science,
a web-based AI teaching assistant that provides instant answers to students’ science
questions and (6) Brilla AI, an AI contestant for the NSMQ. We described opportuni-
ties to use AI to improve education in Africa such as the proliferation of smartphones,
generative AI to build AI teaching assistants and tutors, and AfricAIED, a workshop
on AI in Education in Africa. We are bullish on the potential of AI to transform
education across Africa and enable equitable, accessible, high-quality education for
millions of students. It is the reason we have been leveraging resources that are more
accessible like smartphones, training machine learning models with local content,
and building various AI-powered education apps for the African context since 2020,
long before tools like ChatGPT made AI assistants popular.

Acknowledgements These works have been supported over the years with grants from the Pro-
cessing Foundation, the African Union, the Africa Prize for Engineering Innovation program of
the U.K.’s Royal Academy of Engineering, Dartmouth College, and ETH Zurich. The following
generative AI tools were used in preparing this manuscript: ChatGPT, Perplexity, and Consensus.

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Chapter 11
Educating Manufacturing Operators
by Extending Reality with AI

Paul-David Zuercher, Michel Schimpf, Slawomir Tadeja, and Thomas Bohné

Abstract Emerging user interface technologies such as Augmented Reality (AR)


and and Virtual Reality (VR), falling under the umbrella term Extended Reality
(XR), may leverage Artificial Intelligence (AI) to allow the creation of virtual
learning spaces enabling unique pedagogical tools and educational experiences.
In this Chapter, we present three approaches utilising AR and VR environments
to illustrate the potential of integrating these emerging technologies with AI for
manufacturing education. We first demonstrate how an AR interface facilitated with
a see-through head-mounted display enhanced with computer vision capabilities
enables assisted contextual learning using in-situ guidance by projecting immediate
support for novice operators performing common maintenance and repair tasks on 3D
printers. We then demonstrate how VR and Head-Mounted Display Virtual Reality
(HMDVR)—with different levels of immersion—enable ex-situ learning spaces to
enable remote learning of assembly tasks. Together, the AR, Desktop-based Virtual
Reality (DVR), and HMDVR examples demonstrate the potential of rethinking the
design of pedagogic learning spaces using XR technology. We complement our
results with a discussion on the future trajectory of AI-based education.

Keywords Virtual reality · Augmented reality · Extended reality · Artificial


intelligence · Computer vision · Manufacturing education

P.-D. Zuercher · M. Schimpf · S. Tadeja · T. Bohné (B)


Cyber-Human Lab, Department of Engineering, University of Cambridge, Trumpington Street,
Cambridge, Cambridgeshire CB2 1PZ, UK
e-mail: tmb35@eng.cam.ac.uk
URL: https://www.ifm.eng.cam.ac.uk/people/tmb35/
P.-D. Zuercher
e-mail: pdz20@eng.cam.ac.uk
URL: https://pauldavidzuercher.com
M. Schimpf
e-mail: ms2957@eng.cam.ac.uk
S. Tadeja
e-mail: skt40@eng.cam.ac.uk

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 223
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_11
224 P.-D. Zuercher et al.

11.1 Introduction

The fast pace of modern manufacturing process innovation leads to rapid skills
demand changes, resulting in gaps between the skills workers have and should
have (Wellener et al., 2021). To close such skills gaps, education is vital. Concurrently,
the increased digitalisation of the manufacturing sector offers new opportunities for
pedagogues to combine digitalised assets, operational knowledge, and information
to create digital learning content that provides users with the necessary scalable,
actionable, and specialised training (Moencks et al., 2020; Roth et al., 2022).
Modern digital training solutions allow combining interactive technologies such
as Augmented Reality (AR) and Virtual Reality (VR) enhanced with AI (Artifi-
cial Intelligence) to allow the designing of novel immersive learning spaces for
self-guided but technologically assisted learning. AR and VR applications enable
advancing educational experiences with pedagogical methods in distinct ways. For
AR, digital objects are rendered according to the user’s environment. For VR applica-
tions, the user is exposed to completely virtual environments, allowing them to train
remotely. Thus, AR educational benefits depend on the in-situ value of the presented
information while VR training allows educators to immerse learners into realistic
and educational learning scenarios. The arising fundamental pedagogic difference
stems from the influence of the user environment on the teaching content and warrants
different AI approaches to maximise the training effectiveness. Hence, the two virtual
learning spaces require distinct pedagogical approaches for personalising feedback
using intelligent learning systems that we address in this chapter.
First, in the remainder of this Introduction section we motivate the need for scal-
able manufacturing education. We will introduce principles for alleviating the under-
lying pedagogic challenges with Extended Reality (XR) learning environments.
Additionally, the section contains the technical background for the presented AI-
enhanced AR and VR applications. In the second section, we describe an AR system
that assists and guides novices in repairing one of the most common causes of a 3D
printer malfunction. Subsequently, in the third section, we present experiment results
showing how virtual education can leverage pedagogic design elements. Lastly, in
the Discussion and Conclusion section, we provide an overview of selected future
research opportunities.

11.1.1 Innovating Manufacturing Needs Continuous


Learning

Companies stay competitive by adopting innovative manufacturing techniques.


These process innovations result in specialised manufacturing techniques increase
the demand for specialised education across sectors (Benešová et al., 2018). Partic-
ularly in manufacturing, innovations such as 3D printing have revolutionised tradi-
tional production methods but require specialised skills and knowledge (Bozzi
11 Educating Manufacturing Operators by Extending Reality with AI 225

et al., 2023). Introducing new technologies requires retraining and upskilling the
current workforce (Mital et al.,1999) as manufacturing professionals must under-
stand new mechanics, relevant parts of the underlying software, materials science,
and design requirements. Consequently, competitive companies adapting innova-
tive manufacturing techniques, experience a growing need for scalable and adaptive
education.

11.1.2 Shortage of Skilled Labour Force

The shortage of skilled workers is estimated at 2.1 million unfilled positions by


the year 2030 in the US manufacturing sector alone (Wellener et al., 2021). The
shortage is compounded by a generational shift. As older experts retire, the younger
generation often lacks familiarity with the existing production methods and processes
(Wellener et al., 2021). They also represent diverse educational backgrounds that
require thorough onboarding and training (Wellener et al., 2021). To address the
challenge of educating the next generation of workers, scalable learning environments
facilitated through new technology-based tools have a chance to play a substantial
role. Emerging XR interfaces introduced in the following sections are promising
tools that can help pedagogies to innovate education with novel education spaces.

11.1.3 Education Augmented with Pedagogic XR

Educating with intelligent user interfaces enables new pedagogical principles for
adapting content to the (1) user’s abilities, skills, and roles, (2) manufacturing
processes or systems, and (3) business objectives. We will specifically focus on
unique opportunities for XR interfaces. For instance, AR and VR allow their users to
engage in digital content as they would with physical objects through hand-tracking
and gesture recognition. A selection of other opportunities is listed below:
• Interactive, Immersive, In-Context, Multi-Modal Learning Experience: XR
provides an immersive learning context, eliminating the need to switch between
traditional resources like paper manuals or screens and the core learning objec-
tives. Integrating learning context and application can promote the learner’s focus
and engagement (Beck, 2019). Interactive, immersive, in-context training that
virtualises decision-making, sensations, and context-dependent judgments inte-
gral to the curriculum improves the learning transfer and real-task performance
compared to other, cognitively unrealistic training (Jones, 2021; Krathwohl,
2002). Hence, immersive technology can bridge the transfer gap by integrating
3D objects, videos, and other media, enabling multi-modal content presentation
for comprehensive conceptual understanding (Bozzi et al., 2023; Tadeja et al.,
2023).
226 P.-D. Zuercher et al.

• Learning with Immediate Feedback: XR applications can support active


learning. They interact with users by analysing and verifying different tasks’
execution and subsequently provide feedback based on the user’s actions (Nkulu-
Ily, 2023). This interaction is similar to a training with a personal human instructor.
Immersive technology can simulate and mimic real-life experiences in high
fidelity. This allows safe learning where collating feedback in the real world
might be dangerous for novices to explore (Zhao & Lucas, 2014). This extends to
ergonomic benefits where XR grant users the flexibility to place information as per
their comfort, freeing them from the limitations posed by physical constraints (Lim
et al., 2021).
• Customization: XR-based educational applications can be tailored to individual
users’ needs and wants based on age or experience level. There’s even potential
for automatic detection and adaptation to the user’s needs (Fu & Fischer, 2023).
Additionally, XR can be inclusively designed to provide customised learning
experiences for those who are immobile or cannot afford to travel to specific
learning locations, ensuring that quality education is accessible to everyone,
everywhere (Nesenbergs et al., 2020).
• Scalability: Once a XR application is developed, it can be easily scaled to multiple
devices. This can reduce the amount of human intervention needed and, therefore,
can maximise the effectiveness of a human educators’ work (Siltanen & Heinonen,
2020). By recording and analysing learning statistics, immersive systems can
offer valuable insights for addressing individual difficulties in personalised
curriculums (Bozzi et al., 2023; Tadeja et al., 2023).

11.1.4 Pedagogic Learning Spaces in XR Leveraging AI

Utilising AI in XR has created additional advancements. Below are listed some


opportunities that have arisen from the synergy of XR and AI:
• Adaptive Education: AI-powered XR applications can dynamically change and
adjust their content to the user’s skills and abilities using learner models, and
business objectives to optimize the learning process (Fu & Fischer, 2023).
• Environmentally Aware Applications: By integrating AI, XR applications can
gain a detailed understanding of the surrounding environment. This allows for a
more immersive and context-aware experience, easing learning transfer as the XR
content can adapt and respond to real-world stimuli and scenarios as demonstrated
in our AR application.
• Natural Language Interface: Incorporating Natural Language Processing
enables XR devices with voice interactivity (Fu & Fischer, 2023). Users can, for
example, input commands in the XR applications while having hands available
for task execution.
11 Educating Manufacturing Operators by Extending Reality with AI 227

11.1.5 Technical Background

In what follows, we introduce the concepts and technologies discussed in this chapter,
including 3D printing and AR.

11.1.5.1 3D Printing

3D printing is an additive process that produces physical objects from digital


designs (Bozzi et al., 2023; Tadeja et al., 2023). Unlike traditional subtractive
methods, which remove material from a solid block, 3D printing builds objects
additively layer-by-layer. The process can utilise various materials, from plastics to
metals, and is typically guided by computer-aided design (CAD) files (Shahrubudin
et al., 2019). The flexibility of 3D printing enables the relatively easy and prompt
production of complex items and, therefore, finds its use in rapid prototyping.
However, working with 3D printers differs from many other techniques and may
requires extra training, especially when deployed on a large industrial scale. The 3D
printer used for the AR application is a Creality CR-20 Pro (shown in Fig. 11.1).

Fig. 11.1 3D printer for our


AR-based repair system
228 P.-D. Zuercher et al.

11.1.5.2 Reality—Virtuality Continuum

Immersive user interface technologies are classified on the reality-virtuality


continuum into AR and VR (Milgram et al., 1995) (see Fig. 11.2). On the left side
of the continuum is reality as experienced with human senses and the pure virtual
world is on the other end. The reality-virtuality continuum illustrates the location of
the applications our presented AR and VR training environments. We implemented
the AR application to work with the Microsoft HoloLens 2 headset (see Fig. 11.3)
and the VR applications with Meta’s Quest 2 (see Fig. 11.4) as the Head-mounted
Display VR (HMDVR) and a laptop-based Desktop-based VR (DVR).

Fig. 11.2 The Reality—Virtuality continuum with examples (compare to Milgram et al. 1995)

Fig. 11.3 The Microsoft HoloLens2 used for the 3D printing assistance application
11 Educating Manufacturing Operators by Extending Reality with AI 229

Fig. 11.4 The Meta Quest 2 used for the virtual training

Augmented Reality

AR allows overlaying digital artefacts into the user’s field of view (Bozzi et al., 2023;
Tadeja et al., 2023). Examples of digital content are 3D objects, images, and anima-
tions or videos. Together with various user input possibilities, AR enables operators
to interact with digital instructions and guidance embedded in physical working
environments. Moreover, AR can be realised with different computing architectures,
including mobile devices (such as modern smartphones and tablets) or specifically
designed AR headsets that ensure free, unconstrained hand movement when carrying
out a given task (Arena et al., 2022).

Virtual Reality

VR allows the creation of virtual worlds through artificial sensory stimulation using
displays (LaValle, 2023). For example, audio displays are used to artificially stimulate
the hearing sense. The higher the quantity and quality of the artificially stimulated
senses, the higher the immersion level of the technology (Miller & Bugnariu, 2016),
allowing users to immerse in realistic virtual worlds. Modern VR systems are portable
and typically stimulate users’ visual, audio, and tactile senses. In the VR example,
the Meta Quest 2 was used (compare to Fig. 11.4).

11.1.5.3 Computer Vision

Computer Vision (CV) is a subfield of AI that extracts and processes information from
videos, images and other visual inputs like lidar sensors. It is foundational to AR and
VR technologies. CV can be divided into several problem categories, including object
detection and tracking, image segmentation, and image classification (Cyganek &
Siebert, 2011). Algorithms solving these tasks can be applied to many applications,
230 P.-D. Zuercher et al.

such as autonomous driving, medical imaging, or surveillance (Gao et al., 2018;


Janai et al., 2020; Wang, 2013). Although classical algorithms, for example, Canny
Edge Detector (Canny, 1986) for edge detection were successful historically, the
recent development of neural network-based algorithms led to rapid advancements
in the field (Voulodimos et al., 2018). 3D Pose estimation is a subfield of CV. It is
the process of finding out where and how an object is positioned in 3D space (Fan
et al., 2022). In our demonstration, we utilise the Vuforia software (PTC, 2023)
coupled with AR hardware to enable 3D pose estimation of parts of a 3D printer.
More specifically, with a technique called monocular estimation, our solution obtains
the 3D printer’s pose from a single video feed without needing multiple cameras or
depth sensors. While the specific AI techniques employed by Vuforia are undisclosed,
many alternative open monocular 3D pose estimation approaches based on neural
networks are publicly available (Fan et al., 2022).

11.2 Manufacturing Education with AR and AI

In this section, we present a project showing the potential and some limitations of
coupling AR with AI for education and training purposes. To create an immersive
learning application, we incorporate AR with 3D pose estimation for locating objects
in the user’s environment and displaying relevant information relative to these objects
(compare to Fig. 11.5).
The developed application aims to assist novices in navigating the complex 3D
printer nozzle replacement process. Next, we will (1) explain the task, (2) elicit
the system development process, and (3) report the results of a domain expert’s
assessment.

Fig. 11.5 From left to right: the operator with HoloLens 2, 3D printing nozzle, and virtual
instruction step as seen by the operator
11 Educating Manufacturing Operators by Extending Reality with AI 231

11.2.1 3D Printer Repair Task

Nozzle replacement is a frequent task when dealing with 3D printers and requires
training with detailed instructions to allow 3D printing novices to successfully
complete it. Nozzle replacement is necessary when the printer stops layering the
filament because the nozzle is blocked and other measures to clean the nozzle from
the outside are ineffective.
The nozzle replacement process involves thirty-two subsequent steps, for
example, covering, turning on the printer and removing screws, wearing protective
gloves to remove preheated parts, replacing the nozzle, and the steps to reassemble
the printer. This task was selected in collaboration with an additive manufacturing
expert as the nozzle replacement is one of the most common problems in 3D printing
maintenance that is complex, varies between specific printers, and is complex but
with proper instructions solvable by a novice.

11.2.2 Computer Vision Enabled AR System

To foster an engaging, visual, and spatial learning environment conducive to construc-


tivist principles, the application provides instructions for each repair step directly
on or near the 3D printer. This method, referred to as in-situ guidance, encour-
ages learners to actively construct their understanding and skills by directly inter-
acting with the 3D environment, thereby facilitating a hands-on, experiential learning
process that aligns with constructivist theories of knowledge acquisition.
In-situ guidance is enabled by determining location and orientation through a
computer vision (Łysakowski et al., 2023) 3D pose estimation algorithm and then
displaying virtual elements relative to this position. Thanks to this, when the user
carries out a repair task, there is no need to consult other instructions, such as paper or
tablet-based manuals. Instead, the user can look at the printer to see the instructions
(shown in Fig. 11.5).
While preparing the instructions, we consulted a domain expert on optimally
extracting the filament from the printer. The expert revealed that the procedure
requires a specific hand placement, demonstrated through virtual hands (depicted
in Fig. 11.6). Illustrating such movements may be challenging in non-immersive
interfaces.
Since safety is crucial in any industrial operation, we incorporated safety warnings
within our system. Furthermore, through computer vision-enabled in-situ guidance,
it is possible to project these warnings directly onto the object being operated on,
making them more visually prominent than, for example, a paper manual that is
not consistently in the user’s field of vision. (shown in Fig. 11.6). Additionally, to
improve safety, we overlaid a red virtual heating element during the steps where the
heating element is hot, aiming to augment the user’s perception by visualising the
heat.
232 P.-D. Zuercher et al.

(a) Arrow poinng to on-switch. (b) Hands extracng filament.

(c) Safety warnings on the printer. (d) Wrench turning le

Fig. 11.6 Examples of various instruction steps

Moreover, the application displays the right tools and the orientation to turn them
to simplify the identification and use of the appropriate tools in each instruction step.
Therefore, we also illustrated repair steps like turning the nozzle with 3D models of
the tools and added animations for further clarity (see Fig. 11.6).

11.2.3 Computer Vision Enabled AR System Development

During the application development, we created multiple iterations that were eval-
uated and improved with the feedback of a postdoctoral researcher and an expert
11 Educating Manufacturing Operators by Extending Reality with AI 233

Fig. 11.7 Overview of the development process

in additive manufacturing. The application was built using the Unity (Juliani, et al.,
2020) game engine and the Microsoft Mixed Reality Toolkit (MRTK) (Microsoft,
2022). The former is a video game engine that facilitates the creation of 3D scenes
for XR software. MRTK, on the other hand, is a software framework tailored for
developing VR and AR applications.
For the computer vision pose detection, particularly to identify parts of the 3D
printer, we relied on Vuforia engine (PTC & “Vuforia”., 2023). It is a suite of tools
for AR application development. The used Model Target Module operates by taking a
computer-aided design (CAD) file and training a CV model to recognise the position
and orientation of the object depicted in the CAD file. In our case, we generated
the CAD file of the 3D printer with photogrammetry (Mikhail et al., 2001) using
PolyCam (Polycam, 2023), an iOS application. This file can be seen in the bottom
left of Fig. 11.7. To construct the 3D printer’s 3D model with PolyCam, we rotated
a phone camera of an iPhone 11 Pro around an object and captured 250 images of
the printer that were subsequently used.

11.2.4 Computer Vision Enabled AR System Assessment

We assessed the AR system for 3D printer repair with a second domain expert
participant, who is a postdoctoral researcher in the academic 3D printing lab. The
expert found the application particularly beneficial for novices, although she also
reflected that there is no need for such assistance for experienced professionals like
herself.
Regarding the CV integration into the application, she appreciated the in-situ
guidance. She liked that the virtual instructions were rendered close to or on top
234 P.-D. Zuercher et al.

of the currently used physical parts and tools. Thus, there was no need for context
switching between a virtual screen and the task at hand. Additionally, she mentioned
that the in-situ guidance helps to locate where subtasks need to be executed by
displaying the information at the specific location.
Moreover, a noteworthy point she raised was about safety. Despite her experience,
she had grown complacent about using gloves for specific subtasks. By utilising pose
estimation, the system could place reminders to wear gloves right on the object where
needed, making them, in her opinion, hard to ignore.
In conclusion, the expert assessed that the CV integration supported the applica-
tion’s purpose. Furthermore, the participant noted that the images and animations
helped her understand the task better. However, she also mentioned that the detailed
guidance slowed the task execution. Her other concern was the application’s inability
to automatically recognise the completion of a step, necessitating manual input. This
could be a potential area for improvement where a sophisticated CV algorithm may
enhance the user’s experience.

11.3 VR for Hands-On Manufacturing Education

In the prior section, we provided an example of how manufacturing education could


be facilitated by AR enhanced with AI. In this section, we present and discuss two
virtual education examples. We demonstrate how design elements can support the
transfer of educational content between DVR and HMDVR. We then discuss the
virtuality-reality continuum and the potential of enhancing education by applying
AI to XR.

11.3.1 Research Design

The virtual training example in our study conveys the assembly of a low-frequency
converter. We mapped the training procedure to DVR and VR aligned with pedagogic
design elements (Bohné et al., 2022; Farr et al., 2023; Radianti et al., 2020) (compare
to Table 11.1). Subsequently, we collected the time to complete and the number of
mistakes in the training from over 90 participants.

11.3.2 Research Strategy

We report the training’s performance determined in the experiment depending on the


user interface technology (DVR or HMDVR). The used technology is the independent
variable and the training’s major effectiveness metrics (i.e., number of mistakes
and time for completing the training) are the dependent variables (Fisher, 1992;
11 Educating Manufacturing Operators by Extending Reality with AI 235

Table 11.1 Overview of the DVR and HMDVR groups’ pedagogic design elements
Design element Platform Implementation
Head-Mounted Display Desktop VR equivalence
VR
Instructions
Cognitive load effects
Modality effect Text and audio Text and audio Exactly same
Split-attention Attention cue: colour Attention cue: colour Exactly same
and arrow and arrow
Persona effect Yes Yes Exactly same
Object Placement Place with Rotation Auxiliary placement Based on
Gimbal best-practices
Immediate feedback
Audio-based feedback Yes Yes Exactly same
Text-based feedback Supportive Supportive Exactly same

Sitzmann & Yeo, 2013). Comparing these groups indicates the effects of different
user interfaces on the training effectiveness. We recruited the participants from the
targeted manufacturing apprentices of a training school and randomly assigned each
participant to either DVR or VR training.

11.3.2.1 Experimental Design

The experiment consists of six scenes, structuring the user’s tasks and environments
(see Fig. 11.8).

Ethics and Legal Surveys

Provide the participant with information about the experiment and collate their
consent to participate in the experiment.

Familiarisation of Environment and Controls

Is implemented as the DVR and HMDVR the controls differ (compare to Table 11.2).
To ensure participants understand the controls and the basic task operations,
we implemented a familiarisation scene teaching all necessary interactions and
operations with guided instructions and an example of a simple assembly task.
236 P.-D. Zuercher et al.

Fig. 11.8 Scenes of the training


11 Educating Manufacturing Operators by Extending Reality with AI 237

Table 11.2 Interactions possible in the virtual education environment


Interaction DVR control HMDVR control
Moving around
Movement-forward, left, right, Press W, A, S, D or arrow keys Move head
back
Zoom in/Zoom out Scroll up or down Move head
Lean forward Press Q Lean head forward
Basic interaction with objects
Picking something up/Putting Left mouse-click Primary trigger
something down
Assembling objects
Rotate an object in place Rotation axis Gizmo; dragging to Rotate controller
rotate
Activate the function of (or Right mouse-click Secondary trigger
place) an object

Assembly Training

The scene consists of multiple instruction steps designed to help train participants to
assemble a frequency converter. We collect the time to complete, and the number of
mistakes made in the training.

11.3.2.2 Learning Environment Design

Movement

Is enabled in the DVR environment by pressing W to move forward, A to move to


the left, S to move backwards, or D to move to the right. Alternatively, users can
use ↑ to move forward, ← to move left, ↓ to move backwards, or → to move right.
In VR, users can change their physical position to update their virtual position via
trackers in the headset.

Zooming in and Out

In the desktop version refers to the respective decreasing and increasing of the field
of view while keeping a constant projection size. In the desktop version, this is
controlled via the mouse wheel or multi-touch gesture (Technologies & “Unity 2020).
For HMDVR, users can increase the size of objects by moving closer to them so that
they naturally appear bigger due to perspective projection.
238 P.-D. Zuercher et al.

(a) Picked up tool. (b) Placed down tool.

Fig. 11.9 Picking virtual objects up a and putting them down b

Lean Forward

In the desktop version, forward-leaning can be enabled by holding Q. Leaning


forward in HMDVR, users can change their view by just moving their head to the
desired position. All tasks are completable without leaning forward, but it can provide
a better perspective on the object.

Picking up or Putting Down Objects

In the desktop version is possible with left mouse clicks. An object that is picked
up appears on the right side of the user’s view. If an object is already picked up
and the left mouse is clicked again, the currently held object is translocated back to
the original location (compare to Fig. 11.9). Objects can be put down at the correct
location by right-clicking with the cursor in the centre of the view on the aimed
location. If the location is wrong, a text popup and sound are feedback to the user
that the location is invalid. In the HMDVR version, users can pick up objects by
putting the controller close to the virtual object and holding the primary trigger.
They can then move their hand to the appropriate location and release the primary
trigger to place the object. If the position is valid, the part is placed. Otherwise, the
part is translocated back to the original position.

11.3.2.3 Object Assembly

Object assembly refers to the combination of constituents into an object. In the


training, the parts are collated in trays surrounding the object. At the start of the
assembly procedure, the first part, on which all other parts need to be placed, is
already at the centre of the table. The assembly process consists of assembly steps in
which new parts are added to the iteratively assembled object. Each assembly step
consists of three to four steps:
1. Picking up the valid assembly part;
2. Placing the assembly part in the valid location;
11 Educating Manufacturing Operators by Extending Reality with AI 239

Fig. 11.10 Rotating parts post placement. Users can rotate placed objects by dragging on the gimbal
manipulator’s axis

3. Rotating the part into the correct orientation;


4. If screwing is required, screw the object into the screw holes using the screwdriver.

Placing an Object or Fixing an Object Using Screws

Refers to a similar process as picking something up or putting something down.


Users can activate an object entelechy in DVR via a right mouse click or in HMDVR
via a controller’s secondary trigger. For example, while holding a screwdriver, the
participant can screw in a screw using a screwdriver.

Rotation of Objects

To finish the assembly process, an object must be in the correct orientation. After
an object has been placed in the desktop version, users can rotate it by dragging the
mouse over a visible gimbal (compare to Fig. 11.10). Additionally, users can rotate
the assembled components by left-clicking the black arrows on its side (compare to
Fig. 11.10). In the HMDVR version, users can rotate their hand holding the object
until the part is in the correct position.

11.4 Results

Educational design elements supported the transfer between media (compare to


Table 11.1). From the 91 participants, outliers with more than three standard devia-
tions from the mean were removed. The sample was obtained from engineering and
240 P.-D. Zuercher et al.

electrical apprenticeship students and instructors, with a median age of 20 years.


In the presented case, we transferred an optimised desktop-based to a VR training,
yielding marginal performance differences. The mean time to completion is not
significantly different under an α-level of 0.05 (p = 0.826, tWelch (88.65) = −0.22)
with a mean time to completion in the DVR group of 16.03 minutes and for the
HMDVR group of 16.23 minutes (compare to Fig. 11.11a) leading to an average
treatment effect of 12.22 s. Similarly, the numbers of mistakes made are not signif-
icantly different under an α-level of 0.05 (p = 0.3570, tWelch (86.06) = −0.93)
with the average number of mistakes of 10.51 with DVR and 11.27 with HMDVR
(compare to Fig. 11.11b),yielding an average treatment effect of 0.76 mistakes.

Fig. 11.11 Time to a and Mistakes in completing VR versus Desktop-based lesson


11 Educating Manufacturing Operators by Extending Reality with AI 241

11.5 Discussion and Conclusion

Through our 3D printing repair training we provide a proof-of-concept solution,


demonstrating that AR and AI can provide immersive and scalable, in-context
learning environments. With our DVR and HMDVR assembly training, we demon-
strate the effectiveness of remote training using DVR and HMDVR. These two exam-
ples show that XR-based approaches allow pedagogues to provide scalable learning
environments. However, the studies presented also highlighted limitations to consider
when implementing future XR and AI applications in educational contexts.

11.5.1 Domain Specialised Pedagogy

While XR and AI frameworks offer tools to create virtual learning environments,


domain-specialised pedagogues are needed to leverage these tools potential. For
example, through the 3D printing use case scenario, we could observe the exact
movements required to complete the repair task that are not found in regular user
manuals. In the assembly training, methods of feedback, attention guidance methods,
and subject-specific interactions like object placement and rotation are crucial
for pedagogical success. Both these examples show the need for interdisciplinary
research focusing on pedagogically beneficial design principles for subject-specific
XR training.

11.5.2 Learning Environment Creation

Developing XR training requires in-depth technological knowledge and skills. For


example, developing in-situ guidance for educational AR requires the skill of
selecting, training, and deploying adequate AI models for the special case of 3D
printer maintenance. Thus, lowering the skill barriers for deploying AI models to
learning applications is critical for enabling widespread research on pedagogic in-
contextual guidance. But even in VR training where AI models are embedded into
hardware, creating VR training bridging pedagogic design to viable applications
requires in-depth technical skills. Thus, interdisciplinary research projects remain
crucial for creating guidance to building pedagogically valuable XR training.
On the XR spectrum, AR and VR are suited for different use cases. The 3D printing
learning application shows that creating immersive learning environments enhanced
with AI could augment educational applications by providing in-situ information to
guide the learning process. VR environments are conversely most suited for training
in which physical training is unsafe, inaccessible, unscalable, or inviable where VR
training can offer an alternative safe, accessible, and scalable learning space.
242 P.-D. Zuercher et al.

11.6 Future Research Opportunities

XR-based education in manufacturing may be enhanced with AI to provide learned


with more personalised and adaptive content. Pedagogic approaches are key to
guiding AI integration towards effective and affective educational applications (Sitz-
mann & Weinhardt, 2019). For AR applications, scene understanding and state esti-
mation as part of CV are key capabilities for providing in-context feedback to the
learner. For VR, AI could be used to generate virtual environments based on user
models, operation models, and objectives to maximise the relevance and effective-
ness of trainings (Hooshyar et al., 2020; Jin et al., 2021; Tran O’Leary et al., 2021).
Specific ideas for future research are discussed below:

11.6.1 Personalised Learning with Learner Models

The content display can benefit personalisation by modelling the learner’s capa-
bilities, skills, and knowledge (Bloom, 1984). Learner models have a long history,
and past research could demonstrate that the modelling of abilities, skills, miscon-
ceptions, and traits allows the creation of more effective, individualised learning
experiences (Abyaa et al., 2019).

11.6.2 Curriculum Generation

For effective education, manufacturing organisations must educate their workforce


with relevant curricula. Simple but effective approaches target spaced repetition to
maximise the retention rate of relevant content (Farr et al., 2023; Tabibian et al.,
2019). AI methods can infer which knowledge gaps to construct the necessary
curriculum (Krathwohl, 2002) for the workforce to reach and maintain the desired
manufacturing goals (Jin et al., 2021). Furthermore, curriculum learning for AR can
provide learners with relevant knowledge based on their environment, while VR
learning experiences maximise value if they train in relevant scenarios and skills.

11.6.3 Machine Learning to Optimise Educational Tasks

The task-specific design improvements are possible by learning optimal design


features for specific tasks (Shahriari et al., 2015; Snoek, 2015). For complex educa-
tional environments, the design space can be large, requiring scalable data acquisition
methods to optimise designs (Dudley et al., 2019).
11 Educating Manufacturing Operators by Extending Reality with AI 243

11.6.4 Dialogue Learning with Large Language Models

With the recent advancements in Large Language Models (LLMs), there has been a
notable improvement in the capabilities of natural language generation, enhancing
the interaction between humans and computers. Specifically, LLMs can facilitate
discussions on diverse topics by analysing provided documents, such as user manuals,
thereby offering context-aware responses and enriching the user experience (Pereira
et al., 2022). Moreover, the integration of image input capabilities in LLMs, exempli-
fied by models such as GPT-4 (OpenAI, 2023), allows applications to interpret and
engage with the user’s environment. This may enable scalable personalised dialogue
by leveraging environmental context.

Acknowledgements This work was supported by the Engineering and Physical Sciences Research
Council [EP/S023917/1].

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Chapter 12
Pedagogical Restructuring of Business
Communication Courses: AI-Enhanced
Prompt Engineering in an EFL Teaching
Context

Debopriyo Roy

Abstract ChatGPT represents a significant advancement in the field of EFL teaching


pedagogy, offering both challenges and opportunities for redefining student interac-
tions with AI chatbots and reshaping expectations for various assignments. This
chapter explores the potential of utilizing prompt engineering as a methodology,
in conjunction with Google search, to establish innovative approaches to foreign
language education, similar to the strategies employed in language instruction. The
aim is to foster critical thinking and assessment while using ChatGPT, with a focus
on content authoring, the development of critical reasoning skills, and document
production. In this chapter, we delve into a case study centered on project-based
language learning within a business communication course tailored for EFL peda-
gogy. The primary objective is to investigate how prompt engineering can cultivate
an entrepreneurial mindset in students, resulting in document production as a natural
byproduct of critical business thinking and problem-solving. The emphasis shifts
away from simply teaching the mechanics of language for technical and business
reports and documents. Instead, it centers on guiding students to pose pertinent ques-
tions and construct logical layers of argumentation leading to the intended document
as the final outcome. While our case study focuses on business communication, the
principles of engagement discussed here can be extrapolated to various domains and
diverse logical reasoning contexts.

Keywords Business communication · Generative AI · Pedagogy · Prompt


engineering

D. Roy (B)
Center for Language Research, School of Computer Science & Engineering, The University of
Aizu, Aizuwakamatsu, Japan
e-mail: droy@u-aizu.ac.jp

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 247
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_12
248 D. Roy

12.1 Introduction

With the advent of ChatGPT, there is supposedly an increasing fear in English


language teaching circles that hands-on critical thinking, writing, and documen-
tation skills may be largely compromised. Such fears are equally prevalent in many
other educational domains. But this wave of using AI chatbots is practically unstop-
pable, and it will only further develop over time. Now, more than ever, it’s vital for
higher education institutions to understand and harness the power of AI. Research
has provided empirical evidence that supports the potential of ChatGPT as a powerful
language-learning tool that EFL learners should utilize to participate in ecological
CALL creatively and productively (Liu & Ma, 2023). So, we will need to explore
how AI chatbots could be successfully integrated into the EFL classroom in a way
where the focus is on cognitive comprehension of the content and content processing
rather than focusing exclusively on the students’ ability to self-generate text content.
However, research is upbeat about the potential for ChatGPT to aid and promote
autodidactic learning and best utilize the power of chatbots and AI for technology-
assisted learning (Biswas, 2023). The question that we need to answer is how the
language teaching pedagogy should adapt to ChatGPT’s ability to produce conversa-
tional and natural responses to user input. How should students best utilize the conver-
sational experience that feels so natural and intuitive? How should we take advantage
of the personalized and interactive assistance provided and tailored recommendations
made in response to specific queries? To what extent is such information trustworthy,
specific, and up to date? What are some domains and query types where the response
from ChatGPT seems inadequate? Research until now has accepted that such tailored
and interactive responses can enhance the learning experience and increase student
engagement in online courses while developing independence and self-study skills.
However, the question remains as to how such independence and self-study skills
would work in contexts that demand the production of language and documents
and developing abilities for language learning. The prevalence of ChatGPT raises
concern for language teaching professionals because this large language model repre-
sented by ChatGPT exhibits the ability to think and answer questions like a human
being, manifesting a creative capacity that was previously unavailable to artificial
intelligence, marking a qualitative leap from quantitative change (Kosinski, 2023).
You in an article aptly summarized the following:
A recent survey revealed that nearly 89% of American college students use Chat GPT to
complete homework tasks, with 53% using the tool for writing papers. Additionally, 48% of
students use Chat GPT during exams and 22% use Chat GPT to generate paper outlines.
However, it is worth noting that some students are not only able to successfully complete
assignments using Chat GPT but also achieve high scores. Nevertheless, it is difficult for
teachers to determine whether students are using Chat GPT, which has a negative impact
on students’ over-reliance on this tool, gradually causing them to lose their ability to think
critically, explore, verify, and summarize actively. If this trend continues, it will greatly affect
students’ learning outcomes and development (Kasneci et al., 2023).

With the widespread use of Chat GPT, many schools and institutions worldwide
have implemented measures to limit or prohibit its use (Lund & Wang, 2023; Szefer
12 Pedagogical Restructuring of Business Communication Courses … 249

and Deshpande, 2023; Yadava, 2023). Chan and Hu (2023) went on to mention that
the implementation of these measures aims to ensure that students use Chat GPT
tools correctly, avoid over-reliance and abuse, and safeguard academic integrity and
education quality. However, in this article, we question the practicality of such an
approach where the institution or the educational system decides to prohibit the use
of a tool that will or has already become an integral part of human conversation,
documentation, and language production in different domains. Further, even when
such restrictions are imposed, it’s well accepted that it’s difficult for teachers to
determine whether students are using Chat GPT, and to what extent. However, the
blatant simplistic, and direct use of ChatGPT indeed creates a negative impact on
students’ over-reliance on this tool, gradually causing them to lose their ability to
think critically, explore, verify, and summarize actively (Kasneci et al., 2023).
A fundamental question that we need to ask ourselves as language teachers in a
non-native EFL context is how do we handle such instructional and pedagogical situ-
ations where the inclination for non-native speakers to use ChatGPT would probably
be higher, indiscriminate, and more so for direct language production scenarios?
For example, until now, we could not successfully discourage our students from
using translation software to the extent we would have liked. Research (Tsai, 2022)
concluded that students using Google Translate as a revision tool displayed better L2
Performance in written language and content than in their self-writing, and especially
non-English major students showed significantly more positive attitudes towards
the use of Google Translate than English major students. On the contrary, a South
African professional translation context in a higher education context concluded that
the quality based on Google Translate was still below average, and the texts would
require extensive post-editing for their function to be met (Rensburg et al., 2012).
So, the point here is that Google Translate is extensively used in non-native contexts,
and for translation assignments, but the drafts need extensive editing to bring it up
to the professional quality desired. For classroom assignments that could be a major
headache for students who depend on such translation software but have to invest
efforts in post-editing. Now, this is where ChatGPT brings in huge relief for such
students who are not willing to invest in traditional learning through constructivist
language production and documentation.
An article by Timothy (2023) explained how ChatGPT could be particularly
impactful—although currently getting little attention—in the domain of machine
translation. Until now, Google Translate was the elephant in the room, and almost
everyone else was playing catch-up. The author has pointed out that unfortunately,
a good translation is hard, even from big translation services like Google Translate.
Machine translation is tough because languages aren’t the same in their approach
to constructing sentences. Machine translation tools find it hard to get the context
of a statement right. Rather than simply prompting ChatGPT to translate, one can
ask ChatGPT to provide meaning in the target language. ChatGPT will then provide
a literal translation and interpretation of the idiom. Timothy (2023) went on to say
that this could be very useful when translating a large body of text that contains an
idiom. In such cases, translating an idiom literally could be a source of confusion
when read together with the surrounding text. Timothy (2023) further said that one
250 D. Roy

of ChatGPT’s greatest advantages is its ability to adjust its translation based on the
context or extra provided by the user. Google Translate cannot currently do this.
These situations may at times (often) make it easier for EFL teachers to identify
and differentiate a sincere attempt made by the student to produce language without
translation versus with the aid of translation software. But when ChatGPT is used, it
may not be easily identifiable unless the teacher has a general understanding of how
well the students can perform on their own (without using either machine translation
or ChatGPT).
So, this brings us to the question of how best to use ChatGPT in a classroom
context, without having to put restrictions that may not be realistic and practically a
wave that is unstoppable. Moreover, it’s quite premature to create a holistic negative
perception of ChatGPT without comprehensively comprehending how the tool could
be successfully used in situations and for processes that necessitate constructivism
and a design thinking approach.
In language learning and documentation contexts, we often situate our pedagogy
on cognitive constructivism, pedagogic constructivism, and psychological construc-
tivism. In such contexts, we need to explore how ChatGPT could be used for learning
that is focused on the following fundamentals:
1. Iterative (as new learning draws on existing understanding)—create prompts
that are based on existing understanding of the assignment and the context of the
application.
2. Interpretative (as the individual draws upon internal interpretive resources (such
as their existing concepts) for sense-making—interpret the responses based on
the prompts created and ask subsequent questions. The correct interpretation is
the key here.
3. Incremental (as the human cognitive system can only construct new knowledge at
a limited rate, and it takes time for new learning to be consolidated sufficient for
it to act as robust foundations for further learning)—create incremental prompts
based on existing and acquired knowledge now. This could be a work in progress
until the desired outcome is achieved, not only in terms of the content but how
best to structure it in the context optimally.
So, fundamentally the idea is for EFL language instructors to worry less about the
response generated by AI in itself but use the responses to structure the most optimal
set of questions and tasks (prompts) in the correct sequence for ChatGPT, and use
Google search in the process to add credibility to the AI-generated responses. This
article is focused on demonstrating why and how the focus should shift from content
production to prompt engineering, with the knowledge that prompt generation is a
function of all intermediate and final content generated.
12 Pedagogical Restructuring of Business Communication Courses … 251

12.2 Fundamentals of Prompt Engineering

This brings us to the core discussion of prompt engineering and how it could be
used successfully in different contexts of use in an EFL teaching classroom. Prompt
engineering is the process of structuring text that can be interpreted and understood
by a generative AI model (Diab et al., 2022).
A prompt is natural language text describing the task that an AI should perform.
Prompt engineering may consist of a single prompt that includes a few examples for
a model to learn from and may involve phrasing a query, specifying a style, providing
relevant context, or assigning a role to the AI such as “act as a doctor” (Robinson,
2023; Greenburg & Laura, 2023).
Research has mentioned with clarity that depending on the user’s goal, a prompt
could be a question, a statement, a short story, a task, or a topic. They can be as
easy as one word or as hard as an entire essay. A good prompt should be specific,
clear, and give enough background information for GPT-4 to understand the topic
and come up with a good answer (Kapoor, 2023).
The advantages of prompt engineering are as follows (Gouws-Stewart, 2023):
1. Enhanced control and relevance
2. Improved efficiency
3. Targeted Information
4. Adaptability and Iteration for Optimal Results
5. Mitigation of limitations and customization
6. Consistency and Fine-Grained Control
The types of prompts are as follows (Kapoor, 2023):
1. Question Prompts—Questions meant to get a specific answer or piece of
information.
2. Completion Prompts—Statements that act as a starting point or a small piece of
text and tell them how to finish it.
3. Story Prompts—Ask GPT to come up with a story or narrative about a certain
topic or theme.
4. Dialogue Prompts—Ask GPT to come up with conversations between characters
in a certain situation or setting.
5. Creative Prompts—Open-ended questions that ask GPT to make something
creative, like a poem, song, or script.
Research (Yalalov & Gaszcz, 2023) has also suggested that we may also look at
basic prompting in the following categories such as -
Summarization, Information Extraction from a Given Text, Question Answering,
Information Classification (e.g., positive, negative sentiment, etc.), Conversation
Analysis (role-playing), Code Generation, Reasoning, Reviewing Text.
Recent literature has created a ChatGPT prompt guide (Robinson, 2023) as
follows:
1. Provide a prompt that offers a context.
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2. Provide helpful information upfront to assist ChatGPT in creating a better and


more customized response.
3. Provide examples in the prompt.
4. Guide ChatGPT about the length of the expected response.
5. Define the expected format if there are any.
6. Ask it to help you come up with an effective prompt.
7. Use some of the following expressions such as follows:
• Let’s think step by step.
• Thinking backward (in case ChatGPT is providing inaccurate responses)
• Ask for responses in the style of …..
• Ask them to write for/as a specific professional.
• Write for a specific age group.
• For a specific type of company/institution
• Ask ChatGPT to assume a specific role.
Research (Gouws-Stewart, 2023) suggested that a well-crafted prompt could be
generated based on the following:
1. Context—A brief introduction or background information to set the context for
the conversation. It’s also important to give the bot an identity.
2. Instructions—Explain exactly what is required from the AI model to do the role to
play, or the type of response expected. The sentences should be framed positively
as part of the instructions.
3. Input Data: Include specific examples that you want the Generative AI model
to consider or build on. Ask the user open or closed-ended questions with or
without examples as input.
4. Output Indicator: Specify the format you want the response in, such as a bullet-
point list, paragraph, code snippet, or any other preferred format. It’s important
to ensure that the instructions are concise, unambiguous, and actionable.
Off-course it’s important to understand that in an EFL context, instructors could
teach such prompting as part of different assignments geared towards certain expected
outputs.
Our students and faculty in the EFL context should also consider a few advanced
prompting techniques that will allow students to learn how specific assignments
could be completed in stages and a gradual process.
Research (Yalalov & Gaszcz, 2023) has mentioned the following:
1. Zero-shot prompting—LLMs today can do tasks in a single attempt because they
have been trained on a lot of data and are adjusted to following directions.
2. Few-shot prompting is a technique that involves providing the model with a small
number of examples or demonstrations to improve its performance in tasks where
zero-shot capabilities are not enough. This approach can be particularly useful
in scenarios where the model needs to learn new concepts quickly.
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3. Chain-of-thought (CoT) prompting, which was first described by Wei et al.


(2022), permits complicated reasoning abilities through intermediary reasoning
processes. On more difficult jobs that demand deliberation before replying, you
can combine it with a few-shot prompting to achieve greater outcomes.
There are other layers of complexity in prompt engineering, which are beyond the
scope of this chapter. However, these fundamentals will help us explore and analyze
our discussed assignments shortly.
The idea of using prompt engineering to shape assignments for EFL pedagogy
comes from the fundamental premise that if the assignments are incremental based on
certain kinds of complexity that necessitate asking queries in stages, and with diverse
and in-depth analysis, and in a constructivist platform of learning, then students
will likely develop the ability to structure their queries with increasing awareness
of the context and situations. So, we would like to ensure a process of meaningful
dialogue between ChatGPT and the student with incremental complexity and knowl-
edge acquirement. Moreover, we would like to create a situation, where students will
still need to identify, select, and put together different kinds of information, some
obtained from ChatGPT contributing to the fundamental structure of the response,
and some kinds of information obtained from search engines such as Google that are
very specific and obtained from institutional websites etc. We need students to be able
to put these pieces together towards a comprehensive response. Further, language
teachers should take advantage of the fact that content produced by ChatGPT could
still be questioned in terms of accuracy and authenticity for specific instances, and
depending on the complexity, may not be specific enough to generate responses that
are actionable by businesses and institutions, beyond a point. It’s important to note
that ChatGPT comes with confirmation bias. Confirmation bias is the tendency for
people to search for, interpret, and remember information in a way that confirms their
preexisting beliefs or expectations. This bias can lead people to selectively attend to
information that supports their views while ignoring or discounting information that
contradicts them. EFL teachers should not shy away from raising these issues where
such confirmation bias indicates the use of ChatGPT in a way where the authen-
ticity of the information has not been questioned, or where the prompts are biased.
Further, ChatGPT can provide wrong answers, and when confronted, it acts as if
it understands that a wrong response was provided but continues to provide wrong
responses. This suggests that when it didn’t understand the initial prompt, it also
struggled to understand any corrections. So, as EFL teachers, some fundamental
understanding of prompt engineering is necessary so that it enables the language
teachers to frame assignments in a way that necessitates prompting in a range and
with certain expertise. As EFL teachers, we should not lose sight of the fact that the
ability to ask pertinent questions in the target language and in stages is also a skill
that needs to be harnessed. Thus, pedagogy must readjust and reinvent itself for such
teaching situations and objectives.
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12.3 Using Google Search Together with ChatGPT

So, if we propose teaching prompt engineering in an EFL classroom to ensure more


complex assignments are being handled where the output is generated by ChatGPT,
but the input is tailored and customized for more complex responses, where does
it leave us in terms of using Google search vis-a-vis ChatGPT? A valid question
that’s being considered is whether ChatGPT will change how people use the internet
forever. Is it a threat to Google? (Gohil, 2023). An interesting difference between
Google and ChatGPT that we should consider as language teachers in the EFL
context is the fact that although it has limited knowledge, ChatGPT is insanely good
at understanding the user’s prompts and generating responses and solutions through
NLP, while Google relies on the available data in its index to answer the user’s queries
and searches (Gohil, 2023). Further, the reliability of the provided information is
questionable in ChatGPT, while Google offers multiple options to choose from for
the search results and provides a complete source of information on the result pages.
Finally, it should be considered that ChatGPT responses are still in text format, while
Google includes text, video, images, etc. as responses.
Interestingly, this controversy related to the use of AI chatbots did not arise when
we were exclusively using Google search because the difference lies in the ability to
present single-processed and definitive content with ChatGPT, vs. multi-directional
and open-ended content processing with Google search. Google search brings in
screen clutter and diverse navigation, allowing the user to decide the optimal choice
of information, and helping judge its authenticity and credibility. The chapter is an
exploratory analysis discussing examples of how with a broad question in mind,
ChatGPT could be the starting point for Google search, and Google search along
with contextual design thinking, could help create pertinent questions to be asked of
ChatGPT, moving towards a comprehensive response.

12.4 ChatGPT in Business Communication Contexts: The


Method

As part of this chapter, we indulged in complex assignments in the domain of business


and entrepreneurship as part of an advanced graduate course in project management
in an EFL context (taught as an independent study course with extensive one-to-one
interaction between the teacher and the student). The idea behind the class was to
explore the ability of the student to customize content for very specific scenarios
that lead to the development of transfer skills for the industry, industrial content
production, and generation of documents for employment purposes.
There are plenty of literature resources that allow us to understand and struc-
ture the use of ChatGPT for completing business plans (Parsons, 2023); ways
entrepreneurs are using ChatGPT during their workday such as for inspiration and
ideas, to improve or repurpose content, to ramp up content output, and to improve
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their processes; how ChatGPT can revolutionize the future of entrepreneurship with
market research and business analysis, customer engagement and support, content
creation and marketing, product development and innovation, and efficient decision-
making and time management (Alqaheri, 2023). ChatGPT could provide incred-
ible assistance when it comes to generating and refining business ideas and market
research. However, research also mentioned that such models can provide a wide
range of ideas and suggestions, but it is ultimately up to the entrepreneur to choose
the best ones and ensure that they are viable and feasible. Additionally, Chat GPT is
not yet able to fully understand and analyze complex market conditions or consumer
behavior. It is best suited to generating and refining general business ideas, rather
than highly specialized or technical ones. It is also important to note that Chat GPT,
like any AI technology, is only as good as the data it is trained on (Mia, 2023).
As part of this chapter, we explored how graduate students in technical disci-
plines used Google search and ChatGPT for complex assignments where responses
could not be obtained (in most cases) with zero-shot prompting, but rather involved
few-shot prompting and chain-of-thought prompting to successfully complete the
assignments. However, it’s important to note that as part of this exercise with the
specific graduate student, the student was not tutored on the prompting techniques.
Rather, the assignments were chosen in a way that would discourage any instant
output that would be efficient. Any productive output would have to be obtained
based on a gradual process of prompting, combined with the use of Google search in
cases where applicable. So, the idea was to encourage the use of both ChatGPT and
Google search most optimally, depending on the assignment necessity. The assign-
ments attempted to explore how advanced students in the EFL context generally
might attempt to complete these assignments successfully. We chose this specific
student because class discussions demonstrated that the student is capable of thinking
through the problems, has ideas for entrepreneurship, is involved in advanced tech
research that has entrepreneurial potential, and can research the problems presented
at reasonable speed, and with acceptable efficiency in terms of information access,
selection, and content production.
The following case studies are expected to allow us to explore ChatGPT and
Google Search as complementary tools in the writing and documentation processes
for online businesses.
• Employment profile creation and targeting specific job opportunities with print
resume building and LinkedIn profile.
• Customer profile creation and setting up a strategic plan for targeting customer
groups on social media.
• Job application with video resume
• Customer journey mapper for a specific type of product from a specific
e-commerce website
• Employer profile evaluation for a specific job type and self-judging the candidate
fit.
• Industry 4.0 presentation and concept building
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These case studies were chosen because it’s difficult to generate a suitable response
to the above projects with Chat GPT in a way that is customized for a given context.
The specificity of the context could invoke iterative development of specific infor-
mation, and that in turn will help readers see and extend the connection between
different ideas generated in the original response. Other applications of ChatGPT in
e-commerce include proofreading, generating SEO titles, keyword searches, gener-
ating FAQs, writing emails, market, and competitor research, responding to user
reviews, etc. However, for this chapter, we are focused on those specific case studies
for business communication courses where Chat GPT will act as a good starting point
providing a general framework for the response, but will not be as context-driven, and
students will need to go back and forth between ChatGPT and Google, generating
visuals and creating more specific information for the given situation. Following a
design thinking approach, the idea is to create a basic preliminary text paragraph
response for the above cases based on Chat GPT and Google search (with citations).
Table 12.1 provides examples of how the prompt types could fit in a business
communication context. This example set will allow us to better comprehend a
possible optimal use of ChatGPT by both my instructors and students in a busi-
ness communication course. Table 12.2 shows how to further develop the initial
prompt examples.
We do not always need to use ChatGPT for all purposes. For example, there are
professional AI-generated resume builders that will walk people through in terms of
content choice, formatting, design and writing, and presentation tips. However, for
EFL courses, we need conversational interfaces where students are taught to create

Table 12.1 Common prompt types and examples in a business communication context
Prompt Example
type-Initial
Question How should I design a resume that best demonstrates my profile as a software
prompt: engineer? How should I turn these printed resume instructions into a video
resume?
Completion Read my presentation slides content on smart museums. Now help me design a
prompt UML diagram based on step-by-step instructions suggesting the typical
strategies that I should adopt for people of my small city in Japan to make them
feel attracted to the concept of smart museums as tourists
Story prompt Develop persuasive narratives specific to specific customer types based on the
customer segmentation model that we used for this analysis related to the smart
museum. Write these narratives in separate paragraphs for better understanding
Dialogue Set up a typical conversation between a customer and a government official from
prompts the city tourism department who oversees promoting the concept of the smart
museum
Creative Develop a creative advertising tagline to get people to visit the smart museum set
prompts up in Aizuwakamatsu, Japan
Write an email encouraging software engineers in the city to participate with
creative ideas for the revitalization of the local economy with relevant
tech-oriented projects
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Table 12.2 More advanced requests with prompting


Prompt Example
type-Follow-up
information
Offering context Design a resume based on the following information: I have worked as a
software engineer for 3 years with background skills that range from Python,
R, SPSS, and other related software. I have also done internships at ………;
and I graduated from the University of Aizu in 2020
Helpful Please design this resume in a way that shows I have enough technical skills,
information and have experience working on relevant projects, both as part of my courses
upfront and during internships
Examples in the Customize my resume for companies such as Accenture, Toshiba, and
prompt Mitsubishi asking for software engineers. Please read the specific resume type
and develop something very similar
Length of The length of this resume should be no more than a single A4 page with a
expected 1-inch margin on all 4 sides
response
Define expected I want a chronological/functional/combo resume format
format
Ask for help to Write a prompt where I would like to ask ChatGPT to develop a request to
come up with an customers asking what they like about the ideas on smart museums. This
appropriate should be a professional request sent as part of a formal mass email
Prompt

comprehensive prompts, get a response, and then complete the tasks related to the
choice of content and writing styles, design, formatting, etc. based on the suggestions
made by ChatGPT as an advisor.
This article not only focused on prompts but also reflected on typical reflections
of such use by a non-native graduate student who went through the assignments
discussed. This is just one example reflection of ChatGPT use in an EFL context,
and shouldn’t be overly generalized, but help readers understand how a typical usage
of ChatGPT might look like and the impressions formed along the way.
For the following assignments, the details of the assignment instructions and how
it fosters a constructivist mindset with the use of ChatGPT and Google search (as
applicable) are in focus.

12.5 Content Production and Analysis: Employment Profile


Creation and Targeting Specific Job Opportunities

As part of this assignment, the student was provided with ChatGPT-generated guid-
ance on how to proceed with designing a general professional resume, and then two
separate customized resumes geared towards two specific types of industry jobs.
ChatGPT was asked to guide how to design a resume catering to specific types of
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industries. The idea was to help the student prepare the resume and customize it
accordingly. We left it to the judgment of the student as to how much customization
was necessary for specific job types. It’s important to understand that the use of
ChatGPT is not only for students to complete their assignments but is also a valuable
tool for instructors to guide students to complete assignments, based on detailed
prompts that could be otherwise time-consuming to generate.
Figure 12.1 demonstrated the assignment provided to the student in a way that
would likely help complete the assignment without having to focus on supplementary
material for structuring the resumes, and the LinkedIn profiles. These instructions
are generated by ChatGPT along with the link to resume types. The idea is for the
student to use these instructions to create more intermediate prompts that would help
with more customized and focused responses when designing LinkedIn profiles and
resumes.

Fig. 12.1 ChatGPT-generated instructions for completing customized professional resumes and
linkedin profiles
12 Pedagogical Restructuring of Business Communication Courses … 259

Figure 12.2 provides a detailed self-report on the efficiency with which ChatGPT
was used for the process. Further, the results of the text similarity check were
provided. A readability score is a number that tells how easy it is likely to be for
someone to read a particular piece of text. Generally, a readability score is based on
the average length of sentences and words in a document, using a formula known as
the Flesch reading-ease test.

Reflection on the Use of ChatGPT & Google Search

Text Similarity Check

For e-commerce Resume For IT-services Resume For Education Resume

Fig. 12.2 Self-reports on use of ChatGPT, text similarity and; readability check for resume and;
linkedin profiles
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Fig. 12.3 A self-report explaining how chat GPT was used to customize students’ own experience
and resume profile

Figure 12.2 helped us see the results of text similarity between the resume types—
in other words, how much was the need to customize the resume, other than specific
word choices in specific areas of application in the resume?
The results of the text similarity check between the LinkedIn profiles were also
measured and attained 60% similarity. Such assignments not only help use ChatGPT
in combination with other references but also help measure how ChatGPT helped
with the customization of information in specific cases. English language instructors
could assign such assignments to help readers see the extent to which ChatGPT in
combination with other tools helped with the customization of information in relevant
situations and projects. The readability check assignment is an interesting assignment
because it’s important to know the extent to which certain information is easily
comprehensible and could be successfully used in professional forums (Fig. 12.3).
Using ChatGPT4 to Improve a Customized Resume:
A valuable exercise in this context is to ask students to generate different prompts
that could be asked of ChatGPT to make such improvements as suggested in Fig. 12.4.
Follow-up prompts should automatically follow. These could be as follows:
• Is this project a good fit for the following resume?
• Could you rephrase the following project summary in one line for the resume?
Please highlight my responsibilities for the project.
• Create a 3-point bulleted list to highlight skills gained during the blockchain
technology internship.
• Explain my work as a localization intern based on the project summary. Please
highlight my responsibilities for the project.
• Please highlight all the projects with action verbs.
12 Pedagogical Restructuring of Business Communication Courses … 261

Fig. 12.4 1st draft customized resume copy/pasted in ChatGPT3.5 for evaluation & further
improvements followed

12.6 Content Production and Analysis: Employment


Profile Creation and Targeting Specific Jobs
with Video Resumes

The following assignment explored how students use the information generated in
the first assignment with print resumes and LinkedIn profiles, to generate video
resumes of three different lengths. This assignment required the use of ChatGPT to
summarize and paraphrase information based on the content generated in the first
assignment, and then use it for speaking for videos of three different lengths, and for
customized job positions (task # 3).
The idea behind such customized exercises is to allow students to think in different
ways and for specific demands. It allows students to reassess one’s qualifications and
explore how a specific type of skillset may also be applicable in other areas; how a
specific company might have demand for different kinds of candidates with different
skills, and how to research and apply with customized projection of one’s strengths.
Such assignments typically should allow students to engage with ChatGPT in a
conversational style and use chain-of-thought prompting, in an attempt to figure out
how a specific company might need different combinations of skills with varying
degrees of expertise and experience.
Task 4 (see Fig. 12.5) assignment has been completed below based on a self-
report. The self-reports above suggested that the student had a definite plan to use
ChatGPT and Google search. The above report enables us to think if ChatGPT and
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Google search were used indiscriminately, or if the student exercised caution and
selective behavior regarding when and the types of information to use and select for
completing the assignment (Fig. 12.6).
From the usability perspective, it’s important to highlight if there is any common
trend and pattern in the use of ChatGPT, in combination with other resources.
Following are some examples of chain-of-thought prompting that could be used
by the instructor to guide the student toward engaging with ChatGPT for the above
assignment (Table 12.3).
Chain-of-thought modeling of information may develop further layers of ques-
tions based on the yes/no responses, or opinions shared by ChatGPT. For example,
with a question such as “How should I address these points in the video if I have
shortcomings in any of these skills? What should I say in the video if that’s the case?”,
a sub-layer of questioning could be related to “How should I portray the skillset that
I aspire to develop over time, and how should I portray my motivation to do so?”
“How should I explain that I am aware of what the company wants, and the industry
trends?”.

Fig. 12.5 The assignment for video resume and use of ChatGPT
12 Pedagogical Restructuring of Business Communication Courses … 263

Video # 1: Shorter Length Video # 2: Moderate Length

Video # 3: Longer Length

Fig. 12.6 Self-reported comments on the use of ChatGPT for video resume production
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Table 12.3 Chain-of-thought prompting: An Example for the Video Resume Project
Initial question prompt Chain-of-thought prompt
• How should I design a video resume for a • Is there only one way to design such a video
software developer position? What could be resume?
a compact 5-step process? • Do I need to use all the 5 steps for designing
the video?
• Can it be done more simply with lesser use
of editing skills? Is there a software that can
make it easier?
• Can I do it in TikTok?
• What types of information should be • How should I balance the narration in the
included in a 3 min video resume? video?
• How can I manage the content narration
without using a script?
• How can I appear more natural in the video?
• Should I relate more to my overall • What should be the balance with such
professional aspirations or specific types of emphasis?
skills? • How important is discussing overall
professional aspirations and experience?
• Should I discuss class projects or
work-in-progress?
• How deep should I go into explaining the
projects?
• How should I customize my narration for the • Should I discuss at length my experience
specific company? with the company?
• Where should I get the information about the
company?
• Should I study LinkedIn profiles for people
working in these companies?
• Should I first need to enrich my contact list
on LinkedIn to get more information and
references?
• Could you tell me 5 major things that _____ • How should I address these points in the
__ (won’t work without a brand-name video if I have shortcomings in any of these
company) looks for in a software developer? skills? What should I say in the video if
that’s the case?
• If I have a strength that matches what the
company is looking for, how should I
highlight it?
• Do you think my skill set would be of • How should I assess and evaluate the current
interest to this company? demand in the company?
• How should I approach someone on
LinkedIn who works in the company in the
area where I am applying?
• What should be my questions to this person?
How could he/she help me with my video
resume or content enrichment?
(continued)
12 Pedagogical Restructuring of Business Communication Courses … 265

Table 12.3 (continued)


Initial question prompt Chain-of-thought prompt
• What more can I do (or how can I update • Input your resume and put ChatGPT in a
myself) to fit into this company? consulting role asking it how the candidate
should update oneself, in general as a
software developer, and for a specific
position in a company such as ________?
• How much should I portray my research
about a company as part of my video
resume? Should it be over or
under-emphasized in the video narration?
• What would be the typical skillset for a • How should I get this information? Should I
software developer working for two years in research any company and try to form a
_________? general impression?
• Should I try LinkedIn and see if I can get
someone working in the same or similar type
of company to ask for suggestions and
opinions?
• I would like to know more about on-the-job • How should I get this information? Should I
training for software developers in this research any company and try to form a
company. Where should I get such general impression?
information? • Should I try LinkedIn and see if I can get
someone working in the same or similar type
of company to ask for suggestions and
opinions?

Such prompting skills will most likely enrich the conversational situation with
ChatGPT and guide the student towards the information to look for with Google
search. Most importantly, ChatGPT has tremendous potential for knowledge building
if the prompting is appropriate. Google search can provide specific sources for knowl-
edge building, but ChatGPT has the potential to act as an instructor engaging in a
conversational style for knowledge building and switching between different related
contexts and responses much faster and comprehensively.
Figure 12.7 is an example of how the transcripts from the video resume were
copied/pasted in ChatGPT4 for evaluation, both in terms of content and presentation
for the video. The suggestions made by ChatGPT 3.5 in her role as a reviewer
could lead to multiple iterations and provide further improvements in the video
resume. Some information was misconstrued in the transcript, failing to decipher
non-native accents, but that is inconsequential in the given context. The idea behind
the following exercise is to show how to improve on the video content, based on
specific instructions. The course instructor could verify the suggestions made by
ChatGPT 3.5, and if deemed appropriate, could help the student improve on the
specific points mentioned in a phased manner.
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Video # 1: Shorter Length -


Prompt: Evaluate the video transcript as a reviewer for a general video resume (Instructions for ChatGPT)

Video # 2: Moderate Length -


Prompt: Evaluate the video transcript as a reviewer for a field-specific video resume and compare it to the earlier one in
terms of content and presentation (Instructions for ChatGPT)

Fig. 12.7 ChatGPT Evaluation based on Video Transcript—Preparation for Subsequent Iterations
for Video Improvement
12 Pedagogical Restructuring of Business Communication Courses … 267

Video # 3:
Prompt: Longer Length - Evaluate the following field-specific video transcript in comparison to the earlier ones above
(Instructions for ChatGPT)

Fig. 12.7 (continued)

12.7 Content Production and Analysis: Customer Profile


Creation & Strategic Plan Setup for Targeted
Customer Groups on Social Media

As part of this project, the student was asked to use ChatGPT and Google search
extensively to provide a visual representation of how his pet project, a smart
museum could be used towards an entrepreneurial initiative. The student, until that
time, focused on the technical dimensions of the project, but never considered the
entrepreneurial dimensions. The student was asked to do extensive research with
Google search and use ChatGPT to obtain text responses to the prompts generated
based on the questions asked (Fig. 12.8) in the assignment.
As seen in Fig. 12.8, we left it to the student on his/her ability to understand the
concepts of customer segmentation from the links provided in the assignment, and
then design visual models for customer segmentation using Lucid Chart. The idea was
to encourage the student to use ChatGPT and Google search in some combination to
either understand the concepts beyond the links provided by the instructor, formulate
a response, or figure out how to represent the information clusters or metadata visually
in Lucid Chart. The idea was not to allow the student to come up with a direct text
response on customer segmentation which could be directly generated with ChatGPT
in some form, even when customization of the response could be a problem in this
case.
The visual responses below offer a template on how the student might have
thought through the problem, even when the use of ChatGPT and Google search
were encouraged in the way the student desired.
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Fig. 12.8 Instructions on Designing Customer Profile Creation

The instructors’ evaluations suggested that even when ChatGPT and Google
search were used for designing the slides as was required in Part A of the assign-
ment, the information was not copied/pasted in any form, but rather adapted in a
very summarized form for the slides, and adequately paraphrased. The length of
the sentences in the slide and class observation when completing the assignment
suggested that although ChatGPT and Google search were used randomly, time was
spent on understanding the concepts, and generating own responses. That’s prob-
ably why the slide explanations were incomplete at best or could have been better
explained. A copy-pasted (from ChatGPT and/or Google search) explanation would
have yielded a better overall response. In other words, the student did not depend on
generating prompts on how to incorporate each of the points mentioned in Part A
in the slide response. As for Part B, C & D, where Lucid Chart was used, we see a
similar trend where Google search or ChatGPT response couldn’t have been directly
incorporated. So, here, based on the class observation that showed the student using
Google search and ChatGPT, we can safely assume that the responses obtained were
customized and incorporated in some capacity in the visualization.
Figures 12.9 and 12.10 demonstrated cases, where ChatGPT could have been
used in a much better way, but students need proficiency and training in prompt
generation. Figure 12.9 remained a brainstorming mind map which is impossible
to use in the context of comprehending either smart museum in the local context,
or towards understanding how customer segmentation could happen. There is no
explanation for the nodes created in the segmentation model.
12 Pedagogical Restructuring of Business Communication Courses … 269

Fig. 12.9 Minimally Customized Response (More use of Google Search/LinkedIn References
rather than ChatGPT)

Fig. 12.10 Relatively Customized Response


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Knowing the student’s proficiency with the English language, instructors


concluded that it’s not a question of ability to generate general to specific prompts,
but more a case of getting trained on how to ask specific questions in a phased manner
and closing on the context with an inverted pyramid approach.
The information provided in Fig. 12.10 misinterpreted many of the categories
mentioned. For example, the demographic segmentation was largely underrepre-
sented, and/or misunderstood, or minimally mentioned. If the reference articles
provided in the assignment do not bring clarity to the concept, ChatGPT could have
been asked for a more specific understanding. ChatGPT could provide many general
to specific examples, clarifying positions situations, and contexts, without reference.
So, ChatGPT is not only about copying/pasting information or generating text for
assignments; its productive use could first and foremost lead to concept clarity.
Figure 12.10 provided a somewhat customized model that might help provide
some clarity, but the student struggled to situate the model in the context of the smart
museum and related customer segmentation. Figure 12.10 could be a good starting
point for the students to generate question prompts for ChatGPT to ensure gradual
clarity in a phased manner with at least a few-shot prompting. The following prompt
layered example in Fig. 12.11 could potentially help us understand the extent to which
the Fukushima smart museum case could be customized without providing references
but simply based on ideas. The student could then approach Google Search to look
for articles (Google Search or Google Scholar) that cater to the following points
mentioned in ChatGPT’s second-, third-, and fourth-layer prompts. Figure 12.11
suggests the prompts that could have helped with a better and more detailed response.
The above is somewhere in between few-shot prompting and chain-of-thoughts
prompting, and students could be further trained toward targeted customization,
depending on the context. An interesting point to note here is that depending on
the topic being searched in Google, the results may not be enterprising and specific
enough, suggesting that a more customized response could be quickly obtained from
ChatGPT, rather than Google search. For example, for a Google search with the
phrase “demand for smart museums in Japan”, we get examples of different museums
in Japan, even e-museums. Such examples could be adapted in the response, but
there is nothing to directly answer the question asked in terms of demand for smart
museums, nor a recommendation easily obtained as to where to look for such infor-
mation. So, getting a definite response could be problematic. When the same question
was asked to ChatGPT, we did not get a definite response, but it guided us toward
the following for more specific statistics, that may not be part of public records that
are easily accessible.
12 Pedagogical Restructuring of Business Communication Courses … 271

A. First Layer of Prompt Generation (An Example from the Instructor)

ChatGPT 1st Layer Prompts Summarized Points

Explain demographic customer segmentation for establishing a


smart museum.

Explain generational customer segmentation for establishing a


smart museum.

B. Second Layer of Prompt Generation (An Example from the Instructor)

ChatGPT 2nd Layer Prompts Response

Different generations have varying degrees of familiarity and comfort


with technology. How would you evaluate this situation for Japan
when it comes to adapting the idea for a smart museum for tourists
visiting Japan?

Fig. 12.11 Four Layer of Prompts that Could Have Been Ideally Pursued

Some example recommendations from ChatGPT:

Even Google Scholar was not helpful with the search phrase “rise of demand for
smart museums in Japan”.
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C. Third Layer of Prompt Generation (An Example from the Instructor)

ChatGPT 3rd Layer Prompts Response

Based on the above response, how should we bridge the generational


gap in a remote prefecture such as Fukushima?

D. Fourth Layer of Prompt Generation (An Example from the Instructor)

ChatGPT 4th Layer Prompts Response

How should we specifically implement this in the context of smart


museums? Provide a summary response.

Fig. 12.11 (continued)

Here is a self-report from the student as to how ChatGPT and Google Search were
used in combination for the above assignment. The comments show relative trust in
a conversational versus an open-search pattern for information access.
12 Pedagogical Restructuring of Business Communication Courses … 273

12.8 Content Production and Analysis: Customer Journey


Mapping for [Specific Product] on [E-commerce
Website]

This is an assignment where the student was asked to develop a customer journey map
based on instructions and an open-ended questionnaire developed by the instructor.
The above instructions helped the student understand the concept clearly and
how to approach the task step-by-step. The idea behind using ChatGPT to provide
concrete instructions was to guide the student into understanding how such instruc-
tions could be generated from ChatGPT if the correct question prompts are generated.
The student could then combine such understanding with the references provided as
a supplementary knowledge builder (Figs. 12.12 and 12.13).
Figures such as the ones we see above (Fig. 12.14) must be evaluated by the
instructor. Although Chat GPT4 could be used for image identification, it can’t be
used for business intelligence data analytics purposes. We need a business intelli-
gence software such as Power BI from Microsoft for visual text and data analysis.
Power BI is a collection of software services, apps, and connectors that work together
to turn your unrelated sources of data into coherent, visually immersive, and inter-
active insights. It has a feature called a “smart narrative for a visual” that textually
explains graphs/charts etc. Such a narrative statement could then be copied/pasted
into ChatGPT for casual and general analysis and discussion beyond the BI software.
The arrow in Fig. 12.15 shows the summary that could be copied/pasted into
ChatGPT for further evaluation.
Further, it’s also important to understand how ChatGPT could be used to create
visuals such as system design block diagrams, sequence diagrams, etc., in technical
and business communication contexts, and then use ChatGPT to evaluate the visuals
to evaluate different stages of the process (Tam, 2023) (Fig. 12.16).
The above mind map could be further evaluated by asking students to represent it
textually as a text paragraph demonstrating the association between different nodes,
and then asking ChatGPT to regenerate the associations between these nodes in terms
of codes and generate a different type of diagram to demonstrate it using Mermaid
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Fig. 12.12 The Customer Journey Map Assignment

Fig. 12.13 Self-Reports based on ChatGPT generated Instructions & Open-ended Questionnaire
for Developing a Customer Journey Map
12 Pedagogical Restructuring of Business Communication Courses … 275

Fig. 12.14 Customer Journey Map for JR East Japan Railway Service

Fig. 12.15 Smart Narrative for a Visual (Representative Visual) (https://learn.microsoft.com/en-


us/power-bi/visuals/power-bi-visualization-smart-narrative#smart-narrative-for-a-visual)

Live Editor (https://mermaid.js.org/intro/). In each step, the process could be further


enriched with class discussion among students.
Content Production and Analysis: Employer Profile Evaluation for a Specific
Job Type and Self-Judging the Candidate Fit
As part of this assignment, the idea was to evaluate an employer profile to judge
the candidate’s fit for a specific job type. Figure 12.17 helped students approach the
assignment in a phased manner.
The text in the customer journey map should be first evaluated by the course
instructor in terms of the appropriateness of the points mentioned. The course
instructor could then follow up on this customer journey map table format and ask
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Frame A: Codes Could be Created in ChatGPT based on specific prompts Frame B: Output Created in Mermaid Live Editor

Fig. 12.16 Coding Generated by ChatGPT and Visual Mind Map Output Created in Mermaid Live
Editor

Assignment: Employer Profile Evaluation & Fit Assessment

Assignment: Create a Customer Journey Map

Fig. 12.17 ChatGPT Guidance on Employer-Profile Evaluation & Fit Assessment


12 Pedagogical Restructuring of Business Communication Courses … 277

students to complete a text report based on the points highlighted in the matrix format.
More detailed research should be highlighted in such a report. This customer journey
map table should only be considered the first step toward company evaluation and
candidate fit. But before a text report is written, more information is required.
Based on Salazar, the course instructor can follow up on the next iteration by
asking students to focus on the following points:
1. Highlight areas where expectations are not met.
2. Highlight unnecessary touchpoints or interactions.
3. Identify points of friction
4. Identify high friction points.
5. Provide time duration for each stage of the journey.
6. Highlight very important issues that cannot be sidelined.
7. Identify areas where expectations are met or exceeded.
The above information should be part of the text report. ChatGPT can then evaluate
the complete report and identify areas for improvement. So, Fig. 12.18 is barely the
first step in the process. There are many levels of iterations required and content
enrichment must happen with and without evaluation from ChatGPT (Fig. 12.19).

Fig. 12.18 First Step Customer Journey Map


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Fig. 12.19 Self-Reported Use of Chat GPT towards Completing Fig. 12.17

12.9 Content Production and Analysis: Industry 4.0


Presentation

This is a concept-building assignment for entrepreneurship. As part of this assign-


ment, the student was asked to develop the fundamental concepts of Industry 4.0 and
5.0 as much as possible, within the scope of the course. No specific industry was
focused, and neither was there any specific expectation about the concepts developed.
Section B (Media Enrichment) allowed the instructor an opportunity to explore
the extent to which the student could speak about the concepts with confidence.
Figure 12.17 highlights the results based on the ChatGPT review (Fig. 12.20).
Figure 12.21 is a guidance on how prompt engineering could help instructors
and students see through the recommendations made for improvement and strengths
identified. Based on the points made, further prompts could be generated to under-
stand exactly how to approach a certain recommendation. For example, a prompt
based on the areas for improvement could ask, exactly what kind of visuals would
12 Pedagogical Restructuring of Business Communication Courses … 279

Fig. 12.20 Utilizing Chat GPT and Google Search to Design a Presentation and Writing a Business
Proposal on Industry 4.0 and Funding a Start-up Company at the University of Aizu

make for an interesting presentation on Industry 4.0; why should such visuals make
it more interesting and/or informative for the audience; if the length of the video is
too long, how could it be shortened?; What kind of content should be excluded in
the revised version to make it shorter or how to prepare a better summarized version
without excluding major content areas?
Figure 12.22 provided a self-report on how and to what extent ChatGPT and
Google search were used to develop the concepts of Industry 4.0 and complete the
assignment in the process. The questionnaire is also aimed at understanding the
extent to which these tools helped develop the concepts of Industry 4.0 such that the
student could reflect and comment on questions asked about Industry 4.0.

12.9.1 Discussion on Incorporating Prompt Engineering


in EFL Courses

The above section was an attempt to provide enough examples for EFL course instruc-
tors to develop assignments and for students to develop responses based on the guide-
lines provided by ChatGPT as part of the assignment. Using prompt engineering in
EFL classrooms could be effective in guiding students to develop deeper thinking,
creativity, and critical analysis.
We need the following structured approach to implementing prompt engineering
in EFL classrooms.
• Develop an Understanding of the Learning Objectives: What specific learning
objectives or skills do we want our students to develop? This could include skills
such as analyzing a business report, writing persuasively to push a professional
agenda, or exploring business themes.
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Prompt: Evaluate the following presentation on Industry 4.0

Prompt: Which specific content area discussion on Industry 4.0 is Prompt: Why did you choose cybersecurity and data privacy as an
missing in the video and something likely to enrich this presentation? area that has not been mentioned in the video transcript?

Prompt: What makes you think the presenter would and should be Prompt: Is it possible to know from the video transcript the speaker’s
interested in the topic in this context? specialization?

Fig. 12.21 Prompts to Identify and Improve on the Video and Concepts of Industry 4.0
12 Pedagogical Restructuring of Business Communication Courses … 281

Fig. 12.22 Self-Report on the Use of ChatGPT and Google Search for Completing a Basic
Assignment on Industry 4.0

• Content Relevance: Choose a case study or theme in business that aligns with the
learning objectives. This will serve as the foundation for prompt creation.
• Developing Initial Prompts: Start with the most basic prompts in the context.
These should be open-ended, and the responses should make the student think
critically.
• Segmentation of Learning Objectives: Analyze each learning objective and iden-
tify exactly what kind of skills or concepts do we expect our students to grasp.
Then develop prompts that target those skills.
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• Diversification of Prompt Types: Teach business communicative situations that


will ask for analytical prompts, creative writing prompts, comparative prompts,
reflective prompts, and argumentative prompts.
• Consider Scaffolding: The instructor should identify the level and prior knowledge
of the students. Develop a scaffolding strategy that will create prompts gradually
increasing in complexity from simple to more complex ones.
• Incorporate Bloom’s Taxonomy: This will help strategize prompting situa-
tions that will encourage different levels of thinking such as remembering and
understanding, moving towards applying, analyzing, evaluating, and creating.
• Context and Background Information: Such information will help better under-
stand and engage with the prompts. For example, when setting up a business,
provide background information about the situation under which the business
setup is being planned. That will help develop a business proposal.
• Peer Review & Feedback: Have class sessions where ChatGPT responses are
evaluated and a critical discussion follows related to the appropriateness and
completeness of the responses, and if further prompting is required for better
representation and/or use of the information.
• Develop Assessment Rubric: Assessment Rubrics should judge the extent to which
and how ChatGPT was used towards complete business documentation. This
should help with the grading.
• Iterate and Adapt: Prompts should be continuously evaluated and improved to best
represent and customize a specific business situation from general to specifics, as
required.
• Discussion & Feedback Sessions: In-class sessions should develop a structured
approach to discussing the prompts and encourage responses to such prompts,
reflecting on what was learned, how the information was used, and what could
be follow-up steps. Instructors should provide constructive feedback on student
responses, highlighting on strengths and areas for improvement, and encourage
revisions.
• Continuous Course Evaluation: Such courses should be continuously evaluated,
reflecting on the effectiveness of the prompts used by both instructors and students
and the student’s responses. This information should be used to improve future
prompt engineering efforts.
Figure 12.23 provides an outlook on how appropriate prompts could develop
such a scenario (a case study) that will help create a mix of prompts. The case
study was created by ChatGPT 3.5. This could be used to create an effective mix of
chain-of-thought (CoT) prompting and few-shot prompting.
Some classic follow-up prompts based on the response above from ChatGPT 3.5:

Structure Develop a structure that will help the research teams to investigate the markets
in Brazil and Japan
Highlight For this kind of project, which factors should be investigated in any given order
of importance?
(continued)
12 Pedagogical Restructuring of Business Communication Courses … 283

(continued)
Similarities & Are there any similarities between these markets? Any specific difference that’s
Differences noteworthy and should be further investigated?
Challenges Identify challenges for each specific market! How could we overcome it? How
should we overcome these challenges in the local market?
Assessments Please carry out a risk assessment based on the points highlighted for each
market!

The points and responses above could also be framed in the context of a SWOT
analysis. We have the model for a start-up’s SWOT analysis (Ali, 2022), and then,
based on the points, chain-of-thought prompts could be created for each category.
As we continue to get responses from ChatGPT, the responses could be summarized
and interconnected with Lucid Chart or mind mapping. Such an approach not only
requires students to identify the issues and learn about them from ChatGPT, but also
use a specific framework to connect the dots with the large amount of data generated,
both at a micro level (e.g., mapping resources and challenges), and at a macro level
(e.g., challenges in the local market, and help required).
Prompt engineering is a flexible process and could be integrated into the language
teaching pedagogy effectively. A diligent approach could help suit specific teaching
styles and the needs of the students. By carefully designing prompts that align with
specific learning objectives, one can foster a more engaging and enriching learning
experience in the English classroom.
Tailoring Prompt Engineering for EFL Students
Tailoring prompt engineering for English as a Foreign Language (EFL) students
involves several key strategies. Firstly, instructors should be mindful of students’
language proficiency levels, providing prompts that match their abilities while grad-
ually introducing more complex language elements. Second should be supported
with vocabulary lists and grammar tips. Students should have access to model
responses to clarify expectations and start with scaffolded prompts that guide crit-
ical thinking. Students should be made aware of cultural backgrounds, incorporating
visuals for context and real-world relevance for engagement. Assignment activi-
ties should promote collaboration through pair and group activities, emphasizing
feedback, revision, and critical thinking. There should be regular prompt creation
exercises, reflective journals, and diverse prompt types, alongside peer review and
individualized support, ensuring regular practice and teacher feedback. This tailored
approach enhances language and critical thinking skills in EFL students.
AI-Powered Prompt Evolution in Business Communication
The strategic use of prompt engineering in an English as a Foreign Language
(EFL) business communication course is a dynamic and multifaceted process. By
customizing prompts to suit language proficiency levels, providing vocabulary and
grammar support, and offering model responses, students can navigate the complex-
ities of real-world business communication. Scaffolded prompts encourage critical
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Prompt: Create a case study that will help us create a mix of prompts that mimic real-world business communication situations, including email
correspondence, business proposal writing, case study analysis, simulated meetings, and intercultural communication scenarios.

Fig. 12.23 ChatGPT Created a Case Study that will combine chain-of-thought and few-shot
prompting effectively in different stages

thinking while considering cultural context and incorporating visual aids ensures rele-
vance and engagement. Collaboration and feedback, both from peers and instructors,
play a pivotal role in refining prompt comprehension and response skills. Encour-
aging students to create their own prompts fosters deeper thinking about course
objectives. Through this tailored approach, EFL students not only develop language
proficiency but also critical thinking and communication skills that are vital for
success in the global business landscape.
The future of research in the field of prompt engineering for English as a Foreign
Language (EFL) business communication courses should focus on several key areas
to further enhance teaching and learning in this domain:
1. Adaptive AI-driven Prompt Generation: Explore the integration of artificial
intelligence and natural language processing to develop adaptive prompt gener-
ation systems that can tailor prompts to individual student needs and learning
progress.
2. Multimodal Prompts: Investigate the effectiveness of incorporating multimedia
elements (e.g., video, audio) into prompts to cater to diverse learning styles and
engage students more effectively.
3. Cross-Cultural Communication: Research how prompts can be designed to
better prepare EFL students for cross-cultural communication challenges
in the global business environment, including intercultural negotiation and
collaboration.
4. Prompt Efficacy Assessment: Develop more sophisticated methods for assessing
the efficacy of prompts, including their impact on language acquisition, critical
thinking, and problem-solving skills.
12 Pedagogical Restructuring of Business Communication Courses … 285

5. Technology Integration: Explore how emerging technologies such as virtual


reality (VR) and augmented reality (AR) can be used to create immersive
business communication scenarios and prompts.
6. Prompt Personalization: Investigate strategies for personalizing prompts based
on student’s interests, career goals, and cultural backgrounds to increase
motivation and relevance.
7. Longitudinal Studies: Conduct longitudinal studies to assess the long-term
impact of prompt engineering on students’ language proficiency and career
success in international business contexts.
8. Professional Development for Instructors: Research the training and profes-
sional development needs of instructors in the field of EFL business communi-
cation, particularly in the context of prompt design and assessment.
9. Ethical Considerations: Examine ethical considerations related to the use of AI
in prompt engineering, including issues of bias, privacy, and transparency.
10. Comparative Studies: Compare the effectiveness of different prompt types,
such as traditional written prompts versus multimedia-rich prompts, in terms of
language skill development and critical thinking.
11. Interdisciplinary Research: Foster collaboration between linguists, educators,
technologists, and business professionals to create a holistic approach to prompt
engineering that aligns with real-world industry needs.
12. Global Collaboration: Encourage international research collaboration to gather
insights and best practices from different cultural and linguistic contexts.
13. Feedback Mechanisms: Investigate effective feedback mechanisms within
prompt-based learning systems, emphasizing both automated feedback and peer
evaluation.
14. Accessible Learning: Explore how prompt engineering can be adapted to
make business communication education more accessible to diverse student
populations, including those with disabilities.
15. Hybrid Learning Environments: Investigate the integration of prompt-based
learning with hybrid and online learning environments, especially in the post-
pandemic educational landscape.

12.10 Conclusion

In the emerging landscape of professional language teaching for business and specific
purposes, the future envisions a revolutionary shift towards prompt engineering
methodologies driven by advanced technologies. Future researchers are poised to
embark on a journey of deeper exploration within this context, harnessing the
power of visualization techniques integrated with concept mapping and ontology
creation, firmly rooted in the semantic web paradigm. These innovative approaches
will facilitate enhanced case study evaluations through meticulous metadata genera-
tion, utilizing XML, RDF, and OWL standards, while adhering to adaptable criteria
ranging from simplicity to stringency.
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Furthermore, the integration of cutting-edge text-mining software and knowl-


edge graphs promises to unlock new dimensions in prompt and response evalu-
ation, particularly in the realm of ChatGPT’s data structuring capabilities. This
pioneering visualization-centric approach at the user’s end holds the key to unraveling
ChatGPT’s untapped potential for context-driven projects. The resulting visualiza-
tion and metadata models will pave the way for the development of highly specific
question prompts, elevating cognitive comprehension of the context. This, in turn,
empowers students to discern intricate relationships among classes, properties, and
domains, fostering idea generation and specificity, all as part of an iterative process
leading to comprehensive documentation.
The ultimate written output, a testament to this transformative methodology,
will undergo scrutiny through AI-driven text detection software, ensuring origi-
nality. Additionally, coherence assessment will ascertain how diverse prompts harmo-
niously converge within reports, forging holistic coherence. ChatGPT will assume a
dual role, both as a prompt generator based on student-engineered responses and as
a tool to craft quizzes that challenge students to deconstruct the final text, gauging
their content comprehension. This deconstruction process will extend to students
formulating literal, inferential, and evaluative questions, all evaluated independently
without ChatGPT’s assistance.
Embracing the tenets of design thinking, this iterative classroom process safe-
guards against superficial AI-generated content and plagiarism concerns, anchoring
content comprehension as the primary objective. This pedagogical innovation
extends to other project-based assignments, potentially replicating this dual content
creation model by harnessing the synergy of ChatGPT and Google search methodi-
cally.
The future of research in EFL business communication prompt engineering
promises a paradigm shift with immense potential to elevate pedagogical practices,
harness the full spectrum of technology, and equip students for triumph in the global
business arena. Its success hinges on its adaptability to evolving educational demands
and the dynamic landscape of emerging technologies, all in pursuit of continually
enhancing the educational quality within this domain.

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Chapter 13
AI in Language Education: The Impact
of Machine Translation and ChatGPT

Louise Ohashi

Abstract This chapter explores the impact of artificial intelligence (AI) within the
field of language education. It focuses on two key areas: machine translation (MT)
and generative AI chatbot technology, the latter exemplified through ChatGPT. The
author positions these tools as real-world resources that teachers and institutions
cannot and should not ignore. It introduces them in turn, explaining how they have
evolved over time and providing a brief overview of their inner workings and capabil-
ities. Next, empirical studies are reviewed, revealing the key strengths and weakness
of these tools and casting light on teacher and student perspectives. Issues such as
learning gains, perceived/actual accuracy of output, and plagiarism (or AI-based
plagiarism, ‘AIgiarism’) are covered. In addition to learning-based considerations,
issues such as online safety and privacy are discussed. Finally, the need for training
and guidelines for teachers and students is addressed and practical activities designed
to enhance language development and help with guideline formation are offered for
consideration.

Keywords Language education · ChatGPT · Machine translation · Generative AI

13.1 Introduction

The educational landscape has changed beyond imagination within the lifetime of
anyone who is reading this chapter, and new developments in artificial intelligence
(AI) are about to take it in directions that we cannot yet fathom. My own use of tech-
nology for language learning may help readers view the massive advances through a
relatable lens. As a teen in the early 1990s in rural Australia, before the internet was in
our pockets and existed in few homes, I learnt French with textbooks and the sole form
of technology I had access to was my school’s audio cassettes. At 15, before going
trekking in the Himalayas, I picked up some Nepali by listening to the only cassette I

L. Ohashi (B)
Department of English Language and Cultures, Gakushuin University, Tokyo, Japan
e-mail: ohashigakushuin@gmail.com

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024 289
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6_13
290 L. Ohashi

could get my hands on—a homemade one that had been given to me by someone who
had visited Nepal. I had no way to access other learning resources for Nepali until I
arrived in Kathmandu and found an English-Nepali-Sherpa phrasebook in a market.
In my 20s, I moved to Japan and learnt Japanese through face-to-face lessons and
language exchanges, used textbooks and CDs, watched TV with captions and subti-
tles, and learnt kanji by singing songs at karaoke and exchanging text messages.
Most of those activities continued into my 30s, but by then the first iPhone had
been released. I began studying French and Japanese with a smartphone through
social media, blogs, music videos, and podcasts. At 40, in 2017, I began learning
Italian while living in Tokyo and most of my gains were made through my access to
digital technology. For example, I used vocabulary, grammar and translation apps,
accessed online reading materials, listened to music and podcasts, binge-watched
Netflix series, and interacted with others through social media and language exchange
apps. By 2020, I was making extensive use of in-built translation and transcription
features on apps and websites to support my learning. When I began studying German
and Spanish, I made full use of these features and the types of tools I’d used to learn
Italian. And now, in 2023, machine translation (MT) is more accurate than ever and
chatbot technology, such as ChatGPT, has evolved to the point that it can act as a
virtual tutor. The affordances of AI for language learners are abundant, but to fully
reap the potential rewards we must learn to use it efficiently and responsibly.
This chapter explores the impact of AI on language education, focusing to two
commonly used tools: MT and chatbot technology, with ChatGPT exemplifying the
latter. To streamline the flow of information, MT and ChatGPT are explored one
by one. Each section begins by introducing the technologies, briefly explaining how
they work, and summarising their evolution. Next, relevant research is introduced to
highlight key issues, explore their potential affordances, and underscore the problems
uncritical use can create. Issues related to educators’ and students’ readiness to adopt
these tools and adequately deal with ethical issues are also raised, with suggestions
for policy formation and training offered for educators and institutions. The chapter
positions MT and chatbots like ChatGPT as beneficial real-world tools that have
a place in language education and beyond, while also acknowledging problematic
issues that cannot be ignored. These tools are here to stay, so language educators
need to unite to ensure they are used in optimal ways.

13.2 Machine Translation

13.2.1 The Evolution of MT

MT has a long history, dating back to at least the 1950s. In 1954, IBM translated
Russian into English with what they described as “an electronic ‘brain’” (IBM,
1954, January 8), leading to one of the first widely-known uses of MT. In the 1900s,
statistical machine translation (SMT) was the norm, with programmers meticulously
13 AI in Language Education: The Impact of Machine Translation … 291

coding each and every word with prescribed parameters. Different types of statis-
tical coding were conducted for phrase-based translation, syntax-based translation,
then later hierarchical phrase-based translation, which combined the previous two
methods. An article showing the reasoning behind coding decisions for numerous
individual words and phrases that were programmed into a basic German-English MT
tool in the 1970s (Lehmann & Stachowitz, 1972) provides a peek into the complexity
of this system. Unfortunately, despite valiant coding efforts, natural translation was
still far from reach. There was was a shift away from MT, which was seen by some
in that period as a “utopian dream” (Hutchins, 1978, p. 119), but by the end of the
1970s interest had been revived, with Hutchins suggesting the revival “may well
have surprised many who have tended in recent years to dismiss it as one of the
‘great failures’ of scientific research” (1978, p. 119). Renewed interest and invest-
ment drove MT forward, but SMT never reached great heights even decades later,
with Tan et al. (2020) lamenting: “Incapable of modeling long-distance dependencies
between words, the translation quality of SMT is far from satisfactory” (p. 5).
However, tech companies did not give up and eventually more noteworthy
progress was made. The Google Research Brain Team (Google DeepMind, n.d.)
was established in 2011 and made breakthroughs in AI infrastructure, sequence-to-
sequence learning, and “automated machine learning for production use”. In 2016,
the “utopian dream” of fluid, accurate MT was brought a step closer to becoming a
reality when Google publicly released its new deep learning MT system—based on
neural networks—and the next year DeepL followed suit. IBM (n.d.) explains neural
networks as follows:
Artificial neural networks (ANNs) are comprised of node layers, containing an input layer,
one or more hidden layers, and an output layer. Each node, or artificial neuron, connects
to another and has an associated weight and threshold. If the output of any individual node
is above the specified threshold value, that node is activated, sending data to the next layer
of the network. Otherwise, no data is passed along to the next layer of the network. Neural
networks rely on training data to learn and improve their accuracy over time. However, once
these learning algorithms are fine-tuned for accuracy, they are powerful tools in computer
science and artificial intelligence, allowing us to classify and cluster data at a high velocity.

Figure 13.1 depicts a simple neural network comprised of three key layers. In MT,
the input layer is the text (written or spoken) that the user enters into the software.
The output layer is what the user receives in their target language. Inside the system,
the input data passes through a hidden layer (or layers), which is the part of the neural
network where deep learning occurs. In this hidden layer the MT system continually
works to refine its accuracy, drawing on the mass of data and training it has received
to choose the best output. This figure has one hidden layer but there can be more, as
depicted in IBM’s (n.d.) deep neural network diagram.
With massive amounts of data being entered daily by millions of people around
the world, the accuracy of self-learning neural networks in MT tools like Google
Translate and DeepL (two of the most commonly-used tools) is increasing at an
unprecedented rate. This occurs because neural networks learn well with sufficient
data and training. In the initial stages, these networks undergo “supervised learn-
ing”, in which “the network is shown different examples over and over again. The
292 L. Ohashi

Fig. 13.1 A representation


of a basic neural network
(author’s own work)

network repeatedly compares its own translations with the translations from the
training data. If there are discrepancies, the weights of the network are adjusted
accordingly” (DeepL, 2021, November 1). Through trial and error, the MT system
starts to understand what is acceptable and what is not. DeepL credits the accuracy
of its translations to four main features: its network architecture, its targeted training
data, its unique training methodology (supervised learning, which is commonly used
in machine learning, plus undisclosed methods that give it the competitive edge),
and its network size (DeepL, 2021, November 1). We have not yet reached the point
where what is input in one language is output as text that offers a target-language
mirror of the input in terms of grammatical accuracy and complexity, lexical appro-
priacy (meaning, formality, pragmatic fit) and cultural context. Despite this, the shift
to deep learning has increased accuracy and brought MT into sharper focus within
language education.

13.2.2 MT Research in the Field of Language Education

Numerous studies have been conducted on the use of MT in language education, with
researchers addressing this issue from a multitude of perspectives. Several systematic
literature reviews have been published, including Lee’s (2021) 87-article review of
work published between 2000 and 2019 and Klimova et al.’s (2023) 13-article review
of work published from 2018 to 2021. Furthermore, my own 14-article systematic
literature review (Ohashi, 2024) examines open-access articles published between
2020 and 2022. Interested readers are encouraged to seek out these and other system-
atic literature reviews for a solid overview. The reviews highlight a wide range of
affordances and drawbacks. For example, multiple studies have found that MT can
help reduce errors and increase writing quality (Kol et al., 2018; Lee, 2020). In
an experimental study by Tsai (2020), Chinese learners of English improved their
English writing when using Google Translate for revision. Interestingly, students
who were not majoring in English showed substantially more favourable attitudes
towards it than those majoring in English. However, studies have also suggested that
13 AI in Language Education: The Impact of Machine Translation … 293

MT use differs by proficiency level, with more proficient users evaluating output
more critically and repairing translation failures more successfully (Chung, 2020),
so students’ level needs to be considered.
Research suggests that MT may also be useful for assisting with reading compre-
hension, even when translations are imperfect. A study conducted with English
learners in Iran tested whether reading comprehension was affected differently when
texts were translated by human translators and MT (Maghsoudi & Mirzaeian, 2020).
The results showed no significant difference between reading comprehension test
scores in the groups, with the researchers concluding that comprehensible texts
could be produced by both humans and machines. Most of the students accepted
mistakes related to omission, addition and punctuation, and half of them felt the
syntactical errors were acceptable. The vast majority were generally satisfied with
MT output, but dissatisfaction was expressed when MT produced errors related to
register, idiomatic language and mistranslations. While improvements are constantly
being made, concerns over accuracy have been reflected in many studies (Briggs,
2018; Ducar & Schocket, 2018; Kharis et al., 2021; Lee, 2020). Neural networks are
driving MT forward, but certain areas, such as the translation of neologisms (newly
coined terms), still pose challenges (Awadh & Khan, 2020).
Teachers’ Views: Although evidence above suggests that MT can be a useful
tool if used appropriately, full integration into language education—in a similar way
to a dictionary, for example—is still far from the norm. To understand why this
may be the case, it is important to turn our focus to educators. Teacher cognition
affects educators’ pedagogical decisions, so understanding their experiences and
views on MT is essential. Borg has defined teacher cognition as “what teachers
know, believe, and think”, noting that “teachers are active, thinking decision-makers
who make instructional choices by drawing on complex practically-oriented, person-
alised, and context-sensitive networks of knowledge, thoughts, and beliefs” (2003,
p. 81). With this in mind, I conducted a study to understand how teachers use MT
themselves, integrate it into their courses, evaluate it as a learning tool, and guide
student learning (Ohashi, 2022). The findings from 153 university-level language
teachers in Japanese universities showed wide-spread personal use of MT and rela-
tively high levels of support for it as a learning tool, but much lower levels of course
integration. Teachers’ personal use of MT and course integration tended to follow
a similar pattern when considered from the perspective of the four core skills, with
reading and writing outranking listening and speaking. Perceptions of its usefulness
for different skills followed the same pattern. The majority of teachers suspected
that at least some of their students used MT to cheat, but they believed more of their
students learned through using it, so very few felt it should be heavily restricted or
banned. In terms of guidance, the vast majority agreed it is essential to discuss appro-
priate and inappropriate use of MT in all language courses and provide guidelines,
but only a fifth of the participants actually did this in all courses. In part, this was
because teachers themselves needed guidance, with only a third indicating they had
enough knowledge to help students use MT effectively to develop their L2 skills,
and most indicating they wanted to learn more about this. Uehara’s (2023) qualita-
tive study on MT use in English writing courses with four teachers at a Japanese
294 L. Ohashi

university echoed this need for guidance, with all participants reporting a lack of
institutional and departmental MT policies to follow. Thematic analysis of interview
data revealed teachers felt it was important to consider proficiency level when using
MT and ensure it was used to aid rather than hinder learning, but views on the degree
to which MT could be used diverged, further strengthening the need for policies and
training.
Students’ Views: While teachers’ views are important, exploring their perspec-
tives only deals with half of the equation: students’ views must also be investigated.
A study with 666 teachers and 1,926 students at four Swiss universities addressed
this gap, finding that students regularly used MT for academic work and both groups
saw it as a relatively useful tool (Delorme Benites et al., 2021). However, under
half in the student sample felt students can recognise the potential risks of MT use,
suggesting a need for support. Educators were even more sceptical about students’
ability to identify risks, but few took action to address this, with almost 80% ignoring
MT completely in their courses. Alm and Watanabe (2022) also compared these dual
perspectives through a study with 150 students and 12 teachers of five different
languages at a university in New Zealand. They found that advanced level learners
used MT most critically, made use of multiple tools, and manipulated input to get
the best translations. They also found that as proficiency increased, learners were
more likely to contextualise word choices through the use of MT and to check the
meaning of words while reading.
A study by Ata and Debreli (2021) with 462 low to intermediate level English
students at a Turkish university found that the vast majority of students used MT,
most commonly for small segments of text (single-word or phrase translation). As
the length of translated text increased (word, phrase, sentence, paragraph, entire
text) students tended to find MT use less ethical and less reliable. In a Korean study
that explored the effect of MT error correction training with low, mid and high
proficiency middle school students, successful corrections in Korean-English trans-
lations occurred more frequently as proficiency increased (Yoon & Chon, 2022).
However, this does not mean that MT is only useful for highly proficient users,
as even at lower levels some corrections were possible through the application of
multiple error correction strategies. Students at lower levels may see MT as less
useful for language development though, due to their limited knowledge of the target
language, and teachers may agree. Yoon and Chon sum up the pros and cons for
writing assistance well, pointing out that MT has the potential to be a useful aid,
but “its effectiveness is manifest only when the users notice what is linguistically
inappropriate in the MT output (e.g., linguistic competence), and deploy appropriate
correction or revising strategies (i.e., strategic competence)” (2022, p. 168). Some
students may discover effective strategies by themselves, but training would help
ensure that all learners have the support needed to better deal with MT, so given
students’ wide-spread use of MT, training should be considered essential within
language education.
13 AI in Language Education: The Impact of Machine Translation … 295

13.2.3 The Need for Training and Guidance

Research introduced so far suggests that MT is a useful starting point, but that
training is desirable. In fact, numerous studies have shown the benefits of training.
For example, Chang’s (2022) Taiwan-based study documented an increase in critical
evaluation of output after training, with students using multiple MT tools to cross-
check output and drawing on online dictionaries and search engines (e.g., doing
image searches, checking collocations) to make changes when translations were
inappropriate. Furthermore, in a study at an Iranian university (Mirzaeian, 2021), 20
English learners were taught MT editing techniques that focused on helping them
to improve their accuracy with determiners, collocations and paraphrasing. Post-test
gains occurred for all three, with statistical significance reached for determiners.
The positive effects of MT use for overall writing development are evident when
appropriate support is provided, with compositions written by students who used
MT after training achieving higher grades than those who used it without training
(O’Neill, 2019). The group who received MT training also outperformed those who
used online dictionaries or had no access to writing assistant tools. The importance
of learner training is further emphasised though a study by Olkhovska and Frolova
(2020), who found that the translation quality of written work by a group of students
who used MT with no post-editing training was actually lower than the group who did
not use MT. This was thought to have occurred because students tended to blindly
trust MT output when they did not receive training. In other words, there can be
benefits to using MT, but not when use is uncritical. When teachers do not take the
lead, students may train themselves. Kennedy’s (2022) study with English learners
in Japan reported that some students provided evidence of strategic MT use when
completing written tasks without having received any MT instruction in their course.
Their strategies included making L1/L2 draft comparisons to locate differences in
content and errors, then seeking to repair them by referring to trusted sources such
as dictionaries and textbooks. However, as Olkhovska and Frolova’s (2020) study
above shows, not all students will take these steps alone, so teacher-led training is
recommended.
There is not a simple answer to what is acceptable and unacceptable MT usage
and what type of training would most benefit learners, but based on the literature
review and my own experiences as a language teacher and learner, the following
points warrant consideration:

Considerations for MT Guidelines and Training

• Think about the extent to which it is appropriate to use MT (nothing, single


words, phrases, sentence, paragraphs, whole texts). This may vary from
skill to skill. For example, are different policies needed for reading, writing,
listening and speaking? It may also differ from task to task. For instance, is it
acceptable to use it extensively when writing an ungraded lecture summary
296 L. Ohashi

that aims to checks comprehension, but to restrict it in whole or in part when


writing a graded essay?
• Be explicit with students about what is and is not allowed on a whole course
and/or task-to-task basis.
• Involve students in discussions about MT (experiences, beliefs, training
needs, ethical use, privacy issues, etc.).
• Provide pre-editing training that will lead to more accurate output. For
example, if the input language does not explicitly need a subject (like
Japanese), advise students to add it so output matches the intended subject.
• Conduct post-editing training to improve the accuracy of translations. For
example, teach students to compare the output of multiple MT tools and
encourage them to cross-check translated terms with resources like Google
Images, a dictionary, or a textbook when accuracy is in doubt.
• Guide students to input content (written or spoken) in their L2 and check
output in their L1, scrutinising it for obvious errors or differences in
meaning/nuance. Problematic translations in their L1 should be cross-
referenced with the L2 input to determine if the cause was the input or
a poor translation. This can raise awareness of problems with L2 input that
learners can then take steps to address.
• Teach learners to back translate (translate output back to the language that
was input) to check for and analyse differences.
• Advise students to use MT to check for useful vocabulary and expressions
when preparing to participate in discussions or do oral presentations. As
extra steps, learners could use text-to-voice and voice-to-text to learn and
practice the pronunciation.
• Explore possibilities that camera translation (image-based translation)
offers, such as allowing users to read non-alphabet texts like Chinese and
Japanese (and encourage them to listen to the pronunciation if they are still
unsure of how to read it). It could also be used to facilitate understanding
of texts before a deeper reading in the L2, or to check understanding and
resolve misunderstandings after reading in the L2.

13.2.4 Recommendations

MT can support language development, but misuse can be detrimental to learning


and contravene ethical standards in formal education contexts. The literature suggests
proficiency level has an impact on MT’s usefulness to learners so this should be borne
in mind. Studies underscore the need for students to receive appropriate training, but
a universal set of guidelines did not emerge from the research reviewed. Rather, it
is evident that what is suitable in one context will be inappropriate in another, so
training and guidelines need to be decided after considering the position of all key
13 AI in Language Education: The Impact of Machine Translation … 297

stakeholders: institutions, teachers, and students. Institutions would be well advised


to be pro-active in contacting teachers and students to gauge their level of under-
standing and perspectives, then responding by providing MT policies and training
that take into account their needs.

13.3 ChatGPT

13.3.1 The Evolution of ChatGPT

ChatGPT (Chat Generative Pre-trained Transformer) has taken the world by storm
with its advanced capability to understand and produce responses in human-like ways
at a pace that humans cannot match. It is far from the first chatbot to be released
on the internet, with models such as ELIZA dating back to the 1960s, but unlike its
predecessors it has made remarkable leaps towards acceptance as a mainstream tool.
In fact, Reuters estimated that in the first two months of its release, monthly active
user rates hit approximately 100 million, “making it the fastest-growing consumer
application in history” (Hu, 2023, February 3).
AI in language education, which falls under the term ICALL (Intelligent CALL),
has a history of almost 50 years. The initial 30 years have been well documented
by Heift and Schulze (2007) who identify an article written in 1978 as the first
ICALL paper published. Weischedel et al.’s article, entitled “An artificial intelligence
approach to language instruction” outlined a “prototype system for a sophisticated,
intelligent tutor for instruction in a foreign language” (1978, p. 225). While signif-
icant gains were made in the decades ahead, it was not until ChatGPT’s release in
November 2022 that use of generative AI chatbots became embedded into public
consciousness and started having a far-reaching impact on language education.
ChatGPT’s major breakthrough can be attributed to it advanced natural language
processing (NLP) capabilities. NLP encompasses multiple skills which have been
defined by Schulze as follows:
Natural language processing deals with both natural language understanding—written or
spoken language input is turned into a formal representation which captures phonological/
graphological, grammatical, semantic, and pragmatic features of the input—and natural
language generation—the reverse process, from a formal representation to natural language
output. (2008, p. 2)

ChatGPT is not the first NLP tool available to the general public, with MT already
widely used when it was released, but its highly sophisticated way of “interacting”
with users captured people’s attention and imagination. It outperformed other chat-
bots because its NLP skills greatly exceeded those of its predecessors, which can be
attributed to its exposure to a massive amount of training data. ChatGPT (GPT 3.5)
was trained on approximately 600 billion tokens (450 billion words), largely scraped
from the internet, and 175 billion parameters (Bell et al., 2023, March 24). In large
language models, tokens are units of text and parameters are the settings that control
298 L. Ohashi

text generation. OpenAI has stated that one token in ChatGPT is approximately 4
English characters, explaining: “Tokens can be thought of as pieces of words. Before
the API processes the prompts, the input is broken down into tokens. These tokens
are not cut up exactly where the words start or end—tokens can include trailing
spaces and even sub-words.” (OpenAI, Raf, n.d.)
As with MT, ChatGPT is based on neural network technology, with an input layer,
hidden layer and output layer. The main difference is that the input layer in ChatGPT
is a “prompt” by the user that instructs it to do something or initiates interaction. For
example, if a user asks ChatGPT to write a story in two languages and make a list of 10
idioms or adjectives used in the text, ChatGPT receives the input, and generates output
based on what it has previously “learnt”. ChatGPT is powered by a large language
model developed by OpenAI. Large language model are AI models that are trained
to predict what should come next through extensive analysis of language patterns
in a massive amount of data. ChatGPT is an autoregressive model, which means it
uses the input text to predict the most appropriate word (which becomes phrases,
sentences, paragraphs and longer text) that should follow. What has been “learnt”
should not be confused with human learning; rather, in the hidden layer this type of
AI is highly skilled at making a statistical analysis of the most appropriate words
(one word at a time) to respond with. It does this at an incredible speed and draws
on a massive database of texts about a vast range of topics. Its output is not always
factually correct, but its responses generally reflect typical human use of grammar and
vocabulary. It does not have a deep “understanding” of appropriate pragmatic norms
so responses may be inappropriate at times, but it can produce relatively natural-
sounding language. The majority of its training was conducted with English data so
it is especially accurate when using the English language, but it can be used in many
other languages too. As of September 13, 2023, OpenAI has listed 57 languages1 that
can be recognised through spoken input (speech-to-text), with a higher but unlisted
number available for text input and output (OpenAI, Johanna, n.d.). These capabilities
have thrust ChatGPT into the spotlight within foreign language education, sparking
a new wave of experimentation and research.

13.3.2 ChatGPT Research in the Field of Language


Education

Shortly after ChatGPT was released, there was a media storm that propelled it into
the public consciousness like no AI tool before it. Headlines like “Alarmed by A.I.

1Afrikaans, Arabic, Armenian, Azerbaijani, Belarusian, Bosnian, Bulgarian, Catalan, Chinese,


Croatian, Czech, Danish, Dutch, English, Estonian, Finnish, French, Galician, German, Greek,
Hebrew, Hindi, Hungarian, Icelandic, Indonesian, Italian, Japanese, Kannada, Kazakh, Korean,
Latvian, Lithuanian, Macedonian, Malay, Marathi, Maori, Nepali, Norwegian, Persian, Polish,
Portuguese, Romanian, Russian, Serbian, Slovak, Slovenian, Spanish, Swahili, Swedish, Tagalog,
Tamil, Thai, Turkish, Ukrainian, Urdu, Vietnamese, and Welsh.
13 AI in Language Education: The Impact of Machine Translation … 299

Chatbots, Universities Start Revamping How They Teach” (Huang, 2023) drew atten-
tion to a wave of changes that was rolling in. While journalists were the first ones to
widely report on ChatGPT, researchers in the field of language education soon took
action. Exploratory work I conducted with Alm, presented at EUROCALL 2023,
was one of the first wide-scale exploratory studies to gauge foreign language educa-
tors’ response to ChatGPT, investigating it through a study with 367 teachers who
taught 16 languages at universities in 48 countries/regions (Alm & Ohashi, 2024;
Ohashi & Alm, 2023). The survey closed 10 weeks after ChatGPT’s release in order
to capture an initial response to what was predicted to be a tool that would have a
major impact on the field of language education. The findings showed teachers had
strong awareness of ChatGPT, but their experience and knowledge varied greatly.
The majority of participants were interested in integrating it into their teaching prac-
tices, but most had not done so at that point in time. More than half of the participants
indicted they were likely to use ChatGPT for creating language learning resources
or recommend it to students for self-study, with fewer intending to use it to aid
with various automated assessment and feedback tasks. Despite teachers’ budding
interest in ChatGPT, confidence in their ability to use it to create resources, guide
self-study and automate assessment was relatively low (M = 2.35 to 2.87 on a 5-point
Likert scale). When speculating on the impact ChatGPT would have on the field of
education, a mixture of concern and optimism was expressed. Benefits such as an
improvement in the accessibility of language education (M = 3.60), self-directed
learning (M = 3.53) and personalised learning (M = 3.48) were identified, but these
figures were overshadowed by concerns. The potential for an increase in cheating
and academic dishonesty (M = 3.98) and fears that students would not develop
their own language skills and critical thinking abilities due to over-reliance (M =
3.70) were of primary concern to teachers, echoing worries voiced by university
teachers of other disciplines (Iqbal et al., 2022). The study highlighted the need for
guidelines and training, both to increase teachers’ ability to use a tool they saw as
a potential teaching and learning aid, and to help them deal with predicted negative
repercussions.
In 2023, ChatGPT became a trending research topic at language education confer-
ences and published studies started to emerge. Initial studies relied on researchers’
own evaluation of ChatGPT. For example, after simulating and evaluating a variety
of tasks, Bonner et al. (2023) advocated its use by teachers and students for level-
appropriate text summarization, grammar correction, holistic text correction, narra-
tive writing prompt generation, creation of presentation notes, lesson plan genera-
tion, and the creation of level-specific texts and reading comprehension questions.
However, they stressed that these tasks could not be simply delegated to ChatGPT
and accepted without critically evaluating the output. In addition, a report by Barrot
(2023) suggested ChatGPT could be used by students to elicit feedback on their
written work. After inputting texts with various prompts, he concluded: “In addition
to assessing stylistics and mechanics, the tool can evaluate the richness and rele-
vance of content, clarity of audience, clarity of purpose, depth of analysis, focus, and
organisation” (2023, p. 4). However, based on his exploration of ChatGPT’s writing
capabilities, he added that “capturing certain aspects of human writing quality, such
300 L. Ohashi

as emotional depth, writing voice and identity, and rhetorical flexibility, remains a
challenge” (2023, p. 2), and cautioned that this must be considered when employing
ChatGPT for feedback purposes.
Learning motivation is another area that has begun to be explored. A study
conducted with 80 English learners and teachers found that most participants believed
ChatGPT could motivate learners to develop English reading, writing, grammar and
vocabulary skills (Ali et al., 2023). Furthermore, the majority felt it could be used
by students to manage their learning independently, gain self-confidence, and expe-
rience fun and enjoyment while learning. Due to this, while acknowledging that
possible negative impacts require further investigation, the researchers concluded
that “ChatGPT is recommended to be integrated into English language programs to
promote learners’ motivation to learn autonomously” (Ali et al., 2023, p. 47).
Studies based on actual practice within language courses are still limited due to
ChatGPT’s recent release. One study that addresses that gap was conducted with
20 English teachers at a university in Vietnam who had experience using ChatGPT
in their writing, reading, grammar, research methodology and/or translation courses
(Nguyen, 2023). Survey results showed that they used ChatGPT for most of the
lessons in their courses, with 25% using it in every lesson. It was mainly used to
help generate learning materials and develop lesson plans and most felt it strongly
supported them in doing so. They also saw benefits for students, with strong agree-
ment to the statements “ChatGPT proves useful by suggesting reading resources
to students, which can inspire ideas for writing tasks” and “In my view, ChatGPT
can serve as an effective tutor in writing classes” (Nguyen, 2023, p. 17). They were
less favourable to the notion of it being used to save teachers time when grading
and providing feedback on written work, aligning with findings from the worldwide
study introduced above that I conducted with Alm (Alm & Ohashi, 2024; Ohashi &
Alm, 2023). In follow-up interviews in the Vietnamese study, half of the teachers
mentioned that it could help students to check their written work before submission,
which was expressed through comments such as, “When finishing a writing assign-
ment, students can get ChatGPT to proofread and give feedback on the language
use, organization, and writing styles” (Nguyen, 2023, p. 25). Enthusiasm over bene-
fits was tempered with concerns though, with close to half of the teachers worried
about negative impacts on students’ academic integrity and almost a third expressing
doubts over students’ ability to critically judge the output received.

13.3.3 Preparing Teachers for an Educational Shift

When language educators from around the world congregated to share CALL-related
research at the University of Iceland for the EUROCALL 2023 conference, Schulze,
a long-term specialist in AI research, pointed out that “a disruptive technology such
as generative AI is also an opportunity to rethink our pedagogies“ (Schulze, 2008).
He further advocated the need for research, development and praxis to be “rooted in
a good understanding of the technologies and their impact on language education“
13 AI in Language Education: The Impact of Machine Translation … 301

(Schulze, 2023). How though, does the average teacher gain this knowledge and
skill?
So far, language teaching organisations have played a considerable role in
preparing teachers for the challenges and opportunities that ChatGPT poses. For
example, in Japan, where I am based, the Mind, Brain and Education SIG (special
interest group) of JALT (Japan Association for Language Teaching) co-published a
special issue with JALT’s CALL SIG on ChatGPT in March 2023 to help educators
before the new academic year began in April. In an article titled “Rethinking Educa-
tion in the Age of AI” (Ohashi, 2023), I prompted educators to consider several key
issues that were likely to be of importance when dealing with ChatGPT, including its
potential as “someone” to offer guidance at the appropriate level for learners (their
“zone of proximal development” in Vygotskian (Vygotsky, 1978) terms), the impor-
tance of creativity and critical thinking, and the need to consider ethical issues such
as in-built bias and privacy matters. In the same issue, Norton (2023) shared insights
gained from asking ChatGPT itself about its potential within language education
in his article “ChatGPT’s Approach to Teaching: An Interview with the Chatbot”.
These articles and others in the issue provided teachers with ideas to work with.
Articles often take a great deal of time to write and publish, so they are not
usually the first line of support. In fact, webinars and in-person presentations on
ChatGPT started proliferating before academic publications began to appear and
continue to be a popular mode of information dissemination. The first ChatGPT-
related webinar I attended was “GPT and ELT: Productive, Disruptive, or Destruc-
tive” (Raine et al., 2023), in January, 2023. Around that time, ChatGPT informa-
tion and training sessions started being held for language teachers around world,
and I became part of this process myself after being invited to share my knowl-
edge, as limited as it was at the time. In the first half of 2023, I conducted sessions
for several Japan-based teaching groups within JALT, the Taiwan-based association
Pedagogy and Practice in Technology Enhanced Language Learning (PPTELL),
the European tech-focused teaching association EUROCALL, the US-based Inter-
national Language Testing Association (ILTA), and the Moroccan-based teaching
organisation Everyone Academy. Efforts by educators were not, however, restricted
to formally-organised sessions like these. Teachers banded together on social media,
with many of them posting information, questions and responses in groups dedicated
to this. For instance, the Facebook group Online Teaching Japan quickly became a
hotspot for information exchange for Japan-based language teachers.
The examples above show how teachers and teaching organisations responded
to the need for teacher support, but where should this training come from and who
should bear the costs, both financially and in terms of time commitment? From my
point of view, foundational training should be provided by institutions, either as in-
house training by knowledgeable staff or by inviting experts to conduct it, and ideally
it would be counted as work time. If left as an opt-in avenue with only interested
teachers seek training, this will surely have an impact upon students who are taught
by teachers who have a high level of knowledge and skills and those who do not. If
comprehensive training is not provided by educational institutions, it is difficult to
imagine how institutional AI policies could be effectively put into place in more than
302 L. Ohashi

just a token way. After all, even if the “solution” is to ban generative AI, students
will surely be exposed to it outside of their educational context and teachers who
know little about it will have even more difficulty noticing its use than those who
have been trained. Thinking more positively, trained teachers and students can take
advantage of potential affordances of this new technology through using it for a wide
range of tasks, some of which will be introduced below.

13.3.4 Tasks Teachers and Learners Can Try with ChatGPT

As noted above, journal articles that were published soon after ChatGPT’s release
generally listed ideas rather than empirically tested methods, providing practical
options for teachers to consider and explore within their own contexts. Furthermore,
practitioners quickly responded by providing a wealth of ideas and usage reports
through blogs, videos and social media posts. Examples on Facebook where such
information can be found include very active groups such as ChatGPT for Teachers
(over 350,000 members as of September 14, 2023) and Higher Ed Discussion of AI
Writing (4,900 members as of September 14, 2023). Interested readers are encouraged
to seek out such information online to enhance their knowledge. Personally, I have
explored various uses of ChatGPT by experimenting with it as a language learner
and teacher. I will share some of the tasks I have tried here as they may prove useful
to others.

Practical Tasks for Teachers and Learners

• Creating reading passages and summaries on topics of interest/course


content
• Generating more/less complex versions of texts
• Asking for vocabulary lists to be generated (with definitions, translations,
transliterations, synonyms, etc.) from reading passages or about specific
topics
• Generating explanations and examples of grammar points
• Chatting (written and spoken conversations) about topics of interest with
ChatGPT taking the role of teacher, interviewer, colleague, or another
fictional character of choice
• Exploring pragmatics through discussions about tone and suitability of
language use
• Co-creating fictional stories of various lengths

As a learner, I have particularly enjoyed co-creating stories in my foreign


languages (Japanese, Italian, French, Spanish and German) by prompting ChatGPT
with the setting, characters, and other elements. My proficiency in these languages
13 AI in Language Education: The Impact of Machine Translation … 303

varies considerably, but ChatGPT can produce interesting and appropriate reading
materials to suit my level for all of these languages. It struggles most with Japanese,
often not knowing which kanji are too difficult for me, but further prompting resolves
this. I find it helpful to initially create a story in my first language (English) or one of
my more proficient languages, then ask ChatGPT to translate it to other languages,
with prompts to simplify it when needed. If the right level has not been reached after
asking for a simplified version, a basic prompt like “even more simple” results in a
new iteration that is more accessible, and this can be repeated until a comfortable level
has been reached. To add interest, I sometimes ask ChatGPT to give me three options
to choose from for the next part of the story then select one of them. This additional
step has proved popular with students I’ve co-constructed texts with on ChatGPT.
Extensive reading programs emphasise the need for a mass of compelling reading
materials that are at the right level for learners (slightly above their current proficiency
level) and ChatGPT makes this possible through the generation of tailor-made stories.
For extension work, I have prompted ChatGPT for vocabulary lists and summaries
(or something more creative, like a Netflix series teaser) and exported the stories to
a voice-to-text reader to listen to them. This extends the benefits beyond reading,
offering language learners many opportunities for development. For example, once
it has become an audio file, learners can simply listen or they can shadow what they
hear to work on their pronunciation. Alternatively, they can read the story aloud and
capture it through voice-to-text (a function that is generally built into smartphones)
then compare the written story with the text captured by their speech. Doing such
tasks has helped me identify some areas of weakness in my pronunciation that I have
then drilled to improve. For motivated learners like me, ChatGPT supports foreign
language development. However, it must be acknowledged that it can be used in
disruptive ways within formal education, as explored below.

13.3.5 Graded Work and AIgiarism

According to Sam Altman, CEO of OpenAI, the organisation that created ChatGPT,
“We have a new tool in education. Sort of like a calculator for words. […] And the
way we teach people is going to have to change and the way we evaluate students
is going to have to change.” (“Homework”, 2023, June 23). One reason for this is
the threat of AIgiarism (AI plagiarism), in which students use ChatGPT to complete
assignments in lieu of doing the task themselves and do not acknowledge its use.
However, despite plagiarism being considered “a heinous crime within the academic
community” (Pecorari, 2003, p. 317), what constitutes plagiarism has not always been
clear, with studies showing that learners and educators may have different perceptions
and students submitting work that they did not intentionally plagiarise (Pecorari,
2003). Defining plagiarism now that ChatGPT and other forms of generative AI
are widely available is even more challenging, so discussions between teachers and
students are more important than ever.
304 L. Ohashi

Teachers may feel they are doing the right thing by issuing strict-sounding poli-
cies with harsh penalties in the hope of preventing cheating, and they may feel
equally justified calling into question any work that they find suspicious. However,
it should be noted that their actions may create a learning environment that posi-
tions teachers and students against each other, diminishing student–teacher trust
even among honest students, and deflecting attention from learning. A study with
49 students who had sought advice on Reddit after being accused of or suspected
of cheating with ChatGPT shone a spotlight on the cheating issue from the perspec-
tive of students (Gorichanaz, 2023). Most of the students in the study claimed to
have been wrongly accused and were concerned over how to prove it. Legal terms
were common in their threads, with students looking for ways to provide “evidence”
they had submitted their own work, as well as debate over whether the “burden of
proof” lies with students to prove their “innocence” or teachers to prove their “guilt”.
Many students felt that universities took a “guilty until proven innocent” stance and
there were suggestions to document work in the future by enabling version history
on software used for assignments (Google Docs and Microsoft Word) or to make
screen recordings when doing homework. These strategies were flagged by some
as privacy invasions, but students felt they had few other options if they wanted to
protect themselves. Analysis of emotional valance showed neutrality for around half
of the posts, but strong negative emotions such as hostility, anxiety, fear and defeat
for the other half.
Negative feelings among students are warranted, with news reports highlighting
serious repercussions when teachers believe they are justified in accusing students
of cheating. In a case that went viral, students from a university in the United States
failed assignments and had their diplomas withheld after a teacher copied their written
work into ChatGPT to check for plagiarism (D’Agostino, 2023, May 19). ChatGPT
is not able to detect AI generated text, so the teacher had misused this technology
and accused innocent students. The university later provided an update, noting, “Cur-
rently, several students have been exonerated and their grades have been issued, while
one student has come forward admitting his use of ChatGPT in the course. Several
other students have opted to complete a new writing assignment made available to
them” (Texas A&M University-Commerce, 2023, May 17). While one student was
found to have cheated, this experience was surely traumatic for the innocent students
involved.
Concerns over plagiarism/AIgiarism are valid, but they should not lead to knee-
jerk reactions to completely ban generative AI. Instead, more thought needs to go
into how and when it can be appropriately employed and when its use should be
restricted. Educators have already begun exploring ways that teachers can effectively
embed ChatGPT into the writing process. For example, in a study by Yan (2023),
students received instruction about ChatGPT’s basic functions, then practiced using
it to write various texts. Next, they participated in peer-learning sessions, sharing
tips and techniques for using ChatGPT for L2 writing and discussed how to improve
their texts. After writing more texts on various topics, they received peer feedback
then learnt how to incorporate AI-based tools to automate writing and improve its
13 AI in Language Education: The Impact of Machine Translation … 305

quality. While students acknowledged the power of ChatGPT as a writing assistant,


they showed concern for its potential to create inequality:
To many student participants in the practicum, the power of ChatGPT to generate a piece of
writing “in the blink of an eye” violated the basic principle of educational equity. Students
affirmed that the knowledge and experiences of using ChatGPT brought students “enormous
advantages” to outperform their peers. (Yan, 2023)

In addition, students were concerned that the process of “reading-writing-


revision” would be replaced with “text-generation and post-editing” which would
require a lower degree of language and writing skills. In other words, there are
students who share teachers’ concerns about the detrimental effects ChatGPT can
have when it is used inappropriately. Further teacher-student exploration is likely to
strengthen trust and help shape usage guidelines that students do not want to violate,
so it is important to open the doors of communication between teachers and students.
Clearly not all students want to cheat, but some will be tempted if the option is
there. If teachers really want to minimise cheating, we need to heed the words of
ChatGPT’s CEO that were introduced at the start of this section, as rethinking how
we teach and evaluate is the way forward. ChatGPT and other forms of generative
AI have made it necessary for educators to adopt pedagogies that harmonise more
with the new societal and educational landscape. Just like the COVID-19 pandemic
challenged educators to provide alternatives to high-stakes exams, generative AI is
pushing us to question the place the standard take-home essay has in courses and
how such tasks should be evaluated. If writing tasks in our courses can easily be
done by AI—and AI is already being used in government and business for writing
tasks—at what point will we shift our focus to tasks that require more evidence of
human thought? Will AI be the starting point to generate ideas in the future? Will
it become a leading source of feedback on drafts? Will it be used to paraphrase and
put ideas into more or less complex expressions, depending on the writer’s target
audience? Is there as much value in teaching students how to do these things and
post-edit as there is in teaching them how to write without AI? The jury is out for
now, but context-based decisions need to be made on how to deal with these issues, so
further research that draws together the views of institutions, teachers, and students
is needed. We also need to look beyond this to industry; after all, students need to
learn real-world skills to secure their position in the job market.
A committee at Cornell University has put together a series of recommendations
for their faculty that would be valuable in other contexts. They have recommended
that teachers “rethink learning outcomes by integrating GAI [generative AI] into
their goals for students; address safety and ethics by educating students about the
pitfalls of GAI; and explicitly state their policies to students for the use of GAI in
their classes” (Kelley, 2023, September 11). They also recommended the following
three policies: “prohibit the use of GAI where it interferes with students developing
foundational understanding, skills or knowledge; allow with attribution where GAI
could be a useful resource, and require students to take responsibility for accuracy and
attribution of GAI content; and encourage and actively integrate GAI into the learning
process” (Kelley, 2023, September 11). Educators and institutions in other contexts
306 L. Ohashi

would be well-advised to consider how these guidelines fit within their programs and
to also take into account safety and privacy concerns, which are explored below.

13.3.6 Safety and Privacy Concerns

Reactions to ChatGPT and generative AI have varied greatly in different places and
periods in time. For example, in Australia, there have been staunch advocates and
opponents within education ministries in different states and territories. Most regions
have banned ChatGPT from public education at some point, but this is expected to be
overturned in the next academic year, as the Federal Education Minister Jason Clare
said regional ministers have reached consensus on a draft framework for educators
on how to manage this technology within schools (Belot, 2023, July 9). In one of the
regions, South Australia, the Education Minister Blair Boyer has argued that schools
need to include instruction on how to use ChatGPT safely to better equip students for
their future careers once they graduate (Henebery, 2023, July 13). South Australia
is the only state in Australia that has not previously banned generative AI, and has
instead focused on finding solutions such as “an eight-week trial in high schools to
pilot an Australian-first ‘education-safe’ version of ChatGPT that has been created
in conjunction with Microsoft” (Henebery, 2023, July 13).
Privacy and safety concerns must be taken into account when considering the
impact of any new technology and ChatGPT has received a lot of attention over its
data collection and usage policies. In April 2023, the Italian data-protection authority
instigated a blanket ban throughout Italy, claiming that ChatGPT couldn’t legally
justify “the mass collection and storage of personal data for the purpose of ‘training’
the algorithms underlying the operation of the platform” and arguing that the lack of
age verification of users “exposes minors to absolutely unsuitable answers compared
to their degree of development and awareness” (McCallum, 2023, April 1). Several
weeks later the ban was lifted after OpenAI agreed to implement age verification
to all new ChatGPT users in Italy and provide the option for European Union users
to object to their personal data being used for training (McCallum, 2023, April 28).
This is evidence of how external regulation can result in practical changes that reduce
intrusions on privacy and lead to more age-appropriate use, but it is important to note
that these changes were not enforced globally. People in the European Union are
protected by the General Data Protection Regulation, a legally-binding document
that was created in 2016 (Publications Office of the European Union, 2016) and
came into force in 2018, but such stringent laws are not enforced worldwide.
External pressure has led to other noteworthy changes. For instance, currently
(September 2023) when users access ChatGPT’s settings, there is a section on chat
history and training that says, “Save new chats on this browser to your history and
allow them to be used to improve our models. Unsaved chats will be deleted from
our systems within 30 days.” This option allows users to easily control whether or
not their data will be used for training. It was rolled out by OpenAI in April 2023,
almost a year and a half after ChatGPT was released. Their statement, “We hope
13 AI in Language Education: The Impact of Machine Translation … 307

this provides an easier way to manage your data” (OpenAI, 2023, April 25) could
be interpreted as tacit acknowledgment of complaints over previous policies which
did not make opt-out options readily visible and required users to submit a form to
request it. Although this is a step in the right direction, the new policy highlights the
transactional value of data to freeware (free software) companies like OpenAI. After
all, anyone who does not opt in loses access to their chats after 30 days, whereas those
who share their data maintain access to them. It should be noted that even with opt-
out options in place, OpenAI has access to the data for viewing purposes for 30 days
and maintains “we are not able to delete specific prompts from your history. Please
don’t share any sensitive information in your conversations” (OpenAI, Natalie, n.d.).
Notwithstanding these safety and privacy issues, ChatGPT has already begun to be
integrated into the workforce, even in traditionally cautious domains. For example,
on August 23, 2023, the use of generative AI, including ChatGPT, was approved for
use by approximately 50,000 employees in Tokyo’s Metropolitan Government (NHK
World News, 2023, August 23). Its use is authorised for use for tasks such as idea
generation and summary creation, with the stipulation that staff do not input personal
information or confidential data and check output to ensure copyright violations do
not occur. With key organisations in society integrating generative AI into their
workflow, students will be left behind if they do not do the same. Therefore, it is
advisable to consider safe, responsible ways for ChatGPT and other forms of AI to
be used in educational settings.

13.3.7 Recommendations

As with MT management, institutions and teachers should be leading the way for fair
and useful integration of ChatGPT (and other generative AI) into language education.
Policies and training should be context-based and draw on the needs of the key
stakeholders (institutions, teachers, and students). Recommendations such as those
introduced by Cornell University serve as a useful starting point, but specific details
need to be negotiated at the institutional level to find options that are contextually
appropriate. Privacy and safety issues also need to be taken seriously, with training
not only covering logistical aspects of use, but also focusing on online security and
data protection.

13.4 Conclusion

As this chapter has shown, generative AI has made dramatic advances in recent years
and it is now starting to have a far-reaching role on language education and in society
at large. Adapting to change does not happen easily, and there will be much disruption
before these technologies are successfully integrated. Teachers and students have
new challenges ahead that will require novel approaches and steep learning curves.
308 L. Ohashi

While MT, ChatGPT and other forms of generative AI present valuable opportunities
within language education, adjusting to them will take time and bring forth negative
emotions such as frustration and fear along the way. As educators, we need to band
together and help one another in whatever ways we can, and do our best to support
our students through this process. As researchers, we need to empirically explore
pathways towards pedagogies that deter misuse of AI and help users make the most
of its affordances. MT, ChatGPT, and other forms of generative AI are real-world
tools that we cannot ignore. The path towards effective adoption is still being paved
and as language education specialists, we need to unite to pave it well.

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Index

A Business communication, 247, 254, 256,


Actionable insights, 85, 130 273, 283–285
Adaptive education systems, 17, 226
Adaptive formative learning, 10, 128
Adaptive learning, 7, 9, 18, 26, 27, 31, 65, C
67, 75, 78, 127, 128, 130, 131, 138, Case-based learning, 79
141, 142 Chat Generative Pre-trained Transformer
AI agent, 31, 32, 75, 77, 80, 81, 89, 115, (ChatGPT), 2, 7, 9, 13, 59–61, 65,
121 66, 111–115, 117–119, 220, 289,
AI digital assistant, 88 290, 297–308
AI ethics, 95, 104 Coaching guidance, 39, 45, 48, 49
Artificial Intelligence (AI), 7, 17–19, 61, Collective intelligence, 9, 80, 81, 111, 112,
75, 93, 94, 97, 113, 128, 145, 154, 114, 121
188, 191, 206–208, 211, 218–220, Complexity theory, 8, 85, 86
223, 224, 289, 291, 297
Computer vision, 12, 97, 102, 223, 229,
Artificial Intelligence in Education (AIED),
231, 233
1–3, 5–9, 12, 26–28, 31, 59, 60, 69,
Computing education, 205, 206, 208, 220
71, 76–81, 83, 85–88, 90, 115, 121
Connectivism, 76
Assessment, 2, 5, 6, 8–10, 13, 27, 29–31,
Constructivism, 3, 77, 79, 84, 89
60, 65, 75, 81, 87–90, 93–105, 112,
Conversational framework, 76, 77, 82–84,
116, 130, 132, 135, 141, 299
89
Augmented Reality (AR), 6, 223, 224, 229
Conversation theory, 77, 82
Assessment standards, 93
Creativity, 18, 19, 32, 118, 119, 301
Authentic assessment, 8, 86
Critical thinking, 13, 41, 60, 116, 299, 301
Curriculum, 2, 3, 8, 64, 65, 67, 70, 79, 81,
B 86, 89, 116, 142
Behaviourism, 77, 78, 89 Cybernetic principle of variety, 7, 75
BERT, 12, 205, 206, 214 Cybernetics, 5, 8, 82, 83, 85–89, 113
Bias, 9, 10, 12, 20, 28, 30, 31, 59, 60, 68,
69, 84, 88, 94, 100, 104, 105, 114,
115, 118, 121, 301 D
Biesta, 81 Data governance frameworks, 89
Biswas, 79 Design-based research, 7, 59, 61, 69
Britain, 83, 84 Dewey, 80
© The Editor(s) (if applicable) and The Author(s), under exclusive license 313
to Springer Nature Switzerland AG 2024
P. Ilic et al. (eds.), Artificial Intelligence in Education: The Intersection of Technology
and Pedagogy, Intelligent Systems Reference Library 261,
https://doi.org/10.1007/978-3-031-71232-6
314 Index

Diagnostic assessment, 10, 129, 132, 137, 112, 115, 116, 119, 120, 208, 217,
141 219, 220, 289, 297, 300, 302–307
Dialogue, 1–4, 9, 10, 22, 80, 111, 112, Generative AI integration, 7, 61, 64–69
116–118, 120, 121 Generative AI literacy, 7, 59, 61, 66–69, 71
Diana Laurillard, 77, 82 Gordon Pask, 77, 82
Digital-first assessment, 8, 106 GPT-4, 12, 205, 206
Digital learning games, 145–150, 167, 170,
171, 175–177, 181, 183–188,
190–192 H
Higher-order thinking, 31, 32, 77, 80–82
Holistic educational development, 5
E Human agency, 81
Ecological learning spaces, 1, 5, 17, 25–29, Human-centred design, 14
31, 32 Human-computer interactions, 82
Education, 1–5, 7, 9, 10, 12, 14, 17, 25–32, Hybrid models, 69
59–61, 64, 65, 67–72, 75, 77, 80,
127, 141, 206, 296, 299, 303, 306
Educational assessment, 93, 100, 101 I
Educational ecosystems, 31 Inquiry-based learning, 79
Educational gain, 85 Intelligent adaptive learning systems, 78
Educational technology integration, 3, 4, Intelligent Tutoring Systems (ITS), 6, 7, 11,
17, 31, 75–77, 80, 81 67, 77–79, 115, 117
Effectiveness, 10, 27, 28, 76, 96, 101, 127,
128, 132, 137, 207, 294
Entangled pedagogy, 87 K
Ethical principles, 95, 97, 98, 104, 105 Knowledge-mastering approaches, 76
Ethical reasoning, 19, 89
Experiences, 4, 6, 7, 9–12, 17, 18, 26–31,
65, 68, 70, 71, 78, 79, 84, 94, L
98–101, 113, 114, 117, 118, 128, Language education, 13, 289, 290,
130, 131, 138–141, 206, 208, 293, 292–294, 297–301, 307, 308
295, 296, 299, 300, 304, 305 Large Language Models (LLMs), 2, 20, 60,
Exploratory dialogue, 116, 117 81, 112, 113, 117–119, 121, 297,
Extended Reality, 223, 224 298
Law of requisite variety, 83
Learner agency, 26, 77, 80, 87
F Learning, 19, 20, 25–31, 61, 64–68, 70, 71,
Feedback, 6, 8, 10, 11, 26–31, 45, 46, 48, 78–83, 85, 86, 89, 94, 96, 101, 112,
53, 55, 76, 77, 79, 80, 83, 84, 88, 96, 117, 120
100, 101, 115, 127, 128, 130–132, Learning by doing, 39, 40, 42, 44, 46, 48,
140, 142, 206, 209, 211, 212, 299, 53, 55, 56, 59
300, 304, 305 Learning experiences, 78
Feedback loops, 83–85, 142 Learning machine, 78
Formative assessment, 9, 10, 118, 127, 128,
132, 140–142
Formative feedback, 76 M
Futures of education, 32, 76, 89 Machine translation, 13, 289, 290
Manufacturing education, 223, 224, 234
Massive Open Online Courses (MOOCs),
G 76, 90
Gamified learning environments, 79 Metacognition, 10, 79, 80, 127–129
Gardner, 64, 88 Metaverse, 39
Generative AI (GenAI), 2, 4–7, 9, 12, 13, Math learning, 147, 181, 186
17–20, 31, 59–61, 63–69, 71, 75–77, Middle School Mathematics, 147, 150
Index 315

N Responsible AI, 8, 93, 95, 97, 101, 104, 105


Natural Language Processing (NLP), 20,
21, 25, 27, 30, 31, 63, 65–68, 102,
130, 297 S
Non-human agents, 81 Science education, 218
Self-regulation, 85, 142
Simulation, 6, 11, 12, 39, 40, 45, 46, 48,
O 53–55, 79, 115
Open-Ended Learning Environment Skinner, B.F., 76, 78
(OELE), 79 Social context, 89
Social intelligence, 80
Stafford beer, 83
P Stealth assessment, 88
Pedagogical agents, 79 Systems thinking, 86
Pedagogy, 1–4, 8, 13, 31, 64, 66, 70, 76,
77, 81, 85–87, 89, 90, 116, 247, 251,
253, 279, 282–285, 300, 301, 305, T
308 Tacit knowledge, 113
Personalised learning, 7, 12, 17, 31, 60, 64, Teaching machine, 7, 75, 76, 78, 88
65, 68, 88, 299 Tutoring, 11, 127, 218
Predictive modelling, 27, 30, 31, 77
Project-based learning, 6, 79
Prompt engineering V
Viable Systems Model (VSM), 77, 83, 87
Virtual learning environments, 82–84
Q Virtual Reality (VR), 6, 43, 45, 46, 49, 51,
Question answering, 216, 218 223, 224, 229

R W
Research platform, 11, 145, 147, 156, Watters, 78
188–190, 192 Wegerif, 9, 80, 81, 86, 112, 116, 118, 120

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