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Workshop: Artificial Intelligence in Education and Gamification


From Oct.14 to Oct.15, the Artificial Intelligence in Education and Gamification Workshop was held in Room 208, Broadcast Building, Beijing Normal University. This time we are honored to invite four distinguished researchers, Prof. Ig Ibert Bittencourt, Prof. Seiji Isotani, Dr. Leonardo Brandao Maeques, and Dr. Geiser Chalco, here to share their thoughts. Prof. Yu LU conducted the meeting.

 

Leonardo Brandão Marques is Adjunct Professor of the Education Center at the Federal University of Alagoas (UFAL). He is a member of the Center for Excellence in Social Technologies (NEES - IC / UFAL) and visiting member of National Institute of Science and Technology on Behavior, Cognition and Teaching (FAPESP/CNPq - Brazil). He is also a member of the Program Committee of international conferences, i.e., International Conference on Artificial Intelligence in Education- AIED, International Conference on Advanced Learning Technologies (ICALT) and Latin American Conference on Learning Technologies (LACLO).

 

Geiser Chalco is a Pos-Doctoral Student at the Center of Excellence for Social Technologies (NEES) of the Federal University of Alagoas (UFAL), Brazil. He received his Ph.D. degree in Computer Science from the University of Sao Paulo (USP), Brazil, with a collaborative period in Japan Advanced Institute of Science and Technology (JAIST), Japan. His research interests include Gamification, Ontology Engineer, Computer-Supported Collaborative Learning, Automated Planning, and Artificial Intelligence in Education.

 

Ig Ibert Bittencourt is an Associate Professor at Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies, also a visiting researcher at University of São Paulo (Brazil), Japan Advanced Institute of Science and Technology - JAIST (Japan), Mannhein University (Germany) and Beijing Normal University – BNU(China). He was the president of the Special Committee of Computers and Education from Brazilian Computer Society (leading around 2500 researchers), W3C Advisory Committee Representative and Brazilian Computer Society Representative of IFIP TC on Education (TC 3).

 

Seiji Isotani is a Professor of Computer Science and Learning Technology at the Institute of Mathematics and Computer Science of the University of Sao Paulo, Brazil. In the past years he has supported the Ministry of Education to develop and to carry out public policies related to evaluation and adoption of educational technologies in Brazil. He is currently an Associate Editor of the Journal Frontiers in Artificial Intelligence and Senior Member of ACM and IEEE.

 

On the 14th, Dr. Marques and Dr. Chalco shared their recent research progress on Designing Gamified Learning Environments. According to their speech, gamified learning environments refers to interactions spaces that improve or prompt learning using design patterns of game design. However, to create interactions patterns that promote learning and engages at the same time, a well-defined learning scope and carefully personalized interaction is crucial. They claimed that the gamification literature was relying too much on standalone applications of game elements. Finally, they proposed a general framework that supports game elements differentiation and the analysis of gamified interactions parameters that can drive personalized and more effective gamified learning environments.

Dr. Chalco at the tutorial

Dr. Marques

 

On the 15th, Ig Ibert Bittencourt and Seiji Isotani presented their progresses on learning environments and tutoring systems.

 

According to Prof. Bittencourt, it is still very common that students become disengaged or bored during the learning process by using an educational system and there is a commonsense about what makes a person interested in certain subjects, even if they are not rewarded: they do something because it is fun! However, it is still a challenge to design activities that can lead students to an optimal learning experience. There is a need for a pedagogical shift in a way we can build a bridge between pedagogical practices with scientific approaches to better understand how to improve education and psychological foundations to provide ways to make the learning process more enjoyable. In order to do that, it is intended to build a tutoring system that combine AI Techniques.

Prof. Bittencourt

 

Then Prof. Seiji Isotani gave a speech focus on Intelligent Tutoring Systems: The Importance of Inner Loop. Intelligent Tutoring Systems have shown to be effective to increase students’ learning gains in several different domains of knowledge. Prof. Isotani discussed one of the key features of an ITS that have a strong impact on learning: the inner loop. This term refers to the capability of an ITS to give step-by-step guidance to students while they are interacting with learning materials, particularly, when solving multistep problems.

Prof. Isotani

 

At the 15th afternoon, Prof. Shengquan Yu met the four researchers in Changping Campus. They discussed the improvement of Radar Math and the Springer series that could use global wisdom. They also pictured about holding the AIED in Asia and gathering support from our partners.

Group Photo