Modeling classroom cognition and teaching behaviors with COVE

David Gibson

CurveShift, Inc.

100 Notchbrook Road

Stowe, Vermont 05672

(802) 253-9588

 

Abstract..................................................................................................................................................................................... 2

Introduction............................................................................................................................................................................ 2

The cognitive science framework for learning............................................................................................ 3

Theories of Teaching....................................................................................................................................................... 4

Modeling a learner with COVE..................................................................................................................................... 5

C - Cognitive Characteristics..................................................................................................................................... 7

O - Psychological & Emotional Characteristics........................................................................................ 10

V- Physiological Characteristics......................................................................................................................... 14

E - Environment.................................................................................................................................................................. 15

The Brisbane Model........................................................................................................................................................ 16

The OCC Model.................................................................................................................................................................... 16

The BDI Model...................................................................................................................................................................... 17

The DETT Model.................................................................................................................................................................. 18

Nature of Knowledge....................................................................................................................................................... 21

Knowledge Acquisition............................................................................................................................................... 21

Understanding and Labels....................................................................................................................................... 23

Hierarchy, Temporality and Agency.................................................................................................................. 24

Ultimate Knowledge: How to Learn................................................................................................................... 30

Applying the Knowledge Framework................................................................................................................. 31

Community = Environment............................................................................................................................................. 32

Feedback and Assessment............................................................................................................................................. 37

Data-mining and automated learning............................................................................................................ 37

Data relevance................................................................................................................................................................ 38

Attribution......................................................................................................................................................................... 39

Implications for policy, research and practice......................................................................................... 40

Conclusion.............................................................................................................................................................................. 41

 

 

 


Abstract

In order for a digital simulation to provide an artificial teaching environment there needs to be a computational model of the act of teaching interacting with software agents. The COVE model integrates Cognitive science models, the OCEAN model of psychology and OCC model of emotions, Visual-Auditory-Kinesthetic perception and the Environment (social and physical expectations) for learning. A context for the COVE agent model is provided by the How People Learn theory of learning and Behaviorist-Cognitivist-Constructivist instructional framework This chapter presents design considerations for computationally modeling COVE to enable agents to possess the psychological, physical, cognitive, and social aspects of learning that enable the representation of behaviors of students in learning environments and to allow simulation of HPL-BCC theories of instruction and learning. The chapter will briefly describe cognitive and behavioral agent models and examine how researchers are representing educational theories with computational models.

 

Introduction

A groundswell of research and interest indicates a wide range of benefits of educative games and simulations: why we should build educative games, and what options and frameworks are available for building them with a technical and artistic balance of pedagogy, simulation and game elements. Among the benefits are practice-based development of procedural knowledge, motivational self-directed experiences, inquiry-based trial-and-error learning with immediate feedback on progress, and tangible results (Prensky 2002; Beck and Wade 2004; Gee 2004; Squire 2005). Social theorists add that learning in simulated environments engages participants in new forms of identity, social negotiation, and virtual economies while promoting and practicing skills needed for a knowledge-based, globally-networked society (Galarneau and Zibit 2006; Jones and Bronack 2006). Technical and theoretical entrepreneurs furthermore envision a radical transformation of e-learning from text-based to epistemic experience-based learning with vastly increased value to participants due to automated analysis, personalized feedback, and adaptive artificial intelligence (Aldrich 2005; Becker 2006; Gibson 2006; Stevens 2006; Van Eck 2006; Shaffer 2007). These developments suggest ways that teachers can benefit and education can be improved through games and simulations, including artificial teaching environments.

 

Efforts to research, design and implement computer-based games and simulations to improve teaching have begun to surface. Classroom Sims, marketed by Aha! Process, Inc. are based on work by Dr. Ruby Payne. Cook School District, by Drs. Gerry and Mark Girod of Western Oregon University, is based in the “Teacher Work Sample Methodology.” SimClass, in two versions developed by graduate students of Dr. Youngkyun Baek of the Korea National University of Education, is based in the ARC model of motivation, Multiple Intelligences and other theories. SimSchool, developed by me, Bill Halverson and Melanie Zibit is based in the COVE model, which integrates ideas from learning theory, cognitive science, computational neuroscience, complex systems and artificial intelligence. This chapter will compare these and other examples of modeling approaches.

 

The plan of the chapter begins by outlining the cognitive science framework of learning and presenting a triad of broad instructional philosophies. Following that, the COVE model is outlined, and several alternative agent modeling approaches are briefly described and compared with implications for contributing to the field of simulations for improving teaching. In the second half of the chapter, design considerations are presented for simulating alternative instructional philosophies and methodologies. The chapter concludes by bringing the models of learning and teaching into a broader framework of learning provided by recent cognitive science literature.

 

The cognitive science framework for learning

Four broad arenas of learning theory have emerged in cognitive science and the research on teaching and learning, outlined in a National Research Council report on “How People Learn” (HPL) framework (Bransford, Brown and Cocking 2000). The HPL framework elements are:

 

  1. The characteristics of the learner
  2. The nature of knowledge
  3. The role of a community in shaping expertise
  4. The role of feedback in shaping performance

 

It is important to point out that the HPL framework (Figure 1) is not a model of “transmission of knowledge to students.” Rather, it is a whole-systems perspective on how people learn, a subset of which takes place in traditional classrooms. We should not expect HPL theory to inform the computational model of teaching, but it has much to offer models of the act and context of learning. The section on modeling the learner will examine ideas in each of the four HPL theory arenas. Next, three broad theories of teaching are briefly introduced.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Figure 1. The HPL (How People Learn) framework represented as a fully connected geometry. Folding the structure reveals that each facet is connected to all remaining facets.

 

In addition to modeling the learner, aspects of the art and science of teaching also need to be framed and computationally modeled, for example, how a teacher motivates students, how attitude changes take place, and how affective behaviors are shaped. The whole-systems view of the HPL framework suggests that a simulation to improve teaching should be personalized and adapted for maximum effectiveness with many different kinds of prospective teachers. It needs to reflect how experienced teachers work with their own and students’ existing knowledge and how students develop new knowledge through modeling and experimentation. The simulation needs to be contextualized within real situations and embedded in real communities of peers and experts who communicate and shape one’s thinking. Finally, the simulation needs to be laced with ample, timely, accurate, expert feedback to guide one’s development of knowledge-in-action. In addition to the HPL framework, the model of teaching will be discussed in the context of three broad classes of instructional theory: behaviorism, cognitivism and constructivism.

 

Theories of Teaching

Three broad philosophies or approaches to instruction are often cited:

 

 

Expanding on these, there are many prescriptive instructional design models to consider – perhaps too numerous to comprehensively list. For example, the ADDIE (Dick and Carey 1996), ASSURE (Heinich, Molenda and Russell 1993) and ARCS (Keller 1983) models are examples. Rather than focus attention on only one of the prescriptive models, this chapter will outline principles for computationally modeling any instructional design by focusing on a blend of the HPL and BCC theories as a holistic context for building simulations of teaching and learning.

 

Definitions

A “game or simulation” is a computer code or application that embodies the rules, boundaries and relationships of some system; in this case a system of teaching and learning that involves humans, a subject or knowledge area, a literate community and a formative and summative assessment of knowledge.

 

An initial model simulation is for a user and computer. On the machine side of the interaction, any representations of another human presented to the player, be it teacher or student, will be an “agent” - a computational representation utilizing artificial intelligence. On the human side, the user of the simulation will be someone who wishes to learn how people learn or how to improve their teaching. The simulation will take place in some virtual context such as a representation of an indoor or outdoor space; and it will need to model transfers of information from the human to the agent and vice versa, and the consequent influence on performance and accumulation of information in the agent. There is also an interest in tracking the user’s decisions and resource utilization to make inferences about what the user knows and can do as a teacher. This topic is dealt with in [another chapter] and is supported by the literature on principled assessment design (Almond, Steinberg and Mislevy 2002; Mislevy, Steinberg and Almond 2003).

 

The plan for the remainder of the chapter is to discuss in depth the COVE “Learner” model, which is  type of agent-based modeling approach, then compare it with several other agent models. This discussion leads to the other three elements of the HPL framework: the nature of knowledge, community and assessment feedback. Along the way, examples that relate the simulation modeling effort to the BCC framework are included as illustrations.

 

Modeling a learner with COVE

 

Anyone who has taught a class knows that learners come in a wide variety of types; some are highly engaged and confident, others are compliant and lackluster, others are hopeful but not adequately prepared or equipped to learn. Typologies have arisen to describe this variety in terms of degrees of complexity, the physiological and psychological factors, and how differing forms of intelligence arise in cultures and communities of practice (Bloom, Mesia and Krathwohl 1964; Gardner 1983). There is wide agreement that learners have psychological, physiological and cognitive preferences and capabilities and that these characteristics shape the way they learn. The simulation needs to reflect this knowledge base.

 

The COVE model integrates concepts and frameworks from cognitive science, psychometrics, individual and social psychology, studies of perception and the environment for learning. Its computational representation enables software agents to possess dynamic descriptions of the psychological, physical, cognitive, and social aspects of learning that enables the representation of student behaviors in learning environments and allows simulation of theories of instruction and learning. The COVE framework is capable of representing a wide variety of learners, how learning can occur within an agent, how the agent can be aware of others and the environment of learning, and how feedback from the simulation user can shape the agent’s experience.

 

The COVE model uses three layers to organize the variables of the “learning personality.” Layered approaches to cognition have been discussed by neuroscientists (Edelman and Mountcastle 1978; Edelman and Tononi 1995), psychometricians (Cattell 1957; Carroll 1996; McGrew 2003), cognitive scientists (Bruner, Oliver and Greenfield 1966) and computer scientists (Braitenberg 1984; Brooks 1986; Baum 2004). Bruner discussed cognitive development using a three-stratum framework of “enactive, iconic and symbolic” and Carroll’s factor-analytic model defined three layers as “narrow, broad, and general.” These various layered models have in common the idea that learning progresses from specifics negotiated at a “lowest level” active layer interfacing with the environment, to generalities synthesized from abstractions at higher levels. Intelligent and rational behavior are probably multileveled rather than uniform across the cognitive spectrum (e.g. identifying a vaguely familiar phrase in music might take more levels than recognizing a face as “mother”). In addition, each layer is more complex than a single label can represent (e.g. Carroll’s Stratum 1, Bruner’s “Enactive” and the COVE “V” layer are not completely overlapping and are most likely multilayered, including more rationalizing ability than simple unidimensional reactions to stimuli). However, three layers plus the environment will serve as an initial organizer for the COVE model.

 

The “C” layer includes general and specific knowledge typically measured in educational assessments. For example, in learning music, the highly specific C variables might represent rhythmic, melodic and harmonic sense and performance information. The “O” layer contains psychological-motivational-emotional variables; for example the agent’s degree of extraversion and speed and flexibility in reasoning. The “V” layer contains physical perception and processing preferences; for example visual processing. The “E” layer contains variables that track aspects of the learning environment and ensures that the COVE model can deal with group effects and sociocultural issues.


 

 

Figure 2. COVE model of agent cognition

 

Other agent models discussed below focus on emotional responses and actions (e.g. how an agent might act on a battlefield, choose from among options, or enact a story narrative) rather than on the combination of cognition, psychology and behaviors in a learning environment; however, all agent models implicitly employ a logical engine that cognizes the world in terms such as the place, role, decisions, attitudes and goals of the agent. The COVE model organizes the logical engine and resources needed to model teaching and learning within the HPL-BCC frameworks.

 

C - Cognitive Characteristics

The term “cognitive” is used here to mean the components of intelligence in the “C” layer that are NOT the purely physiological NOR the psychological components even though we agree with Carroll (1966) that all the layers are equally “cognitive” in that some kind of information processing and action is taking place in the brain-body-environment. There are several widely varying theories of intelligence that could be used as a foundation for computational modeling the higher cognitive characteristics of learning. See (Sattler 2001) for a review of several models, which might be classified into either hierarchical factor-analytic (e.g. Spearman, Thorndike, Thurstone, Vernon, Cattell, Horn, Carroll), or structural-functional models (e.g. Guilford, Campione, Brown & Borowski, Sternberg, Gardner, Ceci, Piaget).

 

The COVE model uses a modified psychometric approach based on the factor-analytic model proposed by Cattell-Horn-Carroll (the CHC theory of intelligence) which has been validated with real world data from intelligence tests. COVE also uses a blend of the structural theories, which are needed to fully model the holistic context of the HPL-BCC framework. 

 

Concerning CHC theory, the Institute for Applied Psychometrics (McGrew 2003) notes:

 

The Cattell-Horn-Carroll (CHC) theory of intelligence is the tent that houses the two most prominent psychometric theoretical models of human cognitive abilities (Daniel 1997; Snow 1998; Sternberg and Kaufman 1998).  CHC theory represents the integration of the Cattell-Horn Gf- Gc theory (Horn and Noll 1997) and Carroll’s three-stratum theory (Carroll 1993; Carroll 1996).

 

According to the Cattell-Horn-Carroll (CHC) theory of intelligence there are sixteen broad abilities, including factors such as fluid (Gf) and crystallized (Gc) abilities, visual (Gv) and auditory (Ga) abilities, short (Gsm) and long-term (Glr) memory, processing (Gs) and decision (Gt) speed, and stores of knowledge. The COVE model arranges these sixteen factors according to their roles in perception, processing, and crystallized knowledge (Table 1).

 

The “C” layer of the COVE model utilizes six of the CHC factors to model conceptual knowledge: general storage and retrieval (Gc, Glr, Gkn); and specific storage and retrieval abilities (Gq, Grw, Gp). The “O” layer of the COVE model utilizes five CHC factors involved in processing and reasoning (Gf, Gs, Gt, Gps, Gsm). The “V” layer of the COVE model includes the five factors related to sensory perception (Gv, Ga, Gk, Go, Gh)

 

Table 1. The CHC factors organized by COVE. Adapted from (McGrew 2003)

 

V - PHYSICAL - PERCEPTION

Visual-Spatial Abilities (Gv)

The Gv domain represents a collection of different abilities each that emphasize a different process involved in the generation, storage, retrieval and transformation (e.g., mentally reverse or rotate shapes in space) of visual images. 

Auditory Processing (Ga)

The Ga domain circumscribes a wide range of abilities involved in discriminating patterns in sounds and musical structure (often under background noise and/or distorting conditions) and the ability to analyze, manipulate, comprehend and synthesize sound elements, groups of sounds, or sound patterns. 

Kinesthetic Abilities (Gk)

Abilities that depend on sensory receptors that detect bodily position, weight, or movement of the muscles, tendons, and joints.

Olfactory Abilities (Go)

Abilities that depend on sensory receptors of the main olfactory system (nasal chambers). 

Tactile Abilities (Gh)

Abilities that depend on sensory receptors of the tactile (touch) system for input and on the functioning of the tactile apparatus. 

O - PROCESSING

Fluid Intelligence/Reasoning (Gf)

Inductive (inference of a generalized conclusion from particular instances) and deductive reasoning (the deriving of a conclusion by reasoning; specifically: inference in which the conclusion about particulars follows necessarily from general or universal premises) are generally considered the hallmark indicators of Gf.

Cognitive Processing Speed (Gs)

The speed of executing automatized elementary cognitive processes.

Decision/Reaction Time or Speed (Gt)

The ability to react and/or make decisions quickly in response to simple stimuli.

Psychomotor Speed (Gps)

The ability to rapidly and fluently perform body motor movements (movement of fingers, hands, legs, etc.) independent of cognitive control.

Short-term Memory (Gsm)

The ability to apprehend and maintain awareness of elements of information in the immediate situation (events that occurred in the last minute or so).  Gsm is a limited-capacity system that loses information quickly through the decay of memory traces, unless an individual activates other cognitive resources to maintain the information in immediate awareness.

C - GENERAL STORAGE & RETRIEVAL

Crystallized Intelligence/Knowledge (Gc)

Gc is typically described as a person’s breadth and depth of acquired knowledge of the language, information and concepts of specific a culture, and/or the application of this knowledge.  Gc is primarily a store of verbal or language-based declarative (knowing “what”) and procedural (knowing “how”) knowledge acquired through the “investment” of other abilities during formal and informal educational and general life experiences.

Long-term Storage and Retrieval (Glr)

The ability to store and consolidate new information in long-term memory and later fluently retrieve the stored information (e.g., concepts, ideas, items, names) through association. Glr abilities have been prominent in creativity research where they have been referred to as idea production, ideational fluency, or associative fluency.

General (domain specific) Knowledge (Gkn)

Gkn reflects deep specialized knowledge (not culturally universal) domains developed through intensive systematic practice and training over time and the maintenance of the knowledge base through regular practice and motivated effort.

C- SPECIFIC STORAGE & RETRIEVAL

Quantitative Knowledge (Gq)

Gq represents an individual”s store of acquired mathematical knowledge, not reasoning with this knowledge.

Reading/Writing (Grw)

A person’s wealth (breadth and depth) of acquired store of declarative and procedural reading and writing skills and knowledge.

Psychomotor Abilities (Gp)

The ability to perform body motor movements (movement of fingers, hands, legs, etc) with precision, coordination, or strength.

 

 

To model typical classroom performance there are also specific “content knowledge” processes unique to the subject area fields and primary sense modalities of a community of practice; for example, music, mathematics, visual arts, and so forth (Gardner 1983). It is useful to consider the kinds of externally available data concerning students in order to make a selection of which dimensions will be most useful for a particular simulation. If we want to simulate “mathematics learning” for example, it may be sufficient in certain simulations to add factors to Gq specific to mathematics (e.g. computation, problem-solving, communicating mathematical results) that are often measured by assessments. This allows using external data sets from achievement tests to configure realistic student agents.

 

For some simulation goals such as modeling classroom behavior, the subject area dimensions are less important than the underlying psychological dimensions. Pilot studies and field tests with simSchool as well as considerations of the combinatorial challenges have led to a design that allows “swappable” cognitive dimensions as needed for a variety of simulation scenarios. The COVE model assumes that a modeler can swap in and out as many dimensions as needed for a specific simulation purpose, above a core of processes taking place in the COVE layers.

 

For each cognitive dimension, the COVE model adopts either a bipolar continuum of qualitatively different capabilities or a combination of an off-on state integrated with a qualitative continuum. For example, in mathematics, computation can be represented as a skill continuum where low numbers represent basic arithmetic and high numbers represent abstract or symbolic computations of higher orders. Or alternatively, the model could use a lower grain-sized dimension such as “the ability to add numbers” and set the continuum to mean a range of capability (e.g. from “cannot” to “exceeds mastery” of this skill). The number of levels on the continuum can be selected to balance computational flexibility with representational accuracy (e.g. typically from two to twenty). The choice of number of levels and factors increases the computational possibilities and challenges for modeling. For example, if each factor has “n” number of distinguishable levels and interacts independently with “x” factors, then the possibilities are n^x, which will increase exponentially with each new factor. A fully connected 16 factor cognitive model with 5 levels on each factor would have 5^16 (152,588,000,000) connection possibilities.

 

Fortunately, evidence for simplifying the number of relationships through layering and hierarchical networks is available from intercorrelation data among the broad factors (McGrew and Woodcock 2001). For example, for people aged 14-19 who took part in the development and standardization of the Woodcock-Johnson III, comprehensive knowledge (Gc) was .62 correlated with fluid reasoning (Gf) but only .37 with processing speed (Gs). In addition, structural and functional considerations suggest a narrowing and channeling of the factors. For example, perception precedes cognition and the consolidation of long-term memory is facilitated by emotional arousal (LaBar and Phelps 1998) implying that the layers handling perception must link with emotional and psychological layers before linking with long-term memory. The COVE model layers determine a particular narrowing of the combinatorial possibilities.

 

O - Psychological & Emotional Characteristics

The “O” layer is an interface between intelligence and personality in which one’s psychological make-up is dominant and involved in basic central information processing mediated by emotions. The “O” layer of the model, following (Ortony, Clore and Collins 1988) assumes that emotional reactions, which develop during the cognitive appraisal of a situation, influence performance. This section outlines the “O” layer’s framework for individual psychology, connects that framework to processing functions in the CHC theory of intelligence, and introduces a model of emotional appraisal leading to behavior.

 

Individual psychology or personality theory in the COVE model utilizes the “Five Factor Model of Personality,” “Big Five,” or OCEAN model (Digman 1990; Ewen 1998).  OCEAN stands for Openness, Conscientiousness, Extroversion, Agreeableness and Neuroticism. Each factor has an opposite (e.g. the opposite of Extroversion is Intraversion). The COVE model reverses the N scale defined by psychometricians so that being “positive in N” means being emotionally stable; which seems to accord better with the positive ends of the other four scales, where being positive in the scale is generally positive for classroom learning. An adapted terminology developed for business implementations (Howard and Howard 2000) places a “work friendly” tone on the five factors (Table 2).  The Howard and Howard convention and reversal of the N scale is intended to make the framework and language accessible to an educational audience, to better serve the need to communicate with teachers and future teachers. In contrast, the factor arrangement favored by psychological and psychometric professionals is EACNO based on lexical measures as well as historical precedents within the field; see (Hofstee, de Raad and Goldberg 1992).

 

The OCEAN taxonomy encompasses several important psychological characteristics of learners and in COVE, each is represented by a continuum. The end of each continua has maximum value in a variable or its opposite. For example, the “O” in OCEAN stands for “Openness to new experience and a desire for originality.” Highly open people tend to have a variety of interests and are drawn to cutting edge technology and strategic ideas.  Those who are low in openness tend to possess expert knowledge about a job, topic, or subject and a down-to-earth, here-and-now view of the present. A learner low in “O” would prefer routines and would feel comfortable practicing well-known skills, whereas someone high in “O” would prefer novelty, challenge and the unknown.

 

Table 2. Psychological Characteristics adapted from (Howard and Howard 2000)

 

O =

Openness or Originality

The degree to which we are open to new experiences/new ways of doing things. Highly open people tend to have a variety of interests and like cutting edge technology as well as strategic ideas.  Those who are low in originality tend to possess expert knowledge about a job, topic, or subject while possessing a down-to-earth, here-and-now view of the present. 

C = Conscientiousness or Consolidation

Conscientiousness refers to the degree to which we push toward goals at work.   Highly conscientious people tend to work towards goals in an industrious, disciplined, and dependable fashion.  Low consolidation people tend to approach goals in a relaxed, spontaneous, and open-ended fashion and are usually capable of multi-tasking and being involved in many projects and goals at the same time.

E =

Extraversion

Extraversion refers to the degree to which a person can tolerate sensory stimulation from people and situations.  Those who score high on extraversion are characterized by their preference of being around other people and involved in many activities.  Introversion at the other end of the scale is characterized by one’s preference to work alone and is typically described as serious, skeptical, quiet, and a private person.

A =

Agreeableness or Accommodation

Accommodation refers to the degree to which we defer to others.  Agreeable people tend to relate to others by being tolerant, agreeable and accepting of others. Low accommodation or disagreeable people tend to relate to others by being tough, guarded, persistent, competitive or aggressive. 

N =

Emotional Stability or Need for Stability

At one extreme of the need for stability continuum, highly reactive people experience more negative emotions than most people and who reports less satisfaction with life than most people.  At the other extreme, highly stable people don’t get emotionally involved with others and may seem aloof or stoic.

 

As an example, in simSchool, the OCEAN variables are set on a scale from –1 to 1, with 0 at the midpoint, which allows a software agent to possess values representing the full range. SimSchool divides the scale into .1 units, giving 21 positions from –1 to 1 (e.g. –1, -.9, -.8 … .8, .9, 1). This gives the psychological portion of the agent learning model a mathematical possibility of representing 21^5 or about 4 million OCEAN personalities. The SimSchool application (www.simschool.org) narrows the possibilities by grouping the variables into a 5-position narrative for each of the Big Five, representing clusters near –1, -.5, 0, .5 and 1. This provides 3,125 different narratives for the OCEAN personalities. The SimSchool narratives divide each of the psychological components into two extremes (e.g. extremely extroverted or introverted) two moderate positions (moderately extroverted or introverted) and one ambivalent or balanced position. Narratives are dynamically assembled from the database for each unique personality and presented to the user on demand (Figure 3).

 

 

Figure 3. Psychological characteristics of a simulated student in simSchool.

 

In the remainder of this section OCEAN is linked to the CHC theory of intelligence as well as a model of the subjective process of appraisal leading to behavior. Linking the OCEAN to CHC was recently proposed (Chamorro-Premuzic and Furnham 2004) based on correlation evidence from studies of subjectively assessed intelligence (SAI). An example of SAI is a student who has often failed tests, which leads the student to an expectation to fail a future test, and lowered performance on the test influenced by that appraisal. Citing a number of studies, Chamorro-Premuzic and Furnham propose that SAI mediates between personality, intelligence and performance, and list a number of correlations noted by researchers, including:

 

 

The COVE model links OCEAN to CHC at the “O” layer reasoning that OCEAN is more complex than receptors and perception at layer “V”, and less complex than conceptualization and long term memory at layer “C.” In addition, following (Eysenck and Eysenck 1985) who suggested that SAI should be considered a part of personality rather than intelligence and (Chamorro-Premuzic and Furnham 2004) who note the “considerable conceptual overlap between the concept of SAI and Openness” (p. 256), the COVE model layer “O” positions psychology, emotions, and reasoning fluidity (Gf) to fulfill the SAI appraisal function.

 

The correlation evidence and structural-functional considerations leads to a model of “O” that includes causal precedence (Figure 4). Intercorrelation of Neuroticism and Extroversion with Openness, Conscientiousness and Agreeableness is suggested based on neurophysiological evidence from animal and human studies that posits two large clusters: (1) Extraversion, Exploration, Novelty seeking, Sensation Seeking, Positive Affectivity and Impulsiveness, versus (2) Neuroticism, Anxiety, Fearfulness and Negative Affectivity (Budaev 2000). The two large E & N clusters are mediated by independent neurobiological mechanisms (e.g. catecholamines, dopamine and norepinephrine for E; and the amygdala and the benzodiazepine / GABA receptor system for N). The arrow from processing speeds (Gs, Gt, Gps) to N indicates an inverse correlation (e.g. higher speeds correlate with lower emotional stability). The other arrows in Figure 4 represent positive correlations (keep in mind that the negative correlation found in the literature has been reversed on the N scale).


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Figure 4. Linking CHC to OCEAN variables

 

The pathways in Figure 4 focus on the “incoming” signals leading to crystallized knowledge; however, returning pathways from pattern formation, recognition, beliefs, and decisions to intentions and action exist at every level too. A cognitive structure of emotion-based decision-making known as the OCC model (Ortony, Clore et al. 1988) has influenced computer modeling of autonomous agents and artificial intelligence, and deals with both incoming and outgoing information. In the OCC model emotions are viewed as “valenced reactions to events, agents or objects.” That is, the type and strength of an emotion depends on stimuli in the agent’s environment. The stimuli are mapped to a “valence,” a positive or negative score, by a process called “appraisal.” The parallel between appraisal and subjectively assessed intelligence (SAI) discussed above suggests a need for an expansion of concepts in the “O” layer that help explain how OCEAN variables influence various types of appraisals. The simSchool model developed to date narrows the focus of appraisal to that of learning task performance (objects), teacher conversations (agent) and their evolution in sequences (events).

 

In addition, constructs from models of emotion-based behavior utilize higher levels of abstraction, such as Beliefs, Desires and Intentions (Rao and Georgeff 1991; Busetta, Bailey and Ramamohanarao 2002; Casali, Godo and Sierra 2004) and Disposition, Emotion, Trigger, and Tendency (Parunak, Bisson, Brueckner, Matthews and Sauter 2006). Comparing these with the COVE model, the “O” layer should include links to Desires and Intentions (Beliefs are perhaps a longer-term object of memory and belong in the “C” layer) and to all but the “Triggers” in the DETT model (which would perhaps come from the “V” layer) indicating that additional work is needed to integrate these higher-level constructs with the CHC-OCEAN level of abstraction at the “O” layer. The BDI, DETT, OCC and other models are discussed further below.

 

V- Physiological Characteristics

The physiological characteristics involved in learning entail both sensory (afferent) and motor (efferent) neural pathways. While learning is sometimes thought of as primarily the organization of incoming sensory signals, recent work in artificial intelligence and robotics as well as constructivist learning theories suggests that pre-motor and motor systems - the body’s exploration and action in the world  - plays a major role in the development of intelligence (Pfeifer and Bongard 2007). This important potential for action and feedback is addressed below in the sections on knowledge, assessment and feedback. COVE concentrates on the sensory components of learning, which are also represented in the CHC theory of intelligence as visual (Gv), auditory (Ga), kinesthetic (Gk), olfactory (Go) and haptic (Gh). In the simSchool engine, only (Gv, Ga, Gk) are used since those are more typical in classroom learning.

 

In these physiological “V” variables, unlike the bipolar “O” psychological variables that are always present to some degree, there is the possibility of a complete absence of an input pathway, such as in blindness or deafness. This suggests using a threshold level in addition to a range of ability or preference. The concept of preference is useful for connecting the model to “learning styles theory” (Silver, Strong and Perini 2000; Lemire 2002) and that of ability is useful for connecting to theories of intelligence. For example, if someone is not blind, then to what extent do they tend to favor or prefer to organize learning through the visual pathway? For model simplicity, simSchool uses the 0 position on a scale of zero to ten to represent complete absence of the pathway and all other positions to assume presence plus a degree of preference.

 

The COV layers together allow the representation of a wide range of learning behaviors (Figure 5) and offer an organizing framework for future development of agent personality.

 

E - Environment

 

The “E” layer of Environment variables includes learning tasks (objects), interpersonal relationships and social expectations states theory (agents) and the effects of sequences of interactions (events). In the HPL learning theory environment includes “community,” which reflects the social context of learning and the feedback role of external “assessment.” In addition, some aspects of the nature of “knowledge” itself are certainly external to the individual learner. HPL thus contextualizes cognition as an interaction of internal and external factors, not solely as an “information processing” or “knowledge acquisition” problem of an individual. The chapter discusses these factors more fully after a brief introduction of and comparison to alternative agent modeling frameworks: the Brisbane, OCC, BDI, and DETT models

 

 

 

 

 

Figure 5. A simSchool learning setting with individualized personalities, attitudes and behaviors.

 

The Brisbane Model

A research group in Brisbane (Su, Pham and Wardhani 2006; Su, Binh and Wardihani 2007) uses an abridged version of the Big Five (AB5C, see (Hofstee, de Raad et al. 1992)) and a story-boarding interface to facilitate the personality and emotion control of the body language of a dynamic story character. Game and simulation designers can devise a story context, which their engine then uses to predictably motivate personality and emotion values to drive the appropriate movements of the characters. In the Brisbane model, personality, emotion, self-motivation, social relationships, and behavioral capabilities are taken into account together. The Brisbane method of dealing with the OCEAN variables produces 32 personality combinations that provide descriptive lexicons for their computational personality model.

 

The research-based lexicon of personality terms used in the Brisbane model is defined by a “high and low” position on each of the OCEAN variables (10 possible positions). Then the OCEAN variables are taken in pairs, representing a major and minor loading on a personality trait. This produces 10*9 or 90 possible traits, which the Brisbane team simplifies to 32 personality combinations. For example, a software agent might be described as “conventional, traditional, prim, mundane, and law abiding” if the agent is low on Openness and high on Conscientiousness.

 

The OCC Model

The OCC model (Ortony, Clore et al. 1988) presents a cognitive framework for emotional reactions, including behavior. An agent’s emotional reaction is initiated with a triggering event that is appraised in conjunction with a prior emotional state as well as inputs from the rest of the environment. Three classes of emotion (being pleased or not in reaction to events, approving or not in reaction to agents, and liking or not in reaction to objects) have the simplest “eliciting conditions” and thus in a sense the most basic emotional reactions (p.33). These classes are then differentiated further to produce six groups of emotion types: Fortunes-of-Others, Prospects for Self, Well-Being, Attribution, Attraction and a compound group of both Well-Being and Attribution (Figure 6). Emotions are represented as a set of “substantially independent groups based on their cognitive origins” (events, agents or objects) and responses are determined by the way that an agent “construes the world or changes in it” which causes a “valenced reaction” within the six types (p. 13).

 

 

 


           

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Figure 6. OCC emotion classes and types. Adapted from Ortony, Clone & Collins 1998

 

Several games and simulation developers have used the OCC model as a basis for agent action (Silverman 2001; Morris 2002; Gratch and Marsella 2004; Bartneck n.d.; Egges, Kshirsagar and Magnenat-Thalmann n.d.) however, the model has not been documented in use in a simulation of a classroom or teaching.

 

The BDI Model

The BDI model (Bratman 1987) uses concepts of belief, desire and intention (Rao and Georgeff 1991) and is a mature and commonly adopted “bounded rationality” (Simon 1955) architecture for intelligent agents; it is “an abstract architecture of a family of parallel and distributed systems” (Busetta, Bailey et al. 2002). Beliefs are formed from sensor-based perceptions while Desires are long-term goals. Both feed into an analysis that includes procedural knowledge encoded as action step sequences (Plans) from which a current state of actions is drawn (Intention), which then changes agents’ relationship to the Environment through Effectors (Figure 7). Environments (such as classrooms or the multitude of mental models in an individual considering alternatives) can be highly uncertain; in uncertain circumstances bounded rationality models are often “stiff.” That is, they only know how to deal with a narrow version of reality and may fail when situations get complex or uncertain. Solutions have been proposed by extending the semantics of intentions for collective action of groups of agents and by adding more flexible algorithms.

 

The operational semantics of intentions can be extended to collaborative tasks involving team of agents by using distributed nested transactions (Busetta, Bailey et al. 2002), giving the BDI model a robust, reliable foundation. Distributing the Intention across several cooperating agents increases reliability by engaging several agents in parallel fulfillment of an objective. This increases performance when uncertain events in the environment interfere with or exceed the boundaries of the Plan. In a classroom example, there may be both individual and group applications. For example, when a learner employs multiple strategies to solve a problem, or “multi-tasks” when solving a problem, or when a collaborative learning group divides a problem into parts, may be cases where the BDI model would be helpful.

 

 

 

 

 

 

 

 

 

 

 


Figure 7. BDI model. Adapted from (Busetta, Bailey et al. 2002)

 

Another approach to help deal with uncertainty expands the bounded rationality of the BDI system with a “graded BDI agent” approach (Casali, Godo et al. 2004). BDI seems applicable to representations of collaborative action as well as in individual goal-directed behaviors and may well find its way into simulated teaching environments in the future.

 

The DETT Model

The Disposition, Emotion, Trigger, Tendency (DETT) model of emotion (Parunak, Bisson, Brueckner, Matthews and Sauter 2006) for situated agents captures the essential features of both the OCC and BDI models in a computational framework for combat simulations. Having developed in a military context, the DETT model is an environmentally mediated model of emotion in a computationally tractable framework that can support large numbers of combatants. Because of the battlefield context, the DETT theorists sought to minimize “extensive symbolic reasoning” in the agents, a critical feature with important details for learning theorists, especially cognitivists and constructivists. For this reason, the model may have only limited applications in a simulation of teaching and learning. DETT may be applicable to classroom and school settings where large-scale group interactions are the focus of the simulation.

 

In spite of the limitation of the simplification of an agent’s internal processing, the DETT model serves as a useful example and can be compared to the simSchool framework’s simplification of psychology and cognition. The simplification of emotional reasoning in DETT comes from quantizing critical values into –1, +1 (e.g. avoid, move toward). In simSchool, a simplification of cognition and classroom behavior occurs at two levels: five positions on each critical variable are used to build adaptive narratives that describe the learner’s characteristics, and at the deeper level of the logic engine, 21 positions (i.e. –1, -.9…0…+.9, +1) are used in the calculations representing “cognition and classroom performance.”

 

In addition DETT introduces persistent states into the agent-environment interaction, as does simSchool. There is a 1:1 relationship between Dispositions and Emotions, in simSchool there is a 1:1 relationship between a task (compare with Desire in the BDI model) and the COVE model of the learner. Dispositions remain constant during a simulation, where Emotions can vary. In simSchool, the task (object) remains invariant for as long as the teacher has it assigned and the physiological variables also remain constant during the simulation; the learner’s O & C variables adapt to the changing landscape of tasks, agents and events faced as time evolves in the simulation.

 

Comparing these several models (Table 3) highlights differences that arise due to variations in the goals for agent behaviors computed by the models.

 

Table 3. Models of agent personality

 

Model

Focus

Goals

COVE

simSchool

Classroom learning and behavior

To model how people learn and how teachers impact learning through teaching

Brisbane

3D body movement and expression

To provide a visual platform for agents to simulate storytelling sequences with consistent personality performance and reflection of inner feelings or emotions

OCC

Cognitive structure of emotions

To model and understand emotional reactions to people, objects, and events

BDI

Decision system for action based on perceptions, long-term goals and short-term intentions

To model rational behavior of an agent

DETT

Decision system for action based on dispositions, emotions, triggers and tendencies

To model rational behavior of large populations of agents

 

 

 

 


 

Table 4. Agent models compared to the HPL-BCC model of teaching and learning

 

Agent Models

HPL Learning Theory

BCC Instructional Theory

Learner

Knowledge

Community

Assessment

Behavior

Cognitive

Constructivist

COVE

SimSchool

Cognitive

Psychological

Physiological

Acquisition

Labeling

Hierarchy & Temporality

Teacher relationship

(Peer relationships in planning)

Nonlinear dynamic system model

Adaptive goal-based verbal &

nonverbal

 

(Hawkins)

Discover

Infer

Predict

Act

Task-oriented goal seeking

Brisbane

Personality

Emotion

 

Social Relationships

Fuzzy logic controller

Story-based

Nonverbal

 

 

Self-motivation

BDI

 

Beliefs

Desires

Environment

(Busetta) Distributed Nested Transactions

 

Sensors

Effectors

Intentions

(Casali)

Graded BDI

 

OCC

Prospects for Self, Well-being

Attributions to self or others, Attraction to objects

Fortunes of Others

Emotional classes and types

Valenced reactions

Appraisal of reaction classes for events, agents, objects

Construing the world

DETT

Dispositions

Persistent states

Triggers

Emotional Appraisal

Tendency

 

 

 


 

Nature of Knowledge

 

In order to teach a teacher to teach, the simulation has to deal with knowledge acquisition  by students; you will recall that the students are “agents” in our model. The simulation has to represent how learning can occur within the agent and also, how much of it has occurred as a result of the user’s interactions. In addition, another challenge is to what extent the agent will be able to appear to know things. We’ll deal first with the process of acquiring, then the content and appearance of knowledge in agents.

 

Knowledge Acquisition

Knowledge (e.g. a fact, a spatiotemporal sequence, a memory) is acquired incrementally over time and is integrated into what is already known, using dynamics and processes that are present in the evolution of all systems. We are confident of these features based on theoretical as well as biological grounds. On theoretical grounds we know that real evolving systems extend into the future based on immediate and irreversible past processes (Prigogine 1996; Bar-Yam 1997; Beinhocker 2006). Who we are now is who we just were, with some slight change, and we cannot go back to who we were, ever. The one-way arrow of time is a crucial aspect of system evolution that is central to ideas about learning and means that knowledge is dynamic, transient, historical, and highly dependent upon context. On biological grounds we know that cortical functioning maps the spatiotemporal structure of reality (Braitenberg 1984; Edelman and Tononi 1995) which naturally leads to a hierarchical temporal structure of memory (Hawkins and Blakeslee 2004). A computational bridge between biology and mathematics has been provided by Holland and others (Holland, Holyoak, Nisbett and Thagard 1986) who have shown how “default hierarchies” in a complex network of rules are involved in inference, learning and discovery. A frog, for example, might have a set of rules it has learned to stick out its tongue to catch all small fast moving flying things except ones that (it learns later) fit a description for “wasps.” As the default rules are expanded to deal with exceptions, discoveries are joined with the existing hierarchy of rules allowing for beneficial future predictions. So with respect to acquiring knowledge, the agent in our proposed game needs to use its immediate past state to create a new, slightly different state, using inputs from the environment organized according to the laws of physics and the statistical mechanics of complex networks (Albert and Albert-Laszio 2002).

 

Making incremental changes in the current state can be evaluated in relation to the immediate past state. “Am I more hungry or less, now that I ate my morning bagel?” This produces backward-looking knowledge or reflection. Can the agent also look forward in time? Certainly, autonomous agents do as they enact their lives in the real world (Holland 1998; Kauffman 2000; Baum 2004; Hawkins and Blakeslee 2004; Pfeifer and Bongard 2007). In simSchool, a stand-in for autonomous planning and goal-setting is used to attract the agent’s states forward through time. Something similar to this happens at the evolutionary time scale as the landscape of environmental factors shapes the species; the requirements act as de facto goals whether the agents are aware of them or not. As animals reach the goals, they develop expertise. “Most animals,” according to (Brooks 1999) “have significant behavioral expertise built in without having to explicitly learn it all from scratch. This expertise is a product of evolution of the organism; it can be viewed as a very long term form of learning which provides a structured system within which individuals might learn more specialized skills of abilities” (p. 28). In the simSchool application, tasks and teacher talk form the goal environment or “problem space” for the simulated student agents.

 

One reason to use externally supplied goals instead of autonomous goals is that artificial intelligence researchers are just beginning to understand how planning and goal setting works in an evolutionary context, and it appears that long periods of time are required to develop autonomous goals. Because the teaching simulation needs to highlight the relationships among a student, a teacher, and the artifacts and evidence of learning in a classroom setting, it seems practical for our current state of knowledge to seed the system with high level goals that short-cut the evolutionary timescale that would be needed if starting from scratch. There is a drawback to this choice. Our initial choice of external goals biases the model; however, all models, and the inductions they allow, have some kind of bias that simplifies the world (Holland, Holyoak et al. 1986; Holland 1998; Baum 2004) so the proposed framework is similar to all models in this respect.

 

The bias concerning the acquisition of knowledge starts with the notion that everyone (and every living thing) is in the business of learning throughout life. This innate striving to understand is a natural inner drive. As Art Costa once told a room full of educators (Costa 1999), even a stored potato, plucked from its mother plant and tucked away in a dark root cellar on a shelf, sends out shoots trying to find light, soil and water. Things want to live out their potential and for humans that includes learning. The agents in the game of teaching (e.g. simSchool) are therefore seeking to adapt and trying to meet the requirements of the teacher’s tasks and intentions as signified in assignments and conversation.

 

In simSchool, each assignment given by a teacher sets a goal for the student, and given enough time and support, that student can almost always adapt to the requirements of that task. Each task is a new “problem space:task model” for the agent. As the agent encounters new problems, it takes a series of small steps, tinkering, making tentative hypotheses and seeking validation via evaluation functions that result in “hill climbing” toward its goals (Baum 2004). Knowledge acquisition occurs as progress is made toward the task’s goals. The model has thus substituted external goals for autonomous goals. One of the signs of this dynamic is how students individually react to each action of the teacher with body language and talking behaviors (Figure 4).

 

 

Figure 4. Conversation and body language differences in simSchool.

 

In the future, as AI improves, autonomous goals can enter the model; but note that in normal school settings, real students suspend many of their autonomous goals to do what the teacher says and the school requires. This leads to a state of affairs that has occupied sociocultural theorists of education in the past; the balance of individual autonomy with the needs of enculturation of the next generation. The section on “community” below takes up this theme in an abstract way, but for now, the idea of knowledge acquisition is focused on how the hill-climbing search (and other methods) for understanding leads to expertise – an internal mapping – of units of knowledge.

 

Understanding and Labels

The content of knowledge can be classified by two broad categories of knowledge: “know-how” (procedural, tacit knowledge) and “know-that” (declarative, descriptive, propositional knowledge). Know-how, since it is largely tacit, cannot be easily talked about or represented; it must be enacted. For example, try telling someone how to ride a bike. Is that enough knowledge to enable riding? Some aspects of procedural knowledge and skills (e.g. walking, playing a musical instrument) seem to migrate from conscious efforts into know-how. That is what allows you to attempt to tell someone how to ride a bike. Other kinds of procedural knowledge (e.g. turning food into metabolic energy and nutrients) are innate. An evolutionary view of knowledge that includes everything from DNA to culture would argue that all knowledge is fundamentally know-how, some of which gets dressed up as know-that through the use of labels (see (Holland and Reitman 1978; Baum 2004; Pink 2005; Pfeifer and Bongard 2007). For example, I say “cat” and you recall a series of your life experiences unlike anything that anyone else on earth has experienced; yet you understand what I mean (if you speak English and know what a cat is). You cannot possibly tell me or anyone else, including yourself, all of the experiences that combine to form your response to the word “cat,” so what you do is tacitly accept the label from me, assuming that we probably share a large portion of similar experiences signified by that token. The philosopher Hilary Putnam calls this "the charity of interpretation" (Putnam 1992). Semantics and understanding enters in via compression and labeling of know-how (Baum 2004).

 

Know-how is the most abundant kind of knowledge, but being tacit, it doesn’t appear in textbooks, lectures and tests. Declarative knowledge on the other hand, while ubiquitous in teaching and assessment, is little appreciated as a label for know-how. As Kauffman (Kauffman 2000) says “Know-that is a thin veneer on a four-billion-year-old know-how skill abundant in the biosphere” (p. 111). On that thin layer of labels (the knowledge that we can talk about) rests all of humanity’s cultural artifacts.

 

Both kinds of knowledge should be evident a simulation of classroom learning. The agents who are learning as a result of the actions of the user would then “know-how” to react and act in the simulation, and if asked, the agents would be able to say something useful to the user to show that they “know that” something exists or is true.

 

Hierarchy, Temporality and Agency

The process of acquiring knowledge is incremental, an expansion driven by evolutionary forces on agents seeking solutions or resolutions of goals. The narrative has indicated that the shape of the solutions is a hierarchical temporal structure. Several writers give a picture of what one level of a hierarchy “knows” about the levels below it, and what that level projects to the next level “up” or “down” in the hierarchy. This section explores these concepts as a foundation for knowledge and behavior exhibited by the agent. Games and simulations that teach teachers will have simulated students that behave like real students; they will seem to “know” and “learn” using a cognitive framework with hierarchy, temporality and agency.

 

Daniel Dennett (Dennett 1995) and Victor Braitenberg (Braitenberg 1984) give two pictures of increasing complexity in independent agents or agency at several levels in a cognitive hierarchy. Dennett’s colorful image is of four kinds of “creatures” and Braitenberg uses the idea of robotic “vehicles” to make many of the same points. Dennett’s creatures are Darwinian, Pavlovian, Popperian, Gregorian.

 

Darwinian creatures evolve by simple mutation, recombination, and selection made by fitness on a landscape that serves as the evaluation function. For those unfamiliar with evolutionary concepts outside of biology, see (Platek, Keenan and Shackelford 2006) for an introduction to evolutionary cognitive neuroscience and (Cosmides and Tooby 2007) for evolutionary psychology. No behavioral learning is possible at the Darwinian level, so modeling of how people learn should not start at this level, although the model may need to account for this level of dynamics at some point. The model needs simulated student agents who can appear to learn.

 

At the next level up, in Pavolvian creatures, there is a nervous system and stimulus-response learning is possible. The behaviorist tradition in education takes its foundation here, but simulated students should be more complex than aplysia, so the model needs to be built higher up in the hierarchy in order to function more realistically for teacher education.

 

Next is the Popperian level. Those unfamiliar with Karl Popper (Popper 1959) may find it interesting that he showed that scientific theories are never proven true, but are held tentatively until they are falsified – that is, until they are shown to be inadequate due to new knowledge including better models. The possibility of falsification underpins the role of models and theory in science, as well as in the proposed cognitive framework for simulated students.

 

Since we have already seen that models are incomplete simplifications of the world, the Popperian level is a good starting point for representing how people learn and what knowledge they possess. Creatures at this level have internal models and can simulate or run the models disengaged from the world. This appears to be a potential foundation for thought, reflection and prediction. A Popperian agent learns and possesses incomplete simplifications of the world that are always ready to be improved with new information. The agents in the simulations of how people learn should be capable of this sort of learning and knowledge.

 

Gregorian creatures at Dennett’s fourth level use tools to create a shared base of knowledge or culture. At the current stage of AI, it is hard to envision a day when software agents will create and use cultural artifacts. However, it seems to be a technical rather than a fundamental question. The Gregorian level would be ideal for a simulated student, because then the student could produce his or her own original work for teacher grading.

 

Braitenberg (Braitenberg 1984) gives much the same picture, but uses a synthetic constructive approach, building up from a concept of a simple vehicle at the lowest level. As he introduces more and more complexity, he names the vehicles for the primary activity allowed by each new level. For example, the simplest vehicle is “Getting Around” which connects a single sensor directly to a single motor. The propulsion of the motor is directly proportional to the signal being detected by the sensor. Imagine that this vehicle is swimming around in water and the sensor detects temperature. You might find the agent speeding up in warm spots, slowing down in the cold (or vice versa). Given the existence of currents and friction, the vehicle might behave erratically giving an animated impression of “life” similar to the Brownian motion of pollen and dust particles in water.

 

The next vehicle has two sensors and two motors connected in either a straight line fashion or crossed so that the left sensor operates the right motor and vice versa. The idea of crossing connections emulates the crossed fibers in the human corpus callosum that gives rise to our “left-brain vs. right-brain” cognitive architecture. This vehicle is called “Fear and Aggression,” because in the straight-line configuration, certain environmental sources (e.g. whatever the sensor detects) attract the agent to rush toward the source while in the crossed-line configuration, the agent avoids those sources. An agent with several sensors and motors with both straight-line and crossed connections will seem to be attracted or repelled by a variety sources in the environmental landscape. This kind of modeling – with the agent attracted by some features of the learning task or environment and repelled by others - is an essential feature of the simulated student. In simSchool, each individual student is attracted by the current features of the problem space, which gives rise to incremental improvements in performances in some variables and drops in others (Figure 5).

 

 

Figure 5. A simSchool student gains or loses in performance in relation to problem space settings. Yael gains slowly in academic performance and loses ground in agreeableness based on the task settings for doing a team worksheet.

 

Braitenberg’s vehicles range from simple locomotion to trains of thought and even egotism. The sensorimotor network arrangements of the vehicles describe levels and kinds of agency possible within a hierarchical network by virtue of the configurations of connections between layers.

 

To bring these metaphoric pictures into the simulated student’s knowledge, the creatures and vehicles can be thought of as nodes or groups of nodes within levels of a network hierarchy that changes over time. In a neural net, the nodes are metaphorically called “neurons,” nodes, node complexes or simply variables.

 

A hierarchical temporal network embodies knowledge in a computational structure (Hawkins and Blakeslee 2004). Results are computed from incoming information (e.g. integration, Piagetian equilibration) and decisions are computed, including updates and actions (e.g. retrieval from memory, coordination, communication). Cognitive and social constructivists (Bruner 1960; Vygotsky 1962; Piaget 1973; Piaget 1985) are validated by this model because the semantics or meaning within all this signaling is constantly being constructed and shared across agent-community boundaries. Feminist theorists (Haraway 1988; Weiler 1991) will note that a multiplicity of perspectives and partial truths are vying for attention and control within the cognitive system. As the cognitive system reaches high levels of complexity, it includes cultural and social artifacts while preserving the dynamics of the structure of knowledge that emerge in the temporal hierarchy.

 

Each node of the hierarchy is a semi-independent subagent or center of agency in that it operates automatically on all its incoming information but can be interrupted by a higher-level subagent subsuming its role. In Robby Brooks’ (Brooks 1986) “subsumption architecture” terminology, the intelligent system is decomposed into independent and parallel “activity producers.” Activity theorists (Engeström, Miettinen and Punamäki 1998) would agree with the concept of agency arising from activity in the world. In particular, Brook’s concept is that cognition is itself the intersection of perception and action and not an independent mediating structure between them. As a result of this insight, the model of acquiring knowledge needed in the design framework is not separate from the perceiving of inputs and production of behavior of the student. If we achieve sufficient complexity in node-cluster agency in the hierarchical and temporal structure then it will appear to an outside observer (even the “self”) as cognition. We do not have to build a separate cognition box, but instead, allow for increasing levels of complexity emerging from a common core of functions.

 

The concept of agency has two meanings to draw out: first, how a result is obtained or an end is achieved, and second, acting on behalf of or representing another. There may be another meaning of agency to bring in eventually, for example, the concept of “acting freely” or “on one’s free will.” For now, it suffices to think of a hierarchy of nodes where in general, a “higher level” means fewer nodes receiving signals from and mapping back downward onto a larger number of “lower level” nodes.


 

 

 

 

 

 

 

 

 

 

 


Figure 6. A single network hierarchy with different “up” and “down” flows

 

Each node (e.g. Level 2 in Figure 6) is an ambidextrous entity, linking upward as well as downward from its position in the hierarchy. Each node gets incoming messages from below and above and sends outgoing messages to each. In the Hawkins model, the upward messages are beliefs and the downward ones are predictions (Hawkins and Blakeslee 2004). For example in the design for a simulation of how people learn, the agent acting as a student builds up (evolves, remembers) a pattern that forms a foundation for future actions in the classroom. These built-up experiences partially determine how the agent will behave in a future simulation with the same player. The simulated student acquires a new label for a set of complex experiences (e.g. remembering that a user has come back to play again) and uses that label in current computations.

 

To help with understanding the belief-prediction structure, John Holland (Holland 1995) explains two basic concepts of agents that we can make use of at this point: aggregation (a property) and tagging (a mechanism). Aggregation occurs at each higher level in the hierarchy. A node aggregates features from the layer below it.  Baum notes that an aggregating node creates a more compact description of the world (Baum 2004) – a label - which is equivalent to that layer’s understanding of the world below it, which is consistent with Hawkin’s “beliefs.” The node can then can send a message to the next higher level as a compact description and use its understanding to control the layers below. The node’s compact description is interpreted by the level above as a tag, label or belief (e.g. “cat”) for the complex composition of features below (e.g. all the “cat-related” associations you have made since birth, maybe since the beginning of time). The node also uses lower level tags (e.g. things that are whisker-like, things that are furry-like) to select, categorize and predict incoming features from below. Tagging or labeling thus facilitates aggregation by pointing out what things belong together and it facilitates recognition and categorization by compressing information about the world below.

 

As illustrated in Figure 6, the mapping of transitions up and down the hierarchy is more complex than 1:1. Nodes can classify the world in more than one category and can also direct behavior of more than one action. The tentative nature of the classification points out that the agent’s model of the world is not completely valid (recall Popperian falsification and the partial truths of Feminist philosophy). The layers of transition functions Holland calls “quasi-homomorphisms” or “Q-morphisms(Holland, Holyoak et al. 1986). We can think of the world model available at any particular level of the hierarchy as providing default settings for making predictions about the incoming level from below; and the level below evokes exceptions that force reworking the model. Here is Piagetian constructivism in action at the atomic level – remodeling the world based on present needs given by new information.

 

We now have a background to summarize how the simulation can represent how learning can occur within the agent. In summary, each student’s knowledge is represented by a set of node or variable complexes that are updated as the simulation play moves forward in time.

 

We can think of the nodes as computational processes or alternatively as simple or complex variables, depending on the “grain size” needs for modeling. “Grain size” sets a boundary that determines what a model can simulate and represent as well as what may be emergent and difficult to represent. For example, if the model is at a very high-level of grain size (e.g. whole individuals interacting in an environment) then the internal lower-level details may be hidden from view (e.g. what is motivating each individual to interact). For example, to model learning theories such as behaviorism, cognitivism and constructivism the focus has to be many levels distant from the neurophysiological level. The agent-based hierarchical-temporal cognitive network framework developed thus far implies that in such a high-level simulation, cognition amounts to dealing with labels that represent, stand in for and call upon, lower level complex functions. Those labels are the understandings that the agent possesses that enable it to act in the world. This is how we as well as agents understand things.

 

As an aside, a software agent is not presumed to possess human understanding, only that it can understand things in its own terms and that a sufficient level of complexity can be reached to utilize the agent as a model of student learning for the purpose of teaching a teacher how people learn. A rich and detailed philosophical history has unfolded around questions of artificial intelligence. The bias of this chapter is that AI is one of many forms of intelligence and can theoretically reach sufficient levels of complexity to pass the Turing test. However, it should not matter what side of the debate one is on (e.g. whether one believes that AI is intelligence at all or to what extent it is) in order to entertain the idea that a simulation of classroom learning might be possible that would improve upon the current methods of teacher preparation, mentoring and professional growth.

 

At this point, we have a knowledge structure and acquisition process that is one and the same thing – a constantly maintained hierarchical temporal complex network in which agents:

 

 

In order to exhibit more complexity in the classroom, the HPL-BCC computational framework needs to include agents that not only know some things, and learn other things, but know how to learn.

 

Ultimate Knowledge: How to Learn

Hawkin’s idea is that network nodes have four functions present at all levels of the hierarchical temporal cognitive complex  - a “common algorithm” inspired by the human neocortex (Hawkins and Blakeslee 2004). The first two functions are required at every level; the last two are optional.

 

1)      Discover causes in the world

2)      Infer causes of novel input

3)      Make predictions

4)      Direct behavior

 

Discovery of causes is accomplished by categorizing persistent patterns of incoming information, such as in the “cat” example. The structuring of this input into hierarchical and temporal chunks resonates with past knowledge (e.g. recognition, remembering) and incrementally updates the knowledge structure (e.g. learning new patterns and variations). To accomplish both functions, the node has to classify its input. For example in recognition: “IF I see a furry creature with four legs AND IF it has whiskers AND IF it also has a long tail, THEN it might be a cat.” Note the rule-based nature of classification and the tentative conclusion. Discoveries (new conclusions) are also tentative: “This is like a cat, but it is slightly different than any cat I’ve ever seen.” Note the need to adapt the rule in order to discover a new cause in the world.

 

Classifier systems as developed by Holland and others (Holland and Reitman 1978; Holland, Holyoak et al. 1986) contain mechanisms for adaptively generating new rules, processing rules in parallel and evaluating the rules in relation to selection criteria. Rules classify input by matching and ordering input conditions (e.g. “IF such and such is happening”) with actions (e.g. “THEN do the following”). Among the items following “THEN” are optional externally observable behavioral actions when appropriate. For example, “IF the cat is huge and has big teeth, THEN get moving.” Note the similarity of the subsumption architecture (Brooks 1999) and default hierarchy (Holland, Holyoak et al. 1986) in that the cognitive system uses ongoing parallel input processing of a hierarchy of rules, all of which are firing and presenting tentative recognitions that higher levels evaluate and use.

 

Inferring causes of novel input builds upon classification and past experience and borders on prediction. One can see a relatively smooth transition from the “ah ha” of recognition of an input, to the consequent “that must mean that this is an example of x” and “In the past, the presence of x’s has meant y’s so I predict that the next thing I’m going to see is a y.” Baum’s view is that the compact description (the label) implies what is below it and when the general schema almost fits a current situation, it leads naturally to inferences that what held true in past experience might then also hold now for this new input. If the resulting semantic import of that recognition involved past pain or pleasure (e.g. was rewarded or punished), then it might lead to behaviors such as fear and aggression (e.g. moving toward or away from something). Holland’s view is that exceptions to the rules in the default hierarchy are created to handle special cases when the default hierarchy needs fine tuning (Holland 1995).

 

Applying the Knowledge Framework

In simSchool, an agent’s knowledge and acquisition of knowledge is represented by bundles of variables that contain current states. There is no “memory” made up of representations so there is no “content of knowledge” in the sense of a collection of them. A single variable represents general capabilities for academic performance.  In the HPL-BCC model, a revolving door of bundles of variables needs to be introduced to represent academic and other more purely cognitive capabilities, depending on the context of a particular simulation. The research suggests also contemplating the addition of a bundle of general cognitive capabilities that come into play regardless of the subject area one wishes to teach: for example, language comprehension and abstract reasoning may be among the variables in that bundle.

 

Each agent’s state of knowledge and personality characteristics of acquiring new knowledge is handled at a high level of abstraction as an intersection or computational composition of the psychological, physical and cognitive variables. Tasks given by a teacher become a goal environment for each student. Simulated students attempt to meet the task requirements; progress that is enhanced or inhibited by differences between the students’ current states and the task’s characteristics. The student’s internal variables are incrementally updated on gradients that are more or less steep depending on how far the task requirement is from their current state, computationally implementing the theory of the zone of proximal development (Vygotsky 1962; Vygotsky 1978).

 

The current state of the student model is a low-level vehicle, to use Braitenberg’s term, or perhaps a Pavlovian creature, in that there is only local adaptive memory in each agent. Agents are created anew with each game or simulation. They exhibit states of knowledge and learning characteristics to the user through behaviors and heads-up displays, which show change of knowledge and learning characteristics over time in response to user moves (e.g. selecting tasks and selecting things to say). The agents are partially Popperian, in that the current state of variables is their world model, but the agents are incapable of operating on their models disconnected from the environment. This has one significant consequence helpful to teacher training in that all learning by the agents can thus only be a result of the actions of the user in selecting appropriate tasks and conversational stances. The model is thus not a simple set of a few paths based on “if, then” rules, but a dynamic evolving set of trajectories in a complex state space. Time is a factor in the evolution of results, and unexpected nonlinear behaviors can result since moment-to-moment changes by the user impact each student’s evolution.

 

Research on simSchool has begun, under a grant from the U.S. Department of Education “Fund for the Improvement of Post-Secondary Education” (FIPSE). Pilot tests in 2005 and early FIPSE-funded field tests in 2006 and 2007 have shown that users, based on teaching experience with an agent, develop an ability to plan a lesson strategy ahead of time and improve their ability to cause learning in that agent. Other results show that teams of users can develop a general theory of learning, test it through game play, and validate whether the model works the way they expected. Observers have also noted effects such as rapid formation of bias for certain agents and against others. Many users experience frustration with certain kinds of agents and are rewarded in their experience with others. Thus, the simSchool cognitive model seems to be holding up under the current contexts of use with users who are learning to teach.

 

The general framework outlined above shows how far there is to go with a specific application like simSchool. The pathway of development is full of opportunity for the future, and the challenges are great. One area of particular importance in a socio-cultural theory of learning, which is largely lacking in the current simSchool, is the impact and effects of others in the learning community. The narrative now turns attention to extending the general framework to enable a role for community in simulating how people learn.

 

Community = Environment

 

The framework outlined thus far has included the environment in an integral way into the idea of cognition. There would be no cognition without acting within the environment, since cognition is itself a byproduct of perceiving and acting and is not an independent entity. In the HPL framework (Bransford, Brown et al. 2000) the community, defined as a cultural hierarchy of classroom, school, town, state, nation and world, acts as the environment for learning as well as a repository of norms, expectations and expertise. This definition implies that knowledge is more than what an individual learns; it is what a community of individuals learns and maintains together while addressing common challenges. The simulation framework thus needs group effects based on interactions among individuals. This section will outline considerations for building a synthetic community for agents acting as students in a classroom.

 

In the minimum simulation (e.g. 1 agent and 1 user) the agent needs to be aware of the user’s actions as part of the agent’s environment. As a foundation for expanded agent-to-agent awareness needed for community, the narrative will concentrate first on the user-to-agent interpersonal actions, as distinct from other actions of the user and environmental factors that may impact the agent, then extend those to other agents. In simSchool, the user has only one interpersonal action - selecting conversational phrases. A theoretical basis for interpersonal relationships is offered by the Interpersonal Circumplex (Leary 1957; Kiesler 1983; Plutchik and Conte 1997) which posits that people negotiate relationships in terms of power and affiliation in complementary relationship to the other person. The dynamics of the circumplex are driven by two transition rules: power attracts an opposing response (reciprocity) and affiliation attracts a cooperative response (correspondence). Dr. Robert Acton of Northwestern University notes:

 

Elaborated by Robert C. Carson (Carson 1969), the interpersonal principle of complementarity specifies ways in which a person's interpersonal behavior evokes restricted classes of behavior from an interactional partner, leading to a self-sustaining and reinforcing system. The principle of complementarity is defined on the interpersonal circumplex such that correspondence tends to occur on the affiliation axis (friendliness invites friendliness, and hostility invites hostility), and reciprocity tends to occur on the power axis (dominance invites submission, and submission invites dominance). (Acton n.d.)

 

The circumplex model limits user-to-agent and agent-to-agent interpersonal interactions to 8 bipolar (16 total) emotional stances that combine power and affiliation (Figure 7). Other emotional models are discussed below.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Figure 7. Interpersonal circumplex

 

The challenge in extending the interpersonal model to groups is how to make agents aware of each other and what to do about the states the agents detect in others. In addition, other variables come into play when multiple agents are interacting in a cooperative learning environment. For example, social expectations states theory (Berger, Cohen and Zelditch 1966; Cohen and Lotan 1997; Kalkhoff and Thye 2006) points out the role of tasks in creating status, with attendant impacts on both high and low status agents. The expected contribution of a peer to a shared task – one that is vital to mutual success in a larger organization (e.g. a small workgroup within a classroom) - leads to emergent status assignments by the group members, and that status categorization impacts who in the group is allowed to lead, talk, work and learn. In contrast to much of the research on modeling emotion as a part of decision-making (e.g. in high stress and combat situations), a cooperative group is not focused on achieving goals at the expense of others (e.g. enemies), but on maximizing the group’s output in order to obtain shared benefits. More study is needed to build a computational model of cooperative group dynamics that takes social expectation states into account.


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Figure 4. Activity Theory and (Simulation Elements) overlaid on the HPL framework

 

The framework for thinking about classroom community in a computational context has also been guided by sociocultural activity theory (Leontyev 1977; Vygotsky 1978; Engeström, Miettinen et al. 1998) as well as literature on situated agent behavior (Ortony, Clore et al. 1988; Gratch and Marsella 2004; Parunak, Bisson et al. 2006; Egges, Kshirsagar et al. n.d.).

 

Sociocultural activity theory is a model of artifact-mediated and object-oriented action, which you might notice is compatible with the nature of knowledge acquisition and agency outlined above. The theory when applied to social groups and community usually treats artifacts as cultural objects. In evolutionary cognitive systems those artifacts may also be internal models of the world at a variety of cognitive levels.

 

In the Engestrom enhancement of Activity Theory there are six components: Artifact (Tool), Subject, Object, Rules, Community and Roles (Division of labor) that are involved in the transformation of activity into an outcome. Since games and simulations are human activity systems, there are relationships of game elements to these six components as well as an aggregation into the HPL framework for how people learn (Figure 4). The framework synthesized from the three different research traditions situates the community as part of a larger evolutionary cultural historical system in which digital games and simulations have arisen. It leads to a set of questions that can be raised when planning new game-based learning experiences or analyzing the impact of a simulation on learning (e.g. Who is the individual we are designing for? What tools will he or she need? What objects will be worked on? Etc.) In this context, the questions about community naturally include other people as players (in the simulation now or who have ever played it), the cultural artifacts encountered in the simulation space as well as software agents.

 

If the Activity-Games-HPL framework delineates the community structure, how will agents become aware of each other’s psychological, physical and cognitive stances? Situated agent behavior researchers develop computational models to guide agent decision-making in relation to other agents, players and non-playing characters (e.g. objects in the environment). A core idea for social interaction of agents is the digital pheromone (Brueckner 2000), which is a labeled scalar deposited in the environment that diffuses and evaporates. In the teaching simulation for example, if a teacher groups certain students together, those agents could be made more aware of each other’s observable variables and could be impacted to perform better or worse depending on the group’s localized social context within the larger community. The pheromone models can be combined with a framework for emotional reasoning to mediate the rule-based environmental monitoring and internal cognitive processes in an agent.

 

(Gratch and Marsella 2004) have provided a domain-independent framework for modeling emotions based on a general computational model of appraisal and coping – two broad and complementary mechanisms underpinning how “emotion motivates action, distorts perception and inference, and communicates information about mental state” (p. 1).  Appraisal monitors the relationship between an agent’s internal state and incoming variables representing the physical and social environment, and coping utilizes resources to adapt and maintain the relationship. Appraisal, it is important to point out, is not a higher order cognitive function like reasoning but rather “a reflexive assessment” (p. 5) of significance of an event. Reflexive appraisal places it squarely in line with the behavior-based distributed cognition models we explored in the section on the nature of knowledge.

 

It may be possible to align the various appraisal criteria for judging significance with the lowest level of sensorimotor reflexes outlined by the subsumption hierarchical temporal architecture (Table 2). The proposed alignment needs to be studied further and tested in real game systems.

 

Table 2. Appraisal criteria in proposed subsumption HT architectural states

 

Appraisal Criteria

Key Question

Subsumption HT Architectural States

Relevance

Does the event require attention or adaptive reaction?

Near and above some threshold, there is persistent input inconsistent with the current local world model

Desirability

Does the event facilitate or thwart what the person wants?

Signals inhibit output(s) when a higher order world model controls the node or signals suppress input(s) when a lower order world model detects relevance or causal attribution

Causal attribution Agency

What causal agent was responsible for an event?

Persistent sensorimotor association patterns are established

Causal attribution Blame and Credit

Does the causal agent deserve blame or credit?

Spreading (broadcasting) expectations from active nodes (see also Back propagation in neural nets and, Credit assignment in genetic algorithms)

Likelihood

How likely was the event; how likely is an outcome?

High degree of hierarchical temporal alignment of input with the current local world model

Unexpectedness

Was the event predicted from past knowledge?

Low degree of hierarchical temporal alignment of input with the current local world model

Urgency

Will delaying a response make matters worse?

Far above some threshold, there is persistent input inconsistent with the current local world model

Ego Involvement

To what extent does the event impact a person’s sense of self (social esteem, moral values, cherished beliefs, etc.)

Degree of reorganization required to integrate the input with the current local world model

Coping potential Controllability

The extent to which an event can be influenced.

Degree of hierarchical temporal alignment of input with the current local world model

Coping potential Changeability

The extent to which an event will change of its own accord.

Near and below some threshold of persistent input inconsistent with the current local world model

Coping potential Power

The power of a particular agent to directly or indirectly control an event.

Degree of hierarchical temporal alignment of input with the current local world model

Coping potential Adaptability

Can the person live with the consequences of the event?

Degree of reorganization required to integrate the input with the current world model

 

 

If a low-level reflexive appraisal is possible, that is, one that is at or near the boundary of the agent’s sensory system contacting the world, the Gratch-Marsella model (or its Q-morphism) might evolve naturally as part of the agent’s acting, roaming, discovering, and making sense of the world. This approach would avoid the inevitable biases and inflexibility of “designer preset emotions” that have been constructed for a particular application. This is somewhat speculative, but evidence exists for an agent learning to map new landmarks in its environment by assigning the new concepts to unused high level nodes (Mataric and Brooks 1999) thus constructing its own view of the community space. Ideally agents will learn about their community by acting with and in it. Pfeifer and Bongard (Pfeifer and Bongard 2007) have demonstrated that an agent can create a mental model of its own body image and use that to learn and then adapt the image after injury to a limb to re-learn how to move around in an environment. It seems to me to be a short step to agents building mental models of other agents and users, with emergent community resulting resting on fundamental interpersonal dynamics of social interactions.

 

Using digital pheromones, a representation of community from the perspective of any single agent involves building an internal model of other agents and users who share some element (e.g. proximity, a situation, interests, values). The agents’ mental model will lead to expectations of the others’ task performance and personality capabilities and how those interact with the agent’s capabilities, in order to predict and enact behavior. Characteristics normally associated with communities (norms of behavior, cultural artifacts and other forms of collectivism) will then emerge.

 

Feedback and Assessment

 

Assessment is a broad topic and will only briefly be outlined here in the context of feedback; not judgment “of learning”, but an assistant “for learning.” In a typical learning environment, assessment for learning is critical to gauging and adapting how well one is learning. Students need constant and timely feedback in order to learn new skills. Even when studying alone, repetition and rehearsal of new ideas assists memory and learning. This section concentrates then on dynamic assessment methodologies including the emerging intelligence of software agents that organize game or simulation feedback so that the user can get the most out of the experience.

 

Successful digital games employ effective timely feedback that help players gain expertise, know when they are gaining or losing ground, attain goals and celebrate winning. The feedback concentrates on the authentic and critical variables of the simulation play that track short and long-term objectives and often simultaneously involves local and wide-angle views of the playing field. This, in a nutshell is what good “assessment for learning” looks like. If teachers could learn these principles and design similar assessments embedded in learning experiences, students would stay on task, self-regulate and learn more. So, the simulation of teaching should embody these principles in order to teach them to users.

 

To provide the needed feedback, digital games and simulations have a great advantage over other forms of teaching in that a large amount of data is created during every second of use – too much data, in fact. Methods of data mining are needed to create smaller sets of highly relevant data for attributing meaningful patterns of activity to the user.

 

Data-mining and automated learning

Two broad methods of data-mining are top-down and bottom-up, which evokes an image such as the hierarchical temporal cognitive framework discussed earlier as well as the age-old distinction of deductive versus inductive methods. In top-down approaches the analysis queries very large databases in order to test a hypothesis and in the bottom up approach it interrogates a database in order to find persistent correlations that can be used to generate new hypotheses. Some would say that persistent relationships would have to be “rigorous statistical correlations” but let’s also allow for fuzzy, incomplete, default hierarchies as discussed earlier.

 

Data mining methods include both unsupervised and supervised machine learning approaches applied to very large-scale static and streaming data sets. For game and simulation-situated feedback to the user during simulation play, the best choice is supervised learning that is subsequently encoded to enable real-time application to streaming data, otherwise the feedback might get to the user long after it is needed to guide decisions. This choice requires more pre-thought about relevance and attribution than the alternatives, since unsupervised methods that involve genetic algorithms, neural network analysis, and Bayesian algorithms can take many generations or examples (i.e. a lot of time) to evolve solutions. Relevance and attribution issues are discussed below.

 

Supervised machine learning methods involve training the algorithm with examples or humans making decisions that help shape selections and computational processes. Then by encoding those decisions into algorithms, the “time to analysis results” can practically disappear. This allows rapid feedback to the user but with a cost. An increase in inflexibility or stiffness is an inevitable consequence of hard-wiring the human guided decisions into code. In certain branches and kinds of declarative knowledge the stiffness is insignificant (e.g. learning which facts are true or not or how to tighten a bolt in the right direction does not vary within the problem space), but in tacit and complex knowledge domains it can be disastrous (e.g. learning to diagnose cancer has many more ways to be right and wrong within its problem space).

 

When the audience for the assessment is the user’s “after action review” or an educational researcher or supervisor, then unsupervised learning methods on large static data sets may be useful as post-hoc analyses. Ron Stevens (Stevens, Lopo and Wang 1996; Stevens 2006), for example has shown that self-organizing artificial neural network analysis can discover and model student problem-solving strategies. His post-hoc approaches have also allowed his team to use Hidden Markov Modeling to develop predictive learning trajectories across sequences of performances. These extremely important and powerful findings cannot provide immediate feedback to a user unless they are used to pre-structure algorithms for the analysis of streaming data.

 

This implies that a cycle of learning in the research and development community can lead to better streaming feedback in games and simulations. In the early stages, approximate and intuitive use of streaming data to provide “heads-up” feedback to users can later become more finely tuned by post-hoc analyses’ inductive biases built into the feedback systems.

 

A precondition of data mining is having data to work with and if there is have too much data generated by the simulation or simulation engine and user interactions, what should be collected? Here, the choice to go with supervised machine learning seems obvious, because the humans interested in the results already know what they are interested in tracking, analyzing and reporting on. They have the criteria of relevance and attribution in mind.

 

Data relevance

Assessment according to Mislevy (Mislevy, Steinberg et al. 2003) is a “machine for reasoning about what students know, can do, or have accomplished, based on a handful of things they say, do, or make in particular setting (p. 1).” It’s that handful I turn to now, keeping in mind the digital environment of games and simulations. The basic framework for data relevance in assessment rests on some kind of inference model that relates artifacts of the user to attributions of their meaning (e.g. are these artifacts of sufficient quality, do they indicate that the user has acquired new knowledge since the start of the game, are they indicators of prior knowledge, are they consistent with scientific knowledge, etc.).

 

The user however, needs a different set of data to guide in-flight decisions, and the question for designers is what to do with both streams of data – that needed by players and that needed by assessment decision-makers. The data relevant to the user might have to do with navigating the problem space, making headway on the goal, avoiding traps, misconceptions and penalties, and knowing when useful information has been found that needs to be incorporated into an evolving solution. As the user interacts with the game or simulation to discover and utilize these markers of progress, the educational researcher wants access to the trail of user moves, resource utilization, timing and sequencing and artifact production methods and quality to make substantive inferences or attributions concerning user learning. Both sets of data help refine what is relevant to whom and is needed at what time; and these refinements delineate which mix of methods is best to employ.

 

A recent special edition of the Journal of Interactive Learning Research (Choquet, Luengo and Yacef 2007) focused on usage analysis in learning systems and provides several examples of user tracking as the concrete implementation of data collection from the myriad possibilities streaming from a game or simulation. Designers might utilize a specific modeling language such as the EML proposed by the IMS Global Learning Consortium (IMS 2006) which then implicitly defines observations needed to match the learning design intentions. Or, in unstructured designs, the conceptual assessment framework (CAF) delineated by Mislevy and colleagues (Almond, Steinberg et al. 2002; Mislevy, Steinberg et al. 2003) can help guide decisions for a principled structure of attribution.

 

Attribution

The three components of the Conceptual Assessment Framework (CAF) are the student model, task model and evidence model (Figure 5).

 

In computational terms each model is a register of data that is updated at different time scales. The student model “specifies the variables in terms of which we wish to characterize students” (p.6). We might think of the student model as the “perfect score” as well as “all the right actions” needed in the performance of the task. As a user plays a game, a performance instance is recorded by the task model and evaluated by the evidence model. The timeframe of updating the student model tends to be between simulation instances, since any change during a simulation would invalidate or destabilize the measure of metric distance between the user performance and the idealized student performance characteristics.


 

 

 

 

 

 

 

 

Figure 5. Three components of the conceptual assessment framework

The task model defines the structure of the problem space, prompt and schemas that “test” the user through the challenges of the game or simulation. The task model also specifies work products and other ways to collect data on the user – the “user trail” and “artifacts” for example. It is according to (Mislevy, Steinberg et al. 2003) “a design object that bridges substantive considerations about the features of tasks that are necessary to elicit evidence about targeted aspects of proficiency, on the one hand, and on the other, the operational activities of authoring, calibrating, presenting, and coordinating particular assessment tasks” (p. 27). In a multi-task problem space (e.g. a test with many items or a complex chain of tasks required in decision-making, a complex game) assembly and presentation modules select new tasks and package them for the user experience.

 

Each leverage point of the task model interface (e.g. what the user can do with this digital application) represents a potential channel of information for the evidence model. The evidence model has two roles. It extracts salient features of the user’s performance and measures the extent to which user inputs and artifacts lead to claims about the user’s learning and knowledge. It computes a relationship between the trails-artifacts and the task model. It can be updated on two time scales – immediately for user feedback during simulation play, and post-hoc for more complex educational assessments.

 

Mislevy and colleagues point out that the alignment of the three models takes place through “domain modeling” in which a theory of the relationships between the three models are conceived of as a whole and integrated into an evidence-based model for attribution or claims about a particular user’s performance in relationship to a specific task.

 

Implications for policy, research and practice

 

Three broad implications emerge from the work on computational modeling of teaching and how people learn. First, policymakers need new frameworks for considering the options that shape and focus the efforts of researchers, developers and practitioners. The new frameworks must include the potential and impact of game and simulation-based training and professional development methods if the field of education is to learn from and follow the lead of medicine, law, and the military. Second, researchers need new approaches to address 1) The impact of the integration of intelligent agents playing roles in how people learn, for example through automated forms of communication, data collection and analysis using artificial intelligence, and 2) How new computational frameworks may lead to clarification and unification of models of teaching and how people learn. Finally, practitioners such as teacher educators need to understand the increasing potentialities for technology to offer highly personalized approaches to knowledge, community, and assessment. The challenge for teacher educators is how to fulfill their roles as knowledgeable and experienced guides within dramatically different technology-enriched contexts for preparing educators.

 

Conclusion

 

The COVE framework summary:

 

 


In summary, the COVE model utilizes the CHC theory of intelligence to define six “C - cognitive variables,” five “O – motivational/emotion/processing variables” and five “V - physiological variables.” It arranges the factors into a hierarchical model, with receptors at the boundary between the agent and the environment and three broad layers leading to the acquisition and long-term storage and retrieval of both general and specific knowledge. The linkages among the factors are guided by two considerations: strengths of linkages based on intercorrelation data from psychometric measures and structural-functional precedence based on evolutionary and developmental computational models.

 

 


                                               

 

 

 

 

 

 

 

Figure x. COVE model of cognition integrating the CHC theory of intelligence

 

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List of Key Terms with Definitions

 

 

Computational models. Abstract representations for investigating computing machines. Standard computational models assume a discrete time paradigm. A mathematical object representing a question, which computers might be able to solve.

 

Game, Simulation. A computer code or application that embodies the rules, boundaries and relationships of some system.

 

Agent, Intelligent Agent, Software Agent. A computational representation of embodied thought and action utilizing artificial intelligence. A piece of software that acts for a user or other program with the authority to decide when (and if) action is appropriate.

 

HPL Framework. A review of research on “how people learn” produced for the Commission on Behavioral and Social Sciences and Education of the National Research Council, edited by John Bransford, Ann Brown and Rodney Cocking. The framework has four broad themes, which organize the cognitive science literature: knowledge, learner, community, and assessment.

 

Darwinian creatures. A concept of evolutionary agency by Daniel Dennett in which creatures evolve by simple mutation, recombination, and selection made by fitness on a landscape that serves as the evaluation function.

 

Pavolvian creatures. A concept of evolutionary agency by Daniel Dennett in which creatures have a nervous system and stimulus-response learning is possible.

 

Popperian creatures. A concept of evolutionary agency by Daniel Dennett in which creatures have internal models and can simulate or run the models disengaged from the world.

 

Gregorian creatures. A concept of evolutionary agency by Daniel Dennett in which creatures use tools to create a shared base of knowledge or culture.

 

Braitenberg vehicles. A conceptual system of evolutionary agents developed by Victor Braitenberg characterized by neural and motor connections that give rise to locomotion and higher forms of activity in the world.

 

Activity Theory. A sociocultural historical analytic framework founded on the ideas of Leontyev, Engeström and others. The framework has six elements: Subject, Object, Artifact, Praxis, Community and Roles.


Brief Biographical Sketch

 

Dr. Gibson is Research Assistant Professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge (www.globalchallengeaward.org), a team and project-based learning and scholarship program for high school students funded by the National Science Foundation that engages small teams in studying science, technology, engineering and mathematics in order to solve global problems. His research and publications include work on complex systems analysis and modeling of education, Semantic Web applications and the future of learning, and the use of technology to personalize education for the success of all students. His book “Games and Simulations in Online Learning” published by IGI, outlines the potential for games and simulation-based learning. He is creator of simSchool (www.simschool.org), a classroom flight simulator for training teachers, currently funded by the US Department of Education FIPSE program. He is currently involved in translating simSchool and articles into Korean, Chinese and Japanese. He is founder of, CURVESHIFT, is an educational technology company (www.curveshift.com) that assists in the acquisition, implementation and continuing design of games and simulations, e-portfolio systems, data-driven decision making tools, and emerging technologies.