CAREER: Multimedia Explanation Generation for Knowledge-Based Learning Environments
职业:基于知识的学习环境的多媒体解释生成
基本信息
- 批准号:9701503
- 负责人:
- 金额:$ 37.33万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Continuing Grant
- 财政年份:1997
- 资助国家:美国
- 起止时间:1997-06-01 至 2001-05-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
Knowledge-based learning environments can provide highly customized problem-solving experiences that are tailored to the individual needs of each student. This project creates the technology for a new generation of knowledge-based learning environments by developing real-time multimedia explanation generators with animated pedagogical agents. Prominently featured in learning environments, animated pedagogical agents can observe students' progress, provide them with visually contextualized problem-solving advice, and play a powerful motivational role. The project has three major thrusts: (1) developing a computational model of real-time multimedia explanation planning for dynamically creating customized multimedia explanations; (2) developing a computational model of animated pedagogical agents; and (3) conducting empirical evaluations of the pedagogical effectiveness of these models. In addition, the project also develops a teaching laboratory for multimedia technology and initiates a new multidisciplinary course on Knowledge-Based Multimedia Learning Environments. This work significantly advances the state-of-the-art in knowledge- based learning environments and human-computer interaction. Coupled with rapid advances in affordable multimedia hardware, the successful deployment of these technologies will have a deep and lasting impact on students at all levels. By achieving significant gains in learning effectiveness, these technologies will bring about fundamental improvements in both the classroom and the workplace on a broad scale.
知识型 学习环境 可以 提供 高度定制的解决问题的经验,是针对每个学生的个人需求。 本项目通过开发实时多媒体,为新一代基于知识的学习环境创造技术 解释生成器 与 动画教学代理人。 动画教学代理在学习环境中具有突出的特点,可以观察学生的进步,为他们提供视觉上的情境化问题解决建议, 强大的激励作用。 该项目有三个主要目标:(1)发展 一 实时计算模型 多媒体解说 规划 用于动态 创建 定制的多媒体解释;(2)开发动画的计算模型 教学代理人;(3)进行 对这些模式的教学效果进行实证评估。 此外,该项目还开发了一个多媒体技术教学实验室,并启动了一个新的多学科课程,以知识为基础的多媒体学习环境。 这项工作大大推进了基于知识的 学习环境和人机交互。 再加上价格合理的多媒体硬件的迅速发展,这些技术的成功部署将对各级学生产生深刻而持久的影响。 通过在学习效率方面取得重大进展,这些技术将在课堂和工作场所广泛地带来根本性的改善。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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James Lester其他文献
The Tactical Uses of Passion: An Essay on Power, Reason, and Reality. By Bailey F.G.. (Ithaca, N.Y.: Cornell University Press, 1983. Pp. 275. $29.50, cloth; $9.95, paper.)
激情的战术运用:关于权力、理性和现实的文章。
- DOI:
- 发表时间:
1983 - 期刊:
- 影响因子:0
- 作者:
O. Kirchkamp;Rosemarie Nagel;R. Sarin;A. Montuori;J. Rowe;Bradford W. Mott;James Lester;J. Scott Armstrong;Michael J. Spector;G. Burns;F. Cindio;C. Peraboni;Stefano A. Cerri;Michele Bernasconi;M. M. Galizzi;Julien Courtin;C. Gonzalez;Cyril Herry;Joseph Psotka;Sung;Emily S. Cross;Richard Ramsey;Allison C. Waters;D. Tucker;D. Erik Everhart;J. Jozefowiez;R. Chandler;Klaus P. Ebmeier;Mary E. Stewart;Nathalie Bier;Stéphane Adam;T. Meulemans;Raymond Angelo Belliotti;C. Poon;S. Schmid;K. Illeris;Charles Kalish;M. Laakso;Teemu Rajala;E. Kaila;T. Salakoski;E. Brannon - 通讯作者:
E. Brannon
AI and the Future of Learning: Expert Panel Report
人工智能与学习的未来:专家小组报告
- DOI:
- 发表时间:
2020 - 期刊:
- 影响因子:0
- 作者:
J. Roschelle;James Lester;J. Fusco - 通讯作者:
J. Fusco
A multi-level growth modeling approach to measuring learner attention with metacognitive pedagogical agents
使用元认知教学代理衡量学习者注意力的多层次增长建模方法
- DOI:
10.1007/s11409-023-09336-z - 发表时间:
2023 - 期刊:
- 影响因子:3.3
- 作者:
Megan D. Wiedbusch;James Lester;R. Azevedo - 通讯作者:
R. Azevedo
Affective Dynamics and Cognition During Game-Based Learning
基于游戏的学习过程中的情感动态和认知
- DOI:
10.1109/taffc.2022.3210755 - 发表时间:
2022 - 期刊:
- 影响因子:11.2
- 作者:
Elizabeth B. Cloude;Daryn A. Dever;Debbie L. Hahs;Andrew Emerson;R. Azevedo;James Lester - 通讯作者:
James Lester
Qualitative aspects of breathlessness in health and disease
健康和疾病中呼吸困难的定性方面
- DOI:
- 发表时间:
2009 - 期刊:
- 影响因子:10
- 作者:
Jaclyn A. Smith;Paul Albert;Enrica Bertella;James Lester;Sandy Jack;Peter M.A. Calverley - 通讯作者:
Peter M.A. Calverley
James Lester的其他文献
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{{ truncateString('James Lester', 18)}}的其他基金
ExplainIt: Improving Student Learning with Explanation-based Classroom Response Systems
ExplainIt:通过基于解释的课堂响应系统改善学生的学习
- 批准号:
2111473 - 财政年份:2021
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
AI Institute for Engaged Learning
人工智能参与学习研究所
- 批准号:
2112635 - 财政年份:2021
- 资助金额:
$ 37.33万 - 项目类别:
Cooperative Agreement
EAGER: Collaborative Research: Building Capacity for K-12 Artificial Intelligence Education Research
EAGER:协作研究:K-12 人工智能教育研究能力建设
- 批准号:
1938778 - 财政年份:2019
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
Collaborative Research: PrimaryAI: Integrating Artificial Intelligence into Upper Elementary Science with Immersive Problem-Based Learning
合作研究:PrimaryAI:通过基于问题的沉浸式学习将人工智能融入高年级基础科学
- 批准号:
1934153 - 财政年份:2019
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
Supporting Student Planning with Open Learner Models in Middle Grades Science
通过中年级科学的开放学习者模型支持学生规划
- 批准号:
1761178 - 财政年份:2018
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
Collaborative Research: FW-HTF: Augmented Cognition for Teaching: Transforming Teacher Work with Intelligent Cognitive Assistants
合作研究:FW-HTF:增强教学认知:利用智能认知助手改变教师工作
- 批准号:
1840120 - 财政年份:2018
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
Multimodal Visitor Analytics: Investigating Naturalistic Engagement with Interactive Tabletop Science Exhibits
多模式访客分析:研究交互式桌面科学展览的自然参与
- 批准号:
1713545 - 财政年份:2018
- 资助金额:
$ 37.33万 - 项目类别:
Continuing Grant
Improving Science Problem Solving with Adaptive Game-Based Reflection Tools
使用基于游戏的自适应反思工具提高科学问题的解决能力
- 批准号:
1661202 - 财政年份:2017
- 资助金额:
$ 37.33万 - 项目类别:
Continuing Grant
ENGAGE: A Game-based Curricular Strategy for Infusing Computational Thinking into Middle School Science
ENGAGE:将计算思维融入中学科学的基于游戏的课程策略
- 批准号:
1640141 - 财政年份:2016
- 资助金额:
$ 37.33万 - 项目类别:
Standard Grant
Collaborative Research: Big Data from Small Groups: Learning Analytics and Adaptive Support in Game-based Collaborative Learning
协作研究:来自小组的大数据:基于游戏的协作学习中的学习分析和自适应支持
- 批准号:
1561655 - 财政年份:2016
- 资助金额:
$ 37.33万 - 项目类别:
Continuing Grant
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