TAEMILE: Towards Automating Experience Management in Interactive Learning Environment

Project Overview


A key challenge for interactive learning environments is how to automatically co-regulate, balancing learners’ autonomy and the pedagogical processes intended by educators. In order to achieve personalized and dynamic co-regulation, we explore the use of artificial intelligence (AI) techniques of experience management (EM) in combination with a play-based pedagogical model. As a first step, this NSF-funded exploratory project seeks to collect preliminary data about 1) the relationship between a learner’s achievement goal orientations (learning orientation) and play style, and 2) the impact of dynamically adjusting the learning environment using EM on learner’s autonomy and learning outcomes.

 

Sponsors


NSF

Publications


Conference Proceedings 

  • G. Mushio, J. Zhu and A. Foster, “Revitalizing Peale’s Museum as a Digital Interactive Learning Environment,” in Proceedings the Digital Heritage International Congress 2015 (DH’15), Granada, Spain, 2015, in press.
  • J. Valls-Vargas, S. Ontañón and J. Zhu and, “Exploring Player Trace Segmentation for Dynamic Play Style Prediction,” in Proceedings the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), Santa Cruz, 2015, in press.
  • J. Valls-Vargas, A. Khal, J. Patterson, G. Muschio, A. Foster, J. Zhu, “Designing and Tracking Play Styles in Solving the Incognitum,” in Proceedings of the Games+Learning+Society 11 Conference (GLS 11), 2015, in press. [PDF]
  • J. Zhu, A. Foster, G. Mushio, J. Patterson, J. Valls-Vargas, D. Newman, “Designing Solving the Incognitum: Toward Automatic Co-regulation based on Play Style in Educational Games,” in Proceedings of the 2014 International Academic Conference on Meaningful Play, in press.
  • J. Zhu, A. Foster, G. Mushio, J. Patterson, J. Valls- Vargas, D. Newman, “Towards Balancing Learner Autonomy and Pedagogical Process in Educational Games,” in Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), 2014, pp. 455-6. [PDF]