PolyGloT A Personalized and Gamified eTutoring System

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PolyGloT: A Personalized and Gamified eTutoring System
Antonio Bucchiarone
Fondazione Bruno Kessler
Trento, Italy
bucchiarone@fbk.eu
Tommaso Martorella
Università di Pisa
Pisa, Italy
tom.martorella@gmail.com
Diego Colombo
Microsoft Corporation Redmond
WA, United States
diego.colombo@microsoft.com
ABSTRACT
The digital age is changing the role of educators and pushing for
a paradigm shift in the education system as a whole. Growing de-
mand for general and specialized education inside and outside class-
rooms is at the heart of this rising trend. In modern, heterogeneous
learning environments, the one-size-ts-all approach is proven
to be fundamentally awed. Individualization through adaptivity
is, therefore, crucial to nurture individual potential and address
accessibility needs and neurodiversity. By formalizing a learning
framework that takes into account all these dierent aspects, we
aim to dene and implement an open, content-agnostic, and ex-
tensible eTutoring platform to design and consume adaptive and
gamied learning experiences. Adaptive technology supplementing
teaching can extend the reach of every teacher, making it possible to
scale 1-1 learning experiences. There are many successful existing
technologies available but they come with xed environments that
are not always suitable for the targeted audiences of the course ma-
terial. This paper presents PolyGloT, a system able to help teachers
to design and implement a gamied and adaptive learning paths.
Through it we address some important issues including the engage-
ment, fairness, and eectiveness of learning environments. We do
not only propose an innovative platform that could foster the learn-
ing process of dierent disciplines, but it could also help teachers
and instructors in organizing learning material in an easy-access
repository.
CCS CONCEPTS
Software and its engineering Software design engineer-
ing;Applied computing Education;
KEYWORDS
Adaptive Learning, Adaptive Education, 1-1 eTutoring, AI-assisted
Education, Gamication, Gamied Education.
ACM Reference Format:
Antonio Bucchiarone, Tommaso Martorella, and Diego Colombo. 2022.
PolyGloT: A Personalized and Gamied eTutoring System. In Proceedings
of ACM Conference (Conference’17). ACM, New York, NY, USA, 6pages.
https://doi.org/10.1145/nnnnnnn.nnnnnnn
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fee. Request permissions from permissions@acm.org.
Conference’17, July 2017, Washington, DC, USA
©2022 Association for Computing Machinery.
ACM ISBN 978-x-xxxx-xxxx-x/YY/MM. . . $15.00
https://doi.org/10.1145/nnnnnnn.nnnnnnn
1 INTRODUCTION
Adaptive learning
is the delivery of personalized learning ex-
periences that address an individual’s unique needs instead of a
one-size-ts-all approach. It may be achieved through just-in-time
feedback, personalized learning paths, ad-hoc resources, or another
wide array of techniques. But why is it important? Education is
universally recognized as one of the factors with the highest im-
pact on society and the individual. The United Nations included
education in their 2030 Agenda for Sustainable Development
1
. UN-
ESCO launched the Global Education Coalition
2
in response to
the COVID-19 pandemic. The European Union created the Digi-
tal Education Action Plan (2021-2027)
3
to foster and support the
adaptation of educational systems in the digital age. This collective
global eort is motivated by a continuously increasing technology
availability and a rising global enrolment rate. Furthermore, accord-
ing to UNESCO, higher education is the fastest-growing sector
4
,
with its global enrolment rate doubled in the last twenty years [
9
].
Rising trends such as
exible learning pathways
and
micro-
credentials5
tend toward more versatile forms of content delivery
and credential recognition to accommodate the increasing demand
for specializing training, especially in the labour market.
Among the various aspects that comprise the education eld,
learning is the one that requires the most careful treatment. The
inherently complex domain lends itself to a wide range of forms and
means, each with its techniques and quirks. Learning may happen
at home, at work, or even on the go; thus, it is not limited to the
classroom only nor conned to formal settings in general. Learning
activities can (and should be) tailored around the individual. This
personalization process is critical when targeting neurodiverse
proles or students with accessibility needs. Not only is content’s
form fundamental, but delivery and additional aids are required to
make a learning experience impactful.
Educational resources
are the primary means to help students
in their learning journey. They can be of various kinds such as
videos, interactive tutorials, pdf texts, images, podcasts and many
others. Platforms such as Google Classroom,Microsoft Teams, or cus-
tom Moodle deployments are common ways to deliver content in
formal educational settings, but YouTube,Wikipedia, and platforms
like Udemy can reach a broader audience in informal environments.
1https://www.un.org/sustainabledevelopment/education/
2https://en.unesco.org/covid19/educationresponse/globalcoalition
3
https://education.ec.europa.eu/focus-topics/digital-education/digital-education-
action-plan
4Data from UNESCO [9] and Statista (retrieved on 29 June 2022).
https://www.statista.com/statistics/1226999/net-enrollment-rate-in-primary-school-
worldwide/ and https://www.statista.com/statistics/1227022/net-enrollment-rate-in-
secondary-school-worldwide/
5
https://education.ec.europa.eu/education-levels/higher-education/micro-
credentials
arXiv:2210.15256v1 [cs.SE] 27 Oct 2022
Conference’17, July 2017, Washington, DC, USA Antonio Bucchiarone, Tommaso Martorella, and Diego Colombo
Furthermore, the increasing availability of Open Educational Re-
sources (OER)
6
can help reduce teachers’ material preparation and
lower the accessibility barrier in terms of cost and material kind.
Learning is also crucial in the industry. The continuous techno-
logical disruptures are creating job positions in brand new elds
7
.
Entirely new hard skills are required to t the openings. Moreover,
soft skills are among the most sought-after skills because of their
lower trainability and a slower changing pace
8
. However, the oer
seldom matches the demand. This mismatch led to the need for
upskilling
and
reskilling
. The former means teaching employees
new, advanced and valuable skills to match the prole required for
the next step in their current career path. The latter, instead, targets
employees with a prole similar to the one required. It consists
in teaching them adjacent skills and training them for their new,
dierent job. Both of them are fundamental learning activities that
take place in varied (and often dissimilar) environments.
From a student’s perspective, eective teaching means
1-1 tu-
toring9
. It allows teachers to target specic misunderstandings and
necessities with real-time feedback and explanations relevant to the
student’s experiences. On the other end of the spectrum, the most
teacher-eective approach is the one-to-many lecture, where the
teacher prepares the material upfront for being presented to a wide
audience. One of this approach’s main downsides is encouraging
passive learning. A study by K.R. Koedinger et al. shows that the
"Doer Eect" is a causal association between practice and learn-
ing outcomes and that practicing is six times more eective than
reading [
10
]. Another signicant drawback lies in the motivational
aspect.
Active learning
is more eective in learning outcomes and
motivation than passive learning [
2
]. Despite that, a recent article
on PNAS by L. Deslauriers et al. highlights a negative correlation
between actual learning and the feeling of learning in the students
[
5
]. However,
gamication
and serious games gained consensus
as tools to motivate people to engage in benecial activities, even
if seen as unrewarding or tedious [1,4,6,7].
The design of a learning experience should take into account all
of these dierent factors. On the other hand,
a design framework
should not make assumptions about content type, form, de-
livery, and validation while still removing any obstacle be-
tween the teacher, the student, the environment, and the
learning experience.
Individual coaching is rarely feasible due
to poor scalability, whilst one-to-many general training is scalable
but lacks individualization altogether. That is the gap the Person-
alized and Gamied eTutoring System - PolyGloT - aims to ll.
Adaptive eTutoring systems support both teachers and students by
combining the benets of individualized delivery and manageabil-
ity by leveraging software personalization, while gamication can
be used to enhance motivation through personalized rewards or
cooperative and competitive activities.
The rest of the paper is structured as follows. Section 2presents
the needed background and the motivations that led us to realize
6
Open Educational Resources are public domain or open licensed educational
resources https://www.unesco.org/en/communication-information/open-solutions/
open-educational-resources
7
https://www.linkedin.com/business/talent/blog/talent-strategy/linkedin-most-in-
demand-hard-and-soft-skills
8
https://www.linkedin.com/business/talent/blog/talent-acquisition/why-shell-
pushes-hard-on-soft-skills
9https://www.eschoolnews.com/2022/07/26/ai-intelligent-bots/
PolyGloT. Section 3introduces its architecture and explains how
it can help teachers create exible learning and eTutoring experi-
ences. AI planning and gamication mechanics needed for adaptive
learning will also be discussed by the end of section 3. Section 4
will describe a scenario where PolyGloT is used to assist teachers
and students in introductory statistics for a data science course.
Lastly, with Section 5we present a glimpse into future directions
and possibilities enabled by the proposed solution.
2 BACKGROUND AND MOTIVATIONS
Adaptive learning technologies have gained traction over the last
decade. Existing solutions have been successful in both domain-
specic [
11
] and institution-wise implementations. In 2015, the
Colorado Technical University (CTU) reported that, following their
Intellipath
adoption, the course pass rate rose sharply by 27%,
and the average grade and retention rate were also signicantly
aected. CogBooks
10
conducted a pilot study with Arizona State
University (ASU), resulting in ndings similar to CTU.
Smart Sparrow
11
(recently acquired by the industry-leading Pear-
son) provides a user-friendly WYSIWYG content authoring tool to
create interactive online experiences. Realizeit, Cerego and Cog-
Books create content for their adaptive platforms by partnering
with institutions like ASU, the American Psychological Association,
or directly with industrial partners and customers. Each platform
also provides in-depth analytics on the students’ performance, er-
rors, time spent learning, and other related metrics. Those solutions
solve the problem of individualization and verticality of linear learn-
ing paths but overlook a fundamental factor: familiarity with the
tooling and the environment. Job candidates in software engineer-
ing, for example, are expected to be somewhat comfortable with
industry-leading tools and methodologies. Therefore, not only de-
livering interactive exercises directly on those tools enables richer
experiences but also better prepares the students for their future.
High school electronics students, instead, may benet from hands-
on experience with physical devices like Arduinos
12
. Moreover,
integrating education-ready tools like pi-top kits
13
or Swift Play-
grounds14 allows access to already existing quality resources.
Novel interactive learning experiences can emerge even with
the use of available technologies. Augmented and virtual reality
are still emerging, but education and industry are already taking
advantage of their benets [
8
]. In the classroom, they are used to
promote interactivity and generate engagement. In the industry,
they found use in, among the others, remote maintenance on indus-
trial devices, surgery training programs, aviation, and even military
equipment
15
. Similarly, the use of voice user interfaces (like vir-
tual assistants) may be a means to mimic a study companion that
can ask questions, give feedback and help with misunderstandings.
Adaptive educational technology should allow and encourage the
10https://www.cogbooks.com/
11https://www.smartsparrow.com/
12https://www.arduino.cc/
13
pi-top produces high-quality educational kits for electronics and robotics based on
the Raspberry Pi. https://www.pi-top.com/
14https://www.apple.com/swift/playgrounds/
15
Since 2019 Microsoft and the US Army have collaborated on using HoloLens to
enhance soldiers’ situational awareness https://news.microsoft.com/transform/u-s-
army-to-use-hololens-technology-in-high-tech-headsets-for-soldiers/
摘要:

PolyGloT:APersonalizedandGamifiedeTutoringSystemAntonioBucchiaroneFondazioneBrunoKesslerTrento,Italybucchiarone@fbk.euTommasoMartorellaUniversitàdiPisaPisa,Italytom.martorella@gmail.comDiegoColomboMicrosoftCorporationRedmondWA,UnitedStatesdiego.colombo@microsoft.comABSTRACTThedigitalageischangingthe...

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