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Vorlesung KI

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Title: Vorlesung KI


1
Didactic Design through Storyboarding Standard
Concepts for Standard Tools Klaus P.
Jantke German Research Center for Artificial
Intelligence The Competence Center for e-learning
(CCeL) Saarbrücken, Germany Rainer Knauf Faculty
of Computer Science and Automation Chair of
Artificial Intelligence Technical University of
Ilmenau Ilmenau, Germany
2
1 Introductory Remarks
What kind of knowledge is required for
designing e-learning systems?
Topical Knowledge Domain Area of Studies
badly under-estimated
Didactic Knowledge Learner-Machine Interaction
IT-related Knowledge Implementation Technologies
Many more disciplines are involved Ergonomics,
Social Sciences, Psychology, ... The design of
an e-learning systems is a quite
interdisciplinary project.
3
  • How to promote didactic knowledge when designing
    (e-) learning systems?
  • How to include didactic variants of presenting
    materials?
  • What determines the variants?
  • teaching methods?
  • available material?
  • the environment a room, a green meadow, air
    conditions, .
  • the learners their pre-skills, their number,
  • the teacher(s)
  • machine(s) or human(s)
  • topical skills
  • social skills
  • IT-related knowledge
  • - what else?
  • How to choose an appropriate variant according to
    the particular circumstances during the learning
    process?
  • Here, we suggest an AI-typical approach to face
    these issues
  • Propose a modeling concept for Didactic
    Knowledge Storyboards
  • Suggest a (standard-) tool to develop and process
    such models Viso

4
2 Storyboards so far
  • Some people promise they are useless when using a
    certain platform for developing e-learning
    systems

5
  • Others offer storyboarding as an important
    service for developing e-learning systems, but
  • limit it to a concept of organizing
    software-technological documents at a high level
    design and
  • dont model the learning process with it.
  • This is not appropriate to model humans learning
    process.
  • Again, others, admit the usefulness of
    storyboards, but have a quite unsophisticated
    imagination of it, which is far away from a
    workflow directed technology to implement
    learning platforms

6
3 Motivating Didactic Design
What learning?
  • Learning is a process of (re-)constructing
    knowledge
  • by actively dealing with
  • content represented as media objects
    (textbooks, slides, talks, movies, - course
    material)
  • human actors teachers, tutors, co-learners
  • in a certain location characterized by
  • room conditions
  • presentation equipments
  • by a certain form of interaction between the
    (human and non-human) agents
  • influenced by soft factors like
  • the agents moods
  • formal and social relations of agents to each
    other
  • individuals outside the learning process
  • driven by
  • the learners pre-conditions and needs

Since at least (4) and (5) are very individual,
different learners may construct different
knowledge in the same environment settings (1),
(2) and (3).
7
4 Storyboarding - Our Concept
  • Objectives and differences to concepts so far
  • driven by the human learning process,
  • not by software-technological concepts
  • supporting the development of technology enhanced
    learning,
  • not the design of e-learning systems
  • organizing learning experience,
  • not learning materials
  • concentration on the learners activities,
  • not on the use of e-learning systems
  • More generally, technological progress
  • has to support the satisfaction of natural
    human wishes (like learning, e.g.) by providing
    tools that help to perform appropriate activities
    and
  • must not force humans to adapt their natural
    desires and activities to current (software-)
    technological standards or tools.
  • Requirements to the Storyboard approach to
    support didactic design
  • clarity by providing a formal high-level modeling
    approach, which enjoys
  • simplicity and
  • visual appearance

8
  • Core notion
  • A storyboard is a graph with annotations to its
    nodes and edges
  • Nodes are scenes or episodes the edges specify
    transitions between them.
  • Scenes are atomic and may be implemented in
    different ways.
  • Episodes are composite and are described by
    sub-graphs.
  • Key annotations to nodes specify actors and
    locations.
  • Free text annotations to nodes and edges may
    represent didactic intensions.
  • More specifically,
  • nodes that represent episodes may be expanded by
    sub-graphs storyboards are hierarchically
    structured graphs by their very nature
  • comments to nodes and edges are intended to carry
    information about didactics, i.e. educational
    meta-knowledge. Goals are expressed and variants
    are sketched
  • edges may be colored to carry information about
    activation constraints and any variants of their
    adaptive availability. Certain colors may have
    some fixed meaning like usage for certain
    educational difficulties
  • actors and locations are assigned to atomic
    nodes, only and
  • certain scenes represent documents of different
    media types like pictures, videos, oral talks,
    PDFs, Java applets, formatted texts,

9
An example Annotations to a (atomic) scene
10
Peculiarities of the proposed concept
  • Again, storyboards do not organize materials, but
    experience related to materials.
  • The agents are not limited to computers (as the
    source of knowledge transfer) and humans (as the
    destination of knowledge transfer).
  • The documents are not limited at all to any
    e-learning system's content, but allow for a
    large variety of document types (scripts, slides,
    books, ).
  • The setting doesn't have to be a learner sitting
    in front of a computer, but also a group of
    learners, co-learners, teachers, software agents,
    in a lecture room, at a coffee place, at a
    green meadow,
  • Both online and offline experiences are involved.
  • Episodes may have alternative implementations
    (online vs. offline, e.g.)
  • Didactic concepts result in developing patterns
    of graph structures and thus, become explicit,
    visible, and subject of quality assurance.

11
5 Storyboarding in Practice
  • Basic principles
  • Top-down design
  • Keep an overview by
  • starting with a top-level storyboard of about 6
    nodes and becomes subject of refinement
  • developing small graphs only and
  • nesting them appropriately
  • Collect scenes and episodes first and discus
    their appropriate linking later

An Example A Data Mining Course
  • Here, we chose a problem-oriented, explorative
    style of transferring knowledge.
  • principle 1 start by a top-level graph
  • principles 2 and 3 ended up with
  • an 11 nodes initial top-level graph with one
    episode unlinked at all
  • which turned to a 13 nodes graph with all nodes
    linked and introducing
  • different design variants
  • different colors of edges to reflect different
    learners preferences

12
Top Level Storyboard of the Example
  • Episode Introductory Case Study can be
    implemented in different ways
  • Individual studies with a Web-based system
    (JANTKE)
  • Classical lecture (KNAUF)
  • Discussion group offline (an option for others)
  • What about the lonely node Stories of Success ?
  • In the early design stages its integration has
    been left open until we found a didactically
    motivated integration

13
Didactically Driven Paths - Embedding Stories
of Success
  • Generally, all transitions are accessible by all
    learners.
  • Guidance offered to particular learners are
    didactically driven
  • Light blue edges transitions recommended for
    illustration oriented learners

Variant 1 Using this episode for repeated
motivation
Variant 2 Using this episode for final
illustration
14
Alternative Node Implementations - Refining
the episode Introductory Case Study Revisited
Depending on the available resources, the actors
preferences, the implementation of a node may
differ.
This node has three implementation variants
  • An episode State of the Affair Summary
  • A scene Spam Mail Classification Revisited
    implemented by lecture slides (KNAUF)
  • A training-oriented Open Space scene (JANTKE)
  • extended by the human actors (Learner,
    Co-learner, Trainer)
  • commented by an informal description of (required
    prerequisites and didactic intentions)

The latter variant nicely illustrates that the
approach goes far beyond the issue of designing
e-learning environments!
15
6 Summary and Outlook
  • Storyboarding is a way of managing didactic
    knowledge for organizing learning experience.
  • The proposed concept leads far beyond the limits
    of software engineering.
  • All didactic forms including collaborative and
    competitive work and classical learning forms may
    be included.
  • Didactic design becomes explicit and subject of
    quality assurance.
  • As a vision, the comprehensive use of this
    approach will lead to typical design patterns of
    successful storyboards.
  • Thus, it is the first step towards exploring and
    learning (new) general didactic knowledge as
    graph-templates by analyzing particular
    successful storyboards.

to (5) A problem-driven, explorative didactic
template seems to be
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