Presentation of the IMPRESS project at the eMadrid seminar. Discussing the use of quizzes and AI storytelling for education. Presentation of the Quiz Tool developed at INESC-ID.
Unit-IV; Professional Sales Representative (PSR).pptx
Gamified learning activities with quizzes and AI storytelling to improve software engineering education
1. Gamified learning activities with quizzes
and AI storytelling to improve software
engineering education
Rui Prada, António Rito Silva, Pedro Correia, José Bernardo
Rocha, Daniel Gonçalves, Luís Filipe Coimbra
Madrid, 22 Nov 2019
E R A S M U S +
Project 2017-1-NL01-KA203-035259
https://impress-project.eu/
2. Outline
• The use of quizzes for Software Engineering teaching/learning
• Context and types of use
• IMPRESS Quizzes Tool and Repository
• The use of AI storytelling for teaching/learning
• FAtiMA Toolkit
• AI Storytelling in Code Defenders
3. Quizzes for Teaching/Learning
• Enrich the presentation of content in class
• Foster participation and attention in the class
• Support students’ self-awareness of their own (lack of) knowledge
• Support students learning and study
• Reduce teachers’ effort in the preparation/evaluation of tests
4. Quizzes: context and type of use (1)
• Inside class (teacher driven)
• Introduce topic
• Capture students’ attention / engagement
• Raise awareness of knowledge gaps
• Review topics previously discussed
• Evaluate students
5. Quizzes: context and type of use (2)
• Outside class (student driven)
• Review topics discussed in class
• Raise awareness of knowledge gaps
• Test the knowledge
• Prepare for evaluation
• A tool for study
Promote self-regulation of learning
Learn by answering questions
7. General idea
• Shared experience of software engineering educators around Europe
• Create a body of content to use, adapt and re-use
• Enhance the learning process by developing tools that allow a rapid
feedback to students about their current state of readiness on the
course subjects
• Reduce the effort teachers need to prepare quizzes and tests
9. Kahoot.it
• Re-use questions is not at the basis of Kahoot philosophy
• Kahoots are self-contained
• Individual questions are difficult to re-use
• Limited number of characters per question
• Makes re-use also difficult, not all EU-wide questions comply with these
restrictions
• Kahoot is not fan of massive imports
11. Teachers View
• Populated with questions and
mini-tests from the Software
Architecture course of Instituto
Superior Técnico, University of
Lisbon
• More than 600 questions
• More than 100 quizzes
20. Currently under testing
• Software Architecture course at Instituto Superior
Técnico, Universidade de Lisboa
• 57 students
• 5 quizzes (with 5 questions) in-class (at the end)
• Can use the system to generate and answer personal
quizzes
21.
22. 15,1 % of negative scores26,7 % of negative scores
With the toolTraditional method (on paper)
24. AI Storytelling for Learning
• Why Storytelling?
• To give flavour to the experience
• Creates meaningful contexts for the actions
• Supports the flow of progression
• Improves (emotional) engagement
25. AI Storytelling for Learning
• Why Artificial Intelligence?
• To support interactivity
• To adapt to players’ actions
• To be emotionally believable
• With emotional appraisal
26. AI Storytelling in Code Defenders
• Puzzle mode (single player)
• AI character as narrator/antagonist role(s)
• Introduces missions to players
• Tells an episodic story
• Between puzzles – macro (overarching) narrative
• Double perspectives: attacker and defender
• Comments about player performance
• Within puzzles – micro narrative
• Examples: test does not run, test successful