The aim of this article is to present an approach for generating tests in an automatic way. Although other methods have been already reported in the literature, the proposed approach is based on ontologies, representing both domain and multimedia knowledge. The article also reports on a prototype implementation of this approach, which automatically creates tests using the Semantic Web standard technology OWL (Ontology Web Language) as well as proper annotations of images. The proposed approach is independent of specific domain characteristics, since question items are generated according to generic ontology-based strategies. In the presented prototype implementation, simple natural language generation techniques are used to project the items in the tests.
Using advanced artificial intelligence (AI) technology in learning environments is one of the latest challenges for educators and education policymakers. Conversational AI brings new possibilities for alternative and innovative Information and Communication Technologies (ICT) tools, such as ΑΙ chatbots. This paper reports on field experiments with an AI chatbot and provides insights into its contribution to Content and Language Integrated Learning (CLIL). More specifically, this paper presents an experimental use case of an educational AI chatbot called AsasaraBot, designed to teach high school students cultural content in a foreign language, i.e., English or French. The content is related to the Minoan Civilization, emphasizing the characteristic figurine of the Minoan Snake Goddess. The related chatbot-based educational program has been evaluated at public and private language schools in Greece. The findings from these experiments show that the use of AI chatbot technology for interactive ICT-based learning is suitable for learning foreign languages and cultural content at the same time. The AsasaraBot AI chatbot has been designed and implemented in the context of a postgraduate project using open-source and free software.
Nowadays, due to widespread participation of elementary school children in cyberspace activities, basic cybersecurity education and awareness is deemed necessary. Within this context, knowledge acquisition in this timely and important field has greater chances to be more fruitful when the learner is properly motivated. Also, it is anticipated to be more joyful when knowledge is acquired in the form of a digital game-based activity. The paper at hand discusses the development of a novel mobile app called CyberAware, destined to cybersecurity education and awareness. At present, the game is designed for K-6 children in order to support either or both formal or informal learning. Additionally, due to its mobile characteristics, the game can be experienced as an outdoor or classroom activity. Finally, opposite to similar studies found in the literature so far, our attention is not solely drawn to game’s technological aspects but equally to the educational factor. This is achieved through the consideration and use of the ARCS motivational model already from the game’s design phase.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.