While Artificial Intelligence in Education (AIED) research has at its core the desire to support student learning, experience from other AI domains suggest that such ethical intentions are not by themselves sufficient. There is also the need to consider explicitly issues such as fairness, accountability, transparency, bias, autonomy, agency, and inclusion. At a more general level, there is also a need to differentiate between doing ethical things and doing things ethically, to understand and to make pedagogical choices that are ethical, and to account for the ever-present possibility of unintended consequences. However, addressing these and related questions is far from trivial. As a first step towards addressing this critical gap, we invited 60 of the AIED community’s leading researchers to respond to a survey of questions about ethics and the application of AI in educational contexts. In this paper, we first introduce issues around the ethics of AI in education. Next, we summarise the contributions of the 17 respondents, and discuss the complex issues that they raised. Specific outcomes include the recognition that most AIED researchers are not trained to tackle the emerging ethical questions. A well-designed framework for engaging with ethics of AIED that combined a multidisciplinary approach and a set of robust guidelines seems vital in this context.
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it. Our new structured results demonstrate an extension of the proposed taxonomy which results from this process, is divided into five dimensions, related to the learner and the learning environment. Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments.
Authoring tools have been broadly used to design Intelligent Tutoring Systems (ITS). However, ITS community still lacks a current understanding of how authoring tools are used by non-programmer authors to design ITS. Hence, the objective of this work is to review how authoring tools have been supporting ITS design for non-programmer authors. In order to meet our goal, we conduct a Systematic Literature Review (SLR) to identify the primary studies on the use of ITS authoring tools, following a pre-defined review protocol. Among the 4622 papers retrieved from seven digital libraries published from 2009 to June 2016, 33 papers are finally included after applying our exclusion and inclusion criteria. We then identify the main ITS components authored, the ITS types designed, the features used to facilitate the authoring process, the technologies used to develop authoring tools and the time at which authoring occurs. We also look for evidence of the benefits of ITS authoring tools. In summary, the main findings of this work are: (1) there is empirical evidence of the benefits (i.e., mainly in terms of effectiveness, efficiency, quality of authored artifacts, and usability) of using ITS authoring tools for non-programmer authors, specially to aid authoring of learning content and to support authoring of modeltracing/cognitive and example-tracing tutors; 2) domain and pedagogical models have been much more targeted by authoring tools; (3) several ITS types have been authored, with an emphasis on model-tracing/cognitive and example-tracing tutors;
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.