Cited by 36Intelligent Tutoring Systems and Adaptive LearningAugmented Reality ApplicationsArtificial Intelligence in Education

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AI to Support Guided Experiential Learning

Open access
Goldberg, Benjamin, Robson, Robby·2023·Communications in Computer and Information Science

Abstract

Kolb defined experiential learning as “the process whereby knowledge is created through the transformation of experience” [ 1 ], often expressed as learning-by-doing. In the context of this workshop, Guided Experiential Learning (GEL) is a pedagogical framework for learning-by-doing that emphasizes longitudinal skill development and proficiency gained through focused, repetitive practice under real world-like conditions [ 2 ]. GEL often requires scaffolding psychomotor, affective, and cognitive skill acquisition across multi-modal learning experiences, including games and simulations delivered using virtual, augmented, and mixed reality based applications. In addition, the skills targeted using a GEL framework are generally developed over time via episodic events with controlled conditions dictated by learner states and learning theory [ 1 , 3 ]. The complexity of designing and assessing experiential learning in the technology-enabled, data-rich environments in which GEL takes place make GEL an ideal candidate for using AI. AI can assist in the design, delivery, and evaluation of experiential events that contribute to longer-term skill and proficiency objectives and to optimize learning. This workshop addresses the research challenges involved in applying AI to GEL. These include multi-modal data strategies, in which data comes from physical, virtual, and mixed-reality training systems; AI models for estimating and predicting skill acquisition and competency; designing learni…

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References 5 · Cited by 36

Research works printed but not linked: 7

  1. Kolb, D.A.: The Process of Experiential Learning. Prentice-Hall, Englewood Cliffs, NJ (1984)
  2. Lester, J.C., Spain, R.D., Rowe, J.P., Mott, B.W.: Instructional support, feedback, and coaching in game-based learning. In: Handbook of Game-based Learning, pp. 209–237. MIT Press, Cambridge, MA (2020)
  3. Graesser, A.C., Conley, M.W., Olney, A.: Intelligent Tutoring Systems. In: Harris, K.R., Graham, S., Urdan, T., Bus, A.G., Major, S., Lee Swanson, H. (eds.) APA Educational Psychology Handbook, Vol 3: Application to Learning and Teaching., pp. 451–473. American Psychological Association, Washington (2012). https://doi.org/10.1037/13275-018 · DOI
  4. Goodell, J., Kolodner, J.: Learning Engineering Toolkit: Evidence-Based Practices from the Learning Sciences, Instructional Design, and Beyond. Routledge, New York (2022) · DOI
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  6. Robson, R., Hu, X., Robson, W., Graesser, A.C.: Mathematical models to determine competencies. In: Design Recommendations for ITS, vol. 9, pp. 107–112. US Army (2022)
  7. Blake-Plock, S., Owens, K., Goodell, J.: The value proposition of GIFT for the field of learning engineering. In: Proceedings of the 11th Annual GIFT Users Symposium (2023)

Metadata

Authors
Goldberg, B., & Robson, R.
Affiliations
  • Combat Capabilities Development Command Soldier Center (US)
  • Eduworks (United States) (US)
Corresponding author
Goldberg, Benjamin
Venue
Communications in Computer and Information Science
Published
2023
Pages
103-108
ISSN
  • 1865-0929 (ISSN-L)
  • 1865-0937
OpenAlex
W4382567487
Cited by
36
References
5
Citations by year
2026: 25 · 2025: 6 · 2024: 5
FWCI
6.37
Type
conference paper
Language
en
Open access
Locations
Communications in computer and information science (publishedVersion, cc-by)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Intelligent Tutoring Systems and Adaptive Learning
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Social Sciences › Education › Artificial Intelligence in Education
Keywords
hands-on learning, artificial intelligence in education, skill acquisition, mixed reality, instructional design, learning assessment

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Goldberg, B., & Robson, R. (2023). AI to Support Guided Experiential Learning. Communications in Computer and Information Science. https://doi.org/10.1007/978-3-031-36336-8_16