COMBINING TWO DECISION MAKING THEORIES FOR
AFFECTIVE LEARNING IN PROGRAMMING COURSES
Efhimios Alepis, Maria Virvou
Department of Informatics, University of Piraeus, 80 Karaoli & Dimitriou St., 18534, Piraeus, Greece
Katerina Kabassi
Department of Ecology and the Environment, Technological Educational Institute of the Ionian Islands
2 Kalvou Sq., 29100, Zakynthos, Greece
Keywords: Affective learning, Bi-Modal Interaction, Multi-Criteria Decision Making.
Abstract: Recently it has been widely acknowledged that the recognition of emotions of computer users can provide
more user friendly systems and eventually increase the productivity of users. User friendly interfaces are
even more important for the design of educational software that is appropriate for young children. In
human-human interaction the expression of emotions of people can be evident in different modes of
interaction, such as in speech, in body language, and in facial expressions. In human-computer interaction
evidence about the users’ emotional states can be drawn by the input devices each user uses for his/her
interaction with a computer. In this paper we describe how two decision making theories have been
combined in order to provide emotional interaction in an educational application. The resulting educational
system is targeted to young children that are taught the basic principles of programming through our own
implementation of a programming language called AffectLOGO.
1 INTRODUCTION
Recent advances in human-computer interaction
indicate the need for user interfaces to recognise
emotions of users while they interact with the
computer. For example, (Hudlicka, 2003) points out
that an unprecedented growth in HCI has led to a
redefinition of requirements for effective user
interfaces and that a key component of these
requirements is the ability of systems to address
affect. This is especially the case for computer-based
educational applications that are targeted to children
that are in the process of learning. Learning is a
complex cognitive process and it is argued that how
people feel may play an important role on their
cognitive processes as well (Goleman, 1981). At the
same time, many researchers acknowledge that
affect has been overlooked by the computer
community in general (Picard and Klein, 2002).
A remedy in the problem of effectively teaching
children through educational applications may lie in
rendering student-computer interaction more human-
like and affective. To this end, the incorporation of
speaking, animated personas in the user interface of
the educational application can be quite important.
Indeed, the presence of animated, speaking personas
has been considered beneficial for educational
software (Johnson et. al., 2000, Lester et. al., 1997).
In view of the above, in this paper we present an
affective educational system for children where the
basic principles of programming are being taught. In
the past, one of the first attempts to teach
programming to children was made with the creation
of the well-known “Logo” programming language.
The first “Logo” programming language was
created in 1967 (Frazier, 1967). The objective was to
create a friendly programming language for the
education of children where they could learn
programming by playing with words and sentences.
A detailed study on the “Logo” programming
language from its early stages and also recent work
on Logo-derived languages and learning applications
can be found in (Feurzeig, 2010). For the purposes
of our research, the authors have created their own
implementation of the “Logo” programming
language by incorporating affective interaction into
the existing user interfaces.
103
Alepis E., Virvou M. and Kabassi K..
COMBINING TWO DECISION MAKING THEORIES FOR AFFECTIVE LEARNING IN PROGRAMMING COURSES.
DOI: 10.5220/0003343701030109
In Proceedings of the 3rd International Conference on Computer Supported Education (CSEDU-2011), pages 103-109
ISBN: 978-989-8425-49-2
Copyright
c
2011 SCITEPRESS (Science and Technology Publications, Lda.)
The resulting educational system is called
AffectLOGO and is an affective educational
software application targeted to children between the
ages of 10 and 15. By using AffectLOGO, children
as students can learn basic principles of
programming while at the same time their
interaction with the computer can be accomplished
either orally (by using the computer’s microphone),
or traditionally by using the computer’s keyboard
and mouse. At the same time, an animated
interactive pedagogical agent is present in order to
make the interaction more human like and thus more
affective and entertaining.
The system uses the Technique for Order
Preference by Similarity to Ideal Solution (TOPSIS)
(Hwang & Yoon, 1981), which is a decision-making
model. TOPSIS is based on the concept that “the
chosen alternative should have the shortest distance
from a positive-ideal solution and the longest
distance from a negative-ideal solution”. So, it
calculates the relative Euclidean distance of the
alternative from a fictitious ideal alternative. The
alternative closest to that ideal alternative and
furthest from the negative-ideal alternative is chosen
best.
In the system, we use TOPSIS in order to
identify the alternative actions that are closest to an
ideal alternative action. The selection of the best
alternative action is a multi-criteria decision making
problem as there are many criteria to be taken into
account.
The main body of this paper is organized as
follows: In section 2 we present decision making
aspects. In sections 3 and 4 we describe the overall
functionality and architecture of our system. In
section 5 we present our approach in combining
evidence from the two modes of interaction using a
multi-criteria decision making method in the context
of the educational application. Finally, in section 5
we give the conclusions drawn from this work.
2 DECISION MAKING ASPECTS
A multi-attribute decision problem is a situation in
which, having defined a set A of actions and a
consistent family F of n attributes
1
g
,
2
g
, …,
n
g
(
3n
) on A, one wishes to rank the actions of A
from best to worst and determine a subset of actions
considered to be the best with respect to F (Vincke,
1992). In traditional methods such as the Simple
Additive Weighting (SAW) (Fishburn, 1967, Hwang
& Yoon, 1981), the alternative actions are ranked by
the values of a multi-attribute function that is
calculated for each alternative as a linear
combination of the values of the n attributes. Unlike
SAW, the Technique for Order Preference by
Similarity to Ideal Solution (TOPSIS) calculates the
relative Euclidean distance of the alternative from a
fictitious ideal alternative. The alternative closest to
that ideal alternative and furthest from the negative-
ideal alternative is chosen best. More specifically,
the steps that are needed in order to implement the
technique are:
1. Scale the values of the n attributes to make
them comparable.
2. Calculate Weighted Ratings. The weighted
value is calculated as:
ijiij
rwv =
, where
i
w is
the weight and
ij
r is the normalised value of
the ith attribute.
3. Identify Positive-Ideal and Negative-Ideal
Solutions. The positive ideal solution is the
composite of all best attribute ratings
attainable, and is denoted:
},...,,...,,{
***
2
*
1
*
ni
vvvvA =
where
*
i
v is the best
value for the ith attribute among all
alternatives. The negative-ideal solution is the
composite of all worst attribute ratings
attainable, and is denoted:
},...,,...,,{
21
=
ni
vvvvA
where
i
v is the
worst value for the ith attribute among all
alternatives.
4. Calculate the separation measure from the
positive-ideal and negative-ideal alternative.
The separation of each alternative from the
positive-ideal solution
*
A , is given by the n-
dimensional Euclidean distance:
=
=
n
i
iijj
vvS
1
2**
)(
, where
j
is the index related
to the alternatives and
i
to one of the n
attributes. Similarly, the separation from the
negative-ideal solution
A is given by
=
=
n
i
iijj
vvS
1
2
)(
.
Calculate Similarity Indexes. The similarity to
positive-ideal solution, for alternative j, is finally
given by
+
=
jj
j
j
SS
S
C
*
*
with
10
*
j
C
. The alternatives
can the be ranked according to
*
j
C
in descending
order.
CSEDU 2011 - 3rd International Conference on Computer Supported Education
104
Figure 1: Architecture of the Affectlogo Educational System.
Figure 2: A snapshot of the AffectLOGO educational system.
3 OVERVIEW OF THE SYSTEM
In this section, we describe the overall functionality
and emotion recognition features of AffectLOGO.
The architecture of AffectLOGO consists of the
main educational application, a user monitoring
component, emotion recognition inference
mechanisms and a database. Part of the database is
used to store educational data and data related to the
pedagogical agent. Another part of the database is
used to store and handle emotion recognition related
data. Finally, the database is also used to store user
models and user personal profiles for each individual
user that uses and interacts with the system. The
systems architecture is illustrated in figure 1. As we
can see in figure 1, the students’ interactin can be
accomplished either orally through the microphone,
or through the keyboard/mouse modality. The
educational systems consists of three subsystems,
namely the emotion recognitin subsystem, the
educatin applicaton subsystem and the subsystem
that reasons and handles the animated agent’s
behaviour.
While using the educational application from a
desktop computer, students are being taught a
particular programming course. The information is
given in text form while at the same time an
animated agent reads it out loud using a speech
engine. Students are prompted to write programming
commands and also programs in the AffectLOGO
COMBINING TWO DECISION MAKING THEORIES FOR AFFECTIVE LEARNING IN PROGRAMMING COURSES
105
Figure 3: Successful completion of an exercise and reward by the animated agent.
language in order to produce drawings and particular
shapes. The main application is installed either on a
public computer where all students have access, or
alternatively each student may have a copy on
his/her own personal computer. An example of using
the main application is illustrated in figure 2. The
animated agent is present in these modes to make the
interaction more human-like.
As it is illustrated in figure 2, a user has
accomplished writing a quite complicated program
that uses nested loops in order to produce a specific
drawing. Figure 3 also illustrates a user who has
completed creating a drawn house and a sun by
providing the educational system the correct
programming commands in the AffectLOGO
language. This student’s achievement is awarded by
a characteristic animation of the agent who also
congratulates the student. In such cases, the student
who is actually a child between the ages of 10 and
15 is also expected to interact emotionally and in our
example the student may express his/her happiness
for his/her success in completing correctly a
programming exercise.
While the students interact with the main
educational application a monitoring component
records silently on the background their actions from
the keyboard and the microphone interaction and
interprets them in terms possibly recognized
emotions. The basic function of this component is to
capture all the data inserted by the students either
orally or by using the keyboard and the mouse of the
computer. The data is recorded to a database and
then returned to the basic application the user
interacts with. Figure 4 illustrates the “monitoring”
component that records the user’s input and the
exact time of each event.
Figure 4: A user-monitoring component recording all user
input actions.
CSEDU 2011 - 3rd International Conference on Computer Supported Education
106
As a next step, all recorded user input actions are
translated in terms of discrete input actions related to
the microphone and to the keyboard. The human
experts of the empirical study (Alepis et al 2007)
have identified which input action from the
keyboard and the microphone could led them in the
successful recognition of possible emotional states.
From the input actions that appeared in the
experiment we have used those that were proposed
by the majority of the human experts.
In particular considering the keyboard we have:
a) a student types normally b) a student types
quickly (speed higher than the usual speed of the
particular user) c) a student types slowly (speed
lower than the usual speed of the particular user) d)
a student uses the backspace key often e) a student
hits unrelated keys on the keyboard f) a student does
not use the keyboard.
Considering the students’ basic input actions
through the microphone we have 7 cases: a) a
student speaks using strong language b) a student
uses exclamations c) a student speaks with a high
voice volume (higher than the average recorded
level) d) a student speaks with a low voice volume
(low than the average recorded level) e) a student
speaks in a normal voice volume f) a student speaks
words from a specific list of words revealing an
emotion g) a student does not say anything.
4 ANIMATED AGENTS
Elliot et al. (Elliot, 1999) suggest that animated
agents in an educational environment will be more
effective teachers if they display and understand
emotions. More specifically they point out that:
1. An animated agent should appear to care
about students and their progress
2. An animated agent should be sensitive to the
student’s emotions
3. An animated agent should foster enthusiasm
in the student for a subject matter
4. An animated agent may make learning more
fun
However, even if new multimodal capabilities
like 3D-video and speech synthesis have made
pedagogical personas more human-like, there is also
a great need in determining “how” (what exactly
should the pedagogical persona do) and “when” (in
which situation) an animated agent should
act/behave in each part of the tutoring process.
An expected contribution of our system is to
affect positively the educational process of students
who learn programming languages. More
specifically, the system should motivate the students
for the purpose of learning more efficiently and also
more enjoyable. In (Soldato and Du Boulay, 1995) it
is suggested that a tutoring system must react with
the purpose of motivating distracted, less confident
or discontented students, or sustaining the
disposition of already motivated students.
At the same time a system’s critical long-term
objective is to operate as an educational tool that
implements affective functionalities in order to assist
teachers in using user-friendlier, thus more
communicable, educational e-learning applications.
In view of the above our system also
incorporates an affective module that relies on
animated agents. The system modells possible
emotional states of users-students and proposes
tactics for improving the interaction between the
animated agent and the student who uses the
educational application. The system may suggest
that the animated agent should express a specific
emotional state to the student for the purpose of
motivating her/him while s/he learns. Accordingly,
the agent becomes a more effective teacher. Table 1
illustrates event variables that are used as triggers
for the activation of the animated agents. Each time
a trigger condition takes place the animated agent
uses a certain tactic in order to communicate
emotionally with the user for pedagogical reasons.
Table 1: Event variables for the activation of animated
agents.
Event variables
a mistake (the user may receive an error
message by the application or navigate
wrongly)
many consecutive mistakes
absence of user action for a period of time
action unrelated to the main application
correct interaction
many consecutive correct answers (related
to a specific test)
many consecutive wrong answers (related
to a specific test)
user aborts an exercise
user aborts reading the whole theory
user requests help from the persona
user takes a difficult test
user takes an easy test
user takes a test concerning a new part of
the theory
user takes a test from a well known part of
the theory
COMBINING TWO DECISION MAKING THEORIES FOR AFFECTIVE LEARNING IN PROGRAMMING COURSES
107
5 APPLICATION OF THE
COMBINATION OF THE
TWO DIFFERENT DECISION
MAKING METHODS
For the evaluation of each alternative emotion the
system uses as criteria the input actions that are
relate to the emotional states that may occur while a
student interacts with our educational system. These
input actions were described in the previous section
and are considered as criteria for evaluating all
different emotions and selecting the one that seems
to be prevailing. More specifically, the system uses a
novel combination of TOPSIS and SAW for a
particular category of users. This particular category
comprises of the young students (between the ages
of 10 and 15) and who are novice in programming
courses.
In order to find out which emotion is more likely
to have been felt by the user interacting with the
system, we use TOPSIS. More specifically, we use
the specific multi-criteria decision making theory for
combining evidence from the two different modes
and finding the best indication. More specifically,
we want to combine
11
1
e
em
and
21
1
e
em
.
11
1
e
em
is
the probability that an emotion has occurred based
on the keyboard actions and
21
1
e
em
is the
probability that refers to an emotional state using the
users’ input from the microphone. These
probabilities result from the application of the
decision making model of SAW and are presented
below.
11
1
e
em
and
21
1
e
em
take their values in
[0,1].
44133122111111
11111
kwkwkwkwem
kekekekee
+++=
661551
11
kwkw
keke
++
Formula 1.
44133122111121
11111
mwmwmwmwem
memememee
+++=
771661551
111
mwmwmw
mememe
+
++
Formula 2.
In formula 1 the k’s from k1 to k6 refer to the six
basic input actions that correspond to the keyboard.
In formula 2 the m’s from m1 to m7 refer to the
seven basic input actions that correspond to the
microphone. These variables are Boolean. In each
moment the system takes data from the bi-modal
interface and translates them in terms of keyboard
and microphone actions. If an action has occurred
the corresponding criterion takes the value 1,
otherwise its value is set to 0. The w’s represent the
weights. These weights correspond to a specific
emotion and to a specific input action and are
acquired by the stereotype database. More
specifically, the weights are acquired by the
stereotypes about the emotions.
In a previous related work (Alepis et al. 2007),
the combination of the two modes was accomplished
by calculating the mean of the likelihood of every
emotion of the two modes. However, this way of
calculation was simple and did not combine
effectively the evidence from the two modes.
Therefore, in this paper we check the efficiency of
TOPSIS for combining effectively the evidence
from two modes.
TOPSIS is based on the concept that “the chosen
alternative should have the shortest distance from a
positive-ideal solution and the longest distance from
a negative-ideal solution”. Therefore, the system
first identifies the Positive-Ideal and the Negative-
Ideal alternative actions taking into account the
criteria that were presented in the previous section.
The Positive-Ideal alternative action is the
composite of all best criteria (in this case the mode
plays the role of criteria) ratings attainable, and is
denoted:
},{
*
21
*
11
*
ee
ememA =
where
*
21
*
11
,
ee
emem are best values of the modes among
all alternative emotions. The Negative-Ideal solution
is the composite of all worst attribute ratings
attainable, and is denoted:
},{
2111
=
ee
ememA
where
2111
,
ee
emem
are the worst values for the
modes among all alternative emotions.
For every alternative action, the system
calculates the Euclidean distance from the Positive-
Ideal and Negative-Ideal alternative. For the j
alternative emotion, the Euclidean distance from the
Positive-Ideal alternative is given by:
2
*
2121
2
*
1111
*
)()(
eejeej
ememememS
j
+=
. The
Euclidean distance from the Negative-Ideal
alternative is given by the formula:
2
2121
2
1111
)()(
+=
eejeej
ememememS
j
.
Finally, the value of the likelihood for the
alternative emotion j, is given by the formula
+
=
jj
j
j
SS
S
lem
*
*
with
10
*
j
lem
and shows how
similar the j alternative is to the ideal alternative
CSEDU 2011 - 3rd International Conference on Computer Supported Education
108
action
*
A
. Therefore, the system selects the
alternative emotion that has the likelihood (lem).
6 CONCLUSIONS
In this paper we have shown a novel combination of
two different decision making theories for emotion
recognition in a learning environment. More
specifically, the system uses SAW for estimating the
result of each mode and TOPSIS for combining the
results of the two modes and find the emotion that is
more likeable to have been felt by young children as
users of the resulting system.
It is in our future plans to evaluate AffectLOGO
in order to examine the degree of usefulness of the
educational tool for the teachers, as well as the
degree of usefulness and user-friendliness for the
students who are going to use the educational
system.
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