COACH BOT
Modular e-Course with Virtual Coach Tool Support
Ilaria Mascitti, Mikail Feituri, Federica Funghi, Susanna Correnti and Luca Angelo Galassi
Consorzio For.Com. – Formazione per la Comunicazione, Via Virginio Orsini 17/a, Rome, Italy
Keywords: Intelligent Agent, E-learning, Health care training.
Abstract: The COACH BOT project aims at designing and testing an innovative e-learning methodology for adult
education that combines Conversational Agent Technology (chatbot) with an ad hoc designed modular
learning path. The pilot e-course addresses a target group of home health care professionals (e.g. home
caretakers, nurses, etc). The project’s innovation consists of the development of a collaborative e-learning
environment featuring a “chatbot” or “Virtual Coach” who interacts with users through a human-like
interface. The “Virtual Coach” acts as a teacher, coach and tutor, who supports learners “individually”
during the modular e-course by providing in-depth information, assessment, case studies, technical and
methodological support. The e-course curriculum is based on a personalised approach allowing learners,
with help from the COACH BOT, to customize their own training path and benefit from a suitable training
path that is relevant to their profession and based on their own specific needs, knowledge and skill
requirements.
1 INTRODUCTION
The “COACH BOT” project is financed by the
European Commission within the framework of the
Lifelong Learning Programme. The two year project
started in November 2008 and will end in October
2010. The project aims at designing a new model of
adult distance education, addressing home health
care service professionals, based on an e-learning
methodology that combines the Conversational
Agent Technology (chat-bot) with an ad hoc
designed modular learning path.
The multi-actor partnership consists of seven
organizations, six from the European Commission
and one from Switzerland, from six different
countries, namely:
1. Consorzio FOR.COM. Formazione per la
Comunicazione (Italy)
2. Aarhus Social and Health Care College
(Denmark)
3. Gruppo Pragma S.r.l. (Italy)
4. Romanian Society for Lifelong Learning
(Romania)
5. Secondary school of nursing Ljubljana
(Slovenia)
6. Norton Radstock College (United Kingdom)
7. Seed Association (Switzerland)
This article will explore the project’s main
objectives, potential results and e-learning
methodology that will provide significant training
benefits to home heath care professionals.
2 THE PROJECT OBJECTIVES
Today, most professionals do not have extra time to
study or enroll in training courses, therefore on-line
vocational training courses are an ideal solution. It is
essential for an e-learning course to be able to tailor
to learners’ personal and professional training needs
offering valuable content to enhance their work
experience. Online training also needs to provide
learners with assistance, feedback and
encouragement in order to customise their learning
experience according to their needs and alleviate any
feelings of detachment during the course. An online
teacher/tutor can provide a sense of “online
presence” which is a critical element to enhance
distance learning that can also have a direct effect on
establishing interpersonal relationships and trust
during online communication (Craig S.D. et al.,
2000).
115
Mascitti I., Feituri M., Funghi F., Correnti S. and Angelo Galassi L. (2010).
COACH BOT - Modular e-Course with Virtual Coach Tool Support.
In Proceedings of the 2nd International Conference on Agents and Artificial Intelligence - Agents, pages 115-120
DOI: 10.5220/0002589901150120
Copyright
c
SciTePress
In response to these aspects, the COACH BOT
project will design and test an online training course
for home health care professionals using the chat-bot
methodology (a virtual tutor) that will allow trainees
to personalize their own training paths and access
different learning contents according to their own
needs, knowledge and skills.
The health care sector is a complicated system
that demands extensive resources and consists of a
set of integrated services and inter-collaborative
health teams that require a broad skills base.
Despite growing training demands in the field,
current training systems are too slow and inefficient
to cope with new changes. The “COACH BOT”
chatbot and e-course addresses these issues by
providing health care professionals with the
opportunity to renew and improve their skills
through a flexible distance learning approach.
3 THE E-LEARNING PLATFORM
The E-Learning platform is based on the open
source LMS Claroline that allows teachers to create
and administer course websites through a WEB
browser. This LMS is worldwide used and the vast
community guarantees to solve any problems the
platform administrators or users might have.
The project’s technological team selected the
LMS Claroline, among other possibilities e.g.
Moodle, for its very clean and comprehensible
source code, allowing developers to easily
implement new modules to create highly
personalized learning paths and embed the virtual
agent into the LMS.
4 PEDAGOGICAL AGENTS
The COACH BOT project methodology is based on
Pedagogical Agents that are autonomous software
systems, realized with Artificial Intelligence
methods that can operate in the training environment
as tutors who adaptively assist users in performing
training tasks (Craig S.D. et al., 2000). They can
intervene in case of suboptimal performance,
demonstrate skills, provide explanations, answer
questions, and play the role of team members in
multi-person tasks. Agents can be represented either
as abstract pointers, disembodied hands, or as virtual
humans with articulated bodies. Experiments have
shown that ECAs can increase the motivation of a
student interacting with the system. Jonhson
(Jonhson et al., 2000) showed that a display of
involvement by an ECA motivates a student in doing
his or her learning task. Pedagogical Agents are
therefore virtual facilitators gifted with great
reactive and interpretative skills promoting learning
that is based on a knowledge transfer and the student
is followed “step by step” by his/her own
agent/trainer. This new learning methodology is
highly experiential which allows real time testing
and interaction.
Intelligent Agents make the content delivery
highly interactive and personalized, articulating
along individual paths following the learners’
natural inclinations and respecting the different
times of knowledge acquisition from individual to
individual (Monova-Zheleva M. et al., 2008).Virtual
teachers may use methods of Artificial Intelligence
for evaluating the student’s performance and
reactions, and mainly for adapting teaching
according to specific needs and particular
environments. They can show the student how to
perform a rather complex task; taking advantage of
non-verbal behaviours, in order to capture the
student’s attention during the crucial moments of
learning. Thanks to anthropomorphic features,
virtual teachers make the interaction between
student and learning system more involved and
effective, allowing the acquisition of new contents to
be improved and considerably implementing the
learning level of the student, who learns with an
active experiential participation. The methodology
of Intelligent Agents as virtual professors/facilitators
interacting with the student activates a strong
emotional response on one side, and a real know
how capability on the other. In the first case, it is
important to underline the fact that training has a
major impact if the person involved in the process is
stimulated, not only by the cognitive-rational
component, but also through the emotional
component.
5 THE CONVERSATIONAL
AGENT TECHNOLOGY
Today, many AI researchers have created domain-
oriented chatbots, able to understand a specific
knowledge domain with realistic, multi-purpose
initiatives and human-like behaviour. The main
challenging function of the agent is natural language
analysis where the COACH BOT must "understand"
what the user wants to know by analyzing the input
phrase. In order to create the “brain” and personality
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of the virtual agent, the project team decided to use
AIML (Artificial Intelligence Markup Language),
which is a dialect of the popular XML. AIML files
consist of simple stimulus-response modules called
categories. Each <category> contains a <pattern>, or
"stimulus," and a <template>, or "response." AIML
software stores the stimulus-response categories in a
tree managed by an object called the Graphmaster.
When a bot client inputs text as a stimulus, the
Graphmaster searches the categories for a matching
<pattern>, along with any associated context, and
then outputs the associated <template> as a
response. These categories can be structured to
produce more complex humanlike responses with
the use of a very few markup tags. AIML bots make
extensive use of the multi-purpose recursive <srai>
tag, as well as two AIML context tags, <that> and
<topic>. Conditional branching in AIML is
implemented with the <condition> tag (Wallace R.,
2003). Bot personalities are created and shaped
through a cyclical process of supervised learning
called Targeting. Targeting is a cycle incorporating
client, bot, and botmaster, wherein client inputs that
find no complete match to the categories are logged
by the bot and delivered as Targets to the botmaster,
who then creates suitable responses, starting with the
most common queries. The Targeting cycle produces
a progressively more refined bot personality. The art
of AIML writing is most apparent in creating default
categories, which provide noncommittal replies to a
wide range of inputs.
To provide academic and technical assistance
and emotional support to users, the COACH BOT is
present in the e-learning interface and possess
human features. The learning process occurs inside
the Learning Management System (LMS) that offers
the didactic framework in which the user can follow
the course and interact with other LMS didactic
functionalities. Since the upper banner is almost
always constant in all e-learning applications, it is
the best place to put the interface. In this position the
COACH BOT is always "near" the user and can
always interact.
6 THE WORKFLOW OF THE
COURSE
The virtual agent’s main semantic structure is
described by the following graph:
All these sections are embedded in the same
virtual assistant, so the user does not see this
segmentation in the dialogue software. Each area is
Figure 1: Virtual agent’s conceptual map.
then structured into sub areas that relate to the
COACH BOT’s different tasks and the course
contents it will cover.
6.1 Guidance Interview
The guidance interview can be considered the first
contact between the conversational agent and the
student. The student first becomes familiar with the
virtual agent who starts a friendly conversation with
him/her in order to create a sort of empathetic
relationship. The ultimate goal of this interaction is
for the agent to define a professional profile and
consequently a learning path that best fits the
student. The conversational agent also asks more
general questions concerning the student’s
expectations and professional ambitions. Here the
agent behaves more like a mentor who tries to
understand the user’s emotional aspects. The user’s
information is stored for further statistics and to
enrich and personalize future conversations between
the student and the agent.
Figure 2: Student profiling.
6.2 Start up Quizzes
Following the guidance interview that defines the
student’s professional profile and consequently
learning path, the student is allowed to access the
exercise area on the E-learning platform. The
system presents the user with as many quizzes as the
number of modules foreseen for his / her learning
path. These exercises are considered start up quizzes
that test the initial knowledge of the student on
topics presented in the course. There are a total of
three learning objects (i.e. audio/video lessons) for
Learning path 1
Learning path 2
.
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each module and for each learning object the system
asks the student three questions. The student
therefore must answer 9 questions per module. If the
student answers all 3 questions concerning a
particular topic correctly the corresponding learning
object is optional, otherwise it is mandatory for the
student to continue with the subsequent learning
objects.
Based on the results of the start up quiz, a
customized learning path is then created considering
the previous knowledge of the student. The learning
path adapts a constructivist approach which
indicates when course contents are mandatory for
study concerning topics that scored low and are not
well known by the user and contents that are
optional for topics that the user shows sufficient
knowledge. The virtual agent will present the
quizzes, explain their meaning and comment on the
user’s results. From a student’s viewpoint, the
virtual agent behaves like a teacher who tests his/her
knowledge and assigns relevant learning objects to
be studied.
6.3 Customized Learning Path
The student can find their customized list of course
modules in the learning path section of the LMS.
Unlike the standard version of the LMS, this area
highlights the list of relevant modules that
correspond to the user’s start up quiz results. Within
each module, learning objects are highlighted in two
different colours indicating if they are compulsory or
optional. The standard tracking system has been
enhanced in order to allow the virtual agent to
memorize, according to each user, what learning
objects are compulsory and the number of times and
the duration he or she studies a particular learning
object. This kind of information is useful for the
virtual agent to track the student’s progress and
when delays occur, the agent can invite him or her to
study compulsory learning objects. In this situation,
the virtual agent behaves like a tutor.
6.4 Help Desk
The goal of the Help Desk area is to provide users
with extensive help concerning LMS functionalities
and tools. By using only natural language, the
COACH BOT can explain the meaning of the
different functions in a way that is easy for the
student to understand when asking for help. This
user-friendliness allows learners to focus more on
studying course contents and permits users who are
not computer or LMS experts to use the system
effectively. Each tool featured in the LMS is
explained in detail to cover both the generic and
specific (interface related) questions that a user can
do. The forum area, for example, can be "exploded"
to cover these questions. The virtual agent has to
understand and answer questions related to the
"generic" forum usage (e.g. "Who can participate?",
etc.). In addition to all the questions that can arise
from the specific LMS user interface such as "What
is a reply?" and so on. The virtual agent behaves in
this case as a technical tutor. It is important to
underline that the Coach Bot is not a normal FAQ
but rather an agent who uses a natural language
interface. This means that the user can write and ask
certain question in different ways. Conceptually it is
possible to “explode” this semantic area by the
following graph:
Figure 3: Virtual agent’s conceptual map: help desk.
All the lines under the "Forums" are "exploded"
such as the "What is" line and all the areas of the
Coach Bot are "exploded" like the "Help Desk -
Forums – “What is" one. This natural language
capture technique applies to the Coach Bot’s entire
structure and not only to the Help Desk semantic
area.
6.5 Suggestions
The virtual agent is able to help the user concerning
specific course topics, which is referred to as the
Suggestions area and is illustrated in the figure
below.
The lines Content 1, Content 2, etc. are related to
keywords specific to the course that the LMS offers.
The virtual agent’s aim in this area is to act as a
teacher and not, like in other areas, as a tutor. Each
content keyword is related to a set of questions that
in turn are related to particular aspects of the
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Figure 4: Virtual agent’s conceptual map: suggestions.
content. If, for example, Content 1 is "Catheter", the
user can ask for the definition, what is its usage, pros
and cons, warnings, etc. Similar to the Help Desk
area, many different syntaxes that a user can supply
are collected. For example the answer related to the
definition can be activated by the sentences
illustrated in the figure. This virtual agent’s area can
be seen as an interactive glossary or a "quick answer
teacher" but does not have to substitute the main
learning sources that are, and remain, the learning
objects. When the user wants more information, the
virtual agent will refer him/her to the learning object
that discusses the requested content.
6.6 Ongoing Presence
In order to keep learners motivated, the COACH
BOT interacts with each learner throughout the
course in different ways by providing ongoing
verbal feedback during the learning process.
Learners can receive positive feedback when they
are proceeding well or notified when they are
studying too slowly or when they do not study
specific fundamental lessons.
The project’s didactic goal for the course is to
ensure that each student completes at least 80 % of
the compulsory learning material. This in turn
depends on the performance results of the student’s
start up quizzes. Two thresholds have been fixed in
order to trigger virtual assistant interventions: 40 %
of the learning material completed by the student at
mid course and 60 % of the learning material
completed at three quarters of the course.
6.7 Final Assessment
The aim of the final assessment is to determine what
the student has learned from the e-course with the
help of the virtual agent. Ideally students should
obtain better results than the startup quiz, thanks to
the e-course curriculum. Each learning path will
feature the same number of final quizzes as start up
quizzes and consequently modules. A singular final
quiz will be presented in the exercise section on the
E-learning platform, only if the student has
answered all the different startup quiz questions
correctly at the beginning of the course and if he/she
has studied the corresponding module ‘enough
according to the tracking results.
Technically, the concept of studying ‘enough’
signifies that a student has accessed all compulsory
learning objects within a module within the expected
time predefined by the didactic development team.
When a student answers some of the startup quiz
questions incorrectly, he/she should ideally study the
respective module and repeat the same process for
the next modules. The virtual agent suggests this
same study tip concept throughout the course. In
case the student answers all the questions in the
different startup quizzes correctly, he/she will have
no questions to answer in the final quizzes.
6.8 Case Study
Case studies aim at enhancing the student’s
knowledge by showing a practical case study and
then testing the student’s ability to implement the
acquired skills. The COACH BOT will present three
case studies at the end of the course through the
Machinima technique. Machinima is the use of real-
time three-dimensional (3-D) graphics rendering
engines to generate computer animation. In
particular, Linden lab’s Second Life will be used to
create these highly engaging 3-D animations.
7 THE EXPERIMENTATION
The experimentation methodology consists of two
test groups that will follow the same e-course:
the experimental group: trainees who take the
e-course with the support of the virtual COACH
BOT;
the control group: trainees who take the e-
course without the support of the virtual COACH
BOT.
These two different groups will offer meaningful
data for analyzing the effectiveness of the virtual
coaching facility. The two different questionnaires
will be given to both the control and
experimentation groups:
- “Expectations questionnaire” delivered at the
beginning of the e-course.
- “Customer satisfaction questionnaire” delivered
at the end of the e-course.
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The questionnaire results will be compared in
order to assess different self-perceptions, the level of
satisfaction of the e-course contents, structure and
virtual support and to compare the achieved results
with users’ initial expectations. Moreover, a follow
up session will be held two months after the end of
the e-course to assess the pilot application usability
and transferability through the arrangement of three
focus groups, namely:
1° experimental group users
2° control group users
3° mixed focus group
This method will provide qualitative data from
different points of view incorporating all three types
of group sessions.
8 CONCLUSIONS
The real innovation of the COACH BOT project is
the embedding of a pedagogical agent in an open
source and SCORM compliant learning management
system. The virtual agent becomes a mentor, a
coach, a teacher, a didactic or technical tutor
depending on the student’s type of learning activity.
This project provides the premises to provide the
distance learning community with a multiple
purpose pedagogical agent that is easy to integrate in
any open source LMS like Moodle, ILIAS, Dokeos,
Atutor, etc. This is true also because the pedagogical
agent has been implemented as an independent
module even if the student is perceiving it as if it
was completely embedded in the E-Learning
platform.
Considering these aspects, the COACH BOT
project is therefore in line with the priorities of the
European Lifelong Learning Programme who
financed the project based on its implementation of a
new methodology in the E-learning field.
From a technological viewpoint, different
improvements can be made to the project as a follow
up in the future, such as:
The guidance interview that creates a profile
(cluster) of the students can be further
developed by means of adaptive neural
networks that are very appropriate for
classification purposes.
The start-up quizzes that test student’s prior
knowledge can be processed by means of Fuzzy
logic inference engines to guarantee more
flexibility in understanding student’s didactic
needs.
Classes could be conducted in virtual worlds by
a pedagogical intelligent agent that would
always be present and available for students
independently of when the real teacher was
available or online.
Additional conversational agent technologies
e.g. Autotutor with The DAN (Dialog Advanced
Network) and the LSA (Latent Semantic
Analysis) systems can be experimented.
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