option to use colors and arrows on the chessboard dis-
play when giving feedback to the student. For exam-
ple, to mark the squares that limit the area available to
the opponent’s king.
2.4 Student Model
In our chess-endgame tutor, the role of the student
model is primarily to help correct “incomplete” stu-
dent knowledge, and to help diagnose bugs in the
student’s knowledge. The knowledge is represented
in a form of a skill meter (see Fig. 3 on the right
side), aiming to show the level of student’s under-
standing of particular skills. Each of the skills cor-
responds to one production rule in the domain model.
We use one of the most popular methods for estimat-
ing students’ knowledge, that is Bayesian Knowledge
Tracing model (Corbett and Anderson, 1995). The
model uses four parameters per skill, which were in
our case tuned arbitrarily with the help from a chess
expert and will be continuously updated using student
performance data, to relate performance to learning
as well as possible. We use an open student model
to support students in evaluating their own learning
(Bull and Kay, 2007). The skill meter may assist the
student in making the choice of which skill to focus
on: the tutor allows the student to pick a random posi-
tion featuring the goal associated with particular skill.
3 CONCLUSIONS AND FUTURE
WORK
We followed some commonly accepted guidelines for
building intelligent tutoring systems and applied them
to the domain of chess endgames. The tutor is based
on a rule-based domain model that represents the re-
sult of using our methods for semi-automatic domain
conceptualization (Mo
ˇ
zina et al., 2012).
The main line of the future work is to evaluate the
proposed system. This includes both:
• Summative Evaluation: to examine the overall ed-
ucational impact of the tutor,
• Formative Evaluation: to assess the effectiveness
of the evolving design, in particular with respect
to usability of our semi-automatically derived do-
main model.
One of the features of our web-based application is an
ability to record students’ actions and times spent on
executing them. These data will represent the basis
for an assessment of student acquisition of skills and
understandings. As another aspect of the evaluation,
we intend to evaluate the applications’ usefulness and
its pedagogical abilities (Giannakos, 2010).
We also plan to extend the domain model to in-
clude several additional chess endgames.
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