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In this paper we maintain that there are benefits to extending the scope of student models to include additional information as part of the explicit student model. We illustrate our argument by describing a student model which focuses on 1. performance in the domain; 2. acquisition order of the target knowledge; 3. analogy; 4. learning strategies; 5.(More)
Despite being of crucial importance in Education, the issue of motivation has been only very recently explicitly addressed in Intelligent Tutoring Systems (ITS). In the few studies done, the main focus has been on motivational planning (i.e. how to plan the instruction in order to motivate the student). In this paper we argue that motivation diagnosis (i.e.(More)
I ABSTRACT This paper presents a user model: a computer program which examines the behaviour of a real computer user. The model encompasses four aspects of keyboard use which can present difficulties for people with motor disabilities. Where relevant keyboard configuratibn options exist, the model chooses appropriate settings for these options. The model(More)
We present an interdisciplinary methodology for designing interactive multi-modal technology for young children with autism spectrum disorders (ASDs). In line with many other researchers in the field, we believe that the key to developing technology in this context is to embrace perspectives from diverse disciplines to arrive at a methodology that delivers(More)
The interactive STANDUP software was developed to provide children who use augmentative and alternative communication (AAC) with a “language playground.” The software provides appropriate functionality for users with physical, speech, and language impairments to generate and tell novel punning riddles at different levels of complexity. STANDUP(More)
In this paper we describe the development of a tool to support the contributions of children with Autism Spectrum Conditions (ASC) in a design critique activity. The work is part of the ECHOES project in which we have included children with ASC in a participatory design process to create a technologically enhanced learning environment. We first discuss the(More)