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AIED 2009: 14th
International
Conference on Artificial
Intelligence in Education
Workshops Proceedings
Editors and Co-Chairs:
Scotty D. Craig University of Memphis, USA
Darina Dicheva Winston-Salem State University, USA
July 6-7th, 2009
Brighton, UK
ii
Preface
The supplementary proceedings of the workshops held in conjunction with AIED 2009,
the fourteen International Conference on Artificial Intelligence in Education, July 6-7,
2009, Brighton, UK, are organized as a set of volumes - a separate one for each
workshop.
The set contains the proceedings of the following workshops:
• Volume 1: The 2nd Workshop on Question Generation Co-chairs: Vasile Rus & James Lester. University of Memphis, USA & North
Carolina State University, USA.
http://www.questiongeneration.org/AIED2009/
• Volume 2: SWEL'09: Ontologies and Social Semantic Web for Intelligent
Educational Systems Co-chairs: Niels Pinkwart, Darina Dicheva & Riichiro Mizoguchi. Clausthal
University of Technology, Germany; Winston-Salem State University, USA &
University of Osaka, Japan.
http://compsci.wssu.edu/iis/swel/SWEL09/index.html
• Volume 3: Intelligent Educational Games Co-chairs: H. Chad Lane, Amy Ogan & Valerie Shute. University of Southern
California, USA; Carnegie Mellon University, USA & Florida State
University, USA.
http://projects.ict.usc.edu/aied09-edgames/
• Volume 4: Scalability Issues in AIED Co-chairs: Lewis Johnson & Kurt VanLehn. Alelo, Inc., USA & Arizona State
University, USA.
http://alelo.com/aied2009/workshop.html
• Volume 5: Closing the Affective Loop in Intelligent Learning
Environments Co-chairs: Cristina Conati & Antonija Mitrovic. University of British
Columbia, Canada & University of Canterbury, New Zealand.
http://aspire.cosc.canterbury.ac.nz/AffectLoop.html
• Volume 6: Second Workshop on Culturally-Aware Tutoring Systems
(CATS2009): Socio-Cultural Issues in Artificial Intelligence in Education Co-chairs: Emmanuel G. Blanchard, H. Chad Lane & Danièle Allard. McGill
University, Canada; University of Southern California, USA & Dalhousie
University, Canada.
http://www.iro.umontreal.ca/~blanchae/CATS2009/
iii
• Volume 7: Enabling Creative Learning Design: How HCI, User Modelling and Human Factors Help Co-chairs: George Magoulas, Diana Laurillard, Kyparisia Papanikolaou &
Maria Grigoriadou. Birkbeck College, University of London, UK; Institute of
Education, UK; School of Pedagogical and Technological Education, Athens,
Greece & University of Athens, Greece.
https://sites.google.com/a/lkl.ac.uk/learning-design-workshop/Home
• Volume 8: Towards User Modeling and Adaptive Systems for All
(TUMAS-A 2009): Modeling and Evaluation of Accessible Intelligent
Learning Systems Co-chairs: Jesus G. Boticario, Olga C. Santos and Jorge Couchet, Ramon
Fabregat, Silvia Baldiris & German Moreno. Spanish National University for
Distance Education, Spain & Universitat de Girona, Spain.
https://adenu.ia.uned.es/web/es/projects/tumas-a/2009
• Volume 9: Intelligent Support for Exploratory Environments (ISEE’09) Co-chairs: Manolis Mavrikis, Sergio Gutierrez-Santos & Paul Mulholland.
London Knowledge Lab, Institute of Education/Birkbeck College, University
of London, UK & Knowledge Media Institute and Centre for Research in
Computing, The Open University, UK.
http://link.lkl.ac.uk/isee-aied09
• Volume 10: Natural Language Processing in Support of Learning:
Metrics, Feedback and Connectivity Co-chairs: Philippe Dessus, Stefan Trausan-Matu, Peter van Rosmalen &
Fridolin Wild. Grenoble University, France; Politehnica University of
Bucharest; Open University of the Netherlands & Vienna University of
Economics and Business Administration, Austria.
http://webu2.upmf-grenoble.fr/sciedu/nlpsl/
While the main conference program presents an overview of the latest mature work in
the field, the AIED2009 workshops are designed to provide an opportunity for in-depth
discussion of current and emerging topics of interest to the AIED community. The
workshops are intended to provide an informal interactive setting for participants to
address current technical and research issues related to the area of Artificial
Intelligence in Education and to present, discuss, and explore their new ideas and work
in progress.
All workshop papers have been reviewed by committees of leading international
researchers. We would like to thank each of the workshop organizers, including the
program committees and additional reviewers for their efforts in the preparation and
organization of the workshops.
July, 2009
Scotty D. Craig and Darina Dicheva
v
AIED 2009 Workshops Proceedings
Volume 6
Second Workshop on Culturally-Aware
Tutoring Systems (CATS2009)
Workshop Co-Chairs:
Emmanuel G. Blanchard McGill University, Canada
H. Chad Lane University of Southern California, USA
Danièle Allard Dalhousie University, Canada
http://www.iro.umontreal.ca/~blanchae/CATS2009
vi
Preface
Learners with various cultural profiles and backgrounds are benefiting from diverse
applications and initiatives of the Artificial Intelligence in Education (AIED)
community. That said, research in education has shown that teaching methodologies
and instructional design cannot always be universally applied as their impact can
greatly vary from one culture to another. In other words, pedagogical strategies that are
effective for one cultural group may not be effective with a different one. As a result,
researchers are increasingly focusing on cultural factors in the conception of AIED
systems, be it from the point of view of learners’ varying cultural backgrounds or the
influence that these backgrounds have on the choice of underlying teaching
methodologies. Developing AIED systems with cultural discernment capabilities can
therefore -- among other possibilities -- contribute to lessening the potential for
misunderstanding learner behaviours as well as allow for customized learning
according to cultural needs. A greater cultural focus can also increase the flexibility of
the systems we build and promote their acceptance and wider spread use. Furthermore,
in a world in which interactions between culturally diverse people and groups are
becoming usual, there is a need to learn about culture itself, with its rich and multi-
faceted variability.
A first edition of the workshop took place in 2008 in conjunction with ITS 2008
(Intelligent Tutoring Systems). This second edition further aims to examine ways in
which culture can be represented within the overarching goal of imparting knowledge
via AIED systems. It wishes to stimulate discussion on the impact of culture on such
systems and reflect on those emerging technologies that need to be developed to more
fully integrate cultural considerations. Finally, it aims at sharing and expanding the
very knowledge we have about culture.
We are most grateful to the many individuals who have made this half-day
workshop possible. We thank the Program Committees of the International Conference
on Artificial Intelligence in Education, especially workshop chairs Scotty Craig and
Darina Dicheva for their advice and collaboration in the planning of the workshop. We
wholeheartedly thank the members of the CATS 2009 Program Committee for having
dedicated time to evaluate workshop submissions within a limited time frame. We
finally thank Dr. Erica Melis for having kindly accepted to give the opening keynote
presentation.
We are very pleased that this second workshop on Culturally-Aware Tutoring
Systems has been well-received by the AIED/ITS community as well as by researchers
exploring related eLearning issues. We believe that intelligent systems can propose
viable solutions to help deal with various intercultural challenges and we hope that this
second workshop is a reflection of how this theme is increasingly becoming a
recognized field of research.
Welcome to CATS 2009, the second workshop on Culturally-Aware Tutoring
Systems.
July, 2009
Emmanuel G. Blanchard, H. Chad Lane & Danièle Allard
vii
Program Committee
Co-Chair: Emmanuel G. Blanchard, University of Montréal, Canada
Co-Chair: H. Chad Lane, University of Southern California, USA
Co-Chair: Danièle Allard, Dalhousie University, Canada
Lora Aroyo, Free University Amsterdam, The Netherlands
Jacqueline Bourdeau, TELUQ, Canada
Elisabeth Delozanne, Paris VI University, France
Benedict Du Boulay, University of Sussex, UK
Claude Frasson, University of Montreal, Canada
Guy Gouardères, University of Pau, France
Monique Grandbastien, University of Nancy, France
W. Lewis Johnson, Alelo Inc, USA
Judy Kay, University of Sidney, Australia
Susanne P. Lajoie, McGill University, Canada
Riichiro Mizoguchi, Osaka University, Japan
Roger Nkambou, University of Québec at Montréal, Canada
Amy Ogan, Carnegie Mellon University, USA
Elaine Raybourn, University of New Mexico, USA
Matthias Rehm, Augsburg University, Germany
Katharina Reinecke, University of Zurich, Switzerland
Isabelle Savard, TELUQ, Canada
Robert Wray, SOAR Technology, USA
viii
Table of Contents
Keynote Presentation
Culturally Aware Mathematic Education 1
Erica Melis
Full Papers
Toward Ontological Modeling of a Communication Exchange Model 3
for Use in Computer Assisted Language Learning (CALL)
Danièle Allard, Riichiro Mizoguchi, Jacqueline Bourdeau
and Emmanuel G. Blanchard
Learner-Concerned AIED Systems: Affective Implications when Promoting 13
Cultural Awareness
Emmanuel G. Blanchard and Susanne Lajoie
Virtual Environments for Cultural Learning 25
H. Chad Lane and Amy Ogan
Pedagogical Experience Manipulation for Cultural Learning 35
Robert Wray, H. Chad Lane, Brian Stensrud, Mark Core, Laura Hamel
And Eric Forbell
The Relevance of the Culture-Based Model in Designing Culturally Aware 45
Tutoring Systems
Patricia A. Young
1
Culturally Aware Mathematics Education
Erica MELIS
German Research Institute for Artificial Intelligence (DFKI)
66123 Saarbruecken, Germany, [email protected]
Abstract. For the enculturation of the European platform for mathematics learning,
ACTIVEMATH, a number of dimensions had to be adapted culturally: presentation
of system and learning material, terminology, selection and sequencing of learning
objects, interaction, and learning scenarios.
Enculturation is not only important for tutoring systems that teach cultural relation-
ship, geography, culture, and behaving appropriately in other countries, etc. such as the
cultural training system Alelo but also for mathematics learning environments. At first,
mathematics education may seem to be an unlikely field for enculturation. However,
• mathematics education often follows the terminology (notions) of a particu-
lar book dominant in the region’s education or of a field that applies mathe-
matics, e.g., electrical engineering
• in the region’s or field’s mathematics education more often than not specific
notations is used
• educationalists and teachers emphasize the cultural context and for teaching
mathematics they follow the curriculum pre-scribed for their region and type
of school
• educational psychologists and pedagogists emphasize the importance of
posing authentic mathematical problems which are relevant in the student’s
life environment. This aspect is typical for a more constructivist learning
paradigm [5,1].
Theoretical Background. In addition, at the level of cognitive processes Piaget’s the-
ory of learning implies that learning heavily depends on the context and experience of
the learner. Piaget’s influencial theory of learning introduces two fundamental cognitive
functional processes in learning: assimilation and accomodation [3,4]. Assimilation and
accommodation are two complementary processes of adaptation in the learner’s mind
through which awareness of the outside world is internalised. In assimilation, what is
perceived in the outside world (in the context) is incorporated into his/her mind with-
out changing its structure. In accomodation, the mind accommodates itself to the evi-
dence/context with which it is confronted and thus adapts to it.
An immediate implication of this theory is that the learner’s context including its
cultural determination is reflected in the learning process and influences its adjustment
efforts, which require more effort the more the external (context) and internal (mind)
features differ. The mind has to adjust (1) its mathematical structure and (2) its contextual
features (for mathematics rather superficial). Both types of adjustment yield cognitive
load, and the cognitive load for (2) is extraneous and may hinder learning.
2
It has also be defined which (different levels of) cultural groups are relevant for en-
culturations in (mathematics) learning in order to represent them in the student’s pro-
file. It turns out that it is not only the region/country/language that requires enculturation
but also communities of practice (CoP), which can be a group inside another or a group
orthogonal to a region/country/language group, e.g., chemistry or electrical engineering
students. Wenger [6] acknowledges that (learning) practices are influenced by context(s)
and that the internal dynamics of a CoP including its norms (part of a culture) are de-
termined by the practices such as ’negotiation of meaning’ (i.e., understanding of math-
ematical notions and notations), ’learning’, as well as ’community actions’ (e.g., book
publishing, conferences), and ’differentiation from other communities of practice’. Any
CoP produces abstractions, symbols, stories, terms, and concepts that reify something of
its practice in a congealed form.
Note that even cultural variations whose nature appears to be linguistic such as nota-
tions and notions have a cultural (often historical) background. Reasons for such differ-
ences can originate from a dominant group of mathematicians in history and cultural ties
to that group in certain countries, regions, and groups. A similar development (maybe not
yet for mathematics) is observable today for communities of practice, e.g. users of email
or SMS. For cultural differences present in language-defined communities. One reason
may be that in mathematics the history of schools, research, teacher education, popular
books which influence the education culture go back to a language-defined culture that
was present before todays countries existed.
Adaptation Dimensions. Our research has empirically collected, addressed, and real-
ized the needed adaptation techniques and developed the underlying architecture and
knowledge representations needed for enculturation. We consider cultural adaptations of
• mathematical notations
• mathematical notions
• input of formulaæ
• choices of learning objects
• sequencing of learning objects and curriculum-dependent learning paths
• last but not least, language-adapted user interface.
For more details see [2]
References
[1] C. Twomey Fosnot. Constructivism: A psychological theory of learning. In C. T. Fosnot, editor, Con-
structivism: Theory, Perspectives, and Practice, pages 8–31. Teachers College Press, New York, Lon-
don, 1996.
[2] E. Melis and G. Goguadze and P. Libbrecht and C. Ullrich. Culturally Adapted Mathematics Education
with ActiveMath. Artificial Intelligence and Society, Special Issue on Enculturating HCI, 2009.
[3] J. Piaget. La représentation du monde chez l’enfant. Presses Universitaires de France, réimpression
quadrige, 2005 edition, 1947.
[4] J. Piaget. Equilibration of Cognitive Structures. Viking, New York, 1977.
[5] D. Schifter. A constructivist perspective on teaching and learning mathematics. In C. T. Fosnot, editor,
Constructivism: Theory, Perspectives, and Practice, pages 73–80. Teachers College Press, New York,
London, 1996.
[6] E. Wenger. Communities of Practice: Learning, Meaning, and Identiy. Cambrigdge University Press,
1999.
3
Towards Ontological Modeling of a
Communication Exchange Model for Use
in Computer-Assisted Language Learning
(CALL)
Danièle Allard1, Jacqueline Bourdeau
2, Riichiro Mizoguchi
3, Emmanuel G.
Blanchard4
1French Department, Dalhousie University,
6135 University Ave., Halifax, NS, B3H 4P9, Canada. [email protected]
2 LICEF, Télé-université,
100 Sherbrooke O., Montreal, QC, H2X 3P2, Canada. [email protected]
3 Institute of Scientific and Industrial Research (I.S.I.R.), Osaka University,
8-1 Mihogaoka, Ibaraki, Osaka, 567-0047 [email protected]
4 ATLAS Laboratory, McGill University,
3700 McTavish Street, Montreal, QC, H3A 1Y2, Canada [email protected]
Abstract: In this paper, we present preliminary findings as to the modeling of
a communication exchange process, using ontological engineering
methodology. Our model is being developed for use in the context of acquiring
a second/foreign language, with a focus on native language interference due to
cultural reasons, in conversation. It could potentially prove useful for other
endeavors in which communication and cultural differences are at play.
Keywords: ontological engineering, upper ontology, communication, culture,
learning
1 Introduction
To use a language as a means of expression is to communicate. As such, it is
inextricably linked to culture in multiple and complex ways. When people
communicate using language they do so in relation to one another and in terms of
prior knowledge and experience. Their voice is not only individual, but also
collective, a reflection, among others, of attitudes, beliefs, perceived social
expectations and patterns.
The acquisition of another language implies not only becoming familiar with a
different linguistic system, but also a cultural reality. By its very nature, in a threefold
4
manner, language actually expresses, embodies and symbolizes cultural reality [1].
Our research is concerned with making aspects of this cultural reality apparent while
focusing on the issue of cross-linguistic influence, which is essentially the act of using
skills stemming from one’s native language when communicating in another. When
these skills are used in ways that lead to errors and possible misunderstanding, it is
called cross-linguistic influence, transfer or interference [2][3]. For the sake of
simplicity, we use the term interference in this article.
We have identified several situations in which interference takes place and have
closely analyzed some of these in the context of conversation so as to make apparent
the linguistic and cultural considerations that explain how and why they might occur
[4][5]. The goal is to identify particular language learning difficulties, and in
understanding how they occur, design teaching strategies to help overcome the
difficulties, that can then be made available via computer-assisted language learning
systems.
We have been mapping this knowledge using ontological engineering
methodology. Until recently, we proceeded by examining interference by focusing on
how a given interference manifested through language, and the cultural considerations
that could explain it. That said, it became apparent that aspects of a communication
process such as context, the relative status of participants, the strategies they use to
achieve a given communication goal, also need, among others, to be closely examined
to more fully grasp certain cases of interference. We have consequently begun
preliminary work on modeling a relatively generic communication process that would
allow us to consider interferences within the context of a communication exchange
between two parties, especially conversation.
In this paper, we will briefly describe the modeling of a communication exchange
between two parties of possibly different cultural backgrounds in terms of ontological
engineering. The seminal aspects of our work, while developed for use in the context
of language acquisition and conversation, may prove valuable to other research in
which cultural differences in the context of a communication exchange is to be
modeled for use in intelligent computer systems.
We begin by a definition of ontology, and show an excerpt of an initial effort at
modeling interference. We show how this initial model can benefit from being
expanded and present preliminary modeling of an essential communication exchange
from which we can ultimately proceed to a finer analysis of interference, so as to use
this knowledge in computer-assisted language applications. In the process, we
highlight further research that needs to be conducted.
2. Ontology
Ontology is a term that was first used in philosophy to describe the study of being or
existence. Broadly put, it is a theory of the nature of existence. In computer and
information science, to quote excerpts of explanations by Gruber, “an ontology
defines a set of representational primitives with which to model a domain of
knowledge or discourse. The representational primitives are typically classes (or
sets), attributes (or properties), and relationships (or relations among class members)
[…]. Ontologies are typically specified in languages that allow abstraction away from
5
data structures and implementation strategies; in practice, the language of ontologies
are closer in expressive power to first-order logic than languages used to model
databases. For this reason, ontologies are said to be at the “semantic” level, whereas
database schema are models of data at the “logical” or “physical” level […];
ontologies are called out as an explicit layer [6].
More simply put, an ontology is a specification of a conceptualization. A
conceptualization is an abstract, simplified view of the world that we wish to
represent for some purpose, and the specification takes the form of the definitions of
representational vocabulary (classes, relations, etc.), which provide meanings for the
vocabulary and formal constraints on its coherent use [7].
Ontologies are designed for an agent or a community of agents so that knowledge
can be shared with and among these agents. Agents can be computer systems, and
humans, since ontologies also use human-readable text.
The Standard Upper Ontology Working Group states that “an ontology is similar to
a dictionary or a glossary, but with greater detail and structure that enables computers
to process its content. An ontology consists of a set of concepts, axioms, and
relationships that describe a domain of interest” [8].
There are several ontology building methodologies. Our own work is grounded in
ontology building as set forth by Mizoguchi Laboratory. Some of the reasons for
doing so is that, as Mizoguchi explains in relation to the YATO Upper Ontology, this
methodology carefully investigates quality description and the issue of representation,
and it differentiates between objects, processes and events; it is furthermore the only
initiative based on a model of roles [9] [10].
3. Initial modeling of interference
We initially analyzed interferences related to cultural differences in terms of how they
manifest at the language level in view of the cultural reasons underlying them, using
common forms of errors made by Japanese students learning English. These were
circumscribed using reports from seasoned instructors of language, as well as
published literature on the topic. The aim has been to formulate teaching strategies
based on our findings, and make these available via CALL systems. Furthermore, an
important goal is to make language instructors aware of the nature of interferences
and their causes. Instructors of English who do not know Japanese or are not familiar
with the culture are not likely to adopt teaching strategies to help prevent and
overcome interferences. Similarly, Japanese instructors of English, who often do not
master the English language nor have spent much time outside Japan, are not
necessarily equipped to help prevent interferences. To address interferences can be
especially valuable in view of preventing language patterns to become fossilized, in
other words, become hard to correct as time passes [2].
Figure 1 shows an excerpt of an example of interference. In this particular case,
we were examining the topic of suggestions and advice. To summarize, when giving
advice, interference can manifest in the use Japanese students make of modals and
imperatives. The underlying cultural reasons for this particular type of interference
are, among others, issues of tolerance (or intolerance) to advice, as well as factors
related to living in a collective society, in contrast to a more individualistic one. To
6
give a specific example, consider the sentence “You had better go to Osaka Castle to
see the beautiful cherry blossoms,” meant to be a friendly form of suggestion. To a
native English speaker who may have just arrived in Japan, however, this can
potentially be jarring, especially with the effect of articulation – a Japanese native
may stress “had better.” The choice of the modal (had better) is somewhat
inappropriate – “could” would be a better choice, if using modals. Part of the reason
for using “had better” over “could” lies in how dictionaries translate modals from
Japanese into English. The Japanese expression that translates as “had better”
implies, in Japanese, strong advice, concern for the hearer’s welfare, and highlighting
the possibility of a missed opportunity (in this case, it would be unfortunate not to see
the blossoms at the castle). Since “had better” is used in English for strong advice
and the possibility of a negative consequence, the translation does make sense. Part
of the issue revolves around what “strong” advice implies, itself related to cultural
differences. Simply put, in Japan, concern for the group’s welfare over the individual
is essentially more prevalent than in Canada or the United States, for instance. As
such, behaving according to expectations and codes of prescribed behavior in Japan is
especially important to help maintain group harmony. This results in “strong advice”
being rather common. As a consequence, Japanese people, comparatively speaking,
appear to be more accustomed to various forms of “strong advice,” and consequently
more tolerant to receiving it. Though in the more individualistic countries of Canada
and the USA there are also have expected codes of behavior, advice, if it strikes one
as “unsollicited,” has greater potential of not being accepted as readily as it probably
would in Japan (for a more detailed analysis, see [ 4]).
Figure 1, shows an essential ontology excerpt of what has just been explained. p/o
stands for “part of,” a/o stands for “attribute of.” The writing above the empty
squares indicate a role, that in turn is constrained within a certain class (often the
same as the role), indicated in the square right of the role. What is not shown in the
figure is that in this ontology, different types of interference come under a concept
called “L1-related interference” (native language related), itself falling under “English
language learning topics” We have classified interferences in terms of a general
English language curriculum for first/second year university Japanese students (not
specializing in language). Ideally, an instructor inputting a given topic of instruction
into a CALL system could then not only access teaching strategies, but be made
aware of possible interference in view of topics to be approached in the classroom,
more specifically its manifestation (in this case, modals), as well as cultural factors at
play. The instructor could also be directed to more detailed explanation as to the
nature and reason for the interference, in terms of linguistic and cultural
considerations. Mapping knowledge using ontological engineering makes such
retrieval possible, while allowing the knowledge to be accessed in different systems.
While this initial modeling allows to draw out essential elements related to a given
form of interference, it became apparent that it was also not quite elaborate enough to
take into account other relevant factors. For instance, when giving advice, the context
in which the advice is given can be of impact, as can the perceived social distance
between hearer and speaker. It seemed increasingly relevant to set the analysis of
interference in the context of a greater communication process, and for this purpose,
to elaborate a generic model of a communication exchange, that would highlight other
relevant elements in addition to language and cultural manifestations.
7
Figure 1: Modeling cultural differences in relation to interference when making suggestions/giving advice
4. Preliminary Modeling of a Communication Exchange
The aim of analyzing interference within the context of a communication exchange,
and modeling the process, is to make explicit some of the key elements to be taken
into consideration, as well as to ground the analysis of cultural differences
underscoring interference in terms of the various factors potentially at play.
Following are some of the main issues for which the model should be able to account.
We acknowledge that communication is a complex, scientific field of inquiry in and
of itself, and is further actively researched within various other disciplines. Our lens
is in view of the goals of our research, and what is summarized in the following table,
8
though inspired from essential elements derived from communication studies [11], is
not exhaustive; it is also simplified in terms of labeling, to ease understanding.
Table 1: Main issues our preliminary communication model should address
Participants hearer and speaker; native language spoken and language being
learned; cultural profile; hearer/speaker interpretation and
generation of meaning; other relevant characteristics pertaining
to participants
Extrinsic factors time, location, context
Communication
goal
goal (implicit/explicit)
Com. structure structure (macro and micro); turns, topics and sub-topics;
sequencing and nature of utterances (eg. a question)
Com. function Illocutionary acts (what one does when communicating to
another; eg. compliment); perlocutionary response
(acknowledgment of the impact of the illocutionary act)
(micro and macro levels)
Com. medium the medium (direct speech; email etc.)
Locus of
interference
potential interference as a result of cross-linguistic influence,
its manifestation and reasons (cultural and other)
We have begun work on a preliminary model, shown in Figure 2. We are
attempting to capture, in essence, how a communication exchange can be understood,
identifying the major constituents to be considered in the process, in view of our
research goals and ontological engineering methodology. The model can then serve
as a framework for more specific models to be elaborated for situations in which
language interference can potentially occur between speakers of different native
languages that are underscored by various cultural factors. It is therefore the
reflection of the core of a communication exchange between two parties, providing
upper-level concepts and showing the relations among them. This model inherits
characteristics from higher level concepts defined elsewhere in the ontology, which,
for the sake of clarity, we do not expand upon.
We now proceed to explaining the components of our preliminary model. In the
future it will need to be further elaborated and put to the test with various examples of
interference; it also needs to be compared to, and possibly enriched by, existing
communication models of conversation and language exchange, namely those
developed by research in natural language processing and computational linguistics.
9
Figure 2: Preliminary upper-level model of a communication exchange for use in modeling language
interference
10
Time, location and context are first listed as constituents to the process. Speaker
and hearer each have a native language and a cultural profile, which are key elements
of our research. Linked to the cultural profile are what we label “cultural
interpretation-generation rules.” We hypothesize that both the speaker and hearer are
subject to such rules, which impact the communication process between them.
Should we wish to eventually take individual differences into consideration, we could
add an “individual mental profile” as a characteristic of speaker and hearer, with its
own set of interpretation-generation rules. For the purposes of examining
interferences underscored by cultural differences, however, the concept of cultural
interpretation-generation is currently sufficient.
Relations (the lines linking concepts seen on the right of the figure) show how the
speaker is the generator of a “representation,” a generic upper ontology label that
allows us to account for various forms of expression; YATO, Mizoguchi’s Upper
Ontology, defines this as a “content-bearing thing” [9]. “Representation” is
characterized by both “form” and “content.” We could eventually consider physical
gestures under “representation,” if deemed necessary. “Representation” is considered
to be an output of the speaker, as a result of “cultural interpretation-generation rules,”
shown by the “interpret” relation, with the “content” of the intended communication
being the input.
“content” is represented twice in the model, and is in fact the same (represented by
the relation “same as”). In addition to being a part of “representation,” content is an
integral part of a communication process in and of itself; it implies the function of
communication, or, to put it another way, the type of communication act the speaker
intends to perform (ex.: to give advice). Similarly, “form,” also a part of (p/o)
“representation,” is the “same as” “form,” a component of the communication
process. Relations show how the “representation” is “received by” the hearer, who
“interprets” it in view of his own “cultural interpretation-generation rules,” with, as an
output, a “result of understanding,” specified as a separate label, again to account for
it within the communication process.
The “goal of communication,” for its part, represents the overarching goal, which
can be implicit and/or explicit. Possible work in this area may be to draw out intention
hierarchies (a simple example of this would be how inviting someone for dinner
(explicit goal) can also be to express interest in the other (implicit goal).
The concept “way to communicate” represents the medium of communication. To
this effect, further work in terms of an in-depth analysis of ways in which to
communicate, and their relevant sub-parts, needs to be conducted. Ways of
communication should be approached by drawing out decomposition trees, in an
attempt to highlight granularity inherent in these ways. To do so will provide handles
with which to zoom in on the alternative ways that allow a given communication to be
expressed. To briefly illustrate: a way to communicate can be a “language way,” or,
for the sake of comparison, a “gesture way.” The “language way” can be achieved by
“delivering sentences.” Delivering sentences implies, among others, building content,
composing sentences, ordering them. These may vary in terms of a “face-to-face
way,” a “one-to-many way,” “an email way.” In other words, in our ontological
modeling, we will elaborate on two core aspects of the communication process: what
the process entails and is intended to produce, and how it is carried out. In other
words, “way to communicate” (how), though inherent to a communication process,
11
will also be modeled separately. Without separating what from how, it becomes
difficult to analyze and systemize various ways in which a single what can be
achieved. More specifically, language interference does not express itself
consistently; written and oral form, to be basic, will bring about different forms of
interference. Though we are currently focusing on conversation, we also want our
model to eventually allow for an analysis of interference in other exchange contexts.
A powerful example of how what and how viewpoints work together, in addition to
what decomposition entails, is that of the Omnibus project, focusing on theory-
awareness in Instructional Design. [12].
Cultural analysis underpinning the phenomena of interference will be further
performed, ontologically, under “cultural profile” and “cultural interpretation-
generation rules.” “cultural profile” will be defined within the greater ontology we
are building. To this effect, the work of Hofstede, GLOBE and Schwartz on cultural
dimensions and universal values contribute to shaping this definition while providing
some validated “strength factors” (a given dimension, or sub-dimension, is
stronger/weaker in one culture in comparison to another; for example collectivism has
a higher score in Japan than in Canada) [13] [14] [15]. Cultural expectations and
behavior in terms of a specific communication can be detailed under “cultural
interpretation- generation rules.” The “form” of communication – what is actually
being expressed, is where language interference is detailed, in other words, under
which our previous ontological modeling, as shown in Figure 1, can essentially be
unfolded. The class constraint for the manifestation of interference has been
temporarily labeled “content_2” to differentiate it from “content” (the content of a
communication). “content_2” is a wide-meaning class constraint to indicate that
manifestations of interference are apparent in various forms.
Finally, the hearer’s “result of understanding” can be contrasted to the speaker’s
intended content, and thus allow us to explain the possible impact of an interference.
This can be informed by the detailing of what takes place in the communication
dialogue and exchange, which would be expanded under “com dialogue/exchange.”
More specifically, it implies examining a conversation in terms of its structure, at both
a macro and micro level, namely in terms of turn-taking and sequencing, the nature of
utterances, in conjunction with topics and sub-topics of an exchange, given the
language being used. Further work as to how ontologically represent knowledge we
have of a communication dialogue/exchange is required, and analyzing models from
other fields of research, such as NLP, will prove useful.
To briefly compare with Fig. 1, this preliminary communication model allows us to
specify native language, cultural profiles and cultural expectations in terms of hearer
and speaker, which the previous model did not. While it addresses the manifestation
of interference, in view of language related issues and cultural differences, it further
allows the consideration of the time, location and context of utterances. Implicit and
explicit communication goals can be underscored, as can different ways in which to
communicate – which can affect the nature of the interference. In highlighting these
additional factors, as well as accounting for possible results of understanding on the
part of the hearer, this model accounts for a more comprehensive understanding of
interference in view of various relevant factors, while allowing greater
contextualization of how cultural differences interplay.
12
4. Conclusion
The preliminary communication model we have presented reflects a work in progress,
whose goal is to provide a reasonable ontological engineering approximation of a
communication exchange that would allow for the examination of language
interference within this process when involving participants of different cultural
backgrounds. It has been elaborated in view of analyzing conversation, yet remains
sufficiently generic so as to be able to apply it to other contexts relevant to language
acquisition, for instance written communication. While an examination of cultural
factors at play in view of any given interference can lead to significant understanding
of this interference, which we initially modeled, specific aspects of the
communication process -- the goal, the context, the medium, among others – can
further shed light on factors explaining why certain interferences take place.
Consequently, working at the elaboration of a communication model that would take
these various factors into account appeared necessary. As it is refined, compared to
other models, and further developed, namely in granularity, this model should prove
useful to our research on language interferences whose aim is to provide, within
CALL systems, teaching/learning strategies that help overcome interferences. The
model may also be useful to other research endeavors that examine cultural
differences in the context of a communication dialogue/exchange.
References
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[2] ZhaoHong, H., Ed.: Fossilization in adult second language acquisition. Multilingual Matters,
Clevedon (UK) (2004).
[3] Arabski, J., Ed.: Cross-linguistic Influences in the Second Language Lexicon. Multilingual Matters,
Clevedon (UK) (2006).
[4] Allard, D., Bourdeau, J., Mizoguchi, R. (2008) Towards Modeling Knowledge of Cultural
Differences and Cross-Linguistic Influence in Computer-Assisted Language Learning (CALL).
Proceedings of the Culturally Aware Tutoring Systems Workshop, held in conjunction with ITS
2008. http://www.iro.umontreal.ca/~blanchae/CATS2008/
[5] Allard, D., Mizoguchi, R., Bourdeau, J. Can Language and Culture Go Hand in Hand? Cross-
Linguistic Influence in the L2 Acquisition Process. Proceedings of the JALT Conference, October
2005. pp. 382-393. JALT, Tokyo (2005)
[6] Gruber, T.: Ontology. http://tomgruber.org/writing/ontology-definition-2007.htm
[7] Gruber, T.: “What is an ontology?” http://www-ksl.stanford.edu/kst/what-is-an-ontology.html [8] IEEE Standard Upper Ontology Working Group. http://suo.ieee.org/
[9] Mizoguchi, R. Yet Another Top-level Ontology: YATO. http://www.ei.sanken.osaka-
u.ac.jp/hozo/onto_library/upperOnto.htm
[10] Mizoguchi, R., Sunagawa, E., Kozaki, K., Kitamura, Y. (2007). A model of roles within an ontology
development tool: HOZO. Journal of Applied Ontology, 2 (2), pp. 159-179
[11] Smith, Mary John. Contemporary communication research methods. Wadsworth, Belmont (1988).
[12] Omnibus project: an ontology of learning, instruction and instructional design.
http://edont.qee.jp/omnibus/doku.php
[13] Hofstede, G.: Cultures consequences, 2nd edition. Sage, Thousand Oaks CA (2001).
[14] House, R.J., Hanges, P.J., Javidan, M., Dorfman, P., Gupta, V. (2004). Culture, leadership and
organizations: The Globe study of 62 societies. Thousand Oaks, Ca: Sage Publications.
[15] Schwartz, S.: A theory of cultural values and some implications for work. Applied pychology: An
international review, 48 (1). pp. 23-47 (1999).
13
Learner-Concerned AIED Systems:
Affective Implications when Promoting
Cultural Awareness
Emmanuel G. Blanchard, Susanne P. Lajoie
Advanced Technologies for Learning in Authentic Settings Laboratory, Department of
Educational and Counselling Psychology,
McGill University, Canada
{emmanuel.blanchard, Susanne.lajoie}@mcgill.ca
Abstract. There is a growing consensus among Information Technology scholars
that cultural considerations can promote the quality of interaction with users, as
well as provide new kinds of services. This paper explores how issues of cultural
awareness and affect can be jointly incorporated into AIED systems. Our analysis
reveals several elements where affective issues will necessarily emerge from
cultural considerations, as well as affective aspects that need cultural awareness in
order to be processed properly.
Keywords. Cultural adaptation, cultural variability of affects, cognition, human
computer interaction.
1. Introduction
There is a growing consensus among Information Technology scholars that cultural
considerations can promote the quality of interaction with users, as well as provide new
kinds of services. In the domain of Artificial Intelligence in Education (AIED),
research has started to address these areas in two ways: (1) to develop educational
systems that promote learners’ intercultural understanding [14, 18, 23], and (2) systems
that have the ability to adapt to cultural differences in order to enhance educational
efficiency [2, 28].
AIED researchers who are developing automatic culturally adaptive systems take
two main approaches. One approach is to design the most pedagogically relevant
resources based on cultural specificity as well as the domain knowledge that needs to
be taught and learned. However, research has shown that local educational techniques
are frequently the most efficient ones, whereas approaches related to a non local culture
may lead to misinterpretations even if the latter technique is more endorsed around the
world. For instance, Biggs [1] has shown that “Hong Kong”-based approaches led to a
higher rate of success with Hong Kong Chinese students than classic Commonwealth-
spread educational strategies. Similarly, “culturally-loaded” resources selected for
illustrating courses in another cultural context may not convey the intended
information,. This is one of the reasons why UNESCO presses the use of local
educational contents to promote the quality of intercultural education [33].
14
The second approach is to avoid culturally inappropriate elements that could
negatively affect learners’ perception of the activity. Indeed, systems that are perceived
as caring about their students’ specificities and success, are likely to be better rated by
learners [5]. For the purpose of this paper we call these systems “learner-concerned”.
Several theories stress the relationship between personal appraisals of an activity and
achievement motivation towards it [9]. Hence it is likely that perception of a system as
learner-concerned could raise learner’s willingness to perseverate or to get involved in
future similar learning activities.
This paper explores how issues of cultural and affective awareness can be jointly
incorporated into AIED research designs. First we define affective and cultural
concepts that pertain to this paper and then we examine intra and inter individual
culture-related affective variations. without omitting to consider the impact of living
conditions. After this review we discuss potential implications of cultural variations of
the affective domain for the development of AIED systems with cultural awareness.
2. Definitions
One shared problem of the affective and cultural domains is the ambiguity of the
language used to describe related concepts. The subjective nature of folk terminology is
not sufficient for scientific discussion where agreeing on a corpus of terms and their
clear definitions is necessary. The following section provides the definitions we refer to
in the continuation of this paper.
2.1. The affective domain
Our conceptualization of the affective domain stems from the meta-analysis performed
by Klaus R. Scherer [30] (table 1).
Table 1. Scherer’s list of identified affective phenomena and their respective definitions (deduced from [26])
AFFECTIVE
PHENOMENA
DEFINITIONS
Emotions - "An episode of interrelated, synchronized changes in the states of all or most of the five organismic
subsystems in response to the evaluation of an external or internal stimulus event as relevant to
major concerns of the organism"
- Scherer emphasizes the distinction between emotions i.e. “the total multimodal component
process” and feelings i.e. “a single component [of any affective phenomena] denoting the subjective
experience process”
Moods - "Diffuse affect states, characterized by a relative enduring predominance of certain types of
subjective feelings that affect the experience and behaviour of a person"
- “Often emerge without apparent causes”
- “Generally of low intensity”
Preferences - "Relatively stable evaluative judgments in the sense of liking or disliking a stimulus, or preferring it
or not over other objects or stimuli"
Attitudes - "Relatively enduring beliefs and predispositions towards specific objects"
- "Can be labeled with terms such as hating, valuing or desiring"
Affect
Dispositions
- "Tendency of a person to experience certain moods more frequently or to be prone to react with
certain types of emotions"
- Examples: trait anger, trait positive/negative affect
Interpersonal
Stance
- "Affective style that spontaneously develops, or is strategically employed in the interaction with the
person or a group of persons"
- “Examples: being polite, distant, cold, warm, supportive, contemptuous"
- “Often triggered by events (encounters of a person), but less shaped by spontaneous appraisal than
by affect dispositions, interpersonal attitudes, and most importantly strategic intentions”
15
As depicted in Table 1, Scherer’s framework of the affective domain consists of
classes of multi-componential processes, called affects or affective phenomena, which
have cognitive, bio-physiological and behavioural functions, and react sequentially
and/or in parallel [30]. Scherer distinguishes six classes of affective phenomena,
namely Emotion, Mood, Preference, Attitude, Affect Disposition (or trait-like affect
[31]), and Interpersonal Stance.
For a discussion of our use of this framework in computational research and AIED,
please refer to [5].
2.2. The cultural domain
Several disciplines have studied the influence of culture and have led to different
conceptualizations [7]. Comparisons between culture-related research are weakened by
the variety of framework used in cross-cultural studies: most of the time,
interoperability between those framework was never considered and is thus very low.
To deal with this issue, an upper ontology of culture is being developed [3, 4]. This
previous work aims at identifying major constituents to be considered when dealing
with any kind of cultural issue by eliciting their structure and interrelations without
having to endorse a particular culture representation framework. In this paper, we refer
to some of these elicited concepts that we now briefly introduce.
Culture can be defined by the cultural elements that the “owner” of the culture
(its related cultural group) has produced, or endorsed and adapted (through historical
processes such as conquests). Such cultural elements can be artefacts (agent-made
elements), practices (such as rituals, languages, common behaviours), ideational
elements (such as norms, scientific knowledge), and specific world representations
that emerge mainly at the group level (such as national stereotypes). This cultural
definition stems from the bi-faceted definition of culture provided by Kashima [15] as
(a) “a process of production and reproduction of meanings in particular actors’
concrete practices (or actions or activities) in particular contexts in time and space”,
and (b) “a relatively stable system of shared meanings, a repository of meaningful
symbols, which provides structure to experience”
A culture has to be distinguished from its cultural group (the population of related
cultured agents) even if the existence of one necessarily implies the existence of the
other. All human beings are indeed cultured agents in the sense that they grew in
cultural contexts, which led their behaviours and cognitions to reflect one or more
cultural influences (i.e. to make it simple, one can see a cultural profile as a patchwork
of cultural influences).
Some ideational elements and specific world representations are frequently
referred to as shared cognition, and describe information emerging at group level, that
is shared by group members even if each individual member does not necessarily
handle the whole “package” [29]. The latter is a major issue when trying to relate
group-level findings to individual cognitions and tendencies. Shared cognition
incorporates the notion of “core cultural ideas” [21] as “culturally defined and
promulgated issues of concern”.
A cultural conceptualization [29] designs an atomic part of a shared cognition.
For instance, the mentorship relation occurring between a senpai (an advanced student)
and a kohai (a beginner student) is an example of a japanese conceptualization of social
relations that may develop between students.
16
The cultural load refers to the specific cultural conceptualizations associated to a
cultural element. Appreciation of an element’s cultural load may change from one
individual to another, their respective cultural background making different
conceptualizations more salient than others. For instance, “Bérézina”, which is the
name of a russian river, is naturally associated to the catastrophic napoleonian retreat of
Russia in France, and is nowadays used accordingly in French folk language to refer to
negative events, which is obviously not the case in Russia, where it refers mainly to the
river.
Cultures may emerge from several kinds of cultural groups such as civic nations
(countries), ethnic nations, populations living in a specific area (or city), companies,
communities, groups of individuals sharing something (such as specific interests, belief
systems, mid-to-long term experiences, or practices). As mentioned earlier, cultured
agents are likely to be part of several kinds of groups, and as such, have blended
cultural influences (without underestimating the importance of personal factors), which
makes the development of artificial cultural awareness even more challenging.
3. Motivation for considering both affect and culture in AIED: A medical scenario
Development of cognitive tools for medical education is an important domain of
application for AIED research. Bioworld [16, 17] is an example of such systems that
helps medical students to improve their diagnostic skills. Bioworld has been designed
in a Canadian institution and, as such, is strongly influenced by the way medical care is
practiced and taught in Canada, and by classic interactions with Canadian patients.
However, should we wish to export Bioworld to other countries, cultural issues or
country-specific elements should be considered such as what medical procedures,
diagnostic tests, drugs and equipment are available based on the medical infrastructure
available. Furthermore, there may be different general approaches to medical education
from one nation to another or from one teaching hospital to another that need to be
considered. Although medical schools generally cover the same content, there may be
more attention on diseases that are prevalent due to conditions i.e., climate, specific to
their region. Hence, culturally specific issues would need to be considered in deploying
Bioworld to a new cultural environment that considers the needs and learning habits of
local students.
We are currently investigating studies that would expand the use and design of
Bioworld by considering issues pertaining to affect management. Physicians need to
manage their own affect as well as that of others. For example, giving bad news to a
patient is difficult for both the provider and receiver of such information. One might
consider affect management on the part of the physician as being a component of
emotional intelligence that medical students need to acquire in their role as healers [8].
Once again, emotional intelligence and affect management should consider the cultural
aspects of the specific situation. Canada is a multicultural society that encompasses a
multitude of communities of people who have originated from various parts of the
world. This intercultural setting is itself an opportunity for affective situations to arise.
Cross-cultural communication problems are obvious causes for the deterioration of an
affective climate. For instance, patients from other cultures may have religious beliefs
that influence social behaviours that the physician would need to be cognisant of so
that perceptions of appropriate physician-patient contact remain positive. A certain
level of cultural intelligence (ability to deal with people from different cultures) is thus
17
needed to facilitate communication and to avoid difficult affective situations that
physicians may face daily. The patient may also need assistance in learning how to
interact with physicians, knowing what is expected of them in terms of answering
personal questions about their conditions. Both physician and patient education that
illustrates proper cultural communication and interaction could enhance the quality of
the diagnosis and treatment.
Raising the cultural awareness of Bioworld would finally be particularly relevant
to target physicians that have to be deployed in foreign countries (cooperating with
organizations such as the Red Cross or Medecins without Borders for instances). In the
next section, we review more thoroughly several situations where issues pertaining to
both culture and affect are relevant.
4. Culture-related affective variations
Mesquita and her colleagues [21] have noticed in the literature on affect and culture
that affective antecedents, subjective experience, appraisals, behavioural responses, and
even physiological changes related to an affective experience are reported to differ
across cultures. Some affective phenomena also appear to occur more frequently in
some cultural groups than in others. Such findings led them to conclude that it has been
“convincingly demonstrated that there are cultural differences in the ecology of
emotions”. The following section briefly introduces some major considerations related
to affective variations depending on cultural settings. Research discussed below
expresses differences in behavioral and cognitive tendencies from one cultural group to
another. We are not positing a simplistic transcription of these results to the individual
level. However these results could inform the design of stochastic systems with
multicultural affective management capabilities.
4.1. Living condition considerations
Even if scholars agree that affective phenomena are in-context processes [21], this
contextual nature has been given little attention in affect-related AIED research [24].
In this section we define living conditions as elements of the surrounding world of an
individual world that may have influences on him or her.
Specific living conditions raise the probability of confrontations to certain events,
objects, or activities, making local individuals more familiar to them than other human
beings. Cultural load for these elements may thus emerge from these frequent
confrontations. Appraisal-focused theories stipulate that the evaluation of an element,
in terms of its “significance for the goals, needs, and well being of the organism is a
critical determinant in the elicitation and differentiation of its emotions” [31].
Furthermore, it is more and more acknowledged that appraisal of novelty is a
fundamental operation in the whole process of elements evaluation. Novelty can refer
to (a) “suddenness or abruptness of onset, often coupled with high stimulation
intensity”, (b) “(un)familiarity with the object or event, generally based on schema
matching”, and (c) “(un)predictability as based on past observations of regularities
and probabilities” [31].
As said before, habituation to specific living conditions influences the degrees of
familiarity of individuals to cultural elements, as well as their ability to predict
evolutions of such elements. As such it may produce major changes of appraisals,
18
leading to cultural variations in affective reactions to stimuli from an individual to
another.
Numerous studies have also shown that the cultural profile of individuals tends to
correlate with the frequency of daily-life positive or negative affective experiences
(mainly mood experiences)). For instance, lower levels of life satisfaction, lower
frequency of pleasant affects, and greater frequency of negative affects tend to be
reported by individuals from Asian cultures compared to North Americans [32]. This
can be understood as cultural variations in affect dispositions of individuals [31].
4.2. Intra-individual considerations
Internal differentiations have emerged from social and genetic evolution and can also
partly explain cultural variations in affect disposition of individuals. This can also be
seen as the result of pressures exerted by living conditions over a certain period of time
(thus this section is closely tied with the previous one). Indeed, research has shown the
existence of differences in physiological reactions between distinct populations and
cultural groups [21]. For instance, the stereotype of “reputedly ‘hot blooded’” south
Europeans is somewhat supported by reports indicating more blood pressure changes,
and less stomach sensations and muscles symptoms as reactions to the experience of
several basic emotions than northern Europeans [25]. The specific genetic evolution of
this human population may be a potential explanation for this.
There are also several cues that suggest that affect-related cognitive differences
exist between individuals from different cultural groups because, among other things,
their mind is full of cultural conceptualizations about their surrounding world that
directly impact on the cognitive components of affective phenomena. As expressed by
Mesquita et al [21], “an emotionology is a culture’s lore about emotions. Supposedly
included in these emotionologies are rules about how to feel”. For instance, it has been
reported that Hispanics and European American “consider pleasant feelings to be much
more desirable and appropriate than unpleasant feelings”, whereas “Asian cultures
emphasize pleasant and unpleasant feelings nearly equally” [32].
Cognitive differences can also emerge as different processing tendencies. Indeed,
valence, desirability, and subjective distance between affective phenomena are subject
to changes according to concerns inspired by core cultural ideas [21] For instance,
“Indians are more likely to view shame and happiness as more similar than shame and
anger, because anger is an emotion that is divisive and separates people” [19, 32].
Certain affective antecedents are also more likely to lead to belief changes in some
cultures than in others, due to variations of appraisal and consideration of cultural
conceptualizations [20]. Finally, the importance of appraisal dimensions [16], as well
as strategies used for memory recall of affective experiences [32] may also vary across
cultural groups.
4.3. Inter-individual considerations
Mesquita [20] sees affective phenomena “as cultural practices that promote important
cultural ideas”. Among the important cultural conceptualizations that differentiate
cultures from each other are the questions of the role of the individual in the society, as
well as norms and standards he/she will have to rely on. Representations of such
concerns have been of major importance in many frameworks that try to categorize
cultures. For instance, in Hofstede’s framework [12] of national cultures dimensions,
19
three dimensions (individualism/collectivism, masculinity/feminity, uncertainty
avoidance) have implications in the expression of such different conceptual
orientations between cultures (similar dimensions have been proposed in other studies).
Indeed, shared cognition varies between cultural groups, obedience and tradition
being salient in some cultures, whereas autonomy and originality are of main
importance in others [21]. Scherer and Brosch [31] have noted that the “focus of a
society on certain shared values is related to emotional experiences to a considerable
degree, particularly for certain emotions that depend on the compatibility of behaviour
with external and internal standards such as shame and guilt”. For instance,
considering differences between collectivist and individualist contexts, Mesquita [20]
has elicited several major affective differences between those two social orientations
(table 2).
To summarize table 2, meanings given to affective experiences vary according to
the social orientations of cultural contexts with affects in collectivist contexts being
characterized as relational whereas in individualist contexts, affective phenomena are
mainly perceived as intrapersonal and subjective. Furthermore, in collectivist contexts,
the affective aspect of an event tends to emerge not only from implications for the
individual, but also from its impact on the various social relationships he/she has [20].
Table 2. Key differences between individualist and collectivist affects (as mentioned in [20])
COMPONENTS OF AFFECTS COLLECTIVIST AFFECT INDIVIDUALIST AFFECT
Concerns One’s own social worth and the
worth of the in-group.
Focus on personal concerns only.
Appraisal Attention to the impact of other
people’s behaviour on relative
social positions (intentionality).
Less focus on the impact on
relative social positions.
Source of Appraisal The meaning of situations
appears as given (obvious).
Awareness of the subjectivity of
emotional appraisals.
Action readiness Focus on relationships and
therefore more action readiness.
Focus on bounded self and
therefore less action readiness.
Nature of shared emotions Social sharing involves ensuring
that others share in the concern
and behave accordingly.
Social sharing involves the
sharing of information.
Emotions as meanings Emotions signal changes of
reality: changes of beliefs about
self, others, and the relationship
between self and others.
Emotions signals internal,
subjective feelings: few
implications for beliefs.
Inter-individuals communication favour cultural differences. Even when different
cultures share a similar verbal language at first sight (for instance, French is the official
language of several countries), cultural load of some terms can induce variability, some
terms being familiar only to a specific cultural group, whereas others have a varying
meaning from one cultural group to another. Improper use of culturally loaded terms in
an inter-individual communication can thus raise misunderstandings and affect
comprehension, which can lead to affective reactions.
Such risks become even worse when languages are different because terms that are
translated do not always convey a similar meaning. Affect terms are a documented
example of such a thing. Even if scholars have determined sets of basic emotions from
the similarities found in emotion categories across different cultures and languages
[26], research also has shown that “there are no universal emotion concepts lexicalised
in all languages of the world” [21, 34], and that “not only may the meaning of lexically
equivalent words differ to some extent, but emotion taxonomies of given languages
20
contain emotion words that, in other languages, are not matched by even remotely
similar emotion concepts” [11, 21].
Awareness of proper social standards and communication norms (or lack of it) is
another important factor that induces affective experiences. Politeness theory [6] for
instance mentions the existence of positive and negative faces, where faces are standard
attitudes that promote positive or negative self esteem in private and public situations
and can be conveyed by many culturally-variable means such as verbal or body
languages,. Similarly, in global business, endorsement of the local etiquette and
business manners [13] can have an important role in determining the success or failure
of the interaction.
Finally, awareness of cultural stereotypes as well as the ability to properly manage
them in varying cultural settings is another important skill when someone wishes to
maintain positive interpersonal stances.
5. Potential implications for AIED
As previous mentioned findings demonstrate, caution must prevail when considering
affects in AIED systems since affective management may vary according to cultural
settings. Affect-related measurements and strategies have thus to be confirmed in the
cultural setting in which learning technologies will be used. But existing research
initiatives mixing affect and culture could also inform the design of culturally aware
AIED systems in many ways.
5.1. Informing the proper use of affective elements in AIED systems
Affective expressions of pedagogical agents should get inspiration from research
on body language and its variation in different cultural settings. Cultural desirability of
affective phenomena has to be considered before deciding to use affective induction
techniques. For instance, pride may be a desirable affective phenomenon in certain
cultural groups, but it should be avoided in others. Affect-related interaction modes
could lead to belief changes in some cultural groups more than in others. For example,
valence appraisal of a pedagogical agent may be more subject to change after it
reproached a learner [20].
Cultural awareness could also enhance team creation and management in
collaborative learning, by ensuring that all members will properly understand
implications of affective antecedents that may arise for their peers. Considerations of
cultural conceptualizations endorsed by potential members could also help to avoid
conflicting situations, or optimize chances of optimal critical thinking exchanges within
a team, or in a social learning setting
5.2. Improving student modelling.
Learner models should reflect the cultural specificities of learners. It should
convey information on which cultural settings the learner has become familiar with
during his/her personal history. Furthermore it should reveal the learners’ strength of
habituation to those settings in order to suggest (1) their level of habituation to cultural
elements, (2) the spectrum of cultural load that can be detected on such elements and
the affective reactions it may induce, as well as (3) the norms that might influence
21
human-human and human-computer interaction in the context of technology-enhanced
learning.
The development of the representation of the shared cognition of a cultural group
in addition to the individual learning model has to be explored [2]. The use of the data
grid paradigm and of technologies related to the notion of cognitive emergence are
promising fields of investigation for such purpose.
Linking shared cognition to an individual cognitive model of pedagogical agents is
also an interesting issue to address.
5.3. Promoting the positive perception of AIED systems
Lastly, improving cultural awareness should promote the transmission of a positive
ethos to its learners by facilitating the design of systems that are respectful of cultural
norms and standards. Ethos can be defined as the feeling of credibility transmitted by a
speaker to his audience, and has been extended to Human-Computer Interaction: the
computer’s “voice” has to be perceived as credible by the user [22]. Projected ethos is
of central importance for a speaker (here an AIED system) that wants its message to be
conveyed and endorsed by its audience (its learners), and consequently must meet
cultural norms or standards. Negative ethos results in the emergence of negative
affective attitudes towards the system that may for instance be considered as useless for
learning achievement, careless of learners’ success, or trustless in terms of the
reliability of the information it conveys. Negative ethos could result in a dramatic
decrease in learners’ motivation to perseverate in a technology-enhanced learning
activity, or to be involved in similar ones in the future. On the other hand, positive
ethos would lead to positive affective attitudes towards the system, by raising the
learners’ motivation to focus on systems’ messages, as well as the congruent perception
of system’s use with learners’ needs and the achievement of personal goals, thus
raising learners’ level of intrinsic motivation towards the activity [27].
6. Conclusion
In this paper, we focused on the enhancement of learning by suggesting ways to adapt
AIED to be sensitive to affective and cultural issues that influence learning. This
endeavour led us to posit the interconnections between affect and culture, affective
phenomena being subject to cultural variations, whereas cultural elements are
frequently eliciting affective reactions. This important fact has been neglected in AIED
research until now.
Indeed, there are numerous challenges induced by the highly complex task of
addressing those two ill-defined domains simultaneously to consider the interplay
between them on respective issues. We think that a precise formalism would allow the
integration and interoperability of research findings from both domains, and would thus
be of great interest to technology enhanced learning. Hence we are now integrating
affective considerations in the upper ontology of culture we are developing.
In this paper, we tried to show that a proper consideration of affect in AIED
necessary requires a better understanding of several cultural aspects. Similarly,
considering cultural adaptation without clearly addressing affective aspects will be a
non sense in many situations.
22
In future works, we want to better consider the cognitive implications of affective
regulation in cultural settings. This will necessitate a better understanding of internal
processes that are induced by cultural and affective experiences, as well as the
development of a model of interactions between cognitive structures and schemes, and
modules such as long and short term memories, Among other things, this endeavour
aims at informing the design of new cognitive models for pedagogical agents in order
to make them more “humanistic”.
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25
Virtual Environments for Cultural Learning
H. Chad LANEa,1 and Amy E. OGAN b
a University of Southern California, Institute for Creative Technologies, USA b
Carnegie Mellon University, Human Computer Interaction Institute, USA
Abstract. We review six virtual learning environments built to support the
acquisition of cultural knowledge and communication skills: Croquelandia, ATL,
Second China, TLCTS, BiLAT, and VECTOR. Each leverages modern 3D video
game engine technology which allows high-fidelity simulation of new cultural
settings. This includes representations of buildings, streets, art work, dress, voice,
gestures, and more. To bring more realism to simulated cultural interactions,
several of the systems include artificial intelligence (AI) models of culture,
communication, and emotion. Additionally, several rely on narrative-based
techniques to place the target culture in context and enhance motivation of those
using the systems. We conclude with a discussion of the role virtual environments
might play in broader intercultural education programs and suggest that new
approaches for their evaluation are critical if they are to become more widespread
in their adoption.
Keywords. intercultural education, virtual learning environments, educational
games, narrative-based learning environments, cultural modeling
Introduction
Immersive learning environments provide new and unique ways in which to acquire
cultural knowledge and develop intercultural communication skills. High-fidelity
graphics, sound, and animation make it possible to simulate many tangible aspects of a
specific culture, such as buildings, streets, art, dress, speech, gestures, and more. This
enables the provision of more authentic computer-based practice environments than may otherwise be feasible using traditional live role-play and media-based approaches.
Further, recent advances in artificial intelligence (AI) and cognitive modeling now
permit rich modeling of emotions, language, tasks, and more [21]. When built with
cultural accuracy, these models – and the virtual humans who utilize them – open new
avenues for teaching the cognitive and interpersonal aspects of other cultures.
In this paper, we review six immersive cultural learning environments and discuss
them in the broader context of intercultural education. There is not only significant
potential to use systems such as these to enhance intercultural education programs, but
also to formatively track intercultural development and for summative learner
evaluation. That said, far more empirical studies are still necessary to fully gauge the
efficacy of virtual environments to promote cultural learning and intercultural development. We conclude with a discussion of the future of virtual learning
environments in intercultural training and suggest several areas of possible interest.
1 Corresponding Author: H. Chad Lane, USC Institute for Creative Technologies, 13274 Fiji Way,
Marina del Rey, CA 90292 USA, email: [email protected]
26
1. Cultural and intercultural learning
Cultural training programs have evolved substantially in the last six decades. The
earliest examples began to surface after World War II when international travel and
collaboration became more prevalent in business and government work. As the need for these programs became more evident, scientific interest in creating theories of
intercultural growth, identifying underlying cognitive processes, and demonstrating
their effectiveness also grew. The field of intercultural training has attracted researchers
from a variety of disciplines, including anthropology, cognitive psychology, social
science, business, and more. The usual structure of intercultural training programs
includes a blend of didactic and experiential components, including methods such as
lectures, discussion, film, case study, and role playing [13]. Typically, the goal is to
induce changes in knowledge, skills, and/or attitudes. Evaluations of intercultural
training programs also tend to focus on these three dimensions. A recent meta-analysis
suggests that many training programs have been found to be effective at teaching
cultural knowledge, but generally fall short in skill acquisition and attitude change [16]. There is widespread agreement among intercultural training researchers that
intercultural growth occurs in stages. Whether it be a student studying abroad, or a
business person starting a new branch in a foreign country, the assumption that people
acclimatize gradually is both intuitive and generally supported by psychometric
measures of cognitive, affective, and emotional change. One such model is Bennett’s
Developmental Model of Intercultural Sensitivity (DMIS) [3]. An underlying
assumption of the DMIS is that as one’s ability to construe cultural differences evolves,
intercultural competence also increases. According to Bennett, “it is the construction of
reality as increasingly capable of accommodating cultural difference that constitutes
development” [3, p.24]. The DMIS posits two broad worldview orientations:
ethnocentrism and ethnorelativism, and includes three sub-stages within each.
It is our contention that virtual learning environments may represent a significant leap for intercultural training programs. We believe that they could (1) promote
positive movement through stage-based models, possibly helping learners achieve
greater levels of intercultural competence than traditional methods alone, and (2) act as
an assessment tool to gauge movement through these stages. There is a long list of
historical successes of intelligent tutoring systems to teach cognitive skills [1], and
such systems offer affordances for repeated practice opportunities, environmental
control, and high-fidelity interaction. We disagree strongly with Fowler and Blohm
who say: “…if the goal is intercultural effectiveness, performance in multicultural
settings, sensitivity, and establishing cross-cultural relationships, these cannot be done
by a computer.” [7, p.40]. Recent research on virtual humans and how people interact
with them suggest otherwise. It is certainly reasonable now to investigate whether virtual learning environments, with virtual characters from other cultures, combined
with authentic intercultural situations, hold potential for intercultural training.
2. Virtual cultural learning environments
In this section we summarize six virtual cultural learning environments. We analyze
them in terms of their focus on knowledge, skills, and/or attitudes, describe their
interactions, learning activities, and underlying models, and finally report any empirical
findings about their effectiveness.
27
Figure 1. Adaptive Thinking and Leadership System for intercultural communication and leadership training;
developed at Sandia National Labs [19]
2.1. Adaptive Thinking and Leadership System (ATL)
The Adaptive Thinking and Leadership (ATL) system is a networked, first-person, 3D
role-playing environment that focuses on teamwork, intercultural communication, and
adaptive thinking [19]. The primary focus is on improving the players’ abilities to
make decisions under stress, balance lethal and nonlethal aspects of conflict, and apply
communication skills. Learners play the role of a U.S. Army Special Forces Soldier, an
indigenous Iraqi citizen, or an invisible evaluator. All players are given backstories and
goals to achieve while role-playing in the virtual environment (observers are given information about both sides). A screenshot of characters communicating with one
another in ATL appears in figure 1.
ATL enables higher fidelity role playing than would normally be possible in a
typical classroom simulation. Like Tactical Language and Culture Training System
(2.4), careful attention is paid to tangible cultural elements, such as appearance,
buildings, dress, and so on. Players interact with one another via speech and can move
around freely in the virtual world. An instructor station allows for control over the
simulation, such as the triggering of story events and the introduction of “curveballs”
that are useful for creating additional stress and surprise (such as an explosive device
going off). Intercultural communication knowledge is derived primarily from scenarios
and backstories that are given to the learners before they begin. As students interact with one another, they are expected to take the perspective of their character, adopt
appropriate desires and attitudes, and act in ways that they believe the fictional
character would. Perspective taking is a well-established approach in the field of
intercultural communication [12].
The instructor is also responsible for assigning evaluation tasks to observers so that
they can assess the performance of their peers’ interactions within the virtual world.
Typically, learners are rotated in and out of this role so that that after a session, they
have both role played and evaluated the abilities of others in their class. A study has
been conducted with 51 officers who completed self-report scales on the usability of
the system and their perceived learning [19]. Raybourn et al. found that the officers felt
the scenario was realistic and that they believed they learned about their own strengths and weaknesses by participating in the simulation.
28
Figure 2. BiLAT simulation for negotiation with cultural awareness;
developed at the USC Institute for Creative Technologies [11]
2.2. BiLAT
BiLAT is a game-based immersive environment that teaches the preparation, execution,
and understanding of bi-lateral meetings in a cultural context [11]. The focus is on both
knowledge and skills in Arab culture, but with emphasis on the culture of business
meetings and negotiation skills and no coverage of the Arabic language. BiLAT is
supported by an hour-long video that demonstrates the principles being taught. Most
scenarios in the simulation place the learner in the position of a high-ranking U.S.
Army officer who must solve a problem in a small Iraqi community, although other
scenarios have been authored, such as for military transition team training. A
screenshot of the BiLAT meeting screen appears in figure 2.
Success in BiLAT requires the application of several different skills. First, learners
must study the background story and select characters to visit who can help solve the problems. Second, learners must prepare for the meeting by collecting information and
filling out a preparation sheet that identifies important pieces of information, goals for
the meeting, potential impasses, and more. Finally, learners must conduct face-to-face
meetings with the characters to achieve their objectives, such as convincing an Iraqi
police captain to patrol a market. Meetings require adherence to Iraqi cultural and
social interaction rules, as well as the application of integrative negotiation tactics.
An intelligent tutoring system provides guidance and feedback during face-to-face
meetings in BiLAT [14,15]. The ITS supports reflection with an after-action review
(AAR) for each meeting [14]. It also assesses all communicative actions taken in a
meeting as having a positive, mixed, or negative impact on the character, then evaluates
the actions as a group and walks the learner through the AAR. Evaluations of BiLAT
have shown that:
• learners with minimal prior negotiation experience seem to benefit the most
from using it [6]
• learners who spontaneously adopt social goals show the greatest gains in
understanding Arab culture [17]
• feedback from the ITS during meetings is effective at helping learners be
aware of culturally-relevant time periods in meetings and the Arabic business
practice of “following the lead of your host” [15].
Studies of learning from BiLAT fit squarely into the broader movement to understand
how people treat, react to, and learn from virtual humans.
29
Figure 3. Croquelandia for second language learning; developed at the University of Minnesota [22]
2.3. Croquelandia
Croquelandia is a 3D virtual environment designed specifically for learning Spanish
pragmatics, defined as the various ways in which meaning is communicated and
interpreted in interaction [23]. In particular, Croquelania deals with making requests. It
is intended to be used as part of an instructional sequence with college learners of Spanish. Learners collaborate and interact in three virtual spaces linked by an
interactive map: their host family’s house, a central plaza and marketplace, and a
professor’s office at the university. While in Croquelandia, players complete quests
related to specific requesting contexts in these spaces (e.g., requesting an extension on
a paper, asking a host father to have a party at the house).
Completing these quests successfully may require interaction with nonplayer
characters (NPCs)—computer-generated avatars present in each of the spaces. NPC
interactions were created from several role-play conversations with native speakers,
varying the semantics of the requests to expose different pragmatic meanings. These
conversations were then used as the basis for conversation trees that the learner chooses
from as the main mode of interaction in the game. The NPCs then react to the learners’
choices based on how the native speakers responded, resulting in various levels of success for quest completion. Additionally, learners are able to collaborate
synchronously with NPCs using voice or written chat, as well as with others from their
class. Beyond synchronous communication within Croquelandia, learners can also
create their own game content to share, and can leave messages for classmates on a
discussion board. Assistance is provided in the form of various tips and ideas that are
hidden throughout the environment. These tips were designed to help learners self-
monitor their progress and successfully complete each of the requests.
To evaluate the environment, a first study was completed with 53 participants, of
which 25 completed a pre- and posttest [22]. The discourse completion task used as the
assessment included six scenarios which varied in terms of the social distance between
interlocutors. In addition to the data from the Croquelandia environment and the pre- and posttests, one-on-one interviews were also conducted with the subgroup of 25
participants. Sykes reports that the data from the request scenarios show little change
from pre- to posttest. However, she reports that both the interview data and a set of
lengthy in-class presentations indicate an improved awareness of pragmatic issues.
30
Figure 4. Second China, an island in Second Life for Chinese cultural learning;
developed at the University of Florida [8]
2.4. Second China
Second China is a project with two components: a web-based text and multimedia
repository, and an island in Second Life which has been designed to mimic cultural and
visual aspects of China. The project focuses on “preparing the learner to behave with a
level of sophistication that communicates respect and understanding of the target
culture” [8]. The target audience is government personnel who will be conducting
operations in a foreign country. Students may choose to begin with the web-based or
the 3D content, and links are provided throughout both to access relevant content in the
other medium. A main pedagogical principle of the system is to let the learner
determine a personally relevant path through the available content and activities. When the learner arrives on the Second China island, he or she is met by a greeter
named Jiang who offers to guide the avatar to different locations around the island. The
learner may accept or may explore the environment independently. Exploration of the
island may include observing or performing activities that are culturally significant
(e.g., watching or doing taichi in the park), initiated using scripted animations. It may
also include walking around noting architectural variations and other experiential
aspects or participating in quests for information in a given locale. In addition to
unguided exploration, there are embedded scenarios that deliver important cultural
experiences. These scenarios are facilitated by a bot playing a culturally appropriate
role. The bot detects the presence of the avatar and guides the avatar through a scenario
that mirrors real life. To provide support, the learner receives questions throughout the guided learning experiences. Questions are delivered just-in-time where the particular
concept being checked is necessary for the continuation of the scenario, or where it
reinforces prior learning. While browsing, learners can access videos, or click on items
linking to websites that provide a selection of references. If accessed from within the
2D web-based portal, each scenario or locale in the environment is introduced by
outlining the target content areas and describing possible learning objectives.
Evaluation of the environment has begun in the form of a peer review committee
comprised of experts in various related areas. In a first peer review activity, committee
members were guided around Second China and participated in one of the planned
learning scenarios. Henderson and colleagues report that initial feedback, while
positive, highlights the need for continued research and attention to instructional design
such as clearer objectives, and evaluation metrics.
31
Figure 5. Tactical Dari for Arabic language and culture learning; developed by Alelo, Inc. [9]
2.5. Tactical Language and Culture Training Systems
The goal of the Tactical Language and Culture Training System (TLCTS) is to teach
functional skills in various foreign languages and cultures [9]. There are four versions
of TLCTS currently: Iraqi, Dari, Pashto, and French. Each provides three kinds of
interactive activities: part-task lessons that focus on core communication skills (called
“skillbuilders”), “arcade” games that provide more opportunities for basic practice, and
“mission” games that allow players to practice in realistic contexts. Mission games take
place in a high-fidelity 3D virtual world with the learner in a third person perspective (but fully controlling their avatar). The emphasis is on spoken communication: learners
must learn to speak the foreign language to complete the lessons and play the games.
Two views of the mission game in Tactical Dari are shown in figure 5.
The three modes of interaction in TLCTS provide different kinds of learning
opportunities. Skill builders focus on basic elements like vocabulary, pronunciation,
grammar and nonverbal behaviors. For example, one skill builder teaches the learner an
appropriate “goodbye” in several different contexts. Arcade games have a similar goal,
but give the learner artificial goals to achieve, such as listening to directions in the
target language and executing the steps to move out of a maze. The mission
environment is the primary vehicle in TLCTS for experiential learning where the
learner must engage in everyday activities, such as navigating a village and communicating in culturally appropriate ways. One example of an objective is to gain
permission to search a home for a person of interest. Characters in the mission
environment are autonomous and driven by AI models of speech, language, and
emotions [9]. The speech recognizer is trained using novice data so errors can be better
detected. Such errors are dealt with directly in the skill builder and arcade games, while
they are integrated naturally into the mission game (i.e., characters don’t understand
you). Further, using game performance and quiz results as evidence, TLCTS maintains
a probabilistic student model that tracks learning throughout use of the system.
Several evaluations of TLCTS have been conducted. A broad study on the
effectiveness of Tactical Iraqi on military participants reported significant gains in
learning of Iraqi Arabic and cultural knowledge [20]. Tactical Iraqi was used to investigate the “politeness effect” [24]. It was found that feedback messages that
helped the learner “save face” led to better learning and motivation. Finally, military
participants with high motivation and time in service, as well as those who spent the
most time with the Skill Builder tool, demonstrated the largest learning gains [10].
32
Figure 6. VECTOR for intercultural communication and peacekeeping training;
developed by CHI Systems [5].
2.6. Virtual Environment Cultural Training for Operational Readiness
The Virtual Environment Cultural Training for Operational Readiness system
(VECTOR) shares many similarities with Tactical Iraqi and BiLAT. The goals of the
system are to improve learners’ knowledge of Arabic culture and intercultural
communication skills, but with a focus on peacekeeping [5]. It situates learners in a
virtual foreign town and requires them to interact with locals, synthesize information,
and take actions to solve problems. A first-person perspective is used and users have free movement around the 3D world. This enables specific categories of cultural errors
to be made, such addressing locals in an improper order. An example of a game goal in
VECTOR is to find the identity of a bomber and stop him from attacking his next target.
Characters in VECTOR are controlled by adjustable cognitive models that encode
cultural rules, communicative action understanding, as well as emotional components.
A screenshot of VECTOR appears in figure 6.
VECTOR scenarios can be created with a set of associated authoring tools that
permit non-experts to create character models, user actions, training objectives,
dialogue trees, and underlying narratives [2]. Character behaviors are derived from
common superclasses that encode cultural norms, and can be tweaked such that they
react differently according to personality differences. Learners communicate with
characters through contextual, menu-based selections. VECTOR includes a “synthetic instructor” character that conducts an after-action review with the learner that
highlights right and wrong answers. Correct answers are reinforced with explanations
for why the actions had a positive effect on the characters, whereas mistakes are dealt
with by informing the learner what actions would have been more appropriate.
Feedback messages are created in the authoring tool and are associated with training
objectives [2] and displayed on the screen for the user to see during meetings.
3. Discussion
We have described six systems for intercultural training that cover different cultures
(Spanish, Chinese, Iraqi, Dari, Pashto, and French). They each utilize immersive
technologies such as Second Life or the Unreal Tournament Engine, while some are
integrated with other activities such as multimedia resources or skill building arcade-
33
style games. As mentioned earlier, Mendenhall’s review of intercultural training
programs suggests that behavior and attitudes are areas for improvement for
intercultural training [16]. It is generally believed that games have the potential to exact
changes in students’ knowledge, skills, and attitudes; however, the main focus of games so far, including those we have reviewed here, has been on knowledge and skills.
The immersive, affective power of games might go a long way towards enabling us to
change students’ attitudes towards other cultures. For example, dispositions like
empathy, ethnorelativism, etc., are a critical part of intercultural competence, and
narrative-based techniques are appearing more frequently in commercial video games
to evoke these kinds of emotions in players (just as movies do to draw audiences in and
keep their attention). These are fertile connections for future research.
Immersive cultural learning environments to date have focused primarily on
culture-specific training; that is, in any given system, the goal is to learn one particular
culture and a limited set of skills or knowledge within that culture. We perceive great
potential to use these systems to encourage students to transfer knowledge from one culture to another – to develop a set of culture-general skills. Byram [4] describes such
a set of skills, including savoir comprendre, learning how to interpret and explain
cultural practices and compare them with aspects of one's own culture. Taking a
culture-general approach to teaching in immersive environments might allow students
to more easily transfer to new skills within the same culture, or even to new cultures.
One question that remains is whether these simulations, like any simulation that
utilizes a necessarily simplified model of the world, present a valid representation of
the culture. While it is impossible and perhaps undesirable to model a culture with
complete accuracy, the cultural model might be deemed sufficient for learning goals if
it enables the student to acquire knowledge and skills in the target culture. With respect
to accuracy, it is still an open question how to validate such simulations. The models in
the systems discussed in this paper were developed in various ways, from role-playing with native speakers, to expert interviews, to the use of photographs and artifacts. A
future method of validation may be to return to independent natives of the culture to
assess their reactions to the content, and perhaps their ability to proceed successfully
through the simulation.
The systems described here are all relatively new, but are beginning to enter more
widespread use, especially with military audiences. The next major step is to more
rigorously evaluate their effectiveness against less expensive alternatives. Research
with most of these systems has only just begun to look at fundamental questions of
learning and acquiring intercultural competence. While evaluation of cultural skills
(and language skills) is difficult, we can turn to the intercultural competence
community who have developed a wide range of instruments to examine these questions [18]. These instruments range from self-report of attitudes to choosing
cultural explanations. Determining which of these instruments is appropriate for the
evaluation of immersive cultural learning environments is a first step, although this will
often depend on the context of use of the systems and most likely involves the use of
multiple methods to triangulate students’ developmental trajectories. Once the
effectiveness of these environments has been shown, they have the potential to be used
as testbeds for research into what leads to successful learning in these ill-defined,
interpersonal domains. The seeds for this type of research are appearing in studies of
BiLAT and TLCTS, but many more will be necessary to bring the fields of intercultural
training, language training, the learning sciences, and artificial intelligence closer
together.
34
Acknowledgements
The project described here has been sponsored by the U.S. Army Research,
Development, and Engineering Command (RDECOM). Statements and opinions
expressed do not necessarily reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
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35
Pedagogical Experience Manipulation
for Cultural Learning
Robert WRAY b, H. Chad LANE
a,1,
Brian STENSRUD b, Mark CORE
a, Laura HAMEL
b and Eric FORBELL
a
aInstitute for Creative Technologies, University of Southern California, USA bSoar Technology, Ann Arbor, MI, USA
Abstract. Acquiring intercultural competence is challenging. Although intelligent
learning environments developed to enhance cultural learning can be effective,
there is limited evidence regarding how best to dynamically manipulate these environments in support of learning. Further, the space of potential manipulations
is extremely large and sometimes tangled with the implementation details of
particular learning systems in particular domains. This paper offers a framework for organizing approaches to such dynamic tailoring of the learning experience.
The framework is hypothesized to be useful as a general tool for the community to
organize and present alternative approaches to tailoring. To highlight the use of the framework, we examine one potential tailoring option in detail in the context of an
existing simulation for learning intercultural competence.
Keywords. Pedagogical experience manipulation, dynamic tailoring, intercultural competence
Introduction
The National Academy of Engineering has identified “personalized learning” and
“advancing virtual reality” as grand challenges for the new millennium [1]. Models of
human social and cognitive behaviors are enabling simulations to provide practice
opportunities in soft-skill and interpersonal domains, including cultural awareness [2,
3] among many others. Some simulations have attempted to adapt to individual learner
needs by tracking learning and presenting scenarios of appropriate difficulty. However,
little has been done to manipulate character behaviors and environmental events
dynamically, in a fine-grained way, with the goal of promoting learning. In this paper,
we report on a work-in-progress prototype that seeks to promote cultural learning via
tailoring of on-going dialogues of virtual human characters in a game-based learning
environment, which provides more direct individualization and personalization as
envisioned by NAE.
The technical approach falls into the broad category of experience manipulation,
which we define simply as adjustment of the usual behavior of simulation elements to
achieve an objective. If we assume that the goal of a simulation is to behave in the most
realistic way possible (i.e., fidelity is the most important dimension), then a decision to
1 Corresponding Author: H. Chad Lane, USC Institute for Creative Technologies, 13274 Fiji Way,
Marina del Rey, CA 90292 USA, email: [email protected]
36
manipulate the experience means that a goal other than fidelity has been given higher
priority. Examples of experience manipulation are evident in commercial video games
where entertainment value trumps realism. For example, a popular golf video game
will sometimes produce the sound of an explosion as the ball comes into contact with
the club. Although the player receives the realistic feedback from the simulation for
hitting a good shot (e.g., that the ball traveled 320 yards), the additional “explosion”
feedback is believed, at least by the game designers, to enhance the experience.
We are particularly interested in the use of experience manipulation to further and
to achieve pedagogical goals. Such pedagogical experience manipulation [4] concerns
how one can intrinsically adjust a learning environment and simulation to promote
learning. We assume pedagogical experience manipulation will generally be used in
tandem with extrinsic learner supports (i.e., those which come from “outside” the
simulation), such as instructional components and intelligent tutoring.
There are at least two opportunities for an intelligent system to adjust simulation
behaviors in order to promote learning (see Table 1). The first concerns “configuration”
where the system selects or generates situations/scenarios that are appropriate for a
learner at any given time. The second category of experience manipulation, and one
explored in this paper, is dynamically tailoring. We define dynamic tailoring as a
process that continuously adapts the environment and simulation to meet the needs of a
learner through his or her interactions with an on-going learning scenario.
As suggested by the table, manipulations for both configuration and dynamic
tailoring can be conceived to address the affective states of the learner, as well as direct
domain learning. While, as we highlight later, dynamic tailoring could have a clear role
for maintaining or improving learner motivation, in this paper, we primarily focus on
tailoring for domain learning, with intercultural communication the primary domain.
Table 1: Dimensions of pedagogical experience manipulation
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Dynamic tailoring comprises not only more familiar methods of directly
supporting learning objectives, but also emerging methods that employ narrative
adaptation and user-interface manipulations [5-7] to engage and motivate. This paper
presents a framework that organizes a design space including all of these different
potential tailoring elements, aids design-time evaluation of options, and, long-term,
enables rigorous comparison and empirical evaluation of the impacts of different
tailoring approaches on learning.
1. Cultural and social learning with virtual humans
1.1. Acquiring cultural knowledge
Learning and adapting to a new culture is a significant challenge. In different cultural
contexts, interpersonal and communicative behaviors that seem natural may produce
unexpected results. For example, simple habits such as nodding and other forms of
backchannel feedback can lead to unintended agreements that may, in turn, negatively
37
affect trust, reputation, and so on. Although it is generally agreed that it takes years of
first-hand experience to fully acclimate (i.e., living in-country), it is certainly important
for someone who will be spending time in a new cultural context to prepare. This is the
problem cultural training programs attempt to solve.
To develop intercultural competence in a general way, training should be built
around identifiable stages of development [8]. For example, if one is rushed to the
point of behavior adjustment with limited or no understanding of the underlying
cultural reasons behind observed behaviors, it could greatly hinder their overall
development. Also, it is common for intercultural training programs to build off the
notion of cultural difference [8] and support learners through perspective taking
exercises [9]. Intercultural communication is a common focus of such approaches since
face-to-face contact is so prominent. Our work is focused on teaching intercultural
communication skills and our aim is to enhance a learner’s ability to identify cultural
differences, understand the underlying cultural concepts, and practice communicative
strategies in a computer-based learning environment.
1.2. The Cultural Meeting Trainer
The Cultural Meeting Trainer (CMT) is a simplified and scaled-down version of the
ELECT BiLAT system, developed at the Institute for Creative Technologies with the
support of their U.S. Army partners [10]. BiLAT is an immersive, virtual learning
environment that teaches intercultural negotiation skills. It includes instructional
materials as well as a virtual practice environment for conducting background research,
preparation for business meetings, simulation of social and business interactions with
virtual counterparts, and an after-action review.
The CMT focuses primarily on the cultural aspects of “small talk” and trust-
building that occur during social periods of meetings. Using the BiLAT game
mechanics and scenario data, the CMT enables interactions between a player/trainee
and several different simulated Iraqi non-player-characters (NPCs). The goal of each
interaction is to “chat” with an individual Iraqi and gain his/her trust sufficiently to
move into a formal negotiation.
Importantly, the CMT is focused on supporting research and experimentation. For
example, ELECT BiLAT represents the domain in a 3D virtual environment; the CMT
uses much simpler simulation technology (Flash, still images). The simpler world
representation and web-based interfaces make it a more portable and lightweight
system for implementing and evaluating different tailoring options. Because CMT
presently incorporates ELECT BiLAT’s learning objectives and supporting content
related to intercultural competence, evaluation results should be translatable to BiLAT
(as long as the results are not dependent on the lack of immersion in CMT). It may
even be possible to fold effective tailoring options into the BiLAT system as they are
identified and refined in the CMT.
2. Organizing the Design Space for Tailoring: A Framework
One of the motivations for the research we are pursuing is that while ELECT BiLAT
includes instructional support and an intelligent tutor that offers feedback, guidance,
and hints, a number of opportunities exist to further enhance the system’s ability to
convey the cultural knowledge it seeks to teach. This observation raises the questions
38
of what kinds of pedagogical experience manipulations are feasible and worthwhile in a
domain such as intercultural communication. Although CMT is a relatively simple
environment (in comparison to ELECT BiLAT), the number of possible interventions
is still very large. In order to understand the options and prioritize them, we have
developed a framework that organizes the design space for tailoring. The framework
enumerates the general reasons one might use tailoring strategies and the classes of
tailoring strategies one might use in simulation- or game-based learning environments.
The framework is designed to be general enough to describe potential interventions
across a wide-range of domains. It is not intended to be specific to the CMT or to the
domain of cultural learning. Others should be able to use the framework to organize
and situate their own tailoring research and extend and adapt the framework to their
needs. For example, this framework could be combined with an ontology of cultural
learning [11] to connect inter-cultural learning objectives to specific tailoring strategies.
Further, our hypothesis is that this framework will facilitate the separation of
evaluations of tailoring manipulations from evaluations of specific learning
environments offered for particular domains. For example, one might ask about the
relative effectiveness of tailoring via manipulating character utterances vs. highlighting
options as a scaffolding strategy, or compare the impact of outcome manipulation
across different purposes, timings, and frequencies independently of the domains in
which these strategies were implemented.
The following subsections describe the current framework, using examples from
CMT to highlight potential design options. To be explicit, we have not implemented
(nor intend to implement) all of these strategies and approaches outlined here. The
current purpose in this section is to begin to suggest the large design space of
potentially effective tailoring options and the way in which we have organized the
space to inform implementation choices.
2.1. Purposes of tailoring
Dynamic tailoring can be employed for five functional purposes:
Scaffolding is the process of adapting practice-environment content to support learning
and practice directly, via supports that enhance the development of conceptual or skill
knowledge, especially for novice or struggling students [12, 13]. Scaffolding enables
the system to manipulate the practice context to directly support observed deficits in
student knowledge/learning. For example, a tailoring scaffold might be to elaborate an
utterance by an NPC in response to incorrect action with an explicitly guiding phrase
("Please do not show me pictures of your wife; this is not appropriate in my culture.")
Fading: Scaffolding is often accompanied by processes that allow “fading,” the
gradual removal of scaffolds that are no longer necessary as students move to higher
levels in terms of the zone of proximal development within the learning space [14].
With respect to dynamic tailoring, fading strategies are ones that gradually remove
scaffolds as the student demonstrates increasing skill. For example, if there was a
scaffolding strategy to only offer task-salient options to a novice trainee, a fading
strategy for tailoring might be to increase the number of available options, including
distracters, with increasing skill.
Challenging: Challenges are dynamic content adaptations that make fine-grained, turn-
by-turn components of practice more difficult. They can be used to exercise specific
39
skills of the learner and keep him or her engaged and in the zone of proximal
development [15]. Challenges include manipulations that increase complexity or
difficulty, either for progression to higher levels or for assessment (e.g., “is the student
now capable of handling this situation?”). In the context of dynamic tailoring for
cultural training, challenging is assumed to be a decision that can be made for specific
interactions in a dialog (a touchy subject or surprising reaction) rather than at the
scenario level (a difficult character) and that can be customized and adapted to specific
learning objectives. An example of the latter option might be providing a student with
little direct feedback in response to a provocative question, leaving it to the student to
decide whether or not the question was appropriate.
Scaffolding, fading and challenging all involve manipulation of the level of
difficulty perceived by the student. However, they can be distinct processes. In
cultural training for example, challenging could mean manipulating character responses
to be more negative. However, if student performance decreases, scaffolding could be
used to increase the pedagogical content of character responses (i.e., the character
explains the rationale for their negative reactions). If student performance improves,
fading would decrease the pedagogical content of character responses, removing the
scaffolding.
Engaging: Student errors may derive not only from a lack of knowledge or expertise
but also from issues related to attention, stress, and motivation. These demands are
especially important for cultural training, as part of the goal of the practice environment
should be to cause (manageable) overloads on attention and stress to attempt to suggest
the real-world conditions for interaction. Psychophysiological sensors, such as EEG,
galvanic-skin response (GSR), and even eye tracking can provide insights into
cognitive state to enhance diagnostics and enable better tailoring [16]. Adaptations can
be prescribed that are designed to address errors or test student skill in response to
observations of cognitive state. Thus, adaptations may include both scaffolding
adaptations (e.g., when a novice student was observed making errors under high stress,
the system could introduce an event that reduced complexity). Others may be geared
more toward directly engaging the learner in the content (e.g., narrative adaptations).
An example might be forcing a strong reaction from a character in an on-going
conversation when attention to the conversation was observed to be lagging.
Individualizing: Trainees with motivations, mindsets, or technical illiteracies that do
not match the simulation experience may not engage or learn as well as those who do
enjoy / learn well from the experience [17]. To improve the effectiveness of a practice
environment and better reflect the preferences of a diverse population of trainees,
practice environments also need to adapt how the simulation actually works to the
learner. An example might be removing time pressure for a learner who is internally
motivated and thus likely prefers a more exploratory (test-evaluate) learning process.
2.2. Classes of tailoring actions
Regardless of the purpose of the tailoring manipulation, another key dimension
influencing the potential role of tailoring is to consider the ways in which any kind of
tailoring could be accomplished. For current simulation- and game-based learning
environments, tailoring manipulations can be grouped into five categories.
40
Outcome manipulation: The effects of the student's action are modified by the
tailoring system. For example, a scaffolding outcome manipulation strategy might be to
dampen the negative effects of errors when the student is a novice. Such a strategy may
reduce frustration and provide some sense of accomplishment for the novice learner.
Character utterance or gesture: A character generates some communicative
performative, mediated by tailoring. Tailored utterances can be made in response to a
student action or can also be anticipatory, providing context or even guidance for some
upcoming student decision. The responses generated by the character can be spoken
(including textual output) and also indirect (via gesture). Character response is a
subcategory of outcome manipulation but we bring it out as a distinct class for two
reasons. First, face-to-face interaction is particularly important in the CMT domain and
most of the feedback a player receives will come thru other characters. Second, in
current simulation environments, there is typically a strong encapsulation of the
implementation of character behaviors and other events in the simulation at the
implementation level. Thus, the implementation of any tailoring strategies for
utterances would likely differ substantially from more general outcome manipulations.
Player choice manipulation: Another way to tailor experience is to manipulate the
options and actions available to a character. Such manipulations would include direct
modifications of the actions available to the student at any one time. For example, in a
simulation (like CMT) where actions are chosen via menu, a scaffolding strategy might
be to highlight or filter the actions that are salient in the current situation. (Such
moding may work well in menu-based environments, but have limited applicability
elsewhere.) Player choice manipulations could also include narrative-style adaptations,
where routes of exploration are blocked or objects in the environment are not fully
functional until some learning or experiential objectives are met.
Simulation/Event manipulation: Experience can also be tailored by dynamically
adapting the situation to which a student is presented. This category is similar to
outcome manipulation, with the distinction that the event manipulation need not be
made in direct response to a student action. In general, this class includes any non-
reactive event introduced to support pedagogy rather than realism. For example, one
could introduce biases that decreased complexity and vicissitude in character
interactions for novice students and biases to increase complexity and unpredictability
in those interactions as the core concepts of interaction are mastered. Other examples
would be to introduce environment events that reinforced pedagogical feedback or to
bring the learner’s attention to the environment.
Gameplay manipulation: Tailoring may also include manipulations that change
the way the simulation is experienced. Examples might include adding or removing an
explicit representation of the progress and status, depending on the learner’s source(s)
of motivation, enabling access to external (non-game) content to amplify or aid the
pursuit of learning objectives, and changing the interface of the game to accommodate
the preferences and technical literacy of individual learners.
Table 2 introduces general example(s) for each class of action and then provides a
specific example(s) of these manipulations in CMT. The purpose motivating each
tailoring strategy is highlighted in bold.
41
Table 2: Examples of different types of tailoring actions available in simulated environments.
Example Tailoring Strategy CMT Example
Ou
tco
me
ma
nip
ula
tion
Early incorrect actions can make
progress difficult & frustrating. A
tailoring scaffold can reduce the
negative impact of incorrect actions so
it is possible for novices to advance in a scenario.
When a player jumps immediately to
business after introductions, the normal
negative effect of this “brash” action is
dampened, roughly simulating that this
character “knows” how Americans typically approach business.
Ch
ara
cter
utt
era
nce
A tailoring scaffold results in a
character providing direct guidance
about a learning objective in its response.
In response to the player showing a picture
of his wife, the character is directed to say:
“Showing such pictures is not a good thing to do in my culture.”
Ch
ara
cter
ges
ture
Tailoring can scaffold or fade with
facial expressions and body language to accompany character speech.
When a novice student shows an
inappropriate picture, the character displays
a look of surprise or disgust, in order to
amplify any uttered response.
Inp
ut
ma
nip
ula
tion
Tailoring can scaffold actions via
filtering inappropriate or highlighting
appropriate actions, fade, by changing
when filtering/highlighting occurs and
its extent, and challenge by
introducing “distracter” actions.
To challenge a student who previously
talked to a character who was a soccer fan,
the student is presented with a “talk about
soccer” action option when meeting with a
character for whom there is no prior
evidence indicating an interest in soccer.
Ev
ent
ma
nip
ula
tion
Tailoring injects “interruption” events
to challenge or engage. Events are
appropriate for a one-on-one meeting
and may be used to cue meeting
transitions.
To engage a student who is not attending to
the simulation, tailoring introduces an “over
the top” reaction, perhaps emphasizing the
busyness of the character and the need to
make better progress.
3. Exploring Tailored Character Utterances in CMT
As suggested above, in the “small talk” domain of the CMT, the majority of feedback
within the simulation experience itself comes from the on-going conversation with
other characters. The native character content provides up to twelve different possible
responses to every player action or utterance. This approach provides a mechanism for
the existing system to customize responses to the situation. For example, a player who
has gained little trust with the character and makes a mistake may be presented with
“harsh” feedback (“Do not bother me with your pointless apologies!”). However, when
trust is greater, the character may be more accepting of the mistake and offer a response
without a negative valence. These “polarities” in the responses could be rigorously
mapped to theories of “positive” and “negative” face [18] but, in the present
exploration, we have only annotated the responses in an informal way. Having many
potential responses also increases variation, which in turn better supports replay.
Replay is important for novices because, due to mistakes and missteps, multiple
discussions with the same character may be required before gaining trust sufficient
enough to conclude a business meeting successfully.
42
In addition to having different “polarities,” some character utterances also contain
pedagogical guidance. For example, after the action of showing a picture of one’s wife,
which is generally inappropriate in Iraqi culture, the character can say, “She is pretty,
but you should not show this picture to an Imam, I think.” This kind of statement is
supportive of the student in terms of affect (it is warm) but also points out the mistake
in a constructive way that brings to mind the learning objective that has been violated.
In the current system, the choice of utterance is made via a function that depends
on the level of trust, a set of intrinsic character traits (e.g. level of power, belief) and a
random element. We are currently investigating a tailoring approach for character
utterances that will allow the system to select utterances according to trust and the
experience and skill of the student. Figure 1 illustrates the process. Our hypothesis is
that biasing the choice of response in terms of a student’s skill and experience will
provide scaffolding for new learners and even experienced students encountering
situations that cover new learning objectives. Further, this approach could possibly
improve engagement in more experienced learners as more pedagogically-oriented
content is filtered out for mastered learning objectives.
We have annotated all the character utterances in the system with tags indicating
the polarity of the utterance (positive, neutral, negative) and the pedagogical guidance
in the utterance (none, low, high). In our marking scheme, “high” pedagogical
utterances must refer directly to a learning objective (“do not show pictures of your
wife”) while “low” pedagogical utterances may offer less specific feedback about the
action (“You let your wife dress in this way? Your ways are clearly not ours.”).
Whenever a student selects an action, a “monitor” process now tracks student
progress and skill against specific learning objectives through the use of an expert
model. The goal is to contextualize the student action in terms of the student’s
experience in the domain and their level of skill. Depending on these factors, a tailoring
process chooses the level of guidance needed in the utterance and the desired level of
polarity. The request can be for an utterance with a specific value or a range of values.
The dialogue manager provides the tailoring system with utterances meeting the
constraints. The tailoring process then chooses an utterance which is generated by the
system for the player to see. The tailoring process is also communicating its choices
about the level of guidance and polarity it would like to use to a Coach [19] that
provides explicit guidance and feedback. For example, if the tailoring process desired a
high guidance option and the dialogue manager was not able to provide one, then the
Figure 1: An approach to tailoring character utterances by annotation for polarity & pedagogical
content.
43
Coach might decide to intervene and offer explicit feedback or a hint in the absence of
the desired character utterance.
While the specific details of the tailoring process are still to be worked out, we are
anticipating that for a novice student, new to the domain and the learning objective, the
tailoring process might bias utterances toward positive polarity and high guidance,
simulating a sort of “patient” character who easily forgives mistakes. As experience is
gained in the domain, different characters would respond with more variability in
polarity, even when offering high guidance for new learning objectives. As the student
gains experience and skill, the tailoring process for pedagogical utterances plays less of
a role, but may bias actions toward strongly negative polarity when the experienced
student makes careless/thoughtless mistakes.
Simulation developers typically focus on realism in the dialogs, rather than
utterances that are explicitly pedagogical. Thus, not surprisingly, there is a relative
dearth of character utterances with “high” pedagogical content in the currently-
authored dialogs. We are currently considering both re-authoring some of the existing
dialogs, to include more pedagogical content and authoring “pedagogical elaborations”
that would be added to the original utterances to bring out pedagogical content
explicitly. Our initial review suggests that we will only need to author a few
pedagogical elaborations for each set of character responses. This framework extends
naturally to non-verbal actions (body language, facial expressions) associated with
character responses. A minimally pedagogically informative response might have
neutral language with the non-verbal action conveying the positive or negative reaction.
4. Conclusions
Simulation environments are useful tools for both the development of “soft skills” like
intercultural competence and highly-proceduralized skills (e.g., flight control).
However, practice is typically more effective when it is targeted to the learner’s ability,
needs, and motivations and accompanied by supportive guidance and feedback. In this
paper, we have defined a framework for organizing and comparing different
approaches to targeting practice via adaptive tailoring. We introduced tailoring both in
the broad sense of its use in practice environments and described its potential role and
application in a specific cultural training system.
Much remains to be accomplished in terms of exploring and evaluating the
framework and the motivating hypothesis, especially in terms of measuring the effect
of particular tailoring strategies on learning outcomes and user satisfaction. Also, in the
case of simulations for learning, the question of fidelity is particularly important. Our
long-term goal is to explore the hypothesis that pedagogical concerns should play a role
in determining simulation behaviors. If a tailoring action produces a feasible and
believable effect, and is better for the learner, then trumping the default behavior of
the simulation engine seems reasonable.
We recognize the current framework is also incomplete; for example, it is not clear
whether adaptations designed to prompt reflection on learning would be a distinct class
of tailoring function or if this would be a category outside of framework (such as
explicit tutoring). However, our intent is that the framework offers a way for
researchers to organize, present, and discuss their approaches to tailoring independently
of the specific domains in which they are working and the implementation details of
their tailoring strategies. The framework may also prove beneficial in the design and
44
implementation of game- and/or simulation-based learning systems to facilitate
organization and prioritization of learner tailoring in these systems.
Acknowledgements
The work described in this paper was supported by the Air Force Research Laboratory,
contract number FA8650-08-C-6837. We thank LT Sarah Fockel and Dr. Joseph
Weeks for their support of this research, as well as Daniel Auerbach and Kelly
Christoffersen for their support in the development of the CMT. BiLAT was sponsored
by the U.S. Army Research, Development, and Engineering Command (RDECOM).
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45
The Relevance of the Culture Based Model
in Designing Culturally-Aware Tutoring
Systems
Patricia A. Young
University of Maryland Baltimore County
Abstract. Designing for culture through intelligent tutoring systems (ITS) is on
the rise. The needs of military personnel to communicate and understand cultures
other than their own in deployments, missions, and work-related assignments has
strongly encouraged the creation of culturally-aware tutoring systems (CATS) that
teach about other cultures. This paper provides insight into 3 systems (i.e., ELECT
BiLAT, Tactical Iraqi and VECTOR) and the frameworks that guided the design
and development process. The examination reveals that there is a need for a
comprehensive framework that directs project management and project design.
The Culture Based Model is offered as a framework to guide the design of CATS.
Keywords. Culturally-Aware Tutoring Systems, framework, The Culture Based
Model
Introduction
The design of culturally-aware tutoring systems (CATS) has come of age. Recent
examples of intelligent tutoring systems (ITS) reveal a culture-specific platform
engendered by the latest technology. These systems include: Tactical Iraqi, SABRE,
VECTOR, ELECT-BILAT, and ATL [12]. These American born cultural learning
systems, seek to aid military personnel nationally and internationally with learning the
culture of their allies and enemies. In this sense, meeting the needs of a few has become
as important as meeting those of the many.
Traditionally, designing ITS have excluded culture-specific considerations [18].
The student or learner was considered a static being whose knowledge became part of
the “box.” However, the learner remained devoid of an identity or in this case a
cultural identity. If we are too truly design for humans, than design considerations
based on culture is the nexus of this journey.
This paper evalutes several CATS by providing a brief description of the system,
an examination of the framework used to develop the system, and a summary of the
systems components. In particular, the frameworks are examined to determine their
potential to provide guidance in project management and project design. Project
management entails problem solving, planning, educating, evaluating, learning, and
decision making. Project design focuses on monitoring and content development [26].
Lastly, the Culture Based Model (CBM) is presented as a comprehensive framework
for the design of CATS.
46
1. Deconstructing CATS
ELECT-BILAT, Tactical Iraqi and VECTOR provide authentic samples as CATS.
This deconstruction is based on literature reviews versus a hands-on examination of the
systems.
1.1. ELECT-BILAT
ELECT-BILAT (Enhanced Learning Environments with Creative Technologies for Bi-
lateral negotiations) is a serious game-based simulation that teaches military forces
how to conduct business negotiations and meetings in a cultural context. BiLAT stands
for bilateral engagements that describe the deliberate events required in the meeting of
two parties [11][17]. A more thorough discussion of the ELECT-BILAT system and its
functionality can be found in [11]
ELECT-BILAT used a 5 phase approach compiled by Hill et al. [11]; this
approach sought to provide a “pedagogical structure” to the training objectives. Hill et
al’s. [11] 5 phase approach is a compilation of best practices used in the training and
development community. In phase 1, a task analysis is performed on data such as:
interviews, field manuals, research reports and articles. These data became the primary
sources for developing the training objectives. In phase 2, a storyboard prototype is
developed based on the task analysis results. The storyboard serves as a preliminary
tool to develop the content. In phase 3, a computer version is developed from the paper
prototype. In phase 4, training objectives are connected to the content. These objectives
provide on-going assessments of the learner’s acquisition of content knowledge. By
phase 5, supplemental materials are developed to support learners, instructors and
trainers. These materials serve as a printed version of the training system and an
individualized training module.
The 5 phase approach is a set of best practices to be considered when integrating
technologies with pedagogy, learning and training. Cultural elements are not included
in the 5 phase approach but some cultural elements became part of the design process
in ELECT-BILAT. Overall, the 5 phase approach suggests a focus on project
management and project design.
1.2. Tactical Iraqi
Tactical Language and Culture Training Systems (TLCTS) is a serious game platform
that teaches a foreign language and culture through interactive 3D video game
simulations. Several language courses have been developed under TLCTS; they include
Tactical Iraqi (2006); Tactical Pashto (2007), Tactical French (2007) and Tactical
Dari (2008) [1]. These are ITS integrated with serious game technology. Tactical Iraqi
focuses on a dialect called Arabic Iraqi [15]. Military forces use this training to develop
cultural competency. A more thorough discussion of the Tactical Iraqi system and its
functionality can be found in [1] and [15].
TLCTS implemented a task-based approach to the design of learning systems like
Tactical Iraqi. The task-based approach is derived from Doughty & Long’s [8]
research that proposes 10 methodological principles of “Task-Based Language
Teaching” (TBLT). TBLT principles aid in the production of courses that tailor to
learner’s communicative competencies, functional proficiency in a foreign language
and pedagogical practices specific to second language acquisition. These principles are
47
specific to the development of distance learning foreign language and computer-
assisted language learning programs. The 10 TBLT principles include: (1) use tasks,
not text, as the unit of analysis; (2) promote learning by doing; (3) elaborate input; (4)
provide rich input; (5) encourage inductive learning; (6) focus on form; (7) provide
negative feedback; (8) respect developmental processes and learner syllabuses; (9)
promote cooperative/collaborative learning and (10) individualize instruction.
TBLT is a basic framework for designing language learning technologies. Cultural
elements are not included in the 10 TBLT principles but some cultural elements
became part of the design process in Tactical Iraqi. Overall, TBLT suggests a focus on
project design.
1.3. VECTOR
Virtual Environment Cultural Training for Operational Readiness (VECTOR) is a
training program that provides experience based cultural familiarity through a virtual
serious game environment. VECTOR was first piloted with a focus on the Kurdish
culture in Iraq [6]. Military personnel use this training to develop cultural sensitivity as
it relates to cultures other than their own. A more thorough discussion of the VECTOR
system and functionality can be found in [2], [3] and [6].
VECTOR follows a framework that aids in the construction of training scripts and
scenarios [6]. Deaton et al. [6] adapted Wise et al.’s [21] Cultural Communications
Skills Template (CCST) that provides a taxonomy to organize elements of a culture.
This template is detailed enough to provide most of what should be known about a
culture and specifically focuses on the identification of behaviors. The three major
areas and subsequent criteria of CCST are: (a) Psychological Profile (cultural values,
relationships, and motivations), (b) Culture’s Shared History (historical tradition, social
structures, manners/protocol, linguistic characteristics, the arts, science and technology,
culinary tradition, recreation and leisure, sports, vice, hygiene, and ethnic or minority
groups), and (c) National/Regional Characteristics (geography, polity, legal system,
military institutions, economic structure, finance, buying/leasing/selling goods and
services, housing, health, communications, transportation, and educational system).
The basic template is applied to a distinct culture; this application furthers the
development of a culture-specific template. The culture-specific template is then
compared to mission templates, and these data are used to design training courses.
CCST is a basic framework for defining, designing and analyzing cultures, and
more specifically identifying cultural communications skills within a culture. CCST’s
template consists of 27 cultural elements and some elements became part of the design
process in VECTOR. Overall, CCST suggests a focus on project design.
1.4. Understanding the 3 CATS
The conscientious effort to consider culture makes these 3 systems culturally-
aware [4]. Table 1 provides an overview of ELECT-BILAT, Tactical Iraqi and
VECTOR. The table specifically highlights some important components to the design
of CATS. In these cases, the types or genres are serious games. These systems sought
to teach skills and content directly related to the Middle Eastern culture. There is a
focus on the learner or user of the system; this focus is carried throughout the design
process. There is also a focus on the particular society, culture or target audience (i.e.,
Middle Eastern). When designing CATS, specific technologies are needed to enhance
48
the overall design. In each case, the most available and applicable technologies were
integrated into the systems. A teaching method became important to the design process
as these systems integrated skills-based, task-based or case-based learning. The
learning category specifies how content is delivered; in each case there is a focus on
individualized instruction and, to integrate the research on cognition and learning,
VECTOR incorporated cognitive apprenticeship. Consistent across ELECT-BILAT,
Tactical Iraqi and VECTOR, the development of these systems is guided by an
approach or framework. The investigative work that needs to be done in creating CATS
maybe referred to as ethnographic research, because there must be a collection of data
through participant observations, interviews, and in-depth field work[9]. Broadly
defined, cultural elements refer to those criteria used to identify a particular society,
culture, or target audience. The data collected and cultural elements integrated in
ELECT-BILAT, Tactical Iraqi and VECTOR is consistent with ethnographic research
methods.
Table 1. Culturally-Aware Tutoring Systems. Data gathered from [1], [2] [6], [11], [15] and [17].
Product ELECT-BILAT
(Middle Eastern)
TACTICAL IRAQI VECTOR
(Kurdish)
Genre/Type serious game serious game serious game
Goal teach skills for conducting
business negotiations and
meetings in a cultural
context
teach Arabic language &
culture
teach skills needed to
interact in a variety of
cultural contexts
Learner/User military forces US military, Australian
Defense Force
military personnel
Culture/Society Middle Eastern Iraqi Kurdish
Culture-Target
Audience
Middle Eastern people
Iraqi people
Kurdish people
Technologies -Integrating Architecture
-SmartBody
-PsychSim
-Automated Speech
Recognition
-Enabling Learning
Objectives
-Lithtech Jupiter Game
Engine
-iGEN Intelligent Agents
Teaching
Method
skills-based task-based learning case-based learning
Learning individualized instruction individualized instruction -individualized instruction
-cognitive apprenticeship
Framework 5 phase approach [11] Task Based Language
Teaching [8]
Cultural Communications
Skills Template [21]
Data Collection -bilateral materials
-interviews of subject
matter experts
-analyzed transcripts of
Iraqi-American role-
playing scenarios
-live simulation training
exercises
-Iraqi people role play in
mock-up Iraqi towns
-Sources: field manuals,
research reports and
articles from military
personnel
-Arabic language
-Kurdish culture
-Sources: books, articles,
pamphlets, military
reports, cultural
information about Iraq and
other cultures
Cultural
Elements
values, social interactions,
behaviors, norms
cultural knowledge,
language, communication
(verbal & non-verbal),
social interactions
behaviors, cultural
knowledge, gender,
language, religion, status,
perceptions,
predispositions, attitudes,
space, social interaction,
emotions, personality
Supplemental
Materials
printed version of training
system
online & hardcopies of
reference materials
do’s and don’t booklet
49
2. The Culture Based Model & CATS
Frameworks provide solutions or guidelines to design [19]. The 5 phase approach
provides a limited number of management and design features and the cultural
elements are not explicit in the approach. TBLT does not focus on project management
and project design is limited with this approach. Also, TBLT does not contain any
cultural elements to guide the design process. CCST does not focus on project
management; it is more focused on project design. Alternatively, CBM focuses on
project management and heavily on project design, Given this, CBM is offered as a
comprehensive framework to design CATS.
The Culture Based Model is a basic framework; it qualifies as a model of culture.
In this sense, CBM works with other frameworks, models, approaches, templates, etc.
It could be seen as a bridge that connects one discipline to another or as a layer in
building systems, concepts, or products. CBM defines cultures. The framework does
not label cultures with terms such as individualistic, because there is too much
differentiation within societies, cultures and people. CBM can be applied to more than
one culture. Use the basic framework to create culture-specific guides.
CBM is an intercultural instructional design framework for the design of culture-
based information and communication technologies (ICT). Within CBM’s framework,
the term ICT is used to define the various forms of technologies. In this context,
culture-based means the ICT can be generic, culture neutral and considered
internationalized. Or the ICT can be specialized, culture-specific and considered
localized. The model provides guidance in building generic and specialized products
and services. CBM has 8 areas aligned with the acronym ID-TABLET (Inquiry,
Development, Team, Assessments, Brainstorming, Learners, Elements, Training).
Inquiry and Elements focus on project design – all other areas focus on project
management. There are a total of 70 design factors with additional subfactors not
included in this total.
CBM can aid CATS developers in creating content for domain models; capturing
attitudes, emotions and behavior [22]; building cultural profiles of learners [4] and
collecting the necessary data to build systems. Building CATS through CBM’s ID-
TABLET requires making cultural considerations during the management and design
process or from beginning to end. It is a conscientious effort on the part of the designer,
team, client and all stakeholders to develop an authentic product.
CBM begins with getting stakeholders to identify design goals. These goals can be
classified in one of the following categories: C: Custom development; A: Add-on; R:
Re-engineer; or D: Diagnostic evaluation. Custom development is building a project
from scratch. An add-on means adding on to an existing product. Re-engineering
requires revamping the existing product in terms of making changes to the software
codes, restructuring, or rebuilding. Diagnostic evaluations serve as an ethnographic
measurement tool.
Given the direction of the project, corresponding areas of CBM’s ID-TABLET are
selected and a database or knowledge management system is built. This database serves
as a “culture guide” for building training programs and other products. Extensive
details on CBM can be found in [26].
The next sections briefly outline how CBM works, presents the areas of the ID-
TABLET and offers connections to CATS. Where applicable, connections are made to
ELECT BiLAT, Tactical Iraqi and VECTOR. Inquiry
50
Inquiry monitors development, automates the internal flow of the design process and
functions as internal sensors. This area offers a series of questions to be asked and
answered before, during and after the products production. These questions are meant
to guide the designers or teams conceptualizing and keep everyone focused on the
society, culture or target audience. There are 6 Inquiry design factors: I1. Genre, I2.
Framing, I3. Omission, I4. Backgrounding, I5. Foregrounding, and I6. Visual
representations. Each design factor serves a different function in the design process.
Genre aids in the selection of the ICT, considers affordability, and determines
other influences on the product’s design. The first question asks: What ICT are being
used and why [24][25][26]? In selecting technologies for CATS, there should be a
focus on issues such as access and equity. These questions get at whether the learner
can access the technology and whether there have been considerations to provide an
accessible technology. ELECT BiLAT, Tactical Iraqi and VECTOR access is granted
and restricted to military and government personnel.
Framing assists in maintaining the target audience’s perspective. These questions
align the project to the target audience with a focus on content. For example one
question asks: How is the content presented to the target audience [24][25][26]? In
designing for CATS, there should be considerations for whose perspective is being
presented and how is the content delivered. The presentation of content can be different
based on the technology platform (web based versus software) or where objects are
placed (text on left or right of screen).
Omission helps in assessing the design; these questions determine what has been
omitted intentionally or unintentionally. An omission question asks: What has been
intentionally omitted and why [24][25][26]? In designing for CATS considerations as
to why content, ideas, and people were omitted needs to be evaluated. The personal
ideologies of the team should be intentionally omitted from the design. There should be
more focus on the target audience or culture rather than one’s own beliefs and values;
thereby, bias is minimized.
Backgrounding helps to provide a balanced design. A balanced design is assessed
by determining what content has been backgrounded intentionally or unintentionally
and whether this backgrounding is detrimental to the project. A backgrounding
question asks: Is the backgrounding intentional or unintentional and why
[24][25][26]? In designing for CATS, considerations for whether backgrounded items
are implicit (implied) or explicit (clear) need to be discussed and discovered. A
community representative or cultural expert may readily notice a backgrounded item as
being appropriate or offensive.
Foregrounding assists in providing an objective design. This objectivity is
determined through an analysis of what and why something is emphasized. A
foregrounding question asks: What is emphasized and why [24][25][26]? In designing
for CATS, considerations for foregrounded items should be consistent with the
expectations of all stakeholders. Foregrounded items could include: text, color, icons,
objects, etc.
Visual representations assist in conveying meaning to the design. Meaning
maybe conveyed related to purpose, product, process, selection and placement of
images. A visual representations question asks: Who is portrayed in these visual
representations [24][25][26]? In designing for CATS, determine whether the images
portrayed are those stakeholders wanted to communicate.
51
2.1. Development
Development provides the management structure for problem solving. It considers
those features that are important in the overall development of the product. There are
10 Development design factors: D1. Consider technical, aesthetic, content, culture-
based, and target audience (TACCT) design specifications, D2. Mass distribution
formats, D3. Effective technology to produce the product, D4. Diversify ICT
format, D5. Understand target audience, D6. Explore environmental &
individual/group cultures, D7. Quality design, D8. Authenticate product, D9.
Control for interference, D10. Model the product or process [24][25][26].
In terms of CATS, providing a management structure to the design process is
needed. D1 offers TACCT as a preliminary assessment tool to evaluate pre-existing
technologies. D2 helps the designer consider issues of access to the technology and
equity in the number of equal chances learners have to engage the technology. D3 aids
the designer in considering whether the technology is effective in delivering content;
that is, the human to machine interaction is considered. ELECT BiLAT, Tactical Iraqi
and VECTOR, as indicated in Table 1, also provided supplemental materials that were
online and print based. This is consistent with D4 that suggests diversifying the ICT
format to better meet learners learning modality. In the research, there is much concern
about understanding the learner [22], D5 gets the team thinking about these issues
before any prototype or storyboards begin. Consistent with “Acquisition–Oriented
CATS (systems trying to teach intercultural skills to learners)” [4, p. 24], D6 begins the
discussion to consider the multiple perspectives of societies, cultures and target
audiences. D7 looks at the quality of the product and the possibility that others might
emulate its design. D8 begins the ongoing discussion of accurately representing the
society, culture or target audience; this is balanced by the collection of authentic data in
CBM Elements. D9 focuses on minimizing bias, attitudes and prejudice throughout and
minimizing interference related to humans, machines and the environment. Phase 2 of
the 5 phase approach [11] (see also 1.1) requires the development of a storyboard
prototype. This is consistent with D10 to model a product or process through some
form of visual language [5].
2.2. Team
Team focuses on the recruitment of a culturally sensitive design team; this is where
much of the decision making happens. The 3 Team design factors include: T1.
Cultural expert(s), T2. Enlist educators, and T3. Culturally informed team
[24][25][26]. Creating any type of artificial intelligence is a team effort; however in
creating CATS there must be cultural experts as indicated in T1 [21]; [4]. Like most
educational products, there is a need for subject matter experts as indicated by T2. In
Table 1 under data collection, ELECT BiLAT used subject matter experts as a resource
for content. Last, T3 suggests that team members are educated about the society or
culture and accept the various racial, ethnic, linguistic, and other diversities of the
target audience. In the case of ELECT BiLAT, Tactical Iraqi and VECTOR, team
members would receive training about the Middle Eastern culture and its people. Team
members must positively accept and respect the Middle Eastern culture to be part of the
team.
52
2.3. Assessments
The area of Assessments covers multiple evaluation options. These evaluations provide
evidence of the products effectiveness and evaluate the goals set for the target audience.
There are 4 Assessments design factors: A1. Multiple evaluation options, A2. Assess
the assessment, A3. External review, and A4. Culture-specific assessments
[24][25][26]. ELECT BiLAT, Tactical Iraqi and VECTOR each have some type of
assessment tool. A1 suggests that the assessment be internal and external. In the case of
the 3 systems, this would mean that ITS have internal assessments and that the
assessments match the content delivered via the ITS. External evaluations might be
pilot studies, field tests, prepackaged exams, instructor made exams or standardized
tests. A2 provides an internal monitoring of the system to account for whether the
learning outcomes are being properly measured and whether the testing methods (e.g.,
fill-in or multiple choice questions) are effective. A3 suggests hiring external reviewers
to evaluate the product; the goal is to provide an objective evaluation of the system. A4
recommends the development of culture-specific assessments that culturally align with
the needs of the target audience and content.
2.4. Brainstorming
Brainstorming determines the direction to proceed and serves as an initial review
of the design process. It is the first step in planning the project. There are 10
Brainstorming design factors: B1. Financial support, B2. Pilot studies/field tests of
product, B3. Assess community’s response, B4. Community representative on
team, B5. Investigate target audience to authenticate product, B6. Reflect and
assess learning goals, B7. Affordable design, B8. Meet needs of target audience, B9.
Discuss and consider cultural context, B10. Present and consider outcomes
[24][25][26].
ELECT BiLAT, Tactical Iraqi and VECTOR received financial support from the
United States government. B1 advocates that financial funding be secured for the
duration of the project because culture-specific projects require more initial upfront
monies. TLCTS engages in ongoing pilot studies of its upcoming ITS [13]. B2 suggests
that pilot studies or field tests be conducted throughout the development process. These
ongoing evaluations reduce victimization of learners/users from failed products. B3
promotes an assessment of public opinion to the products development; this might be
carried out through opinion polls or focus groups. Similar to the cultural expert, B4
suggests a community representative who is versed in the racial, ethnic, social class and
economic conditions of the target audience; this person may have lived or still lives in
the target community. Discussions about the level of ethnographic data collected begin
in B5; the collection of data might include: interviews from cultural informants,
observations, artifact collection, commissioned reports, and articles. In Table 1,
preparation for ELECT BiLAT, Tactical Iraqi and VECTOR included data collection
consistent with that suggested in B5. B6 suggests that there be ongoing reflections and
assessments of learning goals throughout the products development. In meeting the
needs of the many and the few, B7 advocates for an affordable design that the target
audience can afford or obtain free through some other means of accessibility. B8 begins
discussions on how the product meets the instructional or cultural needs of the target
audience. The design of nonbiased products requires much discussion about the target
audience in terms of their history, social interactions, politics, economic status,
53
religious affiliations and other factors in CBM Elements; discussions about this topic
begin in B9. B10 suggests formalizing expectations for achieving learner outcomes or
meeting the user goals.
2.5. Learners
Learners centers on the needs of learners and learning. These design factors assist in
building a learning environment that supports the learner’s cultural frame of reference.
There are 10 Learners design factors: L1. Extend learning, L2. Differentiate
opportunities to learn, L3. Empower and engage learners, L4. Teach proactive
learning, L5. Identify educational objectives, L6. Culture-specific instructional
strategies, L7. Enrich instructional content, L8. Adapt instruction to learner, L9.
Plan for instruction, L10. Enculturate the learner [24][25][26]. L1 suggests the
need to extend learning opportunities by building adaptive designs that meet learners
where they are in terms of knowing and understanding; these opportunities should
extend or advance instruction as needed. Much research in artificial intelligence
promotes the building of adaptive learning environments [22]. L2 promotes
differentiated instruction that provides learners with options in instruction [7][10], and
applying these ideas more broadly to the design of CATS means that there can be
differentiation in hardware, software, teaching and instruction, and learning. L3
suggests that learners be empowered by and engaged in the content. By example,
ELECT BiLAT, Tactical Iraqi and VECTOR provide an engaging learning
environment through the use of game technology. L4 suggests proactive learning
requires building mechanisms into CATS that provide incentives to learners to improve
their learning; this can be achieved by creating multiple pathways for the learner to
improve, build, or develop skills, abilities, and experiences. When building any e-
learning system or product the educational or learning objectives should be identified
first—as suggested in L5; this means that the learning outcomes are known to the
designer and the learner. L6 advocates for consideration of culture-specific
instructional strategies that are specialized to a particular individual or group. These
instructional strategies take into consideration how the target audience learns and the
best way of approaching this learning. Instead of applying the learning theory or
instructional strategy to the system, assessments are made to determine the best
learning strategies that work for the learner. For example, cognitive apprenticeship
would not be integrated into the ITS as with VECTOR (see Table 1); the ITS would
determine the best instructional strategy based on the needs of the learner. Then the
most appropriate learning theory or instructional strategy is applied by the system. L7
proposes that instructional content can be enriched by expanding the content to culture-
specific elements of learners such as: politics, morality, ethics, beliefs, language,
identity, and social actions. L8 recommends an adaptive instruction that is not too
grade level or age level specific but focuses more on cognitive ability; connections to
cognitive ability seem more in line with the goals of building artificial intelligence. L9
suggests that the long and short term instructional needs of the learner be considered;
this means how knowledge is acquired over a span of time. Finally, L10 proposes that
the product can enculturate the learner into a culture. Enculturation into the Middle
Eastern culture seems to be the goal of ELECT BiLAT, Tactical Iraqi and VECTOR.
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2.6. Elements
Elements facilitate content development. These Elements seek to be
comprehensive in providing the fundamental total of which all culture is composed.
There are 25 Elements divided into 3 sections.
Section I: The Anthropology of Culture covers design factors E1–E13. This section
draws from key concepts in the fields of anthropology, communications, demography,
economics, language, history, and the physical and environmental sciences to explore
the depth of culture. The design factors include: E1. Cultural aesthetics, E2. Cultural
artifacts, E3. Cultural capital, E4. Cultural classification, E5. Cultural
communications, E6. Cultural demographics, E7. Cultural environment, E8.
Cultural history, E9. Cultural knowledge, E10. Cultural language, E11. Cultural
physiology, E12. Cultural relations and E13. Cultural resources.
Section II: The Psychology of Culture covers design factors E14–E20. This section
draws from the fields of cognitive anthropology and cultural psychology that focus on
cognitive, psychological, and social realms. The design factors include: E14. Cultural
beliefs & values, E15. Cultural experiences, E16. Cultural ideas, E17. Cultural
identity, E18. Cultural interests, E19. Cultural misconceptions, and E20. Cultural
ways.
Section III: The Science of Culture covers design factors E21–E25. This section
draws from key concepts in the fields of biological science, earth science, ecology,
physical science, futures research and cross-cultural studies to explore the scientific
nature of humanity and the possibilities of cultural futures. The design factors include:
E21. Cultural anomalies, E22. Cultural cultures, E23. Cultural futures, E24.
Cultural infinities and E25. Cultural nature [24][25][26].
The database of information about the society, culture or target audience is built
from the Elements. Data is collected in the applicable areas of the Elements. These data
become a culture guide to the particular society, culture or target audience. Once the
database is built, multiple ITS could be developed based on these data. By example, a
comprehensive database of information on the Middle Eastern culture could have aided
in building the 3 systems: ELECT BiLAT, Tactical Iraqi and VECTOR.
Through Elements the human aspect is brought to design. The design factors
under Section I: The Anthropology of Culture could benefit the development of CATS
in the following ways:
• builds a comprehensive taxonomy of a society, culture or target audience
• aids in the development of content for domain models [22]
• aids in understanding the different forms of cultural knowledge
• offers options to consider multiple parameters about a society, culture or
target audience
• aids in building an authentic cultural profile of learners [4]
• allows for the development of new cultural models to generate training
modules or interaction scripts [20]
• allows for intercultural analysis
• assists in determining cross-cultural clashes
The design factors under Section 2: The Psychology of Culture could benefit the
development of CATS in the following ways:
• builds a comprehensive taxonomy of the human being
• aids in capturing attitudes and emotions [22]
55
• assists in understanding human behavior
• aids in understanding communication and language issues
• allows for an understanding of reasoning specific to culture [4]
The design factors under Section 3: The Science of Culture could benefit the
development of CATS in the following ways:
• builds a scientific taxonomy of what is and what could be
• allows for considerations based on cultural diffusion (borrowing,
acculturation & appropriation)
• considers how the environment impacts humans and other species
• considers the future of humanity
• makes considerations for the science of humanity
2.7. Training
Training is the education of individuals. This is another phase in providing full
management of a project. There are two design factors for training: Tr1. Product
training and Tr2. Culture-based training. Most of the information for this training is
gleamed from the data gathered through CBM Elements [24][25][26]. Tr1 suggests
training instructors, practitioners, and others about the product. Tr2 recommends
culture-based training of team members; this provides comprehensive coverage of the
society, culture, or target audiences.
3. Conclusion
Frameworks provide solutions or guidelines to design [19]. The needs of designers and
developers to implement the 5 phase approach TBLT, and CCST suggests that: (1)
there is a need for a framework, (2) there is a need to explore interdisciplinary research
and colleagues for some answers, and (3) it takes a village to build CATS.
Empirical studies suggest that CATS can improve learning, motivate learners and
teach information to learners. An empirical study of BiLAT reports that the system aids
learners in acquiring content material; this is due to the interactivity of the system and
interactions with the virtual human characters [17]. Preliminary studies of Tactical
Iraqi indicate that students gained knowledge, increased their understanding of the
Arabic language, improved job performance and enhanced “organizational outcomes”
[14]. The games, in general, motivate learners and motivated learners leads to a
successful learning experience [16]. Continued empirical research is needed to provide
more conclusive measures of learning gains, strengths and weaknesses of CATS, the
impact of cultural content on teaching and learning, and future areas of improvement.
Designing CATS is a conscientious effort that may take more upfront time but
provide many benefits in the end. This review demonstrates that there is a process in
the design of CATS. This process should be guided by a framework that provides
assistance in project management and project design. The development of culture-
specific products will eventually move beyond those focused only on language or a few
localization features. Therefore, a culture-based model like CBM provides the
comprehensive framework needed in building CATS.
56
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