Using AI to learn about algorithms.Abstract As a course available for general education credit, one purpose of our undergraduate Introduction to Cognitive Science cognitive science Interdisciplinary study that attempts to explain the cognitive processes of humans and some higher animals in terms of the manipulation of symbols using computational rules. course is to increase students' understanding of mathematical concepts. We chose to concentrate on the concept of algorithm. The course contains a section discussing artificial intelligence as a way to simulate human cognition Human cognition is the study of how the human brain thinks. As a subject of study, human cognition tends to be more than only theoretical in that its theories lead to working models that demonstrate behavior similar to human thought. , using both symbolic and numerical algorithms. Since many undergraduate students are uncomfortable with numbers, we chose a program that used a symbolic algorithm. We replaced the discussion of this program with a live demo that students could discuss step by step. The demo program simulated a grocery store bagger. As this program was an example of an expert system, a program that simulates human expertise, students could not only watch the program make choices for different sets of groceries, but change its bagging rules as well. Thus students were able to observe the underlying expert system algorithm as well as a family of bagging algorithms. Course evaluations A course evaluation is a paper or electronic questionnaire, which requires a written or selected response answer to a series of questions in order to evaluate the instruction of a given course. showed that students enjoyed the demo and found it more helpful than the material it replaced, but they still found the material difficult. Introduction An important part of learning mathematics at the university level is the concept of algorithm. Yet many undergraduate students are uncomfortable with numbers, even to the point of math anxiety (Tobias, 1990). This paper reports on an attempt to increase students' understanding of the concept of algorithm in a general education course without triggering the nonproductive non·pro·duc·tive adj. 1. Not yielding or producing: nonproductive land. 2. Not engaged in the direct production of goods: nonproductive personnel. n. responses often fostered by previous negative experiences with mathematics. To this end, we replaced a segment discussing the behavior of various computer programs in our Introduction to Cognitive Science course with a live demo that students could discuss step by step. Moursund (2005) points out that the term "algorithm" has different connotations in mathematics education and in computer science. For both types of educators, an algorithm describes a procedure for solving a problem or obtaining a result. In mathematics, an algorithm usually involves a calculation, while in computer science, an algorithm may use words, structures, or other symbolic elements instead of numbers. For this study we selected a symbolic algorithm rather than a numerical one. Using familiar content along with an approach and notation that students had not seen before, we hoped to trigger curiosity and enthusiasm rather than the negative feelings that a numerical approach might otherwise trigger. Naps et al. (2002), in a survey of software visualization Software visualization (Diehl, 2002; Knight, 2002) is concerned with the static or animated 2-D or 3-D (Marcus et al., 2003) visual representation of information about software systems based on their structure (Staples & Bieman, 1999), size (Lanza, 2004), history (Girba et al, experiments, conclude that learner engagement with the software may be the most important factor in student learning. This is consistent with Papert's classic work (Papert, 1980) on engaging children in creating software using the Logo language. Papert's work was based on the constructivist con·struc·tiv·ism n. A movement in modern art originating in Moscow in 1920 and characterized by the use of industrial materials such as glass, sheet metal, and plastic to create nonrepresentational, often geometric objects. approach of Piaget (1973). Some of the practices most generally considered useful for this purpose include adapting to the knowledge level of the student, supporting flexible execution control of the program, supporting learner initiatives in changing the data, showing history in addition to current state of the system, and including explanations along with the demo. The intent of these practices is to help students attain deeper levels of understanding as measured by Bloom's taxonomy taxonomy: see classification. taxonomy In biology, the classification of organisms into a hierarchy of groupings, from the general to the particular, that reflect evolutionary and usually morphological relationships: kingdom, phylum, class, order, (Bloom & Krathwohl, 1956). Using these principles, we wanted to help students understand the concept of algorithm by providing students a compelling experience where they could see an algorithm run and affect what it does. In the next section we explain our motivation for teaching artificial intelligence in a Cognitive Science course and how we selected the software to use in the study. In the following section we describe how the software works and how we used it in class. Then we give the results of our study. Finally, we place our work in context. Background: AI in a Cognitive Science course The study took place in a General Education course entitled Language, Mind and Thought at Northern Illinois University . This course is an interdisciplinary, team-taught introduction to cognitive science. The course is taught every fall. The allotted al·lot tr.v. al·lot·ted, al·lot·ting, al·lots 1. To parcel out; distribute or apportion: allotting land to homesteaders; allot blame. 2. 50 slots are quickly filled every year. Approximately 60% of the students are freshmen, and 80% are majoring in a non-mathematically oriented field. Even though we attempt to make the course appropriate for these incoming students, who are the target audience, some still find it tough going. Most cognitive science textbooks are designed for juniors and seniors with some experience in logic, philosophy or psychology. During the last three weeks of the course, students are introduced to some basic ideas in artificial intelligence. The students are introduced to three basic approaches to AI: emulating the brain's biological structure, such as the use of neural networks neural network or neural computing, computer architecture modeled upon the human brain's interconnected system of neurons. Neural networks imitate the brain's ability to sort out patterns and learn from trial and error, discerning and extracting for visual recognition; simulating human cognitive processes Cognitive processes Thought processes (i.e., reasoning, perception, judgment, memory). Mentioned in: Psychosocial Disorders , such as memory and language; and using software that produces the same results as human cognition without attempting to model the processes. An analogy often used to describe the third approach is that of the airplane (Ford and Hayes, 1998): birds and airplanes can both fly, but airplanes do not fly by imitating birds. In fact, human beings did not achieve flight until they dropped the idea of trying to imitate im·i·tate tr.v. im·i·tat·ed, im·i·tat·ing, im·i·tates 1. To use or follow as a model. 2. a. birds. The primary purpose of this segment of the course is to give the students a new appreciation of the Cognitive Science material already taught by seeing how easy or difficult it is to use computers to simulate the models of the mind they have been studying. Additionally, by allowing students to experience for themselves what artificial intelligence programs can and cannot do, they can get a better idea of the ethical issues involved in the field today. From a deeper perspective, however, an important goal of this segment is to reinforce students' understanding of the concept of algorithm and extend it to non-numerical algorithms, to which they have very likely not been exposed. The Language, Mind and Thought course was designed to be part of the General Education program at Northern Illinois University. As the goals of the General Education program include increasing students' abilities in the areas of quantitative reasoning, logical thinking, and the interpretation of mathematical models
Method: Software chosen and its rationale In one of the readings for the course (Winston, 1992), Patrick Winston Patrick Henry Winston is a computer scientist. Winston was director of the MIT Artificial Intelligence Laboratory for most of its existence, from 1972 to 1997. He succeeded Marvin Minsky, who left to found the MIT Media Lab shortly after establishing the AI Lab in the wake of the , formerly the director of the MIT MIT - Massachusetts Institute of Technology AI laboratory, introduces students to the concept of rule-based systems with Bagger, a program that knows how to bag groceries. Bagger is intermediate between the second and third types of AI software described above. Bagger does not attempt to model the exact rules that human being use to bag groceries, yet the underlying metaphor of a rule-based system is used by Anderson (1993) to explain human mental processes. Students are always amused a·muse tr.v. a·mused, a·mus·ing, a·mus·es 1. To occupy in an agreeable, pleasing, or entertaining fashion. 2. when the hear the topic because they have generally never thought about the logic behind something they consider obvious. In a rule-based system, the algorithm to be followed is represented by a set of if-then rules plus a general logic engine that applies those rules. The algorithm taught is the forward chaining algorithm, a standard algorithm for operating a rule-based system. We use a simplified version for pedagogical ped·a·gog·ic also ped·a·gog·i·cal adj. 1. Of, relating to, or characteristic of pedagogy. 2. Characterized by pedantic formality: a haughty, pedagogic manner. purposes. In our version, the computer starts at the top of the list of rules for each item to be bagged. It goes through the rules in sequence looking for Looking for In the context of general equities, this describing a buy interest in which a dealer is asked to offer stock, often involving a capital commitment. Antithesis of in touch with. rules whose antecedent ANTECEDENT. Something that goes before. In the construction of laws, agreements, and the like, reference is always to be made to the last antecedent; ad proximun antecedens fiat relatio. is true. It then applies the consequent of the first applicable rule. Since students can see and change the rules, it is easier for them to appreciate the algorithm than in a conventional computer program. Because the content is already familiar to them, students are free to concentrate on the algorithm. An important point about artificial intelligence that students learn that computers must be explicitly programmed with the knowledge that human beings acquire through interaction with the world. For example, Bagger must be told about the maximum number of items to put in a bag and given some information about the best ways to mix items in a bag. It must also be taught about items that need special handling, such as fragile, heavy, and frozen items. Thus Bagger can be run with many different sets of rules, forcing students to pay attention to the algorithm if they want to get the same results as the computer. Students always enjoy seeing Bagger do poorly when presented with a poorly-designed set of rules. Here are some sample rules from our version of Bagger:
If we are in the large item phase
and there are still more large items left
and there is a bag with less than two large items
then put the item in the bag.
If we are in the large item phase
and there are still more large items left
and there are no bags available with less than two large items
then start a fresh bag.
If we are in the large item phase
and there are no more large items
then move on to the medium-item phase.
This sequence of rules expresses, in an if-then notation, a number of concepts that will be familiar to any shopper: Bag large items first. Although you should not place too many large items in one bag, you can fill in the remaining space with smaller items. Since every detail of the rules must be programmed in, students learn that a large number of precise rules is necessary even for a simple application like grocery bagging. Several criteria were used for choosing the software for the study. We believed that students would benefit from seeing how the computer systems they are learning about in lecture, textbook and readings actually work as opposed to being told how they work. The latter option usually involves either detailed output that novices cannot relate to or generalizations that they do not yet have the background to appreciate. Yet much of the software currently available just shows results, whereas for teaching purposes we need to show how those results were obtained. In addition, AI software is usually designed for graduate students or advanced undergraduates, and thus does not provide an appropriate visual interface for beginning students. Finally, much of the available software involves algorithms too complex for novices. Classroom use of the software The week before the demo, we ask students to read a section from an artificial intelligence textbook (Winston, 1992). This section had been placed on online reserve and assigned as reading before the demo. In this way we hoped to show students that they could read and understand technical material, even if they did not know every detail of the notation. In addition to serving as class preparation, the reading assignments also contribute to the General Education goals of the course. There is a short quiz just to ascertain that they have read the material. The software is pre installed on a laptop and demonstrated via a data projector A device that projects computer output onto a white or silver fabric screen that is wall, ceiling or tripod mounted. Data projectors typically accept resolutions of 800x600, 1024x768 or 1280x1024 and may also support standard video from a VCR, DVD or cable box. . At each step, students are asked to predict what the robot would do. For example, Bagger might be given the following list of items: Item 1 : Pepsi, large bottle (heavy). Item 2: Bread, medium-sized plastic bag. Item 3: Granola, large cardboard box cardboard box n → caja de cartón cardboard box n → (boîte f en) carton m cardboard box card n → . Item 4: Ice cream, medium-sized cardboard box (frozen). Item 5: Potato chips, medium-sized plastic bag. Once the system knows the rules to be followed and the input, it can then produce the results. Bagger starts by bagging the large items: Rule B2 says: Bagging large items first. Rule B3 says: Put item 1, Pepsi, in bag 1. Rule B4 says: Put item 3, granola, in bag 1. It then continues with the medium-sized items, starting a fresh bag when necessary: Rule B6 says: Bagging medium items next. Rule B7 says: Put item 4, ice cream, in a freezer bag. Rule B9 says: Start a fresh bag. Bagger continues until all items are bagged. Results and discussion In order to measure the impact of this project, eight questions were added to the course evaluation form. The course evaluation form uses a 5 point Likert scale Likert scale A subjective scoring system that allows a person being surveyed to quantify likes and preferences on a 5-point scale, with 1 being the least important, relevant, interesting, most ho-hum, or other, and 5 being most excellent, yeehah important, etc , where 1 means 'strongly disagree' and 5 means 'strongly agree'. Thirty-two students completed the evaluation in Fall 2003. The results are shown below. The first result shows that the procedurally-oriented material in the artificial intelligence segment is still difficult for non-mathematically inclined students. The computer demonstrations 2.72 ... were clear and understandable. 2.72 ... were helpful to my learning. However, the second result shows that specific illustrations are more useful to this group than an abstract discussion of the principles involved. Showing specific examples of computer programs 3.44 ... is more interesting than discussing the general principles behind them. 3.47 ... was more helpful to my learning. The final two results show that the most useful methods for teaching non-mathematically oriented students may be different from the methods preferred by computer scientists (Koedinger, 2001). Showing specific examples of how a computer program works 3.41 ... is more interesting than a high-level overview of the program and what it does. 3.47 ... was more helpful to my learning. Running computer programs in class 3.50 ... is more interesting than showing program outputs. 3.34 ... was more helpful to my learning. The similarity in results for each pair of questions shows that maintaining student interest is directly related to students' perception of learning. Related work In this paper we describe the use of interactive AI software to teach a symbolic algorithm to undergraduates with no computer science background. Other researchers using AI software in teaching have also emphasized the importance of interactivity to increase learner engagement. For example, Eisner (2002) uses an interactive spreadsheet in an to teach a numerical algorithm to undergraduate computer science majors, and Lincoln and Light (2005) use a graphical representation to teach a similar algorithm to non-majors. Amershi et al. (2005), discussing the design of their interactive visualization Interactive visualization is a branch of graphic visualization in computer science that studies how humans interact with computers to create graphic illustrations of information and how this process can be made more efficient. software for teaching AI, pay particular importance to pedagogical goals, including generating interest in the subject matter, promoting active student engagement, and supporting a variety learning scenarios. Conclusions In this study, a live demo using the program Bagger was added to a general education Introduction to Cognitive Science course with the intent of deepening students' understanding of algorithm. Bagger is an example of an expert system, or program that simulates human expertise. The expert system software and several different sets of rules for bagging were installed on a laptop and used for a live demo after the algorithm had been discussed in class. According to according to prep. 1. As stated or indicated by; on the authority of: according to historians. 2. In keeping with: according to instructions. 3. the course evaluations, students enjoyed the demo and felt that they learned more from it than from class discussion alone. However, they still found the material difficult and did not enjoy the technical segments of the course as much as other segments. Software demos were both more interesting and more useful than the previous approach of just talking about programs and showing pre printed computer outputs. However, non technical students taking the course to fulfill their General Education requirements still present a tough audience for technical material, and more research on how to reach this audience would be fruitful. References Amershi et al. (2005). Designing CIspace: Pedagogy and Usability in a Learning Environment for AI. In Tenth Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE). New York New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of : ACM (Association for Computing Machinery, New York, www.acm.org) A membership organization founded in 1947 dedicated to advancing the arts and sciences of information processing. In addition to awards and publications, ACM also maintains special interest groups (SIGs) in the computer field. . Anderson, J. (1993). Rules of the Mind. Hillsdale, NJ: Erlbaum. Bloom, B. Krathwohl, D. (1956) Taxonomy of Educational Objectives The Taxonomy of Educational Objectives, often called Bloom's Taxonomy, is a classification of the different objectives and skills that educators set for students (learning objectives). : The Classification of Educational Goals, Handbook I: Cognitive Domain cognitive domain, n area of study that deals with the processes and measurable results of study, as well as the practical ability to apply intelligence. . Boston: Addison-Wesley, 1956. Eisner, J. (2002). An Interactive Spreadsheet for Teaching the Forward-Backward Algorithm The forward-backward algorithm is a dynamic programming algorithm for computing the probability of a particular output sequence, given the parameters of the model, in the context of hidden Markov models. . In Proceedings of the Workshop on Effective Tools and Methodologies for Teaching NLP (Natural Language Processing) The capability of understanding human language. 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By 1853 its circulation had reached 30,000 and it was reporting on various sciences, such as astronomy and Presents, 9(4), 78-83. Reprinted in Understanding Artificial Intelligence, New York: Basic Books, 2002. Koedinger, K. (2001). The Student is Not Like Me. In Tenth International Conference on Artificial Intelligence in Education (AI ED 2001). San Antonio San Antonio (săn ăntō`nēō, əntōn`), city (1990 pop. 935,933), seat of Bexar co., S central Tex., at the source of the San Antonio River; inc. 1837. , TX. Keynote address keynote address n. An opening address, as at a political convention, that outlines the issues to be considered. Also called keynote speech. Noun 1. . Slides available online at http://www.itsconference.org/content/seminars.htm. Lincoln, N. and Light, M. (2005). Making Hidden Markov Models A hidden Markov model (HMM) is a statistical model in which the system being modeled is assumed to be a Markov process with unknown parameters, and the challenge is to determine the hidden parameters from the observable parameters. More Transparent. In Proceedings of the Second Workshop on Effective Tools and Methodologies for Teaching NLP and CL. New Brunswick, NJ: ACL. Pp. 32-36. Moursund, D. (2005). Improving Math Education in Elementary Schools elementary school: see school. : A Short Book for Teachers. Available from http://darkwing.uoregon.edu/~moursund/dave/ElMath.html. Naps et al. (2003). Exploring the Role of Visualization and Engagement in Computer Science Education. ACM SIGCSE SIGCSE Special Interest Group on Computer Science Education Bulletin, 35(2), 131-152. Papert, S. (1980). Mindstorms. New York: Basic Books. Piaget, J, (1973). To Understand is to Invent. New York: Grossman. Originally published in French in 1948. Tobias, S. (1990). Math anxiety: An update. NACADA NACADA National Academic Advising Association Journal, 10(1), 47-50. Winston, P. (1992). Artificial Intelligence. Boston: Addison-Wesley. 3rd ed. Section entitled "Rule-Based Systems for Synthesis," pp. 166-176. Reva Freedman freed·man n. A man who has been freed from slavery. freedman Noun pl -men History a man freed from slavery Noun 1. , Northern Illinois University Reva Freedman, Ph.D., is an assistant professor in the Department of Computer Science. Her research interests include teaching artificial intelligence and cognitive science to undergraduates. |
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