
Chih-Yueh Chou- Ph.D.
- Professor at Yuan Ze University
Chih-Yueh Chou
- Ph.D.
- Professor at Yuan Ze University
About
66
Publications
17,263
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Introduction
Chih-Yueh Chou is currently an Professor with the Department of Computer Science and Engineering, Yuan Ze University, Taiwan. His research interests include simulated learning companions, intelligent educational
agents, artificial intelligence in education, open learner model, game-based learning, computer supported collaborative learning, computer assisted programming learning, and learning analytics.
Current institution
Publications
Publications (66)
Studies have shown that students have different help-seeking behavior patterns and tendencies and furthermore, that students with certain help-seeking behavior patterns and tendencies may have poor performance (i.e., at-risk students). This study applied an educational data mining approach, including clustering and classification, to analyze studen...
The objective of this paper is to offer a design framework for pet-like learning companions (P-LCSs) whose concept extends from learning companion systems and integrates with pet-like characteristics, such as pet appearance, pet-owner relationship, and emotional support. Such a close relationship and deep emotions toward pets bring significant pote...
This paper examines and outlines the future exploration of AI companions, focusing on three main areas. Firstly, it defines AI companions as sophisticated AI entities designed for supporting and enhancing human experiences in daily activities, such as learning, working, and others. They encompass emotional, social, and practical aspects of daily li...
Peer instruction is instructional in guiding
students to learn by answering questions, and explaining and
discussing their answers with peers. Researchers recommended
asking students to write down their answers and explanations
before discussion to prevent social loafing. In addition, textbased
explanations can be recorded and analyzed. The quality...
Cognisant that the examination-driven culture in most Asian schools will hinder future educational innovation, a group of concerned Asian researchers started collaboration in 2014 to develop a theory to serve as a guide to design interest- driven learning activities. This endeavour then spawned the development of the Interest-Driven Creator (IDC) T...
Help-seeking is an important self-regulated learning strategy and skill for effective learning. Studies have found that some students have poor help-seeking behaviors and that this leads to poor learning performance. Some researchers have developed help-seeking regulation mechanisms to detect and regulate students' poor help-seeking behaviors. Stud...
[Chou, C. Y., Zou, N. B. (2020). An analysis of internal and external feedback in self-regulated learning activities mediated by self-regulated learning tools and open learner models. International Journal of Educational Technology in Higher Education, Dec, 17:55. Full-text: https://doi.org/10.1186/s41239-020-00233-y]
In self-regulated learning (SR...
The teacher-directed approach characteristic of the traditional classroom normally adopted by mathematics teachers provides few opportunities for students to develop their mathematical problem-solving skills and little encouragement for them to engage in conversation. Furthermore, this approach might not be flexible to students’ individual learning...
A competency-based curriculum involves courses for cultivating core competencies required for specific professions to enable students to take courses to cultivate their core competencies. This paper presents a curriculum level and competency-based learning analytics dashboard system with simulatable open learner models (OLMs) of core competencies f...
The interest-driven creator (IDC) theory is being developed as a group endeavor by Asian researchers to articulate a holistic learning design theory for future education in Asia. The theory hypothesizes that students, driven by interest, can be engaged in the creation of knowledge (generating ideas and artifacts). By repeating this creation process...
Although game-based learning brings new opportunities for effective learning, some challenges still exist, such as how to help students regulate their efforts and strategies for a given goal. To this end, this study developed a game-based negotiation mechanism, and further investigated its influences on student learning in terms of performance and...
Help-seeking is an important aspect of self-regulated learning, but students may have ineffective help-seeking behaviors. For example, some students are unaware of their need to seek help, and some often seek executive help merely to obtain the correct answer. This study proposes a negotiation-based adaptive learning system with a help-seeking nego...
A competency‐based curriculum involves an outcome‐based approach for cultivating graduates’ core competencies required for specific professions. A curriculum committee defines graduates’ outcomes of core competencies, designs a curriculum to cultivate core competencies, evaluates graduates’ outcomes, and reflects on and regulates the curriculum. Ho...
This study presents a model for the early identification of students who are likely to fail in an academic course. To enhance predictive accuracy, sentiment analysis is used to identify affective information from text‐based self‐evaluated comments written by students. Experimental results demonstrated that adding extracted sentiment information fro...
Although feedback from interface agents has recently attracted increasing research attention, most studies emphasize the cognitive influences. Thus, the effect of each feedback type on student perception remains unclear. This study focuses on three types of feedback from interface agents to clarify student perception of single feedback and combinat...
This study proposes an approach for developing curriculum-level open student models. This approach entails evaluating student core competencies by using the correspondence between courses and core competencies in a competency-based curriculum and students' taken courses and grades. On the basis of this approach, a curriculum-level, competency-based...
Reciprocal tutoring, as reported in “Exploring the design of computer supports for reciprocal tutoring” (Chan and Chou 1997), has extended the meaning and scope of intelligent tutoring originally implemented in standalone computers. This research is a follow-up to our studies on a learning companion system in the late 1980s and its network version,...
Programming involves complex skills and knowledge. Novice students encounter many difficulties and lack information for reflecting and improving their proficiencies in programming skills and knowledge. This paper presents a work-in-progress research to design a system with an open student model based on an assessment framework of iteration programm...
Peer instruction (PI) involves students answering questions and peer discussion learning activities. PI can enhance student performance and engagement in classroom instruction. However, some students do not engage in the discussions. This study proposes two mechanisms, discussion partner assignment and accountability scoring mechanisms, to form pos...
With the advance of tangible technology, more and more educational systems are enhanced. This paper describes how tangible technology could enhance animal companions in terms of human computer interaction. These potential advantages are further organized as three design considerations, which further underpin the development of tangible animal compa...
In this paper, we describe a work-in-progress research to develop a program control structure visualization tool for transforming student programs into graphical representations of control structure, including sequences, selections, and iterations. The tool can be used for assisting novice students in debugging their programs by checking whether th...
A key application of learning analytics is predicting students' learning performances and risks of dropping out. Heterogeneous data were collected from selected school to yield a model for predicting student's dropout. Results from this exploratory study conclude dropout prediction by learning analytics may provide more precise information on ident...
This paper presents an augmented reality supported Tangram game system, named ARTangram. The ARTangram system allows children to use physical Tangram pieces to solve Tangram puzzles, detects children solving status by recognizing the locations of the pieces, and dynamically provides children with digital augmented outputs, including information, fe...
In this paper, we describe the development of a management game, My-Pet-Shop, to support incidental learning for English vocabulary. The design rationale of the system lies in the fact that vocabulary learning should learn from meaningful context rather than abstract description. In addition, a management game could help students regulate their lea...
Program tracing is an important skill for programming learning, but novice programmers' tracing abilities are poor. This study designs a system to enable students to exercise program tracing and make students' program tracing processes visible to help teachers indicate students' errors in tracing execution flow, variable values, or I/O display. © 2...
Problem-based learning (PBL) encourages learners to acquire new knowledge through cognitive model development and hypotheses-deduction process. Graphical modeling tools, such as concept map, can help learners to exteriorize the process of knowledge construction and visualize learner's cognitive model to support meaningful learning. But few of those...
This study presents a conceptual framework for providing intelligent supports through agent negotiation, fuzzy constraints and natural language processing to enhance the effectiveness of peer assessment. By using fuzzy constraints, it not only provides a flexible marking scheme to deal with the imprecision and uncertainty for the representation of...
In this paper, we describe a work-in-progress research to develop a virtual grading assistant system for assisting teachers in grading programming assignments based on the output of student programs. The system provides teachers with an interface to grade student programs through marking token patterns of the program output and offering grades. The...
This study proposes a negotiation-based approach to combine the notion of adaptivity and adaptability for adaptive learning system. The system suggests adaptation and the student also submits his/her preference of adaptation. While the student preference violates the system suggestion, the student needs to negotiate with the system to reach an agre...
Preparing lessons before class is widely recognized as an effective means of increasing student motivation for classroom activities and learning outcome. However, the unclear status of lesson preparation generally discourages teachers and students from maintaining this effective learning strategy. This study applied the self-explanation theory and...
Since competition is a powerful motivational factor, a set of competition models have been proposed, such as individual competition and social competition. However, few studies highlight students' choice preference on these different models, especially students' choices is attracting more and more attention in student-centered design. Thus, this pa...
Appropriate challenge and uncertain outcome are key factors of motivating game based learning systems; that is, these systems attempt to keep students uncertain to win or lose until the end of the game. In this paper, we present a personalized game-based learning system, which is adaptive to different student game status, to engage different studen...
This study proposes a virtual teaching assistant (VTA) to share teacher tutoring tasks in helping students practice program tracing and proposes two mechanisms of complementing machine intelligence and human intelligence to develop the VTA. The first mechanism applies machine intelligence to extend human intelligence (teacher answers) to evaluate t...
Although competition is regarded as a powerful motivator in game-based learning, it might have a negative influence, such as damage to confidence, on students who lose the competition. In this paper, we propose an indirect approach, substitutive competition, to alleviate such negative influences. The approach is used to develop a My-Pet v3 system,...
Most teachers and students are convinced of the preparing lessons before class is important and effective to engage in classroom activities, but the unknown state of preparation usually discourages both teachers and students to sustain this good learning strategy. From literature survey, JiTT and WIRE model provided effective warm-up strategies but...
Purpose
Exploratory learning is regarded as an important ability for developing knowledge from open environments. During the exploration, learners not only need to acquire new information based on their current interests, but also they need to form new perspectives by incorporating new knowledge into their previous knowledge. This paper seeks to ad...
This paper presents an instructional game system to support variable dyad learning activities for problem-solving exercises, particularly variable in difficulty level to make learning activities challenging and motivating for a wide range of people, or for the same person at different times. Furthermore, the system also allows teachers to adjust di...
Self-explaining, which asks students to generate explanations while reading a text, is a self-constructive activity and is helpful for students' learning. Studies have revealed that prompts by a human tutor promote students' self-explanations. However, most studies on self-explaining focus on spoken self-explanations. This study investigates the ef...
Most of intelligent tutoring systems (ITSs) were used to be developed by researchers or professionals with knowledge engineering
background, due to knowledge model development. As a result, most of teachers, who are the best candidates of ITS developers
in terms of their knowledge and motivation, are hindered from developing relevant systems. This...
We investigate the differences of the influences between robot and virtual learning companions on students? engagement. From the analysis of our experimental result and interview, we found that virtual learning companion and robot learning companion both rose up students? motivation and engagement. The differences between these two types of learnin...
Individual ability differences are an everlasting phenomenon in a classroom. Competitive learning games that aim at drawing students' attention and excitement will inevitably hurt the self-esteem of those students with lower-skill levels. This paper describes the design of a small group competitive classroom game called AnswerMatching. Besides, we...
This pilot study reports how to portray open learner models as animal companions in order to motivate children to learn in the digital classroom environment. To meet two challenges of motivation and interactivity for open learner models, the concept of open learner models as animal companions is proposed based on the emotional attachment of humans...
Learning by teaching, which makes students teach others, is a popular way to facilitate students' learning. This study investigates the learning effects of different teaching activities in a condition of learning by teaching a virtual agent. The investigated teaching activities include demonstration, tutoring, and combing demonstration and tutoring...
The purpose of this talk is twofold. First, we argue, with extension of some of our previous work, that there are three research avenues of wireless, mobile, and ubiquitous technology enhanced learning, namely, dream-based research, adoption-based research, and humanity-based research. They are one after the other in time and overlapping in content...
This study purposes an approach of computer-supported learning by teaching. The learning activities of learning by teaching
a virtual character are usually involving demonstrating and tutoring. Here we combine demonstrating and tutoring into a teaching
virtual apprentice activity. First, student demonstrates solving problems to the apprentice. The...
educational computing refers to a scenario where every student in a group or class uses a computing device equipped with wireless communication capability to conduct a learning task. This paper, drawing from design experiences with our digital classroom environment series and other studies, attempts to describe a few valuable 1:1 design perspective...
Peer tutoring has been proven an effective way to engage students in active learning. This paper presents a system called P3T that supports peer tutoring in a classroom where every student is equipped with TabletPC or laptop with wireless capability. P3T structures peer tutoring by scaffolding both tutors and tutees to prepare for the tutorial sess...
This paper describes and discusses the design rationales of a system called My-Pet-Our-Pet that intends to realize an approach to using simulated animal companions to encourage students to help each other learn. A class of students is divided into several teams. Every student keeps her own individual animal companion, called My-Pet. An important co...
Learning by teaching has been extensively studied in education and psychology research. However, there has been relatively less effort in this research avenue in CSCL research. Computer supported learning by teaching, as a genus of CSCL activities, is expected to draw more attention in the future. In this pilot study, we propose a model of computer...
This paper reports a pilot study of how to utilize simulated animal companions to encourage students to pay more effort in their study in the classroom environment. A class of students is divided into several teams. Every student keeps her own individual animal companion, called My-Pet, which keeps a simple performance record of its master for self...
Information technology (IT) is becoming increasingly important in K-12 (from kindergarten to senior high school) education. Teachers face growing pressure to interact with their students via networks. However, most teachers require IT assistance to establish a network learning environment. In this study, an approach named “Educational Applications...
With advances in information technology, wireless communication and mobile devices most recently applied to education. The wireless technology enhanced classroom (WiTEC) integrates wireless local area network, mobile learning devices, and client-server architecture to support instruction and learning activities. This paper introduces a framework th...
With the emergence of information technology, wireless communication and mobile devices are the newest applications in education. The wireless technology enhanced classroom (WiTEC) integrates wireless local area network, mobile learning devices, and client-server architecture to support instruction and learning activities in classroom. This paper i...
An instructional plan, like a lesson plan, is a strategy made by teachers before starting a class. Instructional Planning Assistant SyStem (IPASS) assists teachers in creating an instructional plan and arranging learning materials for learning activities on the instructional plan. In a wireless technology enhanced classroom (WiTEC), it is important...
Abstract Reciprocal tutoring, where peers take turns to tutor each other, is an interesting style of social learning. In the Reciprocal Tutoring System (RTS), three computational cognitive tools were designed to facilitate reciprocal tutoring of Lisp programming on the network. The first is a Petal-style of code–chunk interface, with which a tutee...
The development of intelligent tutoring systems has long been the focus of applying artificial intelligence and cognitive science in education. A new breed of intelligent learning environments called learning companion systems was developed over a decade ago. In contrast to an intelligent tutoring system, in which a computer mimics an intelligent t...
Adding a learning companion, a computer simulated social agent, to a computer based learning system can enhance its educational value by enriching the way in which the computer and the user interact. This paper presents a novel simulation approach, named General Companion Modeling (referred to hereinafter as GCM), to implement learning companions i...
This study presents a novel approach to developing computational supports for reciprocal tutoring. Reciprocal tutoring is a collaborative learning activity, where two participants take turns to play the role of a tutor and a tutee. The computational supports include scaffolding tools for the tutor, and a computer-simulated virtual participant. The...
The development of information and communication technology changes how, what, who, when, where and why we learn. Unfortunately, little is known of the exact impact that these changes will bring to education. However, we are certain that many new learning and teaching styles which are called learning models in the paper will emerge to cope with the...
his paper explores the design of a set of system prototypes for supporting a protocol of cooperative learning activity called reciprocal tutoring. During reciprocal tutoring, two or more agents in centralized or distributed environments interact as they take turns at playing the roles of a tutor and a tutee in solving Lisp recursive problems. These...
Self-explaining is an effective domain-general learning strategy, but not all students are good explainers. Prompts can promote students to generate more high-quality self-explanations and to attain better learning performance. Prompts can be adaptively provided by analyzing the students' self-explanations to do student modeling or be provided base...