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Artificial Intelligence and Personalised Learning

                                  Lucia Pannese




                               EC TEL, September 2012
WHEN I WAS AT SCHOOL…..




      no technology…..
WHEN I WAS AT SCHOOL…..

           ability to shape the learning experience to
           the student’s abilities and motivation
ADVENT OF TEL…..
DIGITALIZING CONTENT

IMPROVING                      ON DEMAND
   • Learning productivity        • Anytime
   • Consistency                  • Anywhere


HUMAN BEING                    TECHNOLOGY
Personalization                Standardization
TODAY….




video games and immersive technologies
TODAY….


•   Videogames
•   Serious Games
•   Social Networks
•   Immersive environments
•   Artificial intelligence
•   Cloud computing
•   Crowd sourcing
VIDEOGAMES INDUSTRY….


                                            RE-ENGAGEMENT


                                   ADJUSTMENT OF
                                     GAMEPLAY


                        CAPABILITIES
                        MOTIVATIONS

               ENGAGEMENT



  ARTIFICIAL
INTELLIGENCE
http://lostintheecho.com




Connect with your Facebook account…
http://lostintheecho.com
SECOND LIFE




  Virtual Worlds – personal avatar, location and activity tracking 24/7,
Self-directed exploration, peer to peer support and collaborative learning
                     Activity log, behaviour tracking
VIRTUAL CONTROL ROOM




Physical to virtual integration and visualisation and manipulation of
             real world data into collaborative learning
GUITAR HERO




Video games provide virtual “alter-ego”, adaptive game play, leader boards
 “head to head” competition, community building, used developed content
MIRROR PROJECT




Serious Games – realistic virtual environments, exploration
Personal Learning history, user generated knowledge base
MIRROR PROJECT




Virtual tutor intervention based on context
ImREAL PROJECT
ImREAL PROJECT
KEY MESSAGES
   TEL is adopting best practices from immersive technologies such as
    video games, virtual worlds and social networks
   E-portfolio will be based on a customisable personal avatar linked to
    activity logs, preferences and social networks
   Artificial intelligence, drawing on crowd sourcing, will use inferences
    to dynamically adapt the learning experience to the capabilities and
    motivations of the learner
   Companies will increasingly use games to recruit, assess and
    develop staff
   Learners will contribute their experiences directly or indirectly to
    generating and shaping knowledge
   Learning and development will be personalised from cradle to grave
    using technology to support interventions by learning coaches and
    mentors
Lucia Pannese
CEO, imaginary srl                         www.i-maginary.it
Innovation Network Politecnico di Milano   @imaginary_italy
lucia.pannese@i-maginary.it                FB: imaginary
Skype: lueolli                             YouTube: imaginary srl
@lpannese




www.mirror-project.eu          Mirror             @MirrorIP
www.imreal-project.eu          ImREAL             @ImREAL_project

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Pannese industry track ectel2012

  • 1. Artificial Intelligence and Personalised Learning Lucia Pannese EC TEL, September 2012
  • 2. WHEN I WAS AT SCHOOL….. no technology…..
  • 3. WHEN I WAS AT SCHOOL….. ability to shape the learning experience to the student’s abilities and motivation
  • 5. DIGITALIZING CONTENT IMPROVING ON DEMAND • Learning productivity • Anytime • Consistency • Anywhere HUMAN BEING TECHNOLOGY Personalization Standardization
  • 6. TODAY…. video games and immersive technologies
  • 7. TODAY…. • Videogames • Serious Games • Social Networks • Immersive environments • Artificial intelligence • Cloud computing • Crowd sourcing
  • 8. VIDEOGAMES INDUSTRY…. RE-ENGAGEMENT ADJUSTMENT OF GAMEPLAY CAPABILITIES MOTIVATIONS ENGAGEMENT ARTIFICIAL INTELLIGENCE
  • 11. SECOND LIFE Virtual Worlds – personal avatar, location and activity tracking 24/7, Self-directed exploration, peer to peer support and collaborative learning Activity log, behaviour tracking
  • 12. VIRTUAL CONTROL ROOM Physical to virtual integration and visualisation and manipulation of real world data into collaborative learning
  • 13. GUITAR HERO Video games provide virtual “alter-ego”, adaptive game play, leader boards “head to head” competition, community building, used developed content
  • 14. MIRROR PROJECT Serious Games – realistic virtual environments, exploration Personal Learning history, user generated knowledge base
  • 15. MIRROR PROJECT Virtual tutor intervention based on context
  • 18. KEY MESSAGES  TEL is adopting best practices from immersive technologies such as video games, virtual worlds and social networks  E-portfolio will be based on a customisable personal avatar linked to activity logs, preferences and social networks  Artificial intelligence, drawing on crowd sourcing, will use inferences to dynamically adapt the learning experience to the capabilities and motivations of the learner  Companies will increasingly use games to recruit, assess and develop staff  Learners will contribute their experiences directly or indirectly to generating and shaping knowledge  Learning and development will be personalised from cradle to grave using technology to support interventions by learning coaches and mentors
  • 19. Lucia Pannese CEO, imaginary srl www.i-maginary.it Innovation Network Politecnico di Milano @imaginary_italy lucia.pannese@i-maginary.it FB: imaginary Skype: lueolli YouTube: imaginary srl @lpannese www.mirror-project.eu Mirror @MirrorIP www.imreal-project.eu ImREAL @ImREAL_project