ARTICLE IN PRESSdevedzic.fon.bg.ac.rs/wp-content/uploads/2018/05/ESwA...The entire system is...

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UNCORRECTED PROOF Building an intelligent system using modern Internet technologies Goran S ˇ imic ´ a , Vladan Devedz ˇic ´ b, * a Military educational center for signal, computer science and electronic warfare, Veljka Lukic ´a Kurjaka 1, Belgrade 11000, Yugoslavia b FON—School of Business Administration, University of Belgrade, Jove Ilic ´a 154, P.O. Box 52, Belgrade 11000, Yugoslavia Abstract This paper is a detailed case study of building Code Tutor, a Web-based intelligent tutoring system (ITS) in the domain of radio communications. It is ontologically founded and was built using CLIPS and Java-based expert system tools, latest integrated graphical CASE tools for software analysis and design, and Java servlets. In Code Tutor, Apache HTTP Server stores and serves static HTML pages, and Apache JServ Java package enables dynamic interpretation of user defined servlet classes and generation of active HTML pages. XML technology is used to generate files that Code Tutor uses to provide recommendations to the learners. Such a rich palette of integrated advanced technologies has greatly alleviated the system design and implementation, and has also led to interesting solutions of a number of problems common to many ITSs. The paper describes these solutions and useful design decisions, and discusses several practical issues related to architectures of intelligent Web-based applications. q 2003 Published by Elsevier Science Ltd. Keywords: Expert systems; Intelligent tutoring systems; Knowledge representation; Ontology 1. Introduction Using current Internet technology to support learning in the classroom is recently getting much easier and much more feasible than it used to be. If a network of computers or workstations is available in the classroom, it is easy to install and use Apache, Orion, Tomcat, or another Web server on a dedicated server machine to distribute HTML pages generated statically or dynami- cally by an educational application. Client computers/- workstations should only have an Internet browser. Hardware and software requirements for the client machines are minimal. We acquired experience with this technology when developing an intelligent tutoring system (ITS) called Code Tutor. Code Tutor is a small Web-based tutor designed for fast students’ briefing in the area of radio-communication. The learners are telecommunications college students. After they complete a course in radio-communication theory, they are supposed to exercise using expensive radio-station equipment. It is the teachers’ responsibility to ensure that the equipment is always in a good condition and that it is used appropriately. There is little time for checking each student’s capabilities for independent practical work when the course is over and before the exercises begin. Code Tutor is used instead. The first version of Code Tutor has been actively used in the classroom since mid-2001. The teachers’ opinion is that it is very useful, and the students favor this kind of learning. However, the first version has some limitations. Its expert module is implemented as a rule-based expert system (ES) using an ES shell that was too old, without support for network-based applications. Also, due to these weaknesses of the shell the entire system is limited to ‘closed-world’ standalone applications, without connections and data interchange with the environment. These facts have motivated us to build a new version. The entire system is implemented in Java, using JBuilder 6 tool for developing Web-based and Java-based appli- cations (Borland Corporation, 2001). The system’s mid- layer is designed using Rational Rose tools for software analysis and design (Rational Corporation, 2001). The new Code Tutor integrates many different current technologies: CLIPS, a tool for building ES (CLIPS, 2002) is used to generate knowledge base files. Java-based ES shell Jess is used to interpret these files (Jess, 2001; Friedman-Hill, 2002). Students communicate with the system through a standard Web browser. 0957-4174/03/$ - see front matter q 2003 Published by Elsevier Science Ltd. doi:10.1016/S0957-4174(03)00049-6 Expert Systems with Applications xx (0000) 1–16 www.elsevier.com/locate/eswa * Corresponding author. Tel.: þ 381-11-3474123; fax: þ 381-11-461221. E-mail address: [email protected] (V. Devedz ˇic ´). ESWA 1072—21/3/2003—19:56—SIVABAL—66295— MODEL 5 ARTICLE IN PRESS 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112

Transcript of ARTICLE IN PRESSdevedzic.fon.bg.ac.rs/wp-content/uploads/2018/05/ESwA...The entire system is...

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Building an intelligent system using modern Internet technologies

Goran Simica, Vladan Devedzicb,*

aMilitary educational center for signal, computer science and electronic warfare, Veljka Lukica Kurjaka 1, Belgrade 11000, YugoslaviabFON—School of Business Administration, University of Belgrade, Jove Ilica 154, P.O. Box 52, Belgrade 11000, Yugoslavia

Abstract

This paper is a detailed case study of building Code Tutor, a Web-based intelligent tutoring system (ITS) in the domain of radio

communications. It is ontologically founded and was built using CLIPS and Java-based expert system tools, latest integrated graphical CASE

tools for software analysis and design, and Java servlets. In Code Tutor, Apache HTTP Server stores and serves static HTML pages, and

Apache JServ Java package enables dynamic interpretation of user defined servlet classes and generation of active HTML pages. XML

technology is used to generate files that Code Tutor uses to provide recommendations to the learners. Such a rich palette of integrated

advanced technologies has greatly alleviated the system design and implementation, and has also led to interesting solutions of a number of

problems common to many ITSs. The paper describes these solutions and useful design decisions, and discusses several practical issues

related to architectures of intelligent Web-based applications.

q 2003 Published by Elsevier Science Ltd.

Keywords: Expert systems; Intelligent tutoring systems; Knowledge representation; Ontology

1. Introduction

Using current Internet technology to support learning

in the classroom is recently getting much easier and much

more feasible than it used to be. If a network of

computers or workstations is available in the classroom,

it is easy to install and use Apache, Orion, Tomcat, or

another Web server on a dedicated server machine to

distribute HTML pages generated statically or dynami-

cally by an educational application. Client computers/-

workstations should only have an Internet browser.

Hardware and software requirements for the client

machines are minimal. We acquired experience with this

technology when developing an intelligent tutoring system

(ITS) called Code Tutor.

Code Tutor is a small Web-based tutor designed for fast

students’ briefing in the area of radio-communication. The

learners are telecommunications college students. After

they complete a course in radio-communication theory, they

are supposed to exercise using expensive radio-station

equipment. It is the teachers’ responsibility to ensure that

the equipment is always in a good condition and that it is

used appropriately. There is little time for checking each

student’s capabilities for independent practical work when

the course is over and before the exercises begin. Code

Tutor is used instead.

The first version of Code Tutor has been actively used in

the classroom since mid-2001. The teachers’ opinion is that

it is very useful, and the students favor this kind of learning.

However, the first version has some limitations. Its expert

module is implemented as a rule-based expert system (ES)

using an ES shell that was too old, without support for

network-based applications. Also, due to these weaknesses

of the shell the entire system is limited to ‘closed-world’

standalone applications, without connections and data

interchange with the environment.

These facts have motivated us to build a new version.

The entire system is implemented in Java, using JBuilder

6 tool for developing Web-based and Java-based appli-

cations (Borland Corporation, 2001). The system’s mid-

layer is designed using Rational Rose tools for software

analysis and design (Rational Corporation, 2001). The

new Code Tutor integrates many different current

technologies:

CLIPS, a tool for building ES (CLIPS, 2002) is used to

generate knowledge base files.

Java-based ES shell Jess is used to interpret these files

(Jess, 2001; Friedman-Hill, 2002).

Students communicate with the system through a

standard Web browser.

0957-4174/03/$ - see front matter q 2003 Published by Elsevier Science Ltd.

doi:10.1016/S0957-4174(03)00049-6

Expert Systems with Applications xx (0000) 1–16

www.elsevier.com/locate/eswa

* Corresponding author. Tel.: þ381-11-3474123; fax: þ381-11-461221.

E-mail address: [email protected] (V. Devedzic).

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Javae Servlet technology (Sun Microsystems Corpor-

ation, 2001; Hall, 2001a,b) is used to implement the

system’s interactions with the students.

Apache server (The Apache Software Foundation,

2001a) is used to store static HTML pages.

Apache JServ (The Apache Software Foundation,

2001b) is used to interpret the servlets.

XML technology (W3C, 2001) is used to generate files

that Code Tutor uses to provide recommendations to

the students.

When developing the new Code Tutor, our goal was not

to further the research in Web-based ITS per se. Rather than

that, we wanted to re-design and re-develop a working

system, to make it work in a Web-based learning context, to

make it intelligent at least to an extent, to have both the

teachers and the learners actually use it, to document its

design (made using current Web technologies), and to

acquire valuable practical experience for further research

and development of intelligent Web-based learning sys-

tems. Also, with the system’s purpose (students’ briefing) in

mind we wanted to keep the system small and simple. For

the sake of all these goals, in the design of Web-based

version of Code Tutor we have deliberately sacrificed some

features that are certainly important in Web-based learning

systems (e.g. adaptivity and integration of stand-alone

domain service systems). In that sense, it should be noted

that Code Tutor is actually Web-enabled and Web-ready,

intended primarily for use in the classroom, rather than a

full-fledged Web-based ITS built with the major goal of

using it adaptively over the Web.

The paper describes the new version of Code Tutor

thoroughly. The next section briefly overviews related work

of other authors relevant for the design and development of

the new version, providing the context within which Code

Tutor is best understood. Section 3 analyzes the system’s

use cases and shows its architecture. Design and implemen-

tation details are discussed in Section 4, while Section 5

specifically addresses Code Tutor’s intelligent behavior.

Section 6 covers important issues of Code Tutor’s user

interface design.

2. Related work

In designing the new version of Code Tutor as a Web-

based ITS, our situation was much like the one in which

authors of other ITS have been already: we needed to

convert a stand-alone ITS to one that operates on the World

Wide Web. There were a number of architectural paths from

which we might have chosen. Hence, we first studied the

scope of Web-based ITS architectures. Extensive discussion

on categorization of such architectures by Alpert, Singley

and Fairweather (1999) and Mitrovic and Hausler (2000)

was our starting point. They have found out that

architectures of many Web-based ITS are either centralized

(the application server performs all tutoring functions), or

replicated (the entire tutor resides in a Java applet that needs

to be downloaded and is executed on the student’s machine),

or distributed (tutoring functions are distributed between the

client and the server). Each category has some advantages

and some disadvantages, described elsewhere as well. For

example, Johnson, Shaw, and Ganeshan (1998) discuss

feasibility of client-side tutoring deployed in their pedago-

gical agent called Adele.

Then we studied architectures of a number of specific

Web-based ITS, in order to find out about their character-

istics and to relate them to our idea of Code Tutor as a Web-

based ITS. In the first version of Code Tutor we used rule-

based ES reasoning in the GUIDEON style (Clancey, 1983),

and we wanted to continue using it in the new, Web-based

version. An example of a Web-based ITS that uses an ES is

PAT Online, a model-tracing Web-based algebra tutor

(Ritter, 1997). We also wanted to deploy XML technology

in Code Tutor, and a good example of how to do it is

ActiveMath, a generic Web-based learning system that

dynamically generates interactive math courses with the

content represented in XML-based format and presented to

the learner via a standard Web browser (Melis et al., 2001).

The architecture proposed by Retalis and Avgeriou

(2002) is important for our work in that it is based upon

standards and practices from international standardization

bodies, as well as on the practices of well-established

software and hypermedia engineering techniques. We also

studied the architectures of VALIENT, a Web-based

database design learning environment (Hall & Gordon,

1998), and ILESA, a Web-based tutor for linear program-

ming problems (Lopez, Millan, Perez-de-la-Cruz, &

Triguero, 1998). More recently, we also found other ideas

that have something in common with Code Tutor—

Prentzas, Hatzilygeroudis, and Garofalakis (2002) use

hybrid rules for knowledge representation in Web-based

tutoring, Rebai and de la Passardiere (2002) try to capture

educational metadata for Web-based learning environments,

and Ahmad and Lajoie (2001) use an integrated learning

model to facilitate Web-based instruction.

Theoretical work of Brusilovsky (1999), as well as ELM-

ART (Brusilovsky, Schwartz, & Weber, 1996) and ELM-

ART II (Weber & Brusilovsky, 2001) systems for learning

programming in LISP cover a number of important issues

related to adaptivity of Web-based learning environments,

such as providing adaptive navigation support to the learner,

links annotation, and adaptive curriculum sequencing. We

are aware of the importance of adaptivity of Web-based

tutors, but we haven’t designed the present version of Code

Tutor to have such features.

3. System analysis and architecture

Code Tutor is a client-server learning environment

designed as a Web classroom (Fig. 1). Students and teachers

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work in a real or in a virtual classroom; in both cases,

students learn individually and Web technology connects

the server and the client sides.

There are two major actors in the system: the student on

the client side, and the teacher on the server side. Therefore,

there are two general sets of use cases in Code Tutor—

Client-side use cases, and Server-side use cases.

3.1. Client side use cases

There are four modes of students’ interaction with Code

Tutor, each one being modeled as a distinct use case (see the

use-case diagram in Fig. 2).

The student’s (user) interaction with the system starts

with ‘Authentication’—logging in for a new session.

‘Learning’ begins with selecting one of the chapters to

learn from (Fig. 3). Each chapter is composed of several

lessons. Currently, lesson is the elementary learning unit

(i.e. lessons are not further divided in sections, because we

wanted to keep Code Tutor’s design simple). The lessons

are short, distilled and composed of 3–5 pages. When

learning a chapter, the student reads the illustrated lessons.

Some of the lesson pages are filled with text and graphics,

and some of them also have audio clips of radio-emissions

and/or spectral-analysis diagrams of radio signals (Fig. 25).

Learning a lesson is followed by an appropriate

assessment. In ‘Assessment’, the student answers the

questions and submits them (Fig. 4). This event triggers

‘Validation’, the use case in which Code Tutor checks and

updates the student model by estimating the user’s knowl-

edge about analyzing and receiving different types of radio-

emissions. The system marks each answer given by the

student and calculates the student’s final score. These marks

are aggregated in the student’s score (Fig. 12). If the user

has at least one negative mark, the system returns him to the

beginning of the relevant lesson (Fig. 5).

There are two options for a student who completes a

lesson successfully. The first one is to choose another

lesson, and the process is the same as described in the

previous paragraphs. Code Tutor helps the student by

recommending him what to learn next (Section 5.1).

Fig. 1. A Web classroom.

Fig. 2. Student-side use cases.

Fig. 3. A fragment of the start servlet HTML page.

Fig. 4. A test servlet HTML page.

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The second one is to repeat the same lesson and try to get a

better score. In this case, the new score overwrites the

previous one.

3.2. Server-side use cases

The teacher is on the server side. His tasks include

authentication, starting the server, monitoring the student’s

sessions, editing the knowledge base and stopping the server

(Fig. 6). Some of the tasks are very different from those on

the student side—for example, editing the knowledge base

(Section 4.2.4). Unlike the student-side GUI, where there is

only a browser, the teacher-side GUI has a number of

options.

3.2.1. Authentication and starting the server

The teacher’s authentication (‘Authentication’ in Fig. 7)

looks much like the student’s authentication, but with

different authorities. The teacher can start the Web server

(‘Start server’) and only then the tutoring system is available

to the students. Of course, starting the server comes after the

teacher’s authentication.

3.2.2. Monitoring the students’ sessions

When the students log in, the server side application

creates a new instance of the User class for each student.

Every such an instance stores the student’s user-ID and

some other relevant facts (see Section 4.2.3 for details), and

is used by the appropriate Session object. When the student

selects a chapter, the chapter name is also stored in the

Session object. In the end of the session, after the tutor

evaluates the student’s answers, the score will also be stored

in the corresponding instance of the User class. The objects

used in the session are serializable. The teacher can access

all data of each student at any time (‘Observing’).

3.2.3. Editing the knowledge base

An important and distinct module on the server side of

the application is the knowledge-base editor. In the ‘Edit

KB’ use case, the teacher adds, edits or deletes lessons. For

example, the teacher can select a chapter and one of its

lessons, and then edit the parts he wants to change. When

the lesson is modified, the teacher submits the updates

(Fig. 16). As the major effect of this operation, Code Tutor

generates a script which updates the knowledge base file

(CLIPS knowledge base files have the extension.clp).

3.2.4. Stopping the server

All the students must finish their sessions before the

teacher stops the Web server (‘Stop server’). This is

necessary for the system in order to update student models

(scores) consistently.

3.3. Code Tutor’s architecture

From the above use-case analysis, it follows that the

system architecture can be represented as in Fig. 7. The

following sections further describe some of its details. We

opted for a centralized architecture, since Code Tutor had to

support the idea of a Web classroom, with a centralized

repository of student models and simultaneous support

multiple students.

4. Design and implementation

Based on the above use-case diagrams and the system

workflow descriptions, it is possible to draw UML

sequential diagrams and collaboration diagrams (Fowler,

1997) for specific use cases.

Fig. 5. The fragment of the final servlet HTML page.

Fig. 6. Teacher-side use cases.

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4.1. The student session

4.1.1. Logging in

After the user starts the browser, he enters the first

servlet’s URL. As a result, an HTML page is generated with

the appropriate text fields for the user to log in (the

username and the password). During the initialization, the

servlet creates an instance of the Coordinator class, Fig. 8,

and attaches it to the Session object. We designed this using

the well-known GRASP pattern-controller (Larman, 1999;

Eckel, 2000). The initialization is further propagated

through the model in the following way. The Coordinator

Fig. 7. Code Tutor’s overall architecture.

Fig. 8. Collaboration diagram—student login.

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creates an object of the UserRegister class. This object is

filled in from an external data file. The Coordinator then

checks the user’s authorities. If the user is registered, the

coordinator creates a new User object, and inserts it into

the user hash table. Then the Coordinator sends a message to

the servlet. This message activates the next servlet.

4.1.2. Learning

The first Learning servlet is also the last one. When the

user selects the chapter he wants to learn, the Coordinator

remembers the chapter’s name for using it later, in the

assessment. The students can navigate through the pages

and learn. The servlet system references statically inter-

linked HTML pages that can contain a number of

multimedia contents. In this phase, only the Learning

servlet is invoked.

4.1.3. Assessment

To initiate assessment, the system invokes the ‘Test’

servlet (Fig. 9). The name of the chapter is the argument

passed to the Test servlet (through a Session object). In the

Coordinator object, this parameter is mapped to the KB file

path (*.clp file). The Coordinator takes the path string and

passes it to the executeCommand method (Fig. 9, step 1.1)

that starts the Jess reasoning engine (Rete object). This

action fills the working memory with the relevant contents

(queries and answers) of the .clp file (Section 4.2.4.2). In the

following steps (1.2–1.5) Coordinator takes queries and

answers from the Jess working memory and uses them to fill

in an instance of the Lesson class. Lesson objects reference

the relevant lessons’ contents, questions and answers, etc.

(Using a Lesson object instead of just the corresponding

questions and answers simplifies other implementation

details). Then the Test servlet calls the Coordinator’s

methods in a loop, in order to get other questions and

answers as well, and fills the components of the HTML

page.

4.1.4. Validating the student’s knowledge

The user selects the answers and submits them. This

event puts the answers in the Session object and triggers

the validation servlet. In the validation servlet (Fig. 10),

the Coordinator evaluates the user’s knowledge using the

validateAnswers method. This is done by sending the

answers to the Jess inference engine. It calculates the marks

for every answer and finally creates the user’s score. The

servlet shows these results through an HTML page it

generates, and stores them in the user’s Score object (which

is serializable). If the user has at least one negative mark, the

session continues with the Learning servlet (which gen-

erates the appropriate HTML page).

Fig. 9. Collaboration diagram—assessment.

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4.2. The teacher session

Code Tutor is designed as a Web classroom with minimal

hardware and software requirements, hence a form-based

application is run at the teacher’s side (not a servlet-based

one), for the sake of system flexibility.

4.2.1. Logging in and starting the Web server

In order to start the Web server, the teacher must be

logged onto the system. The system only checks the

teacher’s authorities.

4.2.2. Selecting and editing the students’ records

Along with being responsible for modifying the knowl-

edge base, the teacher is also responsible for administrative

tasks such as updating the students’ records. All available

students are stored in the UserRegister object (Section

4.1.1). When the teacher selects the ‘Observing’ option in

the ‘Session’ menu, the system fills the UserRegister object

and shows the Edit users dialog (Fig. 11). The students’

names, passwords and authorities are stored all in one file.

Using a database and a DBMS here for a small number of

records would be too costly and would decrease the

system’s performance, so we designed Code Tutor to read

and edit these students’ data using a flat text file (XML file),

called Users. When the teacher selects a user (student) in the

Edit users dialog, he may modify the student’s data (e.g.

change the student’s personal data or his authorities). In

response, the system will update the user’s record in the

Users file. This can happen only within a teacher session.

The user’s learning results are stored in a separate file. This

second file is changed only within the corresponding student

session.

4.2.3. Monitoring user sessions

Parts of the student model storing the user name,

password, the selected lesson, the marks from the tests

and the final score are all aggregated in the User class. The

adopted principles of user validation (Section 4.1.4) suggest

three important parts of the User class shown (with their

inter-dependencies) in Fig. 12.

The student’s personal data are members of the object

belonging to the User class. The Score class is an aggregate

of the Mark class instances. The functionality of some data

members in this model is described in Section 5.

Fig. 10. Collaboration diagram—student knowledge evaluation.

Fig. 11. The beginning of the Edit users dialog.

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Whenever the student starts a new session, Coordinator

checks the student’s authorities and creates a User object

which contains the student’s data. These are filled from a

specific log file that the system maintains for each student in

each of his sessions (Fig. 7). Each time the user logs onto the

system, after the user’s validation, and when the user logs

off the system, Code Tutor serializes all of his personal data,

marks, scores, and other data relevant for the history of his

learning activities into the appropriate flat-text log file

(XML file). Also, every time the student completes some

tests the results are added to this file. It is interpreted and

displayed only by the teacher-side application. The teacher

has ‘read only’ authorities over the data in the log file and

can see them in a specific form (window). If the teacher

wants to observe the student’s activities, his marks and the

score in the log file (Fig. 13), it is not even necessary to run

the server.

4.2.4. Editing the knowledge base

4.2.4.1. The ontology. Code Tutor is essentially a rule-based

system and its knowledge is contained in rules, chapters,

lessons, sets of questions and answers (quandas or qandas),

and globals (global variables). The knowledge structure is

represented by the ontology shown in Fig. 14. The main

class in the ontology is KnowledgeBase. It contains the other

concepts of the Code Tutor’s knowledge ontology. The

instances of the Chapter class are related to the chapters the

students can learn. Lessons are parts of a chapter. Each

lesson has one or more associated quanda sets. Each quanda

set implements a multiple-choice question and includes the

question string and a collection of answer objects. An object

of the Answer class contains the answer string and the

appropriate mark.

Global variables are used to store the addresses of the

parts of the domain knowledge (Chapter instances) that the

students learn. Another role of a global variable is to store

the number of lessons in a chapter. Global is a class with

only put and get methods, like a Java Bean. If the teacher

adds a new Lesson, the corresponding global variable

(which stores the number of Lessons) is incremented, and

vice versa. If the teacher only edits an existing Lesson, this

global variable does not change.

4.2.4.2. Knowledge-base script files. At the implementation

level, Code Tutor’s knowledge base is a collection of KB

script files, one for each chapter. This way, the system loads

Fig. 12. Important parts of the student model.

Fig. 13. Showing the student’s results. Fig. 14. The ontology of Code Tutor’s knowledge.

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only the necessary facts and rules into the working memory,

and it’s reasoning is more focused. Also, the teacher may

edit the part of the knowledge base corresponding to a

certain chapter, while the students simultaneously use the

other KB files. The changes in one KB script do not affect

the others.

In a KB script file, a chapter corresponds to the CLIPS

deftemplate kchapternamel declaration, and lessons corre-

spond to the CLIPS slot klessonnamel declarations, Fig. 15.

The system’s interaction with the student is designed and

implemented in rules, and is reflected in the KB script files.

Code Tutor has five types of rules:

the start rule (initiates the operation of the reasoning

machine);

the queries-and-answers rule (displays questions to the

student);

the receive-answer rule (collects the student’s input when

he is answering questions);

the working rules (evaluate the student’s answers); and* the goal rule (calculates the student’s final score).

Internally, two kinds of slots correspond to each lesson:

the slots used by the receive-answer rule to get the student’s

input (the answer), and the slots used by the working rules to

mark and quantify the student’s answers and determine the

final score. Each mark-slot corresponds to an answer-slot.

These design details are hidden from the teacher (Section

4.2.4.3).

The structure of a KB script file looks like the one shown

in Fig. 15. It contains the definitions of the concepts

specified in the ontology. The global variables are on top

(section (A)). The chapters and lessons are below (B).

Everything under the chapters (C)–(E) are the rules: the

start, queries-and-answers, and receive-answer rules (C), the

working rules (D) and the goal (final) rule (E).

4.2.4.3. Editing lessons. When the teacher edits a lesson,

things look like in Fig. 16. When the lesson editing is

completed, the system generates a new KB script. This

means that the rules containing references to any data item

that the teacher has modified in the lesson will be changed as

well.

4.2.4.4. What about the rules?. Where are the rules in the

ontology, i.e. in its conceptual diagram shown in Fig. 14?

Nowhere in the Code Tutor ontology, all knowledge is

represented in the question-and-answers sets (quandas).

However, since the Jess inference engine interprets rules,

not quandas, the rules are automatically generated from

quandas and are put in the *.clp file that Jess interprets.

Whenever the teacher adds/removes/edits a lesson, or

updates domain knowledge in any other way, the changes

are reflected in the corresponding rules in the knowledge

base automatically. This approach gives the teacher the

possibility to make changes in the knowledge base easily,

and requires no knowledge of programming or the CLIPS’

scripting language. This way, all parts of the knowledge

base have low coupling and high cohesion, and the entire

knowledge base scales well for different tutoring tasks.

4.2.5. Rules design details

4.2.5.1. The start and queries-and-answers rules. Upon the

start of a student session, the Coordinator object takes the

level and set numbers (Section 5 for the meaning of these

numbers) from the User object and sends them to the Jess

reasoning machine (the Rete instance). Then the queries-

and-answers rule displays questions to the user (student),

through the objects of the middle layer (corresponding to the

concepts in the ontology) and front-end servlets. This

communication runs via global variables (also called

common variables, or routers). The sample code fragment

below describes this (Fig. 17). The queries-and-answers rule

calls the store method defined in the CLIPS shell (which we

used to represent the rules), and sets the values of the

corresponding LESSON* and QANDA* (Question AND

Answers) variables. Each LESSON* variable is set to the

string-value representing the corresponding lesson name.

Coordinator uses this name to create the new Lesson

instance. Each QANDA* variable is set to the corresponding

multiple-choice question-and-answers string. Fig. 18 shows

how a dedicated method of the Coordinator class gets and

customizes a QANDA* value. The Coordinator object fills

the string sqanda, tokenizes the string and puts the tokens in

a vector, which passes them to the corresponding Chapter

object. The Chapter object creates and fills the Lesson

object with the question-and-answers, which are extracted

from the vector (see the collaboration diagram in Fig. 9).

4.2.5.2. The receive-answer rule. The receive-answer rule

does not have a premise (Fig. 19)—it fires and waits for the

student input (the selected answer). This way the receive-

answer rule behaves as a listener of the reasoning machine.

The mid-layer Coordinator object sends the student’s

answers to the reasoning machine (Fig. 20). The receive-

answer rule accepts them, calling CLIPS’ fetch method, and

keeps the resulting states of global variables (?*u* in Fig.

19), using CLIPS’ set-reset-globals nil, until the answers are

marked.

4.2.5.3. The working rules. After the receive-answer rule

fills the appropriate answer-lessons, the working rules have

the necessary firing conditions. Every working rule has its

premise and its action part (‘then’ clause), Fig. 21. The

premise uses an answer-slot that contains the student’s

answer, and the action part contains the corresponding

mark-slot and sets the marks for the answer. The identifiers

of the answer and the appropriate mark-slots differ only in

that the mark-slot’s identifier starts with the prefix ‘o’. The

number of working rules is the same as the number of the

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Fig. 15. The structure of a KB script file.

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Fig. 17. A queries-and-answers rule script.

Fig. 18. The Coordinator object receives queries-and-answers (quandas).

Fig. 16. An edit-lesson dialog.

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student’s answers. This means that every working rule’s role

is to evaluate an appropriate answer.

4.2.5.4. The goal rule. The processing of the reasoning

machine is finished when the goal rule is fired. There is only

one goal rule in the knowledge base (Fig. 22). Like the

working rules, the goal rule has a premise and an action part.

The main condition for the goal rule firing is that the student

is validated (i.e. the student’s knowledge is evaluated) for

all the questions in a certain lesson. The goal rule’s task is to

calculate the student’s final score as the average of all marks

received in a certain lesson.

After the goal rule fires, all the marks and the final score

are sent to the mid-layer objects, which store the data in the

user log file. These marks are shown to the student through

the final servlet. The mid-layer objects check for negative

marks. If the student has any, the system returns him to the

beginning of the lesson. On the other hand, the student can

read some other lessons and test himself in them. The

teacher can see the student’s success.

5. Code Tutor’s intelligent behavior

It may seen from the previous sections that Code Tutor

operates as a procedural program—the student selects a

chapter to learn from, then the system shows different

HTML pages with the text, graphics and audio, then the

student answers the questions, and finally the system marks

the student’s performance. However, intelligent interactions

between Code Tutor and the student continue from this

point onward.

5.1. Recommendations to the student

One manifestation of the system’s intelligence is the

recommendation to the student (what to learn). For example,

after evaluating the student’s performance, Code Tutor can

suggest the student to read a certain lesson again. This

recommendation is based on the results of the assessment.

There are separate knowledge-base modules (separate files)

for this purpose. The system takes the assessment results

Fig. 19. The receive-answer rule.

Fig. 20. The Coordinator object sends the student’s answers.

Fig. 21. A fragment of a working rule.

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UNCORRECTED PROOF(via the User object) and searches for the worst mark. If

there are two or more marks with the same value, the system

uses the first one it finds. Then it takes the worst mark’s

lesson-name and finds the mapped reference to the HTML

page (paragraph). The final result of this reasoning process

(Fig. 23) is a servlet-generated link, which is the reference

to a certain HTML page (or paragraph). The student can

click the recommendation link and the session is continued

by reading the referenced chapter/lesson. Otherwise, if the

student is satisfied then submitting the results ends the

session.

The recommendation directs the student to an appro-

priate HTML page or a paragraph in the lesson. The

mapping is done through a hash table called References.

This hash table is maintained by the Coordinator object and

is filled at the moment the system starts. XML files are used

to store the references (Fig. 24). Lessons and chapters

contain the reference attribute. Each chapter has a reference

to a page (link) or a paragraph in the page (link þ

bookmark). The system reads the XML file and fills the

hash table. The hash table key is the lesson name. The

servlet that generates the score page evaluates the student’s

marks and generates the reference (link) with the corre-

sponding lesson name. The session continues if the student

goes to this referenced page. The student’s score is

remembered before Code Tutor shows the final score page

(in the method of the score servlet).

5.2. Multilevel learning

Multilevel learning is another manifestation of Code

Tutor’s intelligent behavior. Expert knowledge in Code

Fig. 22. The goal rule sample.

Fig. 23. Example of recommendation to the student who passed the test.

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UNCORRECTED PROOFTutor is structured in two levels: the basic and the advanced

level. A novice student has to learn the basic concepts of the

radio-telecommunications first. If he passes the basic lesson

test without negative marks, he can study the corresponding

advanced-level lesson.

5.3. The testing multiset

Experience with Code Tutor has shown the students’

tendency to remember the questions and wrong answers in

order to pass the test in the next step. With this inadequate

motivation (not to learn, but to get the positive mark), the

student quickly completes reading the lesson and immedi-

ately starts the test. He is certain that he will succeed this

time. Hence, one set of questions per lesson is not enough,

and we have developed a number of question sets per lesson.

This means that the student who gets at least one negative

mark will be asked a new set of questions when repeating

the same lesson. This forces the student to read and learn the

lesson with attention. For this reason the system is a little

more complicated.

The role of the tutor is very important for students’

motivation. The tutor’s goal is to help the students

understand the domain and acquire the knowledge they

need. If the teacher is too rigorous, and he does not

understand the students’ needs, the motivation drops. Code

Tutor solves this problem by repeating the test, and by

giving recommendations to the student (Section 5.1).

Browsing freely through the lesson pages reassures the

student that he can succeed. Also the multilevel learning

gives the student a gradual learning satisfaction.

6. Interface design

One of the most important things in a tutoring system is

to keep the students focused and motivated during their

learning sessions. As with human teachers, the more

interactions with the learner result in higher student’s

focus and better performance. This requires a multilevel

approach. The basic student perception (visual and audio

perception) must be considered, as well as his cognitive

capabilities (reading, learning, interpreting, implying the

knowledge). All of the interactions between the student and

an artificial tutor happen through the user interface.

6.1. Lesson contents and design

As mentioned above, the chapters contain text, graphics,

and audio clips, which are accessible through the Web

browser (as HTML pages). The background of the pages is

designed as a dimly colored picture reflecting the context of

the lesson—spectral or time diagrams of some radio-

emissions—but they do not distract the student from

learning (Fig. 25). Taken from the earlier version of Code

Tutor, each lesson has a unique background. This can help

the student remember, where he can find certain data. Like

the background, the color of the text, the font size and the

font face (weight) increase the lesson readability and help

the student learn the lesson with less effort.

When perceiving the real world is not possible, text can

be the best way to represent it. In some cases this is the only

way to do it. The main benefit of using text is that the

students can read it as quickly as they need to. Also, the

students can repeatedly read the same text as many times as

they want. On the other hand, long text sequences make the

students loose attention. Moreover, the reader can interpret

the text in his mind in a wrong way. This is analogous to

representing an object in a relational database (a real thing

or being is represented only as a set of data items).

Therefore, the lessons in Code Tutor come with a lot of

illustrations and audio samples. Every picture and audio clip

is related to the appropriate text paragraphs. The keywords

in the lessons are highlighted and tagged to detailed

Fig. 24. A fragment of the XML file storing the references.

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explanations. If the students forget something, the system

lets them browse through the lower layer lessons.

Another important aspect is the complexity of the lesson

pages. The pages overloaded with text, pictures, and control

components (commands, radio buttons, check boxes, etc.)

are tiresome. Hence the lessons in Code Tutor are divided in

a number of HTML pages, but there are fewer items in one

page. Also, the lessons’ ontology is layered—the student

can always return to the lower-level pages, but cannot go to

the upper-level ones before completing the lower-level

pages with a positive score.

6.2. Design of test pages

There are many different techniques to evaluate the

student’s knowledge. As the lessons are divided in two

levels, there is the same number of test levels (although the

system is actually designed to support more than two

levels). In all tests the student either answers multiple-

choice questions (if a text-based answer is required) or

enters numeric values in text fields.

For the sake of design simplicity, the lower-level tests are

designed to evaluate the student’s answers to each question

are categorized as either correct or incorrect. The system

notices when the student passes the test. The student can

then read lessons from the higher level and can undergo the

corresponding higher-level tests. Higher-level tests let the

system evaluate the student’s knowledge on the scale from

one to five.

Code Tutor does not constrain the number of questions

per lesson. We recommend the following rule: it is better to

have more lessons and only a few questions per lesson.

However, this rule contradicts the fact that evaluation is

always better if there are more questions. In practice, the

teacher’s experience decides what the best number of

questions is.

7. Conclusions

The present version of Code Tutor is developed using the

latest technology. The major advantage of the new version

of Code Tutor over the first one is its design flexibility. Big

technological changes would not mean big changes in Code

Tutor. The changes would only affect parts of the system.

The object-oriented design contributes to the system

extensibility.

One of the first steps in further development of Code

Tutor is to make it capable of learning by itself. This means

that the teacher should be able to easily mark up the lessons

(to mark up the keywords and give the names to the

chapters) and put them in the knowledge base (to put the

lesson file(s) in a selected directory and insert the file

reference into the system accordingly). After that, the

system should be able to interlink the teacher’s input and

generate the appropriate XML file(s). Also, the system

should generate lesson templates and the appropriate forms

based on the keywords. The marked-up facts in the lesson

can be used to generate the rules. We discuss these ideas

further in (Devedzic, 2002, 2003).

It should be stressed that, in order to use Code Tutor that

way, the teacher should understand the domain and the basic

principles of lesson marking, but is not required to

understand details of the system design.

Fig. 25. A sample of lesson design.

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7. Uncited reference

Sandia National Laboratories, 2002. The World-Wide

Web Consortium, 2001.

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