Grant Recipients 2024


GRANTS

Exploring the Impact of Chatbots on Problem-Solving, Abstraction Abilities, Affective Factors, and Student Approaches in High School Computer Science Education

Dr. Rinat Rosenberg-Kima and Dr. Mor Friedborn-Yasherim, Faculty of Education in Science and Technology Technion - Israel Institute of Technology

This research proposal delves into the impact of Chatbot interactions on high school students majoring in Computer Science (CS). The primary aim is to investigate how chatbot engagement affects students' problem-solving skills and abstract reasoning within computational problem solving contexts. The study will also examine the wider affective responses to Chatbot usage, assessing how these AI interfaces influence students' emotional responses to the CS curriculum. Amidst the growing infusion of artificial intelligence in education, it is critical to evaluate both the cognitive and emotional repercussions. This is particularly relevant for optimizing student interactions with AI tools during key educational stages. Utilizing a mixed-methods approach, this investigation will dissect the complex role of Chatbots as educational tools. It aims to determine their potential to transform educational outcomes while dealing with problem-solving and developing thinking strategies and to influence self-efficacy and engagement in CS studies. This study's anticipated contributions are manifold: providing empirical evidence on the effectiveness of chatbots in CS education, comparing learner outcomes between those who engage with chatbots and those who do not, and offering strategic recommendations for AI integration into teaching methods. The insights derived from this research could guide policy-makers and curriculum designers in adapting new methods in the era of Chatbots.

GRANTS

Immersive Virtual Reality in Education: Training, Teaching, Learning and Assessment processes in Schools in Israel

Esti Schwartz, PHD Student, Department of Education and Psychology: Technologies and Learning Systems program, The Open University of Israel.

Immersive Virtual Reality has the potential to revolutionize education by providing student-centered, engaging learning experiences. VR takes various forms in schools, such as desktop virtual reality (DVR), immersive classrooms (IR), and head-mounted display virtual reality (HMD-VR), each with different levels of immersion. While educational use of VR enhances engagement and knowledge retention, it also poses challenges such as cognitive overload and privacy concerns. This research innovatively explores established educational frameworks in VR learning settings, specifically the e-CSAMR framework, combining the SAMR model with an e-collaboration classification, and a Teacher Prototypes typology. The study aims to explore professional development for VR teaching, changes in teaching and learning processes. Using a mixed-methods approach with multiple case studies, the research involves 36 teachers, 36 students, 12 ICT training instructors, and 12 ICT school coordinators. The study will observe actual learning in all three VR modalities- DVR, IR and HMD-VR and interview the participants. Ultimately, this research enhances teaching, learning, assessment and teacher training, in VR-based education, contributing to the e-CSAMR and Teacher Prototypes frameworks.

grants

The Impact of Avatar Similarity to a Human, Based ChatGPT, on the Effectiveness of Training to Improve Soft Skills

Nirit Gavish and Itzik Ben-Shlush, Braude College of Engineering, Carmiel

The rise of large language models (LLMs) sparked the question of how to communicate optimally with them. Since large language models learn through self-supervision and are based on billions of parameters, they possess communication skills and understand interpersonal communication. However, while they are capable of generating responses in communication with users, there is still a challenge in predicting their responses accurately, as these models, though highly advanced, are not always able to handle real-life communication scenarios as efficiently as humans. The challenge lies in how to effectively use the models for communication, especially when interacting with them through interfaces like text-based communication. The research explores this challenge, focusing on soft skills improvement by using an avatar-based task in virtual or augmented reality environments. In the proposed study, the task involves role-playing a job interview with an avatar that is based on a soft skills training model. The participant trains with ChatGPT through this avatar, which plays the role of an interviewer, asking questions related to the job. The avatar is designed to provide feedback on the trainee's performance. A key question in this research is how similar the avatar should be to a human. On one hand, the more the avatar resembles a human, the more realistic and familiar the interaction will feel, increasing the likelihood of the trainee treating the interaction seriously. On the other hand, if the avatar resembles a human too much, the trainee might mistakenly apply interpersonal communication knowledge to the avatar interaction, assuming it follows the same patterns as human interaction. The research will use the EON-XR commercial system to facilitate this training, measuring trainee performance during the job interview through the system, and examining subjective feedback on how the trainee perceives their improvement in soft skills.