1st International Workshop on 

High-performance Artificial Intelligence Systems in Education 


 Invited sPEaKERS

Prof. Dimitri Ognibene

The complexity of AI: learning how to use it and when to trust it

Recent Artificial Intelligence (AI) advances have sparked heated discussions across various industries.

Media representations have ranged from scenarios of super-intelligent computers capable of unthinkable conquests to apocalyptic scenarios of possible extinction.

This hype comes from the prospect of using AI to solve any problem without having specific skills. Extreme and opposite reactions towards AI are therefore emerging, some potentially harmful. On the one hand, excessive trust in artificial intelligence can lead to the use of incorrect suggestions in delicate contexts and even cause atrophy of our skills over time; on the other hand, fear and negative attitudes towards AI could compromise the vast social benefits that the use of these technologies can generate.

The hype and lack of information about the current limitations of AI, such as its “hallucinations,” distract from other important issues, such as the impact on inequality, copyright, privacy, and the long-term effects of such pervasive systems, connected both to social media and to mobile devices and the web, on our personal choices and on the community in which we live.

Projects such as Courage (http://upf.edu/web/courage), funded by the Volkswagen Foundation, are therefore crucial, which aim to understand the complex effects of AI, propose targeted approaches, promote the common good, and, above all, develop educational interventions for conscious and safe use.

Prof. Onofrio Gigliotta

Evolutionary Robotics and Artificial Agents as Educational tools: a psychological perspective

The ideas behind educational robotics can be traced back to the seminal work of Seymour Papert. Influenced by the pioneering work of Jean Piaget, an appreciated developmental psychologist interested in how children acquired knowledge, Papert developed, in his 1981 book Mindstorms, an innovative educational theory later denominated construnctionism. The learner, in this context, is not a simple passive agent that acquires knowledge by means of an information transfer process, but rather an active agent that constructs his/her knowledge by actively interacting with objects and people.

In recent decades, Papert’s theory has influenced the teaching of what is know as computational thinking (CT), a set of problem solving strategies borrowed from computer science. Although robotics has been mainly used to introduce math and coding, it has very much to offer. In fact, robotics and artificial agents, endowed with psychological models, can be effectively used to teach how complex systems behave and how they can be managed.

Evolutionary Robotics (ER), by exploiting evolutionary processes to design robot controllers, allows users to understand how new solutions can emerge through different selective pressures. Moreover by switching from natural/automatic to human selection, users can literally breed their own robots without writing a single line of code.

In a new era of artificial intelligence where Gen AI can easily write lines of code for us, it is critical to focus our educational efforts on designing microworlds (self contained educational environments in Papert’s terms) to teach how to understand and handle complex phenomena.

Dr. Martin Ruskov

We need AI to help us teach how to learn, and not to preach the truth

Traditionally, the task of AI was optimisation. Examples in education could range from pathfinding to error checking or from learner modelling to content adaptation. However, AI is now entering the realm of creation, and is no longer constrained to optimisation. With this comes complexity that also carries doubt with it. The notions of right and wrong no longer have clearly defined boundaries, AI has entered the world of opinions and value judgements.

And of course, from the perspective of Technology-Enhanced Learning, this is welcome. In our society, learning to work with opinions and values - learning to think critically - has long become an educational objective even from early school years. However, effective critical thinking is not purely about facts. To be convincing it needs to include a reflection on epistemology - what is one's perception of knowledge and how it emerges. Applications of AI are no longer restricted to cases when we have thousands of training examples, deterministic oracles, or even the luxury of absolute truth.

As a consequence, what we witness now is that even established research methods fall short when it comes to making important advancements in human knowledge (although marginal performance improvements are daily news). This might indicate the need to go back to fundamental questions about the scientific method - to review our hidden assumptions and make them explicit, to make an effort to engage in transparent and reproducible science.

One place to look for potential answers is interdisciplinary research. Beyond the well-established combination of educational research, AI and gamification, I am part of a research effort that has joined forces with professional psychologists, scholars from the humanities, and museum practitioners to try to redefine how we can benefit from AI (and technology in general) to make our society more resilient through education and awareness.

Dr. Carlo De Medio

Individualized path throgh AI techniques for the Etruscan virtual museum E-Trouria

The past global health crisis has prompted us to contemplate how to ensure a high level of quality in a 100% virtual exhibition and how is possible to individualize each experience even in the same museum. In this case study, we introduce one potential solution for creating a virtual reality (VR) museum exhibition with educational objectives. The Centre for Museum Studies has developed "The E-Trouria App," a VR exhibition designed to offer participants a personalized learning experience centered around an Etruscan museum collection in Rome. This application combines various educational methods, including Digital Storytelling and Reflective Questioning.

The primary objectives of this research were to gauge visitors' assessments of their experience. A group of 20 postgraduate students amd 115 students (118 female, 17 male, with an average age of 31 years) specializing in Museum Education participated in the preliminary testing phase. Participants expressed overwhelmingly positive feedback about their visit, highlighting their appreciation for the narratives, soundtrack, and multimodal aspects of the experience. During their visit, participants exhibited strong emotional engagement, with the most frequently reported emotions being "pleasure" and "wonder." The paper also outlines the future research directions in this area.

The results of the pilot phase were used to define 5 paths related to 5 Personas and a user-model; a classifier was trained to direct users towards the path most suited to them based on the information obtained in the profiling questionnaire, producing learning quizzes capable of further stimulating their transversal skills and in particular critical thinking.