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E-learning paradigms and applications : agent-based approach
Ivanovic M., Jain L., Springer Publishing Company, Incorporated, New York, NY, 2013. 300 pp. Type: Book (978-3-642419-64-5)
Date Reviewed: Apr 4 2014

Software agent technologies can be defined as computer paradigms where software can act autonomously while interacting with users in a social manner and also engage with other software agents. The primary focus of this book illustrates the best examples of current research on learning environments that utilize software agents to enhance the learning experience. As a professional educator, I found this book fascinating as researchers move beyond the 2D e-learning stereotype that pervades the online learning space.

In chapter 1, the authors describe the RoboNewbie project, which is a Java-based framework used to manipulate the Nao robot (humanoid robot) in a simulated environment. The project uses a series of exercises to help students learn the fundamentals of robotic manipulations; these are the problems and methods used in the RoboNewbie environment. The expectation is that new users will have some programming experience and understand the basic concepts of programming terminology. The results from this research suggest that beginners to robotics can use the framework and exercises to advance their knowledge toward a sophisticated implementation of humanoid actions.

The next two chapters use games-based layouts to engage with learners to improve retention and learning outcomes. In chapter 2, the authors use a games-based module system to create content modules for a computer science course. This system demonstrates a different approach to the traditional teacher-centered methodology by using interactive tasks implemented as a multilevel problem-solving game, which is delivered online. In chapter 3, the authors define hypermedia as the integration of technology and multimedia, which can be used to deliver interactive educational content to mobile devices. This idea has been developed on the Android platform using content related to traditional technologies (for example, textile and glassware). Young students investigate the history of textiles from a cultural and historical perspective using a mobile augmented reality system presented as a series of game levels; a supervising agent ensures that users do not become lost.

The greatest efforts in online delivery are the creation and maintenance of resources across individual educational institutions. Collaborative learning environments can significantly reduce this replication. Chapters 4 and 5 outline the many difficulties associated with sharing and distributing a pool of resources--this approach is deemed to be the future face of higher education. The notion of distributed resources offers a solution by using a grid environment. The advantages include scalability and improved performance in the access and retrieval of information through learning management systems.

Chapter 6 highlights the need for computer literacy in all countries, particularly those with a high percentage of the adult population having low literacy and numeracy skills. The research suggests that computer literacy can be improved using an effective pedagogical interface agent that interacts with the user. This could be a cost-effective method for distributing education to lower socioeconomic groups.

With a vast Internet of resources, questions of quality and relevance become important as educators seek content for their courses. In chapter 7, the authors devise a multiagent system for the evaluation and classification of open courseware. This type of system has the potential to filter vast quantities of material in a very short time, reducing the time educators spend on sourcing suitable resources.

Chapter 8 covers assessment using an online learning with adaptive testing system. The implication for learners is the ability of the system to present content and testing based on learner knowledge. The system gives students the options of self-testing and the ability to return to earlier topics if there are knowledge gaps or the topic is not fully comprehended.

The idea of emotional agents is explored in chapter 9, and a more personable interaction is sought for group-based decision-making processes. This concept is developed as agents begin to assist human users in group discussions. The notion of patience is explored through the use of algorithms that simulate this emotion, which emphasizes the future of human-computer discourse.

This book contains some very complex ideas and concepts, but can be utilized as a showcase of what is possible when innovative educators engage with technology. While the ideas in each chapter do not provide a formula for how to use, design, and deliver an e-learning solution, they do point to ideas and resources that can be the entry point. I would recommend this book for educational practitioners working with technology and those looking to see what is occurring at the cutting edge of the teaching/technology environment.

Reviewer:  S. M. Godwin Review #: CR142139 (1406-0426)
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