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I. INTRODUCTION
The teaching and learning of computer programming is a
universal challenge for all colleges and universities in any
country. Some factors that contribute to this challenge are:
the teaching methods employed by the instructor, the study Figure 1. Architecture of ILE JavaSensei
methods employed by the student and his/her abilities and
attitudes, the nature of the art of programming, and the
psychological influence that the student suffers from society
[1-4]. Affective Framework: In the Affective Module we created
Many researchers have proposed and developed an emotional framework based on AutoTutor [9] where we
methodologies and tools to help students learn programming. implemented a fuzzy logic system and a neural network
For example the ACM has SIGCSE (Special Interest Group back propagation for emotion recognition. The emotional
on Computer Science Education) where issues related to the framework represents a student's emotional and cognitive
development, implementation and/or evaluation of programs model and is composed of input and output variables for the
and curricula are discussed [5]. fuzzy logic system. In Table 1 we can see each variable of
Today, in the field of Artificial Intelligence, Intelligent the emotional framework and next a brief description of
Tutoring Systems (ITS) try to simulate a human tutor to each one.
provide personalized instruction taking into account not only
cognitive aspects of students [6] but also affective elements Table 1. Emotional Framework.
[7].
This paper presents the implementation of an Intelligent Student Module Tutor Actions
Learning Environment (ILE) for learning Java programming. Current Emotion Feedback
This tool, named Java Sensei, attempts to create a flexible Previous Emotion Empathetic and emotional
and interactive web-based environment that considers the responses
cognitive and affective states of students. Global Student Skill Facial expression
The paper is organized as follows: section 2 describes the Quality of Current Intervention
design and implementation of system components. Results Answer
and application testing are shown in section 3 and
conclusions and future work are discussed in Section 4.
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Figure 3. Affective Recognition and Feedback
Adaptation Module: The ILE must be able to adapt to space theory [20]. The expert model represents six basic
student [8]. The ILE collects the rating produced by the skills that students must master to be modeled by a graph
student concerning the exercises and resources that the representing the Knowledge Space. These skills are:
student visits. The rating of one exercise is measured using Introduction to Java, Variables and calculations, selection,
Likert scale [15] where one indicates that you totally iteration, methods, and arrays.
disagree with the exercise and five indicates that you totally
agree. At the beginning all the exercises are rated with a ITS Engine: An ILE combines hypermedia techniques with
value of two. We used a recommendation system created other methods used by ITS. We applied Example-Tracing
with Apache Mahout [16]. This tool helps to find the next [17, 18] in order to implement the ITS in Java Sensei.
problem the student must solve. The system implements the Example-Tracing ITS have the advantage of providing step-
K-Nearest Neighbor (k-NN) approach and the Pearson by-step guiding to the students and providing with multiple
Correlation. As more users are obtained, the rating system strategies to the problem solution, including optimal or sub-
generates the best recommendations and thereby it is more optimal solution or miss-conception management. Example-
adapted to the changes. Tracing exercises can be easily adapted with the
pedagogical model implemented with problem solving
Pedagogical Module: The system uses the pedagogical and they are represented by a graph that is traversed by the
model known as "problem solving" [6] where the student student (figure 4).
learns as he solves problems with a certain structure. The One of the main contributions of our work is the integration
system uses three types of strategies for solving problems. of cognitive and affective information in a behavior graph
Type 1 is used to evaluate theoretical concepts with true- which is used by the pedagogical agent to show emotion and
false exercises. Type 2 questions present a complete empathy to the student. Figure 4 shows part of a behavior
program or piece of code and asked the student to determine graph.
the output of the code. Type 3 is a combination of the two Next, we describe the algorithm to implement the affective-
previous types and allows you to create more complex example-tracing [19]:
exercises involving "n" number of steps to reach the
solution. a) The ILE load the JSON file with the corresponding
exercise.
Expert Module: This model contains expert knowledge b) From the JSON file, a behavior graph is created and the
that the student wants to learn and practice. The system initial step is executed.
represents the knowledge using JSON files (a variation of
XML files). Knowledge representation uses the knowledge
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c) As students traverse the graph (by clicking with the
mouse), different options can be performed and different
paths are traversed. The options are:
i. Initial step (IS)
ii. Error step (ES)
iii. Optimal step (OS)
iv. Sub-optimal step (SOS)
v. Final Optimal step (FOS)
vi. Final Sub-optimal step (FSS)
d) Every step triggers two events:
i. Actual Emotion Evaluation.
ii. Tutor Action Evaluation. Figure 5. Affective Example-Tracing
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For the evaluation of our system we took as reference the REFERENCES
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