Betty's Brain. Betty's Brain is a software environment
created by the Teachable Agents Group at Vanderbilt
University to help students advance their
understanding of metacognitive technologies and
enrich their ecosystem knowledge as part of their
science curriculum.
They compared the results of studying in two
ways: second-year middle school students learn
biology through software and learn it on their own and
teach it to a program called 'Betty's Brain'. As a result,
it was found that students study longer when trying to
teach software than when studying for themselves
(Kittaya Leelawong & Gautam Biswas, 2008),
(Taylor, R.P(Ed),1980), (Gautam Biswas1 & James R.
Segedy1 & Kritya Bunchongchit, 2015).
It enables students to learn about science concepts
by implementing a learning-by-teaching paradigm. In
teaching Betty, a virtual student, and testing whether
Betty has learned well, learners can check how much
they know the concept. It has been limited to research
teaching somewhat limited topics (such as conceptual
learning areas of the curriculum) to Teachable Agents.
At the heart of these Teachable Agents is the concept
map approach, that learners teach the Teachable
Agents by drawing and editing concept maps to create
information structures, allowing learners to learn
concepts related to data or science, such as causal
impacts (e.g., ecosystems, climate change or
temperature regulation). Because English learning is
based on tense, memory, and context, not concepts or
causal relationships, it is impossible to learn using the
concept map method (Lee Ingu, 2022) (Nalin
Chhibber, 2019) (Gautam Biswas, Krittaya
Leelawong , Daniel Schwartz , Nancy Vye, 2005).
Language learning should be able to provide
communicative practice close to an actual
conversation through the steps of presentation of the
expression to be learned and repeated practice. It
should provide an opportunity for learners to correct
errors on their own, induce them to use various
expressions, and learn discourse skills.
This study applies the Teachable Agent system to
language learning, an activity based on tense, context,
and memory rather than simple one-to-one
correspondence knowledge.
A new Teachable Agent method was proposed by
reflecting the learner's English pronunciation and
level to the teachable agent and generating the agent's
answer according to the learner's error. And the
Teachable Agent AI chatbot prototype was
implemented.
2 TEACHABLE AGENT MODEL
DESIGN
2.1
Overall Structure of the System
For learners to learn English using artificial
intelligence (AI) voice chatbots, Learners must have
sufficient communication skills to communicate in
English. Non-native languages, especially when using
AI chatbot systems for preschoolers or elementary
school students.
There is a limit to inducing conversations directly
with young learners to make it possible for learners to
practice speaking, and it is difficult for students to
learn voluntarily and continuously. The student's
interest in learning quickly decreases, and the
learning duration is short. To compensate for these
shortcomings, we designed Odinga Agent, a
Teachable Agent-type AI voice chatbot prototype that
allows learners to improve their skills while teaching
the agent.
The overall composition of Odinga Agent is shown
in Figure 1. It is designed to increase learning
efficiency by implementing a character chatbot rather
than a voice chatbot. As the learner's skills improve,
the agent's speaking skills also improve so that free
conversations such as asking or answering questions
to learners are possible.
Figure 1: System configuration.
Odinga Agent consists of 4 modules, as shown in
Table 1.
The Teaching Module is a module in which
learners teach English to an agent. The learner speaks
English first, and the agent follows along.
The Check Module is the part where the learner
listens to and evaluates the agent's utterance, and the
agent utters it by reflecting the learner's utterance as
it is.
The reward module is a function for motivation
for learning, and it provides items or coins as a reward
for the behavior taught by the learner.