Ceciis2023 Fsa
Ceciis2023 Fsa
Ceciis2023 Fsa
Ljiljana Inkret-Martinčević
2nd Primary School, Varaždin
Augusta Cesarca 10, 42000 Varaždin, Croatia
[email protected]
Abstract. In this paper we provide a first case study health therapy (Suganuma et al., 2018), cognitive ra-
on the development and implementation of cognitive dio (Mitola, 2002) and many more. These are systems
agents for primary school students’ supports using a that can interact with humans using a variety of tech-
design science approach. Cognitive agents are artifi- nologies, including but not limited to Text-to-Speech
cial intelligence systems that are able to interact with (TTS), Speech-to-Text (STT), Natural Language Pro-
humans using various technologies including but not cessing (NLP), Belief-Desire-Intention (BDI) architec-
limited to text to speech (TTS), speech to text (STT), ture, knowledge base (KB), as well as motion capture
natural language processing (NLP), belief-desire- (MoCap), lip sync and animation, providing an immer-
intention (BDI), as well as motion capture (MoCap), sive User Experience (UX) (Lee, 2010).
lip sync and animation in order to provide for an In our previous work, we have developed a cog-
immersive user experience (UX). We have developed nitive agent architecture called Beautiful ARtificial
four cognitive agents for a Croatian school especially Intelligence Cognitive Agent (B.A.R.I.C.A.) that is
for second, third and seventh grade pupils in col- based on a number of AI techniques and technolo-
laboration with their teachers. The cognitive agents gies (Schatten, Okreša Ðurić, and Peharda, 2021). We
development process has additionally been gamified in have also proposed a framework that combines cogni-
sense that students have participated in it through a tive agents, gamification practices, and telemedicine
competition to create the face of the agent as well as (Schatten, Okreša Ðurić, and Protrka, 2021). Fur-
to provide a name for it. thermore, we have developed the B.A.R.I.C.A. infras-
tructure, which allows for the implementation of open
Keywords. gamification, cognitive agents, primary source cognitive agents that can communicate using the
school, artificial intelligence, croatian language, design Croatian language (Schatten, Ðurić, et al., 2022).
science However, to the best of our knowledge, there has
been no study that introduces gamified cognitive agents
to primary school students. Therefore, this paper
1 Introduction presents a first case study based on a design science
approach on the development and implementation of
The advent of artificial intelligence (AI) has opened cognitive agents for primary school students’ supports,
up new horizons in various domains, including educa- specifically for second, third, and seventh grade pupils
tion. Cognitive agents have gained major popularity in a Croatian school. The cognitive agents develop-
through various systems by major software develop- ment process has additionally been gamified in the
ment vendors like Google (Assistant), Microsoft (Cor- sense that students have participated in it through a
tana), Apple (Siri) and Amazon (Alexa) as well as most competition to create the face of the agent as well as
recently various chatbots based on generative AI like to provide a name for it.
ChatGPT (OpenAI) and Bard (Google). their appli- The development of gamified cognitive agents is
cation domains include Internet of things (IoT) and fog part of the project anon. The project aims to estab-
computing (Foukalas, 2020), education (Baylor, 1999), lish the first STEAM (where STEAM stands for Sci-
home service robots (Van Dang et al., 2017), mental ence, Technology, Engineering, Arts, and Mathemat-
ics) primary school in anon. During the project, the learning materials provided in the Croatian language.
anon-primary-school currently undergoes a digi- This paper aims to fill this gap by presenting a case
tal transformation through the STEAM concept, in- study on the development and implementation of gam-
cluding equipping four classrooms (including an astro- ified cognitive agents for primary school students in
nomic observatory), comprehensive teacher education, Croatia.
and the development of curriculum and activities for
students. The project is led by the anon-school, with
partners from the anon-faculty and anon-company 3 Development Process
from the Kingdom of Norway and features the intro-
duction of advanced technologies into the school’s cur- To implement gamified cognitive agents for primary
ricula including but not limited to augmented reality school students we have adopted a design science ap-
systems, robotics, asteroid tracing systems, game de- proach. Design science is a research methodology in
velopment, 3D printing as well as cognitive agents.1 the field of information systems and technology that
The rest of the paper is organized as follows: Sec- aims to create novel artifacts in the form of models,
tion 2 provides a review of the related work. Section methods, and systems. These artifacts are designed to
3 describes the methodology used in the development support people in developing, using, and maintaining
and implementation of the cognitive agents. Section 4 IT solutions Johannesson and Perjons, 2014. The work
discusses our finding in four experimental usage ses- of design science is applied to various fields of human
sions conducted in the 2nd Primary School in Varaždin. practice, not limited to information systems and tech-
Finally, Section 5 concludes the paper and suggests fu- nology.
ture work directions.
2 Related Work
The use of cognitive agents in education has been ex- Problem
Define the Objectives for a Solution centered
plored in several studies. For instance, in previous initiation