A human-machine peer learning curriculum (i.e., a HMPL-C) is a planned sequence of educational instructions–i.e., a curriculum–which involves:
1. At least one human learner G, H, I, ... which gradually develops her/his/their skill Γ.
2. At least one artificial learner a, b, c, ... which gradually develops its/her/his/their skill σ.
3. Activities by means of which G (resp. H, I, etc.) develops her/his/their skill Γ, which directly involve knowledge and competence exhibited by a (resp. b, c, etc.).
4. Activities by means of which a (resp. b, c, etc.) develops her/his/their skill σ, which directly involve knowledge and competence exhibited by G (resp. H, I, etc.).
Learning Graph consists of:
Learner States (Vertices) :: Represent child's current or potential level of knowledge and skill in a specific domain.
Activities (Edges) that move the learner from one state to another, categorized as:
Listen:: The child listens to a story or explanation.
Imitate:: The child repeats phrases or mimics patterns.
Narrate:: The child retells stories or creates new ones.
Test:: The child answers questions or solves problems.
Feedback:: The NP provides corrective or reinforcing feedback.
In narrative AIED, we employ a library of narrative templates derived from classic literature, including Aesop’s fables, the Panchatantra, and Grimm's fairy tales.
These templates serve as FILL-IN-THE-SLOT FRAMEWORKS for story generation, allowing the LLM to customize narratives based on:
Pupil's Profile:: Personal interests, preferences, and learning needs.
Knowledge State:: Current mastery level in various subjects.
Learning Objectives:: Specific curricular goals targeted during the session.