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This thesis presents AEINS, Adaptive Educational Interactive Narrative System, that supports teaching ethics for 8-12 year old children. AEINS is designed based on Keller's and Gagné's learning theories. The idea is centered... more
This thesis presents AEINS, Adaptive Educational Interactive Narrative System, that supports teaching ethics for 8-12 year old children. AEINS is designed based on Keller's and Gagné's learning theories. The idea is centered around involving students in moral dilemmas (called teaching moments) within which the Socratic Method is used as the teaching pedagogy. The important unique aspect of AEINS is that it exhibits the presence of four features shown to individually increase effectiveness of edugames environments, yet not integrated together in past research: a student model, a dynamic generated narrative, scripted branched narrative and evolving non-player characters. The student model aims to provide adaptation. The dynamic generated narrative forms a continuous story that glues the scripted teaching moments together. The evolving agents increase the realism and believability of the environment and perform a recognized pedagogical role by helping in supplying the education...
Electronic Medical Record (EMR) relational database is considered to be a major component of any medical care information system. A major problem for researchers in medical informatics is finding the best way to use these databases to... more
Electronic Medical Record (EMR) relational database is considered to be a major component of any medical care information system. A major problem for researchers in medical informatics is finding the best way to use these databases to extract valued useful information to and about the patient’s diseases and treatments. Integrating different EMR databases is a great achievement that will improve health care systems. This paper presents an AI approach to extract generic EMR from different resources and transfer them to clinical cases. The utilized approach is based on retrieving different relationships between patients’ different data tables (files) and automatically generating EMRs in XML format, then building frame based medical cases to form a case repository that can be used in medical diagnostic systems.
In the era of mass higher education and lifelong learning, online education is becoming more and more popular. E-learning offers the student more flexibility and freedom in time, and pace of learning. Switching to, or embedding e-learning... more
In the era of mass higher education and lifelong learning, online education is becoming more and more popular. E-learning offers the student more flexibility and freedom in time, and pace of learning. Switching to, or embedding e-learning in existing educational systems poses important issues for institutions. Delivering the students an online course that is designed and developed properly to suit various levels of students, and cater to various personal capabilities is a very difficult matter taken into consideration that the tutor and the students can only meet virtually. Quality of course design, use of appropriate tools and the context in which learning takes place are prime factors affecting success of online education. This paper discusses issues of choosing the suitable VLE, the design and development of the online course: "Introduction to Computer Science"., also, the results of the pilot testing of the course. This course is delivered to the students of the first ...
Using Virtual Learning Environments (VLEs) poses important educational issues for Universities. Quality of course design, use of appropriate tools, and the context in which learning takes place are prime factors affecting success in the... more
Using Virtual Learning Environments (VLEs) poses important educational issues for Universities. Quality of course design, use of appropriate tools, and the context in which learning takes place are prime factors affecting success in the era of mass higher education and lifelong learning. We believe also that the students' feedback and comments rising after taking the course have a great influence to get the final version of the course more satisfactory. We summarize a modest experiment, the design and development of the online course: "Introduction to Computer Science", part of the Mediterranean Virtual University project. This course is delivered to the students of the first year in Faculty of Computer and Information Sciences, Ain Shams University in Egypt. A questionnaire has been given to all students attended the course and an analysis has been done for their answers. This experiment underlines the importance of using the concept of virtual learning environments i...
A major problem for researchers in medical informatics is the presence of ‘useful’ Electronic Patient Record (EPR) and its use in providing important information to and about the patient’s diseases and treatment. This paper discusses the... more
A major problem for researchers in medical informatics is the presence of ‘useful’ Electronic Patient Record (EPR) and its use in providing important information to and about the patient’s diseases and treatment. This paper discusses the importance of medical informatics and its role in health procurement branch. It also proposes an Artificial Intelligence (AI) approach to transform the E-Patient records into clinical cases for medical diagnostic systems. This approach is based on using medical documents to generate E-Patient records, then mapping these records to build medical cases to form a cases repository that would be utilized in a Case Based Reasoning (CBR) medical diagnostic system.
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ABSTRACT Promoting ethical, responsible, and caring behavior in young people is a perennial aim of education. Schools are invited to include moral teaching in every possible curriculum. Efforts have been made to find non-traditional ways... more
ABSTRACT Promoting ethical, responsible, and caring behavior in young people is a perennial aim of education. Schools are invited to include moral teaching in every possible curriculum. Efforts have been made to find non-traditional ways of teaching such as games or role play or engaging students in moral dilemmas. However, classroom environments need to consider time constraints, curriculum standards, and differing children's personalities. Computer systems can offer rich environments that detect and respond to ...
Abstract. This paper presents AEINS, an educational system to teach ethics using the Socratic Method pedagogy [1]. AEINS is based on an architecture that marriages interactive narrative and intelligent tutoring. The idea is centered... more
Abstract. This paper presents AEINS, an educational system to teach ethics using the Socratic Method pedagogy [1]. AEINS is based on an architecture that marriages interactive narrative and intelligent tutoring. The idea is centered around involving students in ...
... 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, DE (2006) [4] Harless, WG: An Interactive Videodisc Drama: The Case ... A. Weerasinghe, A. Mitrovic: Supporting... more
... 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, DE (2006) [4] Harless, WG: An Interactive Videodisc Drama: The Case ... A. Weerasinghe, A. Mitrovic: Supporting Self-Explanation in an Open-Ended Domain. ...
Abstract. This paper introduces an adaptive narrative-based learning environment (AEINS) which supports teaching in the domain of ethics and citizenship [1]. AEINS is an inquiry-based teaching system that adopts educational theories and... more
Abstract. This paper introduces an adaptive narrative-based learning environment (AEINS) which supports teaching in the domain of ethics and citizenship [1]. AEINS is an inquiry-based teaching system that adopts educational theories and classroom strategies, such as the Socratic Method. AEINS targets students aged 8 to 11 years.
@article{DBLP:journals/tedu/HodhodCK11, author = {Rania A. HodHod and Paul A. Cairns and Daniel Kudenko}, title = {Innovative Integrated Architecture for Educational Games: Challenges and Merits}, journal = {T.
Abstract. Student modeling has proven its importance over the years. It allows intelligent tutoring systems to offer adaptive teaching which has proven its usefulness in the educational process. Ill-defined problems are characterized by... more
Abstract. Student modeling has proven its importance over the years. It allows intelligent tutoring systems to offer adaptive teaching which has proven its usefulness in the educational process. Ill-defined problems are characterized by the ambiguity in classifying a problem's answer as correct or incorrect, in addition to the lack of defined rules that helps in transferring the solution path from the initial step to the final step. These properties make it very difficult to use intelligent tutoring to teach in an ill-defined domain.
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This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school,... more
This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design.
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Procedural game generation is the automatic creation of all aspects of a playable computer game. Procedural game generation systems require specialized knowledge, virtual worlds, and art assets. In this paper, we show how 3D graphical... more
Procedural game generation is the automatic creation of all aspects of a playable computer game. Procedural game generation systems require specialized knowledge, virtual worlds, and art assets. In this paper, we show how 3D graphical scenes for interactive fictions can be automatically generated with only knowledge that is readily available in existing knowledge bases or can be acquired via crowdsourcing. The key to 3D scene generation is common-ly accepted spatial relationships between different types of objects in different types of scenes. We use a crowdsourcing game to automatically and rapidly acquire spatial relations. The spatial relations are used by an intelligent scene genera-tion system that selects and configures 3D assets within a virtual geometric space.
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Conceptual blending (CB) is a basic mental operation that plays a fundamental role in the construction of meaning in our everyday life. The core of CB is the partial matching of two input mental spaces and the selective projection from... more
Conceptual blending (CB) is a basic mental operation that plays a fundamental role in the construction of meaning in our everyday life. The core of CB is the partial matching of two input mental spaces and the selective projection from those inputs into a novel 'blended' mental space, which then dynamically develops an emergent structure. Improvisational acting is one specialized domain in which conceptual blending is heavily used; improvisers are required to co-create stories on the stage in real time based on how they continuously perceive their environment. The Digital Improv Project has been engaged in a multi-year study of the cognitive processes involved in improvisational acting and has led to a better understanding of human cognition and creativity. In this article, we provide a computational model for the conceptual blending of cognitive scripts that can help digital improv agents to select the two input spaces required in the blending process. The blend is an emergent structure that provides new interesting events that the digital improv agents can adopt in their acting.
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