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Recent Publications
1. Barbara Wise, Ron Cole, Sarel van Vuuren, Scott Schwartz,
Lynn Snyder, Nattawut Ngampatipatpong, Jariya Tuantranont, and Bryan Pellom
(in press), "Learning
to Read with a Virtual Tutor: Foundations to Literacy", In Kinzer,
C. & Verhoeven, L. (Eds) Interactive Literacy Education: Facilitating
literacy learning environments through technology.
2. Ronald Cole, Sarel van Vuuren, Bryan Pellom, Kadri Hacioglu,
Jiyong Ma, Javier Movellan, Scott Schwartz, David Wade-Stein, Wayne Ward,
Jie Yan, "Perceptive
Animated Interfaces: First Steps Toward a New Paradigm for Human Computer
Interaction", Proceedings of the IEEE: Special Issue on Multimodal
Human Computer Interface, Aug. 2003.
Project Overview
The CSLR Reading Project is a component of the Colorado
Literacy Tutor, a collaboration between universities and public schools
that aims to improve student achievement through development of educational
software that helps students learn to read and comprehend text. The Colorado
Literacy Tutor consists of two main projects, Foundations to Literacy™
, or FtL™ , a comprehensive,
scientifically-based and individualized reading program that uses a virtual
tutor to teach students to read and learn from text, and Summary
Street, a program that uses Latent Semantic Analysis to grade students'
summaries of text and provides feedback that helps them revise and improve
their summaries.
A key objective of the CSLR Reading Project is to improve
human communication technologies through basic research, leading to the
invention of perceptive animated agents- lifelike computer characters
that speak, emote and gesture, and engage learners in natural face-to-face
conversations in learning tasks, much like effective and sensitive teachers.
By embedding perceptive animated agents in immersive, multimedia learning
environments, we hope to improve student achievement by teaching foundation
reading skills (e.g., phonological awareness, sounding out words), fluent
reading and comprehension. Inventing perceptive animated agents involves
integrating research advances in areas of speech recognition, natural
language understanding, computer vision and computer animation. If we
are successful, future learning tools will incorporate animated agents
that behave much like sensitive and effective teachers in specific application
domains.
This web site is intended to provide an overview of activities
conducted by CSLR and its collaborators within the Colorado Literacy Tutor.
For additional information on the Colorado
Literacy Tutor, including the Summary Street comprehension training
program , please visit the Colorado Literacy
Tutor and Summary
Street Web sites.
Sponsors
The CSLR Reading Project is funded by grants to the University
of Colorado from the National
Science Foundation's Information Technology Research (ITR) Program,
the Interagency Educational
Research Initiative (a joint program of the National Science Foundation,
Department of Education and National Institutes of Health) and the Coleman
Institute for Cognitive Disabilities.
The following research grants provide direct support for
the CSLR Reading Project:
NSF/ITR: REC-0115419 - Kintsch, W., Landauer T., Caccamise,
D., Cole, R., "ITR/PE: Latent Semantic Analysis Theory and Technology,"
$2,400,000, NSF, 09/01/01 - 08/31/06.
NSF/IERI: EIA-0121201 - Kintsch, W., Caccamise, D., Cole,
R., Olson, R., Snyder, L., "IERI: Scalable and Sustainable Technologies
for Reading Instruction and Assessment," $5,997,404, NSF, 07/01/01 - 06/26/06.
NSF/ITR: IIS-0086107 - Cole, R., van Santen, J., Movellan,
J., "ITR: Creating the Next Generation of Intelligent Animated Conversational
Agents," $4,000,000, NSF, 09/01/00 - 08/31/05.
NSF/IERI : 1R01HD-44276.01Cole, R., Barker, L., Schwartz
S., Snyder, L., Wise, B., "IERI: Scaling up Reading Tutors," $1,000,000.00,
NIH. 9/27/02 - 9/30/04.
Coleman Institute for Cognitive Disabilities: Schwartz,
S., Cole, R., Wise, B., Doxas, I., "Coleman Foundation Grant: Participatory
Design for Creating Computer Based Learning Tools," $8184, Coleman.
NSF ITR Supplement Research Experience for Undergrads: REU/ITR:
Creating the Next Generation of Intelligent Animated Conversational Agents
(supplement to NSF 0086107), $45,500.00, NSF, 06/01/02 - 8/31/03.
NSF ITR Supplement Research Experience for Teachers: RET/ITR:
Creating the Next Generation of Intelligent Animated Conversational Agents
(supplement to NSF 0086107) $40,000.00, NSF, 09/01/02 - 08/31/03.
Institutions, Project Staff and Project Activities
University of Colorado:
Project staff at the University of Colorado include Ron
Cole (PI), Lecia Barker, Kathy Bunch, Donna Caccamise, Kathy Garvin-Doxas,
Ma Jiyong, Nattawut Ngampatipatpong, Scott Schwartz, Lynn Snyder, Taylor
Struemph, Sarel van Vuuren, Jariya Tuantranont, Barb Wise and Jessica
Yan.
The Center for Spoken Language Research (CSLR) contributes
to the Colorado Literacy Tutor by:
- Developing and testing digital environments for authoring, deploying
and using reading tutors, and developing and testing toolkits for designing
learning applications within these environments.
- Researching and developing human communication technologies in areas
of speech recognition, language understanding, computer animation and
dialogue modeling.
- Designing and evaluating specific learning tools (in collaboration
with co-PI Lynn
Snyder, Professor in the Department of Speech, Language and Hearing
Sciences at CU).
- Conducting research to identify barriers to scaling up the education
software developed during the project, and proposing solutions to overcome
these barriers (in collaboration with Lecia Barker and Kathy Garvin-Doxas
at ATLAS, the Alliance for
Technology Learning and Society at CU).
Boulder Valley School District:
Jean Riordan, Jana McMillan and Scott Schwartz work closely with CSLR
and the Institute for Cognitive Science to plan, coordinate and facilitate
interactions with public schools. Activities include arranging meetings
with administrators, facilitating data collection and participatory design
activities, planning and facilitating software deployment and assessment
activities, and conducting research on scaling educational software to
different education environments.
OGI School of Engineering Center
for Spoken Language Understanding (Oregon Health & Sciences University):
Co-PI Jan van Santen and Jacques de Villiers are incorporating new technologies,
such as the CU
Animate system into the CSLU Toolkit, for use in language training
applications with exceptional children.
Introduction
We envision
a new generation of intelligent and embodied animated agents that engage
users in natural face-to-face conversational interaction in learning and
language training tasks. An intelligent agent is one that mimics the actions
of real persons and behaves intelligently in the context of a specific
application or task domain. An embodied agent is one that resembles a
real person. The goal of our work is to invent intelligent animated agents
that engage children in face-to-face conversational interaction to help
them learn to speak, understand, read and write language. In our software
applications we are creating, the animated agents will interact with both
English- and Spanish-speaking children with speech and/or reading difficulties.
Perceptive intelligent animated agents "live" in Interactive Books and
Tutors. Together, Books and Tutors are designed to provide a comprehensive
reading program. Interactive Books will
help children learn to recognize words, read fluently and understand what
they read. They provide an environment for learning from pre-readers (who
can have stories narrated to them by animated characters, and then engage
in dialogues with the characters to assess and train comprehension) to
advanced readers who can read stories and then receive comprehension training
(work that will be conducted under a recently awarded IERI grant). Interactive
books will help indicate what foundational reading skills are lacking
or weak, and engage learners in an individualized sequence of exercises
that will assess and teach these skills. Our Tutors
integrate fully with our Interactive Books. Children learn and practice
foundational skills in completely individualized ways using these tutors.
A full Assessment of the educational efficacy
of the interactive books and tutors is ongoing. An on-line assessment
of a child's reading abilities is also available that can place students
into the appropriate instructional levels of tutors and books as well
as assess their progress. Teachers, students, and parents all help in
a Participatory Design process,
to ensure that our Books and Tutors meet the needs of the people who use
them. Researchers continue to collect auditory and visual data for our
Speech Corpus Development, so that
all our programs will accurately recognize and interpret the speech of
children of all ages.
Interactive Books
Our goal in designing interactive books is to provide a powerful and
immersive environment for learning new knowledge and acquiring new skills.
In this environment, students interact with intelligent animated agents
using natural communication skills. Advanced human communication technologies—including
speech recognition, natural language processing, speech generation, character
animation, computer vision and dialogue modeling—enable students to engage
in natural face-to-face spoken dialogue interaction with intelligent,
perceptive animated characters that will behave much like sensitive, caring
and effective teachers and mentors. This software will be freely available
to educators and university researchers worldwide.
Interactive books are designed to serve several functions. These are:
- Learning tools designed to help children learn to read fluently
and effortlessly, to develop effective strategies to comprehend what
they read, and to apply knowledge gained from reading to real world
situations.
- Authoring tools for designing effective and immersive learning
experiences. These experiences include dialogue interaction with animated
characters in a wide variety of contexts (e.g., comprehension training,
sounding out words), having students reading aloud with real time feedback
on the pronunciation of each word (provided by an automatic speech recognition
system) narration of stories by animated characters, and the ability
to create or revise change their own animated stories.
- Test beds
- Researching and developing perceptive animated interfaces—systems
that engage users in natural face-to-face conversational interaction
with intelligent animated characters;
- Researching, developing and evaluating core technologies in learning
tasks; including speech recognition, speech generation, natural
language processing, computer vision, computer animation, and dialogue
modeling and management;
- Conducting education research in reading instruction, second language
learning, knowledge acquisition in content areas, comprehension
training, etc.
Features of Interactive Books
Interactive books incorporate leading edge speech, language,
computer vision and character animation technologies to provide engaging
and immersive learning experiences. We describe the main features of interactive
books in terms of the learning experiences they enable and the technologies
that enable them.
Animated Speech. Three
dimensional animated computer characters produce natural speech, a wide
variety of facial expressions and emotions, and natural body movements.
They can narrate the book or engage the user in conversational interaction.
For example, the animated character Ms. Gurney can narrate an entire story
while individual words, sentences or paragraphs are optionally highlighted.
Or, Ms. Gurney can narrate portions of the text, while individual characters
displayed in illustrations “come alive” to speak their parts. In addition
to telling stories, Ms. Gurney can pronounce individual words (or syllables
in words) that are selected by the student, or provide hints to help the
student decode the word. Finally, Ms. Gurney and other animated characters
can engage the student in dialogues to train and test comprehension.
In addition to producing accurate visible speech with associated facial
expressions and gestures, animated characters can provide visual feedback
to students during learning and conversational interaction. For example,
the character can nod while the student is speaking or look puzzled if
the system does not recognize what the student is saying. The character
can also provide visual feedback and reinforcement, in the form of a head
nod, smile, “thumbs up” or other gestures when the student provides correct
answers. We will argue below that visual components of conversational
interaction are critically important to effective communication and learning.
Speech Recognition.
There are many ways in which speech recognition is used in interactive
books. Speech recognition enables students to read aloud while receiving
real time feedback about their word recognition and pronunciation accuracy.
In this application, the recognizer determines if words are pronounced
accurately and provides immediate visual feedback about correct and incorrect
pronunciations. Speech recognition is also used during spoken dialogue
interaction with animated characters. The animated agent may ask the student
to provide specific answers to questions (“What did Mary eat for breakfast”),
or elicit more complex utterances that require inferences (“Why did Mary
get angry?). Or, the animated agent may ask the student to produce a spoken
summary of what she just read. In each of these cases—reading aloud, providing
specific answers to questions, producing open-ended responses; and summarizing
stories—different speech recognition systems are used to process the speech.
Natural Language Processing.
Utterances that are transcribed by the speech recognition system or typed
by the student are processed to interpret semantic content. When students
converse with animated agents in spoken (or typed) dialogues, robust semantic
parsing techniques are used to assign word strings to semantic frames
and interpret the users’ intended meaning. When students produce spoken
or typed summaries of stories, Latent Semantic Analysis is used to analyze
the summaries and provide feedback about their quality and conciseness.
Computer Vision. Computer
vision plays a key role in interactive books, enabling the system to locate
and identify the student, track the student’s movements and interpret
his or her visual behaviors. An accurate face tracking system, developed
by Dr. Javier Movellan and his colleagues at UC San Diego, has been incorporated
into interactive books. It is now possible for the animated agent to orient
to the student, and move its head or eyes to follow the student’s movements.
Once the location of the student’s face is determined, face recognition
algorithms can be used to identify individuals, to recognize visible speech,
and to interpret facial expressions and gestures. We note that interactive
books are an ideal test bed for research on the integration of auditory
and visual information to improve human computer interaction. For example,
auditory and visual information can be combined to improve speaker identification,
recognition and understanding of speech, and to more accurately interpret
the cognitive and emotional state of the student.
Face-to-face conversations.
Face-to-face conversational interaction with animated characters occurs
through real-time integration of speech recognition, natural language
understanding, speech generation, facial animation, computer vision and
dialogue modeling technologies. Below we describe how these modules communicate
with each other within the Galaxy architecture.
Authoring Tools
Interactive books are accompanied by a set of powerful authoring tools
for designing interactive books, or more generally, learning applications.
These tools enable authors to create stories that are displayed in electronic
form as books with text, illustrations, and animation.
Authors can design animated productions of the text, in which different
characters narrate their parts, much like characters in an animated movie.
A library of facial expressions, gestures and animation sequences are
available to animate characters, giving designers great flexibility and
control of how characters behave during interactions with the user. Authors
can also construct structured or unconstrained (mixed-initiative) dialogues
between animated agents and students to test comprehension or to encourage
students to think deeply about the events within a story.
Thus, Interactive Books provide a powerful test bed for research and
development of applications that can be used to understand the principles
and implementation of good learning tools and communication systems.
Theoretical Foundations
Research has shown that learning is optimized when students are actively
engaged in interesting and challenging learning tasks with individual
tutors or in small groups of students. In these environments, teachers
can design and customize learning tasks to the interests and needs of
each student, observe and analyze each student’s behavior, and provide
individualized feedback and guidance. Individualized instruction is so
effective because the teacher can apply all of her experience and knowledge
to the learning process while keeping the student engaged, focused and
motivated.
A primary assumption underlying our work is that it is possible to enable
such optimized learning experiences by inventing intelligent animated
agents that behave like sensitive and effective teachers in specific learning
tasks. Inventing such agents requires research to improve auditory and
visual recognition and synthesis technologies so the animated agents can
recognize and interpret students’ behaviors and respond to these behaviors
like master teachers, and research to understand and model the behaviors
of effective teachers. The seminal work of Reeves and Nass (1996) suggests
that, if such embodied animated agents are designed well through appropriate
research, learners will interact with these agents just as they would
with real teachers.
Our work on learning and comprehension in interactive books is motivated
by the theory of text comprehension developed by Walter Kintsch and his
colleagues (Kintsch, 1998; van Dijk & Kintsch, 1983). This cognitive
theory is guiding the design of interactive books, the structure and content
of the stories we are developing, and the manner in which animated characters
interact with students to stimulate both the acquisition of new knowledge
and the application of this knowledge to new problems and domains. The
idea is that that one learns good comprehension strategies and writing
skills by using them multiple times in multiple ways with support, guidance
and appropriate feedback.
The relationship between interactive books and the Kintsch’s constructive
theory of text comprehension is synergistic: while the theory guides the
design, content and use of interactive books, the books provides provide
an ideal platform for new research on comprehension training and a vehicle
for widespread deployment and evaluation of a comprehension training program—the
Colorado Literacy Tutor—being developed at the Institute of Cognitive
Science under the direction of Walter Kintsch, supported by grants the
Department of Education, NIH and NSF. This project aims to train students
to comprehend what they read by analyzing students’ written or spoken
summaries of stories and providing feedback through Latent Semantic Analysis
(LSA) techniques. In the typical LSA comprehension training paradigm,
students read expositions or stories, and then provide typed summaries.
The summaries are analyzed using LSA, and students are provided with feedback
about their summaries.
Interactive books provide a powerful platform for research on text comprehension.
An obvious advantage is the ability to automate the LSA-based comprehension
training process—the text can be presented for reading, students can type
summaries directly into a window within the book, student summaries can
be analyzed in real time, and feedback can be presented to students in
near real time. Beyond this obvious benefit, interactive books enable
us to conduct research to extend comprehension training from the current
paradigm of students reading text, typing a summary, and receiving visual
feedback of their summary, to natural dialogue interaction with intelligent
animated agents. The conversational agent can ask questions to help students
discover and integrate knowledge that was not included in their summaries.
Moreover, Interactive Books extend the scope and power of LSA-based comprehension
training to students who cannot yet read or type. For these students,
animated agents can narrate the stories. The animated teacher or coach
can then instruct the student to summarize the story in his or her own
words. The student’s speech is then transcribed automatically by the speech
recognition system and analyzed using LSA. The animated character can
then converse with the student to provide feedback about the summary and
guide the student—by asking questions to which good answers require key
information that was not included in the summary, by again narrating the
text that contains the key information, and so forth.
The development of stories for presenting knowledge in interactive books
is guided also by research conducted by Carolyn Sumners and her colleagues
at the Houston Museum for Natural Science. The idea behind this work is
that students will acquire knowledge from books more effectively if the
knowledge is integrated effectively into the plots of interesting stories
with interesting characters. If students identify with the characters
and become engaged in the stories, and if acquiring new knowledge is integral
to story, then students will acquire this knowledge to some extent.
To test this idea, Sumners and her team developed a set of nine stories
at each grade level for grades one through six. Each of the illustrated
stories, which centered on the adventures of children about the same age
as the students, integrated science into the plots. Students in classrooms
in the Houston Independent School District (HISD) who read these stories
had greater learning gains in science at all grade levels then students
in control groups who were taught science by traditional means. These
stories are now in widespread use in HISD; students in every second grade
class read these stories as part of an integrated science-learning program
that includes a visit to the Houston Museum of Natural Science. We are
planning to use this approach in our work, both for the Houston Science
Stories (which we have received permission to use as interactive books)
and in stories we are writing in collaboration with Dan DiStefano, a professional
storywriter.
The design of well-organized stories, in which new information is integrated
into the plot, combined with good questions presented by animated agents
that require students to think about what they have read, provides a powerful
foundation for comprehension training.
Research Challenges
Human Communication technologies have matured to the point where it is
now possible to conceptualize, develop and investigate computer systems
that interact with people much like people interact with each other. We
envision a new generation of human communication systems in which intelligent
animated agents engage users in natural face-to-face conversational interaction.
By integrating computer vision into spoken dialogue systems, the animated
agent will interpret the user’s auditory and visual behaviors to more
accurately infer their user’s intentions and emotional state. The animated
agent will orient to the user, engage in eye contact at appropriate times,
and produce accurate visible speech, facial expressions and hand and body
gestures. The character will mimic the actions of real persons and behave
intelligently, gracefully and appropriately in the context of specific
task domains.
Inventing systems that enable face-to-face communication with intelligent
animated agents requires a deep understanding of the auditory and visual
behaviors that individuals produce and respond to while communicating
with each other. Face-to-face conversation is a virtual ballet of auditory
and visual behaviors, with the speaker and behavior simultaneously producing
and reacting to each other’s sounds and movements. While talking, the
speaker produces speech annotated by smiles, head nods and other gestures,
while the listener provides simultaneous auditory and visual feedback
to the speaker (e.g., “I agree,” “I’m puzzled,” “I want to speak.”). The
listener may signal the speaker that she desires to speak; the speaker
continues to talk, but acknowledges the nonverbal communication by raising
his hand and smiling in a “wait just a moment” gesture. Face-to-face conversation
is often characterized by such simultaneous auditory and visual exchanges,
in which the sounds of our voices, the visible movements of our articulators,
direction of gaze, facial expressions and head and body movements present
linguistic information, paralinguistic information, emotions and backchannel
cues, all at the same time.
Building systems that engage users in natural face-to-face conversational
interaction is a challenging task. The system must simultaneously interpret
and produce auditory and visual signals. The system must simultaneously
interpret the user’s auditory and visible speech, eye movements,
facial expressions and gestures, since these cues combine to signal the
speaker’s intent—e.g., a head nod can clarify reference, while a shift
of gaze can indicate that a response is expected. In addition, auditory
and visual cues provide paralinguistic information that annotates and
enriches the linguistic message, indicating new and important information,
imparting emotion to the message (e.g., anger, surprise) and indicating
whether the speaker is being serious, sarcastic, etc.
In addition to interpreting the auditory and visual cues provided by
the student, the animated agent must also produce accurate, natural,
and expressive auditory and visible speech with facial expressions and
gestures appropriate to the physical nature of language production, the
context of the dialogue, and the goals of the task. Most important, the
animated interface must combine perception and production to interact
conversationally in real time – while the animated agent is speaking,
the system must interpret the user’s auditory and visual behaviors to
detect agreement, confusion, desire to interrupt, etc., and while the
user is speaking, the system must both interpret the user’s speech and
simultaneously provide auditory and/or visual feedback via the animated
character.
Developing such systems requires advances in speech recognition, natural
language generation and synthesis, facial animation, recognition of facial
expressions and gestures, dialogue interaction and imparting personalities
to computer agents. As well, realizing these scenarios requires a deeper
understanding of the nature of human communication and human computer
interaction. To address these issues, we must record, analyze and study
the behaviors of master teachers and their students during learning sessions,
and then interpret and model these same perceptual and production behaviors
in interactive books, and evaluate their effectiveness.
Architecture of Interactive Books
Interactive books run on client machines connected to servers. Since
all client software is being developed in Java, interactive books will
run on PCs or Macintoshes. Except for real time animation rendering engine,
which runs on the client, all of the technology modules that enable natural
conversational interaction with conversational agents run on the server.
Interactive books are actually advanced dialogue systems—computer
systems that enable natural, unconstrained, mixed-initiative dialogues
between people and machines in specific task domains. (In interactive
books, the task domains are learning to reading and learning to comprehend
what is read.) The key feature of advanced dialogue systems is that users
can say anything they want to say, any way they want to say it, as long
as what they say is relevant to the task at hand. Advanced dialogue systems
are called “mixed-initiative” because either the user or system can seize
the initiative and attempt to take control of the dialogue at any time.
Advanced dialogue systems combine a number of different technology modules,
also known as technology servers shown in the Figure below. These servers
communicate with each other using the Galaxy architecture, developed and
placed in the public domain by the MIT Spoken Language Systems lab (Seneff
et al., 1998). Galaxy has proven to be an excellent platform for researching,
developing and evaluating advanced dialogue systems. It is also an excellent
architecture for building advanced dialogue systems that incorporate intelligent
animated agents.
The Galaxy architecture and the technology modules that underlie interactive
books are shown in the figure below. It can be seem that technology modules
communicate with each other through the hub, which passes messages between
the servers using a simple protocol. All of the technology servers were
developed at CSLR, except for the face tracking system developed by Javier
Movellan and his colleagues at UCSD. Detailed descriptions of the modules
and related publications are available on the CSLR Web site at http://cslr.colorado.edu
and the UCSD web site.
Galaxy Architecture, with message-passing Hub and Technology Servers
Technology servers used in interactive books include:
Audio Server – Receives signals
from microphone or telephone and sends them to the recognizer. Also sends
synthesized speech to PC speakers or telephone.
Sonic Speech Recognizer – Takes
signals from an audio server and produces a word lattice. Developed by
Bryan Pellom at CSLR, it will be extended as part of the proposed work.
Phoenix Natural Language Parser
– Takes word lattice from recognizer and produces the “best” interpretation
of the recognized utterance.
Confidence Server – Takes hypothesis
and semantic parse from the speech recognizer and parser as input and
annotates the words and concepts with levels of confidence.
Dialogue Manager – Resolves
ambiguities; estimates confidence in the extracted information; clarifies
with user if required; integrates with current dialogue context; builds
database queries; sends data to NL generation for presentation to user,
prompts user for information;
Database / Backend Server –
Receives SQL queries from Dialogue Manager; interfaces to SQL database;
retrieves data from the web to enable learning tools to access online
information;
Natural Language (NL) Generator
– Constructs strings of words to speak back to the user based on the current
dialog action;
Text-to-Speech (TTS) Synthesizer
– Receives word strings from NL generation; synthesizes them to be sent
to the audio server;
CU Animate Character Animation Server
– Receives a string of symbols (phonemes, animation control commands)
with start and end times from the TTS server, and produces visible speech,
facial expressions and other gestures in synchrony with the speech waveform.
A complete description of CU Animate is available here.
Tutors
Children need foundational speech, language, and reading skills, to help
them achieve academic and social success and to gain self-esteem. Our
programs help children accomplish this with programs that integrate powerful,
individualized, tutorial activities (Tutors) with engaging Interactive
Books. While all children can benefit from our programs, the programs
are critically useful for children with special needs, who represent between
twenty to twenty five percent of all K-12 students, in the following four
populations: 1) students with reading disabilities, 2) Spanish-speaking
students with limited English language proficiency, 3) students with autism
spectrum disorder, and 4) students with hearing impairments.
Students in these populations must overcome significant barriers to learning,
and are at great risk of ever realizing their potential within the public
school system. We can help these students overcome their barriers to learning
and achievement by providing them and their teachers with computer-based
learning tools that enable significant learning gains while reducing teacher
load. At all phases of development, teachers and students help design,
evaluate, and modify activities. This process is described in the Participatory
Design document. Teachers appreciate greatly that the programs can provide
powerful individualized instruction for some of their students, freeing
the teacher's time to help other children one on one or in small groups.
Integration of Tutors and Books
Our Intelligent Tutors integrate fully with our Interactive Books. Children
learn and practice foundational skills in completely individualized ways
in Tutors. Book programs evaluate application of these skills, and assign
review activities. Both Tutors and Books work with the help of an intelligent,
supportive animated coach, who gives focused hints adapted to the child's
rate of progress. Both Books and Tutors teach and support vocabulary learning.
This document first describes the scientifically-based reading research
which grounds and guides our programs, and then for all Tutors describes
a) their foundational skill domains, b) their purposes within domains,
and c) how they are individualized, both for students and for teachers.
The Reading Research that Motivates the Tutors
The Impact of Reading Problems
Reading is essential to academic achievement and to producing literate
citizens. Poor academic achievement negatively impacts our society in
many devastating ways, including the reduced well-being of school-aged
children, reduced numbers of qualified personnel for jobs, increased risks
to the national economy, and increased burdens to taxpayers for subsidized
health care. Great financial costs are associated with this problem; the
U.S. spends about $38 billion per year on special education (12% of total
education spending), up to 2.28 times the financial resources spent on
regular education (Parrish, 2000; Chambers, Parrish, Lieberman, & Wolman,
1998). Even this is insufficient. Currently far too teachers are qualified
to cover these needs (Brady & Moats, 1997; Lyon, 1999; National Reading
Panel Report, 2000). Even with Reading First Initiatives designed to prepare
more qualified teachers, the small-group and individualized instruction
favored in reading research will be hard to achieve without strong and
flexible learning tools to expand teachers' resources. While the Bush
administration is demanding improved performance from schools-even threatening
sanctions for schools that do not show improvement-few new tools are made
available for helping schools to achieve these goals.
Causes and Remedies for Reading Disabilities
A broad consensus has emerged about causes of reading disabilities and
how to help them (see Rayner, Foorman, Perfetti, Pesetsky, & Seidenberg,
2001 for a recent review). Weak phonological processes underlie the problems
of most children with reading disabilities (Lyon, 1995). Most seem to
have "imprecise" or poorly differentiated phonological representations
for words, resulting in subtle difficulties in spoken and heard language,
such as in repeating nonsense words (Snowling, 2000) and in judging correct
from incorrect pronunciations (Elbro, Borstrum, & Petersen, 1998). Most
children with reading disabilities have weaknesses in short-term memory,
articulatory awareness (Montgomery, 1984), and in phoneme awareness (analyzing
sounds within spoken words) and phonological decoding (sounding out print
to speech) (Lyon, 1995; Olson, Wise, Conner, Rack & Fulker, 1989). These
last two deficits lead directly to problems in word reading and spelling,
and lead to secondary difficulties in reading comprehension (Olson, et
al., 1989; Perfetti, 1985). While inherited, brain-based factors relate
to these difficulties (Frith, 1997; Olson et al., 1989; Shaywitz, 1996),
by far the most encouraging research finding is that these weaknesses
can indeed be remedied. Intensive, structured, and sustained instruction
in phoneme awareness and phonics, carried into extensive, accurate practice
in engaged reading for meaning helps these children immensely (Hatcher,
Hulme & Ellis, 1994), and helps them more the younger they are identified
(Torgesen, Wagner, & Rashotte, 1997; Wise, Ring, & Olson, 2000).
The above research shows the importance of early intensive phonological
work for improvement in reading for children with reading disabilities.
The necessary components of good instruction are becoming clear (Phonological
Awareness, Phonics, Fluency, Vocabulary, and Comprehension, report of
the National Reading Panel, 2000), but still unclear is exactly which
methods are best for improving phonological processes. Speech-motor based
phonological awareness has proven to be one highly effective method for
helping children with reading disabilities both with (Torgesen, 1997;
Wise & Olson, 1992; 1995; Wise, Ring, & Olson, 2000) and without computer
support (Torgesen, Wagner, & Rashotte, 1997).
Wise and Olson's (Wise & Olson, 1992; 1995; Wise et al, 2000) computer-supported
programs linked the best synthetic speech available at the time to book-reading
programs and phonological exercises. Children made significant gains in
reading-related skills, relative to both trained and untrained controls.
Most of the computer programs in these studies merely supplied correct
answers when asked; they were not able to encourage active problem-solving
nor self-checking by the students. The speech-motor based phonological
programs also used an elaborate naming system for sounds, robbing more
time than necessary from reading practice. Our programs have far greater
capabilities, ensuring that they can only surpass these gains. We incorporate
the best ideas from these studies, and we improve on them greatly in terms
of higher-quality speech production, new technology, and programs not
available in that earlier research. Our capacity for speech recognition,
animation, and advanced programs with much built-in linguistic knowledge
allow our animated "coaches" to give focused, supportive hints and adaptive
feedback, based on the programs' recognition of students' particular responses.
This encourages our students to be engaged and active problem-solvers
while they learn skills.
The Development of the Tutors
Design of Tutors
Our tutors have been developed as part of a comprehensive computer-based
remedial reading program, incorporating the strengths of the computer
programs above, and the principles and many of the methods of Linguistic
Remedies (LR; Wise, 2002), created by co-PI Barbara Wise (see figure 1).
LR is a powerful program for reading remediation that is continually refined
to incorporate research findings. It teaches a speech-motor, guided discovery
base for phonological awareness and word study. Children learn simple,
consistent linguistic terms for a quick but deep understanding of the
language base (e.g., "Lip, Tip, and Back Stops" for "twin" stop sounds
of /p/-/b/, /t/-/d/ and /k/-/g/; "Lip, Tip, and Back Noses" for nasals
/m//n//ng/). All concepts are grounded in the child's imagination, body,
speech, and in print, and are applied extensively in reading and writing
in meaningful and engaging contexts. Guided by the above research, children
speed every skill to automaticity after they attain competence. Fluency
and comprehension are taught and practiced within engaging reading for
interest and enjoyment. The program encourages transfer of all concepts
to new material away from the teaching situation, for long-lasting improvement
in independent, eager reading after training is complete. Anecdotal evidence
from more than 50 therapists in Colorado and Washington support the success
of the methods, and a recent case study reports the exact methods, progress,
and maintenance of gains by a typical child in the program (Wise, 2001a,
2001b).
Our computer-based program incorporates the key principles of scientifically
based reading research implemented in the LR program in Interactive Books
and Tutors (tutorial activities). Perceptive, intelligent animated agents
coach the students through reading and comprehension of stories in Interactive
Books, and through focused applications that teach and exercise foundational
reading skills in Tutors. Tutors and Books are fully integrated, with
skills learned in Tutors being applied in Interactive Books, and error
patterns in Interactive Books being assigned for teaching or review in
Tutors. The Vocabulary Tutor instructs vocabulary for Books and Tutors,
and it has also been enhanced to provide more tools for reading and spelling
instruction.
Assessment
Computerized assessment and delivery of instruction ensure success with
extensive practice at individualized levels. Students are initially assessed
using animated instruments we have developed in phoneme awareness, letter-sounds,
and word reading based on verified instruments (Olson et al., 1994). Mid-
and end-of-year tests allow for growth modeling analyses of progress.
All other assessment is ongoing and formative, within the instructional
programs, and is described more fully in the Assessments section of this
website.
Moving through the Programs
Our Tutors follow a default sequence from phonological awareness and
decoding and encoding of simple consonant-vowel-consonant (CVC) words
to more complex orthographic patterns into multisyllable words (Wise,
2001c). Tutors choose input words for lessons from this sequence to match
students' needs, and authoring tools allow teachers to insert particular
words of their own into any Tutor. The programs have default settings
of time per domain, balanced between skills work in Tutors and application,
fluency, and comprehension in Books. The balance of instruction leans
more towards foundational skills work at kindergarten and first grade
levels and moves to more and more reading in context as students progress.
A teacher menu allows teachers to accept default settings, to modify
those settings to match their instruction that day, or to select different
selections of pre-programmed sequences or times of instruction per domain.
Teachers and students help in the design and modification of activities.
To date, over 60 Interactive Books and 10 Tutors have been developed in
English and Spanish. We are scaling up the new foundational skills Tutors
through participatory design activities with teachers and reading specialists,
as part of the Coleman grant. The 15 educators in our participatory design
workshops are looking forward to how the programs will extend their teaching
resources, so they can work with more students one-on-one, knowing that
others are receiving effective, individualized instruction from the computer
programs.
The Balance of Instruction
Our programs balance reading for meaning with instruction of foundation-level
skills. The balance of instruction shifts as students progress, from more
skills work for early readers to more book-reading as children improve.
Beginning readers read Books with decodable and with predictable language,
and practice comprehending stories that are read to them by coaches. Based
on earlier work by Wise, Ring, & Olson (2000), our working hypothesis
is that by a third grade reading level, children spend more time in reading
Books than in skills work in Tutors.
Knowledge Domains covered by the Tutors
Tutors cover the following essential knowledge domains which are taught
if assessed as needed: The default sequence for Tutors includes the first
8 basic Skill Domains underlying good word reading listed below. Domains
9 through 14 are available as teacher choices. A default set of words...
Basic Domains
- Phonological Awareness (word, syllable, rhyme, phonemes). With all,
practice identifying, matching, blending, segmenting, and manipulating
these units of spoken language).
- Alphabet and Letter-Sound Knowledge
- Reading of Regular Words, from CVC to complex words.
- Spelling of Regular Words
- Reading Sight Words
- Spelling Sight Words
- Vocabulary
- Comprehension strategies, if the children are not successful with
the comprehension support and practice within the Books. Word reading,
vocabulary, fluency, and comprehension are taught and practiced in Books,
which also assess needs and assign Tutors based on those needs.
Optional Expanded Domains
- Articulatory Awareness (of how speech sounds are produced in the body)
- Morphology
- Syntax
- Fluency, or prosodic expression
- Visual Persistence
- Composition

Figure 1: Some Working Tutors
Purposes of Tutors, from Teaching to Practice to Transfer
Within each of the above eight domains, different Tutors accomplish different
levels of instruction, so that all concepts are taken from instruction
to automaticity and transfer. Following assessment of need, some Tutors
motivate and teach or guide discovery of new concepts. Others then engage
students in practice of new skills and concepts, until students become
competent (a default 80% or set by teacher). All practice tutors begin
with one or two previously successful "comfort zone" items, move to seven
to ten instructional items, and finish with a comfort zone item, following
Vygotsky (1978). After students attain competence with a skill or pattern,
other Tutors speed these automaticity, apply them in context of sentences
prior to assignment to books, or set "send-home" activities to encourage
transfer away from the computer. Here follows a list of the types of purposes
of different Tutors.
- Get a buy-in: what the Tutors expect to accomplish, and why
- Teach and
- Practice needed skills to "competence" (default = 80% correct in two
consecutive item sets), beginning and ending in a "comfort zone," a
level below current knowledge, to ensure success.
After competence, students move to more complex items with the
practice Tutors. At the same time, other tutorial activities exercise
the competent skills to
- Speed them until they become effortless (automatic)
- Apply then in reading or writing in context
- Encourage their transfer to new words, to a related skill, and away
from the computer.
Students advance by performance. Students progress through sequences
of words with these levels of activities until they reach a preset goal
(e.g., 6 months beyond grade level), or until they or their teacher decide
to have them stop. Automaticity programs time children on items they have
read correctly in practice programs. Items exit automaticity practice
when times level off, within a range of 2 seconds.
Strengths from Cutting Edge Speech Technology
A great strength of our learning tools is the integration of leading-edge
language technologies developed at CSLR, including high quality speech
production and speech recognition. Speech recognition for children allows
our programs to track children's speech and all their responses to items,
and to react to these responses. The animated coaches give focused guided
suggestions to help children find and correct their errors themselves.
Coach's hints adapt to children's progress, with verbose, and supportive
help for children making slow progress and less and less scaffolding with
steeper progress gradients for students answering quickly and accurately
(after Bouwhuis, 2001). Thus our programs provide more finely individualized
practice and progress, and require and support more active problem solving,
than any other programs currently available that teach and practice foundational
skills.
To overcome limitations of text-to-speech synthesis, applications use
naturally recorded speech, aligned and synchronized automatically with
the visibly accurate production of English or Spanish speech of the animated
characters. The characters' heads can be rotated and made semi or fully
transparent, so children can watch how sounds are made to improve their
own speech clarity and to detect errors. If a child has, for instance,
left out the "l" in spelling "sled," the coach can direct him to watch
the tongue movement right after the /s/ in "sled" to discover the missing
sound. Children can also compare video capture of their own mouths, in
speaking a sound or a word, to the articulation of the coach's mouth.
This encourages active and clear speech in the exercises, to improve both
the clarity of the child's speech and the underlying precision of his
phonological representations for words.
Sequences of Instruction
Programs follow a default sequence of spelling-sound patterns
(orthography), based on simplicity and consistency of regular words and
on frequency of sight words. Programs move children up and back along
these sequences, depending on performance. For instance, children practice
words with consonant blends (e.g. "spot") only after demonstrating success
with simpler words without blends (e.g., "pot"). Item sets in Tutors begin
with an "easy" item, proceed to instructional items, and finish with an
easier item.
The program also has "default" percentages of time to be spent in skill
domains, depending on the student's needs. The program has a default time
allotment of 30 minutes, or the teacher or student can select the time
they want to spend with the programs, regularly or for a particular day.
According to the default settings, students complete a domain's activity,
when they have finished 2 item sets or finished the time limit, whichever
comes first. Students may choose among activities in a domain, and may
choose reward activities, including Books. In general, the time in Interactive
Books is the most flexible, taking up any time remaining after Tutors.
Teacher Menu and Choices
The teacher menu allows teachers to select the default sequence, choose
among different pre-programmed sequences, or to override a sequence for
the teacher's own set of words or choice of orthographic structure to
work on that day. Teachers can choose more or less strict per cent correct
criteria, and they can vary the number of files at criteria needed to
advance. Teachers can also modify percentages or amounts of time for students
to spend in skill domains and in Books.
Examples of Tutors, with their Skills Domain and Level and Purpose
4-Square. Domain: Reading of Regular Words
Level and Purpose: Teaching and practice to competence. Teaching occurs
with Help?

Speedy Reading. Domain: Reading of Sight Words
Level and Purpose: Speeding to Automaticity

** 4 word-buttons, and Racing graphic. Dark runner is last round's speed;
Light is current.
Sound-Ball. Skill Domain: Alphabet and Letter-Sound Knowledge
Level and Purpose: Teaching and Practice to Competence. Teaching occurs
with Help?

Assessment
Objectives
The objectives of the
Assessment Group are to provide formative and summative evaluation feedback
about the interactive books and reading tutors and to develop on-line
assessments that can place students into the appropriate instructional
levels of tutors and books as well as assess their progress. Formative
evaluation includes feedback that will promote, improve and enhance
the development and dissemination of the books and tutors. Summative
evaluation involves assessment of the educational efficacy of the
books and tutors, i.e. whether or not they improve students' reading more
than other types of intervention.
Activities
Formative Evaluation
Formative evaluation
involves a broad range of activities that provide the project staff with
feedback that they can use to enhance and improve the interactive books
and reading tutors. Parents and teachers will be surveyed about students'
reading and computer habits. This information should help us determine
the themes, characters and activities that students enjoy at different
age levels. It should also give us a sense of students' access to computers
and their computer literacy at different grade levels. This information
will help us determine the type and range of software instruction that
should preface and accompany students' use of tutors and books.
Parent, teacher and
student feedback obtained during the participatory design phase of the
project will be analyzed for trends. Feedback will be obtained using an
interview rubric or protocol specifically designed for educational technology
in order to insure that all participating responders address key aspects
of the books and tutors. The trends identified will help us prioritize
the design modifications to be made; the most frequently occurring feedback
will take the highest priority.
Quantitative and qualitative
analyses of actual student use of books and tutors will be conducted.
Observations will be guided by an educational technology rubric enhanced
by the addition of variables especially relevant to students at risk for
failure in reading. Particular attention will be paid to the level student
engagement when specific features are present and absent. Those features
that increase and sustain student engagement will be retained, while those
that have a negligible, minor or even poor effect on student engagement
can be discarded.
Once the interactive
books and tutors have been fully integrated into targeted schools, feedback
from parents, students and teachers will be obtained through surveys and
interviews. Their perceptions will be analyzed for trends that indicate
the usability and sustainability of the books and tutors.
On-line Assessment
Instruments
We have developed computerized
assessments, both to place students into the appropriate levels of interactive
books and tutors, and later to assess their progress in foundational reading
skills. Three instruments using animated agents have been developed for
this year: phoneme awareness, letter-sounds, and word reading based on
verified instruments (Olson, Forsberg, Wise, & Rack, 1994). These three
measures take only five to eight minutes each per student. Items are sequenced
by difficulty or in the order that they are commonly taught and learned.
Mid- and end-of-year tests allow growth-modeling analyses of progress.
All other assessment is ongoing and dynamic, within the instructional
programs. In pre-, mid- and post-tests, as well as in dynamic assessment
within the books and tutors, items are recorded and analyzed for sound-based
or spelling-based confusions, and for particular sound-and-letter patterns
that are causing difficulties.
The word recognition
measure is a single word reading test. It contains the Olson and Wise
(Olson et al., 1994; Wise et al. 2000) measure which contains words ranging
from the late second through twelfth grades. It has been extended downward
to the kindergarten level, beginning with letter identification for lower
and upper case letters to words at the pre-primer, primer, first through
second grade levels. This measure will be administered initially to each
student to determine the level at which s/he is decoding single words.
These data will then help us place students into the appropriate level
of books and tutors as well as provide baseline information on decoding
skills upon entry into the project. The concurrent and predictive validity
of the Olson and Wise measure are well established (Olson et al.; 1994,
Wise et al., 2000). In addition, we analyzed its internal consistency
and found it to be quite high. The expanded measure will be studied for
validity, reliability and scaling. In the on-line version of this test,
the student is asked by Ms. Gurney to read each letter or word that appears
in the box. After the student has read an item, a star will appear on
a chart and Ms. Gurney gives verbal encouragement that does not indicate
the correctness of the response, for example "Wow! Here's another one!"
When the student reaches a ceiling level on the measure, five consecutive
incorrect responses, a large star will fill the chart, masking the earned
stars and Ms. Gurney says "You've answered the lucky question, you've
finished the test!" This progress rubric is used for all three of the
on-line assessments.

The on-line sound-letter
correspondence test assesses students' ability to identify the correct
letter or letters that represent a sound. In this measure, Ms. Gurney
identifies that a key word and the target sound found at its beginning.
Then, she asks students to choose the letter(s) that go with the target
sound. For example, she might say "The word "baby" begins with /b/. Choose
the letter that goes with /b/." The target letter and three foils appear
on the screen. The foils chosen represent different types of phonetic
or visual feature confusions. All of the test items are ordered developmentally,
in the sequence learned by children. This measure will be pilot tested
with teachers and students. Changes will be made based on the results
of this pilot work. Validity, reliability, scaling and internal consistency
studies will be conducted and changes will be initiated on the basis of
information provided by item analysis.

Lastly, the phonological
awareness measure examines students' ability to segment and delete
parts of compound words and phonemes from single words. Its tasks are
based on Torgesen and Bryant's (2000) elision tasks, but do not require
students to actually produce the new word. Rather, Ms. Gurney asks students
to say the word that will undergo a deletion and then choose a photo that
represents the word without a particular sound or syllable. For example,
she might say "The word 'cart' ends with /t/. Choose the one that goes
with 'cart' without the /t/." In this example, photos representing a car,
art, a cat and a wheelbarrow appear as choices for the answer. The target
answer is the car, and the foils represent phonetic, instructional and
semantic confusions. All of the items are ordered developmentally, in
the sequence learned by children. This measure will be pilot tested with
teachers and students. This measure will be studied for its validity,
reliability, scaling and internal consistency and improved based on information
provided by item analysis.

Summative evaluation
The summative evaluation
of the books and tutors asks the question: Is the use of interactive books
and reading tutors more efficacious than the use of an alternative computer-based
reading intervention or the traditional intervention?
The question will be
answered by comparing the reading performance of students in the ITR Book
and Tutor group with students in two matched groups, one receiving the
traditional intervention and another receiving traditional instruction.
The reading performance of the two groups will be assessed by the Qualitative
Reading Inventory mastery reading levels and accuracy and response times
from the three online measures pre-, mid-, and post-program testing and
one year after completion of the program. In addition, growth curve analyses
of student progress in reading and the foundational reading skills will
be conducted for the two groups. In addition, the Colorado Student Assessment
Program (CSAP) reading proficiency scores for the three groups will be
compared at the end of the program.
Lastly, the number of
hours of special education services received by students in the ITR Books
and Tutors group will be compared with that of students in the other groups.
This final analysis will help us address the more practical aspect of
the cost-effectiveness of the interactive books and tutors, a perceived
value-added aspect of the ITR Books and Tutors program.
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