Kyle B. Dempsey
University of Memphis
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Featured researches published by Kyle B. Dempsey.
Archive | 2012
G. Tanner Jackson; Kyle B. Dempsey; Danielle S. McNamara
Many contend that the future of affordable, high-quality education lies in harnessing the potential of computer technologies. While implementing computer technologies in schools has had both failings and challenges (Dynarski et al., 2007), significant progress in the quality of education to some extent depends on our ability to leverage the many advantages of computer technologies. Computer technologies enable adaptive, one-on-one tutoring to virtually all students in the classroom. The most common goal of these one-on-one intelligent tutoring systems (ITSs) is to produce learning gains. Two of the most common areas of learning address content within specific domains (e.g., physics) or cognitive skill acquisition (e.g., strategies to improve reading comprehension). Both types of learning are often characterized by exposure to declarative information and subsequent interaction with the material (Anderson, 1982). However, acquiring a new skill usually requires a significant commitment to continued practice and application. Skills are often developed and improved with practice over an extended period of time (Newell & Rosenbloom, 1981).
Archive | 2010
G. Tanner Jackson; Kyle B. Dempsey; Danielle S. McNamara
The implementation of effective pedagogical software is difficult to achieve. In this chapter we describe one possible solution to this problem, the evolutionary development of an Intelligent Tutoring System (ITS). This development process typically involves establishing training practices, developing automated instruction, and then amending motivational elements. While this development cycle can take years for completion because each step requires an iterative process of both execution and evaluation, it also has a greater chance of success. We illustrate such a cycle in this chapter in the evolution of an intelligent tutoring and gaming environment [i.e., interactive Strategy Trainer for Active Reading and Thinking-Motivationally Enhanced (iSTART-ME)] from an ITS (i.e., iSTART), which was originally conceived and tested as a human-delivered intervention (i.e., SERT).
intelligent tutoring systems | 2010
Kyle B. Dempsey; G. Tanner Jackson; Danielle S. McNamara
Increasing both user enjoyment and persistence, or engagement, is a challenge in ITS development The current study investigates engagement in ITSs through the implementation of games and game-based elements To investigate this possibility, we use both a physical version and a computerized version of the same educational board game We compare user experience and reading strategy data for the implementation of two games – iSTART: The Board Game and MiBoard We discuss game design implications for virtual environments and ITSs.
Learning and Instruction | 2009
Yasuhiro Ozuru; Kyle B. Dempsey; Danielle S. McNamara
Archive | 2012
Danielle S. McNamara; Roxanne B. Raine; Rod D. Roscoe; Scott A. Crossley; G. Tanner Jackson; Jianmin Dai; Zhiqiang Cai; Adam M. Renner; Russell D. Brandon; Jennifer L. Weston; Kyle B. Dempsey; Diana Carney; Susan T. McLain Sullivan; Loel Kim; Vasile Rus; Randy G. Floyd; Philip M. McCarthy; Arthur C. Graesser
acm symposium on applied perception | 2013
Preston Tunnell Wilson; Kevin Nguyen; Kyle B. Dempsey; Betsy Williams
artificial intelligence in education | 2011
G. Tanner Jackson; Kyle B. Dempsey; Danielle S. McNamara
the florida ai research society | 2007
Kyle B. Dempsey; Philip M. McCarthy; Danielle S. McNamara
The Journal of Writing Research | 2011
Scott A. Crossley; Kyle B. Dempsey; Danielle S. McNamara
arXiv: Computers and Society | 2010
Kyle B. Dempsey; Justin F. Brunelle; G. Tanner Jackson; Chutima Boonthum; Irwin B. Levinstein; Danielle S. McNamara