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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Creative Peer System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Creative Peer System</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Media, Aalto University</institution>
          ,
          <addr-line>Espoo</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Parsons School of Design, The New School</institution>
          ,
          <addr-line>New York</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>To develop arti cial intelligence (AI) that educators can adopt in general educational environments, we are examining the potential role of AI in the socio-cultural aspects of learning in human development. In this position paper, we propose an experimental design, Creative Peer System, where humans and machines learn from each other in a multimodal learning environment and develop original artifacts. The research is in the early stage, where we are actively developing new types of empirical studies. We will present the methodological and theoretical frameworks and a design proposal that can elicit constructive feedback toward further re nement and implementation of the experiment.</p>
      </abstract>
      <kwd-group>
        <kwd>Multimodal Intelligent Tutoring Systems</kwd>
        <kwd>Multimodal Intelligent Tutoring Systemsd</kwd>
        <kwd>Multimodal Intelligent Tutoring Systems</kwd>
        <kwd>Multimodal Learner Modelling</kwd>
        <kwd>Cultural-Historical Activity Theory</kwd>
        <kwd>Zone of Proximal Development</kwd>
        <kwd>Creativity</kwd>
        <kwd>Early Childhood Education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Creativity is considered an essential learning outcome for the 21st century that
values problem solving and communication. Students need a broad range of
knowledge, like understanding how things are made and accomplished [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Meta-cognitive skills such as critical thinking, creative thinking, re ection,
selfregulation, and social and emotional skills such as empathy, self-e cacy, and
collaboration are deemed critical. Traditionally, early childhood education is
seen as the primary educational segment fostering creativity, while in later
education, the focus is often more on academic knowledge acquisition. The high
interest in academic knowledge has resulted in certain educational practices like
testing that measure memorization.
      </p>
      <p>
        Many types of research that examine arti cial intelligence (AI) as an
educational technology re ect on this interest in academic knowledge. AI and
education research has many exciting developments that can increase personalization,
reduce administrative labor, support assessments, and increase access to
education [
        <xref ref-type="bibr" rid="ref18 ref6 ref7">18, 6, 7</xref>
        ]. Emerging research is investigating how AI can be integrated
Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
beyond the scope of academic knowledge acquisition and testing. There are
concerns about AI integration in wider educational settings due to the limitations
of current technology, like narrow cognitive capabilities, systematic biases, and
lack of industry-wide norms and policies on data surveillance and privacy [
        <xref ref-type="bibr" rid="ref19 ref20 ref21">19,
21, 20</xref>
        ]. Along with these challenges, to develop AI that can be adopted in
general educational environments, we believe there is a need to examine AI in the
context of socio-cultural aspects of learning in human development. We see that
a promising research domain is to study the role of AI in fostering creativity,
especially in early childhood education. There is a long tradition of looking at
methods to foster creativity as part of the child's overall development in early
childhood education. In early childhood education, children's agency, play, and
collaboration are seen as crucial [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Children are seen to grow in close interaction
with their peers, caregivers, and educators. The objective is to learn life skills,
social and emotional skills, and creativity | all simultaneously by playing with
others in a socio-cultural environment of the child [
        <xref ref-type="bibr" rid="ref17 ref2 ref23">17, 23, 2</xref>
        ].
      </p>
      <p>To explore the role of AI in creative capacity building, especially in early
childhood education, we have set the following design research questions:
{ How can AI be meaningfully incorporated into a socio-cultural learning
environment?</p>
      <p>To study the phenomenon, we focus on the following sub-research questions:
{ How can AI enhance the creative capacity of the students?
{ How can AI themselves be considered creative?</p>
      <p>This article proposes an experimental design, Creative Peer System, where
humans and machines learn from each other in a multimodal learning
environment and develop original artifacts. The research is in the early stage of
development, where we are considering various approaches and methods for new
empirical studies. This article is more a position paper than a research paper
presenting study results. In the following sections, we will brie y present the
methodological and theoretical framework in consideration and an early design
proposal that results from thought experiments carried out while studying the
design context of AI in education. We conclude by discussing the potential
impact for a wider researcher and educator communities by opening up the scope
of AI in education toward new types of data sources, systems, and environments.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Methodologies and Frameworks</title>
      <p>
        We rely on research-based design and design-based research methodologies
interested in design artifacts and pedagogical interventions in educational settings
and study their e ects in a real educational context [
        <xref ref-type="bibr" rid="ref13 ref14 ref3">14, 13, 3</xref>
        ]. The idea is to
design well-informed artifacts and practices that are expected to support
certain pedagogical forms and models. Therefore, the design practice is an essential
part of the research, and reporting the artifacts and the design process
leading to them is vital as well. The designed artifacts form a part of the research
argumentation [
        <xref ref-type="bibr" rid="ref8 ref9">9, 8</xref>
        ].
      </p>
      <p>
        With the experiment, we aim to examine the role of AI critically in a
learning context. As a theoretical framework, we use the cultural-historical activity
theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. We apply the activity theory and the idea of the zone of proximal
development by rethinking the role and activity of the AI and the learner's
interaction with the AI in a learning context.
      </p>
      <p>
        Often AI as a learning technology is regarded as a tool within a learning
environment [
        <xref ref-type="bibr" rid="ref18 ref19 ref6">18, 6, 19</xref>
        ]. The latest advancement in AI and anthropomorphic
approach allows regarding AI as a creative peer [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ]. This experiment will
aim to regard AI as a peer among the learners. In the experiment, subjects are
humans and machines; objects are creating artifacts; communities are humans,
machines, and evaluators; and tools and signs are making materials (Figure 1).
      </p>
      <sec id="sec-2-1">
        <title>AI AS A PEER</title>
      </sec>
      <sec id="sec-2-2">
        <title>STUDENT</title>
      </sec>
      <sec id="sec-2-3">
        <title>SUBJECT</title>
      </sec>
      <sec id="sec-2-4">
        <title>OBJECT</title>
      </sec>
      <sec id="sec-2-5">
        <title>RULES</title>
      </sec>
      <sec id="sec-2-6">
        <title>COMMUNITY</title>
      </sec>
      <sec id="sec-2-7">
        <title>DIVISION OF LABOR</title>
        <p>
          We assume that as a learner is expanding one's capacity in a learning
context, AI may become a peer that grows with learners in the zone of proximal
development as described by Vygotsky. The learner grows when interacting with
a more knowledgeable or skillful peer [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. This way, AI is not an intelligent tutor
with a xed knowledge domain but instead grows together with the learner as a
peer (Figure 2).
        </p>
        <p>ZONE OF PROXIMAL DEVELOPMENT
STUDENT</p>
        <p>AI AS A PEER</p>
        <p>Learners cannot create yet
Learners can create with peers
Learners can create without peers</p>
        <p>
          In assessing the creative capacity of the learners and machine, the experiment
will have uninformed assessment criteria between human and machine
learners. The experiment will develop assessment criteria developed in computational
creativity: combinatorial creativity, evolutionary creativity, and transformative
creativity [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          In developing AI that exhibits creative behaviors, the experiment will use the
generative adversarial network, reinforcement learning, and embodied learning
through robotics and virtual simulation [
          <xref ref-type="bibr" rid="ref10 ref12 ref15 ref16 ref22">10, 12, 15, 16, 22</xref>
          ]. For AI to be engaging
with human peers in a socio-cultural learning environment, it will be essential
to engage in multimodal data sources and interaction techniques like computer
vision, audio detection, automatic feedback, and artifact generation.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Design Proposal</title>
      <p>The Creative Peer System is a socio-cultural learning environment where humans
and machines learn from each other and produce a new form of creative artifacts.
Below is an experimental design, a design concept, that can test the educational
impact of the system in the context of early childhood education.</p>
      <p>The experiment has three types of participants in the system.
{ Students: ve to ten kindergarten students at the age between four and
seven.
{ Teachers: one or two early childhood educators and at least one machine
evaluator supervised by programmers.
{ Machines: ve to ten robots with learning and generative capacities (AI).
The system operates in a physical environment that enables peer-to-peer
learning, making, and re ection to replicate the common practices of socio-cultural
learning. The example system is a typical kindergarten art class in an open space
that allows peer-to-peer observation and access to the same materials. The
machines use multi-sensory techniques like camera vision and audio detection to
observe their peers and assess the sense of presence in the environment.</p>
      <p>ASSESSMENT
REFLECTION &amp;
EVALUATION</p>
      <p>CREATIVE PEER SYSTEM</p>
      <p>ITERATIVE CYCLE</p>
      <p>GALLERY OF
ITERATIVE ARTIFACTS</p>
      <p>INSTRUCTION
TEACHER</p>
      <p>STUDENT</p>
      <p>MACHINE</p>
      <p>MAKING &amp;
OBSERVATION</p>
      <p>The system will have interactive cycles of activities involving the students,
machines, and teachers. Each iteration cycle will go as follows:
{ Instruction: Students and machines get situated side by side in an open
space, receiving the same making materials and instructions.
{ Making and Observation: Students and machines create their artifacts while
observing others' progress freely.
{ Re ection and Evaluation: Once the artifact creation is completed, the
students and machine share their works in a shared space, observe, and re ect.
{ Assessment: Teachers assess the artifacts considering three aspects of
creativity (combinatory, exploratory, and transformative) using visual perception,
interpretation, peer-to-peer discussion, and algorithmic categorization.</p>
      <p>The system will repeat multiple iterations while documenting the
interactions, artifacts, and assessments. After the series of iterations, the researcher
can assess the creative capacity development of the group by tracking
evolutionary behaviors such as stylistic transfers, di usion, development of a new form of
art, and new norm establishment.</p>
      <p>In order to evaluate the educational impact of the system, comparable
systems can be designed and tested with di erent groups of students. While the
making activities and physical space stay the same, multiple variations can be
tested, such as machines functioning in a di erent role, for example, tutor, tool,
or absent, in a socio-cultural learning environment.</p>
      <p>By evaluating the students' and machines' behavior and artifacts, the
experiment can examine in what capacity AI can be incorporated into a socio-cultural
learning environment. The experiment can reveal various ways AI in uences the
students' creative capacity and if AI itself can be considered creative by
developing something original and transformative to its peers.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>Many topics need further consideration in this experimental design. While both
human educators and machines will be used for evaluating the artifacts' creative
development, there need to be systematic ways to measure both human creative
capacity and artifacts' artistic evolution.</p>
      <p>Many existing machine learning techniques require a high volume of data and
numerous iterations to train and generate artifacts that are noticeably di erent
from their previous outputs. Given these current technical constraints, there
would need to be pre-training with data outside of the experiment, analogous to
the students coming in with previous life experience. In addition, computational
design and processing need to be up to the students' making and observation
speed in real-time.</p>
      <p>While the experiment seeks to address the machine's creative capacity in
the socio-cultural learning context, it is debatable that this argument is limited
only to the scope of the speci c environment and learning activities. However, a
Creative Peer System can be used to further experiment with the dynamics of
creative capacity building in di erent environments, age groups, and objectives.
These tests can contribute to a broader understanding of the machine and human
creativity.</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this position paper, we propose that AI and learning science researchers look
at the socio-cultural environment's role in human learning, especially in learning
creativity. We propose an approach where AI is primarily considered a creative
peer of the learners to develop its creativity and, in turn, help learners develop
their creativity. We call this the Creative Peer System, a socio-cultural learning
environment where humans and machines learn from each other and produce a
new form of creative artifacts. As the research is still in its early stages, this paper
can elicit constructive feedback toward further re nement and implementation
of the experiment. We hope this work can positively contribute to expanding AI
works as a multimodal educational technology in a general educational
environment.</p>
    </sec>
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