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    <article-meta>
      <title-group>
        <article-title>Drill-Practice-Repeat: Experiential Scaffolds</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Benjamin Goldberg</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>US Army DEVCOM Soldier Center</institution>
          ,
          <addr-line>Orlando, FL</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>33</fpage>
      <lpage>39</lpage>
      <abstract>
        <p>Applying Artificial Intelligence (AI) to support Guided Experiential Learning (GEL) requires careful consideration from a pedagogical perspective. In this paper, we explore the role of a recommender engine in training decision support with a goal of optimizing the skill acquisition and sustainment process. This involves establishing learning science informed design assumptions grounded in experiential learning and defining associated data requirements and dependencies to drive a mathematical approach to structuring training guidance. We distinguish learning requirements across the different phases of competency acquisition and highlight the role of varying activities that address different foundational functions of the overall learning process.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Guided Experiential Learning</kwd>
        <kwd>Deliberate Practice</kwd>
        <kwd>Recommender Engine</kwd>
        <kwd>Reinforcement Learning</kwd>
        <kwd>Skill Acquisition</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Experiential learning emphasizes the central role of active engagement with real-world experiences
in facilitating learning and expertise development [1]. By actively participating in authentic tasks and
environments, learners gain firsthand exposure to the complexities and nuances of the domain, leading
to the construction of meaningful mental representations and the development of domain-specific
expertise [2]. The immersive and situated context of experiential learning provides learners with
opportunities to encounter and resolve real-world challenges, promoting the integration of knowledge
and skills into practical application [3].</p>
      <p>Deliberate practice complements experiential learning by highlighting the im-portance of focused
and intentional effort to improve performance at the knowledge and skill level [4]. Deliberate practice
involves engaging in structured activities that target identified gaps, weaknesses or areas for
improvement, with the goal of achieving incremental advancements and mastery. Through this
approach, learners engage in repetitive and deliberate exercises that challenge their existing faculties,
allowing for targeted feedback, reflection, and refinement of performance [5]. By systematically
breaking down complex skills into manageable components and engaging in deliberate practice,
learners gradually enhance their domain-specific expertise and achieve higher levels of proficiency.</p>
      <p>When considering Guided Experiential Learning (GEL), we explore the extension and ultimate role
of intelligent tutoring and Artificial Intelligence (AI) to assist and optimize a learner or team’s
progression through competency development. With advancements in simulation, eXtended Reality
(XR) interfacing, and multi-modal analytics, focused training programs can leverage these immersive
technologies to support early exposure and active experiential learning in safe and controlled settings.
Furthermore, AI technologies offer unique opportunities to enhance the effectiveness of experiential
learning by providing personalized guidance, adaptive feedback, and tailored learning pathways [6].</p>
      <p>For this workshop paper, we focus on the pedagogical considerations of experiential learning, with
a goal of conceptualizing and identifying initial design requirements for a data-driven recommender
engine. To focus the conversation, we examine the use of GEL to support individualized competency
development aligned to a team context (i.e., improving the individual to benefit the team). This involves
supporting development of interdependent cognitive, psychomotor and affective KSB associations that
align to a set of team tasks that have individualized competency requirements. To guide the discussion,
we consider the role of pedagogy and GEL recommendations across two learning paths and their
underlying objective: (1) a learner progressing from novice to expert and (2) a learner sustaining
expertise and proficiency to support future application.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Navigating the Skill and Competency Acquisition Curve</title>
      <p>The "crawl, walk, run" framework provides a simple way to conceptualize the progression of skill
development, highlighting the incremental nature of competency acquisition. It emphasizes the
importance of building a solid foundation, gradually advancing skills, and continuously refining
proficiency over time. Here are some generic definitions to help frame the discussion to follow.
• Crawl. The crawl stage represents the initial phase of learning and skill development, where
learners are introduced to foundational concepts and basic skills. At this stage, learners are acquiring
fundamental knowledge and building a solid understanding of the subject matter. They may require
significant guidance, repetition, and practice to grasp the basics and establish a strong foundation
[7].
• Walk. The walk stage signifies the intermediate phase of skill development, where learners
have acquired a reasonable level of proficiency and can perform tasks with increased independence
and accuracy. In this stage, learners begin to apply their knowledge and skills in more complex
contexts, exploring and expanding their capabilities. While still benefiting from guidance and
support, learners become more self-directed and capable of carrying out tasks with greater fluency
and efficiency [4].
• Run. The run stage represents the advanced level of skill development, where learners have
attained a high level of expertise and can perform tasks with ease, efficiency, and mastery. At this
stage, learners exhibit a deep understanding of the subject matter and can apply their skills in
complex and challenging situations. They demonstrate advanced problem-solving abilities,
adaptability, and the capacity to handle novel or demanding tasks with minimal guidance [4].</p>
      <p>While we differentiate the phases of skill acquisition, it is important to account for high level
associations on the types of learning interactions associated with experiential learning, and their
intended impact on the competency acquisition process. In this paradigm, we establish three distinct
performance activity types, drill vs. practice/scrimmage vs. perform.</p>
      <p>• Drill. In the context of practice and skill development, a drill refers to a structured and repetitive
exercise or activity that focuses on developing specific components or sub-skills of a larger skill or
task. Drills often involve isolating particular aspects of a skill and providing repeated practice
opportunities to reinforce and automate the associated actions or cognitive processes. They typically
follow a predetermined set of steps or patterns and may involve the use of instructional cues,
prompts, or demonstrations to guide learners in executing the desired actions accurately and
efficiently.
• Scrimmage/Practice. Scrimmage, also known as scenario-based practice, involves engaging
in practice sessions or activities that simulate real-world or game-like situations. Unlike drills,
scrimmages aim to replicate the complexity, unpredictability, and dynamics of actual performance
contexts. Scrimmages provide learners with opportunities to apply their skills in more authentic and
dynamic settings, often involving interactions with teammates, opponents, or changing
environmental conditions. These practice sessions emphasize decision-making, problem-solving,
and the integration of various skills and strategies within a realistic context.
• Perform. This performance context associates execution of tasks in the real-world operational
environment when it matters most. This is the ultimate activity we aim to influence through
experiential learning, serving as a culminating event to gauge training effectiveness.
2.1.</p>
    </sec>
    <sec id="sec-3">
      <title>Going from Novice to Expert</title>
      <p>The integration of experiential learning and deliberate practice provides a powerful framework for
supporting learners in their progression from novice to expert across the Crawl/Walk/Run paradigm.
Experiential learning offers the necessary context and authenticity, enabling learners to develop deep
understandings of the domain, while deliberate practice provides the structured and focused approach
to refine and optimize performance. By combining these two approaches, educators and learning
practitioners can design pedagogical interventions that effectively guide learners through the various
stages of expertise development, ultimately leading to improved learning outcomes and increased
expertise.</p>
      <p>Understanding that learning is a social process, the early competency development phases are
inherently dependent on a more competent other (i.e., zone of proximal development [8]). From this
perspective, a Subject Matter Expert deconstructs the KSB requirements to achieve expertise and builds
a focused longitudinal training plan that structures lessons, resources and coaching strategies to address
the foundational knowledge and skill components required in the crawl phase.</p>
      <p>An interesting case study in this area is referred to as the DanPlan [9]. Dan McLaughlin was a
professional photographer and in his late 20’s was introduced to the theory of deliberate practice and
the 10,000 rule to attain world class expertise [5]. After deep contemplation, Dan decided to quit his
job, start a gofundme account, and to ultimately test this theory in the domain of golf. It’s important to
note, at this point in his life, Dan had never held a golf club with real intent, with the exception of a few
games of putt-putt across his life. This adventure caught the attention of world class human performance
experts, and partnered with him to help apply learning science best practices to see what level of
performance and proficiency could be attained through a focused deliberate practice strategy. The
following is an excerpt from an article reviewing his journey [9].</p>
      <p>“As he progressed, McLaughlin found that many of our instincts
turn out to be self-defeating. “People’s intuitions about practice
are nowhere near optimal,” says Robert Bjork, a professor in
cognitive psychology at the University of California, Los Angeles,
whose research has demonstrated the effectiveness of introducing
“deliberate difficulty” into practice—for instance, constant
variety, “interleaving” between different skills and “spacing”
study to force students to retrieve, and embed, new knowledge
between sessions. “You want to increase arousal so [the brain
encodes] in-formation at a deeper level,’” says Mark Guadagnoli,
a professor of neuroscience and neurology at the University of
Nevada, Las Vegas, School of Medicine. “It’s [like] using a laser
to engrave something versus a ballpoint pen.” With advice from
Bjork, Erics-son, Guadagnoli, and others, McLaughlin
incorporated these principles.”</p>
      <p>While Dan never attained his goal of becoming a professional golfer, his self-administered
experiment provides interesting insights into the real-world application of focused deliberate practice.
He produced impressive results, but this could not be accomplished without help and support in defining
exactly how to drill and practice in support of his overarching progression through the skill acquisition
curve. This highlights an interesting opportunity for AI to provide world class coaching support when
more competent peers are not available to guide your performance pursuits.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Sustaining Proficiency and Expertise</title>
      <p>Experiential learning continues to play a crucial role in maintaining superior performance for
learners who are already experts in a specific domain. While experts have attained a high level of
proficiency, their ongoing engagement in experiential learning allows them to adapt, refine, and extend
their expertise to remain at the forefront of their field. Part of this is maintaining an emphasis on the
basic fundamentals and their role in successfully executing novel tasks with desired performance
outcomes. These KSB elements are the focal point in the crawl and early walk phase of skill acquisition
but require application at appropriate intervals and under context free conditions to maintain proficiency
and automaticity when they are required under novel and critical performance situations.</p>
      <p>Anecdotally, here’s a quote from an interview with Kobe Bryant on his practice regiments. Kobe is
considered one of the best basketball players of all time and was meticulous with his approach to
training.</p>
      <sec id="sec-4-1">
        <title>Alan Stein, Jr.: “Kobe, you are the best player in the world, why are you doing the most basic drills?”</title>
      </sec>
      <sec id="sec-4-2">
        <title>Kobe Bryant: “Why do you think I am the best player in the</title>
        <p>world? I never get bored with the basics!”</p>
        <p>For this purpose, a recommender engine must account for drill level training requirements at
appropriate intervals to maintain required levels of proficiency. An associated competency model
aligned to experiential learning will require evidence of ex-pert application of fundamentals prior to
initiating more context-oriented practice scenarios.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>3. What is a Recommender Engine</title>
      <p>The role of a recommender engine in the context of intelligent tutoring and adaptive instruction is
to provide personalized recommendations and guidance to learners based on their individual needs,
preferences, and performance data. A recommender engine employs algorithms and machine learning
techniques to analyze vast amounts of learner data, such as their past interactions, learning outcomes,
and demographic information, to generate tailored suggestions for instructional content, learning
activities, or learning pathways [10]. By leveraging these data-driven insights, recommender engines
can offer adaptive and individualized support, ensuring that learners receive targeted recommendations
that align with their specific learning goals and capabilities.
3.1.</p>
    </sec>
    <sec id="sec-6">
      <title>Recommender Engines in the Context of GEL</title>
      <p>In our case, GEL extends a recommender engine type service to support interaction across an
ecosystem of learning resources that can combine to drive the competency acquisition process. In this
instance, we theorize that there are a number of technologies that can be used to support a learning
requirement, and a learner’s current acquisition phase will dictate the type of environment and
psychological fidelity to support their associated goals. This can involve use of simulations, game
environments, and XR modes of interaction to target specific KSB elements that are required to across
the cognitive, psychomotor and affective learning dimensions. This also accounts for personalization
of interaction characteristics (e.g., task difficulty and complexity) that assist in facilitating ideal
deliberate practice [11]. When considering a recommender engine, the with an emphasis on driving
experiential learning benefit.</p>
    </sec>
    <sec id="sec-7">
      <title>4. Design Considerations</title>
      <p>When considering the goals of GEL and the role AI can play in supporting learner objectives, a
recommender engine capability requires a mathematical approach to represent the variables and theories
that drive skill acquisition theory [12]. In this section, we examine the role of a recommender engine to
help learners plan and prioritize their scheduled training sessions, with a goal of selecting competencies
that need most attention and balancing activity types based on current competency and proficiency
levels.
4.1.</p>
    </sec>
    <sec id="sec-8">
      <title>Mathematical Model</title>
      <p>To create a mathematical equation for planning a scheduled session for experiential learning, we
consider a weighted sum approach that takes into account the competency state, recency, decay rate of
each competency, and an associated ratio looking at the balance between drill and scrimmage task
recommendations. The following variables are considered:
• N: The number of competency frameworks aligned to tasks
• S_i: Current competency state for competency framework i (untrained, practiced, proficient)
• R_i: Recency of competency application for competency framework i (measured in time units,
e.g., days)
• D_i: Decay rate for competency framework i (measured in competency loss per time unit, e.g.,
proficiency points per day)
• T: Training session time allotment (measured in time units, e.g., hours)</p>
      <sec id="sec-8-1">
        <title>The equation for planning a scheduled session could be:</title>
        <p>Total_score = Σ (w_i * S_i * exp(-D_i * R_i)) * ratio
(1)</p>
        <p>In this equation, the total score is multiplied by the ratio parameter. This allows you to adjust the
balance between drill and practice time based on the learner's current acquisition phase. To clarify the
interpretation of the ratio parameter:
• If ratio &gt; 1: It indicates a greater emphasis on drill time compared to practice time. The learner
will spend more time on structured exercises, repetitive tasks, or knowledge acquisition.
• If ratio &lt; 1: It indicates a greater emphasis on practice time compared to drill time. The learner
will spend more time on hands-on application, real-world tasks, or problem-solving activities.
• If ratio = 1: It represents an equal balance between drill and practice time.</p>
        <p>Here are some additional assumptions to take into consideration of an early design. In the initial
stages of learning, during the crawl phase, it is beneficial to focus more on drill activities to build a
solid foundation of knowledge and basic skills. A recommended ratio for the crawl phase could be in
the range of 70% drill to 30% practice. As the learner progresses to the walk phase, they have developed
a basic understanding and proficiency in the skills. At this stage, it is important to start increasing the
emphasis on practice activities to enhance the application and problem-solving abilities. A
recommended ratio for the walk phase could be around 50% drill to 50% practice, striking a balance
between reinforcing foundational knowledge and promoting practical application. In the advanced stage
of skill development, the run phase, the learner should focus more on practice activities to further refine
their skills and apply them in real-world scenarios. Practice activities in this phase could involve
complex, challenging tasks that require higher-order thinking and decision-making. A recommended
ratio for the run phase could be in the range of 30% drill to 70% practice.</p>
        <p>These recommended ratios provide a general guideline, but it's important to adapt them based on the
specific learning objectives, the complexity of the competencies, and the individual learner's progress
and needs. Regular assessment and feedback can help gauge the learner's readiness to progress from
one phase to another and adjust the ratio accordingly. Remember that the purpose of these ratios is to
strike a balance between building foundational knowledge (through drill) and promoting practical
application and problem-solving (through practice) to support effective skill development throughout
the crawl-walk-run continuum.
4.2.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Reinforcement Learning Algorithm</title>
      <p>The mathematical equation for planning a scheduled session can be modified to incorporate
reinforcement learning concepts such as reward and value functions. Instead of using state values or
action values directly, we can adapt the competency math model to incorporate reinforcement learning
components. Let's assume we have a reward function R(s, a) that provides a numerical reward for taking
action a in state s. The modified equation can be expressed as:
(2)</p>
      <p>Here, s_i represents a specific state or competency associated with a task, and a_i represents the
corresponding action or practice activity. R(s_i, a_i) represents the reward obtained from taking action
a_i in state s_i. R_i represents the recency of the state-action pair, and D_i represents the decay rate
associated with the competency.</p>
    </sec>
    <sec id="sec-10">
      <title>4.2.1. Ratio in Reinforcement Learning</title>
      <p>In the context of reinforcement learning, the ratio of drill vs practice activities can be associated with
the exploration vs exploitation trade-off. Exploration involves taking actions to gather more information
about the environment and learn better strategies, while exploitation involves selecting actions that are
known to yield high rewards.</p>
      <p>To incorporate the ratio, we can adjust the balance between exploration and exploitation during the
learning process. A higher ratio would encourage more exploration, allowing the learner to try different
actions and gain a better understanding of the task. A lower ratio would prioritize exploitation, focusing
on actions that have previously resulted in high rewards. By dynamically adjusting the ratio parameter
during the reinforcement learning process, we can influence the learner's exploration-exploitation
tradeoff and guide their decision-making.</p>
    </sec>
    <sec id="sec-11">
      <title>5. Conclusion and Future Work: Linking to a Data Strategy</title>
      <p>In this paper, we introduce considerations for a recommender engine designed around the tenets of
experiential learning and deliberate practice principles. We emphasize the need for a balance of focused
drill type activities that target specific knowledge, skill and behavior components with realistic
handson practice opportunities that replicate the real-world environment these competencies are applied
within. This involves identifying and prioritizing training requirements aligned to tasks and the
underlying competencies required for optimal performance. We identify specific variables that must be
tracked at the learner and learning resource level, and emphasize sustainment of basic fundamental
skills required for expert proficiency.</p>
      <p>As a limitation, the work introduced above has been presented in a relatively general manner. The
forward goal is to take these modeling assumptions and directly align them to an implementation of a
training ecosystem and data modeling approach that supports the GEL requirements. The first
application will be within the Synthetic Training Environment Experiential Learning for Readiness
(STEEL-R [6]) data strategy, which leverages adaptive instructional systems components and standards
aligned to the ADL Total Learning Architecture (TLA [13]). A carefully developed eXperience
Training Support Package (XTSP) data model was established to support the measurement of discrete
experience events within a GEL type setting, and is used to support the configuration and calibration of
assessment and data management techniques that will guide recommender engine design and
implementation [11].</p>
    </sec>
    <sec id="sec-12">
      <title>6. References</title>
      <p>[1] Dewey, J. "Experience and education." In The educational forum, vol. 50, no. 3, pp. 241-252.</p>
      <p>Taylor &amp; Francis Group (1986).
[2] Kolb, David A. Experiential learning: Experience as the source of learning and development. FT
press (2014)
[3] Lave, J. &amp; Wenger, E. Situated learning: Legitimate peripheral participation. Cambridge university
press (1991)
[4] Ericsson, K. Anders, Ralf T. Krampe, and Clemens Tesch-Römer. "The role of deliberate practice
in the acquisition of expert performance." Psychological review 100, no. 3 (1993)
[5] Ericsson, K. Anders, Robert R. Hoffman, and Aaron Kozbelt, eds. The Cambridge handbook of
expertise and expert performance. Cambridge University Press (2018).
[6] Goldberg, Benjamin, Kevin Owens, Kevin Gupton, Kevin Hellman, R. Robson, S. Blake-Plock,
and M. Hoffman. "Forging competency and proficiency through the synthetic training environment
with an experiential learning for readiness strategy." Proceedings of the 2021 I/ITSEC (2021).
[7] Bjork, Elizabeth L., and Robert A. Bjork. "Making things hard on yourself, but in a good way:
Creating desirable difficulties to enhance learning." Psychology and the real world: Essays
illustrating fundamental contributions to society 2, no. 59-68 (2011).
[8] Shabani, Karim, Mohamad Khatib, and Saman Ebadi. "Vygotsky's zone of proximal development:
Instructional implications and teachers' professional development." English language teaching 3,
no. 4 (2010): 237-248.
[9] S. Phillips. The Average Guy Who Spent 6,003 Hours Trying to Be a Professional Golfer. The
Atlantic. Retrieved on 25 June 2023 from:
https://www.theatlantic.com/health/archive/2017/08/the-dan-plan/536592/, 2017.
[10] Mousavinasab, Elham, Nahid Zarifsanaiey, Sharareh R. Niakan Kalhori, Mahnaz Rakhshan, Leila
Keikha, and Marjan Ghazi Saeedi. "Intelligent tutoring systems: a systematic review of
characteristics, applications, and evaluation methods." Interactive Learning Environments 29, no.
1 (2021): 142-163.
[11] Hernandez, Mike, B. Goldberg, R. Robson, K. Owens, S. Blake-Plock, T. Welch, and F. Ray.
"Enhancing the Total Learning Architecture for Experiential Learning." In Interservice/Industry
Training, Simulation, and Education Conference (I/ITSEC). 2022.
[12] Robson, Robby, Fritz Ray, Mike Hernandez, Shelly Blake-Plock, Cliff Casey, Will Hoyt, Kevin
Owens, Michael Hoffman, and Benjamin Goldberg. "Mining Artificially Generated Data to
Estimate Competency." International Educational Data Mining Society (2022).
[13] Walcutt, J. J., and Sae Schatz. "Modernizing Learning: Building the Future Learning Ecosystem."
Advanced Distributed Learning Initiative (2019).</p>
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