=Paper= {{Paper |id=Vol-3902/12 |storemode=property |title=Co-design and Testing of an Educational Chatbot for Teaching Political Representation Through History (full paper) |pdfUrl=https://ceur-ws.org/Vol-3902/12_paper.pdf |volume=Vol-3902 |authors=Eleonora Belligni,Sara Capecchi,Rossana Damiano,Carla Scilabra,Marino Zabbia |dblpUrl=https://dblp.org/rec/conf/edu4ai/BelligniCDSZ24 }} ==Co-design and Testing of an Educational Chatbot for Teaching Political Representation Through History (full paper)== https://ceur-ws.org/Vol-3902/12_paper.pdf
                                .

                         Co-design and testing of an educational chatbot for
                         teaching political representation through history
                         Eleonora Belligni2,† , Sara Capecchi1,∗,† , Davide Cellie1,† , Rossana Damiano1,∗,† ,
                         Carla Scilabra2,† and Marino Zabbia2,†
                         1
                             Dipartimento di Informatica, Università di Torino
                         2
                             Dipartimento di Studi Storici, Università di Torino


                                         Abstract
                                         This paper presents the design and implementation of a chatbot developed to support history teaching in primary
                                         schools. The project was inspired by two main goals: on the one side, we wanted to involve teachers and educators
                                         in the creation of the chatbot, asking them to co-design both the character and the content to be delivered;
                                         on the other side, we wanted to test the use of dramatization techniques for the design of the chatbot. The
                                         validation of the chatbot was conducted through an experimental phase involving five primary school classes.
                                         The classes experience with the chatbot received positive ratings, thus confirming its capability to engage the
                                         users with its behavior and appearance. The study also demonstrates the importance of teacher collaboration
                                         in the development of educational technologies: the design principles behind chatbots illustrate the broader
                                         mechanics of how generative AI systems operate in tasks like content creation, problem-solving, and personalized
                                         interactions. This allowed us to introduce AI-based tools to the teachers in a conscious and participatory manner.

                                         Keywords
                                         Educational chatbots, AI and education, artificial characters, dramatization




                         1. Introduction
                         In the last few years, thanks to the advent of AI-powered speech and text-based chats, the conversational
                         mode for acquiring information from and engaging with artificial agents has become an everyday
                         experience for many children. The architectures of today’s end user applications, then, make chatbots
                         potentially available in all areas reached by mobile services, since computation tends to occur on
                         centralized remote severs, with only a major obstacle still represented by linguistic minorities. In this
                         sense, chatbots represent an opportunity for teaching, as witnessed by several research projects that
                         have explored their use in schools [1, 2, 3]. Thanks to the familiarity with them developed by the
                         students, and the availability of off-the-shelf tools for creating them, in the near future chatbots may
                         be autonomously developed by teachers and seamlessly integrated in teaching practices as a way to
                         facilitate learning.
                            In this paper, we report about a project in which we experimented the use of an educational chatbot
                         in primary school inspired by two main goals: on the one side, we wanted to involve teachers and
                         educators in the creation of the chatbot, asking them to co-design both the character and the content to
                         be delivered; on the other side, we wanted to test the use of dramatization techniques for the design
                         of the chatbot. To do so, we relied on artificial intelligence technologies that allow the chatbot to be
                         entirely scripted by the developers, so as to avoid the pitfalls of generative models in factual knowledge
                         and to control closely the character creation.


                         1st Workshop on Education for Artificial Intelligence (edu4AI 2024, https:// edu4ai.di.unito.it/ ), co-located with the 23rd International
                         Conference of the Italian Association for Artificial Intelligence (AIxIA 2024). 26-28 November 2024, Bolzano, Italy
                         ∗
                             Corresponding author.
                         †
                             These authors contributed equally.
                         Envelope-Open eleonora.belligni@unito.it (E. Belligni); sara.capecchi@unito.it (S. Capecchi); celliedavide@gmail.com (D. Cellie);
                         rossana.damiano@unito.it (R. Damiano); carla.scilabra@gmail.com (C. Scilabra); rossana.damiano@unito.it (M. Zabbia)
                                        © 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).


CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings
   The chatbot design and the experiments were carried out as part of the project “Chi decide per noi?
Percorsi tra Storia ed Educazione Civica dall’università alla scuola primaria” (“Who decides for us?
Pathways between History and Civic Education from university to primary school”) at the University
of Turin. This project aimed to integrate the Civic Education programme of Italian primary school
with education about political representation and participation from the perspective of their historical
development. The project involved the University of Turin and a group of primary schools (grades IV
and V) and relied on the use of traditional, media and digital teaching tools to convey the educational
contents.
   The involvement of teachers in the design of the chatbot had a twofold objective. Firstly, the
participatory design methodology chosen for this project required teachers as the main users of the
final product. Secondly, the design process allowed us to give the teachers a role as active creators of
the interaction script between the chatbot and the users. The design of a chatbot serves as an excellent
way to understand how generative AI systems work. Chatbots, especially those powered by AI like GPT
models, simulate human-like conversation by generating text based on input. The design principles
behind chatbots illustrate the broader mechanics of how generative AI systems operate in tasks like
content creation, problem-solving, and personalized interactions. This allowed us to introduce ai-based
tools to the teachers in a conscious and participative manner. This aspect is very important especially in
the context of the Italian school. Indeed despite many contributions made by various organisations, the
level of digital preparation of the Italian teachers is still limited[4, 5]. The single-cycle study courses in
primary education do not include a syllabus that is attentive to new literacies, so in the laboratories of
educational and learning technologies or of teaching technologies, the most varied syllabuses are to be
found, ranging from teaching technical and procedural skills to coding, media education and teaching
with technologies. The result is that even the new generations of teachers risk remaining substantially
unprepared especially concerning new tools based on generative AI. Involving teachers in the design of
the tools they will use in the classroom is a highly effective strategy for several reasons. This approach
not only empowers educators but also ensures that the tools developed are truly aligned with their
needs and classroom realities.
   The paper is organized as follows: after reviewing the related work in Section 2, we describe the
design and creation of the chatbot in Section 3. Evaluation is illustrated and discussed in Section 4.
Conclusion and future work end the paper.


2. Related work
[1] presents a systematic review of studies on the use of chatbots in education. The authors discussed the
benefits obtained from the applications of chatbots in the educational domain: integration of contents,
quick access, motivation, and engagement and immediate assistance. [2] analyzed 36 educational
chatbots proposed in the literature by assessing each chatbot within seven dimensions: educational field,
platform, educational role, interaction style, design principles, empirical principles, and challenges as
well as limitations. The results show that there are almost no chatbot proposed for history educational
topics. [6] presents the design of a “social bots of conviction” (BoCs) which shift the focus from offering
information to provoking reflection. The BoC is designed as a digital experience to support history
education for high school students (ages 14-18). The findings highlight the BoC’s role in engaging the
students in constructive dialogue with each other; and the ways in which it guided perspective taking
and collective reflection about the past.


3. Chatbot design and implementation
The project “Chi decide per noi?” included different phases: the first was the lesson planning by the
group of teachers, which included primary school teachers and university staff; the second consisted of
participatory lessons in class on the historical evolution of the concepts and practices of participation
and representation; the third consisted of the elaboration of laboratory experiences on the topics
covered in the lessons, which included the production of textual products (text and images), videos
(stop-motion documentary), and of the chatbot. Funded by Fondazione CRT, the project was carried out
from September 2022 to August 2024.

3.1. Technology and method
In order to avoid the well-know pitfalls of state-of-the-art chatbots (see [7] for a review and reflection on
the motivations behind the so-called hallucinations), we decided to resort to the Artificial Intelligence
Markup Language (AIML) for implementing the chatbot, a well-established technology for the creation
of conversational agents.1 AIML (Artificial Intelligence Markup Language) was developed by Richard
Wallace since 1995 as a language for creating conversational agents or chatbots, notably used in the
chatbot “A.L.I.C.E.” (Artificial Linguistic Internet Computer Entity). It allows developers to define rules
and patterns for chatbot responses through simple XML-based tags. AIML became widely adopted
for building rule-based chatbots, leading to many open-source implementations and is still in use,
with a community of developers working at the creation of AIML rule engines for most platforms and
languages. Basically, an AIML program consists of a set of IF-THEN rules, called categories, which
specify what the bot should answer in response to each type of user input. The antecedent of the rule,
called pattern, describes the linguistic contribution of the user; the consequent, called templates. In
practice, each category describes a pair of conversational turns composed of a user’s contribution (a
question, an assertion, etc.) followed by the chatbot’s reply. For example, the consider the following
listing, which illustrates the basic structure of the AIML  tag:
1 
2    Mi chiamo *
3    
10 

Lines 2 contains the pattern, which matches any sentences beginning with “Mi chiamo” (“My name is”
in English) followed by any string. Lines 3 to 9 contain the template for the generation of the bot’s turn,
where a combination of the  and the  tags inserts in the bot’s sentence the proper name
extracted from the input.
   Although the AIML programmer seeks to cover all possible user’s intents in the given domain, using
regular expressions to improve the patterns’ capability to generalize, the coverage of an AIML script in
most cases will still be limited, with the bot providing a generic reply when the user’s input cannot
be matched against any patterns. For this reason, for the chatbot to be able to interact in a fluent and
natural way with the users, some techniques can be adopted to minimize unpredictability. In general,
the more constraining are the chatbot’s turns in terms of possible users answers, the more predictable
and easier to handle will be the sentences produced by the user. If it is coherent with the context of the
interaction, the chatbot’s turns may also include multimedia elements such as images and animations to
clarify better the chatbot’s intended meaning and input elements for collecting the user’s input (buttons,
lists, etc.), thus enforcing the chatbot’s capability to deal with it. For example, the following template
creates the menu displayed in Figure 1
1 

   In the listing above, the