education

some-teachers-are-now-using-chatgpt-to-grade-papers

Some teachers are now using ChatGPT to grade papers

robots in disguise —

New AI tools aim to help with grading, lesson plans—but may have serious drawbacks.

An elementary-school-aged child touching a robot hand.

In a notable shift toward sanctioned use of AI in schools, some educators in grades 3–12 are now using a ChatGPT-powered grading tool called Writable, reports Axios. The tool, acquired last summer by Houghton Mifflin Harcourt, is designed to streamline the grading process, potentially offering time-saving benefits for teachers. But is it a good idea to outsource critical feedback to a machine?

Writable lets teachers submit student essays for analysis by ChatGPT, which then provides commentary and observations on the work. The AI-generated feedback goes to teacher review before being passed on to students so that a human remains in the loop.

“Make feedback more actionable with AI suggestions delivered to teachers as the writing happens,” Writable promises on its AI website. “Target specific areas for improvement with powerful, rubric-aligned comments, and save grading time with AI-generated draft scores.” The service also provides AI-written writing-prompt suggestions: “Input any topic and instantly receive unique prompts that engage students and are tailored to your classroom needs.”

Writable can reportedly help a teacher develop a curriculum, although we have not tried the functionality ourselves. “Once in Writable you can also use AI to create curriculum units based on any novel, generate essays, multi-section assignments, multiple-choice questions, and more, all with included answer keys,” the site claims.

The reliance on AI for grading will likely have drawbacks. Automated grading might encourage some educators to take shortcuts, diminishing the value of personalized feedback. Over time, the augmentation from AI may allow teachers to be less familiar with the material they are teaching. The use of cloud-based AI tools may have privacy implications for teachers and students. Also, ChatGPT isn’t a perfect analyst. It can get things wrong and potentially confabulate (make up) false information, possibly misinterpret a student’s work, or provide erroneous information in lesson plans.

Yet, as Axios reports, proponents assert that AI grading tools like Writable may free up valuable time for teachers, enabling them to focus on more creative and impactful teaching activities. The company selling Writable promotes it as a way to empower educators, supposedly offering them the flexibility to allocate more time to direct student interaction and personalized teaching. Of course, without an in-depth critical review, all claims should be taken with a huge grain of salt.

Amid these discussions, there’s a divide among parents regarding the use of AI in evaluating students’ academic performance. A recent poll of parents revealed mixed opinions, with nearly half of the respondents open to the idea of AI-assisted grading.

As the generative AI craze permeates every space, it’s no surprise that Writable isn’t the only AI-powered grading tool on the market. Others include Crowdmark, Gradescope, and EssayGrader. McGraw Hill is reportedly developing similar technology aimed at enhancing teacher assessment and feedback.

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Inspirit Launches Affordable XR STEM Education Platform for Middle and High School Students

XR STEM education has taken a leap forward with the official launch of Inspirit’s Innovative Learning Hub. The digital platform provides educators with affordable access to a premium library of virtual reality and augmented reality experiences designed specifically for middle and high school students. Focusing on enhancing learning outcomes and increasing engagement, Inspirit is revolutionizing the way STEM subjects are taught worldwide.

Breaking Down Barriers With Immersive Learning

Inspirit is a research-driven EdTech startup that pioneers immersive XR experiences for STEM education. The company’s Innovative Learning Hub stands as the premier choice for immersive XR STEM education, encompassing diverse subjects such as mathematics, physics, chemistry, biology, and vocational training.

Through XR experiences, Inspirit’s platform provides students with experiential learning opportunities. By engaging in simulations and exploring 3D models, students gain a deeper understanding of complex STEM concepts.

The advantages of VR education have long been embraced by both teachers and students, who have found immense value in its experiential approach. But with Inspirit’s XR expertise and easy-to-use technology, the platform bridges the gap between theoretical concepts and real-world applications, providing students with a deeper understanding and fostering engagement.

Renowned for its commitment to rigorous research, Inspirit collaborates with Stanford University researchers to unlock the full potential of XR learning. The result is a unified platform that seamlessly integrates into schools, improving learning outcomes and providing teachers with an intuitive system to embed into their curriculum.

Experts in the field, like Jeremy Bailenson, founding director of the Stanford Virtual Human Interaction Lab and professor of education, recognize the impact of Inspirit’s approach, emphasizing the importance of teacher professional development and curriculum alignment for successful integration and long-term usage in the classroom.

Inspirit XR STEM Education Platform

“Inspirit is unique in that it is led by a VR pioneer who puts ‘education first’, with a huge amount of experience in the world of STEM,” said Bailenson, in a press release shared with ARPost.

Unparalleled Access to Immersive XR Content

The Innovative Learning Hub boasts a comprehensive library of age-appropriate XR experiences that align with educational standards. From engaging simulations to interactive lessons, students have the opportunity to explore and study complex concepts, making learning tangible and enjoyable. This cutting-edge content ensures that students receive the highest-quality educational experiences.

Cross-Platform Compatibility for Seamless Learning

Flexibility is a key advantage of Inspirit’s Innovative Learning Hub. Students can access the library of XR content from various devices, including laptops, Chromebooks, and most VR headsets designed for educational use.

XR STEM Education Platform by Inspirit

This compatibility maximizes schools’ existing hardware investments while expanding learning capabilities. By eliminating the need for costly subscriptions and one-off purchases, Inspirit promotes inclusivity and accessibility, allowing all students to benefit from a comprehensive STEM curriculum.

XR STEM Education: Inspiring Students and Shaping Futures

As a firm believer in the transformative power of immersive technology, Aditya Vishwanath, co-founder and CEO of Inspirit, actively champions its potential for revolutionizing XR STEM education.

The Innovative Learning Hub serves as a platform that grants middle and high school students the opportunity to engage with exceptional XR content. “Our research-based methodology ensures all middle and high school students have an opportunity to access top-notch XR content that enhances their learning experience, prepares them for the future, and inspires them to pursue their dreams,” said Vishwanath.

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Jackson Public Schools Implement Virtual Reality in the Classroom

Virtual reality in the classroom is one of the many uses of immersive technologies. And, wherever it is in use, it has proven to be a great success. The latest educational organization to adopt it is Jackson Public Schools in Mississippi.

The second-largest school district in the Magnolia State, comprising seven high schools, 10 middle schools, 31 elementary schools, and four special program schools, has recently announced that its students will now be able to learn using VR.

VR Learning Made Available to a Large Number of Students

Currently, Jackson Public Schools enrolls 80% of the children in the capital city of Mississippi. Thanks to the partnership with a local company specializing in developing VR solutions for the educational field, Lobaki, the school district’s 19,000 students will soon have access to virtual reality in the classroom.

This partnership resulted in the full equipment of the entire school system with the necessary hardware and applications. They will allow the students to enjoy an immersive and hands-on learning experience in every class – from history to biology.

Teachers Are Happy to Use Virtual Reality in the Classroom

Not only students, but teachers are also excited to use the modern tools made available through the multiyear partnership with Lobaki. During the COVID-19 lockdown, they had the opportunity to learn how to use remote learning solutions.

And virtual reality in the classroom is a way of bringing together the best of both worlds; real and virtual.

“We have been interested in using virtual reality in our schools for quite some time now, as we are always looking to improve the educational experience,” said Dr. Rajeeni Scott, the Executive Director of School Support for Jackson Public School District, in a press release shared with ARPost. “With the additional challenge of learning loss created by the COVID-19 pandemic, we knew it was time to implement this solution within our schools.”

The New Project Showcases the Practical Role of VR in Our Lives

Virtual reality is no longer just for fun, entertainment, and hi-tech industries. It is becoming a part of our lives, from the simplest to the most advanced levels. For Lobaki, virtual reality in the classroom is proof of the huge potential of this technology.

“As one of the oldest and largest school systems in the state of Mississippi, Jackson Public School District’s decision to implement virtual reality technology stands out as one of the largest implementations in the United States to date,” said the CEO of Lobaki, Amber Coeur.

Using VR headsets and immersive experiences created by Lobaki, students will be able to interact with for example Civil Rights leaders or explore the structures of the smallest cells in the animal and vegetal world.

As a local company based in Mississippi, Lobaki is the ideal partner for this type of long-term partnership with Jackson Public Schools.

“As Mississippi’s only owned and operated virtual reality content creation company, the level of support from installation to training is unmatched,” explained Scott “We know they aren’t going to drop off hardware and leave …they are our next-door neighbors and fellow Mississippians.”

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immersive-inspiration:-why-extended-reality-learning-holds-multi-sector-potential

Immersive Inspiration: Why Extended Reality Learning Holds Multi-Sector Potential

The vast potential of extended reality cannot be underestimated. Used as something of an umbrella term to encompass “all real-and-virtual combined environments and human-machine interactions,” XR has become a buzzword that’s closely associated with other popular terms like virtual reality, augmented reality, spatial computing, ubiquitous computing, and the metaverse – and deep into this litany of jargon lies the next frontier for digital learning.

Although the edtech sector has grown significantly in voracity since the emergence of the COVID-19 pandemic, it’s extended reality that holds the key to unprecedented levels of immersiveness.

Extended Reality XR Market - Growth Rate by Region 2022-2027 - Mordor Intelligence

Furthermore, Mordor Intelligence data suggests that the XR market is growing globally, and experiencing particularly high levels of growth in Asia and Oceania. With both Europe and North America also experiencing notable XR growth, it’s likely that XR learning platforms and initiatives will gather momentum at a significant rate over the coming years.

With this in mind, let’s take a deeper look at why extended reality holds such vast potential for the future of learning across the world of education and many other sectors.

Unprecedented Immersion

When it comes to education, the challenge of delivering an immersive learning experience to all students and pupils can be a profoundly difficult one.

According to a Udemy survey, 74% of Millennials and Gen-Z claimed that they would become easily distracted in the workplace. This means that educators must find new ways to keep modern students engaged for as long as possible.

Through embracing extended reality, we’re already seeing more immersive experiences delivered to students, and platforms like GigXR can help users to engage in real-time with digitally rendered content.

Such platforms are excellent for learning via accurately rendered 3D graphics for topics like human anatomy and medicine–carrying its functionality beyond classrooms and into medical training for industry professionals.

Although embracing XR can seem like a daunting prospect, its potential applications within the world of learning are vast, including:

  • Refreshing the range of learning techniques available to students in order to deliver foundational learning;
  • Delivering more customized and personalized learning experience for students exploring complex topics;
  • Better defining competencies and assessment criteria for student experiences;
  • Offering data that can be utilized to deliver more focused interactive lessons for students that can incorporate better collaboration as well as engagement.

While this can go some way in showing the potential possibilities of XR, these applications also have the power to fundamentally change education over the course of the decade. As a future within the age of Web3 and the metaverse continues to redefine how far reality technology can evolve, the prospective applications for the future of learning appear to be endless.

Inspiring Curiosity

Crucially, a recent survey conducted by the XR Association in collaboration with the International Society for Technology in Education (ISTE) found that many current educators are optimistic about the prospect of a future built on extended reality learning experiences.

Of 1,400 high school teachers surveyed, some 82% of respondents stated that they believed the quality of AR/VR learning activities has improved in recent years–with 70% expressing their hope that XR tools can become more commonplace in schools moving forward. In total, 94% of respondents were happy to highlight the importance of aligning XR-driven curricula to academic standards.

The study also found that 77% of those surveyed believed that XR technology “inspires curiosity,” and that the tools can help to address issues in maintaining student motivation and well-being which have been impacted by the COVID-19 pandemic.

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology. The survey’s results suggest that VR, AR and MR technology is well positioned to become an essential teaching tool in school classrooms across the country,” explained Stephanie Montgomery, VP of Research at the XR Association.

Extending XR Into the Workplace

Beyond the traditional education sector, XR-based learning can also pay dividends when it comes to workplace training and recruitment.

The potential of VR onboarding is vast across a number of industries, and it can be an essential tool when it comes to upskilling and combatting turnover challenges among existing workforces.

Through the potential of extended reality, trainees and candidates alike can collaborate with human resource departments to undertake virtual interviews–which can provide real-time metrics and behavioral analysis for more accurate and unbiased assessments of competencies.

By combining XR technology with artificial intelligence, companies can actively spot knowledge gaps among existing employees and automatically enroll them in new tailor-suited courses to enhance their skill sets.

Extended reality can also help in a number of practical training scenarios. In practice, this is best illustrated within the healthcare industry, where The Johns Hopkins School of Nursing has become one of many providers to implement comprehensive VR training programs ranging from doctoral to prelicensure nursing.

Delivering experiences via Meta Quest headsets and an Alienware computer, Johns Hopkins has managed to deliver multiplayer VR learning experiences that can render practice scenarios capable of accommodating up to 100 learners.

“We make decisions based on what’s going on — time-critical decisions,” said Kristen Brown, Assistant Professor at the Johns Hopkins School of Nursing and the Simulation Strategic Projects Lead at the Johns Hopkins Medicine Simulation Center. “So one of the important components was that there was some sort of AI that’s really adapting to what we’re doing.”

The beauty of extended reality in terms of training, is that it can provide a platform for learners to build their competencies in high-risk or highly sensitive areas without having to worry about high margins for errors to take place.

In surgery scenarios, for instance, XR experiences can place students into a virtual operating theater with a 3D subject to deliver a true-to-life simulation of an operation. Similar experiences have been continually growing in quality within industries like aviation.

Achieving Immersive Learning Within the Decade

The rapid growth of the extended reality market means that we’re likely to see comprehensive learning technologies become commonplace sooner rather than later. This will undoubtedly delight the 70% of teachers surveyed in the aforementioned XR Association’s survey, but it has the potential to resonate across multiple sectors.

From providing more immersive and comprehensive learning to students, to helping employees to gain a better quality of work experience during their onboarding and training processes, the arrival of XR learning can bring profound improvements to countless lives.

Better onboarding programs can help to improve job satisfaction and to lower turnover rates, while competencies will improve immeasurably as more impactful learning experiences emerge. With this in mind, extended reality is well placed to improve the lives of learners of all ages, and across a number of industries.

Guest Post


About the Guest Author(s)

Dmytro Spilka

Dmytro Spilka

Dmytro is a tech and finance writer based in London. Founder of Solvid and Pridicto. His work has been published in Nasdaq, Kiplinger, VentureBeat, Financial Express, and The Diplomat.

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XRA Survey: Teachers Pin Hopes on XR for Better Classroom Engagement

Incorporating XR—the umbrella term for virtual, augmented, and mixed reality—in classroom education can make learning more fun. It can also motivate students to take their studies more seriously.  A recent survey by XR Association (XRA) and the International Society for Technology in Education (ISTE) presented this conclusion based on a poll of over 1,400 high school teachers across 50 US states. Let’s look at the survey results.

Optimism High for XR’s Classroom Use

Foremost of the highlights in the nationwide poll was the finding that 77% of educators believe in the power of extended reality to ignite curiosity and engagement in class. This is especially important given that student motivation and morale are reported to have dropped in the 2020-2021 school year.

As Sean Wybrant, a computer science teacher at Colorado Spring’s William J. Palmer High School, put it: “Imagine how much better a student will understand what happens in Othello if they could actually step into the play and see it. Imagine how much better we could tell historical narratives if we could put people in recreations of famous situations based on documentation of those time periods.”

Secondly, XR doesn’t only make students eager to learn. Seventy-seven percent of teachers also see its potential in spurring interaction and building empathy among classmates. XRA says in its report that creating immersive worlds allows students to exchange ideas and understand each other in new ways.

Thirdly, 67% of respondents agree with XRA’s advocacy to incorporate extended reality technology into the curricula. Educators teaching the following subjects believe that course-specific XR experiences would be beneficial for students:

  • Earth sciences (94%)
  • Physics and space science (91%)
  • Math (89%)
  • English language (86%)
  • World languages (87%)
  • History and social studies (90%)
  • Social sciences (91%)
  • Computer science (91%)
  • Visual and performing arts (91%)
  • Physical education (88%)
  • Career and technical education (91%)

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology,” said Stephanie Montgomery, the XRA Vice President of Research and Best Practices. “The survey’s results suggest that VR, AR, and MR technology is well-positioned to become an essential teaching tool in school classrooms across the country.”

At the same time, 58% of the survey respondents said that teachers should get training for XR classroom use. Moreover, 62% believe in developing XR standards before integrating the technologies into regular curricula.

XR Association CEO Elizabeth Hyman believes in the extensive ripple effect that will result from making educators XR-ready. “If teachers understand XR technology and are empowered to contribute to the way in which it is incorporated into the curriculum, everyone—students, their guardians, and the surrounding community—will be able to take advantage of its benefits,” she said.

However, despite the positive outlook, 57% of teachers recognize the costs of using AR and VR devices and admit that access to funds will determine access to such technology. Nevertheless, poll participants believe XR’s benefits will extend beyond the classroom. Seventy-seven percent of teachers said the technology helps equip students with skills they can apply in their chosen careers, especially since, according to forecasts, jobs in extended reality may reach 23 million by 2030.

Myths About XR Classroom Use Debunked

The XRA-ISTE survey dispelled several myths about extended reality’s acceptance in education. One of these misconceptions is that XR is only for gaming. The poll results and teachers’ comments reveal that they are aware of the usefulness of this technology in geography, math, history, and other subjects.

Moreover, the survey response from educators refutes the popular notion that XR technology would not be the “best fit” for the classroom. Seventy-eight percent of respondents believe in the benefits of extended reality technologies in class.

Finally, the belief that XR will distract students from learning only got a 15% vote among the survey participants. The majority support the opportunities that come with extended reality when incorporated into lessons.

Teens Excited About XR 

Earlier last year, XRA also conducted a separate survey that sought teens’ views on current use cases for XR and their expectations for this technology. The results released in May 2022 revealed that 40% of teens have used either AR or VR in school and 50% describe their experience with these technologies as positive. Thirty-eight percent would like to own a headset in the future.

Even though there are potential concerns around immersive technologies, which teens are aware of, they are still excited about using XR in education, in a responsible way. Almost 4 in 5 teens think extended reality can impact lives positively. They believe that XR can improve their lives in the areas of fun (67%), creativity (61%), and learning (48%). Moreover, 52% of respondents expressed interest in taking a college course with extended reality integrated into its curriculum.

Read the Latest Addition to the XRA Developers’ Guide

XRA is proactively advancing XR application in classroom learning. It recently launched a new chapter in its Developers Guide on designing immersive lessons for high schoolers. The fresh chapter discusses current classroom needs, successful use cases, and industry-backed best practices for promoting safe and inclusive classroom learning through extended reality that addresses parent, teacher, and student concerns.

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Learning in AR: Bring Textbooks to Life With Ludenso

 

Augmented reality is exciting. It’s interactive and can be a great visual aid for information that might otherwise be difficult to visualize or that might be just plain dull in 2D. As such, it has huge potential for educators. Unfortunately, good AR content can also be difficult to make for people who aren’t experts. That’s where Ludenso comes in.

Ludenso works with textbook publishers, educators, and tech experts to create an app for augmenting textbooks with an easy-to-use interface. I talked with co-founder and Chief Marketing Officer, Ingrid Skrede, to learn more.

What Is Ludenso?

Ludenso gives educators low-and-no-code tools to bring augmented reality into the classroom. The company can and does work with educators and publishers to create models in-house, but they also make libraries of educational 3D assets available in a drag-and-drop interface.

“Bringing AR [textbooks] to life on mobile is not new. What’s new is the ability to view it and update it without technical expertise,” said Skrede. “We put the studio’s creative power into the hands of content experts, not just our development team.”

Ludenso AR app for learning

With a few keystrokes, educators with no AR development experience can add their own notations to existing 3D models that launch when a phone with the Ludenso Explore app recognizes images in a textbook. They can also add images, videos, or links – whether to more resources, online quizzes, or something else.

I saw this process in a screen share during a demo with Skrede but spent most of my time on the user side of the app. The app recognizes the target images instantly. Manipulating the model to scale and rotate it is easy, as is finding the annotations and contextual information that the educator (played by Skrede) attributed to it.

The app doesn’t only feature image detection, it also features planar detection. So, I can view a mini 3D model on the textbook page with the context of the words around it. I can also switch my view to place a 3D model in my office and scale it up as much as I want.

What’s more, once I’ve opened the models associated with a textbook, I can place them in my environment without the image target. So, a student could study the 3D models in a textbook chapter even if they left their textbook at school.

How Ludenso Inspires Learning

Of course, Ludenso isn’t just for educators – as no educational service should be. The application is also for students. Over the course of our remote interview, Skrede brought up numerous studies showing that AR helps students maintain attention and retain information.

More than that, Skrede says that working with Ludenso has put her in numerous positions to see “underperforming” students drawn into their lessons in ways that shocked their teachers.

“When we’re born, we want to learn. But, we have sixteen thousand hours of learning ahead of us and that’s a long time to sit and learn what everyone else is learning,” said Skrede. “When using AR, you’re challenging the perceptions teachers have and what it means to be a strong student.”

Living and Learning

Ludenso has been around for a couple of years now. The Oslo-based company is finally starting to get the buzz that it deserves, as well as a recently-cleared $1M funding round.

One of the pillars of Ludenso’s philosophy is that the best educational content is going to be made by educators – not by tech moguls. As a result, they started out working with schools directly. This was a great way to work directly with educators, as they wanted, but it came with its own challenges.

AR app for learning - Ludenso

“We saw how excited the students were, and how excited the teachers were,” said Skrede. “We also realized that it’s challenging to scale in the school sector.”

Working with individual schools meant that Ludenso was working with individual curricula. What the company enabled one school to make might only work for that one school. Some of the tools that make the current (and upcoming) iteration of Ludenso possible were developed at this time, but the company’s outreach structure changed.

“We were rather fortunate to get in touch with a publishing house here,” said Skrede. The company is currently partnered with three major textbook publishers, which serve as a distribution channel for educators. “We’re interested in building a learning platform.”

Using textbooks to launch the experience also helps educators implement the technology that they might not be familiar with – particularly as a part of a structured curriculum.

“We go with textbooks because teachers want to use AR but they need a tool that they can come back to over and over,” said Skrede.

As this article was being written, Ludenso also announced a partnership with Cambridge University Press & Assessment. The partnership allows Cambridge University to carry Ludenso content and gives Ludenso global exposure with a renowned publishing company.

Where Was This a Decade Ago?

One of the most challenging things about covering emerging technology is seeing an application like Ludenso that would have been great to have when I was in school. At the same time, it helps to remind us why emerging technologies are so exciting. Most readers might have been born too late for this particular app, but there’s a whole generation that’s just in time.

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