From the 1970s onward, we started to dream of the leisure society in which, thanks to technological progress and consequent increase in productivity, working hours would be minimized and we would all live in abundance. We all could devote our time almost exclusively to personal relationships, contact with nature, sciences, the arts, playful activities, and so on. Today, this utopia seems more unattainable than it did then. Since the 21st century, we have seen inequalities increasingly accentuated: of the increase in wealth in the United States between 2006 and 2018, adjusted for inflation and population growth, more than 87% went to the richest 10% of the population, and the poorest 50% lost wealth [1] . Following the crisis of 2008, social inequalities, rights violations, planetary degradation, and the climate emergency worsened and increased (see [2] ). In 2019, the world’s 2153 billionaires had more wealth than 4.6 billion people [3] . The World Bank estimates that COVID-19 will push up to 150 million people into extreme poverty [4] .
Over the last decade robotics has attracted a great deal of interest from teachers and researchers as a valuable educational tool from preschool to highschool levels. The implementation of social- support behaviours in robot tutors, in particular in the emotional dimension, can make a signicant contribution to learning efciency. With the aim of contributing to the rising eld of affective robot tutors we have developed ARTIE (Affective Robot Tutor Integrated Environment). We offer an architectural pattern which integrates any given educational software for primary school children with a component whose function is to identify the emotional state of the students who are interacting with the software, and with the driver of a robot tutor which provides personalized emotional pedagogical support to the students. In order to support the development of affective robot tutors according to the proposed architecture, we also provide a methodology which incorporates a technique for eliciting pedagogical knowledge from teachers, and a generic development platform. This platform contains a component for identiying emotional states by analysing keyboard and mouse interaction data, and a generic affective pedagogical support component which specifies the affective educational interventions (including facial expressions, body language, tone of voice,...) in terms of BML (a Behavior Model Language for virtual agent specification) files which are translated into actions of a robot tutor. The platform and the methodology are both adapted to primary school students. Finally, we illustrate the use of this platform to build a prototype implementation of the architecture, in which the educational software is instantiated with Scratch and the robot tutor with NAO. We also report on a user experiment we carried out to orient the development of the platform and of the prototype. We conclude from our work that, in the case of primary school students, it is possible to identify, without using intrusive and expensive identication methods, the emotions which most affect the character of educational interventions. Our work also demonstrates the feasibility of a general-purpose architecture of decoupled components, in which a wide range of educational software and robot tutors can be integrated and then used according to different educational
Educational Recommender Systems (ERSs), intelligent tutoring systems that adapt their pedagogical recommendations to each student, are becoming increasingly common. Context-Sensitive Affective Educational Recommender Systems (CSAERSs) personalize the recommendations according to a learning context with multiple dimensions, including the affective dimension and the personality traits of the user. To date, in the field of educational technology, there is little or no research that focuses on offering context-sensitive, personalized, psycho-pedagogical affective support to distance-learning students in real time. Nor do there seem to be any proposals for approaches to the knowledge engineering (term which encompasses knowledge acquisition and knowledge representation) of these systems, in which the relation between the user and his or her context is crucial. There is little work on a systematic approach to the requirements-elicitation phase and to the use of ontologies in the development and validation of ERSs, in general, and CSAERSs, in particular. In this article, we report on a student-centred requirements-elicitation methodology that uses psycho-pedagogical theatre in combination with student surveys. We then illustrate its application in the design and validation of an ontology, together with a semantic-similarity function, that could serve as the nucleus of a CSAERS.