Publications
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions – gamification and manipulation of assistance access – on the learning outcomes of students who tend to game the system. The results indicate that gamification does not consistently mitigate these negative behaviors. One gamified condition had a consistently positive effect on learning regardless of students’ propensity to game the system, whereas the other had a negative effect on gamers. However, delaying access to hints and feedback may have a positive effect on the learning outcomes of those gaming the system. This paper also illustrates the potential for integrating detection and causal methodologies within educational data mining to evaluate effective responses to detected behaviors. © 2024 International Educational Data Mining Society. All rights reserved.
Contextual multi-armed bandits have previously been used to personalize student support messages given to learners by supplying a model with relevant context about the user, problem, and available student supports. In this work, we propose using careful feature selection with relevant domain knowledge to improve the quality of student support recommendations. By providing Bayesian Knowledge Tracing mastery estimates to a contextual multi-armed bandit as user-level context in a simulated environment, we demonstrate that using domain knowledge to engineer contextual features results in higher average cumulative reward, and significant improvement over randomly selecting student supports. The data used to simulate sequential recommendations are available at https: //osf.io/sfyzv/? view_only=351fb8781d2c4f3bbc9d7486762d563a.
Chatbots represent a promising technology for engaging students in math learning. Guided by Jerome Bruner's constructivism and Lev Vygotsky's Zone of Proximal Development, we designed and developed a chatbot that incorporates scaffolding strategies and social-emotional considerations, and we integrated it into ASSISTments, an online math learning platform. We conducted an experimental study to examine the influence of learning math with the chatbot compared to traditional learning with hints. This study involved 85 middle and high school students from three diverse school settings in the United States. The results revealed no significant differences in students' math learning performance and perceived helpfulness and interest between the chatbot and traditional hints conditions. However, students in the chatbot condition displayed significantly lower confidence in solving a similar problem after the intervention, likely due to the removal of the high level of support provided by the chatbot. Despite this, students' open responses indicated that a significantly higher number of students had positive attitudes towards chatbots. They appreciated the chatting feature, breaking down a problem into steps, and real-time support. The study concludes with a discussion of the findings and implications for chatbot designers and developers and presents avenues for future research and practice in chatbot-assisted learning. In support of Open Science, this study has been preregistered and both the data and the analysis code used in this study are publicly available at https://osf.io/am3p8/.
Gaming the system, characterized by attempting to progress through a learning activity without engaging in essential learning behaviors, remains a persistent problem in computer-based learning platforms. This paper examines a simple intervention to mitigate the harmful effects of gaming the system by evaluating the impact of immediate feedback on students prone to gaming the system. Using a randomized controlled trial comparing two conditions - one with immediate hints and feedback and another with delayed access to such resources - this study employs a Fully Latent Principal Stratification model to determine whether students inclined to game the system would benefit more from the delayed hints and feedback. The results suggest differential effects on learning, indicating that students prone to gaming the system may benefit from restricted or delayed access to on-demand support. However, removing immediate hints and feedback did not fully alleviate the learning disadvantage associated with gaming the system. Additionally, this paper highlights the utility of combining detection methods and causal models to comprehend and effectively respond to students ' behaviors. Overall, these findings contribute to our understanding of effective intervention design that addresses gaming the system behaviors, consequently enhancing learning outcomes in computerbased learning platforms.
Large language models have recently been able to perform well in a wide variety of circumstances. In this work, we explore the possibility of large language models, specifically GPT-3, to write explanations for middle-school mathematics problems, with the goal of eventually using this process to rapidly generate explanations for the mathematics problems of new curricula as they emerge, shortening the time to integrate new curricula into online learning platforms. To generate explanations, two approaches were taken. The first approach attempted to summarize the salient advice in tutoring chat logs between students and live tutors. The second approach attempted to generate explanations using few-shot learning from explanations written by teachers for similar mathematics problems. After explanations were generated, a survey was used to compare their quality to that of explanations written by teachers. We test our methodology using the GPT-3 language model. Ultimately, the synthetic explanations were unable to outperform teacher written explanations. In the future more powerful large language models may be employed, and GPT-3 may still be effective as a tool to augment teachers’ process for writing explanations, rather than as a tool to replace them. The explanations, survey results, analysis code, and a dataset of tutoring chat logs are all available at https://osf.io/wh5n9/. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
Many online learning platforms and MOOCs incorporate some amount of video-based content into their platform, but there are few randomized controlled experiments that evaluate the effectiveness of the different methods of video integration. Given the large amount of publicly available educational videos, an investigation into this content's impact on students could help lead to more effective and accessible video integration within learning platforms. In this work, a new feature was added into an existing online learning platform that allowed students to request skill-related videos while completing their online middle-school mathematics assignments. A total of 18,535 students participated in two large-scale randomized controlled experiments related to providing students with publicly available educational videos. The first experiment investigated the effect of providing students with the opportunity to request these videos, and the second experiment investigated the effect of using a multi-armed bandit algorithm to recommend relevant videos. Additionally, this work investigated which features of the videos were significantly predictive of students' performance and which features could be used to personalize students' learning. Ultimately, students were mostly disinterested in the skill-related videos, preferring instead to use the platforms existing problem-specific support, and there was no statistically significant findings in either experiment. Additionally, while no video features were significantly predictive of students' performance, two video features had significant qualitative interactions with students' prior knowledge, which showed that different content creators were more effective for different groups of students. These findings can be used to inform the design of future video-based features within online learning platforms and the creation of different educational videos specifically targeting higher or lower knowledge students. The data and code used in this work can be found at https://osf.io/cxkzf/.
Within the field of education technology, learning analytics has increased in popularity over the past decade. Researchers conduct experiments and develop software, building on each other's work to create more intricate systems. In parallel, open science — which describes a set of practices to make research more open, transparent, and reproducible — has exploded in recent years, resulting in more open data, code, and materials for researchers to use. However, without prior knowledge of open science, many researchers do not make their datasets, code, and materials openly available, and those that are available are often difficult, if not impossible, to reproduce. The purpose of the current study was to take a close look at our field by examining previous papers within the proceedings of the International Conference on Learning Analytics and Knowledge, and document the rate of open science adoption (e.g., preregistration, open data), as well as how well available data and code could be reproduced. Specifically, we examined 133 research papers, allowing ourselves 15 minutes for each paper to identify open science practices and attempt to reproduce the results according to their provided specifications. Our results showed that less than half of the research adopted standard open science principles, with approximately 5% fully meeting some of the defined principles. Further, we were unable to reproduce any of the papers successfully in the given time period. We conclude by providing recommendations on how to improve the reproducibility of our research as a field moving forward.
As evidence grows supporting the importance of non-cognitive factors in learning, computer-assisted learning platforms increasingly incorporate non-academic interventions to influence student learning and learning related-behaviors. Non-cognitive interventions often attempt to influence students' mindset, motivation, or metacognitive reflection to impact learning behaviors and outcomes. In the current paper, we analyze data from five experiments, involving seven treatment conditions embedded in mastery-based learning activities hosted on a computer-assisted learning platform focused on middle school mathematics. Each treatment condition embodied a specific non-cognitive theoretical perspective. Over seven school years, 20,472 students participated in the experiments. We estimated the effects of each treatment condition on students' response time, hint usage, likelihood of mastering knowledge components, learning efficiency, and post-tests performance. Our analyses reveal a mix of both positive and negative treatment effects on student learning behaviors and performance. Few interventions impacted learning as assessed by the post-tests. These findings highlight the difficulty in positively influencing student learning behaviors and outcomes using non-cognitive interventions. [This paper was published in: "LAK23: 13th International Learning Analytics and Knowledge Conference Proceedings," March 13-17, 2023.]
Immediate feedback has been considered a cornerstone of online language learning platforms. However, a closer reading of relevant research reveals that the definition of the term 'immediate feedback' is inconsistent. Furthermore, findings from the STEM literature have not been well supported by other fields. As a result, clarification is required to assess which type of immediate feedback improves students’ performance in a computer-assisted learning environment. Moreover, research on the effects of immediate feedback outside of STEM classes should provide an enhanced understanding of whether the findings can be generalized. Therefore, this study investigated the effects of immediate feedback timing in online language learning exercises. The following three conditions were examined: no feedback, end-of-question feedback, and end-of-assignment feedback. A planned contrast test revealed that with a pretest as the covariate, students in the end-of-question feedback condition received significantly higher grades in the posttest compared with those in the end-of-assignment feedback condition. Furthermore, students with lower pretest scores required more attempts, although their learning progress was not significantly superior to that of students with higher prior knowledge. This study's findings provide insights into the use of immediate feedback for improving learning as part of foreign language classroom instruction. (PsycInfo Database Record (c) 2024 APA, all rights reserved)
This work proposes Dynamic Linear Epsilon-Greedy, a novel contextual multi-armed bandit algorithm that can adaptively assign personalized content to users while enabling unbiased statistical analysis. Traditional A/B testing and reinforcement learning approaches have trade-offs between empirical investigation and maximal impact on users. Our algorithm seeks to balance these objectives, allowing platforms to personalize content effectively while still gathering valuable data. Dynamic Linear Epsilon-Greedy was evaluated via simulation and an empirical study in the ASSISTments online learning platform. In simulation, Dynamic Linear Epsilon-Greedy performed comparably to existing algorithms and in ASSISTments, slightly increased students' learning compared to A/B testing. Data collected from its recommendations allowed for the identification of qualitative interactions, which showed high and low knowledge students benefited from different content. Dynamic Linear Epsilon-Greedy holds promise as a method to balance personalization with unbiased statistical analysis. All the data collected during the simulation and empirical study are publicly available at https://osf.io/zuwf7/.


