Publications
The increased usage of computer-based learning platforms and online tools in classrooms presents new opportunities to not only study the underlying constructs involved in the learning process, but also use this information to identify and aid struggling students. Many learning platforms, particularly those driving or supplementing instruction, are only able to provide aid to students who interact with the system. With this in mind, student persistence emerges as a prominent learning construct contributing to students success when learning new material. Conversely, high persistence is not always productive for students, where additional practice does not help the student move toward a state of mastery of the material. In this paper, we apply a transfer learning methodology using deep learning and traditional modeling techniques to study high and low representations of unproductive persistence. We focus on two prominent problems in the fields of educational data mining and learner analytics representing low persistence, characterized as student stopout, and unproductive high persistence, operationalized through student wheel spinning, in an effort to better understand the relationship between these measures of unproductive persistence (i.e., stopout and wheel spinning) and develop early detectors of these behaviors. We find that models developed to detect each within and across-assignment stopout and wheel spinning are able to learn sets of features that generalize to predict the other. We further observe how these models perform at each learning opportunity within student assignments to identify when interventions may be deployed to best aid students who are likely to exhibit unproductive persistence.
Background: Interactive learning environments often provide help strategies to facilitate learning. Hints, for example, help students recall relevant concepts, identify mistakes, and make inferences. However, several studies have shown cases of ineffective help use. Findings from an initial study on the availability of hints in a mathematics problem-solving activity showed that early access to on-demand hints were linked to lack of performance improvements and longer completion times in students answering problems for summer work. The same experimental methodology was used in the present work with a different student sample population collected during the academic year to check for generalizability. Results: Results from the academic year study showed that early access to on-demand-hints in an online mathematics assignment significantly improved student performance compared to students with later access to hints, which was not observed in the summer study. There were no differences in assignment completion time between conditions, which had been observed in the summer study and has been attributed to engagement in off-task activities. Although the summer and academic year studies were internally valid, there were significantly more students in the academic year study who did not complete their assignment. The sample populations differed significantly by student characteristics and external factors, possibly contributing to differences in the findings. Notable contextual factors that differed included prior knowledge, grade level, and assignment deadlines. Conclusions: Contextual differences influence hint effectiveness. This work found varying results when the same experimental methodologywas conducted on two separate sample populations engaged in different learning settings. Further work is needed, however, to better understand how on-demand hints generalize to other learning contexts. Despite its limitations, the study shows how randomized controlled trials can be used to better understand the effectiveness of instructional designs applied in online learning systems that cater to thousands of learners across diverse student populations. We hope to encourage additional research that will validate the effectiveness of instructional designs in different learning contexts, paving the way for the development of robust and generalizable designs.
Online learning environments allow for the implementation of psychometric scales on diverse samples of students participating in authentic learning tasks. One such scale, the Intrinsic Motivation Inventory (IMI) can be used to inform stakeholders of students' subjective motivational and regulatory styles. The IMI is a multidimensional scale developed in support of Self-Determination Theory [1-3], a strongly validated theory stating that motivation and regulation are moderated by three innate needs: autonomy, belonging, and competence. As applied to education, the theory posits that students who perceive volition in a task, those who report stronger connections with peers and teachers, and those who perceive themselves as competent in a task are more likely to internalize the task and excel. ASSISTments, an online mathematics platform, is hosting a series of randomized controlled trials targeting these needs to promote integrated learning. The present work supports these studies by attempting to validate four subscales of the IMI within ASSISTments. Iterative factor analysis and item reduction techniques are used to optimize the reliability of these subscales and limit the obtrusive nature of future data collection efforts. Such scale validation efforts are valuable because student perceptions can serve as powerful covariates in differentiating effective learning interventions.
The incorporation of computer-based platforms in the classroom has introduced the ability to conduct numerous randomized control trials at scale with student-level randomization. Such systems are able to collect vast amounts of data on each student while completing work in the classroom and at home. It is often the case, however, that the effects of these trials are reported across all students, ignoring the potential for personalized learning. Personalized learning, or the observation of heterogeneous treatment effects, considers that the effects of a studied learning intervention may differ for individual students; while an intervention may work well for low-performing students, for example, it may have no effect for higher performing students. Personalized learning can lead to better instructional practices that maximizes the learning benefits for each individual student, and with the use of computer-based platforms, such individualized instruction is made feasible at large scales. In this work we use a causal decision tree to observe treatment effects in 9 experiments run in the ASSISTments online learning platform.
Affect detection has become a prominent area in student modeling in the last decade and considerable progress has been made in developing effective models. Many of the most successful models have leveraged physical and physiological sensors to accomplish this. While successful, such systems are difficult to deploy at scale due to economic and political constraints, limiting the utility of their application. Examples of sensor-free affect detectors that assess students based solely using data on the interaction between students and computer-based learning platforms exist, but these detectors generally have not reached high enough levels of quality to justify their use in real-time interventions. However, the classification algorithms used in these previous sensor-free detectors have not taken full advantage of the newest methods emerging in the field. The use of deep learning algorithms, such as recurrent neural networks (RNNs), have been applied to a range of other domains including pattern recognition and natural language processing with success, but have only recently been attempted in educational contexts. In this work, we construct new deep sensor-free affect detectors and report significant improvements over previously reported models.
Although gaming the system, a behavior in which students attempt to solve problems by exploiting help functionalities of digital learning environments, has been studied across multiple learning environments, little research has been done to study how (and whether) gaming manifests differently across populations of students and learning environments. In this paper, we study the differences in usage of 13 different patterns of actions associated with gaming the system by comparing their distribution across different populations of students using Cognitive Tutor Algebra and across students using one of three learning environments: Cognitive Tutor Algebra, Cognitive Tutor Middle School and ASSISTments. Results suggest that differences in gaming behavior are more strongly associated to the learning environments than to student populations and reveal different trends in how students use fast actions, similar answers and help request in different systems.
Due to substantial scientific and practical progress, learning technologies can effectively adapt to the characteristics and needs of students. This article considers how learning technologies can adapt over time by crowdsourcing contributions from teachers and students - explanations, feedback, and other pedagogical interactions. Considering the context of ASSISTments, an online learning platform, we explain how interactive mathematics exercises can provide the workflow necessary for eliciting feedback contributions and evaluating those contributions, by simply tapping into the everyday system usage of teachers and students. We discuss a series of randomized controlled experiments that are currently running within ASSISTments, with the goal of establishing proof of concept that students and teachers can serve as valuable resources for the perpetual improvement of adaptive learning technologies. We also consider how teachers and students can be motivated to provide such contributions, and discuss the plans surrounding PeerASSIST, an infrastructure that will help ASSISTments to harness the power of the crowd. Algorithms from machine learning (i.e.; multi-armed bandits) will ideally provide a mechanism for managerial control, allowing for the automatic evaluation of contributions and the personalized provision of the highest quality content. In many ways, the next 25 years of adaptive learning technologies will be driven by the crowd, and this article serves as the road map that ASSISTments has chosen to follow. © 2016 International Artificial Intelligence in Education Society.
An interactive demonstration on how to design and implement randomized controlled experiments at scale within the ASSISTments TestBed, a new collaborative for educational research funded by the National Science Foundation (NSF). The Assessment of Learning infrastructure (ALI), a unique data retrieval and analysis tool, is also demonstrated.
In this paper, we present a dataset consisting of data generated from 22 previously and currently running randomized controlled experiments inside the ASSIStments online learning platform. This dataset provides data mining opportunities for researchers to analyze ASSISTments data in a convenient format across multiple experiments at the same time. The data preprocessing steps are explained in detail to inform researchers about how this dataset was generated. A list of column descriptions is provided to define the columns in the dataset and a set of summary statistics are presented to briefly describe the dataset.
Researchers invested in K-12 education struggle not just to enhance pedagogy, curriculum, and student engagement, but also to harness the power of technology in ways that will optimize learning. Online learning platforms offer a powerful environment for educational research at scale. The present work details the creation of an automated system designed to provide researchers with insights regarding data logged from randomized controlled experiments conducted within the ASSISTments TestBed. The Assessment of Learning Infrastructure (ALI) builds upon existing technologies to foster a symbiotic relationship beneficial to students, researchers, the platform and its content, and the learning analytics community. ALI is a sophisticated automated reporting system that provides an overview of sample distributions and basic analyses for researchers to consider when assessing their data. ALI's benefits can also be felt at scale through analyses that crosscut multiple studies to drive iterative platform improvements while promoting personalized learning. © 2016 ACM.


