Publications
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.
Learning experience designers consistently balance the trade-off between open and close-ended activities. The growth and scalability of Computer Based Learning Platforms (CBLPs) have only magnified the importance of these design trade-offs. CBLPs often utilize close-ended activities (i.e. Multiple-Choice Questions [MCQs]) due to feasibility constraints associated with the use of open-ended activities. MCQs offer certain affordances, such as immediate grading and the use of distractors, setting them apart from open-ended activities. Our current study examines the effectiveness of Fill-In problems as an alternative to MCQs for middle school mathematics. We report on a randomized study conducted from 2017 to 2022, with a total of 6,768 students from middle schools across the US. We observe that, on average, Fill-In problems lead to better post-test performance than MCQs; albeit deeper explorations indicate differences between the two design paradigms to be more nuanced. We find evidence that students with higher math knowledge benefit more from Fill-In problems than those with lower math knowledge.
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.
The effectiveness of feedback in enhancing learning outcomes is well documented within Educational Data Mining (EDM). Various prior research have explored methodologies to enhance the effectiveness of feedback to students in various ways. Recent developments in Large Language Models (LLMs) have extended their utility in enhancing automated feedback systems. This study aims to explore the potential of LLMs in facilitating automated feedback in math education in the form of numeric assessment scores. We examine the effectiveness of LLMs in evaluating student responses and scoring the responses by comparing 3 different models: Llama, SBERT-Canberra, and GPT4 model. The evaluation requires the model to provide a quantitative score on the student's responses to open-ended math problems. We employ Mistral, a version of Llama catered to math, and fine-tune this model for evaluating student responses by leveraging a dataset of student responses and teacher-provided scores for middle-school math problems. A similar approach was taken for training the SBERT-Canberra model, while the GPT4 model used a zero-shot learning approach. We evaluate and compare the models' performance in scoring accuracy. This study aims to further the ongoing development of automated assessment and feedback systems and outline potential future directions for leveraging generative LLMs in building automated feedback systems. [This paper was published in: "Proceedings of the 17th International Conference on Educational Data Mining," edited by B. Paaßen and C. D. Epp, International Educational Data Mining Society, 2024, pp. 732-737. Funding for this paper was provided by the U.S. Department of Education's Graduate Assistance in Areas of National Need (GAANN).]
Since GPT-4's release it has shown novel abilities in a variety of domains. This paper explores the use of LLM-generated explanations as on-demand assistance for problems within the ASSISTments platform. In particular, we are studying whether GPT-generated explanations are better than nothing on problems that have no supports and whether GPT-generated explanations are as good as or better than teacher-authored explanations. This study contributes to existing literature since as of yet, there are no studies on the scale of ASSISTments evaluating the effectiveness of GPT support in education. Should GPT explanations prove effective then we plan to continue developing and evaluating explanations, hints, and other supports with GPT within ASSISTments.
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.
Background: Teachers often rely on the use of open-ended questions to assess students' conceptual understanding of assigned content. Particularly in the context of mathematics; teachers use these types of questions to gain insight into the processes and strategies adopted by students in solving mathematical problems beyond what is possible through more close-ended problem types. While these types of problems are valuable to teachers, the variation in student responses to these questions makes it difficult, and time-consuming, to evaluate and provide directed feedback. It is a well-studied concept that feedback, both in terms of a numeric score but more importantly in the form of teacher-authored comments, can help guide students as to how to improve, leading to increased learning. It is for this reason that teachers need better support not only for assessing students' work but also in providing meaningful and directed feedback to students. Objectives: In this paper, we seek to develop, evaluate, and examine machine learning models that support automated open response assessment and feedback. Methods: We build upon the prior research in the automatic assessment of student responses to open-ended problems and introduce a novel approach that leverages student log data combined with machine learning and natural language processing methods. Utilizing sentence-level semantic representations of student responses to open-ended questions, we propose a collaborative filtering-based approach to both predict student scores as well as recommend appropriate feedback messages for teachers to send to their students. Results and Conclusion: We find that our method outperforms previously published benchmarks across three different metrics for the task of predicting student performance. Through an error analysis, we identify several areas where future works may be able to improve upon our approach. © 2023 John Wiley & Sons Ltd.
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.]
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/.


