3 years ago
What is a flag for? Social media reporting tools and the vocabulary of complaint (2014) Kate Crawford & Tarleton Gillespie, New Media & Society, pp, 1-19, doi: 10.1177/1461444814543163 This paper is just published, and on my birthday, so I figure i read it. Flagging is a common mechanism for reporting offensive content in social media, including Facebook, Twitter, Vine, Flickr, YouTube, Instagram, and Foursquare, as well as in the comments sections on most blogs and news sites. It's used to filter, rep...
3 years ago
One of the best papers from EDM14. Full paper can be retrieve here ABSTRACT Parameterized exercises have recently emerged as an important tool for online assessment and learning. The ability to generate multiple versions of the same exercise with different parameters helps to support learning-by-doing and decreases cheating during assessment. At the same time, our experience with using parameterized exercises for Java programming reveals suboptimal use of this technology as demonstrated by repeated successful and...
3 years ago
Abstract–Forums play a key role in the process of knowl- edge creation, providing means for users to exchange ideas and to collaborate. However, educational forums, along several others online educational environments, often suffer from topic disruption. Since the contents are mainly produced by participants (in our case learners), one or a few individuals might change the course of the discussions. Thus, realigning the discussed topics of a forum thread is a task often conducted by a tutor or moderator. In order to support learners and tutors to harmonically align forum discussions that are p...
3 years ago
Abstract– Computer programs are a specific type of know- ledge artefacts that result from a creative process under strong formal restrictions. From an educational perspective, it has been argued that programming supports intellectual develop- ment and knowledge building. In this paper, we give a short overview of a system created to automatically detect the crea- tivity of solutions to programming exercises that address gen- eral mathematical and algorithmic skills. A first step to make these artefacts susceptible to automatic analysis was the defini- tion a descriptive feature set that captur...
3 years ago
Abstract: Recent research has provided evidence that conversational agents can effectively be used to trigger and scaffold peer discource in computer-supported collaborative learning (CSCL) settings. In this study, we use a prototype conversational agent system named MentorChat to explore the impact of two different intervention modes on inducing beneficial students' interactions, following the Academically Productive Talk (APT) perspective. We analyze the effects of (a) unsolicited agent interventions, which are automatically initiated and displayed by the agent, as compared to (b) solicited...
3 years ago
Dr. Popović is the Director of Center for Game Science at the University of Washington and founder of Engaged Learning Abstract: Most of the current work on improving learning outcomes focuses on a small subset of variables of an immensely multi- dimensional space of the learning ecosystem. With ITS, learning games, and other digital content we consider only individual students, other research focuses only on teacher development, or only on curriculum improvement. In this talk I will describe our efforts on how to discover optimal parameters of this system that considers student factors (...
3 years ago
paper Abstract: The growing prevalence of e-learning systems and on-line courses has made educational material widely accessible to students of vary- ing abilities, backgrounds and styles. There is thus a growing need to accomodate for individual differences in such e-learning systems. This paper presents a new algorithm for personliazing educa- tional content to students that combines collaborative filtering algo- rithms with social choice theory. The algorithm constructs a “dif- fi...
3 years ago
Another fascinating paper: Can Choices Made in Digital Games Predict 6th-Grade Students' Math Test Scores? Abstract: In this paper, we mined students' sequential behaviors from an instructional game for color mixing called Lightlet. Students pkaying the game have two broad strategies. They can either test candidate color combinations in an experiment room without risking an incorrect answer. Or they can choose colors from a faux shopping Catalog containing several different ...
3 years ago
Who's in Control?: Categorizing Nuanced Patterns of Behaviors within a Game-Based Intelligent Tutoring System Abstract The authors use dynamical analyses to investigate the relation between students' patterns of interactions with various types of game-based features and their daily performance. High school students (n=40) interacted with a game-based intelligent tutoring system across eight sessions. Hurst exponents were calculated based on students' choice of interactions wi...
3 years ago
Paper Abstract: Modeling and predicting individual behavior in such interactive environments is crucial to better understand the learning process and improve the tools in the future. A model-based approach is a standard way to learn student behavior in highly-structured systems such as intelligent tutors. Defining such a model relies on expert domain knowledge. They propose a data-driven approach to learn individual behavior given a user's interaction history. This model does ...