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Proceedings of the Seventh ACM Conference on Learning @ Scale最新文献

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SAGA: Curricula Optimization SAGA:课程优化
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3406737
A. Lefranc, David A. Joyner
This paper presents two approaches using Simulated Annealing and a genetic algorithm to create optimal curricula. The method generates a customized course selection and schedule for individual students enrolled in a large online graduate program in computer science offered by a major public research institution in the United States.
本文提出了模拟退火和遗传算法两种方法来创建最优课程。该方法为参加美国一家大型公共研究机构提供的大型计算机科学在线研究生课程的个别学生生成定制的课程选择和时间表。
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引用次数: 1
Towards Crowdsourcing the Identification of Knowledge Components 面向知识组件识别的众包
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3405940
Steven Moore, Huy A. Nguyen, John C. Stamper
Assigning a set of hypothesized knowledge components (KCs) to assessment items within an ed-tech system enables us to better estimate student learning. However, creating and assigning these KCs is a time-consuming process that often requires domain expertise. In this study, we present the results of crowdsourcing KCs for problems in the domain of mathematics and English writing, as a first step in leveraging the crowd to expedite this task. Crowdworkers were presented with a problem and asked to provide the underlying skills required to solve it. Additionally, we investigated the effect of priming crowdworkers with related content before having them generate these KCs. We then analyzed their contributions through qualitative coding and found that across both the math and writing domains roughly 33% of the crowdsourced KCs directly matched those generated by domain experts for the same problems.
为教育技术系统中的评估项目分配一组假设的知识组件(KCs)使我们能够更好地评估学生的学习情况。然而,创建和分配这些KCs是一个耗时的过程,通常需要领域的专业知识。在本研究中,我们展示了针对数学和英语写作领域问题的众包KCs的结果,作为利用群体加速这一任务的第一步。众筹工作者面临一个问题,并被要求提供解决问题所需的基本技能。此外,我们还调查了在众包工作者产生这些KCs之前,用相关内容启动他们的效果。然后,我们通过定性编码分析了他们的贡献,发现在数学和写作领域,大约33%的众包KCs直接与领域专家针对相同问题生成的KCs相匹配。
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引用次数: 1
An Evidence-Based Learner Model for Supporting Activities in Robotics 机器人技术支持活动的循证学习者模型
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3406760
S. Schulz, Andreas Lingnau
Teaching robotics is an attractive way of motivating students to learn computer science. However, it is also a challenging topic for students of all ages and only one teacher in a classroom is too little to support approximately 30 students at the same time. Therefore, intelligent tutoring systems might be a meaningful way to support students and teachers. In this paper we describe an approach to support computer science lessons in secondary schools by using a learner model. We are explaining how the three phases of our learner model (data collection - profile construction - profile application) can be implemented for teaching robotics by using different types of implicit and explicit data to generate feedback for the teacher concerning competencies and knowledge of the students on the one hand and by supporting collaboration and group formation amongst the students on the other hand. The model is derived from literature and supported by data from different studies.
教授机器人技术是激励学生学习计算机科学的一种有吸引力的方式。然而,对于所有年龄段的学生来说,这也是一个具有挑战性的话题,一个教室里只有一个老师太少了,无法同时支持大约30名学生。因此,智能辅导系统可能是一种有意义的方式来支持学生和教师。在本文中,我们描述了一种使用学习者模型来支持中学计算机科学课程的方法。我们正在解释我们的学习者模型的三个阶段(数据收集-配置文件构建-配置文件应用)如何通过使用不同类型的隐式和显式数据为教师生成关于学生能力和知识的反馈,以及通过支持学生之间的协作和小组形成,来实现机器人教学。该模型来源于文献,并得到不同研究数据的支持。
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引用次数: 2
Inferring Creativity in Visual Programming Environments 在可视化编程环境中推断创造力
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3406725
Anastasia Kovalkov, A. Segal, Y. Gal
This paper explores the use of data analytics for identifying creativity in visual programming. Visual programming environments are increasingly included in the schools curriculum. Their potential for promoting creative thinking in students is an important factor in their adoption. However, there does not exist a standard approach for detecting creativity in students' programming behavior, and analyzing programs manually requires human expertise and is time consuming. This work provides a computational tool for measuring creativity in visual programming that combines theory from the literature with data mining approaches. It adapts classical dimensions of creative processes to our setting, and considers new aspects such as visual elements of the visual programming projects. We apply our approach to the Scratch programming environment, measuring the creativity score of hundreds of projects. We show a preliminary comparison between our metrics and teacher ratings.
本文探讨了使用数据分析来识别视觉编程中的创造力。可视化编程环境越来越多地包含在学校课程中。它们促进学生创造性思维的潜力是采用它们的一个重要因素。然而,目前还没有一种标准的方法来检测学生编程行为中的创造力,手工分析程序需要人类的专业知识,而且很耗时。这项工作提供了一个计算工具来测量视觉编程中的创造力,它结合了文献中的理论和数据挖掘方法。它将创造性过程的经典维度适应于我们的设置,并考虑新的方面,如视觉编程项目的视觉元素。我们将我们的方法应用于Scratch编程环境,测量数百个项目的创造力得分。我们展示了我们的指标和教师评分之间的初步比较。
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引用次数: 8
Using Google Search Trends to Estimate Global Patterns in Learning 使用谷歌搜索趋势来估计全球学习模式
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3405913
S. Arslan, Mo Tiwari, C. Piech
The use of the Internet for learning provides a unique and growing opportunity to revisit the task of quantifying how much people have learned about a given subject in different regions around the world. Google alone receives over 5 billion searches a day and its publicly available data provides insight into learning process that is otherwise unobservable on a global scale. In this paper we, introduce the Computer Science Literacy-Proxy Index via Search (CSLI-s), a measure that utilizes online search data to make an educated guess around trends in computer science education. This measure uses a statistical signal processing technique to compose search volumes from a spectrum of topics into a coherent score. We intentionally explore and mitigate the biases of search data and, in the process, develop CSLI-s scores that correlate with traditional, more expensive metrics of learning. We then use search-trend data to measure patterns in subject literacy across countries and over time. To the best of our knowledge, this is the first measure of learning via Internet search-trends. The Internet is becoming a standard tool for learners and, as such, we anticipate search-trend data will have growing relevance to the learning science community.
使用互联网进行学习提供了一个独特的、不断增长的机会,可以重新审视量化世界各地不同地区人们对某一特定主题的了解程度这一任务。仅谷歌每天就接收超过50亿次搜索,其公开可用的数据提供了对学习过程的洞察,否则在全球范围内是无法观察到的。在本文中,我们介绍了通过搜索的计算机科学素养代理指数(csi -s),这是一种利用在线搜索数据对计算机科学教育趋势做出有根据猜测的措施。该方法使用统计信号处理技术,将来自一系列主题的搜索量组合成一个连贯的分数。我们有意探索和减轻搜索数据的偏差,并在此过程中,开发与传统的,更昂贵的学习指标相关的csi -s分数。然后,我们使用搜索趋势数据来衡量不同国家和不同时期的学科素养模式。据我们所知,这是第一个通过互联网搜索趋势来衡量学习的方法。互联网正在成为学习者的标准工具,因此,我们预计搜索趋势数据将越来越多地与学习科学社区相关。
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引用次数: 4
Automatic RNN Cell Design for Knowledge Tracing using Reinforcement Learning 基于强化学习的知识跟踪自动RNN单元设计
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3406729
Xinyi Ding, Eric C. Larson
Empirical results have shown that deep neural networks achieve superior performance in the application of Knowledge Tracing. However, the design of recurrent cells like long short term memory (LSTM) cells or gated recurrent units (GRU) is influenced largely by applications in natural language processing. They were proposed and evaluated in the context of sequence to sequence modeling, like machine translation. Even though the LSTM cell works well for knowledge tracing, it is unknown if its architecture is ideally suited for knowledge tracing. Despite the fact that there are several recurrent neural network based architectures proposed for knowledge tracing, the methodologies rely on empirical observations and trial and error, which may not be efficient or scalable. In this study, we investigate using reinforcement learning for the automatic design of recurrent neural network cells for knowledge tracing, showing improved performance compared to the LSTM cell. We also discuss a potential method for model regularization using neural architecture search.
实证结果表明,深度神经网络在知识追踪的应用中具有优异的性能。然而,像长短期记忆(LSTM)细胞或门控循环单元(GRU)这样的循环细胞的设计在很大程度上受到自然语言处理应用的影响。它们是在序列到序列建模的背景下提出和评估的,比如机器翻译。尽管LSTM单元在知识跟踪方面工作得很好,但它的体系结构是否理想地适合于知识跟踪还不清楚。尽管有几个基于递归神经网络的架构被提出用于知识跟踪,但这些方法依赖于经验观察和试错,这可能不高效或可扩展。在这项研究中,我们研究了使用强化学习来自动设计用于知识跟踪的递归神经网络细胞,与LSTM细胞相比,显示出更高的性能。我们还讨论了一种利用神经结构搜索进行模型正则化的潜在方法。
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引用次数: 4
Workshop Proposal: Educational A/B Testing at Scale 研讨会提案:大规模的教育A/B测试
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3405933
Steven Ritter, N. Heffernan, J. Williams, Burr Settles, Phillip J. Grimaldi, Derek J. Lomas
The emerging discipline of Learning Engineering is focused on putting into place tools and processes that use the science of learning as a basis for improving educational outcomes [3]. An important part of Learning Engineering focuses on improving the effectiveness of educational software. In many software domains, A/B testing has become a prominent technique to achieve the software’s goals [1]. Many large companies (Amazon, Google, Facebook, etc.) run thousands of AB tests and present at the Annual Conference on Digital Experimentation (CODE), but that venue is too broad to address AB testing issues specific to EdTech platforms. We see a need to address issues with running large-scale A/B tests within the educational context, where the use of A/B testing lags other industries. This workshop will explore ways in which A/B testing in educational contexts differs from other domains and proposals to overcome current challenges so that this approach can become a more useful tool in the learning engineer’s toolbox. Issues to be addressed are expected to include:
学习工程这一新兴学科专注于将学习科学作为改善教育成果基础的工具和过程落实到位[3]。学习工程的一个重要组成部分是提高教育软件的有效性。在许多软件领域,A/B测试已经成为实现软件目标的重要技术[1]。许多大公司(亚马逊、谷歌、Facebook等)都进行了数千次AB测试,并出席了数字实验年会上(CODE)的会议,但该会议的范围太广,无法解决EdTech平台特有的AB测试问题。我们认为有必要解决在教育环境中运行大规模a /B测试的问题,因为a /B测试的使用落后于其他行业。本次研讨会将探讨教育背景下的A/B测试与其他领域的不同之处,并提出克服当前挑战的建议,使这种方法成为学习工程师工具箱中更有用的工具。预计将处理的问题包括:
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引用次数: 0
Student Engagement in Mobile Learning via Text Message 通过短信进行移动学习的学生参与度
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3405921
René F. Kizilcec, Maximillian Chen
Mobile learning is expanding rapidly due to its accessibility and affordability, especially in resource-poor parts of the world. Yet how students engage and learn with mobile learning has not been systematically analyzed at scale. This study examines how 93,819 Kenyan students in grades 6, 9, and 12 use a text message-based mobile learning platform that has millions of users across Sub-Saharan Africa. We investigate longitudinal variation in engagement over a one-year period for students in different age groups and check for evidence of learning gains using learning curve analysis. Student engagement is highest during school holidays and leading up to standardized exams, but persistence over time is low: under 25% of students return to the platform after joining. Clustering students into three groups based on their level of activity, we examine variation in their learning behaviors and quiz performance over their first ten days. Highly active students exhibit promising trends in terms of quiz completion, reattempts, and accuracy, but we do not see evidence of learning gains in this study. The findings suggest that students in Kenya use mobile learning either as an ad-hoc resource or a low-cost tutor to complement formal schooling and bridge gaps in instruction.
移动学习由于其可及性和可负担性正在迅速扩大,特别是在世界上资源贫乏的地区。然而,学生如何参与和学习移动学习还没有大规模的系统分析。这项研究调查了肯尼亚6年级、9年级和12年级的93819名学生如何使用一个基于短信的移动学习平台,该平台在撒哈拉以南非洲拥有数百万用户。我们调查了不同年龄组学生在一年时间内参与的纵向变化,并使用学习曲线分析检查学习收益的证据。学生的参与度在学校假期和标准化考试之前是最高的,但随着时间的推移,持久性很低:不到25%的学生在加入该平台后返回。我们根据学生的活动水平将他们分成三组,检查他们在前十天的学习行为和测验表现的变化。高度活跃的学生在完成测试、重复尝试和准确性方面表现出有希望的趋势,但我们在这项研究中没有看到学习收益的证据。研究结果表明,肯尼亚的学生将移动学习作为一种临时资源或低成本的导师来补充正规学校教育并弥补教学差距。
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引用次数: 12
Differential Assessment, Differential Benefit: Four-year Problem Roulette Analysis of STEM Practice Study 差异评估,差异效益:STEM实践研究的四年问题轮盘赌分析
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3406731
N. Weaverdyck, D. Anbajagane, A. Evrard
Using five million responses to thousands of practice examination questions on an optional study service known as Problem Roulette, we explore subject-specific differences in assessment style, grade benefit from usage of the service, and differential features in study behavior and grade outcome by birth sex. Our study includes more than 20,000 students enrolled in eight terms of introductory courses in general chemistry, physics and statistics. Student responses in the space of accuracy and response time reveal domain differences; by these measures, physics problems are typically both more difficult and more complex. Grouping students by term-length practice volume, we find significant positive grade benefits to higher volumes of study in chemistry and statistics. Across all subjects, we find that females gain more grade benefit from high study volume than males. Female students also outwork males during prime study hours yet, on average, earn 0.13 ± 0.03 lower grade points in chemistry than males with the same response accuracy in practice, with null results in statistics and physics.
通过对可选学习服务“问题轮盘”(Problem Roulette)上数千道练习试题的500万份回答,我们探索了不同学科在评估风格、使用该服务的评分优势、学习行为和出生性别评分结果方面的差异。我们的研究包括2万多名学生,他们参加了8个学期的普通化学、物理和统计学入门课程。学生在准确性和反应时间空间上的反应呈现出域差异;通过这些措施,物理问题通常既更困难也更复杂。根据学期实习量对学生进行分组,我们发现化学和统计学的学习量越高,成绩越好。在所有科目中,我们发现女性比男性从高学习量中获得更多的成绩收益。女生在学习的主要时间也比男生用功,但在实践中,在相同的回答精度下,化学成绩平均比男生低0.13±0.03分,统计学和物理成绩为零。
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引用次数: 2
Developing Digital Clinical Simulations for Large-Scale Settings on Diversity, Equity, and Inclusion: Design Considerations for Effective Implementation at Scale 发展数字临床模拟的多样性,公平性和包容性的大规模设置:设计考虑的有效实施规模
Pub Date : 2020-08-12 DOI: 10.1145/3386527.3405947
Elizabeth Borneman, Joshua Littenberg-Tobias, J. Reich
Digital clinical simulations (DCSs) are a promising tool for professional learning on diversity, equity, and inclusion (DEI) issues across a variety of fields. Although digital clinical simulations can be integrated into large-scale learning environments, less is known about how to design these types of simulations so they can scale effectively. We describe the results of two studies of a digital clinical simulation tool called Jeremy's Journal. In Study 1, we implemented this simulation in an in-person workshop with a human facilitator. We found that participants described their learning experiences positively and reported changes in attitudes. In Study 2, we used the simulation within an online course but replaced the human facilitator with an asynchronous, text-based adaptation of the facilitation script. Although learners in Study 2 described the experience in the simulation positively, we did not observe changes in attitudes. We discuss the implications of these findings for the design of DCSs at scale
数字临床模拟(dcs)是一种很有前途的工具,用于在各种领域的多样性,公平性和包容性(DEI)问题上进行专业学习。尽管数字临床模拟可以集成到大规模的学习环境中,但人们对如何设计这些类型的模拟以使它们能够有效地扩展知之甚少。我们描述了一种名为杰里米日记的数字临床模拟工具的两项研究结果。在研究1中,我们在一个真人主持的现场研讨会中实现了这个模拟。我们发现参与者积极地描述了他们的学习经历,并报告了态度的变化。在研究2中,我们在在线课程中使用了模拟,但用异步的、基于文本的促进脚本改编代替了人工促进者。虽然研究2中的学习者积极地描述了模拟中的经历,但我们没有观察到态度的变化。我们讨论了这些发现对大规模设计dcs的影响
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引用次数: 3
期刊
Proceedings of the Seventh ACM Conference on Learning @ Scale
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