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Proceedings of the Second (2015) ACM Conference on Learning @ Scale最新文献

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Demographic Differences in a Growth Mindset Incentive Structure for Educational Games 教育游戏成长心态激励结构的人口统计学差异
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728686
Eleanor O'Rourke, Yvonne Chen, K. Haimovitz, C. Dweck, Zoran Popovic
Video games have great potential to motivate students in environments for learning at scale. However, little is known about how to design in-game incentive structures to maximize learning and engagement. In this work, we expand on our previous research that introduced a new "brain points" incentive structure designed to promote the growth mindset, or the belief that intelligence is malleable. We replicate our original findings, showing that brain points increase student persistence and use of strategy. We also explore how brain points impact students from different demographic groups. We find that brain points are less engaging for low-income students, and discuss methods of improving our design in the future.
电子游戏在激励学生大规模学习的环境中具有巨大的潜力。然而,关于如何设计游戏内部激励结构以最大化学习和用户粘性,我们却知之甚少。在这项工作中,我们扩展了之前的研究,引入了一种新的“大脑积分”激励结构,旨在促进成长心态,或者相信智力是可塑的。我们重复了我们最初的发现,表明大脑分数增加了学生的毅力和策略的使用。我们还探讨了大脑分数如何影响来自不同人口群体的学生。我们发现大脑点对低收入学生的吸引力较低,并讨论了未来改进我们设计的方法。
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引用次数: 6
Assessment of KNOWLA: Knowledge Assembly for Learning and Assessment KNOWLA的评估:用于学习和评估的知识集合
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728673
Meredith M. Thompson, Eric J. Braude, Christopher D. Canfield, Jay Halfond, Aparaita Sengupta
The assessment of learning in large online courses such as Massive Online Open Courses, or MOOCs, requires tools that are valid, reliable, and can be automatically administered and scored. We have developed and assessed a tool called Knowledge Assembly for Learning and Assessment, or KNOWLA. The tool measures a student's knowledge in a particular subject by having her assemble a set of scrambled phrases into a logical order. Initial testing indicates that KNOWLA is reliable, and can be used to measure learning gains. KNOWLA also shows promise as a learning tool.
大规模在线开放课程(Massive online Open courses,简称MOOCs)等大型在线课程的学习评估需要有效、可靠、可以自动管理和评分的工具。我们开发并评估了一种名为“学习与评估知识汇编”(KNOWLA)的工具。该工具通过让学生将一组杂乱的短语按逻辑顺序组合起来,来衡量学生对某一特定学科的知识。初步测试表明KNOWLA是可靠的,可以用来衡量学习收益。KNOWLA也显示出作为学习工具的潜力。
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引用次数: 4
Adding Third-Party Authentication to Open edX: A Case Study 在Open edX中添加第三方认证:案例研究
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728675
John Cox, P. Simakov
In this document, we describe the third-party authentication system we added to Open edX. With this system, Open edX administrators can allow their users to sign in with a large array of external authentication providers. We outline the features and advantages of the system, describe how it can be extended and customized, and highlight reusable design principles that can be applied to other authentication implementations in online education.
在本文档中,我们描述了我们添加到Open edX中的第三方身份验证系统。有了这个系统,Open edX管理员可以允许他们的用户使用大量的外部身份验证提供者进行登录。我们概述了该系统的特点和优点,描述了如何对其进行扩展和定制,并强调了可应用于在线教育中其他身份验证实现的可重用设计原则。
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引用次数: 0
Uncovering Trajectories of Informal Learning in Large Online Communities of Creators 揭示大型在线创作者社区的非正式学习轨迹
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2724674
Seungwon Yang, C. Domeniconi, Matt Revelle, Mack Sweeney, Ben U. Gelman, Chris Beckley, A. Johri
We analyzed informal learning in Scratch Online -- an online community with over 4.3 million users and 6.7 million user-generated content. Users develop projects, which are graphical interfaces involving manipulation of programming blocks. We investigated two fundamental questions: how can we model informal learning, and what patterns of informal learning emerge. We proceeded in two phases. First, we modeled learning as a trajectory of cumulative programming block usage by long-term users who created at least 50 projects. Second, we applied K-means++ clustering to uncover patterns of learning and corresponding subpopulations. We found four groups of users manifesting four different patterns of learning, ranging from the smallest to the largest improvement. At one end of the spectrum, users learned more and in a faster manner. At the opposite end, users did not show much learning, even after creating dozens of projects. The modeling and clustering of trajectory patterns that enabled us to quantitatively analyze informal learning may be applicable to other similar communities. The results can also support administrators of online communities in implementing customized interventions for specific subpopulations.
我们分析了Scratch Online(一个拥有430万用户和670万用户生成内容的在线社区)中的非正式学习。用户开发项目,这些项目是涉及编程块操作的图形界面。我们研究了两个基本问题:我们如何为非正式学习建模,以及非正式学习出现了什么模式。我们分两个阶段进行。首先,我们将学习建模为创建至少50个项目的长期用户累积编程块使用的轨迹。其次,我们应用k -means++聚类来揭示学习模式和相应的亚群。我们发现四组用户表现出四种不同的学习模式,从最小的到最大的改进。一方面,用户以更快的方式学到了更多东西。另一方面,即使创建了几十个项目,用户也没有表现出多少学习。轨迹模式的建模和聚类使我们能够定量地分析非正式学习,这可能适用于其他类似的社区。研究结果还可以支持在线社区管理员针对特定亚群实施定制干预措施。
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引用次数: 50
Does Online Q&A Activity Vary Based on Topic: A Comparison of Technical and Non-technical Stack Exchange Forums 在线问答活动是否因主题而异:技术和非技术堆栈交换论坛的比较
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728701
Saif Ahmed, Seungwon Yang, A. Johri
With the increasing demand on knowledge sharing and problem solving, there is a growing participation on online Question & Answer (Q&A) forums in the recent past. We classify the online community participation on Stack Exchange into two different genres, one is technical and another is non-technical. Though several studies have measured community activity, studies that compare activity across forums within different topic areas are limited. In this work we examine the effect of incentives on contributions by exploring the differences between technical and non-technical communities in terms of user's participation. Given the increased attention on discussion forums as part of online learning, especially MOOCs, we believe that our findings can assist with providing better support for learners across different content areas.
随着人们对知识共享和解决问题的需求日益增长,近年来,在线问答论坛的参与度越来越高。我们将Stack Exchange上的在线社区参与分为两种不同的类型,一种是技术性的,另一种是非技术性的。虽然有几项研究测量了社区活动,但比较不同主题领域内论坛活动的研究是有限的。在这项工作中,我们通过探索技术和非技术社区在用户参与方面的差异来研究激励对贡献的影响。鉴于讨论论坛作为在线学习的一部分越来越受到关注,特别是mooc,我们相信我们的研究结果可以帮助为不同内容领域的学习者提供更好的支持。
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引用次数: 3
Achieving 96% Mastery at National Scale through Inspired Learning and Generative Adaptivity 通过启发式学习和生成适应性在全国范围内达到96%的精通程度
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2724684
Zoran Popovic
Most of the current research on improving learning outcomes focuses on a small subset of variables of an immensely multi-dimensional space of the learning ecosystem. Most digital learning tools primarily focus on individual students, other research focuses only on teacher professional development, or only on curriculum improvement. In this talk I will describe our efforts on how to discover optimal parameters of the entire ecosystem that considers student factors (engagement and mastery), classroom factors (blended learning variations and group learning variations), curriculum factors (multidimensional variation of existing curricula), and teacher factors (in-class tools that mitigate weaknesses, and promote teacher development). I will describe our work on algorithms to discover optimal learning pathways in this high-dimensional space. I will conclude with the outcomes of deploying a portion of our platform on algebra challenges conducted on two US states and the country of Norway. Zoran Popovic is a Director of Center for Game Science at University of Washington and founder of Enlearn. Trained as a computer scientist his research focus is on creating interactive engaging environments for learning and scientific discovery. His laboratory created Foldit, a biochemistry game that produced three Nature publications in just two years, an award-winning math learning games played by over five million learners worldwide. He is currently focusing on engaging methods that can rapidly develop experts in arbitrary domains with particular focus on revolutionizing K-12 math education. His Algebra Challenges conducted in Washington, Minnesota, and Norway, have shown that 96% of children even in elementary school can learn key algebra concepts in 1.5 hours. He has recently founded Enlearn to apply his work on generative adaptation to any curricula towards the goal of achieving full mastery by 95% of students. His contributions to the field of interactive computer graphics have been recognized by a number of awards including the NSF CAREER Award, Alfred P. Sloan Fellowship and ACM SIGGRAPH Significant New Researcher Award.
目前大多数关于改善学习成果的研究都集中在学习生态系统中巨大多维空间的一小部分变量上。大多数数字学习工具主要关注单个学生,其他研究只关注教师的专业发展,或者只关注课程改进。在这次演讲中,我将描述我们如何发现整个生态系统的最佳参数的努力,考虑到学生因素(参与和掌握),课堂因素(混合学习变化和小组学习变化),课程因素(现有课程的多维变化)和教师因素(减轻弱点的课堂工具,促进教师发展)。我将描述我们在高维空间中发现最佳学习路径的算法方面的工作。我将以在美国两个州和挪威进行的代数挑战中部署我们平台的一部分的结果作为结束。Zoran Popovic是华盛顿大学游戏科学中心主任,也是Enlearn的创始人。作为一名计算机科学家,他的研究重点是为学习和科学发现创造互动的吸引人的环境。他的实验室创建了Foldit,这是一款生物化学游戏,在短短两年内就在《自然》杂志上发表了三篇文章,这是一款屡获殊荣的数学学习游戏,全世界有超过500万的学习者在玩。他目前专注于参与的方法,可以快速发展专家在任意领域,特别侧重于革命K-12数学教育。他在华盛顿、明尼苏达州和挪威进行的代数挑战表明,96%的小学生在1.5小时内就能学会关键的代数概念。他最近成立了Enlearn,将他在生成适应方面的研究应用于任何课程,以实现95%的学生完全掌握课程的目标。他对交互式计算机图形学领域的贡献得到了许多奖项的认可,包括NSF CAREER奖、Alfred P. Sloan奖学金和ACM SIGGRAPH重要新研究员奖。
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引用次数: 0
Session details: Opening Keynote Address 会议详情:开幕主题演讲
Pub Date : 2015-03-14 DOI: 10.1145/3077548.3257987
G. Kiczales
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引用次数: 0
The Visible and Invisible in a MOOC Discussion Forum MOOC论坛中的可见与不可见
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728691
Eni Mustafaraj, Jessie Bu
Online discussion forums in a MOOC setting allow students to become aware of other students enrolled in the course. However, what is (usually) visible in the forums is the output of ``active'' students who engage in asking and answering questions. In addition to such active participants, there is (as always in online communities) a large group of ``passive'' users (so-called lurkers), who might find the forum useful to their learning, and read it regularly, despite remaining ``invisible''. Our analysis of a large MOOC online forum shows that for every active participant in the forum there are two passive ones. 30% of active participants complete the course, compared to only 6.6% of the passive participants. Vice-versa, 67% of students who complete the course are also active in the forum. However, ``invisible activity'' (e.g. reading or searching the forum) is something that both groups practice equally and more frequently, while only 3.3% of forum actions are visible.
MOOC设置中的在线讨论论坛允许学生了解其他参加该课程的学生。然而,在论坛上(通常)可以看到的是参与提问和回答问题的“活跃”学生的成果。除了这些积极的参与者之外,还有一大批“被动”用户(即所谓的“潜伏者”),他们可能会发现论坛对他们的学习很有用,并定期阅读论坛,尽管他们仍然是“隐形的”。我们对一个大型MOOC在线论坛的分析表明,论坛上每有一个积极参与者,就有两个被动参与者。30%的积极参与者完成了课程,而被动参与者只有6.6%完成了课程。反之亦然,67%完成课程的学生在论坛上也很活跃。然而,“看不见的活动”(例如阅读或搜索论坛)是两组人进行的相同且更频繁的活动,而只有3.3%的论坛活动是可见的。
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引用次数: 18
Behavior Prediction in MOOCs using Higher Granularity Temporal Information 基于高粒度时间信息的慕课行为预测
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728687
Cheng Ye, J. Kinnebrew, Gautam Biswas, Brent J. Evans, D. Fisher, G. Narasimham, Katherine A. Brady
In this paper, we present early research evaluating the predictive power of a variety of temporal features across student subpopulations with distinctive behaviors at the beginning of the course. Initial results illustrate that these features predict important differences across the subpopulations and over time in the courses. Ultimately, these results have implications for effectively targeting adaptive scaffolding tailored to the particular intentions and goals of subpopulations in MOOCs.
在本文中,我们提出了早期的研究,评估了在课程开始时具有不同行为的学生亚群中各种时间特征的预测能力。初步结果表明,这些特征预测了亚群之间和课程中不同时间的重要差异。最终,这些结果对有效地针对mooc中亚群体的特定意图和目标定制适应性脚手架具有启示意义。
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引用次数: 30
AutoStyle: Toward Coding Style Feedback at Scale AutoStyle:面向编码风格的大规模反馈
Pub Date : 2015-03-14 DOI: 10.1145/2724660.2728672
J. Moghadam, R. R. Choudhury, Hezheng Yin, A. Fox
While large-scale automatic grading of student programs for correctness is widespread, less effort has focused on automating feedback for good programming style:} the tasteful use of language features and idioms to produce code that is not only correct, but also concise, elegant, and revealing of design intent. We hypothesize that with a large enough (MOOC-sized) corpus of submissions to a given programming problem, we can observe a range of stylistic mastery from naïve to expert, and many points in between, and that we can exploit this continuum to automatically provide hints to learners for improving their code style based on the key stylistic differences between a given learner's submission and a submission that is stylistically slightly better. We are developing a methodology for analyzing and doing feature engineering on differences between submissions, and for learning from instructor-provided feedback as to which hints are most relevant. We describe the techniques used to do this in our prototype, which will be deployed in a residential software engineering course as an alpha test prior to deploying in a MOOC later this year.
虽然对学生程序的正确性进行大规模的自动评分是很普遍的,但对良好编程风格的自动化反馈的关注却很少:有品味地使用语言特性和习惯用语来生成不仅正确,而且简洁、优雅、揭示设计意图的代码。我们假设,对于给定的编程问题,有足够大的(mooc大小的)提交语料库,我们可以观察到从naïve到专家的风格掌握范围,以及介于两者之间的许多点,并且我们可以利用这个连续体来自动为学习者提供提示,以改进他们的代码风格,基于给定学习者提交的内容和风格稍好的提交之间的关键风格差异。我们正在开发一种方法,用于分析和执行提交之间差异的特征工程,并从讲师提供的反馈中学习哪些提示最相关。我们在我们的原型中描述了用于此目的的技术,该原型将在今年晚些时候部署在MOOC之前部署在住宅软件工程课程中作为alpha测试。
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引用次数: 14
期刊
Proceedings of the Second (2015) ACM Conference on Learning @ Scale
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