VLDB 2026 Research / reviewers in the wild / expert
Joseph B. Wiggins
dblp:126/9761
· DBLP profile ↗
28ranked-venue papers
7as first author
11since 2021 · last 2026
0000-0002-6170-7080ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 24 · 7 first-author · 11 since 2021Applied, interdisciplinary, general and emerging computing · 12 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Amplifying Rural Educators' Perspectives: A Qualitative Study on the Impacts of Generative AI in Rural U.S. High SchoolsabstractRecent breakthroughs in Generative AI (GenAI) are reshaping educational landscapes, presenting challenges and opportunities. While all contexts present unique challenges, rural schools are historically under-resourced, facing persistent technology-related barriers. To understand and reduce these barriers, we studied 31 rural high school educators across three U.S. states to examine their use of GenAI and understand how GenAI introduces new challenges, opportunities, and may exacerbate existing educational barriers. Results show while rural educators use GenAI to streamline teaching tasks, existing resource disparities restrict meaningful integration. Through rural educators’ voices, we reveal issues like infrastructure barriers, resistance to adoption, and lack of AI literacy training create significant obstacles. Nonetheless, educators envision GenAI can support themselves and their students, but findings emphasize the need for rural-specific design approaches. As a community, embracing inclusive GenAI design and re-examining assumptions about technology adoption in under-served educational contexts is essential to reducing barriers rather than widening them. Supplemental Material is open-sourced and available at https://osf.io/8hckv/. Shira Michel, Benjamin Taylor, Sabrina Parra Díaz, Joseph B. Wiggins, Ed Finn, Mahsan Nourani |
CHI | 4 |
| 2026 | Exploring Upper Elementary Students' Debugging Strategies in Scratch
Yerika Jimenez, Christina Gardner-McCune, Karen Tong, Joseph B. Wiggins |
ITiCSE (1) | 4 |
| 2025 | The Rural CS+Agriculture Alliance Research Practitioner Partnership: Experience ReportabstractComputer science's multidisciplinary importance is becoming widely recognized, and few fields are seeing this change more rapidly than agriculture. One example is the advent of precision agriculture, which leverages advancements in technology to monitor crops and livestock and precisely apply nutrients, herbicides, etc. for the overall health of the crop. Such innovations will upset the status quo, creating an opportunity for greater equity in emerging Computer Science job markets. However, opportunities in Computer Science are not equitably distributed both socioeconomically and geographically, with most opportunities existing in wealthier metropolitan areas. We surveyed and interviewed K-12 agriculture teachers from Rural Title 1 schools in North Carolina and interviewed them about their experiences, visions of the future of agriculture, emerging AgTech economies, and difficulties they had adjusting to these shifting agricultural domains in their teaching. These teachers form the first phase of the Rural CS+Agriculture Alliance, which will focus on the creation of curriculum to support the integration of computer science topics into rural agriculture classrooms. Joseph B. Wiggins, Benjamin Taylor, Alexandra Cail, Jorge Parra, Julianna Martinez Ruiz, William Causey |
SIGCSE (1) | 1 |
| 2023 | Confusion, Conflict, Consensus: Modeling Dialogue Processes During Collaborative Learning with Hidden Markov Models
Toni V. Earle-Randell, Joseph B. Wiggins, Julianna Martinez Ruiz, Mehmet Celepkolu, Kristy Elizabeth Boyer, Collin F. Lynch, Maya Israel, Eric N. Wiebe |
AIED | 2 |
| 2022 | Building the dream team: children's reactions to virtual agents that model collaborative talkabstractIntelligent virtual agents have tremendous potential for facilitating collaborative learning by modeling and reinforcing desirable collaborative practices. Despite recent work in this area, the extent to which intelligent virtual agents can facilitate improvements in the collaborative behavior of children is largely unknown. This study employed a wizard-of-oz study design and investigated elementary children's collaborative behavior after interacting with virtual agents. These agents model exploratory talk for upper elementary school dyads, such as asking higher-order questions and listening to their partners. The findings uncover associations between elementary learner dyads' positive changes in collaboration after agent interventions, the dyads' affective reactions to interventions, and their attentiveness to the agents. Our results also reveal associations between positive changes in collaboration and the timing of interventions: for example, earlier interventions had a higher occurrence of positive changes, and positive changes in collaboration typically happened within five seconds of interventions. The results suggest ways in which intelligent virtual agents may be used to promote effective collaborative learning practices for children. Joseph B. Wiggins, Toni V. Earle-Randell, Dolly Bounajim, Yingbo Ma, Julianna Martinez Ruiz, Ruohan Liu, Mehmet Celepkolu, Maya Israel, Eric N. Wiebe, Collin F. Lynch, Kristy Elizabeth Boyer |
IVA | 1 |
| 2022 | The Relationship between Co-Creative Dialogue and High School Learners' Satisfaction with their Collaborator in Computational Music RemixingabstractCo-creative proccesses between people can be characterized by rich dialogue that carries each person's ideas into the collaborative space. When people co-create an artifact that is both technical and aesthetic, their dialogue reflects the interplay between these two dimensions. However, the dialogue mechanisms that express this interplay and the extent to which they are related to outcomes, such as peer satisfaction, are not well understood. This paper reports on a study of 68 high school learner dyads' textual dialogues as they create music by writing code together in a digital learning environment for musical remixing. We report on a novel dialogue taxonomy built to capture the technical and aesthetic dimensions of learners' collaborative dialogues. We identified dialogue act n-grams (sequences of length 1, 2, or 3) that are present within the corpus and discovered five significant n-gram predictors for whether a learner felt satisfied with their partner during the collaboration. The learner was more likely to report higher satisfaction with their partner when the learner frequently acknowledges their partner, exchanges positive feedback with their partner, and their partner proposes an idea and elaborates on the idea. In contrast, the learner is more likely to report lower satisfaction with their partner when the learner frequently accepts back-to-back proposals from their partner and when the partner responds to the learner's statements with positive feedback. This work advances understanding of collaborative dialogue within co-creative domains and suggests dialogue strategies that may be helpful to foster co-creativity as learners collaborate to produce a creative artifact. The findings also suggest important areas of focus for intelligent or adaptive systems that aim to support learners during the co-creative process. Gloria Ashiya Katuka, Alexander R. Webber, Joseph B. Wiggins, Kristy Elizabeth Boyer, Brian Magerko, Tom McKlin, Jason Freeman 0001 |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Discovering Co-creative Dialogue States During Collaborative Learning
Amanda E. Griffith, Gloria Ashiya Katuka, Joseph B. Wiggins, Kristy Elizabeth Boyer, Jason Freeman 0001, Brian Magerko, Tom McKlin |
AIED (1) | 3 |
| 2021 | The Challenge of Noisy Classrooms: Speaker Detection During Elementary Students' Collaborative Dialogue
Yingbo Ma, Joseph B. Wiggins, Mehmet Celepkolu, Kristy Elizabeth Boyer, Collin F. Lynch, Eric N. Wiebe |
AIED (1) | 2 |
| 2021 | Modeling Frustration Trajectories and Problem-Solving Behaviors in Adaptive Learning Environments for Introductory Computer Science
Xiaoyi Tian 0001, Joseph B. Wiggins, Fahmid M. Fahid, Andrew Emerson, Dolly Bounajim, Andy Smith, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester |
AIED (2) | 2 |
| 2021 | Exploring Novice Programmers' Hint Requests in an Intelligent Block-Based Coding EnvironmentabstractBlock-based programming environments are widely used by novices who are learning computer science. However, even in block-based coding environments that have been carefully developed to serve novices, students frequently struggle and require additional support. A promising avenue to provide this support is the use of intelligent tutoring systems, which offer adaptive hints to assist learners. In order to provide students with the adaptive hints they need, we must investigate their help-seeking behaviors and identify patterns surrounding their need for support. In this experience report, we examine data collected from 174 college students in an introductory engineering course, who used an intelligent block-based coding environment to learn computer science. These students made more than 1,000 hint requests, which we represent in two-dimensional space along axes of elapsed time and code completeness. Analysis revealed five major clusters of hint requests, which we further characterized through qualitative examination of the coding trajectories that preceded each hint request. We also analyzed how students' incoming knowledge and perceived computer skill were related to their help-seeking behaviors. Students with higher incoming knowledge requested hints when their code was more complete than students with lower incoming knowledge. Students with high perceived computer skill asked for hints when their code was less complete than those with low perceived computer skill. The results presented here provide insight into student help-seeking behavior in computer science education, informing CS educators and system designers on how best to develop support strategies. Joseph B. Wiggins, Fahmid M. Fahid, Andrew Emerson, Madeline Hinckle, Andy Smith, Kristy Elizabeth Boyer, Bradford W. Mott, Eric N. Wiebe, James C. Lester |
SIGCSE | 1 |
| 2021 | Progression Trajectory-Based Student Modeling for Novice Block-Based ProgrammingabstractBlock-based programming environments are widely used in computer science education. However, these environments pose significant challenges for student modeling. Given a series of problem-solving actions taken by students in block-based programming environments, student models need to accurately infer problem-solving students’ programming abilities in real time to enable adaptive feedback and hints that are tailored to students’ abilities. While student models for block-based programming offer the potential to support student-adaptivity, creating student models for these environments is challenging because students can develop a broad range of solutions to a given programming activity. To address these challenges, we introduce a progression trajectory-based student modeling framework for modeling novice student block-based programming across multiple learning activities. Student trajectories utilize a time series representation that employs code analysis to incrementally compare student programs to expert solutions as students undertake block-based programming activities. This paper reports on a study in which progression trajectories were collected from more than 100 undergraduate students engaging in a series of block-based programming activities in an introductory computer science course. Using progression trajectory-based student modeling, we identified three distinct trajectory classes: Early Quitting, High Persistence, and Efficient Completion. Analysis of these trajectories revealed that they exhibit significantly different characteristics with respect to students’ actions and can be used to accurately predict students’ programming behaviors on future programming activities compared to competing baseline models. The findings suggest that progression trajectory-based student models can accurately model students’ block-based programming problem solving and hold potential for informing adaptive support in block-based programming environments. Fahmid M. Fahid, Xiaoyi Tian 0001, Andrew Emerson, Joseph B. Wiggins, Dolly Bounajim, Andy Smith, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester |
UMAP | 4 |
| 2020 | Novice Debugging in Block-Based and Hybrid EnvironmentsabstractDebugging is an important skill for novice programmers to master, but many students struggle to learn how to debug due in part to difficulty with program syntax. Block-based environments provide an alternative to traditional textual programming that reduces syntax errors, and recently hybrid block-based/textual environments have become more common. This poster presents preliminary research to understand how novice debugging strategies differ between block- based and hybrid environments. We assigned seven participants to debug four programs within one of the two environments and conducted interviews about their debugging approaches. Thematic analysis of interview responses suggest that students adjusted their strategies based on their prior experience with textual environments. By understanding novice programmers' strategies in these environments, the field can move toward more effectively support- ing productive strategies. Phoebe Martinez, John Lopez, Fernando J. Rodríguez, Joseph B. Wiggins, Kristy Elizabeth Boyer |
SIGCSE | 4 |
| 2020 | A Comparison of Two Pair Programming Configurations for Upper Elementary StudentsabstractAs computer science education opportunities for elementary students (grades K-5) are expanding, there is growing interest in using pair programming with these students. However, previous research findings do not fully support its use with younger learners, and some researchers have begun to examine whether introducing a second computer with a shared coding workspace can provide important benefits. This experience report describes a series of classroom activities in the 4th and 5th grades (ages 9-11 years old) with two different pair programming configurations: one-computer pair programming, in which both students share a keyboard, mouse, and monitor; and two-computer pair programming, in which each student has a separate computer but coding workspaces are synchronized over the web. In both cases the students sat next to each other and engaged in face-to-face conversation. We found that students largely preferred two-computer pair programming over one-computer pair programming. We conducted focus groups and transcribed collaborative dialogues to gain more insight into this preference. We learned that students felt more independence in two-computer pair programming, although they struggled with coordinating their edits with their partner. In one-computer pair programming, students reported not wanting to wait for their turn to drive, but feeling as though they communicated more with their partner. Both configurations can be productive for students, but the tradeoffs described in this experience report are important for CS educators and researchers to consider when determining which collaborative configuration to use in each K-5 classroom context. Jennifer Tsan, Jessica Vandenberg, Zarifa Zakaria, Joseph B. Wiggins, Alexander R. Webber, Amanda E. Bradbury, Collin F. Lynch, Eric N. Wiebe, Kristy Elizabeth Boyer |
SIGCSE | 4 |
| 2019 | From Doodles to Designs: Participatory Pedagogical Agent Design with Elementary StudentsabstractParticipatory design practices create informed designs by bringing stakeholders into the design process early and often. This approach is a powerful tool, especially when the designer and the intended user are very different. This paper reports on work in which researchers co-design pedagogical agents to support collaborative computer science learning with elementary school students using an iterative drawing methodology. In the open drawing phase, students drew what they believe good collaboration looked like. Next, researchers analyzed those drawings under the requirements of the broader project and created a drawing scaffold (similar to a coloring book page). In the scaffolded drawing phase, students ideated within the more focused context. This process resulted in actionable design guidelines for the appearance of pedagogical agents. Joseph B. Wiggins, Jamieka Wilkinson, Lara Baigorria, Yingwen Huang, Kristy Elizabeth Boyer, Collin F. Lynch, Eric N. Wiebe |
IDC | 1 |
| 2019 | Predicting Dialogue Breakdown in Conversational Pedagogical Agents with Multimodal LSTMs
Wookhee Min, Kyungjin Park, Joseph B. Wiggins, Bradford W. Mott, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester |
AIED (2) | 3 |
| 2019 | Take the Initiative: Mixed Initiative Dialogue Policies for Pedagogical Agents in Game-Based Learning Environments
Joseph B. Wiggins, Mayank Kulkarni, Wookhee Min, Kristy Elizabeth Boyer, Bradford W. Mott, Eric N. Wiebe, James C. Lester |
AIED (2) | 1 |
| 2017 | "Thanks Alisha, Keep in Touch": Gender Effects and Engagement with Virtual Learning Companions
Lydia Pezzullo, Joseph B. Wiggins, Megan Hardy Frankosky, Wookhee Min, Kristy Elizabeth Boyer, Bradford W. Mott, Eric N. Wiebe, James C. Lester |
AIED | 2 |
| 2016 | Predicting Dialogue Acts for Intelligent Virtual Agents with Multimodal Student Interaction Data
Wookhee Min, Joseph B. Wiggins, Lydia Pezzullo, Alexandria K. Vail, Kristy Elizabeth Boyer, Bradford W. Mott, Megan Hardy Frankosky, Eric N. Wiebe, James C. Lester |
EDM | 2 |
| 2016 | The Affective Impact of Tutor Questions: Predicting Frustration and Engagement
Alexandria K. Vail, Joseph B. Wiggins, Joseph F. Grafsgaard, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
EDM | 2 |
| 2015 | JavaTutor: An Intelligent Tutoring System that Adapts to Cognitive and Affective States during Computer ProgrammingabstractIntroductory computer science courses cultivate the next generation of computer scientists. The impressions students take away from these courses are crucial, setting the tone for the rest of the students' computer science education. It is known that students struggle with many concepts central to computer science, struggles that could be alleviated in part through hands-on practice and individualized instruction. However, even the best existing instructional practices do not facilitate individualized hands-on support for students at large. We have built JavaTutor, an intelligent tutoring system for introductory computer science, which works alongside students to support them through both cognitive (skills and knowledge) and affective (emotion-based) feedback. JavaTutor aims to make advances in interactive, scalable student support. JavaTutor's behaviors were developed within a novel framework that leverages machine learning to acquire tutorial strategies from data collected within tutorial sessions between novice students and experienced human tutors. This demo presents an overview of the data-driven development of JavaTutor and shows how JavaTutor assesses and responds to students' contextualized needs. It is hoped that JavaTutor will help to usher in a new generation of tutorial systems for computer science education that adapt to individual students based not only on incoming student knowledge, but on a broad range of other student characteristics. Joseph B. Wiggins, Kristy Elizabeth Boyer, Alok Baikadi, Aysu Ezen-Can, Joseph F. Grafsgaard, Eunyoung Ha, James C. Lester, Christopher Michael Mitchell, Eric N. Wiebe |
SIGCSE | 1 |
| 2014 | Predicting Learning and Affect from Multimodal Data Streams in Task-Oriented Tutorial Dialogue
Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
EDM | 2 |
| 2014 | The Additive Value of Multimodal Features for Predicting Engagement, Frustration, and Learning during TutoringabstractDetecting learning-centered affective states is difficult, yet crucial for adapting most effectively to users. Within tutoring in particular, the combined context of student task actions and tutorial dialogue shape the student's affective experience. As we move toward detecting affect, we may also supplement the task and dialogue streams with rich sensor data. In a study of introductory computer programming tutoring, human tutors communicated with students through a text-based interface. Automated approaches were leveraged to annotate dialogue, task actions, facial movements, postural positions, and hand-to-face gestures. These dialogue, nonverbal behavior, and task action input streams were then used to predict retrospective student self-reports of engagement and frustration, as well as pretest/posttest learning gains. The results show that the combined set of multimodal features is most predictive, indicating an additive effect. Additionally, the findings demonstrate that the role of nonverbal behavior may depend on the dialogue and task context in which it occurs. This line of research identifies contextual and behavioral cues that may be leveraged in future adaptive multimodal systems. Joseph F. Grafsgaard, Joseph B. Wiggins, Alexandria K. Vail, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
ICMI | 2 |
| 2014 | Predicting Learning and Engagement in Tutorial Dialogue: A Personality-Based ModelabstractA variety of studies have established that users with different personality profiles exhibit different patterns of behavior when interacting with a system. Although patterns of behavior have been successfully used to predict cognitive and affective outcomes of an interaction, little work has been done to identify the variations in these patterns based on user personality profile. In this paper, we model sequences of facial expressions, postural shifts, hand-to-face gestures, system interaction events, and textual dialogue messages of a user interacting with a human tutor in a computer-mediated tutorial session. We use these models to predict the user's learning gain, frustration, and engagement at the end of the session. In particular, we examine the behavior of users based on their Extraversion trait score of a Big Five Factor personality survey. The analysis reveals a variety of personality-specific sequences of behavior that are significantly indicative of cognitive and affective outcomes. These results could impact user experience design of future interactive systems. Alexandria K. Vail, Joseph F. Grafsgaard, Joseph B. Wiggins, James C. Lester, Kristy Elizabeth Boyer |
ICMI | 3 |
| 2014 | The relationship between task difficulty and emotion in online computer programming tutoring (abstract only)abstractEmotion, or affect, plays a central role in learning. In particular, promoting positive emotions throughout the learning process is important for students' motivation to pursue computer science and for retaining computer science students. Positive emotions, such as engagement or enjoyment, may be fostered by timely individualized help. Especially promising are interventions if the student is having difficulty completing a task. Recognizing when a student is facing a complex task may better inform teachers or adaptive learning environments about the students' affective states, which in turn can inform instructional adaptations. We approach this research goal by analyzing a data set of student facial videos from computer-mediated human tutorial sessions in Java programming. Students and tutors interacted with a synchronized web-based development environment. The tutorial sessions were divided into six lessons each with subtasks, and featured corresponding learning objectives for the students. In post-hoc analysis, we identified "difficult" tasks by comparing the frequencies of student-tutor interaction and task behaviors such as running the program and the time to complete tasks. Nonverbal behaviors, such as gesturing or postural shifting, were then compared with task difficulty. Understanding such nonverbal behavior can inform individualized interventions, which may keep students engaged and foster greater learning gains. Joseph B. Wiggins, Joseph F. Grafsgaard, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
SIGCSE | 1 |
| 2013 | Automatically Recognizing Facial Indicators of Frustration: A Learning-centric AnalysisabstractAffective and cognitive processes form a rich substrate on which learning plays out. Affective states often influence progress on learning tasks, resulting in positive or negative cycles of affect that impact learning outcomes. Developing a detailed account of the occurrence and timing of cognitive-affective states during learning can inform the design of affective tutorial interventions. In order to advance understanding of learning-centered affect, this paper reports on a study to analyze a video corpus of computer-mediated human tutoring using an automated facial expression recognition tool that detects fine-grained facial movements. The results reveal three significant relationships between facial expression, frustration, and learning: (1) Action Unit 2 (outer brow raise) was negatively correlated with learning gain, (2) Action Unit 4 (brow lowering) was positively correlated with frustration, and (3) Action Unit 14 (mouth dimpling) was positively correlated with both frustration and learning gain. Additionally, early prediction models demonstrated that facial actions during the first five minutes were significantly predictive of frustration and learning at the end of the tutoring session. The results represent a step toward a deeper understanding of learning-centered affective states, which will form the foundation for data-driven design of affective tutoring systems. Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
ACII | 2 |
| 2013 | Embodied Affect in Tutorial Dialogue: Student Gesture and Posture
Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
AIED | 2 |
| 2013 | Automatically Recognizing Facial Expression: Predicting Engagement and Frustration
Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
EDM | 2 |
| 2013 | Modeling student programming with multimodal learning analytics (abstract only)abstractUnderstanding how students solve computational problems is central to computer science education research. This goal is facilitated by recent advances in the availability and analysis of detailed multimodal data collected during student learning. Drawing on research into student problem-solving processes and findings on human posture and gesture, this poster utilizes a multimodal learning analytics framework that links automatically identified posture and gesture features with student problem-solving and dialogue events during one-on-one human tutoring of introductory computer science. The findings provide new insight into how bodily movements occur during computer science tutoring, and lay the foundation for programming feedback tools and deep analyses of student learning processes. Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester |
SIGCSE | 2 |