VLDB 2026 Research / reviewers in the wild / expert
J. Elizabeth Richey
dblp:176/0385
· DBLP profile ↗
20ranked-venue papers
7as first author
11since 2021 · last 2025
0000-0002-0045-6855ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 19 · 7 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 15 · 4 first-author · 10 since 2021Artificial intelligence and machine learning · 4 · 3 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Utilizing Log-Based and Neurophysiological Measures to Understand Engagement and Learning with Intelligent Tutoring Systems
Yushuang Liu, Ido Davidesco, Bruce M. McLaren, J. Elizabeth Richey, Xiaorui Xue, Leah Teffera, Hayden Stec, Hyosun Lee, Jiayi Zhang 0004, Suyi Liu, Elana Zion-Golumbic |
AIED (5) | 4 |
| 2024 | Understanding Gender Effects in Game-Based Learning: The Role of Self-Explanation
J. Elizabeth Richey, Huy Anh Nguyen, Mahboobeh Mehrvarz, Nicole Else-Quest, Ivon Arroyo, Ryan Baker 0001, Hayden Stec, Jessica Hammer, Bruce M. McLaren |
AIED (1) | 1 |
| 2023 | Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework
Huy Anh Nguyen, Nicole Else-Quest, J. Elizabeth Richey, Jessica Hammer, Sarah Di, Bruce M. McLaren |
AIED | 3 |
| 2023 | Using latent variable models to make gaming-the-system detection robust to context variationsabstractGaming the system, a behavior in which learners exploit a system's properties to make progress while avoiding learning, has frequently been shown to be associated with lower learning. However, when we applied a previously validated gaming detector across conditions in experiments with an algebra tutor, the detected gaming was not associated with reduced learning, challenging its validity in our study context. Our exploratory data analysis suggested that varying contextual factors across and within conditions contributed to this lack of association. We present a new approach, latent variable-based gaming detection (LV-GD), that controls for contextual factors and more robustly estimates student-level latent gaming tendencies. In LV-GD, a student is estimated as having a high gaming tendency if the student is detected to game more than the expected level of the population given the context. LV-GD applies a statistical model on top of an existing action-level gaming detector developed based on a typical human labeling process, without additional labeling effort. Across three datasets, we find that LV-GD consistently outperformed the original detector in validity measured by association between gaming and learning as well as reliability. LV-GD also afforded high practical utility: it more accurately revealed intervention effects on gaming, revealed a correlation between gaming and perceived competence in math and helped understand productive detected gaming behaviors. Our approach is not only useful for others wanting a cost-effective way to adapt a gaming detector to their context but is also generally applicable in creating robust behavioral measures. Yun Huang 0002, Steven Dang, J. Elizabeth Richey, Pallavi Chhabra, Danielle R. Thomas, Michael W. Asher, Nikki G. Lobczowski, Elizabeth A. McLaughlin, Judith M. Harackiewicz, Vincent Aleven, Kenneth R. Koedinger |
User Model. User Adapt. Interact. | 3 |
| 2022 | Educational Equity Through Combined Human-AI Personalization: A Propensity Matching Evaluation
Danielle R. Thomas, Cassandra Brentley, Carmen Thomas-Browne, J. Elizabeth Richey, Abdulmenaf Gul, Paulo Carvalho 0004, Lee G. Branstetter, Kenneth R. Koedinger |
AIED (1) | 4 |
| 2022 | Investigating the Effects of Mindfulness Meditation on a Digital Learning Game for Mathematics
Huy Anh Nguyen, Zsofia K. Takacs, Eniko Orsolya Bereczki, J. Elizabeth Richey, Michael Mogessie Ashenafi, Bruce M. McLaren |
AIED (1) | 4 |
| 2022 | Item Response Theory-Based Gaming Detection
Yun Huang 0002, Steven Dang, J. Elizabeth Richey, Michael W. Asher, Nikki G. Lobczowski, Danielle R. Thomas, Elizabeth A. McLaughlin, Judith M. Harackiewicz, Vincent Aleven, Kenneth R. Koedinger |
EDM | 3 |
| 2021 | Towards Sharing Student Models Across Learning Systems
Ryan Baker 0001, Bruce M. McLaren, Stephen Hutt, J. Elizabeth Richey, Elizabeth Rowe, Ma. Victoria Almeda, Michael Mogessie Ashenafi, Juliana Ma. Alexandra L. Andres |
AIED (2) | 4 |
| 2021 | Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game
J. Elizabeth Richey, Jiayi Zhang 0004, Rohini Das, Juan Miguel L. Andres-Bray, Richard Scruggs, Michael Mogessie Ashenafi, Ryan Baker 0001, Bruce M. McLaren |
AIED (1) | 1 |
| 2021 | Computer-Supported Human Mentoring for Personalized and Equitable Math Learning
Peter Schaldenbrand, Nikki G. Lobczowski, J. Elizabeth Richey, Shivang Gupta, Elizabeth A. McLaughlin, Adetunji Adeniran, Kenneth R. Koedinger |
AIED (2) | 3 |
| 2021 | A General Multi-method Approach to Data-Driven Redesign of Tutoring SystemsabstractAnalytics of student learning data are increasingly important for continuous redesign and improvement of tutoring systems and courses. There is still a lack of general guidance on converting analytics into better system design, and on combining multiple methods to maximally improve a tutor. We present a multi-method approach to data-driven redesign of tutoring systems and its empirical evaluation. Our approach systematically combines existing and new learning analytics and instructional design methods. In particular, our methods involve identifying difficult skills and creating focused tasks for learning these difficult skills effectively following content redesign strategies derived from analytics. In our past work, we applied this approach to redesigning an algebraic modeling unit and found initial evidence of its effectiveness. In the current work, we extended this approach and applied it to redesigning two other tutor units in addition to a second iteration of redesigning the previously redesigned unit. We conducted a one-month classroom experiment with 129 high school students. Compared to the original tutor, the redesigned tutor led to significantly higher learning outcomes, with time mainly allocated to focused tasks rather than original full tasks. Moreover, it reduced over- and under-practice, yielded a more effective practice experience, and selected skills progressing from easier to harder to a greater degree. Our work provides empirical evidence of the effectiveness and generality of a multi-method approach to data-driven instructional redesign. Yun Huang 0002, Nikki G. Lobczowski, J. Elizabeth Richey, Elizabeth A. McLaughlin, Michael W. Asher, Judith M. Harackiewicz, Vincent Aleven, Kenneth R. Koedinger |
LAK | 3 |
| 2020 | Confrustion and Gaming While Learning with Erroneous Examples in a Decimals Game
Michael Mogessie Ashenafi, J. Elizabeth Richey, Bruce M. McLaren, Juan Miguel L. Andres-Bray, Ryan Baker 0001 |
AIED (2) | 2 |
| 2020 | Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
Xinying Hou, Huy Anh Nguyen, J. Elizabeth Richey, Bruce M. McLaren |
AIED (1) | 3 |
| 2020 | Comprehensive Views of Math Learners: A Case for Modeling and Supporting Non-math Factors in Adaptive Math Software
J. Elizabeth Richey, Nikki G. Lobczowski, Paulo Carvalho 0004, Kenneth R. Koedinger |
AIED (1) | 1 |
| 2019 | Confrustion in Learning from Erroneous Examples: Does Type of Prompted Self-explanation Make a Difference?
J. Elizabeth Richey, Bruce M. McLaren, Juan Miguel L. Andres-Bray, Michael Mogessie Ashenafi, Richard Scruggs, Ryan Baker 0001, Jon R. Star |
AIED (1) | 1 |
| 2019 | Exploring the Subtleties of Agency and Indirect Control in Digital Learning GamesabstractHow do the features of a learning environment's user interface impact learners' agency and, further, their learning? We explored this question in the context of Decimal Point, a digital learning game designed to support middle school students in learning decimals. Previous studies of the game showed that giving students the ability to choose the order and number of mini-games to play did not significantly impact their learning outcomes compared to a condition without choice. In this paper we explore whether some elements of the game's interface may have inadvertently exerted indirect control over students' choice, leading to the previous effects. We conducted a classroom study using a new version of the game that varied whether students saw a visual path connecting mini-games on the game map to modulate the level of indirect control students would experience with an implied ordering. Ultimately, we found that students in the no-line condition exercised significantly more agency but did not learn any less than the line condition. These results suggest that indirect control can be a subtle but powerful way to direct student attention in digital learning games. Erik Harpstead, J. Elizabeth Richey, Huy Anh Nguyen, Bruce M. McLaren |
LAK | 2 |
| 2015 | Transfer effects of prompted and self-reported analogical comparison and self-explanation
J. Elizabeth Richey, Cristina D. Zepeda, Timothy Nokes-Malach |
CogSci | 1 |
| 2014 | Relating a Task-Based, Behavioral Measure of Achievement Goals to Self-Reported Goals and Performance in the Classroom
J. Elizabeth Richey, Matthew L. Bernacki, Daniel M. Belenky, Timothy Nokes-Malach |
CogSci | 1 |
| 2014 | Achievement goals, observed behaviors, and performance: Testing a mediation model in a college classroom
J. Elizabeth Richey, Timothy Nokes-Malach, Aleza Wallace |
CogSci | 1 |
| 2014 | Change in Achievement Goals and Their Relation to Exam Grades
Aleza Wallace, J. Elizabeth Richey, Timothy Nokes-Malach |
CogSci | 2 |