Halim Acosta

dblp:284/4157 · DBLP profile ↗
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7ranked-venue papers
4as first author
7since 2021 · last 2025
0000-0002-3993-2425ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 6 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Predicting Facilitator Interventions in Collaborative Game-Based Learning with Student Dialogue Analysis
Priyanka Khare, Halim Acosta, Dan Carpenter, Haesol Bae, Bradford W. Mott, Seung Y. Lee, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
AIED (3)2
2025 A Multi-View Predictive Student Modeling Framework with Interpretable Causal Graph Discovery for Collaborative Learning Analytics
Halim Acosta, Seung Y. Lee, Daeun Hong, Wookhee Min, Bradford W. Mott, Cindy E. Hmelo-Silver, James C. Lester
EDM1
2025 Collaborative Game-based Learning Analytics: Predicting Learning Outcomes from Game-based Collaborative Problem Solving Behaviors
Halim Acosta, Daeun Hong, Seung Y. Lee, Wookhee Min, Bradford W. Mott, Cindy E. Hmelo-Silver, James C. Lester
LAK1
2024 Multimodal Learning Analytics for Predicting Student Collaboration Satisfaction in Collaborative Game-Based Learning
Halim Acosta, Seung Y. Lee, Bradford W. Mott, Haesol Bae, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
EDM1
2023 Effects of Modalities in Detecting Behavioral Engagement in Collaborative Game-Based Learning
abstract
Collaborative game-based learning environments have significant potential for creating effective and engaging group learning experiences. These environments offer rich interactions between small groups of students by embedding collaborative problem solving within immersive virtual worlds. Students often share information, ask questions, negotiate, and construct explanations between themselves towards solving a common goal. However, students sometimes disengage from the learning activities, and due to the nature of collaboration, their disengagement can propagate and negatively impact others within the group. From a teacher's perspective, it can be challenging to identify disengaged students within different groups in a classroom as they need to spend a significant amount of time orchestrating the classroom. Prior work has explored automated frameworks for identifying behavioral disengagement. However, most prior work relies on a single modality for identifying disengagement. In this work, we investigate the effects of using multiple modalities to detect disengagement behaviors of students in a collaborative game-based learning environment. For that, we utilized facial video recordings and group chat messages of 26 middle school students while they were interacting with Crystal Island: EcoJourneys, a game-based learning environment for ecosystem science. Our study shows that the predictive accuracy of a unimodal model heavily relies on the modality of the ground truth, whereas multimodal models surpass the unimodal models, trading resources for accuracy. Our findings can benefit future researchers in designing behavioral engagement detection frameworks for assisting teachers in using collaborative game-based learning within their classrooms.
Fahmid M. Fahid, Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Halim Acosta, Thomas A. Brush, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
LAK5
2022 Enhancing Stealth Assessment in Game-Based Learning Environments with Generative Zero-Shot Learning
Nathan L. Henderson, Halim Acosta, Wookhee Min, Bradford W. Mott, Trudi Lord, Frieda Reichsman, Chad Dorsey, Eric N. Wiebe, James C. Lester
EDM2
2021 What's Fair is Fair: Detecting and Mitigating Encoded Bias in Multimodal Models of Museum Visitor Attention
abstract
Recent years have seen growing interest in modeling visitor engagement in museums with multimodal learning analytics. In parallel, there has also been growing concern about issues of fairness and encoded bias in machine learning models. In this paper, we investigate bias detection and mitigation techniques to address issues of algorithmic fairness in multimodal models of museum visitor visual attention. We employ slicing analysis using the Absolute Between-ROC Area (ABROCA) statistic to detect encoded bias present in multimodal models of visitor visual attention trained with facial expression and posture data from visitor interactions with a game-based museum exhibit about environmental sustainability. We investigate instances of gender bias that arise between different combinations of modalities across several machine learning techniques. We also measure the effectiveness of two different debiasing strategies—learned fair representations and reweighing—when applied to the trained multimodal visitor attention models. Results indicate that patterns of bias can arise across different modality combinations for the different visitor visual attention models, and there is often an inherent tradeoff between predictive accuracy and ABROCA. Analyses suggest that debiasing strategies tend to be more effective on multimodal models of visitor visual attention than their unimodal counterparts
Halim Acosta, Nathan L. Henderson, Jonathan P. Rowe, Wookhee Min, James Minogue, James C. Lester
ICMI1