VLDB 2026 Research / reviewers in the wild / expert
Krista D. Glazewski
dblp:38/306
· DBLP profile ↗
24ranked-venue papers
1as first author
21since 2021 · last 2026
0000-0002-3412-4218ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 20 · 1 first-author · 17 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 7 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Making AI Planning Visible: Narrative-Centered Goal-Directed AI Reasoning to Foster AI Literacy
Bradford W. Mott, Jessica Vandenberg, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Emma Braaten, Cindy E. Hmelo-Silver, Amy Hutchison, Krista D. Glazewski, James C. Lester |
AIED (3) | 8 |
| 2026 | Confidence Outpaces Interest: Upper Elementary AI Attitudes in a Science-Integrated Unit
Jessica Vandenberg, Bradford W. Mott, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, Krista D. Glazewski, James C. Lester |
ITiCSE (2) | 6 |
| 2026 | The Role of LLM-Powered Conversational Agents in Supporting Inquiry in a Narrative-Centered Learning Environment: A Learning Analytics StudyabstractProblem-based learning (PBL) environments increasingly embed LLM-based conversational agents (CAs) to scaffold inquiry, yet little is known about how learners actually respond to these agents in authentic classroom settings. Learning analytics offers powerful opportunities to capture and interpret how students engage with these agents, enabling deeper understanding of their inquiry processes and informing more adaptive instructional support in PBL settings. In this paper, we examine students’ interactions with three types of LLM-powered CAs — Content Knowledge, Argument Feedback, Argument Evaluation — designed to provide distinct forms of inquiry support within a narrative-centered learning environment. Using Pedaste et al.’s inquiry cycle as a lens, we used contextualized log data from 15 student groups to analyze how these agents shaped inquiry via sequence analysis of students’ coded actions. Our results revealed distinct trajectories of agent episodes and suggest LLM-powered CAs can play complementary pedagogical roles — supporting information seeking, guiding revision, and prompting reflection — but may also channel inquiry in ways that constrain exploration. We discuss the implications of using learning analytics to design adaptive scaffolds and using contextualized log analysis to capture how learners navigate inquiry with AI support in authentic classroom settings. Namrata Srivastava, Megan Humburg, Sarah K. Burriss, Clayton Cohn, Yeo Jin Kim, Umesh Timalsina, Joshua A. Danish, Cindy E. Hmelo-Silver, Krista D. Glazewski, James C. Lester, Gautam Biswas |
LAK | 10 |
| 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) | 8 |
| 2024 | Supporting Upper Elementary Students in Learning AI Concepts with Story-Driven Game-Based LearningabstractArtificial intelligence (AI) is quickly finding broad application in every sector of society. This rapid expansion of AI has increased the need to cultivate an AI-literate workforce, and it calls for introducing AI education into K-12 classrooms to foster students’ awareness and interest in AI. With rich narratives and opportunities for situated problem solving, story-driven game-based learning offers a promising approach for creating engaging and effective K-12 AI learning experiences. In this paper, we present our ongoing work to iteratively design, develop, and evaluate a story-driven game-based learning environment focused on AI education for upper elementary students (ages 8 to 11). The game features a science inquiry problem centering on an endangered species and incorporates a Use-Modify-Create scaffolding framework to promote student learning. We present findings from an analysis of data collected from 16 students playing the game's quest focused on AI planning. Results suggest that the scaffolding framework provided students with the knowledge they needed to advance through the quest and that overall, students experienced positive learning outcomes. Anisha Gupta, Seung Y. Lee, Bradford W. Mott, Srijita Chakraburty, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Cindy E. Hmelo-Silver, James C. Lester |
AAAI | 5 |
| 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 |
EDM | 5 |
| 2024 | AI Planning is Elementary: Introducing Young Learners to Automated Problem SolvingabstractRecent years have seen growing awareness of the need to advance AI literacy for K-12 students to empower them in understanding, evaluating, and using AI. Automated problem solving is a fundamental aspect of AI, enabling machines to mimic human problemsolving abilities. Fostering awareness and interest in AI capabilities such as automated problem solving should begin early, including in the elementary grades. Although AI planning can be a complex topic, leveraging the benefits of game-based learning offers a promising approach to engage young children in learning about this important AI concept. In this work, we explore the interactions and outcomes of upper elementary students (ages 8 to 11) playing a quest on AI planning embedded within a game-based learning environment. Results indicate that students experienced positive learning gains from pre-test to post-test, while analyzing trace data from the game provides insights into challenges students faced as they attempted the in-game missions. Bradford W. Mott, Anisha Gupta, Jessica Vandenberg, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Krista D. Glazewski, James C. Lester |
ITiCSE (2) | 9 |
| 2024 | Integrating Natural Language Processing in Middle School Science Classrooms: An Experience ReportabstractWith the increasing prevalence of large language models (LLMs) such as ChatGPT, there is a growing need to integrate natural language processing (NLP) into K-12 education to better prepare young learners for the future AI landscape. NLP, a sub-field of AI that serves as the foundation of LLMs and many advanced AI applications, holds the potential to enrich learning in core subjects in K-12 classrooms. In this experience report, we present our efforts to integrate NLP into science classrooms with 98 middle school students across two US states, aiming to increase students' experience and engagement with NLP models through textual data analyses and visualizations. We designed learning activities, developed an NLP-based interactive visualization platform, and facilitated classroom learning in close collaboration with middle school science teachers. This experience report aims to contribute to the growing body of work on integrating NLP into K-12 education by providing insights and practical guidelines for practitioners, researchers, and curriculum designers. Gloria Ashiya Katuka, Srijita Chakraburty, Hyejeong Lee, Sunny Dhama, Toni V. Earle-Randell, Mehmet Celepkolu, Kristy Elizabeth Boyer, Krista D. Glazewski, Cindy E. Hmelo-Silver, Tom McKlin |
SIGCSE (1) | 8 |
| 2024 | Exploring AIFORGOOD Summer Camp Curriculum to Foster Middle School Students' Understanding of Artificial IntelligenceabstractThis study explores the structure of a summer camp curriculum and the development of middle school students' understanding of Artificial Intelligence (AI). Pre-posttests and surveys measuring AI knowledge and attitudes toward AI were analyzed by paired t-tests. Thematic analysis was used to analyze over 30 hours of video footage and student artifacts to examine the integration of curriculum and the development of students' understanding. The curriculum encompassed machine learning (ML), natural language process (NLP), and computer vision (CV), focusing on improving students' understanding of AI through the creation of AI-based artifacts, and mini-projects addressing daily issues faced in homes and schools. The findings revealed that students' overall AI knowledge and attitudes toward AI significantly improved after the intervention. Additionally, students recognized the importance of data quality and quantity in training AI. These findings highlight the positive impact of summer camp curriculum with hands-on experiences, beneficial for fostering middle school students' understanding of AI. Kyungbin Kwon, Keunjae Kim, Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Matthew L. Brown, Haesol Bae, Florentina M. Closser |
SIGCSE (2) | 4 |
| 2023 | Enhancing Stealth Assessment in Collaborative Game-Based Learning with Multi-task Learning
Anisha Gupta, Dan Carpenter, Wookhee Min, Bradford W. Mott, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
AIED | 5 |
| 2023 | Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI PlanningabstractThe growing ubiquity of artificial intelligence (AI) is reshaping much of daily life. This in turn is raising awareness of the need to introduce AI education throughout the K-12 curriculum so that students can better understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students. Bradford W. Mott, Anisha Gupta, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, James C. Lester |
ITiCSE (2) | 3 |
| 2023 | Effects of Modalities in Detecting Behavioral Engagement in Collaborative Game-Based LearningabstractCollaborative 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 |
LAK | 7 |
| 2023 | Is Elementary AI Education Possible?abstractAs artificial intelligence (AI) technology becomes increasingly pervasive, it is critical that students recognize AI and how it can be used. There is little research exploring learning capabilities of elementary students and the pedagogical supports necessary to facilitate students' learning. PrimaryAI was created as a 3rd-5th grade AI curriculum that utilizes problem-based and immersive learning within an authentic life science context through four units that cover machine learning, computer vision, AI planning, and AI ethics. The curriculum was implemented by two upper elementary teachers during Spring 2022. Based on pre-test/post-test results, students were able to conceptualize AI concepts related to machine learning and computer vision. Results showed no significant differences based on gender. Teachers indicated the curriculum engaged students and provided teachers with sufficient scaffolding to teach the content in their classrooms. Recommendations for future implementations include greater alignment between the AI and life science concepts, alterations to the immersive problem-based learning environment, and enhanced connections to local animal populations. Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Cindy E. Hmelo-Silver, Katie Jantaraweragul, Minji Jeon, Srijita Chakraburty, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester |
SIGCSE (2) | 2 |
| 2023 | NLP4Science: Designing a Platform for Integrating Natural Language Processing in Middle School Science ClassroomsabstractArtificial Intelligence (AI) and Natural Language Processing (NLP) have become increasingly relevant across multiple fields, creating a necessity for young learners to understand these concepts. However, resources enabling learners to apply AI and NLP, particularly in middle school science, remain limited. To address this gap, we present the early development of NLP4Science, an interactive visualization application facilitating the integration of NLP concepts such as sentiment analysis and keyword extraction into middle school science. We adopted an iterative co-design process starting with a professional development workshop with four teachers, followed by a 2-day pilot study with 48 eighth graders, and concluding with a 5-day study involving 50 sixth graders. This poster presents an overview of NLP4Science, highlighting its key features, and sharing insights gained from the iterative design process, demonstrating the potential of NLP4Science to transform AI and NLP learning within middle school science classrooms. Sunny Dhama, Gloria Ashiya Katuka, Mehmet Celepkolu, Kristy Elizabeth Boyer, Krista D. Glazewski, Cindy E. Hmelo-Silver |
VL/HCC | 5 |
| 2022 | PrimaryAI: Co-Designing Immersive Problem-Based Learning for Upper Elementary Student Learning of AI Concepts and PracticesabstractThere is growing awareness of the central role that artificial intelligence (AI) plays now and in children's futures. This has led to increasing interest in engaging K-12 students in AI education to promote their understanding of AI concepts and practices. Leveraging principles from problem-based pedagogies and game-based learning, our approach integrates AI education into a set of unplugged activities and a game-based learning environment. In this work, we describe outcomes from our efforts to co design problem-based AI curriculum with elementary school teachers. Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, Katie Jantaraweragul, Minji Jeon, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester |
ITiCSE (2) | 1 |
| 2022 | Principles for AI Education for Elementary Grades StudentsabstractAI is beginning to transform every aspect of society. With the dramatic increases in AI, K-12 students need to be prepared to understand AI. To succeed as the workers, creators, and innovators of the future, students must be introduced to core concepts of AI as early as elementary school. However, building a curriculum that introduces AI content to K-12 students present significant challenges, such as connecting to prior knowledge, and developing curricula that are meaningful for students and possible for teachers to teach. To lay the groundwork for elementary AI education, we conducted a qualitative study into the design of AI curricular approaches with elementary teachers and students. Interviews with elementary teachers and students suggests four design principles for creating an effective elementary AI curriculum to promote uptake by teachers. This example will present the co-designed curriculum with teachers (PRIMARYAI) and describe how these four elements were incorporated into real-world problem-based learning scenarios. Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Minji Jeon, Katie Jantaraweragul, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester |
ITiCSE (2) | 2 |
| 2022 | Disruptive Talk Detection in Multi-Party Dialogue within Collaborative Learning Environments with a Regularized User-Aware NetworkabstractKyungjin Park, Hyunwoo Sohn, Wookhee Min, Bradford Mott, Krista Glazewski, Cindy E. Hmelo-Silver, James Lester. Proceedings of the 23rd Annual Meeting of the Special Interest Group on Discourse and Dialogue. 2022. Kyungjin Park, Hyunwoo Sohn, Wookhee Min, Bradford W. Mott, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
SIGDIAL | 5 |
| 2021 | AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning ApproachabstractArtificial intelligence has emerged as a technology that is profoundly reshaping society and enabling rapid improvements in science, engineering, and mathematics, as well as information technology itself. This has generated increased demand for fostering an AI-literate populace as well as a growing recognition of the importance of promoting K-12 students’ awareness and interest in AI. Although efforts are be-ginning to incorporate AI learning within K-12 education, there is little research exploring how to introduce students to AI and how to support teachers to integrate AI learning experiences in their classrooms. This is especially true at the elementary school level. A particularly promising approach for providing effective and engaging AI learning experiences for elementary students is game-based learning. In this paper, we explore how to introduce AI-infused collaborative inquiry learning into upper elementary school (student ages 8 to 11) using game-based learning. To ground the work in the realities of elementary school classrooms, we present insights from interviews with elementary school teachers to under-stand how best to support them in integrating AI into their classrooms. We then present the design of PrimaryAI, a game-based learning environment that supports rich problem-based learning activities within upper elementary classrooms centered on AI applied toward solving life-science problems. Finally, we discuss some of the challenges we face in bringing AI-infused collaborative inquiry learning to upper elementary students. Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Kyungjin Park, Jonathan P. Rowe, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
AAAI | 8 |
| 2021 | Detecting Disruptive Talk in Student Chat-Based Discussion within Collaborative Game-Based Learning EnvironmentsabstractCollaborative game-based learning environments offer significant promise for creating engaging group learning experiences. Online chat plays a pivotal role in these environments by providing students with a means to freely communicate during problem solving. These chat-based discussions and negotiations support the coordination of students’ in-game learning activities. However, this freedom of expression comes with the possibility that some students might engage in undesirable communicative behavior. A key challenge posed by collaborative game-based learning environments is how to reliably detect disruptive talk that purposefully disrupt team dynamics and problem-solving interactions. Detecting disruptive talk during collaborative game-based learning is particularly important because if it is allowed to persist, it can generate frustration and significantly impede the learning process for students. This paper analyzes disruptive talk in a collaborative game-based learning environment for middle school science education to investigate how such behaviors influence students’ learning outcomes and varies across gender and students’ prior knowledge. We present a disruptive talk detection framework that automatically detects disruptive talk in chat-based group conversations. We further investigate both classic machine learning and deep learning models for the framework utilizing a range of dialogue representations as well as supplementary information such as student gender. Findings show that long short-term memory network (LSTM)-based disruptive talk detection models outperform competitive baseline models, indicating that the LSTM-based disruptive talk detection framework offers significant potential for supporting effective collaborative game-based learning through the identification of disruptive talk. Kyungjin Park, Hyunwoo Sohn, Bradford W. Mott, Wookhee Min, Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
LAK | 6 |
| 2021 | How do Elementary Students Conceptualize Artificial Intelligence?abstractCountries around the globe have acknowledged the pervasiveness of artificial intelligence (AI) in our lives and the importance of educating our students on how AI technologies work. For example, the Chinese education ministry has integrated AI into the mandatory high school curriculum, including a pilot textbook to teach students about the fundamental AI technologies like deep learning and recognition. However, there are fewer examples of AI education at the primary level, and these are typically focused on decision-making, machine learning, and programming. We have recently started to develop our own elementary AI curriculum. To develop the curriculum, we first needed to explore what students already knew about AI. Although there are a few small studies on how primary students conceptualize AI, we conducted a study to examine how 10 nine- and ten-year-old students conceptualized artificial intelligence by focusing on two main questions: (1) How do elementary students conceptualize artificial intelligence? (2) What are elementary students' experiences with artificial intelligence? Students? definitions of AI tended to focus on programming and robotics. Students described examples of AI that included robotic vacuums, Siri/Alexa, YouTube, and search engines. They also showcased some misconceptions around AI designs and implementations. Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Minji Jeon, Cindy E. Hmelo-Silver, Bradford W. Mott, Seung Y. Lee, James C. Lester |
SIGCSE | 2 |
| 2021 | Designing a Visual Interface for Elementary Students to Formulate AI Planning TasksabstractRecent years have seen the rapid adoption of artificial intelligence (AI) in every facet of society. The ubiquity of AI has led to an increasing demand to integrate AI learning experiences into K-12 education. Early learning experiences incorporating AI concepts and practices are critical for students to better understand, evaluate, and utilize AI technologies. AI planning is an important class of AI technologies in which an AI-driven agent utilizes the structure of a problem to construct plans of actions to perform a task. Although a growing number of efforts have explored promoting AI education for K-12 learners, limited work has investigated effective and engaging approaches for delivering AI learning experiences to elementary students. In this paper, we propose a visual interface to enable upper elementary students (grades 3–5, ages 8–11) to formulate AI planning tasks within a game-based learning environment. We present our approach to designing the visual interface as well as how the AI planning tasks are embedded within narrative-centered gameplay structured around a Use-Modify-Create scaffolding progression. Further, we present results from a qualitative study of upper elementary students using the visual interface. We discuss how the Use-Modify-Create approach supported student learning as well as discuss the misconceptions and usability issues students encountered while using the visual interface to formulate AI planning tasks. Kyungjin Park, Bradford W. Mott, Seung Y. Lee, Krista D. Glazewski, J. Adam Scribner, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, James C. Lester |
VL/HCC | 4 |
| 2020 | Detecting Off-Task Behavior from Student Dialogue in Game-Based Collaborative Learning
Dan Carpenter, Andrew Emerson, Bradford W. Mott, Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
AIED (1) | 5 |
| 2020 | Designing a Collaborative Game-Based Learning Environment for AI-Infused Inquiry Learning in Elementary School ClassroomsabstractRecent years have seen growing recognition of the importance of enabling K-12 students to learn computer science. Meanwhile, artificial intelligence has emerged as a technology with the potential to profoundly reshape society. This has generated increasing demand for fostering an AI-literate populace. However, there is little work exploring how to introduce K-12 students to AI and how to support K-12 teachers in integrating AI into their classrooms. In this work, we explore introducing AI learning experiences into upper elementary classrooms (student ages 8 to 11). With a focus on integrating AI and life science, we present initial work on a collaborative game-based learning environment that features rich problem-based learning scenarios. This will enable students to gain experience with AI as it applies to solving real-world life-science problems. Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
ITiCSE | 6 |
| 2019 | Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning
Bradford W. Mott, Robert G. Taylor, Seung Y. Lee, Jonathan P. Rowe, Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester |
ICIDS | 6 |