Arnon Hershkovitz

dblp:60/4042 · DBLP profile ↗
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19ranked-venue papers
8as first author
3since 2021 · last 2025
0000-0003-1568-2238ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 18 · 8 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1
YearPublicationVenuePosition
2025 Unveiling Creativity in Student Code: A Gaussian Mixture Model Approach
abstract
Creativity, characterized by the capacity to generate novel and valuable ideas or solutions through imaginative thinking and unique problem-solving, differs widely between individuals.Despite its importance, this variability is often overlooked in research on personalization in education.In this study, our goal is to personalize creativity within a programming learning platform for school students.Leveraging a unique dataset of students' initial coding attempts, we employ a Gaussian Mixture Model to identify distinct creativity profiles among learners.By integrating these insights into user modeling, this work lays the foundation for developing personalized programming curricula tailored to each student's creative strengths, highlighting the potential of creativity-aware adaptive systems in education.We make our data and code publicly available at: https://github.com/sveron/Creativity.
Veronika Bogina, Arnon Hershkovitz, Noam Koenigstein
UMAP2
2024 A Code Distance Approach to Measure Originality in Computer Programming
Elijah Chou, Davide Fossati, Arnon Hershkovitz
CSEDU (2)3
2022 Learners' Strategies in Interactive Sorting Tasks
abstract
Abstract Using examples and non-examples is a common technique to demonstrate concepts’ characteristics and boundaries. Based on their properties, certain objects are accepted as examples or non-examples intuitively, while others are accepted or neglected non-intuitively. This 2*2 classification is powerful when designing technology-enhanced learning experiences in which feedback could be provided in real-time. That is, feedback could be based not only on the correctness of student response, but also on the specifics of the objects with which they were engaged. Following this framework, we developed an interactive sorting task that aims at strengthening elementary school students’ understanding of reflective symmetry. We studied learners’ interaction with the objects presented to them, and their success. Our study included 29 elementary school students (ages 9 to 12) from both Israel and Germany. We used screen recording to code participants’ shape-movements, and defined quantitative measures of these movements. Our findings support the need for designing feedback that takes into consideration object’s properties and students’ behavior.
Norbert Noster, Arnon Hershkovitz, Michal Tabach, Hans-Stefan Siller
EC-TEL2
2019 Teacher vs. Algorithm: Double-blind experiment of content sequencing in mathematics
Ben Levy, Arnon Hershkovitz, Odelia Tzayada, Orit Ezra, Avi Segal, Kobi Gal, Anat Cohen, Michal Tabach
EDM2
2019 Different Types of Response-Based Feedback in Mathematics: The case of textual and symbolic messages
abstract
The current study compares textual and symbolic elaborated, response-based feedback in mathematics. We use a randomized experiment in Khan Academy to measure feedback effect in four different topics. Overall, we point out to the superiority of symbolic feedback.
Tomer Gal, Arnon Hershkovitz
LAK2
2017 Suggesting a Log-Based Creativity Measurement for Online Programming Learning Environment
abstract
Creativity has long been suggested as an important factor in learning. In this paper, we present a preliminary study of creativity in an online programming learning environment. We operationalize creativity using an existing scheme for scoring it, and then measure it automatically based on the system log files. We analyze the data in order to explore the associations between creativity and personal/contextual variables. Creativity is associated with contextual variables and is not associated with personal variables. Directions for continuing this research are discussed.
Lilach Gal, Arnon Hershkovitz, Andoni Eguíluz, Mariluz Guenaga, Pablo Garaizar
L@S2
2015 Teacher-Student Classroom Interactions: A Computational Approach
Arnon Hershkovitz, Agathe Merceron, Amran Shamaly
EDM1
2015 Predicting post-training readiness to work with computers: the predominance of log-based variables
abstract
In today's job market, computer skills are part of the prerequisites for many jobs. In this paper, we report on a study of readiness to work with computers (the dependent variable) among unemployed women (N=54) after participating in a unique training focused on computer skills and empowerment. Associations were explored between this variable and 17 variables from four categories: log-based, computer literacy and experience, job-seeking motivation and practice, and training satisfaction. Only two variables were associated with the dependent variable: Knowledge post-test duration and satisfaction with content. Building a prediction model of the dependent variable, another feature was highlighted: Total number of actions in the course website along the course. Our analyses highlight the predominance of the log-based variables over the variables from the other categories, and we thoroughly discuss this finding.
Dalit Mor, Hagar Laks, Arnon Hershkovitz
LAK3
2014 Teachers and Students Learn Cyber Security: Comparing Software Quality, Security
Shlomi Boutnaru, Arnon Hershkovitz
EDM2
2013 The Interplay between Affect and Engagement in Classrooms Using AIED Software
Arnon Hershkovitz, Ryan Baker 0001, Gregory R. Moore, Lisa M. Rossi, Martin Van Velsen
AIED1
2013 Predicting Future Learning Better Using Quantitative Analysis of Moment-by-Moment Learning
Arnon Hershkovitz, Ryan Baker 0001, Sujith M. Gowda, Albert T. Corbett
EDM1
2011 Carelessness and Goal Orientation in a Science Microworld
Arnon Hershkovitz, Michael Wixon, Ryan Baker 0001, Janice D. Gobert, Michael A. Sao Pedro
AIED1
2011 Goal Orientation and Changes of Carelessness over Consecutive Trials in Science Inquiry
Arnon Hershkovitz, Ryan Baker 0001, Janice D. Gobert, Michael Wixon
EDM1
2010 Hierarchical Structures of Content Items in LMS
Sharon Hardof-Jaffe, Arnon Hershkovitz, Ronit Azran, Rafi Nachmias
EDM2
2010 Is Students' Activity in LMS Persistent?
Arnon Hershkovitz, Rafi Nachmias
EDM1
2009 The Impact of Off-task and Gaming Behaviors on Learning: Immediate or Aggregate?
abstract
Both gaming the system (taking advantage of the system's feedback and help to succeed in the tutor without learning the material) and being off-task (engaging in behavior that does not involve the system or the learning task) have been previously shown to be associated with poorer learning. In this paper we investigate two hypotheses about the mechanisms that lead to this reduced learning: (a) less learning within individual steps (immediate harmful impact) and (b) overall learning loss due to fewer opportunities to practice (aggregate harmful impact). We show that gaming tends to have immediate harmful impact while off-task tends to have aggregated harmful impact on learning.
Ella Haig, Arnon Hershkovitz, Ryan Baker 0001
AIED2
2009 How do Students Organize Personal Information Spaces?
Sharon Hardof-Jaffe, Arnon Hershkovitz, Hama Abu-Kishk, Ofer Bergman, Rafi Nachmias
EDM2
2009 Consistency of Students' Pace in Online Learning
Arnon Hershkovitz, Rafi Nachmias
EDM1
2008 Developing a Log-based Motivation Measuring Tool
Arnon Hershkovitz, Rafi Nachmias
EDM1