James C. Lester

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219ranked-venue papers
10as first author
61since 2021 · last 2026
0000-0003-1481-6601ORCID · verified

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

Human-computer interaction and ubiquitous computing · 163 · 5 first-author · 46 since 2021Applied, interdisciplinary, general and emerging computing · 103 · 1 first-author · 27 since 2021Artificial intelligence and machine learning · 37 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 29 · 1 first-author · 13 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2026 An Explanation-Based Classroom Response System for Real-Time Analysis of Undergraduate Students' Natural Language Explanations
abstract
Effective classroom teaching requires instructors to be responsive to their students, such as by pivoting their lectures in real-time to address common misconceptions that their students may have developed. Classroom response systems such as multiple-choice "clicker" systems are one method by which instructors can gauge their students’ understanding during classroom lectures, but open-ended questions that prompt students to engage in self-explanation are better suited to promoting critical thinking. Additionally, analyzing students’ natural language responses typically requires time-consuming manual analysis, which makes it challenging to implement in a classroom setting. To address this challenge, we present an LLM-driven method for automatically assessing students' responses and generating an aggregated summary of LLM-based evaluations for their self-explanations during undergraduate classroom lectures. Our approach extracts relevant knowledge components for a given question, tags students’ responses according to whether they correctly address each knowledge component, and generates class-level summaries that highlight common misconceptions and gaps in knowledge to support instructors in pivoting their lectures in real time. We evaluate the system’s effectiveness at these tagging and summarization tasks on data from an undergraduate computer science course, using quantitative and qualitative metrics such as relevance, sufficiency, hallucination rate, and alignment with instructional goals and desired feedback format gathered through instructor interviews. Results suggest that the explanation-based classroom response system can accurately analyze students’ natural language explanations.
Jordan Esiason, Priyanka Khare, Claire Aguiar, Dan Carpenter, Wookhee Min, Seung Lee, Gamze Ozogul, James C. Lester
AAAI9
2026 A Dialogue-Based Learning Analytics Framework for Collaborative Game-Based Learning
abstract
In computer-supported collaborative learning environments, analyzing student dialogue is essential for understanding collaborative problem-solving behaviors and supporting effective learning. Prior work often treats all dialogue interactions uniformly, failing to capture how specific dialogue interaction differentially impact learning experiences and outcomes. To address this limitation, we introduce a dialogue-based learning analytics framework that integrates weighted temporal clustering of dialogue with large language model-based interpretation. Our framework identifies student interaction patterns most predictive of group learning gains and uses these insights to enable early prediction of learning outcomes and generate pedagogically meaningful interpretations. We evaluate our framework on collaborative dialogue from middle school students engaged in a collaborative game-based learning environment. Our results show that our framework achieves 83.1% accuracy in learning outcome prediction. In addition, expert evaluations and case studies demonstrate that the identified weighted dialogue patterns reflect key collaborative problem-solving behaviors recognized as important in collaborative learning. By surfacing high-impact interaction patterns and enabling prioritized interpretation generation, our framework provides a promising approach for accurately analyzing students’ collaborative dialogue.
Yeo Jin Kim, Daeun Hong, Wookhee Min, Snigdha Chaturvedi, Cindy E. Hmelo-Silver, James C. Lester
AAAI7
2026 An Explainable AI Assistant for Introductory Programming Education: Improving Feedback Reliability with Instructor-AI Collaboration
Muntasir Hoq, Griffin Pitts, Bradford W. Mott, Seung Y. Lee, Jessica Vandenberg, Shuyin Jiao, Narges Norouzi, James C. Lester, Bita Akram
AIED (1)8
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)9
2026 Multi-label Collaborative Dialogue Act Recognition for Adaptive Team Training Environments
Jay Pande, Wookhee Min, Randall Spain, Vikram Kumaran, James C. Lester
AIED (3)5
2026 Introducing Adolescents to the Social Dimensions of AI Through Story-Driven Game-Based Learning
Jessica Vandenberg, Bradford W. Mott, Carlos Penilla, James C. Lester, Elizabeth Ozer
AIED (6)4
2026 Generating Clue-Driven Investigative Game Narratives with Large Language Models
Vikram Kumaran, Andy Smith, Wookhee Min, Randall Spain, Bradford W. Mott, James C. Lester
FDG6
2026 A Theory-Informed Narrative-Centered Model to Foster AI Literacy and Biomedical Career Interest
abstract
As artificial intelligence (AI) becomes increasingly central to healthcare and biomedical research, there is a growing need for learning experiences that help students understand AI concepts while envisioning future career pathways. This paper presents a theory-informed narrative-centered model designed to foster AI literacy and support emerging interest in biomedical careers among early adolescents aged 11-14. Grounded in narrative-centered learning and social cognitive theory, the model articulates how narrative structure, role-based engagement, and consequential decision making can support self-efficacy development, conceptual understanding, and interest in AI-enabled biomedical work. Building on this framework, we describe the design of a narrative-centered educational game in which learners assume the role of a medical intern and investigate patient cases using AI diagnostic tools. We then report findings from a pilot study with 25 students who played the game and participated in focus groups, drawing on gameplay trace data, in-game reflections, and qualitative feedback. Findings suggest high engagement, productive use of AI tools, and evidence of increased awareness of biomedical applications of AI, along with indications of perceived understanding of AI concepts. Together, the theoretical model, game design, and pilot findings illustrate how narrative-centered educational games can serve as research platforms while providing insight into how youth reason about AI in career-connected learning contexts.
Bradford W. Mott, Jessica Vandenberg, Carlos Penilla, Renee Navarro, James C. Lester, Elizabeth Ozer
FDG5
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)7
2026 Collaborative Dialogue Analysis for Productive Problem Solving
abstract
Collaborative problem solving requires students to jointly reason, negotiate, and regulate their learning. Understanding collaborative problem solving through student dialogue can inform timely identification of productive and unproductive collaborative behaviors. In this study, we investigate the use of large language models to automatically classify collaborative problem-solving dialogue segments into two categories: Productive and Unproductive. To support deeper analysis, we additionally explore classification of eight detailed collaborative problem-solving sub-categories. We present an error-augmented few-shot prompting method that incorporates misclassified examples to refine model understanding of classification boundaries. Using dialogue data from a middle school collaborative game-based learning environment, our approach substantially improves classification accuracy over zero-shot baselines. Qualitative analysis of the resulting models further highlights which dialogue types are most frequently misclassified, suggesting design implications for adaptive scaffolding. These findings demonstrate that large language models, when guided with targeted prompting strategies, can effectively recognize productive and unproductive dialogue in collaborative learning.
Yeo Jin Kim, Daeun Hong, Xiaotian Zou, Cindy E. Hmelo-Silver, Wookhee Min, Snigdha Chaturvedi, James C. Lester
LAK7
2026 The Role of LLM-Powered Conversational Agents in Supporting Inquiry in a Narrative-Centered Learning Environment: A Learning Analytics Study
abstract
Problem-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
LAK11
2026 Topic-Level Feedback Summarization for an Explanation-Based Classroom Response System
abstract
Fostering engagement among undergraduate computer science students in large-lecture settings can be challenging for instructors. Didactic teaching styles common in such lectures may not be as effective as dialogic teaching, but the overhead involved with dialogic teaching may preclude its use in large introductory computer science courses. Classroom response systems such as multiple-choice ''clicker'' systems provide a way for students to engage with an instructor, but evidence suggests that multiple-choice questions may not foster deep thought in the way that open-ended questions do. Open-ended questions foster deeper engagement and AI-enabled learning analytics offer a powerful method of automatically assessing student responses, but grading text responses produced by students and summarizing class-wide performance during lectures presents unique difficulties, especially for algorithmic questions prevalent in computer science lectures.
Jordan Esiason, Wookhee Min, Seung Y. Lee, Gamze Ozogul, Yeil Jeong, James C. Lester
SIGCSE (2)7
2026 INSIGHT: An Explainable, Instructor-Guided AI Assistant for Active Learning in CS1
abstract
Active learning in introductory programming depends on frequent, high-quality feedback, yet instructors often struggle to deliver consistent support at scale. In this poster, we introduce INSIGHT, an AI-driven classroom assistant designed to promote active learning in introductory programming (CS1) courses through scalable, personalized, and explainable feedback. The assistant combines the generative capabilities of large language models (LLMs) with instructor-in-the-loop authoring and an explainable code analysis engine to ensure pedagogically aligned support. Instructors can co-design problems with LLM assistance, provide exemplar solutions, define common student errors, and author targeted feedback. The AI engine analyzes student code submissions, identifies misconceptions, and maps them to instructor-verified feedback in real time. INSIGHT is designed to ensure that key educational concepts and common misconceptions are explicitly addressed by instructors, while also leveraging LLMs to provide reasonable feedback for novel or edge-case solutions that instructors may not have anticipated. By combining instructor expertise with the flexibility of generative AI, the assistant helps close feedback gaps and ensures more comprehensive coverage of student learning needs, especially in large or diverse classrooms with limited instructional support.
Muntasir Hoq, Jessica Vandenberg, Seung Y. Lee, Bradford W. Mott, James C. Lester, Narges Norouzi, Shuyin Jiao, Bita Akram
SIGCSE (2)5
2025 Improving Student Modeling in Game-Based Learning with Multi-task Learning for Stealth Assessment and Goal Recognition
Anisha Gupta, Wookhee Min, Dan Carpenter, Roger Azevedo, James C. Lester
AIED (4)5
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)10
2025 Collaborative Problem-Solving Dialogue Analysis with Interpretable Temporal Clustering
Yeo Jin Kim, Daeun Hong, Wookhee Min, Snigdha Chaturvedi, Cindy E. Hmelo-Silver, James C. Lester
AIED (3)6
2025 AI4Health: A Narrative-Centered Educational Game for AI-Infused Biomedical Career Exploration
abstract
As AI becomes increasingly central to healthcare and biomedical research, there is a growing need for tools that introduce students to AI in engaging, authentic contexts. This paper presents AI4Health, a narrative-centered educational game that places middle school students in the role of a medical intern investigating real-world health mysteries. In the game's first episode, players gather evidence, interview characters, and use machine learning models with different training data and performance characteristics. Through branching dialogue and contextual problem-solving, players explore the impact of training data on model reliability and consider the ethical implications of AI-assisted diagnosis. This paper showcases the core mechanics, dialogue system, and interactive narrative structure that support AI literacy and health career exploration, and highlights plans to extend the game through additional biomedical scenarios and classroom integration.
Bradford W. Mott, Jessica Vandenberg, Carlos Penilla, Sean Hennigan, James C. Lester, Elizabeth Ozer
CoG5
2025 Designing a Narrative-Centered Game to Promote AI Literacy and Health Career Exploration
abstract
As artificial intelligence (AI) continues to transform industries across society, it is having a profound impact on healthcare and biomedical research. To prepare students for this evolving landscape, there is a growing need for learning experiences that build foundational AI literacy and connect to real-world career pathways. However, most middle school students lack access to engaging and personally meaningful opportunities in AI education and career exploration. NarrativeCentered Learning (NCL) offers powerful affordances for contextualizing AI literacy through engaging storylines and role-based problem-solving. In parallel, Social Cognitive Career Theory (SCCT) emphasizes how students' beliefs about their abilities, expectations about outcomes, and personal goals influence the development of their academic and career trajectories. This paper introduces a design framework that integrates NCL and SCCT to foster both AI literacy and health-related career interest. We apply this framework to the design of a narrative game in which students take on the role of a medical intern investigating virtual patient cases using AI tools. We report findings from a usability study with 25 middle school students who played the game's first episode and participated in structured focus groups. Student feedback suggests that the game supported engagement, sparked curiosity, and encouraged emerging career interest. These findings offer preliminary support for the framework and inform the design of career-connected AI learning.
Bradford W. Mott, Jessica Vandenberg, Carlos Penilla, Sean Hennigan, Renee Navarro, James C. Lester, Elizabeth Ozer
CoG6
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
EDM7
2025 Automated Identification of Logical Errors in Programs: Advancing Scalable Analysis of Student Misconceptions
Muntasir Hoq, Ananya Rao, Reisha Jaishankar, Krish Piryani, Nithya Janapati, Jessica Vandenberg, Bradford W. Mott, Narges Norouzi, James C. Lester, Bita Akram
EDM9
2025 A Multimodal Classroom Video Question-Answering Framework for Automated Understanding of Collaborative Learning
Nithin Sivakumaran, Chia-Yu Yang, Abhaysinh Zala, Shoubin Yu, Daeun Hong, Xiaotian Zou, Elias Stengel-Eskin, Dan Carpenter, Wookhee Min, Cindy E. Hmelo-Silver, Jonathan P. Rowe, James C. Lester, Mohit Bansal
ICMI12
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
LAK7
2024 Online Reinforcement Learning-Based Pedagogical Planning for Narrative-Centered Learning Environments
abstract
Pedagogical planners can provide adaptive support to students in narrative-centered learning environments by dynamically scaffolding student learning and tailoring problem scenarios. Reinforcement learning (RL) is frequently used for pedagogical planning in narrative-centered learning environments. However, RL-based pedagogical planning raises significant challenges due to the scarcity of data for training RL policies. Most prior work has relied on limited-size datasets and offline RL techniques for policy learning. Unfortunately, offline RL techniques do not support on-demand exploration and evaluation, which can adversely impact the quality of induced policies. To address the limitation of data scarcity and offline RL, we propose INSIGHT, an online RL framework for training data-driven pedagogical policies that optimize student learning in narrative-centered learning environments. The INSIGHT framework consists of three components: a narrative-centered learning environment simulator, a simulated student agent, and an RL-based pedagogical planner agent, which uses a reward metric that is associated with effective student learning processes. The framework enables the generation of synthetic data for on-demand exploration and evaluation of RL-based pedagogical planning. We have implemented INSIGHT with OpenAI Gym for a narrative-centered learning environment testbed with rule-based simulated student agents and a deep Q-learning-based pedagogical planner. Our results show that online deep RL algorithms can induce near-optimal pedagogical policies in the INSIGHT framework, while offline deep RL algorithms only find suboptimal policies even with large amounts of data.
Fahmid M. Fahid, Jonathan P. Rowe, Yeo Jin Kim, James C. Lester
AAAI5
2024 Supporting Upper Elementary Students in Learning AI Concepts with Story-Driven Game-Based Learning
abstract
Artificial 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
AAAI9
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
EDM7
2024 AI Planning is Elementary: Introducing Young Learners to Automated Problem Solving
abstract
Recent 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)10
2024 Towards Attention-Based Automatic Misconception Identification in Introductory Programming Courses
abstract
Identifying misconceptions in student programming solutions is an important step in evaluating their comprehension of fundamental programming concepts. While misconceptions are latent constructs that are hard to evaluate directly from student programs, logical errors can signal their existence in students' understanding. Tracing multiple occurrences of related logical bugs over different problems can provide strong evidence of students' misconceptions. This study presents preliminary results of utilizing an interpretable state-of-the-art Abstract Syntax Tree-based embedding neural network to identify logical mistakes in student code. In this study, we show a proof-of-concept of the errors identified in student programs by classifying correct versus incorrect programs. Our preliminary results show that our framework is able to automatically identify misconceptions without designing and applying a detailed rubric. This approach shows promise for improving the quality of instruction in introductory programming courses by providing educators with a powerful tool that offers personalized feedback while enabling accurate modeling of student misconceptions.
Muntasir Hoq, Jessica Vandenberg, Bradford W. Mott, James C. Lester, Narges Norouzi, Bita Akram
SIGCSE (2)4
2024 Procedural Level Generation in Educational Games From Natural Language Instruction
abstract
In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers non-technical designers to actively shape content generation is essential. Recent developments in large language models significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language interfaces. The framework presented in this paper interprets natural language inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing large language models, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and non-experts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates natural language descriptions into playable game levels, accurately capturing the designers' intended objectives.
Vikram Kumaran, Dan Carpenter, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
IEEE Trans. Games5
2024 Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education
abstract
Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative and the engaging interactions afforded by commercial game engines, narrative-centered digital games for learning engage students in situated learning activities. This article presents details on the iterative design and development of a narrative-centered digital game for learning that focuses on science education for fifth-grade students. We then explore how student gameplay and learning relate by leveraging interaction log data from over 700 students playing the game. Specifically, we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. Furthermore, we investigate if gender has an effect on student learning within the groups and what gender differences are found within the groups. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains, and while differences exist in game playing characteristics between males and females the learning outcomes are similar.
Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Hiller A. Spires, James C. Lester
IEEE Trans. Games5
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
AIED7
2023 Robust Team Communication Analytics with Transformer-Based Dialogue Modeling
Jay Pande, Wookhee Min, Randall Spain, Jason D. Saville, James C. Lester
AIED5
2023 End-to-End Procedural Level Generation in Educational Games with Natural Language Instruction
abstract
As the role of procedural content generation in mixed-initiative game design continues to grow, it is crucial to develop an end-to-end approach that enables non-technical designers to artfully guide content generation. Recent advances in large language models, such as GPT-4, are rapidly transforming the landscape of automated generation of text-based content. Large language models have significant potential for mixed-initiative procedural level generation by providing natural language interfaces for designers. This paper presents an end-to-end procedural level generation framework that interprets natural language descriptions of level design constraints and optimization objectives to facilitate the collaborative creation of game levels for a strategy game focused on environmental sustainability education. The framework enables designers to specify a problem domain, goal metrics, and target difficulty via natural language description. It then employs large language models for the semantic extraction of constraints and optimization targets to drive the generation of candidate levels. Generated game levels are evaluated via game-playing agents trained with deep reinforcement learning techniques to ensure the game levels meet the level designer’s specifications. Manual evaluation by authors shows that the proposed framework can effectively transform designers’ natural language descriptions into fully playable game levels that reflect their intended design objectives.
Vikram Kumaran, Dan Carpenter, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
CoG5
2023 Examining the Relationship of Gameplay and Learning in a Narrative-Centered Digital Game for Science Education
abstract
Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative, narrative-centered digital games for learning engage students in situated learning activities. In this paper, we investigate how student gameplay and learning relate in a narrative-centered digital game for learning that focuses on science education for fifth grade students. Specifically, leveraging interaction log data from a study with over 700 students we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains.
Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Hiller A. Spires, James C. Lester
CoG5
2023 Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning
abstract
The 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)8
2023 Multimodal Predictive Student Modeling with Multi-Task Transfer Learning
abstract
Game-based learning environments have the distinctive capacity to promote learning experiences that are both engaging and effective. Recent advances in sensor-based technologies (e.g., facial expression analysis and eye gaze tracking) and natural language processing have introduced the opportunity to leverage multimodal data streams for learning analytics. Learning analytics and student modeling informed by multimodal data captured during students’ interactions with game-based learning environments hold significant promise for designing effective learning environments that detect unproductive student behaviors and provide adaptive support for students during learning. Learning analytics frameworks that can accurately predict student learning outcomes early in students’ interactions hold considerable promise for enabling environments to dynamically adapt to individual student needs. In this paper, we investigate a multimodal, multi-task predictive student modeling framework for game-based learning environments. The framework is evaluated on two datasets of game-based learning interactions from two student populations (n=61 and n=118) who interacted with two versions of a game-based learning environment for microbiology education. The framework leverages available multimodal data channels from the datasets to simultaneously predict student post-test performance and interest. In addition to inducing models for each dataset individually, this work investigates the ability to use information learned from one source dataset to improve models based on another target dataset (i.e., transfer learning using pre-trained models). Results from a series of ablation experiments indicate the differences in predictive capacity among a combination of modalities including gameplay, eye gaze, facial expressions, and reflection text for predicting the two target variables. In addition, multi-task models were able to improve predictive performance compared to single-task baselines for one target variable, but not both. Lastly, transfer learning showed promise in improving predictive capacity in both datasets.
Andrew Emerson, Wookhee Min, Jonathan P. Rowe, Roger Azevedo, James C. Lester
LAK5
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
LAK9
2023 Is Elementary AI Education Possible?
abstract
As 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)10
2022 Leveraging Student Goal Setting for Real-Time Plan Recognition in Game-Based Learning
Alex Goslen, Dan Carpenter, Jonathan P. Rowe, Nathan L. Henderson, Roger Azevedo, James C. Lester
AIED (1)6
2022 Investigating Student Interest and Engagement in Game-Based Learning Environments
Jiayi Zhang 0004, Stephen Hutt, Jaclyn Ocumpaugh, Nathan L. Henderson, Alex Goslen, Jonathan P. Rowe, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
AIED (1)10
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
EDM9
2022 PrimaryAI: Co-Designing Immersive Problem-Based Learning for Upper Elementary Student Learning of AI Concepts and Practices
abstract
There 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)9
2022 Principles for AI Education for Elementary Grades Students
abstract
AI 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)9
2022 Disruptive Talk Detection in Multi-Party Dialogue within Collaborative Learning Environments with a Regularized User-Aware Network
abstract
Kyungjin 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
SIGDIAL7
2022 Affective Dynamics and Cognition During Game-Based Learning
abstract
Inability to regulate affective states can impact one's capacity to engage in higher-order thinking like scientific reasoning with game-based learning environments. Many efforts have been made to build affect-aware systems to mitigate the potentially detrimental effects of negative affect. Yet, gaps in research exist since accurately capturing and modeling affect as a state that changes dynamically over time is methodologically and analytically challenging. In this paper, we calculated multilevel mixed effects growth models to assess whether seventy-eight participants’ (n= 78) time engaging in scientific reasoning (via logfiles and eye gaze) were related to time facially expressing confused, frustrated, and neutral states (via facial recognition software) during game-based learning with Crystal Island. The fitted model estimated significant positive relations between the time learners facially expressed confusion, frustration, and neutral states and time engaging in scientific-reasoning actions. The time individual learners facially expressed frustrated, confused, and neutral states explained a significant amount of variation in time engaging in scientific reasoning. Our finding emphasize that individual differences and agency may play a important role on relations between affective states, their dynamics, and higher-order cognition during game-based learning. Designing affect-aware game-based learning environments that track the dynamics within individual learners’ affective states may best support cognition.
Elizabeth B. Cloude, Daryn A. Dever, Debbie L. Hahs-Vaughn, Andrew Emerson, Roger Azevedo, James C. Lester
IEEE Trans. Affect. Comput.6
2021 AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach
abstract
Artificial 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
AAAI10
2021 Enhancing Multimodal Affect Recognition with Multi-Task Affective Dynamics Modeling
abstract
Accurately recognizing students’ affective states is critical for enabling adaptive learning environments to promote engagement and enhance learning outcomes. Multimodal approaches to student affect recognition capture multi-dimensional patterns of student behavior through the use of multiple data channels. An important factor in multimodal affect recognition is the context in which affect is experienced and exhibited. In this paper, we present a multimodal, multitask affect recognition framework that predicts students’ future affective states as auxiliary training tasks and uses prior affective states as input features to capture bi-directional affective dynamics and enhance the training of affect recognition models. Additionally, we investigate cross-stitch networks to maintain parameterized separation between shared and task-specific representations and task-specific uncertainty-weighted loss functions for contextual modeling of student affective states. We evaluate our approach using interaction and posture data captured from students engaged with a game-based learning environment for emergency medical training. Results indicate that the affective dynamics-based approach yields significant improvements in multimodal affect recognition across four different affective states.
Nathan L. Henderson, Wookhee Min, Jonathan P. Rowe, James C. Lester
ACII4
2021 Multimodal Trajectory Analysis of Visitor Engagement with Interactive Science Museum Exhibits
Andrew Emerson, Nathan L. Henderson, Wookhee Min, Jonathan P. Rowe, James Minogue, James C. Lester
AIED (2)6
2021 Adaptively Scaffolding Cognitive Engagement with Batch Constrained Deep Q-Networks
Fahmid M. Fahid, Jonathan P. Rowe, Randall Spain, Benjamin Goldberg 0002, Robert Pokorny, James C. Lester
AIED (1)6
2021 Multidimensional Team Communication Modeling for Adaptive Team Training: A Hybrid Deep Learning and Graphical Modeling Framework
Wookhee Min, Randall Spain, Jason D. Saville, Bradford W. Mott, Keith W. Brawner, Joan Hall Johnston, James C. Lester
AIED (1)7
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)10
2021 Early Prediction of Museum Visitor Engagement with Multimodal Adversarial Domain Adaptation
Nathan L. Henderson, Wookhee Min, Andrew Emerson, Jonathan P. Rowe, Seung Y. Lee, James Minogue, James C. Lester
EDM7
2021 "What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change
Megan Mott, Bradford W. Mott, Jonathan P. Rowe, Elizabeth Ozer, Alison Giovanelli, Mark Berna, Marianne Pugatch, Kathleen Tebb, Carlos Penilla, James C. Lester
ICIDS10
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
ICMI6
2021 Supporting Students' Computer Science Learning with a Game-based Learning Environment that Integrates a Use-Modify-Create Scaffolding Framework
abstract
Use-Modify-Create (UMC) has gained recognition as a viable scaffolding approach for student programming activities, but little is known about how UMC could support CS learning in game-based learning environments. We designed and developed a game to teach middle grade students (ages 11-13) CS through block-based programming challenges. The game integrates a UMC pedagogical framework to promote successful student outcomes for a wide variety of student abilities, including those without prior programming experience. Utilizing a mixed-methods research design, we investigated how the game influenced student learning of CS concepts and the role of UMC on the problem-solving strategies students applied to complete the game. In particular, we were interested in how prior experience would moderate these outcomes. Results from a multilevel model of students' pre-and post-assessment scores (N = 77) on a CS concepts assessment indicated that all students, regardless of prior programming experience, showed significant learning gains from pre to post after playing the game. Qualitative results revealed that the UMC scaffolding progression provided students, particularly those with little to no prior programming experience, with the foundational knowledge needed to progress through the game levels and challenges. Specifically, we found that the Use phases of the game reduced novice students' cognitive load and facilitated the necessary CS conceptual understanding to solve the open-ended programming tasks encountered in the game's Modify and Create phases. Our findings demonstrate the efficacy of UMC to support the learning of novice programmers in a game-based learning environment while not to the detriment of those more experienced.
Danielle Boulden, Arif Rachmatullah, Madeline Hinckle, Dolly Bounajim, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester, Eric N. Wiebe
ITiCSE (1)7
2021 Investigating Student Reflection during Game-Based Learning in Middle Grades Science
abstract
Reflection plays a critical role in learning by encouraging students to contemplate their knowledge and previous learning experiences to inform their future actions and higher-order thinking, such as reasoning and problem solving. Reflection is particularly important in inquiry-driven learning scenarios where students have the freedom to set goals and regulate their own learning. However, despite the importance of reflection in learning, there are significant theoretical, methodological, and analytical challenges posed by measuring, modeling, and supporting reflection. This paper presents results from a classroom study to investigate middle-school students’ reflection during inquiry-driven learning with Crystal Island, a game-based learning environment for middle-school microbiology. To collect evidence of reflection during game-based learning, we used embedded reflection prompts to elicit written reflections during students’ interactions with Crystal Island. Results from analysis of data from 105 students highlight relationships between features of students’ reflections and learning outcomes related to both science content knowledge and problem solving. We consider implications for building adaptive support in game-based learning environments to foster deep reflection and enhance learning, and we identify key features in students’ problem-solving actions and reflections that are predictive of reflection depth. These findings present a foundation for providing adaptive support for reflection during game-based learning.
Dan Carpenter, Elizabeth B. Cloude, Jonathan P. Rowe, Roger Azevedo, James C. Lester
LAK5
2021 Detecting Disruptive Talk in Student Chat-Based Discussion within Collaborative Game-Based Learning Environments
abstract
Collaborative 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
LAK8
2021 AI and the Future of Education
abstract
It has become clear that AI will profoundly transform society. AI will dramatically change the socio-technological landscape, produce seismic economic shifts, and fundamentally reshape the workforce in ways that we are only beginning to grasp. With its imminent arrival, it is critically important to deeply engage with questions around how we should design education in the Age of AI. Fortunately, while we must address the significant challenges posed by AI, we can also leverage AI itself to address these challenges. In this talk we will consider how (and at what rate) AI technologies for education will evolve, discuss emerging innovations in AI-augmented learning environments for formal and informal contexts, and explore what competencies will be elevated in an AI-pervasive workforce. We will discuss near-future AI technologies that leverage advances in natural language processing, computer vision, and machine learning to create narrative-centered learning environments, embodied conversational agents for learning, and multimodal learning analytics. We will conclude by considering what all of these developments suggest for K-12 education and the future of human learning.
James C. Lester
ACM Multimedia1
2021 How do Elementary Students Conceptualize Artificial Intelligence?
abstract
Countries 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
SIGCSE7
2021 Exploring Novice Programmers' Hint Requests in an Intelligent Block-Based Coding Environment
abstract
Block-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
SIGCSE9
2021 Progression Trajectory-Based Student Modeling for Novice Block-Based Programming
abstract
Block-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
UMAP10
2021 Designing a Visual Interface for Elementary Students to Formulate AI Planning Tasks
abstract
Recent 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/HCC8
2020 Predictive Student Modeling in Educational Games with Multi-Task Learning
abstract
Modeling student knowledge is critical in adaptive learning environments. Predictive student modeling enables formative assessment of student knowledge and skills, and it drives personalized support to create learning experiences that are both effective and engaging. Traditional approaches to predictive student modeling utilize features extracted from students’ interaction trace data to predict student test performance, aggregating student test performance as a single output label. We reformulate predictive student modeling as a multi-task learning problem, modeling questions from student test data as distinct “tasks.” We demonstrate the effectiveness of this approach by utilizing student data from a series of laboratory-based and classroom-based studies conducted with a game-based learning environment for microbiology education, Crystal Island. Using sequential representations of student gameplay, results show that multi-task stacked LSTMs with residual connections significantly outperform baseline models that do not use the multi-task formulation. Additionally, the accuracy of predictive student models is improved as the number of tasks increases. These findings have significant implications for the design and development of predictive student models in adaptive learning environments.
Michael Geden, Andrew Emerson, Jonathan P. Rowe, Roger Azevedo, James C. Lester
AAAI5
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)7
2020 Automated Analysis of Middle School Students' Written Reflections During Game-Based Learning
Dan Carpenter, Michael Geden, Jonathan P. Rowe, Roger Azevedo, James C. Lester
AIED (1)5
2020 Investigating Visitor Engagement in Interactive Science Museum Exhibits with Multimodal Bayesian Hierarchical Models
Andrew Emerson, Nathan L. Henderson, Jonathan P. Rowe, Wookhee Min, Seung Y. Lee, James Minogue, James C. Lester
AIED (1)7
2020 Improving Affect Detection in Game-Based Learning with Multimodal Data Fusion
Nathan L. Henderson, Jonathan P. Rowe, Luc Paquette, Ryan Baker 0001, James C. Lester
AIED (1)5
2020 Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments
Kyungjin Park, Bradford W. Mott, Wookhee Min, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester
AIED (2)6
2020 Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered Gameplay
abstract
Recent years have seen increasing awareness of the need for all students in primary and secondary education to learn computer science (CS) concepts and skills. Educational games hold significant potential to serve as a platform for CS education because they integrate engaging problem solving with effective pedagogical strategies. This potential is especially high for narrative-centered educational games that embed learning activities within rich interactive stories. In this paper, we present an educational game featuring block-based programming challenges contextualized within an engaging narrative, designed to promote CS learning for middle school students (ages 11 to 13). In the game, students undertake problem-solving challenges that are aligned with the K-12 Computer Science Framework. Results from a classroom implementation of the game with middle grade students suggest that their perceived game control ratings are positively correlated with their progress in the game, which suggests the need for adaptively supporting students' game-based learning activities. Building on these findings, we discuss design implications for creating student-adaptive CS learning experiences in educational games that incorporate block-based programming enriched narrative-centered gameplay.
Wookhee Min, Bradford W. Mott, Kyungjin Park, Sandra Taylor, Bita Akram, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester
CoG8
2020 Automated Assessment of Computer Science Competencies from Student Programs with Gaussian Process Regression
Bita Akram, Hamoon Azizsoltani, Wookhee Min, Eric N. Wiebe, Bradford W. Mott, Anam Navied, Kristy Elizabeth Boyer, James C. Lester
EDM8
2020 Enhancing Student Competency Models for Game-Based Learning with a Hybrid Stealth Assessment Framework
Nathan L. Henderson, Vikram Kumara, Wookhee Min, Bradford W. Mott, Danielle Boulden, Trudi Lord, Frieda Reichsman, Chad Dorsey, Eric N. Wiebe, James C. Lester
EDM11
2020 Early Prediction of Visitor Engagement in Science Museums with Multimodal Learning Analytics
abstract
Modeling visitor engagement is a key challenge in informal learning environments, such as museums and science centers. Devising predictive models of visitor engagement that accurately forecast salient features of visitor behavior, such as dwell time, holds significant potential for enabling adaptive learning environments and visitor analytics for museums and science centers. In this paper, we introduce a multimodal early prediction approach to modeling visitor engagement with interactive science museum exhibits. We utilize multimodal sensor data including eye gaze, facial expression, posture, and interaction log data captured during visitor interactions with an interactive museum exhibit for environmental science education, to induce predictive models of visitor dwell time. We investigate machine learning techniques (random forest, support vector machine, Lasso regression, gradient boosting trees, and multi-layer perceptron) to induce multimodal predictive models of visitor engagement with data from 85 museum visitors. Results from a series of ablation experiments suggest that incorporating additional modalities into predictive models of visitor engagement improves model accuracy. In addition, the models show improved predictive performance over time, demonstrating that increasingly accurate predictions of visitor dwell time can be achieved as more evidence becomes available from visitor interactions with interactive science museum exhibits. These findings highlight the efficacy of multimodal data for modeling museum exhibit visitor engagement.
Andrew Emerson, Nathan L. Henderson, Jonathan P. Rowe, Wookhee Min, Seung Y. Lee, James Minogue, James C. Lester
ICMI7
2020 Enhancing Affect Detection in Game-Based Learning Environments with Multimodal Conditional Generative Modeling
abstract
Accurately detecting and responding to student affect is a critical capability for adaptive learning environments. Recent years have seen growing interest in modeling student affect with multimodal sensor data. A key challenge in multimodal affect detection is dealing with data loss due to noisy, missing, or invalid multimodal features. Because multimodal affect detection often requires large quantities of data, data loss can have a strong, adverse impact on affect detector performance. To address this issue, we present a multimodal data imputation framework that utilizes conditional generative models to automatically impute posture and interaction log data from student interactions with a game-based learning environment for emergency medical training. We investigate two generative models, a Conditional Generative Adversarial Network (C-GAN) and a Conditional Variational Autoencoder (C-VAE), that are trained using a modality that has undergone varying levels of artificial data masking. The generative models are conditioned on the corresponding intact modality, enabling the data imputation process to capture the interaction between the concurrent modalities. We examine the effectiveness of the conditional generative models on imputation accuracy and its impact on the performance of affect detection. Each imputation model is evaluated using varying amounts of artificial data masking to determine how the data missingness impacts the performance of each imputation method. Results based on the modalities captured from students? interactions with the game-based learning environment indicate that deep conditional generative models within a multimodal data imputation framework yield significant benefits compared to baseline imputation techniques in terms of both imputation accuracy and affective detector performance.
Nathan L. Henderson, Wookhee Min, Jonathan P. Rowe, James C. Lester
ICMI4
2020 The Relationship of Gender, Experiential, and Psychological Factors to Achievement in Computer Science
abstract
Computer science (CS) is widely recognized as a field with a significant gender gap despite the growing prevalence of computing. Several factors including CS attitudes, exposure to CS, experience with computer programming, and confidence in using computers are understood to be correlated with the low participation of women in CS. These factors also play an important role in students' interest in CS careers and are particularly crucial during secondary school. However, there is a dearth of research that examines differences in how these factors are inter-correlated for younger students (ages 11-13). The purpose of this study was to generate and test a statistical model that demonstrates the inter-correlation amongst these factors with respect to gender. A total of 260 middle school students participated in this study. Four instruments measuring students' CS attitudes, confidence in using computers, CS conceptual understanding, and prior experience with CS-related activities were used. Structural equation modeling was utilized to test the hypothesized model. The findings showed that previous participation in CS-related activities had a significant direct effect on CS attitudes and confidence in using computers, but the effect on students' CS conceptual understanding was indirect. We also found that in a female specific model, previous participation had a significantly stronger direct effect on CS attitudes compared to its effect in a male specific model. The importance of providing more CS-related experience, especially to female students, as well as suggestions on activities that promote gender equity in the field are discussed.
Madeline Hinckle, Arif Rachmatullah, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester, Eric N. Wiebe
ITiCSE5
2020 Designing a Collaborative Game-Based Learning Environment for AI-Infused Inquiry Learning in Elementary School Classrooms
abstract
Recent 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
ITiCSE8
2020 A Conceptual Assessment Framework for K-12 Computer Science Rubric Design
abstract
The lack of effective guidelines for assessing students' computer science (CS) competencies is creating significant demand by K-12 teachers for CS assessments to evaluate students' learning. We propose a conceptual assessment framework that guides teachers through designing appropriate assessments for computer science (CS) activities in their classrooms. The framework addresses the critical problem of incorporating CS into K-12 curricula without corresponding assessments. We illustrate its use with the design of a rubric for a bubble sort algorithm situated in a game-based learning environment for middle-grade students. We also apply a preliminary and a revised version of this assessment on two datasets collected from students' interactions with the learning environment. We found consistency among results identified through applying the preliminary and the revised rubric. The results reveal distinctive patterns in students' approaches to CS problem solving and coherency with respect to different aspects of the rubric.*
Bita Akram, Wookhee Min, Eric N. Wiebe, Anam Navied, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
SIGCSE7
2020 Exploring Middle School Students' Reflections on the Infusion of CS into Science Classrooms
abstract
In recent years, there has been a dramatic increase in teaching CS in the context of other disciplines such as science. However, learning CS in an interdisciplinary context may be particularly challenging for students. An important goal for CS education researchers is to develop a deep understanding of the student experience when integrating CS into science classrooms in K-12. This paper presents the results of a mixed-methods study in which 75 middle school students engaged in a series of computationally rich science activities by creating simulations and models in a block-based programming language. After two semesters, students reported their experiences on in-class computer science activities through reflection essays. The quantitative results show that both experienced and novice students increased their CS knowledge significantly after several weeks, and a majority of students (72%) had positive sentiment toward the integration of CS into their science class. Deeper qualitative analysis of students' reflections revealed positive themes centered around the visualization and gamification of science concepts, the hands-on nature of the coding activities, and showing science from a different angle. On the other hand, students expressed negative sentiments on weaknesses in the activity design, lack of CS/science background/interest, and failing to make connections between CS and science concepts. These findings inform efforts to infuse CS education into different disciplines and reveal patterns that may foster success of K-12 classroom implementations.
Mehmet Celepkolu, David Austin Fussell, Aisha Chung Galdo, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
SIGCSE7
2020 Cluster-Based Analysis of Novice Coding Misconceptions in Block-Based Programming
abstract
Recent years have seen an increasing interest in identifying common student misconceptions during introductory programming. In a parallel development, block-based programming environments for novice programmers have grown in popularity, especially in introductory courses. While these environments eliminate many syntax-related errors faced by novice programmers, there has been limited work that investigates the types of misconceptions students might exhibit in these environments. Developing a better understanding of these misconceptions will enable these programming environments and instructors to more effectively tailor feedback to students, such as prompts and hints, when they face challenges. In this paper, we present results from a cluster analysis of student programs from interactions with programming activities in a block-based programming environment for introductory computer science education. Using the interaction data from students' programming activities, we identify three families of student misconceptions and discuss their implications for refinement of the activities as well as design of future activities. We then examine the value of block counts, block sequence counts, and system interaction counts as programming features for clustering block-based programs. These clusters can help researchers identify which students would benefit from feedback or interventions and what kind of feedback provides the most benefit to that particular student.
Andrew Emerson, Andy Smith, Fernando J. Rodríguez, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
SIGCSE7
2020 Predictive Student Modeling in Block-Based Programming Environments with Bayesian Hierarchical Models
abstract
Recent years have seen a growing interest in block-based programming environments for computer science education. Although block-based programming offers a gentle introduction to coding for novice programmers, introductory computer science still presents significant challenges, so there is a great need for block-based programming environments to provide students with adaptive support. Predictive student modeling holds significant potential for adaptive support in block-based programming environments because it can identify early on when a student is struggling. However, predictive student models often make a number of simplifying assumptions, such as assuming a normal response distribution or homogeneous student characteristics, which can limit the predictive performance of models. These assumptions, when invalid, can significantly reduce the predictive accuracy of student models.
Andrew Emerson, Michael Geden, Andy Smith, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
UMAP7
2019 Improving Sensor-Based Affect Detection with Multimodal Data Imputation
abstract
Utilizing sensors for affect detection in adaptive learning technologies has been the subject of growing interest in recent years. This extends to the collection of multiple concurrent sensor-based input channels to enable multimodal affective modeling. However, sensors pose significant challenges to affect detection, including sensor connectivity issues, background noise, inconsistent data logging, and loss of data due to hardware failure. In this paper, we introduce a framework for multimodal data imputation to improve automated detection of student affect in adaptive learning technologies. Through the use of an autoencoder neural network trained on Microsoft Kinect-based posture data and electrodermal activity data with synthetic noise injection, we approximate missing values within the original dataset while still preserving the inter-related context between features when reconstructing the dataset. The reconstructed dataset can be used in conjunction with multimodal data fusion techniques to further boost affect detector accuracy. Results indicate that this framework improves the effectiveness of multimodal affect detectors when compared to unimodal baseline models, as well as models using baseline data imputation techniques such as mean imputation. Further, it maintains cross-modality information that influences the multimodal affect detectors' performance, as the approach also outperforms previous work using the latent representation of the imputed dataset as training data instead of a complete reconstruction of the original dataset's dimensionality.
Nathan L. Henderson, Andrew Emerson, Jonathan P. Rowe, James C. Lester
ACII4
2019 The Role of Achievement Goal Orientation on Metacognitive Process Use in Game-Based Learning
Elizabeth B. Cloude, Michelle Taub, James C. Lester, Roger Azevedo
AIED (2)3
2019 4D Affect Detection: Improving Frustration Detection in Game-Based Learning with Posture-Based Temporal Data Fusion
Nathan L. Henderson, Jonathan P. Rowe, Bradford W. Mott, Keith W. Brawner, Ryan Baker 0001, James C. Lester
AIED (1)6
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)7
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)7
2019 Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks
abstract
Educational games offer significant potential for supporting personalized learning in engaging virtual worlds. However, many educational games do not provide adaptive gameplay to meet the needs of individual students. To address this issue, educational games should include game levels that can self-adjust to the specific needs of individual students. However, creating a large number of adaptable game levels requires considerable effort by game developers. A promising solution to this problem is to leverage procedural content generation to automatically generate levels for educational games that incorporate the desired learning objectives. In this paper, we propose a multistep deep convolutional generative adversarial network for generating new levels within a game for middle school computer science education. The model operates in two phases: (1) train a generator with a small set of human-authored example levels and generate a much larger set of synthetic levels to augment the training data for a second generator, and (2) train a second generator using the augmented training data and use it to generate novel educational game levels with enhanced solvability. We evaluate the performance of the model by comparing the novelty and solvability of generated levels between the two generators. Results suggest that the proposed multistep model significantly enhances the solvability of the generated levels with only minor degradation in the novelty of the generated levels.
Kyungjin Park, Bradford W. Mott, Wookhee Min, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
CoG6
2019 Predicting Early and Often: Predictive Student Modeling for Block-Based Programming Environments
Andrew Emerson, Andy Smith, Cody Smith, Fernando J. Rodríguez, Wookhee Min, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
EDM9
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
ICIDS8
2019 Assessing Middle School Students' Computational Thinking Through Programming Trajectory Analysis
abstract
With national K-12 education initiatives such as "CSForAll," block-based programming environments have emerged as widely used tools for teaching novice programming. A key challenge presented by block-based programming environments is assessing students' computational thinking (CT) and programming competencies. Developing assessment methods that can evaluate students' use of CT practices such as testing and refining, and developing and using appropriate algorithms, can help teachers evaluate students learning and provide appropriate scaffolding. In this work, we utilize an evidence-centered assessment design approach to devise a three-dimensional assessment to evaluate students' CT competencies based on evidence extracted from their programming trajectories in a block-based programming environment. In this assessment, the first dimension assesses students' knowledge of essential CT concepts, the second dimension assesses students' dynamic testing and refining strategies, and the third dimension assesses their overall problem-solving efficiency. We apply the assessment framework to data collected from students' interactions with a game-based learning environment designed to develop middle-grade students' CT competencies and programming skills. The results demonstrate that students' knowledge of basic CT constructs, such as appropriate use and combination of control structures, serves as the foundation for designing and implementing effective algorithms. Further, we assessed students testing and refining strategies over the three dimensions of novelty, positivity, and scale. The results demonstrate that students with higher algorithmic capabilities tend to make more novel, positive, and small-scale changes. The results reveal distinctive patterns in students' approaches to computational thinking problem solving and make a step toward identifying and assessing productive computational thinking practices.
Bita Akram, Wookhee Min, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
SIGCSE6
2019 Development of a Lean Computational Thinking Abilities Assessment for Middle Grades Students
abstract
The recognition of middle grades as a critical juncture in CS education has led to the widespread development of CS curricula and integration efforts. The goal of many of these interventions is to develop a set of underlying abilities that has been termed computational thinking (CT). This goal presents a key challenge for assessing student learning: we must identify assessment items associated with an emergent understanding of key cognitive abilities underlying CT that avoid specialized knowledge of specific programming languages. In this work we explore the psychometric properties of assessment items appropriate for use with middle grades (US grades 6-8; ages 11-13) students. We also investigate whether these items measure a single ability dimension. Finally, we strive to recommend a "lean" set of items that can be completed in a single 50-minute class period and have high face validity. The paper makes the following contributions: 1) adds to the literature related to the emerging construct of CT, and its relationship to the existing CTt and Bebras instruments, and 2) offers a research-based CT assessment instrument for use by both researchers and educators in the field.
Eric N. Wiebe, Jennifer E. London, Osman Aksit, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
SIGCSE6
2018 Impact of Learner-Centered Affective Dynamics on Metacognitive Judgements and Performance in Advanced Learning Technologies
Robert Sawyer, Nicholas Mudrick, Roger Azevedo, James C. Lester
AIED (2)4
2018 Improving Stealth Assessment in Game-based Learning with LSTM-based Analytics
Bita Akram, Wookhee Min, Eric N. Wiebe, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
EDM6
2018 Filtered Time Series Analyses of Student Problem-Solving Behaviors in Game-based Learning
Robert Sawyer, Jonathan P. Rowe, Roger Azevedo, James C. Lester
EDM4
2018 High-Fidelity Simulated Players for Interactive Narrative Planning
abstract
Interactive narrative planning offers significant potential for creating adaptive gameplay experiences. While data-driven techniques have been devised that utilize player interaction data to induce policies for interactive narrative planners, they require enormously large gameplay datasets. A promising approach to addressing this challenge is creating simulated players whose behaviors closely approximate those of human players. In this paper, we propose a novel approach to generating high-fidelity simulated players based on deep recurrent highway networks and deep convolutional networks. Empirical results demonstrate that the proposed models significantly outperform the prior state-of-the-art in generating high-fidelity simulated player models that accurately imitate human players’ narrative interactions. Using the high-fidelity simulated player models, we show the advantage of more exploratory reinforcement learning methods for deriving generalizable narrative adaptation policies.
Jonathan P. Rowe, Wookhee Min, Bradford W. Mott, James C. Lester
IJCAI5
2018 Identifying How Metacognitive Judgments Influence Student Performance During Learning with MetaTutorIVH
Nicholas Mudrick, Robert Sawyer, Megan J. Price, James C. Lester, Candice Roberts, Roger Azevedo
ITS4
2018 Introducing the Computer Science Concept of Variables in Middle School Science Classrooms
abstract
The K-12 Computer Science Framework has established that students should be learning about the computer science concept of variables as early as middle school, although the field has not yet determined how this and other related concepts should be introduced. Secondary school computer science curricula such as Exploring CS and AP CS Principles often teach the concept of variables in the context of algebra, which most students have already encountered in their mathematics courses. However, when strategizing how to introduce the concept at the middle school level, we confront the reality that many middle schoolers have not yet learned algebra. With that challenge in mind, this position paper makes a case for introducing the concept of variables in the context of middle school science. In addition to an analysis of existing curricula, the paper includes discussion of a day-long pilot study and the consequent teacher feedback that further supports the approach. The CS For All initiative has increased interest in bringing computer science to middle school classrooms; this paper makes an argument for doing so in a way that can benefit students' learning of both computer science and core science content.
Philip Sheridan Buffum, Kimberly Michelle Ying, Xiaoxi Zheng, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, David C. Blackburn, James C. Lester
SIGCSE8
2018 Gaze-Enhanced Student Modeling for Game-based Learning
abstract
Recent advances in eye-tracking technologies have introduced the opportunity to incorporate gaze into student modeling. Creating student models that leverage gaze information holds significant promise for game-based learning environments. This paper introduces a gaze-enhanced student modeling framework that incorporates student eye tracking to dynamically predict students' performance in a game-based learning environment for microbiology education, CRYSTAL ISLAND. The gaze-enhanced student modeling framework was investigated in a study comparing a gaze-enhanced student model with a baseline student model that does not utilize student eye-tracking. Results of a study conducted with 65 college students interacting with the CRYSTAL ISLAND game-based learning environment indicate that the gaze-enhanced student model significantly outperforms the baseline model in dynamically predicting student problem-solving performance. The findings suggest that incorporating gaze into student modeling can contribute to a new generation of student models for game-based learning environments.
Andrew Emerson, Robert Sawyer, Roger Azevedo, James C. Lester
UMAP4
2017 Toward affect-sensitive virtual human tutors: The influence of facial expressions on learning and emotion
abstract
Affective support can play a central role in adaptive learning environments. Although virtual human tutors hold significant promise for providing affective support, a key open question is how a tutor's facial expressions can influence learners' performance. In this paper, we report on a study to examine the influence of a human tutor agent's facial expressions on learners' performance and emotions during learning. Results from the study suggest that learners' performance is significantly better when a human tutor agent facially expresses emotions that are congruent with the content relevancy. Results also suggest that learners facially express significantly more confusion when the human tutor agent provides incongruent facial expressions. These results can inform the design of virtual humans as pedagogical agents can inform the design of virtual humans as pedagogical agents and designing intelligent learner-agent interactions.
Nicholas Mudrick, Michelle Taub, Roger Azevedo, Jonathan P. Rowe, James C. Lester
ACII5
2017 Inducing Stealth Assessors from Game Interaction Data
Wookhee Min, Megan Hardy Frankosky, Bradford W. Mott, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester
AIED6
2017 Affect Dynamics in Military Trainees Using vMedic: From Engaged Concentration to Boredom to Confusion
Jaclyn Ocumpaugh, Juan Miguel L. Andres, Ryan Baker 0001, Jeanine DeFalco, Luc Paquette, Jonathan P. Rowe, Bradford W. Mott, James C. Lester, Vasiliki Georgoulas, Keith W. Brawner, Robert A. Sottilare
AIED8
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
AIED8
2017 Balancing Learning and Engagement in Game-Based Learning Environments with Multi-objective Reinforcement Learning
Robert Sawyer, Jonathan P. Rowe, James C. Lester
AIED3
2017 Is More Agency Better? The Impact of Student Agency on Game-Based Learning
Robert Sawyer, Andy Smith, Jonathan P. Rowe, Roger Azevedo, James C. Lester
AIED5
2017 Interactive Narrative Personalization with Deep Reinforcement Learning
abstract
Data-driven techniques for interactive narrative generation are the subject of growing interest. Reinforcement learning (RL) offers significant potential for devising data-driven interactive narrative generators that tailor players’ story experiences by inducing policies from player interaction logs. A key open question in RL-based interactive narrative generation is how to model complex player interaction patterns to learn effective policies. In this paper we present a deep RL-based interactive narrative generation framework that leverages synthetic data produced by a bipartite simulated player model. Specifically, the framework involves training a set of Q-networks to control adaptable narrative event sequences with long short-term memory network-based simulated players. We investigate the deep RL framework’s performance with an educational interactive narrative, Crystal Island. Results suggest that the deep RL-based narrative generation framework yields effective personalized interactive narratives.
Jonathan P. Rowe, Wookhee Min, Bradford W. Mott, James C. Lester
IJCAI5
2017 Enhancing Student Models in Game-based Learning with Facial Expression Recognition
abstract
Recent years have seen a growing recognition of the role that affect plays in learning. Because game-based learning environments elicit a wide range of student affective states, affect-enhanced student modeling for game-based learning holds considerable promise. This paper introduces an affect-enhanced student modeling framework that leverages facial expression tracking for game-based learning. The affect-enhanced student modeling framework was used to generate predictive models of student learning and student engagement for students who interacted with CRYSTAL ISLAND, a game-based learning environment for microbiology education. Findings from the study reveal that the affect-enhanced student models significantly outperform baseline predictive student models that utilize the same gameplay traces but do not use facial expression tracking. The study also found that models based on individual facial action coding units are more effective than composite emotion models. The findings suggest that introducing facial expression tracking can improve the accuracy of student models, both for predicting student learning gains and also for predicting student engagement.
Robert Sawyer, Andy Smith, Jonathan P. Rowe, Roger Azevedo, James C. Lester
UMAP5
2016 Mining Sequences of Gameplay for Embedded Assessment in Collaborative Learning
Philip Sheridan Buffum, Megan Hardy Frankosky, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
EDM6
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
EDM9
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
EDM6
2016 Decomposing Drama Management in Educational Interactive Narrative: A Modular Reinforcement Learning Approach
Jonathan P. Rowe, Bradford W. Mott, James C. Lester
ICIDS4
2016 Player Goal Recognition in Open-World Digital Games with Long Short-Term Memory Networks
Wookhee Min, Bradford W. Mott, Jonathan P. Rowe, Barry Liu, James C. Lester
IJCAI5
2016 Integrating Real-Time Drawing and Writing Diagnostic Models: An Evidence-Centered Design Framework for Multimodal Science Assessment
Andy Smith, Osman Aksit, Wookhee Min, Eric N. Wiebe, Bradford W. Mott, James C. Lester
ITS6
2016 Using Multi-level Modeling with Eye-Tracking Data to Predict Metacognitive Monitoring and Self-regulated Learning with Crystal Island
Michelle Taub, Nicholas Mudrick, Roger Azevedo, Garrett C. Millar, Jonathan P. Rowe, James C. Lester
ITS6
2016 Predicting Learning from Student Affective Response to Tutor Questions
Alexandria K. Vail, Joseph F. Grafsgaard, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
ITS5
2016 Empowering All Students: Closing the CS Confidence Gap with an In-School Initiative for Middle School Students
abstract
The important goal of broadening participation in computing has inspired many successful outreach initiatives. Yet many of these initiatives, such as out-of-school activities or innovative new computer science courses for secondary school students, may disproportionately attract students who already have prior interest and experience in computing. How, then, do we engage the silent majority of students who do not self-select computer science? This paper examines this question in the context of ENGAGE, an in-school outreach initiative for middle school students. ENGAGE's learning activities center on a game-based learning environment for computer science. Results reveal that the initiative improved the computer science attitudes of students who were not already predisposed to study computer science, in a way that a corresponding after-school program could not. The results illustrate how an in-school initiative can empower young students who might not otherwise consider studying computer science.
Philip Sheridan Buffum, Megan Hardy Frankosky, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
SIGCSE6
2016 Gender Differences in Facial Expressions of Affect During Learning
abstract
Affective support is crucial during learning, with recent evidence suggesting it is particularly important for female students. Facial expression is a rich channel for affect detection, but a key open question is how facial displays of affect differ by gender during learning. This paper presents an analysis suggesting that facial expressions for women and men differ systematically during learning. Using facial video automatically tagged with facial action units, we find that despite no differences between genders in incoming knowledge, self-efficacy, or personality profile, women displayed one lower facial action unit significantly more than men, while men displayed brow lowering and lip fidgeting more than women. However, numerous facial actions including brow raising and nose wrinkling were strongly correlated with learning in women, whereas only one facial action unit, eyelid raiser, was associated with learning for men. These results suggest that the entire affect adaptation pipeline, from detection to response, may benefit from gender-specific models in order to support students more effectively.
Alexandria K. Vail, Joseph F. Grafsgaard, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
UMAP5
2015 Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions
Philip Sheridan Buffum, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester
AIED5
2015 Modeling Self-Efficacy Across Age Groups with Automatically Tracked Facial Expression
Joseph F. Grafsgaard, Seung Y. Lee, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
AIED5
2015 Two Modes are Better Than One: a Multimodal Assessment Framework Integrating Student Writing and Drawing
Samuel P. Leeman-Munk, Andy Smith, Bradford W. Mott, Eric N. Wiebe, James C. Lester
AIED5
2015 DeepStealth: Leveraging Deep Learning Models for Stealth Assessment in Game-Based Learning Environments
Wookhee Min, Megan Hardy Frankosky, Bradford W. Mott, Jonathan P. Rowe, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester
AIED7
2015 Improving Student Problem Solving in Narrative-Centered Learning Environments: a Modular Reinforcement Learning Framework
Jonathan P. Rowe, James C. Lester
AIED2
2015 Sensor-Free or Sensor-Full: A Comparison of Data Modalities in Multi-Channel Affect Detection
Luc Paquette, Jonathan P. Rowe, Ryan Baker 0001, Bradford W. Mott, James C. Lester, Jeanine DeFalco, Keith W. Brawner, Robert A. Sottilare, Vasiliki Georgoulas
EDM5
2015 Classifying student dialogue acts with multimodal learning analytics
abstract
Supporting learning with rich natural language dialogue has been the focus of increasing attention in recent years. Many adaptive learning environments model students' natural language input, and there is growing recognition that these systems can be improved by leveraging multimodal cues to understand learners better. This paper investigates multimodal features related to posture and gesture for the task of classifying students' dialogue acts within tutorial dialogue. In order to accelerate the modeling process by eliminating the manual annotation bottleneck, a fully unsupervised machine learning approach is utilized for this task. The results indicate that these unsupervised models are significantly improved with the addition of automatically extracted posture and gesture information. Further, even in the absence of any linguistic features, a model that utilizes posture and gesture features alone performed significantly better than a majority class baseline. This work represents a step toward achieving better understanding of student utterances by incorporating multimodal features within adaptive learning environments. Additionally, the technique presented here is scalable to very large student datasets.
Aysu Ezen-Can, Joseph F. Grafsgaard, James C. Lester, Kristy Elizabeth Boyer
LAK3
2015 ENGAGE: A Game-based Learning Environment for Middle School Computational Thinking
abstract
We present ENGAGE, a game-based learning environment for teaching computational thinking to middle school students. This project has dual aims: introducing computational thinking practices to students at a young age, and improving computational thinking attitudes among underrepresented students. In pursuit of these two goals, the ENGAGE team has mapped the learning objectives of the AP CS Principles course to the middle school level, and then built an immersive game experience upon that foundation. Students choose computer scientist avatars to represent themselves, and then play in pairs as they investigate a data-related mystery in an underwater research station, solving computational thinking challenges along the way. ENGAGE is currently being implemented as part of a quarterly elective in four middle schools in North Carolina. During the elective, students spend a total of ten classroom sessions playing the game, supplemented by "unplugged" activities that reinforce concepts learned in the game environment. We plan to expand to more middle schools in the 2015-2016 school year. In this demo, members of the SIGCSE community will be able to experience the ENGAGE game for themselves and learn more about its development and future directions. We will also discuss our success in recruiting and teaching the ENGAGE curriculum to middle school teachers who had no prior computer science experience, and the success of those middle school teachers in implementing ENGAGE within their classrooms.
Kristy Elizabeth Boyer, Philip Sheridan Buffum, Kirby Culbertson, Megan Hardy Frankosky, James C. Lester, Allison G. Martínez-Arocho, Wookhee Min, Bradford W. Mott, Fernando J. Rodríguez, Eric N. Wiebe
SIGCSE5
2015 A Practical Guide to Developing and Validating Computer Science Knowledge Assessments with Application to Middle School
abstract
Knowledge assessment instruments, or tests, are commonly created by faculty in classroom settings to measure student knowledge and skill. Another crucial role for assessment instruments is in gauging student learning in response to a computer science education research project, or intervention. In an increasingly interdisciplinary landscape, it is crucial to validate knowledge assessment instruments, yet developing and validating these tests for computer science poses substantial challenges. This paper presents a seven-step approach to designing, iteratively refining, and validating knowledge assessment instruments designed not to assign grades but to measure the efficacy or promise of novel interventions. We also detail how this seven-step process is being instantiated within a three-year project to implement a game-based learning environment for middle school computer science. This paper serves as a practical guide for adapting widely accepted psychometric practices to the development and validation of computer science knowledge assessments to support research.
Philip Sheridan Buffum, Eleni V. Lobene, Megan Hardy Frankosky, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
SIGCSE6
2015 JavaTutor: An Intelligent Tutoring System that Adapts to Cognitive and Affective States during Computer Programming
abstract
Introductory 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
SIGCSE7
2015 Diagrammatic Student Models: Modeling Student Drawing Performance with Deep Learning
Andy Smith, Wookhee Min, Bradford W. Mott, James C. Lester
UMAP4
2015 The Mars and Venus Effect: The Influence of User Gender on the Effectiveness of Adaptive Task Support
Alexandria K. Vail, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
UMAP4
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
EDM5
2014 SKETCHMINER: Mining Learner-Generated Science Drawings with Topological Abstraction
Andy Smith, Eric N. Wiebe, Bradford W. Mott, James C. Lester
EDM4
2014 FLARE: An open source toolkit for creating expressive user interfaces for serious games
Bradford W. Mott, Jonathan P. Rowe, Wookhee Min, Robert G. Taylor, James C. Lester
FDG5
2014 Play in the museum: Designing game-based learning environments for informal education settings
Jonathan P. Rowe, Eleni V. Lobene, Bradford W. Mott, James C. Lester
FDG4
2014 The Additive Value of Multimodal Features for Predicting Engagement, Frustration, and Learning during Tutoring
abstract
Detecting 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
ICMI6
2014 Predicting Learning and Engagement in Tutorial Dialogue: A Personality-Based Model
abstract
A 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
ICMI4
2014 Leveraging Semi-Supervised Learning to Predict Student Problem-Solving Performance in Narrative-Centered Learning Environments
Wookhee Min, Bradford W. Mott, Jonathan P. Rowe, James C. Lester
Intelligent Tutoring Systems4
2014 Serious Games Go Informal: A Museum-Centric Perspective on Intelligent Game-Based Learning
Jonathan P. Rowe, Eleni V. Lobene, Bradford W. Mott, James C. Lester
Intelligent Tutoring Systems4
2014 Assessing elementary students' science competency with text analytics
abstract
Real-time formative assessment of student learning has become the subject of increasing attention. Students' textual responses to short answer questions offer a rich source of data for formative assessment. However, automatically analyzing textual constructed responses poses significant computational challenges, and the difficulty of generating accurate assessments is exacerbated by the disfluencies that occur prominently in elementary students' writing. With robust text analytics, there is the potential to accurately analyze students' text responses and predict students' future success. In this paper, we present WriteEval, a hybrid text analytics method for analyzing student-composed text written in response to constructed response questions. Based on a model integrating a text similarity technique with a semantic analysis technique, WriteEval performs well on responses written by fourth graders in response to short-text science questions. Further, it was found that WriteEval's assessments correlate with summative analyses of student performance.
Samuel P. Leeman-Munk, Eric N. Wiebe, James C. Lester
LAK3
2014 The relationship between task difficulty and emotion in online computer programming tutoring (abstract only)
abstract
Emotion, 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
SIGCSE5
2014 Generalizability of Goal Recognition Models in Narrative-Centered Learning Environments
Alok Baikadi, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
UMAP4
2014 Designing game-based learning environments for elementary science education: A narrative-centered learning perspective
James C. Lester, Hiller A. Spires, John L. Nietfeld, James Minogue, Bradford W. Mott, Eleni V. Lobene
Inf. Sci.1
2014 Affect and Engagement in Game-BasedLearning Environments
abstract
The link between affect and student learning has been the subject of increasing attention in recent years. Affective states such as flow and curiosity tend to have positive correlations with learning while negative states such as boredom and frustration have the opposite effect. Student engagement and motivation have also been shown to be critical in improving learning gains with computer-based learning environments. Consequently, it is a design goal of many computer-based learning environments to encourage positive affect and engagement while students are learning. Game-based learning environments offer significant potential for increasing student engagement and motivation. However, it is unclear how affect and engagement interact with learning in game-based learning environments. This work presents an in-depth analysis of how these phenomena occur in the game-based learning environment, Crystal Island. The findings demonstrate that game-based learning environments can simultaneously support learning and promote positive affect and engagement.
Jennifer Sabourin, James C. Lester
IEEE Trans. Affect. Comput.2
2014 A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative
abstract
Computational models of interactive narrative offer significant potential for creating educational game experiences that are procedurally tailored to individual players and support learning. A key challenge posed by interactive narrative is devising effective director agent models that dynamically sequence story events according to players' actions and needs. In this paper, we describe a supervised machine-learning framework to model director agent strategies in an educational interactive narrative Crystal Island. Findings from two studies with human participants are reported. The first study utilized a Wizard-of-Oz paradigm where human “wizards” directed participants through Crystal Island's mystery storyline by dynamically controlling narrative events in the game environment. Interaction logs yielded training data for machine learning the conditional probabilities of a dynamic Bayesian network (DBN) model of the human wizards' directorial actions. Results indicate that the DBN model achieved significantly higher precision and recall than naive Bayes and bigram model techniques. In the second study, the DBN director agent model was incorporated into the runtime version of Crystal Island, and its impact on students' narrative-centered learning experiences was investigated. Results indicate that machine-learning director agent strategies from human demonstrations yield models that positively shape players' narrative-centered learning and problem-solving experiences.
Seung Y. Lee, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
IEEE Trans. Comput. Intell. AI Games4
2013 Automatically Recognizing Facial Indicators of Frustration: A Learning-centric Analysis
abstract
Affective 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
ACII5
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
AIED5
2013 Personalizing Embedded Assessment Sequences in Narrative-Centered Learning Environments: A Collaborative Filtering Approach
Wookhee Min, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
AIED4
2013 A Markov Decision Process Model of Tutorial Intervention in Task-Oriented Dialogue
Christopher Michael Mitchell, Kristy Elizabeth Boyer, James C. Lester
AIED3
2013 Discovering Behavior Patterns of Self-Regulated Learners in an Inquiry-Based Learning Environment
Jennifer Sabourin, Bradford W. Mott, James C. Lester
AIED3
2013 Automatically Recognizing Facial Expression: Predicting Engagement and Frustration
Joseph F. Grafsgaard, Joseph B. Wiggins, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
EDM5
2013 Modeling student programming with multimodal learning analytics (abstract only)
abstract
Understanding 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
SIGCSE5
2013 Learning Dialogue Management Models for Task-Oriented Dialogue with Parallel Dialogue and Task Streams
Eun Ha, Christopher Michael Mitchell, Kristy Elizabeth Boyer, James C. Lester
SIGDIAL Conference4
2013 Evaluating State Representations for Reinforcement Learning of Turn-Taking Policies in Tutorial Dialogue
Christopher Michael Mitchell, Kristy Elizabeth Boyer, James C. Lester
SIGDIAL Conference3
2013 Utilizing Dynamic Bayes Nets to Improve Early Prediction Models of Self-regulated Learning
Jennifer Sabourin, Bradford W. Mott, James C. Lester
UMAP3
2012 Goal Recognition with Markov Logic Networks for Player-Adaptive Games
abstract
Goal recognition in digital games involves inferring players’ goals from observed sequences of low-level player actions. Goal recognition models support player-adaptive digital games, which dynamically augment game events in response to player choices for a range of applications, including entertainment, training, and education. However, digital games pose significant challenges for goal recognition, such as exploratory actions and ill-defined goals. This paper presents a goal recognition framework based on Markov logic networks (MLNs). The model’s parameters are directly learned from a corpus that was collected from player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts players’ goals in a game environment with exploratory actions and ill-defined goals.
Eunyoung Ha, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
AAAI4
2012 Early Prediction of Student Self-Regulation Strategies by Combining Multiple Models
Jennifer Sabourin, Bradford W. Mott, James C. Lester
EDM3
2012 Multimodal analysis of the implicit affective channel in computer-mediated textual communication
abstract
Computer-mediated textual communication has become ubiquitous in recent years. Compared to face-to-face interactions, there is decreased bandwidth in affective information, yet studies show that interactions in this medium still produce rich and fulfilling affective outcomes. While overt communication (e.g., emoticons or explicit discussion of emotion) can explain some aspects of affect conveyed through textual dialogue, there may also be an underlying implicit affective channel through which participants perceive additional emotional information. To investigate this phenomenon, computer-mediated tutoring sessions were recorded with Kinect video and depth images and processed with novel tracking techniques for posture and hand-to-face gestures. Analyses demonstrated that tutors implicitly perceived students' focused attention, physical demand, and frustration. Additionally, bodily expressions of posture and gesture correlated with student cognitive-affective states that were perceived by tutors through the implicit affective channel. Finally, posture and gesture complement each other in multimodal predictive models of student cognitive-affective states, explaining greater variance than either modality alone. This approach of empirically studying the implicit affective channel may identify details of human behavior that can inform the design of future textual dialogue systems modeled on naturalistic interaction.
Joseph F. Grafsgaard, Robert M. Fulton, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester
ICMI5
2012 Expressive NLG for Next-Generation Learning Environments: Language, Affect, and Narrative
James C. Lester
INLG1
2012 Toward a Machine Learning Framework for Understanding Affective Tutorial Interaction
Joseph F. Grafsgaard, Kristy Elizabeth Boyer, James C. Lester
ITS3
2012 Real-Time Narrative-Centered Tutorial Planning for Story-Based Learning
Seung Y. Lee, Bradford W. Mott, James C. Lester
ITS3
2012 Exploring Inquiry-Based Problem-Solving Strategies in Game-Based Learning Environments
Jennifer Sabourin, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
ITS4
2012 Predicting Student Self-regulation Strategies in Game-Based Learning Environments
Jennifer Sabourin, Lucy R. Shores, Bradford W. Mott, James C. Lester
ITS4
2012 The Role of Sub-problems: Supporting Problem Solving in Narrative-Centered Learning Environments
Lucy R. Shores, Kristin F. Hoffmann, John L. Nietfeld, James C. Lester
ITS4
2012 Combining Verbal and Nonverbal Features to Overcome the "Information Gap" in Task-Oriented Dialogue
Eunyoung Ha, Joseph F. Grafsgaard, Christopher Michael Mitchell, Kristy Elizabeth Boyer, James C. Lester
SIGDIAL Conference5
2012 From Strangers to Partners: Examining Convergence within a Longitudinal Study of Task-Oriented Dialogue
Christopher Michael Mitchell, Kristy Elizabeth Boyer, James C. Lester
SIGDIAL Conference3
2011 Predicting Facial Indicators of Confusion with Hidden Markov Models
Joseph F. Grafsgaard, Kristy Elizabeth Boyer, James C. Lester
ACII (1)3
2011 Affect, Learning, and Delight
James C. Lester
ACII (1)1
2011 Modeling Learner Affect with Theoretically Grounded Dynamic Bayesian Networks
Jennifer Sabourin, Bradford W. Mott, James C. Lester
ACII (1)3
2011 Generalizing Models of Student Affect in Game-Based Learning Environments
Jennifer Sabourin, Bradford W. Mott, James C. Lester
ACII (2)3
2011 An Affect-Enriched Dialogue Act Classification Model for Task-Oriented Dialogue
Kristy Elizabeth Boyer, Joseph F. Grafsgaard, Eunyoung Ha, Robert Phillips, James C. Lester
ACL5
2011 Modeling Confusion: Facial Expression, Task, and Discourse in Task-Oriented Tutorial Dialogue
Joseph F. Grafsgaard, Kristy Elizabeth Boyer, Robert Phillips, James C. Lester
AIED4
2011 Modeling Narrative-Centered Tutorial Decision Making in Guided Discovery Learning
Seung Y. Lee, Bradford W. Mott, James C. Lester
AIED3
2011 When Off-Task is On-Task: The Affective Role of Off-Task Behavior in Narrative-Centered Learning Environments
Jennifer Sabourin, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
AIED4
2011 Early Prediction of Cognitive Tool Use in Narrative-Centered Learning Environments
Lucy R. Shores, Jonathan P. Rowe, James C. Lester
AIED3
2011 Director Agent Intervention Strategies for Interactive Narrative Environments
Seung Y. Lee, Bradford W. Mott, James C. Lester
ICIDS3
2011 The Impact of Task-Oriented Feature Sets on HMMs for Dialogue Modeling
Kristy Elizabeth Boyer, Eunyoung Ha, Robert Phillips, James C. Lester
SIGDIAL Conference4
2010 A Preliminary Investigation of Hierarchical Hidden Markov Models for Tutorial Planning
Kristy Elizabeth Boyer, Robert Phillips, Eunyoung Ha, Michael D. Wallis, Mladen A. Vouk, James C. Lester
EDM6
2010 Individual differences in gameplay and learning: a narrative-centered learning perspective
abstract
Narrative-centered learning environments are an important class of educational games that situate learning within rich story contexts. The work presented in this paper investigates individual differences in gameplay and learning during student interactions with a narrative-centered learning environment, Crystal Island. Findings reveal striking differences between high- and low-achieving science students in problem-solving effectiveness, attention to particular gameplay elements, learning gains and engagement ratings. High-achieving science students tended to demonstrate greater problem-solving efficiency, reported higher levels of interest and presence in the narrative environment, and demonstrated an increased focus on information gathering and information organization gameplay activities. Lower-achieving microbiology students gravitated toward novel gameplay elements, such as conversations with non-player characters and the use of laboratory testing equipment. The findings have implications for the design of broadly effective gameplay activities for narrative-centered learning environments, as well as investigations of scaffolding techniques to promote effective problem solving, improved learning outcomes and sustained engagement for all students.
Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester
FDG4
2010 Characterizing the Effectiveness of Tutorial Dialogue with Hidden Markov Models
Kristy Elizabeth Boyer, Robert Phillips, Amy Ingram, Eunyoung Ha, Michael D. Wallis, Mladen A. Vouk, James C. Lester
Intelligent Tutoring Systems (1)7
2010 Optimizing Story-Based Learning: An Investigation of Student Narrative Profiles
Seung Y. Lee, Bradford W. Mott, James C. Lester
Intelligent Tutoring Systems (2)3
2010 Developing Empirically Based Student Personality Profiles for Affective Feedback Models
Jennifer L. Robison, Scott W. McQuiggan, James C. Lester
Intelligent Tutoring Systems (1)3
2010 Integrating Learning and Engagement in Narrative-Centered Learning Environments
Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester
Intelligent Tutoring Systems (2)4
2010 Principles of asking effective questions during student problem solving
abstract
Using effective teaching practices is a high priority for educators. One important pedagogical skill for computer science instructors is asking effective questions. This paper presents a set of instructional principles for effective question asking during guided problem solving. We illustrate these principles with results from classifying the questions that untrained human tutors asked while working with students solving an introductory programming problem. We contextualize the findings from the question classification study with principles found within the relevant literature. The results highlight ways that instructors can ask questions to 1) facilitate students' comprehension and decomposition of a problem, 2) encourage planning a solution before implementation, 3) promote self-explanations, and 4) reveal gaps or misconceptions in knowledge. These principles can help computer science educators ask more effective questions in a variety of instructional settings.
Kristy Elizabeth Boyer, William Lahti, Robert Phillips, Michael D. Wallis, Mladen A. Vouk, James C. Lester
SIGCSE6
2010 Dialogue Act Modeling in a Complex Task-Oriented Domain
Kristy Elizabeth Boyer, Eunyoung Ha, Robert Phillips, Michael D. Wallis, Mladen A. Vouk, James C. Lester
SIGDIAL Conference6
2010 Exploring the Effectiveness of Lexical Ontologies for Modeling Temporal Relations with Markov Logic
Eunyoung Ha, Alok Baikadi, Carlyle Licata, Bradford W. Mott, James C. Lester
SIGDIAL Conference5
2009 Discovering Tutorial Dialogue Strategies with Hidden Markov Models
abstract
Identifying effective tutorial strategies is a key problem for tutorial dialogue systems research. Ongoing work in human-human tutorial dialogue continues to reveal the complex phenomena that characterize these interactions, but we have not yet seen the emergence of an automated approach to discovering tutorial dialogue strategies. This paper presents a first step toward establishing a methodology for such an approach. In this methodology, a corpus is first annotated with dialogue acts that are grounded in theories of tutoring and natural language dialogue. Hidden Markov modeling is then applied to discover tutorial strategies inherent in the structure of the sequenced dialogue acts. The methodology is illustrated by demonstrating how hidden Markov models can be learned from a corpus of human-human tutoring in the domain of introductory computer science.
Kristy Elizabeth Boyer, Eunyoung Ha, Michael D. Wallis, Robert Phillips, Mladen A. Vouk, James C. Lester
AIED6
2009 Modeling Task-Based vs. Affect-based Feedback Behavior in Pedagogical Agents: An Inductive Approach
abstract
Affect has been the subject of increasing attention in cognitive accounts of learning. Many intelligent tutoring systems now seek to adapt pedagogy to student affective and motivational processes in an effort to increase the effectiveness of tutorial interaction and improve learning outcomes. However, the majority of research on tutorial feedback has focused on pedagogical content, often at the expense of the affective component of the learning process. It is unclear under which circumstances it is more appropriate to focus directly on student affect and when support is best offered through task-related feedback. This paper proposes an inductive framework for modeling task-based and affect-based feedback to inform the behavior of pedagogical agents within a narrative-centered learning environment.
Jennifer L. Robison, Scott W. McQuiggan, James C. Lester
AIED3
2009 Off-Task Behavior in Narrative-Centered Learning Environments
abstract
Recent years have seen increasing interest in narrative-centered learning environments. However, the same qualities that make them engaging can also introduce seductive details that invite off-task behavior. This paper examines off-task behavior in the CRYSTAL ISLAND narrative-centered learning environment. Results from an empirical study examining the relationships between student test performance, individual differences, and off-task behavior are presented. The study found negative correlations between off-task behavior and test performance, as well as significant gender effects on the total amount of off-task behavior. Initial conclusions from a path analysis conducted on students' action sequences are also presented.
Jonathan P. Rowe, Scott W. McQuiggan, Jennifer L. Robison, James C. Lester
AIED4
2009 The 2nd Workshop on Question Generation
Vasile Rus, James C. Lester
AIED2
2009 Predicting User Psychological Characteristics from Interactions with Empathetic Virtual Agents
Jennifer L. Robison, Jonathan P. Rowe, Scott W. McQuiggan, James C. Lester
IVA4
2009 The impact of instructor initiative on student learning: a tutoring study
abstract
In the quest to find instructional approaches that benefit student learning, engagement, and retention, evidence suggests providing students with hands-on practice is a worthwhile use of class time. This paper presents results from an exploratory study of two different instructional approaches that were encountered in a study of experienced human tutors working with novice computing students engaged in a programming exercise. No difference in average learning gains was found between a moderate approach, in which students were given control of problem solving nearly half the time, and a proactive approach in which the tutor took initiative nearly three-fourths of the time. Implications of this finding for fine-grained instructional strategy, as well as for broader classroom management decisions, are discussed. This paper also makes the case for the value of one-on-one tutoring studies as an exploratory research methodology for the comparative evaluation of computer science teaching strategies.
Kristy Elizabeth Boyer, Robert Phillips, Michael D. Wallis, Mladen A. Vouk, James C. Lester
SIGCSE5
2008 The effects of empathetic virtual characters on presence in narrative-centered learning environments
abstract
Recent years have seen a growing interest in the role that narrative can play in learning. With the emergence of narrative-centered learning environments that engage students by drawing them into rich interactions with compelling characters, we have begun to see the significant potential offered by immersive story-based learning experiences. In this paper we describe two studies that investigate the impact of empathetic characters on student perceptions of presence. A study was initially conducted with middle school students, and was then replicated with high school students. The results indicate that, for both populations, employing empathetic characters in narrative-centered learning environments significantly increases student perceptions of presence. The studies also reveal that empathetic characters contribute to a heightened sense of student involvement and control in learning situations.
Scott W. McQuiggan, Jonathan P. Rowe, James C. Lester
CHI3
2008 A development environment for distributed synchronous collaborative programming
abstract
While collaborative approaches in the classroom have been shown to be highly beneficial for students of computer science, obstacles inherent in today's academic environment often prevent collocated collaborative approaches from being implemented. One solution to the collocation problem may lie with tools that facilitate distributed collaboration. This paper presents RIPPLE (Remote Interactive Pair Programming and Learning Environment), a development environment for distributed synchronous collaborative programming. RIPPLE is an open source software tool. Initial user tests demonstrate positive responses from students, and the potential for long term learning, motivation, and retention benefits is significant. In addition to its benefits for students, RIPPLE is a tool for computing education researchers who wish to collect data on collaborative programming.
Kristy Elizabeth Boyer, August A. Dwight, R. Taylor Fondren, Mladen A. Vouk, James C. Lester
ITiCSE5
2008 Balancing Cognitive and Motivational Scaffolding in Tutorial Dialogue
Kristy Elizabeth Boyer, Robert Phillips, Michael D. Wallis, Mladen A. Vouk, James C. Lester
Intelligent Tutoring Systems5
2008 Student Note-Taking in Narrative-Centered Learning Environments: Individual Differences and Learning Effects
Scott W. McQuiggan, Julius Goth, Eunyoung Ha, Jonathan P. Rowe, James C. Lester
Intelligent Tutoring Systems5
2008 Affective Transitions in Narrative-Centered Learning Environments
Scott W. McQuiggan, Jennifer L. Robison, James C. Lester
Intelligent Tutoring Systems3
2008 Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes
Scott W. McQuiggan, Jonathan P. Rowe, Sunyoung Lee, James C. Lester
Intelligent Tutoring Systems4
2008 Archetype-Driven Character Dialogue Generation for Interactive Narrative
Jonathan P. Rowe, Eunyoung Ha, James C. Lester
IVA3
2008 Modeling self-efficacy in intelligent tutoring systems: An inductive approach
Scott W. McQuiggan, Bradford W. Mott, James C. Lester
User Model. User Adapt. Interact.3
2007 Early Prediction of Student Frustration
Scott W. McQuiggan, Sunyoung Lee, James C. Lester
ACII3
2007 The Influence of Learner Characteristics on Task-Oriented Tutorial Dialogue
Kristy Elizabeth Boyer, Mladen A. Vouk, James C. Lester
AIED3
2007 Modeling and evaluating empathy in embodied companion agents
Scott W. McQuiggan, James C. Lester
Int. J. Hum. Comput. Stud.2
2006 Probabilistic Goal Recognition in Interactive Narrative Environments
Bradford W. Mott, Sunyoung Lee, James C. Lester
AAAI3
2006 Diagnosing Self-efficacy in Intelligent Tutoring Systems: An Empirical Study
Scott W. McQuiggan, James C. Lester
Intelligent Tutoring Systems2
2006 Narrative-Centered Tutorial Planning for Inquiry-Based Learning Environments
Bradford W. Mott, James C. Lester
Intelligent Tutoring Systems2
2004 Workshop on Social and Emotional Intelligence in Learning Environments
Claude Frasson, Kaska Porayska-Pomsta, Cristina Conati, Guy Gouardères, W. Lewis Johnson, Helen Pain, Elisabeth André, Timothy W. Bickmore, Paul Brna, Isabel Fernández de Castro, Stefano A. Cerri, Cleide Jane Costa, James C. Lester, Christine L. Lisetti, Stacy Marsella, Jack Mostow, Roger Nkambou, Magalie Ochs, Ana Paiva 0001, Fábio Paraguaçu, Natalie K. Person, Rosalind W. Picard, Candace L. Sidner, Angel de Vicente
Intelligent Tutoring Systems13
2002 Pronominalization in Generated Discourse and Dialogue
abstract
Previous approaches to pronominalization have largely been theoretical rather than applied in nature. Frequently, such methods are based on Centering Theory, which deals with the resolution of anaphoric pronouns. But it is not clear that complex theoretical mechanisms, while having satisfying explanatory power, are necessary for the actual generation of pronouns. We first illustrate examples of pronouns from various domains, describe a simple method for generating pronouns in an implemented multi-page generation system, and present an evaluation of its performance.
Charles B. Callaway, James C. Lester
ACL2
2002 Narrative prose generation
Charles B. Callaway, James C. Lester
Artif. Intell.2
2001 Narrative Prose Generation
Charles B. Callaway, James C. Lester
IJCAI2
1999 Integrating discourse and domain knowledge for document drafting
Karl Branting, Charles B. Callaway, Bradford W. Mott, James C. Lester
ICAIL4
1999 Intelligent Multi-Shot Visualization Interfaces for Dynamic 3D Worlds
abstract
In next-generation virtual 3D simulation, training, and entertainment environments, intelligent visualization interfaces must respond to user-specified viewing requests so users can follow salient points of the action and monitor the relative locations of objects. Users should be able to indicate which object(s) to view, how each should be viewed, cinematic style and pace, and how to respond when a single satisfactory view is not possible. When constraints fail, weak constraints can be relaxed or multi-shot solutions can be displayed in sequence or as composite shots with simultaneous viewports. To address these issues, we have developed CONSTRAINTCAM, a real-time camera visualization interface for dynamic 3D worlds. It has been studied in an interactive testbed in which users can issue viewing goals to monitor multiple autonomous characters navigating through a virtual cityscape. CONSTRAINTCAM’s real-time performance in this testbed is encouraging.
William H. Bares, James C. Lester
IUI2
1999 Intelligent multi-shot 3D visualization interfaces
William H. Bares, James C. Lester
Knowl. Based Syst.2
1999 Lifelike Pedagogical Agents for Mixed-initiative Problem Solving in Constructivist Learning Environments
James C. Lester, Brian A. Stone, Gary D. Stelling
User Model. User Adapt. Interact.1
1998 Natural Language Generation Journeys to Interactive 3D Worlds Invited Talk Extended Abstract
James C. Lester, William H. Bares, Charles B. Callaway, Stuart G. Towns
INLG1
1998 Habitable 3D Learning Environments for Situated Learning
William H. Bares, Luke Zettlemoyer, James C. Lester
Intelligent Tutoring Systems3
1998 Visual Emotive Communication in Lifelike Pedagogical Agents
Stuart G. Towns, Patrick J. Fitzgerald, James C. Lester
Intelligent Tutoring Systems3
1998 Task-sensitive Cinematography Interfaces for Interactive 3D Learning Environments
abstract
Interactive 3D learning environments can provide rich problemsolving experiences with unparalleled visual impact. In these environments, students interactively solve problems by directing their avatars to navigate through complex worlds, transport entities from one location to another, and manipulate devices. However, realtime camera control is critical to their successful deployment. To create effective learning experiences, a virtual camera must in realtime “film ” their activities in a manner that most clearly depicts the salient aspects of the tasks students are performing. To address this problem, we have developed the cinematic task modeling framework for automated realtime task-sensitive camera control in 3D environments. Cinematic task models dynamically map the intentional structure of users ’ activities to visual structures that continuously depict the most relevant actions and objects in the environment. By exploiting cinematic task models, a cinematography interface to 3D learning environments can dynamically plan camera positions, view directions, and camera movements that help users perform their tasks. To investigate the effect of the cinematic task modeling framework on student-environment interactions, we have constructed a fullscale cinematography interface and a 3D learning environment testbed. Focus group studies suggest that task-sensitive camera planning significantlyimproves students ’ interactions with complex 3D learning environments.
William H. Bares, Luke Zettlemoyer, Dennis W. Rodriguez, James C. Lester
IUI4
1998 Coherent Gestures, Locomotion, and Speech in Life-like Pedagogical Agents
abstract
Life-like animated interface agents for knowledge-based leaming environments can provide timely, customized advice to support students' problem solving.Because of their strong visual presence, they hold significant promise for substantially increasing students' enjoyment of their learning experiences.A key problem posed by life-like agents that inhabit artificial worlds is &i&c believability.In the same manner that humans refer to objects in their environment through judicious combinations of speech, locomotion, and gesture, animated agents should be able to move through their environment, and point to and refer to objects appropriately as they provide problem-solving advice.In this paper we describe a framework for achieving deictic believability in animated agents.A deictic behavior planner exploits a world model and the evolving explanation plan as it selects and coordinates locomotive, gestural, and speech behaviors.The resulting behaviors and utterances are believable, and the references are unambiguous, This approach to spatial deixis has been implemented in a life-like animated agent, Cosmo, who inhabits a learning environment for the domain of Internet packet routing.The product of a large multidisciplinary team of computer scientists, 3D modelers, graphic artists, and animators, Cosmo provides realtime advice to students as they escort packets through a virtual world of interconnected routers.
Stuart G. Towns, Jennifer L. Voerman, Charles B. Callaway, James C. Lester
IUI4
1997 The Persona Effect: Affective Impact of Animated Pedagogical Agents
abstract
Article Free Access Share on The persona effect: affective impact of animated pedagogical agents Authors: James C. Lester Department of computer Science, North Carolina State University, Raleigh, NC Department of computer Science, North Carolina State University, Raleigh, NCView Profile , Sharolyn A. Converse Department of Psychology, North Carolina State University, Raleigh, NC Department of Psychology, North Carolina State University, Raleigh, NCView Profile , Susan E. Kahler Department of Psychology, North Carolina State University, Raleigh, NC Department of Psychology, North Carolina State University, Raleigh, NCView Profile , S. Todd Barlow Department of Psychology, North Carolina State University, Raleigh, NC Department of Psychology, North Carolina State University, Raleigh, NCView Profile , Brian A. Stone Department of computer Science, North Carolina State University, Raleigh, NC Department of computer Science, North Carolina State University, Raleigh, NCView Profile , Ravinder S. Bhogal London Institute, Royal College of Art, Kensington Gore, London SW7, UK London Institute, Royal College of Art, Kensington Gore, London SW7, UKView Profile Authors Info & Claims CHI '97: Proceedings of the ACM SIGCHI Conference on Human factors in computing systemsMarch 1997 Pages 359–366https://doi.org/10.1145/258549.258797Published:27 March 1997Publication History 400citation3,741DownloadsMetricsTotal Citations400Total Downloads3,741Last 12 Months473Last 6 weeks158 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
James C. Lester, Sharolyn A. Converse, Susan H. Kahler, S. Todd Barlow, Brian A. Stone, Ravinder S. Bhogal
CHI1
1997 Automated Drafting of Self-Explaining Documents
abstract
The capacity for self-explanation can make computer-drafted documents more credible, assist in the retrieval and adaptation of archival documents, and permit comparison of documents at a deep level.We propose a knowledge-based model of documents that makes explicit the underlying goals that documents are intended to achieve and the stylistic conventions to which they must conform.These goals and conventions are expressed in a dual justification structure that represents the illocutionary and rhetorical dependencies underlying documents.After demonstrating how a document grammar derived from dual justification structures can be used to automate document drafting, we show how documents can exploit dual justification structures to "explain themselves" by answering queries about (1) the purposes for inclusion of text in the document and (2) the justification for propositions expressed in the text.This self-explanation framework has been implemented in the DOCU-PLANNER, a prototype document generation system that produces "queryable" documents.1 Introduction Legal document drafting is an essential professional skill for attorneys and judges.In the U.S., a significant portion of attorneys' workloads consists of drafting documents intended to precisely stipulate legal relationships such as wills, contracts, and leases, and persuasive documents arising from litigation such as pleadings, motions, and briefs.Document drafting can be viewed as a kind of configuration task in which textual elements are selected and arranged to satisfy the goals of the drafter and to conform to the stylistic conventions of the document genre.One source of complexity in document drafting is the combinatorics of selection and configuration decisions, which create large search spaces characteristic of most synthesis tasks.However, a more fundamental reason for the difficulty of document drafting is that the goals that documents are intended to achieve and the stylistic conventions to which they must conform are seldom made explicit.hmission to make digitabhard copy of all or part of this work for personal or chw~m use is granted without fee provided that the copies are not made or distributed for profit or commercial advantage.the copyright notice, the tide of Ihe p$!ication and its date appear.and notice is given that copying is by PWSSlOn of ACM, Inc.To copy otherwise.to republish, to post on servers or to redistribute to lists, requires prior specific pcmrission and/or fee.
Karl Branting, James C. Lester, Charles B. Callaway
ICAIL2
1997 Dynamically Imroving Explanations: A Revision-Based Approach to Explanation Generation
Charles B. Callaway, James C. Lester
IJCAI (2)2
1997 The Pedagogical Design Studio: Exploiting Artifact-Based Task Models for Constructivist Learning
abstract
Article Free Access Share on The pedagogical design studio: exploiting artifact-based task models for constructivist learning Authors: James C. Lester Dept. of Computer Science, North Carolina State University Raleigh, NC Dept. of Computer Science, North Carolina State University Raleigh, NCView Profile , Patrick J. Fitzgerald Dept. of Design & Technology, North Carolina State University, Raleigh, NC Dept. of Design & Technology, North Carolina State University, Raleigh, NCView Profile , Brian A. Stone Dept. of Computer Science, North Carolina State University, Raleigh, NC Dept. of Computer Science, North Carolina State University, Raleigh, NCView Profile Authors Info & Claims IUI '97: Proceedings of the 2nd international conference on Intelligent user interfacesJanuary 1997 Pages 155–162https://doi.org/10.1145/238218.238317Published:06 January 1997Publication History 11citation727DownloadsMetricsTotal Citations11Total Downloads727Last 12 Months30Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
James C. Lester, Patrick J. Fitzgerald, Brian A. Stone
IUI1
1997 Developing and Empirically Evaluating Robust Explanation Generators: The KNIGHT Experiments
James C. Lester, Bruce W. Porter
Comput. Linguistics1
1996 Focusing Problem Solving in Design-Centered Learning Environments
James C. Lester, Brian A. Stone, Michael A. O'Leary, Robert B. Stevenson
Intelligent Tutoring Systems1