Title: Connecting the dots towards collaborative AIED: Linking group makeup to process to learning
We model collaborative problem solving outcomes using data from 37 triads who completed a challenging computer programming task. Participants individually rated their group’s performance, communication, cooperation, and agreeableness after the session, which were aggregated to produce group-level measures of subjective outcomes. We scored teams on objective task outcomes and measured individual students’ learning outcomes with a posttest. Groups with similar personalities performed better on the task and had higher ratings of communication, cooperation, and agreeableness. Importantly, greater deviation in teammates’ perception of group performance and higher ratings of communication, cooperation, and agreeableness negatively predicted individual learning. We discuss findings from the perspective of group work norms and consider applications to intelligent systems that support collaborative problem solving. more »« less
Acosta, Halim; Lee, Seung; Mott, Bradford; Bae, Haesol; Glazewski, Krista; Hmelo-Silver, Cindy; Lester, James
(, International Educational Data Mining Society)
Benjamin, Paaßen; Carrie, Demmans Epp
(Ed.)
Collaborative game-based learning offers opportunities for students to participate in small group learning experiences that foster knowledge sharing, problem solving, and engagement. Student satisfaction with their collaborative experiences plays a pivotal role in shaping positive learning outcomes and is a critical factor in group success during learning. Gauging students申f satisfaction within collaborative learning contexts can offer insights into student engagement and participation levels while affording practitioners the ability to provide targeted interventions or scaffolding. In this paper,we propose a framework for inferring student collaboration satisfaction with multimodal learning analytics from collaborative interactions. Utilizing multimodal data collected from 50 middle school students engaged in collaborative game-based learning, we predict student collaboration satisfaction. We first evaluate the performance of baseline models on individual modalities for insight into which modalities are most informative. We then devise a multimodal deep learning model that leverages a cross-attention mechanism to attend to salient information across modalities to enhance collaboration satisfaction prediction. Finally,we conduct ablation and feature importance analysis to understand which combination of modalities and features is most effective. Findings indicate that various combinations of data sources are highly beneficial for student collaboration satisfaction prediction.
Laboratory experience is among the key components in engineering education. It is highly instrumental and plays a significant role in students’ knowledge building, application, and distribution. Learning in laboratories is interactive and often collaborative. On the other hand, students, who learn engineering through online mechanisms, may face challenges with labs, which were frequently documented during the recent pandemic. To address such challenges, innovative online lab learning modules were developed, and learning strategies were implemented in five courses in electrical engineering, Circuits I, Electronics I, Electronics II, Signals and Systems, and Embedded System, through which students gain solid foundation before advancing to senior design projects. The two main incorporated strategies were Open-Ended lab design and Teamwork implementation. Open-Ended lab modules using a lab-in-a-box approach allow students solving lab problems with multiple approaches fostering problem solving both independently and collaboratively. This innovative lab design promotes problem solving at various cognitive levels. It is better suited for concept exploration and collaborative lab learning environments as opposed to the traditional lab works with a prescribed approach leading students to follow certain procedures that may lack the problem exploration stage. Additionally, course instructors formed online lab groups, so that students were sharing the problem-solving process – from ideas formation to solutions – with their peers. To evaluate the effectiveness of the implemented lab strategies, students in the participating courses were randomly divided into experimental and control groups. Both assignment grades and students' feedback via surveys were used to evaluate students' learning. Participants in the control group were learning in labs through the materials that were aligned with core concepts by following predetermined procedures. Students in the experimental group learned through inquiry-based lab materials that required them to work in teams by integrating core concepts together to find a solution and while following one of potentially many approaches. To maximize the online lab learning effect and to replicate the contemporary industry, commerce, and research practices, instructor-structured cooperative learning strategies were applied along with pre-lab simulations and instructional videos. This paper showcases the outcomes of our 2nd year implementation of active learning laboratory strategies on the mixed population of online and face-to-face students. We observed that students in the experimental group generally outperformed their counterparts in labs and showed significantly higher results in the assignments addressing more advanced concept understanding and applications (grand average of 88.3% vs. 66.3%). Surveys also indicated that students saw the benefits of collaboration with Open-Ended lab modules not only for learning concepts, but also for improving their communication skills. Students were able to collaborate on lab problems through various communication tools, such as course Learning Management System (LMS) and mobile apps forming online learning communities. We believe that that the implementation of open-ended collaborative laboratory strategies can assist students in cultivating a deeper comprehension, fostering self-confidence, and refining their critical thinking abilities, all while strengthening their sense of inclusion within the field of engineering.
Avşar, Alkım Z.; Valencia-Romero, Ambrosio; Grogan, Paul T.
(, ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference)
Collaborative systems design is a human-centered activity dependent on individual decision-making processes. Personality traits have been found to influence individual behaviors and tendencies to compete or cooperate. This paper investigates the effects of Big Five and Locus of Control personality traits on negotiated outcomes of a simplified collaborative engineering design task. Secondary data includes results from short-form personality inventories and outcomes of pair design tasks. The data includes ten sessions of four participants each, where each participant completes a sequence of 12 pair tasks involving design space exploration and negotiation. Regression analysis shows a statistically-significant relationship between Big Five and Locus of Control and total individual value accumulated across the 12 design tasks. Results show the Big Five, aggregating extraversion, agreeableness, conscientiousness, neuroticism, and intellect/imagination to a single factor, negatively affects individual value and internal Locus of Control positively affects individual value. Future work should consider a dedicated experiment to refine understanding of how personality traits influence collaborative systems design and propose interventions to improve collaborative design processes.
Asogwa, U.; Duckett, T.R.; Malefyt, A.P.; Stevens, L.; Mentzer, G.; Liberatore, M.W.
(, IJEE International Journal of Engineering Education)
Problem solving is a signature skill of engineers. Incorporating videos in engineering education has potential to stimulate multi-senses and further open new ways of learning and thinking. Here, problem solving was examined on problems written by previous students that applied course concepts by reverse engineering the actions in videos. Since the videos usually come from YouTube, the student-written problems are designated YouTube problems. This research focused on examining the rigor of YouTube problems as well as students’ problem-solving skills when solving YouTube problems compared to Textbook problems. A quasi-experimental, treatment/control group design was employed, and data collected was evaluated using multiple instruments. NASA Task Load Index survey was used to collect 1200 ratings that assessed rigor of homework problems. Problem-solving ability was assessed using a previously-developed rubric with over 2600 student solutions scored. In the treatment group where students were assigned ten Textbook and nine YouTube problems, students reported an overall similarity in rigor for both YouTube and Textbook problems. Students in the treatment group displayed 6% better problem solving when completing YouTube problems compared to Textbook problems. Although higher perceptions of problem difficulty correlated with lower problem-solving ability across both groups and problem types, students in the treatment group exhibited smaller decreases in problem-solving ability as a result of increasing difficulty in the Textbook problems. Overall, student-written problems inspired by YouTube videos can easily be adapted as homework practice and possess potential benefits in enhancing students’ learning experience. Link: https://www.ijee.ie/contents/c370521.html
Research in the field of collaboration shows that students do not spontaneously collaborate with each other. A system that can measure collaboration in real time could be useful by, for example, helping the teacher locate a group requiring guidance. To address this challenge, my research focuses on building and comparing collaboration detectors for different types of classroom problem solving activities, such as card sorting and hand writing. I am also studying transfer: how collaboration detectors for one task can be used with a new task. Finally, we attempt to build a teachers dashboard that can describe reasoning behind the triggered alerts thereby helping the teachers with insights to aid the collaborative activity. Data for building such detectors were collected in the form of verbal interaction and user action logs from students’ tablets. Three qualitative levels of interactivity was distinguished: Collaboration, Cooperation and Asymmetric Contribution. Machine learning was used to induce a classifier that can assign a code for every episode based on the set of features. Our preliminary results indicate that machine learned classifiers were reliable.
Stewart, A.E.B, and D’Mello, S.K. Connecting the dots towards collaborative AIED: Linking group makeup to process to learning. Retrieved from https://par.nsf.gov/biblio/10088202. The 19th International Conference on Artificial Intelligence in Education . Web. doi:doi.org/10.1007/978-3-319-93843-1_40.
Stewart, A.E.B, & D’Mello, S.K. Connecting the dots towards collaborative AIED: Linking group makeup to process to learning. The 19th International Conference on Artificial Intelligence in Education, (). Retrieved from https://par.nsf.gov/biblio/10088202. https://doi.org/doi.org/10.1007/978-3-319-93843-1_40
@article{osti_10088202,
place = {Country unknown/Code not available},
title = {Connecting the dots towards collaborative AIED: Linking group makeup to process to learning},
url = {https://par.nsf.gov/biblio/10088202},
DOI = {doi.org/10.1007/978-3-319-93843-1_40},
abstractNote = {We model collaborative problem solving outcomes using data from 37 triads who completed a challenging computer programming task. Participants individually rated their group’s performance, communication, cooperation, and agreeableness after the session, which were aggregated to produce group-level measures of subjective outcomes. We scored teams on objective task outcomes and measured individual students’ learning outcomes with a posttest. Groups with similar personalities performed better on the task and had higher ratings of communication, cooperation, and agreeableness. Importantly, greater deviation in teammates’ perception of group performance and higher ratings of communication, cooperation, and agreeableness negatively predicted individual learning. We discuss findings from the perspective of group work norms and consider applications to intelligent systems that support collaborative problem solving.},
journal = {The 19th International Conference on Artificial Intelligence in Education},
author = {Stewart, A.E.B and D’Mello, S.K.},
}
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