skip to main content


Search for: All records

Creators/Authors contains: "Azevedo, R."

Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher. Some full text articles may not yet be available without a charge during the embargo (administrative interval).
What is a DOI Number?

Some links on this page may take you to non-federal websites. Their policies may differ from this site.

  1. null (Ed.)
    Abstract: In the learning sciences, heterogeneity among students usually leads to different learning strategies or patterns and may require different types of instructional interventions. Therefore, it is important to investigate student subtyping, which is to group students into subtypes based on their learning patterns. Subtyping from complex student learning processes is often challenging because of the information heterogeneity and temporal dynamics. Various inverse reinforcement learning (IRL) algorithms have been successfully employed in many domains for inducing policies from the trajectories and recently has been applied for analyzing students’ temporal logs to identify their domain knowledge patterns. IRL was originally designed to model the data by assuming that all trajectories have a single pattern or strategy. Due to the heterogeneity among students, their strategies can vary greatly and the design of traditional IRL may lead to suboptimal performance. In this paper, we applied a novel expectation-maximization IRL (EM-IRL) to extract heterogeneous learning strategies from sequential data collected from three simulation environments and real-world longitudinal students’ logs. Experiments on simulation environments showed that EM-IRL can successfully identify different policies from the heterogeneous sequences with different strategies. Furthermore, experimental results from our educational dataset showed that EM-IRL can be used to obtain different student subtypes: a “learning-oriented” subtype who learned the material as much as possible regardless of the time in that they spent significantly more time than the other two subtypes and learned significantly; an“efficient-oriented”subtype who learned efficiently in that they not only learned significantly but also spent less time than the first subtype; a “no learning” subtype who spent less amount of time than first subtype and failed to learn. 
    more » « less
  2. Self-regulated learning conducted through metacognitive monitoring and scientific inquiry can be influenced by many factors, such as emotions and motivation, and are necessary skills needed to engage in efficient hypothesis testing during game-based learning. Although many studies have investigated metacognitive monitoring and scientific inquiry skills during game-based learning, few studies have investigated how the sequence of behaviors involved during hypothesis testing with game-based learning differ based on both efficiency level and emotions during gameplay. For this study, we analyzed 59 undergraduate students’ (59% female) metacognitive monitoring and hypothesis testing behavior during learning and gameplay with CRYSTAL ISLAND, a game-based learning environment that teaches students about microbiology. Specifically, we used sequential pattern mining and differential sequence mining to determine if there were sequences of hypothesis testing behaviors and to determine if the frequencies of occurrence of these sequences differed between high or low levels of efficiency at finishing the game and high or low levels of facial expressions of emotions during gameplay. Results revealed that students with low levels of efficiency and high levels of facial expressions of emotions had the most sequences of testing behaviors overall, specifically engaging in more sequences that were indicative of less strategic hypothesis testing behavior than the other students, where students who were more efficient with both levels of emotions demonstrated strategic testing behavior. These results have implications for the strengths of using educational data mining techniques for determining the processes underlying patterns of engaging in self-regulated learning conducted through hypothesis testing as they unfold over time; for training students on how to engage in the self-regulation, scientific inquiry, and emotion regulation processes that can result in efficient gameplay; and for developing adaptive game-based learning environments that foster effective and efficient self-regulation and scientific inquiry during learning. 
    more » « less
  3. Modeling player engagement is a key challenge in games. However, the gameplay signatures of engaged players can be highly context-sensitive, varying based on where the game is used or what population of players is using it. Traditionally, models of player engagement are investigated in a particular context, and it is unclear how effectively these models generalize to other settings and populations. In this work, we investigate a Bayesian hierarchical linear model for multi-task learning to devise a model of player engagement from a pair of datasets that were gathered in two complementary contexts: a Classroom Study with middle school students and a Laboratory Study with undergraduate students. Both groups of players used similar versions of Crystal Island, an educational interactive narrative game for science learning. Results indicate that the Bayesian hierarchical model outperforms both pooled and context-specific models in cross-validation measures of predicting player motivation from in-game behaviors, particularly for the smaller Classroom Study group. Further, we find that the posterior distributions of model parameters indicate that the coefficient for a measure of gameplay performance significantly differs between groups. Drawing upon their capacity to share information across groups, hierarchical Bayesian methods provide an effective approach for modeling player engagement with data from similar, but different, contexts. 
    more » « less
  4. The goal of this study was to assess how metacognitive monitoring and scientific reasoning impacted the efficiency of game completion during learning with Crystal Island, a game-based learning environment that fosters self-regulated learning and scientific reasoning by having participants solve the mystery of what illness impacted inhabitants of the island. We conducted sequential pattern mining and differential sequence mining on 64 undergraduate participants’ hypothesis testing behavior. Patterns were coded based on the relevancy of what items were being tested for, and the items themselves. Results revealed that participants who were more efficient at solving the mystery tested significantly fewer partially-relevant and irrelevant items than less efficient participants. Additionally, more efficient participants had fewer sequences of testing items overall, and significantly lower instance support values of the PartiallyRelevant--Relevant to Relevant--Relevant and PartiallyRelevant--PartiallyRelevant to Relevant--Partially Relevant sequences compared to less efficient participants. These findings have implications for designing adaptive GBLEs that scaffold participants based on in-game behaviors. 
    more » « less