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Creators/Authors contains: "Lester, James"

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  1. This study investigates the implementation of a classroom response system in STEM education in a higher education context. The study used ExplainIt, a web-based classroom response system designed to support students’ self-explanations and provide instant feedback. Data were collected from 32 undergraduate students using four instruments including demographic information, self-efficacy, engagement, and system evaluation. The results showed that students reported positive learning experiences, demonstrated increased self-efficacy in STEM content, and indicated high levels of engagement following their use of ExplainIt. 
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    Free, publicly-accessible full text available May 1, 2026
  2. Free, publicly-accessible full text available March 3, 2026
  3. Interactive narrative in games utilize a combination of dynamic adaptability and predefined story elements to support player agency and enhance player engagement. However, crafting such narratives requires significant manual authoring and coding effort to translate scripts to playable game levels. Advances in pretrained large language models (LLMs) have introduced the opportunity to procedurally generate narratives. This paper presents NarrativeGenie, a framework to generate narrative beats as a cohesive, partially ordered sequence of events that shapes narrative progressions from brief natural language instructions. By leveraging LLMs for reasoning and generation, NarrativeGenie, translates a designer’s story overview into a partially ordered event graph to enable player-driven narrative beat sequencing. Our findings indicate that NarrativeGenie can provide an easy and effective way for designers to generate an interactive game episode with narrative events that align with the intended story arc while at the same time granting players agency in their game experience. We extend our framework to dynamically direct the narrative flow by adapting real-time narrative interactions based on the current game state and player actions. Results demonstrate that NarrativeGenie generates narratives that are coherent and aligned with the designer’s vision. 
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    Free, publicly-accessible full text available November 15, 2025
  4. Free, publicly-accessible full text available December 1, 2025
  5. This study highlights how middle schoolers discuss the benefits and drawbacks of AI-driven conversational agents in learning. Using thematic analysis of focus groups, we identified five themes in students’ views of AI applications in education. Students recognized the benefits of AI in making learning more engaging and providing personalized, adaptable scaffolding. They emphasized that AI use in education needs to be safe and equitable. Students identified the potential of AI in supporting teachers and noted that AI educational agents fall short when compared to emotionally and intellectually complex humans. Overall, we argue that even without technical expertise, middle schoolers can articulate deep, multifaceted understandings of the possibilities and pitfalls of AI in education. Centering student voices in AI design can also provide learners with much-desired agency over their future learning experiences. 
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    Free, publicly-accessible full text available November 1, 2025
  6. 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. 
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