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Creators/Authors contains: "Liu, Xiner"

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  1. This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies — Zero-shot, Few-shot, and Few-shot with contextual information — as well as the use of embeddings. We do so in the context of qualitatively coding three distinct educational datasets: Algebra I semi-personalized tutoring session transcripts, student observations in a game-based learning environment, and debugging behaviours in an introductory programming course. We evaluated the performance of each approach based on its inter-rater agreement with human coders and explored how different methods vary in effectiveness depending on a construct’s degree of clarity, concreteness, objectivity, granularity, and specificity. Our findings suggest that while GPT-4 can code a broad range of constructs, no single method consistently outperforms the others, and the selection of a particular method should be tailored to the specific properties of the construct and context being analyzed. We also found that GPT-4 has the most difficulty with the same constructs than human coders find more difficult to reach inter-rater reliability on. 
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    Free, publicly-accessible full text available March 27, 2026
  2. Students in open-ended educational games have a number of different pathways that they can select to work productively through a learning activity. Educators and system designers may want to know which of these pathways are most effective for engagement, learning, or other desirable outcomes. In this paper, we investigate which prior jobs and factors are associated with higher rates of student quitting behavior in an educational science exploration game. We use a series of Chi squared analyses to identify the jobs with the highest rates of quitting overall, and we calculate logistic regressions within specific jobs to determine the potential factors that lead to students quitting those jobs. Our analysis revealed that for 23 of the 40 jobs examined, having experience in at least one previous job significantly decreased the chances of students quitting the subsequent job, and that completing specific prior jobs reduces quit rates on specific later jobs. In our discussion, we describe the challenges associated with modeling quitting behavior, and how these analyses could be used to better optimize students’ pathways through the game environment. Specially, guiding students through specific sequences of preliminary jobs before tackling more challenging jobs can improve their engagement and reduce dropout rates, thus optimizing their learning pathways. 
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