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Editors contains: "Mendez, G."

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  1. Wang, N; Rebolledo-Mendez, G; Santos, C; Dimitrova, V; Matsuda, N (Ed.)
  2. Wang, N.; Rebolledo-Mendez, G.; Matsuda, N.; Santos, O.C.; Dimitrova, V. (Ed.)
    Research indicates that teachers play an active and important role in classrooms with AI tutors. Yet, our scientific understanding of the way teacher practices around AI tutors mediate student learning is far from complete. In this paper, we investigate spatiotemporal factors of student-teacher interactions by analyzing student engagement and learning with an AI tutor ahead of teacher visits (defined as episodes of a teacher being in close physical proximity to a student) and immediately following teacher visits. To conduct such integrated, temporal analysis around the moments when teachers visit students, we collect fine-grained, time-synchronized data on teacher positions in the physical classroom and student interactions with the AI tutor. Our case study in a K12 math classroom with a veteran math teacher provides some indications on factors that might affect a teacher’s decision to allocate their limited classroom time to their students and what effects these interactions have on students. For instance, teacher visits were associated more with students’ in-the-moment behavioral indicators (e.g., idleness) than a broader, static measure of student needs such as low prior knowledge. While teacher visits were often associated with positive changes in student behavior afterward (e.g., decreased idleness), there could be a potential mismatch between students visited by the teacher and who may have needed it more at that time (e.g., students who were disengaged for much longer). Overall, our findings indicate that teacher visits may yield immediate benefits for students but also that it is challenging for teachers to meet all needs - suggesting the need for better tool support. 
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  3. Wang, N.; Rebolledo-Mendez, G.; Matsuda, N.; Santos, O.C.; Dimitrova, V. (Ed.)
    Students use learning analytics systems to make day-to-day learning decisions, but may not understand their potential flaws. This work delves into student understanding of an example learning analytics algorithm, Bayesian Knowledge Tracing (BKT), using Cognitive Task Analysis (CTA) to identify knowledge components (KCs) comprising expert student understanding. We built an interactive explanation to target these KCs and performed a controlled experiment examining how varying the transparency of limitations of BKT impacts understanding and trust. Our results show that, counterintuitively, providing some information on the algorithm’s limitations is not always better than providing no information. The success of the methods from our BKT study suggests avenues for the use of CTA in systematically building evidence-based explanations to increase end user understanding of other complex AI algorithms in learning analytics as well as other domains. 
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  4. Mendez, G.; Matsuda, N.; Santos, O. C.; Dimitrova, V. (Ed.)
    The dual mechanisms of control framework describes two modes of goal-directed behavior: proactive control (goal maintenance) and reactive control (goal activation on task demands). Although these mechanisms are relevant to learner behaviors during interaction with intelligent tutoring systems (ITS), their relation to ITSs is under-researched. We propose a manipulation to induce proactive or reactive control during interaction with an online tutoring system. We present two experiments where students solved problems using either proactive or reactive control. Study 1 validates the manipulation by investigating behavioral measures that reflect usage of the intended strategy and assesses whether either mode impacted learning. Study 2 investigates if alternating between control modes during problem solving affects student performance. 
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  5. Wang, N; Rebolledo-Mendez, G; Dimitrova, V; Matsuda, N; Santos, O C (Ed.)
    Minecraft continues to be a popular digital game throughout the world, and the ways in which adolescents play can provide insight into their existing interests. Through informal summer camps using Minecraft to expose middle school students to concepts in astronomy and earth science, we collected self-reports of STEM and Minecraft interest, as well as behavioral log data through player in-game interactions. Finding relationships between in-game behaviors and individual interest can provide insight into how educational experiences in digital games might be designed to support learner interests and competencies in STEM. Bayesian model averaging of data across camps was implemented to address the relatively small sample size of the data. Results revealed the important role of existing interest and knowledge for developing and sustaining interest. 
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