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Editors contains: "Wang, N"

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  1. Wang, N. (Ed.)
    In education, intelligent learning environments allow students to choose how to tackle open-ended tasks while monitoring performance and behavior, allowing for the creation of adaptive support to help students overcome challenges. Timely feedback is critical to aid students’ progression toward learning and improved problem-solving. Feedback on text-based student responses can be delayed when teachers are overloaded with work. Automated evaluation can provide quick student feedback while easing the manual evaluation burden for teachers in areas with a high teacher-to-student ratio. Current methods of evaluating student essay responses to questions have included transformer-based natural language processing models with varying degrees of success. One main challenge in training these models is the scarcity of data for student-generated data. Larger volumes of training data are needed to create models that perform at a sufficient level of accuracy. Some studies have vast data, but large quantities are difficult to obtain when educational studies involve student-generated text. To overcome this data scarcity issue, text augmentation techniques have been employed to balance and expand the data set so that models can be trained with higher accuracy, leading to more reliable evaluation and categorization of student answers to aid teachers in the student’s learning progression. This paper examines the text-generating AI model, GPT-3.5, to determine if prompt-based text-generation methods are viable for generating additional text to supplement small sets of student responses for machine learning model training. We augmented student responses across two domains using GPT-3.5 completions and used that data to train a multilingual BERT model. Our results show that text generation can improve model performance on small data sets over simple self-augmentation. 
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  2. Wang, N; Lester, J (Ed.)
  3. Wang, N; Rebolledo-Mendez, G; Santos, C; Dimitrova, V; Matsuda, N (Ed.)
  4. Wang, N.; Rebolledo-Mendez; G., Dimitrova; V., Matsuda; Santos, O.C. (Ed.)
    Self-explanations could increase student’s comprehension in complex domains; however, it works most efficiently with a human tutor who could provide corrections and scaffolding. In this paper, we present our attempt to scale up the use of self-explanations in learning programming by delegating assessment and scaffolding of explanations to an intelligent tutor. To assess our approach, we performed a randomized control trial experiment that measured the impact of automatic assessment and scaffolding of self-explanations on code comprehension and learning. The study results indicate that low-prior knowledge students in the experimental condition learn more compared to high-prior knowledge in the same condition but such difference is not observed in a similar grouping of students based on prior knowledge in the control condition. 
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  5. 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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  6. 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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  7. 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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