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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was

This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was gathered from an undergraduate computer-programming course in the fall of 2016. Analysis of the data revealed that there was a negative correlation between time lag of first review attempt and performance. A survey was developed and disseminated that gave insight into how students felt about the technology and what they normally do to study for programming exams. In conclusion, the knowledge gained in this study aids in the quest to better educate students in computer programming in large in-person classrooms.
ContributorsMurphy, Hannah (Author) / Hsiao, Ihan (Thesis director) / Nelson, Brian (Committee member) / School of Computing, Informatics, and Decision Systems Engineering (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Science instructors need questions for use in exams, homework assignments, class discussions, reviews, and other instructional activities. Textbooks never have enough questions, so instructors must find them from other sources or generate their own questions. In order to supply instructors with biology questions, a semantic network approach was

Science instructors need questions for use in exams, homework assignments, class discussions, reviews, and other instructional activities. Textbooks never have enough questions, so instructors must find them from other sources or generate their own questions. In order to supply instructors with biology questions, a semantic network approach was developed for generating open response biology questions. The generated questions were compared to professional authorized questions.

To boost students’ learning experience, adaptive selection was built on the generated questions. Bayesian Knowledge Tracing was used as embedded assessment of the student’s current competence so that a suitable question could be selected based on the student’s previous performance. A between-subjects experiment with 42 participants was performed, where half of the participants studied with adaptive selected questions and the rest studied with mal-adaptive order of questions. Both groups significantly improved their test scores, and the participants in adaptive group registered larger learning gains than participants in the control group.

To explore the possibility of generating rich instructional feedback for machine-generated questions, a question-paragraph mapping task was identified. Given a set of questions and a list of paragraphs for a textbook, the goal of the task was to map the related paragraphs to each question. An algorithm was developed whose performance was comparable to human annotators.

A multiple-choice question with high quality distractors (incorrect answers) can be pedagogically valuable as well as being much easier to grade than open-response questions. Thus, an algorithm was developed to generate good distractors for multiple-choice questions. The machine-generated multiple-choice questions were compared to human-generated questions in terms of three measures: question difficulty, question discrimination and distractor usefulness. By recruiting 200 participants from Amazon Mechanical Turk, it turned out that the two types of questions performed very closely on all the three measures.
ContributorsZhang, Lishang (Author) / VanLehn, Kurt (Thesis advisor) / Baral, Chitta (Committee member) / Hsiao, Ihan (Committee member) / Wright, Christian (Committee member) / Arizona State University (Publisher)
Created2015
Description
This research introduces Roblocks, a user-friendly system for learning Artificial Intelligence (AI) planning concepts using mobile manipulator robots. It uses a visual programming interface based on block-structured programming to make AI planning concepts easier to grasp for those who are new to robotics and AI planning. Users get to accomplish

This research introduces Roblocks, a user-friendly system for learning Artificial Intelligence (AI) planning concepts using mobile manipulator robots. It uses a visual programming interface based on block-structured programming to make AI planning concepts easier to grasp for those who are new to robotics and AI planning. Users get to accomplish any desired tasks by dynamically populating puzzle shaped blocks encoding the robot’s possible actions, allowing them to carry out tasks like navigation, planning, and manipulation by connecting blocks instead of writing code. Roblocks has two levels, where in the first level users are made to re-arrange a jumbled set of actions of a plan in the correct order so that a given goal could be achieved. In the second level, they select actions of their choice but at each step only those actions pertaining to the current state are made available to them, thereby pruning down the vast number of possible actions and suggesting only the truly feasible and relevant actions. Both of these levels have a simulation where the user plan is executed. Moreover, if the user plan is invalid or fails to achieve the given goal condition then an explanation for the failure is provided in simple English language. This makes it easier for everyone (especially for non-roboticists) to understand the cause of the failure.
ContributorsDave, Chirav (Author) / Srivastava, Siddharth (Thesis advisor) / Hsiao, Ihan (Committee member) / Zhang, Yu (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Students seldom spontaneously collaborate with each other. A system that can measure collaboration in real time could be useful, for example, by helping the teacher locate a group requiring guidance. To address this challenge, the research presented here focuses on building and comparing collaboration detectors for different types of classroom

Students seldom spontaneously collaborate with each other. A system that can measure collaboration in real time could be useful, for example, by helping the teacher locate a group requiring guidance. To address this challenge, the research presented here focuses on building and comparing collaboration detectors for different types of classroom problem solving activities, such as card sorting and handwriting.

Transfer learning using different representations was also studied with a goal of building collaboration detectors for one task can be used with a new task. Data for building such detectors were collected in the form of verbal interaction and user action logs from students’ tablets. Three qualitative levels of interactivity were distinguished: Collaboration, Cooperation and Asymmetric Contribution. Machine learning was used to induce a classifier that can assign a code for every episode based on the set of features. The results indicate that machine learned classifiers were reliable and can transfer.
ContributorsViswanathan, Sree Aurovindh (Author) / VanLehn, Kurt (Thesis advisor) / Hsiao, Ihan (Committee member) / Walker, Erin (Committee member) / D' Angelo, Cynthia (Committee member) / Arizona State University (Publisher)
Created2020