Matching Items (23)
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Description
Computer supported collaborative learning (CSCL) has made great inroads in classroom teaching marked by the use of tools and technologies to support and enhance collaborative learning. Computer mediated learning environments produce large amounts of data, capturing student interactions, which can be used to analyze students’ learning behaviors (Martinez-Maldonado et al.,

Computer supported collaborative learning (CSCL) has made great inroads in classroom teaching marked by the use of tools and technologies to support and enhance collaborative learning. Computer mediated learning environments produce large amounts of data, capturing student interactions, which can be used to analyze students’ learning behaviors (Martinez-Maldonado et al., 2013a). The analysis of the process of collaboration is an active area of research in CSCL. Contributing towards this area, Meier et al. (2007) defined nine dimensions and gave a rating scheme to assess the quality of collaboration. This thesis aims to extract and examine frequent patterns of students’ interactions that characterize strong and weak groups across the above dimensions. To achieve this, an exploratory data mining technique, differential sequence mining, was employed using data from a collaborative concept mapping activity where collaboration amongst students was facilitated by an interactive tabletop. The results associate frequent patterns of collaborative concept mapping process with some of the dimensions assessing the quality of collaboration. The analysis of associating these patterns with the dimensions of collaboration is theoretically grounded, considering aspects of collaborative learning, concept mapping, communication, group cognition and information processing. The results are preliminary but still demonstrate the potential of associating frequent patterns of interactions with strong and weak groups across specific dimensions of collaboration, which is relevant for students, teachers, and researchers to monitor the process of collaborative learning. The frequent patterns for strong groups reflected conformance to the process of conversation for dimensions related to “communication” aspect of collaboration. In terms of the concept mapping sub-processes the frequent patterns for strong groups reflect the presentation phase of conversation with processes like talking, sharing individual maps while constructing the groups concept map followed by short utterances which represents the acceptance phase. For “joint information processing” aspect of collaboration, the frequent patterns for strong groups were marked by learners’ contributing more upon each other’s work. In terms of the concept mapping sub-processes the frequent patterns were marked by learners adding links to each other’s concepts or working with each other’s concepts, while revising the group concept map.
ContributorsChaudhry, Rishabh (Author) / Walker, Erin A (Thesis advisor) / Maldonado-Martinez, Roberto (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2015
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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
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Description
EMBRACE (Enhanced Moved By Reading to Accelerate Comprehension in English) is an IPad application that uses the Moved By Reading strategy to help improve the reading comprehension skills of bilingual (Spanish speaking) English Language Learners (ELLs). In EMBRACE, students read the text of a story and then move images corresponding

EMBRACE (Enhanced Moved By Reading to Accelerate Comprehension in English) is an IPad application that uses the Moved By Reading strategy to help improve the reading comprehension skills of bilingual (Spanish speaking) English Language Learners (ELLs). In EMBRACE, students read the text of a story and then move images corresponding to the text that they read. According to the embodied cognition theory, this grounds reading comprehension in physical experiences and thus is more engaging.

In this thesis, I used the log data from 20 students in grades 2-5 to design a skill model for a student using EMBRACE. A skill model is the set of knowledge components that a student needs to master in order to comprehend the text in EMBRACE. A good skill model will improve understanding of the mistakes students make and thus aid in the design of useful feedback for the student.. In this context, the skill model consists of vocabulary and syntax associated with the steps that students performed. I mapped each step in EMBRACE to one or more skills (vocabulary and syntax) from the model. After every step, the skill level is updated in the model. Thus, if a student answered the previous step incorrectly, the corresponding skills are decremented and if the student answered the previous question correctly, the corresponding skills are incremented, through the Bayesian Knowledge Tracing algorithm.

I then correlated the students’ predicted scores (computed from their skill levels) to their posttest scores. I evaluated the students’ predicted scores (computed from their skill levels) by comparing them to their posttest scores. The two sets of scores were not highly correlated, but the results gave insights into potential improvements that could be made to the system with respect to user interaction, posttest scores and modeling algorithm.
ContributorsFurtado, Nicolette Dolores (Author) / Walker, Erin (Thesis advisor) / Hsiao, Ihan (Committee member) / Restrepo, M. Adelaida (Committee member) / Arizona State University (Publisher)
Created2016
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Description
The growing use of Learning Management Systems (LMS) in classrooms has enabled a great amount of data to be collected about the study behavior of students. Previously, research has been conducted to interpret the collected LMS usage data in order to find the most effective study habits for students. Professors

The growing use of Learning Management Systems (LMS) in classrooms has enabled a great amount of data to be collected about the study behavior of students. Previously, research has been conducted to interpret the collected LMS usage data in order to find the most effective study habits for students. Professors can then use the interpretations to predict which students will perform well and which student will perform poorly in the rest of the course, allowing the professor to better provide assistance to students in need. However, these research attempts have largely analyzed metrics that are specific to certain graphical interfaces, ways of answering questions, or specific pages on an LMS. As a result, the analysis is only relevant to classrooms that use the specific LMS being analyzed.

For this thesis, behavior metrics obtained by the Organic Practice Environment (OPE) LMS at Arizona State University were compared to student performance in Dr. Ian Gould’s Organic Chemistry I course. Each metric gathered was generic enough to be potentially used by any LMS, allowing the results to be relevant to a larger amount of classrooms. By using a combination of bivariate correlation analysis, group mean comparisons, linear regression model generation, and outlier analysis, the metrics that correlate best to exam performance were identified. The results indicate that the total usage of the LMS, amount of cramming done before exams, correctness of the responses submitted, and duration of the responses submitted all demonstrate a strong correlation with exam scores.
ContributorsBeerman, Eric (Author) / VanLehn, Kurt (Thesis advisor) / Gould, Ian (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
With the advent of social media and micro-blogging sites, people have become active in sharing their thoughts, opinions, ideologies and furthermore enforcing them on others. Users have become the source for the production and dissemination of real time information. The content posted by the users can be used to understand

With the advent of social media and micro-blogging sites, people have become active in sharing their thoughts, opinions, ideologies and furthermore enforcing them on others. Users have become the source for the production and dissemination of real time information. The content posted by the users can be used to understand them and track their behavior. Using this content of the user, data analysis can be performed to understand their social ideology and affinity towards Radical and Counter-Radical Movements. During the process of expressing their opinions people use hashtags in their messages in Twitter. These hashtags are a rich source of information in understanding the content based relationship between the online users apart from the existing context based follower and friend relationship.

An intelligent visual dash-board system is necessary which can track the activities of the users and diffusion of the online social movements, identify the hot-spots in the users' network, show the geographic foot print of the users and to understand the socio-cultural, economic and political drivers for the relationship among different groups of the users.
ContributorsGaripalli, Sravan Kumar (Author) / Davulcu, Hasan (Thesis advisor) / Shakarian, Paulo (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Social Computing is an area of computer science concerned with dynamics of communities and cultures, created through computer-mediated social interaction. Various social media platforms, such as social network services and microblogging, enable users to come together and create social movements expressing their opinions on diverse sets of issues, events, complaints,

Social Computing is an area of computer science concerned with dynamics of communities and cultures, created through computer-mediated social interaction. Various social media platforms, such as social network services and microblogging, enable users to come together and create social movements expressing their opinions on diverse sets of issues, events, complaints, grievances, and goals. Methods for monitoring and summarizing these types of sociopolitical trends, its leaders and followers, messages, and dynamics are needed. In this dissertation, a framework comprising of community and content-based computational methods is presented to provide insights for multilingual and noisy political social media content. First, a model is developed to predict the emergence of viral hashtag breakouts, using network features. Next, another model is developed to detect and compare individual and organizational accounts, by using a set of domain and language-independent features. The third model exposes contentious issues, driving reactionary dynamics between opposing camps. The fourth model develops community detection and visualization methods to reveal underlying dynamics and key messages that drive dynamics. The final model presents a use case methodology for detecting and monitoring foreign influence, wherein a state actor and news media under its control attempt to shift public opinion by framing information to support multiple adversarial narratives that facilitate their goals. In each case, a discussion of novel aspects and contributions of the models is presented, as well as quantitative and qualitative evaluations. An analysis of multiple conflict situations will be conducted, covering areas in the UK, Bangladesh, Libya and the Ukraine where adversarial framing lead to polarization, declines in social cohesion, social unrest, and even civil wars (e.g., Libya and the Ukraine).
ContributorsAlzahrani, Sultan (Author) / Davulcu, Hasan (Thesis advisor) / Corman, Steve R. (Committee member) / Li, Baoxin (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2018
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Description
With the rise of Online Social Networks (OSN) in the last decade, social network analysis has become a crucial research topic. The OSN graphs have unique properties that distinguish them from other types of graphs. In this thesis, five month Tweet corpus collected from Bangladesh - between June 2016 and

With the rise of Online Social Networks (OSN) in the last decade, social network analysis has become a crucial research topic. The OSN graphs have unique properties that distinguish them from other types of graphs. In this thesis, five month Tweet corpus collected from Bangladesh - between June 2016 and October 2016 is analyzed, in order to detect accounts that belong to groups. These groups consist of official and non-official twitter handles of political organizations and NGOs in Bangladesh. A set of network, temporal, spatial and behavioral features are proposed to discriminate between accounts belonging to individual twitter users, news, groups and organization leaders. Finally, the experimental results are presented and a subset of relevant features is identified that lead to a generalizable model. Detection of tiny number of groups from large network is achieved with 0.8 precision, 0.75 recall and 0.77 F1 score. The domain independent network and behavioral features and models developed here are suitable for solving twitter account classification problem in any context.
ContributorsGore, Chinmay Chandrashekhar (Author) / Davulcu, Hasan (Thesis advisor) / Hsiao, Ihan (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Bangladesh is a secular democracy with almost 90% of its population constituting of Muslims and the rest 10% constituting of the minority groups that includes Hindus, Christians, Buddhists, Ahmadi Muslims, Shia, Sufi, LGBT groups and Atheists. In recent years, Bangladesh has experienced an increase in attacks by religious extremist groups,

Bangladesh is a secular democracy with almost 90% of its population constituting of Muslims and the rest 10% constituting of the minority groups that includes Hindus, Christians, Buddhists, Ahmadi Muslims, Shia, Sufi, LGBT groups and Atheists. In recent years, Bangladesh has experienced an increase in attacks by religious extremist groups, such as IS and AQIS affiliates, hate-groups and politically motivated violence. Attacks have also become indiscriminate, with assailants targeting a wide variety of individuals, including religious minorities and foreigners. According to the telecoms regulator, the number of internet users in Bangladesh now stands at over 66.8 million reaching 41% penetration. Of them, 63 million access the internet through mobile phones. Facebook, with the usage of about 97.2%, is the most used social network in Bangladesh.

In this research, local academics with cultural expertise collaborated to locate and download content from 292 Facebook groups organized under three (3) major umbrella types: Religious Terrorist Violence, Political Intolerance and Issue, and Target-based Intolerance between June2016 - December 2016 period. Dates of real extremist attacks were aligned with corresponding Facebook message streams, identified posts and comments related to the targets and perpetrators of the attacks, and proceeded to use the context of the attacks, their effects, the nature and structure of underlying extremist and counter-violent extremist networks, to study the narratives and trends over time.
ContributorsChhabra, Pankaj (Author) / Davulcu, Hasan (Thesis advisor) / Li, Baoxin (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2017
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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
Languages, specially gestural and sign languages, are best learned in immersive environments with rich feedback. Computer-Aided Language Learning (CALL) solu- tions for spoken languages have successfully incorporated some feedback mechanisms, but no such solution exists for signed languages. Computer Aided Sign Language Learning (CASLL) is a recent and promising field

Languages, specially gestural and sign languages, are best learned in immersive environments with rich feedback. Computer-Aided Language Learning (CALL) solu- tions for spoken languages have successfully incorporated some feedback mechanisms, but no such solution exists for signed languages. Computer Aided Sign Language Learning (CASLL) is a recent and promising field of research which is made feasible by advances in Computer Vision and Sign Language Recognition(SLR). Leveraging existing SLR systems for feedback based learning is not feasible because their decision processes are not human interpretable and do not facilitate conceptual feedback to learners. Thus, fundamental research is needed towards designing systems that are modular and explainable. The explanations from these systems can then be used to produce feedback to aid in the learning process.

In this work, I present novel approaches for the recognition of location, movement and handshape that are components of American Sign Language (ASL) using both wrist-worn sensors as well as webcams. Finally, I present Learn2Sign(L2S), a chat- bot based AI tutor that can provide fine-grained conceptual feedback to learners of ASL using the modular recognition approaches. L2S is designed to provide feedback directly relating to the fundamental concepts of ASL using an explainable AI. I present the system performance results in terms of Precision, Recall and F-1 scores as well as validation results towards the learning outcomes of users. Both retention and execution tests for 26 participants for 14 different ASL words learned using learn2sign is presented. Finally, I also present the results of a post-usage usability survey for all the participants. In this work, I found that learners who received live feedback on their executions improved their execution as well as retention performances. The average increase in execution performance was 28% points and that for retention was 4% points.
ContributorsPaudyal, Prajwal (Author) / Gupta, Sandeep (Thesis advisor) / Banerjee, Ayan (Committee member) / Hsiao, Ihan (Committee member) / Azuma, Tamiko (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2020