Bridging the Physical and the Digital Worlds of Learning Analytics in Educational Assessments through Human-AI Collaboration

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Description
Experience, whether personal or vicarious, plays an influential role in shaping human knowledge. Through these experiences, one develops an understanding of the world, which leads to learning. The process of gaining knowledge in higher education transcends beyond the passive transmission

Experience, whether personal or vicarious, plays an influential role in shaping human knowledge. Through these experiences, one develops an understanding of the world, which leads to learning. The process of gaining knowledge in higher education transcends beyond the passive transmission of knowledge from an expert to a novice. Instead, students are encouraged to actively engage in every learning opportunity to achieve mastery in their chosen field. Evaluation of such mastery typically entails using educational assessments that provide objective measures to determine whether the student has mastered what is required of them. With the proliferation of educational technology in the modern classroom, information about students is being collected at an unprecedented rate, covering demographic, performance, and behavioral data. In the absence of analytics expertise, stakeholders may miss out on valuable insights that can guide future instructional interventions, especially in helping students understand their strengths and weaknesses. This dissertation presents Web-Programming Grading Assistant (WebPGA), a homegrown educational technology designed based on various learning sciences principles, which has been used by 6,000+ students. In addition to streamlining and improving the grading process, it encourages students to reflect on their performance. WebPGA integrates learning analytics into educational assessments using students' physical and digital footprints. A series of classroom studies is presented demonstrating the use of learning analytics and assessment data to make students aware of their misconceptions. It aims to develop ways for students to learn from previous mistakes made by themselves or by others. The key findings of this dissertation include the identification of effective strategies of better-performing students, the demonstration of the importance of individualized guidance during the reviewing process, and the likely impact of validating one's understanding of another's experiences. Moreover, the Personalized Recommender of Items to Master and Evaluate (PRIME) framework is introduced. It is a novel and intelligent approach for diagnosing one's domain mastery and providing tailored learning opportunities by allowing students to observe others' mistakes. Thus, this dissertation lays the groundwork for further improvement and inspires better use of available data to improve the quality of educational assessments that will benefit both students and teachers.
Date Created
2023
Agent

Deep Learning with Virtual Agents: How Accented and Synthetic Voices Affect Outcomes

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Description
The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s

The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s voice were manipulated. Research has shown that an instructor’s accent can have an impact on learning outcomes and perceptions of the instructor. However, these outcomes and perceptions have yet to be fully understood in the context of a virtual human instructor. Outcome measures collected included: knowledge retention, knowledge transfer, and cognitive load. Perception measures were collected using the Agent Persona Instrument-Revised, API-R, and a speaker-rating survey. Overall, there were no significant differences between the accented conditions. However, the synthetic condition had significantly lower knowledge retention, knowledge transfer, and mental effort efficiency than the professional voices in the human condition. Participants rated the human recordings higher on speaker-rating and API-R measures. These findings demonstrate the importance of considering the quality of the voice when designing multimedia learning environments.
Date Created
2022
Agent

Content Agnostic Game Based Stealth Assessment

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Description
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content

Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics, it consumes a lot of time and money. Being able to re-use the same mechanics and assessment for creating games that teach different contents would lead to a lot of savings in terms of time and money. The Content Agnostic Game Engineering (CAGE) Architecture mitigates the problem by disengaging the content from game mechanics. Moreover, the content assessment in games is often quite explicit in the way that it disturbs the flow of the players and thus hampers the learning process, as it is not integrated into the game flow. Stealth assessment helps to alleviate this problem by keeping the player engagement intact while assessing them at the same time. Integrating stealth assessment into the CAGE framework in a content-agnostic way will increase its usability and further decrease in game and assessment development time and cost. This research presents an evaluation of the learning outcomes in content-agnostic game-based assessment developed using the CAGE framework.
Date Created
2021
Agent