Nirmal Patel
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10 records found
1
Improving mathematics assessment readability
Do large language models help?
Background: Readability metrics provide us with an objective and efficient way to assess the quality of educational texts. We can use the readability measures for finding assessment items that are difficult to read for a given grade level. Hard-to-read math word problems can put some students at a disadvantage if they are behind in their literacy learning. Despite their math abilities, these students can perform poorly on difficult-to-read word problems because of their poor reading skills. Less readable math tests can create equity issues for students who are relatively new to the language of assessment. Less readable test items can also affect the assessment's construct validity by partially measuring reading comprehension. Objectives: This study shows how large language models help us improve the readability of math assessment items. Methods: We analysed 250 test items from grades 3 to 5 of EngageNY, an open-source curriculum. We used the GPT-3 AI system to simplify the text of these math word problems. We used text prompts and the few-shot learning method for the simplification task. Results and Conclusions: On average, GPT-3 AI produced output passages that showed improvements in readability metrics, but the outputs had a large amount of noise and were often unrelated to the input. We used thresholds over text similarity metrics and changes in readability measures to filter out the noise. We found meaningful simplifications that can be given to item authors as suggestions for improvement. Takeaways: GPT-3 AI is capable of simplifying hard-to-read math word problems. The model generates noisy simplifications using text prompts or few-shot learning methods. The noise can be filtered using text similarity and readability measures. The meaningful simplifications AI produces are sound but not ready to be used as a direct replacement for the original items. To improve test quality, simplifications can be suggested to item authors at the time of digital question authoring.
Intelligent Tutoring Systems (ITS) can only respond adaptively to the digital learning activities of the students. If students are learning offline without any digital devices, they have little or no means to receive personalized learning materials with the help of intelligent systems. This paper proposes a Paper-Digital Integration System that can provide offline learners equitable access to ITS capabilities by looking at their work on paper and giving personalized printable feedback. We analyzed data from a paper algebra assessment of N = 17 students and found mistakes that may generalize and help us offer adaptive paper-based recommendations to students. Our analysis showed us some specific algebra mistakes that may help in providing intelligent feedback.
Process Analysis is an emerging approach to discover meaningful knowledge from temporal educational data. The study presented in this paper shows how we used Process Analysis methods on the National Assessment of Educational Progress (NAEP) test data for modeling and predicting student test-taking behavior. Our process-oriented data exploration gave us insightful findings of how students were interacting with the digital assessment system over time. To discover what processes students were following during the NAEP Digital Assessment, we first developed an innovative set of research questions. Then, we used Process Analysis methods to answer these questions and created a set of features that described student behavior over time. These features were used to create an ensemble model that aimed to accurately predict the digital test-taking efficiency of the students taking NAEP. Our model emerged as one of the most successful models in the 2019 NAEP Data Mining Competition, scoring second place out of 89 teams.
Designing Data-informed Intelligent Systems to Create Positive Impact
Design Methods, Questions and Recommendations
Curriculum pacing
A new approach to discover instructional practices in classrooms
This paper examines the use of “pacing plots” to represent variations in student learning sequences within a digital curriculum. Pacing plots are an intuitive and flexible data visualizations that have a potential for revealing the diversity of blended classroom instructional models. By using curriculum pacing plots, we identified several common implementation patterns in real-world classrooms. After analyzing two years’ worth of data from over 150,000 students in a digital math curriculum, we found that a PCA and K-Means clustering approach was able to discover pedagogically relevant instructional practices.
Continuous improvement
How systems design can benefit the data-driven design community
Is difficulty overrated?
The effects of choice, novelty and suspense on intrinsic motivation in educational games
Many game designers aim to optimize difficulty to make games that are "not too hard, not too easy." However, recent experiments have shown that even moderate difficulty can reduce player engagement. The present work investigates other design factors that may account for the purported benefits of difficulty, such as choice, novelty and suspense. These factors were manipulated in three design experiments involving over 20,000 play sessions of an online educational game. The first experiment (n=10,472) randomly assigned some players to a particular level of difficulty but allowed other players to freely choose their difficulty. Moderately difficult levels were most motivating when self-selected; yet, when difficulty was blindly assigned, the easiest games were most motivating. The second experiment (n=5,065) randomly assigned players to differing degrees of novelty. Moderate novelty was optimal, while too much or too little novelty reduced intrinsic motivation. A final experiment (n=6,511) investigated the role of suspense in "close games", where it was found to be beneficial. If difficulty decreases motivation while novelty and suspense increase it, then an implication for educational game designers is to make easy, interesting games that are "not too hard, not too boring".
"Multi-armed bandits" offer a new paradigm for the AIassisted design of user interfaces. To help designers understand the potential, we present the results of two experimental comparisons between bandit algorithms and random assignment. Our studies are intended to show designers how bandits algorithms are able to rapidly explore an experimental design space and automatically select the optimal design configuration. Our present focus is on the optimization of a game design space. The results of our experiments show that bandits can make data-driven design more efficient and accessible to interface designers, but that human participation is essential to ensure that AI systems optimize for the right metric. Based on our results, we introduce several design lessons that help keep human design judgment in the loop. We also consider the future of human-technology teamwork in AI-assisted design and scientific inquiry. Finally, as bandits deploy fewer lowperforming conditions than typical experiments, we discuss ethical implications for bandits in large-scale experiments in education.