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Alexander Scarlatos

Publications and source records attributed to Alexander Scarlatos.

25 records · Page 2Linked to original sources

Improving Automated Distractor Generation for Math Multiple-choice Questions with Overgenerate-and-rank

Multiple-choice questions (MCQs) are commonly used across all levels of math education since they can be deployed and graded at a large scale. A critical component of MCQs is the distractors, i.e., incorrect answers crafted to reflect student errors or misconceptions. Automatically generating them in math MCQs, e.g., with large language models, has been challenging. In this work, we propose a novel method to enhance the quality of generated distractors through overgenerate-and-rank, training a ranking model to predict how likely distractors are to be selected by real students. Experimental results on a real-world dataset and human evaluation with math teachers show that our ranking model increases alignment with human-authored distractors, although human-authored ones are still preferred over generated ones.

cs.CY↗

Exploring Automated Distractor Generation for Math Multiple-choice Questions via Large Language Models

Multiple-choice questions (MCQs) are ubiquitous in almost all levels of education since they are easy to administer, grade, and are a reliable format in assessments and practices. One of the most important aspects of MCQs is the distractors, i.e., incorrect options that are designed to target common errors or misconceptions among real students. To date, the task of crafting high-quality distractors largely remains a labor and time-intensive process for teachers and learning content designers, which has limited scalability. In this work, we study the task of automated distractor generation in the domain of math MCQs and explore a wide variety of large language model (LLM)-based approaches, from in-context learning to fine-tuning. We conduct extensive experiments using a real-world math MCQ dataset and find that although LLMs can generate some mathematically valid distractors, they are less adept at anticipating common errors or misconceptions among real students.

cs.CL↗

RetICL: Sequential Retrieval of In-Context Examples with Reinforcement Learning

Recent developments in large pre-trained language models have enabled unprecedented performance on a variety of downstream tasks. Achieving best performance with these models often leverages in-context learning, where a model performs a (possibly new) task given one or more examples. However, recent work has shown that the choice of examples can have a large impact on task performance and that finding an optimal set of examples is non-trivial. While there are many existing methods for selecting in-context examples, they generally score examples independently, ignoring the dependency between them and the order in which they are provided to the model. In this work, we propose Retrieval for In-Context Learning (RetICL), a learnable method for modeling and optimally selecting examples sequentially for in-context learning. We frame the problem of sequential example selection as a Markov decision process and train an example retriever using reinforcement learning. We evaluate RetICL on math word problem solving and scientific question answering tasks and show that it consistently outperforms or matches heuristic and learnable baselines. We also use case studies to show that RetICL implicitly learns representations of problem solving strategies.

cs.CL↗

Automated Distractor and Feedback Generation for Math Multiple-choice Questions via In-context Learning

Multiple-choice questions (MCQs) are ubiquitous in almost all levels of education since they are easy to administer, grade, and are a reliable form of assessment. An important aspect of MCQs is the distractors, i.e., incorrect options that are designed to target specific misconceptions or insufficient knowledge among students. To date, the task of crafting high-quality distractors has largely remained a labor-intensive process for teachers and learning content designers, which has limited scalability. In this work, we explore the task of automated distractor and corresponding feedback message generation in math MCQs using large language models. We establish a formulation of these two tasks and propose a simple, in-context learning-based solution. Moreover, we propose generative AI-based metrics for evaluating the quality of the feedback messages. We conduct extensive experiments on these tasks using a real-world MCQ dataset. Our findings suggest that there is a lot of room for improvement in automated distractor and feedback generation; based on these findings, we outline several directions for future work.

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Tree-Based Representation and Generation of Natural and Mathematical Language

Mathematical language in scientific communications and educational scenarios is important yet relatively understudied compared to natural languages. Recent works on mathematical language focus either on representing stand-alone mathematical expressions, especially in their natural tree format, or mathematical reasoning in pre-trained natural language models. Existing works on jointly modeling and generating natural and mathematical languages simply treat mathematical expressions as text, without accounting for the rigid structural properties of mathematical expressions. In this paper, we propose a series of modifications to existing language models to jointly represent and generate text and math: representing mathematical expressions as sequences of node tokens in their operator tree format, using math symbol and tree position embeddings to preserve the semantic and structural properties of mathematical expressions, and using a constrained decoding method to generate mathematically valid expressions. We ground our modifications in GPT-2, resulting in a model MathGPT, and demonstrate that it outperforms baselines on mathematical expression generation tasks.

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Process-BERT: A Framework for Representation Learning on Educational Process Data

Educational process data, i.e., logs of detailed student activities in computerized or online learning platforms, has the potential to offer deep insights into how students learn. One can use process data for many downstream tasks such as learning outcome prediction and automatically delivering personalized intervention. However, analyzing process data is challenging since the specific format of process data varies a lot depending on different learning/testing scenarios. In this paper, we propose a framework for learning representations of educational process data that is applicable across many different learning scenarios. Our framework consists of a pre-training step that uses BERT-type objectives to learn representations from sequential process data and a fine-tuning step that further adjusts these representations on downstream prediction tasks. We apply our framework to the 2019 nation's report card data mining competition dataset that consists of student problem-solving process data and detail the specific models we use in this scenario. We conduct both quantitative and qualitative experiments to show that our framework results in process data representations that are both predictive and informative.

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Sonispace: a simulated-space interface for sound design and experimentation

The world of audio production and design has long been a difficult one to break into, requiring expertise and a working knowledge of the standard digital audio paradigms. This paper describes a novel interface that makes audio production and design more intuitive for novices, using sound-to-space relations that people have learned throughout daily life, such as the roles of barriers and distance in sound perception. The spatial interface for Sonispace allows users to quickly see the relationships between sound-emitting and sound-effecting objects, and to receive audio feedback as they make changes to the space. Algorithms were developed to resemble real-world sonic physics while being efficient enough to provide a user with immediate audio feedback. A prototype of the interface was tested by a group of participants, who confirmed that the software is accessible by novices and that the spatial interface is an engaging way of mixing audio.

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