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Chris Piech

Publications and source records attributed to Chris Piech.

At least 19 recordsLinked to original sources

Discovering High-Quality Chess Puzzles with Offline Reinforcement Learning

Learning and skill mastery require extensive and deliberate practice. In many learning settings, producing high-quality pedagogical materials can require a high level of domain expertise and be very time-consuming. Pedagogical materials often need to train students to engage in different thinking patterns. In some domains, such as chess, puzzles are used to help students practice their skills in calculating the next moves and recognizing known patterns on a board. Giving students a practice set of puzzles to help them learn different modes of thinking is challenging because the teacher needs to carefully balance between different motifs and how many look-ahead steps a student needs to perform. Popular online platforms like Chess.com and Lichess offer players millions of puzzles. Unlike chess tactics puzzles procured by human experts, where chess beginners can learn valuable insights, these puzzles are automatically generated and often regarded as having low pedagogical value. These platforms also rely on a heuristic to recommend puzzles to users for practice. Using the user history data over an entire year, a total of 1.5 billion puzzle-solving histories, we learn the pedagogical value of a puzzle and how to automatically choose a set of puzzles to better support chess learners using insights from offline reinforcement learning. We show that using offline policy evaluation, our trained policy has significant impact on beginners with puzzle-solving Elo range of 100--1000, particularly for the group of beginners whose learning growth was stagnant. We also performed a qualitative analysis of the puzzles discovered by our model by collecting annotation ratings from expert chess players. The success of our pipeline shows promise for a future where we can understand the pedagogical values of practice items given general user interaction data.

cs.AI

PromptNCE: Conditional Probabilities and PMI Using Only LLMs and Contrastive Estimation Prompts

Estimating mutual information from text usually requires training a task-specific critic, which limits its use in low-data settings. We ask whether large language models can instead estimate pointwise mutual information zero-shot, using only prompts and elicited probabilities. We construct a benchmark from three publicly available human-annotated datasets with ground-truth PMI, and evaluate five information-theoretic prompting-based estimators. Our main method, PromptNCE, frames conditional probability estimation as a contrastive task and augments the candidate set with an explicit OTHER category. The OTHER category allows the model to assign probability mass outside the candidate set, avoiding the closed-set normalization of standard contrastive prompts. PromptNCE gives the best conditional probability estimates on all three datasets. For full PMI, we find that estimating label base rates is the primary bottleneck on two of the three datasets, with the best methods reaching Spearman correlation up to 0.78. We also present a case study in computer science education showing how these estimators can be used to score student knowledge summaries in a low-data setting. We release our code and prompts.

cs.CL

A Large-Scale Observational Study on Obtaining Lightweight, Randomized Weekly Student Feedback

Conventional methods of obtaining student feedback on course experience face a fundamental tradeoff between feedback frequency and quality: as feedback requests become more frequent, participation often declines, and responses become less thoughtful over time. To obtain both timely and thoughtful feedback from students, Kim and Piech (Learning at Scale, 2023) recently proposed a simple, lightweight course feedback mechanism: surveying each student a small number of times per term during randomly selected weeks. Named High-Resolution Course Feedback (HRCF), this method has been shown to elicit feedback that instructors find helpful without imposing excessive burden on students. An important question, however, remains unanswered: is the use of this simple method associated with measurable improvements in students' actual course experiences? We study HRCF use across 103 course offerings, totaling 24,216 student enrollments, over four years from Fall 2021 through Fall 2025, spanning 42 unique computer science courses at an R1 institution. Through a regression analysis of four end-of-term student evaluation items for these courses, we find that first-time use of HRCF is not associated with a measurable change in average student ratings. However, among small- and medium-enrollment (<250 students) course offerings, continued HRCF use is associated with average rating increases of 0.045 to 0.048 points per additional term of use for learning-related items. We observe no statistically significant associations for large-enrollment (250 or more students) course offerings, nor for items measuring instructional quality and course organization. Together, these findings suggest that sustained HRCF use may support improvements in students' learning experiences, but that further design enhancements may be needed to produce measurable improvements in instructional quality and course organization.

cs.CY

EducaSim: Interactive Simulacra for CS1 Instructional Practice

Role play is a high-impact mode of training that has demonstrated its effectiveness in improving learning outcomes. However, it is difficult to scale to teacher instruction due to its inherent dependency on providing personnel who are both trained and available to facilitate this learning environment. This poses a challenge, especially to massive online courses which may employ and aid hundreds to thousands of novice teachers. In this work, we present EducaSim: a novel framework that uses generative agents to simulate a small-group section for teachers-in-training to practice instruction. EducaSim works by implementing diverse pedagogical-based personas, actual course material, and agent-based architectures constructed for instructional practice to provide a pedagogically rich environment for teachers-in-training to engage in role play learning -- without the costly overhead that comes with it. We share our experiences with constructing and making the tool available for experimental training and preparation in a six-week CS1 course supporting 20,000 students. We found that teachers who engaged generally saw it as a positive experience. We believe that EducaSim is an important step to providing experiential teaching practice at scale for closely-defined settings and has great potential for future applications.

cs.CY

The Future of Feedback: How Can AI Help Transform Feedback to Be More Engaging, Effective, and Scalable?

With digital learning environments becoming more prevalent, the ease with which generative AI enables the scalable production of real-time, automated feedback holds the potential to reshape learning and teaching experiences. This meeting report synthesizes the interdisciplinary perspectives of 50 scholars from educational psychology, computer science, science education, and the learning sciences on the use of generative AI for feedback and its promises and risks in educational practice. We highlight points of convergence in the scholarship, identify areas of debate and unresolved challenges, and outline open questions and future directions for research and educational practice that emerged from structured small-group activities designed to bridge disciplinary barriers.

cs.CY

Protecting and Promoting Human Agency in Education in the Age of Artificial Intelligence

Human agency is crucial in education and increasingly challenged by the use of generative AI. This meeting report synthesizes interdisciplinary insights and conceptualizes four aspects that delineate human agency: human oversight, AI-human complementarity, AI competencies, and relational emergence. We explore practical dilemmas for protecting and promoting agency, focusing on normative constraints, transparency, and cognitive offloading, and highlight key tensions and implications to inform ethical and effective AI integration in education.

cs.HC

Interpretability from the Ground Up: Stakeholder-Centric Design of Automated Scoring in Educational Assessments

AI-driven automated scoring systems offer scalable and efficient means of evaluating complex student-generated responses. Yet, despite increasing demand for transparency and interpretability, the field has yet to develop a widely accepted solution for interpretable automated scoring to be used in large-scale real-world assessments. This work takes a principled approach to address this challenge. We analyze the needs and potential benefits of interpretable automated scoring for various assessment stakeholder groups and develop four principles of interpretability -- (F)aithfulness, (G)roundedness, (T)raceability, and (I)nterchangeability (FGTI) -- targeted at those needs. To illustrate the feasibility of implementing these principles, we develop the AnalyticScore framework as a reference framework. When applied to the domain of text-based constructed-response scoring, AnalyticScore outperforms many uninterpretable scoring methods in terms of scoring accuracy and is, on average, within 0.06 QWK of the uninterpretable SOTA across 10 items from the ASAP-SAS dataset. By comparing against human annotators conducting the same featurization task, we further demonstrate that the featurization behavior of AnalyticScore aligns well with that of humans.

cs.CL

Handwritten Code Recognition for Pen-and-Paper CS Education

Teaching Computer Science (CS) by having students write programs by hand on paper has key pedagogical advantages: It allows focused learning and requires careful thinking compared to the use of Integrated Development Environments (IDEs) with intelligent support tools or "just trying things out". The familiar environment of pens and paper also lessens the cognitive load of students with no prior experience with computers, for whom the mere basic usage of computers can be intimidating. Finally, this teaching approach opens learning opportunities to students with limited access to computers. However, a key obstacle is the current lack of teaching methods and support software for working with and running handwritten programs. Optical character recognition (OCR) of handwritten code is challenging: Minor OCR errors, perhaps due to varied handwriting styles, easily make code not run, and recognizing indentation is crucial for languages like Python but is difficult to do due to inconsistent horizontal spacing in handwriting. Our approach integrates two innovative methods. The first combines OCR with an indentation recognition module and a language model designed for post-OCR error correction without introducing hallucinations. This method, to our knowledge, surpasses all existing systems in handwritten code recognition. It reduces error from 30\% in the state of the art to 5\% with minimal hallucination of logical fixes to student programs. The second method leverages a multimodal language model to recognize handwritten programs in an end-to-end fashion. We hope this contribution can stimulate further pedagogical research and contribute to the goal of making CS education universally accessible. We release a dataset of handwritten programs and code to support future research at https://github.com/mdoumbouya/codeocr

cs.CV

From Tarzan to Tolkien: Controlling the Language Proficiency Level of LLMs for Content Generation

We study the problem of controlling the difficulty level of text generated by Large Language Models (LLMs) for contexts where end-users are not fully proficient, such as language learners. Using a novel framework, we evaluate the effectiveness of several key approaches for this task, including few-shot prompting, supervised finetuning, and reinforcement learning (RL), utilising both GPT-4 and open source alternatives like LLama2-7B and Mistral-7B. Our findings reveal a large performance gap between GPT-4 and the open source models when using prompt-based strategies. However, we show how to bridge this gap with a careful combination of finetuning and RL alignment. Our best model, CALM (CEFR-Aligned Language Model), surpasses the performance of GPT-4 and other strategies, at only a fraction of the cost. We further validate the quality of our results through a small-scale human study.

cs.CL

The GPT Surprise: Offering Large Language Model Chat in a Massive Coding Class Reduced Engagement but Increased Adopters Exam Performances

Large language models (LLMs) are quickly being adopted in a wide range of learning experiences, especially via ubiquitous and broadly accessible chat interfaces like ChatGPT and Copilot. This type of interface is readily available to students and teachers around the world, yet relatively little research has been done to assess the impact of such generic tools on student learning. Coding education is an interesting test case, both because LLMs have strong performance on coding tasks, and because LLM-powered support tools are rapidly becoming part of the workflow of professional software engineers. To help understand the impact of generic LLM use on coding education, we conducted a large-scale randomized control trial with 5,831 students from 146 countries in an online coding class in which we provided some students with access to a chat interface with GPT-4. We estimate positive benefits on exam performance for adopters, the students who used the tool, but over all students, the advertisement of GPT-4 led to a significant average decrease in exam participation. We observe similar decreases in other forms of course engagement. However, this decrease is modulated by the student's country of origin. Offering access to LLMs to students from low human development index countries increased their exam participation rate on average. Our results suggest there may be promising benefits to using LLMs in an introductory coding class, but also potential harms for engagement, which makes their longer term impact on student success unclear. Our work highlights the need for additional investigations to help understand the potential impact of future adoption and integration of LLMs into classrooms.

cs.CY

TeachNow: Enabling Teachers to Provide Spontaneous, Realtime 1:1 Help in Massive Online Courses

One-on-one help from a teacher is highly impactful for students, yet extremely challenging to support in massive online courses (MOOCs). In this work, we present TeachNow: a novel system that lets volunteer teachers from anywhere in the world instantly provide 1:1 help sessions to students in MOOCs, without any scheduling or coordination overhead. TeachNow works by quickly finding an online student to help and putting them in a collaborative working session with the teacher. The spontaneous, on-demand nature of TeachNow gives teachers the flexibility to help whenever their schedule allows. We share our experiences deploying TeachNow as an experimental feature in a six week online CS1 course with 9,000 students and 600 volunteer teachers. Even as an optional activity, TeachNow was used by teachers to provide over 12,300 minutes of 1:1 help to 375 unique students. Through a carefully designed randomised control trial, we show that TeachNow sessions increased student course retention rate by almost 15%. Moreover, the flexibility of our system captured valuable volunteer time that would otherwise go to waste. Lastly, TeachNow was rated by teachers as one of the most enjoyable and impactful aspects of their involvement in the course. We believe TeachNow is an important step towards providing more human-centered support in massive online courses.

cs.CY

AI Teaches the Art of Elegant Coding: Timely, Fair, and Helpful Style Feedback in a Global Course

Teaching students how to write code that is elegant, reusable, and comprehensible is a fundamental part of CS1 education. However, providing this "style feedback" in a timely manner has proven difficult to scale. In this paper, we present our experience deploying a novel, real-time style feedback tool in Code in Place, a large-scale online CS1 course. Our tool is based on the latest breakthroughs in large-language models (LLMs) and was carefully designed to be safe and helpful for students. We used our Real-Time Style Feedback tool (RTSF) in a class with over 8,000 diverse students from across the globe and ran a randomized control trial to understand its benefits. We show that students who received style feedback in real-time were five times more likely to view and engage with their feedback compared to students who received delayed feedback. Moreover, those who viewed feedback were more likely to make significant style-related edits to their code, with over 79% of these edits directly incorporating their feedback. We also discuss the practicality and dangers of LLM-based tools for feedback, investigating the quality of the feedback generated, LLM limitations, and techniques for consistency, standardization, and safeguarding against demographic bias, all of which are crucial for a tool utilized by students.

cs.CY

Learners Teaching Novices: An Uplifting Alternative Assessment

We propose and carry-out a novel method of formative assessment called Assessment via Teaching (AVT), in which learners demonstrate their understanding of CS1 topics by tutoring more novice students. AVT has powerful benefits over traditional forms of assessment: it is centered around service to others and is highly rewarding for the learners who teach. Moreover, teaching greatly improves the learners' own understanding of the material and has a huge positive impact on novices, who receive free 1:1 tutoring. Lastly, this form of assessment is naturally difficult to cheat -- a critical property for assessments in the era of large-language models. We use AVT in a randomised control trial with learners in a CS1 course at an R1 university. The learners provide tutoring sessions to more novice students taking a lagged online version of the same course. We show that learners who do an AVT session before the course exam performed 20 to 30 percentage points better than the class average on several questions. Moreover, compared to students who did a practice exam, the AVT learners enjoyed their experience more and were twice as likely to study for their teaching session. We believe AVT is a scalable and uplifting method for formative assessment that could one day replace traditional exams.

cs.CY

SimGrade: Using Code Similarity Measures for More Accurate Human Grading

While the use of programming problems on exams is a common form of summative assessment in CS courses, grading such exam problems can be a difficult and inconsistent process. Through an analysis of historical grading patterns we show that inaccurate and inconsistent grading of free-response programming problems is widespread in CS1 courses. These inconsistencies necessitate the development of methods to ensure more fairer and more accurate grading. In subsequent analysis of this historical exam data we demonstrate that graders are able to more accurately assign a score to a student submission when they have previously seen another submission similar to it. As a result, we hypothesize that we can improve exam grading accuracy by ensuring that each submission that a grader sees is similar to at least one submission they have previously seen. We propose several algorithms for (1) assigning student submissions to graders, and (2) ordering submissions to maximize the probability that a grader has previously seen a similar solution, leveraging distributed representations of student code in order to measure similarity between submissions. Finally, we demonstrate in simulation that these algorithms achieve higher grading accuracy than the current standard random assignment process used for grading.

cs.CY

Machine Translation for Nko: Tools, Corpora and Baseline Results

Currently, there is no usable machine translation system for Nko, a language spoken by tens of millions of people across multiple West African countries, which holds significant cultural and educational value. To address this issue, we present a set of tools, resources, and baseline results aimed towards the development of usable machine translation systems for Nko and other languages that do not currently have sufficiently large parallel text corpora available. (1) Fria$\parallel$el: A novel collaborative parallel text curation software that incorporates quality control through copyedit-based workflows. (2) Expansion of the FLoRes-200 and NLLB-Seed corpora with 2,009 and 6,193 high-quality Nko translations in parallel with 204 and 40 other languages. (3) nicolingua-0005: A collection of trilingual and bilingual corpora with 130,850 parallel segments and monolingual corpora containing over 3 million Nko words. (4) Baseline bilingual and multilingual neural machine translation results with the best model scoring 30.83 English-Nko chrF++ on FLoRes-devtest.

cs.CL

Variational Temporal IRT: Fast, Accurate, and Explainable Inference of Dynamic Learner Proficiency

Dynamic Item Response Models extend the standard Item Response Theory (IRT) to capture temporal dynamics in learner ability. While these models have the potential to allow instructional systems to actively monitor the evolution of learner proficiency in real time, existing dynamic item response models rely on expensive inference algorithms that scale poorly to massive datasets. In this work, we propose Variational Temporal IRT (VTIRT) for fast and accurate inference of dynamic learner proficiency. VTIRT offers orders of magnitude speedup in inference runtime while still providing accurate inference. Moreover, the proposed algorithm is intrinsically interpretable by virtue of its modular design. When applied to 9 real student datasets, VTIRT consistently yields improvements in predicting future learner performance over other learner proficiency models.

cs.LG

MoCa: Measuring Human-Language Model Alignment on Causal and Moral Judgment Tasks

Human commonsense understanding of the physical and social world is organized around intuitive theories. These theories support making causal and moral judgments. When something bad happens, we naturally ask: who did what, and why? A rich literature in cognitive science has studied people's causal and moral intuitions. This work has revealed a number of factors that systematically influence people's judgments, such as the violation of norms and whether the harm is avoidable or inevitable. We collected a dataset of stories from 24 cognitive science papers and developed a system to annotate each story with the factors they investigated. Using this dataset, we test whether large language models (LLMs) make causal and moral judgments about text-based scenarios that align with those of human participants. On the aggregate level, alignment has improved with more recent LLMs. However, using statistical analyses, we find that LLMs weigh the different factors quite differently from human participants. These results show how curated, challenge datasets combined with insights from cognitive science can help us go beyond comparisons based merely on aggregate metrics: we uncover LLMs implicit tendencies and show to what extent these align with human intuitions.

cs.CL

BanditPAM++: Faster $k$-medoids Clustering

Clustering is a fundamental task in data science with wide-ranging applications. In $k$-medoids clustering, cluster centers must be actual datapoints and arbitrary distance metrics may be used; these features allow for greater interpretability of the cluster centers and the clustering of exotic objects in $k$-medoids clustering, respectively. $k$-medoids clustering has recently grown in popularity due to the discovery of more efficient $k$-medoids algorithms. In particular, recent research has proposed BanditPAM, a randomized $k$-medoids algorithm with state-of-the-art complexity and clustering accuracy. In this paper, we present BanditPAM++, which accelerates BanditPAM via two algorithmic improvements, and is $O(k)$ faster than BanditPAM in complexity and substantially faster than BanditPAM in wall-clock runtime. First, we demonstrate that BanditPAM has a special structure that allows the reuse of clustering information $\textit{within}$ each iteration. Second, we demonstrate that BanditPAM has additional structure that permits the reuse of information $\textit{across}$ different iterations. These observations inspire our proposed algorithm, BanditPAM++, which returns the same clustering solutions as BanditPAM but often several times faster. For example, on the CIFAR10 dataset, BanditPAM++ returns the same results as BanditPAM but runs over 10$\times$ faster. Finally, we provide a high-performance C++ implementation of BanditPAM++, callable from Python and R, that may be of interest to practitioners at https://github.com/motiwari/BanditPAM. Auxiliary code to reproduce all of our experiments via a one-line script is available at https://github.com/ThrunGroup/BanditPAM_plusplus_experiments.

cs.LG