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Luc Paquette

Publications and source records attributed to Luc Paquette.

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Investigating the Presence and Development of Student Instructor Preferences in a Large-Scale CS1 Course

Prior research has established the importance of student instructor preferences and identified various influencing factors. However, the dynamics of how student instructor preferences develop and change are less well understood, due to the limitations of common course structures and reliance on one-time measurements. To bridge this gap, we utilize data from a novel learning platform that provides students with access to instructional content created by multiple instructors. This platform enables the quantification of preference emergence and evolution throughout an entire semester, as students repeatedly select content from different instructors. Examining both initial and final student instructor preferences suggests that preference is a dynamic construct continually shaped by experiences. Furthermore, our analysis of the associations between preferences and student characteristics reveals a nuanced picture: while student attributes did not significantly correlate with initial preferences, substantial differences emerged in final preferences across genders and self-reported prior programming experience. This analysis contributes to the existing body of knowledge by expanding our understanding of student instructor preferences and student-instructor relationships in computer science education. We also provide practical insights that institutions and instructors can draw on when multiple instructors collaborate on a course.

cs.CY

The Quick Red Fox gets the best Data Driven Classroom Interviews: A manual for an interview app and its associated methodology

Data Driven Classroom Interviews (DDCIs) are an interviewing technique that is facilitated by recent technological developments in the learning analytics community. DDCIs are short, targeted interviews that allow researchers to contextualize students' interactions with a digital learning environment (e.g., intelligent tutoring systems or educational games) while minimizing the amount of time that the researcher interrupts that learning experience, and focusing researcher time on the events they most want to focus on DDCIs are facilitated by a research tool called the Quick Red Fox (QRF)--an open-source server-client Android app that optimizes researcher time by directing interviewers to users that have just displayed an interesting behavior (previously defined by the research team). QRF integrates with existing student modeling technologies (e.g., behavior-sensing, affect-sensing, detection of self-regulated learning) to alert researchers to key moments in a learner's experience. This manual documents the tech while providing training on the processes involved in developing triggers and interview techniques; it also suggests methods of analyses.

cs.HC

A constraints-based approach to fully interpretable neural networks for detecting learner behaviors

The increasing use of complex machine learning models in education has led to concerns about their interpretability, which in turn has spurred interest in developing explainability techniques that are both faithful to the model's inner workings and intelligible to human end-users. In this paper, we describe a novel approach to creating a neural-network-based behavior detection model that is interpretable by design. Our model is fully interpretable, meaning that the parameters we extract for our explanations have a clear interpretation, fully capture the model's learned knowledge about the learner behavior of interest, and can be used to create explanations that are both faithful and intelligible. We achieve this by implementing a series of constraints to the model that both simplify its inference process and bring it closer to a human conception of the task at hand. We train the model to detect gaming-the-system behavior, evaluate its performance on this task, and compare its learned patterns to those identified by human experts. Our results show that the model is successfully able to learn patterns indicative of gaming-the-system behavior while providing evidence for fully interpretable explanations. We discuss the implications of our approach and suggest ways to evaluate explainability using a human-grounded approach.

cs.LG

Towards a Unified Framework for Evaluating Explanations

The challenge of creating interpretable models has been taken up by two main research communities: ML researchers primarily focused on lower-level explainability methods that suit the needs of engineers, and HCI researchers who have more heavily emphasized user-centered approaches often based on participatory design methods. This paper reviews how these communities have evaluated interpretability, identifying overlaps and semantic misalignments. We propose moving towards a unified framework of evaluation criteria and lay the groundwork for such a framework by articulating the relationships between existing criteria. We argue that explanations serve as mediators between models and stakeholders, whether for intrinsically interpretable models or opaque black-box models analyzed via post-hoc techniques. We further argue that useful explanations require both faithfulness and intelligibility. Explanation plausibility is a prerequisite for intelligibility, while stability is a prerequisite for explanation faithfulness. We illustrate these criteria, as well as specific evaluation methods, using examples from an ongoing study of an interpretable neural network for predicting a particular learner behavior.

cs.LG

Deep Learning for Educational Data Science

With the ever-growing presence of deep artificial neural networks in every facet of modern life, a growing body of researchers in educational data science -- a field consisting of various interrelated research communities -- have turned their attention to leveraging these powerful algorithms within the domain of education. Use cases range from advanced knowledge tracing models that can leverage open-ended student essays or snippets of code to automatic affect and behavior detectors that can identify when a student is frustrated or aimlessly trying to solve problems unproductively -- and much more. This chapter provides a brief introduction to deep learning, describes some of its advantages and limitations, presents a survey of its many uses in education, and discusses how it may further come to shape the field of educational data science.

cs.CY

Exploring the Potential of Large Language Models in Generating Code-Tracing Questions for Introductory Programming Courses

In this paper, we explore the application of large language models (LLMs) for generating code-tracing questions in introductory programming courses. We designed targeted prompts for GPT4, guiding it to generate code-tracing questions based on code snippets and descriptions. We established a set of human evaluation metrics to assess the quality of questions produced by the model compared to those created by human experts. Our analysis provides insights into the capabilities and potential of LLMs in generating diverse code-tracing questions. Additionally, we present a unique dataset of human and LLM-generated tracing questions, serving as a valuable resource for both the education and NLP research communities. This work contributes to the ongoing dialogue on the potential uses of LLMs in educational settings.

cs.CL

Sequential pattern mining in educational data: The application context, potential, strengths, and limitations

Increasingly, researchers have suggested the benefits of temporal analysis to improve our understanding of the learning process. Sequential pattern mining (SPM), as a pattern recognition technique, has the potential to reveal the temporal aspects of learning and can be a valuable tool in educational data science. However, its potential is not well understood and exploited. This chapter addresses this gap by reviewing work that utilizes sequential pattern mining in educational contexts. We identify that SPM is suitable for mining learning behaviors, analyzing and enriching educational theories, evaluating the efficacy of instructional interventions, generating features for prediction models, and building educational recommender systems. SPM can contribute to these purposes by discovering similarities and differences in learners' activities and revealing the temporal change in learning behaviors. As a sequential analysis method, SPM can reveal unique insights about learning processes and be powerful for self-regulated learning research. It is more flexible in capturing the relative arrangement of learning events than the other sequential analysis methods. Future research may improve its utility in educational data science by developing tools for counting pattern occurrences as well as identifying and removing unreliable patterns. Future work needs to establish a systematic guideline for data preprocessing, parameter setting, and interpreting sequential patterns.

cs.LG

Analyzing Adaptive Scaffolds that Help Students Develop Self-Regulated Learning Behaviors

Providing adaptive scaffolds to help learners develop self-regulated learning (SRL) processes has been an important goal for intelligent learning environments. Adaptive scaffolding is especially important in open-ended learning environments (OELE), where novice learners often face difficulties in completing their learning tasks. This paper presents a systematic framework for adaptive scaffolding in Betty's Brain, a learning-by-teaching OELE for middle school science, where students construct a causal model to teach a virtual agent, generically named Betty. We evaluate the adaptive scaffolding framework and discuss its implications on the development of more effective scaffolds for SRL in OELEs. We detect key cognitive/metacognitive inflection points, i.e., instances where students' behaviors and performance change as they work on their learning tasks. At such inflection points, Mr. Davis (a mentor agent) or Betty (the teachable agent) provide conversational feedback, focused on strategies to help students become productive learners. We conduct a classroom study with 98 middle schoolers to analyze the impact of adaptive scaffolds on students' learning behaviors and performance. Adaptive scaffolding produced mixed results, with some scaffolds (viz., strategic hints that supported debugging and assessment of causal models) being generally more useful to students than others (viz., encouragement prompts). We also note differences in learning behaviors of High and Low performers after receiving scaffolds. Overall, our findings suggest how adaptive scaffolding in OELEs like Betty's Brain can be further improved to narrow the gap between High and Low performers.

cs.CY