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Ryan S. Baker

Publications and source records attributed to Ryan S. Baker.

22 records · Page 2Linked to original sources

Large Language Models (GPT) for automating feedback on programming assignments

Addressing the challenge of generating personalized feedback for programming assignments is demanding due to several factors, like the complexity of code syntax or different ways to correctly solve a task. In this experimental study, we automated the process of feedback generation by employing OpenAI's GPT-3.5 model to generate personalized hints for students solving programming assignments on an automated assessment platform. Students rated the usefulness of GPT-generated hints positively. The experimental group (with GPT hints enabled) relied less on the platform's regular feedback but performed better in terms of percentage of successful submissions across consecutive attempts for tasks, where GPT hints were enabled. For tasks where the GPT feedback was made unavailable, the experimental group needed significantly less time to solve assignments. Furthermore, when GPT hints were unavailable, students in the experimental condition were initially less likely to solve the assignment correctly. This suggests potential over-reliance on GPT-generated feedback. However, students in the experimental condition were able to correct reasonably rapidly, reaching the same percentage correct after seven submission attempts. The availability of GPT hints did not significantly impact students' affective state.

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Exploring players' experience of humor and snark in a grade 3-6 history practices game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character. Different scripts did not produce significant differences in player completion of the game, or how much of the game was played. Perceived humor and enjoyment of the game and its main character contributed significantly to progress in the game, as did self-perceived reading skill.

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Extending Deep Knowledge Tracing: Inferring Interpretable Knowledge and Predicting Post-System Performance

Recent student knowledge modeling algorithms such as Deep Knowledge Tracing (DKT) and Dynamic Key-Value Memory Networks (DKVMN) have been shown to produce accurate predictions of problem correctness within the same learning system. However, these algorithms do not attempt to directly infer student knowledge. In this paper we present an extension to these algorithms to also infer knowledge. We apply this extension to DKT and DKVMN, resulting in knowledge estimates that correlate better with a posttest than knowledge estimates from Bayesian Knowledge Tracing (BKT), an algorithm designed to infer knowledge, and another classic algorithm, Performance Factors Analysis (PFA). We also apply our extension to correctness predictions from BKT and PFA, finding that knowledge estimates produced with it correlate better with the posttest than BKT and PFA's standard knowledge estimates. These findings are significant since the primary aim of education is to prepare students for later experiences outside of the immediate learning activity.

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The Importance of Socio-Cultural Differences for Annotating and Detecting the Affective States of Students

The development of real-time affect detection models often depends upon obtaining annotated data for supervised learning by employing human experts to label the student data. One open question in annotating affective data for affect detection is whether the labelers (i.e., human experts) need to be socio-culturally similar to the students being labeled, as this impacts the cost feasibility of obtaining the labels. In this study, we investigate the following research questions: For affective state annotation, how does the socio-cultural background of human expert labelers, compared to the subjects, impact the degree of consensus and distribution of affective states obtained? Secondly, how do differences in labeler background impact the performance of affect detection models that are trained using these labels?

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