Works (50)

Updated: April 5th, 2024 04:38

2023 article

"AI teaches itself": Exploring Young Learners' Perspectives on Artificial Intelligence for Instrument Development

PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL 1, pp. 485–490.

By: J. Vandenberg n & B. Mott n

author keywords: K-12 students; artificial intelligence; instrument design; cognitive interviews
TL;DR: A brief survey on students' self-efficacy for AI, interest and motivation toward AI, and attitudes toward AI is designed, using cognitive interviewing processes to ensure the items in the survey were readable and understandable by young students. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: September 11, 2023

2023 article

Co-designing a Classroom Orchestration Assistant for Game-based PBL Environments

Bae, H., Feng, C., Glazewski, K., Hmelo-Silver, C. E., Chen, Y., Mott, B. W., … Lester, J. C. (2023, November 8). TECHTRENDS.

author keywords: Classroom orchestration; Collaborative inquiry; Problem-based learning; Teacher dashboard; Intelligent orchestration assistants; Co-design
TL;DR: The primary features that were identified as essential from teacher interviews are presented and the design tensions between the goals of the teachers and designers are discussed as they work together on a shared view of what it means to design an intelligent assistant for classroom orchestration. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: December 4, 2023

2023 article

Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning

PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL. 2, pp. 647–647.

TL;DR: This work presents efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: October 16, 2023

2023 article

Leveraging Game Design Activities for Middle Grades AI Education in Rural Communities

PROCEEDINGS OF THE 18TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES, FDG 2023.

By: J. Vandenberg n, W. Min n, V. Catete n, D. Boulden n & B. Mott n

author keywords: artificial intelligence; digital games; middle grades students
TL;DR: How to introduce rural middle grades students to foundational AI concepts through digital game design activities is explored, finding students’ awareness and understanding of AI varied significantly, whereas teachers had limited knowledge of AI. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: April 11, 2023

2023 article

Multimodal CS Education Using a Scaffolded CSCL Environment

PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL. 2, pp. 645–645.

By: R. Monahan n, J. Vandenberg n, A. Gupta n, A. Smith n, R. Elsayed*, K. Fox*, A. Cheuoua*, C. Ringstaff* ...

TL;DR: The approach to integrating virtual and physical learning modalities into InfuseCS, a CSCL environment for upper elementary school students to foster their computational thinking and science knowledge construction as they collaborate to create digital narratives is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: June 30, 2023

2023 article

Toward AI-infused Game Design Activities for Rural Middle Grades Students

PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL. 2, pp. 644–644.

By: J. Vandenberg n, W. Min n, A. Gupta n, V. Catete n, D. Boulden n & B. Mott n

TL;DR: This work designs a set of hands-on activities to elicit deeper feedback from students and educators on their preferences, points of confusion, and interests of AI, and presents its initial AI-infused game design activities. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: June 30, 2023

2022 article

A learning analytics approach towards understanding collaborative inquiry in a problem-based learning environment

Saleh, A., Phillips, T. M., Hmelo-Silver, C. E., Glazewski, K. D., Mott, B. W., & Lester, J. C. (2022, February 26). BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY.

author keywords: collaboration; game-based learning; learning analytics; problem-based learning
Source: Web Of Science
Added: March 14, 2022

2022 article

Investigating Student Interest and Engagement in Game-Based Learning Environments

ARTIFICIAL INTELLIGENCE IN EDUCATION, PT I, Vol. 13355, pp. 711–716.

author keywords: Interest; Science learning; Learning technology
TL;DR: It is found that interest is significantly related to performance (both knowledge assessment and game completion), suggesting that students with high interest are likely to perform better academically, but also be more engaged in the in-game objectives. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: November 21, 2022

2022 journal article

Investigating a visual interface for elementary students to formulate AI planning tasks

JOURNAL OF COMPUTER LANGUAGES, 73.

By: K. Park*, B. Mott*, S. Lee*, A. Gupta*, K. Jantaraweragul, K. Glazewski, J. Scribner, A. Ottenbreit-Leftwich, C. Hmelo-Silver, J. Lester*

author keywords: Artificial intelligence education for K-12; Visual interface; Game-based learning
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: November 7, 2022

2022 article

Lessons Learned for AI Education with Elementary Students and Teachers

Ottenbreit-Leftwich, A., Glazewski, K., Jeon, M., Jantaraweragul, K., Hmelo-Silver, C. E., Scribner, A., … Lester, J. (2022, September 14). INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION.

author keywords: K-12 AI education; AI Ethics; Elementary Education; Teacher co-design
TL;DR: This work investigated the everyday experiences and ideas of students in grades 4 and 5 about AI to inform possible entry points for learning and yielded themes around student conceptions, examples, and ethics of AI. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: September 29, 2022

2022 article

Multimodal Behavioral Disengagement Detection for Collaborative Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION: POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS AND DOCTORAL CONSORTIUM, PT II, Vol. 13356, pp. 218–221.

By: F. Fahid n, H. Acosta n, S. Lee n, D. Carpenter n, B. Mott n, H. Bae*, A. Saleh*, T. Brush* ...

author keywords: Multimodal learning; Collaborative game-based learning; Behavioral disengagement
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: November 14, 2022

2021 article

A reinforcement learning approach to adaptive remediation in online training

Spain, R., Rowe, J., Smith, A., Goldberg, B., Pokorny, R., Mott, B., & Lester, J. (2021, July 23). JOURNAL OF DEFENSE MODELING AND SIMULATION-APPLICATIONS METHODOLOGY TECHNOLOGY-JDMS, Vol. 7.

By: R. Spain n, J. Rowe n, A. Smith n, B. Goldberg*, R. Pokorny*, B. Mott n, J. Lester n

author keywords: Tutorial planning; adaptive remediation; reinforcement learning; adaptive instructional systems
TL;DR: This study induces data-driven policies for tutorial planning using reinforcement learning (RL) to provide adaptive scaffolding based on the Interactive, Constructive, Active, Passive framework for cognitive engagement to demonstrate how AI-based training can be leveraged to enhance training effectiveness. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: August 2, 2021

2021 article

Designing a Visual Interface for Elementary Students to Formulate AI Planning Tasks

2021 IEEE SYMPOSIUM ON VISUAL LANGUAGES AND HUMAN-CENTRIC COMPUTING (VL/HCC 2021).

author keywords: Artificial intelligence education for K-12; Visual interface; Game-based learning
TL;DR: A visual interface is proposed to enable upper elementary students (grades 3–5, ages 8–11) to formulate AI planning tasks within a game-based learning environment and discusses how the Use-Modify-Create approach supported student learning as well as discuss the misconceptions and usability issues students encountered while using the visual interface. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: June 6, 2022

2021 article

Detecting Disruptive Talk in Student Chat-Based Discussion within Collaborative Game-Based Learning Environments

LAK21 CONFERENCE PROCEEDINGS: THE ELEVENTH INTERNATIONAL CONFERENCE ON LEARNING ANALYTICS & KNOWLEDGE, pp. 405–415.

author keywords: Collaborative Game-Based Learning; Disruptive Talk Detection; Text Analytics
TL;DR: Findings show that long short-term memory network (LSTM)-based disruptive talk detection models outperform competitive baseline models, indicating that the LSTM-based disruptiveTalk detection framework offers significant potential for supporting effective collaborative game-based learning through the identification of disruptive talk. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: November 28, 2022

2021 article

Modeling Frustration Trajectories and Problem-Solving Behaviors in Adaptive Learning Environments for Introductory Computer Science

ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2021), PT II, Vol. 12749, pp. 355–360.

author keywords: Frustration trajectory; Adaptive learning environments; Problem-solving behavior; Computer science education; Block-based programming
Sources: Web Of Science, NC State University Libraries
Added: November 28, 2022

2021 journal article

Modeling Secondary Students' Genetics Learning in a Game-Based Environment: Integrating the Expectancy-Value Theory of Achievement Motivation and Flow Theory

JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 30(4), 511–528.

By: A. Rachmatullah n, F. Reichsman*, T. Lord*, C. Dorsey*, B. Mott n, J. Lester n, E. Wiebe n

author keywords: Outcome-expectancy; Flow theory; Game-based learning; Genetics; Self-efficacy
TL;DR: It was found that the game had a significant impact on students’ conceptual understanding of genetics, and an acceptable statistical model of the integration between the two theories was found. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: February 8, 2021

2021 article

Multidimensional Team Communication Modeling for Adaptive Team Training: A Hybrid Deep Learning and Graphical Modeling Framework

ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2021), PT I, Vol. 12748, pp. 293–305.

By: W. Min n, R. Spain n, J. Saville n, B. Mott n, K. Brawner*, J. Johnston*, J. Lester n

author keywords: Team communication analytics; Probabilistic graphical models; Deep learning; Distributed language representations; Natural language processing
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: November 28, 2022

2020 journal article

Coordinating scaffolds for collaborative inquiry in a game-based learning environment

JOURNAL OF RESEARCH IN SCIENCE TEACHING, 57(9), 1490–1518.

author keywords: collaborative inquiry learning; problem-based learning; scaffolds; game-based learning environments
TL;DR: Drawing on a mixed method approach, how middle school students from a rural school engaged with Crystal Island: EcoJourneys for two weeks indicates that hard scaffolds targeting the PBL inquiry process are designed. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: September 14, 2020

2019 article

4D Affect Detection: Improving Frustration Detection in Game-Based Learning with Posture-Based Temporal Data Fusion

ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2019), PT I, Vol. 11625, pp. 144–156.

By: N. Henderson n, J. Rowe n, B. Mott n, K. Brawner*, R. Baker* & J. Lester n

author keywords: Affect detection; Data fusion; Posture; Frustration; Deep learning
TL;DR: A data-driven framework that leverages spatial and temporal posture data to detect learner frustration using deep neural network-based data fusion techniques and shows significant improvements to frustration detection relative to baseline models. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: December 2, 2019

2019 journal article

A Multimodal Assessment Framework for Integrating Student Writing and Drawing in Elementary Science Learning

IEEE Transactions on Learning Technologies, 12(1), 3–15.

By: A. Smith n, S. Leeman-Munk*, A. Shelton n, B. Mott n, E. Wiebe n & J. Lester n

Contributors: A. Smith n, S. Leeman-Munk*, A. Shelton n, B. Mott n, E. Wiebe n & J. Lester n

author keywords: Intelligent tutoring systems; formative assessment; multimodal assessment; student writing analysis; student drawing analysis
TL;DR: A framework for the multimodal automated assessment of students’ writing and drawing to leverage the synergies inherent across modalities and create a more complete and accurate picture of a student's knowledge is proposed. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID, Crossref
Added: May 6, 2019

2019 journal article

Collaborative inquiry play A design case to frame integration of collaborative problem solving with story-centric games

INFORMATION AND LEARNING SCIENCES, 120(9/10), 547–566.

author keywords: Play; Socially shared regulated learning; Problem-based learning; Collaborative inquiry; Game-based learning; Complex systems
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: December 30, 2019

2019 journal article

Construction and Validation of an Anticipatory Thinking Assessment

FRONTIERS IN PSYCHOLOGY, 10.

By: M. Geden n, A. Smith n, J. Campbell n, R. Spain n, A. Amos-Binks*, B. Mott n, J. Feng n, J. Lester n

Contributors: M. Geden n, A. Smith n, J. Campbell n, R. Spain n, A. Amos-Binks*, B. Mott n, J. Feng n, J. Lester n

author keywords: anticipatory thinking; prospective cognition; divergent thinking; assessment development; validation
TL;DR: The findings suggest that the ANTA is a psychometrically valid instrument that may help researchers investigate anticipatory thinking in new contexts and explore the relationship between theANTA scores and certain psychological traits and cognitive measures (need for cognition, need for closure, and mindfulness). (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
10. Reduced Inequalities (OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: January 13, 2020

2019 article

Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning

INTERACTIVE STORYTELLING, ICIDS 2019, Vol. 11869, pp. 86–100.

By: B. Mott n, R. Taylor n, S. Lee n, J. Rowe n, A. Saleh*, K. Glazewski*, C. Hmelo-Silver*, J. Lester n

author keywords: Narrative-centered learning; Collaborative learning
TL;DR: Results from pilot testing the learning environment with 45 students suggest it supports the creation of engaging and effective collaborative narrative-centered learning experiences, and a novel framework for designing and developing these environments is proposed. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: December 11, 2020

2019 article

HEALTH QUEST: PROMOTING ADOLESCENTS' HEALTH SCIENCE CAREER INTERESTS THROUGH TECHNOLOGY-RICH LEARNING EXPERIENCES

Ozer, E. M., Penilla, C., Spain, R. D., Mott, B. W., Woodson, D., & Lester, J. C. (2019, February). JOURNAL OF ADOLESCENT HEALTH, Vol. 64, pp. S134–S134.

By: E. Ozer*, C. Penilla*, R. Spain n, B. Mott n, D. Woodson* & J. Lester n

Source: Web Of Science
Added: February 4, 2019

2019 article

Predicting Dialogue Breakdown in Conversational Pedagogical Agents with Multimodal LSTMs

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2019, PT II, Vol. 11626, pp. 195–200.

By: W. Min n, K. Park n, J. Wiggins*, B. Mott n, E. Wiebe n, K. Boyer*, J. Lester n

Contributors: W. Min n, K. Park n, J. Wiggins*, B. Mott n, E. Wiebe n, K. Boyer*, J. Lester n

author keywords: Conversational pedagogical agent; Multimodal; Dialogue breakdown detection; Natural language processing; Gaze
TL;DR: Results from a study with 92 middle school students demonstrate that multimodal long short-term memory network (LSTM)-based dialogue breakdown detectors incorporating eye gaze features achieve high predictive accuracies and recall rates, suggesting that multi-modal detectors can play an important role in designing conversational pedagogical agents that effectively engage students in dialogue. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: December 2, 2019

2019 article

Take the Initiative: Mixed Initiative Dialogue Policies for Pedagogical Agents in Game-Based Learning Environments

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2019, PT II, Vol. 11626, pp. 314–318.

By: J. Wiggins*, M. Kulkarni*, W. Min n, K. Boyer*, B. Mott n, E. Wiebe n, J. Lester n

Contributors: J. Wiggins*, M. Kulkarni*, W. Min n, K. Boyer*, B. Mott n, E. Wiebe n, J. Lester n

author keywords: Pedagogical agents; Game-based learning; Initiative
TL;DR: A study to investigate two different agent dialogue policies with regard to conversational initiative, a core consideration in dialogue system design found the Mixed Initiative policy better supported the goals of the game-based learning environment by fostering exploration, yielding better performance on in-game assessments, and creating higher student engagement. (via Semantic Scholar)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: December 2, 2019

2018 journal article

Detecting and Addressing Frustration in a Serious Game for Military Training

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 28(2), 152–193.

By: J. DeFalco*, J. Rowe n, L. Paquette*, V. Georgoulas-Sherry*, K. Brawner*, B. Mott n, R. Baker*, J. Lester n

author keywords: Affect detection; Motivational feedback; Game-based learning; Gift
TL;DR: The results are mixed, finding that self-efficacy enhancing interventions based on interaction-based affect detectors enhance outcomes in one of two experiments investigating affective interventions. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2018 article

Infusing Computational Thinking into Middle Grade Science Classrooms: Lessons Learned

WIPSCE'18: PROCEEDINGS OF THE 13TH WORKSHOP IN PRIMARY AND SECONDARY COMPUTING EDUCATION, pp. 109–114.

By: V. Catete n, N. Lytle n, Y. Dong n, D. Boulden n, B. Akram n, J. Houchins n, T. Barnes n, E. Wiebe n ...

Contributors: V. Cateté n, N. Lytle n, Y. Dong n, D. Boulden n, B. Akram n, J. Houchins n, T. Barnes n, E. Wiebe n ...

author keywords: Professional Development; STEM plus C; Computational Thinking
TL;DR: Initial lessons learned while conducting design-based implementation research on integrating computational thinking into middle school science classes are presented and case studies suggest that several factors including teacher engagement, teacher attitudes, student prior experience with CS/CT, and curriculum design can all impact student engagement in integrated science-CT lessons. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: January 28, 2019

2018 conference paper

Introducing the Computer Science Concept of Variables in Middle School Science Classrooms

Proceedings of the 49th ACM Technical Symposium on Computer Science Education - SIGCSE '18, 906–911.

By: P. Buffum n, K. Ying*, X. Zheng*, K. Boyer*, E. Wiebe n, B. Mott n, D. Blackburn*, J. Lester n

Event: the 49th ACM Technical Symposium

author keywords: Middle school; Computational Thinking; Science classrooms
TL;DR: This position paper makes a case for introducing the concept of variables in the context of middle school science in a way that can benefit students' learning of both computer science and core science content. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, Crossref
Added: September 16, 2019

2018 article

Towards Adaptive Support for Anticipatory Thinking

PROCEEDINGS OF THE TECHNOLOGY, MIND, AND SOCIETY CONFERENCE (TECHMINDSOCIETY'18).

By: M. Geden n, A. Smith n, J. Campbell n, A. Amos-Binks n, B. Mott n, J. Feng n, J. Lester n

author keywords: Anticipatory thinking; cognitive process; assessment; training; adaptive technology
TL;DR: A task to measure anticipatory thinking is developed in which participants explore uncertainties and the impacts on the future given a particular topic and design principles for supporting training, application, and assessment of anticipateatory thinking are introduced. (via Semantic Scholar)
UN Sustainable Development Goal Categories
16. Peace, Justice and Strong Institutions (OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: November 18, 2019

2017 article

"Thanks Alisha, Keep in Touch": Gender Effects and Engagement with Virtual Learning Companions

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2017, Vol. 10331, pp. 299–310.

By: L. Pezzullo*, J. Wiggins*, M. Frankosky n, W. Min n, K. Boyer*, B. Mott n, E. Wiebe n, J. Lester n

Contributors: L. Pezzullo*, J. Wiggins*, M. Frankosky n, W. Min n, K. Boyer*, B. Mott n, E. Wiebe n, J. Lester n

author keywords: Learning companions; Pedagogical agents; Gender; Engagement; Game-based learning
TL;DR: Girls were significantly more engaged than boys, particularly with the narrative-integrated agent, while boys reported higher mental demand with that agent, which contributes to the growing understanding that learning companions must adapt to students’ gender in order to facilitate the most effective learning interactions. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: August 6, 2018

2017 article

Inducing Stealth Assessors from Game Interaction Data

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2017, Vol. 10331, pp. 212–223.

By: W. Min n, M. Frankosky n, B. Mott n, E. Wiebe n, K. Boyer* & J. Lester n

Contributors: W. Min n, M. Frankosky n, B. Mott n, E. Wiebe n, K. Boyer* & J. Lester n

author keywords: Game-based learning environments; Stealth assessment; Deep learning; Computational thinking; Educational games
TL;DR: A long short-term memory network (LSTM)-based stealth assessment framework that takes as input an observed sequence of raw game-based learning environment interaction data along with external pre-learning measures to infer students’ post-competencies and indicates that the LSTM-based approach holds significant promise for evidence modeling in stealth assessment. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: August 6, 2018

2017 journal article

Play in the Museum: Design and Development of a Game-Based Learning Exhibit for Informal Science Education

INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS, 9(3), 96–113.

By: J. Rowe n, E. Lobene, B. Mott n & J. Lester n

author keywords: Educational Game Design; Game-Based Learning; Museum Education; Pedagogical Agents; Surface Computing Tables; Visitor Studies
TL;DR: Results indicate that visitors showed significant gains in sustainability knowledge as well as high levels of engagement in a free-choice learning environment with F UTURE W ORLDS, pointing toward the importance of designing game-based learning exhibits that address the distinctive design challenges presented by museum settings. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: August 6, 2018

2016 journal article

Collaboration and Gender Equity in Game-Based Learning for Middle School Computer Science

Computing in Science & Engineering, 18(2), 18–28.

By: P. Buffum n, M. Frankosky n, K. Boyer*, E. Wiebe n, B. Mott n & J. Lester n

TL;DR: Evidence is presented that gender differences could dissipate over time within collaborative game-based learning experiences in computer science, and that a collaborative gameplay approach can effectively address this problem at the middle school level. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries, Crossref
Added: August 6, 2018

2016 chapter

Integrating Real-Time Drawing and Writing Diagnostic Models: An Evidence-Centered Design Framework for Multimodal Science Assessment

In A. Micarelli, J. Stamper, & K. Panourgia (Eds.), Intelligent Tutoring Systems (Vol. 9684, pp. 165–175).

By: A. Smith n, O. Aksit n, W. Min n, E. Wiebe n, B. Mott n & J. Lester n

Contributors: A. Smith n, O. Aksit n, W. Min n, E. Wiebe n, B. Mott n & J. Lester n

Ed(s): A. Micarelli, J. Stamper & K. Panourgia

author keywords: Assessment; Multimodalilty; Evidence-centered design
TL;DR: This work utilizes ECD to analyze a corpus of elementary student writings and drawings collected with a digital science notebook and reveals that ECD provides an expressive unified framework for multimodal assessment of science learning with accurate predictions of student learning. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID, Crossref
Added: August 6, 2018

2016 conference paper

Integrating real-time drawing and writing diagnostic models: An evidence-centered design framework for multimodal science assessment

Intelligent tutoring systems, its 2016, 0684, 165–175.

By: A. Smith, O. Aksit, W. Min, E. Wiebe, B. Mott & J. Lester

Source: NC State University Libraries
Added: August 6, 2018

2015 article

DeepStealth: Leveraging Deep Learning Models for Stealth Assessment in Game-Based Learning Environments

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2015, Vol. 9112, pp. 277–286.

By: W. Min n, M. Frankosky n, B. Mott n, J. Rowe n, E. Wiebe n, K. Boyer n, J. Lester n

Contributors: W. Min n, M. Frankosky n, B. Mott n, J. Rowe n, E. Wiebe n, K. Boyer n, J. Lester n

author keywords: Game-based learning environments; Stealth assessment; Deep learning; Computational thinking; Educational games
TL;DR: A framework for stealth assessment that leverages deep learning, a family of machine learning methods that utilize deep artificial neural networks, to infer student competencies in a game-based learning environment for middle grade computational thinking, Engage is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: August 6, 2018

2015 conference paper

Leveraging collaboration to improve gender equity in a game-based learning environment for middle school computer science

2015 Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT).

By: P. Buffum n, M. Frankosky n, K. Boyer n, E. Wiebe n, B. Mott n & J. Lester n

TL;DR: Evidence is presented that a collaborative gameplay approach may, over time, compensate for gender differences in experience and lead to equitable learning experiences within game-based learning environments for computer science education. (via Semantic Scholar)
Sources: NC State University Libraries, NC State University Libraries
Added: August 6, 2018

2015 article

Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2015, Vol. 9112, pp. 64–73.

By: P. Buffum n, K. Boyer n, E. Wiebe n, B. Mott n & J. Lester n

author keywords: Learning companions; Game-based learning; Gender
TL;DR: A prototype learning companion designed specifically to reduce frustration through the telling of autobiographical stories is developed, suggesting that introducing learning companions can directly contribute to making the benefits of game-based learning equitable for all learners. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: August 6, 2018

2015 article

Two Modes Are Better Than One: A Multimodal Assessment Framework Integrating Student Writing and Drawing

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2015, Vol. 9112, pp. 205–215.

By: S. Leeman-Munk n, A. Smith n, B. Mott n, E. Wiebe n & J. Lester n

Contributors: S. Leeman-Munk n, A. Smith n, B. Mott n, E. Wiebe n & J. Lester n

author keywords: Formative assessment; Multimodal assessment; Student writing analysis; Student sketch analysis
TL;DR: This paper introduces a novel multimodal assessment framework that integrates two techniques for automatically analyzing student artifacts: a deep learning-based model for assessing student writing, and a topology-based models for assessingStudent drawing. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries, ORCID
Added: August 6, 2018

2014 journal article

A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative

IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 6(2), 203–215.

By: S. Lee n, J. Rowe n, B. Mott n & J. Lester n

author keywords: Bayesian networks; interactive drama; machine learning; narrative; serious games
TL;DR: Results indicate that machine-learning director agent strategies from human demonstrations yield models that positively shape players' narrative-centered learning and problem-solving experiences. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: August 6, 2018

2014 journal article

Designing game-based learning environments for elementary science education: A narrative-centered learning perspective

INFORMATION SCIENCES, 264, 4–18.

By: J. Lester n, H. Spires n, J. Nietfeld n, J. Minogue n, B. Mott n & E. Lobene n

Contributors: J. Lester n, H. Spires n, J. Nietfeld n, J. Minogue n, B. Mott n & E. Lobene n

author keywords: Serious games; Game-based learning; Narrative-centered learning; Science education
TL;DR: Results indicated that Crystal Island produced significant learning gains on both science content and problem-solving measures, and gains were consistent for gender across studies. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: August 6, 2018

2014 conference paper

Generalizability of goal recognition models in narrative-centered learning environments

User modeling, adaptation, and personalization, umap 2014, 8538, 278–289.

By: A. Baikadi n, J. Rowe n, B. Mott n & J. Lester n

TL;DR: An approach to goal recognition that leverages Markov Logic Networks (MLNs)—a machine learning framework that combines probabilistic inference with first-order logical reasoning—to encode relations between problem-solving goals and discovery events, domain-specific representations of user progress in narrative-centered learning environments is described. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
Added: August 6, 2018

2014 book

Leveraging semi-supervised learning to predict student problem-solving performance in narrative-centered learning environments

In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (pp. 664–665).

By: W. Min n, B. Mott n, J. Rowe n & J. Lester n

Contributors: W. Min n, B. Mott n, J. Rowe n & J. Lester n

TL;DR: Results suggest the semi-supervised machine-learning approach to predicting whether students will be successful in solving problem-solving tasks within narrative-centered learning environments often outperforms standard supervised learning methods. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: NC State University Libraries, ORCID, NC State University Libraries
Added: August 6, 2018

2014 conference paper

Serious games go informal: a museum-centric perspective on intelligent game-based learning

Intelligent tutoring systems, its 2014, 8474, 410–415.

By: J. Rowe n, E. Lobene n, B. Mott n & J. Lester n

TL;DR: Findings from a study investigating the influence of individual differences on learning and engagement in Future Worlds support the promise of intelligent game-based learning environments that dynamically recognize and adapt to learners’ individual differences during museum learning. (via Semantic Scholar)
Source: NC State University Libraries
Added: August 6, 2018

2008 journal article

Modeling self-efficacy in intelligent tutoring systems: An inductive approach

USER MODELING AND USER-ADAPTED INTERACTION, 18(1-2), 81–123.

By: S. McQuiggan n, B. Mott* & J. Lester n

author keywords: affective user modeling; affective student modeling; self-efficacy; intelligent tutoring systems; inductive learning; human-computer interaction
TL;DR: An inductive approach to automatically constructing models of self-efficacy that can be used at runtime to inform pedagogical decisions is investigated, based on two complementary empirical studies. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: August 6, 2018

2006 journal article

Narrative-centered tutorial planning for inquiry-based learning environments

Lecture Notes in Computer Science, (4053), 675–684.

By: B. Mott n & J. Lester n

TL;DR: This paper presents a narrative-centered tutorial planning architecture that integrates narrative planning and pedagogical control and is being used to implement a prototype narrative- centered inquiry-based learning environment for the domain of microbiology. (via Semantic Scholar)
Source: NC State University Libraries
Added: August 6, 2018

conference paper

Affect dynamics in military trainees using vMedic: From engaged concentration to boredom to confusion

Ocumpaugh, J., Andres, J. M., Baker, R., DeFalco, J., Paquette, L., Rowe, J., … Sottilare, R. Artificial intelligence in education, aied 2017, 10331, 238–249.

By: J. Ocumpaugh, J. Andres, R. Baker, J. DeFalco, L. Paquette, J. Rowe, B. Mott, J. Lester ...

Source: NC State University Libraries
Added: August 6, 2018

conference paper

Diagrammatic student models: Modeling student drawing performance with deep learning

Smith, A., Min, W., Mott, B. W., & Lester, J. C. User modeling, adaptation and personalization, 9146, 216–227.

By: A. Smith, W. Min, B. Mott & J. Lester

Source: NC State University Libraries
Added: August 6, 2018

conference paper

Modeling self-efficacy across age groups with automatically tracked facial expression

Grafsgaard, J. F., Lee, S. Y., Mott, B. W., Boyer, K. E., & Lester, J. C. Artificial intelligence in education, aied 2015, 9112, 582–585.

By: J. Grafsgaard, S. Lee, B. Mott, K. Boyer & J. Lester

Source: NC State University Libraries
Added: August 6, 2018

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