Works (172)

Updated: November 8th, 2024 05:00

2024 article

AI Planning is Elementary: Introducing Young Learners to Automated Problem Solving

PROCEEDINGS OF THE 2024 CONFERENCE INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, VOL 2, ITICSE 2024, pp. 811–811.

UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: August 19, 2024

2024 journal article

Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use

FRONTIERS IN EDUCATION, 8.

By: M. Pugatch*, N. Blum*, W. Barbaresi*, J. Rowe n, M. Berna*, S. Hennigan*, A. Giovanelli*, C. Penilla* ...

author keywords: prevention; technology; adolescent; alcohol-related disorders; parenting; attention deficit hyperactivity disorder; ADHD; life course
TL;DR: It is suggested that INSPIRE may support facilitating youth with ADHD to learn the developmental competencies needed to mitigate risk and thrive and warrants further testing to explore its impact on alcohol use in youth with ADHD. (via Semantic Scholar)
Source: Web Of Science
Added: January 29, 2024

2024 journal article

Exploring facilitation strategies to support socially shared regulation in a problem-based learning game

EDUCATIONAL TECHNOLOGY & SOCIETY, 27(3), 318–334.

By: C. Feng, H. Bae, K. Glazewski, C. Hmelo-Silver, T. Brush, B. Mott, S. Lee, J. Lester

author keywords: Problem-based learning; Socially shared regulation; Facilitation; Collaborative inquiry; Conversation analysis
Source: Web Of Science
Added: September 9, 2024

2024 article

LLM-Based Student Plan Generation for Adaptive Scaffolding in Game-Based Learning Environments

Goslen, A., Kim, Y. J., Rowe, J., & Lester, J. (2024, July 17). INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, Vol. 7.

By: A. Goslen*, Y. Kim*, J. Rowe* & J. Lester*

author keywords: Goal setting and planning; Game-based learning environments; Language models; Self-regulated learning
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: July 22, 2024

2024 article

Leveraging Student Planning in Game-Based Learning Environments for Self-Regulated Learning Analytics

Goslen, A., Taub, M., Carpenter, D., Azevedo, R., Rowe, J., & Lester, J. (2024, September 5). JOURNAL OF EDUCATIONAL PSYCHOLOGY, Vol. 9.

By: A. Goslen*, M. Taub, D. Carpenter*, R. Azevedo, J. Rowe* & J. Lester*

author keywords: goal setting and planning; plan recognition; game-based learning
Sources: Web Of Science, ORCID, NC State University Libraries
Added: September 8, 2024

2024 article

The AI Institute for Engaged Learning

Lester, J., Bansal, M., Biswas, G., Hmelo-Silver, C., Roschelle, J., & Rowe, J. (2024, February 14). AI MAGAZINE.

TL;DR: The EngageAI Institute focuses on AI‐driven narrative‐centered learning environments that create engaging story‐based problem‐solving experiences to support collaborative learning and emphasizes broad participation and diverse perspectives to ensure that advances in AI‐augmented learning address inequities in STEM. (via Semantic Scholar)
UN Sustainable Development Goal Categories
10. Reduced Inequalities (OpenAlex)
Source: Web Of Science
Added: February 26, 2024

2023 article

A multi-level growth modeling approach to measuring learner attention with metacognitive pedagogical agents

Wiedbusch, M., Lester, J., & Azevedo, R. (2023, March 3). METACOGNITION AND LEARNING.

By: M. Wiedbusch*, J. Lester n & R. Azevedo*

author keywords: Pedagogical agents; Metacognition; Affect detection and recognition; Individual differences; Multilevel methods; Science learning
TL;DR: Results suggest that learners attend to pedagogical agents less over time, but this rate of change is weaker when an agent is providing an expression that is congruent with the ground truth of the environment, and design implications of these findings for technology-based learning environments are discussed. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: March 27, 2023

2023 article

AI Education for K-12: A Survey

ARTIFICIAL INTELLIGENCE IN EDUCATION. POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS, DOCTORAL CONSORTIUM AND BLUE SKY, AIED 2023, Vol. 1831, pp. 44–49.

By: N. Wang* & J. Lester n

author keywords: K-12 AI education; youth AI education; workshop
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: November 4, 2024

2023 article

Assessing the Complexity of Gaming Mechanics During Science Learning

GAMES AND LEARNING ALLIANCE, GALA 2023, Vol. 14475, pp. 299–308.

By: D. Dever*, M. Wiedbusch*, S. Park*, A. Llinas*, J. Lester n & R. Azevedo*

author keywords: Game-based Learning; Gaming Mechanics; Transition Matrices; Science Learning
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: February 19, 2024

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 (Web of Science; OpenAlex)
Source: Web Of Science
Added: December 4, 2023

2023 article

Enhancing Engagement Modeling in Game-Based Learning Environments with Student-Agent Discourse Analysis

ARTIFICIAL INTELLIGENCE IN EDUCATION. POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS, DOCTORAL CONSORTIUM AND BLUE SKY, AIED 2023, Vol. 1831, pp. 681–687.

author keywords: Student engagement; Game-based learning; Discourse analysis
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: November 4, 2024

2023 article

Enhancing Stealth Assessment in Collaborative Game-Based Learning with Multi-task Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2023, Vol. 13916, pp. 304–315.

author keywords: Stealth Assessment; Multi-Task Learning; Computer-Supported Collaborative Learning; Collaborative Game-Based Learning; Game-Based Learning Environments
Sources: Web Of Science, NC State University Libraries
Added: November 4, 2024

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

It's Good to Explore: Investigating Silver Pathways and the Role of Frustration During Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION. POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS, DOCTORAL CONSORTIUM AND BLUE SKY, AIED 2023, Vol. 1831, pp. 497–503.

By: N. Nasiar*, A. Zambrano*, J. Ocumpaugh*, S. Hutt*, A. Goslen n, J. Rowe n, J. Lester n, N. Henderson n ...

author keywords: Game-based learning; pathways; frustration
Sources: Web Of Science, NC State University Libraries
Added: November 4, 2024

2023 article

K-12 Education in the Age of AI: A Call to Action for K-12 AI Literacy

Wang, N., & Lester, J. (2023, June 20). INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION.

By: N. Wang* & J. Lester n

author keywords: AI education; K-12 education; K-12 AI education; Computer science education
TL;DR: A component-based definition of AI literacy is provided, the need for implementing AI literacy education across all grade bands is presented, and the creation of research programs across four areas of AI education are argued for. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: July 19, 2023

2023 article

Preface to the Special Issue on K-12 AI Education

Wang, N., & Lester, J. (2023, August 3). INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION.

By: N. Wang* & J. Lester n

author keywords: AI education; K-12 education; K-12 AI education; Computer science education
TL;DR: This special issue explores the emerging field of K-12 AI education research with a focus on how to best prepare future AI developers, engineers, and researchers for an AI-permeated future. (via Semantic Scholar)
Source: Web Of Science
Added: August 21, 2023

2023 article

Robust Team Communication Analytics with Transformer-Based Dialogue Modeling

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2023, Vol. 13916, pp. 639–650.

By: J. Pande n, W. Min n, R. Spain*, J. Saville n & J. Lester n

author keywords: Team Communication Analytics; Team Training; Dialogue Modeling; Text-to-Text Transformers; Deep Learning; Natural Language Processing
Sources: Web Of Science, NC State University Libraries
Added: November 4, 2024

2023 journal article

Supporting Adolescent Engagement with Artificial Intelligence-Driven Digital Health Behavior Change Interventions

JOURNAL OF MEDICAL INTERNET RESEARCH, 25.

author keywords: digital health behavior change; adolescent; adolescence; behavior change; BCT; behavioral intervention; artificial intelligence; machine learning; model; AI ethics; trace log data; ethics; ethical; youth; risky behavior; engagement; privacy; security; optimization; operationalization
MeSH headings : Adolescent; Humans; Artificial Intelligence; Health Behavior; Software; Adolescent Behavior; Risk-Taking
TL;DR: A framework for harnessing AI to accomplish 4 goals that are pertinent to health care providers and software developers alike: measurement of adolescent engagement, modeling of adolescents engagement, optimization of current interventions, and generation of novel interventions is proposed. (via Semantic Scholar)
Source: Web Of Science
Added: July 3, 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 journal article

Affective Dynamics and Cognition During Game-Based Learning

IEEE TRANSACTIONS ON AFFECTIVE COMPUTING, 13(4), 1705–1717.

author keywords: Game-based learning environments; multimodal data; cognitive trends; affective dynamics
TL;DR: This paper calculated multilevel mixed effects growth models to assess whether seventy-eight participants’ time engaging in scientific reasoning were related to time facially expressing confused, frustrated, and neutral states during game-based learning with Crystal Island. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: February 6, 2023

2022 journal article

Early prediction of student knowledge in game-based learning with distributed representations of assessment questions

BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 54(1), 40–57.

By: A. Emerson n, W. Min n, R. Azevedo* & J. Lester n

author keywords: game-based learning; natural language processing; predictive student modelling
TL;DR: This work investigates a predictive student modelling approach that leverages the natural language text of the post-gameplay content knowledge questions and theText of the possible answer choices for early prediction of fine-grained individual student performance in game-based learning environments. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: March 6, 2023

2022 article

If We Build It, Will They Learn? An Analysis of Students' Understanding in an Interactive Game During and After a Research Project

Horwitz, P., Reichsman, F., Lord, T., Dorsey, C., Wiebe, E., & Lester, J. (2022, August 5). TECHNOLOGY KNOWLEDGE AND LEARNING, Vol. 8.

By: P. Horwitz*, F. Reichsman*, T. Lord*, C. Dorsey*, E. Wiebe n & J. Lester n

author keywords: Modeling; Science education; Logging; Assessment
TL;DR: Geniventure is an interactive digital game designed to teach genetics to middle and high school students that offers a sequence of challenges of increasing difficulty and records students’ actions as they progress, with a highly significant positive correlation with performance on “assessment” challenges, presented immediately following the practice challenges that required students to invoke relevant mental models. (via Semantic Scholar)
Sources: Web Of Science, NC State University Libraries
Added: August 22, 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

Is Elementary AI Education Possible?

PROCEEDINGS OF THE 54TH ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, VOL 2, SIGCSE 2023, pp. 1364–1364.

Source: Web Of Science
Added: August 26, 2024

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

Leveraging Student Goal Setting for Real-Time Plan Recognition in Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION, PT I, Vol. 13355, pp. 78–89.

By: A. Goslen n, D. Carpenter n, J. Rowe n, N. Henderson n, R. Azevedo* & J. Lester n

author keywords: Plan recognition; Game-based Learning; Self-regulated learning
TL;DR: A novel plan recognition framework is introduced that leverages trace log data from student interactions within a game-based learning environment called C RYSTAL I SLAND, in which students use a drag-and-drop planning support tool that enables them to externalize their science problem-solving goals and plans prior to enacting them in the learning environment. (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 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

2022 article

Robust Adaptive Scaffolding with Inverse Reinforcement Learning-Based Reward Design

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. 204–207.

By: F. Fahid n, J. Rowe n, R. Spain n, B. Goldberg*, R. Pokorny* & J. Lester n

author keywords: Inverse reinforcement learning; Reward modeling; Adaptive learning environments; Adaptive scaffolding; ICAP
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

Adaptively Scaffolding Cognitive Engagement with Batch Constrained Deep Q-Networks

ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2021), PT I, Vol. 12748, pp. 113–124.

By: F. Fahid n, J. Rowe n, R. Spain n, B. Goldberg*, R. Pokorny* & J. Lester n

author keywords: Deep reinforcement learning; Cognitive engagement; ICAP; Adaptive learning environments
Source: Web Of Science
Added: November 28, 2022

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 (Web of Science; OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: November 28, 2022

2021 article

Emotions and the Comprehension of Single versus Multiple Texts during Game-based Learning

Dever, D. A., Wiedbusch, M. D., Cloude, E. B., Lester, J., & Azevedo, R. (2021, August 27). DISCOURSE PROCESSES.

TL;DR: It is found that learners often express more than one emotion during GBLE activities, emotions are related to demonstrated comprehension, but the type of activity influences this relationship. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: September 7, 2021

2021 article

Enhancing Multimodal Affect Recognition with Multi-Task Affective Dynamics Modeling

2021 9TH INTERNATIONAL CONFERENCE ON AFFECTIVE COMPUTING AND INTELLIGENT INTERACTION (ACII).

By: N. Henderson n, W. Min n, J. Rowe n & J. Lester n

author keywords: multitask learning; affect recognition; multimodal interaction; game-based learning environments
TL;DR: A multimodal, multitask affect recognition framework that predicts students’ future affective states as auxiliary training tasks and uses prior affectiveStates as input features to capture bi-directional affective dynamics and enhance the training of affect recognition models is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: June 6, 2022

2021 journal article

Game-Based Learning Analytics for Supporting Adolescents' Reflection

JOURNAL OF LEARNING ANALYTICS, 8(2), 51–72.

author keywords: reflection; game-learning analytics; adolescents; problem solving; knowledge acquisition
TL;DR: The quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE are studied and the implications of using game-learning analytics to guide instructional decision making in the classroom are discussed. (via Semantic Scholar)
Source: Web Of Science
Added: September 20, 2021

2021 article

Investigating Student Reflection during Game-Based Learning in Middle Grades Science

LAK21 CONFERENCE PROCEEDINGS: THE ELEVENTH INTERNATIONAL CONFERENCE ON LEARNING ANALYTICS & KNOWLEDGE, pp. 280–291.

author keywords: Self-Regulated Learning; Game-Based Learning; Reflection
TL;DR: This paper uses embedded reflection prompts to elicit written reflections during students’ interactions with Crystal Island, a game-based learning environment for middle-school microbiology, and identifies key features in students�’ problem-solving actions and reflections that are predictive of reflection depth. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
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
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
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

2021 article

Multimodal Trajectory Analysis of Visitor Engagement with Interactive Science Museum Exhibits

ARTIFICIAL INTELLIGENCE IN EDUCATION (AIED 2021), PT II, Vol. 12749, pp. 151–155.

By: A. Emerson n, N. Henderson n, W. Min n, J. Rowe n, J. Minogue n & J. Lester n

author keywords: Museum learning; Visitor engagement; Multimodal trajectory; analytics
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: November 28, 2022

2020 review

Artificial Intelligence for Personalized Preventive Adolescent Healthcare

[Review of ]. JOURNAL OF ADOLESCENT HEALTH, 67(2), 552–558.

By: J. Rowe n & J. Lester n

author keywords: Artificial intelligence; Prevention; Health information technology; Adaptive learning technologies; User modeling; Interactive narrative generation; Adolescents
MeSH headings : Adolescent; Adolescent Health Services; Artificial Intelligence; Deep Learning; Delivery of Health Care; Forecasting; Humans; Narration; Preventive Health Services
TL;DR: A computer science perspective on how emerging AI technologies-intelligent learning environments, interactive narrative generation, user modeling, and adaptive coaching-can be utilized to model adolescent learning and engagement and deliver personalized support in adaptive health technologies is provided. (via Semantic Scholar)
Source: Web Of Science
Added: August 10, 2020

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

2020 journal article

Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services

JOURNAL OF ADOLESCENT HEALTH, 67(2), S34–S44.

author keywords: Health behavior change; Prevention; Interactive narrative technologies; Adolescent risk behavior; Alcohol use; Games for health; Narrative-centered behavior change environments; Health information technology; Self-efficacy; Social-cognitive theory
MeSH headings : Adolescent; Adolescent Behavior / psychology; Adolescent Health Services; Health Behavior; Humans; Narration; Preventive Health Services; Video Games / psychology
TL;DR: In this article, the iterative design and development of Interactive Narrative System for Patient-Individualized Reflective Exploration (INSPIRE), a narrative-centered behavior change environment for adolescents focused on reducing alcohol use is described. (via Semantic Scholar)
Source: Web Of Science
Added: August 10, 2020

2020 article

Innovative Digital Technologies to Improve Adolescent and Young Adult Health

Ozer, E. M., & Lester, J. C. (2020, August). JOURNAL OF ADOLESCENT HEALTH, Vol. 67, pp. S3–S3.

By: E. Ozer* & J. Lester n

MeSH headings : Adolescent; Adolescent Health Services; COVID-19; Delivery of Health Care; Digital Technology; Humans; Pandemics; SARS-CoV-2; Young Adult
TL;DR: This Special Issue, Innovative Digital Technologies to improve Adolescent and Young Adult Health, evolved from collaborative multidisciplinary research that has been supported by the National Science Foundation under the Smart and Connected Health: Connecting Data, People, and Systems program. (via Semantic Scholar)
Source: Web Of Science
Added: August 10, 2020

2020 journal article

Multimodal learning analytics for game-based learning

BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 51(5), 1505–1526.

By: A. Emerson*, E. Cloude*, R. Azevedo* & J. Lester*

TL;DR: The findings suggest that multimodal learning analytics can accurately predict students? (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: July 20, 2020

2020 journal article

Predictive Student Modeling in Game-Based Learning Environments with Word Embedding Representations of Reflection

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 31(1), 1–23.

By: M. Geden n, A. Emerson n, D. Carpenter n, J. Rowe n, R. Azevedo* & J. Lester n

author keywords: Student modeling; Early prediction; Game-based learning environments; Self-regulated learning; Reflection
TL;DR: A predictive student modeling framework that leverages natural language responses to in-game reflection prompts to predict student learning outcomes in a game-based learning environment for middle school microbiology, CRYSTAL ISLAND is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: November 9, 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

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.

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 journal article

ENGAGING ADOLESCENTS IN A SELF-ADAPTIVE PERSONALIZED BEHAVIOR CHANGE SYSTEM FOR ADOLESCENT PREVENTIVE HEALTHCARE

JOURNAL OF ADOLESCENT HEALTH, 64(2), S60–61.

By: E. Ozer*, J. Rowe n, K. Tebb*, M. Berna*, C. Jasik*, C. Penilla*, A. Giovanelli*, M. Ozer-Staton*, A. Kellenberger*, J. Lester n

Source: NC State University Libraries
Added: February 4, 2019

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

2019 journal article

The Impact of Contextualized Emotions on Self-Regulated Learning and Scientific Reasoning during Learning with a Game-Based Learning Environment

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 30(1), 97–120.

UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: April 6, 2020

2019 article

The Role of Achievement Goal Orientation on Metacognitive Process Use in Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION, AIED 2019, PT II, Vol. 11626, pp. 36–40.

By: E. Cloude*, M. Taub*, J. Lester n & R. Azevedo*

author keywords: Motivation; Metacognition; Game-based learning environments
TL;DR: To examine relations between achievement goal orientation—a construct of motivation, metacognition and learning, multiple data channels were collected from 58 students while problem solving in a game-based learning environment. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: December 2, 2019

2018 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

2018 journal article

Beyond cold technology: A systematic review and meta-analysis on emotions in technology-based learning environments

Learning and Instruction, 101162.

By: K. Loderer*, R. Pekrun* & J. Lester n

author keywords: Emotions; Affect; Technology-based learning; Control-value theory; Meta-analysis
TL;DR: It is found that levels of emotions differ across TBLEs, but that their functional relations with appraisals and learning are equivalent across environments. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Crossref
Added: February 24, 2020

2018 article

Gaze-Enhanced Student Modeling for Game-based Learning

PROCEEDINGS OF THE 26TH CONFERENCE ON USER MODELING, ADAPTATION AND PERSONALIZATION (UMAP'18), pp. 63–72.

By: A. Emerson n, R. Sawyer n, R. Azevedo n & J. Lester n

author keywords: Student modeling; Gaze; Game-based learning
TL;DR: Results of a study conducted with 65 college students interacting with the CRYSTAL ISLAND game-based learning environment indicate that the gaze-enhanced student model significantly outperforms the baseline model in dynamically predicting student problem-solving performance. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: April 2, 2019

2018 conference paper

Identifying How Metacognitive Judgments Influence Student Performance During Learning with MetaTutorIVH

INTELLIGENT TUTORING SYSTEMS, ITS 2018, 10858, 140–149.

By: N. Mudrick n, R. Sawyer n, M. Price n, J. Lester n, C. Roberts* & R. Azevedo n

TL;DR: This paper reports on a study investigating how students’ EOL judgments can influence their performance and significantly predict their learning outcomes during learning with MetaTutorIVH, an ITS for human physiology. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
Added: November 26, 2018

2018 chapter

Impact of Learner-Centered Affective Dynamics on Metacognitive Judgements and Performance in Advanced Learning Technologies

In Lecture Notes in Computer Science (pp. 312–316).

author keywords: Affect; Learner-centered emotions; Metacognition; Affect dynamics; Affect detection
TL;DR: The presence of confusion and joy during learning had a positive impact on student confidence in their performance while the presence of frustration and transition from confusion to frustration had a negative impact on confidence, even after accounting for individual differences in multiple-choice confidence. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: February 24, 2020

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 chapter

Affect Dynamics in Military Trainees Using vMedic: From Engaged Concentration to Boredom to Confusion

In Lecture Notes in Computer Science (pp. 238–249).

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

TL;DR: An analysis of affect dynamics among learners using vMedic, which teaches combat medicine protocols as part of the military training at West Point, the United States Military Academy, is presented. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2017 chapter

Balancing Learning and Engagement in Game-Based Learning Environments with Multi-objective Reinforcement Learning

In Lecture Notes in Computer Science (pp. 323–334).

By: R. Sawyer n, J. Rowe n & J. Lester n

author keywords: Tutorial planning; Multi-objective reinforcement learning; Game-based learning environments; Narrative centered learning
TL;DR: A model-based, linear-scalarized multi-policy algorithm, Convex Hull Value Iteration, is investigated to induce a tutorial planner from a corpus of student interactions with a game-based learning environment for middle school science education, and results indicate that multi-objective reinforcement learning creates policies that are more effective at balancing multiple reward sources than single- objective techniques. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Crossref
Added: February 24, 2020

2017 journal article

Detecting and Addressing Frustration in a Serious Game for Military Training

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

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

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 chapter

Is More Agency Better? The Impact of Student Agency on Game-Based Learning

In Lecture Notes in Computer Science: Vol. 10331 LNAI (pp. 335–346).

Contributors: R. Sawyer n, A. Smith n, J. Rowe n, R. Azevedo n & J. Lester n

author keywords: Game-based learning; Student agency; Problem-solving behavior
TL;DR: Results indicate that students in the Low Agency condition achieved greater learning gains than students in both the High Agency and No Agency conditions, but exhibited more unproductive behaviors, suggesting that artfully striking a balance between high and low agency best supports learning. (via Semantic Scholar)
Sources: Crossref, ORCID
Added: February 19, 2020

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

2017 article

Special Issue on the Generalized Intelligent Framework for Tutoring (GIFT): Creating a Stable and Flexible Platform for Innovations in AIED Research

Sottilare, R. A., Baker, R. S., Graesser, A. C., & Lester, J. C. (2018, June). INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, Vol. 28, pp. 139–151.

author keywords: Adaptive instruction; Affect; Affect sensitivity; Authoring; Generalized intelligent framework for tutoring (GIFT); Instructional management; Psychomotor tasks; Teams; Taskwork; Teamwork; Testbed
TL;DR: The primary motivation was to introduce the AIED community to GIFT not just as a research tool, but as an extension of familiar challenges taken on previously by AIED scientists and practitioners. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2017 conference paper

Toward affect-sensitive virtual human tutors: The influence of facial expressions on learning and emotion

International conference on affective computing and intelligent, 184–189.

By: N. Mudrick n, M. Taub n, R. Azevedo n, J. Rowe n & J. Lester n

TL;DR: Results from the study suggest that learners' performance is significantly better when a human tutor agent facially expresses emotions that are congruent with the content relevancy and that learners facially express significantly more confusion when the human tutorAgent provides incongruent facial expressions. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
Added: August 6, 2018

2017 journal article

Using multi-channel data with multi-level modeling to assess in-game performance during gameplay with CRYSTAL ISLAND

COMPUTERS IN HUMAN BEHAVIOR, 76, 641–655.

By: M. Taub n, N. Mudrick n, R. Azevedo n, G. Millar n, J. Rowe n & J. Lester n

author keywords: Cognitive strategies; Metacognitive monitoring; Game-based learning environments; Eye tracking; Log files; Self-regulated learning
TL;DR: This study uses multi-level modeling with data from eye movements and log files to examine the cognitive and metacognitive self-regulatory processes used by 50 college students as they read books and completed the associated in-game assessments (concept matrices) while playing the Crystal Island game-based learning environment. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: August 6, 2018

2017 journal article

Using sequence mining to reveal the efficiency in scientific reasoning during STEM learning with a game-based learning environment

LEARNING AND INSTRUCTION, 54, 93–103.

By: M. Taub n, R. Azevedo n, A. Bradbury n, G. Millar n & J. Lester n

author keywords: Metacognition; Self-regulated learning; Scientific reasoning; Game-based learning; Sequence mining; Process data; Log files
TL;DR: Results revealed that participants who were more efficient at solving the mystery tested significantly fewer partially-relevant and irrelevant items than less efficient participants and have implications for designing adaptive GBLEs that scaffold participants based on in-game behaviors. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: August 6, 2018

2016 chapter

Decomposing Drama Management in Educational Interactive Narrative: A Modular Reinforcement Learning Approach

In Interactive Storytelling (pp. 270–282).

By: P. Wang n, J. Rowe n, B. Mott n & J. Lester n

TL;DR: This work investigates an offline optimization framework for training modular reinforcement learning-based drama managers in an educational interactive narrative, Crystal Island, and shows significant improvements in drama manager quality from adopting an optimized modular RL decomposition compared to competing representations. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2016 journal article

Development of a Self-Adaptive Personalized Behavior Change System for Adolescent Preventive Healthcare

Journal of Adolescent Health, 58(2), S70.

UN Sustainable Development Goal Categories
3. Good Health and Well-being (Web of Science; OpenAlex)
Source: Crossref
Added: February 24, 2020

2016 journal article

Do You Think You Can? The Influence of Student Self-Efficacy on the Effectiveness of Tutorial Dialogue for Computer Science

International Journal of Artificial Intelligence in Education, 27(1), 130–153.

By: J. Wiggins n, J. Grafsgaard n, K. Boyer*, E. Wiebe n & J. Lester n

author keywords: Self-efficacy; Tutorial dialogue; Computer science education
TL;DR: This article examines a corpus of effective human tutoring for computer science to discover the extent to which considering self-efficacy as measured within a pre-survey, coupled with dialogue and task events during tutoring, improves models that predict the student's self-reported frustration and learning gains after tutoring. (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: August 6, 2018

2016 journal article

Drawing and Writing in Digital Science Notebooks: Sources of Formative Assessment Data

Journal of Science Education and Technology, 25(3), 474–488.

By: A. Shelton n, A. Smith n, E. Wiebe n, C. Behrle n, R. Sirkin n & J. Lester n

Contributors: A. Shelton n, A. Smith n, E. Wiebe n, C. Behrle n, R. Sirkin n & J. Lester n

author keywords: Science education; Elementary grades; Digital science notebooks; Drawing; Writing; Magnetism
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Crossref, ORCID, NC State University Libraries
Added: February 19, 2020

2016 journal article

Enhancing Writing Achievement Through a Digital Learning Environment: Case Studies of Three Struggling Adolescent Male Writers

READING & WRITING QUARTERLY, 33(1), 1–19.

By: M. Pruden n, S. Kerkhoff n, H. Spires n & J. Lester n

Contributors: M. Pruden n, S. Kerkhoff n, H. Spires n & J. Lester n

TL;DR: This study explored how Narrative Theatre, a narrative-centered digital learning environment, supported the writing processes of 3 struggling adolescent male writers and revealed 3 themes that illustrated how thedigital learning environment contributed to the students’ writing experiences. (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

2016 journal article

Game-based learning: creating a multidisciplinary community of inquiry

ON THE HORIZON, 24(1), 88–93.

By: H. Spires n & J. Lester n

Contributors: H. Spires n & J. Lester n

author keywords: Community of inquiry; Game-Based learning; Science learning
TL;DR: Using a community of inquiry approach, the authors created participatory structures for design and communication among the university team (i.e. computer science, literacy and science education, educational psychology and art design), elementary teachers and elementary students who were involved with Crystal Island. (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

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

2016 article

Predicting Learning from Student Affective Response to Tutor Questions

INTELLIGENT TUTORING SYSTEMS, ITS 2016, Vol. 9684, pp. 154–164.

By: A. Vail n, J. Grafsgaard n, K. Boyer*, E. Wiebe n & J. Lester n

TL;DR: This work examines student facial expression, electrodermal activity, posture, and gesture immediately following inference questions posed by human tutors and shows that for human-human task-oriented tutorial dialogue, facial expression and skin conductance response following tutor inference questions are highly predictive of student learning gains. (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 6, 2018

2016 journal article

Use of Theory in Computer-Based Interventions to Reduce Alcohol Use Among Adolescents and Young Adults

Journal of Adolescent Health, 58(2), S69–S70.

By: K. Tebb*, R. Erenrich*, C. Jasik*, M. Berna*, J. Lester n & E. Ozer*

Source: Crossref
Added: February 24, 2020

2016 journal article

Use of theory in computer-based interventions to reduce alcohol use among adolescents and young adults: a systematic review

BMC PUBLIC HEALTH, 16.

By: K. Tebb*, R. Erenrich*, C. Jasik*, M. Berna*, J. Lester n & E. Ozer*

author keywords: Adolescent; Young adult; Alcohol drinking; Alcohol prevention; Theoretical models; Computer systems; Computer-based interventions; Systematic review
MeSH headings : Adolescent; Adolescent Behavior; Adolescent Health Services; Alcohol Drinking / prevention & control; Child; Computer-Assisted Instruction; Humans; Models, Theoretical; Self Care; Young Adult
TL;DR: A literature review of computer-based interventions designed to address alcohol use among adolescents and young adults and examines the extent to which CBIs use theories of behavior change in their development and evaluations found greater emphasis on the selection and application of theory is needed. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2016 article

Using Multi-level Modeling with Eye-Tracking Data to Predict Metacognitive Monitoring and Self-regulated Learning with CRYSTAL ISLAND

INTELLIGENT TUTORING SYSTEMS, ITS 2016, Vol. 9684, pp. 240–246.

By: M. Taub n, N. Mudrick n, R. Azevedo n, G. Millar n, J. Rowe n & J. Lester n

author keywords: Metacognition; Self-regulated learning; Game-based learning; Eye tracking; Process data; Scientific reasoning
TL;DR: A study that investigated how college students' eye tracking behavior predicted performance on embedded assessments within the Crystal Island GBLE found that participants strategized when reading book and article content and completing assessments, which led to better performance. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
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 chapter

Diagrammatic Student Models: Modeling Student Drawing Performance with Deep Learning

In Lecture Notes in Computer Science (Vol. 9146, pp. 216–227).

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

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

author keywords: Student modeling; Intelligent tutoring systems; Deep learning
TL;DR: The diagrammatic student modeling framework utilizes deep learning, a family of machine learning methods based on a deep neural network architecture, to reason about sequences of student drawing actions encoded with temporal and topological features. (via Semantic Scholar)
Sources: Crossref, ORCID
Added: February 19, 2020

2015 journal article

Face-to-Face Interaction with Pedagogical Agents, Twenty Years Later

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 26(1), 25–36.

By: W. Johnson* & J. Lester n

author keywords: Pedagogical agents; Game-based learning; Virtual tutors; Virtual coaches; Virtual environments; Robotics; Teachable agents
TL;DR: This article re-examines the concepts and predictions in the 2000 article in the context of the current state of the field, and outlines a variety of possible uses for pedagogical agents. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2015 chapter

Improving Student Problem Solving in Narrative-Centered Learning Environments: a Modular Reinforcement Learning Framework

In Lecture Notes in Computer Science (pp. 419–428).

By: J. Rowe n & J. Lester n

author keywords: Narrative-centered learning environments; Tutorial planning; Modular reinforcement learning; Game-based learning
TL;DR: The study revealed that the induced planner improved students’ problem-solving processes—including hypothesis testing and information gathering behaviors—compared to a control condition, suggesting that modular reinforcement learning is an effective approach for tutorial planning in narrative-centered learning environments. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Crossref
Added: February 24, 2020

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 chapter

Modeling Self-Efficacy Across Age Groups with Automatically Tracked Facial Expression

In Lecture Notes in Computer Science (pp. 582–585).

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

author keywords: Affect; Facial expression recognition; Nonverbal behavior; Self-efficacy; Game-based learning environments
TL;DR: Facial expressions of college and middle school students in the Crystal Island game-based learning environment were collected and models of self-efficacy for each age group highlighted differences in facial expressions. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Crossref
Added: February 24, 2020

2015 chapter

The Mars and Venus Effect: The Influence of User Gender on the Effectiveness of Adaptive Task Support

In Lecture Notes in Computer Science (pp. 265–276).

By: A. Vail n, K. Boyer n, E. Wiebe n & J. Lester n

author keywords: Gender effects; Adaptive support; Intelligent tutoring systems; Affect; Engagement; Frustration
TL;DR: The results suggest the presence of the Mars and Venus Effect, a systematic difference in how female and male users benefit from cognitive and affective adaptive support in intelligent tutoring systems. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2015 conference paper

The Mars and Venus effect: The influence of user gender on the effectiveness of adaptive task support

User modeling, adaptation and personalization, 9146, 265–276.

By: A. Vail, K. Boyer, E. Wiebe & J. Lester

Source: 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 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

2013 chapter

A Markov Decision Process Model of Tutorial Intervention in Task-Oriented Dialogue

In Lecture Notes in Computer Science (pp. 828–831).

By: C. Mitchell n, K. Boyer n & J. Lester n

TL;DR: A Markov Decision Process (MDP) framework to learn an intervention policy capturing the most effective tutor turn-taking behaviors in a task-oriented learning environment with textual dialogue is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
16. Peace, Justice and Strong Institutions (OpenAlex)
Source: Crossref
Added: February 24, 2020

2013 journal article

Affect and Engagement in Game-Based Learning Environments

IEEE TRANSACTIONS ON AFFECTIVE COMPUTING, 5(1), 45–56.

By: J. Sabourin n & J. Lester n

author keywords: Games and infotainment; human factors
TL;DR: The findings demonstrate that game-based learning environments can simultaneously support learning and promote positive affect and engagement. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Source: Web Of Science
Added: August 6, 2018

2013 article

Automatically Recognizing Facial Indicators of Frustration: A Learning-Centric Analysis

2013 HUMAINE ASSOCIATION CONFERENCE ON AFFECTIVE COMPUTING AND INTELLIGENT INTERACTION (ACII), pp. 159–165.

By: J. Grafsgaard n, J. Wiggins n, K. Boyer n, E. Wiebe n & J. Lester n

author keywords: affect; frustration; learning; computer-mediated tutoring; facial expression recognition; facial action units; intensity
TL;DR: A study to analyze a video corpus of computer-mediated human tutoring using an automated facial expression recognition tool that detects fine-grained facial movements reveals three significant relationships between facial expression, frustration, and learning. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Web Of Science, NC State University Libraries
Added: August 6, 2018

2013 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

2013 chapter

Discovering Behavior Patterns of Self-Regulated Learners in an Inquiry-Based Learning Environment

In Lecture Notes in Computer Science (pp. 209–218).

By: J. Sabourin n, B. Mott n & J. Lester n

TL;DR: Examining differences in inquiry behavior patterns in an open-ended, game-based learning environment, Crystal Island, indicates that self-regulated learners engage in more effective problem solving behaviors and demonstrate different patterns of use of the provided cognitive tools. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: February 24, 2020

2013 chapter

Embodied Affect in Tutorial Dialogue: Student Gesture and Posture

In Lecture Notes in Computer Science (pp. 1–10).

By: J. Grafsgaard n, J. Wiggins n, K. Boyer n, E. Wiebe n & J. Lester n

TL;DR: Investigating posture and gesture in computer-mediated tutorial dialogue using automated techniques to track posture and hand-to-face gestures sheds light on the cognitive-affective mechanisms that underlie these nonverbal behaviors. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Sources: Crossref, NC State University Libraries
Added: February 24, 2020

2013 chapter

Personalizing Embedded Assessment Sequences in Narrative-Centered Learning Environments: A Collaborative Filtering Approach

In Lecture Notes in Computer Science (pp. 369–378).

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

TL;DR: This paper compares two model-based collaborative filtering methods, including probabilistic principal component analysis and non-negative matrix factorization (NMF), to a memory-based baseline model, k-nearest neighbor, and suggests that PPCA provides the most accurate predictions on average, but NMF provides a better balance between accuracy and run-time efficiency. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2013 journal article

Serious Games Get Smart: Intelligent Game-Based Learning Environments

AI MAGAZINE, 34(4), 31–45.

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

TL;DR: The CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years, is introduced. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2013 journal article

Understanding and Predicting Student Self-Regulated Learning Strategies in Game-Based Learning Environments

International Journal of Artificial Intelligence in Education, 23(1-4), 94–114.

By: J. Sabourin n, L. Shores n, B. Mott n & J. Lester n

author keywords: Self-regulated learning; Metacognition; Machine learning
TL;DR: An initial investigation into self-regulated learning in a game-based learning environment is presented and machine learning models capable of predicting these classes early in students' interaction are presented. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2013 chapter

Utilizing Dynamic Bayes Nets to Improve Early Prediction Models of Self-regulated Learning

In User Modeling, Adaptation, and Personalization (pp. 228–241).

By: J. Sabourin n, B. Mott n & J. Lester n

TL;DR: This work presents a dynamic Bayesian approach that significantly improves the classification accuracy of student self-regulated learning skills and builds upon previous work that examined these phenomena within the learner-guided environment, Crystal Island. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: February 24, 2020

2012 chapter

Exploring Inquiry-Based Problem-Solving Strategies in Game-Based Learning Environments

In Intelligent Tutoring Systems (pp. 470–475).

By: J. Sabourin n, J. Rowe n, B. Mott n & J. Lester n

TL;DR: Analysis of the role of inquiry behaviors in an open-ended, game-based learning environment for middle grade microbiology indicates that students' quantity of information-gathering behaviors has a greater impact on content learning gains than adherence to a particular sequence of problem-solving steps. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2012 conference paper

Multimodal analysis of the implicit affective channel in computer-mediated textual communication

ICMI '12: Proceedings of the ACM International Conference on Multimodal Interaction, 145–152.

By: J. Grafsgaard n, R. Fulton n, K. Boyer n, E. Wiebe n & J. Lester n

TL;DR: Computer-mediated tutoring sessions were recorded with Kinect video and depth images and processed with novel tracking techniques for posture and hand-to-face gestures and it was demonstrated that tutors implicitly perceived students' focused attention, physical demand, and frustration. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
Added: August 6, 2018

2012 chapter

Predicting Student Self-regulation Strategies in Game-Based Learning Environments

In Intelligent Tutoring Systems (pp. 141–150).

By: J. Sabourin n, L. Shores n, B. Mott n & J. Lester n

TL;DR: The methodology used to classify students and initial analyses demonstrating the different learning and gameplay behaviors across students in different SRL-use categories are described and machine learning models capable of predicting these categories early into the student's interaction are presented. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2012 chapter

Real-Time Narrative-Centered Tutorial Planning for Story-Based Learning

In Intelligent Tutoring Systems (pp. 476–481).

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

TL;DR: An empirical evaluation of machine-learned models of narrative-centered tutorial planning for story-based learning environments suggests that machine- Learns can improve learning outcomes and in-game efficiency. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2012 chapter

The Role of Sub-problems: Supporting Problem Solving in Narrative-Centered Learning Environments

In Intelligent Tutoring Systems (pp. 464–469).

By: L. Shores n, K. Hoffmann n, J. Nietfeld n & J. Lester n

TL;DR: Investigation of the role of quests as a means for supporting situational interest and content-knowledge acquisition during interactions with a narrative-centered learning environment found that students who completed more quests exhibited significant increases in content learning and had higher levels of situational interest. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2012 chapter

Toward a Machine Learning Framework for Understanding Affective Tutorial Interaction

In Intelligent Tutoring Systems (pp. 52–58).

By: J. Grafsgaard n, K. Boyer n & J. Lester n

TL;DR: The results show that hidden Markov modeling holds potential for the semi-automated understanding of affective interaction, which may contribute to the development of affect-informed intelligent tutoring systems. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2011 chapter

Affect, Learning, and Delight

In S. D'Mello, A. Graesser, B. Schuller, & J. C. Martin (Eds.), Affective Computing and Intelligent Interaction. ACII 2011 (pp. 2–2).

By: J. Lester n

Ed(s): S. D'Mello, A. Graesser, B. Schuller & J. Martin

TL;DR: The role that affective computing can play in next-generation interactive learning environments is explored, with a particular focus on affect recognition, affect understanding, and affect synthesis in game-based learning. (via Semantic Scholar)
Source: Crossref
Added: January 14, 2021

2011 chapter

Director Agent Intervention Strategies for Interactive Narrative Environments

In Interactive Storytelling (pp. 140–151).

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

TL;DR: A dynamic Bayesian network framework was designed to model director agent intervention strategies and produced promising results in an interactive narrative-centered learning environment. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2011 chapter

Early Prediction of Cognitive Tool Use in Narrative-Centered Learning Environments

In Lecture Notes in Computer Science (pp. 320–327).

By: L. Shores n, J. Rowe n & J. Lester n

TL;DR: An investigation into machine-learned models for making early predictions about students' use of a specific cognitive tool in the Crystal Island learning environment suggests that support vector machine and naive Bayes models offer considerable promise for generating useful predictive models of cognitive tool use in narrative-centered learning environments. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2011 journal article

Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning

Computers & Education, 59(2), 497–504.

By: A. Meluso n, M. Zheng n, H. Spires n & J. Lester n

Contributors: A. Meluso n, M. Zheng n, H. Spires n & J. Lester n

author keywords: Collaborative learning; Interactive learning environments; Media and education; Simulation; Pedagogical issues
TL;DR: There were no differences between the two playing conditions; however, when conditions were collapsed, science content learning and self-efficacy significantly increased and future research should focus on the composition of collaboration interaction among game players to assess what types of collaborative tasks may yield positive learning gains. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Crossref, Web Of Science, ORCID, NC State University Libraries
Added: August 6, 2018

2011 chapter

Generalizing Models of Student Affect in Game-Based Learning Environments

In Affective Computing and Intelligent Interaction (pp. 588–597).

By: J. Sabourin n, B. Mott n & J. Lester n

TL;DR: The findings suggest that predictive models of affect that are learned from empirical data may have significant dependencies on the populations on which they are trained, even when the populations themselves are very similar. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2011 chapter

Modeling Confusion: Facial Expression, Task, and Discourse in Task-Oriented Tutorial Dialogue

In Lecture Notes in Computer Science (pp. 98–105).

By: J. Grafsgaard n, K. Boyer n, R. Phillips n & J. Lester n

TL;DR: A study of learner affect through an analysis of facial expression in human task-oriented tutorial dialogue through in-depth analyses of a highly informative facial action unit and its interdependencies with dialogue utterances and task structure is reported on. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2011 chapter

Modeling Learner Affect with Theoretically Grounded Dynamic Bayesian Networks

In Affective Computing and Intelligent Interaction (pp. 286–295).

By: J. Sabourin n, B. Mott n & J. Lester n

TL;DR: The benefits of using theoretical models of learner emotions to guide the development of Bayesian networks for prediction of student affect are investigated and the most successful model, a dynamic Bayesian network, is highlighted. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2011 chapter

Modeling Narrative-Centered Tutorial Decision Making in Guided Discovery Learning

In Lecture Notes in Computer Science (pp. 163–170).

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

TL;DR: A dynamic Bayesian network has been designed to make narrative-centered tutorial decisions using a corpus collected in a Wizard-of-Oz study in which narrative and tutorial planning activities were performed by humans. (via Semantic Scholar)
UN Sustainable Development Goal Categories
16. Peace, Justice and Strong Institutions (OpenAlex)
Source: Crossref
Added: August 28, 2020

2011 chapter

Predicting Facial Indicators of Confusion with Hidden Markov Models

In Affective Computing and Intelligent Interaction (pp. 97–106).

By: J. Grafsgaard n, K. Boyer n & J. Lester n

TL;DR: A predictive model of learner confusion during task-oriented human-human tutorial dialogue that leverages textual dialogue, task, and facial expression history to predict upcoming confusion within a hidden Markov modeling framework is created. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2011 chapter

When Off-Task is On-Task: The Affective Role of Off-Task Behavior in Narrative-Centered Learning Environments

In Lecture Notes in Computer Science (pp. 534–536).

By: J. Sabourin n, J. Rowe n, B. Mott n & J. Lester n

TL;DR: Results from an empirical study of students interacting with the CRYSTAL ISLAND environment indicate that off-task behavior generally has negative impacts on learning, but analyses of students' affective transitions suggest that some students may be using off- task behavior as a strategy to regulate negative emotions. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2010 chapter

Characterizing the Effectiveness of Tutorial Dialogue with Hidden Markov Models

In Intelligent Tutoring Systems (pp. 55–64).

By: K. Boyer n, R. Phillips n, A. Ingram*, E. Ha n, M. Wallis n, M. Vouk n, J. Lester n

TL;DR: This paper applies hidden Markov modeling to a corpus of annotated task-oriented tutorial dialogue to learn one model for each of two effective human tutors, and identifies the statistical relationships between student outcomes and the learned strategies. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: February 24, 2020

2010 chapter

Developing Empirically Based Student Personality Profiles for Affective Feedback Models

In Intelligent Tutoring Systems (pp. 285–295).

By: J. Robison n, S. McQuiggan* & J. Lester n

TL;DR: An analysis of a large student affect corpus collected from three separate studies indicates that student personality profiles can serve as a powerful tool for informing affective feedback models. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2010 chapter

Integrating Learning and Engagement in Narrative-Centered Learning Environments

In Intelligent Tutoring Systems (pp. 166–177).

By: J. Rowe n, L. Shores n, B. Mott n & J. Lester n

TL;DR: Findings from a study with human participants are presented that challenges the view that engagement and learning need be opposed and found a strong positive relationship between learning outcomes and increased engagement. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2010 chapter

Optimizing Story-Based Learning: An Investigation of Student Narrative Profiles

In Intelligent Tutoring Systems (pp. 155–165).

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

TL;DR: In interactive story-based learning supported by beyond-state-of-the-art ITS capabilities, certain student narrative profiles are strongly associated with desirable learning outcomes and the study suggests design decisions for optimizing story- based learning. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2009 journal article

Investigating the role of student motivation in computer science education through one-on-one tutoring

Computer Science Education, 19(2), 111–135.

By: K. Boyer n, R. Phillips n, M. Wallis n, M. Vouk n & J. Lester n

author keywords: motivation; tutoring; confidence; CS1; introductory programming; initiative
TL;DR: Issues of student motivation as they arise during one-on-one human tutoring in introductory computer science are investigated, and the findings suggest that the choices made during instructional discourse are associated with cognitive and motivational outcomes. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Crossref
Added: February 24, 2020

2009 chapter

Predicting User Psychological Characteristics from Interactions with Empathetic Virtual Agents

In Intelligent Virtual Agents (pp. 330–336).

By: J. Robison n, J. Rowe n, S. McQuiggan* & J. Lester n

TL;DR: An inductive framework for inferring users' psychological characteristics from observations of their interactions with virtual agents, trained on traces of users' interactions withvirtual agents in the environment is presented. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2008 chapter

Affective Transitions in Narrative-Centered Learning Environments

In Intelligent Tutoring Systems (pp. 490–499).

By: S. McQuiggan n, J. Robison n & J. Lester n

TL;DR: This paper investigates the affective transitions that occur throughout narrative-centered learning experiences and differentiates the likelihood of Affective transitions stemming from pedagogical agent empathetic responses to student affect. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2008 chapter

Archetype-Driven Character Dialogue Generation for Interactive Narrative

In Intelligent Virtual Agents (pp. 45–58).

By: J. Rowe n, E. Ha n & J. Lester n

TL;DR: This work proposes an archetype-driven character dialogue generator that uses a probabilistic unification framework to generate dialogue motivated by character personality and narrative history to achieve communicative goals. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2008 chapter

Balancing Cognitive and Motivational Scaffolding in Tutorial Dialogue

In Intelligent Tutoring Systems (pp. 239–249).

By: K. Boyer n, R. Phillips n, M. Wallis n, M. Vouk n & J. Lester n

TL;DR: A tutorial dialogue study that investigates motivational strategies and cognitive feedback found that the choice of corrective tutorial strategy makes a significant difference in the outcomes of both student learning gains and self-efficacy gains. (via Semantic Scholar)
Source: Crossref
Added: February 24, 2020

2008 chapter

Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes

In Intelligent Tutoring Systems (pp. 530–539).

TL;DR: The study found that students do exhibit learning gains, that those gains are less than those produced by traditional instructional approaches, but that the motivational benefits of narrative-centered learning with regard to self-efficacy, presence, interest, and perception of control are substantial. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2008 chapter

Student Note-Taking in Narrative-Centered Learning Environments: Individual Differences and Learning Effects

In Intelligent Tutoring Systems (pp. 510–519).

By: S. McQuiggan n, J. Goth n, E. Ha n, J. Rowe n & J. Lester n

TL;DR: This paper explores the individual differences of note-takers and the notes they take and uses machine learning techniques to model the content of student notes to support future pedagogical adaptation in narrative-centered learning environments. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2007 chapter

Early Prediction of Student Frustration

In Affective Computing and Intelligent Interaction (pp. 698–709).

By: S. McQuiggan n, S. Lee n & J. Lester n

TL;DR: An inductive approach to student frustration detection is described and an experiment whose results suggest that frustration models can make predictions early and accurately is reported on. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2007 chapter

Inducing User Affect Recognition Models for Task-Oriented Environments

In User Modeling 2007 (pp. 380–384).

By: S. Lee n, S. McQuiggan n & J. Lester n

TL;DR: An inductive approach to recognizing users' affective states based on appraisal theory, a motivational-affect account of cognition in which individuals' emotions are generated in response to their assessment of how their actions and events in the environment relate to their goals is presented. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2007 article

Modeling and evaluating empathy in embodied companion agents

McQuiggan, S. W., & Lester, J. C. (2007, April). INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, Vol. 65, pp. 348–360.

By: S. McQuiggan n & J. Lester n

TL;DR: Care, a data-driven affective architecture and methodology for learning models of empathy by observing human-human social interactions is presented and it is suggested that the Care paradigm can provide the basis for effective empathetic behavior control in embodied companion agents. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

2007 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

Diagnosing self-efficacy in intelligent tutoring systems: An empirical study

Lecture Notes in Computer Science, (4053), 565–574.

By: S. McQuiggan n & J. Lester n

TL;DR: The resulting static model is able to predict students' real-time levels of self-efficacy with reasonable accuracy, while the physiologically informed dynamic model is even more accurate. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
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

2004 chapter

Dialogue Management for Conversational Case-Based Reasoning

In Lecture Notes in Computer Science (pp. 77–90).

By: K. Branting, J. Lester* & B. Mott

TL;DR: An architecture that addresses two key objectives of conversational case-based reasoning systems by integrating CBR with a discourse-oriented dialogue engine is proposed. (via Semantic Scholar)
Source: Crossref
Added: August 28, 2020

2004 chapter

Workshop on Social and Emotional Intelligence in Learning Environments

In Intelligent Tutoring Systems (pp. 913–913).

By: C. Frasson*, K. Porayska-Pomsta*, C. Conati*, G. Gouarderes*, L. Johnson, H. Pain*, E. Andre*, T. Bickmore* ...

TL;DR: The notion of emotional intelligence has attracted increasing attention as one of tutors’ pre-requisites for improving students’ learning. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: August 28, 2020

2002 article

Narrative prose generation

Callaway, C. B., & Lester, J. C. (2002, August). ARTIFICIAL INTELLIGENCE, Vol. 139, pp. 213–252.

By: C. Callaway* & J. Lester n

author keywords: narrative generation; story generation; natural language generation; revision; pronominalization; discourse history; narrative models; character dialogue; discourse markers
TL;DR: The AUTHOR architecture is designed, implemented, and empirically evaluate a comprehensive computational model of narrative prose generation (NPG) that can create natural language stories for educational and entertainment environments and shows that AUTHOR is a well-defined and modularized architecture. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: August 6, 2018

2001 journal article

The case for social agency in computer-based teaching: Do students learn more deeply when they interact with animated pedagogical agents?

COGNITION AND INSTRUCTION, 19(2), 177–213.

By: R. Moreno, R. Mayer, H. Spires* & J. Lester*

Contributors: R. Moreno, R. Mayer, H. Spires* & J. Lester*

TL;DR: Results support the introduction of interactive pedagogical agents who communicate with students via speech to promote meaningful learning in multimedia lessons. (via Semantic Scholar)
Sources: Web Of Science, ORCID, NC State University Libraries
Added: August 6, 2018

1999 journal article

Deictic believability: Coordinated gesture, locomotion, and speech in lifelike pedagogical agents

APPLIED ARTIFICIAL INTELLIGENCE, 13(4-5), 383–414.

By: J. Lester*, J. Voerman, S. Towns & C. Callaway*

TL;DR: A framework for achieving deictic believability in animated agents is described, which exploits a world model and the evolving explanation plan as it selects and coordinates locomotive, gestural, and speech behaviors. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Web Of Science
Added: August 6, 2018

1999 article

Intelligent multi-shot 3D visualization interfaces

Bares, W. H., & Lester, J. C. (1999, December). KNOWLEDGE-BASED SYSTEMS, Vol. 12, pp. 403–412.

By: W. Bares* & J. Lester n

author keywords: intelligent 3D visualization; adaptive and customizable user interfaces; camera planning
TL;DR: CONSTRAINTCAM is a real-time camera visualization interface for dynamic 3D worlds that allows users to indicate which object(s) to view, how each should be viewed, what cinematic style and pace to employ, and how to respond when a single satisfactory view is not possible. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

1999 journal article

Lifelike pedagogical agents for mixed-initiative problem solving in constructivist learning environments

USER MODELING AND USER-ADAPTED INTERACTION, 9(1-2), 1–44.

By: J. Lester n, B. Stone n & G. Stelling n

author keywords: lifelike agents; pedagogical agents; animated agents; knowledge-based learning environments; mixed-initiative interaction; intelligent tutoring systems; intelligent multimedia presentation; intelligent interfaces; task models
TL;DR: Experience with focus group studies conducted with middle school students interacting with the implemented agent suggests that lifelike pedagogical agents hold much promise for mixed-initiative learning. (via Semantic Scholar)
Source: Web Of Science
Added: August 6, 2018

1998 chapter

Habitable 3D learning environments for situated learning

In Intelligent tutoring systems: 4th International Conference, ITS '98, San Antonio, Texas, USA, August 16-19, 1998: Proceedings (pp. 76–85).

By: W. Bares n, L. Zettlemoyer n & J. Lester n

TL;DR: Pilot studies suggest that habitable learning environments offer a promising new paradigm for educational applications, and the Situated Avatar-Based Immersive Learning (SAIL) framework for habitable 3D learning environments is used to implement CPU CITY, a3D learning environment testbed for the domain of computer architecture. (via Semantic Scholar)
UN Sustainable Development Goal Categories
11. Sustainable Cities and Communities (OpenAlex)
Source: NC State University Libraries
Added: August 6, 2018

1998 chapter

Visual emotive communication in lifelike pedagogical agents

In Intelligent tutoring systems: 4th International Conference, ITS '98, San Antonio, Texas, USA, August 16-19, 1998: Proceedings (pp. 474–483).

By: S. Towns n, P. Fitzgerald n & J. Lester n

TL;DR: The emotive-kinesthetic behavior sequencing framework for dynamically sequencing lifelike pedagogical agents' full-body emotive expression is proposed and implemented in Cosmo, who exhibits full- body emotive behaviors in response to learners' problem-solving activities. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: NC State University Libraries
Added: August 6, 2018

1997 conference paper

The pedagogical design studio: Exploiting artifact-based task models for constructivist learning

In E. E. J. Moore & A. Puerta (Eds.), IUI97: 1997 International Conference on Intelligent User Interfaces, January 6-9, 1997, Orlando, Florida, USA (pp. 155–162).

By: J. Lester n, P. Fitzgerald n & B. Stone n

Ed(s): E. J. Moore & A. Puerta

TL;DR: The pedagogical design studio is proposed, a design-centered framework for learning environment interfaces that provides learners with a rich, direct manipulation design experience and suggests that the design studio framework constitutes an effective approach to interfaces that support constructivist learning. (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

journal article

Affective transitions in narrative-centered learning environments

McQuiggan, S. W., Robison, J. L., & Lester, J. C. Educational Technology & Society, 13(1), 40–53.

By: S. McQuiggan, J. Robison & J. Lester

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

conference paper

Archetype-driven character dialogue generation for interactive narrative

Rowe, J. P., Ha, E. Y., & Lester, J. C. Intelligent virtual agents, proceedings, 5208, 45–58.

By: J. Rowe, E. Ha & J. Lester

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

conference paper

Balancing learning and engagement in game-based learning environments with multi-objective reinforcement learning

Sawyer, R., Rowe, J., & Lester, J. Artificial intelligence in education, aied 2017, 10331, 323–334.

By: R. Sawyer, J. Rowe & 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

Discovering tutorial dialogue strategies with hidden Markov models

Boyer, K. E., Ha, E. Y., Wallis, M. D., Phillips, R., Vouk, M. A., & Lester, J. C. Artificial intelligence in education - building learnning systems that care: from knowledge representation to affective modelling , 200, 141–148.

By: K. Boyer, E. Ha, M. Wallis, R. Phillips, M. Vouk & J. Lester

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

conference paper

Improving student problem solving in narrative-centered learning environments: A modular reinforcement learning framework

Rowe, J. P., & Lester, J. C. Artificial intelligence in education, aied 2015, 9112, 419–428.

By: J. Rowe & J. Lester

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

journal article

Introduction to the special issue on intelligent user interfaces

Lester, J. AI Magazine, 22(4), 13.

By: J. Lester

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

conference paper

Is more agency better? The impact of student agency on game-based learning

Sawyer, R., Smith, A., Rowe, J., Azevedo, R., & Lester, J. Artificial intelligence in education, aied 2017, 10331, 335–346.

By: R. Sawyer, A. Smith, J. Rowe, R. Azevedo & 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

conference paper

Modeling task-based vs. affect-based feedback behavior in pedagogical agents: An inductive approach

Robison, J. L., McQuiggan, S. W., & Lester, J. C. Artificial intelligence in education - building learnning systems that care: from knowledge representation to affective modelling , 200, 25–32.

By: J. Robison, S. McQuiggan & J. Lester

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

conference paper

Off-task behavior in narrative-centered learning environments

Rowe, J. P., McQuiggan, S. W., Robison, J. L., & Lester, J. C. Artificial intelligence in education - building learnning systems that care: from knowledge representation to affective modelling , 200, 99–106.

By: J. Rowe, S. McQuiggan, J. Robison & J. Lester

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

journal article

Pedagogical agents: Back to the future

Johnson, W. L., & Lester, J. C. AI Magazine, 39(2), 33–44.

By: W. Johnson & J. Lester

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

conference paper

Toward affect-sensitive virtual human tutors: The influence of facial expressions on learning and emotion

Mudrick, N. V., Taub, M., Azevedo, R., Rowe, J., & Lester, J. International conference on affective computing and intelligent, 184–189.

By: N. Mudrick, M. Taub, R. Azevedo, J. Rowe & J. Lester

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

conference paper

Using multi-level modeling with eye-tracking data to predict metacognitive monitoring and self-regulated learning with CRYSTAL ISLAND

Taub, M., Mudrick, N. V., Azevedo, R., Millar, G. C., Rowe, J., & Lester, J. Intelligent tutoring systems, its 2016, 0684, 240–246.

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

conference paper

Using multi-level modeling with eye-tracking data to predict metacognitive monitoring and self-regulated learning with crystal island

Taub, M., Mudrick, N. V., Azevedo, R., Millar, G. C., Rowe, J., & Lester, J. Intelligent tutoring systems, its 2016, 9684, 240–246.

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

chapter

Workshop on social and emotional intelligence in learning environments

Frasson, C., Porayska-Pomsta, K., Conati, C., Gouarderes, G., Johnson, L., Pain, H., … Paiva, A. In R. M. V. J. C Lester & F. Paraguacu (Eds.), Intelligent tutoring systems: 7th International Conference, ITS 2004, Maceio, Alagoas, Brazil, August 30-September 3, 2004: Proceedings (Vol. 3220, p. 913). Berlin; New York: Springer.

By: C. Frasson, K. Porayska-Pomsta, C. Conati, G. Gouarderes, L. Johnson, H. Pain, E. Andre, T. Bickmore ...

Ed(s): R. J. C Lester & F. Paraguacu

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

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