Using latent variable models to make gaming-the-system detection robust to context variations.

IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Yun Huang, Steven Dang, J Elizabeth Richey, Pallavi Chhabra, Danielle R Thomas, Michael W Asher, Nikki G Lobczowski, Elizabeth A McLaughlin, Judith M Harackiewicz, Vincent Aleven, Kenneth R Koedinger
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引用次数: 0

Abstract

Gaming the system, a behavior in which learners exploit a system's properties to make progress while avoiding learning, has frequently been shown to be associated with lower learning. However, when we applied a previously validated gaming detector across conditions in experiments with an algebra tutor, the detected gaming was not associated with reduced learning, challenging its validity in our study context. Our exploratory data analysis suggested that varying contextual factors across and within conditions contributed to this lack of association. We present a new approach, latent variable-based gaming detection (LV-GD), that controls for contextual factors and more robustly estimates student-level latent gaming tendencies. In LV-GD, a student is estimated as having a high gaming tendency if the student is detected to game more than the expected level of the population given the context. LV-GD applies a statistical model on top of an existing action-level gaming detector developed based on a typical human labeling process, without additional labeling effort. Across three datasets, we find that LV-GD consistently outperformed the original detector in validity measured by association between gaming and learning as well as reliability. LV-GD also afforded high practical utility: it more accurately revealed intervention effects on gaming, revealed a correlation between gaming and perceived competence in math and helped understand productive detected gaming behaviors. Our approach is not only useful for others wanting a cost-effective way to adapt a gaming detector to their context but is also generally applicable in creating robust behavioral measures.

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使用潜在变量模型使博弈系统检测对上下文变化具有鲁棒性。
对系统进行游戏,是一种学习者利用系统属性取得进步,同时避免学习的行为,经常被证明与较低的学习有关。然而,当我们在代数导师的实验中,在各种条件下应用先前验证的游戏检测器时,检测到的游戏与学习减少无关,这对其在我们的研究环境中的有效性提出了质疑。我们的探索性数据分析表明,不同条件下和不同条件下的不同背景因素导致了这种关联的缺乏。我们提出了一种新的方法,基于潜在变量的游戏检测(LV-GD),该方法控制上下文因素,并更稳健地估计学生水平的潜在游戏趋势。在LV-GD中,如果检测到学生的游戏量超过了给定背景下人群的预期水平,则该学生被估计为具有高游戏倾向。LV-GD在基于典型人类标记过程开发的现有动作级游戏检测器之上应用统计模型,而无需额外的标记工作。在三个数据集中,我们发现LV-GD在游戏和学习之间的关联以及可靠性方面的有效性始终优于原始检测器。LV-GD还提供了很高的实用性:它更准确地揭示了对游戏的干预效果,揭示了游戏与数学感知能力之间的相关性,并有助于理解富有成效的游戏行为。我们的方法不仅对其他想要一种经济高效的方式来调整游戏检测器以适应其环境的人有用,而且通常也适用于创建稳健的行为测量。
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来源期刊
User Modeling and User-Adapted Interaction
User Modeling and User-Adapted Interaction 工程技术-计算机:控制论
CiteScore
8.90
自引率
8.30%
发文量
35
审稿时长
>12 weeks
期刊介绍: User Modeling and User-Adapted Interaction provides an interdisciplinary forum for the dissemination of novel and significant original research results about interactive computer systems that can adapt themselves to their users, and on the design, use, and evaluation of user models for adaptation. The journal publishes high-quality original papers from, e.g., the following areas: acquisition and formal representation of user models; conceptual models and user stereotypes for personalization; student modeling and adaptive learning; models of groups of users; user model driven personalised information discovery and retrieval; recommender systems; adaptive user interfaces and agents; adaptation for accessibility and inclusion; generic user modeling systems and tools; interoperability of user models; personalization in areas such as; affective computing; ubiquitous and mobile computing; language based interactions; multi-modal interactions; virtual and augmented reality; social media and the Web; human-robot interaction; behaviour change interventions; personalized applications in specific domains; privacy, accountability, and security of information for personalization; responsible adaptation: fairness, accountability, explainability, transparency and control; methods for the design and evaluation of user models and adaptive systems
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