Abstract
In recent years, there has been increased interest and research on identifying the various ways that students can deviate from expected or desired patterns while using educational software. This includes research on gaming the system, player transformation, haphazard inquiry, and failure to use key features of the learning system. Detection of these sorts of behaviors has helped researchers to better understand these behaviors, thus allowing software designers to develop interventions that can remediate them and/or reduce their negative impacts on user outcomes. In this paper, we present a first detector of what we term WTF (“Without Thinking Fastidiously”) behavior, based on data from the Phase Change microworld in the Science ASSISTments environment. In WTF behavior, the student is interacting with the software, but their actions appear to have no relationship to the intended learning task. We discuss the detector development process, validate the detectors with human labels of the behavior, and discuss implications for understanding how and why students conduct inquiry without thinking fastidiously while learning in science inquiry microworlds.
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Wixon, M., Baker, R.S.J.d., Gobert, J.D., Ocumpaugh, J., Bachmann, M. (2012). WTF? Detecting Students Who Are Conducting Inquiry Without Thinking Fastidiously. In: Masthoff, J., Mobasher, B., Desmarais, M.C., Nkambou, R. (eds) User Modeling, Adaptation, and Personalization. UMAP 2012. Lecture Notes in Computer Science, vol 7379. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31454-4_24
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DOI: https://doi.org/10.1007/978-3-642-31454-4_24
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