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

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 tut...

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Autores principales: Huang, Yun, Dang, Steven, Elizabeth Richey, J., Chhabra, Pallavi, Thomas, Danielle R., Asher, Michael W., Lobczowski, Nikki G., McLaughlin, Elizabeth A., Harackiewicz, Judith M., Aleven, Vincent, Koedinger, Kenneth R.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Netherlands 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10564808/
https://www.ncbi.nlm.nih.gov/pubmed/37829326
http://dx.doi.org/10.1007/s11257-023-09362-1
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author Huang, Yun
Dang, Steven
Elizabeth Richey, J.
Chhabra, Pallavi
Thomas, Danielle R.
Asher, Michael W.
Lobczowski, Nikki G.
McLaughlin, Elizabeth A.
Harackiewicz, Judith M.
Aleven, Vincent
Koedinger, Kenneth R.
author_facet Huang, Yun
Dang, Steven
Elizabeth Richey, J.
Chhabra, Pallavi
Thomas, Danielle R.
Asher, Michael W.
Lobczowski, Nikki G.
McLaughlin, Elizabeth A.
Harackiewicz, Judith M.
Aleven, Vincent
Koedinger, Kenneth R.
author_sort Huang, Yun
collection PubMed
description 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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spelling pubmed-105648082023-10-12 Using latent variable models to make gaming-the-system detection robust to context variations Huang, Yun Dang, Steven Elizabeth Richey, J. Chhabra, Pallavi Thomas, Danielle R. Asher, Michael W. Lobczowski, Nikki G. McLaughlin, Elizabeth A. Harackiewicz, Judith M. Aleven, Vincent Koedinger, Kenneth R. User Model User-adapt Interact Article 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. Springer Netherlands 2023-05-18 2023 /pmc/articles/PMC10564808/ /pubmed/37829326 http://dx.doi.org/10.1007/s11257-023-09362-1 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Huang, Yun
Dang, Steven
Elizabeth Richey, J.
Chhabra, Pallavi
Thomas, Danielle R.
Asher, Michael W.
Lobczowski, Nikki G.
McLaughlin, Elizabeth A.
Harackiewicz, Judith M.
Aleven, Vincent
Koedinger, Kenneth R.
Using latent variable models to make gaming-the-system detection robust to context variations
title Using latent variable models to make gaming-the-system detection robust to context variations
title_full Using latent variable models to make gaming-the-system detection robust to context variations
title_fullStr Using latent variable models to make gaming-the-system detection robust to context variations
title_full_unstemmed Using latent variable models to make gaming-the-system detection robust to context variations
title_short Using latent variable models to make gaming-the-system detection robust to context variations
title_sort using latent variable models to make gaming-the-system detection robust to context variations
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10564808/
https://www.ncbi.nlm.nih.gov/pubmed/37829326
http://dx.doi.org/10.1007/s11257-023-09362-1
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