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Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning

Game-based learning environments enable students to engage in authentic, inquiry-based learning. Reflective thinking serves a critical role in inquiry-based learning by encouraging students to think critically about their knowledge and experiences in order to foster deeper learning processes. Free-r...

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Detalles Bibliográficos
Autores principales: Carpenter, Dan, Geden, Michael, Rowe, Jonathan, Azevedo, Roger, Lester, James
Formato: Online Artículo Texto
Lenguaje:English
Publicado: 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334177/
http://dx.doi.org/10.1007/978-3-030-52237-7_6
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author Carpenter, Dan
Geden, Michael
Rowe, Jonathan
Azevedo, Roger
Lester, James
author_facet Carpenter, Dan
Geden, Michael
Rowe, Jonathan
Azevedo, Roger
Lester, James
author_sort Carpenter, Dan
collection PubMed
description Game-based learning environments enable students to engage in authentic, inquiry-based learning. Reflective thinking serves a critical role in inquiry-based learning by encouraging students to think critically about their knowledge and experiences in order to foster deeper learning processes. Free-response reflection prompts can be embedded in game-based learning environments to encourage students to engage in reflection and externalize their reflection processes, but automatically assessing student reflection presents significant challenges. In this paper, we present a framework for automatically assessing students’ written reflection responses during inquiry-based learning in Crystal Island, a game-based learning environment for middle school microbiology. Using data from a classroom study involving 153 middle school students, we compare the effectiveness of several computational representations of students’ natural language responses to reflection prompts—GloVe, ELMo, tf-idf, unigrams—across several machine learning-based regression techniques (i.e., random forest, support vector machine, multi-layer perceptron) to assess the depth of student reflection responses. Results demonstrate that assessment models based on ELMo deep contextualized word representations yield more accurate predictions of students’ written reflection depth than competing techniques. These findings point toward the potential of leveraging automated assessment of student reflection to inform real-time adaptive support for inquiry-based learning in game-based learning environments.
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spelling pubmed-73341772020-07-06 Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning Carpenter, Dan Geden, Michael Rowe, Jonathan Azevedo, Roger Lester, James Artificial Intelligence in Education Article Game-based learning environments enable students to engage in authentic, inquiry-based learning. Reflective thinking serves a critical role in inquiry-based learning by encouraging students to think critically about their knowledge and experiences in order to foster deeper learning processes. Free-response reflection prompts can be embedded in game-based learning environments to encourage students to engage in reflection and externalize their reflection processes, but automatically assessing student reflection presents significant challenges. In this paper, we present a framework for automatically assessing students’ written reflection responses during inquiry-based learning in Crystal Island, a game-based learning environment for middle school microbiology. Using data from a classroom study involving 153 middle school students, we compare the effectiveness of several computational representations of students’ natural language responses to reflection prompts—GloVe, ELMo, tf-idf, unigrams—across several machine learning-based regression techniques (i.e., random forest, support vector machine, multi-layer perceptron) to assess the depth of student reflection responses. Results demonstrate that assessment models based on ELMo deep contextualized word representations yield more accurate predictions of students’ written reflection depth than competing techniques. These findings point toward the potential of leveraging automated assessment of student reflection to inform real-time adaptive support for inquiry-based learning in game-based learning environments. 2020-06-09 /pmc/articles/PMC7334177/ http://dx.doi.org/10.1007/978-3-030-52237-7_6 Text en © Springer Nature Switzerland AG 2020 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Carpenter, Dan
Geden, Michael
Rowe, Jonathan
Azevedo, Roger
Lester, James
Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title_full Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title_fullStr Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title_full_unstemmed Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title_short Automated Analysis of Middle School Students’ Written Reflections During Game-Based Learning
title_sort automated analysis of middle school students’ written reflections during game-based learning
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334177/
http://dx.doi.org/10.1007/978-3-030-52237-7_6
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