Modeling and studying gaming the system with educational data mining

Ryan S. J. D. Baker, A. T. Corbett, I. Roll, K. R. Koedinger, V. Aleven, Mihaela Cocea, A. Hershkovitz, A. M. J. B. de Caravalho, A. Mitrovic, M. Mathews

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

Abstract

In this chapter, we will discuss our work to understand why students game the system. This work leverages models of student gaming, termed “detectors”, which can infer student gaming in log files of student interaction with educational software. These detectors are developed using a combination of human observation and annotation, and educational data mining. We then apply the detectors to large data sets, and analyze the detectors’ predictions, using discovery with models methods, to study the factors associated with gaming behavior. Within this chapter, we will discuss the work to develop these detectors, and what we have discovered through these analyses based on these detectors. We will discuss evidence for how gaming the system impacts learning and evidence for why students choose to game. We will also discuss attempts to address gaming the system through adaptive scaffolding.
Original languageEnglish
Title of host publicationInternational handbook of metacognition and learning technologies
EditorsRoger Azevedo, Vincent Aleven
Place of PublicationNew York
PublisherSpringer
Pages97-115
ISBN (Electronic)9781441955463
ISBN (Print)9781441955456
DOIs
Publication statusPublished - 2013

Publication series

NameSpringer international handbooks of education
PublisherSpringer
Number28
ISSN (Print)2197-1951

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