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Variations of Gaming Behaviors Across Populations of Students and Across Learning Environments

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Artificial Intelligence in Education (AIED 2017)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10331))

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Abstract

Although gaming the system, a behavior in which students attempt to solve problems by exploiting help functionalities of digital learning environments, has been studied across multiple learning environments, little research has been done to study how (and whether) gaming manifests differently across populations of students and learning environments. In this paper, we study the differences in usage of 13 different patterns of actions associated with gaming the system by comparing their distribution across different populations of students using Cognitive Tutor Algebra and across students using one of three learning environments: Cognitive Tutor Algebra, Cognitive Tutor Middle School and ASSISTments. Results suggest that differences in gaming behavior are more strongly associated to the learning environments than to student populations and reveal different trends in how students use fast actions, similar answers and help request in different systems.

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Acknowledgement

We would like to thank PSLC DataShop, Carnegie Learning and the ASSISTments team for providing us with access to student data. We would also like to thank support from NSF #DRL-1535340 and NSF #DRL-1252297.

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Correspondence to Luc Paquette .

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Paquette, L., Baker, R.S. (2017). Variations of Gaming Behaviors Across Populations of Students and Across Learning Environments. In: André, E., Baker, R., Hu, X., Rodrigo, M., du Boulay, B. (eds) Artificial Intelligence in Education. AIED 2017. Lecture Notes in Computer Science(), vol 10331. Springer, Cham. https://doi.org/10.1007/978-3-319-61425-0_23

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  • DOI: https://doi.org/10.1007/978-3-319-61425-0_23

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-61424-3

  • Online ISBN: 978-3-319-61425-0

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