Variations of gaming behaviors across populations of students and across learning environments

Luc Paquette, Ryan S. Baker

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.

Original languageEnglish (US)
Title of host publicationArtificial Intelligence in Education - 18th International Conference, AIED 2017, Proceedings
EditorsElisabeth Andre, Xiangen Hu, Ma. Mercedes T. Rodrigo, Benedict du Boulay, Ryan Baker
PublisherSpringer-Verlag Berlin Heidelberg
Pages274-286
Number of pages13
ISBN (Print)9783319614243
DOIs
StatePublished - Jan 1 2017
Event18th International Conference on Artificial Intelligence in Education, AIED 2017 - Wuhan, China
Duration: Jun 28 2017Jul 1 2017

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume10331 LNAI
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other18th International Conference on Artificial Intelligence in Education, AIED 2017
CountryChina
CityWuhan
Period6/28/177/1/17

Keywords

  • Gaming the system
  • Intelligent tutoring system
  • Student populations

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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  • Cite this

    Paquette, L., & Baker, R. S. (2017). Variations of gaming behaviors across populations of students and across learning environments. In E. Andre, X. Hu, M. M. T. Rodrigo, B. du Boulay, & R. Baker (Eds.), Artificial Intelligence in Education - 18th International Conference, AIED 2017, Proceedings (pp. 274-286). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 10331 LNAI). Springer-Verlag Berlin Heidelberg. https://doi.org/10.1007/978-3-319-61425-0_23