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Cross-System Transfer of Machine Learned and Knowledge Engineered Models of Gaming the System

机译:游戏系统的机器学习和知识工程模型的跨系统转移

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Replicable research on the behavior known as gaming the system, in which students try to succeed by exploiting the functionalities of a learning environment instead of learning the material, has shown it is negatively correlated with learning outcomes. As such, many have developed models that can automatically detect gaming behaviors, towards deploying them in online learning environments. Both machine learning and knowledge engineering approaches have been used to create models for a variety of software systems, but the development of these models is often quite time consuming. In this paper, we investigate how well different kinds of models generalize across learning environments, specifically studying how effectively four gaming models previously created for the Cognitive Tutor Algebra tutoring system function when applied to data from two alternate learning environments: the scatterplot lesson of Cognitive Tutor Middle School and ASSISTments. Our results suggest that the similarity between the systems our model are transferred between and the nature of the approach used to create the model impact transfer to new systems.
机译:对被称为游戏系统的行为的可重复性研究表明,学生通过利用学习环境的功能而不是学习材料来尝试获得成功,该行为与学习成果呈负相关。这样,许多人已经开发出可以自动检测游戏行为并将其部署到在线学习环境中的模型。机器学习和知识工程方法都已用于创建各种软件系统的模型,但是这些模型的开发通常非常耗时。在本文中,我们研究了不同类型的模型在学习环境中的综合程度如何,特别是研究了先前为认知家教代数辅导系统创建的四种游戏模型在应用于来自两个替代学习环境的数据时的效果如何:认知家教的散点图课程中学和助教。我们的结果表明,我们的模型在系统之间转移的相似性以及用于创建模型的方法的性质影响了向新系统的转移。

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