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Detecting Gaming the System in Constraint-Based Tutors

机译:在基于约束的导师中检测游戏系统

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摘要

Recently, detectors of gaming the system have been developed for several intelligent tutoring systems where the problem-solving process is reified, and gaming consists of systematic guessing and help abuse. Constraint-based tutors differ from the tutors where gaming detectors have previously been developed on several dimensions: in particular, higher-level answers are assessed according to a larger number of finer-grained constraints, and feedback is split into levels rather than an entire help sequence being available at any time. Correspondingly, help abuse behaviors differ, including behaviors such as rapidly repeating the same answer or blank answers to elicit complete answers from the system. We use text replay labeling in combination with educational data mining methods to create a gaming detector for SQL-Tutor, a popular constraint-based tutor. This detector assesses gaming at the level of multiple-submission sequences and is accurate both at identifying gaming within submission sequences and at identifying how much each student games the system. It achieves only limited success, however, at distinguishing different types of gaming behavior from each other.
机译:近来,已经为几种智能辅导系统开发了游戏系统的检测器,在该系统中解决了问题的过程得到了解决,游戏包括系统的猜测和帮助滥用。基于约束的导师与以前在多个维度上开发游戏检测器的导师不同:特别是,根据大量更细粒度的约束来评估较高级别的答案,并将反馈分为多个级别而不是整个帮助序列随时可用。相应地,帮助滥用行为有所不同,包括诸如快速重复相同答案或空白答案以从系统中得出完整答案之类的行为。我们将文本重播标签与教育数据挖掘方法结合使用,为基于约束的流行导师SQL-Tutor创建游戏检测器。该检测器在多次提交序列级别评估游戏,并且在识别提交序列中的游戏以及识别每个学生对系统进行多少游戏方面都非常准确。但是,它在区分不同类型的游戏行为方面仅获得了有限的成功。

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