Knowledge or Gaming? Cognitive Modelling Based on Multiple-Attempt Response

被引:18
作者
Wu, Runze [1 ]
Xu, Guandong [2 ]
Chen, Enhong [1 ]
Liu, Qi [1 ]
Ng, Wan [2 ]
机构
[1] Univ Sci & Technol China, Hefei, Peoples R China
[2] Univ Technol Sydney, Sydney, NSW, Australia
来源
WWW'17 COMPANION: PROCEEDINGS OF THE 26TH INTERNATIONAL CONFERENCE ON WORLD WIDE WEB | 2017年
基金
中国国家自然科学基金; 美国国家科学基金会; 澳大利亚研究理事会;
关键词
Educational Data Analytics; Intelligent Tutoring Systems; Context-Aware Web-based Learning; Gaming the System; Cognitive Analysis; STUDENTS; BEHAVIOR;
D O I
10.1145/3041021.3054156
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Recent decades have witnessed the rapid growth of intelligent tutoring systems (ITS), in which personalized adaptive techniques are successfully employed to improve the learning of each individual student. However, the problem of using cognitive analysis to distill the knowledge and gaming factor from students learning history is still underexplored. To this end, we propose a Knowledge Plus Gaming Response Model (KPGRM) based on multiple-attempt responses. Specifically, we first measure the explicit gaming factor in each multiple-attempt response. Next, we utilize collaborative filtering methods to infer the implicit gaming factor of one-attempt responses. Then we model student learning cognitively by considering both gaming and knowledge factors simultaneously based on a signal detection model. Extensive experiments on two real-world datasets prove that KPGRM can model student learning more effectively as well as obtain a more reasonable analysis.
引用
收藏
页码:321 / 329
页数:9
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