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

机译:机器的跨系统传输学习和知识设计的游戏系统的模型

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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:通过利用学习环境的功能而不是学习材料的学生尝试成功的特快性研究,而不是学习材料,已经表明它与学习结果呈负相关。因此,许多人开发了可以自动检测游戏行为的模型,以便在在线学习环境中部署它们。两种机器学习和知识工程方法都已被用于为各种软件系统创建模型,但这些模型的开发往往非常耗时。在本文中,我们调查了不同类型的模型在学习环境中概括,特别是在从两个备用学习环境中应用于数据时,专门研究先前为认知导师代数辅导系统功能创建的四种游戏模型有效:认知导师的散点图课程中学和协助。我们的结果表明,我们模型之间的系统之间的相似性在用于为新系统创建模型冲击转移的方法之间的转移与方法的性质。

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