
NSF Org: |
IIS Division of Information & Intelligent Systems |
Recipient: |
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Initial Amendment Date: | February 22, 2019 |
Latest Amendment Date: | July 22, 2019 |
Award Number: | 1912044 |
Award Instrument: | Standard Grant |
Program Manager: |
Chia Shen
IIS Division of Information & Intelligent Systems CSE Directorate for Computer and Information Science and Engineering |
Start Date: | August 20, 2018 |
End Date: | July 31, 2022 (Estimated) |
Total Intended Award Amount: | $425,281.00 |
Total Awarded Amount to Date: | $441,281.00 |
Funds Obligated to Date: |
FY 2019 = $16,000.00 |
History of Investigator: |
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Recipient Sponsored Research Office: |
4200 FIFTH AVENUE PITTSBURGH PA US 15260-0001 (412)624-7400 |
Sponsor Congressional District: |
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Primary Place of Performance: |
PA US 15213-2303 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): |
ECR-EDU Core Research, Cyberlearn & Future Learn Tech |
Primary Program Source: |
01001920DB NSF RESEARCH & RELATED ACTIVIT 04001718DB NSF Education & Human Resource |
Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.070 |
ABSTRACT
Students benefit from helping their peers: Help-givers improve their knowledge of the domain as a result of trying to explain it to others, and they become more confident in their abilities to solve problems. However, students need guidance to be successful at giving help. This research explores how students give help to their peers as they move between learning activities. It also explores the development of personalized learning technologies to provide students with individualized support that improves their help-giving skills across activities. Traditional personalized learning technologies have been "single-serving," in that they are built for a particular activity and do not leverage a student's other experiences with the domain. This single-serving approach misses the opportunity to gain a holistic perspective of a student's ability and adaptively track a student's growth in learning. This project will develop a new technology, called Ubiquitous Collaboration Support (UbiCoS), that can adaptively support the same student in giving help across different learning tools. UbiCoS is applied to peer help across three 8th grade mathematics activities. The first is a discussion forum integrated with a digital textbook where students answer questions posed by their classmates. The second is an online Q&A forum where students go to answer questions posted by other students around the world. The third is a teachable agent system where students explain mathematics concepts to a virtual agent. Enhanced understanding of how technology can facilitate help-giving interactions could improve how peer help activities are designed and supported in middle school mathematics classrooms, which would directly impact domain learning, help-giving skills, and motivation. This project explores ways to broaden interest in STEM by fostering help-giving discourse in middle school experiences. The proposal has the potential to directly impact over 300 students engaged in the evaluation and iterative development of UbiCoS and create digital tools that engage learners that are traditionally underrepresented in STEM.
This project designs and incorporates knowledge about the individual student's pattern of help-giving actions across activities into standard components of personalized collaboration support including automatic interpretation of student interaction, expert and student models, and a support module. UbiCoS will be iteratively developed and evaluated in three phases. The first engages students in workshops to aid in the design of the help-giving support. The second phase conducts design studies to improve understanding of the relationship between the timing and content of adaptive support, student help-giving behaviors, and cognitive and motivational processes. Finally, the third phase consists of a controlled study to evaluate the impact of the support on student outcomes. The results of these user studies will advance understanding of an instructional framework describing the ways adaptive help-giving support should account for cognitive, motivational, and classroom factors as they relate to a student's prior experiences. This research establishes UbiCoS as a new genre of educational technology that can support collaboration in a holistic manner, across different learning activities.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
This project focused on an intelligent tool that adapts to students' individual approaches to collaboration across different types of digital platforms in ways that encouraged middle school mathematics learning. While others have worked towards supporting collaboration between students in a single digital context, the project is unique in how we create collaborative support across different platforms. It focuses specifically on help-giving as an essential collaborative skill that is broadly applicable.
The project produced a middle school mathematics curriculum that included collaboration opportunities face-to-face and across three digital platforms. The curriculum was based on Modeling (TM) pedagogy, where students model real-world phenomena in small groups and then come together as a class to reflect. Three digital learning environments supported this curriculum. First, Modelbook was custom-built, an interactive digital textbook that facilitates students in posting pictures of their own work and commenting on their classmates' work. Second, students posted questions and answers to the Khan Academy (www.khanacademy.org) Q&A forum as their knowledge evolved. Third, students explained math problems to a teachable agent in natural language, and the agent responded with questions and explanations. The curriculum and learning environments have been used as part of in-person, fully remote, and hybrid classroom instruction.
One objective of this project was to use design methods to understand how students give help to each other across platforms and how best they can be supported. This project included three years of co-design, which consisted of 4-6 sessions with each year's cohort of approximately 15 students. The co-design helped build understanding of how relationships motivate help-giving, barriers to giving help, and what supports might be positively received (e.g., badges). The project also involved an initial design-based research study involving deployments of the system in three different units in a single class over the course of the school year. This study showed the importance of supporting multiple platforms for giving help, as some students were more comfotable giving help on one platform compared to another. Interviews revealed four motivational factors that influence students in giving help differently across different contexts: math self-concept, help-giving self-concept, familiarity with ones' peers, and conscientiousness. Based on the data collected, a logistic model was developed predicting whether students would give constructive help at a given opportunity based on platform features (e.g., synchronous vs asynchronous interaction) and students' motivation.
This project also included the development of a suite of tools that enabled adaptive support for help-giving. Noticing that surveys prior to the interaction did not always reflect students' motivation, an Interactive Persona Tool was designed to elicit factors related to students' motivation to collaborate using a narrative-based approach. Students could modify their personalized personas prior to engaging in a collaborative activity. Other adaptive supports consisted of sentence starters, chosen based on student motivation, that prompt students to participate constructively, and badges that reward positive help-giving behaviors, which were detected across the platforms using a combination of an off-the shelf classifier and custom keyword-based algorithm.
Two classroom studies were ran after our adaptive support was developed, a design study to examine student use of the evolving tools, and a final study where a control condition where the platforms were not used was compared to two versions of the digital tools (one where motivation was assessed based on the personas and one where motivation was assessed based on the surveys). While there were no learning differences between the three conditions, there was some evidence that the tool design contributed positively to students' experience during the intervention conditions. For example, motivation collected using the Interactive Persona Tool was more predictive of student participation than motivation collected using surveys. Sentence starter and badge use was predictive of constructive participation, controlling for pretest, although only during use of Modelbook. Future work in this area would further tune the sentence starter and badge support to individual and contextual factors.
Intellectual merits of this work consist of learning sciences contributions in terms of a deeper understanding of what motivates students to give help and how adaptive support might influence help-giving behaviors. There are computer science contributions with respect to the computational model of help-giving and design of the adaptive supports. There are methodological contributions with respect to the Persona-based motivation tool and through exploring how co-design can meaningfully engage students in research methods.
Broader impacts of the work include practical insights about how collaboration can be supported in classrooms for individual student needs and how digital tools can be employed in different types of learning ecosystems: in-person, remote, and hybrid. Over 150 students interacted with our learning environment or participated in its design over the life cycle of the project. Our curriculum is freely available for use and linked to via the American Modeling Teacher's Association, and we have designed and conducted professional learning workshops with approximately 20 teachers to support its use.
Last Modified: 05/19/2023
Modified by: Erin Walker
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