1,155 research outputs found

    Modeling language learning using specialized Elo ratings

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    Automatic assessment of the proficiency levels of the learner is a critical part of Intelligent Tutoring Systems. We present methods for assessment in the context of language learning. We use a specialized Elo formula used in conjunction with educational data mining. We simultaneously obtain ratings for the proficiency of the learners and for the difficulty of the linguistic concepts that the learners are trying to master. From the same data we also learn a graph structure representing a domain model capturing the relations among the concepts. This application of Elo provides ratings for learners and concepts which correlate well with subjective proficiency levels of the learners and difficulty levels of the concepts

    Applying gamification incentives in the Revita language-learning system

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    We explore the importance of gamification features in a language-learning platform designed for intermediate-to-advanced learners. Our main thesis is: learning toward advanced levels requires a massive investment of time. If the learner engages in more practice sessions, and if the practice sessions are longer, we can expect the results to be better. This principle appears to be tautologically self-evident. Yet, keeping the learner engaged in general—and building gamification features in particular—requires substantial efforts on the part of developers. Our goal is to keep the learner engaged in long practice sessions over many months—rather than for the short-term. In academic research on language learning, resources are typically scarce, and gamification usually is not considered an essential priority for allocating resources. We argue in favor of giving serious consideration to gamification in the language-learning setting—as a means of enabling in-depth research. In this paper, we introduce several gamification incentives in the Revita language-learning platform. We discuss the problems in obtaining quantitative measures of the effectiveness of gamification features.Peer reviewe

    Hypernode Graphs for Spectral Learning on Binary Relations over Sets

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    Paper accepted for publication at ECML/PKDD 2014International audienceWe introduce hypernode graphs as weighted binary relations between sets of nodes: a hypernode is a set of nodes, a hyperedge is a pair of hypernodes, and each node in a hypernode of a hyperedge is given a non negative weight that represents the node contribution to the relation. Hypernode graphs model binary relations between sets of individuals while allowing to reason at the level of individuals. We present a spectral theory for hypernode graphs that allows us to introduce an unnormalized Laplacian and a smoothness semi-norm. In this framework, we are able to extend spectral graph learning algorithms to the case of hypernode graphs. We show that hypernode graphs are a proper extension of graphs from the expressive power point of view and from the spectral analysis point of view. Therefore hypernode graphs allow to model higher order relations whereas it is not true for hypergraphs as shown in~\cite{Agarwal2006}. In order to prove the potential of the model, we represent multiple players games with hypernode graphs and introduce a novel method to infer skill ratings from game outcomes. We show that spectral learning algorithms over hypernode graphs obtain competitive results with skill ratings specialized algorithms such as Elo duelling and TrueSkill

    Can Who-Edits-What Predict Edit Survival?

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    As the number of contributors to online peer-production systems grows, it becomes increasingly important to predict whether the edits that users make will eventually be beneficial to the project. Existing solutions either rely on a user reputation system or consist of a highly specialized predictor that is tailored to a specific peer-production system. In this work, we explore a different point in the solution space that goes beyond user reputation but does not involve any content-based feature of the edits. We view each edit as a game between the editor and the component of the project. We posit that the probability that an edit is accepted is a function of the editor's skill, of the difficulty of editing the component and of a user-component interaction term. Our model is broadly applicable, as it only requires observing data about who makes an edit, what the edit affects and whether the edit survives or not. We apply our model on Wikipedia and the Linux kernel, two examples of large-scale peer-production systems, and we seek to understand whether it can effectively predict edit survival: in both cases, we provide a positive answer. Our approach significantly outperforms those based solely on user reputation and bridges the gap with specialized predictors that use content-based features. It is simple to implement, computationally inexpensive, and in addition it enables us to discover interesting structure in the data.Comment: Accepted at KDD 201
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