3,030 research outputs found
Analogical Transfer in Multi-Attribute Decision Making
People often must make inferences in domains with limited information. In such cases, they can leverage their knowledge from other domains to make these inferences. This knowledge transfer process is quite common, but what are the underlying mechanisms that allow us to accomplish it? Analogical reasoning may be one such mechanism. This dissertation explores the role of analogy in influencing decision-making performance when faced with a new domain. We delve into the knowledge transferred between tasks and how this influences decision-making in novel tasks. Experiment I has two conditions, and each condition has two tasks. In one condition, the two task domains are analogically related, where for example, participants make inferences first about water flow and then about heat flow. In the second condition, the domains do not share obvious similarities. For example, car efficiency and water flow. Experiment I shows that participants presented with an analogy demonstrated better performance than those without. We hypothesize that this knowledge transfer occurs in two ways: firstly, analogical mapping enhances comprehension of cue utilization in a new task; secondly, the strategy employed is transferred. In Chapter 3, we developed a machine learning technique to uncover the strategies used by participants. Our findings reveal that the best-performing strategy from the old task is typically carried over to the new task. In Chapter 4, we developed a model of analogical transfer in multi-attribute decision making. We use the ACT-R theory of cognition as a framework to model knowledge transfer by integrating a reinforcement learning model of strategy selection with a model of analogy. The simulation results showcase a similar trend of both accuracy and strategy use to the behavioral data. Finally, we critically analyze our study\u27s limitations and outline promising directions for future research, thereby paving the way for a deeper understanding of knowledge transfer mechanisms
Assistive Teaching of Motor Control Tasks to Humans
Recent works on shared autonomy and assistive-AI technologies, such as
assistive robot teleoperation, seek to model and help human users with limited
ability in a fixed task. However, these approaches often fail to account for
humans' ability to adapt and eventually learn how to execute a control task
themselves. Furthermore, in applications where it may be desirable for a human
to intervene, these methods may inhibit their ability to learn how to succeed
with full self-control. In this paper, we focus on the problem of assistive
teaching of motor control tasks such as parking a car or landing an aircraft.
Despite their ubiquitous role in humans' daily activities and occupations,
motor tasks are rarely taught in a uniform way due to their high complexity and
variance. We propose an AI-assisted teaching algorithm that leverages skill
discovery methods from reinforcement learning (RL) to (i) break down any motor
control task into teachable skills, (ii) construct novel drill sequences, and
(iii) individualize curricula to students with different capabilities. Through
an extensive mix of synthetic and user studies on two motor control tasks --
parking a car with a joystick and writing characters from the Balinese alphabet
-- we show that assisted teaching with skills improves student performance by
around 40% compared to practicing full trajectories without skills, and
practicing with individualized drills can result in up to 25% further
improvement. Our source code is available at
https://github.com/Stanford-ILIAD/teachingComment: 22 pages, 14 figures, NeurIPS 202
A diversity-based approach to requirements tracing in new product development.
Production models emerged in recent times have stressed the need to face complex production contexts, characterized in particular by the rise in internal and environmental variability. In this work, a stylization of some elements concerning analysis and design of new products is given, and in particular those that involve definition and transfer phases in the development of innovative goods, where change and variability in requirements along development process are often high. This analysis has a twofold goal: first, to supply a conceptual frame for the close examination of some dynamics of requirement's integration into an artifact's design, in order to give account of their variability along development cycle; on the other side, to propose an approach based on simple similarity metrics, to be applied to linguistic descriptions of artifacts in the early phases of development process, in order to identify components in an artifact that undergo larger variability and therefore are to be paid more attention in the subsequent phases of life cycle.
Purpose-first Programming: A Programming Learning Approach for Learners Who Care Most About What Code Achieves
Introductory programming courses typically focus on building generalizable programming knowledge by focusing on a languageâs syntax and semantics. Assignments often involve âcode tracingâ problems, where students perform close tracking of codeâs execution, typically in the context of âtoyâ problems. âReading-firstâ approaches propose that code tracing should be taught early to novice programmers, even before they have the opportunity to write code.
However, many learners do not perform code tracing, even in situations when it is helpful for other students. To learn more, I talked to novice programmers about their decisions to trace and not trace code. Through these studies, I identified both cognitive and affective factors related to learnersâ motivation to trace. My research found that tracing activities can create a âperfect stormâ for discouraging learners from completing them: they require high cognitive load, leading to a low expectation of success, while also being disconnected from meaningful code, resulting in low value for the task.
These findings suggest that a new learning approach, where novices quickly and easily create or understand useful code without the need for deep knowledge of semantics, may lead to higher engagement. Many learners may not care about exactly how a programming language works, but they do care about what code can achieve for them.
I drew on cognitive science and theories of motivation to describe a âpurpose-firstâ programming pedagogy that supports novices in learning common code patterns in a particular domain. I developed a proof-of-concept âpurpose-firstâ programming curriculum using this method and evaluated it with non-major novice programmers who had a variety of future goals.
Participants were able to complete scaffolded code writing, debugging, and explanation activities in a new domain (web scraping with BeautifulSoup) after a half hour of instruction. An analysis of the participantsâ thinkalouds provided evidence the learners were thinking in terms of the patterns and goals that they learned with in the purpose-first curriculum.
Overall, I found that these novices were motivated to continue learning with purpose-first programming. I found that these novices felt successful during purpose-first programming because they could understand and complete tasks. Novices perceived a lower cognitive load on purpose-first programming activities than many other typical learning activities, because, in their view, plans helped them apply knowledge and focus only on the most relevant information. Participants felt that what they were learning was applicable, and that the curriculum provided conceptual, high-level knowledge. For some participants, particularly conversational programmers who didnât plan to program in their careers, this information was sufficient for their needs. Other participants felt that purpose-first programming was a starting point, from which they could move forward to gain a deeper understanding of how code works.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/167912/1/kicunn_1.pd
Theory and Practice: Improving Retention Performance through Student Modeling and System Building
The goal of Intelligent Tutoring systems (ITSs) is to engage the students in sustained reasoning activity and to interact with students based on a deep understanding of student behavior. In order to understand student behavior, ITSs rely on student modeling methods to observes student actions in the tutor and creates a quantitative representation of student knowledge, interests, affective states. Good student models are going to effectively help ITSs customize instructions, engage student\u27s interest and then promote learning. Thus, the work of building ITSs and advancing student modeling should be considered as two interconnected components of one system rather than two separate topics. In this work, we utilized the theoretical support of a well-known learning science theory, the spacing effect, to guide the development of an ITS, called Automatic Reassessment and Relearning System (ARRS). ARRS not only validated the effectiveness of spacing effect, but it also served as a testing field which allowed us to find out new approaches to improve student learning by conducting large-scale randomized controlled trials (RCTs). The rich data set we gathered from ARRS has advanced our understanding of robust learning and helped us build student models with advanced data mining methods. At the end, we designed a set of API that supports the development of ARRS in next generation ASSISTments platform and adopted deep learning algorithms to further improve retention performance prediction. We believe our work is a successful example of combining theory and practice to advance science and address real- world problems
Fostering Program Comprehension in Novice Programmers - Learning Activities and Learning Trajectories
This working group asserts that Program Comprehension (ProgComp) plays a critical part in the process of writing programs. For example, this paper is written from a basic draft that was edited and revised until it clearly presented our idea. Similarly, a program is written incrementally, with each step tested, debugged and extended until the program achieves its goal. Novice programmers should develop program comprehension skills as they learn to code so that they are able both to read and reason about code created by others, and to reflect on their code when writing, debugging or extending it. To foster such competencies our group identified two main goals: (g1) to collect and define learning activities that explicitly address key components of program comprehension and (g2) to define tentative theoretical learning trajectories that will guide teachers as they select and sequence those learning activities in their CS0/CS1/CS2 or K-12 courses. The WG has completed the first goal and laid down a strong foundation towards the second goal as presented in this report. After a thorough literature review, a detailed description of the Block Model is provided, as this model has been used with a dual purpose, to classify and present an extensive list of ProgComp tasks, and to describe a possible learning trajectory for a complex task, covering different cells of the Block Model matrix. The latter is intended to help instructors to decompose complex tasks and identify which aspects of ProgComp are being fostered
Debugging: The Key to Unlocking the Mind of a Novice Programmer?
Novice programmers must master two skills to show lasting success: writing code and, when that fails, the ability to debug it. Instructors spend much time teaching the details of writing code but debugging gets significantly less attention. But what if teaching debugging could implicitly teach other aspects of coding better than teaching a language teaching debugging? This paper explores a new theoretical framework, the Theory of Applied Mind for Programming (TAMP), which merges dual process theory with Jerome Brunerâs theory of representations to model the mind of a programmer. TAMP looks to provide greater explanatory power in why novices struggle and suggest pedagogy to bridge gaps in learning. This paper will provide an example of this by reinterpreting debugging literature using TAMP as a theoretical guide. Incorporating new view theoretical viewpoints from old studies suggests a âdebugging-firstâ pedagogy can supplement existing methods of teaching programming and perhaps fill some of the mental gaps TAMP suggests hamper novice programmers
Instructional Scaffolding in STEM Education: Strategies and Efficacy Evidence
science education; educational technology; learning and instructio
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