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There has been a consensus on integrating Computing into the teaching and learning of STEM (Science, Technology, Engineering and Math) subjects in K-12 (Kindergarten to 12th grade in the US education system). However, rigorous study on the impact of an integrated curriculum on students' learning in computing and/or the STEM subject(s) is still rare. In this paper, we report our research on how well an integrated curriculum helps middle school students learn Computing through the microgenetic analysis methods.
This work considers the use of AI and parallelism as a context for learning typical programming concepts in an introductory programming course (CS1). The course includes exercises in decision trees, a novel game called Find the Gnomes to introduce supervised learning, the construction and application of a vectorized neural network unit class, and obtaining speedup in training through parallelism. The exercises are designed to teach students typical introductory programming concepts while also providing a preview and motivating example of advanced CS topics. Students' understanding and motivation are considered through a detailed analysis of pre- and post-survey data gathered in several sections of the course each taught by one of four instructors across five semesters.
In this paper, we discuss the benefits and challenges of shared tasks as a teaching method. A shared task is a scientific event and a friendly competition to solve a research problem, the task. In terms of linking research and teaching, shared-task-based tutorials fulfill several faculty desires: they leverage students' interdisciplinary and heterogeneous skills, foster teamwork, and engage them in creative work that has the potential to produce original research contributions. Based on ten information retrieval (IR) courses at two universities since 2019 with shared tasks as tutorials, we derive a domain-neutral process model to capture the respective tutorial structure. Meanwhile, our teaching method has been adopted by other universities in IR courses, but also in other areas of AI such as natural language processing and robotics.
Although the prevention of AI vulnerabilities is critical to preserve the safety and privacy of users and businesses, educational tools for robust AI are still underdeveloped worldwide. We present the design, implementation, and assessment of Maestro. Maestro is an effective open-source game-based platform that contributes to the advancement of robust AI education. Maestro provides "goal-based scenarios" where college students are exposed to challenging life-inspired assignments in a "competitive programming" environment. We assessed Maestro's influence on students' engagement, motivation, and learning success in robust AI. This work also provides insights into the design features of online learning tools that promote active learning opportunities in the robust AI domain. We analyzed the reflection responses (measured with Likert scales) of 147 undergraduate students using Maestro in two quarterly college courses in AI. According to the results, students who felt the acquisition of new skills in robust AI tended to appreciate highly Maestro and scored highly on material consolidation, curiosity, and maestry in robust AI. Moreover, the leaderboard, our key gamification element in Maestro, has effectively contributed to students' engagement and learning. Results also indicate that Maestro can be effectively adapted to any course length and depth without losing its educational quality.
Large neural network-based language models play an increasingly important role in contemporary AI. Although these models demonstrate sophisticated text generation capabilities, they have also been shown to reproduce harmful social biases contained in their training data. This paper presents a project that guides students through an exploration of social biases in large language models. As a final project for an intermediate college course in Artificial Intelligence, students developed a bias probe task for a previously-unstudied aspect of sociolinguistic or sociocultural bias they were interested in exploring. Through the process of constructing a dataset and evaluation metric to measure bias, students mastered key technical concepts, including how to run contemporary neural networks for natural language processing tasks; construct datasets and evaluation metrics; and analyze experimental results. Students reported their findings in an in-class presentation and a final report, recounting patterns of predictions that surprised, unsettled, and sparked interest in advocating for technology that reflects a more diverse set of backgrounds and experiences. Through this project, students engage with and even contribute to a growing body of scholarly work on social biases in large language models.
In light of significant issues in the technology industry, such as algorithms that worsen racial biases, the spread of online misinformation, and the expansion of mass surveillance, it is increasingly important to teach the ethics and sociotechnical implications of developing and using artificial intelligence (AI). Using 53 survey responses from engineering undergraduates, this paper measures students' abilities to identify, mitigate, and reflect on a hypothetical AI ethics scenario. We engage with prior research on pedagogical approaches to and considerations for teaching AI ethics and highlight some of the obstacles that engineering undergraduate students experience in learning and applying AI ethics concepts.
A majority of the courses on autonomous systems focus on robotics, despite the growing use of autonomous agents in a wide spectrum of applications, from smart homes to intelligent traffic control. Our goal in designing a new senior-level undergraduate course is to teach the integration of a variety of AI techniques in uncertain environments, without the dependence on topics such as robotic control and localization. We chose the application of an autonomous greenhouse to frame our discussions and our student projects because of the greenhouse's self-contained nature and objective metrics for successfully growing plants. We detail our curriculum design, including lecture topics and assignments, and our iterative process for updating the course over the last four years. Finally, we present some student feedback about the course and opportunities for future improvement.
As artificial intelligence permeates our lives through various tools and services, there is an increasing need to consider how to teach young learners about AI in a relevant and engaging way. One way to do so is to leverage familiar and pervasive technologies such as conversational AIs. By learning about conversational AIs, learners are introduced to AI concepts such as computers’ perception of natural language, the need for training datasets, and the design of AI-human interactions. In this experience report, we describe a summer camp curriculum designed for middle school learners composed of general AI lessons, unplugged activities, conversational AI lessons, and project activities in which the campers develop their own conversational agents. The results show that this summer camp experience fostered significant increases in learners’ ability beliefs, willingness to share their learning experience, and intent to persist in AI learning. We conclude with a discussion of how conversational AI can be used as an entry point to K-12 AI education.
Conversational agents are rapidly becoming commonplace. However, since these systems are typically blackboxed, users—including vulnerable populations, like children—often do not understand them deeply. For example, they might assume agents are overly intelligent, leading to frustration and distrust. Users may also overtrust agents, and thus overshare personal information or rely heavily on agents' advice. Despite this, little research investigates users' perceptions of conversational agents in-depth, and even less investigates how education might change these perceptions to be more healthy. We present workshops with associated educational conversational AI concepts to encourage healthier understanding of agents. Through studies with the curriculum with children and parents from various countries, we found participants' perceptions of agents—specifically their partner models and trust—changed. When participants discussed changes in trust of agents, we found they most often mentioned learning something. For example, they frequently mentioned learning where agents obtained information, what agents do with this information and how agents are programmed. Based on the results, we developed recommendations for teaching conversational agent concepts, including emphasizing the concepts students found most challenging, like training, turn-taking and terminology; supplementing agent development activities with related learning activities; fostering appropriate levels of trust towards agents; and fostering accurate partner models of agents. Through such pedagogy, students can learn to better understand conversational AI and what it means to have it in the world.
First-order logic (FO) is an important foundation of many domains, including computer science and artificial intelligence. In recent efforts to teach basic CS and AI concepts to children, FO has so far remained absent. In this paper, we examine whether it is possible to design a learning environment that both motivates and enables children to learn the basics of FO. The key components of the learning environment are a syntax-free blocks-based notation for FO, graphics-based puzzles to solve, and a tactile environment which uses computer vision to allow the children to work with wooden blocks. The resulting FOLL-E system is intended to sharpen childrens' reasoning skills, encourage critical thinking and make them aware of the ambiguities of natural language. During preliminary testing with children, they reported that they found the notation intuitive and inviting, and that they enjoyed interacting with the application.
We are witnessing a rapid increase in real-world autonomous robotic deployments in environments ranging from indoor homes and commercial establishments to large-scale urban areas, with applications ranging from domestic assistance to urban last-mile delivery. The developers of these robots inevitably have to make impactful design decisions to ensure commercially viability, but such decisions have serious real-world consequences. Unfortunately it is not uncommon for such projects to face intense bouts of social backlash, which can be attributed to a wide variety of causes, ranging from inappropriate technical design choices to transgressions of social norms and lack of community engagement. To better prepare students for the rigors of developing and deploying real-world robotics systems, we developed a Responsible Robotics teaching module, intended to be included in upper-division and graduate level robotics courses. Our module is structured as a role playing exercise which aims to equip students with a framework for navigating the conflicting goals of human actors which govern robots in the field. We report on instructor reflections and anonymous survey responses from offering our responsible robotics module in both a graduate-level, and an upper-division undergraduate robotics course at UT Austin. The responses indicate that students gained a deeper understanding of the socio-technical factors of real-world robotics deployments than they might have using self-study methods, and the students proactively suggested that such modules should be more broadly included in CS courses.
The process of training and evaluating machine learning (ML) models relies on high-quality and timely annotated datasets. While a significant portion of academic and industrial research is focused on creating new ML methods, these communities rely on open datasets and benchmarks. However, practitioners often face issues with unlabeled and unavailable data specific to their domain. We believe that building scalable and sustainable processes for collecting data of high quality for ML is a complex skill that needs focused development. To fill the need for this competency, we created a semester course on Data Collection and Labeling for Machine Learning, integrated into a bachelor program that trains data analysts and ML engineers. The course design and delivery illustrate how to overcome the challenge of putting university students with a theoretical background in mathematics, computer science, and physics through a program that is substantially different from their educational habits. Our goal was to motivate students to focus on practicing and mastering a skill that was considered unnecessary to their work. We created a system of inverse ML competitions that showed the students how high-quality and relevant data affect their work with ML models, and their mindset changed completely in the end. Project-based learning with increasing complexity of conditions at each stage helped to raise the satisfaction index of students accustomed to difficult challenges. During the course, our invited industry practitioners drew on their first-hand experience with data, which helped us avoid overtheorizing and made the course highly applicable to the students’ future career paths.
The assistance dilemma is a well-recognized challenge to determine when and how to provide help during problem solving in intelligent tutoring systems. This dilemma is particularly challenging to address in domains such as logic proofs, where problems can be solved in a variety of ways. In this study, we investigate two data-driven techniques to address the when and how of the assistance dilemma, combining a model that predicts when students need help learning efficient strategies, and hints that suggest what subgoal to achieve. We conduct a study assessing the impact of the new pedagogical policy against a control policy without these adaptive components. We found empirical evidence which suggests that showing subgoals in training problems upon predictions of the model helped the students who needed it most and improved test performance when compared to their control peers. Our key findings include significantly fewer steps in posttest problem solutions for students with low prior proficiency and significantly reduced help avoidance for all students in training.
Time series is the most prevalent form of input data for educational prediction tasks. The vast majority of research using time series data focuses on hand-crafted features, designed by experts for predictive performance and interpretability. However, extracting these features is labor-intensive for humans and computers. In this paper, we propose an approach that utilizes irregular multivariate time series modeling with graph neural networks to achieve comparable or better accuracy with raw time series clickstreams in comparison to hand-crafted features. Furthermore, we extend concept activation vectors for interpretability in raw time series models. We analyze these advances in the education domain, addressing the task of early student performance prediction for downstream targeted interventions and instructional support. Our experimental analysis on 23 MOOCs with millions of combined interactions over six behavioral dimensions show that models designed with our approach can (i) beat state-of-the-art educational time series baselines with no feature extraction and (ii) provide interpretable insights for personalized interventions. Source code: https://github.com/epfl-ml4ed/ripple/.
The US public school system is administered by local school districts. Each district comprises a set of schools mapped to attendance zones which are annually assessed to meet enrollment objectives. To support school officials in redrawing attendance boundaries, existing approaches have proven promising but still suffer from several challenges, including: 1) inability to scale to large school districts, 2) high computational cost of obtaining compact school attendance zones, and 3) lack of discussion on quantifying ethical considerations underlying the redrawing of school boundaries. Motivated by these challenges, this paper approaches the school redistricting problem from both computational and ethical standpoints. First, we introduce a practical framework based on sampling methods to solve school redistricting as a graph partitioning problem. Next, the advantages of adopting a modified objective function for optimizing discrete geometry to obtain compact boundaries are examined. Lastly, alternative metrics to address ethical considerations in real-world scenarios are formally defined and thoroughly discussed. Our findings highlight the inclusiveness and efficiency advantages of the designed framework and depict how tradeoffs need to be made to obtain qualitatively different school redistricting plans.
We present a new dataset for learning to solve, explain, and generate university-level STEM questions from 27 courses across a dozen departments in seven universities. We scale up previous approaches to questions from courses in the departments of Mechanical Engineering, Materials Science and Engineering, Chemistry, Electrical Engineering, Computer Science, Physics, Earth Atmospheric and Planetary Sciences, Economics, Mathematics, Biological Engineering, Data Systems, and Society, and Statistics. We visualize similarities and differences between questions across courses. We demonstrate that a large foundation model is able to generate questions that are as appropriate and at the same difficulty level as human-written questions.
In our previous works, we presented Logic-Muse as an Intelligent Tutoring System that helps learners improve logical reasoning skills in multiple contexts. Logic-Muse components were validated and argued by experts throughout the designing process (ITS researchers, logicians, and reasoning psychologists). A catalog of reasoning errors (syntactic and semantic) has been established, in addition to an explicit representation of semantic knowledge and the structures and meta-structures underlying conditional reasoning. A Bayesian network with expert validation has been developed and used in a Bayesian Knowledge Tracing (BKT) process that allows the inference of the learner skills. This paper presents an evaluation of the learner-model components in Logic-Muse (a bayesian learner model). We conducted a study and collected data from nearly 300 students who processed 48 reasoning activities. These data were used to develop a psychometric model for initializing the learner's model and validating the structure of the initial Bayesian network. We have also developed a neural architecture on which a model was trained to support a deep knowledge tracing (DKT) process. The proposed neural architecture improves the initial version of DKT by allowing the integration of expert knowledge (through the Bayesian Expert Validation Network) and allowing better generalization of knowledge with few samples. The results show a significant improvement in the predictive power of the learner model. The analysis of the results of the psychometric model also illustrates an excellent potential for improving the Bayesian network's structure and the learner model's initialization process.
Learning exercises that activate students’ additional cognitive understanding of course concepts facilitate contextualizing the content knowledge and developing higher-order thinking and problem-solving skills. Student-generated instructional materials such as course summaries and problem sets are amongst the instructional strategies that reflect active learning and constructivist philosophy. The contributions of this work are twofold: 1) We introduce a practical implementation of inside-outside learning strategy in an undergraduate deep learning course and will share our experiences in incorporating student-generated instructional materials learning strategy in course design, and 2) We develop a context-aware deep learning framework to draw insights from the student-generated materials for (i) Detecting anomalies in group activities and (ii) Predicting the median quiz performance of students in each group. This work opens up an avenue for effectively implementing a constructivism learning strategy in large-scale and online courses to build a sense of community between learners while providing an automated tool for instructors to identify at-risk groups.
Modeling and predicting the performance of students in collaborative learning paradigms is an important task. Most of the research presented in literature regarding collaborative learning focuses on the discussion forums and social learning networks. There are only a few works that investigate how students interact with each other in team projects and how such interactions affect their academic performance. In order to bridge this gap, we choose a software engineering course as the study subject. The students who participate in a software engineering course are required to team up and complete a software project together. In this work, we construct an interaction graph based on the activities of students grouped in various teams. Based on this student interaction graph, we present an extended graph transformer framework for collaborative learning (CLGT) for evaluating and predicting the performance of students. Moreover, the proposed CLGT contains an interpretation module that explains the prediction results and visualizes the student interaction patterns. The experimental results confirm that the proposed CLGT outperforms the baseline models in terms of performing predictions based on the real-world datasets. Moreover, the proposed CLGT differentiates the students with poor performance in the collaborative learning paradigm and gives teachers early warnings, so that appropriate assistance can be provided.
The use of Natural Language Processing (NLP) for Automated Essay Scoring (AES) has been well explored in the English language, with benchmark models exhibiting performance comparable to human scorers. However, AES in Hindi and other low-resource languages remains unexplored. In this study, we reproduce and compare state-of-the-art methods for AES in the Hindi domain. We employ classical feature-based Machine Learning (ML) and advanced end-to-end models, including LSTM Networks and Fine-Tuned Transformer Architecture, in our approach and derive results comparable to those in the English language domain. Hindi being a low-resource language, lacks a dedicated essay-scoring corpus. We train and evaluate our models using translated English essays and empirically measure their performance on our own small-scale, real-world Hindi corpus. We follow this up with an in-depth analysis discussing prompt-specific behavior of different language models implemented.
Inclusive team participation is one of the most important factors that aids effective collaboration and pair programming. In this paper, we investigated the ability of linguistic features and a transformer-based language model to detect exclusive and inclusive language. The task of detecting exclusive language was approached as a text classification problem. We created a research community resource consisting of a dataset of 40,490 labeled utterances obtained from three programming assignments involving 34 students pair programming in a remote environment. This research involves the first successful automated detection of exclusive language during pair programming. Additionally, this is the first work to perform a computational linguistic analysis on the verbal interaction common in the context of inclusive and exclusive language during pair programming.
Researchers have been interested in developing AI tools to help students learn various mathematical subjects. One challenging set of tasks for school students is learning to solve math word problems. We explore how recent advances in natural language processing, specifically the rise of powerful transformer based models, can be applied to help math learners with such problems. Concretely, we evaluate the use of GPT-3, a 1.75B parameter transformer model recently released by OpenAI, for three related challenges pertaining to math word problems corresponding to systems of two linear equations. The three challenges are classifying word problems, extracting equations from word problems, and generating word problems. For the first challenge, we define a set of problem classes and find that GPT-3 has generally very high accuracy in classifying word problems (80%-100%), for all but one of these classes. For the second challenge, we find the accuracy for extracting equations improves with number of examples provided to the model, ranging from an accuracy of 31% for zero-shot learning to about 69% using 3-shot learning, which is further improved to a high value of 80% with fine-tuning. For the third challenge, we find that GPT-3 is able to generate problems with accuracy ranging from 33% to 93%, depending on the problem type.
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in reflecting on the ethical implications of AI systems and developing responsible AI. There is little work in using game-based learning methods in AI literacy. Games are known to be compelling media to teach children about complex STEM concepts. In this work, we developed a competitive card game for middle and high school students called “AI Audit” where they play as AI start-up founders building novel AI-powered technology. Players can challenge other players with potential harms of their technology or defend their own businesses by features that mitigate these harms. The game mechanics reward systems that are ethically developed or that take steps to mitigate potential harms. In this paper, we present the game design, teacher resources for classroom deployment and early playtesting results. We discuss our reflections about using games as teaching tools for AI literacy in K-12 classrooms.
Existing approaches to teaching artificial intelligence and machine learning (ML) often focus on the use of pre-trained models or fine-tuning an existing black-box architecture. We believe ML techniques and core ML topics, such as optimization and adversarial examples, can be designed for high school age students given appropriate support. Our curricular approach focuses on teaching ML ideas by enabling students to develop deep intuition about these complex concepts by first making them accessible to novices through interactive tools, pre-programmed games, and carefully designed programming activities. Then, students are able to engage with the concepts via meaningful, hands-on experiences that span the entire ML process from data collection to model optimization and inspection. This paper describes our 'AI & Cybersecurity for Teens' suite of curricular activities aimed at high school students and teachers.
Exploring Artificial Intelligence (AI) in English Language Arts (ELA) with StoryQ is a 10-hour curriculum module designed for high school ELA classes. The module introduces students to fundamental AI concepts and essential machine learning workflow using StoryQ, a web-based GUI environment for Grades 6-12 learners. In this module, students work with unstructured text data and learn to train, test, and improve text classification models such as intent recognition, clickbait filter, and sentiment analysis. As they interact with machine-learning language models deeply, students also gain a nuanced understanding of language and how to wield it, not just as a data structure, but as a tool in our human-human encounters as well. The current version contains eight lessons, all delivered through a full-featured online learning and teaching platform. Computers and Internet access are required to implement the module. The module was piloted in an ELA class in the Spring of 2022, and the student learning outcomes were positive. The module is currently undergoing revision and will be further tested and improved in Fall 2022.