Boredom Across Activities, and Across the Year, within Reasoning Mind William L. Miller, Ryan Baker, Mathew Labrum, Karen Petsche, Angela Z. Wagner In recent years • Increasing interest in modeling more about students than just what they know In recent years • Increasing interest in modeling more about students than just what they know • Can we assess a broad range of constructs In recent years • Increasing interest in modeling more about students than just what they know • Can we assess a broad range of constructs • In a broad range of contexts Boredom • A particularly important construct to measure Boredom is • Common in real-world learning (D’Mello, 2013) Boredom is • Common in real-world learning (D’Mello, 2013) • Associated with worse learning outcomes in the short-term (Craig et al., 2004; Rodrigo et al., 2007) Boredom is • Common in real-world learning (D’Mello, 2013) • Associated with worse learning outcomes in the short-term (Craig et al., 2004; Rodrigo et al., 2007) • Associated with worse course grades and standardized exam performance (Pekrun et al., 2010; Pardos et al., 2013) Boredom is • Common in real-world learning (D’Mello, 2013) • Associated with worse learning outcomes in the short-term (Craig et al., 2004; Rodrigo et al., 2007) • Associated with worse course grades and standardized exam performance (Pekrun et al., 2010; Pardos et al., 2013) • Associated with lower probability of going to college, years later (San Pedro et al., 2013) Online learning environments • Offer great opportunities to study boredom in context – Very fine-grained interaction logs that indicate everything the student did in the system Automated boredom detection • Can we detect boredom in real time, while a student is learning? • Can we detect boredom retrospectively, from log files? Automated boredom detection • Can we detect boredom in real time, while a student is learning? • Can we detect boredom retrospectively, from log files? • Would allow us to study affect at a large scale – Figure out which content is most boring, in order to improve it Affect Detection: Physical Sensors? • Lots of work shows that affect can be detected using physical sensors – Tone of voice (Litman & Forbes-Riley, 2005) – EEG (Conati & McLaren, 2009) – Posture sensor and video (D’Mello et al., 2007) • It’s hypothesized – but not yet conclusively demonstrated – that using physical sensors may lead to better performance than interaction logs alone Sensor-free affect detection • Easier to scale to the millions of students who use online learning environments • In settings that do not have cameras, microphones, and other physical sensors – Home settings • have parents bought equipment? • can they set it up and maintain it? – Classroom settings • can school maintain equipment? • do students intentionally destroy equipment? • parent concerns and political climate Sensor-free boredom detection • Has been developed for multiple learning environments – Problem solving tutors (Baker et al. 2012; Pardos et al. 2013) – Dialogue tutors (D’Mello et al. 2008) – Narrative virtual learning environments (Sabourin et al. 2011; Baker et al. 2014) – Science simulations (Paquette et al., 2014) • The principles of affect detection are largely the same across environments • But the behaviors associated with boredom differ considerably between environments This talk • We discuss our work to develop sensor-free boredom detection for Reasoning Mind Genie 2 (Khachatryan et al, 2014) • Self-paced blended learning mathematics curriculum for elementary school students – Youngest population for sensor-free affect detection so far • Used by approximately 100,000 students a year Reasoning Mind Genie 2 • Combines – Guided Study with a pedagogical agent “Genie” – Speed Games that support development of fluency • Used in schools 3-5 days a week for 45-90 minutes per day Reasoning Mind Genie 2 (c) Reasoning Mind Genie 2 • Better affect and more on-task behavior than most pedagogies, online or offline (Ocumpaugh et al., 2013) • Still a substantial amount of boredom • Reducing boredom is a key goal Role for affect detection • If we can detect boredom in log files • We can determine which content is more boring, and improve that content Related Work • Evidence that specific design features associated with boredom in Cognitive Tutors for high school algebra (Doddannara et al., 2013) Related Work • Evidence that specific design features associated with boredom in Cognitive Tutors for high school algebra (Doddannara et al., 2013) • Evidence that some disengaged behaviors increase during the year (Beck, 2005) – Important to verify that differences in affect due to actual content/design, not time of year Approach to Boredom Detection • Collect “ground truth” data on student boredom, using field observations • Synchronize log data to field observations • Distill meaningful data features of log data, hypothesized to relate to boredom • Develop automated detector using classification algorithm • Validate detector for new students/new lessons/new populations BROMP 2.0 Field Observations (Ocumpaugh et al., 2012) • Conducted through Android app HART (Baker et al., 2012) • Protocol designed to reduce disruption to student – Some features of protocol: observe with peripheral vision or side glances, hover over student not being observed, 20-second “round-robin” observations of several students, bored-looking people are boring • Inter-rater reliability around 0.8 for behavior, 0.65 for affect • 64 coders now certified in USA, Philippines, India Data collection • 408 elementary school students Data collection • Diverse sample important for model generalizability (Ocumpaugh et al., 2014) • 11 different 8th grade classes • 6 schools – – – – – 2 urban in Texas, predominantly African-American 1 urban in Texas, predominantly Latino 1 suburban in Texas, predominantly White 1 suburban in Texas, mixed ethnicity/race 1 rural in West Virginia, predominantly White Affect coding • 3 expert coders observed each student using BROMP • Coded 5 categories of affect – – – – – Engaged Concentration Boredom Confusion Frustration ? • 4891 observations collected in RM classrooms Building detectors • Observations were synchronized with the logs of the students interactions with RM, using HART app and internet time server • For each observation, a set of 93 meaningful features describing the student’s behavior was engineered • Computed on actions occurring during or preceding an observation (up to 20 seconds before) Features: Examples • Individual action features – Whether an action was correct or not – How long the action took • Features across all past activity – Fraction of previous attempts on the current skill the student has gotten correct • Other known models applied to logs – Probability student knows skill (Bayesian Knowledge Tracing) – Carelessness – Moment-by-Moment Learning Graph Automated detector of boredom • Detectors were built using RapidMiner 5.3 • For each algorithm the best features were selected using forward selection/backward elimination • Data was re-sampled to have more equal class frequencies; models were evaluated on original class distribution • Detectors were validated using 10-fold student-level cross-validation Automated detector of boredom • Detectors were built using 4 machine learning algorithms that have been successful for building affect detectors in the past: – J48 – JRip – Step Regression – Naïve Bayes Best One • Detectors were built using 4 machine learning algorithms that have been successful for building affect detectors in the past: – J48 – JRip – Step Regression – Naïve Bayes Machine learning • Performance of the detectors was evaluated using • A’ – Given two observations, probability of correctly identifying which one is an example of a specific affective state and which one is not – A’ of 0.5 is chance level and 1 is perfect – Identical to Wilcoxon statistic – Very similar to AUC ROC (Area Under the ReceiverOperating Characteristic Curve) Results • A’ = 0.64 • Compared to similar detectors in other systems, validated in similar stringent fashion System A' Cognitive Tutor Algebra (Baker et al. 2012) 0.69 ASSISTments (Pardos et al. 2013) 0.63 EcoMUVE (Baker et al. 2014) 0.65 Inq-ITS (Paquette et al. 2014) 0.72 Coefficient +0.212 -0.013 -0.070 -0.073 +0.290 -0.260 +0.123 Feature The standard deviation, across the clip, of student correctness (1 or 0) on each action. The number of actions in the clip that occurred on Speed Game items. The fraction of the total clip duration spent on Speed Game items. The number of actions in the clip on items where the answer input was made by selecting an item from a drop-down list. The minimum slip parameter (P(S) in Bayesian Knowledge Tracing) on skills in the clip. The standard deviation, across the clip, of the action duration, normalized across all students, times the presence (1) or absence (0) of a hint request on the previous action. Y-intercept. Using detectors • Model applied to entire year of data from these classrooms • 2,974,944 actions by 462 students • Includes 54 additional students not present during observations • Aggregation over pseudo-confidences rather than binary predictions – Retains more information 0.150 Boredom vs. Time of Year Average Boredom 0.145 0.140 0.135 0.130 1-Sep 8-Nov 15-Jan Date 24-Mar 31-May Apparent downward trend Apparent downward trend • Is it statistically significant? Apparent downward trend • Is it statistically significant? • • • • Yes. Students are less bored later in the year F-test controlling for student p<0.001 Is it practically significant? Is it practically significant? • No. • r = -0.06 Is it practically significant? • No. • r = -0.06 • With large enough samples, anything is statistically significant Kind of a positive thing • At minimum, students aren’t getting more bored as the year goes on • In other systems, students get more disengaged as the year goes on (Beck, 2005) • And the overall level of boredom (~14%) is not very high Beyond this • Curriculum is self-paced Beyond this • Curriculum is self-paced • Which means that predicting boredom by date may obscure real variation Beyond this • Curriculum is self-paced • Which means that predicting boredom by date may obscure real variation • Instead, look at boredom by learning objective (b) Boredom vs. Objective 0.150 Average Boredom 0.145 0.140 0.135 0.130 5.01 5.12 5.23 5.34 Reasoning Mind Objective 5.45 Predicting boredom by objective • p<0.001 • r=0.343 If we cluster objectives into two groups • “High boredom” • “Low boredom” • Ignoring the one point in between the two groups • Cohen’s D = 0.67 Future work • So… what is it that differentiates the higher boredom lessons from the lower boredom lessons? Future work • So… what is it that differentiates the higher boredom lessons from the lower boredom lessons? – Nothing obvious, unfortunately… Future work • So… what is it that differentiates the higher boredom lessons from the lower boredom lessons? – Nothing obvious, unfortunately… – May be necessary to develop a taxonomy of potential differences, and see which are predictive – May be possible to build off prior work by (Doddannara et al., 2013) that did exactly this for Cognitive Tutor Future Work • Can we fix the more boring lessons? – Either by determining why they are boring – Or just by adding a little more “fun content” Eventual Goal • Use precise assessments of boredom to help us enhance Reasoning Mind – Improving engagement – Improving learning outcomes Thank you twitter.com/BakerEDMLab Baker EDM Lab Baker EDM Lab See our free online MOOT “Big Data and Education” All lab publications available online – Google “Ryan Baker” “Data, Analytics, and Learning” – EdX, Fall 2014