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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Expanding Knowledge Tracing to Prediction of Gaming Behaviors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sarah E Schultz</string-name>
          <email>seschultz@wpi.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ivon Arroyo</string-name>
          <email>iarroyo@wpi.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Worcester Polytechnic Institute</institution>
          ,
          <addr-line>100 Institute Rd, Worcester, MA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Knowledge tracing has been used to predict students' knowledge and performance for almost twenty years. Recently, researchers have become interested in looking at students' behaviors, especially those considered gaming behaviors. In this work, we attempt to leverage a variation of knowledge tracing to predict gaming behaviors without damaging the prediction of performance. We compare the predictions of this model to those of knowledge tracing and a separate engagement tracing model.</p>
      </abstract>
      <kwd-group>
        <kwd>Knowledge tracing</kwd>
        <kwd>affect</kwd>
        <kwd>engagement</kwd>
        <kwd>gaming</kwd>
        <kwd>behavior</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Figure 1- Bayesian Knowledge Estimation of a student on
one skill (bottom line)
Figure 1 suggests that this student was un-learning, while after
looking at the logs in detail, it was clear that, after the 7th
problem, the student was just clicking through all the available
multiple-choice answers without attempting to answer
correctly.This type of behavior is defined by Baker et al as
“gaming the system” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and is considered to be an indicator of
disengagement or negative affect. Some work has been done in
modeling engagement and affect in Intelligent Tutoring Systems
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], but relatively little research has focused on combining these
methods with ways of tracking knowledge, such as knowledge
tracing, in order to create a model that can predict both student
performance and disengaged behavior and intervene
appropriately.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. PREVIOUS WORK</title>
      <p>
        2.1 Bayesian Knowledge Tracing
Corbett and Anderson’s Bayesian Knowledge Tracing (BKT)
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] (Figure 2) is a hidden Markov model. At each time step there
is a latent node, knowledge, and an observed node, performance.
The parameters for this model are P(L0), the probability that a
student already knows the skill; P(T), the probability of learning
the skill from one time-step to the next; P(G), the probability
that a student who does not know the skill but correctly guesses;
and P(S), the probability that a student who does know the skill
slips and gets the answer incorrect. As mentioned in the
introduction, P(F), forgetting, is traditionally set at 0, however
for this work we allow forgetting in order to see if looking at
behavior affects the amount of forgetting that students appear to
do.
      </p>
      <p>
        Figure 2- Bayesian Knowledge Tracing
2.2 HMM-IRT
In 2006, Johns and Woolf proposed the Dynamic Mixture Model
(DMM) for predicting student knowledge and engagement [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
They used a hidden Markov model like BKT for tracing
engagement, but paired it with an Item Response Theory-like
model for predicting knowledge. Rather than predicting
knowledge at each time step, there is a single knowledge node
for every skill and students’ performance relies on that in
addition to their engagement state. This allowed more accurate
knowledge predictions than IRT alone, as disengagement,
indicated by gaming behaviors, could explain away some
incorrect attempts, rather than attributing those to knowledge.
In our previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], we proposed the knowledge and affect
tracing (KAT) model (Figure 5), which combines two hidden
Markov models, BKT and the engagement tracing piece of
DMM. As in DMM, affect influences performance. This model
was able to predict both performance and behavior better than
the dynamic mixture model, but did not predict performance as
well as standard BKT, perhaps due to over-parameterization [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. THE KTB MODEL</title>
      <p>We propose the “Knowledge Tracing with Behavior” (KTB)
model. This model has only one latent node, which we call
“knowledge”-- although in reality is a combination of both
knowledge and engagement-- and two observables, performance
and gaming behaviors. This model is shown in Figure 5.</p>
      <p>
        The variable called Gaming Behavior (B) is defined as either
gaming or normal. See our definition for “gaming” in this
context in our previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. BAYESIAN ENGAGEMENT TRACING</title>
      <p>Since the performance prediction of the KTB model can be
compared to that of Bayesian Knowledge Tracing, it is
necessary to have a model of engagement tracing to compare the
behavior predictions. To that end, we include a model of
“Bayesian Engagement Tracing” (BET) in this work, which is
the same as the HMM part of Johns and Woolf’s model or the
engagement piece of the KAT model, but not connected to any
other model (top part of figure 4).</p>
    </sec>
    <sec id="sec-5">
      <title>5. DATASETS AND METHODS</title>
      <p>
        The data and methods used in this work was the same as that
used in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The data came from two tutors for middle and high
school mathematics, ASSISTments and Wayang Outpost. For
details, please see [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] in the main conference proceedings.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. RESULTS AND ANALYSIS</title>
      <p>While KT and KTB both outperform KAT and DMM in all
predictions, in seven of the nine knowledge components, KTB
was better able to predict performance than standard knowledge
tracing, although the only significant difference between the two
was in the ASSISTments skill “Circle Graph” (p=0.03).
Interestingly, the Bayesian engagement tracing model was better
able to predict students’ behavior than KTB in eight of the nine
knowledge components, although the differences are again not
significant, except in two cases, “Box and Whisker,” and
“Triangles” (p=0.02).</p>
    </sec>
    <sec id="sec-7">
      <title>7. DISCUSSION</title>
      <p>We have proposed a new model, knowledge tracing with
behavior, which can predict both student performance and
behavior, and have shown that it can do so at least as well as
BKT and a separate Bayesian engagement tracing, at predicting
future behaviors (correctness at responding math problems and
gaming behaviors). KTB seems to stop the false forgetting effect
that is recorded by KT when forgetting is not allowed to be zero.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGEMENTS</title>
      <p>This research is supported by the Office of Naval Research,
STEM Challenge Award, # N0001413C0127US. We also
acknowledge funding from NSF (#1316736, 1252297, 1109483,
1031398, 0742503), and IES (# R305A120125 &amp;
R305C100024). Any opinions or conclusions expressed are
those of the authors, not necessarily of the funders.</p>
    </sec>
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