COMPS Computer Mediated Problem Solving: A First Look Melissa A. Desjarlais Jung Hee Kim Michael Glass Valparaiso University North Carolina A&T Valparaiso University melissa.desjarlais@valpo.edu jungkim@ncat.edu michael.glass@valpo.edu Abstract • Computer-monitored dialogues. COMPS has provisions for an instructor to oversee and intervene in the student COMPS is a web-delivered computer-mediated problem conversations. In the style of, e.g. Argunaut [De Groot solving environment designed for supporting instructional ac- et al. 2007], COMPS will provide a status screen for the tivities in mathematics. It is being developed as a platform instructor, showing what knowledge the students have dis- for student collaborative exploratory learning using problem- specific affordances. COMPS will support computer-aided covered in their inquiry learning as well as measures of af- monitoring and assessment of these dialogues. In this paper fective state (e.g. are they on-task or frustrated) and other we report on the first use of COMPS in the classroom, sup- measures of progress. Experiments toward computer- porting an exercise in quantitative problem-solving. We have generated status are described in this paper. identified a number of categories of dialogue contribution that • Assessment reports. Using similar techniques as for mon- will be useful for monitoring and assessing the dialogue and itoring, COMPS will provide the instructor with assess- built classifiers for recognizing these contributions. Regard- ing the usability of the interface for problem-solving exer- ment reports of the conversations. This will permit the cises, the primary unexpected behavior is an increase (com- instructor to have the students engage in the exercises out pared to in-person exercises) in off-task activity and concomi- of class, on their own time. tant decrease in shared construction of the answer. Its first • Observation and data collection. COMPS collects tran- large deployment will be for Math 110, a quantitative literacy scripts and data that will be useful both in understanding class at Valparaiso University. the student problem-solving behaviors and in producing better computer understanding of COMPS conversations. Introduction In this paper we report on the interaction model of COMPS, the educational context for its initial deployment, COMPS is a web-delivered computer-mediated problem results from first use in a classroom setting, and first results solving environment designed for supporting instructional toward having it monitor the progress the student conversa- activities in mathematics. tion. In its initial classroom use COMPS supports groups of students engaging a particular exercise in quantitative liter- The COMPS Model acy: figuring out a winning strategy, should one exist, for a Nim-like game. It has problem-related affordances for The common threads to COMPS applications are a) dia- the students to manipulate, shows the instructor the con- logue, b) solving problems, and c) third parties. It is in- versations in real time, permits the instructor to intervene, tended to facilitate and capture the kinds of interactions that and records all events for analysis. The intelligent part of would occur in mathematics problem-solving conversations. COMPS, which has not been deployed in classroom use, We have a simplified keyboard-chat communication channel has the computer itself participate in the supervisory task: instead of in-person face-to-face and voice communication. monitoring the conversation status for bits of knowledge and This permits us to readily log all interaction, more impor- other markers of progress or lack of progress and displaying tantly it facilitates having the computer understand, moni- its findings to the supervising instructor. tor, assess, and potentially intervene in the dialogue. Be- cause the problem domain is mathematics COMPS includes COMPS gives us a platform for deploying AI techniques facilities for interpreting and rendering “ASCII Math,” ex- in mathematics dialogues. Immediate applications include: pressions typed in-line using ordinary keyboard characters • Exploratory learning. COMPS is an environment [MathForum 2012a]. with affordances for computer-supported collaborative COMPS conversations can be tutorial or they can be peer- exploratory-learning dialogues. Plug-in modules provide to-peer explorations. Our view of how to support interac- problem specific aids and affordances. The Poison game tions is informed by the tutorial problem-solving dialogue we report on here comes with a visualization of the game studies of [Fox 1993] and the Virtual Math Team problem- state and buttons for playing. solving dialogue studies of [Stahl 2009]. Wooz, the im- mediate predecessor to COMPS, has been used for record- paraiso University (VU) Math 110 class. Math 110 deliv- ing and facilitating tutorial dialogues in algebra and differ- ers the quantitative literacy skills expected of an educated ential equations, experiments in structured tutorial interac- adult [Gillman 2006] along with the mathematics skills ex- tions, and exploratory learning with differential equations pected in quantitative general education classes in a liberal visualization applets [Kim and Glass 2004][Patel et al. 2003] arts curriculum. It achieves this by using modern pedagog- [Glass et al. 2007]. ical techniques and a selection of topics and problems that The other element of COMPS conversations is possible are quite different from, more motivating than, and we hope third parties: teachers figuratively looking over the shoul- more successful than the typical bridge or college algebra ders of the students as they work, computers also looking class. over the shoulders, teachers and computers intervening in It is the style of instruction that matches Math 110 to the conversation, reports generated afterward with assess- COMPS, viz: ments of the student learning sessions, and analyses of the • Problems are explored by experimentation, using manip- transcripts of interactions. ulatives and written instructions. The common elements of COMPS applications are thus: • Four person groups collaborate on the in-class explo- • Interactivity. Just as in in-person interactions, partici- rations, with students adopting special assigned roles in pants can behave asynchronously: interrupting and chat- the collaborative process. ting over each other. Participants can see the other partic- • During the class period the instructor observes the group ipants’ keystrokes in real time, they do not need to take interactions and offers suggestions or guiding questions, turns or wait for the other person to press enter. One as needed. use for this is documented by Fox who found tutors us- ing transition relevance points [Sacks et al. 1974]. These These are aligned with the three threads of COMPS: solving are places within a dialogue turn where the other party is problems, dialogue, and third parties. During a semester, licensed to take over. For example, the tutor can provide students solve twenty in-class problems. An emphasis is scaffolding by starting to say an answer. Using prosodic placed on problem-solving strategies. cues (rising voice, stretched vowels), the tutor provides Math 110 in its current form has been the established the student opportunities to take over the dialogue and bridge class in the VU curriculum for 15 years. Students complete the thought. enrolled in Math 110 performed poorly on the mathematics placement exam and must successfully complete the course • A problem window. The problem is configurable, but gen- before they can enroll in quantitatively-based general edu- erally there are areas of the screen window that keep the cation courses. Data show that completing Math 110 has problem statement and elements of the solution in view a positive effect on retention and success at the university without scrolling them off the screen. These items are as- [Gillman 2006]. sumed to be within the dialogue focus of all participants at Math 110 differs from simply repeating high school alge- all times, the objects of team cognition (Stahl) and shared bra not only in teaching style but also in content. There are construction (Fox). five topical themes: Pattern Recognition, Proportional Rea- • A central server. The server routes interaction traffic be- soning, Fairness, Graphs and Decision Science, and Orga- tween the participants and optional third parties to the nizing Information. Together these themes provide a back- conversation (both human and machine), and records all ground in logical reasoning, quantitative skills, and critical interactions in log files. thinking. Writing skills are exercised by requiring students to write Figure 1 at the end of this paper illustrates COMPS at work. up each problem in a narrative format. Each written solution COMPS runs as a Flash application within a web browser, includes the statement of the problem in the student’s own the server is a Java program. The application is config- words, the solution of the problem, and an explanation of the urable: plug-in modules written in Flash provide custom solution. Often this entails a description of the experimental environments tailored for particular mathematics problems activities and results. The students are assessed on the writ- and learning modalities. ten aspect of the solution in addition to the mathematical COMPS is similar in spirit to the Virtual Math Teams aspect. (VMT) chat interface [MathForum 2012b]. The VMT inter- face supports a generalized graphical whiteboard instead of Poison Exercise having specialized interfaces for particular exercises. How- An example of a Math 110 collaborative exercise—the first ever many of the exercises that COMPS is intended to sup- we have implemented in COMPS—is the Poison problem. port are currently executed in class with manipulatives. For The prompt is shown in Figure 2 at the end of this paper. example the Poison game described in this report uses piles Poison is a Nim-like two-person game. Starting from a pile of tiles. It was incumbent on us to have COMPS provide of tiles, each person removes one or two tiles per turn. The software affordances that mimic the manipulatives. last tile is “poisoned,” the person who removes the last tile loses. The question before the students is to figure out how Math 110 Background to play perfectly, to find an algorithm for either person A A goal of this project is to introduce COMPS computer- or person B to force a win. In a classroom setting the ma- mediation to the group collaborative exercises in the Val- nipulative for this exploratory learning exercise in pattern A well everytime ive had 4, or 7 i lose. A How? C huh? //D If you take 2, then whatever you do on the next A Oh wait, that’s every round >:( turn, you can do the opposite to leave 1. C i dont think it matters B If you take 1 or 2, then you can take 1 or 2 to B hahaha counter balance that// (playing game) A OK B lets do 23 again and ill pick a 1 to start instead of a C OK 2? //C So if I take 2, whatever they do ... A FINE B So basically if the other team ends up 4 left, then .. you can win. // . D Yes D i just tried to avoid 7 and still got stuck with 4 B And that’s if the other team ends up with 4 left Figure 3: Dialogue from Poison Exercise Using COMPS B OK A We could maybe abbreviate opponent as OPP or something. Whatever, you might be writing a lot. B So yeah. um recognition is a box of tiles. Students also have pencil and (sounds of mumbling) paper. C Ok. Um For purposes of moving this exercise to the computer- B Oh boy mediated environment, we wrote a COMPS module that A We don’t need grammar. simulates the manipulatives: the pile of tiles. There are but- B Um so, if they 4 left you can win have how can you tons for each of the two teams to remove one or two tiles. get it so that .. There is an option to arrange the tiles into small groups, a D If you have 5 or 6 on your turn, you can either take useful way to visualize the game and its solution. Students 1 or two to get it to that situation. sometimes discover this method while playing with the tiles B Ok you you want to get to 4, that’s kind of a stable on the table-top. There is an option to restart the game with point where you can force them an arbitrary number of tiles. Students often find that they can better analyze the game if they consider a simpler problem, Figure 4: In-Person Poison Dialogue with only a few tiles. Finally, there is a record of the moves played, since in the face-to-face regime students typically write down the sequences of moves for study. Observations The current status of this COMPS plug-in is that students Both from experience observing Poison exercises, and from can play Poison, the teacher can monitor all the ongoing con- prior audiotaped sessions, differences between COMPS- versations in the computer lab, and the teacher can intervene. mediated and in-person versions of Poison were evident. The computer is not yet monitoring the conversation. • The COMPS students spent considerable time off-task, chatting about things not related to the problem. From First Usage the start, when students were logging in and greeting each other, it took some time for them to focus on the problem. Setup Off-task conversation was almost negligible in our audio tapes, and not extensively observed in the classroom be- In November 2011 students in an elementary education fore the problem is solved. mathematics course used the COMPS version of the Poison • The COMPS groups spent much time playing the game exercise. These were not Math 110 students, but education for entertainment value, without advancing toward the students who would normally engage in quantitative literacy goal of deducing whether a winning strategy existed. classroom exercises as part of both learning the mathematics and experiencing how it is taught. • In the COMPS environment there was more team rivalry between the two teams within a group. There was even an Twenty-five students were arranged in six groups in a instance where a student was reluctant to share the win- computer lab so that group members were not near each ning strategy with the rest of the group. other and verbal conversations were discouraged. The stu- dents were accustomed to working in groups sitting around A consequence of all three of these behaviors is that in- a table. Keyboard chat was a new element. Each student cidences of shared construction of the winning strategy are was given a copy of the problem. The instructor logged in less often observed in the COMPS transcripts, compared to as a member of each group so that she could monitor and their transcribed verbal ones. Figure 4 (in-person) and Fig- contribute to the conversations. A sample from a conversa- ure 3 (computer-mediated) illustrate the typical difference. tion is shown Figure 3. The session ran for approximately The in-person group engages in long exchanges where group 40 minutes, at which time the students stopped where they cognition is evident. In the computer-mediated group the were and gathered together offline to share notes for their students rarely engage with each other for more than several written reports. turns at a stretch. The student experience react to the other students’ developing turns as they are Students were surveyed the next day in class. There were 8 typed. Likert questions (strongly-disagree to strongly-agree) and 6 short-answer questions. The students told us the following. Studies in Computer Monitoring • Using the computer seemed easy: 19 of the 25 students The first COMPS application of intelligence is to figura- either agreed or strongly agreed. tively look over the shoulder of the students as they work, then display a real-time summary for the instructor. We have • Students were divided over whether it was easier to play initially approached this task by writing shallow text classi- Poison on a computer than with tiles on a table. fiers. The work in this section is described in an unpublished • Eleven students were neutral with regard to whether it was report [Dion et al. 2011]. easier to find a winning strategy for Poison on a computer than with tiles on a table, while 10 students either agreed Background or strongly agreed that the computer was easier. We created a preliminary set of categories and classifiers This finding stands in contrast with our observation that based on two sources of language data the computer-mediated groups were less successful in • Tape-recorded dialogues of upper-class students working finding a winning strategy. the poison exercise. Figure 4 shows an extract of recorded • Responding to open-ended questions, students enjoyed verbal interaction. the chat option in COMPS and the fact that the activity • Written reports of the Poison problem that Math 110 stu- was different from other class activities. dents provided in earlier semesters. These reports exhibit • On the other hand, when comparing using COMPS to many of the mathematical realizations that student exhibit solving problems face-to-face around a table, the students while solving the Poison problem, but none of the dia- commented that it took time to type their ideas (which logue or problem-construction phenomena. were sometimes difficult to put into words) and they could This work was completed before the initial collection of not show things to the others. COMPS-supported Poison dialogues, so does not include One student did comment that the chat environment made the COMPS data. the student try to solve the problem individually rather For the COMPS Math 110 project we are concentrat- than sharing the solution right away among the group ing first on identifying epistemic knowledge and social co- members. construction phenomena. This is congruent with the results of a study of the criteria that teachers use for assessing stu- • Aspects of the Poison module were troublesome. Stu- dent collaborative efforts [Gweon et al. 2011]. We cate- dents were confused about the L/R buttons (they were for gorized the dialogue data according to the following types the two teams), they would have preferred images of tiles of phenomena we deemed useful for real-time assessment to the @ symbol, and they found keeping up with the con- along these axes: versation difficult at times. • Bits of knowledge: domain-specific realizations that are This was congruent with our own observation of students either needed or characteristically occur during the path using the interface. Images of tiles, and perhaps even a toward solving the problem. way to drag them with a mouse cursor, would be a bet- ter model for the manipulatives than the simple row of @ • Varieties of student activities that were on-task but not symbols and buttons. It took students a while to learn to part of the cognitive work of constructing the solution: use the interface in this respect. e.g. picking sides, clarifying rules, playing the game. • The students would have liked to have a way to have a • Student utterances related to constructing a solution: e.g. private chat between members of a team so that the other making observations, hypothesizing, wrong statements. team could not see their conversation. • Off-task statements, filler. Other observations of student use of the interface: Altogether we annotated the student utterances with 19 cat- • The physical tiles are limited to 20, but the computer egories, shown in Table 1. In this study, individual dialogue placed no limit on virtual tiles. Combined with the Poison turns or sentences were assigned to one of these categories. game’s evident play value, this resulted in some COMPS groups playing longer games with more tiles than the Experiment in machine classification physical-tiles groups do. Such games did not contribute For our classifiers we chose two numerical methods: non- to understanding. negative matrix factorization (NMF) and singular value de- composition (SVD). SVD is the most common numeri- • In person student groups picked and maintained teams a cal technique used in latent semantic analysis (LSA). Both bit more readily. We think COMPS should allow students of these methods rely on factoring a word-document co- to pick a team, and have the software display the current occurrence matrix to build a semantic space: a set of team rosters. dimensionality-reduced vectors. The training set for these • We observed students using the full-duplex chat commu- experiments—the text used for building semantic spaces— nication constantly. They often do not take turns, and they was 435 sentences from the written corpus. The test sets Some categories occurred very infrequently in both the train- Table 1: Dialogue Categories from Poison Conversations ing and test corpora, resulting in very low success rates. Dialogue Category Thus we also report the percent correct among the most 1 4 tiles is important common three categories in the test corpus: numbers 6, 11, 2 2 and 3 are good tiles and 15 in Table 1. Together these represented n = 59, more 3 You want to leave your opponent with 19 tiles than half the test sentences. 4 Going first gives you control of the game A χ2 test on tagging sentences in the top three categories 5 You want to take 1 tile on your first move shows that the computer tagging success rates are indeed 6 1, 4, 7, 10, 13, 16, 19 are the poison numbers not due to random chance. All values are significant at the 7 “Opposite” strategy p < 0.05 level and some at the p < 0.01 level. We found 8 “3 pattern” no consistent advantage to using unigrams, bigrams, or both 9 Wrong statements together. In this our result is similar to [Rosé et al. 2008], 10 Exploring where differences among these conditions are slight. That study of classifiers for collaborative learning dialogues eval- 11 Playing the game uated its results using κ interrater reliability between human 13 Making an observation and computer annotaters. We have not computed κ, as the 14 Clarifying observations number of categories is large and the number of test sen- 15 Clarifying rules tences is small, rendering the statistic not very meaningful 16 Exploring further versions of the game [Di Eugenio and Glass 2004]. 17 Hypothesizing In the NMF-u method many dimensions did not corre- 18 There is a winning strategy late with any tag. It was thus not capable of categorizing a 19 Filler test sentence into all the possible categories, leaving most of the categories unrecognized. Table 3 summarizes the most prominent categories that the NMF-u method found. For were taken from approximately 100 sentences from the writ- some of the most attested categories NMF-u was successful ten corpus and 500 spoken dialogue turns. All our semantic at correctly tagging the sentences in those categories, at the spaces had 20 dimensions. Our feature sets included uni- cost of a high rate of false positives. It had high recall but grams (individual words) and bigrams. the precision was startlingly low. We report here on three computer-tagging methods: SVD, NMF-s, and NMF-u. Data Collection for Analysis The SVD and NMF-s methods are supervised. They One of the benefits of COMPS is the ability to gather data on match test sentences to manually accumulated bundles of students, their interactions, and the exercise that they engage exemplar sentences. This technique is much the same as in. the latent semantic analysis algorithm used successfully by An advantage of recording group problem-solving is that Auto-Tutor [Graesser et al. 2007]. ordinary obligations and discourse pragmatics dictate that In the NMF-s method the vector for a test sentence was the participants signal when they achieve some understand- built by solving a set of linear equations in 20 unknowns, ing or some common ground. This means that not only are which effectively computed what the vector for the test sen- all the learnable knowledge components visible, but partici- tence would have been had that sentence been a part of the pants in the discussion should be making recognizable signs training set. We believe that this technique for using non- of whether the components are understood [Koschmann negative matrix factorization to build text classifiers is novel. 2011]. In short, student thinking is forced out into the open The NMF-u method is unsupervised. The reduced dimen- in ways that an assessment test, a cognitive experiment, or a sions of the factored matrices are assumed to correspond di- think-aloud protocol might never get at. rectly to semantic dimensions within the data. This approach Our study of Poison collaborative dialogues [Dion et al. was described by [Segaran 2007] for classifiying blog posts. 2011] has already uncovered knowledge components that Our training documents (sentences) were sorted according students realize and express before they arrive at a closed- to a) their manually-assigned category and b) which of the form solution but are not themselves part of the solution. 20 dimensions in the NMF vector representation of the doc- Examples are: 2 and 3 tiles force a win, 4 tiles is a simple ument had the largest value. The dimensions were then man- completely-analyzable case. There is no good way besides ually associated with individual tags, if possible. observation to find out the ancillary realizations that students characteristically pass through as they explore the problem. Results And it is necessary to understand these ancillary realizations in order to assess the state of the knowledge-construction Table 2 summarizes the classification success rates of the task. two supervised methods, using unigram, bigram, and com- bined uni- and bi-gram feature spaces. We report the per- centage of sentences that were correctly tagged from n = Conclusions and Future Work 113 test sentences. Test sentences represented all categories. COMPS is being developed with several uses in mind, viz: Overall classification accuracy varied from 45% to 55%. a platform for student collaborative exploratory learning us- Table 2: Accuracy of Supervised Classifiers % Correct Top 3 Tags All Tags Top 3 Tags χ2 Tab 6 Tag 11 Tag 15 n = 113 n = 59 p value n = 19 n = 13 n = 27 NMF-s Unigrams 47% 61% .003 58% 31% 78% NMF-s Bigrams 45% 58% .027 37% 38% 81% NMF-s Both 48% 64% .024 52% 54% 78% SVD Unigrams 51% 66% .0002 52% 86% 85% SVD Bigrams 55% 68% .028 63% 15% 96% SVD Both 53% 59% .003 42% 0% 100% Table 3: Unsupervised NMF Classifier Results Correctly False Class N classified positives #7 Opposite Strategy 13 13 (100%) 63 Unigrams #6 Poison Numbers 13 12 (92%) 2 #15 Clarifying Rules 27 16 (59%) 8 Unigrams no-stopwords #1 Four Tiles Important 9 5 (56%) 15 #7 Opposite Strategy 13 11 (85%) 19 #15 Clarifying Rules 27 23 (85%) 23 Bigrams #6 Poison Numbers 13 12 (92%) 10 #1 Four Tiles Important 9 5 (56%) 15 ing problem-specific affordances, computer-aided monitor- person exercises) in off-task activity and concomitant de- ing and assessment of these dialogues, and recording di- crease in shared construction of the answer. Certain updates, alogues for study. Its first large deployment will be for such as making the interface more explanatory and reducing Math 110, a quantitative literacy class at VU. the maximum number of tiles, may reduce the evidently en- First use with 25 students students exercising the Poison hanced play value provided by the computer mediated envi- exercise in six teams shows that COMPS is quite usable. ronment. Also specifically addressing this goal we have two What seemed like a fairly straightforward translation of the improvements on offer: Poison exercise manipulatives to software affordances will, • Unlike earlier Wooz exercises, the Poison problem however, benefit from updating and experimentation. prompt was not on permanent display in a COMPS win- Analyzing dialogues collected before COMPS, we have dow. The students have it on paper. Possibly putting the identified a number of categories of dialogue contribution problem on display will serve to keep the students more that will be useful in monitoring and assessing the dialogue. on-task. In short, we may be suffering the consequence of With regard to epistemic knowledge in the Poison problem not following our own COMPS interaction model strictly domain, we have identified realizations that students pass enough. through on the way toward building the final solution. These realizations may not appear in the final solution, but hav- • In Math 110 team members are assigned roles. For ex- ing students engage in dialogue and team cognition seems ample one student is a moderator, one is a reflector, and to successfully force the cognitive processes into the open. so on. These are not represented in the COMPS interface. We have classifiers based on latent semantic analysis and Possibly displaying which students are assigned to which non-negative matrix factorization that can recognize a few role will foster more focused interactions. of the most important of these epistemic categories in solv- We note that in addition to the epistemic tags, teachers ing the Poison exercise. One of our classifiers relies on a have been found to evaluate student collaborative activities somewhat novel method of using NMF. It entails discover- on a number of axes such as goal-setting, division of labor, ing where a test sentence would be in the factor matrices and participation [Gweon et al. 2011] [Gweon et al. 2009]. by solving a system of linear equations. It performed about Accordingly, we have been annotating our dialogues using as well as LSA on our data set, but more testing would be the VMT threaded markup scheme [Strijbos 2009] which needed. Our classifiers are trained on student written re- shows when a turn addresses previous turns and annotates ports, we expect that accuracy will improve once we train the discourse relationship between them. Future work on them on student dialogue data. the text classifiers needs to address these discourse relations. Regarding the usability of the interface for problem- The VMT Chat interface [MathForum 2012b] permits users solving exercises, the primary unexpected behavior that we to explicitly link their dialogue utterances: a user can indi- will address in future tests is the increase (compared to in- cate that a particular dialogue turn responds to a different, earlier, turn, possibly uttered by somebody else. COMPS Gahgene Gweon, Rohit Kumar, Soojin Jun, and Carolyn P. does not have this functionality, but it might be useful. Rosé. Towards automatic assessment for project based learning groups. In Proceedings of the 2009 conference Acknowledgments on Artificial Intelligence in Education, pages 349–356, Amsterdam, 2009. IOS Press. This work could not have been done without our hardwork- ing, patient, and resourceful students. Special thanks to Gahgene Gweon, Soojin Jun, Joonhwan Lee, Susan Finger, Nicole Rutt, Lisa Dion, and Jeremy Jank from the 2011 VU and Carolyn Penstein Rosé. A framework for assessment mathematics REU who worked on analyzing and classify- of student project groups on-line and off-line. In Sad- ing Poison dialogues, Scott Ramsey from NC A&T who de- hana Puntambekar, Gijsbert Erkens, and Cindy E. Hmelo- signed and implemented much of COMPS in Actionscript, Silver, editors, Analyzing Interactions in CSCL, volume and Bryan Lee who helped update the server. 12, part 3 of Computer-Supported Collaborative Learn- This work is supported by the National Science Founda- ing Series, pages 293–317. Springer, 2011. tion REESE program under awards 0634049 to Valparaiso Jung Hee Kim and Michael Glass. Evaluating dialogue University and 0633953 to North Carolina A&T State Uni- schemata with the wizard of oz computer-assisted alge- versity and the NSF REU program under award 0851721 to bra tutor. In James C. Lester, Rosa Maria Vicari, and Valparaiso University. The content does not reflect the posi- Fábio Paraguaçu, editors, Intelligent Tutoring Systems, tion or policy of the government and no official endorsement 7th International Conference, Maceió, Brazil, volume should be inferred. 3220 of Lecture Notes in Computer Science, pages 358– 367. Springer, 2004. References Tim Koschmann. Understanding understanding in action. R. De Groot, R. Drachman, R. Hever, B. Schwarz, Journal of Pragmatics, 43, 2011. U. Hoppe, A. Harrer, M. De Laat, R. Wegerif, B. M. MathForum. Math notation in email messages or web McLaren, and B. Baurens. Computer supported moder- forms. Web help page from Math Forum: Virtual Math ation of e-discussions: the ARGUNAUT approach. In Teams project, 2012a. URL http://mathforum. Clark Chinn, Gijsbert Erkens, and Sadhana Puntambekar, org/typesetting/email.html. editors, Mice, Minds, and Society: The Computer Sup- MathForum. VMT software orientation. Web help page ported Collaborative Learning (CSCL) Conference 2007, from Math Forum: Virtual Math Teams project, 2012b. pages 165–167. International Society of the Learning Sci- URL http://vmt.mathforum.org/vmt/help. ences, 2007. html. Barbara Di Eugenio and Michael Glass. The kappa statistic: Niraj Patel, Michael Glass, and Jung Hee Kim. Data col- A second look. Computational Linguistics, 32:95–101, lection applications for the NC A&T State University al- 2004. gebra tutoring dialogue (Wooz tutor) project. In Anca Lisa Dion, Jeremy Jank, and Nicole Rutt. Computer moni- Ralescu, editor, Fourteenth Midwest Artificial Intelligence tored problem solving dialogues. Technical report, Math- and Cognitive Science Conference (MAICS-2003), pages ematics and CS Dept., Valparaiso University, July 29 120–125, 2003. 2011. REU project. Carolyn Rosé, Yi-Chia Wang, Yue Cui, Jaime Arguello, Barbara Fox. The Human Tutoring Dialogue Project. Erl- Karsten Stegmann, Armin Weinberger, and Frank Fis- baum, Hillsdale, NJ, 1993. cher. Analyzing collaborative learning processes automat- ically: Exploiting the advances of computational linguis- Rick Gillman. A case study of assessment practices in quan- tics in CSCL. Int. J. of Computer-Supported Collabora- titative literacy. In Current Practices in Quantitative Lit- tive Learning, 3(3), 2008. eracy, MAA Notes 70, pages 165–169. Mathematical As- sociation of America, 2006. H. Sacks, E.A. Schegloff, and G. Jefferson. A simplest sys- tematics for the organization of turn-taking for conversa- Michael Glass, Jung Hee Kim, Karen Allen Keene, and tion. Language, pages 696–735, 1974. Kathy Cousins-Cooper. Towards Wooz-2: Supporting tu- Toby Segaran. Programming Collective Intelligence. torial dialogue for conceptual understanding of differen- O’Reilly, 2007. tial equations. In Eighteenth Midwest AI and Cognitive Science Conference (MAICS-2007), Chicago, pages 105– Gerry Stahl. Studying Virtual Math Teams. Springer, 2009. 110, 2007. Jan-Willem Strijbos. A multidimensional coding scheme Art Graesser, Phanni Penumatsa, Matthew Ventura, for VMT. In Gerry Stahl, editor, Studying Virtual Math Zhiqiang Cai, and Xiangen Hu. Using LSA in AutoTutor: Teams, chapter 22. Springer, 2009. Learning through mixed-initiative dialogue in natural lan- guage. In Thomas K. Landauer, Danielle S. McNamara, Simon Dennis, and Walter Kintsch, editors, Handbook of Latent Semantic Analysis, pages 243–262. Lawrence Erl- baum, 2007. Figure 1: COMPS with Poison problem. The people in each group are to form two teams. One team will play against the other team in the group. To begin, place 20 tiles between the two teams. Here are the rules: 1. Decide which team will play first. 2. When it is your team’s turn, your team is to remove 1 or 2 tiles from the pile. 3. The teams alternate taking turns. 4. The team that is forced to take the last tile – the poison tile – loses the game. Play this game a number of times, alternating which team plays first. As you play these games, keep track of your moves/choices. Eventually, you want to be able to determine how your team should play to force the other team to lose. In order to make this determination, you will need to look for a pattern. In order to find a pattern, you will need data, and so you will need to decide how to collect and organize these data to see if a pattern will appear. Figure 2: Poison Assignment