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Auteurs principaux: Liu, Qinyi, Li, Lin, Švábenský, Valdemar, Borchers, Conrad, Khalil, Mohammad
Format: Preprint
Publié: 2025
Sujets:
Accès en ligne:https://arxiv.org/abs/2512.18659
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author Liu, Qinyi
Li, Lin
Švábenský, Valdemar
Borchers, Conrad
Khalil, Mohammad
author_facet Liu, Qinyi
Li, Lin
Švábenský, Valdemar
Borchers, Conrad
Khalil, Mohammad
contents The expansion of large-scale online education platforms has made vast amounts of student interaction data available for knowledge tracing (KT). KT models estimate students' concept mastery from interaction data, but their performance is sensitive to input data quality. Gaming behaviors, such as excessive hint use, may misrepresent students' knowledge and undermine model reliability. However, systematic investigations of how different types of gaming behaviors affect KT remain scarce, and existing studies rely on costly manual analysis that does not capture behavioral diversity. In this study, we conceptualize gaming behaviors as a form of data poisoning, defined as the deliberate submission of incorrect or misleading interaction data to corrupt a model's learning process. We design Data Poisoning Attacks (DPAs) to simulate diverse gaming patterns and systematically evaluate their impact on KT model performance. Moreover, drawing on advances in DPA detection, we explore unsupervised approaches to enhance the generalizability of gaming behavior detection. We find that KT models' performance tends to decrease especially in response to random guess behaviors. Our findings provide insights into the vulnerabilities of KT models and highlight the potential of adversarial methods for improving the robustness of learning analytics systems.
format Preprint
id arxiv_https___arxiv_org_abs_2512_18659
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Measuring the Impact of Student Gaming Behaviors on Learner Modeling
Liu, Qinyi
Li, Lin
Švábenský, Valdemar
Borchers, Conrad
Khalil, Mohammad
Computers and Society
The expansion of large-scale online education platforms has made vast amounts of student interaction data available for knowledge tracing (KT). KT models estimate students' concept mastery from interaction data, but their performance is sensitive to input data quality. Gaming behaviors, such as excessive hint use, may misrepresent students' knowledge and undermine model reliability. However, systematic investigations of how different types of gaming behaviors affect KT remain scarce, and existing studies rely on costly manual analysis that does not capture behavioral diversity. In this study, we conceptualize gaming behaviors as a form of data poisoning, defined as the deliberate submission of incorrect or misleading interaction data to corrupt a model's learning process. We design Data Poisoning Attacks (DPAs) to simulate diverse gaming patterns and systematically evaluate their impact on KT model performance. Moreover, drawing on advances in DPA detection, we explore unsupervised approaches to enhance the generalizability of gaming behavior detection. We find that KT models' performance tends to decrease especially in response to random guess behaviors. Our findings provide insights into the vulnerabilities of KT models and highlight the potential of adversarial methods for improving the robustness of learning analytics systems.
title Measuring the Impact of Student Gaming Behaviors on Learner Modeling
topic Computers and Society
url https://arxiv.org/abs/2512.18659