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Hauptverfasser: Pranjli Khanna, Kaleb Mathieu, Kole Norberg, Husni Almoubayyed, Stephen Fancsali
Format: Recurso digital
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Veröffentlicht: Zenodo 2025
Online-Zugang:https://doi.org/10.5281/zenodo.15870268
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author Pranjli Khanna
Kaleb Mathieu
Kole Norberg
Husni Almoubayyed
Stephen Fancsali
author_facet Pranjli Khanna
Kaleb Mathieu
Kole Norberg
Husni Almoubayyed
Stephen Fancsali
contents Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the finding that students likely to experience reading difficulties are more likely to engage in behaviors associated with gaming the system. Using both observational and experimental data, we consider relationships between student reading ability, readability of specific math lessons, and behavior associated with gaming. We identify several readability characteristics of specific content that predict detected gaming behavior, as well as evidence that a prior experiment that targeted enhanced content readability decreased behavior associated with gaming, but only for students that are predicted to be less likely to experience reading difficulties. We suggest avenues for future research to better understand and model behavior of math learners, especially those who may be experiencing reading difficulties while they learn math.
format Recurso digital
id zenodo_https___doi_org_10_5281_zenodo_15870268
institution Zenodo
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publishDate 2025
publisher Zenodo
record_format zenodo
spellingShingle Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software
Pranjli Khanna
Kaleb Mathieu
Kole Norberg
Husni Almoubayyed
Stephen Fancsali
Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the finding that students likely to experience reading difficulties are more likely to engage in behaviors associated with gaming the system. Using both observational and experimental data, we consider relationships between student reading ability, readability of specific math lessons, and behavior associated with gaming. We identify several readability characteristics of specific content that predict detected gaming behavior, as well as evidence that a prior experiment that targeted enhanced content readability decreased behavior associated with gaming, but only for students that are predicted to be less likely to experience reading difficulties. We suggest avenues for future research to better understand and model behavior of math learners, especially those who may be experiencing reading difficulties while they learn math.
title Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software
url https://doi.org/10.5281/zenodo.15870268