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A Data-driven Path Model of Student Attributes, Affect, and Engagement in a Computer-based Science Inquiry Microworld

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Work in recent years has shown that a student's goals, attitudes, and beliefs towards learning impact their level of engagement during learning, and that engagement during learning plays a key role in learning outcomes. In this paper, we investigate the mechanisms through which a student's goals, attitudes, and beliefs impact the student's engaged and disengaged behaviors. In particular, we study whether affect is a mediating variable between learner attributes and engagement/disengagement during learning. To this end, we conduct exploratory path analysis on data from middle school learners who were conducting inquiry in science a microworld. We find weak but significant relationships between variables related to attitudes and beliefs and variables related to affective states and engagement. We present a path model that highlights boredom as an important mediator between a tendency towards avoiding novelty and off-task behavior during learning.
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A Data-driven Path Model of Student Attributes, Affect, and
Engagement in a Computer-based Science Inquiry Microworld
Arnon Hershkovitz, Ryan S.J.d. Baker, Janice Gobert, Adam Nakama
Worcester Polytechnic Institute, Worcester, MA, USA
{arnonh,rsbaker,jgobert,nakama}@wpi.edu
Abstract: Work in recent years has shown that a student’s goals, attitudes, and beliefs
towards learning impact their level of engagement during learning, and that engagement
during learning plays a key role in learning outcomes. In this paper, we investigate the
mechanisms through which a student’s goals, attitudes, and beliefs impact the student’s
engaged and disengaged behaviors. In particular, we study whether affect is a mediating
variable between learner attributes and engagement/disengagement during learning. To this
end, we conduct exploratory path analysis on data from middle school learners who were
conducting inquiry in science a microworld. We find weak but significant relationships
between variables related to attitudes and beliefs and variables related to affective states and
engagement. We present a path model that highlights boredom as an important mediator
between a tendency towards avoiding novelty and off-task behavior during learning.
Introduction
Engagement is a critical factor in accomplishing learning tasks, in both traditional classroom and computer-
based learning (Corno & Mandinach, 1983; Pintrich & Schrauben, 1992). Engagement, the extent to which
students are involved in learning tasks, is positively linked with desirable learning outcomes such as deep
learning and grades (Skinner, Wellborn & Connell, 1990; Wigfield et al., 2008). Individual differences in
engagement are often due to differences in students’ goals, beliefs, and attitudes (e.g., Zimmerman & Bandura,
1994). Affect has been hypothesized to be a key potential mediator between these relationships (e.g.,
Linnenbrink, 2007).
In this paper, we investigate how learners’ goals, attitudes, and beliefs influence their degree of
engagement during learning, and how this process is mediated by affective states, using data from middle school
students completing a computer-based science inquiry activity in the domain of physical science. Although in
recent years, research has revealed relationships between student attributes, affective states, and engagement
behaviors while using computer-based learning environments, past studies have typically focused only on small
subsets of these constructs. We, on the other hand, examine the relationships between a larger set of variables,
and we do it using an exploratory path analysis, a method for describing the direct and indirect dependencies
among a set of variables (Land, 1969).
Engaged and Disengaged Behaviors
Engagement and disengagement have been characterized as “elusive variables” (Corno & Mandinach, 1993),
due to the difficulty of defining these constructs precisely. Our approach towards operationalizing engagement
and disengagement is to identify and measure specific behaviors that indicate engagement and/or
disengagement. One such “disengaged behavior” is off-task behavior (Karweit & Slavin, 1982), where the
student ceases to engage in the learning task, and instead engages in an unrelated activity. Off-task behavior has
been shown to lead to poorer learning outcomes in educational software (Baker et al., 2004; Rowe et al., 2009).
Another form of disengaged behavior frequently seen in educational software is gaming the system, a behavior in
which students engage in systematic guessing or rapid help requests in order to obtain answers rather than
thinking through the learning material (Baker et al., 2004). Gaming the system also has been shown to be
negatively correlated to learning (Baker et al., 2004).
Student Attributes and Disengagement
There is increasing evidence that semi-stable student attributes such as poor goal orientation (including the goal
of avoiding failure – Elliot, McGregor, & Gable, 1999, and the goal of avoiding work – Harackiewicz et al
2002), low self-efficacy (Zimmerman & Bandura, 1994), and low grit (“perseverance and passion for long-term
goals” – Duckworth et al., 2007) are associated with disengagement (cf. Elliot, McGregor, & Gable, 1999;
Harackiewicz et al., 2000; 2002; Baker et al., 2008). At the same time, there is increasing evidence that student
behaviors of various types mediate the relationships between student attributes and learning (cf. Skinner,
Wellborn & Connell, 1990; Middleton & Midgley, 1997; Elliot, McGregor, & Gable, 1999; Blackwell,
Trzesniewski & Dweck, 2007). For instance, goal orientation was found to be related to cognitive engagement:
students with learning goals tend to be more engaged, and tend to achieve better learning outcomes than
students with performance goals (e.g., Wolters & Pintrich, 1996; Dupeyart & Mariné, 2005). Another example
is grit, which predicts gaming the system on material the student does not know, in turn leading to poorer
learning outcomes (Baker et al., 2008).
Affect and Disengagement
Another factor which plays an important role in student learning and engagement is affect (Craig et al., 2004),
the subjective perception of emotional states (Corno, 1986) in context. The affective state of boredom has been
shown to be negatively correlated with learning outcomes (Craig et al., 2004), while the affective state of
“engaged concentration” (cf. Baker et al., 2010), also termed “flow”, has been shown to be positively correlated
with learning outcomes (Craig et al., 2004). The relationship between confusion and learning appears to be
complex, with one study suggesting that the context of confusion determines its relationship to learning (Lee et
al., 2011). In addition, affect has been found to be related to students’ achievement goals and self-efficacy
beliefs (e.g., Dweck & Leggett, 1988; Linnenbrink & Pintrich, 2002). Furthermore, it was shown that affect
mediates the relationships between student goals and engagement, with pleasant affect having a positive
mediating function and negative affect having a negative effect (Linnenbrink, 2007). To give another example,
gaming the system is associated both with high levels of boredom (Baker et al., 2010) and low levels of grit
(Baker et al., 2008), and boredom is positively associated with work avoidance (Duda & Nichols, 1992), a
construct related to grit. This leads to the question: Does boredom potentially mediate the relationship between
grit and gaming the system? And which affective states mediate the relationships between student attributes and
other disengaged behaviors?
Methods
Participants
The study participants were 48 sixth-grade students (from 3 different classes), ranging in age from 10-12 years
old, from a public middle school in a small city in Central Massachusetts. This school is majority White (68%),
but has a substantial Hispanic minority (15%), and over 20% of residents in the city speak a language other than
English at home. Overall, the city where the school is located has a median income only moderately lower than
the U.S. median, but significantly lower than surrounding communities in the region, with almost 20% of
individuals below the poverty level.
The relationship between carelessness and student goals was studied in the context of students’
scientific inquiry within a physical science microworld. This microworld, for the domain of phase change,
enabled students to explore how a particular substance, such as water, changes phases from solid to liquid to gas
as it is heated. The goal of this environment and its associated activities was for students to engage in inquiry in
order to develop an understanding that a substance has a melting point and a boiling point, which are both
independent of the amount of sample. The phase change environment used, hosted by Science Assistments
(www.scienceassistments.org; Gobert et al., 2009; Sao Pedro et al., in press) enabled students to engage in
authentic inquiry using a microworld and inquiry support tools. Each task in the learning environment required
students to conduct experiments to determine if a particular independent variable (container size, heat level,
substance amount, or cover status) affected various outcomes (melting point, boiling point, time to melt, or time
to boil).
Variables and Procedure
Within the study, we collected data relative to three categories of research variables, conceptualized as a 3-tier
model. The three tiers studied are student attributes, affective states, and engaged and disengaged behaviors. We
study the relationships between these tiers under the modeling assumption that the effect of student attributes on
engagement is mediated by affective states. After receiving a short introduction to the activity, the students first
completed the student attribute surveys online, and then engaged in the phase change learning activities for 20
minutes. Student Attributes (11 variables): The variables are: learning goal orientation, the goal of
developing skill or learning; performance-approach goal orientation, the goal of demonstrating competence;
performance-avoidance goal orientation, the goal of avoiding demonstrating incompetence; academic efficacy;
avoiding novelty; disruptive behavior; self-presentation of low achievement, the desire to prevent peers from
knowing how well the student is performing; skepticism about the relevance of school for future success; grit,
the perservance and passion for long-term goals; work-avoidance; and self-efficacy for self-regulated learning.
These variables are measured using surveys administered to students online. The Patterns of Adaptive
Learning Scales (PALS) survey (Midgley et al., 1997) was used to assess semi-stable student attributes. In
specific, two scales were utilized: PALS 1, Personal Achievement Goal Orientation (14 items), and PALS 4,
Academic-related Perceptions, Beliefs, and Strategies (28 items), with all items in these scales rated on a 5-point
Likert scale. Also, surveys were used to measure grit on a 5-point Likert scale (Duckworth et al., 2007), work-
avoidance on a 7-point Likert scale (Harackiewicz et al., 2000), and self-efficacy for self-regulated learning on a
7-point Likert scale (Bandura, 1990).
Engaged and Disengaged Behaviors (4 variables): The following engaged and disengaged behaviors
were coded: on task, on-task conversation, off-task, and gaming the system. These variables were assessed using
quantitative field observations during student use of the learning environment (cf. Baker et al. 2004, 2010). For
each student and for each observed variable, the percentage of the instances in which each behavior was
observed was computed. Observed were conducted by trained observers (in specific, the second and fourth
authors), who had previously achieved inter-rater reliability over 0.6 for the coding protocol and both of the
coding schemes used in this study, with a different population. This level of inter-rater reliability, while
imperfect, is substantially higher than that seen for expert coding of academic emotions and behaviors of this
nature in video data (cf. Graesser et al., 2006). Each observation lasted twenty seconds, and was conducted
using peripheral vision. That is, the observers stood diagonally behind or in front of the student being observed
and avoided looking at the student directly, in order to make it less clear when an observation was occurring (cf.
Baker et al. 2004, 2010). If two distinct behaviors were seen during an observation, only the first behavior
observed was coded; similarly, if two distinct affective states were seen during an observation, only the first was
coded. Only the student currently being observed was coded during each observation period, to avoid bias
towards more salient behaviors and affective states. Observations were recorded using an app for the Google
Android platform, which enforced the coding procedure and coding schemes. For each student and for each
variable, the percentage of the instances in which this variable was observed was computed.
Affective States (4 variables): The following affective states were measured: confusion, engaged
concentration, boredom, and frustration. These observations were conducted concurrently to the observations of
engaged and disengaged behaviors, using the same procedure and coding schemes as in Baker et al. (2010). For
each student and for each observed variable, the percentage of the instances in which each affective state was
observed were computed. During analysis, the affective state of engaged concentration was treated as
representing a different state when students were off-task as opposed to on-task, as being deeply engaged in off-
task behavior should not be considered evidence for engagement with the learning material.
Analysis Approach: Path Models
Path models are an extension of multiple regression, in which the relationships between multiple variables are
evaluated simultaneously. Path models are a graphical representation of a Structural Equation Model (SEM)
describing linear relationships between the variables under consideration (Land, 1969). In recent years, path
models have been used to shed light on the relationships between multiple learning variables. In most cases,
path models have served as a means to test existing theoretical models of the relationships between variables of
different types, e.g., goals, metacognitive, study strategies, and academic achievement (Dupeyart & Marine,
2005; Blackwell, Trzesniewski, & Dweck, 2007). However, in other cases, path models have been built bottom-
up, to find the best possible model for a given dataset without assuming the model a-priori (cf. Fouad & Smith,
1996; Iverach & Fisher, 2008). In this paper, given the lack of a prior theoretical model linking all of the
constructs under investigation, we adopt a bottom-up method, essentially using path models as an educational
data mining method (cf. Baker & Yacef, 2009).
To this end, we follow a heuristic inspired by Cohen et al. (1993) for building path models in this
fashion: potential links are chosen to be added to the path model according to the degree of improvement in the
model’s fit to the data. We impose only one type of structure: a 3-tier model, consisting of the following sets of
variables: student attributes (tier one), affective states (tier two), and behaviors indicating engagement or
disengagement (tier three). Attributes are assumed to influence later affective states, and both attributes and
affective states are assumed to influence behavior. The model creation process was initiated using a set of
models, each of which consisted of only two variables and one link, based on the set of correlations which were
statistically significant under post-hoc correction (listed below). Then, we assessed the impact on model
significance from adding additional variables and links to the model. Models were built and assessed using the
AMOS 19 software for path modeling (Arbuckle, 2010).
Results
First, in order to understand the frequencies of the research variables, we computed means and standard
deviations for each of the research variables. A full list of proportions, means and standard deviations of the
variables used is given in Table 1. The average proportion of off-task behavior (13%) is within the range
previously observed in studies of students using intelligent tutor software in the U.S. (cf. Baker et al., 2004;
Baker, 2009; Cetintas et al., 2010), and is similar or slightly lower than proportions of off-task behavior seen in
traditional classrooms (cf. Karweit & Slavin, 1982).
The proportion of gaming the system (1%) is substantially lower than seen in previous studies of
intelligent tutoring systems and educational games (Baker et al., 2004, 2010; Walonoski & Heffernan, 2006).
Students were observed to be in a state of engaged concentration 59% of the time, a proportion consistent with
past research on students using intelligent tutoring systems (Craig et al., 2004; Baker et al., 2010), though higher
than seen in some studies (Sabourin et al., 2011). Boredom was substantially more common than in several of
these past studies, occurring 20% of the time, while confusion was relatively less common, occurring 8% of the
time.
Table 1: Mean and standard deviation for the research variables.
Student Attributes
(all but the last two are on a 5-Likert scale;
the last two are on a 7-Likert scale)
Affective States (proportion of observed instances
to total number of observations), N=48
Variable Mean SD Variable Mean SD
learning goal orientation (N=46) 4.20 0.59 frustration 0.06 0.06
performance-approach goal
orientation (N=46) 3.00 1.19 confusion 0.08 0.07
performance-avoid goal
orientation (N=46) 3.09 1.24 engaged concentration 0.59 0.18
academic efficacy (N=46) 3.57 0.90 boredom 0.20 0.13
avoiding novelty (N=46) 2.90 1.10
Engagement (proportion of observed instances to
total number of observations), N=48
disruptive behavior (N=46) 2.77 1.21
self-presentation of low
achievement (N=45) 2.14 1.00
Variable Mean SD
skepticism about the relevance of
school for future success (N=45) 2.65 1.12 on task 0.75 0.16
grit (N=43) 2.86 0.65 on-task conversation 0.11 0.10
work-avoidance (7-Likert scale)
(N=47) 4.06 1.19 off-task 0.13 0.11
self-efficacy for self-regulated
learning (7-Likert scale) (N=47) 4.52 0.88 gaming the system 0.01 0.04
Relationships between the Research Variables
In order to explore the relationships between the research variables, we examined the inter-correlations between
the variables of the different tiers. Results are summarized in Table 2. As we ran an overall of 104 bivariate
correlations tests, we corrected for multiple comparisons using the post-hoc False Discovery Rate (FDR)
method, which produces a q-value that can be interpreted the same way as a p-value. Between student attributes
and affective states, only one pair of variables (out of 44) was found to be significantly correlated when
controlling for multiple comparisons: disruptive behavior and confusion (r=0.45, q<0.05). This relationship
might be explained as the following: as disruptive behavior increases, less learning opportunities are available
for the student, hence she or he is more likely to be confused when required to demonstrate their skills. It is
surprising that none of the three main goal orientation scales (learning, performance-approach, and
performance-avoid) were found to be significantly correlated with any of the affective states, considering
previous studies (e.g., Linnenbrink & Pintrich, 2002).
Between student attributes and engagement tiers, no significant correlations were found. Again, no
correlations were found between the three main goal orientation scales with any of the engagement variables.
The strongest correlation (in terms of q-value) was between performance-approach goal orientation and on task
conversation (r=0.20, q=0.73). This is consistent with previous studies which have found no relationships
between goal orientation and disengaged behaviors within students using educational software (e.g. Baker,
2007; Baker et al., 2008, Rowe et al., 2009).
Finally, between the affective states and engaged/disengaged behaviors, four significant correlations
were found. Engaged concentration was found to be significantly correlated with on-task (r=0.65, q<0.01) and
off-task (-0.54, q<0.01); also, boredom was found to be significantly correlated with on-task (r=0.57, q<0.01)
and off-task (r=0.65, q<0.01).
One complication in analyzing these relationships is that the affective states and engagement variables
are not normally distributed. Testing for multivariate normality, we used Small’s test for skewness (Small,
1980) and Anscome & Glynn’s (1983) variant of Small’s test for kurtosis, and found significant evidence for
skew, Q1=71.28 (df=19), p<0.0001, and for multivariate kurtosis, Q2=56.74 (df=19), at p<0.0001. Hence,
nonparametric bootstrapping and Maximum Likelihood estimation were used to generate model parameters and
estimates (cf. Kline, 2010), with removal of cases with missing values during bootstrapping.
Table 2: Inter-correlations between the research variables of different tiers (significant values after post-hoc
corrections bolded).
Variables Affective States Engagement
frust. conf. concent. boredom on
task on-
task
conv.
off-
task gaming
Student Attributes
learning goal
(N=46)
-0.16 0.04 0.06 0.09 -0.02 0.00 0.03 0.00
perf-approach.goal
(N=46) -0.07 0.26 0.12 -0.25 -0.01 0.20 -0.12 -0.13
perf.-avoid goal
(N=46) -0.16 -0.01 0.11 -0.15 0.07 0.09 -0.15 -0.09
academic. efficacy
(N=46) -0.38 -0.15 0.32 -0.17 0.15 0.00 -0.11 -0.24
avoiding. novelty
(N=46) 0.01 0.13 0.21 -0.35 0.31 0.13 -0.34 0.10
disruptive behavior
(N=46) 0.00 0.45* -0.12 -0.10 -0.16 0.23 0.03 -0.05
self-presnt. of low achv.
(N=46) -0.13 0.22 0.07 -0.19 0.11 0.00 -0.15 -0.03
skepticism
(N=45) -0.09 0.34 0.07 -0.14 0.12 0.06 -0.23 0.01
grit
(N=43) 0.17 -0.03 0.07 -0.04 0.24 0.00 -0.28 -0.14
work-avoidance
(N=47) 0.05 0.11 -0.05 -0.02 -0.08 0.24 -0.14 -0.01
self-efficacy
(N=47) -0.16 -0.12 0.19 -0.14 -0.06 0.04 -0.01 0.00
Affective States
frustration
(N=46) -0.19 0.24 -0.04 0.23
confusion
(N=46) -0.02 0.14 -0.09 -0.01
concentration
(N=46) 0.65** -0.34 -0.54** -0.09
boredom
(N=46) -0.57** 0.18 0.65** -0.11
* q<0.05, ** q<0.01
Path Model
As was previously mentioned, we applied a bottom-up construction heuristic for the path model. Figure 1
presents the best fitting model found, involving only three variables, one of each tier: avoiding novelty,
boredom, and off-task. The standardized regression coefficient between avoiding novelty and boredom is -0.28,
which is marginally statistically significant, with p=0.06; the coefficient between boredom and off-task is 0.48,
which is statistically significant at p<0.01. This model was validated using chi-square, obtaining a value of 1.24
(df=1), p=0.27 (This test compares the best model to a full (saturated) model; a non-significant chi-square is
therefore desirable). For this test, a ratio of chi-square to df which is equal to or smaller than 3 is considered
acceptable (Schreiber et al., 2006). Three measure of goodness of fit, used for small samples that are not
multivariate normal, CFI (comparative fit index), GFI (goodness of fit index), and IFI (incremental fit index),
got values of 0.98 each; the agreed cutoff for these measures is 0.95.
Figure 1. The final path model: Rectangles represent observed variables, circles – latent variables
This model suggests that the negative relationship between avoiding novelty
and off-task behavior is mediated by boredom. In other words, students who avoid novelty are less likely to be
bored during learning, and students who are less bored are less likely to become off-task. We can also
understand this model as saying that students who desire novelty are more likely to be bored and therefore are
more likely to be off-task. The relationship between avoiding novelty and off-task behavior is much more
understandable when the mediating factor of boredom is taken into account.
Discussion & Conclusions
Within this paper we have analyzed the relationships between three categories of variables related to students’
characteristics and behavior: a) student attributes, including goal orientation, beliefs regarding learning, and
attitudes towards learning; b) affective states during learning; and c) engagement and disengagement during
learning. Overall, there were only a few statistically significant correlations in between the different categories.
Interestingly, this study failed to replicate previous results that establish relationships between goal orientation
and engagement (e.g., Dweck & Leggett, 1988; Elliot & Harackiewicz, 1996), as well as between goal
orientation and affective states (e.g., Pekrun, Elliot, & Maier, 2006). A possible explanation is that the domain
plays a major role in the lack of these relationships, as inquiry-based learning environments foster better
engagement and may lead to a greater probability of mastery goal orientation during learning (cf. Hmelo-Silver,
Duncan & Chinn, 2007), hence changing the nature of interactions between variables. Indeed, previously there
were no associations found between carelessness (a different measure of disengagement) and goal orientation
(Hershkovitz et al., 2011), and no relationships between goal orientation and achievement (Shimoda, White &
Frederiksen, 2002) in science inquiry tasks. In general, goal orientation has been a poor predictor of engagement
in educational software (Baker, 2007; Baker et al., 2008; Rowe et al., 2009), despite its general importance in
other contexts (Wolters & Pintrich, 1996; Dupeyart & Mariné, 2005; Blackwell et al., 2007).
We applied a data-driven approach for constructing a path model to describe the relationships between
the research variables. Avoiding novelty was found to be related to boredom, which is in turn related to off-task
behavior. The model suggests that it will be valuable to proactively scaffold students who tend to avoid novelty
in ways that promote interest. It is important to emphasize that the path model by itself does not imply causality,
as is generally the case for post-hoc correlational analyses. In general, it will be valuable to replicate this
analysis using different datasets from the same domain, and datasets from additional domains, in order to
determine how general the patterns are.
One other surprising finding was the relative rarity of gaming the system compared to prior research in
intelligent tutoring systems and educational games. One explanation is that gaming the system is more difficult
in the current learning environment, given the relatively lower degree of feedback than seen in these types of
environments. Interestingly, carelessness – another behavior indicating disengagement – has also been found to
be less common in Science Assistments than in mathematics tutoring systems (Hershkovitz et al., 2011).
In summary, the research presented here suggests that in the context of computer-based science
inquiry, there is a substantial relationship between avoiding novelty (a student attribute) and off-task behavior (a
disengaged behavior), mediated by boredom (an affective state). In general, it will be valuable to study further
how and why boredom mediates this relationship. One method for doing so will be to apply temporal analysis,
exploring how engagement and affect change during the learning task.
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Acknowledgments
This research was supported by NSF grant DRL-1008649, awarded to Janice Gobert and Ryan Baker. We
would also like to thank Michael Sao Pedro, Ermal Toto, Orlando Montalvo, and Juelaila Raziuddin for their
role in the development of the physical science inquiry microworld.
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... Prior research on affect in simulation microworlds has provided evidence of a range of different affective states associated with learning. For example, relatively high amounts of boredom, an undesirable affect associated with both gaming the system [1] and off-task behavior [15], has been observed in some simulation microworlds [15]. The availability of sensor-free affect detectors for this type of environment would enable more in-depth studies of similar relationships, providing a better understanding of how affect impacts learning in these rich learning contexts. ...
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