Collin F. Lynch's research while affiliated with North Carolina State University and other places
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Publications (80)
As the demands for large-scale information processing have grown, knowledge graph-based approaches have gained prominence for representing general and domain knowledge. The development of such general representations is essential, particularly in domains such as manufacturing which intelligent processes and adap-tive education can enhance. Despite...
Use of technology-enhanced education and online learning systems has become more popular, especially after COVID-19. These systems capture a rich array of data as students interact with them. Predicting student performance is an essential part of technology-enhanced education systems to enable the generation of hints and provide recommendations to...
As the demands for large-scale information processing have grown, knowledge graph-based approaches have gained prominence for representing general and domain knowledge. The development of such general representations is essential, particularly in domains such as manufacturing which intelligent processes and adaptive education can enhance. Despite t...
CS courses often use a variety of learning activities to assist students while learning concepts. These activities' levels of engagement can be categorized through the ICAP framework as Interactive, Constructive, Active, and Passive respectfully. For this work, we categorize learning activities from an online professional development course and ana...
Classroom dashboards are designed to help instructors effectively orchestrate classrooms by providing summary statistics, activity tracking, and other information. Existing dashboards are generally specific to an LMS or platform and they generally summarize individual work, not group behaviors. However, CS courses typically involve constellations o...
Classroom dashboards are designed to help instructors effectively orchestrate classrooms by providing summary statistics, activity tracking, and other information. Existing dashboards are generally specific to an LMS or platform and they generally summarize individual work, not group behaviors. However, CS courses typically involve constellations o...
Until recently, collaborative programming in elementary contexts largely involved traditional one-computer pair programming, more commonly used in industry and university settings. This chapter outlines the historical background of traditional pair programming and if and how its use with elementary-aged children holds as much promise. We then explo...
By encouraging elementary students to work collaboratively, they can gain essential skills such as perspective taking, conflict negotiation, and asking for and receiving assistance. Epistemic Network Analysis (ENA) is an analytic technique that provides an alternative to more typical approaches to analyzing and synthesizing coded dialogue. This stu...
Discussing a problem is the first step in help-seeking, and online forums are one of the fastest ways students can communicate their concerns, doubts, and requests for help in a blended classroom environment. There are many studies aimed at detecting the relationship between a student's individual forum use and their individual performance on assig...
Adaptive and intelligent collaborative learning support systems are effective for supporting learning and building strong collaborative skills. This potential has not yet been realized within noisy classroom environments, where automated speech recognition (ASR) is very difficult. A key challenge is to differentiate each learner’s speech from the b...
There are a number of novel exercise types that students can utilize while learning Computer Science, each with its own level of complexity and interaction as outlined by the ICAP Framework. Some are Interactive, like solving coding problems; Constructive, like explaining code; Active, like retyping source code; and Passive, like reviewing slides....
Computer science (CS) initiatives for elementary students, including brief Hour of Code activities and longer in- and after-school programs that emphasize robotics and coding, have continued to increase in popularity. Many of these initiatives are intended to increase CS exposure to students who historically have been underrepresented in CS academi...
Background and Context: Researchers and practitioners have begun to incorporate collaboration in programming because of its reported instructional and professional benefits. However, younger students need guidance on how to collaborate in environments that require substantial interpersonal interaction and negotiation. Previous research indicates th...
Teamwork, often mediated by version control systems such as Git and Apache Subversion (SVN), is central to professional programming. As a consequence, many colleges are incorporating both collaboration and online development environments into their curricula even in introductory courses. In this research, we collected GitHub logs from two programmi...
Curriculum-integrated games can provide teachers with data to help them decide when and how to intervene with individual students. Based on our prior work observing teachers using ST Math, teachers may not be able to attend to a dashboard or student screens to determine who might need intervention. We therefore set out to determine how much data we...
Teamwork, often mediated by version control systems such as Git and Apache Subversion (SVN), is central to professional programming. As a consequence, many colleges are incorporating both collaboration and online development environments into their curricula even in introductory courses. In this research, we collected GitHub logs from two programmi...
https://dl.acm.org/doi/abs/10.1145/3386364
The language and concepts used by curriculum designers are not always interpreted by children as designers intended. This can be problematic when researchers use self-reported survey instruments in concert with curricula, which often rely on the implicit belief that students’ understanding aligns with the...
As computer science education opportunities for elementary students (grades K-5) are expanding, there is growing interest in using pair programming with these students. However, previous research findings do not fully support its use with younger learners, and some researchers have begun to examine whether introducing a second computer with a share...
Solving complex Computer Science problems require students to utilize both higher level skills like problem translation, decomposition, and implementation, and lower level skills such as implementing solution patterns and debugging. However, novices often struggle with with these lower level skills, preventing them from moving forward. As a consequ...
Solving complex Computer Science problems require students to utilize both higher level skills like problem translation, decomposition, and implementation, and lower level skills such as implementing solution patterns and debugging. However, novices often struggle with with these lower level skills, preventing them from moving forward. As a consequ...
In this paper, we perform a predictive analysis of a curriculum-integrated math game, ST Math, to suggest a partial ordering for the game's curriculum sequence. We analyzed the sequence of ST Math objectives played by elementary school students in 5 U.S. districts and grouped each objective into difficult and easy categories according to how many r...
We present a data-driven analysis that provides generalized insights of how a curriculum integrated educational math game gets used as a routinized classroom activity throughout the year in authentic primary school classrooms. Our study relates observations from a field study on Spatial Temporal Math (ST Math) to our findings mined from ST Math stu...
There is a currently a shortage of computer science professionals and this shortage is projected to continue into the foreseeable future as not enough students are selecting computer science majors. Researchers and policy-makers agree that development of this career pipeline starts in elementary school. Our study examined which collaborative progra...
This research paper describes our tool for loading and analyzing Piazza data. Piazza is one of the most popular tools for communication in classes. It makes the question answering among students and between students and teaching staff easier and more organized. In addition, analyzing Piazza data can provide us with more insight on how the students...
Given that pair programming has proved to be an effective pedagogical approach for teaching programming skills, it is now important to explore alternative collaborative configurations. One popular configuration is where dyads collaborate by sharing a single computer sitting side-by-side. However, prior research points to potential challenges for el...
Participatory design practices create informed designs by bringing stakeholders into the design process early and often. This approach is a powerful tool, especially when the designer and the intended user are very different. This paper reports on work in which researchers co-design pedagogical agents to support collaborative computer science learn...
Students' interactions with online tools can provide us with insights into their study and work habits. Prior research has shown that these habits, even as simple as the number of actions or the time spent on online platforms can distinguish between the higher performing students and low-performers. These habits are also often used to predict stude...
We present a new framework describing how teachers use ST Math, a curriculum-integrated, year-long educational game, in 3rd-4th grade classrooms. We combined authentic classroom observations with teacher interviews to identify teacher needs and practices. Our findings extended and contrasted with prior work on teachers' behaviors around classroom g...
Blended courses which mix in-person instruction with online platforms are increasingly common in secondary education. These platforms record a rich amount of data on students' study habits and social interactions. Prior research has shown that these metrics are correlated with students' performance in face to face classes. However, predictive model...
Online tools provide unique access to research students' study habits and problem-solving behavior. In MOOCs, this online data can be used to inform instructors and to provide automatic guidance to students. However, these techniques may not apply in blended courses with face to face and online components. We report on a study of integrated user-sy...
Blended courses that mix in-person instruction with online platforms are increasingly popular in secondary education. These tools record a rich amount of data on students' study habits and social interactions. Prior research has shown that these metrics are correlated with students' performance in face to face classes. However, predictive models fo...
Students' interactions with online tools can provide us with insights into their study and work habits. Prior research has shown that these habits, even as simple as the number of actions or the time spent on online platforms can distinguish between the higher performing students and low-performers. These habits are also often used to predict stude...
Collaboration is an effective pedagogical approach in programming instruction. In collaborative programming, students can participate in different types of collaborations settings. Dyads can use individual computers to do side-by-side programming or use a single computer to do pair-programming. However, collaborating side-by-side is not studied as...
Extensive prior research suggests that pair programming holds many benefits for novices. Pair programming has been well studied at the undergraduate level, and recently, the CS education research community has started to realize that younger learners may also benefit from pair programming. However, an important factor in pair programming success fo...
A significant issue Computer Science students face are syntax errors. This poster presents two studies on the use of typing exercises. In a usability and interaction study, 14 students were asked to complete typing, fill in the blank, and self-explanation style exercises. Fill in the blank were similar to typing exercises with 1 line of code omitte...
Demand for K-6 computer science (CS) curricula is growing considerably. Many of the existing curricula have been developed by domain experts who are comfortable with specific and technical terminology, which they expect students to master. However, children are not always comfortable with these terms nor do they understand general concepts like 'co...
In this paper, we compare predictive models for students' final performance in a blended course using a set of generic features collected from the first six weeks of class. These features were extracted from students' online homework submission logs as well as other online actions. We compare the effectiveness of 5 different ML algorithms (SVMs, Su...
The high level of attrition and low rate of certification in Massive Open Online Courses (MOOCs) has prompted a great deal of research. Prior researchers have focused on predicting dropout based upon behavioral features such as student confusion, click-stream patterns, and social interactions. However, few studies have focused on combining student...
Online tools provide unique access to research students' study habits and problem-solving behavior. In MOOCs, this online data can be used to inform instructors and to provide automatic guidance to students. However, these techniques may not apply in blended courses with face to face and online components. We report on a study of integrated user-sy...
The high level of attrition and low rate of certification in Massive Open Online Courses (MOOCs) has prompted a great deal of research. Prior researchers have focused on predicting dropout based upon behavioral features such as student confusion, click-stream patterns, and social interactions. However, few studies have focused on combining student...
Massive Open Online Courses (MOOCs) have become an important platform for teaching and learning because of their ability to deliver educational accessibility across time and distance. Online learning environments have also provided new research opportunities to examine learning success at a large scale. One data tool that has been proven effective...
This paper applies data-driven methods to understand learning and derives game design insights in a large-scale, drill-and-practice game: Spatial Temporal (ST) Math. In order for serious games to thrive we must develop efficient, scalable methods to evaluate games against their educational goals. Learning models have matured in recent years and hav...
This study examines math success within a blended undergraduate course using a Cohesion Network Analysis (CNA) approach while controlling for individual differences and click-stream variables that may also predict math success. Linear models indicated that math success was related to days spent on the forum and by students who more regularly posted...
The effectiveness of Intelligent Tutoring Systems (ITSs) often depends upon their pedagogical strategies, the policies used to decide what action to take next in the face of alternatives. We induce policies based on two general Reinforcement Learning (RL) frameworks: POMDP&. MDP, given the limited feature space. We conduct an empirical study where...
Learning Management Systems (LMS), homework platforms, and other online tools have become core components of modern undergraduate courses. These systems provide us with a partial window on students' study habits and their problem-solving behavior in blended courses. Prior research on MOOCs has shown that such online data can be used to inform instr...
The high level of attrition and low rate of certification in Massive Open Online Courses (MOOCs) has initiated many studies in this area. Prior research has tried to predict student dropout in MOOCs based on different features such as student confusion, click-stream patterns, and social interactions. However, not many studies have focused on combin...
Learning Management Systems (LMS), homework platforms, and other online tools have become core components of modern undergraduate courses. These systems provide us with a partial window on students’ study habits and their problemsolving behavior in blended courses. Prior research on MOOCs has shown that such online data can be used to inform instru...
Collaboration is a vital part of the discipline of computer science, yet very little is known about how young children collaborate to learn programming in the classroom. Consequently, we have much to understand about how we can most effectively support this learning experience. We have conducted a study of fifth grade students (ages 9–11) in the Un...
Collaboration plays an essential role in computer science. While there is growing recognition that learners of all ages can benefit from collaborative learning, little is known about how elementary-age children engage in collaborative problem solving in computer science. This paper reports on the analysis of a dataset of elementary students collabo...
Big Data can radically transform education by enabling personalized learning, deep student modeling, and true longitudinal studies that compare changes across classrooms, regions, and years. With these promises, however, come risks to individual privacy and educational validity, along with deep policy and ethical issues. Education is largely a publ...
This paper applied serious game analytics to inform digital curricular sequencing in a longitude, curriculum-integrated math game, ST Math. When integrating serious games into classrooms, teachers may have the flexibility to change the order of math objectives for student groups to play. However, it is unclear how teacher decisions, as well as the...
Blended courses have become the norm in post-secondary education. Universities use large-scale learning management systems to manage class content. Instructors deliver readings, lectures, and office hours online; students use intelligent tutors, web forums, and online submission systems; and classes communicate via web forums. These online tools al...
The large-scale online management systems (e.g. Moodle), online web forums (e.g. Piazza), and online homework systems (e.g. WebAssign) have been widely used in the blended courses recently. Instructors can use these systems to deliver class content and materials. Students can communicate with the classmates, share the course materials, and discuss...
The large-scale online management systems (e.g. Moodle), online web forums (e.g. Piazza), and online homework systems (e.g. WebAssign) have been widely used in the blended courses recently. Instructors can use these systems to deliver class content and materials. Students can communicate with the classmates, share the course materials, and discuss...
Replayability has long been touted as a benefit of educational games. However, little research has measured its impact on learning, or investigated when students choose to re-play prior content. In this study, we analyzed data on a sample of 4,827 3rd-5th graders from ST Math, a game-based educational platform integrated into classroom instruction...