Intelligent tutoring systems can improve student outcomes, but developing such systems typically requires significant expertise or prior data of students using the system. In this work we propose a new approach for automatically adaptively sequencing practice activities for an individual student. Our approach builds on progress for automatically constructing curriculum graphs and advancing a student through a graph using a multi-armed bandit algorithm. These approaches have relatively few hyperparameters and are designed to work well given limited or no prior data. We evaluate our method, which can be applied to a diverse range of domains, in our online game for basic Korean language learning and found promising initial results. Compared to an expert-designed fixed ordering, our adaptive algorithm had a statistically significant positive effect on a learning efficiency metric defined using in game performance.
CITATION STYLE
Mu, T., Wang, S., Andersen, E., & Brunskill, E. (2021). Automatic Adaptive Sequencing in a Webgame. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12677 LNCS, pp. 430–438). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-80421-3_47
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