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Visual design instructors often provide multi-modal feedback, mixing annotations with text. Prior theory emphasizes the importance of actionable feedback, where "actionability" lies on a spectrum--from surfacing relevant design concepts to…
MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis…
This work aims to improve unsupervised audio-visual pre-training. Inspired by the efficacy of data augmentation in visual contrastive learning, we propose a novel speed co-augmentation method that randomly changes the playback speeds of…
Knot theory, a visual and intuitive branch of topology, offers a unique opportunity to introduce advanced mathematical thinking in secondary education. Despite its accessibility and cross-disciplinary relevance, it remains largely absent…
Recently, multiple applications of machine learning have been introduced. They include various possibilities arising when image analysis methods are applied to, broadly understood, video streams. In this context, a novel tool, developed for…
Past research has defined a general process for the data-driven redesign of educational technologies and has shown that in carefully-selected instances, this process can help make systems more effective. In the current work, we test the…
Acquiring complex behaviors is essential for artificially intelligent agents, yet learning these behaviors in high-dimensional settings poses a significant challenge due to the vast search space. Traditional reinforcement learning (RL)…
Sequential, multiple assignment randomized trials (SMARTs), which assist in the optimization of adaptive interventions, are growing in popularity in education and behavioral sciences. This is unsurprising, as adaptive interventions reflect…
Nonverbal communication, in particular eye contact, is a critical element of the music classroom, shown to keep students on task, coordinate musical flow, and communicate improvisational ideas. Unfortunately, this nonverbal aspect to…
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and…
As programming education becomes more widespread, many college students from non-computer science backgrounds begin learning programming. Collaborative programming emerges as an effective method for instructors to support novice students in…
Children can rapidly generalize compositionally-constructed rules to unseen test sets. On the other hand, deep reinforcement learning (RL) agents need to be trained over millions of episodes, and their ability to generalize to unseen…
The use of tangible interfaces in teaching has been proved more effective, user -friendly and helpful in collaborative learning departments, when compared to traditional teaching approaches. In particular, the tangible interface "Makey…
In order for robots to operate effectively in homes and workplaces, they must be able to manipulate the articulated objects common within environments built for and by humans. Previous work learns kinematic models that prescribe this…
This paper explores the transformative potential of computer-assisted textual analysis in enhancing instructional quality through in-depth insights from educational artifacts. We integrate Richard Elmore's Instructional Core Framework to…
Many high-performance human activities are executed with little or no external feedback: think of a figure skater landing a triple jump, a pitcher throwing a curveball for a strike, or a barista pouring latte art. To study the process of…
Recent years have witnessed many successful trials in the robot learning field. For contact-rich robotic tasks, it is challenging to learn coordinated motor skills by reinforcement learning. Imitation learning solves this problem by using a…
Music is an inherently social activity that allows people to share experiences and feel connected with one another. There has been little progress in designing artificial partners exhibiting a similar social experience as playing with…
Syllabus is essentially a concise outline of a course of study, and conventionally a text document. In the past few decades, however, two novel variations of syllabus have emerged, namely "the Graphic Syllabus" and "the Interactive…
Adaptive control for real-time manipulation requires quick estimation and prediction of object properties. While robot learning in this area primarily focuses on using vision, many tasks cannot rely on vision due to object occlusion. Here,…