Educational Software
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Statistical Reinforcement Learning in the Real World: A Survey of Challenges and Future Directions
Gazi, Asim H., Guo, Yongyi, Gao, Daiqi, Xu, Ziping, Zhang, Kelly W., Murphy, Susan A.
Reinforcement learning (RL) has achieved remarkable success in real-world decision-making across diverse domains, including gaming, robotics, online advertising, public health, and natural language processing. Despite these advances, a substantial gap remains between RL research and its deployment in many practical settings. Two recurring challenges often underlie this gap. First, many settings offer limited opportunity for the agent to interact extensively with the target environment due to practical constraints. Second, many target environments often undergo substantial changes, requiring redesign and redeployment of RL systems (e.g., advancements in science and technology that change the landscape of healthcare delivery). Addressing these challenges and bridging the gap between basic research and application requires theory and methodology that directly inform the design, implementation, and continual improvement of RL systems in real-world settings. In this paper, we frame the application of RL in practice as a three-component process: (i) online learning and optimization during deployment, (ii) post- or between-deployment offline analyses, and (iii) repeated cycles of deployment and redeployment to continually improve the RL system. We provide a narrative review of recent advances in statistical RL that address these components, including methods for maximizing data utility for between-deployment inference, enhancing sample efficiency for online learning within-deployment, and designing sequences of deployments for continual improvement. We also outline future research directions in statistical RL that are use-inspired -- aiming for impactful application of RL in practice.
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- Education > Educational Setting > Online (1.00)
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Off-Policy Selection for Initiating Human-Centric Experimental Design
In human-centric applications like healthcare and education, the \textit{heterogeneity} among patients and students necessitates personalized treatments and instructional interventions. While reinforcement learning (RL) has been utilized in those tasks, off-policy selection (OPS) is pivotal to close the loop by offline evaluating and selecting policies without online interactions, yet current OPS methods often overlook the heterogeneity among participants. Our work is centered on resolving a \textit{pivotal challenge} in human-centric systems (HCSs): \textbf{\textit{how to select a policy to deploy when a new participant joining the cohort, without having access to any prior offline data collected over the participant?}} We introduce First-Glance Off-Policy Selection (FPS), a novel approach that systematically addresses participant heterogeneity through sub-group segmentation and tailored OPS criteria to each sub-group. By grouping individuals with similar traits, FPS facilitates personalized policy selection aligned with unique characteristics of each participant or group of participants. FPS is evaluated via two important but challenging applications, intelligent tutoring systems and a healthcare application for sepsis treatment and intervention. FPS presents significant advancement in enhancing learning outcomes of students and in-hospital care outcomes.
- Health & Medicine (1.00)
- Education > Educational Technology > Educational Software > Computer Based Training (0.97)
Online Classification with Predictions
We study online classification when the learner has access to predictions about future examples. We design an online learner whose expected regret is never worse than the worst-case regret, gracefully improves with the quality of the predictions, and can be significantly better than the worst-case regret when the predictions of future examples are accurate. As a corollary, we show that if the learner is always guaranteed to observe data where future examples are easily predictable, then online learning can be as easy as transductive online learning. Our results complement recent work in online algorithms with predictions and smoothed online classification, which go beyond a worse-case analysis by using machine-learned predictions and distributional assumptions respectively.
- Education > Educational Setting > Online (1.00)
- Education > Educational Technology > Educational Software > Computer Based Training (0.93)
Neural Attribution for Semantic Bug-Localization in Student Programs
Providing feedback is an integral part of teaching. Most open online courses on programming make use of automated grading systems to support programming assignments and give real-time feedback. These systems usually rely on test results to quantify the programs' functional correctness. They return failing tests to the students as feedback. However, students may find it difficult to debug their programs if they receive no hints about where the bug is and how to fix it. In this work, we present NeuralBugLocator, a deep learning based technique, that can localize the bugs in a faulty program with respect to a failing test, without even running the program. At the heart of our technique is a novel tree convolutional neural network which is trained to predict whether a program passes or fails a given test. To localize the bugs, we analyze the trained network using a state-of-the-art neural prediction attribution technique and see which lines of the programs make it predict the test outcomes. Our experiments show that NeuralBugLocator is generally more accurate than two state-of-the-art program-spectrum based and one syntactic difference based bug-localization baselines.
- Education > Educational Setting > Online (0.83)
- Education > Educational Technology > Educational Software > Computer-Aided Assessment (0.60)
ExaCraft: Dynamic Learning Context Adaptation for Personalized Educational Examples
Chatterjee, Akaash, Kundu, Suman
Learning is most effective when it's connected to relevant, relatable examples that resonate with learners on a personal level. However, existing educational AI tools don't focus on generating examples or adapting to learners' changing understanding, struggles, or growing skills. We've developed ExaCraft, an AI system that generates personalized examples by adapting to the learner's dynamic context. Through the Google Gemini AI and Python Flask API, accessible via a Chrome extension, ExaCraft combines user-defined profiles (including location, education, profession, and complexity preferences) with real-time analysis of learner behavior. This ensures examples are both culturally relevant and tailored to individual learning needs. The system's core innovation is its ability to adapt to five key aspects of the learning context: indicators of struggle, mastery patterns, topic progression history, session boundaries, and learning progression signals. Our demonstration will show how ExaCraft's examples evolve from basic concepts to advanced technical implementations, responding to topic repetition, regeneration requests, and topic progression patterns in different use cases.
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- Education > Educational Technology > Educational Software > Computer Based Training (1.00)
- Education > Educational Setting > Online (0.94)
Enhancing Large Language Models for End-to-End Circuit Analysis Problem Solving
Chen, Liangliang, Sun, Weiyu, Zhang, Ying
Large language models (LLMs) have shown strong performance in data-rich domains such as programming, but their reliability in engineering tasks remains limited. Circuit analysis -- requiring multimodal understanding and precise mathematical reasoning -- highlights these challenges. Although Gemini 2.5 Pro improves diagram interpretation and analog-circuit reasoning, it still struggles to consistently produce correct solutions when given both text and circuit diagrams. At the same time, engineering education needs scalable AI tools capable of generating accurate solutions for tasks such as automated homework feedback and question-answering. This paper presents an enhanced, end-to-end circuit problem solver built on Gemini 2.5 Pro. We first benchmark Gemini on a representative set of undergraduate circuit problems and identify two major failure modes: 1) circuit-recognition hallucinations, particularly incorrect source polarity detection, and 2) reasoning-process hallucinations, such as incorrect current directions. To address recognition errors, we integrate a fine-tuned YOLO detector and OpenCV processing to isolate voltage and current sources, enabling Gemini to re-identify source polarities from cropped images with near-perfect accuracy. To reduce reasoning errors, we introduce an ngspice-based verification loop in which Gemini generates a .cir file, ngspice simulates the circuit, and discrepancies trigger iterative regeneration with optional human-in-the-loop review. Across 83 problems, the proposed pipeline achieves a 97.59% success rate (81 correct solutions), substantially outperforming Gemini 2.5 Pro's original 79.52% accuracy. This system extends LLM capabilities for multimodal engineering problem-solving and supports the creation of high-quality educational datasets and AI-powered instructional tools.
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- Education > Curriculum > Subject-Specific Education (0.69)
- Education > Educational Technology > Educational Software > Computer Based Training (0.46)
- Education > Educational Setting > Higher Education (0.46)
Human or AI? Comparing Design Thinking Assessments by Teaching Assistants and Bots
Khan, Sumbul, Liow, Wei Ting, Ang, Lay Kee
ORCID: 0000 -0003-2811-1194 Abstract --As design thinking education is growing in secondary and tertiary education, educators face a mounting challenge of evaluating creative artefacts that comprise visual and textual elements. Traditional, rubric-based methods of assessment are laborious, time-consuming, and inconsistent, due to their reliance on Teaching Assistants (TAs) in large, multi - section cohorts. This paper presents an exploratory study to investigate the reliability and perceived accuracy of AI -assisted assessment vis -à -vis TA-assisted assessment in evaluating student posters in design thinking education. Two activities were conducted with 33 Ministry of Education (MOE), Singapore school teachers, with the objective (1) to compare AI -generated scores with TA grading across three key dimensions: empathy and user understanding, identification of pain points and opportunities, and visual communication, and (2) to understand teacher preferences for AI-assigned, TA-assigned, and hybrid scores. Results showed low statistical agreement between instructor and AI scores for empathy and pain points, though slightly higher alignment for visual communication. Teachers generally preferred TA -assigned scores in six of ten samples. Qualitative feedback highlighted AI's potential for formative feedback, consistency, and student self -reflection, but raised concerns about its limitations in capturing contextual nuance and creative insight. The study underscores the need for hybrid assessment models that integrate computational efficiency with human insights . This research contributes to the evolving conversation around responsible AI adoption in creative disciplines, emphasizing the balance between automation and human judgment for scalable and pedagogically sound assessment practices. Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success. It is a non - linear, iterative process that teams use to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.
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