interactive program
Giving Feedback on Interactive Student Programs with Meta-Exploration
Developing interactive software, such as websites or games, is a particularly engaging way to learn computer science. However, teaching and giving feedback on such software is time-consuming -- standard approaches require instructors to manually grade student-implemented interactive programs. As a result, online platforms that serve millions, like Code.org, are unable to provide any feedback on assignments for implementing interactive programs, which critically hinders students' ability to learn. One approach toward automatic grading is to learn an agent that interacts with a student's program and explores states indicative of errors via reinforcement learning. However, existing work on this approach only provides binary feedback of whether a program is correct or not, while students require finer-grained feedback on the specific errors in their programs to understand their mistakes. In this work, we show that exploring to discover errors can be cast as a meta-exploration problem. This enables us to construct a principled objective for discovering errors and an algorithm for optimizing this objective, which provides fine-grained feedback. We evaluate our approach on a set of over 700K real anonymized student programs from a Code.org
Giving Feedback on Interactive Student Programs with Meta-Exploration
One approach toward automatic grading is to learn an agent that interacts with a student's program and explores states indicative of errors via reinforcement learning. However, existing work on this approach only provides binary feedback of whether a program is correct or not, while students require finer-grained feedback on the specific errors in their programs to understand their mistakes. In this work, we show that exploring to discover errors can be cast as a meta-exploration problem.
Giving Feedback on Interactive Student Programs with Meta-Exploration
Developing interactive software, such as websites or games, is a particularly engaging way to learn computer science. However, teaching and giving feedback on such software is time-consuming -- standard approaches require instructors to manually grade student-implemented interactive programs. As a result, online platforms that serve millions, like Code.org, are unable to provide any feedback on assignments for implementing interactive programs, which critically hinders students' ability to learn. One approach toward automatic grading is to learn an agent that interacts with a student's program and explores states indicative of errors via reinforcement learning. However, existing work on this approach only provides binary feedback of whether a program is correct or not, while students require finer-grained feedback on the specific errors in their programs to understand their mistakes. In this work, we show that exploring to discover errors can be cast as a meta-exploration problem.
Play to Grade: Testing Coding Games as Classifying Markov Decision Process
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary autonomous methods for providing feedback. Notably, interactive programs are impossible to grade by traditional unit tests. Each student's program fully specifies an MDP where the agent needs to operate and decide, under reasonable generalization, if the dynamics and reward model of the input MDP should be categorized as correct or broken. We demonstrate that by designing a cooperative objective between an agent and an autoregressive model, we can use the agent to sample differential trajectories from the input MDP that allows a classifier to determine membership: Play to Grade.
My Two EdTech Adventures
I have been thinking a little about the impact of the digital technologies on education, it has been significant and with the advent pandemic ubiquitous. I am interested in NLProc (Natural Language Processing) and have been pondering it's applications in pedagogy and education a little. These brought back some memories of what can loosely be considered my Edtech Adventures. Around 2007, digital lessons, whether power point presentations or the interactive programs that had to be paid for started becoming part of our school's teaching plans. I am not sure if they helped the teachers teach better, nonetheless their presence in the lesson plans increased.
Report 78 31 Interactive Programs for Physicians Benefits
It has been noted that the clinical computer programs The more "human-like" the consultation system, the most acceptable to physicians are those which more likely that the busy physician will see it as a perform tasks that the physician himself is either viable alternative to interaction with a human consultant.