Abstract
We present CPSCoach 2.0, an automated system that provides feedback, instructional scaffolding, and practice to help individuals improve three collaborative problem-solving (CPS) skills drawn from a theoretical CPS framework: construction of shared knowledge, negotiation/coordination, and maintaining team function. CPSCoach 2.0 was developed and tested in the context of computer-mediated collaboration (video conferencing) with an educational game. It automatically analyzes users’ speech during a round of collaborative gameplay to provide personalized feedback and to select a target CPS skill for improvement. After multiple cycles of iterative testing and refinement, we tested CPSCoach 2.0 in a user study where 21 dyads (n = 42) completed four rounds of feedback and scaffolding embedded within five rounds of game-play in a single session. Using a quasi-experimental matching procedure, we found that the use of CPSCoach 2.0 was associated with improvement in CPS skill development compared to matched controls. Further, users found the automated feedback to be moderately accurate and had positive perceptions of the system, and these impressions were stronger for those who received higher scores overall. Results demonstrate the use of automated feedback and instructional scaffolds to support the development of CPS skills.
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Notes
The only publication on CPSCoach includes a short conference paper (Stewart et al. 2023). The present paper reports results on a new study with a substantially revised system.
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Acknowledgements
This research was supported by the NSF National AI Institute for Student-AI Teaming (iSAT) under DRL 2019805 and by DUE 1745442/1660877. The opinions expressed are those of the authors and do not represent views of the NSF. We also thank Chen Sun, Arjun Rao, Valerie Shute, Sam Pugh, and Quinton Beck-White for their contributions to the research.
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S.D. and A.S wrote the main manuscript text. N.D. and A.G. provided reviews and feedback. A.G. and A.S. conducted the user studies. All authors intellectually contributed to the research.
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Appendices
Appendix A: Details on Study Procedure
We provide the following additional details to complement the overview provided in Sect. 3.2.
Round 1–3 gameplay. A randomly selected participant was chosen as the Controller (i.e., who interacts with the game mechanics) and the other as the Contributor (i.e., who provides suggestions) prior to the start of the first round. After completing 10 min of gameplay (Round 1), participants were separated into breakout rooms again and informed that they would receive feedback on their collaboration.
Rounds 2 & 3 gameplay & intervention on Facet A. Upon entering the breakout room, participants were shown a brief four-minute video that explained the three facets of the CPS framework and how their scores were generated. Participants then received feedback on all three facets and self-reported their perceived accuracy of the feedback for each facet. The facet with the lowest Round 1 score (Facet A) was selected for improvement, and this was communicated to the participants along with the Scaffold 1 Intervention. Participants had a maximum of 10 min to engage with the intervention, upon which the experimenter intervened. Participants who completed the intervention before the 10-min interval had elapsed simply informed the experimenter who instructed them to wait for their partner.
When both partners were back in the main room, a second 10-min round of gameplay (Round 2) commenced with the same participants assigned to the Controller vs. Contributor roles. When 10-min had elapsed, they were sent to separate breakout rooms where they received feedback on the same facet selected for improvement in the previous round (i.e., Facet A). They once again self-reported their perceptions of feedback accuracy for this facet only, upon which they received the Scaffold 2 Intervention to further improve on the same facet (i.e., Facet A). When both participants were done with the intervention or 10 min had elapsed, participants re-entered the main room and completed a third 10-min round of collaborative gameplay (Round 3).
Rounds 4 & 5 gameplay & intervention on Facet B. After Round 3, participants once again were moved to separate breakout rooms. They were then given a five-minute break. When they returned, they were informed that they would now focus on improving performance on a different facet (i.e., Facet B – the one with the second lowest score during Round 3) using the following instructions.
“In the following round you will change roles with your teammate. If you were controlling the game, you will now be observing your teammate and offering suggestions. If you were previously observing, you will now have control of gameplay. We'd like you to now focus on a different aspect of collaboration: <Facet Name>”
They received the Scaffold 1 Intervention, but this time for Facet B, and engaged with it as before. Once they were done or time had elapsed, they returned to the main room. They were informed that they would now switch roles with the previous Controller now becoming the Contributor and vice versa. They completed another 10-min of gameplay (Round 4) in their new roles. Next, they again moved to separate breakout rooms where they received feedback for Facet B, self-reported its perceived accuracy, and engaged with the Scaffold 2 Intervention for Facet B. Then, they returned to the main room and completed one last round (Round 5) with their new roles.
Appendix B: Histogram of Variables Analyzed
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D’Mello, S.K., Duran, N., Michaels, A. et al. Improving collaborative problem-solving skills via automated feedback and scaffolding: a quasi-experimental study with CPSCoach 2.0. User Model User-Adap Inter (2024). https://doi.org/10.1007/s11257-023-09387-6
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DOI: https://doi.org/10.1007/s11257-023-09387-6