As the media landscape is increasingly populated by less than reputable sources of information, educators have turned to argument evaluation training as a potential solution. Unfortunately, the bias literature suggests that our ability to objectively evaluate an argument is, to a large extent, determined by the relationship between our own beliefs and the beliefs latent in the argument we are evaluating. If the argument supports our worldview, we are much more likely to overlook logical errors. Teachers recognize this need to adapt argument evaluation instruction to the specific beliefs of students. For instance, a teacher might intentionally assign a student an argument that the student disagrees with. Unfortunately, this kind of value-adaptive instruction is infrequent due to its unscalability. We propose a novel method for data-driven value-adaptive instruction in instructional technologies. This method can be used to combat bias in real-world contexts and support human reasoning during media consumption.
Team formation tools assume instructors should configure the criteria for creating teams, precluding students from participating in a process affecting their learning experience. We propose LIFT, a novel learner-centered workflow where students propose, vote for, and weigh the criteria used as inputs to the team formation algorithm. We conducted an experiment (N=289) comparing LIFT to the usual instructor-led process, and interviewed participants to evaluate their perceptions of LIFT and its outcomes. Learners proposed novel criteria not included in existing algorithmic tools, such as organizational style. They avoided criteria like gender and GPA that instructors frequently select, and preferred those promoting efficient collaboration. LIFT led to team outcomes comparable to those achieved by the instructor-led approach, and teams valued having control of the team formation process. We provide instructors and designers with a workflow and evidence supporting giving learners control of the algorithmic process used for grouping them into teams.
Data has become central to the technologies and services that human-computer interaction (HCI) designers make, and the ethical use of data in and through these technologies should be given critical attention throughout the design process. However, there is little research on ethics education in computer science that explicitly addresses data ethics. We present and analyze Re-Shape, a method to teach students about the ethical implications of data collection and use. Re-Shape, as part of an educational environment, builds upon the idea of cultivating care and allows students to collect, process, and visualize their physical movement data in ways that support critical reflection and coordinated classroom activities about data, data privacy, and human-centered systems for data science. We also use a case study of Re-Shape in an undergraduate computer science course to explore prospects and limitations of instructional designs and educational technology such as Re-Shape that leverage personal data to teach data ethics.
Despite high levels of digital technology access among college students, technology disruption remains an issue. This study was conducted to understand how technology disruption might contribute to socio-economic disparities in academic performance. Data were analyzed from a non-representative sample of 748 undergraduate students. We examined socio-economic differences in types of technology problems students experience; the consequences of those problems; and beliefs about how to handle future problems. Socio-economic status was not associated with types of technology problems, but it was associated with greater negative consequences and less-efficacious beliefs about handling future situations. These findings are consistent with sociological work on socio-economic differences in student help-seeking. They also elaborate mechanistic understanding of the technology maintenance construct. Finally, for those interested in designing to reduce socio-economic inequalities, they suggest the need for interfaces that go beyond information accessibility to facilitate student empowerment and student-teacher communication.
In an increasingly globalized and service-oriented economy, people need to engage in computer-mediated collaborative problem solving (CPS) with diverse teams. However, teams routinely fail to live up to expectations, showcasing the need for technologies that help develop effective collaboration skills. We take a step in this direction by investigating how different dimensions of team diversity (demographic, personality, attitudes towards teamwork, prior domain experience) predict objective (e.g. effective solutions) and subjective (e.g. positive perceptions) collaborative outcomes. We collected data from 96 triads who engaged in a 30-minute CPS task via videoconferencing. We found that demographic diversity and differing attitudes towards teamwork predicted impressions of positive engagement, while personality diversity predicted learning outcomes. Importantly, these relationships were maintained after accounting for team makeup. None of the diversity measures predicted task performance. We discuss how our findings can be incorporated into technologies that aim to help diverse teams develop CPS skills.