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Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System PAUL SALVADOR INVENTADO AND PETER SCUPELLI, School of Design, Carnegie Mellon University

Recently, online learning systems such as cognitive tutors, online courses, and massive open online courses (MOOCS) increased in popularity in various domains. The design quality of online learning systems is difficult to maintain. Multiple stakeholders are involved (e.g., software developers, interaction designers, learning scientists, teachers), the system is complex, there are rapid changes in software, platforms (e.g., mobile, tablet, desktop) and learning subject content, and so forth. Many existing online learning systems collect a significant amount of data that describe students’ learning gains and affective states, which are indirect measures of system quality. Analysis of online learning system data can uncover linkages between particular design choices made and student learning. In this paper, we describe the data-driven design pattern production (3D2P) methodology to prospect, mine, write, and evaluate design patterns for online learning systems from collected data. Design patterns are high quality solutions for recurring problems in a particular context. Patterns identified with 3D2P can guide the addition of new content and the modification of system designs to maintain the quality of online learning systems. A case study on the ASSISTments math online learning system is presented to demonstrate the 3D2P methodology and discuss its benefits and limitations. Categories and Subject Descriptors: H.2.8 [Information Systems]: Database Applications—Data mining; H.5.2 [Information Interfaces and Presentation]: User Interfaces—Evaluation/methodology; H.5.2 [Information Interfaces and Presentation]: User Interfaces—User-centered design; K.3 [Computers and Education]: Computer Uses in Education— Distance learning General Terms: Design, Human Factors Additional Key Words and Phrases: Pattern prospecting, pattern mining, pattern writing, pattern evaluation, online learning systems, ASSISTments ACM Reference Format: Paul Salvador Inventado and Peter Scupelli. 2016. Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System. EuroPLoP '15: Proceedings of the 20th European Conference on Pattern Languages of Program, Article (July 2015), 13 pages. DOI:http://dx.doi.org/10.1145/2855321.2855336

1. INTRODUCTION Design patterns have been used successfully in many domains like architecture, software design, interaction design, business, and education [Alexander et al. 1977, Gamma et al. 1995, Tidwell 2010, Van Duyne et al. 2007, Gourova et al. 2012, Holden et al. 2010]. They are defined as known high quality solutions to recurring problems in a specific context [Alexander et al. 1977]. Design patterns can hasten knowledge transfer, improve understanding, and facilitate collaboration [Borchers 2001, Chung et al. 2004, Dearden et al. 2002]. Complex information technology systems, such as online learning systems, are often built and maintained by multiple stakeholders with varied backgrounds. In the case of online learning systems for example, its stakeholders might be system developers, interface designers, learning scientists, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. EuroPLoP '15, July 08 - 12, 2015, Kaufbeuren, Germany Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3847-9/15/07…$15.00 DOI: http://dx.doi.org/10.1145/2855321.2855336

teachers, and students. Such systems can benefit from design patterns by facilitating communication and collaboration between stakeholders. This research promotes the use of design patterns in online learning systems and presents a methodology that can address three challenges in applying design patterns to this domain: (a) limited amount of available design patterns in the domain, (b) dynamic nature of the domain, and (c) diversity of the system’s users. Design patterns for online learning systems are limited, and often focus on content delivery and class management (e.g., [Anacleto et al. 2009, Derntl 2004, Frizell and Hübscher 2011]). Patterns from related domains such as software design [Gamma et al. 1995], interaction design [Neil 2014, Tidwell 2010, Van Duyne et al. 2007], or pedagogy [Anacleto et al. 2009, Derntl 2004, Frizell and Hübscher 2011] might be useful, but the contextual differences with online learning systems requires existing patterns to be adapted or new patterns to be developed. Online learning systems are highly dynamic because they change with rapid technological and pedagogical advancements. For example, advancements in mobile technology led to mobile learning systems that support various devices [Wu et al. 2012]. Another example is advancements in affective computing [Picard 1997], the study of systems that automatically recognize, interpret, or simulate human emotions (e.g., confusion, frustration, boredom), which led to the design of automated affectbased feedback. Continued changes in the environment require stakeholders to constantly rethink designs that will address new contexts, forces, and problems. Online learning systems are often used by many learners with varying cognitive abilities, learning experiences, motivations, and cultural backgrounds. Different types of users experience different kinds of problems. For example, low-knowledge learners could get confused or frustrated when they are asked to solve a difficult math problem, while high-knowledge learners could get bored answering the same type of math problem, which they do not find challenging. A large number of design patterns need to be identified and applied to address different users. Addressing these three challenges manually will be difficult because the design of the system’s components and the learners’ interactions within the system have to be analyzed. Stakeholders need to identify recurring problems and corresponding solutions, and to adapt design patterns or produce new design patterns for new problems. Stakeholders also need to constantly reanalyze the system because new contexts and problems might arise from system changes. The difficulty of addressing these challenges increase with the size of the system and the number of users. In this paper, we present the data-driven design pattern production (3D2P) methodology, which uses data-driven approaches to lessen the work required from stakeholders to identify, adapt, create, and evaluate design patterns. Design patterns selected for online learning systems, as well as adapted or newly uncovered design patterns, can guide the addition of new content and new features in online learning systems to ensure their quality. The methodology may be applied in similar domains, but the paper only focuses on online learning systems. The following sections discuss related work, the 3D2P methodology, a case study on applying the 3D2P methodology to the ASSISTments online learning system, the challenges and benefits of using the methodology, a summary of the paper, and future work. 2. RELATED WORK Enrollment in online learning systems is growing rapidly. In the Fall of 2007, over 3.9 million students took at least one online course, and over 20% of all US higher education students took at least one online course [Allen and Seaman 2008]. Massive open online courses (MOOCs) such as Coursera, edX and Udacity have also become popular. Coursera, one of the largest MOOC platforms, has over 11 million users in 941 courses from 118 institutions as of January 2015 [Coursera n.d.]. The success of tutoring systems like Cognitive Tutor and ASSISTments [Koedinger et al. 1997, Mendicino et al. 2009a, Morgan and Ritter 2002] also led to an increase of users. Cognitive Tutor was reported to make over 250 million student-observations a year [Carnegie Learning, n.d., Sarkis 2004]. Online learning systems can collect data about their users to generate reports, customize feedback and personalize content. Increasingly, online learning providers store student learning information in Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 2

well-structured formats and some make it available for public use [Clow 2014, Koedinger et al. 2010, Sharkey 2011, Veeramachaneni et al. 2013]. The availability of large quantities of high quality data enabled educational data mining and learning analytics researchers to understand students better and provide them with proper support. As more students use online learning systems, more courses are offered and more content is added. Rapid advances in technology and learning sciences call for system changes to adapt new technologies and implement new pedagogies. For example, delivering online learning systems originally designed for desktop computing on multiple platforms presents interaction design challenges on the smaller displays of tablets and mobile devices. Supporting online learning on multiple platforms is difficult. It is even more challenging to maintain the system’s quality as it changes over time. Design principles and guidelines are often used to ensure quality while modifying the system and its content. However, there are challenges in instantiating design principles in new contexts because of possible conflicts (cf. [Koedinger et al. 2012, Mahemoff and Johnston 1998]). Design patterns can overcome design principles’ limitations [Borchers 2001, Chung et al. 2004, Kunert 2009, Mahemoff and Johnston 1998, Van Welie et al. 2001] and set the standard for rigorous, contextualized design principles. Most design patterns developed for online learning systems focus on pedagogy such as class management, content presentation, and activities that promote learning [Anacleto et al. 2009, Derntl 2004, Frizell and Hübscher 2011]. There are also some patterns for providing feedback and evaluation (c.f. [Anthony 1996, Bergin et al. 2012, Larson et al. 2008]). Patterns developed for the educational domain might also be adapted to online learning systems such as patterns for teaching language [Köppe and Nijsten 2012], teaching object-oriented programming [Bergin 2003] and learning [Iba and Sakamoto 2011]. Design patterns are produced through a pattern mining process. There are four common pattern mining methods: (a) introspective approach – using the author’s own experience to identify patterns; (b) social approach – using observations of an environment and expert interviews to identify patterns; (c) artifactual approach – uncovering patterns from existing instances; and (d) pattern mining workshops – analyzing experiences of different experts from group discussions to identify patterns [DeLano 1998, Kerth and Cunningham 1997, Kohls 2013]. We differentiate how we use pattern mining, which is to find new patterns, from finding known patterns in large data sets (c.f., [De Lucia et al. 2010, Donget al. 2008, Fontana and Zanoni 2011]). In the next section, we introduce a fifth method that uses data collected from user interactions within a learning system to mine for patterns. 3. METHODOLOGY The data-driven design pattern production (3D2P) methodology uses data collected from online learning systems to uncover design patterns. Figure 1 illustrates the 4 steps in the methodology: pattern prospecting, mining, writing, and evaluation. Pattern prospecting finds traces of interesting relationships in learning data to constrain search spaces for pattern mining. Pattern mining finds relationships in the data to uncover existing design patterns or hypothesize new design patterns. Pattern writing puts form into proposed design patterns and refines the patterns through expert and peer feedback. Finally, potential patterns are evaluated in actual use to validate design patterns. Over time, more content will be added into the system and technical updates may be applied. The methodology can be used incrementally to ensure the quality of the system while it changes. Each step in the methodology is elaborated in the following subsections. 3.1

Pattern prospecting

In the field of mineral extraction, the extraction process usually begins with prospecting. Prospecting helps identify what and where to mine so there is a better chance of finding something valuable. Examples of prospecting methods for mineral deposits are electrical, gravimetric, magnetic, seismic, and imaging [Dobrin and Savit 1960, Edge and Laby 1931, Rowan et al. 2003]. Data mining uses the Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 3

“mining” metaphor to emphasize the difficulty of finding valuable information in large and complex data. Prospecting uncovers interesting features in the data before further processing, which is often a more costly operation. Data visualization and descriptive statistics are two commonly used methods in the data exploration or data preparation step of data mining to find interesting data relationships [Ramachandran et al. 2013, Shearer 2000].

Figure 1. Data-driven design pattern methodology (Image courtesy of Learning Environments Lab). The pattern-prospecting step investigates online learning system data to find potential design patterns. Data is retrieved then cleaned to remove noise and errors, and fixed to recover missing information. Data can be processed further to: (a) change its current representation (i.e., for easier data manipulation or to satisfy data analysis tool requirements), (b) change its granularity (e.g., individual student actions vs. averaged problem actions), (c) merge it with other data sources (e.g., student affect), (d) add features, and (e) delete unnecessary features. Data visualization, descriptive statistics, and manual exploration can be used to uncover relationships between data features that suggest recurring problems or effective solutions. For example, a particular math problem frequently associated with high student frustration could indicate a potential issue worth exploring. There are different approaches to automatically identify human emotions (e.g., frustration), such as using data from students’ interaction logs or physiological sensors [Baker et al. 2012, Ocumpaugh et al. 2014, Picard 1997]. Student learning is shaped by an emergent system that results from the integration of its components. For example, a well-designed math problem presented through an engaging interface, with helpful hints, and delivered in a timely manner will likely lead to a pleasant learning experience (e.g., less confusion, more correct answers, increased motivation). Some features in the data might measure the cognitive (e.g., answer correctness, mastery speed, time on task) or affective (e.g., engagement, boredom, confusion, frustration) aspects of learning, which we refer to as learning measures. In this work, we focused on data describing the relationship between the system’s designs and learning measures because the primary goal of online learning systems is to help students learn. Student learning measures capture partial measures of the overall system quality, which does not include, for example, software design quality measures (e.g., code readability and scalability). Collecting other measures in addition to student learning measures will allow us to find potential design patterns on other aspects of the system. In this work we focused on learning measures, but we plan to explore other system measures in the future. Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 4

Prospecting is essential especially when dealing with large quantities of data because it takes time and effort to mine for patterns. Features that describe relationships in the data can be used to generate data subsets that limit the search space for pattern mining. Using the previous example, a data subset containing problems associated with high student frustration can be set aside for further exploration and pattern mining. Although 3D2P focuses on prospecting potential patterns from data, patterns can be prospected in other ways. Inherently, pattern authors prospect their experiences, other people’s experiences, or artifacts for potential design patterns. Pattern authors’ knowledge may guide the search for interesting relationships in the data and interesting features found in data may help pattern authors gain new insights to develop patterns. 3.2

Pattern mining

Pattern mining aims to discover or explain patterns [Kohls 2013]. Patterns can be mined from data, but may need verification to account for noise, missing information, or limited contextual information. There are two ways one might mine for patterns in data: find effective solutions, and find recurring problems. Prospecting limits the pattern mining search space to only consider interesting features. Features that frequently co-occur with desirable learning measure values may suggest a potential design pattern. For example, correlation between frequent hint requests and low frustration may indicate the usefulness of hints. Features that frequently co-occur with undesirable learning measure values are recurring problems that need resolution. For example, correlation between infrequent hint requests and high frustration may indicate a problem with feedback design. Pattern authors might use background knowledge or literature to identify possible solutions for recurring problems. Pattern mining might also reveal the application of existing design patterns. Desirable effects from applying the design pattern confirm its quality, which can be shared with the pattern author. If undesirable effects were observed it might indicate that either the pattern was applied incorrectly and the system’s design needs modification, or the existing pattern may need to consider some special cases. The pattern author might learn more about the pattern from observed undesirable effects and can decide to refine the pattern if necessary. 3.3

Pattern writing

Hypotheses regarding effective solutions and recurring problems drawn from pattern mining is used to produce design patterns. Design pattern components such as context, forces, problem, and solution can be uncovered from effective solutions found in data. The solution might not be as apparent with recurring problems. Exploring data to explain the recurring problem helps to identify a solution, which might be drawn from background knowledge or literature. An example is provided in the next section to clarify this process. Resulting patterns are interpreted from data containing partial, incomplete measures therefore they are considered potential design patterns until verified. Experts and peers can help to confirm the quality of potential design patterns through informal discussions, shepherding, and writing workshops. Patterns can be refined until the pattern author and reviewers are satisfied with the definition. 3.4

Pattern evaluation

Pattern evaluation helps to validate the quality of design patterns, to test their adaptability into other similar environments, and to refine its definition when necessary. Effective design patterns are expected to replicate desirable learning measure values or reduce undesirable learning measure values. Randomized controlled trials (RCTs) can be conducted on the same system or on other online learning systems to compare learning measure differences when the design pattern is applied and when it is not applied. Design patterns validated on multiple environments can be shared more confidently with the community. Patterns that failed validation Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 5

might need refinement or adaptation to fit differences in context (e.g., adapting patterns designed for desktop computers into mobile devices). 4. ASSISTMENTS CASE STUDY The 3D2P methodology was used to produce design patterns using data from the ASSISTments online learning system. The following subsections describe the ASSISTments online learning system, discuss the application of the methodology, and present one of the patterns produced. 4.1

ASSISTments

ASSISTments was developed in 2003 to help students practice Math for the Massachusetts Comprehensive Assessment System (MCAS), to help teachers identify students who needed more support, and to identify topics that needed to be discussed and practiced further [Heffernan and Heffernan 2014]. It is an online learning system that allows teachers to create math problems and exercises with corresponding solutions and feedback. Teachers can get immediate feedback about student performance on their assigned exercises. ASSISTments was developed by a multi-disciplinary team consisting of content experts, ITS experts, and system developers among others. It was designed and built using architecture and interface development best practices with the help of math teachers who provided expert advice and content. Figure 2 illustrates a math problem in ASSISTments, which allows students to view a problem, request hints, and attempt to solve it.

Figure 2. ASSISTments interface for a word problem: (a) Students solving a problem can submit their answer and get feedback from the system (b) Students can request for multiple hints to help them solve the problem. (Image courtesy of ASSISTments http://assistments.org) Initially, math teachers were asked to provide the content (i.e., problems, answers, hints, feedback) for ASSISTments. Later, references to math textbook problems were also added and teachers who used the system were allowed to create their own questions or adapt their own versions of existing questions. Over time, ASSISTments underwent many changes to support feature requests and improvements. It also allowed researchers to run studies and collect student data using customized content, feedback, and other features of the interface (e.g., [Broderick et al. 2011, Li et al. 2013, Whorton 2013]). ASSISTments has been collecting large amounts of data since 2003 from close to 50,000 students using the system each year in 48 states of the United States [ASSISTments n.d., Heffernan and Heffernan 2014, Mendicino et al. 2009b]. Data is represented using multiple features that describe the student learning experience, such as the number of hint requests in a problem, the number of answer attempts in a problem, the correctness of students’ answers, and the timestamps of students’ actions.

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4.2

3D2P on ASSISTments data

ASSISTments data was used to test the 3D2P methodology. Specifically, data collected between September, 2012 and September, 2013 containing 6,123,424 instances. It was the most recent data available at the time the study was conducted and the system had already undergone many design changes that could have affected its quality. Pattern Prospecting Ocumpaugh et al. [2014] used data from ASSISTments to predict student affect (i.e., concentration, frustration, confusion, boredom). The predictions were generated by a machine learning model built with expert-labeled data of student affect while using ASSISTments. The machine learning model used various features available in the data such as the number of previous incorrect answers, time taken to solve problems, and number of hint requests. The model outputs confidence values for each affective state, which approximates students’ learning experience at a particular point in time. For example, the confidence values: concentration – 0.63, frustration – 0.99, confusion – 0.00, boredom – 0.04, might indicate that a student was likely frustrated and confused while performing an activity. The same machine-learning model was used to predict student affect in the data used for the study. The affect predictions were merged into the data set to provide more contextual information for analysis, and to allow the discovery of design patterns that address the emotional aspects of learning. Instances in the data with missing values were removed resulting in 5,801,073 problem-student interaction instances. Figure 3a presents a subset of the features and instances in the data, which summarizes students’ actions when they solved a particular problem (e.g., number of hint requests, number of attempts to answer a problem). Only 11 of the 285 features are shown in the figure. A separate data set was generated to aggregate and approximate students’ general behavior towards a particular problem. The features of each problem-student interaction associated with a problem were aggregated through statistical functions (e.g., sum, average, min, max) resulting in 179,908 problemlevel instances (see Figure 3b). Only 6 of the 285 features are shown in the figure. sequence_id 41342 41342 41342 41342 41342 41342

problem_id 304914 304905 304888 304916 304899 304899

user_id 184820 184820 184820 184820 184820 184757

correct 1 1 1 1 1 0

hint_count 0 0 0 0 0 1

attempt_count 1 1 1 1 1 1

problem_body What is 8.08 + 0.953? What is 5.13 + 1.137? What is 2.44 + 0.383? What is 6.38 + 0.083? What is 4.5 + 1.016? What is 4.5 + 1.016?

confidence_bored 0.042401209 0.042401209 0.042401209 0.042401209 0.042401209 0.577264514

confidence_concentrating 0.626725220 0.626725220 0.626725220 0.626725220 0.626725220 0.181500873

confidence_confused 0.000000000 0.000000000 0.000000000 0.000000000 0.000000000 0.000000000

confidence_frustrated 0.000000000 0.000000000 0.000000000 0.000000000 0.999803203 0.492143066

(a) Problem-student interaction data – 5,801,073 instances x 285 features problem_id 409449 304899 491950 493052 499240

hintbeforecorrect 0.055555556 0.333333333 0.333333333 0.350000000 0.206896552

confidence_bored 0.143366120 0.195219296 0.212678290 0.177703088 0.151566570

confidence_concentrating 0.510642641 0.499518263 0.358241646 0.380689055 0.368188615

confidence_confused 0.055741783 0.000000000 0.117607819 0.107184182 0.110587510

confidence_frustrated 0.049795279 0.355964210 0.185450115 0.229513384 0.132678163

(b) Problem-level data – 179,908 instances x 285 features

Figure 3. Subsets of ASSISTments data showing: (a) problem-student interaction data with 1 student (user_id 184820) answering a series of problems and both the 1st and 2nd student (user_id 184757) experiencing frustration when solving the same problem (see gray rows); and (b) problem-level data created by aggregating the features of problem-student interaction data (gray row shows the aggregated features of problem_id 304899, which was solved by many students) (Image courtesy of Learning Environments Lab). Students often experience frustration while learning. It is unclear whether it hinders learning or pushes students to exert more effort to learn (cf. [Artino and Jones 2012, Patrick et al. 1993, Pekrun et al. 2002]). Frustration was investigated in the ASSISTments data set by exploring problem-level data for math problems that were likely to be frustrating (i.e., high frustration confidence values). Manual observation of the problems suggested issues with the design of the math problems. For example, some problems were difficult to understand, hints presented unnecessary information, and notations were used inconsistently. This led to the hypothesis that poor content might have caused student frustration and possibly hindered learning. A data subset was generated to contain problems Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 7

associated with high frustration confidence values. Other measures such as answer correctness and boredom were available for analysis, but these were set aside for later investigation. Pattern Mining Further analysis revealed that one group of problems with high frustration confidence values were about “Adding Decimals” (e.g., Figure 2). Many students requested for hints and made multiple attempts to solve these problems but failed. This might mean that the problem was too difficult. However, the data also showed that many students were frustrated even when they repeatedly answered the problem correctly. Two hypotheses were identified from this observation: (a) students get frustrated when they find it difficult to solve a problem (i.e., evidenced by multiple hint requests and incorrect answer attempts, and high frustration values), and (b) students get frustrated when they are asked to answer the same problem type repeatedly even if they already mastered it (see correct column in Figure 3a). Pattern Writing The second hypothesis led to the definition of the Just Enough Practice pattern, which addressed the recurring problem of student frustration possibly caused by repeated requests to answer mastered math problem types. The solution selected was to change problem types after a student masters a particular skill. Cen, Koedinger, and Junker [2007] suggest a switch in problem types instead of over practice because it leads to the same amount of learning in less time. The pattern is presented in the next sub-section. The Just Enough Practice pattern was discussed with ASSISTments stakeholders who thought it would make an interesting design pattern. The pattern was also refined through a shepherding process and a writing workshop at PLoP 2015 [Inventado and Scupelli in press]. Pattern Evaluation An RCT is being designed for ASSISTments to compare student learning measures when they are asked to: (a) answer all problems in a math homework regardless if they already mastered the skill, and (b) repeatedly answer problems in a math homework until they get three right in a row (i.e., mastery). Other online learning systems are also being considered for running the same RCT. The Just Enough Practice pattern will either be retained or modified depending on the evaluation’s result. If the pattern leads to better learning, it will be shared with ASSISTments and other online learning system stakeholders. Otherwise, it will be investigated and refined further. The ASSISTments data set has a large number of features available, which has continued to grow to address researchers’ needs. Currently, there are 285 features that describe students’ learning experience. Over time, more content will be added into the system and technical updates may be applied. The methodology will be iterated to explore more features, produce more design patterns, and share more design patterns with online learning system stakeholders to ensure its quality.

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4.3

Proposed Pattern Just enough practice

(Image courtesy of Learning Environments Lab) Context: Students are asked to practice a particular skill through exercises in an online learning system. Teachers design the problems for the exercise in the online learning system. They also provide corresponding answers and feedback for each problem, and design their presentation sequence. Problems may vary in type (e.g., multiple choice, true or false), topic (e.g., addition, subtraction), and difficulty. Forces: 1. Practice. Students need to practice a skill to master it [Clark and Mayer 2011, Sloboda et al. 1996, Tuffiash et al. 2007]. It leads to greater improvements in performance during early sessions, but additional practice sessions lead to smaller improvement gains over time [Rohrer and Taylor 2006]. 2. Expertise reversal. Presenting students information they already know can impose extraneous cognitive load and interfere with additional learning [Sweller 2004]. 3. Limited resources. Students’ attention and patience towards performing a learning activity decrease over time [Arnold et al. 2005, Bloom 1974]. Problem: Students may become frustrated when they are asked to repeatedly answer problems that test skills they already mastered. Solution: Therefore, change the problem type and/or topic after students master it. Student mastery can be measured in different ways such as, the number of times a student correctly answered a problem type and/or topic, or individualized statistical models that predict student knowledge [Yudelson et al. 2013]. Consequences: Benefits: 1. Students are not asked to do additional practice on a skill they already know. 2. Students can focus learning skills they have not mastered. 3. Students can learn more efficiently within the time they set for themselves to learn. Liability: 1. If skill mastery is incorrectly identified, students are still asked to over-practice a skill or worse, they might be asked to stop practicing a skill they have not yet mastered. Evidence: • Application: In the ASSISTments online learning system, teachers can give their students “skill builders”, which are a collection of problems that test students’ mastery of a skill. Whenever students consecutively answer a certain number of problems correctly (e.g., 3 problems right in a row), they do not need to answer the remaining problems. • Data: According to ASSISTments math online learning system data, there were many cases wherein students became frustrated when they were asked to answer problems they knew how to solve. • Expert Discussion: ASSISTments stakeholders (i.e., data mining experts, ITS experts, and educators) agreed that the problem occurred frequently in the system and the selected solution could help resolve the problem. • Research: Cen, Koedinger, and Junker [2007] used data mining approaches to show that students had similar learning gains when they over-practiced a skill and practiced a skill until mastery. However, it took less time to practice until mastery. The authors suggested that students move on to learn a different skill instead of over-practice. Related Patterns: Give students Just Enough Practice when they are asked to practice or apply their skills in learning activities such as Fixer Upper, Mistake, and Fill in the Blanks [Bergin 2000]. Sample Implementation: A teacher designs homework with different math problem types (e.g., decimal addition and subtraction). He/she configures the online learning system to switch between problem types whenever a student shows mastery in solving a particular problem type. The number of times a student answered each problem type correctly can be used to identify mastery. For example, if the student correctly answers 3 decimal-addition problems in a row, then the student will be asked to advance to decimal-subtraction problems. Otherwise, the student will continue answering decimal-addition problems until he/she gets 3 correct answers in a row.

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5. DISCUSSION The the 3D2P methodology differs from the other four pattern mining approaches (i.e., introspective, social, artifactual, and pattern-mining workshops) in three ways. First, it relies on collected data for finding and evaluating patterns (i.e., pattern prospecting and mining). Learning measures and other system measures are essential for analyzing data. Second, partial measures of quality, such as learning measures, are used to validate design patterns. Third, the approach can be used incrementally to continuously refine design patterns when there is a significant change in the online learning system context that could lead to the ineffectiveness of current solutions. For example, a user interface designed for desktop computers might be ineffective for mobile devices like smart phones and tablets. The methodology holds much promise but also has some limitations. It requires more steps and validation compared to traditional design pattern methods. Design patterns are uncovered from existing data but they need to be tested and verified with new user data. While measuring pattern outcomes empirically is valuable, this step also adds complexity. Yet, focusing on learner needs and outcomes measured through data can center design decisions on the learner and focus a heterogeneous system development team (cf. [Lambropoulos and Zaphiris 2006]). The search for patterns may take a lot of time depending on the size and complexity of the data. But, with any large data set it would take even more time to find design patterns by hand. The ASSISTments data had 180,000 math problems and over 6 million student interactions for the 2012 – 2013 school year data alone. Significant time is saved because only a subset of problems is analyzed in detail. Data is used in two ways: first, in historical data to find patterns of past behavior, and second, in randomized controlled trials on thousands of students to test redesigned math problems using patterns. The measures used to find patterns are based on indirect and partial measures of student behavior. Specifically, the analysis was limited to online system logs. Features such as student learning, engagement, frustration, and boredom were measured but some contextual information was missing from the dataset (e.g., classroom environment, teacher related variables, location). The number and type of patterns discovered depend on the amount and type of data gathered. Future work can capture the learning environment more broadly: soundscape (e.g., quiet or loud), location (e.g., home, school), and so forth. Such contextual measures may help explain student outcomes and affective states better. Moreover, including measures from other aspects of the system can expand the search for design patterns. For example, network latency measures could correlate with frustration when students wait too long for their learning activities to load on the browser. The learning context likely plays a role in learning outcomes. Typically, design patterns are defined for a known context. However, online tutoring systems such as ASSISTments support multiple learning contexts ranging from in-class assignments, quizzes, tests, homework, and skillbuilder exercises. The multiplicity of contexts raises the question whether design patterns to learn math problems are the same as those to test learning. Despite the mentioned limitations, the methodology complements and augments traditional design pattern methods. Pattern authors can get insights about the domain using data aside from their own knowledge and existing literature. It can also encourage communication between design pattern authors and stakeholders that might lead to a more holistic design quality. More generally, producing design patterns can be an open, collaborative project [Inventado and Scupelli 2015]. 6. SUMMARY AND FUTURE WORK The design and maintenance of the quality of complex information technology systems, such as online learning systems, is challenging because of its multi-disciplinary nature, design complexity, continuously changing components and contents, and the diversity of its users. 3D2P uncovers design patterns that might address these design challenges from data. Design patterns can help to ensure that the addition of new content and the modifications in the system maintains its quality. Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 10

The methodology helps stakeholders focus on design decisions that impact students’ learning, which is the primary purpose of the system. Stakeholders will have more time to evaluate and develop design patterns that address system issues based on actual data on top of their own knowledge and existing literature. Most importantly, the effectiveness of design patterns can be evaluated through randomized controlled trials, and effective patterns can be used to guide later design decisions. Design patterns can be evaluated in multiple online learning system platforms to ensure quality [Inventado and Scupelli 2015]. Although the methodology requires more time and effort, its advantages far outweigh its limitations. The methodology is currently being used to build a design pattern language that will help ASSISTments developers and users to create high quality designs and content. Currently, frustrationrelated design patterns are being explored, but design patterns that address student boredom, confusion, and learning gains are also being considered. The methodology was developed and tested on online learning systems, but it might be useful in other domains. For example, social media platforms, and other online service systems can benefit from an analysis of the relationships between its designs and user experience measures. 7. ACKNOWLEDGEMENT This material is based upon work supported by the National Science Foundation under DRL-1252297. We would like to thank our shepherds Christian Köppe and Thomas Erickson for their invaluable advice and feedback on this work. We would also like to thank Ryan Baker, Stefan Slater, and Jaclyn Ocumpaugh from Teachers College Columbia University, and Neil Heffernan, Eric VanInwegen, and Korinn Ostrow from Worcester Polytechnic Institute for helping us analyze the data and gain insights for developing the methodology. REFERENCES Andrew Arnold, Richard Scheines, Joseph Beck, and Bill Jerome. 2005. Time and attention: Students, sessions, and tasks. In Proceedings of the AAAI 2005 Workshop Educational Data Mining, 62-66. ASSISTments. n.d. Retrieved February 1, 2015 from https://www.assistments.org/ Cristopher Alexander, Sara Ishikawa, and Murray Silverstein. 1977. A pattern language: towns, buildings, construction. Vol. 2. Oxford University Press, New York, NY. Elaine Allen and Jeff Seaman. 2008. Staying the course: Online education in the United States. Sloan Consortium, Needham, MA. Júnia Coutinho Anacleto, Américo Talarico Neto, and Vânia Paula de Almeida Néris. 2009. Cog-Learn: An e-Learning Pattern Language for Web-based Learning Design. eLearn Magazine, 8 (2009), ACM, New York, NY. Dana L. Anthony. 1996. Patterns for classroom education. In Pattern Languages of Program Design 2, John Vlissides, James Coplien, and Norman Kerth (Eds.). Addison-Wesley Longman Publishing Co., Inc., Boston, MA, USA, 391-406. Anthony R. Artino and Kenneth D. Jones. 2012. Exploring the complex relations between achievement emotions and selfregulated learning behaviors in online learning. The Internet and Higher Education 15, 3, 170-175. Ryan S. J. D. Baker, Sujith M. Gowda, Michael Wixon, Jessica Kalka, Angela Z. Wagner, Aatish Salvi, Vincent Aleven, Gail W. Kusbit, Jaclyn Ocumpaugh, and Lisa Rossi. 2012. Towards Sensor-free Affect Detection in Cognitive Tutor Algebra. In Proceedings of the 5th International Conference on Educational Data Mining, International Educational Data Mining Society, 126-133. Joseph Bergin. 2000. Fourteen Pedagogical Patterns. In Proceedings of the 5th European Conference on Pattern Languages of Programs, Universitaetsverlag Konstanz, Germany, 1-49. Joseph Bergin. 2003. Teaching polymorphism with elementary design patterns. In Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications (OOPSLA ’03). ACM, New York, NY, 167-169. Joseph Bergin, Helen Sharp, Jane Chandler, Marianna Sipos, Jutta Eckstein, Markus Völter, Mary Lynn Manns, Eugene Wallingford, and Klaus Marquardt. 2012. Pedagogical patterns: advice for educators. Joseph Bergin Software Tools. Benjamin S. Bloom. 1974. Time and learning. American psychologist, 29(9), 682. Jan Borchers. 2001. A Pattern Approach to Interaction Design. John Wiley & Sons, Inc., New York, NY. Zachary Broderick, Christine O'Connor, Courtney Mulcahy, Neil Heffernan, and Christina Heffernan. 2011. Increasing parent engagement in student learning using an intelligent tutoring system. Journal of Interactive Learning Research 22, 4, Association for the Advancement of Computing in Education, Chesapeake, VA, 523-550. Carnegie Learning. n.d. Retrieved February 1, 2015 from http://www.carnegielearning.com/ Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System: Page - 11

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