Measuring the Impact of Student Gaming Behaviors on Learner Modeling
Qinyi Liu, Lin Li, Valdemar \v{S}v\'abensk\'y, Conrad Borchers, Mohammad Khalil

TL;DR
This paper investigates how gaming behaviors, viewed as data poisoning, affect knowledge tracing models in online education, revealing vulnerabilities and proposing detection methods to improve model robustness.
Contribution
It introduces a systematic framework for simulating gaming behaviors as data poisoning attacks and explores unsupervised detection approaches to enhance model resilience.
Findings
KT performance drops with random guessing behaviors
Systematic evaluation of gaming behavior impact
Unsupervised detection methods show promise
Abstract
The expansion of large-scale online education platforms has made vast amounts of student interaction data available for knowledge tracing (KT). KT models estimate students' concept mastery from interaction data, but their performance is sensitive to input data quality. Gaming behaviors, such as excessive hint use, may misrepresent students' knowledge and undermine model reliability. However, systematic investigations of how different types of gaming behaviors affect KT remain scarce, and existing studies rely on costly manual analysis that does not capture behavioral diversity. In this study, we conceptualize gaming behaviors as a form of data poisoning, defined as the deliberate submission of incorrect or misleading interaction data to corrupt a model's learning process. We design Data Poisoning Attacks (DPAs) to simulate diverse gaming patterns and systematically evaluate their impact…
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Taxonomy
TopicsIntelligent Tutoring Systems and Adaptive Learning · Online Learning and Analytics · Academic integrity and plagiarism
