Publications
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09
2026
Techniques for computer-guided multi-device group learning Bader-Natal et al. · U.S. Patent 12,659,427 · filed November 20, 2023 · issued June 16, 2026abstract
Described herein are techniques in which a computer system guides a group of participants through a session (e.g., a learning session) in real time. The techniques remove a need for a leader (e.g., a course instructor) to be present in order to guide the participants (e.g., students) through the session. The techniques allow each participant to join a session using a respective computing device, and interact with shared content through one or more graphical user interfaces (GUIs). The techniques implement the shared content as a sequence of states (e.g., steps), and guide the participants through the sequence of states. The techniques allow the computer system to replace a human in guiding users through a session (e.g., a learning session). By removing the need for human guidance through a session, the techniques exponentially increase the scale at which educational expеriences (e.g., for a remote learning session) can be distributed and used.
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08
2022
Apparatus, user interface, and method for authoring and managing lesson plans and course design for virtual conference learning environments Bader-Natal et al. · U.S. Patent 11,217,109 · filed September 19, 2017 · issued January 4, 2022abstract
Embodiments include an apparatus and method for building courses. For example, one embodiment of a course builder apparatus comprises: a course builder application to retrieve data from a database, the data usable for constructing one or more online courses; a graphical user interface (GUI) of the course builder application for designing an online course, the GUI comprising: a template region in which one or more published classroom activity templates and/or step templates are graphically displayed; an editing region into which a designer of a course may select and drag one or more of the published classroom activity templates or step templates, the editing region comprising one or more fields or other graphical elements to allow the designer may edit the one or more published classroom activity templates or step templates.
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07
2020
System and method for a virtual conference interactive timeline Bader-Natal et al. · U.S. Patent 10,666,696 · filed August 31, 2015 · issued May 26, 2020abstract
A virtual conferencing system is described which implements an interactive timeline. For example, one embodiment of the virtual conferencing system comprises: a plurality of clients, each of the clients comprising state management logic to maintain a current state of a virtual conference; a virtual conferencing service to establish audio and/or video connections between the plurality of clients during the virtual conference, the virtual conferencing service further including a state synchronization service communicatively coupled to the state management logic on each client to ensure that the current state of the virtual conference is consistent on each client; a virtual conferencing graphical user interface (GUI) to be rendered on the plurality of clients, the virtual conferencing GUI configured, via signals sent from the state synchronization service, to display a video stream of one or more current speakers during the virtual conference; and an interactive timeline to be rendered on at least one of the plurality of clients, the interactive timeline comprising a plurality of graphical elements representing different segments of the virtual conference, wherein selection of a first graphical element corresponding to a first segment causes the client on which the interactive timeline is displayed to transmit one or more commands to the virtual conferencing service to cause the virtual conferencing service to implement one or more operations associated with the segment, the one or more operations including modification of the virtual conferencing GUI on the clients in accordance with requirements of the segment.
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06
2020
System and method for scalable, interactive virtual conferencing Bader-Natal et al. · U.S. Patent 10,541,824 · filed June 21, 2017 · issued January 21, 2020abstractA scalable virtual conferencing system which implements a hub and spoke architecture. For example, one embodiment of a scalable virtual conferencing system comprises: a participant management module to logically group each participant in the virtual conferencing system into a hub or one of a plurality of spokes; and a data flow management module to control communication of information between participants in the spokes and participants in the hub, the data flow management module to limit intercommunication from the spokes to the hub in accordance with the manual user input and/or participant management policy; wherein at least one participant in a first spoke is designated as a spoke leader for the first spoke, the spoke leader logically grouped into both the hub and the first spoke, the data flow management module to allow information generated within the first spoke to be propagated into the hub based on input from the spoke leader.
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05
2019
Registering and displaying visual attention metadata in a web video conferencing and seminar system Bader-Natal et al. · U.S. Patent 10,356,364 · filed September 9, 2014 · issued July 16, 2019abstract
A method is disclosed for portraying physical visual attention cues or visual cues normally present in a conventional physical world in a virtual conference or class. The visual cues can be emulated by electronic signals in a video environment through physical interactions with the computer input by the user or participant of the virtual conference or image recognition algorithms provided by the video conferencing system.
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04
2018
System and method for managing virtual conferencing breakout groups Bader-Natal et al. · U.S. Patent 9,961,119 · filed March 31, 2015 · issued May 1, 2018abstract
A virtual conferencing system is described for implementing breakout groups. For example, one embodiment of the virtual conferencing system comprises: a virtual conferencing service to establish audio and/or video connections between the plurality of clients during a virtual conference, each of the clients operated by at least one participant in the virtual conference, the virtual conferencing service further including a state synchronization service communicatively coupled to state management logic on each client to ensure that the current state of the virtual conference is consistent on each client; breakout group selection logic to subdivide the participants in the virtual conference into a plurality of breakout groups, the breakout group selection logic to select participants for each breakout group based on participant data related to each participant and input from a moderator; and breakout group generation logic to generate the selected breakout groups by modifying the current state on each client, thereby causing video and audio streams of the participants to be seen and heard, respectively, only between participants in the same breakout group and by providing breakout group materials and making the breakout group materials available to only participants within the same breakout group.
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03
2018
Participation queue system and method for online video conferencing Bader-Natal et al. · U.S. Patent 9,935,987 · filed December 12, 2016 · issued April 3, 2018abstract
A virtual conferencing system is described for implementing a speaker queue. For example, one embodiment of the virtual conferencing system comprises: a plurality of clients, each of the clients comprising state management logic to maintain a current state of a virtual conference; a virtual conferencing service to establish audio and/or video connections between the plurality of clients during the virtual conference, the virtual conferencing service further including a state synchronization service communicatively coupled to the state management logic on each client to ensure that the current state of the virtual conference is consistent on each client; wherein the current state on each client includes a speaker queue comprising an ordered set of participants to be designated as current speakers during the virtual conference, wherein participants are added to the speaker queue in response to input provided by the participants indicating a desire to be a current speaker, wherein one or more participants towards the top of the speaker queue are designated to be current speakers, wherein participants are initially added to the bottom of the speaker queue and are moved towards the top of the speaker queue as other participants are removed from the top of the speaker queue; a virtual conferencing graphical user interface (GUI) to display a video stream of one or more current speakers within one or more current speaker regions, the virtual conferencing GUI further providing a visual representation of the speaker queue to each of the participants, the visual representation comprising an ordered representation of each of the participants in the speaker queue.
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02
2017
System and method for tracking events and providing feedback in a virtual conference Bader-Natal et al. · U.S. Patent 9,674,243 · filed August 31, 2015 · issued June 6, 2017abstract
A virtual conferencing system is described which tracks events during a virtual conference, provides a user interface for reviewing the events, and allows a moderator and/or other participant to provide feedback related to the events. For example, one embodiment of a virtual conferencing system comprises: a plurality of clients operated by participants and at least one moderator of a virtual conference, each of the clients comprising state management logic to maintain a current state of the virtual conference; a virtual conferencing service to establish audio and/or video connections between the plurality of clients during the virtual conference, the virtual conferencing service further including a state synchronization service communicatively coupled to the state management logic on each client to ensure that the current state of the virtual conference is consistent on each client; a virtual conferencing graphical user interface (GUI) to be rendered on the plurality of clients, the virtual conferencing GUI configured, via signals sent from the state synchronization service, to display a video stream of one or more current speakers during the virtual conference utilizing the established video connections; and a contribution identification module to identify events related to actions of participants during the virtual conference; an event log to store the events identified by the contribution identification module; and an event filter to provide options for searching for specific types of events within the event log based on input from the moderator and/or participants when reviewing a recording of the virtual conference, the event filter to generate a filtered set of events based on the input from the moderator and/or participants.
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01
2017
System and method for decision support in a virtual conference Bader-Natal et al. · U.S. Patent 9,578,073 · filed August 31, 2015 · issued February 21, 2017abstract
A virtual conferencing system is described which evaluates and selects participants for active participation based on one or more criteria. For example, one embodiment of virtual conferencing system comprises: a plurality of clients operated by participants and at least one moderator of a virtual conference, each of the clients comprising state management logic to maintain a current state of the virtual conference; a virtual conferencing service to establish audio and/or video connections between the plurality of clients during the virtual conference, the virtual conferencing service further including a state synchronization service communicatively coupled to the state management logic on each client to ensure that the current state of the virtual conference is consistent on each client; a virtual conferencing graphical user interface (GUI) to be rendered on the plurality of clients, the virtual conferencing GUI configured, via signals sent from the state synchronization service, to display a video stream of one or more current speakers during the virtual conference utilizing the established video connections; and a decision support module to evaluate the participants according to one or more criteria in the virtual conference and to select a subset of the set of participants as candidates to actively participate in the virtual conference based on the evaluation.
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17
2020
CCCApply and OpenCCC Issues and OpportunitiesBader-Natal, A. [Memorandum] (2020, October)abstract
PDF
We appreciate the many benefits of all colleges in the California Community Colleges being able to share a common infrastructure for the student-facing college application process. CCCApply serves as a "gateway to the California Community Colleges," and its existence eliminates the need for each college or district to independently procure and customize (or build and maintain) its own application system, and its annual improvements benefit colleges system-wide. But while all colleges in the system share the benefits of this common infrastructure, all colleges also share the limitations of this infrastructure. We focus on six key issues with CCCApply and OpenCCC today that affect prospective students and the colleges that serve them. We believe these recommendations will result in (a.) a more streamlined, cohesive experience for incoming students system-wide, and (b.) an enhanced ability for colleges to remotely support all of their prospective students more equitably through the entire application process.
- 16 2017 Building Lesson Plans for Twenty-First-Century Active Learning
- 15 2017 The Active Learning Forum
- 14 2017 Assessing Student Learning
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13
2011
A Comparison of the Effects of Nine Activities within a Self-Directed Learning Environment on Skill-Grained LearningBader-Natal, A., Lotze, T., and Furr, D. Proceedings of the 15th International Conference on Artificial Intelligence in Education, 2011.abstract
Draft PDF
Springer
Self-directed learners value the ability to make decisions about their own learning experiences. Educational systems can accommodate these learners by providing a variety of different activities and study contexts among which learners may choose. When creating a software-based environment for these learners, system architects incorporate activities designed to be both effective and engaging. Once these activities are made available to students, researchers can evaluate these activities by analyzing observed usage and performance data by asking: Which of these activities are most engaging? Which are most effective? Answers to these questions enable a system designer to highlight and encourage those activities that are both effective and popular, to refine those that are either effective or popular, and to reconsider or remove those that are neither effective nor popular. In this paper, we discuss Grockit - a web-based environment offering self-directed learners a wide variety of activities - and use a mixed-effects logistic regression model to model the effectiveness of nine of these supplemental interventions on skill-grained learning.
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12
2011
Evolving a learning analytics platformBader-Natal, A. and Lotze, T. Proceedings of the 1st International Conference on Learning Analytics and Knowledge. ACM Press, 2011.abstract
Draft PDF
Talk Slides
ACM Digital Library
Web-based learning systems offer researchers the ability to collect and analyze fine-grained educational data on the performance and activity of students, as a basis for better understanding and support- ing learning among those students. The availability of this data enables stakeholders to pose a variety of interesting questions, often specifically focused on some subset of students. As a system matures, the number of stakeholders, the number of interesting questions, and the number of relevant sub-populations of students also grow, adding complexity to the data analysis task. In this work, we describe an internal analytics system designed and developed to address this challenge, adding flexibility and scalability. Here we present several examples of typical examples of analysis, discuss a few uncommon but powerful use-cases, and share lessons learned from the first two years of iteratively developing the platform.
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11
2011
Methodologies and Technologies of the Grockit Learning PlatformBader-Natal, A. (Unpublished report.)abstract
Draft PDF
Grockit provides a place for students to master new concepts and exercise what they learn through a set of study modes designed to accommodate a variety of learning styles and learner preferences. These include: (1.) small group study, which leverages the power of collaborative learning dynamics to provide students with a social learning network that can help motivate and assist them, (2.) individual study, which builds and uses a data-driven model of a student's abilities to provide that student with appropriate challenges for learning, (3.) instructor-led classes, which draw on a teacher's domain knowledge and experience to provide a guided and structured path for groups of learners.
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10
2010
Combining peer-assistance and peer-assessment in a synchronous collaborative learning activityBader-Natal, A. Supplementary Proceedings of the Tenth International Conference on Intelligent Tutoring Systems (ITS-2010), Workshop on Opportunities for intelligent and adaptive behavior in collaborative learning systems.abstract
Draft PDF
Workshop proceedings
One unique characteristic of learning systems that support peer collaboration is that these systems have the potential to supplement or replace software-based representations of domain- and learner-models with the representations implicitly formed by peers. In order to realize this potential, a collaborative activity must sufficiently motivate peers to reflect, collect, and communicate these mental models. Peer-assessment represents a class of activities that address this challenge by design. In this work, we describe a project, currently under development, in which peer-assessment is melded with peer-instruction to create a new learning activity for an existing collaborative learning platform. We present the rationale behind the design of the activity, focusing specifically on how it draws from and synthesizes the three modes of learning supported by the Grockit platform: adaptive individual study, live collaborative small-group study, and instructor-led skill-focused lessons. By treating teaching as a demonstration of learning, we illustrate how a single activity can peer-assess mastery and peer-assist learning.
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09
2009
Interaction Synchronicity in Web-based Collaborative Learning SystemsBader-Natal, A. Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (E-LEARN 2009), pp. 1121-1129.abstract
Draft PDF
Talk Slides
EdITLib
While many web-based learning systems connect students asynchronously, fewer systems focus on facilitating synchronous interactions among learners. Given the value of real-time communication - the social and motivational benefits of having a cohort of peers and the ability for a student to get immediate answers to pressing questions - it is perhaps surprising that more systems do not support interaction synchronicity. We suggest that this is due, in part, to a mismatch between the hypertext document-oriented nature of the web and the social activity-oriented nature of learning, and we explore how several systems address this discrepancy. We discuss Grockit, a web-based learning environment that we designed to support both synchronous and asynchronous interactions, and share lessons learned from grappling with the choices enabled by this flexibility: Which interactions should to be synchronous? Which should be asynchronous? Which should be a mix? What should that mix be?
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08
2009
Incorporating game mechanics into a network of online study groupsBader-Natal, A. Supplementary Proceedings of the 14th International Conference on Artificial Intelligence in Education (AIED-2009). Intelligent Educational Games workshop, 2009.abstract
Draft PDF
Full proceedings
The recent movement towards publishing open educational resources has increased the variety and quantity of learning materials available to students outside of the traditional classroom environment. Several core characteristics of the classroom environment, however, are difficult to offer through a web-based interface, including: (1) interaction and camaraderie among a cohort of peers, (2) the ability to get "real-time" answers to pressing questions, and (3) a motivating force to keep the student engaged over time. An online learning environment can approximate the value of peer cohorts and live question-answering by supporting (and encouraging) synchronous interactions among individuals studying a common topic. A learning system can motivate participation and collaboration by incorporating elements of game mechanics in the activity. We discuss Grockit, a recently-launched website that combines a virtual study group format with multi-player game dynamics to provide an engaging live collaborative learning environment for geographically-dispersed learners.
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07
2008
The Teacher's Dilemma: A game-based approach for motivating appropriate challenge among peers abstract
In classroom-based studies, peer tutoring has proved to be an effective learning strategy, both for the tutees and for their peer tutors. Today, the increasingly widespread availability of computers and internet access in the homes and after-school programs of students offers a new venue for peer learning. In seeking to translate the successes of peer-assisted learning from the classroom to the Internet, one major hurdle to overcome is that of motivation. When teachers are no longer supervising student activity and when participation itself becomes voluntary, peer tutoring protocols may stop being educationally productive. In order to successfully leverage these peer interactions, we must find a way to facilitate and motivate learning among a group of unsupervised peers. In this dissertation, we respond to this challenge by reconceptualizing the interactions among peers within the context of a different medium: that of games. In designing a peer-tutoring experience as a two-player game, we gain a valuable set of tools and techniques for affecting student participation, engagement, goals, and strategies.
Our contributions:- We define a criteria for games -- the Teacher's Dilemma criteria -- that motivates players to challenge one another with problems of appropriate difficulty;
- We show three games that satisfy the Teacher's Dilemma criteria when played by rational players under idealized conditions;
- We demonstrate, using computer simulations of strategic dynamics, that game-play will converge towards meeting these criteria, through time, under more realistic conditions;
- We design a suite of software that incorporates a Teacher's Dilemma game into several web-based activities for different learning domains;
- We collect data from thousands of students using these activities, and examine how the games actually affected the game-play strategy and learning among these students.
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06
2008
Incorporating students' probabilistic expectations into a peer-driven tutoring gameBader-Natal, A. Brandeis CS Tech Report CS-08-269, 2008.abstract
Draft PDF
Games provide a promising mechanism for intelligent tutoring systems in that they offer means to influence motivation and structure interactions. We have designed and released several game-based tutoring systems in which students learn to identify the best game strategies to adopt, and, in doing so, create for each other increasingly productive learning environments. Here, we first detail the core game underlying our deployed systems, designed to leverage human intelligence in tutoring systems through the tutor's identification of "appropriate" challenges for their tutee. While this game works well for task domains in which problem difficulty is known, it cannot be applied to domains if nothing is known about a problem beyond its correct solution. We introduce a second, more robust, game here capable of addressing this larger set of task domains. By incorporating player-generated probability estimates (in place of a difficulty metric), we show that a game can be designed to simultaneously elicit best-effort responses from tutees, honest statements of probability estimates from tutees, and appropriate challenges from tutors. We derive a set of constraints on the parameterized version of this game necessary for rational players to converge on this "Teacher's Dilemma" learning environment. Beyond providing a foundation for future tutoring systems, this work offers a new mechanism with which to simultaneously leverage and enhance the knowledge of peer learners.
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05
2007
Evaluating Problem Difficulty Rankings Using Sparse Student Response DataBader-Natal, A. and Pollack, J. Supplementary Proceedings of the 13th International Conference on Artificial Intelligence in Education, 2007.abstract
Draft PDF
Full proceedings
Problem difficulty estimates play important roles in a wide variety of educational systems, including determining the sequence of problems presented to students and the interpretation of the resulting responses. The accuracy of these metrics are therefore important, as they can determine the relevance of an educational experience. For systems that record large quantities of raw data, these observations can be used to test the predictive accuracy of an existing difficulty metric. In this paper, we examine how well one rigorously developed - but potentially outdated - difficulty scale for American-English spelling fits the data collected from seventeen thousand students using our SpellBEE peer-tutoring system. We then attempt to construct alternate metrics that use collected data to achieve a better fit. The domain-independent techniques presented here are applicable when the matrix of available student-response data is sparsely populated or non-randomly sampled. We find that while the original metric fits the data relatively well, the data-driven metrics provide approximately 10% improvement in predictive accuracy. Using these techniques, a difficulty metric can be periodically or continuously recalibrated to ensure the relevance of the educational experience for the student.
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04
2007
Assessing Learning in a Peer-Driven Tutoring SystemBader-Natal, A. and Pollack, J. Proceedings of the 13th International Conference on Artificial Intelligence in Education, IOS Press, 2007.abstract
Draft PDF
ACM Digital Library
In many intelligent tutoring systems, a detailed model of the task domain is constructed and used to provide students with assistance and direction. Reciprocal tutoring systems, however, can be constructed without needing to codify a full-blown model for each new domain. This provides various advantages: these systems can be developed rapidly and can be applied to complex domains for which detailed models are not yet known. In systems built on the reciprocal tutoring model, detailed validation is needed to ensure that learning indeed occurs. Here, we provide such validation for SpellBEE, a reciprocal tutoring system for the complex task domain of American-English spelling. Using a granular definition of response accuracy, we present a statistical study designed to assess and characterize student learning from collected data. We find that students using this reciprocal tutoring system exhibit learning at the word, syllable, and grapheme levels of task granularity.
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03
2006
BEEweb: A Multi-Domain Platform for Reciprocal Peer-Driven Tutoring SystemsBader-Natal, A. and Pollack, J. Proceedings of the 8th International Conference on Intelligent Tutoring Systems, Springer, 2006.abstract
Draft PDF
Springer
Tutoring systems that engage each student as both a tutee and a tutor can be powerfully enhanced by motivating each tutor to try to appropriately challenge their tutee. The BEEweb platform is presented as a foundation upon which to build such systems, based upon the Reciprocal Tutoring protocol and the Teacher's Dilemma. Three systems that have recently been built on the BEEweb platform are introduced.
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02
2005
Motivating Appropriate Challenges in a Reciprocal Tutoring SystemBader-Natal, A. and Pollack, J.B. Proceedings of the 12th International Conference on Artificial Intelligence in Education, IOS Press, 2005. Nominated for Best Paper Award.abstract
Draft PDF
ACM Digital Library
Formalizing a student model for an educational system requires an engineering effort that is highly domain-specific. This model-specificity limits the ability to scale a tutoring system across content domains. In this work we offer an alternative, in which the task of student modeling is not performed by the system designers. We achieve this by using a reciprocal tutoring system in which peer-tutors are implicitly tasked with student modeling. Students are motivated, using the Teacher's Dilemma, to use these models to provide appropriately-difficult challenges. We implement this as a basic literacy game in a spelling-bee format, in which players choose words for each other to spell across the internet. We find that students are responsive to the game's motivational structure, and we examine the affect on participants' spelling accuracy, challenge difficulty, and tutoring skill.
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01
2005
Towards Metrics and Visualizations Sensitive to Coevolutionary FailuresBader-Natal, A. and Pollack, J. AAAI Technical Report FS-05-03. Coevolutionary and Coadaptive Systems, AAAI Fall Symposium 2005, Washington D.C. 2005.abstract
Draft PDF
AAAI Press
Talk Slides
The task of monitoring success and failure in coevolution is inherently difficult, as domains need not have any external metric to measure performance. Past metrics and visualizations for coevolution have been limited to identification and measurement of success but not failure. We suggest circumventing this limitation by switching from "best-of-generation"-based techniques to "all-of-generation"-based techniques. Using "all-of-generation" data, we demonstrate one such technique - a population-differential technique - that allows us to profile and distinguish an assortment of coevolutionary successes and failures, including arms-race dynamics, disengagement, cycling, forgetting, and relativism.
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A Population-Differential Method of Monitoring Success and Failure in CoevolutionBader-Natal, A. and Pollack, J.B. Proceedings of the 2004 Genetic and Evolutionary Computation Conference, Springer-Verlag, 2004.abstract
Draft PDF
Springer
Poster
Coevolutionary algorithms require no domain-specific measure of objective fitness, enabling these algorithms to be applied to domains for which no objective metric is known or for which known metrics are too expensive. But this flexibility comes at the expense of accountability. Past work on monitoring has focused on measuring success, but has ignored failure. This limitation is due to a common reliance on "best-of-generation" (BOG) based analysis, and we propose a population-differential analysis based on an alternate "all-of-generation" (AOG) framework that is not similarly limited.
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2021
Real innovation in higher education Future Trends Forum
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2020
Calbright College: Lessons from Year OneCommunity College League of California Annual Convention
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2020
The Innovation Landscape in Higher Education EDUCAUSE Annual Conference
- — 2019 UCLA Educational Leadership Program (2019 EdTech Conference)
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2018
Future-Proof Learning Design Workshop Duke University (Duke NextEd Festival)
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2017
Applying Data in Education: Discussion & Data Design Challenge MKThink
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2017
Transforming Vision into Reality: WIL with Ari Bader-Natal Minerva Schools at KGI (ACM Student Chapter)
- — 2016 Santa Fe Institute (Workshop on Gaming, Training, and Learning Analytics)
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2016
Supporting and assessing classroom discussion in an active learning seminar Carnegie Mellon University (Discussion Affordances for Natural Collaborative Exchange talk series)abstract
In a small seminar classroom, how might we actively engage every student in the discussion? How might we provide each student with timely and actionable feedback on their contributions to a classroom discussion? How might we structure summative feedback so that students are evaluated not on what they produce for a final exam, but instead on what they demonstrate that they have mastered and can apply in new contexts, years later? These are a few of the questions that have guided the design of the Active Learning Forum, the core technology used to support and assess learning in every class at the Minerva Schools at KGI.
In this talk, I will introduce the Active Learning Forum, and discuss ways in which this computer-supported collaborative learning environment has been designed to support effective teaching and learning. With this background established, we can shift the discussion to whichever aspects of the Active Learning Forum that are of the most interest to this DANCE audience. This might include: the use of technologies for activity orchestration, the use of realtime feedback to help instructors moderate discussion, the use of video annotation as a basis for formative feedback, the use of a summative assessment framework that cuts across courses and over time to identify mastery and far transfer.
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2014
University of California at Berkeley (Social Data Revolution, School of Information)
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2013
Mozilla (Etherpad Foundation Meetup)
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2012
Unlocking the Third DimensionOpen Education Summit (O'Reilly OSCON & Shared Learning Collaborative)
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2012
How Pseudo-Synchronous Interactions Can Enhance Video InstructionUnited States Distance Learning Association conferenceabstract
Video is playing an increasingly important role in online learning, and exciting new web technologies are now emerging that enable a new level of peer interactions and learner collaborations around video instruction. For self-paced distance learners engaging with long-form presentations of complex concepts, content-centered peer dialogue can be incredibly valuable. Most video-hosting websites today support some limited peer interactions through a shared comment thread, but this format inherently treats the video as a two-dimensional object, ignoring its most meaningful dimension: time. What could peer interactions around web video look like when temporal context is treated as critically-relevant? In this session, we explore a number of freely-available tools that provide answers to this question, and share a set of concrete examples of how distance learning educators and administrators can benefit from using these tools in their courses and programs. Join us to learn how to spark lively student discussions around (and within) video instruction. Help us discuss and explore ways that this coming wave of web technologies can transform the distance learning experience.
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2012
Leveraging Web Videos to Truly Flip the ClassroomSF Edtech Meetup
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2012
Reflecting on four communities built for learning, tinkering, and remixing with code Digital Media and Learning conferenceabstract
In this panel, we bring together four people who have actively engaged in making, tinkering, and remixing the designs of learning communities in which young people make, tinker, and remix with code. Drawing on experiences creating and experimenting with Scratch Online, Studio Sketchpad, Kodu, and AppJet, we seek to identify the socio-technical factors that impact peer learning with social media. We will talk about lessons learned and have a discussion about questions such as how to support young people's development of a maker mindset.
We will introduce each of the four systems, drawing particular attention to the various mechanisms built-in for remixing, iteratively refining, collaborating, and sharing with others. We then use this as a starting point for identifying commonalities and differences to discuss in more detail. What do we agree are valuable components in creating a remix culture? What have we discovered to be promising, but ultimately unsuccessful? What styles of remixing have emerged and what seems to be their purpose? How generalizable are our observations?
This panel aims at providing insights for meta-designers, practitioners and educators interested in learning how to support and inspire young people to learn to create computational artifacts within a community of peers.
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2010
Sketchpad and Programming Visual Media Mozilla Labs Nightabstract
Studio Sketchpad creator Ari Bader-Natal will be sharing from his experiences teaching a P2PU School of Webcraft class called Programming Visual Media...
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2010
Collaborative Learning Games in the Virtual Classroom Games, Learning and Society
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2022-2023
Mentor First Round Fast Track
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2022-2025
Dean's Cabinet Member Brandeis University Graduate School of Arts and Sciences
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2020-2021
Governance Council MemberCalbright College
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2020-2021
Accreditation Steering Committee Member (Institutional Effectiveness)Calbright College
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ACM
Faculty AdvisorMinerva Schools at KGI Association of Computing Machinery (ACM) Student Chapter
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2017
Thesis AdvisorMaster of Science In Applied Analyses and Decision Making, Minerva Schools at KGI
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at AIED 2016
Advisor / Program Committee2016 Workshop on Intelligent Support for Learning in Groups
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IRRODL
Reviewer2016 International Review of Research in Open and Distance Learning
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ICLS 2016
Reviewer2016 International Conference for the Learning Sciences
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at AIED 2015
Program Committee Member2015 Workshop on Intelligent Support for Learning in Groups
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IJAIED
Reviewer2014 International Journal on Artificial Intelligence in Education
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IRRODL
Reviewer2014 International Review of Research in Open and Distance Learning
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CSCL 2015
Reviewer2015 Computer Supported Collaborative Learning conference
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at ITS 2014
Program Committee Member2014 Workshop on Intelligent Support for Learning in Groups
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AIED 2013
Co-ChairIndustry & Innovation track, 2013 Artificial Intelligence in Education conference
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IJCSCL
Reviewer2013 International Journal in Computer Supported Collaborative Learning
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at AIED 2013
Program Committee Member2013 workshop on Intelligent Support for Learning in Groups
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at ITS 2012
Program Committee Member2012 Workshop on Intelligent Support for Learning in Groups
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IEEE-TLT
Reviewer2011 IEEE Transactions on Learning Technologies Journal
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AIED 2011
Program Committee Member2011 Artificial Intelligence in Education conference
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CSCL 2011
Reviewer2011 Computer Supported Collaborative Learning conference
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at ITS 2010
Workshop OrganizerWorkshop on Opportunities for intelligent and adaptive behavior in collaborative learning systems
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ICLS 2010
Reviewer2010 International Conference for the Learning Sciences