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Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
Jacob Whitehill; Jennifer LoCasale-Crouch – Journal of Educational Data Mining, 2024
With the aim to provide teachers with more specific, frequent, and actionable feedback about their teaching, we explore how Large Language Models (LLMs) can be used to estimate "Instructional Support" domain scores of the CLassroom Assessment Scoring System (CLASS), a widely used observation protocol. We design a machine learning…
Descriptors: Artificial Intelligence, Teacher Evaluation, Models, Transcripts (Written Records)
Walker, Jeremy; Coleman, Jason – College & Research Libraries, 2021
This study aims to evaluate the effectiveness and potential utility of using machine learning and natural language processing techniques to develop models that can reliably predict the relative difficulty of incoming chat reference questions. Using a relatively large sample size of chat transcripts (N = 15,690), an empirical experimental design…
Descriptors: Artificial Intelligence, Natural Language Processing, Prediction, Library Services
Moffitt, Kevin Christopher – ProQuest LLC, 2011
The three objectives of this dissertation were to develop a question type model for predicting linguistic features of responses to interview questions, create a tool for linguistic analysis of documents, and use lexical bundle analysis to identify linguistic differences between fraudulent and non-fraudulent financial reports. First, The Moffitt…
Descriptors: Cues, Verbs, Natural Language Processing, Discriminant Analysis

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