Abstract. Intelligent tutoring systems help students acquire cognitive skills by tracing students' knowledge and providing relevant feedback. However, feedback that focuses only on the cognitive level might not be optimal -errors are often the result of inappropriate metacognitive decisions. We have developed two models which detect aspects of student faulty metacognitive behavior: A prescriptive rational model aimed at improving help-seeking behavior, and a descriptive machine-learned model aimed at eliminating attempts to "game" the tutor. In a comparison between the two models we found that while both successfully identify gaming behavior, one is better at characterizing the types of problems students game in, and the other captures a larger variety of faulty behaviors. An analysis of students' actions in two different tutors suggests that the help-seeking model is domain independent, and that students' behavior is fairly consistent across classrooms, age groups, domains, and task elements.
Metacognition in Intelligent Tutoring SystemsIntelligent tutoring systems offer support and guidance to learners attempting to master a cognitive skill [7,11]. When students ask for help or make a mistake in such a tutor, they receive feedback on their problem-solving actions, that is, they receive feedback at the cognitive level. However, mistakes can also be made at the higher metacognitive level, which coordinates the learning process. Such metacognitive skills include self-assessment and help-seeking strategies, among many others. When cognitive errors originate from an incorrect metacognitive decision, feedback on student metacognition would be more appropriate. A tutoring system should try to improve students' metacognitive skills, by, for example, guiding a student who avoids using help to seek help at the right moment.Several studies have shown that students often make unproductive metacognitive decisions, which affect their learning process [9,13]. Some types of poor metacognitive decisions include avoiding or misusing help [1,16] and attempting to obtain correct answers without thinking through the material (termed "gaming the system" [4,5]). There is evidence that these types of unproductive metacognitive decisions