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Improving Student-AI Interaction Through Pedagogical Prompting: An Example in Computer Science Education

Created by
  • Haebom

Author

Ruiwei Xiao, Xinying Hou, Runlong Ye, Majeed Kazemitabaar, Nicholas Diana, Michael Liut, John Stamper

Outline

The proliferation of large-scale language model (LLM) applications since 2022 has raised both expectations and concerns about the use of LLM in education. This study aims to teach students how to effectively use LLM to improve their learning. To this end, we propose a new concept, 'pedagogical prompting', to elicit learning-centered responses from LLM, and designed a learning intervention that goes from conceptual design to empirical research in a real-world educational environment targeting early-stage undergraduate-level computer science education (CS1/CS2). We collected information necessary for the instructional design through a survey of instructors (N=36), and designed and developed the learning intervention through an interactive system including scenario-based instruction. The effectiveness of the learning intervention was evaluated through pre- and post-tests targeting CS novice students (N=22), and the results confirmed that learners' LLM-based pedagogical help-seeking skills were improved, their positive attitudes toward the system were improved, and their willingness to use pedagogical prompting in the future was increased. The contributions of this study include (1) a theoretical framework for instructional prompting, (2) empirical insights into current instructors’ attitudes toward instructional prompting, and (3) promising results for the design of a learning intervention that includes interactive learning tools and scenario-based instruction and LLM-based help-seeking training. The approach of this study has the potential to be implemented more broadly in classrooms and integrated into tools such as ChatGPT to promote learning-centered use of generative AI.

Takeaways, Limitations

Takeaways:
Presenting a new theoretical framework for effectively utilizing LLM in education: ‘Instructional Prompting’.
Empirically demonstrate the potential of a scenario-based interactive learning system to enhance students' LLM-based learning abilities.
Presenting a scalable learning intervention model that can be integrated into existing LLM tools such as ChatGPT.
By understanding instructors' attitudes and current status toward utilizing LLM, we suggest the possibility of designing learning interventions suitable for actual educational environments.
Limitations:
The study was limited to computer science education at the early-stage college level. Further research is needed to determine generalizability to other academic disciplines or grade levels.
The number of participants was relatively small (instructors N=36, students N=22). A larger study is needed to increase the generalizability of the results.
There is a lack of follow-up research on long-term learning outcomes and changes in LLM usage habits.
Further clarification may be needed regarding the definition and scope of instructional prompting.
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