Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software

Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the finding that students likely to experience reading difficulties are more likely to engage in behaviors associated with gaming the system. Using both observational and experimental data, we consider relationships between student reading ability, readability of specific math lessons, and behavior associated with gaming. We identify several readability characteristics of specific content that predict detected gaming behavior, as well as evidence that a prior experiment that targeted enhanced content readability decreased behavior associated with gaming, but only for students that are predicted to be less likely to experience reading difficulties. We suggest avenues for future research to better understand and model behavior of math learners, especially those who may be experiencing reading difficulties while they learn math.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-07-12
DOI
https://doi.org/10.5281/zenodo.15870267
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
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article

Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software

Zenodo (CERN European Organization for Nuclear Research)
Online Learning and Analytics
article

Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software

article en

Abstract

Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the finding that students likely to experience reading difficulties are more likely to engage in behaviors associated with gaming the system. Using both observational and experimental data, we consider relationships between student reading ability, readability of specific math lessons, and behavior associated with gaming. We identify several readability characteristics of specific content that predict detected gaming behavior, as well as evidence that a prior experiment that targeted enhanced content readability decreased behavior associated with gaming, but only for students that are predicted to be less likely to experience reading difficulties. We suggest avenues for future research to better understand and model behavior of math learners, especially those who may be experiencing reading difficulties while they learn math.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 48%
Online Learning and Analytics
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Math Content Readability, Student Reading Ability, and Behavior Associated with Gaming the System in Adaptive Learning Software · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS