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Yarbro, Jeffrey T.; Olney, Andrew M. – Grantee Submission, 2021
This paper explores the concept of dynamically generating definitions using a deep-learning model. We do this by creating a dataset that contains definition entries and contexts associated with each definition. We then fine-tune a GPT-2 based model on the dataset to allow the model to generate contextual definitions. We evaluate our model with…
Descriptors: Definitions, Learning Processes, Models, Context Effect
Zhongdi Wu; Eric Larson; Makoto Sano; Doris Baker; Nathan Gage; Akihito Kamata – Grantee Submission, 2023
In this investigation we propose new machine learning methods for automated scoring models that predict the vocabulary acquisition in science and social studies of second grade English language learners, based upon free-form spoken responses. We evaluate performance on an existing dataset and use transfer learning from a large pre-trained language…
Descriptors: Prediction, Vocabulary Development, English (Second Language), Second Language Learning
Botarleanu, Robert-Mihai; Dascalu, Mihai; Watanabe, Micah; Crossley, Scott Andrew; McNamara, Danielle S. – Grantee Submission, 2022
Age of acquisition (AoA) is a measure of word complexity which refers to the age at which a word is typically learned. AoA measures have shown strong correlations with reading comprehension, lexical decision times, and writing quality. AoA scores based on both adult and child data have limitations that allow for error in measurement, and increase…
Descriptors: Age Differences, Vocabulary Development, Correlation, Reading Comprehension
Dore, Rebecca A.; Shirilla, Marcia; Hopkins, Emily; Collins, Molly; Scott, Molly; Shatz, Jacob; Lawson-Adams, Jessica; Valladares, Tara; Foster, Lindsey; Puttre, Hannah; Toub, Tamara Spiewak; Hadley, Elizabeth; Golinkoff, Roberta M.; Dickinson, David; Hirsh-Pasek, Kathy – Grantee Submission, 2019
Despite the prevalence of educational apps for children, there is little evidence of their effectiveness for learning. Here, children were asked to learn ten new words in a narrative mobile game that requires children use knowledge of word meanings to advance the game. Study 1 used a lab-based between-subjects design with middle-SES 4-year-olds…
Descriptors: Vocabulary Development, Computer Software, Preschool Children, Language Tests
McMaster, Kristen L.; Kendeou, Panayiota; Bresina, Britta Cook; Slater, Susan; Wagner, Kyle; White, Mary Jane; Butterfuss, Reese; Kim, Jasmine; Umana, Cristina – Grantee Submission, 2019
We describe the design and development of a technology-based inference-making intervention system that includes a set of interactive learning modules, each of which engages students to (a) view age-appropriate children's videos, (b) learn vocabulary words that are central to main ideas in each video, (c) respond to inferential questions, (d)…
Descriptors: Inferences, Computer Software, Educational Technology, Technology Uses in Education
Rebecca A. Dore; Jennifer M. Zosh; Kathy Hirsh-Pasek; Roberta M. Golinkoff – Grantee Submission, 2017
Digital media and electronic toys are changing the landscape of childhood. How does this change impact language learning? In this chapter, we explore potential alignment between six established principles of language and children's engagement with digital media and electronic toys. We argue that electronic toys and digital media are not solely…
Descriptors: Vocabulary Development, Electronic Learning, Toys, Information Technology