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dc.contributor.advisorKalyan Veeramachaneni.en_US
dc.contributor.authorO'Sullivan, John J. Den_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2018-08-08T19:49:16Z
dc.date.available2018-08-08T19:49:16Z
dc.date.copyright2017en_US
dc.date.issued2017en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/117320
dc.descriptionThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 65-66).en_US
dc.description.abstractTeach2Learn is a website which crowd-sources the problem of labeling natural text samples using gamified education as an incentive. Students assign labels to text samples from an unlabeled data set, thereby teaching superised machine learning algorithms how to interpret new samples. In return, students can learn how that algorithm works by unlocking lessons written by researchers. This aligns the incentives of researchers and learners to help both achieve their goals. The application used current best practices in gamification to create a motivating structure around that labeling task. Testing showed that 27.7% of the user base (5/18 users) engaged with the content and labeled enough samples to unlock all of the lessons, suggesting that learning modules are sufficient motivation for the right users. Attempts to grow the platform through paid social media advertising were unsuccessful, likely because users aren't looking for a class when they browse those sites. Unpaid posts on subreddits discussing related topics, where users were more likely to be searching for learning opportunities, were more successful. Future research should seek users through comparable sites and explore how Teach2Learn can be used as an additional learning resource in classrooms.en_US
dc.description.statementofresponsibilityby John J.D. O'Sullivanen_US
dc.format.extent66 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleTeach2Learn : gamifying education to gather training data for natural language processingen_US
dc.title.alternativeTeach 2 Learn : gamifying education to gather training data for natural language processingen_US
dc.title.alternativeGamifying education to gather training data for natural language processingen_US
dc.typeThesisen_US
dc.description.degreeM. Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc1046087534en_US


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