Wookhee Min
Bio
Wookhee Min is a Senior Research Scientist in the Department of Computer Science at NC State University. His research focuses on adaptive learning technologies, with an emphasis on game-based learning environments, multimodal learning analytics, user modeling, and natural language processing.
Min serves as the Managing Director of the NSF AI Institute for Engaged Learning (EngageAI) and is a member of the Center for Educational Informatics. He is a Co-Principal Investigator on several federally funded projects, including AI Play, which introduces artificial intelligence to middle school students and teachers through workshops, camps, and school-based programs while examining pathways to engage rural students in AI careers; ExplainIt, which seeks to transform undergraduate STEM education through an explanation-based classroom response system that provides real-time support to students and instructors; and CompGen, which develops machine learning-driven, competency-based scenario generators that deliver tailored synthetic training experiences in support of competency-based experiential learning.
He earned his Ph.D. in Computer Science from NC State University in 2016, where he was advised by Dr. James Lester. His work has received recognition, including a best paper award.
Publications
- A Dialogue-Based Learning Analytics Framework for Collaborative Game-Based Learning , Proceedings of the AAAI Conference on Artificial Intelligence (2026)
- A fairness-centric approach to stealth assessment in collaborative game-based learning , Journal of Research on Technology in Education (2026)
- An Explanation-Based Classroom Response System for Real-Time Analysis of Undergraduate Students’ Natural Language Explanations , Proceedings of the AAAI Conference on Artificial Intelligence (2026)
- Collaborative Dialogue Analysis for Productive Problem Solving , (2026)
- From Embeddings to Chatbots: Playful NLP Activities for Middle School AI Literacy , Proceedings of the AAAI Conference on Artificial Intelligence (2026)
- Topic-Level Feedback Summarization for an Explanation-Based Classroom Response System , (2026)
- "Like a GPS": Analyzing Middle School Student Responses to an Interactive Pathfinding Activity , (2025)
- A Multimodal Classroom Video Question-Answering Framework for Automated Understanding of Collaborative Learning , (2025)
- Applying Large Language Models to Enhance Dialogue and Communication Analysis for Adaptive Team Training , International Journal of Artificial Intelligence in Education (2025)
- Building Capacity for K-12 AI Education: A Non-Computer Science Teacher’s Experience , Proceedings. (2025)
Grants
Recent years have seen a growing recognition of the national STEM workforce shortage. Although problems abound in all STEM disciplines, the shortage is particularly acute in information and communications technology. This is especially true in artificial intelligence (AI), a field of computer science that focuses on the design of computing systems that solve problems involving human-like capabilities including reasoning, learning, and natural language. Engaging middle-grade students, especially those from underserved populations, in artificial intelligence through the creation of lifelike AI for digital games offers a promising approach to encouraging students to pursue innovative computing careers. The AI Play project will engage students in a broad range of computing activities centered on creating AI for games. The project will see the development of a learning environment and curriculum that introduces artificial intelligence into middle school emphasizing connections to the CSTA K-12 Computer Science Standards. The AI Play project will host a series of five-day camps for underserved populations where students will engage in hands-on learning activities under the guidance of teachers and undergraduate computer scientists, who will serve as mentors and role models as the students engage in artificial intelligence, while designing and developing AI for games. The final year of the project will see an evaluation of the AI Play program and its impact on students������������������ learning and interest in artificial intelligence.
The overarching objective of this project is to investigate how explanation-based classroom response systems can significantly improve student learning in STEM undergraduate education. It has been widely demonstrated that students who engage in self-explanation learn much more effectively than students who do not engage in self-explanation. By explaining concepts and examples as they learn, students trigger the self-explanation effect, which causes them to actively probe their own understanding, to learn much more deeply. However, students in undergraduate STEM courses have limited opportunity to engage in self-explanation. Building on our prior NSF-supported research on natural language processing-based STEM learning environments, we will investigate student learning in undergraduate STEM classrooms with an explanation-based classroom response system. The system will fundamentally change classroom dynamics by supporting both students and instructors. It will support students by instantly providing realtime formative assessment of their explanations. It will support instructors by instantly providing a summary and analysis of students������������������ explanations in aggregate, which will enable instructors to make immediate adjustments to pedagogy. Together, these benefits will synergistically lead to improved student learning and stronger student engagement in STEM classrooms.