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•
Adaptive and
Adaptable Learning
11th European Conference
on Technology Enhanced Learning, EC-TEL 2016
Lyon, France, September 13–16, 2016
Proceedings
123
Editors
Katrien Verbert Tomaž Klobučar
KU Leuven Jožef Stefan Institute
Leuven Ljubljana
Belgium Slovenia
Mike Sharples
The Open University
Milton Keynes
UK
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Chapters 2, 3, 17, 20, 22, 42, 45, 48, 56, 57, 76, 82, and 83 are distributed under the terms of the Creative
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The publisher, the authors and the editors are safe to assume that the advice and information in this book are
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give a warranty, express or implied, with respect to the material contained herein or for any errors or
omissions that may have been made.
The dedicated work of all the PC members as well as the additional reviewers must
be acknowledged. Only with their help was it possible to deal with the high number of
submissions and still meet all deadlines as originally planned.
Keynote presentations completed this competitive scientific program. Pierre
Dillenbourg from the EPFL Center for Digital Education, Switzerland, gave a pre-
sentation on “How Does TEL Research Inform the Design of Educational Robots?”
and Vincent Aleven from Carnegie Mellon University presented on “Adaptivity in
Learning Technologies: Kinds, Effectiveness, and Authoring.” A keynote from the
European Commission covered policy aspects of technology enhanced learning.
A plenary panel session was held on the theme of the conference – Adaptive and
Adaptable Learning. Two invited panelists from the artificial intelligence and education
community, Benedict du Boulay and Rose Luckin, joined the researchers from the TEL
community.
Demonstrations and posters had a pronounced role in the conference program.
A plenary session was organized as a “TEL demo shootout” in which the demon-
strations were presented to arouse the audience’s curiosity and highlight the unique
aspects. Later on, the demonstrations were shown in action, giving participants the
opportunity for hands-on experience, sparking discussions between researchers, prac-
titioners, and educational developers, providing a basis to vote for the best demo.
A plenary session was dedicated to an exhibition of posters, to foster discussion about
work in progress and research issues. Representatives from the industry also presented
and discussed their contributions to the field in the industry track.
The TEL community proposed and organized a set of stimulating workshops as part
of the conference. In all, nine workshops were selected from the proposals and were
organized. Some of them continue a series of well-established workshops on motiva-
tional and affective aspects in TEL and on awareness and reflection in TEL. Others, like
Pedagogical Grounded Learning Analytics Design, were new for 2016. A doctoral
consortium was organized concurrently with the workshops, which provided an
opportunity for PhD students to discuss their work with experienced TEL researchers.
We would like to thank the many contributors for creating a stimulating conference
of high quality. These include foremost the authors, the PC members and reviewers,
and the conference chairs, who all contributed to the program. We would also like to
thank an enthusiastic and dedicated local organization team who made EC-TEL
Preface VII
a smooth and memorable experience. The conference was partially supported by the
European Association of Technology-Enhanced Learning (EATEL), Springer, and
EasyChair.
Executive Committee
General Chair
Tomaž Klobučar Jožef Stefan Institute, Slovenia
Program Chairs
Mike Sharples The Open University, UK
Katrien Verbert KU Leuven, Belgium
Workshop Chair
Christian Glahn University of Applied Sciences HTW Chur,
Switzerland
Industry Chairs
Franck Tarpin Bernard SBT Group, France
Pierre Dubuc OpenClassrooms, France
Dissemination Chairs
Christine Michel INSA de Lyon, France
Karim Sehaba Université Lumière Lyon 2, France
Program Committee
Additional Reviewers
Full Papers
Short Papers
Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring . . . 363
Natasa Brouwer, Bert Bredeweg, Sander Latour, Alan Berg,
and Gerben van der Huizen
Demo Papers
Poster Papers
Finding the Needle in a Haystack: Who are the Most Central Authors
Within a Domain?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 632
Ionut Cristian Paraschiv, Mihai Dascalu, Danielle S. McNamara,
and Stefan Trausan-Matu
Learning Experiences Using Tablets with Children and People with Autism
Spectrum Disorder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640
David Roldán-Álvarez, Ana Márquez-Fernández, Estefanía Martín,
and Cristian Guzmán
1 Introduction
Videos are considered one of the main resources for learning. For instance, YouTube
was ranked the second most popular social resource that has been used for informal
learning by students [1]. One of the challenges that faces the learners and tutors is the
tremendous amount of videos available in social environments (e.g. 300 h of video are
uploaded to YouTube every minute1). Finding the right videos can be time consuming,
especially if the learner is seeking knowledge in ill-defined domains such as culture or
body language.
Social interactions around videos (e.g. user’s textual comments, likes, dislikes, etc.)
offer a rich source of information about the video itself, the users, and the subject
domain. These interactions can provide access to diverse perspectives on the subject
domain and users can learn from each other vicariously.
In “The Wisdom of Crowds”, Surowiecki argues that one of the elements to have a
wise crowd is to have a diverse crowd [2]. A diverse crowd could provide different
1
http://www.statisticbrain.com/youtube-statistics/.
The rest of the paper is structured as follows: Sect. 2 positions this research in
related techniques used to analyse user comments and introduces a diversity framework
that informed the development of the model for this paper. Section 3 introduces the
proposed semantic-driven diversity model and the steps to operationalise the model.
Implementation of the model as the Semantic-Driven Diversity Analytic Tool (SeD-
DAT) is presented in Sect. 4. Section 5 shows the results from the application of
SeDDAT in a study with YouTube videos. Section 6 concludes and presents future
directions.
2 Related Work
Techniques for Classification and Ranking of Videos. Data mining techniques have
been used to exploit the richness of user interactions around videos, especially user
comments, for various purposes. For example, a mechanism for filtering comments was
proposed by Serbanoiu & Rebedea to identify relevant comments on YouTube videos
using classifications and ranking approaches [3]. Similarly, using classification tech-
niques a study by Siersdorfer et al. shows that community feedback on already rated
comments can help to filter and predict ratings for possibly useful and unrated com-
ments [4]. Using the state-of-the-art in learning to rank approaches, the user interac-
tions or “social features” were shown to be a promising approach for improving the
video retrieval performance in the work introduced by [5]. For improving video cat-
egorisation, a text-based approach was conducted to assign relevant categories to
videos, where the users’ comments among all the other features gave significant results
for predicting video categorisation [6]. Underpinned by data mining techniques,
Ammari et al. used user comments on YouTube videos to derive group profiles to
facilitate the design of learning simulated environments [7]. Galli et al. conducted a
study that used different data mining techniques to analyse user comments to introduce
a re-ranking method which produced a new ordered list of videos that is originally
provided by the YouTube recommender [8].
Semantics Techniques for Diversity Modelling. Semantics offers a great potential
for diversity modelling by providing an explicit structure to position the model within
the domain of interest. A new research stream in exploration of diversity of individual’s
views in social media platform has emerged. A formal framework has been developed
for extracting individual viewpoints from semantic tags associated with user comments
[9]. Research has shown that linked data can be a useful source for enriching user
modelling interactions when bringing new user dimensions, such as cultural variations
A Semantic-Driven Model for Ranking Digital Learning Objects 5
[10]. New work has also emerged on the interpretation and analysis of social web data
with a strong focus on cultural differences - for example, a comparison between Twitter
and Sina Weibo [11]. Likewise, recent work has also shown how data analytics can
benefit the workforce engagement in enterprise contexts [12].
Framework for Understanding Diversity. An extensive study by Andy Stirling on
measures for diversity shows how diversity has gained interest in different disciplines
such as ecology, economics and policy [13]. His study shows that diversity has been
measured based on three different dimensions, using Stilring’s terminology, variety,
balance and disparity. These dimensions have been used in three different ways to
indicate the level of diversity: one concept diversity (e.g. variety only as in ecology); or
dual concept diversity by combining two dimensions (e.g. variety and balance as used
in economics), or triple concept diversity as a combination of variety, balance and
disparity (e.g. as an aggregated value of the three dimensions as proposed by Stirling).
The Stirling framework has been used in different domains, such as cultural diversity
for policy and regulation [14], cultural diversity in the cinema, television and book
industries [15–17], and spread of subjects in interdisciplinary research [18]).
Informed by the Stirling diversity framework, this research uses the semantic
annotations of user comments on videos to facilitate video ranking according to
diversity.
The diversity dimensions, variety, balance and disparity are defined as follow
[19, p. 709]:
– Variety is “the number of categories into which system elements are apportioned”.
– Balance is “a function of the pattern of apportionment of elements across
categories”.
– Disparity is “the manner and degree in which the elements may be distinguished”.
Underpinned by semantic techniques, these dimensions will be used separately and
in combination as indicators to measure diversity in user comments against an ontology
representing a domain of interest, which will be labelled as domain diversity.
3.1 Preliminaries
Basic Components. The main input of the proposed model for measuring diversity is
a set of textual comments T ¼ ft1 ; t2 ; . . .; tn g which have been created by users U ¼
fu1 ; u2 ; . . .; um g while interacting with a set of digital objects D ¼ fd1 ; d2 ; . . .; dk g.
Social Cloud Components. Every digital object d has a set of users U ðdÞ ¼
fu1 ; u2 ; . . .; umd g who commented on d; where every user ui 2 U ðdÞ has written at
least one comment on d.
6 E. Abolkasim et al.
Ec ¼ f8e cjc 2 CX ^ Ec E
A Semantic-Driven Model for Ranking Digital Learning Objects 7
K ¼ f8cjjEc j [ 0g
v ¼ jK j ð1Þ
Balance b. The proportions pi of entities from annotation across the ontology super
classes that are identified for variety K. Shannon Entropy index is used for this
research. An alternative, Shannon Evenness, is not used as it will give infinity results
when variety is equal to one.
Xv
b¼ i¼1
pi ln pi ; where ð2Þ
jEc j
pi ¼
jcj
Disparity d. The manner and degree in which the entities from annotations may be
distinguished. This investigates how scattered/dispersed the entities from annotations
are within their super classes, which could be referred to as disparity within categories.
An internal validation index Ball-Hall [20], based on clustering, is adapted to measure
the dispersion dis(c) within each super class where a semantic distance measure
(shortest path [21]) is used to calculate the distances between entities for each super
class.
1 Xv
d¼ disðci Þ; where; ð3Þ
v i¼1
2
1 XjEc j
disðcÞ ¼ minðpathp ðej ; mc ÞÞ ;
jEc j j¼1 8p
2
A medoid is the most centrally located item in a cluster that has minimal average distances to all the
other items in the cluster [22].
8 E. Abolkasim et al.
Fig. 1. The process of producing ranked digital objects according to diversity in user comments.
digital object metadata. To calculate domain diversity, SeDDAT retrieves the entities
from an xml file and then uses the extracted entities for further calculations.
Output: Given the domain ontology, the algorithms of this tool calculate a vector of
the three diversity dimensions (variety, balance and disparity) for each digital object.
Figure 1 shows how SeDDAT is used for measuring the diversity in user comments.
The process goes through three layers: the social interactions layer, where the social
cloud (user comments, user profile, and digital object metadata) is collected; the
semantic layer, where a selected domain ontology is used to annotate the user com-
ments; and the diversity analytics layer, where SeDDAT extracts the entities used in the
annotations of the user comments, calculates the diversity of these entities that are
mapped against the domain ontology, and ranks the digital objects according to the
selected metrics.
In order to test the proposed diversity model, SeDDAT was used on a set of videos
about job interviews. Apart from the verbal communications, body language is one of
the aspects that may influence the outcome of the interaction between the interviewer
and interviewee. In an increasingly inclusive and diverse society, it is important to
understand the different possible interpretations of the body language signals to avoid
misunderstanding. This study aimed to test the usefulness of the diversity metrics in the
selection of videos that contain the most diverse range of comments relating to body
A Semantic-Driven Model for Ranking Digital Learning Objects 9
language in job interview. There is an assumption that the higher the diversity, the
higher the potential of a video for broadening and deepening the learners’ awareness.
Fig. 2. A protégé snapshot of the domain categories (top super classes) of the selected domain
ontology.
5.3 Results
The extracted entities from annotations were passed through the three algorithms
designed to calculate the diversity dimensions as shown in Fig. 1. The results (data
associated with each video as well as diversity dimensions) were saved in a spreadsheet
3
http://imash.leeds.ac.uk/ontology/amon/BodyLanguage.owl
10 E. Abolkasim et al.
Table 1. Sample results of seven YouTube videos sorted by video IDs (smallest to largest).
Video ID #Comments #Entities Variety Balance Disparity
103 25 6 2 0.32 39.4
190 5 2 1 0.01 60.5
209 74 48 4 0.68 20.08
363 4 16 3 0.39 25.28
402 425 105 6 1.14 10.65
403 293 68 4 0.85 14.83
788 45 35 5 0.75 15.95
for further analysis. Table 1 shows the diversity dimensions of a sample of seven
YouTube videos with some of the associated data: video ID and number of comments
and entities from annotations.
(1) Ranking Based on Variety. Videos with high variety indicate that the comments
have covered most or all of the high level aspects of the domain (i.e. the entities from
annotations are apportioned to different domain categories). Therefore, to identify
videos that covered a variety of domain aspects, the video ordering can be based on the
highest to smallest values for variety. As can be seen in Table 2, comments on the top
video 402 covered six domain categories (body sense function; body position; object;
body language; body motion; and body language signal meaning) compared to the
bottom ranking video 190 that had comments covering only one domain category
(body language signal meaning).
(2) Ranking Based on Balance. Videos with a high value in balance mean that
comments covered evenly the aspects of the domain (i.e. the entities from annotations
are well proportioned across domain categories). See Table 3 for the list of videos
sorted based on balance. The video 402 was ranked top, because the proportions pi of
its entities are higher compared to the other videos. Table 4 shows the proportions, as
defined in formula 2 in Sect. 3.2, of the two top videos 402 and 403. For example,
body language signal meaning has a total of 1336 entities (classes and instances), and
the proportions of videos 402 and 403 are 52 and 40 respectively.
A Semantic-Driven Model for Ranking Digital Learning Objects 11
Table 4. The proportions of videos 402 and 403 across the eight domain categories.
Video Body Body Body Body Object Nonverbal Kinesics Body
ID language position motion language (256) communication (1) senses
signal (33) (118) (429) (1) function
meaning (6)
(1336)
402 52 1 13 4 32 0 0 4
403 40 0 9 0 17 0 0 2
(3) Ranking Based on Disparity. Videos with high disparity indicate that the com-
ments cover distinctive aspects within the domain categories (i.e. the entities from
annotating the comments are widely scattered within their domain categories).
Therefore, to identify videos that triggered distinct domain aspects around their content,
the videos can be order largest to smallest according to their disparity value as can be
seen in Table 5.
Ranking based on disparity shifted the top videos (e.g. videos 402 and 403) that
were ranked based on variety or balance to the bottom. Similarly, the video 190 that
was ranked bottom for variety and balance came top here.
To investigate this further, the ranked videos were inspected closely using the
(a) video content, (b) number of comments, (c) number of entities from annotations,
and (d) samples of user comments. Also, a correlation between the number of user
comments and the diversity dimensions was conducted.
12 E. Abolkasim et al.
As can be seen in Table 6, the number of comments correlates significantly with the
diversity dimensions. The comments correlate positively with variety and balance and
negatively with disparity. For example, video 402, which had the highest number of
comments (i.e. 425), presents seemingly the appearance (dress code and makeup)
appropriate for working in a certain company, but the comments covered most of the
domain aspects related to body language (highest variety), and more evenly compared
to other videos (highest balance). On closer inspection, the majority of the comments
converged around ‘racial’ theme triggered by watching the video or by discussing the
company’s policy, which might be the cause of the low disparity value.
Table 6. The correlation between the number of comments and diversity dimensions.
The snapshots are obtained using the framework ViewS4 implemented by Despotakis
[23]. As can be seen in Fig. 3 on the left side, the two entities of video 190 are widely
scattered within the domain category (i.e. the semantic distance between the entities is
high). On the other hand, the entities on video 402 are closely distributed within the
domain category (i.e. the semantic distance is low).
Fig. 3. The dispersion of the entities within the domain category body language signal meaning
for the videos 190 and 402.
Combining social computing and semantic annotation techniques, this paper presented
a novel mechanism to rank videos based on the diversity in user comments of these
videos. The proposed ranking tool harvests and utilises the richness of the social cloud,
specifically the comments, to benefit tutors and learners by identifying the videos that
have the potential to diversify the learner’s perspectives.
In the future, this research will extend to the other components of the social cloud,
such as user profiles and videos’ metadata, to (a) better understand the diversity of the
learners and the users who commented on the videos, and (b) enhance the ranking and
recommendation. For example, the user profile can help to understand the
user/commenter diversity, which in turn can be used with the user’s own comments on
videos that he/she has previously watched to nudge him/her to videos that diversify the
current knowledge.
4
A graph in ViewS shows the entities (classes and instances) of a domain category (super class). The
colored (darker) shapes are the entities from annotating the comments on the video and the uncolored
ones are the entities not present in the user comments.
14 E. Abolkasim et al.
Moreover, the effectiveness of using the Stirling diversity index [19], calculated by
aggregating the three diversity dimensions (variety, balance, and disparity), will be
investigated, where other indexes for measuring the diversity dimensions will be
explored as appropriate.
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Social Facilitation Due to Online
Inter-classrooms Tournaments
1 Introduction
There is ample evidence that schools have not changed dramatically over the last few
centuries [4, 15]. Even after the introduction of textbooks, students continue to spend
their class time by primarily listening to lectures and taking notes. Why does education
seem so immune to transformations? Labaree [15] argues that education is a far more
complex domain than other areas. For example, he compares a typical nuclear power
facility with a school. Since every component of a nuclear facility is causally inter-
related with the others, it is much easier to trace the source of any deficiencies and fix
them accordingly. Schools, conversely, are composed of completely independent units:
isolated classrooms. If one classroom performs well, it does not immediately produce
an effect on parallel classrooms. Superintendents and principals generally track mean
performance across classrooms and, on average, good and bad performances cancel
each other out. Therefore, on the whole, the school remains highly stable. In this paper,
we provide some empirical evidence to suggest that this situation can be radically
transformed by information technology, game-based learning, and, in particular, by
online inter-classrooms tournaments.
© The Author(s) 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 16–29, 2016.
DOI: 10.1007/978-3-319-45153-4_2
Social Facilitation Due to Online Inter-classrooms Tournaments 17
On the other hand, from a psychological point of view, learning requires several
cognitive resources: working memory, long-term memory, attention, unconscious and
conscious mechanisms, representation mechanisms and metacognitive processes [20].
When starting with a problem, perceptual pattern detection and nature of problem
recognition processes are activated. A strategy is then selected from long-term memory.
This selection depends on the familiarity with the problem. If the problem is unfamiliar,
basic procedures are explored and used. After developing fluency through extensive
practice, attentional resources are then freed up. Strategy discovery processes then
become activated, leading to the combination of old strategies and the construction of
new ones. Therefore, learning requires practice. With each new level of complexity,
practice is required to ensure proficiency and free up attentional resources in order to
start a new cycle of discovery and further learning.
However, practice requires strong motivation. Therefore, the main challenge facing
the teacher is motivating their students. In order to do so, teachers need effective tools
with which to connect with their students and engage them in learning activities. Play is a
natural tool and is ideal for repetitive practice [5]. While playing, students are constantly
practicing. Social play is even more engaging than playing alone, and it is arguably even
more natural. It is an ecologically-valid educational strategy used by mammals and
several other animals [17]. In a classic study from 1898 [23], Triplett found that cyclists
were faster when competing against others than when racing alone. This effect is called
social facilitation and has subsequently been found in other tasks and other animals [26,
27]. Brains have evolved for action [11], but actions with others are more engaging. The
hunter-gatherer brain is particularly well-adapted to collaborating and learning from
others in order to compete with neighboring groups. Intergroup competition may
therefore be older than our species’ heavy reliance on cultural evolution [13]. Tribal
warfare is a chronic occurrence [7] and by no means the exception. However, cooper-
ation is a very powerful weapon for competition. It evolved not due to benevolence, but
because it provides an advantage when it comes to survival [12]. “Us against Them”
situations generate a strong motivation to learn together, compare strategies, help each
other, improve and keep trying. In these situations, learning is a pressing matter and an
urgent need, as well as being more meaningful. The brain immediately perceives the
benefit of practicing, and the benefit is not decades away in the future. This is an
important emotional effect that can boost performance. These findings from anthro-
pology and evolutionary psychology suggest that there is a big opportunity for team
games in education. Team games capture these biologically primary motives and could
therefore be used to increase motivation and learning of academic contents.
Social play is hardwired for learning, but it is better suited to acquiring biologically
primary skills [9], such as hunting, fighting and mating. It is not always obviously
suited to academic knowledge, such as fractions or word problems. Academic contents
are biologically secondary knowledge [9]. They are the product of several millennia of
cultural development, and are not easily grasped. They require thousands of hours of
intensive practice and guided instruction. Furthermore, when there are several children
playing simultaneously, managing them and making sure they are learning is a com-
plicated task. Even in games with very well-defined and widely-understood rules, the
challenge of classroom management is far more complex than in a traditional
lecture-based class.
18 R. Araya et al.
Nonetheless, there is a long history of using team games in classrooms for aca-
demic subjects [14, 16, 21] and tournaments [21]. For example, Slavin [21] proposes
Team-Games-Tournaments (TGT), in which every week students from a class compete
against members of other teams from the same class. In mathematics, Edwards et al. [8]
measured the effect of a non-simulation (no attempt to simulate aspects of reality),
non-computer based math game played intra class by teams of 4, competing in a
tournament over the course of 9 weeks. Ninety six 7th graders from two low ability and
two average ability classes were taught equations, and met twice per week. One low
ability class and one average ability class participated in the tournament, while the
other two classes were control groups who were taught following traditional classroom
methods. Significant interaction and improvement was obtained in the low ability class,
and learning rates were more similar in the experimental classes than in the control
ones. This is a game where math skills are needed for winning, and which allows for
peer tutoring. During the game, the students receive immediate feedback, while each
individual’s score is made publicly available.
From the teacher’s point of view, team games provide a unique environment for
teaching. The teacher can easily form emotional connections with the students,
empathize with them and be their leader. Our brains have also evolved to follow a
leader in our conflict against other tribes. This opportunity is optimized when teams
comprise the whole class. In this case, the students can truly trust their teacher as there
is no conflict of a teacher helping rival teams. Instead, they only provide academic and
emotional support to their own class. Empirical evidence shows that students learn the
most in classrooms where the students feel they can trust the teacher [6]. In inter-class
competitions, students can truly trust their teacher. Therefore, they should be more
open to receiving instructions and feedback from the teacher. Additionally, in
inter-class tournaments, students identify as members of their class. With massive
online synchronous tournaments between classes, we can recreate the powerful “Us”
against “Them” environment and, therefore, activate ancestral intra-group collaboration
and social motivation mechanisms.
In this paper, we reveal empirical evidence from a game played by teams. Each
team is formed by all of the students in a class. This is an innovation and a challenge.
According to the cooperative learning literature [14, 16, 21], large teams are not
efficient for academic learning. The larger the group size, the fewer the members that
can participate [14]. Edwards et al. [8] suggest that when teams have more than 5
members, it does not allow the majority of the students to participate. In this paper, we
explore the effect of large teams. Some classes have more than 30 students. Another
difficulty is that classes are of different sizes, ranging from 20 to 40 students. Moreover,
the classes are not homogenous. Instead, they comprise students of very different levels
of ability. Mixed-ability classes are an extra challenge when the teacher has to make
sure that all of the students have to learn.
To the best of our knowledge, games involving teams made up of a whole class are
not used for academic learning. In [3] we reflect on several years of experience with
massive computer-based team tournaments and in [1, 2] we look at massive online
multiplayer tournaments for mathematical modeling that are held once or twice a year,
with teams from hundreds of schools competing against each other. However,
Social Facilitation Due to Online Inter-classrooms Tournaments 19
these were teams of 12 students selected from a class or from several classes in the
same grade level at each school.
2 Methods
Fourteen entire 4th grade classes from 12 schools prepared for an inter-classroom
tournament at the end of 2015. All of the schools are in low socio economic status
(SES) communities. Prior to the tournament, the schools participated in three training
sessions. The first training session was held during the fourth week of October. In total,
271 students practiced word problems using a non-game mode of the ConectaIdea
web-based computer platform. This is a platform where the classroom teacher and a
remote teacher track student performance in real time, detect which students are having
difficulty, and provide just-in-time support using a chat function included in the plat-
form. Later, during a session held in November, 282 students played the Espiral
Mágico game within their class. Subsequently, in another session held one or two
weeks later in November, 255 students again played Espiral Mágico within their class
(Fig. 1). Espiral Mágico is an online board game included in the ConectaIdea platform.
This game is designed to help students learn how to tackle word problems. After these
3 training sessions, the tournament was held on December 9th, involving 217 students
(87 girls and 130 boys) from 10 classes, with an average age of 9.99 years and a
standard deviation (SD) of 1.90 years. The average class size was 21.7 students, with
the smallest class comprising 17 students and the largest 29. During the tournament, all
of the classes played against each other synchronously for 60 min. Four of the classes
could not join the tournament due to scheduling difficulties. Therefore, the statistics and
results that are presented below are taken from the 10 classes that participated in the
tournament. During the tournament, the students played the same game that they had
played in the two final training sessions, though this time it was played using the
inter-classroom tournament mode. In this particular mode, the game is played by pairs
of students from different schools that compete against each other, but the score for
each class is the average score for all of the students in the class. Each class’ score is
continuously updated and displayed as a ranking every 5 min on each student’s
computer.
Why use a board game? According to the National Mathematics Advisory Panel
[24], board games are “particularly effective in improving low-income preschoolers’
numerical knowledge and reducing discrepancies in the numerical knowledge that
children from low- and middle-income homes bring to school.” They are engaging and
effective for classroom context [18]. Espiral Mágico is a board game that has been
designed to practice word problems using the curricular content selected by the teacher.
Why word problems? As stated in the National Mathematics Advisory Panel report
[24], word problems are the most challenging curricular content in elementary school
mathematics, and they are an essential prerequisite for learning algebra. Furthermore,
two topics from the curriculum were selected for the tournament: “properties of 0 and 1
for multiplication and divisions”, and “solving equations and inequations using addi-
tion and subtraction with natural numbers up to 100”. Therefore, the word problems
that were presented required the use of these two curricular contents. Examples of such
20 R. Araya et al.
Fig. 1. Screen shot of the Espiral Mágico board game posing a word problem. It is a spiral path
that starts in the upper-left corner, where the start cell is located. The path ends at the center of the
board, where the goal is located. It runs clockwise. The word problem is located in the bottom
right of the screen. The solution gives the number of positions that the player has to move one of
her three beads. The player chooses the most convenient bead. If, after moving the bead, it ends
up in a cell containing a number in large writing, then she has to move the bead forwards or
backwards the corresponding number of squares. If the bead ends up in square with a monster
then her bead goes to the start cell. If her bead ends up in space containing one of their rival’s
counters, then that rival’s bead goes back to the start cell. Therefore, the player has to
strategically select which bead to move. The player that reaches the goal cell first gets extra
points and the play is over.
word problems include (Fig. 1): “The number that when subtracted from 30 the result
is 18”, “The number that when added to 18 equals 36”, “the result of adding 12 and 0,
divided by 10”, etc.
The tournament is run by a tournament administrator. This is an independent
teacher that remotely presents the game and the participating schools, cheers the teams
along and constantly announces the updated ranking. He has the support of a video
streaming engineer who broadcasts one way video to every class, and he also has the
support of a chat manager, who answers questions from teachers and students (Fig. 2).
Every class connects to a web page at a certain pre-defined time. Each class plays as a
team. Every 5 min, a ranking with each class’ score is published. However, the score of
each individual student is also recorded and specific feedback is automatically given to
each student according to his particular performance. As [14, 21] underline, individual
accountability and team goals are two critical features in collaborative learning. During
the tournament, each student solved an average of 11.8 word problems, with a SD of
4.3 problems.
Social Facilitation Due to Online Inter-classrooms Tournaments 21
Fig. 2. From left to right, (i) one engineer tracks the video streaming and supervises the
students’ connection to the game, one teacher manages the video streaming chat, and one teacher
introduces and runs the tournament via video streaming and announces the class ranking every
5 min, (ii) one of the ten participating classes; (iii) another of the ten participating classes. The
teacher that runs the tournament can be seen in the projections on the classroom walls.
In each class we define students that are weak at math as those with a grade point
average (GPA) that is below their class average. The rest of the students are defined as
being strong at math. From herein after, we will refer to them as the weak and strong
students, respectively. The GPA is calculated based on several online tests taken by the
students throughout the year using the ConectaIdeas platform. All of the classes took
the same tests. The scale goes from 1 (the minimum) to 7 (a perfect score). The mean
GPA in math for the students that participated in the tournament was 4.5, with a SD of
0.86. Overall, the tournament featured 113 weak students and 104 strong students. The
mean GPA for the weak students was 3.93, with a SD of 0.63. On the other hand, the
mean GPA for the strong students was 5.17, with a SD of 0.56. Note that there is a
significant gap between these two means. As shown in Fig. 3, the strong students
scored 1.24 points more than the weak students. If we measure this gap in terms of the
SD of the GPA for the weak students, the result is 1.24/0.63 = 1.97 SD. Measured in
terms of the SD of the mean of the GPA for the weak students, this gap is 20.5 SD. This
is not only statistically significant, it is a huge gap.
Fig. 3. GPA and performance during the tournament by weak and strong students, shown with
confidence intervals.
22 R. Araya et al.
The mean performance by the students during the tournament was 5.1, with a SD of
1.65. As shown in Fig. 3, the mean performance by the weak students was 4.82, with a
SD of 1.74. On the other hand, the mean performance by the strong students was 5.45,
with a SD of 1.47. Therefore, the mean performance by the weak students was 0.64
points lower than the mean performance by the strong students. This is 50.8 % of the
aforementioned gap between their respective GPAs. Expressed in terms of the SD of
the performance by the weak students, the gap is 0.64/1.74 = 0.36 SD. Although a
significant gap, it is much lower than the gap of 1.97 SD between the GPAs. In fact, the
gap that was witnessed during the tournament is only 18.4 % of the gap between the
students’ GPAs. This result means that during the tournament the gap between the
strong and weak students is significantly reduced. This is an important finding.
However, there can be several possible explanations.
from the training sessions. As mentioned previously, three training sessions were held
before the tournament. In the first session, the students used the same ConectaIdea web
platform with the same type of word problems as those used in the tournament,
although the platform was not set to game mode. The platform provided word problems
and gave instant feedback. The teacher tracked the students’ performance in real time
using her tablet and provided support to those who were struggling the most. In this
training session 146 students participated that later also participated on the tournament.
75 were weak students and 71 were strong students. The mean performance by the
weak students was 4.61, with a SD of 1.79. The mean performance by the strong
students was 5.63, with a SD of 1.42. This means that in this non-game-based activity
there is a significant difference in performance between the weak and strong students; a
gap of 1.02 points. This is similar to the gap between the mean GPA for the weak and
strong students. Moreover, as shown in Fig. 4, there is a significant correlation between
student GPA and performance in this non-game-based activity: student perfor-
mance = 0.93 GPA + 0.80 with an R2 of 0.20. However, the correlation between GPA
and student performance during the tournament is close to zero, with an R2 of 0.04.
Thus the results from this training session confirm that the Espiral Mágico game was
not easier than the normal tests and that it did not mostly contain only easy or difficult
problems. They also suggest that the game-based nature of the activity makes a dif-
ference to the weak students.
Fig. 4. GPA and performance during the non-game-based training session by the 146 students
who participated in the training session, and GPA and performance during the tournament by the
217 students who participated in the tournament.
sessions. These were sessions where the students played the same game using the same
type of word problems. In these two warm up tournaments, the students did not play
against students from other classes. Instead, the students played one-on-one against
another student from their class, without forming teams. 145 students participated in
the second training session. The mean performance by the students during the training
session was 4.76, with a SD of 1.92. This was slightly higher than the mean GPA,
which was 4.49. Here, the difference is just 0.27 points, which corresponds to 14 % of
the SD of the students’ performance during this training session. The gap between the
weak and strong students was 0.71 points. 156 students participated in the third training
session. In this case, the mean performance by the students was 4.30, with a SD of
1.59, which is 0.19 points lower than the mean GPA. This difference is 12 % of the SD
of the students’ performance during this final training session. The gap between the
weak and strong students was 1.04 points. These facts therefore suggest that it is not
just the game-based element that leads to significant improvement by weak students;
instead it may be the social nature of competing between classes. The “Us” against
“Them” ancestral mechanism, which is more strongly activated in inter-class tourna-
ments, appears to be the most important driver of motivation and improvement among
weak students.
In order to explore this motivational mechanism we can get insights from the
evolutionary psychology literature. According to Geary [10], boys tend to form larger
groups, which is normal when preparing for inter-tribal conflicts. Girls instead tend to
form much smaller groups, with more intense and lasting relations. Thus, boys are
more easily motivated by large group collaboration in preparation for inter-group
conflicts. Therefore, a prediction from evolutionary psychology is that if the
inter-classrooms nature of the tournament is indeed the mechanism that boosts per-
formance among weak students, then there should be a gender difference in the
improvement made by weak students. Since the tournament provided us with infor-
mation on weak and strong male and female students, then we can confirm or refute
this prediction.
There were 89 girls that participated in the tournament, 42 with a weak GPA and 47
with a strong GPA. As shown in Fig. 5, the mean GPA among the weak female
students was 4.00, with a SD of 0.56, while the mean GPA among the strong female
students was 5.18, with a SD of 0.60. In other words, there was a gap of 1.18 points
between the two groups. This gap represents 2.1 SD of the GPA for the weak female
students. On the other hand, the mean performance during the tournament by the weak
female students was 4.37, with a SD of 1.97. The mean performance during the
tournament by the strong female students was 5.53, with a SD of 1.42. This perfor-
mance is slightly higher than the mean performance by the strong male students, which
was 5.33, with a SD of 1.52. The gap between the weak and strong female students
during the tournament was 1.16 points. This is very similar to the gap in their GPA.
However, it now represents only 0.59 SD of the GPA for the weak female students.
This means that the gap during the tournament is 28 % of the gap in GPA. In the case
of the boys, the weak male students had a mean GPA of 3.89, with a SD of 0.68, and
the strong male students had a mean GPA of 5.15, with a SD of 0.52. This means that
the gap is 1.26 points, which is 1.85 SD of the GPA for the weak male students. During
the tournament, the mean performance by the weak male students was 5.08, with a SD
Social Facilitation Due to Online Inter-classrooms Tournaments 25
Fig. 5. GPA and performance during the non-game-based training session, and GPA and
performance during the tournament, shown with confidence intervals.
of 1.53, while the mean performance by the strong male students was 5.33, with a SD
of 1.52. In this case, the gap is just 0.25 points. It is much lower than the gap in GPA.
In terms of SD, the gap in the tournament is 0.16 SD of the GPA for the weak male
students. Therefore, the gap during the tournament is 9 % of the gap in GPA. This is a
huge decrease; much bigger (3 times) than the decrease in the gap for the girls. The
empirical evidence regarding the gender difference for the improvement made by weak
students therefore seems to confirm the hypothesis that this improvement is mainly
caused by the inter-classroom nature (“Us” against “Them”) of the game used during
the tournament, and not just the game-based nature of the activity itself.
An independent study during a similar tournament held in December 2014 confirms
the hypothesis that the main motivation comes from playing against a rival from
another class. In this 2014 tournament, eight 4th grade classes competed during the
official tournament. While playing the game, a quick, two-question survey was con-
ducted. The first question was: Who are you playing against? The second question
asked the students to select one of the 6 options that were listed, regarding their
preference for doing math exercises. From a total of 159 4th graders that competed in
the tournament, 128 answered the survey. As shown in Table 1, 56.3 % prefer doing
exercises by playing a social game against a rival; particularly if the rival is from
another school. However, it is interesting to note that girls selected the option of doing
exercises on their own in their notebook much more than boys. Theses gender dif-
ferences agree with predictions from evolutionary studies. According to Geary [10],
“selection pressures favored the evolution of motivational and behavioral dispositions
in boys and men that facilitate the development and maintenance of large, competitive
coalitions and result in the formation of within-coalition dominance hierarchies”.
26 R. Araya et al.
There is a long tradition of collaborative learning and team-based activities. From 1898
to 1989, over 500 experimental and 100 correlational cooperative learning studies have
been conducted [14]. According to Slavin et al. [22] cooperative learning is very
effective in elementary mathematics education. However, it is not used much in
schools. Mevareth and Kramarski [16] argue that the main reason that co-operative
learning has not always fulfilled its potential is the difficulty of guiding students in how
to monitor, control and evaluate their learning. Without this guide, metacognition is not
promoted and therefore student interactions are ineffective. Slavin [16] has another
potential explanation. He cites observational studies which document that cooperative
learning is still informal and does not include group goals or individual accountability.
However, with synchronous online inter-class tournaments there is a real oppor-
tunity to overcome these difficulties. According to Johnson et al. [14], in cooperative
learning the most important element is positive interdependence: “a clear task and a
group goal must be given so that students must believe that they sink or swim toge-
ther”. With the synchronous online inter-class tournament there is a common goal,
which is shared by the whole class. This key element is explicitly highlighted by
publishing the class rankings while students are competing against other classes. In
fact, in the implementation we have described, the ranking is published every 5 min in
order to continuously remind students of the shared goal. Another key element is
individual and group accountability [14]. In these tournaments, the platform also keeps
track of the performance of each individual student. The game also includes instant
feedback and metacognition. For example, in the training sessions the teacher can
freeze the game, as can be done in basketball, and can pose open questions that can be
answered as free text. The teacher is therefore transformed into a coach, who is con-
stantly providing the class with cognitive and emotional support. The emotional con-
nection with the students is therefore hugely facilitated. On the other hand, the
tournament presenter also has a critical role in promoting metacognition. This role is
particularly intensive in the training sessions, where the game is played before the
official tournament. The presenter comments on the strategies developed by students
from different classes, encourages the comparison of strategies, as well as encouraging
students to reflect on the mathematical concepts and methodologies.
Social Facilitation Due to Online Inter-classrooms Tournaments 27
The results from a 2015 online inter-school tournament are very promising.
217 students prepared over the course of three training sessions and then participated in
the tournament. There was a huge decrease in the performance gap between strong and
weak students. This decrease was caused by an improvement among the weak students.
It seems that the ancestral and social game-based nature of inter-group conflict is a very
important motivational mechanism for these students. The improvement was more
significant among male students. This is an interesting finding, which agrees with
predictions taken from evolutionary psychology.
Traditional mathematics classes dedicate a significant amount of time to practice.
Notebooks and worksheets are full of exercises. However, the proportion of person-
alized feedback received from the teacher or peers is very low. Web-based games
facilitate a practice strategy, with constant, personalized feedback, detailed monitoring
of each student’s progress, balanced coverage of the curriculum, as well as opportu-
nities for metacognitive reflection and social learning. However, online inter-school
tournaments provide a unique and critical benefit: the classroom is no longer isolated.
Classrooms can be connected to each other in an active, synchronized network. In this
case, each class competes against the other classes. Therefore, the ancient tribal
hunter-gatherer emotions and group identity sentiments are activated and with them
emerges intra-class collaboration and a high level of engagement.
According to [19], games and gamification are the experimental petri dish for 21st
century social thought, and they represent a rethinking of the assessment mechanisms
used in schools to make them more effective and more democratic. However, most of
the motivational mechanisms that have been used in gamification are aimed at the
individual [25]. The ancestral inter-group motivational mechanisms have been under-
used in education. At most, they have been used with small teams belonging to the
same class. The experience obtained from inter-classroom, synchronized online tour-
naments opens the door to new opportunities. It provides a strategy for connecting
classrooms, for reducing teacher and classroom isolation, and for implementing new
forms of learning and engagement that were previously impossible without the latest
information technology. The impact is very interesting and powerful. It attracts the
attention and motivation of students, particularly those who are weaker at math and
harder to motivate. This extra motivation and energy boosts their performance and
reduces the academic gap with students that are stronger at math. The data suggests a
very important hypothesis: part of the academic gap is due to motivation, not ability.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
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28 R. Araya et al.
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How to Attract Students’ Visual Attention
1 Introduction
“Culture hides more than it reveals, and strangely enough what it hides, it hides most
effectively from its own participants” [20]. This quote fits very well with a Persian
proverb and well-known aphorism that has been cited in many ethnographic papers: “a
fish is the last creature to discover water”. Being immersed in and surrounded by water
makes it invisible and almost impossible to notice for the fish. Thus, this paper attempts
to scrutinize and reveal the “visibility” and “familiarity” of everyday classroom
interactions from the students’ perspective, which is often invisible and unfamiliar to us
as educators. Our goal is to investigate and reveal some insights into student gazes,
trying to achieve an understanding of the situation by closely attending to and docu-
menting the particulars from the students’ perspective. Our approach follows Brown’s
[5] observation that the processes that lead to knowledge construction are habitually
and locally situated in nature, as well as Seeley et al.’s [31] observation that “ignoring
the situated nature of cognition, education defeats its own goal of providing useable,
robust knowledge”.
Understanding patterns of classroom interaction between teacher and students, as
well as between students themselves, has been an area of interest for teachers. Many
ethnographic studies have been conducted to understand the meaning-making practices
© The Author(s) 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 30–41, 2016.
DOI: 10.1007/978-3-319-45153-4_3
How to Attract Students’ Visual Attention 31
that naturally and normally occur in mainstream schools [10], complementary schools
[8] and, in particular, mathematics classrooms [35]. In most studies concerning
classroom interaction, an “outsider” enters a classroom, video tapes the lesson, takes
field notes and pretends to be a fly on the wall. The outsider’s visit to the classroom can
last weeks or even months. There is a good chance that the outsider’s presence impacts
on what is observed. There is therefore a major issue concerning the extent to which an
observer affects the situation under observation [9].
Observing involves interpretation by the observer “who has desires and prejudices,
sensitivities and propensities” [26]. As observers in the classroom, we observe what we
are prepared to observe and we notice what we are sensitized to notice [26]. This fact
makes the observer part of the observation. Furthermore, with classroom observation
there is no objective place to stand; all observation involves standing somewhere,
which subsequently influences what is seen. A classroom observer makes ‘choices’ and
‘decisions’ [11] concerning the timing and setting of the observation. For example,
during the video recording process we make choices influenced by our “identities and
intentions, choices that are also affected by our relationship with the subject” [7]. “The
focus of the video camera is selective” [3] and “every camera position excludes other
views of what is happening” [17]. Moreover, video recordings produce rich data but
only capture a partial view of the social interaction [14]. In practice, recordings that are
generated through the lens of a single camera do not capture the whole classroom
interaction. The data that is obtained from a single camera has a single focus of
attention, whereas students and teachers are capable of focusing on multiple aspects of
a complex setting [28]. Therefore, the video recording process can be problematic
because there are choices which influence when and whom to record.
Even though there are epistemological issues concerning the validity of data while
having a researcher who does not normally belong to the naturally occurring setting, we
cannot study the classroom practices outside of its naturally occurring context. “We
cannot study the social behavior of a fish by taking him out of water. The child is a
child in his world” [4]. Therefore, with the right approach, classrooms can be a natural
laboratory for studying situated learning [2]. With this in mind, our approach in this
study was to ask students to wear an eyeglass with a mini video camera mounted on it.
This way, without having the presence of an “outsider”, we would able to observe and
document the classroom interaction from the students’ own ontological orientations.
This approach would enable us to detect who is looking at whom and for how long
their visual attention is maintained. Our particular interest for this paper is to identify
the students’ visual attention on the instruction when the teacher is gesturing, versus
when they are not. Furthermore, we want to identify whether the duration of the gaze
pattern is different for different subjects. Our study satisfies the fundamental test of
research [33], i.e. our results have predictive power. For example, gestures made by the
teacher in situated learning are more effective in attracting the students’ visual atten-
tion. It is particularly important to note that we are able to make predictions, despite the
presence of the difficulties suggested by Rudolph, i.e. this is an observation study of
classroom practices, which is a very complex environment that depends on several
variables, as well as being a “far different phenomena from those studied in controlled
laboratory settings” [30].
32 R. Araya et al.
during his instructional talk. Furthermore, we are interested in examining whether the
attention on the teacher is more sustained if the teacher makes gestures, in comparison
to instances when no gestures are made.
The data that emerges in this paper is part of a larger dataset which investigated the
interactional patterns in a classroom by examining the gaze between students and the
classroom teacher [2]. From September 26th, 2012 until November 27th of 2012, a
fourth grade classroom teacher and a sample of three students selected each day were
asked to wear a mini video camera, which was mounted on eyeglass frames. The
original eyeglass lenses were removed so as to minimize the weight and facilitate the
original view. Each day, the teacher and students had to wear the eyeglass for
approximately six hours. Students took the eyeglasses off during breaks and lunch time,
as well as when they went to the bathroom. The class consisted of 36 students (21 boys
and 15 girls) and the average age of the students was 10.5 years. Both the parents of the
students and students themselves gave signed consent to wear these eyeglasses, as well
as agreeing to allow any information that was obtained to be disseminated both in
professional conferences and in journal articles.
The recordings were manually downloaded at the end of each day. A total of
12,133 min of interactional data was recorded, from which 2,600 min came from the
teacher and the rest from the students. In this study, we were primarily interested in
looking at instances where the students visually focused on the teacher as he was
conveying the instructional information. Considering that the videos had a recording
quality of thirty frames per second (30 fps), every second, or every thirty frames, a
frame was sampled from the videos. Each frame that was obtained was processed using
the OpenCV software in order to detect the presence of faces. A total of 24,148 faces
were detected and each face was saved as an image file. Each facial image was then
processed semi-automatically using the Google Picasa software in order to identify the
subject. Picasa initially identified around 60 % of the faces, and after a few iterations of
training, where the software asked us to confirm some of the automatic identifications;
it ended up identifying 80 % of the persons. The remaining images, mostly the
low-resolution images of faces, were subsequently identified manually.
Of all of the detected and identified faces, there were a total of 857 frames (still
images) where students looked at the classroom teacher. In another study [2], we
analyzed all the frames, including the gazes among peers. In this particular study we
were interested in instances where students kept their focus on the teacher, therefore of
the 857 frames where students looked at the classroom teacher, we decided to discard
frames where there were other faces (or distractions) present in the same frame. For
example, in Fig. 1, we are not sure whether the attention is on the teacher or the other
student (given that the OpenCV software identified and saved both faces). We therefore
primarily looked at frames where only the teacher’s face was present. Furthermore,
visibility of the teacher’s gestural enactment was essential. Instances where the tea-
cher’s hands were blocked due to an obstacle (e.g. a chair, a desk or the student sitting
in front) were not considered. Clarity of the frames was also important; therefore if
34 R. Araya et al.
Fig. 1. In this frame, the eye gaze and the attention could be on the teacher, the other boy (who
is also wearing the eyeglasses), or on both
a student moved his/her head fast and suddenly, it often generated a blurred frame,
which was also discarded. With this restriction, we obtained 264 frames from the total
of 857 that were initially generated by the computer.
Furthermore, given the fact that two consecutive frames from the same video
camera where the student is looking at the teacher (consecutive meaning that they are
only one second apart) do not represent two independent gazes, rather the same gaze
that was maintained for more than one second, we define a ‘scene’ as two or more
consecutive frames coming from the same student’s camera. Of the 264 frames where
the students were looking directly at the teacher, we found 83 scenes, with the shortest
containing only two frames, and the longest containing up to ten frames. Of the 83
scenes, 43 scenes correspond to when the teacher made some kind of gesture and 40
scenes correspond to when no gesture was made during his instructional talk.
Using these restrictive categorizations made our interpretation and analysis of the
frames more effective. Each of our team members examined every scene in order to
look for subtle and silent hand gestures [27]. Reading still images [23] was, indeed, an
integral part of the analysis, noting what each student and teacher did, moment by
moment. For example, Fig. 2 shows two frames where the classroom teacher is using
his gesture space to convey his instructional talk. His gestures can be spontaneous as
well as deliberate, synchronous or asynchronous. Gestures could be used to: align with
prosodic prominence patterns in his speech (as politicians often do), pantomime to
accentuate his verbal message visually, or point to objects or information on the board.
The gestures that are employed here could be used for disciplinary remarks and/or
pedagogical practices. On the other hand, Fig. 3 illustrates two consecutive frames
where the students’ gaze is maintained on the teacher, but the teacher is not gesturing.
How to Attract Students’ Visual Attention 35
Fig. 2. Two consecutive frames illustrating when the teacher is not gesturing
In this paper we consider ‘attention’ to be the focus of the student’s gaze. Of course,
this may not always be the case. It is possible for a student to focus on a visual target
(teacher) without paying attention to it (i.e. ‘looking without observing’) and, con-
versely, paying attention to something without directly focusing on it (‘observing
without looking’) [18]. There is a very crucial and subtle difference between the two.
However, in this paper we are assuming that the duration of the students’ visual gaze
on the teacher is the same as the duration of the students’ visual attention on the
teacher. With this in mind, we analyzed the moments when a teacher made a gesture as
he conveyed his instructional information, in comparison to instances when no gestures
were made. What we were particularly interested in identifying was: (1) for each gaze,
who is the subject that is looking at the teacher, in terms of their gender and Grade
Point Average (averaged annual school grades in the subjects in study, GPA); (2) the
duration of the students’ visual attention on the instruction while the teacher was
gesturing versus when they were not; and (3) whether the duration of a gaze pattern
was different for different subjects, specifically in mathematics lessons.
First let us review the mean duration of the students’ visual attention on the teacher
when no gesture was made. In this sense, there were 40 scenes, each scene containing a
minimum of 2 consecutive frames and a maximum of 8. The analysis revealed a mean
36 R. Araya et al.
of 2.58 s, with a standard deviation of 1.24. In contrast, the other group consisted of
moments when the teacher gestured during his instructional talk, with a total of 43
scenes comprising 161 frames. In this group, there was a minimum of two consecutive
frames and a maximum of 10 consecutive frames, with a mean of 3.74 s and a standard
deviation of 2.04. The difference in the amount of time that students gaze at the teacher
when he is gesturing versus when he is not gesturing indicates a 44.9 % increase in the
students’ visual attention for moments where the teacher gestured, with a p-value of
0.002. We estimated the effect size for different lengths of gaze by calculating Cohen’s
d, where Cohen’s d is defined as:
x1 x2
d¼ ; ð1Þ
s
sffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
ðn1 1Þs21 þ ðn2 1Þs22
s¼ : ð2Þ
n1 þ n2 2
Table 1. Effect of teacher’s gestures on the students’ visual attention according to GPA, gender
and subjects: Effect on the proportion of gazes on the teacher when the teacher gestures
Cohen’s
Low % of
High % of P-Value of differ- D for the
GPA Low
GPA High Compari- ence between the difference
(num- GPA
(number GPA son proportions (one between
ber of Stu-
of scenes) Students tail) the pro-
scenes) dents
portion
High GPA
Teacher
29 46% 14 70% vs. Low 0.031 0.48
gestures
GPA:
Teacher
does not 34 54% 6 30%
gesture
Total 63 100% 20 100%
Girls
Boys
(num- % of
(number % of Boys
ber of Girls
of scenes)
scenes)
Teacher Boys vs.
35 56% 8 40% 0.115 0.31
gestures Girls:
Teacher
does not 28 44% 12 60%
gesture
Total 63 100% 20 100%
All
other
Math % of all
% of subjects
(number other
Math (num-
of scenes) subjects
ber of
scenes)
Math vs.
Teacher
20 69% 27 50% All other 0.049 0.38
gestures
subjects:
Teacher
does not 9 31% 27 50%
gesture
Total 29 100% 54 100%
38 R. Araya et al.
Table 2. Effect of teacher’s gestures on the students’ visual attention according to GPA, gender
and subjects: Effect on the length of gazes focused on the teacher (measured in seconds) when the
teacher gestures
AVG gaze SD Total AVG gaze SD Total Comparison P-Value of Cohen’s
when number when number diff. D of diff.
teacher of teacher of between between
does not scenes gestures (s) scenes length of the length
gesture (s) gazes (two of gazes
tail)
All 2.58 1.24 40 3.74 2.04 43 Gesture vs. 0.002 0.69
students No Gesture
for all
students
High GPA 2.58 1.33 34 3.69 2.05 29 Gesture vs. 0.013 0.65
No Gesture
for
High GPA
Students
Low GPA 2.50 0.55 6 3.86 2.07 14 Gesture vs. 0.136 0.76
No Gesture
for
Low GPA
Students
Boys 2.43 0.74 28 3.80 2.15 35 Gesture vs. 0.002 0.82
No Gesture
for Boys
Girls 2.92 1.98 12 3.50 1.51 8 Gesture vs. 0.489 0.32
No Gesture
for Girls
Math 2.69 1.18 13 3.94 2.41 16 Gesture vs. 0.100 0.64
No Gesture
in Math
Other 2.52 1.28 27 3.63 1.82 27 Gesture vs. 0.012 0.71
Subjects No Gesture
in all other
subjects
Our results not only support previous findings [2], but also reveal more about the nature
of students’ visual attention with regards to teacher gestures. Although this study only
featured one fourth grade classroom, belonging to a district with one of the lowest
levels of socioeconomic status in Chile, as well as only one teacher and three students
selected every day (with all students wearing the eyeglasses at least twice), the findings
have a more general predictive power. As Wieman [33] noted, “a good qualitative
study that examines only a few students or teachers in depth will allow one to rec-
ognize, and hence more accurately predict, some factors that will be important in
educational outcomes and important in the design of larger quantitative experiments in
similar populations”. Although our study is on a small scale, we can generate precise
quantitative predictions with reasonable accuracy regarding what is likely to be
observed in student behavior within situated classrooms.
How to Attract Students’ Visual Attention 39
This paper suggests that students paid more attention to the teacher when the
instructional talk was accompanied by gestures. Specifically, if a teacher gestures, this
would have a higher effect on students with a Low GPA than students with a higher
GPA, as well as on boys. On this matter, a future study would be to analyze if this
effect is maintained if the teacher were female instead of male. Given that this study
counted only with one male teacher, this may affect the pupil’s ability to relate to him,
given that students may be sensitive to role models with the same gender. The teacher’s
gestures in mathematics lessons played an even more crucial role in capturing the
students’ visual attention. It appears that the students’ visual attention on the teacher in
mathematics lessons was higher than in other subjects. The teacher’s gestures, there-
fore, appeared to act as nonverbal amplifiers for maintaining the students’ visual
attention for longer.
The implications of this study raise awareness of how technology can be used to
understand fine-grain meaning-making practices during classroom interactions that can
be relevant in transforming practice [19]. We would like to conclude this section by
reflecting on a recent observation that was made by Castañer and her colleagues [6].
They believe that, regardless of a teacher’s experience and qualifications, it is always
worth questioning the forms, styles and quality of the messages that are conveyed
verbally and nonverbally in their professional teaching practices. We believe that
optimization of these very subtle and silent nonverbal messages can have a direct,
positive impact on the teaching and learning process. One recommendation and
practical application is to incorporate nonverbal training in teacher education courses,
both for pre-service and in-service teachers, in order to raise awareness of the com-
municative function of nonverbal language. In other words, we must not only consider
the pedagogical effects of gestures in teaching and learning, but also how these can be
used for disciplinary purposes.
The findings of this study open a new window of investigation and give rise to the
following future research questions: would we obtain the same results if we had
conducted this same experiment in countries where people are known to gesture
greatly, or, to the contrary, countries where people are known to be less expressive?
And also, what other nonverbal variables affect the flow of interaction between teacher
and students, as well as among students themselves?
Acknowledgements. We are thankful to all the Santa Rita School staff; in particular, the
enthusiasm and collaboration of the fourth grade teacher Stenio Morales, that was the subject of
this paper. We also thank Paulina Sepúlveda and Luis Fredes for the development of the soft-
ware; to Avelio Sepúlveda, Johan van der Molen, and Amitai Linker for preliminary statistical
analysis; to Marylen Araya and Manuela Guerrero for manual classification of faces obtained
from the videos; and to Ragnar Behncke for his participation in the design of the measurement
strategy and data gathering process. We also thank the Basal Funds for Centers of Excellence
Project BF 0003 from CONICYT.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use,
duplication, adaptation, distribution and reproduction in any medium or format, as long as you
give appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
40 R. Araya et al.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
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Creating Effective Learning Analytics
Dashboards: Lessons Learnt
1 Introduction
Learning Analytics (LA), or the collection and analysis of traces that learn-
ers leave behind, can help to understand and optimise (human) learning and
the environments in which it occurs [40]. Furthermore, it can help raise aware-
ness of personal and peer learning activities, help reflect on and make sense of
learner traces, and impact behaviour [44]. Learning Dashboards (LD) often visu-
alise efforts such as artefacts produced, time spent, social interaction, resource
use, and exercise and test result [45]. However, only focusing on effort can
have a detrimental effect on motivation [36]. A collection of efforts is part of
progress towards a larger goal, such as learning a language, passing an exam,
etc. Throughout our case studies, we have learnt that it is essential that stu-
dents are continuously aware of the impact of their efforts towards these intended
learning outcomes.
LA provides ways of taking these learner traces to help raise awareness of
personal and peer learning activities, help reflect on and make sense of learner
traces, and impact behaviour [44]. On the one hand, educational data mining
techniques try to help students by making decisions on their behalf (like intelli-
gent tutoring systems [4] and educational data mining systems (EDM) [38] do).
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 42–56, 2016.
DOI: 10.1007/978-3-319-45153-4 4
Creating Effective Learning Analytics Dashboards: Lessons Learnt 43
– How should we visualise relevant data to facilitate students exploring the path
from effort to outcomes? (RQ1)
– How can we promote students, inside and outside the classroom, to actively
explore this effort to outcomes path? (RQ2)
We start by explaining the different course settings, the five dashboards and
the evaluation setups in Sect. 2. Based on the design, deployment and evaluation
of these dashboards, Sect. 3 explores the lessons learnt. Conclusions and remarks
on future work are presented in Sect. 4.
2 Course Setting
We first explain the course settings in which our dashboards were deployed.
We briefly discuss how the traces are collected, and present an overview of the
dashboards and their evaluations.
and 2014 at KU Leuven, students were required to use blogs to report progress,
share opinions and knowledge [23], and provide feedback to peers through blog
comments. Twitter was used as a communication channel for e.g. quick questions
about the topic of the course or for sharing reading material. These on-line activ-
ities often generate an abundance of data. A typical course results in 140–300
blog posts, 600–1400 blog comments and 300–500 tweets.
Details Navi Badgeboard (A) Navi Surface (B) Class View (C) LARAe (D) LARAe.TT (E)
References [7,36] [7] [9] [8] [6]
Course Master in Engineering course (16 weeks) Master in Engineering
setting course (16 weeks)
Multiple IBL courses at
European Secondary
schools
Data 142 blog posts 254 blog posts Test IBL data
549 comments 1326 comments
548 tweets 352 tweets
Activities accessible x x x x x
Artifacts accessible x x x
Learner path
visualised x
Abstraction of course Abstraction of Overview + Abstraction augmented Visual exploration
goals through badges course goals detail with meta-data (rating,
Visualisation through badges social interactions,..)
methods Overview + detail
Main focus Abstraction Collaboration Access to Workflow Integration Collaboration
artifacts Access to artifacts Learner activity path
Dashboard A: Navi Badgeboard [7,35] presents the user with per student
dashboards containing an overview of achieved (in colour) and still achievable
(greyed out) goals through badges. Students can position themselves among
peers through the number next to each badge, indicating the amount of students
who have achieved this goal. A high number next to a grey badge thus indicates
that the student is one of the few students without the badge. A low number
next to a coloured badge indicates that the student is one of the few to have
earned this badge. The dashboard is designed to work on mobile devices and
desktop browsers.
46 S. Charleer et al.
Dashboard C: The Class View dashboard [9] is designed for large desktop mon-
itors, interactive whiteboards and large touch displays. Four modules visualise
the LA data in different ways: a student-badge matrix shows how many times
a specific student has been awarded a specific badge. Activities and badges are
visualised over time through five different bar charts, displaying the amount of
activity done and badges awarded per day. Selecting a day will show the list of
activities or badges awarded that day. In turn, selecting one of these activities
visualises the content behind the analytic data (e.g. the text of the blog post).
Another list of bar charts shows the number of awards given per badge. Two
modules allow for the filtering of the above data. The user can set a time-range
and split the data by grouping students. This facilitates student comparison,
with each visualisation module displaying each group’s data in different colours.
Dashboard D: The LARAe dashboard [8] visualises blog and Twitter activities
of students. Following the “Overview+Context” approach, the overview shows
circles coloured by age representing activities and are grouped by activity type
(blog, blog comment, tweet, retweet) and by student group/staff. Selecting an
activity updates the context part of the visualisation, showing a thread contain-
ing the activity content (e.g. the text of the blog post) and its related activities
(e.g. blog comments). The activities in this thread are also highlighted in the
overview, giving a visual overview of the distribution of people engaging with
the selected activity. The number in each circle indicates the amount of activity
(e.g. the number of comments on a blog post). The dashboard is designed to run
on large displays, desktop computers and tablets.
Fig. 1. A. Navi Badgeboard: visualising course goals through badges. B. Navi Sur-
face: collaborative exploration of LA data. C. Two Class View modules: comparing
two groups of students (red and blue) through the student-badge matrix and the
total activity per day graph. D. LARAe: integration of LA with student workflow.
E. LARAe.TT: collaborative exploration of the learner paths. (Color figure online)
The visual information-seeking mantra of “Overview first, zoom and filter, then
details-on-demand” [39] is the basis used in dashboard C, D and E: the abstrac-
tion layer becomes a gateway to further exploration of the LA data (see Fig. 2).
Teachers and students reported this functionality to be valuable: further explo-
ration in the learner artefacts makes the LA dashboards applicable for e.g. evalu-
ations with the student, or finding relevant learner artefact examples of peers for
self-improvement.
Creating Effective Learning Analytics Dashboards: Lessons Learnt 49
Fig. 2. Facilitating exploration of the abundance of learning traces and student learning
paths through overview to details and facilitating learning path exploration.
Visualise the Learner Path: Until now, we have explored the vertical path
of overview to details: abstraction as a way to facilitate teacher and student
to drill down and explore the abundance of learner traces. A quality learner
artefact does not necessarily indicate a good understanding of the matter, and
only provides a narrow view of the student’s process [3]. We define the learner
path as the sequence of student activities and artefacts: An artefact created and
Creating Effective Learning Analytics Dashboards: Lessons Learnt 51
the activity that happens on an artefact (e.g. a rating, a comment) can impact
the next one: a comment by a peer can influence the next blog post, the creation
of a mind-map might result in a new hypothesis.
While the vertical path from overview to details can help navigate the LA
data, this horizontal learner path (see Fig. 2) can help provide deeper insights
into students’ learning [13]. We have explored this concept in dashboard E [6],
where we visualise the sequence of an entire class across multiple activity types
(see Fig. 1E). Teachers reported that visualising this path can help students
backtrack through their IBL process, reflect, and make sense of it. But it can
also assist students in exploring peer paths, to discover different approaches and
improve their own methods: when discovering an interesting inquiry conclusion
posted by a peer, both teacher and student can access and reflect on every learner
activity that helped arrive at that specific solution.
Guideline: LD design should try to give insight into the learning path to
support reflection, peer comparison and self-regulated learning.
4
https://en.wikipedia.org/wiki/RSS.
52 S. Charleer et al.
work-flow, but also exposing them to LA data more often. Wise [47] identified a
similar need for better integration into existing work-flows.
Guideline: It is important to incorporate LD use in the work-flow of stu-
dents and to tailor LDs depending on the context in which learning occurs [17].
Therefore, while designing dashboards, keeping in mind the specific user needs,
the course setting, and the target location and technologies available results in a
better user acceptance, which in turn can help raise usage and improve impact.
4 Conclusion
The intent of this paper was to formulate the lessons learnt that the authors con-
sider important for future development of LA dashboards. In this paper we have
outlined guidelines on how to visualise relevant data (RQ1) and how to promote
active exploration by students (RQ2) based on results of our user studies. We
believe that it is highly important to empower students to reason about their
efforts and outcomes. This paper therefore discussed how to create dashboards
that support students in actively exploring their efforts and outcomes: by pro-
viding data beyond personal analytics, through visualisation techniques to make
the abundance of data accessible, multi-user interaction to facilitate collabora-
tive sense-making, and integration of dashboards into student workflow.
The guidelines are derived from a series of user studies with five LDs, but are
based on first indicators only. Nevertheless we believe they present important
steps towards the design of LDs that support important needs of students and
teachers. We will explore how to improve on our current designs, evaluate further
these choices, and deploy in other classroom settings to validate our findings.
Acknowledgements. The research leading to these results has received funding from
the European Community’s 7th Framework Programme (FP7/2007–2013) under grant
agreement No. 318499 - weSPOT project and the Erasmus+ programme, Key Action
2 Strategic Partnerships, of the European Union under grant agreement 2015-1-UK01-
KA203-013767 ABLE project.
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Retrieval Practice and Study Planning
in MOOCs: Exploring Classroom-Based
Self-regulated Learning Strategies at Scale
Dan Davis1(B) , Guanliang Chen1 , Tim van der Zee2 , Claudia Hauff1 ,
and Geert-Jan Houben1
1
Web Information Systems, Delft University of Technology, Delft, The Netherlands
{d.davis,guanliang.chen,c.hauff,g.j.p.m.houben}@tudelft.nl
2
Graduate School of Teaching (ICLON), Leiden University, Leiden, The Netherlands
t.van.der.zee@iclon.leidenuniv.nl
1 Introduction
Open, informal learning environments, such as MOOCs, provide learners with
an unprecedented level of autonomy in the learning process. While certainly
empowering in one sense, this new paradigm also places the onus on the indi-
vidual learner to both conceive and follow a learning process on their own.
Given that one target audience of MOOCs is disadvantaged people without
experience in or access to formal educational settings [6], one cannot assume
that all learners have the skill set to independently direct their own learning
process. Moreover, current MOOCs are frequently designed without any of these
considerations; they simply deliver the content to the learner without concern
for fostering effective learning strategies.
The analysis of learning strategies (their benefits and effectiveness) has been
a long-standing focus of classroom-based learning research. Some of the learning
strategies most popular with learners, such as note-taking and rereading, have
been found to be outperformed by what is known as retrieval practice (or the
testing effect) [2,8]: a study strategy which focuses on the active recalling of
information from memory (as opposed to rereading a passage or rewatching a
video), which has a substantial, positive effect on future recall attempts [16].
A second study strategy found to be particularly effective in classroom-based
learning is that of study planning. Research in this area has found students who
spend time thinking about, explicitly stating, and reflecting on their goals on
a daily, weekly, or even yearly level show increases in both engagement and
academic performance [13,18,21].
Both retrieval practice and study planning are aspects of Self-Regulated
Learning (SRL). SRL is defined as a learner’s proactive engagement with the
learning process through various personal management strategies in order to
control & monitor cognitive and behavioral processes towards a learning out-
come [20,22]. By making learners more adept at regulating their own learning
process, MOOCs can also act as resources for not only domain-specific knowl-
edge, but also as a tool for teaching people how to learn.
In this paper we investigate to what extent SRL strategies beneficial in the
classroom can be successfully transferred to the MOOC setting. We implemented
retrieval practice and study planning prompts aimed at promoting SRL in two
edX MOOCs. Our work is guided by the following Research Questions:
RQ1 Do learners engage with SRL interventions as much as they do with course
content (videos, quizzes, etc.)?
RQ2 Does inserting retrieval cues after MOOC lecture videos increase test per-
formance?
RQ3 Does providing a scaffolded means of study planning promote learner
engagement and self-regulation?
Based on our experimental results, we conclude that such interventions are not
beneficial enough to increase MOOC learners’ success (in terms of grades earned)
or engagement (in terms of activity levels observed in the course environment).
2 Related Work
In this section, we separately explore previous work in classroom-based and
MOOC-based SRL interventions.
in improved learning outcomes. Similar to our work, [1] also observed high levels
of non-compliance with the metacognitive prompts/interventions (instructional
events intended to improve student learning performance [1]), thus raising the chal-
lenge of motivating students to engage with such activities.
On the topic of the “testing effect”, in the context of video watching, Johnson
and Mayer [8] found that, compared to only re-watching, students remember
more about the content when they are asked to respond to questions about the
video’s content after viewing it. This lab study with 282 participants found high
support for the testing effect, with subjects exposed to this condition showing
higher rates of both learning transfer and retention of knowledge a week after
the lesson [8].
Roediger and Butler [16] offer a review of the existing literature on retrieval
practice and outline five key findings: (i) retrieval practice increases long-term
learning compared to passive re-visiting, (ii) repeated retrieval practice is more
effective than a single instance, (iii) retrieval practice with feedback increases
the testing effect, (iv) some lag between study and testing is required for
retrieval practice to work, and (v) retrieval practice not only benefits a spe-
cific response/finite body of knowledge; it allows for transfer of knowledge to
different contexts [16].
Research has also been done to determine how to best implement retrieval
practice; with a study including fifty middle-school students, Davey and McBride
[5] found that, compared to rereading, actively retrieving and elaborating on
knowledge from memory leads to better long-term learning.
The most notable difference between these works and our research is the
learner population. MOOCs have an unprecedented level of heterogeneity, with
learners coming from all corners of the globe with profoundly diverse back-
grounds.
Study Planning. The goal setting intervention by Schippers et al. [18] was
introduced to an entire class of students in an undergraduate business school.
This intervention, which required four hours of student engagement at the begin-
ning of their program, had a positive impact across a prolonged period of time.
The reported results include a 98 % reduction in the gender and a 38 % reduction
in the ethnicity gap after one year (compared to the previous year’s cohort of
students).
Palmer and Wehmeyer [14] implemented the “Self-Determined Learning
Model of Instruction” [21] to a sample of students ages six through ten and
found that even students of this age range were able to both successfully learn
and effectively practice self-determined goal setting strategies.
In the context of a high school social studies class Zimmerman et al. [23]
found that students perform better (in this case measured by final grade) when
they are able to set their own goals and benchmarks, rather than having to adapt
to those imposed upon them by parents or teachers. The findings of [23] suggest
that setting one’s own goals works in tandem with increases in academic efficacy,
thus improving performance.
60 D. Davis et al.
a venue (study planning advice & text input) for students to actively plan their
learning strategies for the week.
In both [3,19] increasing learners’ engagement with MOOC discussion forum
was targeted in order to increase the overall retention rate. Coetzee et al. [3]
introduced a voting/reputation system which allowed learners to vote on which
posts are more or less valuable. Their main findings were that (i) the reputation
system increases the response time and number of responses in the forum and
(ii) forum activity is positively correlated with higher retention and final grades
as compared to the learners who were exposed to the standard discussion forum
design. The experiment by Tomkin and Charlevoix [19] aimed to discover the
effect of having the course team (instructor & teaching assistants) engage with
the forum. For one condition, the course team did not engage at all, and for the
other, they were highly engaged, providing feedback to questions, comments,
and compiling weekly summaries of the key discussion points. In contrast to the
formulated hypotheses, the course team intervention resulted in no significant
impact on completion rates, learner engagement, or course satisfaction.
To conclude, existing MOOC research has, so far, focused largely on observ-
ing the learning strategies employed by learners (without actively intervening),
and a small-but-growing number of studies have tried to actively intervene and
encourage SRL. Our research aims to expand on this existing work by designing
and testing SRL interventions in MOOCs based on a theoretical foundation of
teaching strategies found to be effective in traditional classroom settings.
3 Approach
In this section, we first describe the research hypotheses we developed based on
RQ1, RQ2, and RQ3. Since our interventions were designed for two specific
MOOCs, we first introduce them before outlining our implementation of the two
interventions (retrieval practice and study planning).
H1 Learners do not engage with the SRL interventions as much as they engage
with the main course content, such as videos and quizzes [1,9].
Based on prior work in the area of retrieval practice we developed the fol-
lowing hypotheses related to RQ2:
With respect to RQ3, we draw the following two hypotheses from the existing
literature on study planning:
62 D. Davis et al.
H3 Encouraging learners to actively plan and reflect on their study habits will
increase their engagement with the course [11,17].
H4 Learners who actually plan and reflect on their course of study will exhibit
higher engagement and achieve higher grades [17,23].
On the edX platform, A/B testing (i.e. providing a different view of a MOOC
to a randomly chosen subset of learners) is readily available. Upon enrolling,
learners are randomly assigned into one of the provided Cohorts, which is either
the control group (no intervention) or one of the experimental groups (an inter-
vention of some form). One practical limitation of edX’s Cohorts feature is that
learners cannot be assigned retroactively to a group—any learner who registered
to a MOOC before the Cohorts feature was activated will not be assigned to
any group. This aspect is reflected in Table 1: 9, 836 (or 35 %) of the Functional
Programming learners and 1, 963 (or 18 %) of the Industrial Biotechnology
learners are assigned to either the control or one of the experimental groups.
Although in our analysis we could have considered all non-assigned learners as
part of the control group (as those learners were not exposed to any interven-
tion), we opted not to do so to keep the groups balanced.
the students must navigate themselves from one segment to the next, there are
no other learning materials or activities between. In order to activate the learning
process, we inserted retrieval practice cues designed to make learners stop and
process the information presented in the video lecture.
In each course week, we inserted a retrieval cue directly after the final lecture
video, thus prompting the learners to stop and think before moving on to the
weekly quiz. The only exception to this design was one particular course week2
where we inserted retrieval practice cues after each of the three segments of the
weekly lecture, as in the previous edition of the course learners had perceived
that week’s material as the most challenging.
This experiment had three groups (or conditions): (1) the control group with-
out an intervention, (2) the “cued” group, and (3) the “given” group. The “cued”
group was shown the following prompt along with a blank text input box:
Please respond in 3–5 sentences to the following question: “In your opin-
ion, what are the most important points from the previous video?”
Note that these responses were not seen, graded, or given any feedback from
the instructor—serving strictly as an activity for learners to exercise and improve
memory recall. The “given” group, instead of being asked to create a summary
themselves, was provided with a 3–5 sentence summary of the video as generated
by one of the authors highly familiar with the functional programming paradigm.
We included the “given” group in our study to determine the effect of actively
retrieving information from memory versus being provided a summarizing text
for passive reading.
In the space below, please describe, in detail, your study plan and desired
learning objectives for the week regarding your progress:
e.g.
– I plan to watch all of the lecture videos.
– I will write down questions I have about the videos or assignments and
discuss them in the forum.
2
“Week 7: Functional Parsers and Monads”.
64 D. Davis et al.
How closely did you follow your study plan from the beginning of the week?
Did you successfully meet all of your learning objectives? In the space
below, explain how you can improve upon your study habits in the following
weeks in order to meet your goals.
4 Findings
In this section, we describe our findings in line with our research hypotheses
described in Sect. 3.1. Across both courses we find support for H1 (learners
engage less with interventions than course content items). Of the 3,262 learners
in the “cued” condition in Functional Programming, 2,166 (66.4 %) logged at
least one video-watching event in the course. Among these same learners only 719
(22 %) clicked on any of the retrieval practice interventions. Of the 998 learners
exposed to the study planning modules in Industrial Biotechnology, 759
(76.1 %) logged at least one video-watching event. Among these same learners,
only 147 (14.7 %) clicked on any of the study planning modules.
We first tested whether the learners of the cued, given, and control groups score
differently in the weekly quizzes. To this end we performed a MANOVA test
with the highly engaged learners (characterized by having spent more than the
group’s mean time watching videos in Week 1 which is ≈22 min) in each of the
three conditions as a fixed factor and the grades on the weekly quizzes as a
dependent variable. The MANOVA test followed by the post hoc Games-Howell
(equal variances not assumed) test yielded no significant differences between
each group’s weekly quiz grade.
In the previous analysis all highly engaged students from each condition were
included. However, as many students did not engage with the intervention, this
can give a distorted view of its effects. Therefore, we next isolated those learners
Fig. 1. KDE plot showing the distribution of weekly quiz grades across the groups of
highly engaged learners. All lines were fit using a Gaussian kernel function. None of
the differences between groups are statistically significant at the α = 0.01 level.
Retrieval Practice and Study Planning in MOOCs 65
Fig. 2. KDE plot showing the distribution of final course grades across the groups of
highly engaged learners. All lines were fit using a cosine kernel function. None of the
differences between groups are statistically significant at the α = 0.01 level.
Fig. 3. KDE plot showing the course persistence of the three groups of learners. All
lines were fit using a Gaussian kernel function.
Table 3. Results of the ANOVA comparing final course grades among learners who
engaged with the study planning module (Mean = 46.42) against those of the two other
groups. A final score of 100 would indicate a perfect score.
The follow-up Games-Howell test revealed that learners who engaged with the
study planning module (M = 46.42) earned higher grades than the highly engaged
learners in the control group (M = 36.44, p = 0.003) and highly engaged learners
who did not engage with the intervention (Non-Planners, M = 29.10, p < 0.001).
These results are visualized in Fig. 4 and illustrate how Study Planners’ final
grades are higher than the others’.
Fig. 4. KDE plot showing the distribution of final grades earned between the three
groups of highly engaged learners. All lines were fit using a Gaussian kernel function.
with the Pearson correlation coefficients of 0.268 and 0.346, the plots indicate
positive, small-to-moderate correlations.
Table 4. Pearson correlation coefficient test results reporting the relationship between
learners’ average planning module response length and five course engagement metrics.
All correlations shown are significant at the α = 0.01 level.
The results suggest that increases in the amount of text learners write in
the study planning module are correlated with small-to-moderate increases in a
number of key course engagement metrics.
Overall, we find that mere exposure to study planning and retrieval practice
interventions is not sufficient to significantly increase learner engagement or final
grades. Only when narrowing the samples to learners who actually engaged with
the study planning intervention do we see significant results. However, the same
does not apply for learners who engaged with the retrieval practice cues, where
even learners who engaged with the retrieval cues show no significant difference
in any measure of performance.
Retrieval Practice and Study Planning in MOOCs 69
Fig. 5. Scatterplots illustrating two example results of the five Pearson correlation
coefficient tests run in order to characterize the relationship between the amount of
text characters entered in the study planning module and two key course engagement
metrics: session count (left) and time spent watching video lectures (right).
5 Conclusions
In this work, we empirically investigated two types of instructional interventions
found to be effective in traditional educational environments (study planning
and retrieval practice) in the MOOC setting. In contrast to our hypotheses, we
found both to be largely ineffective in boosting learner success and engagement.
Only when accounting specifically for learners who engaged with the intervention
directly do we observe significant increases in final grades and engagement in
one of the two MOOCs studied. However, given that between 14 %–22 % of the
learners meet this criteria in our studies, we too note the “non-compliance”
described in [1] as a problem.
Another point of improvement for future studies is that of the frequency and
chronology of the interventions. For example, future testing of retrieval practice
should be made more continuous and incorporate more lag time [4,16].
Taking both the existing literature and the present study into account, we will
design future theory-based (this research focuses on Zimmerman’s [22] model,
but future work should also investigate the effectiveness of other models, such as
that of Pintrich [15]) interventions to be much more appealing and prominent in
the context of the course—be it visually or perhaps making them compulsory.
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“Keep Your Eyes on ’em all!”:
A Mobile Eye-Tracking Analysis
of Teachers’ Sensitivity to Students
Abstract. This study aims at investigating which cues teachers detect and
process from their students during instruction. This information capturing pro-
cess depends on teachers’ sensitivity, or awareness, to students’ needs, which
has been recognized as crucial for classroom management. We recorded the
gaze behaviors of two pre-service teachers and two experienced teachers during
a whole math lesson in primary classrooms. Thanks to a simple Learning
Analytics interface, the data analysis reports, firstly, which were the most often
tracked students, in relation with their classroom behavior and performance;
secondly, which relationships exist between teachers’ attentional frequency
distribution and lability, and the overall classroom climate they promote, mea-
sured by the Classroom Assessment Scoring System. Results show that par-
ticipants’ gaze patterns are mainly related to their experience. Learning
Analytics use cases are eventually presented, enabling researchers or teacher
trainers to further explore the eye-tracking data.
1 Introduction
Maintaining some of the main variables of the classroom in adequate limits is one of
the most crucial goals of every teacher, this activity being performed by continuous
visual information takes. Teacher’s situational awareness [1] is an important skill and is
needed for supervising (i.e., taking information from the classroom environment) and
controlling (i.e., acting on this environment in turn) the diverse events occurring in the
classroom, often at fast pace. This skill has been shown to be directly related to
learners’ achievement [2].
Teachers’ attentional resources are limited, so they cannot equally draw their
attention to every event occurring during instruction, or on every learner. Two main
concepts from the educational sciences literature have been derived from this
© Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 72–84, 2016.
DOI: 10.1007/978-3-319-45153-4_6
Mobile Eye-Tracking Analysis 73
assumption. Firstly, the concept of “withitness” [3], which refers to the ability of
teachers to proactively manage disruptive events, letting their students imagine that
“they have eyes in the back of their heads”. Secondly, the concept of steering group
[4], which refers to a group of learners more or less consciously selected, and fre-
quently supervised by the teacher in order to take on-the-fly instructional decisions. It is
worth noting that the two concepts are hardly compatible with each other: a
“withitness-able” teacher takes the classroom as a whole, whereas a “steering group”-
focused teacher selects and a priori targets a small subset of students.
Some concerns have been raised on these two concepts. The operationalization of
the “withitness” [5], as well as its empirical support [6], have been subject to diffi-
culties. Whereas the very existence of a steering group is hardly debatable, the literature
on this concept does not agree with the main features of this group. For instance,
Lundgren [4] argued that the steering group is composed of students between the 10th
and the 25th percentile of their cognitive abilities. Wanlin [7] reported two kinds of
steering groups, comprehension-centered and behavior-centered, and showed that
teachers mostly focus on medium and highly proficient students. Since these scholars
did not have the same observation tool, we assume that a finer-grained observation tool
may shed some light on the actual features of the steering group.
The main goal of this paper is to bring empirical support about the existence of
either of these two concepts. We used a mobile eye-tracker to determine the continuous
teacher’s eye-fixation behavior during a whole lesson, accounting for their selective
visual attention. We related this information to the cues (both behavioral and related to
students’ achievement) that lead a teacher to focus his or her interest on a given student.
Novice and experienced teachers participated to this study in order to seek likely
differences of behavior. Eventually, thanks to a Learning Analytics (LA) system, we
will argue that we can unveil teacher–students interactional patterns during instruction,
which in turn would be useful in some real-life contexts (use cases).
A well-established fact is that every teacher has to keep an overall awareness on the
instructional situation [3]. However, the kind of cognitive processes undertaken to
maintain this awareness has been studied so far mostly from verbalization procedures
(either current or posterior to the activity), which are known to offer an incomplete
access to the action and decision cognitive processes [8], because of their partly
implicit nature.
Eye-tracking devices have become a reliable way to overcome this problem [9].
They enable the capture of eye fixations and saccades so that two pieces of information
can be inferred [10]: which kind of information is extracted from a scene (static or
dynamic); how much a scene is complex (the more complex a scene, the longer are the
eye fixations). Moreover, the amount of gathered direct information is far larger than
with other ways to observe teachers’ behaviors, and makes possible LA-based pro-
cedures. All in all, they allow the processing of a large amount of “low inference”
measures, which can be seen as more objective than measures that rely on the inter-
pretation of a scarcer set of information.
74 P. Dessus et al.
Eye-tracking devices have seldom been used in educational contexts, but they have
mainly been used in very constrained environments, like text reading or information
seeking on screens. However, a few recent researches used eye-tracking devices for
dynamic classroom scenes, either for analyzing student’s gaze [11], teacher’s cognitive
load [12], or the whole classroom [13]. So far, two studies have investigated teachers’
selective visual attention through the use of eye-tracking devices.
The study from van den Bogert et al. [14] analyzed teacher’s (20 novices and 20
experts) fixations when viewing two videotaped lessons on a TV screen equipped with
an eye-tracker. The expert–novice (E–N) paradigm predicted that, firstly, the fixations
would be longer and more variable for novices (i.e., more complex) and, secondly, the
number of targeted students would be larger for experts than for novices. Three kinds
of video segments were identified: “blank segments” (containing no event, as identified
by neither novice nor experienced teachers), “low contrast segments” (containing
events identified only by experienced teachers), “high contrast segments” (with events
identified by both). The results showed that novice teachers devoted more time in
observing a disruptive student than experienced teachers did, the latter having a wider
observation scheme. In low contrast segments, the experienced teachers exhibited
shorter fixation times and a wider sampling across students than novices did. No
differences were shown for the high contrast segments. There were no significant
differences on the observation of blank segments between N and E teachers; no dif-
ferences on the homogeneity of variance were found either. Since this study captures
eye movements on a TV screen displaying a video footage, based on predetermined
scenes, its proximity with authentic conditions is weak.
Cortina et al. [15] used a mobile eye-tracker to study the gaze behavior of 24
teachers (12 novices and 12 experienced). They analyzed the relationship between the
quality of the classroom climate (using the CLASS, see below for more information),
and the level of attention teachers devoted to each student of the classroom, computed
with the Gini coefficient (ranging from 0: all students have the same number of fixa-
tions, to 1: only one student gets all the fixations). Results showed that the Gini
coefficient of experienced teachers was significantly lower than this of novice teachers.
Correlations between each CLASS dimension and the Gini coefficient were computed:
quality of feedback score correlated positively and significantly with Gini scores
(r = .46, p < .05), showing that the more teachers support learning in delivering
feedback, the more their attention is equally drawn towards all the students.
These studies did not attempt to uncover steering groups, nor did they make any
assumptions about the actual level of the students. We set up the following study to
investigate these questions.
3 Research Questions
The main purpose of this research is to study the strategies of teachers’ information
gathering through a mobile eye-tracking device and in an ecological context. The use of
such a device suits the highly dynamic nature of the classroom environment [16],
where the diversity of the potential sources of change are difficult to capture with
indirect observation tools. Our research questions are threefold:
Mobile Eye-Tracking Analysis 75
4 Method
4.1 Participants
Four teachers (100 % female) volunteered to participate to this study. Table 1 below
shows teachers’ main characteristics.
4.2 Measures
First of all, information about the students was gathered: age, gender, quartile level of
performance in French and mathematics, special needs, and a 11-item questionnaire
assessing the students’ behavioral self-regulation abilities [18]. The following abilities
were assessed: attention, tiredness, integration into the classroom, work speed, effec-
tiveness, organizational capacity in performing a task, autonomy, and mastery of
gestures. Teachers responded on a 4-point Likert scale, ranging from 1 for a behavior
never noticed or not learned yet, to 4 for a behavior usually noticed or learned.
A maximum likelihood exploratory factor analysis identified one factor as in a previous
76 P. Dessus et al.
research [18]. The reliability was satisfactory (a = .77). In order to estimate each
pupil’s behavioural self-regulation perceived by the teacher, each student was given a
score taking into account the factor weight of each item.
Then, we had to represent the occurrence of pedagogical events throughout the
teaching sessions. We adapted the Teaching Dimensions Observation Protocol (TDOP)
[19], which is a reliable observation tool that captures a large variety of pedagogical
practices and events. We used the TDOP to characterize the diversity of pedagogical
events that occur in classrooms (e.g., the teacher gives an explanation then the students
are doing a guided exercise). This information was coded independently by two
researchers from the video footages, and disagreements were resolved by a discussion
to reach a consensus.
Eventually, we assessed the level of the teacher–students interactions in the
classrooms with the Classroom Assessment Scoring System (CLASS) [2], one of the
most used and valid classroom observation systems. The quality of the interactions was
assessed upon three main domains: emotional support, classroom organization, and
instructional support, derived into ten dimensions (see Table 2 for more information).
This judgment of quality of the teacher–students interactions is related to the obser-
vation of four 30-minute sessions, hence lasting a whole morning session for each
observed teacher.
Table 2. Gini coefficients, behavioral- and performance-related gazing time ratio, CLASS
scores, per teacher
1 2 3 4
Gini Coeff. Overall 0.35 0.33 0.32 0.29
Behav. Gazing Time Ratio Overall 2.07 1.49 1.05 2.14
Overall Attentional Lability 36.9 53.8 49.8 36.8
Gini Coeff. Interactive Exercise 0.33 0.32 0.45 0.29
Behav. Gazing Time Ratio Int. Ex. 2.10 1.14 1.09 2.16
Int. Exercise Attentional Lability 37.6 65.2 48.1 42.2
CLASS Positive Climate 6.0 6.3 5.9 4.5
CLASS Negative Climate 1.0 1.1 1.1 1.7
CLASS Teacher Sensitivity 5.4 6.1 5.6 4.8
CLASS Regard for Student Persp. 4.5 5.6 5.3 4.2
CLASS Behavior Management 5.7 6.3 5.9 5.2
CLASS Productivity 5.7 5.9 5.9 5.2
CLASS Instr. Learning Formats 5.4 5.3 4.9 4.6
CLASS Concept Development 2.7 5.0 3.8 2.9
CLASS Quality of Feedback 4.5 4.9 4.3 3.4
CLASS Language Modeling 3.7 4.8 3.9 3.3
data, likely following use cases (see Sect. 6). Moreover, any researcher can conve-
niently perform, upon registration, some of the analyses described in the paper, as well
as new ones.
Specific attention was drawn to privacy concerns, and we sought agreements from
our university data protection and ethical committees, mostly because the mobile
eye-tracker necessarily captures the whole attentional stream of teachers, which makes
it difficult to isolate students whose parents decided they would not be videotaped. The
parents were given a description of the project and had to confirm their agreement. All
of them agreed. The dataset available from within UnderTracks delivers fully anon-
ymized data only, thus the video shots of the study are not viewable.
5 Results
Fig. 2. Distribution of the percentage of teachers’ gazing time per student, sorted by descending
rank, whole lesson (time range: 44 min)
Figure 3 depicts this relationship, showing that Teachers #1 and #4, again, had
similar ocular behaviors: their students’ level curves are globally ascending, even if
some irregularities occur (e.g., Students #8 and #1 were less observed by Teacher #1
than their behavioral level would let us think; likewise for Students #22, #5, and #21,
Teacher #4). In comparison, the students’ level curves of Teachers #2 and #3 are not
ascending and much more erratic, showing no relationship between the percentage of
eye fixations and students’ level.
Fig. 3. Descending rank of the students in function of their gazing time, with information about
their levels of behavior (dotted lines) and mathematics (bars) (time range: 44 min)
5.4 Relationship Between the Attention Focus and the Classroom Climate
We computed Gini coefficients to measure teachers’ attention distribution in interactive
exercises [15], appropriate when the variable (in our case, attentional focus, or gazing
time) is not independently distributed among students: if a given student is subject to
focus, there leaves less chances of attentional focus to the others). The Gini coefficient
Mobile Eye-Tracking Analysis 81
ranges from 0 (all students get the same number of fixations) to 1 (one student gets all
the fixations). Results show that Teacher #4 was the most “egalitarian”.
Table 2 also shows the gazing time ratio between the amount of fixations towards
less able students (in terms of behavior) and towards more able students, the cut-off
between the two groups being the median. For instance, Teacher #1 had an overall
behavioral gazing time ratio of about 2, meaning that she gathered two times more
information from less able students than from more able students. The pattern of results
regarding CLASS shows that, firstly, the smaller their behavior management
CLASS-based scores are, the more teachers are “egalitarian”, needing to scan a larger
sample of students to manage their classroom. We obtained similar results with the
gazing time ratio related to performance in mathematics.
We can now sketch three uses cases, showing situations where researchers, teacher
trainers, and even teachers, would take benefit from the analysis of eye-tracking data
with UnderTracks-Orange. These use cases enable to foresee advances in the novel
research domain of “Teaching Analytics” [22].
Use Case #1: Studying teachers’ cognition from classroom management patterns.
As argued in the first two Sections of this paper, there are numerous hypotheses on
teacher cognition that would take advantage from being more objectively validated
through LA-based eye-tracking data analyses. Researchers connected to large datasets
of teachers’ behaviors would uncover novel fine-grained classroom management
patterns.
82 P. Dessus et al.
Use Case #2: Studying teachers’ efficacy in relation with students learning.
Evidence-based research has recently spread from medicine to educational research
[23]. Given that perspective, researchers would use the kind of data we gathered,
extended by students’ indicators of performance. This would enable the study of the
causality between raw behavioral indicators and learning.
Use Case #3: Uncovering behavior patterns for teacher training purposes. Teacher
training sessions would also benefit from the device tested in this study. Pre-service
teachers would be given access to videotaped lessons and their UnderTracks-based
data; they would investigate some hypotheses about the teacher’s awareness, his or her
information takes, and their relationships with the students’ behavior and performance,
as well as with the classroom climate. Eventually, some instructional strategies would
be derived from their conclusions.
7 Discussion
This paper considered the combined use of eye-tracking data together with Learning
Analytics procedures leading to open and interactive visualizations of teachers’
strategies. Our main results are summarized as follows. Firstly, every student of the
four classrooms was looked at by his or her teacher, even a few times. This brings some
support to the “withitness” hypothesis. Secondly, steering groups composition differed
across teachers: very small groups of students were particularly subject to focus by the
teachers, and thus can be considered as more complex in terms of decision-making.
The size of the gazed groups seems to be related to the amount of experience of the
teachers, as found in [14]. Thirdly, very little variability was observed across different
kinds of pedagogical activity. Fourthly, the criterion for choosing a steering group is
not clear-cut across teachers: again, teachers’ amount of experience better predicted
their steering groups-related behavior than the characteristics of their students, in terms
of behavior or performance. Eventually, we found a small relationship between
teachers’ gazing time and the quality of the classroom climate, replicating Cortina
et al.’s [15] results, as well as a more obvious relationship between the teachers’
attentional lability and many of their CLASS scores.
During their activity, novice teachers engage a larger amount of cognitive load than
more experienced do. The way the latter scan a larger “steering group” would make
them able to perceive more fine-grained events [24], since they are less overwhelmed
than novices are. This “steering group” is action-oriented, so it likely contains students
whose behavioral changes may have effects on teachers’ strategies (activity change,
feedback, etc.) [25]. Novice–expert comparison studies in many fields (aviation, chess,
sport, surgery) showed that experts, compared to novices, have fewer fixations of
longer duration on nodal points of the situation [26, 27], while novices exhibit more
variability. This line of results complies with our paradoxical result, at least at first
sight, showing that an experienced teacher might be either egalitarian (i.e., with a
smaller gazing time variability across students), and focused on a small set of specific
students (i.e., with a restricted “steering group”). Focusing on this group of students
allows expert teachers to make sound decisions, grounded on a representative set of
students.
Mobile Eye-Tracking Analysis 83
Further research will engage a larger set of participants, and consider the actual
teachers’ location in the classroom to test more ecological hypotheses, as well as
finer-grained analyses of more complex episodes, like those involving teacher feed-
back. The implementation of some use cases in real-life contexts will be considered as
well. They are paths to understand how teachers adapt themselves, with sensitivity, to
their classroom environment and their students’ needs.
Acknowledgments. This research was partly funded by the Pôle Grenoble Cognition, Univ.
Grenoble Alpes, France. This research was approved by the CERNI (University’s local ethical
committee, n° 2013-09-24-25). We would like to thank the four teachers for having accepted to
wear so weird a device and nevertheless doing good teaching; Brigitte Meillon for her invaluable
help in calibrating, capturing, and post-producing the video footages; Michèle Arnoux and
Mathieu Louvart for CLASS and videos’ coding; Luc Sindirian and Pascal Bilau for making this
research possible; and Andrea Doos for checking the English of a previous version of this paper.
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Flipped Classroom Model: Effects
on Performance, Attitudes and Perceptions
in High School Algebra
1 Introduction
Past research has indicated that a strong grounding in algebra correlates to successful
post-secondary education [1] but research has also shown that algebra students need
more support to succeed as even students taking post-secondary level algebra classes
are still inadequately prepared [2]. Among the strategies suggested to better prepare
students include: provision of supplementary learning [3], promotion of conceptual
understanding and procedural fluency in algebra [4] and the use of solved problems to
engage students in analyzing algebraic reasoning and strategies [5]. These strategies
appear to be a good match to the flipped classroom model.
Abeysekera and Dawson [6] characterizes the flipped classroom model as a change
in use of class time and out-of-class time. Sometimes called the inverted classroom [7],
this model utilizes a setup where previous homework activities are now done in class in
the forms of active learning, peer learning and problem solving. Typical class lectures
are then delivered via videos for out-of-class viewing. With this setup, less time is
dedicated by the teacher to repeat information thus making it possible to provide
students with more exercises and activities that promote conceptual and procedural
fluency.
Reported benefits of flipped learning model include an increased student satisfac-
tion, improved communication skills and consequently, an enhanced learning experi-
ence [8]. These findings, however are for higher education and evidence of positive
effects of flipped learning in high school particularly those that examine student per-
formance are limited [9]. To fill the gap in research, this study is conducted with high
school students and focuses evaluation in student perception and performance.
This study aims to answer the following research questions:
RQ1. Is there an effect to students’ performance in an algebra test when flipped
classroom is adopted as a teaching model?
RQ2. Is there a change in students’ attitudes to mathematics when flipped classroom
model is used?
RQ3. How do students perceive the use of the flipped classroom model in terms of
its usefulness in learning mathematics?
2 Review of Literature
covered students’ attitudes were self-reports students provided at the end of the
intervention. Weng [16] reported that students feel less anxious about mathematics as a
result of using this model. Love et al. [14] found that using the flipped classroom
format led to students having reasonably more positive outlook about the importance of
mathematics to future careers. Similarly, Touchton [26] found that more students in the
flipped classroom expressed an increased interest to take more advanced statistics
courses. Lape et al. [17], on the other hand, found that students lacked the motivation to
attend class because of the model. Given this gap in literature, it is the goal of this study
to investigate the effects of using the flipped classroom model to student attitudes
towards mathematics using before and after intervention data.
A literature search of flipped classroom implementations in mathematics and its
effect to student performance yielded a limited number of results. A summary of these
studies is listed in Table 1. There were studies that showed students in the flipped
group outperformed their comparison groups [11, 12, 20, 22, 26]. Two studies had
mixed results. Love et al. [14] found that while students in the flipped group initially
outperformed the control group midway of the study, the control group was able to
catch up towards the end of the intervention. Overmyer [27] found that students taught
using the flipped classroom model by a lecturer with an experience in inquiry-based
learning and cooperative learning performed better than the non-flipped group and
those who were taught using the flipped model but with an inexperienced teacher.
There were also studies that found student performance did not vary by teaching model
[17, 18, 23, 28].
Student perceptions of a flipped classroom was not found to be an indicator of
performance [11]. In general, however, studies that reported an improvement in stu-
dents’ performance also reported positive student perceptions and studies that reported
no difference in student performance between the control and experimental group are
the same studies that reported negative student perceptions.
All studies mentioned in this section were conducted at university level mathe-
matics except for Muir and Geiger [13] and Kirvan et al.’s [28] work. Muir et al.
reported positive student perceptions towards flipped learning while Kirvan et al.’s
work found no difference in the performance of students who were taught using the
traditional model of mathematics and students taught with the flipped classroom model.
It is thus, another goal of this study to focus the evaluation of the flipped classroom to
students’ performance in high school mathematics, where student expectation and
classroom setup is very much different to undergraduate level mathematics.
3 Methodology
Students were randomly assigned into two groups: flipped classroom model (ex-
perimental group) and traditional model (control group). Both groups participated in
the study for the whole academic year. For the duration of the study, the experimental
group received an average of three videos per week as part of the flipped classroom
model whereas the traditional group received an average of three homework/practice
exercises per week. All learning activities carried out in the experimental group was
also carried out in the control group. For example, if the lesson includes 10 practice
exercises, then the experimental group will work on these exercises within class hours.
The control group will work on half of the exercises within class and the other half as
assigned homework. A typical 50-minutes lesson structure and how it varies between
groups is illustrated in Fig. 1.
Learning activities for both groups include collaborative activities, problem solv-
ing, guided and independent practice, however, the videos are additional resources for
the experimental group. For example, in one of the student projects, students took
photos of the four different conic sections that they see outside the school and were
asked to generate the equation of each conic section. Their task is to construct a poster
that relates the photos they have taken to conic sections. This activity is a two-day
paired activity and students worked together to finish all the work in class. The nature
of the activity is the same for traditional and flipped classroom. The differences lie in
the amount of time dedicated to classroom based learning activities and student
implementation of the activities. For example, students in the flipped classroom
accessed the flipped videos with their mobile devices to remind them of the concepts
they need for the project. The questions they raised to the teacher was more about the
output expected (i.e. how big should the poster or in what format). They were also able
to finish the activity within the allocated time. Students in the traditional classroom, on
the other hand, used the notes they took during class, their textbook and asked the
90 P. Esperanza et al.
teacher to review the concepts that they forgot. They also worked on the activity for
two days but some students had to carry on doing the work at home as they weren’t
able to finish on time.
The videos used in the experimental group follows production using the Fizz
Method [29]. Using this method, the videos have the following characteristic: minimal
post-production, and usually completed in a single attempt; the teacher appears in the
video and the notes are handwritten. The minimal post-production contributes to the
simplicity of the video and easiness of video production. The talking head provides the
non-verbal cues that might aid students and is also proven to be more engaging in
online video formats [30]. The handwritten notes, as McCammon explains, is a form of
modeling that allows students to see their thought processes and supports
understanding.
3.2 Participants
A total of 91 second and third year high school students were randomly allocated into
experimental and control group. There were 46 students (23 male, 23 female) in the
control group and 45 students (24 male, 21 female) in the experimental group. The
teacher participant taught both groups and more than 10 years of experience teaching
high school mathematics and two years of teaching using the flipped classroom model.
Attitudes Towards Mathematics Inventory (ATMI). Tapia and Marsh’s [31] atti-
tude inventory for mathematics consists of four subscales with a test-retest reliability of
.89. The subscales (with the corresponding number of questions and reliability scores
are as follows): value of mathematics (10 questions, .70), enjoyment (10 questions,
.84), self-confidence (15 questions, 88) and motivation (5 questions, .78). Responses
were scored using a five-point Likert-scale with 1 being strongly disagree and 5 being
strongly agree. Negatively phrased items were reversed-scored. Scores on the ATMI
subscale were computed for each student by adding the corresponding numerical score
for each of the item on that subscale.
Algebra Test. To measure student performance, twenty-five questions from the
released California Standards Test [32] were randomly selected to be included in the
study. The resulting test consists of multiple-choice questions with the following topic
distribution: polynomial and rational expressions (9 items), quadratics, conics, and
complex numbers (5 items); exponents and logarithms (5 items), series, combinatorics,
and probability (6 items).
End Activity Evaluation. The end activity evaluation consists of five questions
relating to student perception about the usefulness of the flipped classroom model.
Questions were arranged in a 5-centimeter line marking scale with labeled endpoints
(0 = strongly disagree; 5 = strongly disagree). Students rated their agreement with the
statement by placing a dot on the line. The score was measured by measuring the
Flipped Classroom Model 91
placement of the dot from the left-hand side of the scale using a ruler. The higher the
score, the higher the agreement with the statement. Students were also asked, in the
form of open-ended questions, what they liked/disliked about the flipped classroom and
suggestions on how to improve the current model.
3.4 Procedure
At the start of the term, students in the experimental group were given an orientation on
the nature of the course. In the orientation, the experimental group were made aware
that the purpose of the videos is to help them prepare for the next lesson and to cut
down the time that they are allocated for note-taking in class. Their obligations, as
such, is to watch the videos beforehand and summarize the video content and list down
questions that they might have. An ATMI pre-test, followed by the algebra test the day
after, was completed by both groups during the first two days of the semester. Students
in the experimental group followed the flipped classroom model and the control group
the traditional model as was illustrated in Fig. 1. At the end of semester 2, students
completed the ATMI and algebra post-test. An end activity evaluation was also
completed by the experimental group.
Overmyer’s [27] findings that the experience of the teacher is a factor in running
successful flipped classrooms.
was not as severe as Young’s [16] study which resulted in more negative attitudes
towards mathematics.
preference to use this model had no significant correlation with the gains computed for
this study.
In the open-ended questions, students from the experimental group explained what
they liked/disliked about the flipped classroom model. Students appreciated the model
because it allowed them to pace their own learning, go back to the videos when they
have to and spend some time to reflect on the material as they take down notes for the
topic covered in the video (n = 18). One student explained “I like how if I didn’t
understand something I could rewind the video and listen again–something I could not
do if a teacher were lecturing in class.” This finding is consistent with the frequently
quoted advantages of flipped learning model [15–18].
The lack of homework is also another thing they appreciated (n = 17). As one
student explained, the flipped model allowed her to “not have to answer math problems
that I don’t understand at home.” Instead, the students feel that as they are doing their
homework in school, they in-turn receive more help (n = 7). Students feel that this
model have made them understand the topic better (n = 7). In addition, students
mentioned that the videos used to prepare for class allowed them more time to reflect
and gives them an idea of what is going to happen in-class (n = 3). Other advantages
that students mentioned are: the chance to get more worked examples (n = 3), its
support for anytime, anywhere learning (n = 3), and the opportunity it allows to make
up for missed classes (n = 1).
Flipped Classroom Model 95
When asked about what they disliked about the model most of the students replied
that they have no complaints about the setup (n = 22) but a few have mentioned that
they encountered difficulties accessing the video in some occasion (n = 6) which in
turn gives the feeling of having to catch up in class the next day. Another recurring
issue is that the videos did not allow them to ask questions (n = 5) so whatever
question they have will have to wait for the next class. This ties in with their comments
on how to improve the current model by having a comment section so that students can
leave questions about the videos they just viewed. Overall, however, students were
satisfied with the implementation and the recommendations for improvement have
more to do with the interface design of the video channel rather than the content.
The results of this study found that the use of the flipped classroom model had resulted
to gains in student performance (#RQ1) and positive attitudes towards mathematics
(#RQ2). We also found that students have positive perceptions about the usefulness of
the flipped classroom model (#RQ3). We aimed to provide the same learning activities
for the control and experimental group but admittedly the need to cover more material
in class resulted to shortened learning activities in the control group and we believe that
this is where the difference lies.
The videos that we used for this session were short 5 to 10-minutes videos. Keeping
the videos to a minimum length is not just useful for production purposes but also for
maintaining students’ focus. The videos are, after all, meant to be preparatory materials
for the next day’s lesson and not substitutes to the actual discussion.
96 P. Esperanza et al.
A lot of studies on flipped learning focused on the video element of the course but
implementing the flipped classroom model required not just preparation of the videos to
be used but also required planning of in-class activities. Successful implementation of a
flipped classroom requires an agreement with the students that they will engage with
the videos before class in place of the assignments that they are normally assigned. We
believe that this preparation enables students to engage with the materials better in class
and contributes to the success of the flipped classroom model.
Flipped classroom requires a lot of initial effort particularly in the preparation of
video materials. For this study, the videos used were prepared and used the previous
year so no further effort was required from the instructor in terms of developing new
videos. We understand, however, that this is something those new to flipped learning
would struggle with but it is also worth keeping in mind that the videos produced are
reusable resources that teachers can build over time so this balances out the initial effort
required.
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sr/documents/cstrtqalgebra2.pdf
Argumentation Identification for Academic
Support in Undergraduate Writings
1 Introduction
Writing is a complex process that involves several stages such as planning, editing and
reviewing. This process can be supported by computational tools of writing assessment
which provide instructions to students in order to improve their writing skills, for
example programs such as Criterion [1], Writing Pal W-Pal [2] and SWORD [3] are
used in academic review of essays. As part of academic writing, we find argumentative
writing which is used in student essays, scientific articles and theses to support pre-
sented claims with solid arguments. An argument is defined as a set of statements
(premises) that individually or collectively provide support to a claim (conclusion).
Some investigations in the literature have addressed the argumentative analysis in
essays and scientific papers, such as Stab and Gurevych [4] and Kirschner et al. [5] who
identify premises and conclusions, as well as their relations. However, we have not
found work aimed to automatically analyze argumentation in larger academic works
such as research proposals, theses or technical reports. Theses are often written at the
end of college as one of the requirements for the degree, being in consequence quite
important for students and academia. For this reason, a study in the analysis of argu-
mentation in thesis is necessary to identify for example: What are the sections of the
thesis containing more arguments?, What are the types of arguments used in these
sections?, What are the types of argument components (i.e. premises or conclusions)
used and their relations (e.g. support or attack)? How can be automatically identified
2 Related Work
The first step in the task of text analysis is to have an annotated corpus that allows us to
validate the efficacy of the proposed method. As we found in the literature, the majority
of researchers in the field of argument analysis create their own annotated corpus, using
certain argumentative scheme. In the literature, we found few annotated argument
corpus available. One of the most used among researchers to identify the presence of
arguments is the Araucaria corpus [6], which has various types of documents (e.g.
parliament records, newspapers, judicial summaries and forum discussions) with
annotated premises, conclusions, and the argument scheme used, however the level of
agreement between annotators is not reported in the study, turning it unreliable.
The creation of a corpus for each research is observed in different types of text, as
well as in different domains. In Mochales and Moens [7], a corpus is built with 10 legal
documents from the ECHR (European Court of Human Rights) corpus, with annotated
premises and conclusions. In this corpus, the level of agreement between the two
annotators is with a Kappa of 80 %, then in another study, Mochales and Moens [8]
increased the number of annotators to three and the number of documents in the corpus
to 47, with this, the level of agreement among annotators decreased to a Kappa of
75 %. It is important to note that dealing with legal texts with a well-defined structure
facilitates the annotation process and increases the level of agreement. On the other
hand, in the work of Stab and Gurevych [4], 90 persuasive essays on randomly-chosen
topics are annotated by three participants. They annotated argumentative components
with a level of agreement for the component of major conclusion of 83 % (position of
the author), premises with 70 % and conclusions with 65 %; in addition the annotation
for relations between argumentative components for attack is 80 % and support with
81 %, using Fleiss Kappa. In the research of Kirschner et al. [5], a corpus was created
with 24 scientific articles in education for the sections of introduction and discussion. It
was annotated by four participants with the argument components of premises and
conclusions, as well as four relationships between these argumentative components
100 J.M.G. Gorrostieta and A. López-López
(support, attack, sequence and detail), with an average in the level of agreement of
Fleiss Kappa of 41 %. Therefore, it is observed that obtaining acceptable levels of
annotation agreement in scientific texts is a complex task, which depends on an
appropriate annotation guide and regularly monitoring of annotators during the corpus
construction. For our research, the closest kind of document are scientific articles since
theses or student research proposals share a similar structure, but are longer.
Once the corpus is built, it is necessary to perform the task of detecting the presence
of arguments either in paragraphs, sentences or clauses. Moens et al. [9] perform an
automatic identification of argumentative and non-argumentative sentences in Arau-
caria corpus. They represent sentences with features like combinations of pairs of
words, verbs and text statistics using a naive Bayes classifier, achieving a 73.75 % of
accuracy. In their investigation with legal texts in ECHR corpus [8], they reached an
80 % of accuracy. It is important to note that legal texts have a particular structure
which allows lawyers to clearly identify the arguments. Another approach to identify
presence of arguments in texts was reported by Florou [10], using a set of discourse
markers and features based on mood and tense of verbs. They achieved an F1-Measure
of 76.4 % using a decision tree classifier. Goudas et al. [11] performed identification of
argumentative sentences, employing structural, lexical, contextual and grammatical
features to represent each sentence. With a logistic regression classifier, they achieved
an F1-Measure of 77.1 % on a corpus of 204 documents collected from social media
written in Greek. They also performed identification of argument components (claim
and premise). For this task, they applied a CRF (Conditional Random Field) classifier
to obtain an F1-Measure of 42.37 %. Sardianos et al. [12] presented a similar approach
with CRF and distributed representations of words to identify segments that correspond
to argument components. For this task, they reported an F1-Measure of 32.21 %.
As mentioned before, after identifying a segment of text as argumentative, the next
step is to find out the type of argumentative component (e.g. claim or premise). Stab
and Gurevych [4] employed a SVM to classify propositions as non-argumentative,
major claim, claim or premise, in academic essays. They used several structural, lex-
ical, syntactic, and contextual features. They reported an accuracy of 77 %. Also
Nguyen and Litman [13] performed the same argument component classification with
SVM, they achieved a 79 % of accuracy, using argument and domain words extracted
from unlabeled persuasive essays using LDA. Another approach to identify premises is
applying techniques of sentiment analysis. Villalba and Saint-Dizier [14] identified
discourse structures such as justification, elaboration and illustration that support
opinions (evaluative expressions) in a corpus of hotel and restaurants reviews. They
designed argument extraction rules with lexical features such as terms expressing
polarity, adverbs of intensity, and domain verbs to identify discourse structures. They
reported a precision of 92 % and recall of 86 % when identifying justifications.
In this paper we present our annotation scheme that includes the types of arguments
most commonly observed in undergraduate academic proposals and theses, such as
authority, causality, examples, analogy and comparison.
Argumentation Identification for Academic Support 101
conclusions), and their relations (attack and support), as well as the level and type of
argumentation of each of the paragraphs. The ultimate aim is to provide an assessment
along recommendations to support students in improving their argumentation in aca-
demic texts.
For our argumentation scheme, we consider two argument components: premises and
conclusions, as well as two types of relation between components: support and attack.
A graphical representation of the argument structure helps to understand how their
components are interacting. This is done by identifying each premise and conclusion
with a letter, which are associated with nodes of a graph. Then using directed arcs
(arrows) to indicate a relationships between these components. The simple argument
has only one premise that is used to support one conclusion [19]. For example:
[Today educational institutions have a greater number of computers with Internet.] /P+
[Therefore, more students have access to the Internet.] /C
As we can observe, the first sentence is the premise (in square brackets /P+)
supporting the conclusion in the second sentence (in square brackets /C). In a simple
argument, a premise provides elements to sustain the veracity of the associated con-
clusion. A diagram in Fig. 2 illustrates a simple argument in which the premise A
supports the conclusion B. However, several other more elaborated structures can
emerged from the analysis.
square brackets ending with /C, i.e.: [text of conclusion]/C. Additionally, the annotator
was asked to indicate the type of argument found in the paragraph, the types most
commonly used by students in academic texts [20] are: authority, example, causal,
analogy and comparison. Finally the annotator assesses paragraphs according to their
level of argumentation, based on the score of Table 1.
As shown in Table 1, a score of zero (0) is assigned to texts without any argu-
mentation; this is the case for descriptions and definitions. And, when an argument is
identified in the text, we use the next scale, if only the conclusion is found without any
premises, the score of one (1) is assigned to the paragraph, if a conclusion and premise
are located in the paragraph, a score of two (2) is assigned. If we found a conclusion
and two or more premises in the paragraph, the highest score is assigned (3) that
indicates the presence of strong argumentation. In this way, the paragraphs of the
corpus were assessed.
The annotation will be performed by an instructor who has experience reviewing
research proposals and theses. With this scheme, we show to the annotator how to
identify the conclusions, premises and relations, and also, how to evaluate arguments in
paragraphs. With the identification of such information, a writing support system can
indicate students the weakness in argumentation or lack of conclusions or premises in
their writings.
5 Corpus Analysis
In the work [23], the use of argumentative markers to identify argumentative text is
reported with a precision of 89 % and recall of 4 %. Although with a low recall,
precision is sufficient to give an idea of the presence of arguments in each section.
Therefore, we use argumentative markers to identify the presence of arguments in
paragraphs.
As shown in Table 2, most sections have more than half of the paragraphs with
arguments. At Bachelor level, in the conclusion section, we have 446 paragraphs with
arguments indicating a proportion of 61 %. Moreover, it is noted that in Ph.D. level in
the justification section, there is a 61 % of paragraphs with arguments. For the TSU
level, in section problem statement, 62 % of paragraphs with arguments is observed.
With this analysis, a large number and proportion of arguments in our corpus is
identified in the different academic levels.
For the analysis of the argument types, a sample of 46 theses was taken. From 224
paragraphs analyzed, we got that 127 are argumentative with a proportion of 56.7 %.
Argument types identified in the sample were: authority, causality, examples, com-
parison, and analogy.
As presented in Table 3, the most abundant type is the causal argument with 95
paragraphs, followed by the arguments of authority with 20 paragraphs; we can observe
this graphically in Fig. 3. This is because generally in academic texts, ideas are causally
related and also based on citations of recognized authors in the area used as support.
By definition, authority arguments are based on the use of several references (au-
thors, organizations) to explain what we need to know about the world [20]. These
types of arguments are common in academia, because usually the author relies on
publications produced by researchers in the field to support his assertions. An example
of this type of argument is presented below, where we can notice a reference to an
author which is used as premise (/P+) to support the conclusion (/C). For example:
Argumentation Identification for Academic Support 105
[Nowadays we are in the so-called Network Society] /C [that according to Castells (2000), is a
society that was generated from the technological revolution of information and from flour-
ishing of social networks.] /P+
6 Argument Identification
As we can observe in Table 6 and Fig. 4, the SVM classifier has better accuracy
when using trigrams of words with 71.9 %, and a standard deviation of 6.6, which is
lower compared to unigram (9.3) and bigrams (8.3).
Another vector representation used for this task is constructed with unigrams,
bigrams (pairs of successive words with a minimum frequency of 5 instances) and
trigrams (three successive words with a minimum frequency of 5 instances) with all
words and punctuation symbols. Then, we trained the classifiers with the dataset for
training and applied them to the test dataset. Table 7 shows the average accuracy of
Argumentation Identification for Academic Support 107
each classifier for their 10 folds. As we can observe, the three classifiers improve and
again SVM classifier obtains the best accuracy with 75.55 and 85.65 % precision,
identifying paragraphs with arguments.
7 Conclusion
We have described our annotation scheme for arguments in academic research pro-
posals and we have applied it on a small sample. Our goal is to create a free available
annotated corpus of research proposals in computer science to support research on
argumentation. We are in the process of creating such corpus with the support of two
annotators.
As we can observe, there is a sufficient amount of arguments in academic work
(research proposals and theses), with the analysis of the corpus we realized that more
than half of the paragraphs written by undergraduate students include arguments, so it
is important to make further progress in building a system that supports the assessment
of this kind of academic texts.
According to the results, the best accuracy was observed in our preliminary
experiments to identify paragraphs with arguments by the SVM classifier using lexical
features, i.e. n-grams of words of length up to 3 with frequency equal or higher than
five. In future work, we plan to explore the use of structural and syntactical features to
improve the classification task.
108 J.M.G. Gorrostieta and A. López-López
In addition, we will continue tackling the other subtasks in our argument analysis
model, specifically we expect to achieve an adequate representation for argument
components and relations in academic texts.
Acknowledgments. We thank the annotator Tania Maria Tequida Castillo for the assistance in
the corpus creation. The first author was partially supported by CONACYT, México, under
scholarship 357381. The second author was partially supported by SNI, México.
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Mobile Grading Paper-Based Programming
Exams: Automatic Semantic Partial Credit
Assignment Approach
I-Han Hsiao(&)
1 Introduction
Today, the majority of programing classes are delivered via a blended instructional
method with face-to-face instruction in the classrooms supported by online tools such
as intelligent tutors, self-assessment quizzes, and course management systems etc. Such
a blended instructional strategy, in contrast to pure on-line learning/instruction through
massive open online courses, which still has inconclusive results [1, 2], allows teachers
to focus on systematically instructing complex topics in class while supplying many
supplemental exercises outside the classroom. The blended instructional classrooms
still mainly rely on paper-based exams as the main method to assess students’
knowledge in today’s lower division programming courses. It is very challenging for
teachers to provide personalized feedback on each individual test. The large size of the
classes makes it impractical to discuss with each individual student on his/her exam
paper. Instead, typically, teachers discuss on the returned exam in the class (hopefully
thorough and detailed enough to cover all the students’ misconceptions).
Although teachers still point out the common mistakes and try to pinpoint the key
concepts related to the such mistakes, many desired detailed learning analytics are
unavailable, such as how did s/he receive partial credits, was it a single concept or
multiple concepts mistake, a careless mistake or a long-term misconception etc. As a
result, students often focus solely on the scores they earned on the returned exams, but
miss several learning opportunities, such as identification of strength and weakness,
2 Literature Review
2.1 Automatic Program Assessment
Automatic program evaluation is not a new topic. Special interest group on computer
science education (SIGCSE) reports several work on automatic grading students’
programming assignments in last couple decades. For instance, WEB-CAT [3], BOSS
[4], ASSYST [5] and among many others. The common approach is to apply
pattern-matching techniques to verify students’ answers and the correct answers. Most
of these systems are web-based evaluation tools; less is emphasized on automatic
evaluation for paper-based programming formal assessments. There are a few relevant
early innovations attempting to apply to process paper exams and hand written codes,
such as tablet grading system [6, 7]. It uses tabletop scanners to digitalize the exam
papers and provides a central grading interface on the tablet in assisting mass pro-
gramming grading. It reports that a few benefits of digitizing paper exams (i.e. some
default feedback can be kept on the digital pages; student’s identity can be kept
anonymous and potentially prevent graders’ bias in recognizing names). There is also
an adjacent related work attempted to address scaling up assessment production, it is
called parameterized exercises. Parameterized questions and exercises use randomly
generated parameters in every question template and produce many similar, yet suffi-
ciently different questions. This approach not only automatically evaluates students’
programs, but also dramatically reduces authoring efforts and creates a sizeable col-
lection of questions to facilitate programming assessment. As demonstrated by a
112 I.-H. Hsiao
number of projects such as CAPA [8], WebAssign [9], QuizPack [10], and QuizJET
[11] parameterized questions can be used effectively in a number of domains allowing
to increase the number of assessment items, decrease authoring efforts and reduce
cheating. Overall, the field of automatic program evaluation is less focused on grading
paper-based programming problems, therefore, less support of personalization as such.
3 Methodology
3.1 Mobile Grading Framework
In order to automatically evaluate programming problems on paper-based exams, we
create a mobile PGA grading framework (Fig. 1) and develop an instance of android
application1 based on the framework. (1) Using a camera-enabled mobile device to
scan questions, which are attached with pre-generated Quick Response codes (Fig. 2).
The scanning can be done at a batch process by scanning multiple questions and
1
The mobile grading app is currently available upon request.
Mobile Grading Paper-Based Programming Exams 113
multiple exams at a time before entering to auto-grading phase; (2) The grading service
begins to process the scanned questions as images, which includes: (a) Converting
pixel images to binary images; (b) Removing noises from the image in order to just
focus on texts in the recognition step, but not to falsely remove the punctuations, which
is considered an important element in code writing; (c) Defining character boundaries
for later recognition to calculate word separation and alignments. (3) We deploy an
open source OCR (Optical Characteristic Recognition) library2 to recognize hand
written and/or printed texts from the scanned images; (4) The app then compares the
recognized answers to the correct answers; (5) The app assigns scores based on two
grading schemes: (a) a binary function of correct or incorrect answer; (b) a partial credit
assignment based on the proportion of recognized concepts to the overall concepts of
the correct answer; (6) Finally, the app aggregates step 1 to 5 results to generate reports
and updates analytics.
2
https://github.com/tesseract-ocr.
114 I.-H. Hsiao
the grader can keep notes anywhere on the screen and to leave free-form feedback or
just simply highlight the missing/incorrect codes with her fingertip. The pencil icon
located at the lower right is the functionality to edit misconceptions. Grading is done by
tapping on the concepts, which resembles the action of punishing misconceptions of
incorrect codes. The grades are shown at the lower left corner. The graders can also
manually adjust the grades as appropriately. Once graders are done with editing, they
can press the top-left corner save icon. All the graded questions will be recorded into
database and be exported as an xml format file to be ready to feed in learning analytics
dashboard tool, such as EduAnalysis [26].
Semantic Feedback. All questions’ associated concepts are parsed and indexed by
Java Programming ontology3 and weights are automatically indexed by EduAnalysis
[26]. On toggling on and off the pencil icon, the associated concepts of the question
will be brought out to the screen. The grader can tap to edit the weights to indicate the
missing concepts and/or misconceptions. In Fig. 2, the red highlighted concept indi-
cates the misconception, blue shows the gained concept, and grey shows missing
concepts. In this CWQ example, the student has clearly missed to initialize a counter
variable i (int i=0) and the increment statement (i++) in the while loop. Therefore,
the IntVariable and IncrementDecrementExpression concepts are greyed out.
3
Source of Java Ontology: http://www.pitt.edu/*paws//ont/java.owl.
Mobile Grading Paper-Based Programming Exams 115
Such grading process not only leaves conceptual feedback for each question, but also
allows automatic partial credit computation (will be discussed in next sub-section).
Fig. 3. Before (a) and after (b) optimized hand writing recognition.
Fig. 4. (a) left & right are two different students’ answers that were graded by the same grader;
(b) left & right are the same student’s answer that were graded by two different graders.
functtion pc = parttial_credit(quuestion){
if conncepts incorreect then
pc = ConceptSimilarityTeester&Correct * ConceptSalienc
C cy;
(Eq.1)
if pc<0 theen return pc = 0;
else
pc = 1 – εMisscellaneous;
if pc<0 theen return pc = 0;
}
return pc;
class in 2015 Fall semester offered in Arizona State University. We recruited six
graders who have been graders or teaching assistants for the same course at least once.
Among the recruited 6 graders, there are 3 graduate students and 3 undergraduate
students, 1 female and 5 male. All of them are either Computer Science major or
Information Science major. They have 1*5 years Java programming experiences and
have taken 3*8 programming courses. In addition, they all code multiple all-purposes
programming languages on a daily basis (mainly, C, C++, and PHP).
Data Collection. We scan two questions and answers from the sampled 20 paper-
based exams and use photo editing software to remove the original grading remarks
from the scans. Thus, there are 40 questions (2 questions 20 different students’
exams) in total. Exam questions are presented in Table 2.
Study Procedure. In the lab study, we instructed graders to refer to the provided
solution keys and grading schemes (Table 2) and assign grades based on their best
judgment to all 40 questions. Noted that graders graded on the same 40 questions. The
grading scheme was solicited from the same teacher who designed the exam. Graders
were also instructed to mark or leave feedback as appropriately. They spent
10*33 min to finish grading all the questions.
4 Evaluation Results
Fig. 5. Partial Credit Accuracy (left); Grades Discrency by Question Complexities (right).
Mobile Grading Paper-Based Programming Exams 119
Fig. 6. Inconsistencies Among Graders, some graders graded loosely, some strictly.
In addition, noted that currently the auto-grading algorithm tends to give fewer
points to students (-0.155 points on average), which means PGA is rather to grade
slightly harshly than mercifully. On the other hand, graders give mixed signals in
grading; either half point more or half point less (Table 4). Such results show
prominent news for teachers, who may consider partial incorrectness as incorrect rather
than giving false positive grading and mislead students.
We found that the majority of the questions (52.8%) did not receive feedback from
the graders at all. The cases are often occurred when the students had completely wrong
implementation. They usually receive a big red cross and zero along with the question
and nothing else (Fig. 8 Left). These students are usually the ones who have none or
incomplete knowledge and demand for more support. However, they tend not to get
any feedback at all on the paper-based exams. Nonetheless, the second type of feedback
is to highlight students’ errors (20.0%) (Fig. 8 Right). In such scenario, students could
potentially obtain point-of-interests to focus on mistakes, but no further guidance.
Unfortunately, these two types of feedback are not only shallow, but also very common
strategies for grading paper-based exams.
Type III feedback is that graders directly write down the answers or partial answers
on students’ exams (11.7%). For example, Fig. 3(a). Type IV feedback lists the reasons
why there are points of deduction (6.7%), for instance, graders left comments on the
exams “your sum is not computed”, “results is not displayed”, “your output is mis-
placed”, “where is sum?” Type V explains the misconceptions semantics (6.1%), for
example, “Wrong while condition”, and “no initialization”. These three types (Type
III*V) are considered more substantial feedback. However, in the context of learning,
the correct solutions may not necessarily the best next steps for all learners. It is harder
to provide personalized feedback on paper-based exams, due to the lack of under-
standing on students other learning performances. Finally, Type VI shows a 2.8% of
messages are actually wrong feedback to the students.
5 Conclusions
5.1 Summary
In this work, we design and evaluate an innovative mobile application to investigate
automatic grading paper-based programming exams. We call it Programming Grading
Assistant (PGA), it utilizes mobile’s inbuilt-camera to scan question and answers. We
use OCR technology to recognize students’ handwriting answers and design interfaces
to calibrate recognition or log misconceptions. We use 2-dimensional quick response
code (QR-Code) to associate each code-writing question, answer, and their corre-
sponding concepts and importance. Based on semantics associations with the exam
content, a partial credit assignment algorithm is constructed to leverage grading
inconsistency and to be utilized to provide semantic feedback.
Study results show that human graders exhibit multiple grading inconsistencies and
provide insufficient and shallow feedback. Meanwhile, PGA not only elevates the
grading consistency, but also systematically assigns partial credits and improves the
grading coherence. It also reveals human graders provide insufficient feedback, while
the proposed approach provides consistent semantics remarks as feedback. In addition,
handwriting recognition is currently not optimized, but can be improved with recog-
nition correction logic. Overall, PGA’s auto-grading framework via mobile devices
shows promising results in capturing paper-based programming exams for advanced
learning analytics.
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Which Algorithms Suit Which Learning
Environments? A Comparative Study
of Recommender Systems in TEL
1 Introduction
Recommender systems have grown to become one of the most popular research
fields in personalized e-learning. A tremendous amount of contributions has been
presented and investigated over its last fifteen years of existence [1]. However,
up to now there are no generally suggested or commonly applied recommender
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 124–138, 2016.
DOI: 10.1007/978-3-319-45153-4 10
Which Algorithms Suit Which Learning Environments? 125
2 Related Work
In general, there already exists a large body of research on recommender systems
in the context of TEL, see e.g., [1,3,12]. Surveys like for example [11] additionally
126 S. Kopeinik et al.
3 Evaluation
In this work, we evaluate six recommendation algorithms in terms of performance
on six TEL datasets from different application areas such as social bookmark-
ing systems (BibSonomy, CiteULike), MOOCs (KDD15), open social learning
Which Algorithms Suit Which Learning Environments? 127
3.1 Methodology
For evaluation, we split each dataset into a training and a test set, following
a common evaluation protocol used in recommender systems research [18,19].
To predict the future based on the past, each user’s activities are sorted in
chronological order by the timestamp the activities were traced in the systems.
For the tag recommender evaluation, we put the latest post of a user (i.e. all tags
assigned by a user to a resource) into the test set and the remaining posts of this
user into the training set (see [18]). When evaluating resource recommendations,
this process slightly differs. We select 20 % of most recent activities of a user for
testing and the remains for training (see [19]). Also, to ensure that there is
enough training data available per user, we only consider users with at least five
available activities. For the tag recommender test sets, we only consider users
with at least two available posts. This procedure avoids a biased evaluation as
no data is deleted from the original datasets.
3.2 Algorithms
For the purpose of this study, we selected well-established, computationally inex-
pensive tag and resource recommendation strategies (for a more substantial
review on complexity please see [20]) as well as approaches that have been pro-
posed and discussed in the context of TEL. All algorithms of this study as well
as the evaluation methods are implemented in Java as part of our TagRec rec-
ommender benchmarking framework [21], which is freely available via GitHub1 .
to boost collaborative filtering, we implemented the first two layers, which depict
an unsupervised clustering mechanism that maps inputs (e.g., resource features)
to outputs (e.g., activation values that decide to select or leave a resource).
In the initial training phase, each user’s personal attentional tunings and
cluster representations are created. The number of clusters per user evolves incre-
mentally through the training process (i.e., a new cluster is only recruited if a
new resource cannot be assimilated with the already existing clusters). As input
features describing a resource, we select either topics (if available) or tags. The
total number of possible input features determines the clusters’ dimension. Fur-
ther, the clustering algorithm has three tunable parameters, which we set in line
with [31] as follows: attentional focus r = 9.998, learning rate η = .096 and
threshold τ = .5, where the threshold specifies the sensitivity to new cluster cre-
ation. The resulting user model is then applied to predict new resources from a
candidate set that is given by the 100 highest ranked resources according to CFU .
For the prediction, we calculate and rank an activation value for each resource
given by the highest activated cluster in the user model and select the most
relevant items accordingly. As SUSTAIN+CFU , we denote a linear normalized
combination of SUSTAIN and CFU .
3.3 Datasets
Table 1 summarizes the dataset properties such as posts, users, resources, tags,
topics and their relations, as descriptive statistics. For the purpose of this study,
we use sparsity to designate the percentage of resources that are not described
by topics or tags. A more elaborate presentation of the datasets follows.
BibSonomy. The university of Kassel provides SQL dumps2 of the open social
bookmarking and resource sharing system BibSonomy, in which users can share
and tag bookmarks and bibliographic references. Available are four log data files
that report users’ tag assignments, bookmark data, bibliographic entries and tag
to tag relations. Since topics are not allocated [32], we used the tag assignment
data, which was retrieved in 2015.
2
http://www.kde.cs.uni-kassel.de/bibsonomy/dumps/.
3
http://www.citeulike.org/faq/data.adp.
130 S. Kopeinik et al.
KDD15. This dataset origins from the KDD Cup 20154 , where the challenge
was to predict dropouts in Massive Open Online Courses (MOOCs). The MOOC
learning platform was founded in 2013 by Tsinghua University and hosts more
than 360 Chinese and international courses. Data encompasses course dates and
structures (courses are segmented into modules and categories), student enroll-
ments and dropouts and student events. For the purpose of this study, we fil-
tered the event types problem, video and access that indicate a student’s learning
resource engagement. There are no tags in this dataset but we classify categories
as topics.
Table 1. Properties of the six datasets that were used in our study. |P |
depicts the number of posts, |U | the number of users, |R| the number of resources, |T |
the number of tags, |T p| the number of topics, |ATr | the average number of tags a user
assigned to one resource, |AT pr | the average number of topics describing one resource,
|ARu | the average number of resources a user interacted with, |AUr | the average number
of users that interacted with a specific resource. The last two parameters SPt and SPtp
describe the sparsity of tags and topics, respectively.
MACE. In the MACE project an informal learning platform was created that
links different repositories from all over Europe to provide access to meta-data-
enriched learning resources from the architecture domain. The dataset encom-
passes user activities like the accessing and tagging of learning resources and
additional learning resource descriptions such as topics and competences [33].
At this point, unfortunately, we do not posses access to competence and topic
data. However, user’s accessing of learning resources and tagging behavior were
used in our study.
4
http://kddcup2015.com/information.html.
5
http://lreforschools.eun.org.
Which Algorithms Suit Which Learning Environments? 131
Aposdle. An adaptive work integrated learning system that origins from the
Aposdle EU project. The target user group are workers from the innovation
and knowledge management domain. The dataset origins from a workplace
evaluation that also included a context-aware resource recommender. Three
files with user activities, learning resource descriptions with topics but no tags
and a domain ontology were published [35]. The very small dataset has only
six users. For the purpose of our evaluation study, we considered the user
actions VIEW RESOURCE and EDIT ANNOTATION as indications for learn-
ing resource engagements.
3.4 Metrics
Recall. Recall (R) indicates the proportion of the k recommended items that
are relevant to a user (i.e., correctly recommended items), to all items relevant
to a user.
|Iu ∩ Iˆu |
R@k = (3)
|Iu |
Precision. The precision (P) metric indicates the proportion of the k recom-
mended items that are relevant to a user.
|Iu ∩ Iˆu |
P @k = (4)
|Iˆu |
F-measure. The F-measure (F) calculates the harmonic mean of recall and
precision. This is relevant as recall and precision normally do not develop sym-
metrically.
(P @k · R@k)
F @k = 2 · (5)
(P @k + R@k)
132 S. Kopeinik et al.
k
2B(i) − 1
DCG@k = ( ) (6)
i=1
log2 (1 + i)
where B(i) is 1 if the ith recommended item is relevant and 0 if not. To allow
comparability of recommended lists with different item counts, the metric is
normalized. nDCG is calculated as DCG divided by the ideal DCG value iDCG,
which is the highest possible DCG value that can be achieved if all relevant items
DCG@k
are recommended in the correct order, formulated as nDCG@k = iDCG@k .
In line with [5] who compared the performance of CF on different TEL datasets,
we observe that the algorithms’ performance values strongly depend on the
dataset and its characteristics. Solely CFU shows a stable behavior over all
datasets. As expected, the performance of CFU is related to the average number
of resources a user interacted with. The SUSTAIN algorithm, which re-ranks
the 100 best rated CFU values, uses categories of a user’s resources to construct
learning clusters. Hence, the extent of the resource’s descriptive features (we
either use topics or tags, if topics are not available) is crucial to the success
of the algorithm. Comparing our results of Table 2 with the dataset statistics
of Table 1, we find that an average of at least three features per resource is
needed to improve the performance of CFU . Similarly, a poor performance of
CFR is reported for MACE, TravelWell and Aposdle, where the average number
of users per resource is lower than two. MP as the simplest approach performs
widely poor, except for MACE, where it almost competes with the more complex
CFU . This may relate to the number of learning domains covered by a learning
environment. MACE is the only learning environment that is restricted to one
subject, namely architecture.
The importance of a dense user resource matrix is underlined by our results.
In fact, we find a strong correlation of .958 (t = 19.5502, df = 34, p-value <
2.2e−16) between the average number of users per resource (|AUr |) (see Table 1)
Which Algorithms Suit Which Learning Environments? 133
and the performance (F@5) of all considered algorithms but MP. This is espe-
cially visible when comparing KDD15 (|AUr | = 49.4) and Aposdle (|AUr | = 1).
KDD15 is our only MOOC dataset. It differs predominantly through its density
but also through the structural nature of the learning environment, where each
course is hierarchically organized in modules, categories and learning resources.
134 S. Kopeinik et al.
Table 3. Results of our tag recommender evaluation. We see that the cognitive-
inspired BLLAC + MPR clearly outperforms its competitors (RQ2 ). Note: the highest
accuracy values per dataset are highlighted in bold.
users, such as often the case in work place or formal learning settings, should
draw on recommendation approaches that build upon a thorough description of
learner and learning resources as incorporated in ontology-based recommender
systems.
5 Conclusion
This paper presents a data-driven study that measures the performance of
six known recommendation algorithms and variations thereof on altogether six
TEL datasets from different application domains. Learning settings cover social
bookmarking, open social learning, MOOCs and workplace learning. First, we
investigate the suitability of three state-of-the-art recommendation algorithms
(MP, CF, CB) and two approaches suggested for the educational context
(UCbSim, SUSTAIN). The algorithms are implemented on implicit usage data.
Our results show that satisfactory performance values can only be reached for
KDD15, the MOOCs dataset. This suggests that standard resource recommenda-
tion algorithms, originating from the data-rich commercial domain are not well
suited to the needs of sparse-data learning environments (RQ1 ). In a second
study, we evaluate computationally inexpensive tag recommendation algorithms
that may be applied to support learners’ tagging behavior. To this end, we com-
puted the performance of MP, CF and a cognitive-inspired algorithm, BLLAC , on
four datasets. Results show that a hybrid recommendation approach combining
BLLAC and MPR clearly outperforms the remaining methods (RQ2 ).
recommended). However, this might not be the case. Thus, for future work, we
plan to validate our results in an online recommender study. We believe that this
would allow us to measure the real user acceptance of the recommendations.
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Discouraging Gaming the System Through
Interventions of an Animated Pedagogical Agent
1 Introduction
Intelligent Tutoring Systems (ITSs) have been largely used in school settings,
showing effectiveness as learning tools [2,9,11,12]. These systems use artificial
intelligence techniques to create effective tutors that can provide individualized
assistance for students, allowing them to learn at their own pace. ITSs have
sought to achieve the same learning levels as one-to-one teaching, helping to
increase students’ performance by at least one letter grade [19,22,23,25].
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 139–151, 2016.
DOI: 10.1007/978-3-319-45153-4 11
140 T.M. Nunes et al.
Although research has shown ITSs are powerful learning tools, students’ out-
comes in ITSs might be impaired by occasional undesired behaviors, such as
“off-task behavior”, “gaming the system” (GTS) and others. A particular case
is GTS, in which the student tries to mislead the system in order to advance
faster in his or her tasks. The GTS behavior is undesired because it impairs
student performance [7,10,24]. Studies have shown that students who game the
system learn a third less than students who do not [5].
This behavior generally happens in two different situations: (i) when the
student takes advantage of the hints provided by the ITS to obtain the correct
answer without reading and trying to understand the exercise, and (ii) when
the student tries all possible answers without making actual cognitive efforts to
achieve the correct solution. In the first case, the student understands that he
or she will receive the correct answer after a certain number of hint requests. In
the second case, the student makes arbitrary attempts at the available answers
until he or she accidentally finds the correct one. This second way of gaming is
more often found in multiple-choice questions systems [7].
Previous works have tried to treat the gaming behavior by blocking the stu-
dent’s actions. This can be achieved by, for instance, disabling the “hint” button
[1,6], and it has been shown to be ineffective. In fact, in these cases the student
tends to get frustrated or angry and looks for other ways of gaming the system.
Baker et al. [6] used animated pedagogical agents to tackle this issue.
Animated pedagogical agents (APAs) are software agents represented by an
animated character that generally have a teaching role in a learning system.
They interact with the user through gestures and facial expressions. In Baker’s
study, the APA is a dog named Scooter that becomes angry when it realizes
that the student is gaming. One important remark here is that Scooter does
not explain why it gets angry; it only shows facial expressions of anger. The
student may not make the connection between Scooter’s angry mood with his or
her gaming behavior. Besides, Scooter does not try to educate students about
the negative effects of gaming. Possibly because of that, the authors could not
demonstrate that the agent discouraged gaming behavior.
Several studies have shown the benefits of using APAs in learning systems
[2,3,13,15,17,18,20]. An animated agent can influence the learning experience
and improve students’ performance. They enhance the communication channel
between tutors and students in addition to increasing the tutor’s motivational
ability and the student’s empathy with the tutor. The presence of this kind of
agent improves the student’s motivation because it simulates the presence of a
real teacher, which causes the student-agent interaction to flow more naturally
and anthropomorphically. Furthermore, other studies (e.g., [4]) have suggested
that non-restrictive approaches constitute an interesting hypothesis to be studied
when it comes to GTS.
Similarly to what was proposed by [6], we use APAs as a non-restrictive
approach to GTS in ITSs. However, unlike Scooter, our agent shows students
that it is aware of their gaming behavior and tries to educate them about the
negative effects of this behavior. We believe that an APA can discourage GTS if
Discouraging Gaming the System 141
it shows that it is aware of students’ actions, including when they are gaming.
The APA can also educate students on the negative impact of this behavior on
their learning.
To verify the impact of an “aware” APA on students’ behavior, we integrated
an APA into a step-based algebra ITS called PAT2Math [14]. This agent provides
feedback related to the problem faced by the student and makes interventions
when it realizes that the student is gaming. Both feedback and GTS interventions
are delivered by the animated agent in the form of speech balloons. Besides, in the
interventions, the agent displays a nonverbal behavior representing its emotion
about the student’s behavior (for instance, it is frustrated or angry).
(third button). Finally, Panel (i) allows the student to exchange messages with a
teacher, and panel (d) shows the pop-up window that is displayed when students
succeed in solving an equation.
In each step, the student receives assistance from the tutor in one of the fol-
lowing ways: real-time minimum feedback (yes/no), on-demand hints, or imme-
diate feedback on errors. The minimum feedback tells the student whether the
step is correct or not, and it is displayed next to the current equation, as depicted
in Fig. 1. Hints are given on-demand, whenever students click on the correspond-
ing button, because, for instance, they do not know how to proceed to solve a
given step. Immediate feedback is given when students enter an incorrect step.
Similarly to the minimum feedback behavior shown in Fig. 1, the hint messages
and immediate feedback are also given by the APA in a speech balloon.
The minimum feedback is provided by the tutor’s rule-based expert system
[14], which is able to solve linear and quadratic equations. Given an equation, the
expert system can determine the possible next steps. PAT2Math’s student model
compares the step provided by the student with the possible solutions generated
by the expert system to verify if the student’s step is correct, similarly to what is
done in model-tracing tutors [11]. The tutor also has a bug library, which allows
the system to identify students’ misconceptions.
To show the hints, the hint component calls the expert system passing the
student’s step as a function parameter. The expert system verifies if the step is
correct, detects possible misconceptions, and returns a possible correct solution
to the hint component with some additional information (e.g., which algebraic
operation could be used to enter a next correct step in the equation, the student’s
misconception, etc.). If there is more than one possible solution, the expert
system chooses the most correct one, i.e., the one that would lead to the solution
Discouraging Gaming the System 143
of the equation in fewest steps. Then, the hint component interprets the solution,
chooses a hint, and sends it to the interface component to display it.
The hint component stores the hints textually, and classifies them by level
of detail. A given algebraic operation usually has five levels of detail that range
from more generic hints (e.g., draws the student’s attention to a term of the
equation) to more specific hints (e.g., calls the expert system to provide the
problem’s solution). To customize the hints to the current equation, the help
texts are templates that allow replacing certain marks for specific terms of the
current step.
The APA was implemented with the framework Divalite [21]. This framework
was chosen because it offers an easy, fast, and robust integration with web applica-
tions. The tutor was developed in HTML5 (client side) and Java (server side).
it generates a real number between zero and one [0; 1]. If the generated number
has a value lower than the frequency factor, a gaming intervention is shown by
the agent; otherwise, the agent shows a hint. Both gaming interventions and
hints are showed as messages of the agent in speech balloons. Due to the short
duration of the experiment, we opted for not resetting the frequency factor dur-
ing the session.
When the maximum factor is achieved, the tutor might show only messages
regarding GTS, which would give the tutor a repetitive and unnatural behavior.
To avoid this, an additional mechanism was implemented for when the maximum
frequency is reached. For each message regarding the gaming behavior, the tutor
provides a hint that is relevant to the student’s task. Although we see this as
a limitation in our experiment, we consider it necessary to keep the tutor’s
believability.
Moreover, to increase the agent’s believability and to make the tutor’s inter-
ventions more dynamic, the size of messages regarding GTS alternate between
short and long. We created a total of 30 sentences (20 long sentences and 10
short sentences), which can be combined with seven different body behaviors
of the agent. The messages of a given type are randomly chosen by the agent.
Figures 2 and 3 illustrate some examples of these messages.
Fig. 2. Interventions of the agent showing that it is worried about the student’s learning
(translated from original messages in Portuguese)
From a technical point of view, the code modifications regarding GTS treat-
ment in Pat2Math were performed directly in the tutor’s interface model. That
was done because this model is independent from the other system components.
This allowed us to be more efficient in the integration process and to better
validate our model before performing deeper changes in the tutor.
Discouraging Gaming the System 145
Fig. 3. The agent showing that it is aware the student is gaming (translated from
original messages in Portuguese)
Once it is detected that the student is gaming, the agent starts to show the
messages related to the student’s conduct. We defined two types of strategies.
The first strategy is educative and involves raising the student’s awareness about
the negative effects of gaming on learning. In this first type of message, the agent
also shows that it is worried about the student’s learning, as shown in Fig. 2.
For the second strategy, the agent reveals that it suspects the student might be
taking advantage by asking for help. In this second case, the goal is to discourage
the student’s gaming by demonstrating that it is “aware” of this type of behavior.
For each student, the agent chooses one of these strategies and always uses it,
assuming it as a personality trait (kind and attentive; or suspicious and cautious)
to convey believability. Some examples of messages from the second strategy are
shown in Fig. 3. Although the messages were originally shown in Portuguese,
they were translated into English in this figure.
The strategies are composed of the agent’s body behavior (Divalite anima-
tions) and the speech bubble messages, because Divalite’s agents are not endowed
with voice synthesis. These messages were created with the help of the math
teacher and contain sentences similar to the ones that teachers use in the class-
room.
system works well. Students were also notified that they were free to abandon
the experiment before or during its course. Moreover, because the average age of
the students was 14 years, their parents were asked to sign an informed consent
form (ICF) one week before the session.
Two versions of PAT2Math were implemented and used in this study. The
first version was the original PAT2Math, with no agent. The second version was
an extension of the original PAT2Math with the GTS ‘aware’ APA integrated
into it. The agent had one of two possible personalities, it could be either suspi-
cious or kind.
Unfortunately, random assignment was not appropriate for this intervention
because students would understand they were using different versions of the
system due to the presence/absence of the agent. Thus, this evaluation study
followed a ‘Non-equivalent control groups post-test only’. Thirteen students from
the afternoon class were assigned to the control group (the tutor version with no
agent), and 24 students of the morning class were assigned to the experimental
group (the tutor version with the “aware” agent). From a total of 24 students
who were assigned to the experimental group, 13 students used the ‘kind’ version
of the agent and 11 students had access to the suspicious agent. The interfaces
of the control and experimental groups are shown in Figs. 1 and 4, respectively.
Fig. 4. The experimental group used the tutor’s version with the gaming-the-system
“aware” agent
The experiment was conducted at the school’s computer lab. In the beginning
of the session, the students had a brief explanation of how the tutor works.
Afterwards, they were registered and started to interact with the system. The
students did not receive any help from the experimenter regarding the problem-
solving process, just about how to use the tutor.
Discouraging Gaming the System 147
The students used the tutor for 50 min on average. During this time period,
they had to solve, step by step, a list of equations provided by the tutor. The equa-
tions were presented in a random order; this way, students were solving different
equations at the same time. The tutor logged each student’s actions.
The log files were analyzed to verify the occurrence of GTS during the inter-
actions with the tutor. We identified how many times the students asked for help
and how many times the APA intervened showing messages regarding GTS. The
groups were evaluated according to five different parameters: the occurrence of
GTS, the number of hints asked, the number of entirely solved equations, and
the number of hints and messages regarding the GTS shown by the agent. Means
(M), standard deviations (SD), and the total number of occurrences (#) for each
of these parameters are listed in Table 1. For the evaluation, we considered any
number of consecutive requests of help in the same step as only one occurrence
of the gaming behavior. In this way, a single step cannot have more than one
occurrence of gaming.
As the means in Table 1 indicate, students in the treatment group (consid-
ering data from students who interacted both with the suspicious and the kind
agents) gamed the system as much as students in the control group, although
experimental-group students asked for help more times. The number of equations
solved was also slightly higher in the experimental group.
In the experimental group, comparisons between students who interacted
with the suspicious-personality agent and students who interacted with the
kind-personality agent show that the formers asked for hints fewer times. This
impacted the GTS behavior of the students who used the kind agent, who had
proportionally gamed more. It seems that the suspicious personality of the agent
prevented students from asking for hints instead of only preventing them from
gaming. Besides, the number of GTS messages shown by both versions of the
agent are almost the same. This can be an indicator that the content of the mes-
sage was the factor that impacted on student’s behavior, and not the number of
messages shown by the agent. We believe that the impact of the personality of
the agent in students’ behavior deserves further investigation.
Unfortunately, we could not apply a statistical test to verify if there is a
statistically significant difference between the groups. As the students were not
randomly assigned to control and experimental groups, many factors could jeop-
ardize the internal validity of our quasi-experiment, which makes this type of
experiment not recommended for inferential statistics.
However, considering the observations made during the experimental phase,
we believe that the agent could have influenced students’ behavior. The stu-
dents who interacted with the suspicious agent asked for hints fewer times, and
consequently gamed less. Besides, even though the students in the experimental
group asked for hints more times, they gamed as much as students in the control
group. This probably means they were trying to use the hints to learn how to
solve the equations. Although students in the experimental group solved more
equations, log analyses show few cases in which students solved the equation
because the hint provided the final answer. Hence, there is no evidence that
148 T.M. Nunes et al.
the larger number of solved equations in the experimental group was due to the
system’s hints.
4 Conclusion
This paper has presented an original and non-restrictive approach to prevent
students from gaming the system. Our approach consists of an animated agent
Discouraging Gaming the System 149
that shows the students that it is uncomfortable about their gaming behavior
and is concerned about the consequences of this behavior on their learning. Our
main hypothesis is that students game the tutor because they consider it “only
a machine” that is not aware of their actions and is not able to punish them for
inadequate behavior. Students have interacted with two personalities of the ani-
mated agent: kind and attentive; or suspicious and cautious. The present paper
also reinforces the use of non-restrictive approaches in dealing with undesired
behaviors, turning the experience with the tutor into one that is more friendly
and anthropomorphic.
Although we were unable to statistically prove a causal relation between the
presence of the APA and a decrease in the gaming behavior, the descriptive
statistics show a possible positive effect of an aware APA on students’ behavior.
Besides, it seems that the suspicious-personality agent inhibits students from
asking help instead of making them game less. We believe that these results
deserve further investigation and we are already planning a true experiment
with a larger group of students randomly assigned to control and treatment
groups.
In future studies, we plan to develop a more complex and consistent person-
ality model for the agent. Besides establishing a better interaction between the
tutor and the student, an APA endowed with a rich personality model will allow
us to identify if there are personality traits that are more appropriate to deal
with GTS. Also, we see the use of posture for the animated agent as a valid topic
of research to improve this student-tutor relation.
Another possible work is the integration of the presented model with the
GIFT framework, which is a well-known and established framework to detect
disengaged behaviors [8]. An already tested model for detecting GTS and other
off-task behaviors could increase the effectiveness of our approach.
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Discouraging Gaming the System 151
1 Introduction
It is now commonly stated that Game Based Learning (GBL) has positive effects on
learners’ engagement (Hildmann et al. 2009 Kelle et al. 2011). Students feel more
concerned and invested when the learning scenario is motivating, and this is particularly
true with GBL scenarios (Pernin et al. 2014). With the evolution of technology and the
emergence of new devices, the complexity of learning scenarios mixing personal and
collaborative activities is considerably increasing (Dillenbourg et al. 2007). Our
research interest focuses on the improvement of writing collaborative activities within
GBL environments. According to the results described in Dillenbourg (1999), collab-
orative activities are enhanced when learners have both individual and collective
workspaces. This clear separation of workspaces for collaborative activities taking place
on tabletops has already been addressed through the “territoriality” notion (Scott 2004).
Based on previous studies, we propose to extend the concepts of territoriality to
multi-device environments. We will address three research questions that are derived
from this general objective. Firstly, we need to better identify which devices are
appropriate to support individual and collective activities for learners. Then, we look at
specifying the interaction part, detailing how to work with personal or collective data,
how to transfer them from personal to collaborative workspaces, or conversely, from
collaborative to personal workspaces, defining gestures and relevant interactions for
performing the basic identified actions. Finally, we consider aspects related to infor-
mation visualisation. As several people are involved in these collaborative learning
activities, we may need to define views on several pieces of information where the
information may be partly hidden to others. We therefore need to study what are the
relevant information representations according to the user, his/her device and to the
level of privacy of the data.
Section 2 presents the related work on which we ground our work. Previous
research in the different mentioned domains is briefly presented. We explain how
personal and collective workspaces are used in a GBL collaborative activity; then we
describe the territoriality aspects. In Sect. 3, we present our contribution. We describe
our proposal of territory arrangement in multi-device environments. This proposal was
applied to the design of a particular learning situation evaluated in ecological situation
with 54 students. In Sect. 4, we describe this case study and present participants’
feeling about territoriality in a multi-device environment and interesting findings on
design impacts of collective behaviours. Finally, we suggest new ideas to reinforce this
research work.
2 Related Work
collaborative activity. The first one is personal. Learners have their own workspace
where all information is hidden to the other participants. The second one is collective.
Learners interact and work on collaborative devices. The central objective here is to
create collective knowledge, resulting from the group activity. We need both individual
and collective workspaces since most of the pedagogical scenarios in CSCL contain
both individual and collaborative activities. This clear separation between personal and
collaborative workspaces led to a lot of work in the CSCL and CSCW communities
(Häkkinen et al. 2012 Pinelle et al. 2003; Marty and Carron 2011). Sometimes, in highly
complex scenarios, learning activities in virtual and physical locations take place
alternatively, resulting in splitting the personal activities in virtual environments and the
collaborative ones in real life, as it is the case in the Janus project (Loiseau et al. 2013).
around the board game and decide mutually where to place houses, factories and trees.
Each student also has his/her own tablet where the common environment is reproduced.
Everyone can therefore simulate any action and visualise the consequences on the
city-state. All predictions are individual and if their results are appropriate, actions can
be proposed to the group.
Using multi-device environments raises several more complex issues such as
supporting awareness for the group (the identification of who is doing what on a
collaborative space) or sharing and exchanging information between devices.
MacKenzie et al. (2012) describe a platform where several users can simultaneously
show their computer desktops on the same large screen, forming a common presen-
tation of several devices used at the same time. This work thus proposes to display
personal workspaces to only one shared workspace. Seyed and colleagues (2012)
present an overview of the main gestures for cross-device interaction. They classify the
gestures according to the specific actions required in a multi-display environment. They
analyse interactions between collaborative devices (tabletop, digital board, etc.) and
personal devices (tablets, mobile phone, etc.).
Scott and colleagues (2014) give some insights on how to transfer information
between tabletops and tablets without user identification. They propose to consider a
virtual bridge between these devices. Personal areas displayed on the tabletop (repre-
senting the bridges) allow each user to move information from the tabletop to his/her
tablet, by dragging and dropping this information onto his/her bridge area. Conversely,
when s/he pushes information from his/her tablet, it appears on his/her bridge area on
the tabletop and everyone can see it. The authors offered a solution to the transfer
problem between devices, proposing a solution for identifying who is doing the action.
We want to extend this solution by considering all the territoriality aspects raised by
multi-device environments.
We saw in Sect. 2 how personal and group workspaces are central requirements to
perform collaborative activities. In this section, we aim at defining how to extend the
territoriality aspects in multi-device environments composed of a shared horizontal
display (tabletop for instance) and several personal devices (such as tablets).
In order to better understand the relevant items to address, we describe a “classical”
scenario of collaborative activities: a member of the group often works individually and
obtains partial findings. S/he can then propose these results to the rest of the group,
work on the group ideas with the other members, and can retrieve some information
issued from the collaborative process. In this example, each member of the group
involved in the collaborative activity therefore needs support for making both col-
laborative and individual activities.
The research questions addressed here are structured according to the MVC1
paradigm. Firstly, we define the model in terms of territory arrangement. We specify
1
Model View Controller.
156 J.-C. Marty et al.
Fig. 1. Extension of the territoriality notion by connecting personal devices to the tabletop
information should appear close to his/her private workspace on the tabletop, i.e. in
his/her perceptible personal workspace.
Collaborative Workspace. On tabletops, our interest is to enhance collaboration in the
group. It means improving communication between participants. We offer attractive
multi-touch properties of the device to make the different members of the group interact
more. We propose to use well-known basic gestures such as “single tap”, “multi-tap”,
“swipe”, “rotate” and “pinch”. Learners know how to use them and they will not be
disoriented in front of the tabletop.
From Collaborative to Personal Workspaces. In order to transfer information from
tabletop to tablet, we recommend using gestures like “swipe down”. The user puts
his/her finger on the wanted area and brings it to his/her perceptible personal work-
space. We prefer to use a bridge for transferring information since we need to know
which user is performing the action (traceability issues).
the information can be seen and by whom while designing our applications. We
examine successively these visibility aspects through the different workspaces descri-
bed previously.
Strictly Personal Workspaces. Personal devices (e.g. tablets) support personal activi-
ties. Information displayed on these devices is generally exclusively dedicated to the
user and is not visible to the other members of the group. In some cases, during
collaborative activities, a user can share information by showing directly the tablet
content to his/her group. However, this usage tends to recede when using collaborative
devices. The user prefers keeping his/her own information for him/herself, choosing
what s/he wants to share. The simple interaction mechanisms proposed to exchange
information between personal and collaborative devices (see Sect. 3.2) enables this
behaviour.
Group Workspace. The group workspace corresponds to the central area of the shared
display. In this area, each member of the group can see the shared information and
interact with it. This workspace is the place where collective knowledge (Hadwin et al.
2010) is created. In the group workspace, users can choose to share their information
with the group. Information must therefore be fully visible. This allows each member to
interact with available information. They can move, zoom in, zoom out, rotate and even
bring information to his/her private workspace. Due to motivation, discernible indi-
cators must point out who the initial owner of a production is, and who made the
modifications to this production. These awareness hints usually enhance collaboration
(the group keeps a trace of who initiated an idea).
Perceptible Personal Workspaces. The parts of the personal workspaces located on
tabletop, are displayed differently. We are at the edge between personal and collabo-
rative devices, the bridges defined in (Scott et al. 2014). Each group member can see
the others moving information to their private workspace. For awareness matters, this
information remains visible on the private workspace but with fewer details. The
“public” view of the information is specific to the activity and should be defined during
the design process. For example, in case of textual information, we can choose to show
only the first words of the text, while for an article, we can decide to exhibit the title, or
to blur the information if it is private. Users can modify information later on their
personal devices, but no such modifications will be shown to the other members. In
some cases, we need to display a graphic animation showing that the object is being
edited. This approach raises the problem of having the same piece of information
duplicated on several devices with different views (more or less detailed) and is in our
view, an effective extension to the theoretical concepts presented previously.
4 Case Study
We applied this proposal to a specific case study. This section presents the scenario of
the activity and how the design method has been applied. The second part presents the
results of an ecological experimentation of this activity carried out with first year
students at the Institute of Technology in Chambéry (France). There were four classes
of fourteen students, a teacher and three human observers.
Multi-device Territoriality to Support Collaborative Activities 159
User Experience About Territoriality and Collaborative Work. Table 1 and Fig. 2
present the scores obtained to the different questions related to territoriality and col-
lective work. Overall, participants’ opinions were very high and homogenous (standard
deviations never exceed 1.08). Participants enjoyed the game and the feedbacks col-
lected were all positive. Everyone had a good experience working together in a dis-
tributed environment (Q7, Q12 and Q13). For instance, participant P11 declared:
“Usually, I don’t like working within a group, but this time it was great! I enjoyed the
collaborative aspects”.
Regarding territoriality aspects, all the participants identified clearly the different
workspaces and cross-devices interactions seemed natural (Q13, Q14, Q15). They also
appreciated to own private information on their tablets (Q17). During the four sessions,
we have observed that the students spent more time in editing their draft proposal
alone, without stress, trying to do their best to propose a text that would interest the
other members of the group. Finally, there is the same positive experience regarding the
voting process and gestures performed on the group workspace on the tabletop (Q18,
Q19). As soon as two or three texts were displayed on the tabletop, the students
experimented the vote feature. No hesitation was noticed, but rather a change of
attitude when they discovered that they had only a limited number of votes (5 positive
and 5 negative). They decided to keep their voting tokens for later when really inter-
esting (or unpleasant) ideas appeared.
Multi-device Territoriality to Support Collaborative Activities 161
The swipe-up gestures sending the texts on the tabletop make the students become
aware of the collaborative process. It is only once several texts have been sent to the
tabletop that a student moved toward the tabletop, followed by the others. In fact, they
understood at this stage that the collaboration activity (including votes) would take
place around the table. It seems to us that it took more time for the group disseminated
everywhere in the room to set up a real group atmosphere, but it did not alter the next
steps of the activity: they immediately needed to exchange on the different pieces of
information displayed on the tabletop.
Fig. 3. Illustration of collaborative activities on tablets and tabletop for our case study and the
impact of unsuitability of a device (same phase).
5 Conclusion
In this article, we exposed the requirements for extending different aspects of territo-
riality concept for collaborative activities, especially in multi-devices environments.
Tablets are used for personal tasks so that information on these devices is only visible
by the owner. Tabletops are used for collaborative tasks. We therefore defined two
kinds of workspaces on the shared display. The first one is private but partially per-
ceptible by the others. Each user has thus his/her own workspace in front of him. The
second one, at the centre of the tabletop, is public and all users can interact with it. In
our proposal, we have defined both actions and information visualization for each
workspace. Then, we have applied this concept for designing a particular learning
scenario for improving French grammar level. Experimentations carried out reveal that
the results in terms of collaborative activity have been particularly enhanced by this
configuration. In addition, the concepts relative to extended territoriality have been
extensively and easily used in the experiment. More generally, there is a real lack of
such collaborative tools and we believe that this work opens a new way to design and
develop such tools.
Finally, we would like to mention an important aspect of this experiment. It was
included in a larger pedagogical session. The students started with an individual game
activity in a GBL environment, where adapted small videos improved the students’
French grammar level significantly: most of the assessments concerning such skills
have been done in the game. The collaborative activity presented in this paper was used
by the tutor as a re-enforcement of what has been learnt. The main topics to analyze
here were thus related to improvement of collaboration.
Multi-device Territoriality to Support Collaborative Activities 163
Acknowledgments. We would like to thank the AIP Primeca for the support in this project, as
well as the Rhone-Alpes French region.
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Refinement of a Q-matrix with an Ensemble
Technique Based on Multi-label Classification
Algorithms
1 Introduction
Intelligent tutoring systems rely on efficient methods to assess the skills to per-
form tasks. These skills can involve factual knowledge, deep understanding of
abstract concepts, general problem solving abilities, practice at recognizing pat-
terns and situations, etc. Furthermore, a designer of a learning environment
may focus on a particular subset of these skills. It might be the subset that is
deemed appropriate for 10–12 years old kids endowed with a specific training. Or
it might be a subset that more closely relates to a given topical or pedagogical
perspective at the expense of alternative perspectives. For example a tutor may
not care much about general problem solving abilities that require months to
acquire, and focus on factual knowledge and rules that are easier to teach and
assess, even though both the problem solving skills and factual knowledge are
involved in the training and assessment material.
Whatever the motivation is for defining the skills behind the successful com-
pletion of tasks, a first point to emphasize is that for the same tasks, one skill
definition may be considered appropriate for one context whereas another will be
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 165–178, 2016.
DOI: 10.1007/978-3-319-45153-4 13
166 S. Minn et al.
required for another context. A second point to emphasize is that the definition
of skills behind tasks, or the converse, the definition of tasks for a given set of
skills, are non trivial and error prone processes.Therefore, tools to help a tutor,
or a designer of a learning environment, validate a given mapping of skills to
tasks would be highly valuable. Let us refer to this endeavour as the problem
of Q-matrix refinement, where the Q-matrix represents the mapping of tasks to
skills.
In this paper, we present a framework to help validate a Q-matrix called
Multi-Label Skills Refinement (MLSR). We describe the method, setup, analy-
sis, and results of a performance assessment of Q-matrix refinement.This app-
roach can be considered an ensemble technique, since it combines refinements
obtained from different algorithms to calculate its own refinements: Minimal
Residual Sum Square (MinRSS), Maximum Difference (MaxDiff) and Conjunc-
tive Alternating Least Square Factorization (ALSC). In addition, the approach
uses features obtained from a large number of simulations with the refinements
algorithms, and in particular an indicator of each algorithm’s error rate over a
given cell of the Q-matrix. The error rate computed from these simulations by
using synthetic data, for which the ground truth is known.
The rest of this paper is organized as follow. Section 2 reviews the related
work on the Q-matrices and techniques to validate them from data. Section 3
combining techniques with multi-label classification, Sect. 4 presents the error
metric. Experimental results are found in Sects. 5 and 6 concludes and discusses
future prospective.
MinRSS: Minimal Residual Sum Square (MinRSS) is from [2]. The algorithm
first identifies the most likely skills profile of each individual based on a non
parametric method introduced in [7]. Given a Q-matrix, this method finds the
ideal response vector closest to the individual’s real response vector based on the
Hamming distance:
J
dhj (r, η) = |rj − ηj | (1)
j=1
where r is the real response vector, η is the ideal response vector, and J is the
number of items. Note that other measures such as entropy can be used in place
of the Hamming distance.
Once the skills profiles are identified, the algorithm searches for Q-matrix
that minimizes the residual sum of squares (RSS) between the predicted and
the real results. It relies on a heuristic search that starts with the items that
generate the most errors and stops when no changes reduces the the RSS.
This method is called MinRSS. It yields good performance under different
underlying conjunctive models.
The approach consists in choosing the q-vector for an item j that maximizes
the difference in probabilities when all required skills are required and not:
qj = arg max[P (Xj = 1|ξj = 1) − P (Xj = 1|ξj = 0)] (2)
αl
de la Torre et al. [3] proposed a greedy algorithm that adds skills into a q-vector
sequentially. This algorithm requires knowledge of sj and gj in advance. They
are calculated by the EM (Expectation Maximization) algorithm.
¬R = Q ¬S (3)
where ¬R is the negation of the results matrix (m items by n students), Q is
the m items by k skills Q-matrix, and ¬S is negation of the the mastery matrix
of k skills by n students (normalized for rows columns to sum to 1). By negation,
we mean the 0-values are transformed to 1, and non-0-values to 0. Negation is
necessary for a conjunctive Q-matrix.
The factorization consists of alternating between estimates of S and Q until
convergence. Starting with the initial expert defined Q-matrix, Q0 , a least-
squares estimate of S is obtained:
−1
¬Ŝ0 = (QT
0 Q0 ) 0 ¬R
QT (4)
Then, a new estimate of the Q-matrix, Q̂1 , is again obtained by the least-squares
estimate:
T −1
Q̂1 = ¬R ¬ŜT
0 (¬Ŝ0 ¬Ŝ0 ) (5)
iteratively until convergence. Alternating between Eqs. (4) and (5) yields progres-
sive refinements of the matrices Q̂i and Ŝi that more closely approximate R in
Eq. (3). The final Q̂i is rounded to yield a binary matrix.
is identified and whether false perturbations (false alarms) are introduced. From
this process, we can measure the contextual factors of Table 2, namely the stick-
iness of a cell (tendency of generating a false alarm given a specific refinement
algorithm), and which method is most reliable if an item has few or many skills,
or if an skill is involved in many items or not. Given that the Q-matrices to
generate the synthetic data are known, this provide the ground truth to do the
training. Noise is introduced to make the data closer to real data and we use the
original ratio of 0/1 in the perturbated matrix to create the 1000 permutations.
See [6] for details.
Next, we follow the same approach as in [6], but instead of using a decision
tree to predict a single cell in a Q-matrix, a multi-label classification algorithm
is used for the predicting all skills of an item at once.
The generality of multi-label problems makes it significantly more complex to
solve than traditional single-label (two-class or multi-class) problems. Only a few
studies on multi-label learning are reported in the literature, which mainly concern
the problems of text categorization, bioinformatics and scene classification.
Multi-label classification aims to predict a whole vector of labels at once,
namely the item skills set in our case. We have a vector of skills for each item in
our Q-matrices. So we can transform the proposed outputs of Q-matrices driven
from the three refinement techniques and their contextual factors into multi-
label classification problem and then we make final prediction by using those fea-
tures. In this study, we use two multi-label classification methods: binary relevance
method (Classifier chain method) [10] by using Naive Bayes classifier, and RAndom
k-labELsets(Ensemble method) [11] by using the J48 decision tree algorithm.
Multi-label Skills Refinement for Q-matrix 171
4 Error Metric
The evaluation of methods for multi-label data requires different metrics than
those used in the case of single label data. For the definitions of these metrics, we
will consider an evaluation data set of multi-label examples (xi , Yi ), i = 1...m,
where Yi ⊆ L is the set of true labels and Zi is the set of predicted labels.
This section presents metrics [12] that will be used in this experiment for the
evaluation of our method.
172 S. Minn et al.
Hamming Loss is a measure of how many times an instance label set is misclas-
sified, i.e. a label not belonging to the instance is predicted or a label belonging to
the instance is not predicted. The performance is perfect when HammingLoss =
0; the smaller the value of HammingLoss, the better the performance:
m
1 |Zi ΔYi |
HammingLoss = (8)
m i=1 M
where Δ stands for the symmetric difference between two label sets. which is
the theoretic equivalent of the exclusive disjunction (XOR operation) in Boolean
logic for sets.
Subset Accuracy: To calculate the accuracy of vector of labels is truly classi-
fied. SubsetAccuracy is defined as follows:
m
1
SubsetAccuracy = I(Zi = Yi ) (9)
m i=1
Example Based F-score are calculated based on the average differences of the
actual and the predicted sets of labels over all examples of the evaluation data
set. The performance is perfect when ExamplebasedF − score = 1; the bigger
the value ,the better the performance:
m
1 2|Yi ∩ Zi |
ExampleBasedF − score = (10)
m i=1 |Zi | + |Yi |
5 Experimental Study
For the sake of comparison, we use the same datasets as the ones used in
Desmarais et al. (2015) [6,13]. It is a well known data set in fraction algebra from
Tatsuoka’s work (Tatsuoka, 1984) [13]. It consists 3 expert-driven Q-matrices
and one SVD driven Q-matrix with a same data set. These allow us to analyze
possibility of different models (Q-matrices) over the same data source. Table 3
provides the basic information and source of each dataset.
QM MinRSS MaxDiff ALSC RAkEL.1 BR.1 RAkEL.2 BR.2 RAkEL.3 BR.3 RAkEL.4 BR.4
qm1 0.53 0.09 0.54 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
qm2 0.42 0.41 0.44 0.00 0.01 0.00 0.09 0.00 0.01 0.00 0.00
qm3 0.63 0.64 0.55 0.00 0.00 0.00 0.03 0.00 0.00 0.00 0.00
qm4 0.58 0.59 0.53 0.00 0.00 0.00 0.25* 0.00 0.00 0.00 0.00
QM MinRSS MaxDiff ALSC RAkEL.1 BR.1 RAkEL.2 BR.2 RAkEL.3 BR.3 RAkEL.4 BR.4
qm1 0.19 0.85 0.18 1.00 0.98 1.00 1.00 1.00 0.98 1.00 0.99
qm2 0.24 0.25 0.13 1.00 0.93 1.00 0.73 1.00 0.94 1.00 0.98
qm3 0.00 0.02 0.00 1.00 1.00 1.00 0.91 1.00 1.00 1.00 1.00
qm4 0.07 0.08 0.04 1.00 0.98 1.00 0.50*** 1.00 0.98 1.00 0.98
QM MinRSS MaxDiff ALSC RAkEL.1 BR.1 RAkEL.2 BR.2 RAkEL.3 BR.3 RAkEL.4 BR.4
qm1 0.54 0.90 0.54 1.00 0.99 1.00 1.00 1.00 0.99 1.00 1.00
qm2 0.68 0.71 0.64 1.00 0.99 1.00 0.92 1.00 0.99 1.00 1.00
qm3 0.06 0.10 0.16 1.00 1.00 1.00 0.96 1.00 1.00 1.00 1.00
qm4 0.37 0.37 0.42 1.00 1.00 1.00 0.66** 1.00 1.00 1.00 1.00
All experiments were done with 10 fold cross validation. We relied on the
CDM [15] and NPCD packages which provided both the code for three basic data
driven techniques and the data, and mulan [12] for multi-label classification.
174 S. Minn et al.
Fig. 3. Real Data: Logit value of Hamming Loss as a function of the number of per-
turbations (Color figure online)
For synthetic data, a single cell is perturbed. We can see from Tables 4, 5
and 6 that most of multi-label skill refinement methods can recover over 99 %
for all Q-matrices and even the performance reaches 100 % in terms of subset
accuracy and macro averaged F-measure. The standard deviations of all values
Multi-label Skills Refinement for Q-matrix 175
Fig. 4. Real Data: Logit value of Subset Accuracy as a function of the number of
perturbations (Color figure online)
except the ones marked with stars are below 0.05 (*→ sd < 0.01, **→ sd < 0.02,
***→ sd < 0.05), which makes the vast majority of differences statistically
significant. Clearly, all methods using multi-label refinement algorithms perform
much better than any single method and the results are also substantially better
than those of the single-cell decision tree method reported in [6].
For real data, multiple perturbations are introduced and the results are shown
as figures to better visualize the trends as a function of the number of pertur-
bations. A logit scale is used which can be considered a good estimate of the
relative remaining error on a scale of [0, 1] (for eg., it displays a relative error
reduction in accuracy from 0.90 to 0.95 as similar to the reduction from 0.99
to 0.995). The black lines show the results of the three individual refinement
algorithms, and the coloured lines show the multi-label algorithms results.
As expected, the performance declines with the number of perturbations.
BR.1 and BR.2 show the best performances in general. However, the results for
QM1 shows that the MaxDiff method has a performance relatively close to the
these two methods, BR.1 and BR.1
These results reveal a trend in the performance of our method: it underper-
forms with fewer skills. For eg., the 5-skills QM2 shows a better performance
176 S. Minn et al.
Fig. 5. Real Data: Logit value of example-based F-measure as a function of the number
of perturbations (Color figure online)
than the 3-skills QM1, QM3 and QM4. Furthermore, QM1 has only two skills
that really vary across items (skill 1 is required by all) and it is the method for
which the performance of the multi-label approach is the worst.
References
16. Xu, P., Desmarais, M.C.: Boosted decision tree for Q-matrix refinement. In:
9th International Conference on Educational Data Mining, 6 June–2 July 2016,
Raleigh, NC, USA (2016, to appear)
17. Matsuda, N., Furukawa, T., Bier, N., Faloutsos, C.: Machine beats experts: auto-
matic discovery of skill models for data-driven online course refinement. Educ.
Data Min. 2014, 101–108 (2014)
18. González-Brenes, J.P.: Modeling skill acquisition over time with sequence and topic
modeling. In: AISTATS (2015)
19. Aleven, V., Koedinger, K.R.: Knowledge Component (KC) approaches to learner
modeling. In: Design Recommendations for Intelligent Tutoring Systems, p. 165
(2013)
When Teaching Practices Meet Tablets’
Affordances. Insights on the Materiality
of Learning
1 Introduction
Mainstream research on mobile technology and media tablets in the area of education
has so far focused on the implications of using mobile devices in formal learning
activities [1, 2]. Roschelle et al. [3], and Chou, Block and Jesness, [4], have for
example, reported on a correlation between use of mobile devices and enhancement of
student engagement as well as progress of students’ achievement. Other scholars in the
field have underscored the proliferation of learning activities including interactive
content creation [5]. Moreover, the open and easy access to information afforded by
mobile devices while sitting in the classroom [6] as well as support for user-generated
contexts [7] seem to modify power relations between teachers and students [8] and to
have an impact on learners’ shared epistemic agency [9]. Further, studies also point to
the potential role of mobile technology to foster students’ creativity and collaboration
[10]. These studies have much contributed to understanding the value of using media
tablets in teaching activities, however, most of them have approached media tablets and
their affordances [11] as disembodied from their everyday use [9]. As such these
studies have overlooked aspects associated to emerging teaching designs [12] and
teaching practices [5]. Still underexplored is how tablet-mediated school practices
emerge in the classroom as well as how they bring in new aspects that contribute to the
quality and meaningfulness of students’ learning [13]. Taking a mediated action lens on
technology affordances, [11], the paper presents a study we conducted in four Swedish
schools which have been part of a 1:1 (one-to-one program) since 2012. The aim of the
study was to understand what tablet-mediated teaching practices look like and how
teachers value them. A mediated action perspective [11] is here chosen because it
provides us with tools to look at the material characteristics of technology, in this
particular case, media tablets. These material characteristics of technology thereafter
called affordances are understood as a relational property of a three-way interaction
between the person, mediational means, and cultural environment [6, 11]. Such con-
ceptualization differs from others [14] as it situates affordances within a socio-cultural
milieu and it emphasizes the dynamic and situatedness of the concept.
The present study delves into the materiality of the school activities identifying a
set of tablet-mediated teaching practices that are entangled to the following affordances:
persistence of the digital medium, multimodal character of the content of the appli-
cations and portability & ubiquity of media tablets. These material characteristics of the
tablets afford a series of teaching and learning activities, we contend, play a central role
in configuring the school practices observed in the study. As such, the study contributes
to a deeper understanding of the weight that the specific design of tablets has on
everyday teaching activities and practices. The paper also contributes to furthering
current understanding of how media tablets, regarded as sociocultural artefacts, par-
ticipate and configure contemporary forms of learning.
of the use of the media tablet into all school subjects, (3) discussing gained experiences
with specific apps (4) choosing useful apps to purchase collectively. As such a dedi-
cated group was actively leading the integration of the tablets in each of the schools
studied schools.
The study focused specifically on the subjects of Natural Sciences and Mathematics
as well as English and Swedish in grades 6–8 (age range 11–14 years old). We started
to visit the schools in December 2013 and finished the data collection in December
2015.
3 Findings
This section reports on results from both qualitative and quantitative analysis per-
formed on the interviews, field notes and the survey. The section introduces first, the 7
tablet-mediated teaching practices identified. That is followed by a presentation of the
relation between teaching practice identified and teacher’s perceptions of the value of
using tablets in the classroom.
When Teaching Practices Meet Tablets’ Affordances 183
Each of the practices identified were incorporated into the survey. We sent out the
survey with the purpose to find out how teachers value such practices in terms of
(1) use frequency of the tablet and (2) perceived usefulness in the classroom. See
results in Table 3.
The teaching practice called organization of teaching and learning material domi-
nated as the most valued tablet-mediated teaching practice followed by documentation
and multimodal teaching and learning. Practices oriented to using the tablet for
184 J. Nouri and T.C. Pargman
Table 3. Overview of the tablet mediated practices in relation to how teachers valued each of
them in their teaching.
Practices and activities Valued themea
Organizing teaching and learning M = 6.31, SD = 1.94
Documentation M = 5.56, SD = 1.92
Multimodal teaching and learning M = 5.17, SD = 1.93
Motivation and engagement M = 4.56, SD = 1.87
Assessment and provision of feedback M = 4.44, SD = 1.94
E-mail communication M = 2.44, SD = 1.76
Mobile learning M = 2.42, SD = 1.93
a
Valued theme represents composite variables measuring how
frequent and how useful thematic practices are on a scale from 1
to 8 according to the teachers.
motivating children and, as a support for assessing children’s progress as well as for
providing feedback, were also mentioned. Finally, using the tablet for e-mail com-
munication and mobile learning were the least valued practices. In order to give the
reader a sense of the tablet-mediated teaching practices identified, we describe each of
them in detail in the following sections.
Organization of Teaching and Learning. From the analysis of the data, it Emerges
that this practice is tightly related to the use of the learning management system
(LMS) teachers use daily at the school. Specifically developed for tablets, LMS such as
Schoolsoft, Learnify, I Tunes U, were daily used in the schools studied for creating and
organizing learning material. In particular, the teachers we observed mentioned in the
interviews the creation of instructions for individual assignments and group activities.
Teachers explained to us they asked pupils to submit their assignments through the
system so they can provide individual feedback that is then saved in the system for
future consultation. Teachers also mentioned that material such as grading criteria,
tests, homework, were uploaded and made available in the LMS facilitating central-
ization and distribution of learning material for the pupils. One of the teachers men-
tioned: “Instead of handing out 300 papers every week, I have chosen to make all
course material available in the system. I have uploaded instruction films, assessment
material, homework, exams, everything. So, instead of referring to lost papers, I refer
students to their tablets” (Steve, natural science, Stockholm).
Documentation. Using tablets for documentation purposes was the second most
valued thematic practice according to the teachers (M = 5.56, SD = 1.92). This prac-
tices involved for instance supporting self-reflection. In one of the class observations,
we for example noted that students documented their lab work in chemistry with their
tablets in form of text, tables and photos taken with the camera, that were then
uploaded to the LMS system. The material available in the LMS was then commented
by the teacher (after the activity), and collectively analysed by the entire classroom in a
subsequent activity the next day. One of the teachers mentioned: “the work students
upload to the learning management system through their tablets is revisited for rep-
etition and further analysis” (Laura, Swedish, Stockholm).
When Teaching Practices Meet Tablets’ Affordances 185
Another aspect that the documentation practice supported was pupils’ meta-
cognition, in the sense, children were encouraged to create digital portfolios consisting
of presentations combining text, images and audio. In the Swedish class, digital
portfolios were then used by pupils to revisit words forms, adjectives, and idiomatic
expressions and to stimulate pupils to reflect over their own learning progression. One
of the teachers interviewed mentioned: “I use digital portfolios that enable them
[pupils] to monitor their own learning and compare their own performances”.
(Martha, Swedish, Växjö).
Through the multimodality afforded by tablets’ numerous apps, these devices
facilitate teachers create digital portfolios and e-books. These portfolios and e-books
support among others communication with parents who are interested in knowing what
their children do at school.
Mobile Learning. Another way to organize teaching that was mentioned by the
teachers was related to portability and ubiquity of the tablet. In this regard, we observed
tablets facilitated allocating tasks to groups working in different rooms. Usually the
stronger pupils, worked outside of the classroom while the teacher focused on the
students with special needs inside the classroom. This was possible due to the fact that
the information about the assignment was not only both displayed on the classroom
whiteboard but also available on each children’s tablets. Considering tablets’ porta-
bility, one would expect that such affordance is often used to support mobile learning
activities. In this study, we did surprisingly not found mobile learning activities were
frequent or considered beneficial for learning (M = 2.42, SD = 1.93). However, the
portability and ubiquity of the devices were mentioned as facilitating continuity of
school activities, especially when pupils miss assignments due to absence or other. One
of the teachers mentioned: “It [mobile learning]helps when students are not here, if
they are sick for instance, they can work on the same things as we do in the class from
home. That helps us to reach the course objectives.” (Morten, English, Växjö).
Multimodal Teaching and Learning. rom the data analysed, it emerged that a large
number of categories of practices was associated to the utilization of multimodal
affordances of the tablets (i.e., sound, image, text). Using the tablet in the classroom
was perceived by the teachers as a frequent and beneficial (M = 5.17, SD = 1.93)
manner to teach as tablets by their affordances invite teachers to include multimodality
in their teaching. Multimodal ways to teach and learn were exemplified by “presen-
tations” pupils constructed using diverse applications for saving and managing photos,
sound, video and text. Another central category of this practice was the creation of
learning material such as: storytelling, e- books, portfolios, e-posters, movies, anima-
tions, interactive drawings made by the pupils. In the following excerpt, a teacher
exemplifies one such emergent multimodal construction practice: “They [pupils]
looked at a video that is called “what does the fox say”. Then they got the assignment
to construct an own version of the video, and that can be done in different ways, they
can for example sing, record themselves, record others, and then play it for the class in
case they don’t dare to stand in front of the class … the tablet allows me to offer the
students more ways to learn in the same classroom. It is not the case that all have to
write texts” (Lisa, English teacher, Stockholm). This example, illustrates the use of
media tablets for practicing English while developing skills for expressing meaning
186 J. Nouri and T.C. Pargman
beyond the text mode. Besides construction, it was revealed that media tablets fre-
quently were used to find, consult and eventually reuse multimodal learning material
available on the Internet. Using Internet in the classroom was especially appreciated as
teachers mentioned, Internet extends the knowledge sources used in schools and the
possibilities to present knowledge through different modalities. “instead of as we did
before telling the students to look it up in the book, we tell them to find the information
on the internet in form of videos, images or texts”. (Petter, mathematics, Stockholm).
Teachers specifically mentioned the fascination pupils have for the image, which
they believe helps pupils, especially those presenting weak language comprehension
abilities in Swedish or English, with meaning-making processes. However, teachers
also mentioned that the emotional relation pupils develop with the image motivated
teachers to think seriously about how teach pupils to critically think about material and
sources they find on the Internet or elsewhere. One activity that supports this goal is for
instance the one implemented in the chemistry class where students were asked to take
photos and make short films on the process of acidification. Once in the classroom,
pupils were listening and discussing the information pupils provided through the films
(containing children’s own definitions of acidification process) and analysing the
sources consulted and the accuracy of the content shared, with the purpose to find
scientific indicators of acidification. (see Fig. 1).
Another category within the multimodal teaching and learning practice was lan-
guage learning, facilitated by apps that were used to support pupils’ pronunciation,
vocabulary building, reading comprehension, spelling, and grammar in both Swedish
and English. Most of these apps are indeed educational games. Several teachers valued
particularly these educational games for children with other mother tongue than
Swedish and for those diagnosed with dyslexia. According to the teachers a great
majority of these games helped children to follow the teacher at almost the same pace
than the rest of the class.
Motivating Students’ Engagement. According to the teachers using tablets in the
classroom seem to increase students’ motivation and engagement. For instance,
When Teaching Practices Meet Tablets’ Affordances 187
one teacher mentioned: “We know that Ipads increases students’ motivation, so when I
feel that I need to increase students’ engagement I let them work on the Ipads. That
does not mean that I let them play games on the Ipads, they do serious work.” (Sanna,
Swedish and English teacher, Stockholm). The teacher made reference to training
language vocabulary and spelling activities given for instance on Fridays afternoon. At
this particular time of the week, pupils are often tired and unfocused so the use of
games for language training helps the class to engage with learning of vocabulary,
spelling and pronunciation. In one opportunity, we observed how the entire classroom
in the English class competed in groups performing tasks demanding vocabulary,
pronunciation and spelling abilities. Children became extremely excited visualizing the
scores and negotiating answers based on their language skills. In another opportunity
we observed teachers in mathematics to use educational games in the classroom to train
the class about arithmetic and geometry as well as identify which concepts needed to be
reviewed; as the game makes available pupils’ individual and group scores to teachers.
As such games were used to get information on which pupils had more difficulties with
a particular concept and test the overall class of most frequent errors. We also noticed,
educational games were used to support collaborative learning through the resolution of
for instance mathematical puzzles.
Multimodal educational games were also used in natural science. They often
focused on multiple-choice questions and quizzes that pupils answered individually, or
in dyads sharing a tablet. One of the teachers mentioned the value of these emergent
practices in the classroom, stating: “It is a fantastic activity. The students sometimes
can’t sit still and are jumping around because they are eager to know what the correct
answers are.” Teachers in this study also mentioned they regarded educational games
as a motivating tool challenging children to progress, visualize their own progression
and work at their own pace, both in school and beyond.
(Formative) Assessment and Provision of Feedback. According to the teachers
participating in our study, the integration of tablets in the classroom provided them
with possibilities to systematically assess students and provide more accurate indi-
vidual feedback on pupils’ assignments. Teachers distinguished four categories of
assessments and feedback practices, namely: (1) group assessment/feedback, (2) pupil
assessment/feedback, (3) class assessment/feedback, and (4) automatic assessment/
feedback. For instance, group work was assessed in different ways through the use of
media tablets. One of the teachers of English let pupils video record their group
conversations which later were assessed by the teacher who provided individual
feedback to each group. That particular teacher emphasized the advantage of assessing
video recordings of group discussions and conversations in the following way: “By
using video recordings I have documented what I base my assessment on. It allows me
to forward and rewind. That is not possible when I observe a live discussion.” (Sanna,
Swedish, English, Stockholm). The digital medium makes a difference for the teachers
who can systematically save and retrieve, in this case group assignments and provide a
more grounded feedback to the pupils. It is even the case teachers can show the
recording to the pupils and engage a conversation on pupil’s performance and teachers’
assessment with the pupils. Another example was the one about assessing the whole
class and providing feedback to the pupils that was facilitated by games application
188 J. Nouri and T.C. Pargman
such as Kahoot. This application, we observed, enabled teachers to monitor both the
progress of the class and each pupil individually and thus the possibility for teachers to
provide feedback accordingly. The use of the digital material facilitated teachers to
revisit pupils’ performance and to adjust assessment and feedback provided, based on
the evidence saved (i.e. audio files with pupil’s conversations, pupil’s reading of a text).
In this case, the multimodality characteristic of the media tablets used for recording
group or individual performance contributed to a more accurate assessment. The
multimodality and persistence of the medium made of assessment and provision of
feedback an evidence-based practice.
E-mail Communication. The analysis of the data showed that teachers do not really
use tablets for communicating with the pupils through for instance e-mail. (M = 2.44,
SD = 1.76). Teachers communicate with pupils face-to-face or mainly through
instructions, assignments or feedback teachers provide on pupils’ tasks available in
the LMS.
These results show that the more teachers perceived tablets increase -pupils’
motivation, -support assessment & feedback, as well as -multimodal teaching and
learning, the more they had used tablets for private use and the more they were to
perceive educational benefits of tablets in their teaching. As one can notice, the
strongest predictors were using tablets for stimulating student motivation and
engagement, and using tablets for multimodal learning and teaching. Furthermore,
independent sample t-tests were performed to investigate possible differences between
teachers who perceived that tablets improve students learning and those who did not
put in relation to how they valued the thematic practice. Significant differences were
found only to regards to two themes of practices, namely: multimodal teaching and
learning and motivation and engagement. Teachers who perceived the use of tablets
improve student learning (M = 5.20, SD = 1.00) valued tablet-mediated multimodal
teaching and learning practices significantly more than teachers who did not
(M = 3.72, SD = 1.06), t(28) = 3.13, p < 0.05. Teachers who perceived that the use of
tablets improve students’ performance (M = 4.13, SD = 1.17) also valued the benefits
of using tablets for increasing motivation and engagement significantly more than
teachers who did not (M = 2.34, SD = 0.98), t(28) = 3.99, p < 0.01.
4 Discussion
Looking at the results obtained on the tablet-mediated practices identified and how
teachers value the tablet in such practices, one can wonder why teachers have such a
positive view on the use of tablets in the classrooms? Also, why are they pointed at
these specific tablet-mediated teaching practices? We discuss the following questions
elaborating on the three following points namely: teachers’ interest and enthusiasm in
introducing a new artefact into the ecology of the classroom, associating digitalization
with educational progress as well as materiality of teaching practices.
telephone or tablet). They conveyed a sense of “duty” of teaching children with and
through tools that are part of children’s worlds and Swedish society. Teachers also
recognized media tablets introduce tensions into the classroom (i.e. entertainments
games and social media platforms that are call “toys” by the teachers), but these were
played down in their discourse.
These devices once adopted in the classroom, influence, via their specific material
characteristics current practices that oriented toward the construction of school
knowledge [12, 19]. A thoroughly understanding of tablets’ affordances through the
analysis of teaching practices at schools will thus help researchers and designers in the
TEL field better cognize how digital tools are transforming contemporary forms of
learning. We thus believe research studies on the materiality of tablet-mediated prac-
tices are most than welcome at this stage, as Nordic schools for the most part, have
entered the complex process of digitalization.
Acknowledgements. This work has been funded by the project Places with a research grant
provided by the Swedish Research Council, Educational Sciences Program.
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A Peer Evaluation Tool of Learning Designs
1 Introduction
Literature in the field of teacher education suggests that teachers’ preparation in inte-
grating digital technology in their teaching practice should support knowledge con-
struction as regards their subject domain, pedagogical practices and technology, as well
as the interrelation among these. This is the core idea of the Technological Pedagogical
Content Knowledge model, widely known as TPACK [1], which theoretically ascribes
the knowledge needed by teachers to teach with digital technologies. The field, how-
ever, is open to further development on ways to cultivate this knowledge [2–4] and
also, to invent suitable means to evaluate it [5–7].
Research suggests two main approaches to evaluate the various types of knowledge
included in TPACK which are based either on self-assessment of teachers participating
in training programs, drawn through questionnaires and interviews, or on more
objective measures such as observation and evaluation of their performance through
their works and productions [5, 6]. Following the first direction, several self-reference
measurement scales have been suggested, an example being Schmidt et al. question-
naire [7], or open-ended questionnaire instruments. An interesting proposal towards
this direction is a framework synthesizing TPACK with Activity Theory in order to
examine teachers’ activity in real educational/working conditions through interviews
that capture self- evaluation based on a multi-factor lens [8].
Following the second direction, research is more scarce and focuses (a) on
observation organized, coded and analyzed on the basis of the TPACK framework,
(b) on problem solving by teachers on the basis of specific educational scenarios, (c) on
analysis of teachers’ artifacts, these being either lesson plans, portfolios or reflective
journals. However, in the aforementioned research, assessment is carried out by
teachers (trainees) themselves or by experts and the focus is often on specific TPACK
fields, without explicitly addressing the skills and competencies expected to be culti-
vated by participants. Moreover, learning design is compartmentalized and dealt with
as a separate domain from that of evaluation, thus undermining the continuum and
integrative character of the two processes. This perspective is also supported by several
learning design tools that focus on specific aspects of the process such as Learning
Designer and Cloudworks. The Learning Designer (LD) [9] allows users to upload
existing learning scenarios, or lesson plans, or create new ones, it analyses them and
helps teachers recognize how much content or how many activities in their learning
designs are dedicated to particular pedagogic practices, such as acquisition, reflection,
practice, collaboration and production. Cloudworks is a social networking site in which
clouds and bundles of clouds (cloudscapes) are used as valuable mediating artefacts to
help guide discussion and sharing of learning and teaching ideas [10]. Although pro-
duct evaluation is an issue in the aforementioned tools, in LD evaluation is approached
as a self refection process focusing on particular pedagogic practices whilst in
Cloudworks as a social activity with the main focus on the use of technology to support
learning and teaching activities.
Aiming to contribute to the areas of teacher education and learning design, in this
paper we present the online environment PeerLAND (Peer Assessment of LeArNing
Designs) which supports the development and peer evaluation of learning designs on
the basis of TPACK. A basic actor in the evaluation process is, in this case, the peer
teacher trainees. They participate in a peer review process that is considered as an
integral part of training in learning design with digital technologies. The paper con-
cludes with elements of PeerLAND evaluation by postgraduate students in the context
of a course on the use of digital tools for distance learning.
2 PeerLAND Overview
Fig. 1. First-level form of a scenario: basic elements such as abstract, scope, learning outcomes
educational level, topic, sub-topic, concepts involved, authors and reviewers.
196 K.A. Papanikolaou et al.
Fig. 2. (a) Second-level Form at concept level: scope and outcomes, activity structure,
(b) Third-level Form at activity level: didactic techniques, tools and resources, knowledge
processes and activity types.
This level of formality, apart from the articulation of basic design blueprints, also
allows the “translation” of these blueprints into meaningful course structures.
Peer-review Environment. Users are supported to act as reviewers and participate in
peer-evaluation tasks on scenarios authored by specific users-authors. The instructor
can also act as a reviewer.
Reviewers evaluate scenarios using the TPACK [1] framework for thinking about
what knowledge the authors have developed on the integration of technology into
teaching. TPACK acknowledges three interdependent components of teachers’
knowledge, namely technological knowledge (TK), pedagogical knowledge (PK), and
content knowledge (CK), as well as their intersections reflecting teachers’ under-
standing of teaching content with appropriate pedagogical methods and technologies
such as pedagogical content knowledge (PCK), technological content knowledge
(TCK), technological pedagogical knowledge (TPK). All these types of knowledge
form the technological pedagogical content knowledge (TPACK).
The authors’ knowledge is estimated by each reviewer through the artifact they
have developed, i.e. an educational scenario, and submitted in PeerLAND. The
reviewers can check both the representation of the scenario in PeerLAND as well as the
real scenario developed in an e-learning platform such as Moodle. The evaluation
framework adopted is presented in the next section posing criteria per type of
knowledge (as these appear in Fig. 3, forms TPACK (1/3) and TPACK(2/3)).
Reviewers can also submit qualitative comments on the strengths and weaknesses of a
scenario (see Fig. 3, TPACK(3/3)). The quantitative evaluation of the various aspects
of the scenario is combined with the qualitative comments supporting authors to make
revisions.
Numerical data make comparative presentation of reviewers’ comments possible
(see Fig. 4). To this end PeerLAND builds a reference with numerical representations
A Peer Evaluation Tool of Learning Designs 197
Fig. 3. Evaluation forms involving criteria about all the knowledge fields involved in TPACK
organised in two Tabs, TPACK(1/3) and TPACK(2/3).
of the evaluations submitted per criterion and type of knowledge (see Fig. 4) as well as
graphical representations of the level of agreement between each reviewer and the
authors on the knowledge processes cultivated per concept (see Fig. 5). For example,
as appears in Fig. 5, two of the reviewers agree with the authors on the first concept,
whilst other two agree with half of the knowledge processes proposed.
Technical Aspects. PeerLAND is based on internet technologies aiming to enable
users access it remotely without the need to install any particular software. To this end,
client – server architecture was used. In particular, the server side layer has been
developed in php programming language making use of MySql DBMS to store and
manage available information, while an Apache server serves web content. The client
side layer has been developed for web browser access following W3C standards. The
application was developed in HTM, CSS, JavaScript and client – server communication
is done with AJAX requests.
Fig. 4. Comparative presentations of evaluation data of a group of reviewers, i.e. u_1, u_2, u_3,
etc., per knowledge dimension of TPACK
198 K.A. Papanikolaou et al.
Fig. 5. Graphical representations of evaluation data of a scenario from six reviewers according
to (a) the knowledge fields of TPACK, (b) the degree of agreement of each reviewer with the
authors concerning knowledge processes cultivated at concept-level. Names of reviewers have
been eliminated.
3 Framework of Evaluation
the reviewer of the scenario about the knowledge processes cultivated by each activity
according to the New Learning framework [14] and the type of activity based on the
categorization proposed by Laurillard [11]. The remaining criteria are numerically
assessed in a range from 1 to 5 as this range is also adopted in the TPACK instrument
[7]. The value of each criterion is associated with a weight (wi) that can be altered by
the instructor reflecting the current context and its priorities on the learning design
process.
Table 1. Evaluation Criteria based on TPACK: How do I understand that the authors of a
particular scenario have developed specific skills/abilities?
TK=w1* X1 + w2 * X2 + w3 * X3 + w4 * X4 where
Χ1: Tools – Functionality – Form: Are the learning objects of the scenario created with specific tools
(e.g. standalone software, web-based software that cannot be integrated in sites) functional? Is their
form/presentation adequate?
Χ2: Resources - Credibility - Functionality - Presentation: Are the links proposed to web resources
active? Are they credible and valid? Is their reference complete and appropriate (e.g. based on an
international standard like APA style providing data of last visit, followed by a short description etc.)?
Χ3: Web 2.0 tools – Functionality – Form: Are the learning objects of the scenario created with
specific Web 2.0 tools (e.g. glogster, timeline, word cloud, video etc.) functional? Is their
form/presentation adequate?
Χ4: Authoring Environment Tools – Functionality – Form: Have the tools of the authoring
environment been appropriately incorporated in the activities of the scenario?
Pedagogical Knowledge (PK)
PK=w1* X1 + w2 * X2 + w3 * X3 where
Χ1: Correctness of Knowledge Processes cultivated by the activities: Do the activities of the scenario
cultivate the knowledge processes referred by the authors?
Χ2: Correctness of Activities ' Type : Do the activities of the scenario offer to students the learning
experience described by the type of each activity as it this is characterized by the authors?
Χ3: Techniques - X3=w31* X31 + w32 * X32 where
Χ31: Didactic Techniques - Use: Is activities' context appropriately and adequately described?
Χ32: Active & participatory Techniques - Adequacy: Do activities of the scenario promote active
involvement and students' interaction?
Content Knowledge (CK)
We assume that the students know well their 'content' e.g. subject matter that they will teach.
Pedagogical Content Knowledge (PCK)
PCK=w1* X1 + w2 * X2 + w3 * X3 + w4 * X4 where
Χ1: Learning outcomes: Do the aims of the scenario and/or (overall) the activities cover the suggested
knowledge processes and activity types? Are the learning outcomes attainable through the
200 K.A. Papanikolaou et al.
Table 1. (Continued)
TPK=w1* X1 + w2 * X2 where
Χ1: Pedagogical Context - Tools Appropriateness: On the basis of the given pedagogical framework
(knowledge processes, activity types, teaching techniques), are the proposed technological tools (tools,
resources, Web 2.0 tools, "Other" tools) considered as appropriate, supporting the aims of knowledge
processes, the activity types and teaching techniques within which they are embedded / integrated? Do
they appropriately address the audience they target?
Χ2: Pedagogical Context - Tools Adequacy/Tools Variety: On the basis of the given pedagogical
framework, are the technological tools suggested considered as adequate to support the aims of the
knowledge processes, activity types and instructional techniques within which they are embedded? Is
the number/set of proposed tools characterised by variety?
Technological Content Knowledge (TCK)
TCK= X1 where
Χ1: Tools Use + Content: Do the technological tools involved in the scenario add to the various
activities multiformity, variety and alternative representations of information?
Technological Pedagogical Content Knowledge (TPACK)
TPACK=w1* X1 + w2 * X2 + w3 * X3 + w4 * X4 + w5 * X5 + w6 * X6 + w7 * X7 + w8 * X8 where
Χ1: Appropriateness of technological tools' integration based on their potential: Are the potential
and functionalities of the proposed technological tools adequately integrated in the scenario/activities?
In case of the use of an e-platform for the implementation of the scenario, are the variety of its tools
adequately used in the activities context?
Χ2: Appropriateness of Learning Context for the technological tools: Have the technological tools
been appropriately integrated in order to serve the learning outcomes of the scenario/activities and the
pedagogical framework?
Χ3: Accuracy of Scenario and Activity representation in the e-platform: Are there adequate
guidelines on the time schedule of the various activities, on students’ prior and prerequisite knowledge,
on the importance and outcomes of the scenario?
Χ4: Activity coherence: Is the activity sequence coherent as it is represented in the e-platform?
Χ5: Originality of activities: Does the integration of technology within the scenario/activities take
A Peer Evaluation Tool of Learning Designs 201
Table 1. (Continued)
activity for the scenarios they had just designed. Then they developed their scenarios in
Moodle. There followed a second round of peer evaluation during which the authors
transferred their scenarios in the PeerLAND environment and their reviewers (being the
same as those in the first phase) deposited their evaluations. Each group received an
evaluation report from the system synthesizing all the reviews' submitted about their
scenario. Finally, students filled in evaluation questionnaires about their learning
experience with PeerLAND, in order to evaluate its potential both as authors and as
reviewers.
4.1 Methodology
The evaluation of PeerLAND was based on a questionnaire, constructed and tailored
for the needs of this research. The questionnaire is organized in two parts with the aim
of evaluating the environment on the basis of both the authoring process of learning
designs and the reviewing process. With regards to the authors’ view, students were
assigned to assess the contribution of the environment in representing and designing
educational scenarios, on a 5-level Likert scale from (1) – totally agree to (5) – totally
disagree (see Table 2, Part A. Evaluating as authors - Questions 1–6). They also
assessed the contribution of the environment in the scenarios’ improvement as it
enabled the provision of multiple forms of feedback by multiple reviewers on the basis
of TPACK fields (see Table 2, Part A. Evaluating as authors - Questions 7-13). In
addition, with regards to the reviewers’ view, students were assigned to assess –on a
similar Likert scale- the contribution of the environment on the facilitation of the
evaluation process through the TPACK framework, the sharing and comparison with
other reviewers and with the authors themselves (see Table 2, Part B. Evaluating as
reviewers, Questions 14-22). The data analysis of the 13 questionnaires included
adding up students’ choices per question.
Figure 6 presents a standard deviation plot which represents the average (central
point in the line) of the 13 students’ answers per question (axis X), as well as the
standard deviation (distance between the edges of the line) among the answers per
question.
Fig. 6. Standard deviation plot of students’ answers to the PeerLAND evaluation questionnaire
A Peer Evaluation Tool of Learning Designs 203
Students’ answers move on average above value “3” in all questions. Especially
encouraging are their answers in questions 4 and 5 which are about the support provided
on the pedagogical aspect of the scenario and to questions 16 and 20, which refer to the
potential of cross-comparison of evaluations among reviewers, where the average in
answers surpasses value “4” and the variance is trivial. See also Table 2 where almost all
answers to questions 4, 5, 16 and 20 appear positive. Thus, the integration of PeerLAND
in a learning context should take place in a way that enables both reflection and the
shaping of a learning design. As regards students’ answers in questions 1, 8 and 12 in
Fig. 6, where there is a relatively low average in students’ answers and a high variation,
the interpretation about questions 1 and 12 relates to the course context, whilst for
question 8, the interpretation relates to the kind of data given to the authors (see also
Table 2). More specifically, concerning the course context, students used PeerLAND
after having completed the design of their scenario in Learning Designer and its
implementation in Moodle (also having in the middle completed a peer evaluation
process in Moodle). This resulted in using PeerLAND in order to represent a complete,
ready structure–a fact which didn’t function in support to its formation and shaping-.
Students also didn’t have the time to proceed to substantial changes. In an open dis-
cussion about their learning experience with PeerLAND, they stated that the use of the
environment would be more constructive midway during the first stages of the scenario
development in Moodle, in order for the comments to contribute to its improvement.
Students’ acknowledge the added value of PeerLAND in supporting peer evaluation and
improvement both from the authors’ and reviewers’ perspective as this results also from
their positive answers to questions 7 and 14 in Table 2. At this point emerges the need
for purposeful integration of PeerLAND in an appropriate context, so that its dual
function to best support both the authoring of learning scenarios, their evaluation and
their subsequent improvements. As regards question 8 in Fig. 6, the detailed numerical
representations of comparative data coming from authors and reviewers on every
concept, seem not to have been positively evaluated by authors, data that would be really
useful for the instructor of the course. This finding leads to a guideline on the
re-examination of the adjustment of available information, depending on the role of each
user within the environment (i.e. student-author, student-reviewer, instructor).
Table 2. (Continued)
6. PeerLAND offers a user-friendly and easy to use environment for authors of educational 0 2 1 8 2
scenarios.
8. The way reviews on my scenario are presented (in the form of a table with 3 0 2 6 2
agreement percentages between my estimation and that of each reviewer) helped me
to reflect on my design.
9. The comparative presentation of reviews on my scenario, per knowledge field and per 2 0 0 9 2
criterion based on TPACK helped me to reflect on my design.
11. The comments I received on my scenario based on TPACK helped me to reflect on its 1 1 1 6 4
positive and negative elements.
12. The feedback I received through the evaluations of my scenario based on TPACK 1 3 2 2 5
helped me to redesign it.
14. The potential of peer reviewing and sharing scenarios offered by PeerLAND allows 0 1 0 8 4
authors-reviewers to share their ideas.
20. PeerLAND offers an accessible and user friendly working environment for 0 0 0 9 4
reviewers of educational scenarios.
A Peer Evaluation Tool of Learning Designs 205
5 Conclusions
PeerLAND provides students the opportunity to work as authors with tools that support
them in representing pedagogical and technological aspects of educational scenarios
and then as reviewers assessing their peers’ works according to specific criteria that
reflect various perspectives of technology integration with pedagogy on the subject
matter. This way training on ICT integration in teaching run on a continuum of design
to evaluation. Initial evidence of the usefulness of PeerLAND gathered in a post-
graduate course where students worked with PeerLAND undertaken the roles of
authors and reviewers. Students used several learning design and content authoring
environments throughout the course, also participating in peer assessment activities.
This context matched the learning goals of a postgraduate course for pre-service
teachers on technology enhanced learning. However, in a real-world environment with
in-service teachers, the integration of environments, that was technically impossible at
this phase of the research, would be an approach worthy to be pursued. In this line of
research, we intend to further investigate how such a peer-feedback component may
extend and support the process of course design and development in an e-learning
platform.
As far as the PeerLAND evaluation is concerned, students acknowledged the
support offered by PeerLAND in designing and improving their designs. They high-
lighted the value of the process of knowledge building on learning design. However,
the context in which PeerLAND and the reviewing process is integrated is critical in
order to support reflective cycles of design and improvement. Students argue that using
PeerLAND at the first stages of the design process would be more effective for the final
product. Our future plans include the collection of peer assessment results for the
scenarios submitted. The analysis of this dataset and its cross-examination with results
from self reports will provide more evidence on the value of peer evaluations through
PeerLAND. Finally, another challenging research goal that we also consider is to
extend the qualitative feedback in a way that could be comparable among different
reviewers and the authors.
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Learning in the Context of ManuSkills:
Attracting Youth to Manufacturing
Through TEL
1 Introduction
1
http://ec.europa.eu/eurostat/statistics-explained/index.php/Manufacturing_statistics_-_NACE_Rev._
2.
2
http://ec.europa.eu/research/industrial_technologies/factories-of-the-future_en.html.
despite the investment in research and innovation, industry suffers from a significant
shortage of talent and skills mismatch. As documented by a survey of over 400 CEOs
all over the world managed by Deloitte and the U.S. Council on Competitiveness [1],
talent-driven innovation is nowadays the most important driver of global manufac-
turing competitiveness.
The dramatic importance of the human component for the prosperity of future
manufacturing has been also highlighted by McKinsey & Company [2], which iden-
tifies the building of innovative workers’ skills as one of the four key areas to focus on
for the empowerment of manufacturing. For the second edition of the US Manufac-
turing Institute report [3], Deloitte points out that the problem of Skills Gap in Man-
ufacturing has reached a boiling point with two thirds of US companies surveyed
reporting a shortage of available qualified workers, leading to the destruction of 5 % of
current US manufacturing jobs (600,000 jobs) due to a lack of qualified candidates.
This shortage is not limited to the US: a similar survey organized by IDC [4] in May
2013 in Europe and North America, demonstrates that the same shortage appears in
each developed country. For IDC, “People are the Opportunity and the Barrier: among
the most critical barriers hampering the Factory of the Future strategy, manufacturers
identified the challenge of finding skilled people with more than 70 % of share.” Both
symptoms and root causes of this skills gap appear to be similar in North America and
in Europe. This presents an employment paradox [5], even in countries with high
unemployment, there is an increasing number of employers reporting difficulty in
filling manufacturing jobs [6]; the different functions within a single organization, with
the engineering/technical ones among the most affected [7]; the educational attain-
ments, with a more critical shortage of high-skill and medium-skill workers rather than
low-skill ones [2].
The root causes of the skills shortage identified have been widely explored both in
literature and in practice, leading to the identification of different elements, e.g. an
aging workforce, an outdated strategic workforce planning, a limited efficiency of
life-long learning, a poor perception of manufacturing among the young generation, the
volatility and rapid transformation of work [8]. Therefore, there is a need to address the
education and training to increase the supply of young talent to the European manu-
facturing industry, which implies also an increase of societal appeal of manufacturing
to attract young talent. The use of innovative technologies in education and training
play an important role to support the fast pace of change affecting the manufacturing
industry, so for example new approaches for managing knowledge and developing
skills is required so that the manufacturing decision making can be dispersed in the
production level.
The purpose of the paper is to present the insights of the ManuSkills project, a
European FP7 funded project, in leveraging innovative ICT technologies to attract
young talent to manufacturing and increase their competences. A set of 24 field
experiments were conducted across 5 European countries with a sample of 461 students
of different age-groups, targeting primary (children), secondary (teenagers) and tertiary
education (young adults). The experiments involved the use of serious games, virtual
reality, teaching factory and simulation. The paper is divided into a further five distinct
sections, starting with the distinction between awareness and interest (Sect. 2). The
description of the ICT applications is provided in Sect. 3, whilst an overview of the
Learning in the Context of ManuSkills 209
evaluation approach of the field experiments and a discussion of the key results are
presented in Sects. 4 and 5 respectively. Finally, conclusions are presented in Sect. 6.
The manufacturing skills gap is linked to the negative perception of manufacturing that
youngsters hold and stems from wrong conceptions around its basic concepts. Indeed,
as already pointed out, in different studies related to engineering field, youngsters
usually don’t have a clear perception of what advanced technical careers actually imply
[9]. We argue that misconceptions about modern manufacturing can avoided by tar-
geting two different notions that lead students to a more conscious and founded choice
of their studies and profession: awareness and interest.
The concept of awareness has been deconstructed and thoroughly analyzed by
different epistemological fields, such as psychology [10], marketing [11] and education
[12], which is indicative of the significance and the cross-disciplinary nature of the
term. The most widespread and commonly accepted definition of the term describes
awareness as the ability to perceive, feel or be conscious of events, objects, thoughts,
emotions or sensory patterns. In the educational field, when awareness gets associated
to learning, it becomes equated with a person’s ability to make forced-choice decisions
above a chance level of performance [13]. For the purposes of the current study, the
definition of awareness as the understanding that an individual has formed around a
specific concept, as part of unconscious learning [14] was adopted. To summarize, the
concept of awareness is strongly linked to consciousness, identified as the state or
ability to perceive, feel or to be conscious of events, concepts or objects without
necessarily proceeding to the level of understanding.
However, mere awareness of concepts is not sufficient enough to initiate a change
of attitudes towards manufacturing. An important aspect that should be also taken into
account is the creation of interest. Defined as the content-specific motivational char-
acteristic composed of intrinsic feeling-related and value-related valences [15], interest
is considered as something more than the passive awareness of a given domain, i.e. the
active engagement and involvement of the youngster towards the presented concepts.
The difference and the link between the concepts of awareness and interest stems
from the communication and marketing sector. The AIDA communication model [16]
associates awareness with a first level of attention capturing. However, interest is the
natural consecutive stage, where once the attention is captured actual interest building
on a topic or domain can be initiated. In fact, it is worthwhile to notice that even though
these two concepts are complementary, the one doesn’t necessarily imply the presence
of the other. Consequently, even though an individual might have high awareness
levels on manufacturing, he/she might on the other hand have a scant interest and vice
versa.
210 S. Perini et al.
3 ICT Applications
ManuSkills ICT applications aim at targeting different age groups, hence pursuing for
each of them the specific educational objectives of awareness and interest. The age
groups identified are three, i.e. children (10–12 years old), teenagers (13–18 years old)
and young adults (university students).
For children and teenagers, the assessment and improvement of the actual levels of
awareness and interest about manufacturing turn out to be fundamental, trying to
stimulate and then let them consider the possibility of a study and then a career in
manufacturing field.
For young adults, awareness and interest consolidation and improvement are also
definitely relevant, since youngsters are here still in an educational environment, and
therefore even though their future career in manufacturing is probable is still not
certain, since the attraction to other domains (e.g. consultancy, real estate, banking and
finance) where manufacturing engineers could work should also be taken into account.
Furthermore, not all university courses necessarily address only manufacturing, but
often propose an interdisciplinary offer where manufacturing is one of the main
components (e.g. engineering management, technology management degrees).
The six ICT applications support the field experiments are captured in Fig. 1, each
of which will be summarily described. More information about the ICT applications
can be found at http://demo.manuskills.org/.
BrickPlanner (age group: teenagers and young adults). The BrickPlanner is a
serious game where the student is given a million euros to build a toy manufacturing
company that is successful. In the process, they are given ten challenges, starting with a
simple moulding machine and a production order. Gradually, the student builds a
manufacturing company and addresses the complexity of dealing with multiple orders,
including rush orders.
EcoFactory (age group: children and teenagers). EcoFactory is a serious game
where the student assumes the role of CEO of a factory and they have three turns to
make their company economically viable and sustainable. With each turn, the student
may make choices concerning the design of a product, purchase of manufacturing
machines and hiring of qualified staff. Once all decisions are made, the simulation
advances 5 years and then a report is given indicating how sustainable the business is in
terms of profit, environment and society.
Interactive Product Assembly (age group: teenagers and young adults). With the
Interactive Product Assembly, the student is shown the basic principles be-hind the
manual assembly process of a product for achieving maximum efficiency. The IPA
provides a 3D environment where the student is challenged in putting together a
radio-controlled car by using virtual reality. The application keeps score of the some
key attributes that need to be respected during assembly which are the time it takes to
complete the task and the correct sequence of parts.
How to build a skateboard? (age group: teenagers). The students have been hired by
a start-up selling “do it yourself” skateboards on the internet. Their challenge is to
create an assembly manual that will be delivered with the skateboard parts, using
professional 3D software.
LCA Game (age group: young adults). In the LifeCycle serious game, the student
assumes the role of sustainability manager tasked by the CEO to do the LifeCycle
Assessment report on a coffee machine. The student is required to collate the data from
multiple sources, which include information systems, production cells on the shopfloor
and talking with different stake-holders within the factory. The student needs to make
sense of the information obtained to determine what is correct, updated and unbiased.
As a result, the student creates the LCA report with a set of recommendations to
improve the sustainability of the product in terms of economic, environment and
societal impact.
Teaching Factory (age group: young adults). The Teaching Factory approach, tar-
geting young adults, aims at a broader use of novel learning methods for the intro-
duction of young engineers to a wide spectrum of manufacturing problems. To achieve
this it uses real life production for teaching purposes with training services delivered on
a virtual basis. The “factory-to-classroom” operating concept of the Teaching Factory,
aims at transferring knowledge from the factory to the classroom, this operation is
carried out through the adoption of an industrial project in the context of academic
practice, bringing together, in overlapping time and context, the industrial and aca-
demic practices. The industrial project can have varied but fixed duration that is rel-
evant to the problem in the industrial side. This problem is deriving from a specific set
of tasks, included in the product /production lifecycle and the students work on a
solution for this problem.
212 S. Perini et al.
4 Evaluation Approach
In the next paragraphs, main findings about the impact of ManuSkills ICT applications
on the awareness and interest of children, teenagers and young adults are summarized
and the related implications are discussed.
5.1 Children
EcoFactory was the ICT Application targeting also children between 10 and 12 years
old. Assessment of awareness was done by means of a qualitative approach, i.e. content
analysis on the pre and post drawn and written answers of participants, and consequent
comparison. An example of the pre and post drawings of a boy aged 11 representing his
idea of a factory is illustrated in Fig. 2. In the pre-drawing the factory is polluting and it
is indicated by the child as “a gloomy factory that pollutes the sky with all the gas that
produces with the functioning of its machineries” and inside it “they build all the
objects that make without realizing that they pollute”. In the post-drawing, the factory
is not polluting anymore and even the sun can be noticed at the right top of the box.
The factory is now described as “shining and not polluting” and inside it “people work
in harmony without toxic things but all created by means of eco-sustainable
machineries”.
For each couple of pre-post drawings, the overall result achieved was identified and
formalized in terms of Positive, Negative and No Impact. The results of this analysis
showed a Positive impact on 33 participants (77 %), a Negative impact on 4 partici-
pants (9 %), and No impact on 6 participants (14 %).
The impact was significantly positive also on interest (INPRE = 49.33; INPOST =
62.77) (t = 2.7995; p < 0.01). Therefore, the effects of the engagement with
EcoFactory leading to a more realistic and up-to-date perception of manufacturing,
were accompanied also by an increased attraction of the participants for its contents.
5.2 Teenagers
For teenagers, the average initial level of awareness (AWPRE = 65.43) for manufac-
turing was higher than that of interest (INPRE = 59.91) (t = 4.7866; p < 0.001). This
supports the initial idea that students can have a given level of awareness about
manufacturing, but it doesn’t imply necessarily their effective interest for the domain.
The engagement with ManuSkills ICT Applications allowed a general improve-
ment of awareness for manufacturing (AWPOST = 68.22) (t = 3.7602; p < 0.001).
The impact on manufacturing interest was higher (INPOST = 64.90) (t = 4.2268;
p < 0.001). This can be explained by the fact that changes in awareness might require
more time than that planned for ManuSkills activities in order to take place, while an
interest in the participants can be instilled by means of interactive activities showing
specific aspects of manufacturing domain.
An interesting aspect is that the greater impact for both awareness and interest was
achieved on the participants with the initial lowest levels. This is showed in Figs. 3, 4,
5, and 6 where the pre and post results of awareness and interest are divided according
to the three categories of Low (0–60; in yellow in the figures), Medium (61–80; in blue
in the figures) and High (81–100; in green in the figures), and then compared. In
particular, participants initially in the Low awareness category moved to the two other
categories, i.e. Medium and High awareness, while participants initially in the Medium
interest category moved to the High interest one.
Therefore, all the ManuSkills activities targeting teenagers were suitable to support
students initially not confident with the concepts proposed. Again, this can be
explained by the high level of interactivity provided by all the ICT applications and by
the active participation requested in order to achieve the objectives defined.
Fig. 3. Pre-awareness teenagers (Number of participants per level of awareness) (Color figure
online)
Fig. 4. Post-awareness teenagers (Number of participants per level of awareness) (Color figure
online)
Fig. 5. Pre-interest teenagers (Number of participants per level of interest) (Color figure online)
Fig. 6. Post-interest teenagers (Number of participants per level of interest) (Color figure
online)
Fig. 7. Pre-awareness young adults (Number of participants per level of awareness) (Color
figure online)
Fig. 8. Post-awareness young adults (Number of participants per level of awareness) (Color
figure online)
218 S. Perini et al.
Fig. 9. Pre-interest young adults (Number of participants per level of interest) (Color figure
online)
Fig. 10. Post-interest young adults (Number of participants per level of interest) (Color figure
online)
approaches can be useful in order to present to students specific topics and positively
affect their perception towards the manufacturing domain.
6 Conclusion
The problem of skills gap is becoming always more urgent in manufacturing. Among
the several actions that can be implemented to solve the issue, the increase of
awareness and interest of young talent in manufacturing is considered pivotal. The field
experiments conducted within the ManuSkills project showed that the use of proper
Learning in the Context of ManuSkills 219
interactive ICT applications targeting children, teenagers and young adults, has a
positive impact on that process.
Despite these encouraging preliminary results, further work should be still done on
several points. In particular, the specific impact of the single delivery mechanism (e.g.
serious game, simulation, virtual reality and teaching factory) on both awareness and
interest should be understood more in detail, in order to see the specific differences
among the activities. In addition, long-term effects of the engagement of young talent
with the ICT-supported activities should be explored, in order to understand the
retention of the changes in perception also some months after the first contact with
them. As a further long term investigation, the hoped effective connection between a
change in awareness and interest for manufacturing and a change in awareness and
interest for a career in this field should be analyzed. Finally, all the above-mentioned
results should be characterized for each single age group, thus finding how to properly
introduce in the existing STEM curricula the ICT-supported activities proposed in
order to support the definition of long-term awareness and interest programmes
specifically targeting manufacturing.
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(2013)
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A., Szigeti, H., Taisch, M.: Attracting young talents to manufacturing: a holistic approach.
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8. Skevi, A., Szigeti, H., Perini, S., Oliveira, M., Taisch, M., Kiritsis, D.: Current skills gap in
manufacturing: towards a new skills framework for factories of the future. In: Grabot, B.,
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Does Taking a MOOC as a Complement
for Remedial Courses Have an Effect on My
Learning Outcomes? A Pilot Study on Calculus
Abstract. This paper presents the results of a pilot study about students’
adoption and learning outcomes of 4 MOOCs proposed as a complementary
resource for traditional remedial courses on calculus. While the MOOCs were
not mandatory, traditional remedial courses were required for those freshmen
failing a diagnostic exam. The effects on 589 freshmen students were investi-
gated. The data analysis shows that up to 16 % of the students were active in the
MOOCs under study, mostly during the days before taking the diagnostic exam
that preceded the traditional face-to-face remedial courses. Trace data about
learner actions within the platform were collected as well as the students’ scores.
According to a statistical comparison of the students’ exam scores and their
interaction behavior with the MOOCs, we observe that active students had more
chances of passing the diagnostic exam and skipping the required remedial
courses. However, we found no significant differences on the remedial course
exam scores between the students that were active in the MOOCs and those that
were not. These findings suggest that MOOCs are a good solution to
strengthening skills and reviewing concepts, but that more guidance is needed
when used as a complement to traditional f2f courses.
1 Introduction
Massively Open Online Courses (MOOCs) present new opportunities for facilitating
teaching and learning [14]. MOOCs allow flexible learning anytime and anywhere,
diversifying the variety of tasks that can be included in any course structure [15].
Lately, several case studies have documented different ways in which elite universities
have integrated these courses into their curricula, broadening their teaching and
learning strategies by implementing blended or hybrid learning approaches [5, 8, 17].
Two trends were observed in these case studies. The first trend (1) is using MOOCs
as a complement of traditional teaching. For example, a study shows how Stanford
University integrated MOOCs in a traditional course by asking students to watch video
lectures, participate in discussion forums, complete quizzes and program assignments
in an online platform [13]. 26 students had to complement their learning with infor-
mation about topics not addressed in the MOOC. The results show that students’
attendance increased by 20 % and their engagement with the course content increased
by 40 % [3]. Another example along these lines was developed by the University of
Washington, which introduced blended learning in a traditional biology class. They
were able to reduce its fail rate from 17 % to 4 %. Furthermore, the approval rates of
the course increased from 14 % to 24 % since the initiative [2].
On the other hand, (2) MOOCs are used as remedial courses. Examples of these are
the zero level courses developed by some universities. Universidad Carlos III de
Madrid [11] analyzed the effect of a zero level course. In this experience, students took
a diagnostic and a final exam, and the results indicated that students increased by 21 %
the score in the final exam after the course. Regardless of other case studies in North
America and Europe [1, 7], the effect of the MOOCs deserves further exploration in
other countries to enrich current literature.
In order to contribute to the understanding of the MOOC-based models that use
MOOCs to complement or substitute traditional remedial courses, this paper reports on
the findings of a pilot study at the School of Engineering in Pontificia Universidad
Católica de Chile (UC-Engineering). Specifically, we investigated the effects of 4
MOOCs on calculus for freshmen. From now on we call these MOOCs “service
MOOCs” according the framework proposed in [17]. That is, MOOCs that students
take voluntarily (partially or completely), and as a complement to the curriculum or a
traditional course but no institutional recognition is given for completing this MOOC.
In Sect. 2, we describe the context in which this study was carried out, as well as the
research questions addressed. Also in this section, we describe the participants of the
study, the data gathering techniques and the procedures we used for the analysis. In
Sects. 3 and 4, respectively, we report the main results obtained and the lessons learned
from the study as well as its limitations. Finally, in Sect. 5, we present the main
conclusions, and future avenues. Altogether, this work provides a better understanding
of the effects of this type of MOOC-based initiatives in terms of students’ adoption and
learning outcomes.
Polynomials and Complex Numbers (M3), and Sequences and Series (M4). Students
that fail in a specific content are required to take a 2-day traditional course on each of
the failed modules. In these courses, professors reinforce main theoretical topics,
besides facilitating students’ learning with guided exercises. After each course, students
have to take a final exam to evaluate their progress in the respective module content.
Although this strategy has been a way of promoting students’ calculus readiness,
the experience from the last two years has shown some limitations: (1) low partici-
pation rates in the required remedial courses due to the fact that students that do not live
in Santiago had difficulties to attend face-to-face courses; and (2) lack of individualized
instruction considering that not all the students need to review the same topics. In order
to address these limitations, last year the school decided to produce a service MOOC
for each module and offer them as a complementary support for students’ learning in
the specific theoretical concepts. Since participating in the MOOCs was voluntarily, the
main objective of this study was to analyze the impact of this initiative both in terms of
students’ adoption and learning outcomes. Specifically, two research questions were
addressed:
• RQ1. What is the students’ adoption of this MOOC initiative? This question
aims at studying the students’ use of the MOOCs in terms of their interactions with
the course content in order to better understand who, how and when they use the
provided courses.
• RQ2. What are the effects of participating in the MOOCs in terms of students’
learning outcomes? This question aims at better understanding two aspects:
(1) whether or not using the online platform before the diagnostic exam gives the
students a better probability of passing it; and (2) whether or not students that use
the MOOCs have better scores in the traditional remedial courses’ final exams.
1
Open edX Platform ‘Ingeniería UC Online’: http://online.ing.uc.cl/.
224 M. Pérez-Sanagustín et al.
MOOC provider platform during the admission day, so all of them could access the 4
MOOCs. All the MOOCs are self-paced, so no restrictions or deadlines were proposed.
Students were also informed that the participation in the MOOC courses was voluntary.
Students were required to take a diagnostic exam to assess their prior knowledge and
skills in calculus. Depending on their results on the diagnostic exam, students had to
attend the mandatory specific remedial courses that were imparted traditionally before
the first semester begins. Table 1 shows a time line of the different milestones in this
case study, showing also the duration of each traditional remedial course and the dates
of the final exams that the students took after participating in a required course to
evaluate their progress in the respective content.
(Students Attending Remedial, SAR), and distinguished among those who passed the
corresponding final exam (Students Passing Remedial, SPR) and those who did not
(Students Failing Remedial, SFR) (Table 2).
After classifying the students into active and non-active, we plotted the number of
movements in a bar graph from the beginning of the study until the end to analyze the
activity patterns in the different periods. Also, we analyzed the students’ interactions
with both the video-lectures and the exercises (quizzes and other activities). We used
this data to get an idea about whether the students used the MOOC for reviewing
theoretical concepts through video-lectures or exercising.
In order to address RQ2 about the students’ learning outcomes we conducted
several statistical analyses and looked for correlations between the students’ activity in
the MOOCs with the scores they each obtained in the diagnostic exam and in the
remedial course exams. These calculations allowed us to understand whether the
interactivity levels have an influence on their results.
Then, in order to understand if the active students had more chances of passing the
exams, we performed a t-test for the scores between the non-active and active students
in both diagnostic exams and the remedial courses. Given that the results observed in
this first analysis were significant for the diagnostic test, we applied a proportion test to
the percentage of approval rates between active and non-active students. Thirdly, in
order to understand the effect of the platform along with other variables that charac-
terize the students’ prior knowledge, we performed a stepwise multivariable regression
analysis that related the scores of the diagnostic or the remedial exams using as initial
predictors the national admission exam scores NEM (high school GPA score), MAT
(mathematics score), CIE (science score), and RKG (ranking score), and the categorical
variable “active” or “non-active” student, which represents the platform adoption
strategy of the student. All statistical analyses were carried out using MINITAB 17
(www.minitab.com).
3 Results
This section reports on the results obtained from the analysis to address the two
research questions. Subsect. 3.1 presents the results about the students’ adoption of the
MOOC initiative, and Subsect. 3.2 about the effects on students’ learning outcomes.
2
http://www.educarchile.cl/ech/pro/app/detalle?id=225229.
Does Taking a MOOC as a Complement for Remedial Courses 227
Fig. 1. Total amount of movements in the 4 MOOCs before the calculus exam and during the
courses
to January 13th) is 591 (with a total of 7.095 learner actions traced), whereas there are
only 61 daily interactions per MOOC during the face-to-face required courses (with a
total of 3.701movements registered from January 14th through January 29th). Specifi-
cally, students interacted more with each MOOC during their participation in the
required course. M1 and M2 were the MOOCs most used.
R1.2. Students used the courses for exercising. Table 4 shows that the exercise
sections registered more interactions than the video sections. This result is observed in
all courses and in both phases. By both phases, we mean before the diagnostic exam
and during the remedial courses.
Table 4. Interactions captured in each MOOC section Before the Diagnostic Exam Phase
(BDE) and During Remedial Phase (DRP) and proportions of interactions per MOOC per phase
BDE DRP
Videos-lectures Exercises Video-lectures Exercises
M1 503 (39 %) 793 (61 %) 194 (38 %) 316 (62 %)
M2 439 (22 %) 1.516 (78 %) 240 (28 %) 626 (72 %)
M3 37 (10 %) 341 (90 %) 44 (20 %) 181 (80 %)
M4 248 (23 %) 853 (77 %) 40 (16 %) 205 (84 %)
Total 1.227 (26 %) 3.503 (74 %) 580 (28 %) 1.328 (72 %)
Table 5. Diagnostic exam scores and final exam results from required courses to the students’
use of each MOOC.
Course Group N Mean SD P-value
ScoreDE-M1 Non-active 505 0.760 0.147 0.002
Active 84 0.805 0.129
ScoreDE-M2 Non-active 492 0.383 0.273 0.000
Active 97 0.536 0.215
ScoreDE-M3 Non-active 541 0.607 0.183 0.004
Active 48 0.676 0.166
ScoreDE-M4 Non-active 516 0.585 0.260 0.000
Active 73 0.720 0.194
ScoreRE-M1 Non-active 65 0.748 0.161 0.971
Active 7 0.750 0.166
ScoreRE-M2 Non-active 232 0.701 0.158 0.621
Active 50 0.713 0.166
ScoreRE-M3 Non-active 208 0.820 0.134 0.525
Active 16 0.842 0.125
ScoreRE-M4 Non-active 147 0.644 0.192 0.040
Active 25 0.556 0.220
the final scores of the remedial exams (ScoreRE-M1…M4) between those students that
were active in the MOOCs and those who were not active. The only exception cor-
responds to ScoreRE-M4, where active students obtained a lower mean score compared
to the non-actives ones. In contrast, we found that the mean scores of the active users
were significantly higher than the non-active students in all cases of the Diagnostic test
(ScoreDE-M1…M4).
R2.2. Students that were active users in the MOOCs before the diagnostic
exam reported statistically higher approval rates in this test. Results in Table 6
show that the percentage of active users passing the Diagnostic Exam is higher than
those who were non-active. This result is especially different (with more than 17.3
points of difference) for the one that took the M2 MOOC, which corresponds to the
MOOC that registered the higher amount of learner actions (see Fig. 1).
Does Taking a MOOC as a Complement for Remedial Courses 229
Table 6. Percentage of students that passed the diagnostic test, classified as Active and
Non-active users.
Course Active users (n) Non-active users (n) Fisher’s exact test P-value
M1 94 % (79) 84.1 % (425) 0.009
M2 43.3 % (42) 26 % (128) 0.001
M3 58.3 % (28) 43.1 % (233) 0.030
M4 69.9 % (51) 53.1 % (274) 0.005
R2.4. The activity rates on the MOOCs do not depend on the PING (student’s
final admission score). Table 8 shows the percentage of active students that fall in
each of the quartiles by PING. The results show that the percentages of active students
are similar independent to the quartile they belong to.
230 M. Pérez-Sanagustín et al.
Table 8. Adoption rates according to PING quartiles before the diagnostic exam.
Q1 Q2 Q3 Q4
M1 33.3 % 22.6 % 29.8 % 14.3 %
M2 19.6 % 24.7 % 28.9 % 26.8 %
M3 25.0 % 18.8 % 22.9 % 33.3 %
M4 21.9 % 19.2 % 24.7 % 34.2 %
4 Lessons Learned
The lessons reported in this section were obtained from reflecting on the pilot study
results from both the student’s adoption and the students’ learning outcomes. In an
effort to highlight those aspects of the study that could be applied to other contexts, we
report on the limitations and analyze the issues that emerge from this work and would
deserve further work.
First, students are not yet enough prepared to adopt MOOCs if proposed as a
complement to traditional courses and if they are not mandatory. The results of our
study show that between 8 % (the minimum) (N = 48) and 16 % (the maximum)
(N = 97) of the students were active in the MOOCs under study for the diagnostic
exam. The activity in the MOOCs decreased during the traditional remedial courses
period to 5 % (the minimum) (N = 29) and 13 % (the maximum) (N = 79) of the
students, depending on the MOOC. Considering how the online initiative was pro-
moted within the students, these percentages are less than what we expected. Prior
studies show that the adoption is higher when MOOCs are proposed as a mandatory
course.
Second, MOOCs are a good mechanism to help students refresh their previous
knowledge on a particular topic regardless of not having any support, but they
need to be carefully integrated with a traditional course in order to impact on
students’ learning outcomes. The data of this study shows that those students that
used the MOOC before the diagnostic exam had significantly more chances to pass this
exam and skip the traditional required courses. Also, we observe through a regression
analysis that passing the exam is not only dependent on the use of the MOOC, but also
influenced by students’ NEM, MAT, CIE and/or RKG scores. This last result is not
surprising, since previous studies show the importance of the students’ prior knowledge
to succeed in a MOOC [12]. However, what it is interesting is that, when students
participate in the MOOC as a complement to the traditional remedial course, no effects
on the learning outcomes are observed and prior knowledge is the only variable able to
predict the learning outcomes. Other case studies about blended learning approaches
are especially useful when the MOOC is fully integrated as part of the traditional
course [2, 7, 12]. These results suggest that service MOOCs that are not fully integrated
with traditional courses might be not as beneficial for the students in terms of learning
outcomes.
Third, the study of students’ adoption of MOOCs might signal what students
are expecting to reinforce regarding the lack of opportunities to learn required
skills and contents. A curriculum narrowing effect has emerged from the fact that the
Does Taking a MOOC as a Complement for Remedial Courses 231
There is little empirical research that analyzes the effects of MOOC-based models in
remedial courses in terms of students’ adoption and learning outcomes. This pilot study
serves to prove that promoting the use of MOOCs as a complement for remedial
traditional courses gives those students better chances of succeeding in the corre-
sponding exams. Also, their interactivity in the MOOCs varies greatly given that
students can follow their own learning pace.
232 M. Pérez-Sanagustín et al.
Future work includes further investigation of the results obtained. First, more
information needs to be extracted to better understand the reasons that moved active
students to participate in the MOOCs and the reasons of those who did not. For
example, the course content could not have been interesting enough, so evaluations on
the MOOCs’ content would be needed to be able to judge this aspect. Second, we need
to better understand how students’ self-regulate in these type of courses and what type
of support they need to encourage future freshmen students to use the MOOCs and
obtain better results in the diagnostic exam and remedial courses. Also, we should
consider analyzing the students’ social learning aspects. Finally, and taking into
account that the MOOCs are available also during the calculus courses of the first year,
future work includes analyzing how is the adoption of these MOOCs during the first
semester and what are the learning outcomes of those who used them more intensively.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
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duplication, adaptation, distribution and reproduction in any medium or format, as long as you
give appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
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Does Taking a MOOC as a Complement for Remedial Courses 233
Chrysi Rapanta(&)
1 Introduction
The link between collaboration and argumentation has been the focus of many studies,
which in their total show a mutual quasi-causal relationship between the two. More
precisely, argumentation has been considered as a main component of collaborative
discussions that lead to learning of taught concepts. At the same time, collaborative
dialogues have been shown to “contain” more and better argumentation than other
types of interaction do.
More precisely, when students are asked to collaborate in order to solve a problem
or arrive at a commonly shared point of view on an ill-defined topic, they engage in a
series of discourse activities related to knowledge acquisition and construction. The
construction of arguments, either individually or together with peers, is a main part of
the process of interacting with other learners (Andriessen et al. 2003). Through
argumentative knowledge construction, learning partners acquire knowledge about
argumentation as well as knowledge of the content under consideration (Weinberger
and Fischer 2006). This twofold approach learning to argue and arguing to learn
established the relationship between collaborative learning and argumentation
(Muller-Mirza and Perret-Clermont 2009).
In both cases, a gap has been observed in regards to the degree of adaptation of the
participant students to the goals of the task, either when this goal is to reach a con-
sensus about an issue or simply to learn together. An effort towards diagnosing
learners’ preparedness for collaboration tasks, using or not a computer tool, through
pre-assessing their level of perception of argument quality is the focus of this paper.
© Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 234–246, 2016.
DOI: 10.1007/978-3-319-45153-4_18
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 235
2 Literature Review
According to Jonassen and Grabowski (1993), the goal and need for adaptive
instruction lies on three main assumptions: (a) that learning outcomes may be taught in
many ways, (b) individuals will respond to different forms of instruction in different
ways, and (c) learning outcomes are affected by the form of instruction. Moreover,
adaptive learning has two main characteristics: (a) it can be performed in a number of
equally valid and effective ways, and (b) the various functions can be initiated by either
the instructional agent (e.g. teacher, textbook, computer, etc.) or by the student (Schuell
1992). Similarly, teaching-learning experiences are adaptive when they allow learners
to initiate the learning functions by themselves (Schuell 1992). In the case of collab-
orative learning situations, either supported by computers or not, a great part of
accomplishing the goals of collaboration discussed in the Introduction implies students’
preparedness to perceive the task(s) and/or function(s) of arguing together in order to
learn.
Some examples of lack of adaptivity between learners and tasks that require
argumentation and collaboration emerge as secondary findings or considerations in the
literature. From a Computer-Supported Collaborative Learning (CSCL) perspective,
concerns are raised regarding issues of interactivity with the system, validity of
methods for measuring the quality and nature of students’ contributions, as well as the
quantity of steps or moves regarding teachers’ support during scaffolding (Clark et al.
2007). In general, when students are asked to engage in argumentative knowledge
construction, they are expected to perform at least three kinds of epistemic activities:
(a) to construct the problem space, through evaluating and relating single components
of information regarding the issue; (b) to construct the conceptual space, through
distinguishing concepts from each other, and (c) to construct the relations between the
two spaces, through applying knowledge adequately and relating theoretical concepts
to case information (Weinberger and Fischer 2006). Nonetheless, such epistemic
operations do not always take place, as it can been shown from studies reporting low
collaborative learning outcomes, even among adolescents and adults (Koschmann
2003).
From an educational psychology point of view, main considerations concern the
adaptivity of instruments for assessing students’ argumentation quality according to the
participants’ age and gender, and to the goal of the argumentation task. Regarding the
latter, different goal prescriptions have been found to have different argumentation and
learning outcomes. As Felton et al. (2015) overview, college students are more likely to
cite arguments that originate from their peers and more likely to integrate arguments
with counterarguments when they are asked to reach consensus in a chat rather than
when the goal instruction is to persuade their peer. Similarly, argumentative discourse
goals may have an impact not only on the quality of participants’ arguments but also on
their content learning. Regarding adolescents and adults another crucial factor
influencing on their level of argumentation, and subsequently collaboration, is their
awareness of the epistemological norms of argumentation (e.g. Weinstock et al. 2004)
or, simply put, their level of preparedness to learn from argumentation (Duschl and
Osborne 2002).
236 C. Rapanta
For the reasons mentioned above, several instruments have been thus far developed
to assess students’ argumentation skills before engaging them in an argumentative
knowledge construction task. The majority of these instruments assess students’ gen-
eral epistemological understanding and beliefs about knowledge and knowing (see
Mason and Scirica 2006, for an overview). Other studies have focused on the explicit
epistemic norms of argumentation developing tasks of identifying fallacies as a way of
assessing students informal reasoning skills (see Rapanta and Macagno 2016, for an
overview). A common drawback of the existing assessment methods is that they tend to
focus on the characteristics of the learners or the task leaving out the possibilities of
comparison, re-adaptation, and re-use of the same in different contexts.
The present paper focuses on the generic skill of argument quality perception as the
main layer for other skills to emerge and develop as result of collaborative argumen-
tation tasks. Argument quality perception refers to the capacity of learners to perceive
the quality of different arguments through identifying main argument elements and
through producing parts of key argumentation schemes. A main criterion in both cases
is that of relevance, due to its strong relation with the epistemic operations implied in
argumentative knowledge construction as described in the Introduction.
3 Goal
This paper presents an instrument of assessing adolescent and adult students’ per-
ception of arguments structure, nature, and quality as a method of adapting teaching
and designing of argumentation tasks to learners’ epistemic knowledge of argumen-
tation. The goal is twofold: first, to present the steps of the validation of the instrument
discussing validity and reliability issues; second, to discuss potential uses of the
instrument as a way to diagnose students’ status of argument quality perception before
engaging them in collaborative tasks.
4 Method
4.1 Participants
The participants were 80 University students in a public University in Lisbon area,
Portugal. Fifteen of them were Masters’ students whereas the rest 65 were under-
graduates in the Faculty of Humanities and Social sciences; regarding gender, 23.75 %
were males and the rest females. The average age was 21.4 years old. The big majority
(95 %) were Portuguese. All participants voluntarily accepted to complete the ques-
tionnaire using a hard copy distributed to them by their instructors in three different
classrooms at the beginning of the Spring semester of 2016.
4.2 Variables
The main variable of the present study is the variable defined as argument quality
perception. To construct this variable, we draw on two main assumptions: first, that the
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 237
4.3 Instrument
The instrument was composed of 12 items, separated into three parts accordingly to the
three variables mentioned above. For the first variable (i.e. Identify argument ele-
ments), we used a paragraph adapted from Stab and Gurevych (2014), on the everyday
topic of pros and cons of living abroad. The paragraph was fairly short (9 lines long),
with clear structure, and written in plain English, which was adequately translated into
Portuguese by a native speaker (the whole instrument was translated). The argument
elements, which the students were asked to identify, were: reason, evidence,
counter-argument, and conclusion. By “reason” we mean the main premise on which
the authors is based to support her claim (Living and studying overseas is an irre-
placeable experience) in the paragraph. Evidence corresponds to the scientific data
mentioned by the author in her effort to convince the readers about her opinion (A study
among Erasmus students showed that 93 % of young people who study abroad for the
first time in their lives feel more capable of dealing with any type of problems than they
were feeling before leaving their homes). Counter-argument refers to the integrated
contrary opinion that an opponent might have (One who is living overseas will of
course struggle with loneliness, living away from family and friends). Finally the
conclusion is the idea to which the author arrives after weighing the pros and the cons
of the issue (Being independent is more important than any difficulties).
The second part of the questionnaire (Judge on the relevance of different argument
elements) contained four binary items on which the participants had to decide about
one being a stronger argument than the other. Three of the four items were adapted
from Larson et al. (2009) whereas the fourth item was originally used in the study of
Goldstein et al. (2009). More precisely, item Q5 represents a simple informal argument
structure between a claim and a relevant premise, whereas items Q6 and Q7 empha-
sized on the role of claim predicates in determining relevance. Finally, the fourth item
in this section (item Q8) required for the distinction between a valid justification (How
do you know?) and an explanation (What do you mean?), which is a common theme in
several studies (e.g. Brem and Rips 2000; Kuhn 2001).
The final part of the questionnaire (Produce relevant argument components) was
constructed by the authors and it included four incomplete arguments, each one
referring to a type of argumentation scheme. Item Q9 referred to argument from expert
opinion, items Q10 and Q12 to argument from negative consequences, and item Q11 to
argument from positive consequences. The three used argumentation schemes are
238 C. Rapanta
presented in Table 1, whereas all the items of the questionnaire are found in the
Appendix.
Table 1. Argumentation schemes from expert opinion and from positive/negative consequences
(Walton et al. 2008).
Argumentation From expert opinion From positive/negative
schemes consequences
Major premise Source E is an expert in subject domain S If A is brought about,
containing proposition A. consequence a will occur.
Minor premise E asserts that proposition A is true/false Consequence a is probably
good/bad.
Conclusion A is true (false). Therefore I should/shouldn’t
do A.
Eight of the items (Q1–Q8) were assessed as right/wrong answers and the last four
as highly, medium, and poorly relevant as further explained in Sect. 5.3.
5 Findings
only six items: Q1, Q4, Q7, Q9, Q10, and Q11. The Cronbach’s alpha was 0.48, which
may be considered unacceptable for a developing questionnaire that needs to exceed
0.70 (Rattray and Jones 2007). However, this medium scale reliability may also be
considered as a positive indication of heterogeneity, meaning that different trains of the
same skill are measured in the same test (Alderson et al. 1995). This might be true if we
also consider the complex nature of argumentative competence as commented else-
where (Rapanta et al. 2013). However, reaching above 0.60 is a reasonable goal for the
internal consistency to be achieved in a subsequent version of the scale.
A second factor analysis was performed using only the six remaining items. The
sampling adequacy measures were better than the ones obtained in the first EFA: KMO
was above 0.5 and the Bartlett’s test of Sphericity was significant at .005. Given that
our sample was smaller than 100 participants, which is considered for many authors as
the minimum for a factor analysis sample adequacy (Rattray and Jones 2007), the
numbers obtained from the tests were acceptable. The principal components analysis
yielded two factors with a cumulative variance of 52.2 %. Table 3 shows the factor
loadings after rotation using a significant factor criterion of .4.
Table 4. Percent frequencies of right and wrong answers for items Q1–Q8.
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8
% Right 70.9 78.8 69.2 57.0 88.8 88.8 47.5 32.5
% Wrong 29.1 21.3 30.8 43.0 11.3 11.3 52.5 67.5
Table 5. Frequencies, means and standard deviations of the average scores in the argument
production task (items Q9–Q12).
Average score on Frequency Percent Valid percent
items Q9–Q12
Valid 1.00 20 25.0 29.9
1.25 8 10.0 11.9
1.50 20 25.0 29.9
1.75 15 18.8 22.4
2.00 4 5.0 6.0
Missing 13 16.3
Total 80 100 100
Mean 1.4
St. Deviation 0.32
6 Discussion
tasks including collaborative argument activities may be adapted to the level of epis-
temic preparedness of the students in the following ways: (a) to help students be able to
identify relevant elements in a text before engaging in an argumentative interaction,
some guiding questions or text highlights may be used; (b) to increase the capacity of
reason assessment, students may be confronted with various pieces of information that
may be used for evidence in support of their own or their peers point of view; a task of
combining right pieces of evidence with the most adequate theory before engaging in
argumentative dialogue may be useful as other studies have shown (e.g. Berland and
Reiser 2011); (c) finally, to increase the possibility that students produce valid argu-
ments when engaging in discussion with each other, some prior exercises with the use
and application of argumentation schemes either in the form of a map (Rapanta and
Walton 2016a) or through matching them with appropriate critical questions (Walton
et al. 2008) may be helpful.
In sum, this paper showed that even basic skills of argument quality perception
should not be taken for granted when argumentation tasks are designed. An instrument
akin to reveal the main skills, and subsequently flaws, of argument identification and
production may be used as a diagnostic method and basis for the setting of activities
that require dialogical argument skills. An understanding of the importance of devel-
oping the argument epistemic skill is necessary for instructors to be able to design
collaborative activities adapted to participants’ level of preparedness to argue in a more
or less skilled way. Moreover, an assessment instrument like the one presented here can
also be used as a method of pre and post task comparison of student’ general capacity
to argue. Although the full complexity of argumentative competence cannot be grasped
into one simple measurement, identifying which skills may be more related to the
quality of argumentative performance in collaboration tasks is possible through the
instrument presented here. Future testing of its actual implementation as a pre-post
assessment method will further confirm not only the instrument’s validity but also the
mutual relation between argumentation and collaboration.
Our next step will be to complete the questionnaire’s reliability assessment through
its re-distribution to the same population. Moreover, more participants will be included
from different age and education backgrounds to be able to confirm our assumption that
the argument quality perception skill is generic, meaning that it is not limited to specific
age groups or subject domains. The use of argumentation schemes as a baseline for
such type of assessment seems appropriate, as the current findings have shown.
Identifying arguing profiles based on the ability of people to identify and complete
valid and relevant argumentation schemes will be the primary outcome of this type of
research. A subsequent matching of complementary profiles among participants and the
scaffolding of one type of skill at the time will be the contribution of the proposed
diagnosing method in orchestrating more successful collaborative tasks from an
argumentative knowledge construction point of view.
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 243
7 Conclusion
The present paper was based on the already proven relationship between argumentation
and collaborative learning as discussed elsewhere (e.g. Nussbaum 2008). Under the
assumption that if learners are expected to collaborate they are also expected to engage
in argumentative knowledge construction, the proposal of an assessment instrument of
learners’ perception of argument quality was made. The paper described the pilot phase
of a study in progress in which learners’ pre-assessment based on the instrument
presented here will be used to further evaluate their preparedness to engage in col-
laborative argumentation. Issues of reliability and validity of the proposed instrument
as well as some initial descriptive findings of the participants’ level of argument quality
perception skill were presented. Future research will further validate the instrument as
well as its use as a diagnostic method of students’ capacity to learn together in both oral
and written tasks.
Appendix
Dear Student:
In the margins of a research in argumentation in higher education, we are conducting
this small “exam” in order to see your current ways of reasoning about everyday issues.
The goal of this “exam” is for us to understand what are some major difficulties which
Portuguese pre-graduates face when they deal with simple arguments. Current edu-
cation systems all over the world require for all University graduates to be critical
thinkers, no matter what is their disciplinary area. Your answers will help us understand
how far or near we as educators are from this goal. Please dedicate the necessary time
for your answers to be more complete and well-thought possible. We thank you in
advance for your attention.
Gender:
Age:
Nationality:
(A) Read the following paragraph carefully and answer the questions that follow
based on the text.
Living and studying overseas is an irreplaceable experience when it comes to learn
standing on your own feet. One who is living overseas will of course struggle with
loneliness, living away from family and friends, but those difficulties will turn into
valuable experiences in the following steps of life. Mainly, she will learn how to be
independent and self-motivated. A study among Erasmus students showed that 93 % of
young people who study abroad for the first time in their lives feel more capable of
dealing with any type of problems (administrative, practical, including personal) than
they were feeling before leaving their homes. At the end of the day, being independent
is what matters most in the life, isn’t it?
244 C. Rapanta
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Examining the Effects of Social Media
in Co-located Classrooms: A Case Study
Based on SpeakUp
1 Introduction
Multiple social media applications are appearing to support teaching and learn-
ing, leveraging the broad access to mobile devices (e.g., in “bring your own
device” approaches). However, there is conflicting evidence on whether the use
of mobile technologies in the classroom is positive (e.g., improving student par-
ticipation) [33] or negative (e.g. distracting students due to multitasking) [28,35].
In this context, we are interested in studying how to use social media effec-
tively in the classroom. This paper focuses on the pedagogical use of SpeakUp,
a mobile app aimed to promote student participation in face-to-face sessions. In
SpeakUp, students can anonymously join chatrooms, post messages and vote on
them.
Since the mere introduction of social media in educational contexts does not
ensure a positive effect, this paper analyses the impact of SpeakUp in an authen-
tic learning scenario carried out with first-year (bachelor) university students.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 247–262, 2016.
DOI: 10.1007/978-3-319-45153-4 19
248 M.J. Rodrı́guez-Triana et al.
In particular, this paper explores the following research question: does SpeakUp
favor situations that lead to learning? To answer this question, we structured the
study according to the following topics: active participation [25] (i.e., engagement),
attention [17] (i.e., remaining on-task), and social interaction [6] (on relevant con-
tent).
The CSCL-EREM framework [19] guided the formalization of this case study,
as well as the data gathering and analyses, leading us to use multiple informants
(students, teachers, researchers and the technology used), different data gather-
ing techniques (observations, questionnaires, SpeakUp logs, and user comments
in the app), and mixed methods analyses, including: student attendance to the
session, teacher and student participation face-to-face and via SpeakUp, content
of the comments, as well as teacher and student perceptions about the impact
on engagement, attention and interaction.
The paper is structured as follows: Sect. 2 reviews previous research on the
usage of social media for educational purposes; Sect. 3 introduces the SpeakUp
app and its main functionalities; Sect. 4 describes the research methodology fol-
lowed in the present case study, while Sect. 5 details the main results of the
data analyses and that are later discussed in Sect. 6 together with the main
conclusions and the future work.
2 Related Work
Historical Overview. Social interaction in the classroom is considered by
numerous researchers as a conditio sine qua non for learning [8,21]. Provid-
ing learners with a digital channel for interaction can be traced back to the 80’s
when IBM started to experiment with student interaction systems [16]. Many
of these systems are based on reactive interaction where teachers can conduct
live polling by asking multiple choice questions and students answer by pressing
a button on a clicker. Studies on clickers show that they can foster more par-
ticipation in the classroom, and that students generally have a positive attitude
towards them (e.g., [3,9,32,34]). On top of the reactive channel, some systems
provide a proactive channel, where students can post questions and comments.
With the rise of mobile devices, systems also started relying on the students’
own devices. An early effort in this direction was the TXT-2-LRN [29] mobile
system, with which students could send free-form SMSs to the teachers.
Students’ Perceptions. More recently, systems also include a social media
layer, where students can vote and comment on each other’s contributions
(e.g., ClassCommons [7], Fragmented Social Mirror [2], Pigeonhole Live [11],
Backchan.nl [13], or SpeakUp [14,15]). Mainstream social media, such as Twit-
ter [26,27] and Reddit, are also popular when attempting to foster interac-
tion between speakers and their audience in both conferences and classrooms.
Research investigating the use of such social media applications in the class-
room generally concludes that students perceive such systems as positive and
that they feel it increases interactivity [1,2,9,13–15,29]. Furthermore, students
often prefer to use a digital channel to interact instead of raising their hand [29].
Examining the Effects of SpeakUp in a Co-located Classroom 249
3 SpeakUp
SpeakUp is a social media app designed to foster participation in co-located sit-
uations where such interaction is difficult, either within the audience or between
the speaker and the audience (e.g., a university lecture with a large number
of students, or a conference). In a typical usage scenario with SpeakUp, teach-
ers create a chatroom that students can join by typing its number as shown in
Fig. 1.1. Note that any user can join such rooms without login or registration
(enabling an immediate use of the app).
Inside the chatroom, any user can post text messages, comment on existing
messages, and vote them (up or down, see Fig. 1.3). Each message has a score,
which shows the difference between the number of upvotes and downvotes. For
instance, the top message in Fig. 1.3 has a score of –1 and the bottom message a
score of +3. The chatroom creator, i.e., the teacher, can create multiple choice
messages (Fig. 1.2) for students to answer. Inside the chatroom messages are
sorted either by time or by score.
Furthermore, in the chatroom all users are anonymous, thus fostering the
expression of more uninhibited points of view. This implies that users interact,
not directly with one another, but rather on the basis of the content posted by
the different anonymous users.
Classroom interaction in a lesson using SpeakUp can occur along the face-
to-face (f2f) channel (i.e., teachers and students interacting orally), as well as
along a digital channel (i.e., posting comments and voting on SpeakUp). There
can also be transitions from one channel to the other. For instance, a teacher can
250 M.J. Rodrı́guez-Triana et al.
Fig. 1. Screenshots of the SpeakUp mobile app. (1) joining a chatroom. (2) creating a
multiple choice question in the chatroom. (3) viewing messages in the chatroom ordered
by time or score.
4 Methodology
The present study is framed within a wider research effort whose general goal is
to understand how social media can be used effectively in the classroom. Towards
this aim, several exploratory studies have been performed in the past on the use
of SpeakUp in classrooms [14,15], in which SpeakUp was deemed easy to use, and
motivating for students to participate more in lectures. In turn, the present study
is the first of a series in which we aim to evaluate the effectiveness of SpeakUp
to foster learning in more details using authentic educational settings [5]. We also
aim to assess its potential role in the distraction of students, and its relations with
various teaching strategies and styles.
This concern with deep evaluation of a social learning tool has led us to use a
case study methodology [31], structured using the Computer Supported Collabora-
tive Learning – Evaluand Oriented Responsive Evaluation Model (CSCL-EREM,
see [19]) framework. This framework was designed specifically to evaluate the
impact of TEL interventions, especially in authentic settings. Hereafter, we discuss
the research issue and topic, the data sources, and the data analyses (see Fig. 2).
Research Issue and Topics. Guided by this framework, we organised the per-
spective of the case study around the definition of an issue. An issue can be under-
stood as a troubling choice, a tension, an organizational perplexity or a problem.
In this case study, the main issue is defined as: does SpeakUp favor situations that
Examining the Effects of SpeakUp in a Co-located Classroom 251
Fig. 2. Diagram representing the issues, topics, data sources and informants used in
the case study
generated during the lesson, into two main categories: Messages that are relevant
for learning and messages not relevant for learning, similarly to previous studies
on SpeakUp [14]. We further divided these main categories in four sub-categories,
inspired by those proposed by McCarthy [23]: the relevant message were divided
into content related messages (i.e., questions or comment about the content of the
course), organisation related messages (i.e., messages related to team and course
organisation), SpeakUp related messages (i.e., messages discussing SpeakUp itself)
and miscellaneous messages (i.e., messages such as greetings and policing). Non-
relevant messages were also divided into content-related (i.e., messages that discuss
course content but are not relevant to learning), SpeakUp related (i.e., not rele-
vant messages related to the use of SpeakUp) and miscelleanous messages. We also
added a social message category (i.e., non-relevant messages about people) and a
bullying message category (i.e., non-relevant messages with negative social conno-
tations). Figure 3 shows examples of messages in each category. Furthermore, each
message was also labeled as comment, answer or question, and tags were also added
about the direction of the interaction: students to teachers, students to students,
students to all, and teachers to students.
5 Case Study
The different quantitative and qualitative sources detailed in Sect. 4 were
analysed and triangulated to illuminate the issue and topics addressed in the
case study. This section presents the results obtained after presenting the con-
text in more details.
5.1 Context
The case study took place in the first lecture of a Communication course at the
École Polytechnique Fédérale de Lausanne in Switzerland. In this, which lasted
for 90 min, 145 students (38 female) were present. This Communication course,
which discusses different kinds of communication channels, social media plat-
forms and technology-enhanced learning, is part of the Global Issues program,
which aims at introducing first-year undergraduate engineering students to inter-
disciplinary topics and soft skills. A particularity of the programme is that each
course is taught by an interdisciplinary research team covering engineering and
social science expertise. In this communication course, the teaching team was
composed of three lecturers with expertise in social media, information systems,
behavioral sciences and management.
The lecturers were familiar with the usage of social media in the classroom,
as they had already used social media apps such as Twitter or SpeakUp in
their practice. To understand the attitude of students towards technology, we
conducted a voluntary questionnaire at the beginning of the session (based on
7-point Likert scale questions). The respondents (N = 140) considered that tech-
nologies are useful in the classroom (average Likert score μ = 5.57) and there
should be more interaction in the courses (μ = 4.62). Many students asserted
that they feel quite free to express what they think in class (μ = 4.60), but also
that they often have questions that they do not ask (μ = 4.52). Furthermore,
students had a variety of opinions on whether anonymity could be important in
order to express what they think during the courses (μ = 4.09).
During this course, SpeakUp was introduced as a communication channel
with students to increase interaction, but it also had another pedagogical pur-
pose: since the course deals with communication channels, social media and
TEL, SpeakUp would provide students with hands-on experience of many of the
subjects studied in class.
Teachers, via the [t que] questionnaire, perceived the app as engaging for the
students (μ = 5 in a 5-point Likert scale). The teachers pointed out that the
main aspects triggering the high engagement could be the possibility of getting
responses quickly without being exposed to the whole audience, the anonymity,
the potential to know and react on what others think, as well as the opportunity
to interact with everyone.
254 M.J. Rodrı́guez-Triana et al.
Table 1. Types of students based on their interaction with SpeakUp. The action values
represent the average values for the cluster.
# Replies to messages
# Answers to polls
# Posted messages
# Spam reports
# Students
# Dislikes
# Actions
# Likes
Clusters
“Passive” 77 7 0 0 0 4 2 0
“Semi-passive” 36 14 1 1 0 8 5 0
“Pro-active/reactive” 6 38 1 7 2 17 10 1
“Mildly pro-active” 22 63 1 5 0 32 25 0
“Very pro-active” 3 143 1 19 1 78 44 0
“Super-active voters” 4 190 1 0 0 58 130 0
From the teachers’ perspective [t que], SpeakUp had no clear impact on the
student attention (μ = 3 in a 5-point Likert scale). They found that although
SpeakUp enabled an open channel for topics which might not be related to the
course, the app took up one screen of the students’ devices, increasing the chances
of gathering focused and distracted students. Besides, teachers considered that it
might be hard for students to pay attention to both the face-to-face and SpeakUp
channels simultaneously.
A minority of students considered that the app did distract them (18.4 %,
N = 65, [s que] see Fig. 5, left). However, among student comments [s com],
only 30.7 % of the messages (out of a total of 322) were categorised as relevant
(relevance ratio1 =-0.38). These relevant messages were related to the learning
content presented during the lesson, the course details, the organisers (i.e., teach-
ers and teacher assistants). It should be noted that the mean scores provided by
students – sum of likes and dislikes – are slightly higher for relevant (x̃ = 1.16)
than for non-relevant messages (x̃ = 0.89).
1
Calculated as: (relevant posts − non relevant posts)/(relevant posts +
non relevant posts). Hence, ranging from -1 (all messages irrelevant) to +1
(all messages relevant).
256 M.J. Rodrı́guez-Triana et al.
The social network analysis shown in Fig. 7 reveals that, far from existing
multiple separate groups that interacted mostly among themselves (a common
pattern in social networks), the network of interactions was rather dense. This
may be caused by the fact of using anonymous users. Since it is not possible to
know who sends the message, the user cannot decide to answer or follow just
specific people, and mainly reacts to the content post by other users. As it is
shown in Fig. 7 (right), although 20 students were isolated, the interaction degree
(μ = 59.4, x̃ = 20, σ = 89.2) is much higher than the number of students that
could interact in a physical environment (e.g., 8 peers sitting around). Note that
many of the students did not received any vote or comment (in-degree: μ = 29.7,
x̃ = 0, σ = 60.9), while, on the other hand, most of the students comment, answer
or vote at least once (out-degree: μ = 29.7, x̃ = 10.5, σ = 45.5).
Fig. 7. Social network of SpeakUp interactions (left), and degree (number of intercon-
nections) of the different SpeakUp users (right).
led by each one of the three teachers [r vid] and the amount of relevant activ-
ity during such periods [t com, s com, sp log]. Although, at first sight there
was more activity in SpeakUp during the parts of the session led by Teacher1, it
would be necessary to analyse more sessions in order to clarify if there is a depen-
dence with the presentation style of the teacher (e.g., voice level, inflections, and
physical language, duration), the support material (e.g., slides, videos, question-
naires, specific apps, etc.) or the specific content of the presentation. What seems
to be more obvious is that high levels of relevant activity correspond to those
moments when the teachers explicitly asked the students to use SpeakUp for
specific learning purposes.
Fig. 8. Overview of actors, actions and resources used by the teachers during the
session.
Examining the Effects of SpeakUp in a Co-located Classroom 259
Regarding the way teachers used SpeakUp [t que], before the session (see
Fig. 4), Teacher1 created the chatroom to be shared with the rest of the users.
Then, during the session, while one teacher was presenting, the others checked
SpeakUp to identify emerging questions or problems, vote (dis-like) non-relevant
comments, and delete inappropriate ones. A significant difference between teach-
ers styles [t que, r obs, r vid] is the way they interact with the tool. On the one
hand, Teacher2 and Teacher3 did not use SpeakUp while they were lecturing. On
the other hand, Teacher1 used it during his slots to satisfy his own teaching needs
(e.g., he had a quick look to the messages when there was some noise, and checked
in case of questions at the end of the presentation), and to support some learning
activities (e.g., he asked students to answer some questions and give their opinions
using the app).
As already mentioned in this section, the teachers found several benefits using
SpeakUp that supported them in their practice. This tool provided them with
awareness of a students back channel, and informed the interventions. However,
they also pointed out that managing two simultaneous channels is demanding,
specially difficult if teaching alone. Therefore, there is a need for finding an
adequate scheme to handle face-to-face and computer-mediated interactions.
In our way towards understanding how to use social media effectively in the
classroom, this paper analyses the use of SpeakUp in a face-to-face session with
3 teachers and 145 university students. In particular, we have explored to what
extend SpeakUp favored situations that lead to learning, such as active partici-
pation (topic 1 - engagement), remaining on-task (topic 2 - attention), and social
interaction (topic 3). Besides, we have explored the impact of the teaching style
on the SpeakUp usage (topic 4).
The engagement results reveal that, even though the use of SpeakUp was
optional, all students attending the session at least accessed the tool once. The
clustering of users reveals that there is a gradient of involvement from passive
to active users in terms of posting and voting. It should be noted that for most
clusters there is usually a 2 to 1 ratio between the number of upvotes and the
number of downvotes. Interestingly there is a cluster that we could dub the
“SpeakUp police”, who are the most active voters of all, and are mostly assigning
negative votes in the opposite proportion.
Whereas many students wrote mainly non-relevant messages, compared to
the 12 students who contributed mostly relevant messages, there was a signifi-
cant amount of students who posted both relevant and not relevant messages,
which means that using the tool for something else than learning is not just the
activity of some bad apples. The results showing that the students with the low-
est relevancy scores find the interaction in SpeakUp not distracting, whereas the
students with the highest relevancy score find it the most distracting indicates
a potential risk for the app usage if the high relevancy students start turning off
their app.
260 M.J. Rodrı́guez-Triana et al.
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Enhancing Public Speaking Skills -
An Evaluation of the Presentation
Trainer in the Wild
Abstract. The increasing accessibility of sensors allows the study and devel-
opment of multimodal learning tools that create opportunities for learners to
practice while receiving feedback. One of the potential learning scenarios
addressed by these learning applications is the development of public speaking
skills. First applications and studies showed promising empirical results in
laboratory conditions. In this article we present a study where we explored the
use of a multimodal learning application called the Presentation Trainer, sup-
porting learners with a real public speaking task in the classroom. The results of
this study help to understand the challenges and implications of testing such a
system in a real-world learning setting, and show the actual impact compared to
the use in laboratory conditions.
1 Introduction
designed to support users with the development of their public skills [10–13]. These
technologies have not been widespread yet, and so far their impact has not been tested
outside from controlled laboratory conditions. One of these technologies is the Pre-
sentation Trainer (PT), a multimodal tool designed to support the development of basic
public speaking skills, by creating opportunities for learners to practice their presen-
tations while receiving feedback [13]. This paper describes a field study where we took
the PT outside of the laboratory and tested it in a classroom. The paper discusses the
implications of using such a system in the wild, and identifies which of the findings in a
lab setting [13] also hold in the real world.
2 Background Work
1
https://dev.windows.com/en-us/kinect/hardware.
2
https://www.google.com/glass/start/.
Enhancing Public Speaking Skills 265
The impact of this type of applications on learners has also been studied, showing
positive results in laboratory conditions. In the study of [10] the feedback of the
system, regarding the closeness or openness of the learner’s body posture, helped
learners to become more aware of their body posture. The impact of the PT’s feedback
on learners has also been studied in controlled setups. The study in [13] showed,
through objective measures made by the system, that after five practice sessions
receiving feedback from the PT learners on average reduced 75 % of their nonverbal
mistakes.
3 Purpose
4 Methodology
4.1 Study Context
We conducted this study in the setting of a course in entrepreneurship for master
students in a university. In this course students were divided in two teams, where each
team is represented as an entrepreneurial business. During the course the teams have to
develop and present their project. Thus, the students of the course receive some pre-
sentation training guidance. The teams have to give a presentation about their projects
twice, at the middle and at the end of the course. The middle term presentations are
recorded and in following sessions these recordings are used to give feedback to the
students regarding their presentation skills, both by tutors and peers.
1.5 and 3 m in front of the Microsoft Kinect sensor and a 13-inches display laptop
running the PT.
For the next phase of the study, the student returned to the classroom and presented
the pitch once more to their peers. The objective of this second pitch was to explore the
effects of the practice sessions. To observe these effects, peers evaluated this final
presentation once more by filling in the presentation assessment questionnaire. The PT
was also used to assess these pitches. However, due to a technical failure only the
pitches given by the last three participants were assessed by the PT. After delivering
this final pitch, students were asked to fill in a questionnaire regarding the experience of
using the PT to practice.
time regarding their body posture, use of gestures, voice volume, phonetic pauses or
filler sounds, use of pauses, and facial expressions (45 s without smiling). The PT logs
all the recognizable behaviors (mistakes and good practices) as events. It displays these
events at the end of each practice the session a timeline (see Fig. 3) allowing learners to
get an overall picture of their performance. These logs are stored into files that can later
be used for data analysis.
Fig. 3. Timeline displaying all tracked events, showed to the user after the presentation.
A user experience questionnaire was used to capture the impressions of the students
regarding the use of the PT. This questionnaire consists of seven items in total, five
Likert-scale items and two open questions. The purpose of this questionnaire was to
inquire the learning perception, usefulness of the system, and comparison between
human assessment and system assessment.
5 Results
The peer evaluation of the first pitches is shown in Fig. 4. Regarding the general
aspects of the pitch, the item with the best score was the knowledge about the topic
displayed by the presenter with an average score of 3.76 and the item with the lowest
Enhancing Public Speaking Skills 269
score was the entertaining factor of the pitch with an average score of 3.1. The non-
verbal communication behavior with the highest score was the voice quality of the
presenter with an average score of 3.73 and the behavior with the lowest score was the
proper use of pauses during the pitch with an average score of 3.21.
After giving the first pitch, students practiced it two times using the PT. We
analyzed these practice sessions using the logged files created by the PT. To evaluate
the impact of each of the identified behaviors captured by the PT, we used the per-
centage of time that this behavior was displayed during the training session (pTM). The
pTM value for each behavior has a range from 0 to 1, where 0 indicates that the
behavior was not displayed at all and 1 indicates that the behavior was identified
throughout the whole presentation. The average pTM values for all the tracked
behaviors are displayed in Table 1. Results indicate that participants on average during
the second practice session show an improvement in all trained aspects. The behavior
that on average received the worst assessment for the first practice session was the use
of gestures, followed by the voice volume and then posture. The pTM value for the
other tracked behaviors was very low. In the second practice session voice volume
received the worst assessment, followed by gestures and then posture. The area
showing the biggest improvement was the use of gestures.
The peer evaluation of the pitches presented after the practice sessions is shown in
Fig. 5. Regarding the general assessment of the pitches the item with the highest score
was the knowledge about the topic displayed by the speaker with an average score of
3.96. The item with the lowest score having an average of 3.55 was the entertaining
factor of the pitch. Regarding the nonverbal communication aspects, the one with the
highest score was the voice quality of the presenter with and average of 4.14 and the
correct use of pauses was the lowest with and average of 3.71.
270 J. Schneider et al.
Table 1. pTM scores capture during the practice sessions. Mean and standard deviation.
Posture Volume Pauses Blank F. Gestures Dancing Phonetic Total
pTM pTM pTM pTM pTM pTM P. pTM pTM
Session 1 0.132 0.179 0.040 0.083 0.217 0.026 0.020 0.697
(0.22) (0.16) (0.41) (0.14) (0.18) (0.08) (0.01) (0.31)
Session 2 0.078 0.167 0.010 0.019 0.123 0 0.017 (0.01) 0.414
(0.11) (0.11) (0.17) (0.02) (0.12) (0) (0.22)
Mean 0.054 0.012 0.030 0.064 0.094 0.026 0.004 0.284
difference
Table 2. pTM values for the last three speakers on their final pitches.
Speaker Posture Volume Pauses Blank F. Gestures Dancing Phonetic Total
# pTM pTM pTM pTM pTM pTM P. pTM pTM
7 0.160 0.088 0.054 0.104 0.000 0.000 0.026 0.427
8 0.148 0.063 0.153 0.000 0.000 0.000 0.026 0.390
9 0.142 0.105 0.112 0.243 0.000 0.015 0.039 0.656
Average 0.150 0.085 0.106 0.115 0.000 0.005 0.030 0.491
3
‘A technical failure prevented data capture of the first six participants’ (See Sect. 4.2).
272 J. Schneider et al.
Results from the user experience questionnaire are listed in Table 4. These scores
show that students would likely use the PT to prepare for future presentations. Results
show that students perceived an increment of their nonverbal communication aware-
ness. Students felt that the feedback of the PT is more useful as an addition rather than
as a reinforcement of the feedback that peers and tutors can provide.
Table 4. Results from the user experience questionnaire. Mean and standard deviation.
Item Likert-scale scores
(1 Strongly disagree - 5 Strongly
Agree)
My nonverbal communication awareness increased 3.89 (0.93)
I learned something while using the PT 3.67 (1.12)
I see myself using PT in the future 4.11 (0.78)
The PT reinforced the feedback of peers and tutor 3.56 (0.88)
The PT complements the feedback of peers and tutor 3.78 (0.83)
When asking students about the similarities between the PT’s and the feedback
received in previous sessions by tutors and peers all students mentioned the correct use
of pauses while presenting. Two of them also mentioned the use of gestures. Four
students mentioned that, previously, they received the feedback of not given enough
eye contact to the audience by their tutors and peers and that this aspect is missing in
the PT’s feedback. Three students commented that receiving immediate feedback by
the system makes it much more easy to identify and correct their behavior. One student
mentioned that the PT gave feedback regarding the phonetic pauses while peers and
tutors did not. One student mentioned a contradiction between the feedbacks regarding
the use of voice. Peers and tutors in a previous presentation told the participant to speak
louder, and during the training sessions the PT told the participant to speak softer.
6 Discussion
Studying the use of the PT outside of the laboratory in a real life formal learning
scenario has several implications. In studies conducted in the lab, the setup of the
experiment is carefully designed, allowing experimenters to have full control of vari-
ables such as time of each experimental session, location and instruments. This control
allows the acquisition of reliable and replicable results. For this study we had to adapt
our setup according to the restrictions of the ongoing course followed by the students.
We encountered two main challenges while designing and conducting our study: time
and location.
Regarding time, in previous laboratory studies participants had individual timeslots
of sixty minutes, where they received all the briefing necessary and had five practice
sessions with the PT. Moreover, experimenters had the chance to conduct their study
with a large enough control and a treatment group, allowing them to assess significant
results [13]. For this study we had two hours to conduct the whole experiment without
Enhancing Public Speaking Skills 273
knowing beforehand the amount of students that would show up that day for the
course. Therefore, we reduced the training sessions from five to three and adapted to
only two training sessions during the flow of the experiment. The act of training with
the PT is individual and designed to be performed in a quiet room where the learner can
focus on the task. That forced us to use a separate room where one student could do the
practice session while the others waited in the lecture room. The room used for the
practice sessions was not designed for the setup of the PT. The location of the power
plugs, lighting conditions, place to position the Kinect and laptop screen running the
PT were far from ideal. This problem of not having the ideal practice setup partially
explains the difference between the average pTM values obtained in this study and the
ones obtained in laboratory conditions [13]. In lab conditions the average values from
the first and second training sessions were 0.51 and 0.32 respectively, while in this
study they were 0.69 and 0.41. Nevertheless, despite the differences the values did
show a similar trend displaying similar improvements in a less than ideal setting.
Previous studies showed that using the PT to practice for presentations improves
the performance of the learner according to the measurements tracked by the PT [13].
The second objective of this study was to investigate whether using the PT to practice a
presentation has also an influence in the way that the audiences perceives it. Results
from this study showed that according to a human audience, all participants performed
better in all aspects after having two practice sessions with the PT. The restricted time
slot and restricted number of participants, did not allowed us to make use of a con-
trolled and a treatment group. Therefore it is not possible to directly determine whether
the improvements perceived by the audience are the results of practicing with the PT or
just practicing. The results, however, revealed three key aspects suggesting the influ-
ence of the PT on this perceived improvement. The first key aspect is revealed by the
assessed improvements regarding the general aspects of a presentation. The item
showing the least improvement between the first and the second pitch is the knowledge
that the presenter displayed regarding the topic. While on the other hand the item
showing the biggest improvement was the delivery of the pitch. This aligns with the
fact that the focus of the practice sessions using the PT was purely on the delivery of
the pitch.
The second key aspect pointing out the influence of the PT has to do with the use of
gestures. Use of gestures exhibited the biggest improvement from the first human
assessed pitch to the second. This aligns with the computer assessment from the two
practice sessions, where the aspect exhibiting the biggest improvements was also the
use of gestures.
The third key aspect suggesting the influence of the PT is the PT’s assessment of
the three of the nine final pitches. In previous studies the average total pTM for
presentations of people who did not practice with the PT was close to 1.0, in contrast
with the results shown in this study where all the three measured final pitches had total
pTM below 0.67. Unfortunately, as mentioned before, due to technical and logistical
difficulties we were not able to assess all pitches using the PT.
For the third objective of this study we investigated whether the introduction of a
tool such as the PT can contribute to the creation of more comprehensive learning
scenarios for the acquisition of public speaking skills. Results from our study support
this. As seen in the evaluations of the first pitch, the highest evaluated aspect was the
274 J. Schneider et al.
knowledge of the topic displayed by the presenter. This gives us a hint that when
preparing for a presentation or a pitch, a common practice is to focus efforts on
preparing only its content. This practice does not seem optimal according to the strong
correlation measured in this study between the overall quality of a pitch and the quality
of its delivery. The results illustrate how by practicing the pitch two times using the PT,
students significantly improved the overall quality of it. The students also reported
benefits regarding their experience of using the PT to practice. They affirmed that the
practice sessions helped them to learn something about public speaking and increase
their nonverbal communication awareness. It is interesting to note that according to the
students the feedback of the PT complements the feedback received by tutors and
peers. Three students stated that the immediate feedback received by the PT helped
them to exactly identify and correct their behavior. One more important aspect to note
is that students expressed the intention to use the PT in the future.
This study showed some benefits of using of a tool such as the PT to support
common practices for learning public speaking skills. However, the introduction of
such a tool is still a challenge. The Microsoft Kinect is not a product owned by many
students, and it is not feasible to provide each student with a Kinect in order to train
some minutes for their presentations. However, Intel is already working in the
miniaturization of depth cameras that can be integrated to laptop computers4. There-
fore, in a medium term it will become more feasible for students to have access to tools
such as the PT and use them for home practice. In the meantime the introduction for
dedicated places to practice the delivery of presentations would be needed in order to
introduce the support of these types of tools to the current practices for teaching and
learning public speaking skills.
4
http://www.intel.com/content/www/us/en/architecture-and-technology/realsense-overview.html.
Enhancing Public Speaking Skills 275
some of the obtained results in this study. However, results from this study align to a
large extend with results obtained in the lab [13].
Regarding the support that the use of a tool such as the PT can bring to the
established practices of teaching and learning public speaking skills, results from this
study show the following:
• Students see themselves willingly using a tool such as the PT to practice for future
presentations.
• Students find the feedback of the PT to be a good complement to the feedback that
peers and tutors can give.
• Practicing with the PT leads to significant improvements in the overall quality of a
presentation according to a human audience.
For future work we plan to show the results obtained in this study indicating the
advantages of using the PT to coordinators of public speaking courses. This comes with
a plan to deal with environmental constraints impeding the setup of PT and, hence, its
use in the wild. Furthermore we plan to continue improving the PT. The purpose of the
PT is to help humans give better presentation to humans. Hence, we plan to explore the
relationship between human-based and machine-based assessment, and study how this
information can later be used to provide learners with better feedback.
To conclude, there is still a lot of room for improvement for multimodal learning
applications designed to support the development of public speaking skills. Introducing
them to formal and non-formal educational scenarios still has some practical chal-
lenges. Though the application of the PT in a practical setting may not require equally
strict conditions as in our research. In any case, studying the use of the PT in the wild
has shown promising results regarding the support that such tools can bring to current
practices for learning public speaking skills, indicating how courses on developing
public speaking skills can be enhanced in the future.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use,
duplication, adaptation, distribution and reproduction in any medium or format, as long as you
give appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
276 J. Schneider et al.
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How to Quantify Student’s Regularity?
1 Introduction
Massive Online Open Courses allow millions of students from all over the world to
participate in top quality courses on-line. Due to a great number of distractions
in the environment where MOOCs are usually watched, it is more difficult to
grasp learners’ attention in a MOOC than in a classroom.
In this paper we present a quantitative framework which simplifies analysis of
time-related behaviours. From the full spectrum of variables reflecting conscious-
ness, we focus on regularity of a student. We investigate three key dimensions of
regularity: intra-course, intra-week and intra-day as well. The intra-course reg-
ularity refers to the repetitive participation in the lectures and responsiveness
to course-related events, intra-week corresponds to participation on the same
day(s) of the week whereas intra-day corresponds to daily behavioural pattern.
We hypothesize that there are two strategies for participating in MOOCs.
First, regular scheduling of learning activities; and second adaptive scheduling
of the learning activities based on the daily work or study schedule. The learn-
ers affirming to the first strategy will have higher values for our definitions of
regularity than the ones following the later strategy. In the current work we
investigate if the regularity is a predictive of performance in MOOCs context.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 277–291, 2016.
DOI: 10.1007/978-3-319-45153-4 21
278 M.S. Boroujeni et al.
2 Related Work
3 Methodology
The main steps towards assessing the regularity level of a student are defining
what is considered as a regular behaviour and providing methods to capture such
behaviour. Regularity in the context of MOOCs can be defined in two domains,
actions and time, or a combination of the two. Regularity in actions is evident
as repeating patterns in user’s actions sequence (e.g. a student who watches the
lecture and views the forum before doing an assignment), whereas regularity in
time corresponds to repeating patterns in timing of study sessions (e.g. student
who studies MOOCs on particular days or times). Regularity in the combined
domain on the other hand is reflected by the dependencies between action types
and their occurrence time (e.g. student who watches the lecture on Mondays and
works on the assignments on Fridays).
In this work, we focus on time regularity. We aim to provide methods for
quantifying regularity level of students considering the timing of their activities
throughout the course. Regularity in time may emerge in different patterns.
We consider six patterns of regularity listed in Table 1 and in Sect. 4 introduce
measures to capture these patterns.
Note the difference between P3 and P4 in Table 1, which is the focus on
relative (P3) and absolute (P4) amount of participation time on different week-
days. An example for P3 is a student who spends relatively more time on the
course on Mondays compared to Tuesdays and Wednesdays, while example of
P4 is a student who spends six hours on Mondays, four hours on Tuesdays and
two hours on Wednesdays. Therefore P5 and P4 are subsets and more restricted
forms of P3.
The Impact of Students’ Regularity on Their Learning Performance 281
ID Description
P1 Studying on certain hours of the day
P2 Studying on certain day(s) of the week
P3 Studying on similar weekdays, over weeks of the course
P4 Same distribution of study time among weekdays, over weeks of the course
P5 Particular amount of study time on each weekday, over weeks of the course
P6 Following the schedule of the course
4 Design of Measures
Table 2 provides an overview of our proposed measures and the regularity pat-
terns they reflect. In the following we present problem formulation and detailed
description of the measures.
L
w −1
Therefore D(h) corresponds to the number of days in which user was active
at hour h of the day, and W (d) represents the number of weeks in which user
was active at day d. See examples of these two functions in Fig. 2.
Although resulting histograms are already informative, they still distinguish
the time on which regularity appears. In order to define a measure invariant to
the time of regularity, we focus on spikes. The popular measure which identifies
if given distribution is uniform or has a spike is entropy. Based on its definition,
we suggest daily and weekly entropy as
23
6
ED = − D̂(h) log(D̂(h)), EW = − Ŵ (d) log(Ŵ (d)),
h=0 d=0
1 P (d, i) − P (d, j) 2
7
Sim3(P (i), P (j)) = 1 −
Active(i) ∪ Active(j) P (d, i) + P (d, j)
d=1
284 M.S. Boroujeni et al.
Therefore the highest similarity value (1) is achieved if the two profiles are
identical. Finally we define three regularity measures WS1, WS2 and WS3 as
the average of pairwise similarity of weekly profiles computed by Sim1, Sim2
and Sim3 respectively.
where m is the number of video lectures user has watched. We then normalize
DLV by the length of the course to get a value in [0, 1].
The Impact of Students’ Regularity on Their Learning Performance 285
5 Dataset
Our analysis is based on an undergraduate engineering MOOC offered in Cours-
era entitled “Functional Programming Principles in Scala”. Total duration of
the course was 10 weeks and lectures were released on a weekly basis. The final
grade was calculated based on six graded assignments and passing grade was 60
out of 100. The initial dataset contained events by a total of 28,002 participants.
In the data preparation phase, we removed inactive users, namely those who
had less than two weeks with at most four actions of any type (13,102 users).
Users who did not submit any assignments were also considered as inactive and
hence removed from the dataset (4,644 users). Some participants, never watched
a video on the platform, instead they downloaded the lectures and probably
watched them offline. Since activity traces for such users is not available, we
removed them from the dataset as well (225 users). Therefore, in our analysis
we considered all events by remaining 10,031 participants. Their average grade
was 55.7 and 51 % scored higher than the passing threshold (60).
6 Results
We computed the proposed regularity measures for participants in the dataset.
Table 3 provides an overview of the computed values.
Fig. 2. PDH and PWD measures: examples of two users with high and a low values.
Clearly a high value reflects a spike in the signal.
WS1, WS2 and WS3: Figure 3 provides examples of weekly activity profiles
of three students. In the profile matrix, columns represent weekdays, rows rep-
resent week of the course and color intensity encodes amount of study time
(hours) on a particular day. As it can be perceived form the profile in Fig. 3a,
the activities of first user are clearly concentrated on the second half of the week,
whereas no regular pattern is evident in weekly activities of the second user in
Fig. 3b. All three profile similarity measures return a high value for the first case
(regular) and obtain a low value for the second (not-regular). Figure 3c provides
an example highlighting the difference between these three measures. The third
user dedicates relatively more time on day five compared to the other days (high
value of WS2), but the amount of study hours on this day varies between weeks
(relatively lower value of WS3).
Fig. 3. WS1, WS2 and WS3 measures: weekly activity profiles of users with high and
low values. Values below each chart correspond to WS1, WS2 and WS3 respectively.
FDH, FWH, FWD: Figure 4 illustrates examples of users with high and low
value of FWD measure. As it can be inferred from the time signal (left) in the
first row, user’s activities follow a periodic weekly pattern which is also reflected
by a large value (3.64) at the frequency corresponding to one-week period on the
frequency domain chart (right). On the contrary, no seasonal pattern is evident
in user’s time signal in the second row and consequently FWD obtains a small
value (0.04). FDH and FWH measure also follow the same principle.
The Impact of Students’ Regularity on Their Learning Performance 287
Fig. 4. FWD measure: Examples of activities of two users in time (left) and frequency
domain. FWD=3.64 for the first row and FWD=0.04 for the second.
In this section we analyze the link between regularity and performance, as pre-
sented in Fig. 1. Analysis of correlations between final grade and regularity mea-
sures, reveal that final grade is strongly correlated with WS2 (r = 0.70, p < 0.001),
288 M.S. Boroujeni et al.
7 Conclusions
The key objective of this study was to quantify students’ regularity (Question 1).
By employing time domain [6,24] and frequency domain [21] techniques, we defined
nine measures corresponding to regularity patterns on three dimensions: intra-day,
intra-week and intra-course. Investigation of students’ activities corresponding to
low and high values of these measures illustrates their behaviour. We showed that a
subset of the measures are not strongly correlated with each other, providing high
predictive power.
We find that regularity is related to performance (Question 2). The pre-
dictive power of suggested variables is encouraging for four reasons. First, our
The Impact of Students’ Regularity on Their Learning Performance 289
proposed measures are general and can be defined outside MOOCs’ context. Sec-
ond, they explain over 50 % of the grade variability, so they can be included in
existing performance models. As in previous studies we verify that temporal pat-
terns have significant predictive potential [25]. Third, features are not strongly
correlated with each other. Fourth, although our analysis is a posteriori, features
which we propose can be estimated throughout the course.
Positive correlation between the defined regularity measures and the perfor-
mance of the students, supports the hypothesis that students who plan their
learning activities in a regular manner have better chances of succeeding in the
MOOC [3,15]. There are two plausible explanations for the fact that regularity
is predictive of performance in the MOOC. First, regular student follows the
structure of the course and therefore attains higher achievement. Second, having
high regularity is related to certain factors internal to the students, i.e., moti-
vation, commitment or learning strategies [1,26]. In the future work emerging
from this contribution, we will attempt to capture the different factors influenc-
ing regularity in the students who have higher values of regularity measures.
Finally, the regularity measures we defined, allowed us to confirm the impact
of external factors on regularity patterns [20]. We found that employed learners
are more regular both on weekly and daily scales than the unemployed or uni-
versity students. This application of the measures supports our claim that they
can be used in practice to measure effects of interventions on user habits and to
compare engagement between courses or platforms.
One limitation of the regularity measure we proposed is that, using our mea-
sures one cannot distinguish between the different strategies used by those stu-
dents who adaptively plan their learning activities. Moreover, as any projections,
our measures can only discriminate patterns that they were designed for and
should be combined for accurate assessment of regularity. These limitations also
enlighten the future work of this contribution.
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Nurturing Communities of Inquiry:
A Formative Study of the DojoIBL Platform
1 Introduction
1
http://inquiry.wespot.net/.
2 Theoretical Framework
Inquiry-based learning is defined on the premise that learning is more than memorizing
information, rather it is a process of understanding, developing inquiry skills and
constructing knowledge sparked by curiosity [5]. Often, inquiry processes incorporate
elements of collaboration, which was defined in [6] as the engagement of students in a
common endeavor. Collaboration transforms the inquiry activities into processes of
co-construction of knowledge around shared understandings or concepts. Collaborative
inquiry learning has also been defined in [7] in its Knowledge building approach, as an
unpredictable, holistic process of creative development of ideas within a community of
learners [5]. Moreover, socio-constructivist learning theories stated that knowledge is
materialized when people, with different background knowledge, collaborate to find
answers to a problem.
Community of Inquiry. The definitions of collaborative inquiry-based learning,
anticipated the concept of community in IBL. [3] coined the term ‘Community of
Inquiry’ (CoI) to refer to a group of individuals (facilitators and students) transacting
with the specific purposes of facilitating, constructing, validating understanding and
developing capabilities leading to further learning. In other words, the CoI framework
is concerned with the nature of knowledge formation in IBL. [8] already defined it as a
continuous exploration of a topic of students’ interest, where community members
(students) engage in social interactions to generate shared understanding. It has been
shown in the literature that text-based communications have a considerable potential to
facilitate the creation of communities of inquiry (CoI) [9, 10]. As already mostly
evident in the definition given in [11], CoI comprises three essential components to any
educational transaction: cognitive presence, which is defined as the capability of each
participant in the CoI to construct meaning through sustained communication [9],
social presence that relates to the ability of students to positioned themselves socially
294 Á. Suárez et al.
and affectively in the CoI [12] and teaching presence, which is characterized as the
design, facilitation and direction of cognitive and social processes in order to produce
meaningful co-creation of knowledge [13].
[14] emphasized the need to establish a common ground and perform in a com-
munity of practice (even broader than CoI) in order to work and learn efficiently.
Notifications and awareness in collaborative activities can contribute to achieve this
common ground [15]. [15] defined the three following types of collaboration aware-
ness. Social awareness, relates to the presence of others working in parallel and it
involves motivational or attitudinal aspects like timing, frequency or intensity. Action
awareness copes with the idea that social awareness is not enough. Besides knowing
who is around, students must be informed about what is happening. The last type,
activity awareness, advices organizational and structural changes that helps students to
understand the context of the inquiry activity.
Social Collaboration Supported with Technology. Research has shown that tech-
nology can support inquiry-based learning [16–18]. We attribute this to advancements
in technology and its capacity to offer new possibilities for scaffolding the
inquiry-based learning process. Premised on the theoretical framework of social con-
structivism, inquiry-based learning supports co-creation of knowledge through social
interactions, between students-students and students-facilitators. Co-Lab [18], an online
desktop environment offering an integrated approach for collaboration, modeling and
inquiry, already addressed this to promote scientific discovery learning. Other devel-
opments such as nQuire [19]2, a software application to guide personal inquiry
learning, or Go-Lab3 [20] (through Graasp4) a project that provides guided experi-
mentation that helps students acquiring inquiry skills, addressed collaboration. How-
ever, these platforms have not yet fully exploit emerging technological affordances.
More recently, educational platforms like Edmodo5 or ClassDojo6 have enabled stu-
dents to connect and to collaborate using cloud-based and social functionalities similar
to the affordances of most popular social network platforms. Edmodo, is a social
learning community where students, teachers and parents form communities or groups
of their interest. It uses the timeline metaphor to display the latest posts in the com-
munities or groups the user is following. The user’s contributions are based on the
following four types; notes, assignments, quiz or polls, which allow participants to
connect around shared ideas. Comparable, ClassDojo is a communication platform that
aims at encourage students to learn in a happier way engaging parents on the process.
ClassDojo has three visualizations for the classroom; class story, a timeline visual-
ization of the latest contributions, a classroom visualization where all the students are
displayed facilitating students’ rewarding and messages visualization to easily connect
with others. Both initiatives provide resources to increase students’ awareness and
communication.
2
http://www.nquire.org.uk/home.
3
http://www.golabz.eu/.
4
http://graasp.eu/.
5
https://www.edmodo.com/.
6
https://www.classdojo.com/.
Nurturing Communities of Inquiry: A Formative Study 295
3 Research Design
7
https://en.wikipedia.org/wiki/Content_management_system accessed on March 2016.
296 Á. Suárez et al.
4 Affordances of DojoIBL
DojoIBL is an open source platform that builds on the ARLearn framework [29], a
PaaS cloud based architecture deployed in Google App Engine (GAE). DojoIBL is a
Learning Content Management System that provides atomic inquiry elements to
structure collaborative inquiry processes. This section illustrates how the design
challenges are addressed in DojoIBL, as well as discusses the added value of DojoIBL
as compared to existing IBL solutions.
One of the main characteristic of DojoIBL is that users are able to design blueprints
or templates for an inquiry structure. That means, several inquiries can be created based
on the same blueprint or template of an inquiry structure. As a consequence, students
Nurturing Communities of Inquiry: A Formative Study 297
can work in groups on different topics using a common inquiry structure. In addition,
similar to what other educational platforms like Spiral.ac8 or Edmodo9 do, DojoIBL
generates unique codes for each inquiry group. Consequently, managing and orga-
nizing students in inquiry groups can be reduced to share the specific codes with them.
This functionality addresses one of the design requirements introduced before,
simplicity.
Another design requirement highlights the necessity to work with intuitive designs
and platforms that help students understand the inquiry process. The opportunity to
practice, understand and master the steps needed to answer any given question helps
students to be more self-directed learners and to be less dependent on facilitators’
scaffolding. For instance, existing solutions like nQuire, uses visual representations of
the inquiry cycle. In DojoIBL, inspired by those existing solutions, an interactive
visualization of the inquiry structure is used (Fig. 1). This visualization builds on the
IBL model [4] and represents every inquiry phase as a cycle, that when clicked opens
the activities related to this phase.
DojoIBL aims at supporting authentic and transformative [30] inquiry learning
processes. Rather than teachers providing the conceptual knowledge, IBL relies on
teachers orchestrating and scaffolding the process using different strategies or structures
[30]. To help students achieve higher order thinking and to create opportunities for
students to develop their inquiry skills and their own understanding around questions,
DojoIBL uses atomic inquiry elements. An atomic inquiry element is defined as the
smallest re-usable type of activity that can be added to an inquiry phase. Currently,
there are six types of activities available in DojoIBL, and each type provides a specific
pedagogical affordance:
• The research question is an essential part of IBL where students collaboratively
work around a shared question or topic. It aims at developing critical thinking skills
[9, 11, 31], and it must be supported with tools to generate individual discussions,
which enables self-directed learning as each student can create his/her own ques-
tion, and other can contribute to it.
• Discussion forms the simplest type of activity which is based on plain text. Students
can find a description, a story or a definition that inspire them about the specific
topic. Activities are flexibly enabling any kind of activity design. For example,
activities inform the student about the criteria (i.e. rubrics) that the teacher will use
to evaluate in that particular activity. This will help students to work towards a save
direction (Fig. 2).
• Data collection enables the visualization and uploading of data to DojoIBL. Every
piece of research contains some sort of data collection, which very often consist of
collecting existing information on the internet or in their environment.
• Concept mapping helps students to represent and organize knowledge and concepts
around a topic [32, 33]. We have developed a type of activity that stores the
8
https://spiral.ac/student.
9
https://www.edmodo.com/.
298 Á. Suárez et al.
information on the server, rather than relying on services like Mindmeister10 that
stores the concept map data externally.
• External plugin enables the integration of external widgets repositories like GoLabs
[20]. Those widgets provide the possibility to conduct scientific experiments in a
virtual environment.
• Multimedia are similar to discussion activity but it adds the possibility to incor-
porate a multimedia element to inspire students. The multimedia can be used to
support the description of the activity.
The activities are provided with an individual section for comments or explana-
tions. Students can, for example, share, negotiate or compare their ideas. Actually, they
can experience what the study [34] defined as the five phases of negotiation and
knowledge co-construction: sharing and comparing, dissonance, negotiation,
co-construction, testing and application. In addition, in order not to increase extraneous
cognitive load for students, the design is inspired on existing social network platforms.
The idea is to help students to get confidence with system quickly to speed up the
adaptation phase.
The last requirement in the design section was the support of collaboration. The
instant messaging system (right side of Fig. 3) offers a communication channel that is
contextualized to the inquiry topic, therefore discussions through the chat system are
embedded in a context which helps to focus the discussions. The instant messaging
facilitates the support of the three essential components of any educational transaction;
10
https://www.mindmeister.com/ accessed on March 2016.
Nurturing Communities of Inquiry: A Formative Study 299
cognitive, social and teacher presence [11–13]. In addition, using an integrated com-
munication channel external ways of communication are not needed anymore. This
avoids the organizational burden of collecting students and teachers phone numbers or
accounts to have a shared channel to communicate.
Additionally, DojoIBL implements a notification system and an inquiry timeline as
is shown in Fig. 3. The timeline metaphor [35] works as a common ground where
teachers and students have a high-level overview of the inquiry progress. Both the
timeline and the notification system, promote collaboration awareness based on social,
action and activity awareness described in [14]. Many social networks like Facebook®
and Twitter® and also educational platforms like ClassDojo and Edmodo provide
excellent patterns for communication that are used everyday by a large number of
users. Inspired by these patterns, DojoIBL integrates several functionalities to facilitate
students’ collaboration and communication combined with atomic inquiry elements.
For this experiment we had a total number of 11 experts in the field of Technology
Enhanced Learning. Participants were invited to take part in the experiment voluntarily.
To get an understanding of how the users perceived DojoIBL, a standardized User
Experience Questionnaire (UEQ) [36] was used. The UEQ was designed to obtain a
fast and immediate measurement of the user experience of interactive products [37]. It
consists of 26 items that measure the perception of a user interface regarding pragmatic,
hedonic and attractiveness dimension. Attractiveness represents the overall impression
of the product, whereas pragmatic and hedonic are defined as follows.
Pragmatic dimensions include:
• perspicuity: How easy is to get familiar with the product?
• efficiency: Can users solve their tasks without unnecessary effort?
• dependability: Does the user feel control of the interaction?
Hedonic dimensions include:
• stimulation: Is exciting and motivating to use the product?
• novelty: Is the product innovate or creative? Does the product catch the interest of
the users?
Attractiveness is represented by 6 items whereas pragmatic and hedonic by four
items each. Next to the UEQ, the users perceived usability of DojoIBL was measured
using the System Usability Scale (SUS) [38]. SUS is a reliable tool for measuring
usability, which consists of 10 items with five possible answers. Both UEQ and SUS
are quantitative analysis, therefore to complement the evaluation a semi- structured
interview was used. This interview consists of three open questions for collecting more
qualitative feedback.
Experimental Design. This formative study lasted for one and a half week. To inform
and exhort participants to take part in the experiment, two emails were sent to them.
The first one was sent a couple of days before the experiment started and it explained
the goal and described the activity. The second email, sent on the same day where the
activity started, provided the credentials for the participants to access DojoIBL. Par-
ticipants were instructed to login DojoIBL, to join one inquiry using an inquiry code
and to follow the activities created within the inquiry.
As the goal of the experiment was to know how users perceived the tool, we
provided the participants a series of activities based on open ending questions to
engage them with DojoIBL. During the time that the activity was running, participants
talked in parallel about the topics discussed in DojoIBL. To collect feedback about the
user experience (UX) participants were invited to answer questionnaires.
6 Results
The 11 participants generated in DojoIBL 260 messages in the chat and 92 responses
for the 5 activities created for the inquiry. From those 92 responses, 31 were generated
in the concept map and 61 were comments to activities (43 were initial comments and
18 replies to other’s comments). The means (ranging from −3 to 3) and standard
Nurturing Communities of Inquiry: A Formative Study 301
deviations (in parenthesis) of the UEQ dimensions for the 11 participants were: at-
tractiveness 2.04 (0.51), perspicuity 1.84 (0.55), efficiency 1.82 (0.51), dependability
1.43 (0.82), stimulation 1.77 (0.61) and novelty 1.61 (0.67). According to these results,
participants were equally satisfied with the judgment of hedonic and pragmatic quality
dimensions and slightly more satisfied with the attractiveness dimension. For testing
the reliability of the dimensions, Conbrach’s Alpha was calculated for each dimension.
Attractiveness 0.85, perspicuity 0.7, dependability 0.69 and stimulation 0.71 showed a
satisfactory reliability. Comparing the results to a benchmark based on data from 163
studies, DojoIBL scored in the 10 % best results in all the scales besides dependability.
The overall usability of DojoIBL was rated high by the participants. The mean
score for the SUS was 78.0 (12.6). The confidence interval, with confidence level on
95 %, ranged from 69.46 to 86.45. For testing reliability Conbrach’s Alpha was cal-
culated obtaining 0.81, which shows a satisfactory reliability. According to what SUS
suggests, both the mean and the confidence interval are above 68 which is considered
above the average.
From the semi-structured interviews, a number of issues were identified. In five
cases, the participants reported problems while navigating back to the phase from the
activities. Respondents stressed that going back to the phase overview was not intuitive
enough. Also three participants noted problems positioning nodes in the concept maps.
The suggestions for improving included a better way to qualify and label the links in
the concept map, default inquiry templates while creating new inquiries following
existing inquiry models and the integration of learning analytics.
The results, as shown in Fig. 4, confirmed that participants liked DojoIBL and it
can be appreciated in several comments like “I really like the social functionality” or “I
like the timeline” found in the chat.
7 Discussion
DojoIBL has been developed through a process of design-based research, which pro-
motes progressive refinement of the design [23]. Our conception of social collaborative
inquiry learning and its support using DojoIBL motivated the conceptual basis for
DojoIBL design, development and refinement leading to the impending interventions in
the schools.
302 Á. Suárez et al.
Our goal in this formative study was to gain a better understanding of the way in
which the users perceived DojoIBL. In particular, how they perceived the integration of
social collaborative tools into an IBL platform. The UEQ scales efficiency, perspicuity
and dependability, which measured classical usability, showed that participants per-
ceived DojoIBL as a suitable platform to elaborate and hold discussions around open
ended questions. In addition, log data also supported this perception. Participants
contributed 8 times on average to activities and they sent on average 23 messages to the
chat. The 11 participants were merely instructed to read the description of the activities,
having the freedom to contribute or not. Their levels of engagement in social inter-
actions shows that DojoIBL supports social collaborative processes. These interpre-
tations can be confirmed by the SUS questionnaire, where participants, with a high
reliability, found the system easy to use and the DojoIBL functionalities very well
integrated.
More interpretations can be extracted from the semi-structured interviews. In
general participants described the instant messaging as very convenient an intuitive
resource to communicate and to ask for specific support. Thus this showed support for
two of the components of any educational transaction defined in CoI [3, 10]: social and
teaching presence. Regarding cognitive presence, participants found the possibility to
discuss around inquiry activities very interesting. They argued that, while instant
messaging provides a quick way to communicate an idea, the affordance to also
comment on activities provide students time to reflect and to elaborate their contri-
butions. Therefore, this way of communication might be preferable to instant mes-
saging or even oral communication when the goal is to increase high-order cognitive
learning [9].
Participants also reflected about the degree of awareness supported. It seemed that
social and action awareness [14] were covered with the combination of using notifi-
cations and the timeline, as the participants found them convenient to track what others
were doing. However, no evidences were reported about the support of activity
awareness, which informs users about organizational or structural changes.
In summary, the overall impression from the participants was positive. Besides the
feedback that will be addressed and included in the next round of development, par-
ticipants were excited about the potential of DojoIBL. This was explicitly manifested
when some participants showed their interest about future steps of DojoIBL in terms of
interventions with students and the roadmap for future updates.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
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duplication, adaptation, distribution and reproduction in any medium or format, as long as you
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Inferring Student Attention with ASQ
1 Introduction
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 306–320, 2016.
DOI: 10.1007/978-3-319-45153-4 23
Inferring Student Attention with ASQ 307
2 Related Work
Measuring and influencing peoples’ state of attention in their workplaces, daily
lives and educational settings has been investigated for a number of decades
in psychology and pedagogy; in more recent years technological advances have
also led to contributions by the human computer interaction and the learning
analytics communities [6,7].
Our research focus is in the measuring of students’ attention in the post-
secondary classroom, and thus in this section we narrow our overview to works
that have investigated attention in the educational context only. Two important
meta-studies [15,17], published in 2007 and 2013 respectively, not only summa-
rize the current state of knowledge about student attentiveness, but also critically
highlight the often contradictory findings — in [17] specifically, the assertion of
the 10–15 min attention span of students is tackled in great detail. The contra-
dictions are generally attributed to the nature of the individual experiments,
which are typically conducted on a small number of students taking a class of
less than one hour, which may have been specifically designed for the experi-
ment. Factors which can explain the observed differences include the inherent
variability of students’ academic interests, instructor styles and means of mea-
suring attention, which are usually not controlled for across experiments [15]. Of
the many findings, we list here those which have been observed in several experi-
ments1 . F1 : Students’ attention drops over the class period [5]; as a consequence,
1
Once more, it should be noted that for these findings some contradictory evidence
exists as well.
308 V. Triglianos et al.
Fig. 1. ASQ in the classroom: most Fig. 2. SQLite question from Lec-
students’ laptops are connected and ture 1, Advanced SQL. It comprises a
focused on the slide material being text editor (left) to write and execute
explained. SQL queries on an in-browser database
instance, and a results pane (right)
to visualize the query results. (Best
viewed in the electronic version.)
Name Description
exercise True when the current slide has an exercise.
connected True when the student browser is connected.
focus True when the browser has focus on the tab or exercise related to
the lecture.
idle True from the time of an idle event until one of tabhidden,
tabvisible, windowfocus, windowblur, focusin, focusout,
exercisefocus, exerciseblur, input, questioninput,
exercisesubmit and answersubmit occurs.
input True when an input or questioninput event occurs. This state is
valid only on slides that contain exercises.
submitted True when the student has submitted at least once this exercise
(as indicated by an exercisesubmit event). This state is valid
only on slides that contain exercises.
that we observed in our data traces (described in detail in Sect. 4). We manually
assign ten different semantic labels to each combination. For instance, a student
who has submitted an answer to an exercise and is now idle with ASQ in focus
is considered to be Waiting (e.g. for the instructor to provide feedback), while
a student who also submitted an answer and is neither idle nor having ASQ
in focus is considered to be Bored (and occupying himself with other activities
on the device). Thus, at each point in time a student is in exactly one of the
ten listed attention states. Figure 4 showcases the progression of two students’
attention states across an entire lecture; while Student 1 starts off the lecture
at a high level of attention (indicating by the continuous Following state) and
later on toggles between the Following and Distracted states, Student 2 starts
off the lecture in a Distracted state and only exhibits short bursts of attention
shortly before or after some of the interactive exercises.
Although we are using psychological terms such as Bored, Distracted, Think-
ing, and the like, these should be not be interpreted beyond the strict definition
of Table 3 as our goal is to give a readable representation of the aggregated activ-
ity indicators that can be amenable of further analysis and experimentation. In
the remainder of this paper we analyze to what extent our definition of inferred
attention states is suitable to reproduce findings from the literature.
state Disconnected on exercise slide Interacting with non exercise slide Working Reworking
student 1
student 2
5
0
09:3
09:4
09:4
09:5
09:5
10:0
10:0
10:1
10:1
10:2
10:2
10:3
10:3
10:4
10:4
10:5
10:5
11:0
11:0
11:1
11:1
11:2
11:2
11:3
11:3
11:4
time
Fig. 4. Two example progressions of inferred attention states during the course of a
single 90-min lecture (specifically: Web Security). The dark-grey areas represent slides
with interactive exercises (6 in total), while the light-grey vertical bars indicate slide
transitions. While Student 1 starts off highly attentive, Student 2 is inattentive from
the start of the lecture.
Table 4. Overview of the three ASQ lecture sessions each given by one of two instructors
(identified as I1 and I2). For each session, the number of students participating, the
number of exercises (per type) and the number of ASQ low-level browser events logged
are listed.
5 Analysis
In our exploration of the collected logs, we are guided by our research questions
and the five main findings of prior works (identified in Sect. 2) exploring students’
attentiveness in the classroom.
F1: Students’ attention drops over the class period. For all lecture logs,
we translated low-level browser events into activity indicators (Fig. 5) and
subsequently inferred attention states (Fig. 6). We consider the two activ-
ity indicators connected and focused and the union of the states Follow-
ing/Thinking/Working as well as Distracted/Bored as most suitable representa-
tives of student attention and inattention respectively. To explore how attention
changes over time, we correlate the lecture time (in units of 1 second) with the
number of students in the specific state(s) or activity setting. If, as expected
student attention drops over time, we will observe a decrease in focus over time
and an increase in Distracted/Bored students. The results in Table 5 show that
this is indeed the case: inattention-oriented activities/states are positively cor-
related with time while attention-oriented activities/states are negatively corre-
lated with time. Moreover, the high-level inferred attention states achieve higher
absolute correlations, indicating that they are more suitable to infer (in)attention
than our low-level activity indicators.
We thus posit that based on the events logged in ASQ, we are able to infer in
real-time (and live in the classroom) when and to what extent attention drops
over time, relying on either the focus activity indicator as a basic measure or a
combination of the more high-level attention states Following/Thinking/Working
(and their counterparts).
F2: Attention breaks occur regularly and increase in frequency as the class pro-
gresses. For each second of the lecture we track the number of attention breaks,
that is, the number of students that switch their device from focused on ASQ
to some other activity. We also track attention recovery which we define as the
number of students number of students number of students
314
0
20
40
60
80
0
25
50
75
08
0
25
50
75
100
08 08 :3
:3 :4 5
5 0 08
08 08 :4
:4 :4 0
0 5 08
08 08 :4
:4
5
:5
0 5
08 08
08 :5
:5
0 :5 0 slide
08 5 08
09 :5
:5 :0 5
5 0 09
09 09 :0
:0 :0 0
0 5 09
break
09 09 :0
:0 :1 5
5 0
V. Triglianos et al.
09 09
:1 09 :1
0 :1 0
09 5 09
:1 09 :1
5 :2 5
09 0 09
:2 09 :2
0 :2 0
09 5 09
with question
:2 09 :2
5 :3 5
09 0 09
:3
:3 09 0
0 :3 09
09
:3 5 :3
5 09
:4 5
09 0 09
:4 :4
time
time
0
time
0 09
:4 09
09 5
:4 :4
5 09 5
09 :5 09
without question
:5 0 :5
0 09 0
:0 :0
0 10 0
10 :0 10
:0 5 :0
5 10 5
10 :1 10
:1
0 0 :1
10 0
Focus
10 :1 10
:1 5 :1
5 10 5
10 10
:2 :2
0 0 :2
0
10 10 10
:2 :2
5 5 :2
5
10 10 10
:3 :3
Fig. 5. Connected and focused activity indicators for all the sessions
0 0 :3
Connected
10 10 0
:3 10
:3 :3
5 5 5
10 10 10
:4 :4 :4
0 0 0
Inferring Student Attention with ASQ 315
Table 5. Linear correlation coefficient (significant correlations at the p < 0.05 level
are marked †) between time and number of students exhibiting a particular activity
indicator (top part) or one of a set of inferred attention states (bottom part).
number of students whose device switches back to focus on ASQ. The atten-
tion focus variation is the net sum of attention recoveries minus the attention
breaks observed during the same period (a window of 30 s). For each of the three
lectures we present their attention focus variations in Fig. 7. We observe that
attention breaks occur regularly but there is no noticeable increase in frequency
as the class progresses. We note that although this is in contrast to F 2, not all
empirical studies in the past observed this increase in attention breaks [15].
F3: Attention rises when interactive elements are introduced. Drawing on our
analysis of attention focus variation, we observe that whenever there are interac-
tive elements in the slide, in the form of questions, we observe spikes of attention
recovery (Fig. 7) and an increase of connected students (Fig. 5). While intro-
ducing interactive elements thus captures the attention of the students (pos-
itive attention focus variation), shortly thereafter we observe the subsequent
loss of focus due to students waiting on each other to answer. Likewise, stu-
dents might be searching for solutions using their devices, something ASQ cannot
distinguish from students simply leaving the application to do something else.
As we can observe in the charts of Fig. 6 for all the lectures, whenever there
is a slide with a question, the number of students that have their ASQ page
out of focus (Searching state) is always lower than in slides without a ques-
tion (Distracted state). Similarly, the magnitude of attention focus variation is
smaller for slides without questions than for slides with questions, which literally
appear to send jolts through the collective attention span of the students in the
classroom (Fig. 7). Our results thus confirm previous findings of rising attention
at interactive elements.
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tion during lecture (moving sum of attention breaks and recoveries using a window of
Fig. 7. Attention Focus Variation: how many students have changed the focus of atten-
317
318 V. Triglianos et al.
considerably and is almost always higher than right before the interactive teach-
ing element. The effect depends on the length of time students have to wait for
other students to complete the exercise (before the instructor moves on in the
lecture) and on the type of feedback given either individually or globally on the
submitted answer. This result is a clear deviation from prior works and suggests
that our attention model, in particular the Distracted state captures more than
just students’ distraction.
References
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wandering during reading using gaze and physiology. In: Proceedings of the 2015
ACM on International Conference on Multimodal Interaction, ICMI 2015, pp. 299–
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15. Szpunar, K.K., Moulton, S.T., Schacter, D.L.: Mind wandering and education:
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Chronicle of a Scenario Graph: From Expected
to Observed Learning Path
1 Introduction
The “serious games” term (or learning game for our case) has several definitions
depending on the context and authors such as Abt [1] or Michael and Chen [16].
Alvarez and Djaouti provide a definition clarifying the ambiguity of the con-
cept: a serious game is a computer application for which the original intention is
to combine with consistency, serious aspects, in this case learning, with playful
elements taken from the video game [2]. Many achievements have shown their
interest in the transfer of skills and knowledge by developing the attractiveness
and promoting the motivation to learners. Nonetheless, that interest is tem-
pered by the lack of tools and methodologies for the design and production [11].
Meanwhile, the world of higher education is impacted, but with less enthusiasm.
Teachers in higher education, even those that are convinced of the potential of
digital education, have difficulties to create and to adapt learning games to their
pedagogy [5]. Particularly, their implication in the design of the scenario is a
crucial point of the learning game development [13]. In addition, we know that
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 321–330, 2016.
DOI: 10.1007/978-3-319-45153-4 24
322 M. Vermeulen et al.
We have developed a learning game called “Les ECSPER” which allows to eval-
uate knowledge in Statistic and to acquire competencies about methodology in
statistic problems in enterprise (Fig. 1).
The learner makes hypotheses and choices while playing as a young engineer
employed as statistician in a big company. His/her mission is to estimate the
wellness of the employees. We have two manners to evaluate the learner: a score
for progression (points) and lives (3 lives in the beginning).
Chronicle of a Scenario Graph 323
– The scenario is divided into components (and partially independent from each
other),
– These components (e.g. levels or stages) are organized and connected by the
hierarchical structure of their goals.
– The scenario components can dynamically adapt to the choices and perfor-
mances of the learner (or “player”).
We obtained a scenario graph that contains the expected path e.g. the one
which includes the most interesting nodes of the scenario graph from the point
of view of the teachers, and achieves the training objectives. It is composed by
324 M. Vermeulen et al.
different types of nodes, which were defined by their objective. We count a very
large number of paths, more than 16000, and 65 nodes; each of them is a case
study, an expositive step or an end step. Some nodes have a large degree that
represents numerous hypotheses.
4 Analysis
As we have already indicated, the data were recorded from 2016 March, 7 to 2016
March, 18. Learners were on the third week of the MOOC and the prerequisites
were viewed since 2 weeks through different classical activities (lectures, videos,
documents and quiz). These data show a lot of different paths: 139 paths for
155 unique learners. We have categorized these paths and compared them to the
expected path design by the teachers. The first step of our analyse is to count,
for each learner, the number of viewed nodes (Fig. 3). We can notice that the
learners who finished the game have viewed more than 38 nodes. This reflects
the effort that was needed to achieve the game. We have choosen to describe 4
categories in this paper:
1. The dropouts, learners who have viewed 8 nodes or less.
2. The learners who have achieved the game with success.
3. The learners who have achieved the game with a “game over”.
4. The abandonments, learners who haven’t achieved the game (they have enven-
tually done another game session) and made more than 35 % of the game.
Chronicle of a Scenario Graph 325
This choice allows us to show the interest of this analysis for the teachers in
order to make a reengineering of the learning game. For that we pointed out a
major mistake of the learners made late in the game.
Fig. 4. A major mistake in the path of one learner (represented with Undertracks) and
the part of the Mind Map associated (Color figure online)
the learner but with a feedback (this is a second chance to find the true answer). We
focus about this sequence in this analysis. Data visualization are built with Under-
tracks platform [9] (http://undertracks.imag.fr), a tool to capitalize and analyse
data; it is maintained by LIG (Laboratoire Informatique de Grenoble).
Fig. 5. Data visualization with Undertracks of the 9 learners who finished the game
with a Game Over with sequence [AB, AC, AU, AF]
failure. Thus, 70 % of learners of this category (Table 1) have lost 2 or more lives
(the lives represent the level of confidence of the player). And of course, they know
that if they lost 4 lives, the game is over. We don’t know if they have left the game
definitely or if they have made another try. The data exists and we’ll analyse them
in another paper.
Finally we could say that neither the time spent to play nor the score that
calculates progression determine a situation of abandonment.
4.5 To Sum up
If we focus on the sequence [AB, AC, AU, AF], we observe that the learners lost
often a point of life at the node AB (Table 2) even between those who end the
game successfully (57 % have made a mistake at node AB). This fact was noticed
to the teachers, and this is an important element for a future reengineering of this
Fig. 6. Exit nodes for the learners who have made more than 35 % of the game
328 M. Vermeulen et al.
No life left 1 life left 2 lives left 3 lives left 4 life left
5% 20 % 45 % 18 % 13 %
learning game. Thus, for this sequence we have worked with one of the tesachers,
and he has proposed to add a step before the node AB with reminders. This new
node will be integrated to the new version of the learning game.
5 Perspectives
We pointed out elements about the scenario that we could avoid. Three points
need our attention:
– We have seen that the first and second steps will have to be revising to avoid
an immediate exit of the game.
– The teachers could prepare the learners when the nodes include a quiz
(or evaluation). To do that, they could add another fun elements and include
them in the screenwriting. Also, they could rewrite the text of the quiz if it is
needed.
– Finally, they would improve the feedback, especially when the learner make a
mistake.
To improve all these points and to ease the reengineering, we would make a
qualitative analyse of these data with the teachers. When they design this type
of learning game, they could improve the game after the first real use. Thus, we
must allow them to rework the screenwriting and so, we could make a reengineer-
ing of the learning game. Furthermore, we’ll use a model and a tool created by
Bertrand Marne, named respectively MoPPLiq and APPLiq [13,14]. MoPPLiq
is a generic model able to describe the playful and educational aspects of the
scenario of learning game and makes the scenario understandable and capable
of being manipulated by teachers. This model comes with a tool called APPLiq
enabling manipulation of the scenario to fit it into the educational background
of teachers. This tool would allow us to ease the process of screenwriting, as the
iterative step (as seen above). Indeed, in this step of design, we need a tool that
enables the manipulation of the scenario. We define actually a formal model and
predefined templates to ease the design phase, particularly the screenwriting.
This model will guide teachers more closely in designing serious games.
The MOOC “Statistique pour l’ingénieur” is always open at the time of
writing this paper and there will be another session in September 2016 which
Chronicle of a Scenario Graph 329
will increment the quantity of data. We have already a second (and sometimes
a third) path recorded for learners who have not achieved the game. We prepare
another paper including analyse of these new data and the qualitative analyse
made with the teachers.
Acknowledgments. This work was supported in part by the Institut Mines Telecom,
UNISCIEL and Mines Douai. We would like to thank them for their support in the
development of this project. The authors would like to thank Gaëlle Guigon, Carole
Portillo and Rémy Pinot for their very helpful support to collect all this data; and of
course the authors would like to thank the teachers who designed the learning game
Les ECSPER, Michel Lecomte et Frédéric Delacroix based on an idea from Jean-Loup
Cordonnier.
References
1. Abt, C.C.: Serious Games. University Press of America, Lanham (1987)
2. Alvarez, J., Djaouti, D.: An introduction to serious game definitions and concepts.
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3. Choquet, C., Iksal, S.: Modeling tracks for the model driven re-engineering of a tel
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4. Djaouti, D.: Serious game design: considérations théoriques et techniques sur la
création de jeux vidéo à vocation utilitaire. Ph.D. thesis (2011)
5. Egenfeldt-Nielsen, S.: Practical barriers in using educational computer games. Hori-
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6. Forment, M.A., Guerrero, M.J.C., González, M.Á.C., Peñalvo, F.J.G., Severance,
C.: Interoperability for LMS: the missing piece to become the common place for
elearning innovation. In: Lytras, M.D., et al. (eds.) WSKS 2009. LNCS, vol. 5736,
pp. 286–295. Springer, Heidelberg (2009)
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Premiers résultats d’expérimentation. In: Environnements Informatiques pour
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(2011)
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national Conference on Advanced Learning Technologies (ICALT), pp. 291–293.
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games to their educational contexts. Int. J. Learn. Technol. 9(2), 161–180 (2014)
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ous game design: a methodology enhanced by our design pattern library. In: 21st
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Adaptive Testing Using a General
Diagnostic Model
1 Introduction
Computerized assessments are becoming increasingly popular. Meanwhile, the
Obama administration has urged schools to make exams less onerous and more
purposeful [1]. To reduce over-testing, we need to optimize the time spent on
tests, asking only informative questions about the learners’ ability or knowledge.
This is the idea behind Computerized Adaptive Testing (CAT): selecting the
next question to ask according to the previous answers of the examinee. As an
example, 238,536 such adaptive tests have been administered by the Graduate
Management Admission Council in 2012–2013 [2] and adaptive assessment is
getting more and more necessary in the current age of massive online open
courses (MOOC), in order to minimize dropout.
Primarily, CATs have been relying on item response theory, that provides a
framework to measure effectively scores called latent traits in order to rank stu-
dents on a scale. The idea is to calibrate the difficulty of questions using a history
of people having already taken the test. In 2001, The No Child Left Behind Act
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 331–339, 2016.
DOI: 10.1007/978-3-319-45153-4 25
332 J.-J. Vie et al.
has called for more formative assessments, providing feedback to learners and
teachers at the end of the test. Such formative assessments may detect students
with cognitive disabilities or simply build a profile that specifies which knowl-
edge components seem to be mastered and which ones do not. A straightforward
application would be a personal assistant that asks a few questions, then high-
lights the points that need further work, and possibly suggests useful material
for remediation. In 2003, to address this need, new CATs have been developed
relying on cognitive diagnosis models, the most popular being the DINA model
[3] based on a q-matrix: a matrix that maps items (aka questions) to knowledge
components involved in their resolution. Other cognitive models, less known,
tend to unify scoring and formative assessments, but to date, they have not be
used for adaptive testing [4].
In this paper, we formalize the problem of test-size reduction by predicting
student performance (TeSR-PSP), inspired by [5] and present a new algorithm for
CAT called GenMA, based on the general diagnostic model [6] that encompasses
both the recovery of the latent knowledge components (KC) and for each KC, a
degree of proficiency represented by a difficulty parameter.
To compare our algorithm for adaptive testing to the other ones mentioned
above, we present an experimental protocol and execute it on real data. We show
that GenMA outperforms existing models.
Our paper is organized as follows. In Sect. 1, we present the related work
in CAT models. In Sect. 2, we formalize the problem of test-size reduction by
predicting student performance and our new model, GenMA. In Sect. 3, we present
an experimental protocol devised to compare these models, the real dataset used
for evaluation, and our results. Finally, we discuss further work.
2 Related Work
2.1 Computerized Adaptive Testing and the Problem of Test-Size
Reduction
In a non-adaptive test, every examinee receives the same set of questions. In an
adaptive test, the next item asked by the system is chosen according to a cer-
tain criterion (the selection item rule), until the termination criterion holds, for
example until a threshold over the parameters of the chosen model is guaranteed.
Therefore, asking questions in an adaptive way means that the next question can
be chosen as a function of the previous responses of the examinee.
In the problem of test-size reduction [5], one wants to reduce the number of
questions asked as much as possible. Given a student model, we thus need to
carefully choose the next question in order to still recover the model parameters.
Formally, we want to decrease as much as possible the distance between the
estimated and true user parameters after each question.
But in real data analysis, the true user parameters are unknown. For their
evaluation, [5] replace the true user parameters with the estimated parameters
they obtain after all questions have been asked, even if those estimated parame-
ters do not fit the data at all.
Adaptive Testing Using a General Diagnostic Model 333
Knowing the state of a learner, we can infer his performance over the different
questions of the test. Slip and guess parameters capture careless errors. Through-
out the assessment, a probability distribution over the 2K states is maintained,
and updated after each answer in order to fit the learner’s behavior. In the par-
ticular case of the DINA model, the KCs involved in the resolution of an item
are required to solve it. If the learner masters all KCs required, it still has a
probability to slip over the question; if it lacks a KC, it still has a probability to
guess correctly the answer.
3 Our Contribution
3.1 TeSR-PSP: Test-Size Reduction by Predicting Student
Performance
In this paper, we propose a new problem called test-size reduction by predict-
ing student performance: if we can ask only k questions in an adaptive way,
which ones should we pick so as to predict the examinee’s performance over the
remaining questions of the test?
Usually, adaptive tests keep going until a suitable confidence interval over
the learner parameters is obtained. In our case, we want to specify in advance
the maximal number of questions that will be asked to every student, in order
to prevent boredom from the learner.
where K is the number of KCs involved in the test, βi is the main ability of
learner i, θik its ability for KC k, qjk is the (j, k) entry of the q-matrix which is
1 if KC k is involved in the resolution of item j, 0 otherwise, djk the difficulty
of item j over KC k. Please note that this model is similar to the MIRT model
specified above, but only parameters that correspond to a nonzero entry in the
q-matrix are taken into account.
To the best of our knowledge, this model has not been used in adaptive
testing [4]. This is what we present in this paper: GenMA relies on a general
diagnostic model, thus requires the specification of a q-matrix by an expert.
The parameters djk for every item j and KC k are calibrated using the history
of answers from a test and the Metropolis-Hastings Robbins-Monro algorithm
[13,14]. For the selection item rule of GenMA, we choose to maximize the Fisher
information at each step, details of the implementation can be found in [13].
Adaptive Testing Using a General Diagnostic Model 335
4 Evaluation
In this section, we detail the experimental protocol used to compare the following
models for TeSR-PSP: the Rasch model, the DINA model and GenMA. For the
sake of equality, we decide to define the same selection item rule for all models:
all of them pick the question that maximizes Fisher information, which means
the question of estimated probability closest to 1/2.
– a train student set, in order to calibrate the parameters of our model (for
example, the difficulty of questions in the case of the Rasch model);
– a test student set, which will take our adaptive test;
– a validation question set VQ , which is used for training, but kept out of the
adaptive tests, used only to evaluate the prediction of performance of the
students from the test set.
To evaluate the score of a model for our problem, we first train it using the
train student set. Then, for each student from the test set, we let the model pick
a question, we reveal the student answer for this question, the model updates
its parameters accordingly and outputs a probability of correctly answering
the questions from the validation set, that we can evaluate using negative log-
likelihood, hereby denoted as error :
error(pred, truth) = truthq log predq + (1 − truthq ) log(1 − predq ).
q∈VQ
Then the model picks the second question, and so on. Thus, after k questions
we can compute a prediction error over the validation question set for every
model and every test student.
336 J.-J. Vie et al.
The cross-validation was performed using a random split into training and
test sets: the split was 5-fold over the students and 4-fold over the questions:
each student set had a size of 20 % while each validation question set had a size
of 25 % so 5 questions, therefore there were 20 experiments in total, of which the
mean error was computed.
Our Rasch model implementation comes from the ltm R package. We made our
custom implementation of the DINA model but the slip and guess calibration is
held by the CDM package. GenMA is built upon the mirt package [13].
4.4 Results
For each number of questions asked from 1 to 15, we plotted the mean error of
each model (Rasch model, DINA model and GenMA) over the test student set in
Fig. 1, and as an insight easier to comprehend, the mean number of questions
incorrectly guessed in Fig. 2.
Figure 1 shows that 8 questions over 15 are enough for the Rasch model to
converge on the fraction subtraction dataset. Figure 2 shows that no matter how
many questions are asked, the Rasch and DINA models can’t predict correctly
more than 4 questions in average over 5 in the validation question set, while
GenMA can achieve this accuracy with only 4 questions, then keeps on improving
its predictions. The DINA model takes a long time to converge because the first
questions require a single KC, therefore they do not bring a lot of information
about the user state. But still, the simplest, unidimensional Rasch model per-
forms surprisingly well compared to GenMA which is over 8 dimensions, one per
KC of the q-matrix.
Adaptive Testing Using a General Diagnostic Model 337
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How Teachers Use Data to Help Students
Learn: Contextual Inquiry for the Design
of a Dashboard
Abstract. Although learning with Intelligent Tutoring Systems (ITS) has been
well studied, little research has investigated what role teachers can play, if
empowered with data. Many ITSs provide student performance reports, but they
may not be designed to serve teachers’ needs well, which is important for a
well-designed dashboard. We investigated what student data is most helpful to
teachers and how they use data to adjust and individualize instruction. Specif-
ically, we conducted Contextual Inquiry interviews with teachers and used
Interpretation Sessions and Affinity Diagramming to analyze the data. We found
that teachers generate data on students’ concept mastery, misconceptions and
errors, and utilize data provided by ITSs and other software. Teachers use this
data to drive instruction and remediate issues on an individual and class level.
Our study uncovers how data can support teachers in helping students learn and
provides a solid foundation and recommendations for designing a teacher’s
dashboard.
1 Introduction
Much recent research focuses on designing and evaluating instructor dashboards [1, 4,
13, 20–22, 25]. It is reasonable to assume that the large amount of student interaction
data that is routinely collected by educational technologies can be helpful to teachers
and instructors, when presented on a dashboard in concise and actionable format. It
might inform key decisions that teachers make, such as deciding the focus of discussion
for a class lecture or identifying students who need one-on-one attention, with
potentially a positive effect on student learning. Dashboards have been designed for a
large variety of educational technologies such as multi-tabletop learning [20], collab-
orative learning in digital learning environments [22, 25], web-based distance courses
[21], online courses [18], Intelligent Tutoring Systems [12], etc. The use of student data
for instructional decision-making is not restricted to educational technology. For
example, mastery learning, a highly effective data-driven instructional method, can be
implemented without technology [15]. Also, in 2009 the Institute for Education Sci-
ences (IES, part of the U.S. Department of Education) published a practice guide with
recommendations for teachers on how to use data to inform instruction [11]. The IES
Practice Guide also points out, however, that there is limited scientific evidence that
data-driven classroom practices actually improve educational outcomes, indicating a
need for more research.
A very small number of studies suggest that a teacher dashboard can lead to
improvements in students’ learning outcomes. In one such study, the data-driven
redesign of a statistics course yielded improved student learning in half the time [18].
A dashboard was one novel component of the redesigned course, but there were other
changes as well, so the improvement cannot be attributed solely to the dashboard. Kelly
et al. (2013) demonstrated benefits of teacher reports in a web-based tutoring system for
middle school mathematics [14]. Relatedly, research with Course Signals system
illustrates that using learning analytics to identify students who are falling behind, can
have a positive effect on student retention [6]. In contrast to the current research, this
project focused on university students and on feedback directly to students rather than
teachers.
We are working towards creating a dashboard for middle and high school teachers
who use an Intelligent Tutoring System (ITS) in their classrooms. ITSs are an advanced
learning technology that provides detailed guidance to students during complex
problem-solving practice, while being adaptive to student differences [5, 26, 29].
A number of meta-reviews indicate that ITS can enhance student learning in actual
classrooms, compared to other forms of instruction [16, 19, 23, 24, 27]. ITS have also
proven to be commercially viable [10]. Although ITSs typically produce a wealth of
data about student learning, relatively little effort has been expended to investigate how
this data can best be leveraged to help teachers help their students. Much more research
has focused on how this information can be presented to students (e.g., in the form of
an open learner model [9]).
A central assumption in our work is that in order to design an effective dashboard, it
helps to understand how teachers use data about students’ performance and learning in
their day-to-day pedagogical decision-making. Therefore, we started off studying
teachers’ use of data using Contextual Inquiry, a method often used in user-centered
design [8]. Although the use of user-centered design methods for dashboard design is
quite common, we are unaware of prior studies that investigate teacher data needs
through Contextual Inquiry, as we do in the current work. Some studies involved
teachers as part of a user-driven design process that included interviews, prototypes and
empirical evaluations of dashboard designs [20], surveys conducted to determine the
information instructors may need [21], questionnaires used to evaluate and iterate on
the features of a learning analytics tool for a web-based learning environment [3], or
semi-structured interviews as part of the developing process of a web-based learning
analytics tool with a dashboard component [7]. Another study applied participatory
design and other design methods to create a dashboard for an educational game app [1].
Other studies do not mention teachers as part of the dashboard design, do not report on
the methods used to interpret and select the data, or use theoretical work and previous
literature to determine the appropriate design [4, 13, 25].
In this paper, we describe how we used Contextual Inquiry to better understand
(1) what student data teachers need to be effective and (2) how teachers use data to
inform and adjust their instruction. This work will inform the design of a teacher’s
dashboard in an ITS environment. We focus our design on Lynnette [17, 28], a tutor for
342 F. Xhakaj et al.
middle school mathematics (grades 6–8) with a proven track record in helping students
learn to solve linear equations.
2 Methodology
Fig. 1. Teacher during a Contextual Inquiry interview working on her laptop and smart screen
with an ITS report.
the teachers we conducted the Contextual Inquiry interviews after doing a classroom
observation, and then followed with an interview with the teacher with follow-up
questions. With two of the teachers who participated in our study, we conducted
Contextual Inquiry interviews on one teacher’s previous use and another’s current use
of the reports generated by the CL tutor. These teachers reported that they used the CL
tutor 2 days during the week, while the other 3 days they would have lectures in the
classroom, outside the tutor environment. Lastly, we observed teachers’ use of reports
and other technology or software in the classroom. The Contextual Inquiry interviews
were video recorded and resulted in a total of approximately 11.5 h of recording.
Fig. 2. Partial view of our final Affinity Diagram. (Color figure online)
We organized the yellow notes into categories based on patterns we identified and
similarities in their content. Following the Affinity Diagramming technique, for each
category, we recorded the synthesized content of all the yellow notes within the blue
categories (third row from the top in Fig. 2). We then grouped together blue categories
based on similarity of content and recorded the information they conveyed within the
pink categories (second row from the top in Fig. 2). Lastly, we grouped pink categories
How Teachers Use Data to Help Students Learn: Contextual Inquiry 345
and synthesized their content within the green categories (first row from the top in
Fig. 2). Our final Affinity Diagram had 335 blue level categories (with 1–2 up to 12–14
yellow notes per category), 81 pink and 33 green level ones.
Based on the initial focus of our Contextual Inquiry interviews, namely how and
what data teachers generate about their students’ performance, and how they use this
data to drive instruction and prepare for a class, we focused on the categories of the
Affinity Diagram that contained the most important information relevant to this focus.
We initially went through the final Affinity Diagram and selected the blue, pink and
green categories that contained such information. We then recorded in two lists – what
data teachers generate and how they use this data – a summary of the selected cate-
gories, in the form of short sentences and keywords. Each of the lists individually was
then synthesized based on similarities in content, and our final results are presented in
the following section.
Some (though not all) of the teachers we interviewed kept track of student errors
and misconceptions at a surprising level of detail, as illustrated in Fig. 3. In the tally
sheet on the left of Fig. 3, a teacher keeps track of the frequency of particular mis-
conceptions (shown in columns) for each problem in an assignment (shown in rows).
As the teacher describes, “I will go through each problem and will start writing down
where they made their errors. And I will just put tallies. And where I see different things
I make sure I circle them so I can focus there whenever I am reviewing that”, referring
to the misconceptions that most students had and thus should be discussed with that
class. In addition, the teacher writes, at the top right of the tally sheet (covered), the
name(s) of the student(s) who had the most trouble with a particular concept or con-
cepts. To be consistent across periods, the teacher initially grades all tests or exams for
each period and then creates the tally sheet template from the first period, copying it to
the tally sheet for other periods. The teacher finishes tallying the sheet for one period
before they move on to the next period. If the teacher notices a different or miscate-
gorized misconception in another period, they go back and correct the tallies for that
misconception in all the other periods.
Fig. 3. Tally sheet from teacher 1 and teacher 2. Student identifiers have been removed.
Another teacher we interviewed uses the tally sheet on the right of Fig. 3 to tally
students who got a problem (or parts of a problem) wrong in an assignment. Each
problem in this particular assignment represented a high level concept (for example,
exercise 1 was related to solving two inequalities, while exercise 2 asked students to
explain the steps to those solutions). For some exercises, the teacher also notes in the
tally sheet the reasons the students made the mistakes (for example, careless mistakes
How Teachers Use Data to Help Students Learn: Contextual Inquiry 347
or not answering both parts of the question). Lastly, the teacher writes down the names
of the students who they want to call on in class (represented by student 1, 2 and
student 3, 4 in Fig. 3).
3.2 How Do Teachers Use Data to Drive Instruction and Help Students?
We found that teachers use data to drive and adjust their instruction in many ways.
Most of the teachers differentiate how they use data and tune the level of detail to
determine whether the best remedy is a classroom intervention or individual,
one-on-one sessions with particular students.
Decide to Move on to the Next Topic and Build on Current Concepts. After
generating data on the overall class performance in an assignment or test, the teacher
analyzes it to assess the current status of the class and to decide whether to move on to
the next topic. If, in the teacher’s judgment, the majority of the class has mastered a
concept or a set of concepts, the teacher decides to move on with the instruction and
build on the current concept(s). As one teacher describes, “there’s times where I’m like
‘Ok if they don’t know this, I have to start here. But if they do know it, I can start here,’
in a different position.”
Determine that the Class Needs Intervention. The teacher notices when many stu-
dents have not mastered certain concept(s), or when there are many different errors and
issues in an assignment. The teacher decides to intervene and devote more time and
attention in class to specific concepts, misconceptions or errors to help students remedy
their issues.
Identify the Focus of Intervention. Based on the number of students who have not
mastered the concept(s), or have misconceptions and errors, the teacher determines
what is important to cover during a class lecture. The teacher can also create work-
sheets with exercises to allow students to practice the concepts they are missing or
having the most trouble with.
Plan What to Discuss and Cover in Each Period. The teacher compares perfor-
mance on an assignment across periods and adapts instruction (or what to cover in
class) based on that period’s performance. Sometimes the teacher covers only the topics
that a period has the most trouble with; in other cases, the teacher might decide to
discuss issues noticed from other periods in every class period.
Display in Class Reports or Analytics from Software. As students were working
with the CL tutor, one teacher displayed anonymized class performance reports in front
of the classroom, on a smart screen. The teacher aimed to support the students’ learning
and progress by seeing where they were compared to the other students in the class. In
addition, displaying the report in class helped the teacher monitor the students’ pro-
gress as the teacher walked around the class, while students were working with the
tutor. The same teacher also displayed on the smart screen class analytics on students’
performance generated from other software.
348 F. Xhakaj et al.
Decide Which Individual Students or Group of Students Need Special Attention. The
teacher identifies from the generated data individual students who have an issue with one
or more concepts, have displayed the same misconception or error repeatedly, or are
spending a lot of time but making little progress. The teacher records the individual
students’ names to work one-on-one with them. If the teacher notices that a group of
students are having similar issues, the teacher might decide to work with them as a
group.
Determine the Focus of Intervention. If the teacher does not know the reason why a
student is having an issue, they spend time with that student trying to understand their
problem(s). The teacher determines the focus of a mini-lecture or extra practice to help
the student fix the issue and master the concept(s). The teacher will also call on the
student during class time to prompt them to participate in discussion or problem
solving for the concept(s) they are having trouble with. For groups of students, the
teacher can decide to do a mini-lecture, or give practice worksheets, by differentiating
intervention as to which student has to work with which exercise in the worksheet,
based on individual issues identified.
Show and Give Students Software Reports. The teacher periodically shows, prints
and gives students reports on their progress and performance over a given time period,
in the CL tutor or other software used in the classroom. The teacher uses the data from
these reports to update the students on their progress, what they still need to do, and
what their grade is.
From our interviews with the teachers, as well as from our data analysis, we noticed
patterns of breakdowns in the current practices of generating and using data. We also
noticed that the technology that some teachers use in the classroom is not always
helpful, and can be inefficient.
Teacher Adapts to Technology, Technology Does not Adapt to Teacher. The CL
tutor and other software provide more student data and reports than the teacher needs
and can process. The teacher is selective in choosing among the provided reports,
choosing only the data that is most useful to them. In addition, none of the technologies
we observed provide data about misconceptions or student growth, which are hard to
generate by hand. For example, one teacher used the Pennsylvania Value Added
Assessment System to see students’ growth from year to year. However, the teacher
could use such reports only once per year, making it impossible to intervene in classes
that the teacher would not be assigned to teach anymore. Another teacher said this
about CL reports: “It would actually be very useful [to see errors and misconceptions]
because … a lot of these reports I don’t use frequently because it’s not necessarily
giving me what I need to know.”
How Teachers Use Data to Help Students Learn: Contextual Inquiry 349
Generating Data is Time Consuming and Effortful. From grading student assign-
ments to interacting with students on a class or individual level during and outside of
class, the teacher continuously generates data on students. The teacher also spends time
and effort in analyzing and drawing conclusions based on data from different sources,
while differentiating the level of detail and instruction for the class or for individual
students.
Organizing, Integrating and Remembering Data from Different Sources is Chal-
lenging. It takes time and effort to integrate data generated on paper with data from
reports of tutors or other software. For example one teacher printed CL tutor reports
and other software reports and organized them in a binder (Fig. 4). This teacher also
put post-it notes on the binder and wrote things to remember on the printed reports, or
highlighted in color particular students. Even without technology, we noticed that
teachers integrate student data from different assignments and interactions with the
students and, most of the time, keep track of this information in their heads.
Fig. 4. Teacher prints and stores reports from CL tutor and other software in a binder offline.
Student names and identifiers have been covered.
Creating Materials for Intervention is Difficult. The teacher has to spend time and
effort to create or find the necessary materials for a mini-lecture or problems and
exercises for a practice worksheet. One teacher used various online sites to find and
give problems to students to practice for standardized tests. Another teacher looked for
individual exercises the student got wrong in the CL tutor, to print and give it to the
student to complete on paper.
350 F. Xhakaj et al.
From the Contextual Inquiry interviews and findings, we identified opportunities for
technology, such as a teacher’s dashboard, to address current breakdowns.
Automate Processes the Teacher Does by Hand. The detailed information on stu-
dent mastery of concepts, performance and progress that teachers generate themselves
can be provided by technology. This would save teachers time, effort and attention that
can be used to help students in other ways.
Adapt to Teacher Data Needs. To be useful to the teacher, a new technology should
provide data the teacher most needs in their instruction. This includes data that are
difficult to generate by hand and that tutors or other software do not provide currently,
but could provide, such as student misconceptions and growth over given periods of
time, on the individual and class level.
Help the Teacher Integrate Data from Different Sources. Instead of the teacher
having to remember and coordinate data they generate themselves from different
assignments and data provided by tutors or other software, technology can help the
teacher easily keep track of and manage this data.
Suggest Materials for Intervention. Teachers can receive suggestions from tech-
nology on materials and exercises to go over with students (individually or as a class),
based on their performance with a topic. In addition, technology can create worksheets
and assessments for the teacher by differentiating on the class or individual student
performance. Technology should allow the teacher to access the problem or problems
the student(s) got wrong and reassign it (or them) to the student(s).
Provide Data on Hint Requests and Student Errors. One teacher who used the CL
tutor mentioned that they occasionally used the average hints and errors in the tutor
reports to identify students who are goofing off or rushing through the problems, versus
those who really need help. Hints and errors are important analytics that can help the
teacher understand the performance of their students, and identify the need for inter-
vention, while working with the tutor.
for intervention by giving information on the class performance and progress in the ITS
environment. The dashboard would help the teacher determine the focus of interven-
tion, as well as suggest materials, such as example problems or practice worksheets for
the class. Another scenario that teachers could use this dashboard for is when they
quickly want to review where students’ concept mastery stands, and whether a quick
intervention or mini-lecture might be helpful. Teachers would use this dashboard when
giving students a warm-up exercise at the beginning of class, or a short practice
exercise at the end of a lecture. Lastly, the dashboard could provide teachers with real
time data on students’ performance during the time students are working with the ITS.
Teachers would be able to project the dashboard on a wall or screen in class, and would
better focus their time and attention on students who need it the most, while other
students independently work with the tutor.
Teacher Dashboard for the Individual or Group Level. Teachers would use the
information and analytics provided by this dashboard to give one-on-one attention and
help to individual students or a group of students with similar issues and problems. The
data provided by this dashboard would help the teacher identify the need for inter-
vention, as well as the focus area(s), while providing the teacher with suggested
practice problems.
A key assumption in our project is that a teacher dashboard will be more effective if it is
designed with a deep understanding of how data about students’ performance and
learning can influence teacher decision-making. In this paper we investigate ways in
which teachers generate and use data to drive and adjust their instruction. Through
Contextual Inquiry interviews with 6 middle and high school teachers, we found that
teachers use data to a surprising degree to inform their teaching, both to make decisions
at the class level and to plan interactions with individual students. Further, the data they
use (and often, generate themselves, by hand) can have a surprising amount of detail, as
shown in Fig. 3. We also found that teachers use data provided by technology, when it
is available. On the class level, teachers use this data to decide whether they need to
spend more time on a certain topic and when to move to the next topic. In addition,
teachers differentiate instruction across class periods focusing on each classes’ specific
needs and performance. Teachers who use technology in their classrooms make use of
reports and analytics provided by the technology, again both on the class and individual
student level. However, we also found that teachers have to adapt to technology and are
selective in deciding which types of reports and data provided by such technology to
use. An interesting finding is that teachers differentiate instruction on the individual
student level. They spend time, effort and attention to identify what individual students
need most help with, what issues they are having and how to help them remediate these
issue(s).
Our findings provide novel insights into what data teachers generate and how they
use it to help their students. To the best of our knowledge, this is the first study that
investigates, through the use of Contextual Inquiry together with Interpretation
352 F. Xhakaj et al.
Sessions and Affinity Diagramming, how teachers use data in their day-to-day
decision-making with or without technology. The findings may be useful for designers
of dashboards and ITS more generally. Their import is not restricted to ITS, since the
majority of teachers in the study did not use one with their students.
The next stage of our project is to use our results to inform the design of a teacher
dashboard with student data collected from an ITS such as Lynnette [17, 28]. Focusing
on specific use scenarios, the dashboard will take advantage of the rich analytics
generated by the ITS, such as skill mastery, types of misconceptions, progress and time
in the assignments, etc. Our findings will drive the decisions of what data is most
important for the teacher in the given scenario and how it will be presented to the
teacher in the dashboard in an easy-to-understand way. Continuing our user-centered
design process, we will develop paper prototypes of the dashboard, which we will pilot
and test with teachers. The ultimate product of our efforts will be a dashboard, fully
integrated with CTAT/Tutorshop, our infrastructure for developing and deploying ITS
[2]. Once it is fully implemented, we will conduct classroom studies to evaluate its
effectiveness when used by teachers, in helping their students achieve better learning
outcomes.
Acknowledgments. We thank Gail Kusbit, Carnegie Learning, Jae-Won Kim, and the teachers
we interviewed for their help with this project. NSF Award #1530726 supported this work.
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Clancey, W.J., Papadourakis, G., Panourgia, K. (eds.) ITS 2012. LNCS, vol. 7315, pp. 482–
492. Springer, Heidelberg (2012)
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Revolutionizing e-Learning. Morgan Kauffman, Burlington (2010)
Short Papers
Assessing Learner-Constructed Conceptual
Models and Simulations of Dynamic Systems
1 Introduction
Acquiring knowledge by constructing and using models is seeing uptake in sec-
ondary and higher education [2]. Recently, the approach is applied in a novel
way using conceptual models and accompanying tools, which allow modelers to
develop and simulate conceptual representations of dynamic systems [1].
To implement modeling in classroom practice, formative and summative
assessment techniques [3] for evaluating learner-constructed models are indis-
pensable [5]. Assessment is one of the four vital parameters for science education,
together with curriculum, instruction and professional development. However,
the assessment of conceptual models is underdeveloped, hampering its usage.
This means that there is a lack of criteria of what constitutes a good concep-
tual model. Consequently, it is difficult to give feedback to learners regarding
the models they create. The problem is even more pressing when learning is
self-regulated, and (groups of) learners develop their own unique models with
different viewpoints, conceptualisations, and levels of abstraction. Comparison
between learner-constructed models, and even comparison with a norm model,
becomes impractical and inadequate for assessment.
This paper focusses on how assessment of conceptual models can be per-
formed. The central idea is that learner-constructed conceptual models are rich
representations, and as such provide evidence of learning. Particularly, the num-
ber of correctly modeled ingredients compared to the total number of model
Research co-funded by EU FP7, Project no. 231526, http://www.dynalearn.eu.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 357–362, 2016.
DOI: 10.1007/978-3-319-45153-4 27
358 B. Bredeweg et al.
2 Learner-Constructed Models
1
Our method identifies 36 issue types, each with a unique number.
Assessing Learner-Constructed Conceptual Models and Simulations 359
We propose to use model features that attest to the quality of a model (Table 1).
These features are categorized into two verification categories. First, formalism
features apply only to conceptual models developed in formalisms that allow for
inferences, such as DynaLearn. These features can be assessed using the internal
logic of the formalism (e.g., consistency). The second category, domain features
apply to conceptual models generally, and rely on the human interpretation
of the model to be assessed. For example, the model feature conformance to
ontological commitments requires that a referent in the domain is represented
using the correct model ingredient in the formalism (e.g., biomass should be
represented as a quantity). We claim both features can be checked objectively.
Algorithms can be created to automatically detect them and suggest corrections.
Next step is to determine which model characteristics can be used to actually
measure the quality of a conceptual model in terms of formalism and domain
features. Correctness, completeness, and parsimony can be used as such quality
characteristics. Correctness indicates that a model is free from errors. Complete-
ness means that everything of relevance is included in the model. Parsimony
implies that the model does not include redundancies. The following sections
identify model features that attest to these quality characteristics.
360
Produces Grows in Receives
Seeds Variety
Quinoa Land
European Salt water
C
#9
Saponin #9 A
Root salt concentration Root zone salinity Volume !
Zp
Plus
Zero
#23 Zp
B. Bredeweg et al.
Plus
Zpbm Zpbm
Zero
Higher Higher
Boundary Boundary
Plus Plus
Zero #14 #15 Zero
#24
Water uptake #21 Soil saturation
Yield Growth
Zpm
Water uptake Maximum
#24
Zpm Zp Plus Plus
Maximum Plus Zero Zero
Zero Minus
#24
Plus
Zero #24
Fig. 1. Learner-constructed DynaLearn [1] model, using learning space 4, modeling the effects of watering quinoa using salt water.
The amount of water absorbed (Water uptake, W U ) by the quinoa is determined by the concentration of salt in the roots (Root salt
concentration, RSC) of the quinoa and the salinity (Root zone salinity, RZS) of the earth near the roots of the quinoa (RSC − RZS =
W U ). As water is absorbed, the quinoa grows (Water uptake I+ Growth) and the yield increases (Growth P + Yield ). Particularly
well-modeled is the so-called equilibrium seeking mechanism that determines the uptake of water, which consists of two negative feedback
loops. The water uptake (if Water uptake = P lus) decreases the salt concentration in the roots of the quinoa (I−), and increases the
salinity of the soil surrounding the roots (I+). The water uptake decreases as the salt concentration in the root decreases (P +), and the
water uptake also decreases as the salinity of the soil surrounding the roots increases (P −). Note, the layout has been changed by the
authors. The model issue numbers (verification) and the validation issues (A: correctness, C: parsimony) are indicated in dashed boxes.
Assessing Learner-Constructed Conceptual Models and Simulations 361
1 2 3
Fig. 2. The state-graph (4 connected circles) and value history (7 squares) of the quinoa
model (Fig. 1). The model issues (#32 and #34) are indicated in dashed boxes.
Typical statistical methods for inter-rater agreement (Cohen’s kappa and Fleiss’
kappa) cannot be used as they require a fixed number of mutually exclusive cat-
egories. IntraClass Correlation (ICC) and the Concordance Correlation Coeffi-
cient (CCC) can be used. Both were calculated, and both indicate strong agree-
ment of about 0.89 (rICC = 0.887, 99 %-confidence interval: 0.765 < rICC <
0.947, rCCC = 0.885, 99 %-confidence interval: 0.767 < rCCC < 0.945). Suggest-
ing the method’s grades are acceptable.
Evaluators were able to detect model issues easily and only had difficulty
in understanding one issue (#9. Ambiguous process rate quantities). This sug-
gests that the assessment method is understandable and usable for evaluators.
The evaluators required about 45 min per model to derive grades. As the model
contributed 40 % of the final grade, 45 min was considered reasonable.
References
1. Bredeweg, B., Liem, J., Beek, W., Linnebank, F., Gracia, J., Lozano, E., Wißner,
M., Bühling, R., Salles, P., Noble, R., Zitek, A., Borisova, P., Mioduser, D.:
DynaLearn - an intelligent learning environment for learning conceptual knowl-
edge. AI Mag. 34(4), 46–65 (2013)
2. Goberta, J.D., O’Dwyer, L., Horwitz, P., Buckley, B.C., Levy, S.T., Wilensky,
U.: Examining the relationship between students’ understanding of the nature of
models and conceptual learning in biology, physics, and chemistry. Int. J. Sci. Educ.
33(5), 653–684 (2011)
3. Harlen, W., James, M.: Assessment and learning: differences and relationships
between formative and summative assessment. Assess. Educ. Principles Policy
Pract. 4(3), 365–379 (1997)
4. Liem, J.: Supporting conceptual modelling of dynamic systems: a knowledge engi-
neering perspective on qualitative reasoning, University of Amsterdam (2013).
https://jochemliem.files.wordpress.com/2014/01/liem2013-thesisdigital.pdf
5. Songer, N.B., Ruiz-Primo, M.A.: Assessment and science education: our essential
new priority? J. Res. Sci. Teach. 49(6), 683–690 (2012)
Learning Analytics Pilot with Coach2 -
Searching for Effective Mirroring
1 Introduction
Learning analytics concerns the process by which data generated by learners dur-
ing learning activities is used to inform and advice learners about their behaviour
with the goal to help them improve their learning and achieve better learning out-
comes. Initial results on the potential of Learning Analytics have been reported
[2,4,5,7], but it is also evident that Learning Analytics is still a challenge and
in search of the appropriate procedures and techniques (cf. [6]).
As many higher education institutions, the University of Amsterdam (UvA)
is interested in understanding and using Learning Analytics. Within that context
the Coach2 project was formulated [1]. The overall goal of the project was to
investigate the usability and effectiveness of Learning Analytics as an instrument
to improve learning within the context of typical and regular ongoing courses.
Additional foci included the wish to use only data generated within an actual
course, and that the feedback towards learners should focus on mirroring (the
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 363–369, 2016.
DOI: 10.1007/978-3-319-45153-4 28
364 N. Brouwer et al.
idea to show a learner’s specific behaviour in the context of the behaviour of his
or her peers). It was also deemed important to stay within the scope of the tools
and Learning Management System (LMS) currently used during these courses,
and learn about the potential and limitation thereof. Hence, a strong emphasis
on working with data available from using Blackboard (the dominant LMS at the
UvA), and the need to work with the technical infrastructure regarding tooling
and educational software as currently deployed.
Figure 1 depicts the idea of the approach taken. Learners use educational
tools and by doing so they generate data. This data is obtained and stored. Next,
this data is processed, particularly using machine learning techniques to discover
correlations and potentially predictors of successful learner behaviour. Finally,
learning behaviour data are displayed in an informative way to the learner.
Fig. 1. Data containers and their high level activities implementing Learner Analytics.
For the technical realisation and the evaluation studies, three courses were
selected from a bachelor programme on computer science. Each course had over
80 participants, and used a variety of tools and educational activities. Two of
the courses worked with Blackboard; the third one did not. Using an informed
consent, the learners were given the choice to participate in the evaluation study
or decline. Next, the participating learners were randomly divided into two con-
ditions, one with and one without a dashboard. In other words, a group with and
a group without Learning Analytics. The teachers of the courses were informed
about the study, and agreed to have their learners participate. However, the
teachers were left outside the evaluation study. Hence, keeping them ignorant
and thereby preventing unwanted effects because of their potential interferences.
was implemented by UvA ICT-Services. The motivation for this was to build
indigenous expertise to understand in great detail the inner workings of the
approach. The LRS was stress tested by Jmeter2 an open source Java application
and found to scale to 4 million records on one virtual machine. For the pilot the
scalability was acceptable, however, greater usage would require improving the
internal mechanisms for responding to querying. One of the significant lessons
learned was that some xAPI queries are more expensive in resources such as CPU
time than others. One approach to limit the impact is to define a specific set of
queries that are allowable thus avoiding unnecessary resource consumption.
Filling the LRS with data was achieved by added an Extract Transform Load
layer, which allows to pull in data from various systems and then convert to xAPI
statements and pump events into the LRS (for details see Github3 ).
The developed DashBoard (DB) is shown in Fig. 3. It was presented inside the
LMS for each of the three courses. By selecting specific study behaviour values
on the left side, the probability of the values of study outcome metrics are
updated on the right side. The hypothesis was that the DB enables learners to
explore and reflect upon statistical relations between current study behaviour
and future result, based on experiences of learners in the past. By visualising
2
https://github.com/Apereo-Learning-Analytics-Initiative/LRSLoadTest.
3
http://c-f-k.github.io/bb-kettle-lrs-tutorial/.
366 N. Brouwer et al.
how the learner’s study behaviour compares to that of peers, as well as whether
that study behaviour correlates to study outcome in the past, it was expected
that the DB provides an actionable tool for reflection.
Fig. 3. Dashboard interface. The barplot visualisation (LHS) is used to visualize the
values of a metric of study behaviour. The x-axis denotes the bin values and the y
axis denotes the percentage of learners that have a value that falls into that bin for
the specific metric. A bin can be selected (orange) by clicking on it, or by sliding the
bar underneath the barplot to the desired bin. The bin in which the viewing learner
is placed is selected at the beginning. The bell curve visualisation (RHS) is used to
visualize the probability of each value of a metric of study result, given a selected value
of a metric of study behaviour in the barplot. In other words, how likely it is that a
certain end result is achieved based on the current state of behaviour. When a different
bin is selected in the barplot, this curve is updated. The data is represented by mean
and variance parameters. (Color figure online)
4 Evaluation Study
For each of the three courses data for the relevant variables (Table 1) were col-
lected, and the following issues evaluated:
– Impact of the DB on the performance of learners, i.e. impact of the DB on the
obtained grades. Evaluate if the percentage of successful learners was higher
in the group which utilized the DB.
– Predictive value of the first achieved grades of each learner with regard to
their entire performance during a course.
– The predictive value of cumulative grades of each learner obtained during a
course (to predict learner performance at exams and of the entire course).
– Time spent on the LMS of a course, click behaviour, hand-in time of assign-
ments before a deadline, watch time of videos and website paths were
evaluated (if applicable) based on their correlation with the academic suc-
cess/performance of learners during a course.
Correlations in data were found using the WEKA4 visualization and correlation
matrix functionality. The most notable (and surprising) result was that on aver-
age the learners in a DB condition had a (statistically significant) higher chance
4
https://weka.wikispaces.com.
368 N. Brouwer et al.
References
1. Bredeweg, B., et al.: Coach2 project, UvAInform Learninganalytics. University of
Amsterdam teaching innovation call (2015). http://starfish.innovatievooronderwijs.
nl/project/603/
2. Chatti, M.A., et al.: A reference model for learning analytics. Int. J. Technol.
Enhanced Learn. 4(5/6), 318–331 (2012)
Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring 369
Abstract. This study investigates the degree to which textual complexity indices
applied on students’ online contributions, corroborated with a longitudinal anal‐
ysis performed on their weekly posts, predict academic performance. The source
of student writing consists of blog and microblog posts, created in the context of
a project-based learning scenario run on our eMUSE platform. Data is collected
from six student cohorts, from six consecutive installments of the Web Applica‐
tions Design course, comprising of 343 students. A significant model was
obtained by relying on the textual complexity and longitudinal analysis indices,
applied on the English contributions of 148 students that were actively involved
in the undertaken projects.
1 Introduction
2 Methods
Data was collected over 6 consecutive winter semesters (2010/2011 – 2015/2016), with 4th
year undergraduate students in Computer Science from the University of Craiova, Romania.
A total of 343 students, enrolled in the WAD course, participated in this study. A PBL
scenario was implemented, in which students collaborated in teams of around 4 peers in
order to build a complex web application of their choice. Several social media tools (wiki,
blog, microblogging tool) were integrated as support for students’ communication and
372 M. Dascalu et al.
collaboration activities; all student actions on these social media tools were monitored and
recorded by our eMUSE platform [13].
For the current study, the collected writing actions used to assess students’ writing
styles consisted of their tweets, together with blog posts and comments. The yearly
distribution of students and of their social media contributions is presented in Table 1.
We focused only on the content written in English. This content was cleaned of non-
ASCII characters and spell-corrected. Finally, only students who had at least five English
contributions after preprocessing and who used at least 50 content words were consid‐
ered in order to meet the minimum content threshold needed for our textual complexity
analysis. A content word is a dictionary word, not considered a stopword (common
words with little meaning - e.g., “and”, “the”, “an”), which has as corresponding part-
of-speech a noun, verb, adjective or adverb. Thus, a total of 148 students were included
in our analysis, having cumulatively 3013 textual contributions.
We used one week as timeframe, due to the schedule of the academic semester in which
students had one WAD class per week. The total length of the considered time series is
16 weeks, including 14 weeks of classes and 2 weeks for the winter holidays. For each
student, the number of weekly blog and microblog posts was computed in order to obtain
his/her time series of social media contributions. The performed longitudinal analysis
relies on a wide range of evolution indices including average & standard deviation of
contributions, entropy, uniformity, local extreme points, and average & standard devi‐
ation of recurrence. We refer readers to [16] for further information about these features
that were initially used for keystroke analysis.
Predicting Academic Performance Based on Students’ Blog 373
3 Results
We split the students into two equitable groups: high performance students with
grades ≥ 8, while the rest were catalogued as low performance students. The indices from
ReaderBench and from the longitudinal analysis that lacked normal distributions were
discarded. Correlations were then calculated for the remaining indices to determine
whether there was a statistical (p < .05) and meaningful relation (at least a small effect
size, r > .1) between the selected indices and the dependent variable (the students’ final
score in the course). Indices that were highly collinear (r ≥ .900) were flagged, and the
index with the strongest correlation with course grade was retained, while the other indices
were removed. The remaining indices were included as predictor variables in a stepwise
multiple regression to explain the variance in the students’ final scores in the WAD
course, as well as predictors in a Discriminant Function Analysis [17] used to classify
students based on their performance.
Medium to weak effects were found for ReaderBench indices related to word entropy,
number of verbs, prepositions, adverbs, and pronouns, the number of unique words,
number of named entities per sentence, and average cohesion between sentences and
corresponding contributions measured with Latent Dirichlet Allocation [10] (see Table 2).
Table 2. Correlations between ReaderBench and longitudinal analysis indices, and course grade.
Index r p
Word entropy .416 <.001
Time series entropy .378 <.001
Average verbs per sentence .323 <.001
Average cohesion (LDA) between −.274 <.010
sentences and corresponding contribution
Average unique words per sentence .270 <.001
Average prepositions per sentence .264 <.010
Time series local extremes .236 <.010
Average adverbs per sentence .236 <.010
Average pronouns per sentence .250 <.010
Average named entities per sentence .189 <.050
We conducted a stepwise regression analysis using the ten significant indices as the
independent variables. This yielded a significant model, F(3, 143) = 17.893, p < .001,
r = .521, R2 = .272. Three variables were significant and positive predictors of course
grades: word entropy, time series entropy and average verbs in sentence, denoting a
higher activity and participation for high performance students. These variables
explained 27 % of the variance in the students’ final scores for the course.
The stepwise Discriminant Function Analysis (DFA) retained the same three varia‐
bles as significant predictors of course performance (Time series entropy had the highest
standardized canonical discriminant function coefficient), and removed the remaining
variables as non-significant predictors. These three indices correctly allocated 108 of
the 148 students from the filtered dataset, χ2(df = 3, n = 148) = 43.543 p < .001, for an
374 M. Dascalu et al.
accuracy of 73.0 % (the chance level for this analysis is 50 %). For the leave-one-out
cross-validation (LOOCV), the discriminant analysis allocated 105 of the 148 students
for an accuracy of 70.9 % (see the confusion matrix reported in Table 3 for results). The
measure of agreement between the actual student performance and that assigned by the
model produced a weighted Cohen’s Kappa of .457, demonstrating moderate agreement.
4 Conclusions
This paper investigated how students’ writing style on social media tools, corroborated
with the time evolution of their posts, can be used to predict their academic performance.
Textual complexity and longitudinal analyses were performed on the blog and microblog
posts of 148 (out of the total 343) students engaged in a project-based learning activity
during 6 consecutive installments of the Web Applications Design course.
The analyses indicated that students who received higher grades in the course had
greater word entropy, used more verbs, prepositions, adverbs, and pronouns, produced
more unique words, and more named entities. Additionally, students who received
higher grades had lower inner cohesion per contribution, indicating more elaborated
paragraphs that represented a mixture of different ideas in the context of each contribu‐
tion. The time series variables denote a more uniform distribution, with weekly fluctu‐
ations in terms of participation, which is normal for students that were more actively
involved in using the social media tools. Three of these variables (word entropy, time
series entropy and average verbs in sentence) were predictive of performance in both a
regression analysis and a DFA.
The results are promising as several significant correlations and statistical models
were identified in order to predict academic performance (i.e., course grades) based on
textual complexity and longitudinal analysis indices. Additional experiments that will
consider the learning style of each student, as well as an equivalent textual complexity
model for Romanian language, are underway in order to augment the depth of our anal‐
yses. This will enable the consideration of a higher sample of students from the total of
343 course participants and will increase the power of the applied mechanisms.
Acknowledgments. This work was supported by the FP7 208-212578 LTfLL project, the 644187
EC H2020 RAGE project, and a grant of the Romanian National Authority for Scientific Research
and Innovation, CNCS – UEFISCDI, project number PN-II-RU-TE-2014-4-2604.
Predicting Academic Performance Based on Students’ Blog 375
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participation in on-line discussion forums. Comput. Educ. 68, 458–472 (2013)
3. Yoo, J., Kim, J.: Can online discussion participation predict group project performance?
investigating the roles of linguistic features and participation patterns. Int. J. Artif. Intell.
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students. In: 1st International Conference on Educational Data Mining, pp. 8–17. Quebec,
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(2007)
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a Web 2.0-based learning environment. In: 13th IEEE International Conference on Advanced
Learning Technologies (ICALT 2013), pp. 33–35. IEEE, Beijing, China (2013)
10. Dascalu, M.: Analyzing discourse and text complexity for learning and collaborating, Studies
in Computational Intelligence, vol. 534. Springer, Cham (2014)
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Take up My Tags: Exploring Benefits of Meaning Making
in a Collaborative Learning Task at the Workplace
1
Graz University of Technology, Graz, Austria
{sdennerlein,paul.seitlinger,elisabeth.lex}@tugraz.at
2
Tallinn University, Tallinn, Estonia
tley@tlu.ee
1 Introduction
2 Method
We carried out a social tagging study at the workplace lasting 4 weeks. Participants
(N = 17) were recruited from Tallinn University, Graz University of Technology and
Know-Center GmbH: 4 females and 13 males with an average age of 31.5 years
(SD = 5.5) and computer (n = 11) or cognitive science (n = 6) background.
Professionals were asked to collaboratively explore web resources as basis for
writing a state of the art for a project proposal about the topic ‘Digital, Physical, and
Socio-political Design Ideas to enhance the Exchange and Creation of Knowledge at
Work.’ They were especially encouraged to explore different ideas (e.g. ‘rotating desktop
assignments’) to shed light on the topic from different perspectives. They were also
asked to consider others’ contributions as cues to become aware of new perspectives.
The task required to collect and tag 4 links or documents per week in a STS called
Take up My Tags: Exploring Benefits of Meaning Making 379
KnowBrain [2] and to explore other resource by means of a tag cloud. When adding
resources to KnowBrain, participants were prompted to select themes (sub-topics
derived from the exploration topic) from a multiple choice list to enable the thematic
classification of the web queries before tagging them. The eight themes were ‘Gamifi‐
cation & Playfulness’, ‘Inspiration Sources & Techniques’, ‘Collaboration Technolo‐
gies’, ‘Personalization Services’, ‘Augmented Reality’, ‘Interior Design’, ‘Wellbeing
& Health’ and ‘Socializing’.
We measured uptake by the extent to which a user reuses tags introduced by others,
the ‘social’ tags. The number of clicked, unique social tags in the tag cloud, hence,
defined the uptake rate. All activities in KnowBrain were recorded in log files. To assess
the internal knowledge, we used association tests (AT; word fluency) [4] including the
eight search themes as stimuli. To study benefits of uptake, a median split with respect
to uptake was applied to differentiate between participants reusing more or less unique
social tags in the tag cloud (Uhigh vs. Ulow condition). For the exploration of benefits on
social level, i.e. higher shared understanding (H1), the number of overlapping associa‐
tions between the ATs was computed for both conditions. For the exploration of benefits
on individual level, i.e. improved information search (H2), search was characterized by
the number of explored re-sources and the rate at which users explored new themes
during search (search costs).
3 Results
(deg. = 11.72) network: i.e. Uhigh participants have more higher weighted edges due to
more overlapping associations. A comparison of means validates the difference as
tendentially significant: U(15) = 56, p = <.10.
Fig. 1. Uhigh (left) & Ulow (right) networks. Edge width is number of shared associations in AT.
1
Three participants (N = 17) collected not more than 8 resources and one only 6, resulting in
13(users) * 8(positions) + 3(users) * 7(positions) + 1(users) * 5(positions) = 130 data points.
Take up My Tags: Exploring Benefits of Meaning Making 381
expectations, the rate of theme exploration (slope) amounts to β1 = 1.09 under the Ulow
condition (intercept: ß0 = 0.53), and declines to a rate of β1 + β2 = 0.79 under the Uhigh
condition (α = 0.47; β2 = −0.30; intercept: ß0 + α = 1.00).
Fig. 2. Search Costs – average number of unique theme combinations ni explored at a given
position i in a resource sequence. SDs are indicated by error bars. A dashed and a solid line
represent the linear regression of ni on i for participants of the Ulow and the Uhigh condition.
Moreover, more efficient search for Uhigh should also be reflected in the number of
explored resources. We found a correlation between uptake and explored resources
(rspearman = 0.51(N = 17), p < .05): i.e. the more unique social tags are clicked in the tag
cloud, the greater is the number of explored resources. To validate correlation results,
we computed a comparison of means that resulted in an affirmative significant difference
between Uhigh and Ulow condition as far as the exploration of resources is concerned:
Mhigh = 15.44 (SD = 3.50), Mlow = 10.75 (SD = 3.99), t(14) = 2.56, p < .05.
This social tagging study explored the social and individual benefits of engagement in
MM based on uptake. High uptake of others’ tags had a twofold effect: 1. Increase of
shared understanding indicated by higher overlaps in collaborator’s conceptual knowl‐
edge in ATs & 2. Narrower and more elaborative search indicated by a slower theme
exploration with more considered resources. On the one hand, uptake seems to lead to
a higher shared understanding of co-workers. Taking up others’ tags and receiving
parallel social stimulation could result in irritations and adaptations, called accommo‐
dative processes [1]. They specify internalization and externalization processes of
382 S. Dennerlein et al.
coevolution and trigger the differentiation of underlying cognitive structures. Over time,
these structures align establishing shared understanding. On the other hand, results indi‐
cate that uptake has an ambivalent effect on information search leading to more explored
resources at the expense of higher search costs. This could be explained by the extent
to which the search theme is narrow or broad. We assume social stimulation and respec‐
tive accommodative processes to trigger an elaboration of a narrow theme (/limited
theme combinations) and the related cognitive structures, which becomes manifest in a
large number of semantically similar resources: i.e. a small rate at which new themes
are explored. Since search costs measure the broadness of search via the assessment of
explored theme combinations over time, this kind of search behaviour yields worse
results. Therefore, extensive uptake might have led to more explored resources, but to
increased search costs. In conclusion, the degree of uptake or engagement in MM, the
“trialogicality” [6], seems to play a crucial role for experiencing benefits in individual
and collaborative learning. Future work will consider the thematic focus of uptake and
the role of assimilative processes, i.e. the repeated instantiation of existing cognitive
structures, to better understand the effects of uptake onto search costs. For example, each
reused social tag could be categorized by topics and weighted by the usage frequency
to infer on the depth of elaboration of search themes. Furthermore, we will qualitatively
validate and deepen the assumptions on professionals’ tagging behaviour. Shedding light
on MM and its underlying mechanisms is going to improve the design of collaborative
working and learning systems as well as the structuring of pedagogical and workplace
scenarios.
References
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Take up My Tags: Exploring Benefits of Meaning Making 383
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Consistency Verification of Learner Profiles
in Adaptive Serious Games
1 Introduction
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 384–389, 2016.
DOI: 10.1007/978-3-319-45153-4 31
Consistency Verification of Learner Profiles in Adaptive Serious Games 385
2 Literature Review
The GUMS system, [5] which is based on Prolog, is aimed at providing a set of
services for the maintenance of assumptions about the user beliefs. GUMS does
not draw assumptions itself. Instead, it accepts and stores new facts about the
user which are provided by the application system, verifies the consistency of a
new fact with the currently held assumptions by trying to deduce the negated
fact from the current assumptions, informs the application system about recog-
nized inconsistencies, and answers queries of the application concerning its cur-
rent assumptions about the user.
[1] describe and evaluate a two-stage personalized information retrieval sys-
tem. Their CASPER system used classification to personalize the jobs according
to the user profile. However, the knn algorithm, which they use, suffer from noise
in the user profile for smaller values of k. They used a higher number of k to
reduce the effect of noise in their user profiles.
These methods have some limitations. They require a certain expertise in
logic programming. The representation of the rules is not straight forward, and
creating them requires mastery of declarative programming.
386 A.M. Hussaan and K. Sehaba
Other approaches are based on Bayesian Networks (NB) like [8] that provides
a flexible method to present differentiated trust and combine different aspects of
trust. A BN-based trust model is presented for a file sharing peer-to-peer applica-
tion. [3] uses BN to handle uncertainty in the user models. Authors also present
the work done on the ANDES ITS. [4] proposes a model and an architecture
for designing intelligent tutoring system using BN. BNs are used to assess user
state of knowledge and preferences, in order to suggest pedagogical options and
recommend future steps. [6] combines the overlay model with Bayesian networks
to infer user knowledge from evidence collected during the user interaction with
the user.
The use of Bayesian network(BN) for user modeling also have some limi-
tations. In a BN, there could be only one type of relation. Furthermore, the
semantics of this relation are defined by the Bayes Rules. Therefore, we cannot
have semantically different relations in a BN. Also, creating and maintaining a
BN is not a trivial task. Although, BNs could be learned automatically using
machine learning techniques. The quality of the learned BN relies heavily upon
both the quantity and quality of the data. Both of which could be unavailable
during learner’s model conception.
In the next section, we present our approach for profile verification.
3 Verification of Profile
There are different types of pedagogical relations in our domain model. There-
fore, the information between concepts flows differently according to different
pedagogical relations. Consequently, different types of validations are required
for different relations to maintain consistency among learners profile.
In order to address this issue, we propose to attach a set of rules with each
type of relation. These rules will determine whether the values, to be updated
in the learner profile, are valid or not. The obvious advantage of this approach
that it will not limit the instructor or domain expert in the types of relation
s/he wants to have in the domain knowledge. The responsibility of maintaining
consistency will remain attached to every particular relation type. Since, each
relation will maintain consistency individually, it will result that all the values
in the learner profile will remain consistent.
In our previous works, we have defined a relation R as follows: R = < CF rom ,
T, RC+>, where CF rom is the origin concept of the relation and T is type of
relation defined as T = < Name, Description, FT ype >, where Name is the name
of the relation, Description is the description of the relation, and FT ype is the
function used to calculate the dependencies of the concept CF rom to the concept
CT o linked via this relation.
RC is relation of concepts defined as RC =< CT o , F, Value >, where CT o is
target concept of the relation, the direction of relation is from CF rom to CT o . F
is function that calculates the value used by FT ype . If the function F is absent,
then Value is used by FT ype to calculate the dependencies between the concepts
of this relation. The function FT ype is used to propagate the information in the
graph and is used to update the learners profile.
Consistency Verification of Learner Profiles in Adaptive Serious Games 387
1. Find all the concept that are in relation of type P reRequisite that are in
relation with the concept CF rom ;
2. Verify whether the learner l has more than the required competence in all the
concepts found in the first step;
3. If the learner l has the required competence in all the concepts return True
and update the value of CF rom ;
4. If not, then highlight the concepts violating the rules and return False.
4 Validation in GOALS
5 Conclusion
In this article, we presented an approach for detecting inconsistencies in the
learners profile. We argued that the failure to detect them may result in a subop-
timal learning experience for the learner. We showed that the existing approaches
Consistency Verification of Learner Profiles in Adaptive Serious Games 389
Table 1. The learner profiles, with the consistent values and inconsistent values.
Raisonnement Logique
Sequential Memory
Errors Introduced
Working Memory
Visual Memory
Oral Language
Errors Caught
Visual Spatial
Langage Ecrit
Memory Grill
Orthographe
Perception
Attention
Memory
Lecture
Gnosis
Profiles
P1 80/00 80 80/0 80 1 1
P2 100/10 100/10 40 100 100 40 40 50 30 2 2
P3 80/80 80 30 80 80 80/0 30/0 80 2 2
P4 100/100 60 40 70 70 70 100 40/0 40/0 40 2 2
P5 100/100 100 100 100 100 100/0 100 100 100 1 1
P6 100/10 100/10 100 80 65 65/0 75 70 60 3 3
have some limitations. Afterwards, we demonstrated our rule based approach for
detecting inconsistencies in the learner profile. We proposed to attach with every
pedagogical relation a function that verifies, for every profile, whether the value
to be updated will introduce any inconsistency or not. We applied our approach
in GOALS and tested it on the project CLES. We discussed the experimentation
protocol, as well as, the results of the experimentation.
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MoodlePeers: Factors Relevant in Learning Group
Formation for Improved Learning Outcomes, Satisfaction
and Commitment in E-Learning Scenarios
Using GroupAL
Abstract. High-scale and pure online learning scenarios (like MOOCs) as well
as blended-learning scenarios offer great possibilities to optimize the composition
of learning groups working together on the assigned (or selected) tasks. While
the benefits and importance of peer learning for deep learning and improvement
of e.g. problem-solving competency and social skills are indisputable, little
evidences exist about the relevant factors for group formation and their combi‐
nation to optimize the learning outcome for all participants (in all groups). Based
on the GroupAL algorithm, MoodlePeers proposes an plugin solution for Moodle.
Evaluated in a four-week online university mathematics preparation course
MoodlePeers proved significant differences in submission rate of homework,
quality of homework, keeping up, and satisfaction with group work compared to
randomly created groups. The significant factors from personality traits, motiva‐
tion and team orientation are discussed as well as the algorithmic key functionality
behind.
The potential of peer education, especially peer assessment, peer feedback and peer
collaboration, has long been reported and recognized [1]. Especially for improvement
of problem solving competency, peer collaboration in small learning groups is valuable
for all group members. Ideally, they amend each other in prior knowledge and have a
similar attitude to the expected result. Consequently, beside the factors of the learning
scenario (e.g. group-size and suitable open-format tasks) the characteristics of the
learners themselves and their matching are essential for fruitful group collaboration. In
the further course we discuss the foundations from educational psychology about rele‐
vant matching criteria and give a brief overview over existing algorithms. The focus of
the remaining sections is on the plugin-solution MoodlePeers for the Learning Manage‐
ment System (LMS) Moodle (https://moodle.org/) which assists in the algorithmic crea‐
tion of optimized learning groups. Finally, a user study with 510 participants is
described. The results lead to recommendations for learning group formation.
2 Related Work
The MoodlePeers group formation plugin for Moodle LMS was created in an agile
process over the last two years and released as Open Source code1. The relevant criteria
data is collected using standardized and internationally as reliable proved questionnaires
(see Sect. 4). As such the following results about group work performance are expected
to be better transferable to other course topics, scenarios and cultural contexts.
Figure 1 (left) shows a part of the questionnaire provided to students when they click
on the group formation activity. Questions on prior knowledge can be given by the
teacher as shown in Fig. 1 (right). When the group formation task is done (usually in
seconds to minutes after the submission deadline for questionnaires is reached) students
see their group members via Moodle group displaying and within their tab group assign‐
ment next to their questionnaire tab. The groups can be used for any group activity in
Moodle.
Fig. 1. (left) Student interface, part of the group formation activity’s questionnaire, (right)
Teacher interface, setup-part of group formation (preview aside)
Based on the related work findings, this contribution investigates the following two
hypotheses mainly: (H1) A learning group formation based on a thoroughly selected set
of personal characteristics (criteria) significantly improves individual learning outcomes
(like quality of solutions to assignments); (H2) A learning group formation based on a
thoroughly selected set of personal characteristics (criteria) significantly impacts values
of commitment (like drop-out rate, daily time investment, individual satisfaction with
the learning group and course).
For evaluation an online mathematics preparation course was used, where prospec‐
tive students of mathematically oriented fields of study (e.g. computer science and
mathematics) could voluntarily take part in. During the four weeks of the course (07.09.–
04.10.2015), students had access to the course structure via Moodle that included
instructions and tests. Via MoodlePeers participants were asked to fill in a demographic
questionnaire at the beginning of the preparation course including the following
1
See https://github.com/moodlepeers/. The acceptance in the Moodle plugin repository (http://
moodle.org/plugins/mod_groupformation/) is currently in progress.
MoodlePeers: Factors Relevant in Learning Group Formation 393
5 Results
Due to technical problems of the Moodle server (not related to the MoodlePeers plugin),
the preparation course suffered from a serious dropout rate that also affected participation
in the evaluation study. While 254 participants took part in the pre-test, only 50 partic‐
ipants also used the post-test. Evaluation sheets were filled in by 55 participants. The
dropouts impaired statistical testing in several cases and limited the generalization of
results. However, a chi-squared test revealed that mere participation in the post-test
differed significantly between groups (Χ2 = 4.957; df = 1; p = .026) after controlling for
participation in the pre-test. This can be interpreted as a sign that participants in algo‐
rithmically formed groups persevered longer in the preparation course and showed a
smaller dropout rate. As depicted in Fig. 2 (left) the same trend could be observed in the
weekly assignments. While in the groups formed by MoodlePeers, participation rates
were approximately between 20% and 30%, in the control groups the participation rates
fell from approximately 12 % in week 1 to 0% in the last week. When calculating the
overall score for the assignments, we found a significant difference (t = 6.079, df =
336.6, p < .001) with the experimental groups (M = 1.32; SD = 1.64) outperforming
394 J. Konert et al.
the control groups (M = 0.51; SD = 0.83). Therefore, not only the dropout rates were
lowered, but also the quality of solutions to assignments was improved.
82.41% 6
80.00%
MoodlePeers MoodlePeers (n=44)
5
54.29% Random Random (n=11)
60.00% 4
30.09% 3
40.00% 29.63%
28.24% 2
19.91% 19.44%
20.00% 12.14%
1
7.86% 2.14% 0.00% 5.71%
Satisfaction w. Satisfaction w.
0.00% Group Members Preparation
Pre-T. A1 A2 A3 A 4 Post-T. Course
Fig. 2. (left) Participation rates in the pre-test, the four weekly assignments (A1-A4), and the
post-test, (right) satisfaction with group members and with the preparation course in general for
experimental condition (MoodlePeers groups) and control condition (random groups)
The final evaluation sheet revealed that participants in the experimental groups were
significantly more satisfied with the selection of group members (t = 3.645, df = 27.3,
p < .001) and also with the preparation course in general (t = 2.892, df = 14.6, p = .011)
compared to control groups (Fig. 2 right). Furthermore, participants in the experimental
groups reported a higher daily time investment, but this difference marginally missed
statistical significance (t = 1.724, df = 25.8, p = .097).
The results of group formation with the MoodlePeers plugin for Moodle are promising:
We were able to demonstrate that considering personality traits for group formation can
have a statistically significant effect on self-reported satisfaction, perseverance, and
performance when compared to random matching. This finding is even more substan‐
tiated by the rigorous experimental design in which participants were blind to the
manipulation. Our findings cover all stages of this theoretical model: We found
improved satisfaction with the group members as well as with the preparation course in
general and also participants in the experimental groups persevered until the end of the
preparation course to a higher percentage despite the technical problems. While we were
not able to test the effect on the mathematics post-test due to too few individuals in the
control groups remaining at the end, we did find quality of the weekly assignments to
be higher in the experimental groups. Therefore, we find our hypotheses to be confirmed:
The group formation as performed by the MoodlePeers plugin improved both group
learning performance (hypothesis 1) as well as values of commitment (hypothesis 2).
As the group formation algorithm in the present study used a variety of matching criteria
(prior knowledge, personality factors, motivation, and team orientation), it remains an
open question whether a different selection of criteria would improve the results further.
Thus, our next user study will investigate this in more detail. Concerning the broader
MoodlePeers: Factors Relevant in Learning Group Formation 395
field of algorithmic support for learning group formation, a support for minority protec‐
tion would prevent learning groups with group members being alone with their charac‐
teristic (e.g. gender or spoken language). Next, indicators to detect inactive groups have
to be found and solutions for re-grouping.
Acknowledgements. This work has partly been funded by the TU Darmstadt Quality Program
for excellent teaching. Additionally, special thanks to the co-workers on this interdisciplinary
work, especially Regina Bruder, Annette Glathe, Christian Hoppe, Steffen Pegenau, Christoph
Rensing, Diana Seyfarth, Marcel Schaub, Klaus Steitz, and Nora Wester (all TU Darmstadt).
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Towards a Capitalization of Processes Analyzing
Learning Interaction Traces
1 Introduction
The e-learning is defined by the use of digital environments that can be net-
worked. Its aim is to reinforce the construction of knowledge by learners. These
environments can produce data that relate the interaction of users among them-
selves (e.g. private messages, forum, etc.), with the system or even with resources.
Thereafter, we name traces this data of learning interaction. These traces can be
considered as knowledge warehouses since their analysis brings knowledge out of
them. However, there is no solution to easily share, enrich or reuse such analysis
processes of interaction traces nor the knowledge they are producing. Conse-
quently, when the implementation context changes (e.g. analysis tool, formats
of data used), analysis processes have to be reworked, frequently from scratch.
Thus, in such a situation, TEL community cannot have an effective awareness
of what is existing or what is redundant.
In this paper, we introduce our approach to bring capitalization for analysis
processes. It relies on a formalism for describing analysis processes of learning
interaction traces independently of analysis tools, which aims to avoid technical
specificities. Moreover, we discuss the place of such analyses capitalization in the
iterative learning analysis procedure, and the potential actors involved in it.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 397–403, 2016.
DOI: 10.1007/978-3-319-45153-4 33
398 A. Lebis et al.
2 Related Works
Analysis Processes of Interaction Traces. An analysis process of traces
is the use of operations, made by operators, over data in order to produce
knowledge (e.g. indicators) addressing needs [1]. These analyses can be classified
according to expected knowledge as descriptive (describe what happened), pre-
dictive (determine prospects), diagnostic (understand why something happened)
or prescriptive (identify best decisions) [4]. Moreover, their inner steps have be
widely covered too [4,8], and three steps can be identified as recurrent across dif-
ferent fields: preprocessing, analysis of relevant data and post-processing. Other
steps are more specific to the TEL field such as publication of results or reuse
of data [8], giving us clues regarding capitalization needs.
Some works consider an analysis process as an organized and fixed combina-
tion of operators [6]. It can be seen as a “black box” and be reused in another
analysis process [5]. This property led to methods that reinforce the importance
of capitalization, such as the discovery with models method where previous devel-
oped models are used as components for other analyses [2].
Analysis Tools. TEL community has at its disposal a variety of cross-field
analysis tools, like RapidMiner1 or R2 , and specialized solutions. For instance,
UnderTracks (UT) takes into consideration data and operators life cycle within
analysis [6]. We can also cite Usage Tracking Language (UTL), which calculates
and describes indicators by mapping data coming from heterogeneous traces into
more generic ones expressed in XML [3]. All these tools can be classified into
three categories [6]: data storage, data analysis (like R) and both data storage
and analysis (like UT). Our work concerns only the tools designed for analyses.
Capitalization. Since analysis tools implement operators that are strongly
dependent of data formalism in order to be computed, they are poorly permissive.
As a result, some works suggest to work with a more generic data formalism
before making any analysis, like Caliper Analytics3 or UTL. These tools map
cross-origin data into a regulated formalism, allowing reproducible analyses. But
the analysis capitalization is not guaranteed: they are done in a specific tool and
produce specific formatted data. Such analysis processes cannot be shared and
reused as they are in other tools.
For all we know, capitalizing analysis processes has not been worked out in
TEL community. Despite the fact that some works aim to share results of analy-
ses [8] or customised operators [6], they are mainly tool specific and there is no
federation between these tools. Ipso facto, TEL community is confronted to the
difficulty of being aware of what already exists, involving re-implementation of
pre-existing analyses. However, non TEL specific works go in this capitalization
direction, like Predictive Model Markup Language (PMML)4 . PMML aims to
share predictive and machine learning models, trained or not, between free and
non-free analysis tools: this is a clue for us that the need of capitalization is real.
1
https://rapidminer.com/.
2
http://www.revolutionanalytics.com/.
3
https://www.imsglobal.org/activity/caliperram.
4
http://dmg.org/pmml/v4-1/GeneralStructure.html.
Towards a Capitalization of Processes Analyzing Learning Interaction Traces 399
3 Preliminary Assumptions
As shown in the previous section, there is, to our knowledge, no effective and easy
way to capitalize analysis processes of e-learning traces. Thus we focus on how
analysis processes of traces and their inner components can be described in such a
way that they are not related to a specific analysis tool. To do so, we based our
work over three assumptions. Firstly, (A1) we assume that designing analysis
processes is a cognitive task and is realized by manipulating the meaning of
data instead of specific values of them. Indeed, Rosch expresses the fact that the
cognition is made via categories playing the role of cognitive reference models
instead of elementary instances [7]. Secondly, (A2) we assume that since this
design is a cognition process, specificities of analysis tools are not taken into
consideration. Thus, an analysis process can be regarded as a set of elementary
operations. Finally, as our state of the art suggests it, (A3) an analysis process
can be seen as a non linear ordered succession of operations, taking inputs and
producing outputs: this brings up an important sequential property for ordering.
Hence, IAP are adaptive concerning initial data requirements because they
are not based upon values themselves but upon TTEs, offering capitalization
abilities. Also, since the produced knowledge is also expressed with TTEs, the
Towards a Capitalization of Processes Analyzing Learning Interaction Traces 401
Fig. 2. Meta-model of IAP at the left and independent operator at the right.
Secondly, the IAP meta-model shown in Fig. 2, left part, describes an analy-
sis process. It respects the A3 assumption stating that an analysis is a non linear
combination of operators with ConfiguredOperator which is an ordered step in
the IAP: a triplet (Inputs, Operation, Outputs). The inputs are TTEs that will
be processed by an independent operator, producing eventually some output
TTEs according to the rules of its OutputSheet. Then outputs of such operators
402 A. Lebis et al.
can be used as the inputs of other ones. This chaining is guaranteed by the par-
tial order property PositionAP. Consequently, a ConfiguredOperator is reflexive,
antisymmetric and transitive, enabling to reliably capitalize an analysis. Hence,
a relationship between the expected knowledge and initial TTEs is set up. More-
over, an IAP can be entirely used in another one if the knowledge produced by
the first one fits initial TTEs requirements of the second one. This combination
offers great perspectives about conception of new capitalized analysis processes.
Acknowledgement. This work has been supported by the HUBBLE project (ANR-
14-CE24-0015).
References
1. Baker, B.M.: A conceptual framework for making knowledge actionable through
capital formation. doctorial dissertation, University of Maryland (2007)
2. Baker, R.S., Yacef, K.: The state of educational data mining in 2009: a review and
future visions. JEDM 1(1), 3–17 (2009)
3. Choquet, C., Iksal, S.: Usage tracking language: a meta language for modelling
tracks in tel systems. In: Proceedings of ICSOFT 2006, pp. 133–138. INSTICC
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5. Jeong, H., Biswas, G.: Mining student behavior models in learning-by-teaching
environments. In: Proceedings of the 1st International Conference on Eucational
Data Mining, pp. 127–136 (2008)
5
Experimentation materials at: http://liris.cnrs.fr/∼alebis/iogap.html.
Towards a Capitalization of Processes Analyzing Learning Interaction Traces 403
6. Mandran, N., Ortega, M., Luengo, V., Bouhineau, D.: DOP8: merging both data
and analysis operators life cycles for technology enhanced learning. In: Proceedings
of the LAK 2015, pp. 213–217. ACM (2015)
7. Rosch, E.H.: Natural categories. Cogn. Psychol. 4(3), 328–350 (1973)
8. Stamper, J.C., Koedinger, K.R., Baker, R.S.J., Skogsholm, A., Leber, B., Demi,
S., Yu, S., Spencer, D.: Managing the educational dataset lifecycle with datashop.
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pp. 557–559. Springer, Heidelberg (2011)
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Improving Usage of Learning Designs by Teachers: A Set
of Concepts for Well-Defined Problem Resolution
1
Univ. Grenoble Alpes, Grenoble, France
2
CNRS, LIG-MeTAH, Grenoble, France
{anne.lejeune,viviane.gueraud,nadine.mandran}@imag.fr
1 Introduction
Despite the great amount of learning design initiatives, there is definitely a long way
toward effective share and re-use of learning designs as it was theoretically advocated
is still current, as reflected through [1, 2].
The term “learning design” has various acceptations (Dobozy, E. cited in [1 p. xiii]).
In this paper we use the term “scenario” in place of “learning design” for referring to
the result of the design process, that is, the machine readable representation of a TEL
activity as it has be defined in [3]. Consequently, we will use the term “scenario-model”
for referring to the structured set of concepts in compliance of which a scenario is
modelled (i.e. the educational modelling language).
Our proposal attempts to make scenarios more familiar for teachers by tackling the
obstacles under a conceptual perspective. It addresses the concepts which should
compose a machine readable scenario-model with the aim of facilitating teachers under‐
standing, reusing and monitoring of scenarios which engage learners to solve individ‐
ually a well-defined problem. This contribution builds upon our previous research and
development works, among those, the FORMID project which is a web-based environ‐
ment - developed in collaboration with teachers - for the design, operationalization and
monitoring of TEL activities [4, 5].
This paper is as follows: we first browse what generally miss in scenarios which
hampers their appropriation by teachers before focusing on the particular case of
scenarios engaging learners in solving a well-defined problem; next we propose the
PROF-K set of concepts, which should be included in a scenario-model for answering
2 Rationale
When teachers prepare a learning activity, they are used to drawing on their discipline
knowledge as well as on the curricula and also on their consciousness of their learners’
abilities or difficulties. Considering the central role that teachers should keep, it is
inconceivable to bypass their needs for planning or monitoring TEL scenarios.
The planning of any type of learning activity mobilizes the teachers’ professional
knowledge from the most generic level, such as curriculum, pedagogy, to the most
specific one, i.e. classroom/student level [7]. The scenario is thereby supposed to convey
this teaching professional knowledge, which, for purposes of sharing and reusing, must
be described with commonly shared terms, and connected to real and contextualized
practices. Studies revealed that teachers found difficulties to identify relevant scenarios
in a specific subject matter due to: the lack of descriptions of the studied knowledge, the
lack of references to the concerned program and the lack of elicitation of the designers’
intentions or else of the underlying pedagogical strategy [9]. The fact remains that the
practitioners’ expertise is more often described apart from the scenario [8].
Monitoring TEL activities implies that teachers are aware of the on-going pedagog‐
ical activities for inferring the learning process [5, 10]. Awareness’ means are built on
traces collected throughout the learning session. The main approach consists in
collecting, transforming and displaying the activity traces in order to provide educational
practitioners with information on the on-going activity [11]. The FORMID project
approach stands out by including in the scenario-model observables which allow the
teacher-designer to define what he wants to observe [4, 5, 12]. The traces harvested at
runtime are thereby naturally meaningful.
In the case of activities leading to solve a well-defined problem, the scenarios must
be described with a fine level of granularity. In the light of the above, we hypothesize
that for helping teachers to appropriate such scenarios, the scenario-model should
contain formal concepts for capturing the teachers’ expertise and their observation
needs.
3 Prof-K
sense, the instruction level at which the problem is studied, the discipline and the sub-
discipline, the general topic, the problem statement and the knowledge at stake. Last,
the different resources made available to learners should be informed by the scenario-
designer about their role and their relevance in the context of this scenario.
Different methods can be applied to solve most of the problems, among them some
are expected at a given educational context, others not. A method is also at the origin of
potential recurrent errors or misconceptions acknowledged by teachers. Resolution (R)
should model the expected solution(s) of the problem, the expected/alternative
method(s) and the common errors with reference to the educational context.
An observable (O) can be considered as a predefined fine-grained mean of awareness
on the on-going activity, whose detection mechanisms are formally described. Its
modelling requires teaching proficiency for explicating its intent in order to make it
understandable by other teachers. It can be classified into quantitative categories (e.g.
duration measures, common error) or qualitative ones (e.g. invalid usage of a law).
The term Feedback (F) covers all automated notices sent to learners according their
progress throughout the on-going activity. Different types of feedbacks can be modelled
(e.g. simple guidance messages, additional clues). Feedbacks deliverance should be
explained by the scenario designer according to the desired level of scaffolding, and
should be classified by level of guidance and reified by a content description (Fig. 1).
4 Instantiation in FORMID
FORMID [4, 5, 12] is based both on authoring principles and a learning design approach
and composed of three web-based complementary tools covering design, execution and
monitoring of scenarios engaging learners to individually solve well-defined problems
by manipulating external solving devices (e.g. simulation, micro-world, tangible
device).
The machine readable model for each FORMID scenario is described as follows.
Each scenario concerns a disciplinary field to which belong the problems to be solved;
the land of the educational system; the instructional level; the general topic of the prob‐
lems; the design year; the external problem-device used (P elements).
Improving Usage of Learning Designs by Teachers 407
Each scenario is divided into one or more steps. A step corresponds to a problem to
be solved. For each step a scenario is composed of the following elements: the step
instructions (wording and other advices); the state in which the problem-solving device
has to be when a learner starts the step; the validation rule (a logical expression whose
evaluation is triggered by a learner validation request); the noteworthy situations (logical
expressions which are continuously evaluated at runtime); the feedbacks intended for
learners (messages displayed in the learner interface either when he or her requests the
current step validation, or when a noteworthy situation is detected).
Applied to the proposed set of concepts, step instructions and initial state of the
problem-solving device belong also to the P group. The validation rule and the note‐
worthy situations which may reflect a valid solving method represent the problem reso‐
lution R. All noteworthy situations are O elements as well as the current state of the
problem-solving device when a learner requests the step validation. In the F class, we
find feedbacks delivered when a noteworthy situation is detected and the success or
failure messages.
The K of the proposed generic model is distributed among these different elements.
It is formalized by concepts derived from the Anthropological Theory of the Didactic
(ATD), which originates from the didactics of mathematics [13]. ATD studies the human
activities and their interrelations with knowledge inside the institution in which they
take place. It provides a general epistemological model in terms of praxeologies (T, τ,
θ, Θ) whose the components are: a type of tasks (T) - what one has to do, a technique
(τ) - a way to achieve tasks of the given T type, a technology (θ) - a discourse used to
describe, justify, explain, and produce the technique τ and a theory (Θ) - a discourse
that plays the same role towards technology that technology does towards technique.
In the FORMID scenario-model, relationships are established between a scenario
step (i.e. a problem) and a “typical task” that instantiates a type of task T; this typical
task is related to its expected “solving method” instantiating τ (recursively composed
of type of tasks); a solving method is related to “knowledge at stake” elements instan‐
tiating θ. The typical task description is completed by “usual mistakes” which instantiate
an erroneous technique or technology known as commonly applied by students
according to the educational context. The noteworthy situations intended to reflect
common errors are linked to one or several “usual mistakes”, each of them relating to
the typical tasks susceptible to be at their origin.
Every knowledge characterization is available from an external database informed
by educational experts in the scenario discipline.
The experimental method is based on Design-Based Research as defined in [6, pp. 6–7]
and more specifically, we followed a process based on iterative cycles of analysis,
design, implementation and redesign. In this research context, it is necessary to combine
different approaches. Qualitative approach is deployed to explore and understand the
ground and quantitative approach is deployed to quantify results that qualitative
approach has identified.
408 A. Lejeune et al.
Our first objective was to assess whether the teachers monitoring FORMID sessions
were building upon the observables their inferences about the students’ work. The
second one was to assess the relevance of ATD representations for capturing the implicit
teachers’ expertise. Three experiments have been conducted.
The first one involved teachers who were the designers of a scenario to be monitored.
The second one involved teachers who were not the designers but who benefited of its
rationale provided in a paper form. For these two experiments, we used the method of
users’ tests. Teachers were previously interviewed about their monitoring practices and
all their thinks aloud where registered during their use of the FORMID monitoring tool
in order to carry out a diagnosis of the students’ progress. At the end, teachers were
interviewed and their speeches were transcribed. Then we classified the verbatim (parts
of the speeches) into three categories: (1) “Declarative verbatim”, which corresponds
to a simple observation of what a learner or a group of learners is doing; (2) “Interpre‐
tative verbatim”, which corresponds to the representations of how a learner or a group
of learners works; (3) “Diagnosis verbatim”, which expresses inferences made by
teachers on the domain-knowledge mobilized by a learner at a given time of the activity.
Equivalent results can be drawn from these experiments. All categories are represented,
which indicates that, thanks to the observables described in the scenario, tutors are able
to describe the students’ work, to represent themselves their progression and to diagnose
the mobilized knowledge, in the case of a single student or of a group of students.
For the last experiment, we used a “focus group” method, which is well suited to
confront different points of view. The focus group involved experienced teachers who
participated to the FORMID project since its starting. Teachers were first given a
summary of the different praxeological concepts (cf. 4, p. 4), and then they discussed
among themselves the relevance of these concepts to model the professional knowledge
they were accustomed to express in their paper documentation. Finally, we debated with
the involved teachers the appropriate use and naming of these concepts with a view to
their inclusion in the scenario-model. The conclusions of the focus-group confirmed the
adequacy of the ATD concepts for representing the teachers’ professional knowledge
as described in Sect. 4.
6 Conclusion
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Immersion and Persistence: Improving Learners’
Engagement in Authentic Learning Situations
1
Université Bretagne Loire, Université Du Maine, EA 4023, LIUM, 72085 Le Mans, France
{guillaume.loup,sebastien.iksal,sebastien.george}@univ-lemans.fr
2
Université de Lyon, CNRS, INSA-Lyon, LIRIS, UMR 5205, 69621 Lyon, France
audrey.serna@insa-lyon.fr
1 Introduction
For many years, teaching tools known under the term “epistemic games” [1] were expe‐
rienced. More recently, the digital age has led to the evolution of these epistemic games
toward “Digital Epistemic Games” (DEG) [2], but too limited to conventional techni‐
ques such as Web, e-mail or video conferencing [3]. In the meantime, new types of
games known as “pervasive” (or, augmented games, mixed reality games or mobile
computing games) have succeeded in fully exploiting advanced technologies. These
pervasive games have opened up new perspectives in the field of education, increasing
the number of stimuli by both a physical experience in reality and a social and immersive
experience, and then improving motivation.
In this paper, we investigate this new concept of pervasive digital epistemic game
where technologies can favor authentic situations using immersive and persistent
elements. After exposing related work both on digital epistemic games and pervasive
2 Related Work
A pervasive game is a game having one or more salient features that expand the contrac‐
tual magic circle of play socially, spatially or temporally [8].
Game Environment Expansion by Transmedia Use. Alternate Reality Games
(ARG) aim to offer learners the opportunity to solve collectively various problems while
confronting with the real world by exchanging SMS, forum, blog or phone calls, and
also adding physical moving [9]. Unlike a mixed reality game that overlays virtual to
reality (or vice versa) on the same interface, an ARG allows alternating between sessions
in the digital world and game phases requiring actions in the real world under a coherent
scenario.
Spatially Expansion by Immersion. Mixed Reality (MR) was defined as a
continuum that connects the real world and the virtual world [10]. The objective is to
enrich a situation based on the real or add realism in a virtual environment. This mix
can be achieved using many technologies such as screens, cameras, see-through glasses,
mobile interfaces, tactile or tangible interfaces.
1
Clim@ction: http://eductice.ens-lyon.fr/EducTice/recherche/jeux/jpael/climaction/2011-
2012/.
2
Digital Zoo: http://edgaps.org/gaps/projects/digital-zoo-2/.
3
Urban Science: http://edgaps.org/gaps/projects/urban-science/.
4
Science.net: http://edgaps.org/gaps/projects/science-net/.
412 G. Loup et al.
In this study, we investigate a new concept of games named pervasive digital epistemic
games (PDEG). We designed and evaluated a PDEG, in which the learning situation
authenticity is enhanced by pervasive technologies, bringing more immersion and
persistence.
5
MMORPG: Massively Multiplayer Online Role-Playing Game.
6
Massively Multilearner Online Learning Environments.
Immersion and Persistence 413
The purpose of our study was to analyze the impact of PDEG in terms of motivation
and engagement on learners. To do so, we compared of a group of learners using the
DEG prototype with another group of learners using the PDEG prototype. The two
prototypes used to program a rover on a new planet, analyze the results and debate.
The experimentation was conducted in a high school in two classes of STI2D7
formation. 57 students aged between 16 to 18 years. Two groups of 13 and 14 students,
achieved the experimentation in pervasive condition (i.e. using the PDEG prototype).
Two groups of 15 students each, carried out the experimentation in non-pervasive
condition (i.e. using the DEG prototype).
The first prototype with DEG characteristics offers classical WIMP interactions. The
second prototype with PDEG characteristics offers a more authentic situation (Table 1).
3.2 Results
Motivation Evaluation. After the final session, participants were asked to fill a survey
made of 25 questions. This survey was composed of three parts. The first allowed the
identification, the second was related to the practice and perception of video games, the
last one was based on The Situational Motivation Scale [13]. 50 students answered to
the questionnaire: 27 for the non-pervasive group, 23 for the pervasive group.
The results of Levene’s test allow observing that we have a homogeneous variance
and a t-test was performed for each measure. There was no difference in the scores for
pervasive (M = 4.11, SD = 1.40) and non-pervasive groups (M = 4.70, SD = 1.72)
concerning the intrinsic motivation; t(48) = 1.089, p = 0.281. There was no difference
in the scores for pervasive (M = 3.06, SD = 1.21) and non-pervasive groups (M = 3.32,
SD = 1.58) concerning the autodetermination; t(48) = 0.632 p = 0.531. There was no
difference in the scores for pervasive (M = 4.94, SD = 1.51) and non-pervasive groups
(M = 4.81, SD = 1.52) concerning the extrinsic motivation; t(48) = −0.149, p = 0.882.
There was no difference in the scores for pervasive (M = 3.57, SD = 0.98) and non-
pervasive groups (M = 3.35, SD = 1.15) concerning the amotivation; t(48) = −0.797,
p = 0.429.
The focus group conducted after experiment suggested that all the students were
already very motivated to use a serious game rather than a traditional session, and the
difference between the two prototypes seems to be secondary for them.
Engagement Evaluation. In order to convert several high-level indicators related
to engagement, a trace generator to record information such as the selection of each
menu, the content of the programs implemented and the results of the sensors registered
by the rover have been included in the game prototype.
According to Bouvier et al. proposition [14], which is mainly based on the Self-
Determination Theory [15], we considered three types of engaged-behaviors in our
analysis: environmental, self and action engaged-behaviors. To measure each type, we
defined 6 indicators. This information was calculated for each group and each learning
session. One indicator was directly integrated in the prototypes and the others used logs.
We used UTL [16] to process our logs.
7
STI2D: Science and Technology of Industry and Sustainable Development.
414 G. Loup et al.
The environmental engagement indicator has shown that the pervasive group used
more different data sources in order to evaluate the rover progression.
The self-engaged-behaviors indicator demonstrates better results from learners in
the pervasive groups (60.51 % of coverage against 46.77 % for the non-pervasive group).
Finally, action-directed engagement results demonstrate clearly that the pervasive
groups want to ensure the validity of their program before submission (more simulations
but less submissions) while the non-pervasive groups seem to have a “trial and error”
approach (lots of submissions, less simulations).
These first results show that PDEG seems to favor engaged-behaviors of learners during
the learning activity in comparison to more classical DEG. Obviously, the data samples
being low, the interpretation of these indicators cannot be directly generalized.
The experiment protocol, consisting of two conditions in which different partici-
pants used several prototypes can also limit conclusions. However, prototypes were
designed to have the same functionalities. We ensured that the integration or the reduc‐
tion of technologies for immersion and persistence (according to PDEG or DEG proto‐
type) did not affect usefulness and usability of the whole game.
As a conclusion, PDEG offers the ability to add immersion and persistence positively
impacting learners’ engagement. We still remain to determine in detail how the distri‐
bution of immersion and persistence influences this engagement. However, this question
seems as difficult as the one regarding the distribution between pedagogy and playful
for the serious game.
Acknowledgements. These experiments were made possible by funding from the French
National Research Agency (ANR-13-APPR-0001).
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STI-DICO: A Web-Based ITS for Fostering
Dictionary Skills and Knowledge
1
Université du Québec à Montréal, Montréal, Canada
alexandra.vorobyova@gmail.com
2
Télé-Université, Montréal, Canada
1 Introduction
Dictionaries play an important role in vocabulary development, which has been shown
to be a key indicator of academic achievement [14]. In recent years, electronic diction‐
aries have emerged, offering new functionalities, search functions and a dynamic inter‐
face, and resulting in a paradigm shift that has fundamentally changed the process of
dictionary use [5]. Furthermore, the ability to use an electronic dictionary has been
defined as a top-priority skill by the Ministry of Education of Québec at both primary
and secondary school levels [8]; despite this, studies have shown that electronic diction‐
aries are seldom used by both students and teachers, mostly due to the fact that neither
group has received the proper instruction [6, 7].
To address this lack of dictionary skills, a widespread opinion among the authors in
the domain is the need to teach these skills explicitly [15, 18]. This involves targeting
both the practical skills mobilized during dictionary use (e.g. deciding on the appropriate
form of the look-up item) as well as the underlying theoretical knowledge (e.g. recog‐
nizing a word’s antonym). However, dictionary training is far from straightforward, with
the risk of proposing rote learning exercises involving a single skill and/or a single
dictionary, which is useful in a limited application context, but does not foster the
development of far-reaching linguistic and cognitive skills, and often does not help
learners in applying the mastered skills in real-life situations [3, 7].
Our project aims to create STI-DICO, an Intelligent Tutoring System (ITS) targeting
the new generation of teachers to equip them with the practical skills and theoretical
knowledge they need for an appropriate use of electronic dictionaries in the classroom.
To carry out this project, we have adopted an iterative methodology, Design-Based
Research (DBR) [13], each iteration bringing both progress in system and in terms of
theoretical knowledge. The iterations of this project are the following: (1) providing a
repository of core dictionary skills and knowledge based on existing studies on
dictionary usage, supported by an ontology of lexical concepts; (2) developing a series
of situated learning tasks, linking each task with the skills it targets; (3) evaluating the
tasks via a Think Aloud protocol [2] to determine different learner profiles and learning
paths; (4) developing the STI-DICO interface using Open edX, an E-learning platform,
supported by adaptive back-end components; and (5) evaluating STI-DICO with future
French teachers to validate its performance.
This short paper describes some of the preliminary results of our iterative approach.
It is organized as follows: Sect. 2 presents our unique dictionary skill repository and its
evaluation by experts in linguistics. Section 3 describes the authentic learning tasks we
have developed and their empirical testing. Section 4 describes the nature and architec‐
ture of STI-DICO, as well as further steps in its development.
of lexical knowledge [16], allowing us to anchor the skills and steps involved in
dictionary consultation using lexical concepts from the ontology.
The skill repository we created is composed of 125 skills and knowledge items, each
linked to one or several of 25 lexical concepts extracted from the GTN. It is composed
of a series of interconnected databases representing a different level of knowledge,
starting from the concepts taken from the GTN ontology, each linked with its corre‐
sponding lexical knowledge, lexical skills, and dictionary skills. The research method‐
ology that we have chosen, DBR, emphasizes the collaboration with practitioners from
the domain in order to ensure the cohesion of the research project and its application
context [13]. We therefore evaluated the totality of our repository with three experts
from the fields of linguistics, lexicology, and didactics. The results of the evaluation
were very encouraging and the data processing of the evaluators’ suggestions enabled
us to improve our definitions and add new skills. Furthermore, suggestions given by one
of our evaluators led us to restructure the repository to emphasize the link between
dictionary skills and the situations that use them resulting in the creation of sets of
authentic learning tasks aimed at fostering these skills, which we describe in Sect. 3.
In terms of learning activity design, we adhere to the authentic learning paradigm, which
advocates the development of learning activities and situations with strong links to
learners’ everyday contexts, thereby supporting them in applying the skills acquired
when needed [3]. Since our target learners are future French teachers, we returned to
analyzing the Ministry of Education documents [8] to identify tasks involving dictionary
consultation and separated them into 4 types of tasks: (1) reading, (2) writing, (3) text
improvement and (4) text correction. We then indexed each of the tasks identified with
the skills and knowledge from our repository that we believe are mobilized during the
task, thereby creating holistic representations of each task and its linguistic foundations
and dictionary skills, covering various contexts of dictionary usage and consultation.
While the tasks that we have selected are based on ministerial documents and corre‐
spond to authentic situations that our learners will face in the classroom, it is essential
within the DBR methodology to validate the links that we have established between the
tasks and the skills. Since these tasks are mostly carried out “behind closed doors”, i.e.
silently during the reading or writing process, we designed an evaluation using a Think
Aloud protocol [2] to empirically validate the skills and concepts that the tasks mobilize.
This experimentation is a novel way of examining the process of dictionary consultation,
inspired by existing studies in dictionary consultation which asked participants to iden‐
tify steps they followed post-hoc [10, 18]. But it is the first time, to our knowledge, that
a variety of tasks requiring dictionary consultation are tested with a think aloud protocol,
granting us an unprecedented view into the cognitive processes behind dictionary
consultation.
In order to represent a variety of learner levels, we selected 6 participants, separating
them into 3 groups (novice, intermediate and advanced) based on a pre-experiment
questionnaire regarding dictionary usage. Subsequently, we asked each participant to
STI-DICO: A Web-Based ITS for Fostering Dictionary Skills and Knowledge 419
carry out 7 dictionary consultation tasks while verbalizing their thought processes and
actions. During the experiment, we recorded audio data of participants’ verbalizations,
synchronized with screen recordings of their actions, as well as a post-experiment inter‐
view to further elucidate their cognitive processes.
The Think Aloud experimentation was completed in June 2016, and the transcription
and encoding of the results of the recordings is currently underway. Following results
analysis, we will verify the indexation of the skills and tasks to assure its cognitive
coherency, comparing the mental processes enumerated by our participants with the
theoretical skills and concepts attributed to each task.
In the next iteration of our project, these tasks will be used as the basis for designing
the learning activities in STI-DICO, coupling authentic tasks with more theoretical
exercises to develop particular fundamental concepts. These activities will be based on
existing courses in language didactics and supported by feedback provided by the
system. The learning activities will be deployed via a Web-based architecture that uses
a learning management platform to deliver content to students. We describe the func‐
tional prototype of this architecture in the following section.
4 STI-DICO Architecture
Intelligent Tutoring Systems have been successful in raising student performance and
have been deployed on a large scale in schools and on the Web for a variety of topics
[11]. In recent years, there have been a number of proposals to integrate new technolo‐
gies and approaches to ITS development, including dividing ITSs into separate services
and distributing them across multiple systems and using existing learning environments
as ITS interfaces [1, 12]. This provides new opportunities for user adaptation and exper‐
imentation, exploiting the popularity of existing tools to gather data and provide tutoring
support at a larger scale while enhancing the accessibility of courses that provide adap‐
tive tutoring behavior.
For the prototype of STI-DICO, we consulted with experts from computer science
and AIED to implement a modular, Web-based ITS architecture which integrates Open
edX, an open-source LMS platform with a back-end tutoring architecture using the LTI
(Learning Tools Interoperability) standard [4] (see Fig. 1). We based our architecture
on that developed for a pilot project which illustrated the feasibility of connecting an
ITS back-end with an Open edX front end [1]. We chose this architecture because it
enables us to create custom JavaScript problems for more complex our learning activities
and to utilize the existing Open edX exercise templates for more simple exercises, all
the while providing us with a high degree of freedom in the creation and evaluation of
our ITS [7].
In order to ensure STI-DICO’s adaptability, we have implemented the double-loop
adaptation proposed by Van Lehn [17], involving an outer loop that selects the next
learning activity based on the learner’s knowledge state and an inner loop that determines
the behavior of the system within the learning activity [7]. These two rule engines are
embedded within our architecture along with the domain module, a formal representa‐
tion of the skill and knowledge repository described in the previous section, and the
student module, represented by a series of databases which store data regarding learning
420 A. Luccioni et al.
5 Conclusion
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PyramidApp: Scalable Method Enabling
Collaboration in the Classroom
1 Introduction
Multiple findings from educational research highlight the importance of active learning
[1]. In particular, sound collaborative learning methods foster rich social interactions
between students leading to fruitful learning. Provision of technological means to
support collaboration has enabled new or enhanced learning scenarios [2]. Technolo-
gies can mediate social interactions; facilitate orchestration regarding coordination
requirements (e.g., group distribution); monitor interactions for regulation. Yet, despite
the potential technologies, effective CSCL methods that favour equal, meaningful
interactions between students -sometimes referred as macro-scripts [3, 4]-, have been
mostly applied upon small groups of students [5].
Recently, popularity and social impact of open educational settings such as Massive
Open Online Courses (MOOCs) have driven more research interests around scalable
pedagogies [6] and urge to build up pedagogical methods based on active learning
approaches fostering social interactions [7]. Unstructured discussion through forums
and social media helps [7], but its potential effectiveness is limited compared to what
can be achieved by more structured CSCL approaches [3]. The need for active learning
in large classroom settings has been acknowledged for over three decades [8]. How-
ever, actual teaching practice in large classrooms is still broadly based on lecturing with
passive participation of students. Only few remarkable initiatives have offered tech-
nological solutions to facilitate active learning in large classroom, based on collective
polls or self-organized backstage interactions [9, 10]. However, there are no approaches
that extrapolate sound macro-scripts methods that structure the collaborative learning
flow for effectiveness in terms of fostering individual accountability, positive interde-
pendence and meaningful interactions between students [3, 4].
Direct application of collaborative learning methods that work well with small
groups appears to be challenging in both massive virtual learning contexts and large
synchronous classes due to lack of scalable aspects or practical challenges hindering
sensible implementation of CSCL methods. Practical challenges include time and
teachers’ load limitations if learning outcomes of all groups should be measured in a
large classroom or implications of flexibility issues with large and varying number of
students [2]. This research work aims at exploring to what extent or with which
technological mechanisms, scalability of relevant collaborative learning methods could
be feasible. In particular, the paper studies the Pyramid (a.k.a. Snowball) method,
which intuitively suggest reasonable scalability potential. Pyramid method, formulated
as a Collaborative Learning Flow Pattern (Pyramid CLFP), can be particularized and
reused with multiple epistemic tasks and educational levels [4]. A Pyramid flow starts
with individual proposals being discussed and iteratively joined into larger-groups till a
common consensus is reached upon at the global level. Such scenarios foster individual
participation and accountability (equal opportunity for all, yet with singular contribu-
tions) and balanced positive interactions (opinions of all members count) in a collab-
orative knowledge-oriented negotiation process. The specific research question that
guides this research is how can the Pyramid flow pattern be technologically supported
to serve as a scalable method for collaboration in the classroom?
To tackle the question, we have iteratively proposed, prototyped and evaluated
refinements of the Pyramid CLFP. Initial refinements propose a method using peer
rating promoting integrated consensus reaching accompanied by discussion. The
technological implementation of this is “PyramidApp” tool. Main challenges identified
at initial iterations referred to scalability and dynamism. With scalability we mean
capability to elastically accommodate growing numbers of participants while main-
taining pedagogical and practical effectiveness. As dynamism we mean the ability to
keep activity progression while preserving enthusiasm and usability. To achieve
scalability and dynamism, iterative refinements of the method incorporate an algorithm
implementing flow creation, flow control and flow awareness rules. A first evaluation
of PyramidApp in three real-class contexts offers insights about its scalability prospects
and suitability of the proposed rules.
groups to share ideas about suggested options, to clarify and negotiate before rating the
options. Highly rated options are promoted to upper levels and groups grow larger (by
joining previous smaller groups) following a pyramid/snowball structure. Rating and
discussion propagate till the final level until the complete group reaches upon a global
consensus on the best options. Everyone, including the educator, see finally selected
options to which the educator comments. In large classes, educators do not have
sufficient time to comment each individual’s option (questions or answers), but can
attend for an agreed selection of options more feasibly. At the same time, all students
have the chance to express and discuss their ideas and to critically reflect and assess
peer’s contributions, with positive benefits in their negotiation skills and knowledge
building process. Initial prototypical pyramid implementations were developed and
evaluated in rounds to iterate behavioural rules for the algorithm behind the method to
address scalability and dynamism issues (Fig. 1). Flow creation rules allow scalability
by automatically adapting the pyramid structure based on the number of joining par-
ticipants providing an elastic mechanism of multiple pyramid creation. Flow control
rules lead to dynamism by preventing potential blocking within flow progression if
participants leave (due to any reason: unexpected situation or technological problem).
Parameter values presented in Fig. 1 are shown with recommended values that are
configurable if preferred. Those estimations were acquired from the initial evaluations.
For example, it was observed that when number of level increases participants absolve
enthusiasm, longer timing values lead to boredom, very high satisfaction percentages
may froze pyramid branches or lead to higher waiting time. Flow awareness rules (e.g.:
progression level, group members, timing notifications and selected options along the
flow) elevate learner engagement and usability.
Fig. 1. Schema of PyramidApp: parameters for flow creation, control and awareness rules
3 Evaluation
Table 1. Pyramid configurations and timing aspects across three experimental settings
alongside enthusiasm and usability. The evaluation also seeks which configurations of
the method (values for parameters in rules and to use discussion or not) achieve
satisfactory scalability, dynamism and overall impact. Across all experimental settings,
80 % satisfaction percentage was maintained and deliberately enabled or disabled chat
to observe different behaviour. Table 1 explains the nature of each experimental set-
ting, tasks given and pyramid configuration parameters with values. Graphs illustrate
timing aspects across three settings.
Proposed Pyramid refinement satisfactorily accommodates groups of up to 20
students in a single pyramid and several pyramids can run in parallel in large class-
rooms (two pyramids in the vocational training setting) facilitating late comers to join
on-going activities or managing drop-outs. Each Pyramid flow results a single outcome
that can be commented by the educator. A classroom of 100 students will have five
outcomes, which can be feasibly addressed. Pyramids of 3 or 4 levels can maintain
satisfactory engagement. Flow control rules like timers facilitated dynamism by pre-
serving activity progression. Depending on the context, a pyramid activity can take
between 5 to 16 min. Table 2 shows structural scalability and adapted dynamism.
Table 2. Dynamism and scalability preservation in Pyramid flows within three settings
Experiment Structural Comments /Observations
Setting aspects
Higher Timeouts: 5 Pyramid flows were not frozen or interrupted thanks to flow
education Late logins: 1 control mechanisms (satisfaction percentage and timers)
setting maintaining dynamism and flow creation rules enabling a
scalable inclusion of students joining late.
Secondary Late logins: 7 Flow control rules (timers and satisfaction percentage)
school allowed smooth flows irrespective of multiple timer
Setting expirations maintaining dynamism. Students were
enthusiastically and participating in discussions and
rating.
Vocational Round 1 Round 2 Round 3 2 pyramids were
training Desired 20 & 16 20 & 16 20 & 16 enacted without
Setting pyramid interruptions.
sizes
Final pyramid 20 & 19 20 & 27 20 & 22
sizes
As with any pedagogical method, its effectiveness depended on the context (e.g.,
classroom atmosphere) and proposed epistemic tasks (e.g., need of active compre-
hension). Along with dynamism, flow awareness rules contributed to preserve enthu-
siasm and usability. Rating, viewing winning options and levelling up in pyramid
offering gaming effect were perceived with more than 85 % satisfaction across all
experiments.
PyramidApp: Scalable Method Enabling Collaboration 427
4 Conclusion
Diverse educational contexts raise requirements for active pedagogical methods like
collaborative learning to be applied with large numbers of students using reasonable
time durations. In the paper we identified scalability and dynamism as the key
requirements to be addressed by such methods and their technological implementa-
tions. We studied a refined implementation (PyramidApp) of the Pyramid flow,
addressing these issues, incorporating flow creation, flow control and flow awareness
rules. Results suggest suitability of the mechanisms behind the method and open new
perspectives that are worth further exploring with diverse epistemic tasks, contexts,
larger classroom settings and other challenging settings such as massive open courses.
References
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From Idea to Reality: Extensive and Executable Modeling
Language for Mobile Learning Games
Abstract. Mobile Learning Games (MLGs) show great potential for education,
especially in fields that deal with outdoor learning activities such as archaeology
or botany. However, the number of MLGs currently used remains insignificant.
This is partly due to the fact that the current authoring tools are based on modeling
languages that only allow creating very specific and rigid types of MLGs. In this
paper, we therefore propose an extensive modeling language for MLGs. This
model was designed, with the help of botanical experts, in order to cover the
variety of MLG types they would like for their field trips. This modeling language
uses high-level concepts, such as game activities and points of interest on a map
that can therefore be used by teachers in any domain. Finally, we discuss how
scenarios, described with this language, can be automatically transformed into
executable web applications.
1 Introduction
Mobile Learning Games (MLGs) have proven their efficiency in various domains of
education. Gaius’ Day, for example, is used by history teachers, during archaeological
outings Egnathia in Italie [1]. Frequency1550 is used to teach high-school students about
history in medieval Amsterdam [2] and Skattjakt is a MLG to promote activity while
visiting Swedish castle [3].
However, even though MLGs show great potential, very few are actually used by
teachers. Yet, there are several authoring tools that enable teachers to create their own
MLGs without any computer skills. Why aren’t these tools more used by teachers?
In this paper, we unravel the mystery by analyzing the needs of a group of bota‐
nists, who wish to create MLGs for a natural park. This work is part of the
ReVeRIES1 project, which aims at using mobile technologies to help humans recog‐
nize the trees in a fun and motivating way. In the following section of this paper, we
present a design experiment where botanist and learning game experts design MLG
scenarios. We then use current authoring tools to implement these scenarios. Our
1
visited in April 2016, visited in April 2016.
conclusion is that state of the art authoring tools do not allow to express these
scenarios. From then, we introduce the ReVeRIES modeling language.
In this section, we try to identify why the existing authoring tools do not seem to be
adapted to the needs of teachers and experts who wish to design MLGs. To that end, we
organized a creativity session with botanists and learning games experts who wish to
create MLGs Echologia2 natural park. This creativity session, described in detail in [4],
resulted the production of eight MLGs.
Because of the limited space of the article, we will not describe each of these
scenarios, but rather their main characteristics. First of all, the designers described the
MLGs as a sequence of situated game units. We deliberately chose the term “unit”
because the content of each unit formed a coherent set of activities aimed at teaching
the characteristics of a plant. These game units are also “situated” because they are
composed of activities that can only be done in the vicinity of this real plant. As illus‐
trated in Fig. 1, each game unit, represented by a post-it, is physically located on a map
and linked to objects of interest (botanical or non-botanical) alongside the path. Most
of the game units were composed of an activity that consist in finding the point of interest
(i.e. the plant or a group of plants) and one or several activities that are done once they
are on site. Several MLGs also integrated forms collaboration between the players of
a same group.
Fig. 1. Creativity session, with a map of the park, for designing MLGs
The goal of this creativity session was to determine the types of MLGs fields experts
in botany would potentially like to create for their educational outings. It is therefore
2
visited in April 2016, visited in April 2016.
430 I. Marfisi-Schottman et al.
important to take into consideration the fact that the Echologia park is quite particular
in the fact that the visitors are forced to walk along a simple path for safety reasons. This
physical limitation resulted in the fact that all the MLGs designed for the park have
strictly linear scenarios. In other words, the game units are done one after the other. If
the MLGs were designed for an open natural park, some of them would probably have
emergent scenarios in which the game units are triggers when the players are physically
in the vicinity of the point of interest. This is often the case for MLGs that offer interactive
educational walks through cities or archeological sites. Another possibility is to design
the scenario as an activity hub for which all the game units are available from the begin‐
ning and the players choose in witch order they want to do them. This is for example
the case for Florex [5], a paper-based game used in primary school, in with the players
are given exercise sheets, in relation to six specific trees in a public park.
3
visited in April 2016, visited in April 2016.
4
http://portal.ou.nl/web/arlearn/, visited in April 2016.
5
http://www.furetfactory.com/, visited in April 2016.
From Idea to Reality: Extensive and Executable Modeling Language 431
As we have seen during the analysis of the existing authoring tools, the difficulty is to
create a modeling language that offers high-level concepts, similar to the natural
concepts used by teachers, and that is rich enough to adapt to various types of MLGs.
In order to do so, we propose the ReVeRIES modeling language, partially depicted
in Fig. 2. First of all, this modeling language integrates the concepts naturally used by
designers during their MLG creativity session. Indeed, the central concept of the
modeling language is the SituatedGameUnit that is linked to a Point Of Interest (POI)
on which the game unit takes place. We can point out that this POI is a circular zone
that can contain zero, one or several objects of interest (e.g. plants). The game unit is
composed of:
• a trigger that starts the game unit (end of another game unit, when the player asks for
it or when the learners is in proximity with a POI);
• a clue to help the player find the POI. This clue can contain resources (text, pictures
and multimedia), various guidance functionalities (showing POI marker on the map
or GPS, beeper or vibration guidance). The teachers can also add extra clues that can
be “bought” by the players in exchange for points. It also has a form of validation to
determine that the player has arrived at the POI and can therefore start the on-site
activities. This validation can be done with GPS (the learner must be in the geograph‐
ical zone of the POI), by scanning a QRcode on the POI or by using an external
specific system, such as Folia6, to prove that the learner has found the right tree
species;
• a reward for finding the POI (items for the inventory or points);
• zero, one or several OnSiteActivities that are meant to be done at the POI. These
activities are composed of resources (text, video, augmented reality, situated chat),
tasks (take a photo, collect items, compare objects, describe an object or answer a
question). They also contain rewards for succeeding in the activity (item for the
inventory or points);
• a pedagogical conclusion that appear when the learner signals the end of the game
unit. This is the perfect place for the teacher to underline the knowledge freshly
acquired by the learner.
A MobileLearningGame is composed of several SituatedGameUnits. It also has:
• a type that determines the way these game units follow each other. For a linear
scenario (e.g. treasure hunt), the game units are chained up, one after the other,
meaning that the end of a game unit (completion status changed to “finished”), trig‐
gers and the clue of the next unit. For an emergent scenario (e.g. interactive walk),
the clue for a unit is triggers when the player is physically the vicinity of the point
of interest on which the unit takes place. Finally, for an activity Hub (e.g. geocaching
6
https://itunes.apple.com/fr/app/folia/, visited in April 2016.
432 I. Marfisi-Schottman et al.
or Florex [5]), all the clues of the units are given at the beginning of the MLG and
the players can therefore decide the order in which they want to do them;
• an inventory that contains all the virtual items earned as rewards (e.g. virtual objects,
information sheets);
• a score that keeps track of the points earned by the player;
• a map of the geographical zone where the MLG will take place and can be viewed
by the players at any time. The teacher can also choose to show the player’s position
and add another map layer in order to have a personalized map (e.g. map of Echologia
park). The map also contains several points of interests (POIs) that can be shown or
hidden depending on the time of MLG.
In order to encourage collaborative behavior, the ReVeRIES modeling language also
allows teachers to send rewards, earned during the game, to the inventory of another
persona of the same group.
From Idea to Reality: Extensive and Executable Modeling Language 433
4 Conclusion
In this paper, we present the ReVeRIES modeling language for creating Mobile Learning
Games (MLGs). This language was designed with the help of field experts in botany,
but is generic enough to be used in other fields. This language fulfills a gap in the existing
MLG authoring tools that are either too complex or too specific to allow teachers to use
them.
We transformed each of the classes in the ReVeRIES model into a web component.
For the time being, it is possible to create instances of each class by using an html tag.
For instance, one can create an OnSiteActivity by using the <on-site-activity> tag. Each
of these components takes parameters defined by the user, for instance in the case of a
MCQ activity, the component takes the questions, possible answers and correct answers
as parameters. These parameters are then used to instantiate the components on the web
page. We are currently developing an authoring tool prototype that will allow non-
computer scientist to create these instances without having to manipulate html. We are
now in a phase of internal testing of the prototyping tools, and we plan to test them with
field specialists soon. In future work, we will focus on automating the trace generation
and processing to obtain feedback on the user activity. We will also work on defining
MLG patterns that could provide a basic high-level succession of activity in a learning
situation.
Acknowledgments. This work is supported by the French National Agency for Research with
the reference ANR-15-CE38-0004-01 (ReVeRIES project).
References
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Combining Adaptive Learning with Learning Analytics:
Precedents and Directions
Abstract. Adaptive learning and learning analytics are powerful learning tools
on their own. Scholars have reported outcomes on combining them, but the lack
of a summary from these studies prevents stakeholders from having a clear view
of this combination. In this paper, we consider the key dimensions of learning
analytics applications in adaptive learning, in order to suggest a proper reference
framework that serves as the basis to systematically review the literature. The
findings suggest that interesting research work has been carried out during the
last years on the topic. Yet, there is a clear lack of studies (a) on school education
and in topics outside STEM and (b) that do not focus solely on the (self-)reflection
of students or tutors. Finally, the majority of the studies merely concentrates on
narrow measures of learning like student performance. A niche area taking into
account more complex student behaviors, like collaboration, is emerging.
1 Introduction
A great potential can be seen from the synergy of adaptive learning and Learning
Analytics (LA) in Adaptive Learning Analytics (ALA) by illuminating aspects of learning
that were previously difficult to observe and, in turn, empowering students to participate
in lessons that can be personally adapted. Still, there is a lack of comprehensive reviews
on the topic in order to provide a summary of the findings, recommendations and inter‐
esting future directions. Another systematic review from 2013 was found in the literature
[19]. Yet, the results of the current review validate our initial assumption that work of high
quality has been conducted from 2013 onwards on the topic.
ALA can be defined as a subset of LA that focuses on the features and the processes
of learning in an adaptive online learning environment, where LA can help to track the
progress of the students over time and empower the stakeholders to make well-informed
and evidence-based decisions. Although there is an overlap between LA and Educational
Data Mining (EDM) a critical analysis of the literature revealed that EDM mostly
follows a “bottom-up” approach, whereas LA adopt a “top-down” approach [38].
Adaptive learning can be defined by the triplet: adaptation strategy, adaptation
method(s), and adaptation parameter(s). Adaptation method(s) and adaptation param‐
eter(s) pertain to the questions “what will be adapted?” and “to what will it be adapted?”,
respectively [28]. The adaptation strategy is built on a set of rules which combine the
3 Methodology
4 Results
The search strategy revealed 485 papers. The selection criteria were satisfied by forty-
one papers. The quality assessment process has filtered the papers down to twenty-one,
after resolving one initial disagreement between reviewers on whether a particular study
also satisfied the quality criteria. There was an agreement for the remaining nineteen
studies which were not included in the review. All twenty-one studies [1–4, 7–9,
11–13, 16–18, 20–26, 29] were analysed according to the coding scheme suggested by
the proposed framework for ALA.
Regarding the “What?” question: in more than half (11) of the studies the subject
matter was STEM–related and in their vast majority the institutional context was higher
education (20). Adaptive learning platforms (4), Learning Management Systems (3),
and social media (3) were used in half of the studies. Finally, regarding constraints, like
privacy or security, most of the studies (18) did not reference any.
Regarding the “Who?” question: the main participants were students and tutors. In
two cases other experts also participated. Regarding stakeholders, that is, for whom are
the results of the study interesting, the situation is similar; students are the main bene‐
ficiaries (15) followed by tutors (9). An example of a study that was mostly targeted to
tutors aimed at lowering their cognitive load by exploiting LA tools to inform tutors
whether a group of students in discussion forum is on-task or not and provide information
about concepts coverage in the online discussion thread [29]. A few studies are addressed
to designers (2) and developers of educational software (1).
Combining Adaptive Learning with Learning Analytics 437
Regarding the “Why?” question: the objective was mostly to promote (self-)reflec‐
tion for students or tutors (18) and at a much lesser extent to propose recommendations
to them or to provide predictions of students’ progress (3). The purpose of reflection
was typically to help tutors make informed decisions by recognizing performance gaps
and misconceptions, providing proper feedback [4], monitoring online student discus‐
sions [29] etc. Similarly, recommendations for the tutors were based on student perform‐
ance and other student behaviour metrics, like collaboration indicators [16]. A related
example involves dynamic modelling of roles in a collaborative online learning envi‐
ronment and subsequent suggestions presented by the collaboration analysis system to
the tutor about emerging student roles in a given scenario [16].
Regarding the “How?” question: regarding adaptation, more than half of the studies
(11) involved adaptability, whereas six studies involved adaptivity and one study
involved both. In the remaining studies, the adaptation type was not clearly mentioned
and could not be inferred by the reviewers. This was also the case for the adaptation
strategy in some studies. Adaptive support, as an adaptation method, entailed feedback
or student grouping or other type of instructional support. Adaptive content involved
adaptive content release in one case [17] and the content of LA in another case [9].
Finally, adaptive presentation involved the different types of LA [25] and the presenta‐
tion of the Open Learner Model [1]. Regarding the adaptation parameter(s) exploited,
it was mostly the student’s performance or group performance. In two studies it was
based on their role [9, 16], and in one study it was based on their informational needs
[24]. With regards to the measurement of LA, a diversity of metrics emerged, including
collaboration data [22], time spent on learning materials [17, 24], number of peer
endorsements [11], and so on. With respect to the collection of LA, log files were
frequently used as data sources and tracking systems or plug-ins were used as collection
mechanisms.
5 Conclusions
Regarding the “what” question, more empirical research in diverse domains and insti‐
tutional contexts would help assessing the reproducibility of results and the generaliz‐
ability of models. Concerning constraints, and taking into account that the importance
of issues like data privacy and security has been frequently stressed by researchers of
both constituent fields, a recommendation for the ALA researchers would be to raise
visibility and explicitly mention in their work the measures taken that ensured that no
violations occurred. Regarding the “who” question, there is a need to distinguish partic‐
ipants from beneficiaries. Regarding the “why?” question, possible future research
directions include integrating reflection with recommendation or prediction in order to
maximize learning. From this review emerges that within the reflection strand, collab‐
orative learning was an aspect that has just started to attract the interest of some
researchers. This follows the developments of adaptive learning systems where a new
interesting approach is flourishing, which is the constructivist-collaborative approach.
Recommendations in this direction include the identification of specific theoretical
frameworks that guided the ALA endeavors from a pedagogical point of view.
438 A. Mavroudi et al.
Regarding the “how” question, a future direction is related to a shift towards adaptability
and the uptake of the locus of control by the student. A notable weakness that the review
has identified concerning the “how” question is that the adaptation parameter in the
majority of the studies was the student performance. Although performance is an impor‐
tant indicator of how the student is progressing, it is a quite narrow indicator. Thus, an
ensuing recommendation for future ALA endeavors includes the acquisition of students’
skills, or, the exploitation of ALA for learning at the student attitudes level.
Acknowledgments. This research work is supported by the European Research Consortium for
Informatics and Mathematics (ERCIM).
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An Adaptive E-Learning Strategy
to Overcome the Inherent Difficulties
of the Learning Content
1 Introduction
This study presents an adaptive learning strategy which assisted the participant students
to overcome the inherent difficulties of five STEM-related topics. In the proposed
adaptive learning strategy, learning style and feedback were considered as an adapta-
tion parameter. Regarding the former, a content analysis of 70 publications from 2000
to 2011 on adaptive educational hypermedia accommodating learning styles [1]
revealed that the direct and positive influence on learning outcomes of adaptation based
on learning styles was still unclear. The most preferred learning style model for
research work was the Felder–Silverman Learning Style model [3], which was utilized
in 35 studies (50 %), followed by the Model of Kolb’s Cycle of Learning and learning
styles [8], the VARK model [4], the Honey and Mumford model [6] and other indi-
vidual models. Regarding adaptive feedback, it is a form of adaptive scaffolding mostly
related to the student’s help and support researchers converge that effective feedback
(feedback that facilitates the greatest gains in learning) should provide the student with
two types of information incorporated into the item response: verification and
elaboration.
2 Course Design
2.1 Phase 1: Preparatory Phase-Learning Style Typology Selection
The four popular learning style models mentioned above were explained to 40 teachers,
in a written form, avoiding domain-specific terminology, through an online question-
naire survey. In their vast majority, the teachers are working in secondary education
schools in Cyprus. Thirty six of the teachers live in Cyprus, three live in Greece and
one in the UK. There is no known bias on the teacher sample used for the survey;
however it was not a scientifically random sample. Teachers approached were those
who have active contact with a teachers’ union (those that live in Cyprus). They were
asked to select the model they thought was closer to their everyday teaching practices
(i.e., more applicable). The question was purposefully formed so that teachers could
specify one or several models as being close to their practice. There was no limit and no
indication whether one or more were expected. The questionnaires were answered
anonymously. The preferred model would be incorporated in the proposed adaptive
e-learning strategy. According to the survey results, 20 % of the participant teachers
selected the Honey-Mumford model (8 votes), 57.50 % selected the VARK model (23
votes), 15 % selected the Kolb model (6 votes) and 35 % selected the Felder &
Silverman model (14 votes). As a result, the VARK model was used as the learning
preference typology.
taught, (b) inclusion of a preparatory phase at the beginning of the e-course aiming to
help students recall prior knowledge, and (c) incorporation of a variety of different
content representations. The non-adaptive e-courses had a linear/sequential learning
flow in tandem with knowledge-of-response type of feedback and supplementary,
elaborative feedback. Knowledge-of-correct-response feedback provided learners with
the correct answer, while elaborative feedback explained why the specific answer was
the correct one. The adaptive e-courses had one or both of the following design
attributes:
• Adaptive learning flow; non-linear/networked learning flow in tandem with
response-contingent adaptive feedback. Response-contingent feedback provided
knowledge of the correct response along with an explanation of why the incorrect
answer was wrong and why the correct answer is correct. Then, in case of an
incorrect answer, the student was presented with a similar problem. This second
problem was treated with knowledge-of-response type of feedback in tandem with
elaborative feedback, as it was the case with the control group.
• Adaptive content presentation; media in accordance to students’ diagnosed learning
styles (see [11]). To this end, the VARK model [4] was used.
An Adaptive E-Learning Strategy 443
3 Participants
Five teachers and 149 students from six schools participated in the classroom inter-
ventions. Seventy students were assigned to the control group and 79 to the experi-
mental group. All participant teachers and students live in Cyprus. As shown in
Table 2, the numbers and ages of participant students involved in each intervention are
varying.
5 Results
The gain scores were used for the assessment of students’ performance improvement
which can provide a means for assessing the impact of the interventions [2]. The gain
scores D were calculated using the formula D = Y2 −Y1, where Y1 = pre-test scores
and Y2 = post-test scores. The mean value of the gain scores (which indicates per-
formance improvement) in the control group was equal to 1.737 (S.D. = 2.46), whereas
in the experimental group the mean value of the gain scores is 2.79 (S.D. = 2.81).
Consequently, the mean difference in the performance improvement between the
experimental group and the control group is equal to 1.053 (out of 10 grades). The
mean performance of the students in the pre-test was equal to 3.481 (out of 10) and in
the post-test was equal to 5.766 (out of 10). Gain scores were normally distributed for
the focus group students but not for the control group students, as assessed by
Shapiro-Wilk’s test (p < .05). Consequently, a Mann-Whitney U test was run to
determine if there were differences in gain scores between control group students and
experimental group students. Distributions of the gain scores for control group students
and experimental group students were approximately similar, as assessed by visual
inspection. Gain scores for experimental group students (mean rank = 83.46) were
statistically significantly higher than for control group students (mean rank = 65.45),
U = 3433.500, z = 2.552, p = .05. Finally, it should be noted that there were no sta-
tistically significant differences in gain scores between the different age groups,
F(4,74) = 1.482, p = .216.
The students that followed the adaptive e-courses outperformed those that followed
non-adaptive e-courses, while, in their majority, the students’ grades before and after
the interventions were relatively low. This is justified by the nature of the pre-post tests:
they did not have increasing difficulty level, but, instead, they were comprised by
problems or questions focused almost exclusively on the inherent difficulties or known
misconceptions of the learning content. Added value to the work discussed herein
offers the fact that, despite adapting to individual differences is considered essential,
there is a lack of empirical studies on computer-supported adaptive instruction inter-
ventions [10]. The adaptive learning strategy which was embedded in the e-courses
aimed at helping students overcome the inherent difficulties of the learning content,
exploited a cognitive constructivist point of view towards instruction, which considers
knowledge as something that is actively constructed by students, based on their existing
cognitive structures. Indeed, students’ prior knowledge and learning style were taken
into account and, consequently, corrective actions were automatically provided to the
students that followed the adaptive e-courses in the forms of personalized scaffolds to
targeted problems directly related to the inherent difficulties. These scaffolds pertained
to targeted, elaborative type of feedback and the engagement of the students with extra
problems, whenever needed.
An Adaptive E-Learning Strategy 445
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Evaluating the Effectiveness of an Affective
Tutoring Agent in Specialized Education
1 Introduction
Studies reveal that individuals with learning disabilities pose a ‘complex multi-factor’
problem in the educational system [21]. The problem stems from the fact that in most
educational institutions, one-on-one intervention is difficult to implement due to bud-
getary and human constraints. Individuals with learning disabilities (LD) who require
extra resources comprise 13 % of all students in the USA [14]. The prevalence of ASD
reveals an increasing trend in the occurrence of autism. In Canada, the recent estimates
(March 2014) by the [6] and the Developmental Disabilities Monitoring (DDM) sug-
gest that 1 in every 68 children were born with an ASD. Why an affective Intelligent
tutoring system (AITS) in specialized education? The Integrated Specialized Learning
Application (ISLA) provides individualized support to help autistic children manage
their emotions by analyzing the learning trace and considering the learner’s current
performance to respond accordingly to it during a mathematical learning situation. This
paper is divided into six sections. The first section is the introduction. The second
section presents a brief literature review on autism, emotions, learning and intelligent
tutoring systems (ITS). Section three describes ISLA’s components. In section four, the
main experiment of the prototype and the results are presented. Finally, the conclusion
and the limitations are discussed outlining the contribution of this research.
Emotions and learning have been broadly recognized as challenging among individuals
diagnosed with autism [15]. The socio-cognitive and behavioral problems experienced
by individuals with ASD are considered to stem from the difficulty of understanding
others’ mental states [3, 10]. During intervention, one important challenge is due to the
difficulty of anticipating and recognizing negative behaviors, consequently calibrating
the child’s affective state for effective intervention and learning. These challenges vary
from child to child as these individuals may have profound cognitive deficiencies while
others may have IQ scores that are equal to or higher than the typical person [9]. This
diversity of profiles causes multiple challenges in terms of methodologies and teaching
programs directed towards the education of children with autism. This is the reason
why we believe that modeling affect is the proper approach for ISLA to teach math-
ematics to children in the spectrum of autism.
An Intelligent Tutoring System (ITS) is a computer system designed with the
objective of providing instant and customized instruction or feedback to students as
effective as one-to-one tutoring [4]. This is generally done without intervention from a
human teacher, and with the intention of enabling learning in a meaningful effective
way by using a variety of computing technologies [18]. Many ITSs have been
developed and are being used in different domains in education (i.e. Auto Tutor [12],
ANDES [20], among others), in corporate and industry training (i.e. Sherlock [11]).
Within the domain of intelligent tutoring systems, [2] points out that the companion
agent has the potential of providing students of all ages with information that will help
the student to become self-regulated, consequently become an independent learner. In
[2], they examined the effectiveness of pedagogical agents (PAs’) with MetaTutor for
the purpose of training students in self-regulated learning (SRL) processes to cognitive
diagnosis through prompting and providing feedback that facilitated learning about the
human circulatory system. Researchers claim that if computers are to interact naturally
with humans, they must also be able to recognize, affect and express social compe-
tencies [17]. The ‘affective’ approach within ITS has been validated as having a
positive impact on the learner’s intuition, and on his/her self-esteem, as it relates to
problem solving tasks [16]. Thus ‘cognition’, ‘motivation’ and ‘emotional affect’ are
three components of learning [7]. In [1], they have demonstrated different sensors that
can be used to detect emotions. Other examples of physiological sensors that have a
direct correlation according to two dimensions valence (positive or negative emotion),
and arousal (intensity of emotion) are the GSR sensor (Galvanic Skin Response), the
RSP sensor (respiration), the BVP sensor (Blood Volume Pressure), and TEMP sensor.
One example of AITS is the Wayang Tutor intended for middle school and high school
level mathematical learning composed of four physiological sensors [1, 21].
ISLA is unique and its contribution entails the model of accompaniment to help autistic
children manage their emotions. ISLA is an adaptive application that provides indi-
vidualized intervention which evolves along with the autistic learner’s needs. This is
448 A.L. Mondragon et al.
done by analyzing the learning trace and the student’s current performance. Through
the incorporation of aspects of the accompaniment model, ISLA both supports and
integrates the domain and learner models. For example, ISLA makes use of an indi-
vidualized intervention plan (IIP) [13], which provides guidance and key elements
about the curriculum, the pedagogy, and the behavior required from the autistic learner
to best meet the individual’s learning needs. In ISLA, the pedagogical agent called
Jessie is capable of detecting the affective state of an autistic child in mathematical
learning. This is displayed in the user’s interface and related to the accompaniment
model. The interface provides a three-dimensional view that allows personalizing the
interaction of the three core models of ISLA. This is from the domain model point of
view by providing tools to manipulate domain objects. The accompaniment model
point of view through Jessie (pedagogical agent), and the learner model point of view
using an open-learner modeling approach [5]. The accompaniment model of ISLA
implements rules that should be followed by Jessie to help an autistic learner manage
his/her emotions based on the learning trace and his/her current performance. This
component is drawn from the self-regulated learning theory highlighting the essential
role that metacognition plays in self-regulation and learning [19]. The ASD learner
must finish a task before moving to the next phase in order to increase the chance to
master the prerequisites of the activity at hand. When a right answer is provided,
positive reinforcement is used by Jessie, with social rewards and feedback in order to
encourage and motivate the learner, such as ‘Yes, you did it!’, or ‘Good Job!’ By
contrast, when a wrong answer is given, Jessie can say something like this: ‘That was
close, nice try!’ and it invites the ASD learner with prompting to try again. Further-
more, if the learner needed help, hints were provided based on pedagogical scenarios.
The learner model is made of the cognitive profile and the affective profile of the
learner. Both profiles are maintained by the system and the specialized educator during
learning activity. The affective profile selected in this study includes the affects of:
disengagement, encouragement, frustration, interest, anxiety, happiness, guidance, and
anger because they are considered relevant in autism intervention practices [8].
4 The Methodology
We would like to mention that a preliminary study experiment was previously carried
out. The results of the preliminary experiment revealed that the performance of the
ASD learners, in mathematical learning with the use of a pedagogical agent providing
real-time support, had a positive impact on these participants’ performance. For the
main experiment dealing with the prototype, we have developed an interactive quiz in
mathematical learning for the two groups interacting with ISLA. The quiz was vali-
dated by professionals in the field of specialized education related to autism and
consisted of thirty questions. The first version of the interactive quiz was intended for
the six participants who interacted with ISLA without the support of the pedagogical
agent Jessie, while the other version was used for the test group who interacted with the
pedagogical agent Jessie. A study protocol and intervention protocol were created for
each of the main experiment providing the guidelines on how the intervention was
conducted. The research population consisted of twelve participants diagnosed with
Evaluating the Effectiveness of an Affective Tutoring Agent 449
high functioning autism spectrum disorders (ASDs), i.e. boys and girls aged from 6 to
12 years old, with the consent of their parents and under the supervision of a spe-
cialized educator. Each learning session lasted one hour, in which, a one-on-one
structured intervention in mathematical learning was provided to the ASD participant.
The participants recruited in this study came from private clinics, specializing in aut-
ism, as well as from centers for rehabilitation and specialized education related to
autism, all located in Montreal, Canada.
5 The Results
5.1 Methods
Descriptive statistics summarize all study variables of interest. For categorical vari-
ables, we reported counts and percentages whereas for continuous variables we
reported medians and inter-quartile range (IQR1), because the values did not follow an
approximate normal distribution. We compared scores between the group with and
without Jessie. Due to small sample size and the difficulty to verify the assumption that
the scores in the population follows an approximate normal distribution, we performed
the exact version of Wilcoxon Rank Sum (WRS) test for independent samples, a
non-parametric equivalent of the t-test. The null hypothesis for this test is that the
distribution of values of scores for the two groups do not differ. All statistical tests of
hypothesis were two-sided and performed at the pre-specified level of significance of
5 %. The p-values reported are not adjusted for multiple testing. We used SAS, version
9.3 (SAS Institute Inc., Cary, NC, USA) for all statistical analyses.
1
IQR = Inter-Quartile Range = 25 % percentile – 75 % percentile.
450 A.L. Mondragon et al.
Table 1. Participants’ profile group without Table 2. Participants’ profile group with
Jessie Jessie
Participant Diagnosis Age Gender Participant Diagnosis Age Gender
# #
#7 Autism 9 Female #1 Autism 12 Male
disorder disorder
#8 Autism 6 Male #2 Autism 9 Female
disorder disorder
#9 Autism 7 Male #3 Autism 9 Male
disorder disorder
#10 Autism 8 Male #4 Autism 8 Male
disorder disorder
#11 Asperger 10 Female #5 Autism 11 Male
Syndrome disorder
#12 Autism 12 Male #6 Autism 7 Male
disorder disorder
being the lowest score to 100 % as being the maximum score with a median of 41.7
(IQR 23.3–63.3). On the other hand, in the group with Jessie, where participants
benefited from its support, all six children were able to complete the quiz according to
their level of competency. The raw scores differed from 10 % as being the lowest score
to 67 % as being the maximum score. The results indicated a median of 50.0 (IQR
33.3–63.3). For the competency scores, in the group without Jessie, the scores fluc-
tuated from 40 % to 100 %. In this group, the median for the competency scores was
72.0 (IQR 58.3–86.4). In the group with Jessie, the competency scores differed from
60 % to 92 %. The results indicated a median of 86.4 (IQR 83.3–90.9). The exact
WRS test on raw scores reveals no difference in the distribution of scores between the
groups (S = 24.0, p = 0.33). Similarly, the exact WRS test displays no difference in the
distribution of competency scores between the groups (S = 20.0, p = 0.08). We noted
that when the possible outlier was removed from the group without Jessie, the com-
petency scores revealed a statistical difference between the groups in a two-sided
statistical test (p = 0.08). Beside, a one-sided WRS test on competency scores revealed
a significant difference between the groups (WRS test, S = 20.0, p = 0.04), with a
distribution with higher values for the group with Jessie.
distribution with higher values for the group with Jessie. Similarly, for the effect of
anger, a one- sided WRS test revealed a significant difference between the groups
(WRS test, S = 29.0, p = 0.05). The results showed that when the possible outlier was
removed from the group without Jessie (N = 11), it had a significant difference for the
effects of disengagement (WRS test, S = 42.0, p = 0.03), encouragement (WRS test,
S = 15.0, p = 0.004), and anger with (WRS test, S = 51.0, p = 0.04). A one-sided
WRS test on the effect of frustration revealed a significant difference between the
groups (WRS test, S = 19.5, p = 0.05), with a distribution with higher values for the
group with Jessie. Similarly, for anxiety, a one-sided WRS test showed a significant
difference between the groups (WRS test, S = 40.0, p = 0.04), and for guidance, a one-
sided WRS test showed a significant difference between the groups (WRS test,
S = 20.0, p = 0.04).
In this research, we have conducted a study using a prototype of ISLA that imple-
mented Jessie as a pedagogical agent based on our accompaniment model. The results
revealed that the majority of participants in the test group benefited from the person-
alization and support provided by the pedagogical agent Jessie, which aimed at helping
the autistic student be- come self-regulated by calibrating his/her emotions and
encouraging motivation during the mathematical activity. One limitation is that the
groups were heterogeneous for the two experiment with and without Jessie in terms of
age. Also, the level of competency had a limitation, especially in the group without
Jessie, one participant scored 100 % on the quiz. Future research will be dealing with a
full implementation of ISLA by reproducing what has been done according to the
prototype experiment. A larger group of participants with autism will be interacting
with the pedagogical agent Jessie, in which, the behavior of the pedagogical agent
Jessie will be programmed by providing real-time support to help calibrate the affective
state of the ASD learner. Children will be grouped according to different criteria like
age and competency level. They will be interacting with ISLA until the mastery level is
achieved.
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MOOC Design Workshop: Educational
Innovation with Empathy and Intent
Abstract. For the last two years we have been running a series of
successful MOOC design workshops. These workshops build on previ-
ous work in learning design and MOOC design patterns. The aim of
these workshops is to aid practitioners in defining and conceptualising
educational innovations (predominantly, but not exclusively MOOCs)
which are based on an empathic user-centered view of the target learn-
ers and teachers. In this paper, we share the main principles, patterns
and resources of our workshops and present some initial results for their
effectiveness.
1 Introduction
The MOOC phenomena has opened up the field of online and blended educa-
tion to institutions and individuals who had never before considered a depart
from traditional modes and methods of instruction. Most major universities are
either offering MOOCs or in the process of developing MOOCs, while many
budget-constrained educational institutions are using MOOCs from high-ranked
universities as (open) educational resources, thus developing a new type of hybrid
education. We are witnessing institutions and individuals with literally no expe-
rience in online teaching (sometimes, with little experience in teaching at all)
facing classes of tens of thousands of students, spread across the globe. The
challenge that MOOCs present is not just in understanding and addressing the
needs of these masses of learners: before that, we need to recognise the needs,
desires, and dilemmas of the new breed of online educators, and find effective
and principled ways to address them.
Littlejohn and Milligan [9] reviewed the design quality of 76 randomly
selected MOOCs. Their results indicate that although most MOOCs are well
c The Author(s) 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 453–459, 2016.
DOI: 10.1007/978-3-319-45153-4 42
454 Y. Mor et al.
organised, their instructional design quality is low. Indeed, it seems that most
educators that attempt to design and develop a MOOC begin by asking them-
selves ‘what do I need to teach?’, or, in other words ‘what is the content I need
to cover?’. We call this a content-centric approach. The problem with such an
approach is that you can produce the most carefully selected content, in the
most professionally produced manner, but if learners do not engage with it and
make it their own - your efforts will have little lasting effect. In order to provide
an effective and meaningful learning experience, we need to focus on the learners
- who they are, where are they now (A), and where do we want them to be (B),
and how do we guide them in their path from A to B.
2 Background
Our work is situated in the Learning Design (LD) tradition. LD is ‘the act of
devising new practices, plans of activity, resources and tools aimed at achieving
particular educational aims in a given situation’ [10]. This is a creative process;
the designer is bringing new objects into existence. Yet it is also a process of
inquiry: the designer needs to understand the situation and establish the efficacy
of the objects she creates in bringing about the desired effects. This duality of
LD, and the challenges that it poses, has been discussed in depth elsewhere [11].
Engaging educational practitioners in LD has benefits beyond the immediate
task [15]. However establishing a design mindset is not trivial [11]. In recent
years, there have several attempts to address this issue [2–4,14]. The Learning
Design Studio (LDS) draws on these and other frameworks, to offer a process
that explicitly interleaves the creative elements of design into a cycle of Design
Inquiry of Learning [12,17]. In this cycle, participants identify an educational
challenge they wish to address, investigate the context of this challenge and the
forces that shape it, review relevant theory and practical examples, conceptualise
a solution, implement a prototype of that solution, evaluate it and reflect on the
process.
The purpose of education, as Dewey eloquently phrased it [5], is to pro-
vide learners with the experiences that promote growth. To serve such a cause
educational design needs to adopt a clear user-centered position of empathy
[1]. This call for empathy is inline with a growing acknowledgement of the role
of empathy in design [6,7,13]. Postma et al. [13] define empathic design as ‘a
design research approach that is directed towards building creative understanding
of users and their everyday lives for new product development’. They describe
creative understanding as a rich combination of cognitive (knowledge) and affec-
tive (feeling) perception of the user, which the designer can translate into new
products that will meet the user’s values, aspirations and constraints. They pro-
pose four principles of empathic design: balancing rationality and emotions in
building understanding of users’ experiences, making empathic inferences about
users and their possible futures, involving users as partners, and engaging design
team members as multi-disciplinary experts in performing user research. Despite
the importance of empathy in education, most LD methodologies do not address
the issues of empathy directly.
MOOC Design Workshop: Educational Innovation 455
4 Results
In 2015 and 2016 we ran 8 workshops, 3 of them small, private workshops (up to
10 participants), 5 open workshops at conferences (up to 50 participants). 2 of
the private workshops led to successful MOOC/online course projects. One of
these was the Amnesty Rights1X course, which had over 30,000 participants. The
456 Y. Mor et al.
third private workshop was held quite recently, and we are hoping to see follow-up
work. Several additional workshops are scheduled for the spring/summer. Most
workshops ran for either half a day or a full day, with exceptional cases being
significantly shorter. One workshop was conducted online, all others were face
to face. We surveyed the participants at 3 of the open workshops, and collected
18 responses. The median, average and standard deviation of the responses (on
a likert scale of 0–5) are shown in Table 1 and Fig. 1.
To the question ‘Did you get what you came for?’, we received 10 strong pos-
itive responses, 3 positive or mildly positive responses, and 2 neutral responses.
Some of the specific comments we received highlighted issues related to empa-
thy: “I especially liked the design patterns and the concept of personas”, “(My
biggest takeaway is ...) Do take the client and his/her context as the starting
point”, “(My biggest takeaway is ...) The viewpoint that you start with personas
and the transition matrix”.
Interestingly, several participants noted: “I think everything that we dis-
cussed can be applied to ‘normal’ online courses, too”.
MOOC Design Workshop: Educational Innovation 457
5 Conclusions
Open Access. This chapter is distributed under the terms of the Creative Com-
mons Attribution 4.0 International License (http://creativecommons.org/licenses/by/
4.0/), which permits use, duplication, adaptation, distribution and reproduction in any
medium or format, as long as you give appropriate credit to the original author(s) and
the source, a link is provided to the Creative Commons license and any changes made
are indicated.
458 Y. Mor et al.
The images or other third party material in this chapter are included in the work’s
Creative Commons license, unless indicated otherwise in the credit line; if such mate-
rial is not included in the work’s Creative Commons license and the respective action
is not permitted by statutory regulation, users will need to obtain permission from the
license holder to duplicate, adapt or reproduce the material.
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OERauthors: Requirements for Collaborative
OER Authoring Tools in Global Settings
1 Introduction
The production of E-learning courses is in many cases rather laborious and costly. The
Open Educational Resources (OER) – learning resources with an open license – are an
alternative for developers and users. In particular, in the context of global settings,
Open Educational Resources (OER) are a solution providing free access to digital
educational materials for everyone in different regions or countries [17]. Despite the
potentials of OER, several barriers have been identified which prevent the use of OER
[20]. One important barrier is the difficulty to produce OER by using Authoring tools
(AT) collaboratively in global settings. It is a key challenge to solve in order to improve
the quality and the success of OER [22]. However, this key aspect is rarely studied and
there are no clear requirements for AT to create Learning Objects (LO). Apart from the
global aspect, the growing numbers and variety of mobile devices brings up further
challenges to develop widely adopted OER. This study attempts to close this research
gap and answer the question: what are the requirements for OER authoring in a
cross-border, collaborative environment? To answer this question, this study presents a
literature review as starting point as well as the research methodology. Afterwards, we
present the main results: requirements towards this class of systems including the
evaluation of the prototype.
In this chapter, we provide a brief literature review as the background for our research
focusing on the key concept of Open Educational Resources (OER) and the corre-
sponding barriers. Many definitions of OER have emerged with different focuses since
UNESCO had coined this term. A broad definition by [22] defines OER as “…any
digital resource for educational purposes that can be used, distributed and redistributed
freely”. Three components – learning contents, tools/software, and attached licenses
[10] – need to be considered as they significantly influence the adoption of OER.
Barriers of OER have been studied in-depth. Among the most important ones are
challenges to apply OER which are culturally distant (unfamiliar values, symbols,
beliefs etc.), impact of geographical distance and lack of trust towards authors of LO.
Part of the problem is that OER do not give enough information on the context where it
was created and used, and availability of native language to encourage online col-
laboration [20, 21].
Apart from socio-technical barriers, the huge market of diversified mobile devices
delivers many challenges for OER as well. According to [31], they can be addressed by
using HTML5 which can be used to support collaborative environments. Cloud-based
applications could provide accessibility and interoperability [12]. In this paper, barriers
and challenges will be used as a reference to create initial requirements for the system
design and development. The following chapter will elaborate on the methodology for
this aim.
3 Methodology
represents the System Usability Scale (SUS) [3]. Respondents were all male (3 lec-
turers from Indonesia and 2 from Germany). The sample size of 5 persons is the
minimum number of users to test the usability of a system [15]. A 5-point Likert scale
was used to quantify statements. Results of this ranking were assessed with Cronbach’s
Alpha as commonly conducted in studies in the field [24].
Requirements for a Global OER Authoring Tool (AT) were derived by analyzing the
results from literature review and interviews. Additionally, observations of existing
authoring systems for Learning Objects (LO) respectively OER provide a general
process of an AT that can be used to derive functional requirements of the system. We
distinguish functional requirements (which are to a certain extent similar to all
authoring systems), non-functional requirements as well as specific requirements
necessary for using OER in a global context. Table 1 shows the requirements of the
system (including at least one source of reference).
Table 1. (Continued)
Nonfunctional requirements for global aspect
17. The system should be free to use [29]a
18. The system, output or LO should be platform independent [14]
19. The system, output or LO should have open formats and standard [18]b
20. The system should support localization, internationalization by paying attention on user
interface such as symbol, colors, language, layouts [14]c
21. The system should provide cloud based solution for hosting project [7]b
22. The system should provide real-time typed conversation [5]c
a
interview; bobservation; cinterview and observation; bold: high priority requirements
The symbols, colors, language, and layouts of the interface are an essential element
of the application. They contribute to make users from different cultures feel com-
fortable when using the system and to maximize a positive user experience that
improves the usability of the system. The requirements were implemented into a
prototype, called OERauthors. The corresponding system, which uses HTML5 and
Operational Trans-formation [25] to fulfil nonfunctional requirements number 1 and 16
(Table 1) shows an implementation of those requirements as an example how future
AT should be created. To illustrate the results, the user interfaces of the main page
editor of the systems for Indonesia and Germany as well as the responsive design can
be seen in Fig. 1:
Fig. 1. User interface design of the main page editor. Right-image: for German users;
Center-image: for Indonesian users; Left-image: display on widescreen/laptop (Color figure
online)
Figure 1 shows the main page editor. The editable license area is displayed on top
of the interface. The button with symbol of two people is the collaboration button
(red-located on the right side for Indonesia; blue-located on the left side for Germany).
This example illustrates a subset of how those requirements were implemented.
Subsequently, requirements were evaluated. Based on the user rating, the most
important requirements belong to nonfunctional requirements: see nr. 15, 18, 17, 4, 5,
16 and 21 in Table 1. Concerning usability (SUS = 56, a = 0.61) OERauthors was
rated as good [1]. There is space for improvement to be rated as excellent (SUS
score = 73).
464 I. Nurhas et al.
Yet, the SUS-score is adequate given the low number of respondents. Even though
the threshold (a = 0.70) is not passed, this score belongs to a category that can be used
for analysis [1]. This is supported by the positive reliability of IoR-scale (a = 0.92).
In the following, all results and implications will be discussed.
Summarizing the findings, main system requirements for global, mobile OER
authoring were elaborated from the literature (Table 1). In contrast to previous studies
on barriers [20–22], we have transferred barriers to concrete system requirements.
These requirements can serve as a base for further research regarding generic
requirements for OER and AT in global settings. Based on this iterative analysis, our
identified requirements should be applied beyond the system OERauthors; they can be
generalized and implemented in global OER systems. For instance, AT-developer
should pay attention to icons, symbols and layouts for different countries. Independent
and multi-platform LO should be supplied to areas without internet connection, low
level or bad internet connectivity.
5 Conclusion
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Virtual Reality for Training Doctors
to Break Bad News
Abstract. The way doctors deliver bad news has a significant impact on the
therapeutic process. In this paper, we present our overall project to develop an
embodied conversational agent simulating a patient to train doctors to break bad
news. The embodied conversational agent is incorporated in an immersive
virtual reality environment (a CAVE) integrating several sensors to detect and
recognize in real time the verbal and non-verbal behavior of the doctors inter-
acting with the virtual patient. The virtual patient will adapt its behavior
depending on the doctor’s verbal and non-verbal behavior. The methodology
used to construct the virtual patient behavior model is based on a quantitative
and qualitative analysis of corpus of doctors training sessions.
1 Introduction
The way doctors deliver bad news has a significant impact on the therapeutic process:
disease evolution, adherence with treatment recommendations, litigation possibilities
(Andrade et al. 2010). However, both experienced clinicians and medical trainees
consider this task as difficult, daunting, and stressful. Nowadays, training health care
professional to break bad news, recommended by the French Haute Autorité de la Santé
(HAS), is organized as workshops during which doctors disclose bad news to actors
playing the role of patient. This training solution requires a huge amount of human
resources as well as high level of preparation (each 30 mn session requires an hour of
preparation), not to speak about funding.
In this project, we aim at developing an embodied conversational agent
(ECA) simulating a patient. Such a platform would play a decisive role for institutions
involved in training (hospitals, universities): the needs concern potentially thousands of
doctors/students. Organizing such training at this scale is not realistic with human
actors. A virtual solution would be then an adequate answer.
Our objective is to develop an immersive platform that enables doctors to train to break
bad news with a virtual patient. For this purpose, we adopt a multidisciplinary approach in
the project gathering computer scientists, linguists, psychologists and doctors. Moreover,
we adopt a corpus-based methodology to model the virtual agent. One goal in this project
with this multidisciplinary and corpus-based approach is to try to simulate as realistic as
possible the environment of breaking bad news and the virtual patient behavior.
The objective of the paper is to present the overall project and more particularly the
global methodology to develop such a training platform. In the following, after a
presentation of a state of art in this domain (Sect. 2), we present the corpus-based
approach used to model the virtual patient (Sect. 3) and we introduce the training
platform and its different components (Sect. 4).
2 State of Art
For several years, there has been a growing interest in Embodied Conversational
Agents (ECAs) to be used as a new type of human-machine interface. ECAs are virtual
entities, able to communicate verbally and nonverbally. They can attract and maintain
the attention of users in an interaction, to make the interaction more expressive and
more socially adapted. Indeed, research has shown that embodied conversational agents
are perceived as social entities leading users to show behaviors that would be expected
in human-human interactions (Krämer 2005).
Moreover, recent research showed that virtual agents could help human beings
improve their social skills. For instance, in (Finkelstein et al. 2013), a virtual agent is
used to train kids to adapt their language register to the situation. In the European
project TARDIS (Anderson et al. 2013), an ECA endowed the role of a virtual recruiter
is used to train young adults to job interview. This research shows that embodied
conversational agent can be used for social training since users will react to the ECA in
a similar way that to another person and the socio-emotional responses of the agents
will help them practice and improve their social skills.
Several ECAs embodied the role of virtual patients have already been proposed for
use in clinical assessments, interviewing and diagnosis training (Andrade et al. 2010;
Kenny et al. 2008; Lok et al. 2006). Indeed, previous research has shown that doctors
demonstrate non-verbal behaviors and respond empathetically to a virtual patient
(Deladisma et al. 2006). In this domain, the research has mainly focused on the
anatomical and physiological models of the virtual patient to simulate the effects of
medical interventions or on models to simulate particular disorder. For instance, Justina
is a virtual patient simulating Post Traumatic Stress Disorder (PTSD) to train medical
students’ interview skills and diagnostic acumen for patient with such disorder (Kenny
et al. 2008). DIANA (DIgital ANimated Avatar) is a female virtual character playing
the role of a patient with appendicitis (Lok et al. 2006). In the eViP European project
(http://www.virtualpatients.eu), the objective is specifically to develop a large amount
of virtual patients simulating different pathologies. In our project, we focus on a virtual
patient to train doctors to deliver bad news.
A first study (Andrade et al. 2010) has analyzed the benefits of using a virtual
patient to train doctors to deliver bad news. The results show significant improvements
of the self-efficacy of the medical trainees. The participants consider the virtual patient
as “excellent instructional method for learning how to deliver bad news”. The major
limit of the proposed system, highlighted by the participants, is the lack of non-verbal
468 M. Ochs and P. Blache
behaviors of the patients simulated in the limited environment Second Life (Linden
Labs, San Francisco, CA). Our objective in this project is to simulate the non-verbal
expression of the virtual patient to improve the believability of the virtual character and
the immersive experience of the doctor. Indeed, as shown in (Witmer and Singer 1998),
the realism of the environment as well as the social behavior of the virtual characters
improve the user experience in the virtual environment. Consequently, we suppose that
in the context of a simulation of breaking bad news in a virtual environment, a par-
ticular attention on the modeling of the virtual character’s behavior (verbal and
non-verbal) could lead to a better performance of the trainee.
Most of the embodied conversational agents used for health applications have been
integrated in 3D virtual environment on PC. Virtual reality in health domain is particu-
larly used for virtual reality exposure therapy (VRET) for the treatment for anxiety and
specific phobias. For instance, people with a fear of public speaking may speak to an
audience of virtual characters in virtual reality environment to reduce their anxiety in
reality (Parsons and Rizzo 2008). In our project, in order to offer an immersive experience
to the doctor, we have integrated the virtual patient in a virtual reality environment.
Moreover, a virtual patient should be able to display verbal and non-verbal reac-
tions appropriately according to the doctor’s behavior. During an interaction, the
interlocutors in fact coordinate or align their verbal and non-verbal behavior (e.g.
feedback, mimicry). According to the Communication Accommodation theory (CAT),
the interlocutors adapt the coordination of their behavior to express different social
attitudes (Giles et al. 1991). Recent research in human-machine interaction confirms
this hypothesis: the coordination of the virtual agent’s behavior on the one of the user
or the divergence of its behavior reflects the agent’s social attitude (e.g. appreciation,
cold, mutual understanding, etc.) (e.g. Bailenson et al. 2005). In the project described in
this paper, sensors will be used to automatically detect in real-time the verbal and
non-verbal behavior of the doctors during their interaction with the virtual patient
(Sect. 4). These inputs will then be used by the virtual patient to coordinate its behavior
on the doctor’s one depending on the social attitude to express. The methodology used
to define the virtual agent’s behavior is based on the analysis of a corpus of
doctor-patient interaction to extract rules on its verbal and non-verbal reactions.
playing the role of the patient. A corpus of such interactions has been collected in
different medical institutions (the Institut Paoli Calmette and the hospital of Angers).
Simulated patients are actors trained to play the most frequently observed patients
reactions (denial, shock…). The actor follows a pre-determined scenario. The doctor
(i.e. the trainee) receives details of a medical case before the simulated interaction starts
(patient medical history, family background, surgery, diagnosis, etc.). On average, a
simulated consultation lasts 30 min. The collected corpus is currently composed of 23
videos of patient-doctor interaction with different scenario (e.g. patient aggressive or
accommodating).
These simulated interactions of the collected corpus are transcribed and annotated
(with Elan software – Fig. 1) on several levels: at the discourse level (e.g. dialog
phases, turn-taking) and at non-verbal levels (e.g. feedback, gaze, gestures, etc.). The
coding scheme has been defined based on a preliminary analysis of the corpus (Sau-
besty and Tellier 2015). Both the doctor and the patient verbal and non-verbal behavior
are annotated and transcribed. By this way, we can analyze precisely the coordination
of their behavior and identify when the virtual agent should trigger which behavior
during the interaction.
The method used to extract information from the annotated corpus is based on a
multidisciplinary approach combining (1) a manually analysis of the data by linguists
for a qualitative analysis and (2) automatic requests (using the SPPAS software (Bigi
2015)) and datamining algorithms (e.g. Rabatel et al. 2010) on the data for a more
quantitative study performed by computer scientists. Our objective by this ongoing
analysis of the corpus is to extract probabilistic rules on the patient behaviors in order
to trigger the appropriate virtual patient’s behavior during the interaction with some
variability.
The tool we use to animate the virtual patient is the Greta System (Pelachaud 2009).
Greta offers several modules,
each dedicated to particular
functionality to both design
new facial expressions and
gestures and to animate in
real-time 3D virtual agents in
virtual environments. The
lexicon of gestures of Greta is
enriched by specific gestures
and facial expressions of
patients identified in the cor-
pus. The virtual patient has
been integrated in the CRVM
(Centre de Réalité Virtuelle de
Marseille, platform of the ISM
Fig. 2. Virtual reality environment for training partner). The visualization
470 M. Ochs and P. Blache
5 Conclusion
In this paper, we have presented a project as a whole that aims at developing a virtual
reality platform to train doctors to break bad news with virtual patient. One challenge to
obtain an efficient training it to simulate as realistic as possible the behavior of the
virtual patient: both its verbal behavior but also non-verbal (gaze, facial expressions,
gestures, etc.). The methodology presented in the paper to achieve this goal is based on
a multidisciplinary analysis of audio-visual corpus of doctor-patient interaction in the
context of delivering bad news. Moreover, to replicate multimodal interaction, the
immersive platform will be endowed with several sensors to detect the verbal and
non-verbal behavior of the doctor and to coordinate the virtual patient behavior
accordingly.
Currently, we are working more particularly on the development of a stochastic
model of the virtual patient behavior to automatically determine the appropriate verbal
and non-verbal behavior of the virtual patient given the doctor’s behavior.
1
Note that in order to simulate the alignment of the behaviors, we are interested in the detection of
social signals (such as gaze, smile, or head nodes) and not interpreted state such as emotions.
Virtual Reality for Training Doctors to Break Bad News 471
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Anderson, K., et al.: The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in
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delivery of bad news in a virtual world. J. Palliat Med. 13, 1415–1419 (2010)
Bailenson, J.N., Swinth, K.R., Hoyt, C.L., Persky, S., Dimov, A., Blascovich, J.: The
independent and interactive effects of embodied agent appearance and behavior on self-report,
cognitive, and behavioral markers of copresence in immersive virtual environments. Presence
Teleoper. Virtual Environ. 14, 379–393 (2005)
Bigi, B.: SPPAS - Multi-lingual approaches to the automatic annotation of speech the
phonetician. International Society of Phonetic Sciences, ISSN 0741-6164, Number 111–
112/2015-I-II, pp. 54–69 (2015)
Deladisma, A.M., Cohen, M., Stevens, A., et al.: Do medical students respond empathetically to
a virtual patient? In: Association for Surgical Education Meeting (2006)
Finkelstein, S., Yarzebinski, E., Vaughn, C., Ogan, A., Cassell, J.: The effects of culturally
congruent educational technologies on student achievement. In: Lane, H., Yacef, K., Mostow,
J., Pavlik, P. (eds.) AIED 2013. LNCS, vol. 7926, pp. 493–502. Springer, Heidelberg (2013)
Giles, H., Coupland, N., Coupland, J.: Accommodation theory: communication, context and
consequence. J. Context Accommodation Dev. Appl. Sociolinguistics, 27 (1991). Gratch
et al. 2006
Kenny, P., Parsons, T.D., Gratch, J., Rizzo, A.A.: Evaluation of Justina: a virtual patient with
PTSD. In: Prendinger, H., Lester, J.C., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI), vol.
5208, pp. 394–408. Springer, Heidelberg (2008)
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Lok, B., Ferdig, R.E., Raij, A., Johnsen, K., Dickerson, R., Coutts, J., Stevens, A., Lind, D.S.:
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User Motivation and Technology Acceptance in Online
Learning Environments
1
Ludwig-Maximilians-Universität München, Munich, Germany
{maxime.pedrotti,nic.nistor}@lmu.de
2
Walden University, Minneapolis, USA
1 Introduction
While learning technologies such as online lecture videos (OLV) or online learning envi‐
ronments such as Moodle have received much attention in recent years, particularly with
recent developments of Massive Open Online Courses (MOOCs) and with universities
trying to provide a modern learning environment, the question of how (potential) users
view any new learning technology, what their attitudes towards new technologies are, and
how these factors influence their use behavior, remains a difficult subject. A very popular
acceptance approach is taken from Information Systems (IS) research. However, unlike
in IS, technology acceptance models regularly fail to be reproduced in educational
contexts. This paper aims to address this problem by refining the view on motivational
variables, which have been shown to have a strong influence on learning activities. By
analyzing data from four different studies conducted at a major university in Germany,
we hope to show the importance of including additional variables measuring a person’s
motivation, so as to better understand a person’s attitudes towards learning technologies,
and how learning behavior can be supported by such technologies.
One of the most prominent models to explain the use of technological solutions in
professional contexts was proposed by Venkatesh et al. in 2003 with the Unified Theory
of Acceptance and Use of Technology (UTAUT) [1]. According to their research, which
they base on various already popular and established technology acceptance models,
four main factors influence a person’s intention to actually make use of a proposed
technological tool: performance expectancy (PE), effort expectancy (EE), facilitating
conditions (FC) and social influence (SI). The first two variables are best described as
expectations a person may have towards the benefits gained from using the technology
at hand. The more someone hopes to achieve through the use of the tool, the higher the
value of PE. The less effort someone expects to have to put to a certain task using a
certain technology, the higher the value of EE. In terms of cost and benefit: PE describes
how much benefit a person hopes to gain; EE describes how much the same person hopes
to reduce costs. FC and SI describe contextual concepts concerning the institutional and
social surroundings of a person. While facilitating conditions are the conditions set by
the institutional surrounding (e.g. employer of a person, university someone is enrolled
in, etc.), social influence is derived from people within the direct social environment of
a person and their attitudes towards the technology in question.
According to the UTAUT model, these four factors directly influence a person’s
intention to use a certain technological solution to achieve work related goals. Drawing
from the Theory of Planned Behavior (TPB) [2], the UTAUT model then proposes a
following influence from use intention to actual use behavior.
In summary, the Unified Theory proposed by Venkatesh et al. aims to include indi‐
vidual factors (PE and EE, i.e. cost and benefit) as well as social (SI) and institutional
ones (FC). The inclusion of the TPB model allows for a final differentiation between
use intention and actual use behavior, since not all intention necessarily lead to execution
of said intent.
The UTAUT model has been applied in various studies since its first formulation,
and empirical evidence shows strong support in workplace environments when
analyzing attitudes towards work tools. However, when applied in educational context,
specifically in higher education, studies have difficulties reproducing the theorized
influences proposed in UTAUT [3, 4].
One major difference between workplace and educational settings is the motivational
aspect of people’s behavior. Typically, behavior in the workplace is driven by extrinsic
motivators, e.g. salary, hierarchical position within an organization, social status, etc.
Whereas in educational settings intrinsic motivators play a much more important role
determining a person’s positive learning behavior than in typical workplace settings [5, 6].
Self-Determination Theory (SDT) [7] proposes a view on a person’s motivational
attitude as a spectrum determined by the level of autonomy they feel they have over
their decision making process. The more freedom someone feels, i.e. the more they feel
self-determined in making a decision, the more likely they will be intrinsically motivated
in their behavior. The motivational spectrum ranges from amotivation, where decisions
are made without any amount of self-determination, through four stages of
(semi-)extrinsic motivations – defined by the level and type of so-called “regulation”,
474 M. Pedrotti and N. Nistor
Data from four previously conducted survey studies were combined to create one
combined data set for this analysis. Two studies (A & C) were conducted amongst users
of a faculty-wide online learning management system in 2013 and in 2014. The other
two studies (B & D) were conducted amongst users of an OLV system in 2013 and 2015.
Studies A, B, and C administered online questionnaires within the respective learning
environment, in study D pen-and-paper questionnaires were distributed during a lecture
which was being recorded and made available online through the OLV system in ques‐
tion. All four studies were conducted at the same major German university, focused on
aspects of technology acceptance and user motivation, and in all questionnaires partic‐
ipants were confronted with the same question items concerning their attitudes towards
the respective online learning environment (variation only in the name of the respective
online system); therefore, a joint analysis in a combined data set was possible. This
combination of four different measurements in two different online learning environ‐
ments with different educational settings was chosen to compare the differences in moti‐
vation and corresponding differences in technology acceptance. Study A yielded 251
valid cases, study B 210 cases, study C 100 cases, and study D 112 cases – the complete
data set therefore consists of 673 responses from all four studies. 79.3 % participants
were female, 16.9 % were male (3.6 % with missing values), the average age was 24
(N = 638, M = 24.28, SD = 6.43). While the gender distribution may seem unnaturally
skewed towards female participants, however, registration numbers at this particular
university show a general majority (about 60 %) of female students, the percentage being
even higher in courses for pedagogy, psychology, and teacher education, where most
users of the learning systems in this analysis are located. Thus, we do not expect much
of an impact on the following results.
The variables from UTAUT and SDT were measured using four questionnaire
items each. The questions for UTAUT constructs were adapted from the original
study by Venkatesh et al. [1], while the questions for motivational concepts were
adapted from a study by Standage et al. [8], which in turn are based on the Academic
User Motivation and Technology Acceptance in Online Learning Environments 475
Motivation Scale [9]. Due to constraints of the combined data set, the following
analysis will focus on three of the theorized aspects of motivation: intrinsic motiva‐
tion (IM), identified regulation (IR), and amotivation (AM). The exclusion of further
aspects of extrinsic motivation was necessary, since not all four studies measured all
these sub-concepts, or used different questionnaire items to determine the motiva‐
tion of participants. Therefore, only variables present in all four studies and meas‐
ured with the same questionnaire items were included in this analysis.
The following analysis consists of two main steps: First, a confirmatory factor anal‐
ysis using a principal component analysis (PCA) was performed to assess the validity
of the scales proposed by UTAUT and SDT. Second, a variance analysis (one-way
ANOVA) was performed to compare the mean values between the four studies. All
statistical calculations were made with IBM SPSS 23 for Windows.
The PCA confirmed six factors with a total of 72.68 % explained variance. The
Kaiser-Meyer-Olkin Measure of Sampling Adequacy is well within the accepted range
(KMO = .918), together with the results from Bartletts’s Test of Sphericity (Approx.
Chi-Square = 11125,354, df = 378, p < .001) we can interpret the results as a valid
factor analysis. Results from the rotated component matrix (Varimax rotation) indicate
a few items have to be omitted due to weak or cross-loading. Most notably, items for
facilitating conditions do not form a single coherent factor, but show factor loadings
towards one or more of the other identified constructs. Social influence, on the other
hand, appears to form two distinct factors with strong loadings from their respective
items. Looking at the corresponding questions in the questionnaires, the two factors can
be interpreted as Social influence coming from the institutional surrounding (i.e. univer‐
sity and professors), and social influence coming from personal surroundings (i.e.
friends, fellow students, etc.). The eight items indicating measures for intrinsic moti‐
vation and identified regulation show strong loading values towards one factor, which
will be considered as “Motivation” in the following analysis. To summarize, the six
factors identified and confirmed by way of PCA are: Motivation (F1MO), Effort Expect‐
ancy (F2EE), Performance Expectancy (F3PE), Amotivation (F4AM), Social Influence
by the Institution (F5IS), and Social Influence by Peers (F6PS). A reliability analysis
shows high values of Cronbach’s Alpha throughout the identified scales: Alpha values
range from .919 through .944 for the first five constructs, while F6PS yields only .780,
though it is still within the acceptable range of > .7. The scales can assume values ranging
from 1 through 7, where high values represent a strong foundation of the concept in a
person’s attitudes. Over all four studies, participants average high expectations towards
performance gain and effort minimization. They feel moderately motivated (M = 3.41,
SD = 1.53), moderately supported by their institution in using the respective technology
(M = 3.90, SD = 1.99), but a little stronger by their peers (M = 4.31, SD = 1.58). The
ANOVA results show statistically significant differences between groups for all UTAUT
and SDT variables. Since the data did not meet the requirement of variance homogeneity
within the studies (as determined by Levene test for variance homogeneity), a Welch
F-Test was computed, as presented in Table 1.
476 M. Pedrotti and N. Nistor
A post-hoc Scheffé test was performed to assess differences between the four studies
concerning the different variables. Participants from study A exhibited the lowest
average value for motivation of all four studies (M = 2.91, SD = 1.57) and the lowest
institutional support (M = 3.04, SD = 1.71). Peer support and Effort Expectancy were
relatively high, though not the highest of all four groups. Participants from study B
showed very high values for EE and PE (M = 6.30, SD = .74; M = 6.16, SD = 1.03),
while also showing high values of institutional support (M = 4.90, SD = 1.82) and very
low values of amotivation (M = 1.17, SD = .47). Study C showed the lowest values for
EE and PE (M = 2.47, SD = .97; M = 2.82, SD = 1.32), while yielding the highest
values for amotivation (M = 6.00, SD = 1.16).
The purpose of this paper was to illustrate the need for a more inclusive approach to
technology acceptance research in educational contexts. We propose revisiting the
UTAUT and including an autonomy-based view on motivation following the concept
of Self-determination Theory, and the inclusion of intrinsic motivation as well as amoti‐
vation into traditional acceptance models, to better understand the attitudes of people
using learning technologies such as online learning management systems.
Results from an ANOVA show statistically significant differences between different
learning contexts. Institutional support appears to coincide with decreased amotivation
amongst participants as well as their expectations of reduced effort and increased
learning performance. On the other hand, moderate to low social support appears to be
linked to high amotivation as well as low gain expectations from using the system. These
results – while not yet an in-depth analysis of the statistical connections – are indicative
of a possible link between autonomy-based constructs of motivation and the acceptance
of technological solutions to assist learning. Future research should therefore include
such measures and further investigate the connections between users’ motivation and
their acceptance of technology, as well as the combined influence on their use intentions
and their use behavior. With such detailed insight, (online) learning environment as well
as the corresponding learning scripts coming from educators could be adapted to increase
the success of technology enhanced learning.
User Motivation and Technology Acceptance in Online Learning Environments 477
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reproduce the material.
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Reflective Learning at the Workplace - The MIRROR
Design Toolbox
1
Department of Information and Computer Science, NTNU, Trondheim, Norway
{sap,divitini}@idi.ntnu.no
2
Department of Informatics and E-Learning, NTNU, Trondheim, Norway
birgit.r.krogstie@ntnu.no
3
House of Knowledge AS, Trondheim, Norway
ilaria.canova@hakvag.no
1 Introduction
of the toolbox; Sect. 4 describes how the toolbox can be used in different situations in
an organization and Sect. 5 provides a summary.
2 Reflective Learning
In work life, reflection is ubiquitous to everyday sense making and problem solving,
triggered by discrepancies between existing knowledge and new experience. Reflection
may happen spontaneously and “in action” or with more distance to the experience
reflected upon [6]. Furthermore, reflection may be undertaken individually or in a group,
and these are often intertwined [7]. Dewey linked reflection and thinking, focusing on
the reflective attitude and skills of the learner [8]. Boud et al. describe reflective learning
as “a return to experience in which the experience – behaviour, ideas and/or feelings -
is re-evaluated and an outcome is produced” [9]. Reflection is thus part of a learning
cycle [10, 11]. The reflective learning process can be scaffolded, e.g. through helping
learners ask the right questions. For instance Driscoll [12] suggests that the questions
“What?”, “So What” and “Now what?” guide reflection through the learning cycle.
The model of Computer Supported Reflective learning (CSRL) was developed in
the MIRROR project [13] with the aim of framing new insight on reflection at work and
supporting the design of technology for this reflection. The core of the model is a
reflection cycle of four main stages (see Fig. 1). The rectangles show the stages, the
arrows with broken lines show triggers of reflection, and the arrows in complete lines
show the inputs from one stage of the cycle to the other.
The Plan and do work stage corresponds to engaging in work activity in which
experiences are made. Data about experiences is created in this process (possibly only
represented in human memory). The Initiate reflection stage may involve the setting of
objectives for reflection, including other people (for collaborative reflection), and plan‐
ning a reflection session. A more or less explicit frame for the reflection results from
this. The Conduct reflection session stage comprises activities in which the return to,
and re-evaluation of, experience happens, thereby creating an outcome. Possible activ‐
ities in a reflection session include the reconstruction and sharing of experiences and
work to reach a solution and consider its applicability. The Apply outcome stage
comprises of deciding what will be the changes to work and how to bring them about.
Application of an outcome to work, back in the first stage of the model, can amount to
a visible, measurable change, but may also be more subtle, e.g. in the form of a changed
readiness for certain action. Tool support can be provided for each of the four stages
and the transitions between them. MIRROR apps provide some of these tools.
The MIRROR Design Toolbox supports the design of apps that build on the under‐
standing of reflective learning captured in the CSRL model. The toolbox has been
designed to provide this understanding to designers of ICT applications with limited or
no prior knowledge of the model, or more in general of reflective learning. The toolbox
comprises a set of conceptual tools in the form of cards and templates. These tools are
designed in a way that the designer can work with the users in a collaborative manner
while gathering the requirements and obtaining an understanding of the work context.
Ideas from co-design (e.g. [14]) and participatory design are used to build trust among
the stakeholders and to ensure that the requirements stem from the users. Examples of
some tools are shown in Fig. 2.
The toolbox supports a designer to consider all the stages in the MIRROR CSRL
model (see Fig. 1) and promotes considering reflection at the individual, team and
organizational levels. Wherever possible, tools are provided to support a creative design
process (e.g. creativity cards) where the designer is prompted to think in an alternative
way, either through keywords or examples from the MIRROR apps. The tools in the
toolbox are categorized into three parts, each supporting a different part of the design
process. A description of the categories and some example tools for each category are
provided in Table 1.
The need for the MIRROR Design Toolbox arise due to several situations and causes.
A designer may choose the tools depending on the maturity of the reflection process at
the workplace, the tools that are available for supporting reflection and her knowledge
about the organisation’s context and needs. We present the Toolbox through three
examples, to illustrate different situations in an organization.
Example 1: a change in the existing tools and practices in a workplace. This may
be the case where the current tools and practices could be improved or enhanced to
support reflection and learning. The organization may already have a culture of
supporting reflection and learning and the designer may already understand the context
of work. In such a situation, the designer may have been involved in the design of tools
that already exist and have an overview of existing tools to support reflection. The
designer may start by updating the overview of tools and landscape or enhancing the
existing design of the tool(s). In this case, the main set of tools from the toolbox that the
designer may use are the ones for Specification; see example shown in Fig. 3. Here, we
482 S.A. Petersen et al.
can assume that the designer is knowledgeable about the content of the workplace and
may only use the tools from the Landscape and Storyline that complement existing
knowledge.
5 Summary
The MIRROR Design Toolbox provides a set of conceptual tools that may be used to
design new reflection apps or enhance existing tools and practices for better support for
reflection in the workplace. This paper provides an overview of the toolbox and how it
Reflective Learning at the Workplace the MIRROR Design Toolbox 483
had been developed to meet the theoretical foundations of reflection and learning in
organizations, described by the MIRROR CSRL model. The aim of the toolbox was to
provide a comprehensive set of tools supporting the designers while giving them flexi‐
bility to choose when to use which tool. The next stage in our work is to evaluate it by
using the tools in different organizational contexts as illustrated in the three cases.
Acknowledgements. This work was conducted as a part of the EU TEL MIRROR project and
partly funded by the TELL GEMINI Center (http://www.tell-gemini.org/). We thank the
participants of the project for feedback and fruitful discussions.
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for co-designing services. Department of AD:MT, Aalborg University, Aalborg (2013)
Toward a Play Management System
for Play-Based Learning
1 Introduction
section describes the model of a Play Management System, based on the results that
emerged implementing and testing a game in real school contexts.
Digital Epistemic Games (referend to as JENs1 in this paper) are playful and authentic
learning situations that lead the learners to solve complex, interdisciplinary and non-
determinist problems [1]. JENs allow students to develop their own ways of thinking
and acting by designing and trying out their own solutions [2, 3]. JENs also rely on
mixed reality technologies [4] to create contextual and situated activities and to support
knowledge co-construction among learners. “Learning situation” are key words of this
definition and Henriot emphasized the importance of distinguishing the game, as an
artifact, and play, its usage [5]. For Henriot, play emerges from the interactions between
a player and a game. In other words, play depends on the lusory attitude [6] of the players,
i.e. their willingness to take on the rules of the game and to participate. Usually, studies
on game-based learning are focused on the characteristics of a given game. We consider
that it is the learning situation in which the game is used that is paramount, and that a
shift from a game-based to a play-based perspective is needed.
Implementing a game-based pedagogy implies that the teachers have to manage the
classroom orchestration [7]. Their role entails the introduction of the game to the
students. A teacher may also act as a game master and be involved in the assignment of
rewards, if it is not automatic. Following a gamification trend, for some Learning Manage‐
ment Systems such as Moodle2, badge functionalities enable students to represent their
achievements and skills. Such an approach has been implemented for the game Class‐
craft3, designed for classroom management. The success of the game, in terms of its
adoption by teachers, demonstrates its relevance [8]. Another teachers’ roles relates to the
animation of debriefing sessions, dedicated to foster reflection and metacognition after the
game, or in-between game sessions [9]. Regarding the importance and the complexity of
the teachers’ role for game-based learning, it becomes apparent that they need to be taken
into account when designing a technical solution to implement their game and that such a
solution should include support for dynamic classroom orchestration.
1
JEN stands for Jeu Epistémique Numérique in French.
2
https://moodle.com/, visited on March 2016.
3
http://www.classcraft.com/fr/, visited on March 2016.
486 E. Sanchez et al.
The first user studies described previously support the need for a generic system, dedi‐
cated to play management. We describe the global architecture of the system and the
functionalities that we identified.
Within a JEN, both individual play and collaborative play must be encouraged.
Therefore, a PMS must offer the means for developing individual and collaborative
activities that foster production, communication and coordination [14].
There is also a need, for the teacher to track play activities in order to get information
about players’ achievements. Indeed, the teacher’s expressed the need for PMS to take
into consideration data collection (traces) for the asynchronous analysis of players’
interactions. As a result, learning analytics [15] services might be offered.
488 E. Sanchez et al.
5 Conclusion
The goal of this study was to propose an innovative approach for implementing play-
based learning into secondary education. Since we decided to implement a player-
centered approach for game-based learning and to offer support for dynamic classroom
orchestration, a new perspective emerged. A PMS is an integrated system that supports
players and teachers to deliver, use, manage, and track play situations dedicated to
educational objectives. This system may be used to plan, implement, and assess Digital
Epistemic Games. The PMS model proposed in this paper is composed of four modules:
Administration Module, Player/Learner Module, Game-Master Module and Service
Module.
The contributive, collaborative and iterative methodology based on experimentation
in real school settings enabled linking pragmatic issues (implementing a game in a
classroom) and theoretical issues (designing a model of a system adapted to play
management). The main results consist of the identification of the functionalities needed
for play orchestration (i.e. teachers’ requirements). New experimentations are now
conducted. The preliminary results underline that the persistence of the game has been
recognized to be important. Thus, the prototype now offers the players the opportunity
to consult their logbook, refreshed in real time. It is expected that PMS, by taking on
Toward a Play Management System 489
the issue of persistence, will sustain the players’ motivation and enhance decision
making. In sum, the lessons learned from the ongoing experimentations, lead us to better
take into consideration players’ requirements.
References
1
Institute of Educational Technology, The Open University, Milton Keynes, UK
mike.sharples@open.ac.uk
2
Knowledge Media Institute, The Open University, Milton Keynes, UK
john.domingue@open.ac.uk
Abstract. The ‘blockchain’ is the core mechanism for the Bitcoin digital
payment system. It embraces a set of inter-related technologies: the blockchain
itself as a distributed record of digital events, the distributed consensus method
to agree whether a new block is legitimate, automated smart contracts, and the
data structure associated with each block. We propose a permanent distributed
record of intellectual effort and associated reputational reward, based on the
blockchain that instantiates and democratises educational reputation beyond the
academic community. We are undertaking initial trials of a private blockchain or
storing educational records, drawing also on our previous research into reputation
management for educational systems.
1 Introduction
The blockchain is being proposed as a disruptive technology that could transform the
finance and commerce sectors (see e.g. [1, 2]). In this paper we explore the disruptive
potential of the blockchain for education and its value in support of self-determined
learning. To understand the relevance of the blockchain to education, it is important to
understand its components, as any one or more may be adapted for educational use.
First, there is the blockchain itself, a distributed record of digital events. The block‐
chain is a long chain of linked data items stored on every participating computer, where
the next item can only be added by consensus of a majority of those participating. There
are public blockchains that anyone can access and potentially add to, and there are private
blockchains used within an organization or consortium. The best known, but not the
only, blockchain is the one at the heart of the Bitcoin system of digital money [3].
Second, there is the ‘distributed consensus’ method to agree whether a new block is
legitimate and should be added to the chain. This is done by requiring a participant’s
computer to perform a significant amount of computational work (‘proof of work’ or
‘mining’) before it can try to add a new item to the shared blockchain. To create a false
blockchain and get that accepted by consensus would be prohibitively difficult. An
unfortunate consequence of the ‘proof of work’ requirement, is that the computer
performing the mining operation to produce a new block must spend a considerable
amount of computational power and electricity, just to provide the proof of work. Alter‐
rnatives are being developed for distributed validation of new blocks, including ‘proof
of stake’ where, to add a new block, a participant must show a certain amount of currency
or reputation, which is lost if that block is not accepted by consensus [4].
Third, each block in the blockchain can hold a small amount of data (typically up to
1 Mb) which could be any information that is required to be kept secure, yet distributed.
These could be records of currency transactions (as in Bitcoin) or, for education, exam
credentials or records of learning. That information is stored across all participating
computers and can be viewed by anyone possessing the cryptographic ‘public key’ but
cannot be modified, even by the original author. The data records are timestamped,
providing a trusted and timed record of the added data.
Last, there are Smart Contracts, segments of computer code which enact blockchain
transactions when certain conditions have been met. These enable business and legal
agreements to be stored and executed online, for example to automate invoicing. In
October, 2015 Visa and DocuSign demonstrated Smart Contracts for leasing cars
without the need to fill in forms.1
To explore the value of the blockchain for education, we take each of these elements
separately, then examine how they fit together.
The distinguishing elements of the blockchain are that it is a single linked record of
digital events, stored on each participating computer. It has the properties that:
• The entire record is distributed over a wide network of participating computers and
so is resilient to loss of infrastructure;
• it is possible to confirm the identity of any addition or modification to the record;
• once a block has been added by consensus among participants, it cannot be removed
or altered, even by the original authors;
• the events are publically-accessible, but not publically readable without a digital key.
An obvious educational use is to store records of achievement and credit, such as
degree certificates. The certificate data would be added to the blockchain by the awarding
institution which the student can access, share with employers, or link from an online
CV. It provides a persistent public record, safeguarded against changes to the institution
or loss of its private records. This opens opportunities for direct awarding of certificates
and badges by trusted experts and teachers. The University of Nicosia is the first higher
education institution to issue academic certificates whose authenticity can be verified
through the Bitcoin blockchain [5] and Sony Global Education has announced devel‐
opment of a new blockchain for storing academic records [6].
The blockchain provides public evidence that a student identity received an award
from an institutional identity, but does not, of itself, verify the trustworthiness of either
party. A university could still award a bogus certificate or a student could still cheat in
1
https://www.docusign.com/blog/the-future-of-car-leasing-is-as-easy-as-click-sign-drive/.
492 M. Sharples and J. Domingue
an exam. The blockchain solves a problem of rapidly and reliably checking the occur‐
rence of an event, such as the awarding of a degree, but not its validity. However, just
as MOOCs make teaching widely visible, so the blockchain may expose awarding bodies
and their products to public scrutiny.
Consider a system where any person could lodge a public record of a ‘big idea’, such
as an invention, a contribution to knowledge, or a creative work such as a poem or
artwork. That record links to an expression of the work (e.g. the text or artwork). Each
big idea is identified with its author, and timestamped to indicate when it was first
recorded. Once lodged it cannot be modified, but it could be replaced by a later version.
This can act as a permanent e-portfolio of intellectual achievement, for personal use
as a logbook, or to present to an employer. It also serves as a crowd-sourced method of
patenting. There is no need for a person to make and prove claims for invention – the
record is there to see. The startup company Blockai has already implemented a block‐
chain system to help creative workers register their work to protect it from copyright
infringement [7].
The blockchain as record of intellectual work has resonances with the Xanadu project
of Ted Nelson [8]. Conceived in the early 1960s, Nelson’s vision was for a “digital
repository scheme for world-wide electronic publishing” [9, p. 3/2] with aspects that go
beyond the worldwide web including unbreakable links, attribution to authors, and
micropayments for re-use of content. Each item in the Xanadu repository would be
linked back to its author and the record would be stored across many locations to main‐
tain availability in the case of disaster. Most of Nelson’s 17 rules for Xanadu could be
mapped onto the blockchain as a record of learning, e.g.: every user is uniquely and
securely identified; permission to link to a document is explicitly granted by the act of
publication; every record is automatically stored redundantly to maintain availability
even in case of didaster; the communication protocol is an openly published standard.
A problem with the blockchain as a record of learning or intellectual effort is similar
to that for its use as a digital store for certificates: it is proof of existence2, but does not
guarantee that the data held in the record is valid, authentic or useful. A user’s claim to
be the originator of an idea, invention claim or creative work could be contested, nor is
there guarantee that the item is valuable or even interesting to others. This is a serious
issue, but it is addressed by the academic community through processes of peer review
and reputation management. Nelson proposed a payment and royalty mechanism for
Xanadu. For the blockchain as a record of learning, we indicate a mechanism for intel‐
lectual credit and reputation.
Currently, the main use of the blockchain is as a mechanism for recording transactions
of the Bitcoin digital currency. This is a public ledger that records Bitcoin transactions
2
https://www.proofofexistence.com/.
The Blockchain and Kudos: A Distributed System 493
(though it can store other types of record). Bitcoins, like traditional currencies, can be
used to pay for products and services from merchants who accept them. Thus, Bitcoin
micro-payments could be used as reward for small educational services, such as a student
who carries out a peer assessment task being automatically rewarded [10].
But other commodities can have tradeable value, notably reputation [11]. Reputation
is a foundation of the new digital economy, with companies such as AirBnB and Uber
building trust through ratings and reviews. Amongst academics, reputation is already a
tradeable commodity, with promotion and recruitment being based in part on reputation
measured through number of citations and the H-index metric of publication impact.
Imagine that trading of scholarly reputation could be extended beyond the academic
world and made the basis of an educational economy. Consider the following proposi‐
tion. A new public blockchain is initiated to manage educational records and rewards,
perhaps by a consortium of educational institutions and companies. Each recognized
educational institution, innovative organization, and intellectual worker is given an
initial award of ‘educational reputation currency’, which we will call Kudos. The initial
award might be based on some existing (albeit crude) metric: Times Higher Education
World Reputation Rankings for Universities, H-index for academics, Amazon author
rank for published authors etc. An institution could allocate some of its initial fund of
Kudos to staff whose reputation it wishes to promote. Each person and institution stores
its fund of reputation in a virtual ‘wallet’ on a universal educational blockchain.
Then, any institution or individual can make a reputational transaction. For an
educational institution such as a university, that might be the award of a degree or
certificate, which would involve posting the certificate on the blockchain and also trans‐
ferring some Kudos from awarding institution to the awardee. For individual, it could
support an economy of online tutoring, with students paying a tutor for online teaching
in financial (e.g., Bitcoin) currency, who would then pay the student in reputation
(Kudos) for passing a test or completing the course. The Smart Contracts mechanism
could allow such peer-to-peer micropayments to be made in a variety of currencies.
Any individual (not necessarily someone who already has reputational credit) can
also post an item of note to the educational blockchain. It might be a creative or scholarly
production, a work of art, or a great idea, which is timestamped and archived. Thus, a
simple posting is a permanent record of authorship as well as an item in a personal, but
shareable, e-portfolio.
In addition, an individual with reputation can decide to associate Kudos with one or
more postings to the blockchain, up to the amount the person holds in their wallet. The
amount would not be spent, but is an indication of the value of the work or idea. Other
people might then transfer some of their reputational credit to the author, to boost the
reputation of that person’s artefact or idea. They might do that to promote or be asso‐
ciated with the idea, in a similar way to investing in a Kickstarter project, but with a
currency of reputation.
A consequence is that the educational blockchain would provide a single universal
record of lodged creative works or ideas, each associated with reputational credit. The
amount of Kudos associated with each item indicates its value to the author and thus, if
needed, its real world monetary value (e.g. for purchasing a copy of the creative work).
494 M. Sharples and J. Domingue
Lastly, reputation could be ‘mined’ by institutions, which stake part of their repu‐
tation on adding valid blocks to the chain (through a proof-of-stake algorithm) for which
they are rewarded with additional Kudos. There is no limit in theory to the items that
could be added to an educational blockchain – assignments, blog postings, comments –
but there is computational cost in storing and maintaining a distributed educational
record. That record is public, so anyone can determine how a person gained the repu‐
tation, and the rules for associating value are agreed by a consensus of the volunteers
mining the blocks.
Such a reputational management system for education is not fanciful. Something
similar, though without the blockchain and tradeable reputation, is in operation for The
Open University iSpot citizen science site [12], where acknowledged wildlife experts
are initially given a high reputational score on the platform and new users can earn visible
reputation (indicated by reputation points as well as virtual badges) through making
wildlife observations and validating the observations of others. This process of
enhancing reputation on iSpot happens automatically and most of the computational
complexity of managing an educational blockchain and reputation system could be
hidden from the user or institution.
We have been experimenting in adding OpenLearn badges3 to a private blockchain.
OpenLearn hosts over 800 free Open University courses and attracts over 5 million
visitors per year. Our Open Blockchain platform is implemented on the open source
Ethereum infrastructure4 which supports the creation of Distributed Applications
comprising sets of Smart Contracts. Our system currently allows students to register for
courses and receive badges which can be viewed in a student Learning Passport. An
administration interface enables awarding of badges to students. All transactions are
timestamped and are cryptographically signed. The transactions are peer-to-peer: in
principle no host institution is required for the awarding of accreditation. Future work
will integrate badges from other institutions including FutureLearn5 and optionally place
badges onto the public Ethereum blockchain.
5 Implications
What might be the implications for education of trusted distributed educational records
combined with a system of tradeable reputation? The first benefit is in providing a single
secure record of educational attainment, accessible and distributed across many insti‐
tutions. Once there is a recognised educational blockchain, then individuals as well as
institutions could store secure public records of personal achievement. Second, a gener‐
alized system of reputation management associated with blockchain technology could
help to open up the system of scholarly reputation currently associated with academics.
This will require thought to develop accepted and trusted practices of acquiring public
reputation, but there are already of examples of reputation management at work in
3
http://www.open.edu/openlearn/get-started/badges-come-openlearn.
4
https://www.ethereum.org/.
5
http://www.futurelearn.com.
The Blockchain and Kudos: A Distributed System 495
companies such as AirBnB as well as in educational systems including iSpot. Third, and
more controversially, reputation could be traded, by being associated with academic
awards, as well as being put up as collateral for important ideas or to validate the adding
of new block to the chain.
There are deep practical and ideological issues raised by trading educational repu‐
tation as a currency. One practical problem is how to create a conversion rate between
reputation and money. What is the financial value of a novel idea or an A* dissertation?
A fundamental ideological concern is that a system of trading reputation will further
entrench the commodification of education – where students browse, buy and consume
educational products, with no empathy for scholarship or intellectual value. Yet it could
be argued that reputation as a commodity has long been a part of academia, though
citation counts, impact factors, and national research assessment exercises. The block‐
chain and reputational currency might reduce education to a marketplace of knowledge,
or they might extend the community of researchers and inventors to anyone with good
ideas to share.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, dupli‐
cation, adaptation, distribution and reproduction in any medium or format, as long as you give
appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
References
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March 2016. http://uk.reuters.com/article/us-icap-markets-blockchain-idUKKCN0WH2J7
2. Valenzuela, J.: Arcade City: Ethereum’s Big Test Drive to Kill Uber. The Cointelegraph, 15
March, 2016. http://cointelegraph.com/news/arcade-city-ethereums-big-test-drive-to-kill-uber
3. Nakamoto, S.: Bitcoin: A Peer-to-Peer Electronic Cash System, October 2008. http://
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4. Buterin, V.: Understanding Serenity, Part 2: Casper, 28 December 2015. https://
blog.ethereum.org/2015/12/28/understanding-serenity-part-2-casper/
5. University of Nicosia. Academic Certificates on the Blockchain. http://digital
currency.unic.ac.cy/free-introductory-mooc/academic-certificates-on-the-blockchain/
6. Sony Global Education. Sony Global Education Develops Technology Using Blockchain for
Open Sharing of Academic Proficiency and Progress Records, 22 February 2016. http://
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7. Ha, A.: Blockai uses the blockchain to help artists protect their intellectual property,
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496 M. Sharples and J. Domingue
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online learning? In: ALT Online Winter Conference, 7th–10th December (2015)
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anfactors.com/money.html
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Feburary – 01 March 2011, Banff, Alberta, pp. 34–43 (2011)
Game-Based Training for Complex
Multi-institutional Exercises of Joint Forces
1 Introduction
In multi-national, large-scale exercises for NATO Joint Intelligence, Surveillance
and Reconnaissance (JISR) [9] various participants in different roles with differ-
ent backgrounds must understand the processes and information flow between
the participating heterogeneous hardware systems (e.g., air-borne drones) and
software appliances (e.g., image processing tools). The high variability of verti-
cal (different roles) and horizontal (varying complex interactions) requirements
result in the need for pre-exercise preparation and training tools. The objective
of these multi-national exercises (e.g., NATO interoperability projects CAESAR
or MAJIIC) is to improve the overall interoperability between the technical
systems of the partnering nations. For these complex exercises thorough prepa-
ration of the participants is needed to effectively conduct the exercise and reach
all objectives. People with different professional backgrounds (e.g., civilian man-
agers or army personnel) and roles (e.g., officers or trooper) must understand
the exercise plans be able to answer the questions how, when, and why certain
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 497–502, 2016.
DOI: 10.1007/978-3-319-45153-4 49
498 A. Streicher et al.
2 Related Work
Assistance and training applications for the handling of system-of-systems tasks
have long been an active research topic. For example, the mobile scenario assis-
tant SCENAS assists with the automatic configuration of complex systems for
demonstration scenarios [8]. Furthermore, substantial results have been shown
in the field of emergency training with game-based learning techniques [2,7].
Immersive training environments, i.e., digital game based learning systems
(serious games), are increasingly being used by the military to provide training on
a range of skills, team operations, navigation and route clearance, operationally
relevant language skills, small unit tactical operations, and mission rehearsal [5].
So far, we could not find a combination of game-based technologies with
scenario or exercise training applications for the military domain. In particular,
the approach to combine scenario description languages and game-based learning
as a training tool for multi-institutional exercises has not yet been presented.
Our game design [1] follows Prenskys proposal [6] to first define your audience
and your learning objectives in order to find the ideal game genre which matches
both, and therefore leads to a high rate of acceptance. The proposed modular
game design concept is based on a structural design pattern approach to break
down the concerns of the game design process for an exercise trainer, as proposed
in this work, into three levels: technical, scenario and game level. Besides the
breakdown of concerns at the game design process an additional modularity
comes in by using standardized scenario representation formats.
At the technical level the general structure (business processes) of the exer-
cises is modeled using standard modeling formats and tools from the Modeling
and Simulation domain. We propose to use SysML [4] with the XML Meta-
data Interchange (XMI) format, which allows for effective interoperability of
the UML2-based models. The interoperability is needed for the implementation
of EXTRA as a generic training tool which must be flexible towards varying
scenarios and game mechanics.
The scenario level entails the modeling of the actual scenario (e.g., roles or
processes) which differ between different exercises. Whereas the actual scenario
varies, the underlying technical model does not necessarily need to be modified,
if the technical description of the processes and data flows remains the same
(e.g., same business processes).
The game level imposes narratives, playful interactions, game mechanics, etc.
on the scenario. In the case of EXTRA we propose to use a scalable game design
based on logistics processes (details in the next sections).
users with information on the scenario and train them in preparation for the
planned exercise. Of core importance is the mediation of knowledge on how the
whole scenario is designed (macro-perspective), i.e., the involvements and inter-
connections of the (sub-)systems. Two main levels for the learning objectives
in EXTRA have been identified: technical and procedural knowledge transfer.
Whereas the technical view explains which systems are interconnected in which
way, the procedural view looks at the different roles, processes, and activities. In
the procedural mode EXTRA must mediate knowledge how a business process is
modeled and executed. As an example, this could be the training of a process on
imagery-based reconnaissance which includes the activities tasking, collection,
processing, exploitation, and dissemination.
The goal of the game is to satisfy demanding “customers” (metaphor for
essential users) with their changing product requests (metaphor for information
requests) by constructing optimal logistic chains (metaphor for data or informa-
tion interconnections) to optimally distribute the products to the markets. The
narrative is called “Boston Harbor”. It plays in a fictitious Boston, where at
the famous harbor demanding international customers request certain products.
A high-score contest motivates the players to repeatedly play the game as opti-
mizing the logistics and optimally satisfying the customers demands increases
the score (consisting of reputation and gold). When the demands are not sat-
isfied in time, the score decreases; if the score drops to zero the game is lost.
The learning objects are interweaved with the gameplay for not to impair the
immersion. Hence, the terminology and characteristics of factories or connections
reflect real world systems, and the gameplay transparently supports the training
and the receptive knowledge transfer.
5 Application Example
We realized the EXTRA concept for a NATO multi-national joint exercise in
2015. Basis for the modeling of the scenario were exercise plans and general
handbooks on NATO joint training exercises. The extracted example process for
EXTRA is depicted in Fig. 1. It shows a high-level JISR example for an imagery
acquisition process. The process starts with the collection requirement (i.e., what
to collect intelligence for), to the asset mission planning (i.e., which sensor to
task), to the actual acquisition and processing of data by an asset (e.g., a Recce
Tornado), to the output handling with exploitation and dissemination.
In EXTRA this process has to be recreated in the game by the user using
the available factories, market places or logistics centers and route types from
the game inventory (Fig. 2). The user achieves the game’s goal by collecting as
many score points as possible. This can be achieved by optimally placing and
interconnecting the available facilities, i.e., optimal according to the scenario
description and technically verified by the game controller on basis of the under-
lying (technical) scenario model.
The concept proofed to be flexible to changing requirements. In a real appli-
cation case, the learning objectives changed substantially. Whereas the origi-
nal concept covered mostly technical aspects, the revised concept had to cover
Game-Based Training for Complex Joint Forces Exercises 501
Fig. 1. Example process for a joint exercise for image acquisition with input handling
(top left box), processing (right box), and output handling (bottom left box).
also procedural aspects. However, the changes in the game design concept could
be kept minimal, since the game design is based on the modeling of logistics
(business) processes. By adjusting only the metaphors for the game objects the
game design could be easily adapted.
502 A. Streicher et al.
6 Conclusion
This paper presents a new concept for modular, Web-based exercise trainers
for joint training scenarios based on the motivational principles of digital game
based learning (serious games). In multi-national, large-scale exercises for NATO
Joint Intelligence, Surveillance and, Reconnaissance (JISR) various participants
in different roles with different backgrounds must understand the processes and
information flow between the participating heterogeneous hardware systems and
software appliances. The high variability of vertical and horizontal requirements
results in the need for pre-exercise preparation and training tools. The applica-
tion example of the implemented EXTRA concept for a NATO multi-national
joint exercise according to a given exercise plan shows the feasibility of the pre-
sented concepts. Preliminary empirical application results show the flexibility of
the concept towards changing requirements. The transfer of the EXTRA concept
to other domains is subject of future work. Also, an evaluation is in preparation
to verify the user acceptance and the learning effectiveness of EXTRA.
References
1. Crawford, C., Peabody, S., Art, T., Web, W.W., Loper, D.: The Art of Computer
Game Design. Computer, p. 81 (2003)
2. Crichton, M., Flin, R.: Training for emergency management: tactical decision games.
J. Hazard. Mater. 88(2), 255–266 (2001)
3. Csikszentmihalyi, M., Abuhamdeh, S., Nakamura, J.: Flow and the Foundations of
Positive Psychology. Springer, Netherlands (2014)
4. Friedenthal, S., Moore, A., Steiner, R.: A Practical Guide to SysML: The Systems
Modeling Language. Morgan Kaufmann, San Francisco (2008)
5. Hussain, T.S., Roberts, B., Menaker, E.S., Coleman, S.L.: Designing and developing
effective training games for the US Navy. M&S J., p. 27 (2012)
6. Prensky, M.: Digital game-based learning. Comput. Entertainment (CIE) 1(1), 21–
21 (2003)
7. Stolk, D., Alexandrian, D., Gros, B., Paggio, R.: Gaming and multimedia applica-
tions for environmental crisis management training. Comput. Hum. Behav. 17(5–6),
627–642 (2001)
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Demo Papers
DALITE: Asynchronous Peer
Instruction for MOOCs
1 Introduction
One of the most widely accepted active learning pedagogical strategies is Peer
Instruction (PI) [10]. The typical script followed by a teacher using PI:
1. teacher displays a multiple choice question item to their class, asking students
to individually indicate their answer choice for what they think is the answer.
This can be done using flash cards, signalling with fingers, or with wireless
clickers. The intention is to give all students, no matter how introverted or
confused, an opportunity to elicit their prior knowledge, anonymously
2. once all answer choices have been tallied, the teacher asks students to discuss
with their neighbouring peers, and encourages them to convince one another
of their own answer choice. After this discussion, teachers prompt students
to once again, individually, indicate their answer choice (which may now be
different than before).
The benefits of this as a classroom practice, especially in comparison to
conventional, lecture-style content delivery, has been documented in different
contexts [5,6,8,9]. It is with this success in mind, that our team of physics
teachers and education researchers, working at colleges in Montreal, Canada, set
out to develop a homework tool that would be centred on the same foundations of
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 505–508, 2016.
DOI: 10.1007/978-3-319-45153-4 50
506 S. Bhatnagar et al.
2 DALITE
A DALITE question item proceeds as follows:
1. The question is displayed, and the student selects one of the multiple choice
answers. They are then prompted to write a couple of sentences that explain
why they selected their answer choice. These little paragraphs will from now
on be referred to as “rationales” (Fig. 1).
2. Once a rationale is given, the system presents two sections of text: one for
their answer choice, and one for another choice to the question (Fig. 2). Each
section upto contains four rationales, written by previous students. The goal
is to give students a chance to reflect on their thinking by providing them
with an opportunity to compare and contrast other rationales, and maybe
change their mind. The student is prompted to read the rationales from the
two sections, and decide whether they would like to keep their answer choice,
or switch. What’s more, the student is asked to vote on one rationale out of
the ones displayed, that they best like (They always have the option “I stick
with my rationale”).
A battleship simultaneously fires two shells with different initial speeds at enemy ships.
If the shells follow the parabolic trajectories with the same maximum height shown
The rationales displayed are anonymous, and can either be randomly selected
from those in the database, or preferentially based on how many times they have
been “upvoted” in the past. An important consideration is that any new question
item requires a few “seed” rationales for each of the answer choice options, so
as that the first students attempting it do not get an empty re-vote page.
DALITE: Asynchronous Peer Instruction for MOOCs 507
3 Scalable Asynchronous PI
In previous studies, we have shown that
– DALITE is as effective as in-class Peer Instruction for Quebec college level
physics courses [4] (in terms of gain on the Force Concept Inventory [7])
– students appreciate the usefulness of the platform for formative assessment
– teachers are able easily integrate DALITE into “flipped-classroom” pedagogy
– weak students and strong students alike write rationales in DALITE that earn
the votes of their peers [2]
– the tool provides a novel source of data for the Educational Data Mining,
Learning Analytics, and Natural Language Processing research communities.
Since students are constantly “up-/down-voting” their peers’ rationales, there
is a bootstrapping effect for the social annotation of constructed response data.
DALITE is now an open-source, Django-based web application, written to
be compliant with the IMS Global Learning Consortium’s Learning Tools Inter-
operability (LTI) standard, so that most major Learning Management Systems
(LMS) can implement asynchronous PI, as an external resource. Over the past
year, DALITE has been used on the edX platform as part of three different
MOOCs (Justice from Harvardx, Advanced Classical Mechanics from MITx,
and Intro to Body from McGillx). The tool is being successfully used in science
items, but also contexts where there isn’t necessarily a correct answer. In both
Justice and Intro to Body, DALITE was used to elicit student opinions on ethical
and scientific issues. The “up-voting” process allows instructors and students to
easily determine which rationales are seen as most convincing by the participants
of the course.
508 S. Bhatnagar et al.
References
1. Anderson, T., Shattuck, J.: Design-based research a decade of progress in education
research? Educ. Res. 41(1), 16–25 (2012)
2. Bhatnagar, S., Desmarais, M., Whittaker, C., Lasry, N., Dugdale, M., Charles,
E.S.: An analysis of peer-submitted and peer-reviewed answer rationales, in an
asynchronous peer instruction based learning environment
3. Charles-Woods, E., Whittaker, C., Dugdale, M., Lasry, N., Lenton, K., Bhatnagar,
S.: Designing of dalite: bringing peer instruction on-line. In: Rummel, N., Kapur,
M., Nathan, M., Puntambekar, S. (eds.) Computer Supported Collaborative Learn-
ing (2013)
4. Charles-Woods, E., Whittaker, C., Dugdale, M., Lasry, N., Lenton, K.,
Bhatnagar, S.: Beyond and within classroom walls: designing principled pedagog-
ical tools for students and faculty uptake. In: Computer Supported Collaborative
Learning (2015) (in press)
5. Crouch, C.H., Mazur, E.: Peer instruction: ten years of experience and results. Am.
J. Phys. 69(9), 970–977 (2001)
6. Fagen, A.P., Crouch, C.H., Mazur, E.: Peer instruction: results from a range of
classrooms. Phys. Teach. 40(4), 206–209 (2002)
7. Hestenes, D., Wells, M., Swackhamer, G.: Force concept inventory. Phys. Teach.
30(3), 141–158 (1992)
8. Kortemeyer, G.: The psychometric properties of classroom response system data:
a case study. J. Sci. Educ. Technol. 1–14 (2016)
9. Lasry, N., Mazur, E., Watkins, J.: Peer instruction: from Harvard to the two-year
college. Am. J. Phys. 76(11), 1066–1069 (2008)
10. Mazur, E., Hilborn, R.C.: Peer instruction: a user’s manual. Phys. Today 50, 68
(1997)
Digital and Multisensory Storytelling: Narration
with Smell, Taste and Touch
1 Introduction
“If you want your children to be intelligent, read them fairy tales. If you want
them to be more intelligent, read them more fairy tales”. This quote from
Albert Einstein illustrates perfectly how stories are important to help children
to develop their own abilities. Telling stories, an activity which is omnipresent in
human culture, helps acquiring language, sharing meanings with the community,
giving sense to reality.
Storytelling therefore finds relevant application in pedagogy [2], as it can
become a powerful tool for communication, collaboration, and creativity between
children and for teachers and children. A very relevent feature possessed by
storytelling is the chance it offers to stimulate at the same time the cognitive and
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 509–512, 2016.
DOI: 10.1007/978-3-319-45153-4 51
510 R. Di Fuccio et al.
the emotional dimension, which is, especially in life first years, very important to
guarantee children harmonic growth [10]. In recent years, thanks to technologial
development, digital tools have been applied to storytelling, thus giving birth to
digital storytelling which has gained a respectable position between instructional
tools. Moreover, many commercial products for storytelling have had a notable
success; consider for example interactive books such as LivingBooks or authoring
tools such as StoryMaker.
Even if these tools are indeed effective, there are some elements that are
neglected in these applications, first of all the interaction with the physical world.
Some solutions have been proposed to overcome this limit, consider for example
the Interactive Storytelling Spaces for children proposed by Alborzi and col-
leagues [1] where room-sized immersive storytelling experiences for children is
realized, or I-theatre [9], a collaborative storytelling system that allows children
to draw their own characters and scenarios on paper and see them animated in
a digital story.
These efforts constitute a relevant step forward, but, in our opinion, digital
storytelling can be further enriched including multisensory elements. During the
whole lifetime, it is important to stimulate all the senses, whereas some of them
are neglected in modern societies were sight and hearing are undiscussed pro-
tagonists. Some psycho-pedagogical practices underline the important role of all
senses proposing dedicated activities. Consider, for example, Montessori senso-
rial area [8] in the classroom with olfactory activities which aim at stimulating
the sense of smell in children or tasting materials to foster this sense.
In the storytelling context, multisensory elements have been introduced in
storytelling originating multisensory storytelling, which is widely employed to
support children and adults with special needs [5]. For example, it has been
employed to gather attention from people with profound intellectual and men-
tal disabilities [11]. In this case, multisensory stories are personalized and thus
stimulate the senses, adapting to the abilities, needs and desires of the individ-
ual with disabilities. Moreover, as it touches the emotional dimension of these
individuals, it helps keeping the person focused on the story.
Given these premises, we propose STTory, a hardware/software system for
digital and multisensory storytelling with smell, taste and touch. These senses
which are usually neglected in digital applications, are strictly connected, also
at neural level, to the emotional dimension. In next section the tool is described.
3 Pilot Test
A pilot test was run with this tool in a science fair at Citta’ della Scienza, a
cultural initiative to promote and popularize scientific knowldege in Naples, to
test system usability and reception by users. About 40 users used the system with
sight and hearing only or with smell, taste and touch. Users feedback indicate
that the use of more senses improved motivation and engagement.
512 R. Di Fuccio et al.
Acknowledgments. The project has been run under INF@NZIA DIGI.tales, funded
by Italian Ministry for Education, University and Re-search under PON-Smart Cities
for Social Inclusion programme.
References
1. Alborzi, H., Druin, A., Montemayor, J., Platner, M., Porteous, J., Sherman, L.,
Kruskal, A.: Designing storyrooms: interactive storytelling spaces for children. In:
Proceedings of the 3rd Conference on Designing Interactive Systems: Processes,
Practices, Methods, and Techniques, pp. 95–104. ACM, August 2000
2. Coulter, C., Michael, C., Poynor, L.: Storytelling as pedagogy: an unexpected
outcome of narrative inquiry. Curriculum Inq. 37(2), 103–122 (2007)
3. di Ferdinando, A., di Fuccio, R., Ponticorvo, M., Miglino, O.: Block magic: a proto-
type bridging digital and physical educational materials to support children learn-
ing processes. In: Uskov, V.L., Howlett, R.J., Jain, L.C. (eds.) Smart Education
and Smart e-Learning. Smart Innovation, Systems and Technologies, vol. 41, pp.
171–180. Springer, Heidelberg (2015)
4. Di Fuccio, R., Ponticorvo, M., Di Ferdinando, A., Miglino, O.: Towards hyper activ-
ity books for children. Connecting activity books and montessori-like educational
materials. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, É. (eds.)
Design for Teaching and Learning in a Networked World, pp. 401–406. Springer,
Heidelberg (2015)
5. Fornefeld, B.: Storytelling with all our senses. In: Using Storytelling to Support
Children and Adults with Special Needs: Transforming Lives Through Telling
Tales, p. 78. Routledge, London (2012)
6. Miglino, O., Di Ferdinando, A., Schembri, M., Caretti, M., Rega, A., Ricci, C.:
STELT (smart technologies to enhance learning and teaching): a toolkit devoted to
produce augmented reality applications for learning teaching and playing. Sistemi
Intelligenti 25(2), 397–404 (2013)
7. Miglino, O., Di Ferdinando, A., Di Fuccio, R., Rega, A., Ricci, C.: Bridging digital
and physical educational games using RFID/NFC technologies. J. e-Learn. Knowl.
Soc. 10(3), 87–104 (2014)
8. Montessori, M.: The Montessori Method. Transaction Publishers, Piscataway
(2013)
9. Muñoz, J., Marchesoni, M., Costa, C.: i-Theatre: tangible interactive storytelling.
In: Camurri, A., Costa, C. (eds.) INTETAIN 2011. LNICST, vol. 78, pp. 223–228.
Springer, Heidelberg (2012)
10. Susman, E.J., Feagans, L.V., Ray, W.J. (eds.): Emotion, Cognition, Health, and
Development in Children and Adolescents. Psychology Press, New York (2013)
11. ten Brug, A., van der Putten, A., Penne, A., Maes, B., Vlaskamp, C.: Multisensory
storytelling for persons with profound intellectual and multiple disabilities: an
analysis of the development, content and application in practice. J. Appl. Res.
Intell. Disabil. 25(4), 350–359 (2012)
A Platform for Social Microlearning
Bernhard Göschlberger1,2 ✉
( )
1
Research Studios Austria FG, Linz, Austria
bernhard.goeschlberger@researchstudio.at
2
Johannes Kepler University, Linz, Austria
Abstract. In the 21st century the web has evolved from a producer-consumer
oriented information source to a prosumer centric social web filled with user
generated content. To overcome potential loss of quality assurance on the
producer side successful social web solutions came up with methods to ensure
content quality using wisdom of the crowd. Although the success of this revolu‐
tion is undisputed a vast majority of e-learning systems are still producer-
consumer oriented and therefore impede engagement potential. We propose to
use interaction patterns of successful social web solutions to create a platform
that motivates students to create and share learning activities. As we will argue,
microlearning activities are especially well suited for such a platform. We also
demonstrate how to design such a system open and interoperable by using xAPI
and a flexible authentication concept.
1 Introduction
The evolution of the Internet towards a space of more democratic information exchange
has ultimately led to its society-changing success. Whilst called Web 2.0 earlier the term
social web is nowadays used more often, as it better reflects the social nature of the
process of creating and sharing information resources. Accordingly the term social soft‐
ware has been coined for software that enables groups to form and self-organize in a
bottom-up manner (cf. [1, 2]).
As of today social network sites (SNS) are the predominant form of social software
on the web. Two success factors for SNS are the simplicity and immediate graspability
of its content artifacts. Twitter – considering itself as a micro-blogging service – became
more popular than other blogging services as it restricted tweets to 140 characters.
Hence, the cognitive load per tweet for both creators and consumers is reduced. This
lowers the barrier to initiate social interaction by sharing on the one side and enables
the consumers to quickly decide whether content is relevant to them on the other side.
In this paper we present a prototype for social microlearning that tries to incorporate
successful strategies and common features of social software.
2 Background
Microlearning focuses on short-term and informal learning activities using small, but
self-explanatory learning resources that are available via Internet [3, 4]. Microlearning
implementations oftentimes use learning activities similar to flashcards (e.g. Mobler
Cards [5, 6], KnowledgePulse [7]). Flashcards are generally associated with behaviorist
learning style and lower-level cognitive functions. In Bloom’s revised taxonomy [8] the
act of learning a flashcard (in drill mode) represents an act of remembering. To promote
understanding – a higher-level learning objective – the aforementioned microlearning
implementations enhanced the traditional flashcards enriching them with explanation,
insight and/or feedback. Moreover, they implemented a variety of features aimed at
engaging students in higher order cognitive tasks such as reflection, self-regulation,
content evaluation and content creation. In order to evaluate or create learning content
a learner already needs a good understanding of the subject. Baumgartner [9] proposes
the model of a competence spiral. In a first step learners have to absorb basic knowledge
about a topic or subject (Learning I), before being able to actively acquire knowledge
about that topic in a self-determined manner (Learning II) and finally being able to
construct knowledge in a third step (Learning III). With the learner proceeding to more
advanced concepts this process is repeated on a higher level (Learning I+). Baumgartner
remarks relations between Learning I and behaviorism, Learning II and cognitivism,
and Learning III and constructivism.
A key challenge for microlearning systems is to motivate students to progress
through these phases as each phase implies different requirements for the system.
Learning I requires the software to provide strict guidance and reduce complexity by
limiting the degree of freedom. In Learning II phase the learner takes control over his
learning process. Guidance is reduced to recommendation. Learning III phase includes
the construction of new knowledge. Therefore the system needs to support students to
contribute, evaluate and discuss. The prototype presented in the following section is a
first step towards a system addressing students’ needs throughout the three phases.
To validate the pedagogical model and evaluate best practices in design and usability
for social microlearning we decided to prototypically implement a platform for our
experiments. The developed platform prototype aims to provide a social space for
microlearning activities. Based on analysis of features and strategies of social software
in literature (cf. [1, 10, 11]) we decided on an initial feature set for our prototype.
Learners can (1) create and share, (2) evaluate, rate, comment and improve, (3) tag and
collect, and (4) interact with and solve learning activities.
Before these capabilities are explained in depth, a few remarks about the implemen‐
tation details are provided. The prototype frontend is developed using AngularJS, Boot‐
strap 3 and Material Design, providing a mobile first, responsive user interface. It uses
a Spring Data REST Backend that uses MongoDB for persistency. All user interactions
listed above are logged to a learning record store (LRS) using xAPI. Fine grained user
A Platform for Social Microlearning 515
interactions such as mouse clicks are logged directly by the frontend and persistent user
interactions such as content creation are logged by the backend. Amongst other options,
Shibboleth is used for authentication to facilitate experiments in the tertiary sector.
Create and Share. Through a simple interface users can create and share micro
learning content. Shared content is presented as an inverse chronological stream in the
main view. The system does not separate the processes of creating and sharing. Therefore
it is not possible to use the system as a private content repository. The prototype currently
supports only multiple-choice cards (single-select and multi-select). However, it is
designed to support a great variety of micro learning content types in the future. Creating
and sharing learning content aligns with the highest level in Bloom’s revised taxonomy.
Evaluate, Rate, Comment and Improve. Existing content items can be rated using a
simple up/down-vote mechanism commonly used in social software. To enable students
to express their thoughts on particular items each item has a comment section. These
comments themselves can also be rated by up/down-vote. This approach has been proven
very effective and is well accepted on e.g. stackoverflow.com, an online social Q&A
system. Authors can edit and improve their content items based on these inputs. A last-
edited-remark denotes that an item has been edited. Previous versions remain available
as a version history to all users by clicking the last-edited remark. These activities align
with the second and third highest level in Bloom’s revised taxonomy.
Tag and Collect. To organize existing learning content relevant to them, students can
tag items. Tags can be chosen arbitrary. The user interface supports the student by
offering tags previously used by the student on any content item or by other students on
the respective content item as autocompletions. The user can browse through his tags
in the myTags-view and through the collection of items annotated with the tag by
clicking a tag. Tagging and collecting is an act of curation and aligns with fourth and
fifth level in Bloom’s revised taxonomy.
Interact and Solve. Students can interact with the provided micro-content. In the case
of multiple-choice questions this means that they can check and uncheck options. Once
they chose an answer they can submit and resolve. This can be repeated any number of
times. Interacting and solving simple micro-content items, such as multiple-choice
questions is initially a task of remembering and therefore on the lowest level of Bloom’s
revised taxonomy. However, it triggers any higher order activities described above in
students that have passed through the Learning I phase already.
4 Future Work
Currently the prototype is used to validate the pedagogical model. It does not yet filter
the shared content. To use it beyond isolated experimental settings restricted to certain
topics, it is however necessary to identify communities and filter content based on those
community structures. For students in Learning I phase additional guidance needs to be
provided. Therefore it will be necessary to extract and use information provided by more
516 B. Göschlberger
advanced learners and/or historical data (traces) of other learners. Moreover it is planned
to implement user statistics to foster reflection and self-regulation.
References
1. Ziovas, S., Grigoriadou, M., Samarakou, M.: Supporting Learning in Online Communities
with Social Software: An Overview of Community Driven Technologies. INTECH Open
Access Publisher (2009)
2. Boyd, S.: Are You Ready for Social Software? Darwin Magazine (2003)
3. Kovachev, D., Cao, Y., Klamma, R., Jarke, M.: Learn-as-you-go: new ways of cloud-based
micro-learning for the mobile web. In: Leung, H., Popescu, E., Cao, Y., Lau, R.W., Nejdl,
W. (eds.) ICWL 2011. LNCS, vol. 7048, pp. 51–61. Springer, Heidelberg (2011)
4. Hug, T.: Micro learning and narration: exploring possibilities of utilization of narrations and
storytelling for the design of “micro units” and didactical micro-learning arrangements. In:
Proceedings of Media in Transition (2005)
5. Glahn, C.: Supporting learner mobility in SCORM-compliant learning environments with
ISN Mobler cards. Connect. Q. J. 12(1) (2012)
6. Glahn, C.: Using the ADL experience API for mobile learning, sensing, informing,
encouraging, orchestrating. In: 2013 Seventh International Conference on Next Generation
Mobile Apps, Services and Technologies (NGMAST). IEEE (2013)
7. Bruck, P.A., Motiwalla, L., Foerster, F.: Mobile learning with micro-content: a framework
and evaluation. In: 25th Bled eConference eDependability: Reliable and Trustworthy
eStructures, eProcesses, eOperations and eServices for the Future, pp. 17–20 (2012)
8. Anderson, L.W., Krathwohl, D.R., Bloom, B.S.: A Taxonomy for Learning, Teaching,
and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. Longman,
New York (2001)
9. Baumgartner, P.: Educational dimensions of microlearning–towards a taxonomy for
microlearning. In: Designing Microlearning Experiences–Building up Knowledge in
Organisations and Companies. Innsbruck University Press, Innsbruck (2013)
10. McLoughlin, C., Lee, M.J.: Social software and participatory learning: pedagogical choices
with technology affordances in the Web 2.0 era. In: ICT: Providing Choices for Learners and
Learning. Proceedings Ascilite Singapore 2007 (2007)
11. Boulos, K., Wheeler, S.: The emerging Web 2.0 social software: an enabling suite of sociable
technologies in health and health care education. Health Inf. Libr. J. 24(1), 2–23 (2007)
A Framework to Enhance Adaptivity in Moodle
Abstract. The purpose of this paper is to present a framework that can be used
to embed an adaptivity mechanism to Moodle so as to achieve better learning
results. One of the main innovations is that a hybrid dynamic user model is
adopted which is built with techniques that are based both on learner knowledge
and behaviour. The proposed mechanism adapts the presentation and the recom‐
mended navigation within a course, to students’ different preferences as they are
expressed by their learning styles and their educational objectives.
1 Introduction
E-learning systems can be divided into two categories according to the level of person‐
alized services they offer. More specifically, there are systems like Learning Manage‐
ment Systems (LMS) which totally ignore a student’s learning style, and deliver the
same set of resources to all students. On the other hand, Adaptive Educational Hyper‐
media Systems (AEHS) consider learning styles and try to adapt the educational
resources in order to enhance the learning process.
Learning styles refer to attitudes and behaviors which determine the way an indi‐
vidual learns something new. There are many references [2, 7] about the significance of
learning styles and their impact on the learning process. The Felder-Silverman Learning
Style Model (FSLSM) [1] is used far more than any other in AEHS, mainly because it
describes learning styles in much more detail. There are four dimensions each with two
scales: active/reflective, sensing/intuitive, verbal/visual and sequential/global,
according to the way students process, perceive, receive and understand information.
The Index of Learning Styles (ILS), which is a 44-item questionnaire, was developed
in order to assess FSLSM [1].
The purpose of our paper is to present the design of a framework that can be used to
embed an adaptivity mechanism to Moodle so as to achieve better learning results. This
mechanism adapts content’s presentation and navigation within a course, to students’
different preferences as they are expressed by their learning styles and their educational
objectives.
2 Related Work
A user model can be built, either statically or dynamically, with techniques that are based
on the knowledge or behaviour of the learner [6]. More specifically, student modelling
could be achieved by analyzing his behaviour data [2, 7]. On the other hand, there are
researchers [5] who focus on learners’ knowledge, while at the same time considering
information about learning style as this arises from questionnaires.
Substantial efforts that took place were [2, 5, 7]. Popescu developed the WELSA
system which is an AEHS that adapts educational resources to the learning styles of
users [7]. Graf attempted to exploit the advantages of LMS and combine them with those
of AEHS, proposing the use of adaptation techniques in Moodle [2]. Although the
FSLSM was used in this case, its visual/verbal dimension was ignored in the develop‐
ment of educational resources, mainly because it is time-consuming [2]. This, however,
may result in erroneous outcomes as the educational process is not fully personalized.
Kazanidis and Satratzemi developed the ProPer system which is a SCORM-based AEHS
that adapts presentation and navigation according to a complex user model where
learners’ knowledge, educational objectives and learning style are represented [5].
Taking into account our research findings [4], it was decided to embed adaptivity tech‐
niques in Moodle rather than develop a new AEHS. One of the main innovations is that
we decided to adopt a hybrid dynamic user model. The term “hybrid” is used because
the model is built with techniques that are based both on learner knowledge and behav‐
iour. In order to implement static modelling, the learner has to answer ILS and to declare
his/her objectives at the beginning of the course. Regarding dynamic modelling, data
comprising the number of visits to each type of learning object and the duration of these
visits, are used as input in a decision tree algorithm. Besides mining behaviour data,
dynamic modeling implies knowledge progress calculation.
In order to match diversity of learning styles, it was decided to use seven different
types of learning objects: outlines, content objects, videos, solved exercises, quizzes,
open-ended questions, and conclusions. Regarding the structure of the course, it was
decided to use a sufficiently flexible mechanism [3], which has been modified to corre‐
spond to our needs. Thus, the proposed structure of the course consists of sections, each
with a different theoretical concept, and its own learning objects. Immediately after the
outline at the beginning, there is what we call the “area before content” whose aim is to
stimulate the learner to become actively involved in this section. This in turn is followed
by the content objects. Then there is the “area after content”.
In our model, the adaptation features deal only with the position of the learning
objects in the particular section. As regards the “area before content” solved exercises,
videos, open-ended questions and short quizzes are chosen as adaptation features. These
A Framework to Enhance Adaptivity in Moodle 519
specific features can attract the learner’s attention according to their learning style pref‐
erences. The next four features concern the “area after content”, which are related to the
position of the solved exercises, quizzes, videos and open-ended questions. Two more
features concerning the specific area were also included. The first is outlines appearing
not only at the beginning of a section but also between the content objects, and the second
is the conclusion appearing either right after the content objects or at the end of the
section.
A well-established methodology, found in [2] was adopted and modified to suit our
needs. Thus, a matrix with one row for each adaptation feature and one column for each
dimension pole of the FSLSM is built. The matrix cells are filled in as follows: 1 if the
adaptation feature supports the specific learning style, −1 if the feature should be avoided
in order to support the specific learning style, and 0 if the feature has no effect on the
learning style according to the literature [1]. Learning styles obtained from the ILS
questionnaire (LSILS) as well as those that were derived from mining the behaviour data
with the decision tree algorithm (LSAD) were considered regarding the input of the algo‐
rithm. More specifically, we add up the respective values of the adaptation matrix for
each of the adaptation features, by firstly considering LSILS and then the LSAD, and the
final ranking score is equal to their average.
The “area before content” consists of the learning object, which has the biggest
ranking score from the equivalent features. As regards the “area after content”, all
learning objects are ranked in descending order according to their score, which deter‐
mines their positioning within the specific area. Besides adaptive sorting, adaptive
annotation is also used. According to what the learner state as his/her learning objectives
for the specific course, a respective icon appears before the learning object link. Adaptive
annotation also implies the different annotation of the links of the objects considered as
having been learnt, according to the procedure of calculating the learner’s knowledge
progress (Fig. 1).
The proposed procedure of knowledge progress calculation implies the use of two
different measures: the Time-based Progress Calculation (TPC) and the Grade-based
Progress Calculation (GPC). TPC and GPC are depicted in each section with the help
of two independent progress bars As regards the first measure, Moodle’s authoring tool
520 I. Karagiannis and M. Satratzemi
was extended enabling it to store for each type of learning object two different time
values, namely t_min and t_max. Additionally, one more value named w is stored which
indicates the weight of importance of the specific learning object and it ranges from 0
to 1. The t_min value represents the minimum time that is required for a learner to study
the specific learning object in order for it to be considered as “known”. The t_max value
represents the maximum time that a learner can study it. Thus, if a time value exceeds
the t_max limit, the specific time value will not be considered. Therefore, depending on
whether a learning object is considered as “known” or “unknown”, it is assigned the
value of 1 or 0 respectively. Each value is multiplied by the respective w value and TPC
is the average of these values. The second measure of a learner’s progress (GPC) refers
to his/her performance on Moodle activities that can be graded such as quizzes and open-
ended questions. Due to possible different specifications of a course, it was decided that
these grades would have adjustable weights in the GPC. Therefore, the GPC is the
weighted average of these grades.
4 Conclusion
References
1. Felder, R.M., Silverman, L.K.: Learning and teaching styles in engineering education. Eng.
Educ. 78(7), 674–681 (1988)
2. Graf, S.: Adaptivity in learning management systems focusing on learning styles. Ph.D.
dissertation, Vienna University of Technology, Vienna, Austria (2007)
3. Graf, S., Kinshuk, C.I.: A flexible mechanism for providing adaptivity based on learning styles
in learning management systems. In: 10th IEEE International Conference on Advanced
Learning Technologies (ICALT 2010), Sousse, Tunisia, pp. 30–34 (2010)
4. Karagiannis, I., Satratzemi, M.: Comparing LMS and AEHS: challenges for improvement with
exploitation of data mining. In: 14th IEEE International Conference on Advanced Learning
Technologies (ICALT 2014), Athens, Greece, pp. 65–66 (2014)
5. Kazanidis, I., Satratzemi, M.: Adaptivity in ProPer: an adaptive SCORM compliant LMS. J.
Distance Educ. Technol. 7(2), 44–62 (2009)
6. Kobsa, A., Koenemann, J., Pohl, W.: Personalised hypermedia presentation techniques for
improving online customer relationships. Knowl. Eng. Rev. 16(2), 111–155 (2001)
7. Popescu, E., Bădică, C., Moraret, L.: WELSA: An Intelligent and Adaptive Web-Based
Educational System. In: Papadopoulos, G.A., Badica, C. (eds.) IDC 2009. SCI, vol. 237, pp.
175–185. Springer, Heidelberg (2009)
Refugees Welcome: Supporting Informal Language
Learning and Integration with a Gamified Mobile
Application
Hong Yin Ngan1 ✉ , Anna Lifanova2, Juliane Jarke2, and Jan Broer2
( )
1
University of the Arts Bremen, Bremen, Germany
ngan@uni-bremen.de
2
University of Bremen, Bremen, Germany
{sergeeva,jarke,jbroer}@uni-bremen.de
1 Introduction
In the 14 months since the beginning of 2015 about 600,000 refugees sought asylum in
Germany [1]. Bremen, the focus of our research and one of Germany’s three city states,
was allocated over 6,500 asylum seekers from Syria and neighbouring countries [1].
This migration poses a number of challenges: Different languages, cultural habits, and
life experiences as well as a lack of information keep refugees largely separated from
the local society [2].
On the other hand, over 86 % of young refugees own a mobile handset, and more
than 50 % use the internet at least once per day [3]. This access has the potential to assist
with some of the issues of the migration process, such as cultural barriers, social norms,
and the integration into a new society. One of the ways to make integration happen
smoothly and in a friendly way is to use technologies for creating informal communi‐
cation opportunities between people while taking into account language barriers and
cultural differences [4].
Applications dedicated to migrants are not new. Learning a language, communi‐
cating, and making new friends in a new environment can also be supported by a digital
device. Clough et al. have shown that smartphone users use their devices to support a
wide range of informal learning activities [5]. According to Livingston informal learning
is any activity involving the pursuit of understanding, knowledge or skill which occurs
outside the curricula of educational institutions [6].
Gamification has gained some recognition in the past 5 years as a motivator for
learning. Gamification refers to the “use of game-design elements in non-game contexts”
[7]. To our knowledge, no studies exist that discuss the use of gamification in informal
language learning for integration purposes. We intend to help close this research gap
with our development and evaluation of Moin - an informal learning and communication
interface that incorporates elements of games (see Fig. 1).
In order to understand the needs of our target group, we performed a total of 33 semi-
structured interviews [8]. Refugee teenagers reported few contacts with local people,
and high difficulties in communication. All of them expressed the wish to integrate into
local culture and to meet people. Most of the interviewees had smartphones with Android
platform. According to self-reports, they use the devices mostly for the following activ‐
ities: learning German, translation from German to their native language, communica‐
tion via various media, entertainment and information about Germany. The interviewed
volunteers pointed out the language barrier – it gets in the way of communication of
refugee teenagers with German people. The interviewed communication experts stated
that the most important way for teenage communication is a face-to-face informal
communication. Interviewed school teachers also highlighted language barriers in the
communication with refugees. The interviewed German students did express an interest
in communicating with refugee teenagers.
With regards to our state of the art research result on apps which are explicitly for
migrants and refugee, only 6 apps target to Germany and 2 apps target Europe overall.
Only 2 apps contain communication elements such as registration for refugee events or
registration for a job search. However, no communication elements explicitly for refu‐
gees and local population were found. None of the applications from above are focused
on teenagers or young people.
Therefore, we have developed Moin – a mobile application explicitly for Bremen
that enables and motivates both local and migrant teenagers to meet for social events
and provides some assistance with contextual language learning.
Supporting Informal Language Learning and Integration 523
Moin allows users to create or join events, with the goal of bringing people together
that share the same interests and thereby create opportunities for informal learning
through face-to-face communication. Figure 2a shows some examples of such events as
seen in the application. Users who join an event can communicate with other participates
from the event (see Fig. 2b). Moin also contains a direct learning element. Users can
choose to learn vocabulary related to various event types – such as festivals in Bremen
(see Fig. 2c), scenarios for ordering food, and culture and excursion. Moin contains a
variety of gamification elements to motivate users to use the application. The progress
bar and badges will reward users for their participation and thereby create extrinsic
motivation. Users can decide to create and participate in events, make comments, use
the chat function to chat with friends and learn vocabulary (see Fig. 2d).
Fig. 2. Screenshots from the application. (a) Events, (b) Chatbox, (c) Language Learning, (d)
Gamification elements
The prototype was created using Android studio, SDK version 5.0.1 (API 21) and
minimum SDK version 4.0.3 (API 15), using PHP 5.5 server-side scripting, apache
server 2.4.0 and a MySQL 5.1.61 database.
A standard usability test with the think-aloud method and observations was used for
a brief evaluation of the prototype. 10 users participated, five from each of the target
524 H.Y. Ngan et al.
groups. The usability tests revealed a satisfactory score on the system usability scale,
but also a variety of possible improvements. Especially interesting was that the group
of German users had no issues using the application, while the migrants did. This result
may well be a function of our low number of participants, but might also hint at a need
to keep different usability aspects in mind when developing applications for this target
group.
3 Conclusion
To sum up, literature analysis revealed that integration depends on the quantity of social
relationships of the person and is hindered by language and cultural barriers. The appli‐
cation therefore had to increase real-life communication situations with both local and
migrant young people. One of the methods for increasing the motivation to use of such
a product is gamification.
While our research has shown that these effects are likely to occur and we have
designed the application accordingly, an actual benefit has yet to be shown. So far, only
brief usability tests have been performed with the target group. Future research should
be aimed at prolonged use of the application and informal learning effects thereof. The
usability tests also indicated an unforeseen gap in usability requirements between partic‐
ipating locals and refugees. Further research is needed into the question of user interface
design for these target groups.
References
1
Universidad Autónoma de Madrid, 28049 Madrid, Spain
david.roldan@uam.es
2
Universidad Rey Juan Carlos, 28933 Móstoles, Madrid, Spain
estefania.martin@urjc.es, martinm.oscar@gmail.com
3
Instituto de Ingeniería del Conocimiento, Campus Cantoblanco, 28049 Madrid, Spain
pablo.haya@iic.uam.es
Abstract. In recent years, touch devices are used in the educational field. Lots
of efforts have been put into creating educational contents and applications for
these kinds of surfaces. However, few authoring tools have been developed that
allow the creation of educational activities which can be performed in them and
other devices. This paper presents DEDOS, a toolset which allows teachers to
design their own educational activities which can be performed on several devices
(PCs, digital whiteboards, Android devices and multitouch tabletops). The adap‐
tation of the educational activities to the device used is done automatically.
Therefore, it is easy to use it since teachers do not need to configure anything.
1 Motivation
The inclusion of technology in the classroom has proven to be very useful in the field
of education. The use of ICTs in the education field improves the confidence and moti‐
vation of the students since computer aided applications promote errorless learning,
offer an immediate and personalized assessment and let teachers adapt the rhythm of
learning to each student [1]. In the last years, touch devices have emerged as an alter‐
native to the traditional mouse. They allow the user to interact through natural gestures
and manipulate the elements directly. Letting students express themselves in a more
physical way generates better communication and comprehension [2] which allows them
to focus on the contents and solve problems more quickly [3] while they enjoy doing
the activities presented [4]. Thanks to the combination of these features and the appro‐
priate multimedia content, users have control of the information and the interaction,
which helps them to gain deeper knowledge of the topic presented [5].
In the literature we can find tablet apps such as those designed by Haro [6] or Lingnau
[7]. Researchers observed that the number of interactions among the participants
increased and that they were more motivated when using touch devices. In addition,
some researchers studied how tablets could help students do their daily life activities [8],
stating again that students were excited when using tablets and quickly gained inde‐
pendence to perform all the tasks they were asked to. In the literature, we can find few
web based authoring tools for e-learning, which indirectly can be used with tablets
[9, 10]. However, there are not many Android based applications [11].
To solve this issue, we present a new toolset composed by DEDOS-Editor [12],
which allows teachers to design their own educational activities, and DEDOS-Player,
which let students perform those activities in multiple devices, including Android tablets
and multitouch tabletops.
2 DEDOS
DEDOS project is formed by two tools. The first one, DEDOS-Editor, will allow the
creation of educational and collaborative activities. The designed activities can be
performed on multiple devices (PCs, digital whiteboards, Android tablets and multi‐
touch tabletops) by using DEDOS-Player. These tools put the creative power in the
hands of teachers, who will design the activities having in mind the characteristics of
the students who will perform them. DEDOS-Player adapts automatically the educa‐
tional project to the device used by students without teachers having to do any additional
configuration steps.
2.1 DEDOS-Editor
DEDOS-Editor is the authoring tool used by teachers to create and to share their educa‐
tional activities in an easy, intuitive and flexible way without needing any technological
knowledge. These activities are designed independently of the device where they will
be performed, since it is DEDOS-Player the application that adapts the content to the
device. With DEDOS-Editor, teachers can design four simple types of activities, which
can be combined to create more complex activities, depending on the students’ needs:
• Single and multiple choice: The teacher will present a question to the students with
one or multiple responses as possible answers. For example, students may be required
to choose the mammals among a set of animals provided.
• Pair-matching: Students will have to associate the concepts presented by the teacher.
For example, in a recycling exercise, dropping each piece of litter to its corresponding
container.
• Point connection: The students will have to follow a point path which has been drawn
by the teacher in order to build a picture.
• Math activity: This type is similar to pair-matching activities. Students will have to
drag and drop a determined number of elements (each one has a specific number
value) until they total the amount requested by the teacher. This type allows creating
addition exercises for the kids.
2.2 DEDOS-Player
examples of this tool. On the left side, a child is doing learning activities with a tablet.
On the right hand, three students are collaborating doing musical activities using a
multitouch tabletop.
Fig. 1. Students performing activities using DEDOS-Player both tablets and tabletop
3 Conclusion
Acknowledgements. The research presented in this paper has been funded by the Spanish
Ministry of Economy and Competitiveness under grant agreement TIN2013-44586-R, “e-
Training y e-Coaching para la integración socio-laboral” and by Comunidad de Madrid under
project S2013/ICE-2715.
528 D. Roldán-Álvarez et al.
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International Conference on Digital Health 2015, pp. 17–24 (2015)
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learnability of user interface design of authoring tools for teachers. Int. J. Hum. Comput. Stud.
94, 18–34 (2016)
The Booth: Bringing Out the Super Hero in You
Jan Schneider ✉ , Dirk Börner, Peter van Rosmalen, and Marcus Specht
( )
1 Introduction
Common educational practices and research focus mostly on the acquisition of knowl‐
edge leveraging the cognitive domain of learning, while regularly ignoring the affective
and psychomotor domain of learning [1]. This major focus on content acquisition is also
reflected in the research area of technology enhanced learning (TEL), where most TEL
technologies focus on the acquisition of content [2]. A key objective for the acquisition
of knowledge is to be able to apply it when needed. Through live learners face events
that require full use of cognitive capacities. These events are in many cases stressful,
leaving learners feeling powerlessness. The feeling of powerlessness activates the
behavioral inhibition system, forcing learners to focus on threats rather than on oppor‐
tunities. Learners therefore tend to become anxious, pessimistic and susceptible to social
pressures, forcing them to be less in touch with their sincere-selves [3]. It also under‐
mines executive functions such as reasoning, task flexibility, attention control [4] and
keeps learners post processing the event days later [5].
To avoid feeling powerlessness, research has shown that at some point the learner
should stop preparing content and start preparing mindset [6]. Therefore, we developed
The Booth in order to support learners with their mindset preparation for situations that
can be foreseen as stressful. The Booth is a prototypical tool that guides learners through
a set of lectures designed to make them feel in touch with their most sincere-self and
regain their personal power.
2 The Booth
The Booth is a system designed as a confidence booster. Its current version consists of
six small lectures or exercises that can be completed by the learner in five to eight
minutes. The featured exercises are: Super Hero Posture, Super Powers, Inspiration 1,
Inspiration 2, Saving the Planet, and Celebration. In order to interact with the system
the learner makes use of postures and gestures. This interaction is possible though the
use of the Microsoft Kinect1 sensor.
Body language does not only communicate to others it also communicates to ourselves.
Expansive body language increases optimism, assertiveness and resilience while
reducing stress [7]. It improves our strengths, skills, decision taking and perception [8].
The study in [9] describes how participants who were asked to stay in expansive body
postures that express power prior to a job interview, significantly outperformed partic‐
ipants who did not use the power postures before the interview.
The first lecture consists on teaching the learner the super hero posture (see Fig. 1),
which requires the learner to smile, and stand straight, with spread legs, hands on hips.
During the remaining lectures the system requests learners to remain in a power posture.
Research has shown that acting powerful, being exposed to words related with power
and reflecting about times when one was feeling powerful helps learners to prepare for
cognitive by improving their performance [3, 10]. Another preparation strategy that
1
https://developer.microsoft.com/en-us/windows/kinect/develop.
The Booth: Bringing Out the Super Hero in You 531
helps learners to prepare their mindset is to get in touch with their sincere-self [11]. The
study in [12] shows that getting in touch with core values through self-affirmation also
supports mindset preparation of the learner. This strategy significantly decreases the
learner’s stress levels.
The purpose of the lectures Super Powers, Inspiration 1 and Inspiration 2 is to help
learners to reduce stress and improve their performance. In order to achieve this during
the lectures, learners have to select and reflect about concepts that find inspiring and
align with their values, while standing in a powerful posture (see Fig. 2).
A warm and trustworthy person who is strong and competent elicits admiration. Never‐
theless, only after establishing trust strength and competence become a gift rather than
a threat [13]. The saving the planet lecture has the purpose to elicit the sense of kindness
and warmth by asking the learner to reflect on how to save the world.
Research has shown that the mindset has a significant influence on the learner’s perform‐
ance [4]. To support learners to obtain a right mindset to approach foreseen challenges
we developed The Booth. We based its development on research that has already shown
to help individuals to regain their personal power to their biggest challenges. For future
work we plan to explore the usage of the system for scenarios such as public speaking
that are usually considered as stressful.
532 J. Schneider et al.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, dupli‐
cation, adaptation, distribution and reproduction in any medium or format, as long as you give
appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
References
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Sci. 3(14), 8–13 (2012)
9. Cuddy, A.J., Wilmuth, C.A., Yap, A.J., Carney, D.R.: Preparatory power posing affects
nonverbal presence and job interview performance. J. Appl. Psychol. 100(4), 1286 (2015)
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executive functions. Psychol. Sci. 19(5), 441–447 (2008)
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Your Biggest Challenges. Hachette, UK (2015)
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(2013)
DojoIBL: Nurturing Communities of Inquiry
1 Introduction
The study [1] emphasized the collaborative nature of learning, arguing that the creation
of knowledge can be explained as products of social interactions. Inquiry-based learning
(IBL) [2] is certainly this, a collaborative process where students engage in social inter‐
actions to co-create knowledge around shared essential questions. Nowadays, these
processes are supported by technology, which offers a whole new range of possibilities
for learning. Yet, not all have been explored in the context of IBL. Hence, based on
existing initiatives [3–5] and studies, this demo paper presents DojoIBL, a platform to
nurture communities of inquires [6, 7], which combine essential inquiry elements with
emerging technological affordances to support collaboration.
Inquiry-based learning is a methodology that often is characterized as a collaborative
process where participants co-create knowledge by engaging in social interactions [8–10].
This was adequately coined in [6] with the term Community of Inquiry (CoI) [6, 7], which
emphasizes that the creation of knowledge occurs within a social context and it requires
social interactions among participants with different background information.
2 DojoIBL Affordances
need to follow in the inquiry. Figure 1 shows how the inquiry phases are represented in
DojoIBL.
Within the inquiry phases, users can add specific atomic inquiry elements that are
defined as the smallest re-usable type of resources available in DojoIBL to support
specific pedagogical affordances. The selection of these inquiry elements has been done
out of the experiences with students during the weSPOT project [17]. The following six
types of elements have been implemented in DojoIBL because they were the most used
by students:
• Discussion: forms the simplest type of activity which is based on plain text. Students
can find a description, a story or a definition that inspire them about the specific topic.
• Research question: is an essential part of IBL where students collaboratively work
around a shared question or topic.
• Data collection: enables the visualization and upload of data to DojoIBL.
• Concept map: concept mapping helps students to represent and organize knowledge
and concepts around a topic.
• External plugin: enables the integration of external widgets repositories like GoLabs
[5]. Those widgets provide the possibility to conduct scientific experiments in a
virtual environment.
• Multimedia: similar to discussion activity but it adds the possibility to incorporate a
multimedia element to inspire students.
Every atomic inquiry element is supported by a discussion functionality that the
students can used to reflect, share and discuss about the activity itself.
Comparing DojoIBL with other existing platform, it adds value to the students’
experience by integrating emerging technological affordances to support collaborative
inquiries. The instant messaging system offers a contextualized communication channel
to enable just in time text-based communications. It addressed, the three essential
components of any educational transaction [11–13]; cognitive, social and teacher
DojoIBL: Nurturing Communities of Inquiry 535
This manuscript presented DojoIBL, a Learning Content Management System that aims
at nurturing ‘Community of Inquiry’ (CoI), by helping students to co-create knowledge
through social interactions. It combined essential elements to support inquiry-based
learning (IBL) with social collaborative tools in order to facilitate better collaborative
processes. In short, DojoIBL focused on adding value to teachers and students’ IBL
experiences by providing a simple, intuitive and flexible tool.
As a future work, DojoIBL will implement the integration of role support [16] to
enable testing the role taking strategy in CoI.
To conclude, this manuscript contributed DojoIBL, an open source platform that
aims at fostering communities of inquiry for driving students’ success facilitating the
acquisition of the so called 21st century skills, e.g. communication and collaboration.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, dupli‐
cation, adaptation, distribution and reproduction in any medium or format, as long as you give
appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
References
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weSPOT: a personal and social approach to inquiry-based learning. J. Univ. Comput. Sci.
19(14), 2093–2111 (2013)
4. Mulholland, P., Anastopoulou, S., Collins, T., Feisst, M., Gaved, M., Kerawalla, L., Paxton,
M., Scanlon, E., Sharples, M., Wright, M.: nQuire: technological support for personal inquiry
learning. IEEE Trans. Learn. Technol. 5, 157–169 (2012)
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online labs for STEM education at school. In: 2013 IEEE Global Engineering Education
Conference (EDUCON). pp. 769–773. IEEE (2013)
6. Peirce, C., Buchler, J.: Philosophical Writings of Peirce. Dover, New York (1955). Selected
and Edited, with and Introduction, by Justus Buchler
7. Pardales, M.J., Girod, M.: Community of inquiry: its past and present future. Educ. Philos.
Theor. 38, 299–309 (2006)
8. Scardamalia, M., Bereiter, C.: Higher levels of agency for children in knowledge building: a
challenge for the design of new knowledge media. J. Learn. Sci. 1, 37–68 (1991)
9. Dillenbourg, P.: What do you mean by collaborative learning. Collaborative Learn. Cogn.
Comput. Approaches 1, 1–15 (1999)
10. Bell, T., Urhahne, D.: Collaborative inquiry learning: Models, tools, and challenges. Int. J.
Sci. Educ. 32(3), 349–377 (2010)
11. Garrison, D., Anderson, T., Archer, W.: Critical thinking, cognitive presence, and computer
conferencing in distance education. Am. J. Distance Educ. 15, 7–23 (2001)
12. Rourke, L., Anderson, T.: Assessing social presence in asynchronous text-based computer
conferencing. Int. J. Distance Educ. 14(3), 51–70 (2007)
13. Anderson, T., Rourke, L., Garrison, D., Archer, W.: Assessing teaching presence in a
computer conferencing context (2001)
14. Carroll, J., Neale, D., Isenhour, P., Rosson, M., McCrickard, D.: Notification and awareness:
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supported collaborations. Interact. Comput. 18, 21–46 (2006)
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collaborative learning: An explorative synthesis. Comput. Hum. Behav. 26, 495–505 (2010)
17. Specht, M., Bedek, M., Duval, E., Held, P., Okada, A., Stefanov, K., Parodi, E., Kikis-
Papadakis, K., Strahovnik, V.: weSPOT: inquiry based learning meets learning analytics
(2013)
Poster Papers
Towards an Automated Assessment Support
for Student Contributions on Multiple Platforms
1 The Context
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 539–542, 2016.
DOI: 10.1007/978-3-319-45153-4 58
540 O. Abu-Amsha et al.
Fig. 2. Submissions summary of the first phase of the course “Educational Games”
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uni-muenchen.de/∼schmid/tools/TreeTagger/. Accessed 25 Mar 2016
Experiments on Virtual Manipulation in Chemistry
Education
1
College of Computer and Information Sciences, Princess Nourah Bint Abdulrahman University,
Riyadh, Saudi Arabia
ssaldossary@pnu.edu.sa
2
School of Computing, Electronic and Mathematics, Plymouth University, Plymouth, UK
{shaykhah.aldosari,davide.marocco}@plymouth.ac.uk
3
Department of Humanistic Studies, University of Naples Federico II, Naples, Italy
1 Introduction
In recent years, the evolution of technology has influenced education in several ways.
Various tools and methods based on visual interaction technologies have been intro‐
duced in order to help students acquiring knowledge based on simulation. It has been
realized that the virtual vision, e.g., could solve the difficulty in understanding certain
aspects of the real world and help students to fully understand the idea behind scientific
rules and laws or other subjects rather than just having theoretical knowledge. Recent
research, indeed, has found that the use of acoustic and visual presentation techniques
works exceptionally well in educational domains [1]. However, in [1] it is shown that
displays for educational purposes are primarily vision based even in the field of virtual
reality. While many difficulties in understating the boundaries and connections between
complex concepts could be solved by allowing people to directly manipulate objects
and, up to a certain extent, concepts. Despite these considerations, the main methodology
currently used in the education system is largely based on a rather passive approach of
teaching, and even in most modern educational tools, such as MOOCs and online virtual
labs, those tools do not allow student to actually be active in their learning as they often
Fig. 1. A student using the haptic system with the leap motion controller
In the field of education, the process of studying is traditionally based on visual and
auditory cues. Only recently, scientists and technologists explored other ways and other
senses through which learning processes can be developed. Currently, we are developing
an educational gesture-based and manipulative system for integrated chemistry experi‐
ment simulations and molecular visualization. The system uses a 3D graphical user
interface coupled with a Leap Motion controller or the Mouse, depending on user choice
of input device selection. The potential of the Leap Motion controller is huge and it is
expected to be used in education and simulation environments to simplify learning
issues. Leap Motion technology can provide this often complicated service in an efficient
convenient mode. A student using the system by the Leap Motion with its PC is shown
in Fig. 1. Our system introduces two chemical experiments that can be used in teaching
chemistry at an introductory level. In each experiment, a student can interact with the
haptic device, the Leap Motion or the Mouse based on the user choice, and complete
the experiment steps “as-if” she was in a real lab, what they called in chemistry macro‐
scopic level [3]. At the macroscopic level, a user can use physical movements to trans‐
late, rotate and swipe glassware and chemical substances to act and perform experi‐
mental procedures as in a real lab. Then, the user can zoom into the chemical compound
and see and interact with virtual representations of molecules and chemical bonds, what
they called in chemistry microscopic level [3]. At the microscopic level, the system
shows a graphical representation of atoms and molecules. The user can use gestures to
rotate the 3D molecular models of the chemical compounds See [4] for a detailed
description.
Experiments on Virtual Manipulation in Chemistry Education 545
For example, in one experiment the objective is to study the molecular changes of
three different types of salts when they are added to water, chemically called Salt
Hydrolysis. Our system allows the user to select one of three different types of salts -
ammonium chloride salt, sodium nitrate salt or potassium fluoride salt. Each one of these
salts gives a different result when it is added to water. At the macroscopic level of the
system, the user completes the experiment steps by using the haptic device and then
observe the change in the mix appearance as in a real lab. The chemical explanation of
this change can then be discovered by moving to the microscopic level which can lead
to understanding this chemical reaction, as shown in Fig. 2(a) and (b).
(a) (b)
Fig. 2. (a) The macroscopic level of the second experiment; (b) The chemical reaction between
ammonium chloride and water molecules at the microscopic level
3 System Testing
The purpose of the test was to assess the usability of the system’s interface, information
flow and architecture. The effectiveness of the learning will be addressed in the next
phase of the study. Each participant filled out a survey with her opinions. The collected
information about the behaviors and opinions using surveys are used to find out attitudes
and reactions, to measure user’s satisfaction, and to gauge opinions about the system.
The testing was conducted at Princess Nora Bint Abdul-Rahman University in Riyadh,
Saudi Arabia in November 2015. In this study, two different setups were used to test the
system. The first test (LM_DEVICE) is applied on the system while using the Leap
Motion controller as an input device to interact with the interface. The second test
(MOUSE_DEVICE) has been carried out using the Mouse as an input device. 90 partic‐
ipants were involved in the testing to ensure stable results. 45 users participated under
the LM_DEVICE setting and 45 users participated in MOUSE_DEVICE one. They fill
out a brief background questionnaire and rate the system by using a 5-point Likert scale
(Strongly Disagree, Disagree, Neutral, Agree and Strongly Agree) for 13 subjective
measures.
As a result, all participants successfully completed all the tasks. Overall, irrespec‐
tively of the settings experienced, 91.78 % of them found the system easy to use, 90.44 %
liked the interface of this system and 91.33 % would like to use this system again. In
addition, 91.56 % thought the system is effective in helping them to understand the
experiments’ tasks and scenarios. 92.89 % of the participants in LM_DEVICE agreed
that the system was easy to use, which is greater than the agreement percentage in
546 S.S. Aldosari and D. Marocco
MOUSE_DEVICE, which was 90.67 %. Most of the participants (91.11 %) liked the
interface of this system in LM_DEVICE, which is higher the agreement percentage in
MOUSE_DEVICE. In addition, most of the participants in LM_DEVICE (93.33 %)
think that they would like to use this system again, while only 89.33 % of the participants
in MOUSE_DEVICE has the same opinion. This shows that the Leap Motion has a
higher potential to engage users with these experiments.
Based on a comparative study of the result of the two different usability testing,
MOUSE_DEVICE’s results were a little better than LM_DEVICE’s results and there
is only a slight difference between them. Although participants’ average agreement
rating was 4.51 for the Mouse testing results, 4.41 was the participants’ average agree‐
ment rating for the Leap Motion controller testing results. Even though all participants
have not seen or used the Leap Motion before, more participant in LM_DEVICE agreed
that the system was easy to use and the Leap Motion was easier to use more than the
Mouse. On the other hand, more participant in LM_DEVICE liked the interface of this
system and they would like to use this system again, which implies using the system
with the Leap Motion controller is more interesting for the users and it gave them a better
understanding of the experiments while using the simulation system.
This paper introduces a molecule virtualization system and virtual labs along with the
technology implemented within it and the results of a system testing survey conducted
in Saudi Arabia. Our educational system combines three approaches: virtual environ‐
ments, simulations and interaction based design. Thus, students will be able to apply lab
procedures in a virtual lab environment and explore the underlined molecular structures
by only downloading the system. In future works, more effort would be required to
enhance and improve the interface, particularly in the attempt to bridge more closely
the gesture-based approach and the haptic/manipulation aspects by exploring the robust‐
ness of the system. On the pedagogical side, more efforts would be required to improve
the system test and to study how such devices may actually aid students understanding.
References
1. Barfield, W., Danas, E.: Comments on the use of olfactory displays for virtual environments.
Presence Teleoper. Virtual Environ. 5, 109–121 (1996)
2. Waldrop, M.M.: Education online: the virtual lab. Nature 499, 268–270 (2013)
3. Petrucci, R.H., Harwood, W.S., Herring, G.F., Madura, J.D.: General Chemistry: Principles
and Modern Applications. Pearson Prentice Hall, New York (2010)
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International Conference on e-Learning (ECONF), Manama, pp. 58–64 (2015)
A Survey Study to Gather Requirements for Designing
a Mobile Service to Enhance Learning
from Cultural Heritage
1
School of Computing, University of Portsmouth, Buckingham Building, Portsmouth, UK
{alaa.alkhafaji,mihaela.cocea,jonathan.crellin}@port.ac.uk
2
School of Computing, University of Brighton, Cockcroft Building, Brighton, UK
S.Fallahkhair@brighton.ac.uk
Abstract. This study was carried out to gather user requirements using a ques‐
tionnaire survey. The study has investigated how people may use mobile location-
aware technologies for learning purposes in cultural heritage contexts. This paper
presents the results of this survey study and outlines a number of challenges for
further development.
1 Introduction
Learning occurs while people are experiencing and being engaged in different types of
activities [1]. Learning from experiences is a notion that was originally developed by
the theorist John Dewey in his book “Experience and Education” (Dewey 1938).
Dewey’s theory has served as a foundation stone for informal learning that was devel‐
oped by Malcolm Knowles in 1950, in his publication “Informal Adult Education” [2].
Engaging in aspects of cultural heritage forms an important facet of the informal
learning process. Since cultural heritage reflects the identity of most societies [3], it is
important for people to learn more about the historical significance of heritage sites.
This may help people appreciate their history, which could further promote a sense of
loyalty and engagement [4]. Technologies, such as mobile learning, have already been
used to support learning from cultural heritage sites, which help learning independent
of time and place [5].
This study was conducted in the form of a survey, with data being gathered using a
questionnaire technique to elicit user requirements for developing a mobile location-
based learning service to be used at cultural heritage sites. The results of this study act
as a cornerstone in designing the first version of the user requirements for developing a
mobile location-based service to support informal learning at cultural heritage sites.
The survey study was conducted to elicit user requirements for developing a mobile
location-based learning service with respect to cultural heritage sites.
A questionnaire technique was used to gather user requirements within the user-
centered design approach. The questionnaire was designed based on the themes that
emerged from a previous focus group study [6]. The “Convenience Method” of sampling
was used to recruit participants [7]. The study was carried out between 17th Feb and
17th March 2015. The data was analyzed using the SPSS software [8]. A simple statistical
analysis was used to obtain frequencies of the nominal data.
189 participants responded to this survey. The participants’ age ranged from 18 to
70+ years old. 47 % of participants were male and 52 % were female. 47 % of participants
were students, 33 % were employed and 12 % were retired. The remainders were: unem‐
ployed (4 %) or self-employed (3 %). 3 % of participants stated different occupations
such as researcher, independent, and semi-retired.
3 The Results
This study has investigated how people my use mobile technology for learning purposes
in cultural heritage contexts. The section presents the summary of the results.
The results show some features and services that people would like to use through
their mobile device which include information in multiple modes: images (74 %), texts
(70 %), audio (49 %) and video (47 %). Participants claimed that they would like to use
different services at cultural heritage sites. The most popular services include: (1) to get
directions (75 %), (2) to find the nearby cultural heritage places (65 %), (3) to find the
nearest services (56 %), (4) both services, to get historical information while people walk
around, and finding out extra information about the sites (53 %), (5) to pre-organized a
visit (50 %). Furthermore, 62 % of participants said they would like to customize their
mobile app based on their interest.
Participants were asked to choose the service that they think of as a type of learning,
in order to understand how they construe learning. The results revealed that 85 % of
respondents consider online courses as learning, 78 % of respondents said accessing
online services is a type of learning, 76 % of respondents think that accessing specific
information is a type of learning and 67 % of respondents consider using a dictionary
is a type of learning. Interestingly, only 36 % and 31 % of respondents believe that
accessing general information and getting directions respectively are types of learning.
Some challenges were highlighted by the results regarding using mobile devices at
cultural heritage sites. Some participants said that they do not use mobile devices at
cultural heritage sites (23 %); respondents stated several reasons for that: (1) 57 % of
them claimed that the mobile device distract them during the tour, (2) 20 % of them do
not use mobile devices due to a poor network quality, (3) 13 % of them reported that it
is not easy to follow the instructions, (4) 11 % of respondents said that the available
applications do not meet their needs. In addition, 15 % of respondents reported different
reasons such as: weather limitation “would need a waterproof tablet”.
A Survey Study to Gather Requirements 549
4 Discussion
The questionnaire technique used in this study allowed the gathering of a wide range of
data. This in turn gives a clear understanding of how people differ in the way they use
mobile devices at cultural heritage sites. The findings have significant implications for
the development mobile learning services to be used in cultural heritage contexts.
The results indicate factors that will be useful in designing mobile-location based
leaning services. These can be summarized as: considering user profile and adapt serv‐
ices based on users’ interests, presenting information in multiple modalities, and
providing instant information based on the user location which supports situated
learning.
An interesting issue that was revealed is the different perceptions of learning. People
have different understanding about the meaning of ‘learning’ [9]. Based on the results,
learning could be classified into several categories: (1) acquiring formal information
such as accessing online courses, which could help to enhance an individual’s profes‐
sional life; (2) acquiring information that could enhance an individual’s skills;
(3) acquiring informal information that could be helpful to enhance an individual’s
personal knowledge; (4) acquiring general information that could assist in individual’s
daily life. Learning from experiences could include all aforementioned learning cate‐
gories. Since learning interweaves with people’s daily life, it could be hard for it to be
distinguished as learning [10]. We can infer that learning could be happening inciden‐
tally with the learning showing little awareness that learning is taking place.
Finally, the current study has underlined some challenges regarding using mobile
devices for learning purposes at cultural heritage sites. The challenges include physical
aspects of the devices, such as the screen size and the network. The increasing capabil‐
ities of tablets and smartphones may reduce the importance of these factors. Further‐
more, a minority find mobile devices distract from the enjoyment the visit. A possible
explanation for this issue the interruption caused by the switching visual attention
between the device and the exhibit. Using Smart Glasses could help with this by over‐
laying data on a user’s visual field. In addition, an interesting issue has emerged through
the study such as the weather, as some people reported that the need for a waterproof
device given how frequently it rains in the UK. Possibly smart glasses might help with
this too. Finally, an issue regarding the quality of network, not considered in this
research, but could be an important issue for further research.
A summary of a survey study has been presented in this paper, which was carried out
as a part of a series of studies designed to gather user requirements. A questionnaire
technique was used in this study. This study forms a stage of a research project, which
is intending to develop a mobile location-based learning service with respect to cultural
heritage contexts. There are a number of areas that we envision to carry out further work:
First, to conduct further steps to fully eliciting of users requirements, by conducting
interviews with end-users and museum staff, to gain in-depth details regarding using
550 A. Alkhafaji et al.
mobile devices for learning purposes. Second, to design a task model based on the results
of the combination of this study and the interview study. Third, to develop a prototype
mobile as a proof of concept based on the task model. Next, usability evaluation will be
conducted. Finally, a list of guidelines will be for future mobile application development
in this domain.
References
1. Schunk, D.H.: Learning Theories. Printice Hall Inc., New Jersey (1996)
2. Smith, M.K.: Malcolm Knowles, informal adult education, self-direction and andragogy
(2002)
3. González, M.V.: Intangible heritage tourism and identity. Tourism Manage. 29, 807–810
(2008)
4. UNESCO: Managing Cultural Wold Heritage: The United Nations Educational, Scientific
and Cultural Organization (UNESCO), Paris, France (2013)
5. Sharples, M.: The design of personal mobile technologies for lifelong learning. Comput.
Educ. 34, 177–193 (2000)
6. Alkhafaji, A., Fallahkhair, S., Cocea, M.: Towards gathering initial requirements of
developing a mobile service to support informal learning at cultural heritage sites. In:
Cognition And Exploratory Learning In The Digital Age (CELDA 2015), p. 51 (2015)
7. Barnett, V.: Sample Survey Principles and Methods. Edward Arnold, London (1991)
8. Greasley, P.: Quantitative Data Analysis Using SPSS: An Introduction for Health & Social
Science. McGraw-Hill Education, London (1991)
9. Schmeck, R.R.: Learning Strategies and Learning Styles. Springer, New York (1988)
10. Vavoula, G.: KLeOS: a knowledge and learning organisation system in support of lifelong
learning, Ph.D. thessis, University of Birmingham, UK (2003)
Inspiring the Instructional Design Process Through Online
Experience Sharing
Abstract. A lot of pedagogical resources are available thorough the Web. Para‐
doxically, it is hard for instructional designers to discover and decide which ones
will best fulfill their needs. End-users’ experience has been identified as a major
source of information in the resource selection process. However, no solution
totally fulfills the needs and end-users’ experience can hardly be browsed while
being dispersed over the web. Our research prototype called EVOXEL can help
instructional designers by completing current web solutions. Built upon ontolog‐
ical mechanisms, EVOXEL provides teachers a mean to share experience they
have developed during their instructional activities. This experience is crystal‐
lized in the educational resources assemblages they have built. This experience
can then be browsed, inviting others to be inspired from it.
1 Introduction
Open resources platforms and the web in general, offer an increasing set of online or
downloadable pedagogical resources. Re-using these resources facilitates the instruc‐
tional design process but the infrastructures should provide better means to find
adequate educational resources [1]. An important issue is how to help pedagogical
designers finding and selecting the most appropriate resources. Studies show that
resources have different meanings according to context and users [2]. Basic domain
categorization does thus not necessarily help users in discovering a resource and
understanding what it can serve for. Categorization of the resources around sets of
generic tasks augments description but a user doesn’t know if the generic task will
match their own in the instructional activity. To overcome these issues, end-users’
experience through social tagging [3] and experience sharing systems [4, 5] has been
identified as a major source of information.
2 End-Users’ Experience
Rating system provides information about quality of a shared resource, but a rank cannot
be fully understood without context. Comments sections offer another form of infor‐
mation but it is mostly implicit, unstructured and hard to extract. Tagging systems and
folksonomies are integrated in educational resources repositories. They serve for
indexing shared resources [2], and can be used as a key concept for collaborative learning
[6]. However, folksonomies cannot be considered as directly matching a particular
user’s culture [6] and are reflections of dominant cultural groups only. Researchers [4]
have proposed to augment tagging systems with ontological features in order to keep
track of the link between a tag and its creator, and authors [2] have shown that investi‐
gating one’s universe facilitates resource appropriation and helps the inspiration process.
This is what EVOXEL has been designed for.
Weblogs, forums, wikis or video channels are widely used by end-users to let others
discover their universe. They offer experience sharing about resources assemblages and
facilitate discovering and understanding of someone’s context. Designers look for inspi‐
ration by browsing teachers or institutions’ spaces where they share their experiences
about resources assemblages. For example, in MERLOT [7], users create and share
ePortfolios describing resources assembled to perform a pedagogical task. But the
existing system doesn’t provide structure and semantics allowing deeply searches.
3 EVOXEL Prototype
EVOXEL is an online tool based inspired on by Activity Theory [8] through its descrip‐
tion of the mechanism of experience crystallisation inside activity’s mediating artefacts.
Its ontological meta-model has been successfully used in various application domains
[9]. Users feed their personal ontology by describing and tagging resources and activi‐
ties. Each element can refer to web resources associated with it. Users can insert links
towards ontological elements into existing web solutions (repositories, weblogs, etc.).
Links serve as entry points from where users can browse others’ pedagogical universe.
Elements of the personal ontologies can be freely tagged and take benefits from the
expressiveness and power of ontological tools. Tags are not just keywords, but can be
commented, structured in hierarchies and use inheritance. The reasoner infers and
reveals relations between the elements, and advanced search mechanisms can be set up.
Inspiring the Instructional Design Process 553
A teacher involved in learning design was asked to use EVOXEL to describe her
teaching universe. Her resulting personal ontology is called MyTeachingUniverse. It
describes resources, activities and a set of tags corresponding to her pedagogical work
(Fig. 1).
Once the URL(s) inserted in a web media, other users can discover MyTeachingUniverse
and be inspired from resources assemblages that crystallize her pedagogical experience.
For example, an URL corresponding to the MAETIC Book she used in the Tutored
Project was inserted in her Weblog. Following this link, one discovers (Fig. 2(a)) this
resource (description, two links towards the book) and its surrounding elements in the
teacher’s universe inferred by EVOXEL (tags, all activities and resources). A search
panel completes this browsing mechanism and takes benefits from the semantics carved
into personal ontologies. In Fig. 2(b), a user looking for all Lectures using SCRUM in
an Active Pedagogy process enters elements tagged with Lecture, including elements
tagged with SCRUM, and that are part of elements tagged with Active Pedagogy.
554 G. Bourguin et al.
Fig. 2. (a) The MAETIC Book resource in EVOXEL (b) A complex search
3.5 Perspectives
EVOXEL still need to be developed. We are currently testing new EVOXEL features
like importation of elements from other one’s universe. We also are organizing a deep
evaluation of the current features with pedagogical designers and students.
References
1. Hylén, J.: Open educational resources: opportunities and challenges. In: Proceedings of Open
Education, pp. 49–63 (2006)
2. Draxler, S., Jung, A., Stevens, G.: Managing software portfolios: a comparative study. In:
Piccinno, A. (ed.) IS-EUD 2011. LNCS, vol. 6654, pp. 337–342. Springer, Heidelberg (2011)
3. Conole, G., Culver, J.: The design of cloudworks: applying social networking practice to foster
the exchange of learning and teaching ideas and designs. Comput. Educ. 54, 679–692 (2010)
4. Kim, H.L., Scerri, S., Breslin, J.G., Decker, S., Kim, H.G.: The state of the art in tag ontologies:
a semantic model for tagging and folksonomies. In: International Conference on Dublin Core
and Metadata Applications, North America (2008)
5. Knerr, T.: Tagging Ontology – Towards a Common Ontology for Folksonomies (2008). http://
tagont.googlecode.com/files/TagOntPaper.pdf
6. Lavoué, E.: Social tagging to enhance collaborative learning. In: Proceedings of the 10th
International Conference on Advances in Web-Based Learning, 08–10 December, Hong Kong,
China (2011)
7. Moncada, S.M.: Rediscovering MERLOT: a resource sharing cooperative for accounting
education. J. Higher Educ. Theory Pract. 15(6), 85–95 (2015)
8. Kuutti, K.: Notes on systems supporting “Organisational context” – an activity theory
viewpoint, COMIC European project, D1.1, pp. 101–117 (1993)
9. Bourguin, G., Lewandowsky, A.: Using online personal ontologies to share experience about
web resources. In: Proceedings of Information Systems 2015, Madeira, pp. 177–184 (2015)
An Approach to the TEL Teaching of Non-technical Skills
from the Perspective of an Ill-Defined Problem
1
UPMC - LIP6, Paris, France
{yannick.bourrier,vanda.luengo}@lip6.fr
2
UGA - LIG, Grenoble, France
{francis.jambon,catherine.garbay}@imag.fr
Abstract. In this paper we take a look at the difficulties raised by the teaching
of the technical and non-technical skills mobilized during a critical situation, in
the context of TEL within virtual environments. We present the advantages of
using a combined enactive and situated learning approach to this problematic,
and take an ill-defined perspective to raise important designing issues in this
respect. We show that some aspects of this problem have not been encompassed
yet in the ill-defined domains literature, and should be further studied in any
attempt at teaching behaviours inducing technical and non-technical skills in a
virtual world.
In most domains involving expert knowledge, there is a number of cognitive and social
factors influencing human performance, which are commonly described as Non-Tech‐
nical Skills (NTS), and whose impact is most important on perceptual-gestural activities
performed under critical situations. In this paper, we showcase the challenges raised by
the learning of NTS inside a Virtual Environment (VE), and discuss the potential and
limitations of a number of approaches recently used in this domain, in the light of an
ill-defined perspective, under the scope of their application to the domains of driving
and medical surgery. Based on this analysis, we point out ill-defined dimensions of our
domain and discuss some of the corresponding designing issues. NTS can be defined as
the “cognitive, social, and personal resource skills that complement technical skills, and
contribute to safe and efficient task performance” [1]. They have an influence on a
worker’s technical skills and include situation awareness, decision-making, leadership,
stress and fatigue management. The strong links between NTS and critical situations
underlie the necessity to put the interaction between learner and VE at the centre of our
approach. Two approaches may be used in this respect.
The first approach is based on the principles of enaction. In virtual reality, an enactive
system is a system constructing a world, while being constructed by it [2]. In this view,
the coupling between the VE and the user’s perceptual-gestural activity is central; an
individual’s actions will result in a modification of the virtual world by the system, and
reciprocally. Knowledge becomes the result of this interaction between individual and
virtual world, and can be found in the perceptions and actions that this interaction creates.
In this approach, knowledge is purely empirical, and the focus is put on what is directly
experienced by the learner. The main benefit when it comes to the teaching of NTS can
be seen in this phenomenological focus to learning, which becomes highly specific to
an individual. However, while the benefits in terms of learner modelling are important,
the fact that no specific skill is targeted may result in a loss of efficiency when it comes
to the choosing of a new learning situation. Being able to assess which NTS should be
improved could greatly improve the training effectiveness and therefore some modelling
of the learner’s knowledge is in order.
Another interaction-centric approach is Situated Learning (SL). Applied to VEs,
such an approach often comes with an important background work in order to understand
the knowledge underpinnings of a domain. A task is evaluated in the specific knowledges
involved in each of the learner’s actions or strategies [3]. Knowledge being de facto
represented for a learner, targeting specific elements of the domain become possible.
For example, in TELEOS [3], an ITS for the learning of orthopaedic surgery built within
a SL paradigm, the feedback type will change for whether it is an empirical or a declar‐
ative aspect which is targeted. The benefits of this approach are seen in this under‐
standing of which type of knowledge is used by the learner, allowing a system to target
the skills which need the most to be improved. Drawbacks come from the lack of a clear
pedagogic strategy and a deficit of efficiency when it comes to integrating the training
in a learning curve. In this approach, the interaction between learner and system is
important but may sometimes be overshadowed by knowledge of the domain itself.
Given the unique links between NTS and critical situations, we argue that they should
be best taught by experiencing a large number of critical situations. While domain
knowledge is key to know which skill should be targeted, we hypothesize that the
teaching of NTS, in the context of a perceptual-gestural activity, should be done by a
succession of empirical experiences, and not through post simulation feedback.
Because NTS are non-procedural by nature and appear precisely to cope with the
lack of an adapted procedure to deal with a situation [4], our approach should be under‐
pinned in the principles of enaction applied to VE. However, some critical situations
may simply be too hard or not critical at all for a learner, given a certain degree of
technical and non-technical expertise. We therefore orient ourselves in the direction of
an enactive VE including a degree of SL inspired learner’s knowledge modelling. The
evaluation of a learner’s skill level when confronted to a given problem has been
explored to lengths in the ITS literature, let us take a look at the difficulties such a
knowledge modelling problems poses in an interaction-centred VE such as ours.
An Approach to the TEL Teaching of Non-technical Skills 557
In 2006, Lynch et al. [5] attempted to cover the different aspects making a teaching
problem ill-defined in an ITS. In this section, we take a look at the challenges raised by
the modelling of NTS inside of a virtual world, following [5]’s definition of what char‐
acterizes an ill-defined problem. We also point out some further aspects that have not
been encompassed yet in the ill-defined problems literature. When it comes to modelling
learner’s knowledge, a central criteria characterizing ill-defined domains is the absence
of a complete formal theory of the domain. Here we aim at evaluating two different
domains, which are technical and non-technical skills. In themselves, both have a degree
of formal theory. We argue that our domain is still ill-defined knowledge-wise from a
perspective that has not been covered by [5]’s definition, because technical and non-
technical skills are involved in a single perceptual-gestural activity and can only be
observed together. While separately well-defined, together they become ill-defined as
the ties between them are diffuse and can change from one individual to another. We
ask that this is a new form of problem not yet identified by previous approaches to ill-
defined domains, and which should be encountered whenever evaluating a perceptual-
gestural activity expressing multiple skills being used.
The challenges raised by adopting an enactive approach to NTS learning in VE can
also be considered as ill-defined, for two reasons. Firstly, the sub-problems overlap, as
any of the learner’s actions on the virtual world will result in a change of the situation,
which will either increase or decrease the importance of further actions. Secondly, the
task structure is ill-defined, and more accurately, it becomes analytical since the number
of possible correct paths changes as a result of this pseudo-real-time coupling between
learner and world. Rather than a definite task structure, the issue is to model the singular
experience of a learner trying to maintain his or her TS in front of a critical situation.
The role of the ITS is then to drive the learner in a personalized “journey through crit‐
icality”, assessing the coverage of a number of critical situations, and the involvement
of a number of NTS. Determining the position of a problem in a continuum of solution
spaces, as proposed by [6], can provide insights as to which technique should be best
used in order to teach a problem. Because of sub-problems overlapping and the task
being analytical, we ask that there must be a quantifiable number of appropriate solution
strategies in response to a given critical situation, but an indefinite number of ways to
apply these strategies. Similar challenges with regards to performance evaluation have
been treated by the use of hybrid approaches including systems and model tracing for
the more defined aspects of the problem-solving task, and datamining approaches in
order to learn the more uncertain parts [7]. These approaches however focus solely on
the evaluation of a learner’s performance. In our case, because the domain in itself also
has ill-defined specificities, the learner’s performance will need to be looked at from the
scope of his knowledge state and the situation characteristics, to determine the actual
influence NTS had in such a performance. This influence may hold with different
degrees: intuitively, the effect of situation awareness or stress management on the learn‐
er’s performance may appear very different. The situation characteristics may also result
in varying degrees of criticality impacting the learner’s performance.
558 Y. Bourrier et al.
3 Discussion
We have shown the challenges raised by the teaching of NTS for perceptual-gestural
activities performed during critical situations inside of a virtual world and showcased
why, given the characteristics of such skills, it is necessary to adopt an interaction-
centred approach coupled with a modelling of knowledge, in order to maximise effi‐
ciency and to explore as many dimensions of criticality as possible. We have highlighted
the reasons why this combined approach is an ill-defined problem, both from the point
of view of the interaction between learner and virtual world, and the point of view of
knowledge modelling. Some aspects of our problems were already partially explored in
the ITS literature. TELEOS [2] deconstructed a technical activity as a coupling of
different types of knowledge in order to target the best feedback. CANADARMTutor
[7] used a hybrid approach including educational data mining techniques to learn a
number of correct behaviours for the usage of a robotic arm. Both of these works shared
some characteristics of ill-defined domains similar with ours, yet [7] focused on the
perception of a technical performance, while [3] aimed at proposing the most appropriate
knowledge-type based feedback. The learning of NTS in critical situations inside of a
virtual world will need to enfold both of these ITS’ characteristics while considering a
new aspect of an ill-defined problem, which is taking into account the merging barriers
between technical and non-technical expertise.
References
1. Flin, R.H., O’Connor, P., Crichton, M.: Safety at the Sharp End: A Guide to Non-technical
Skills. Ashgate Publishing Ltd., Aldershot (2008)
2. Varela, F., Thompson, E., Rosch, E.: L’inscription corporelle de l’esprit in Paris, Seuil (1993)
3. Luengo, V.: Take into account knowledge constraints for TEL environments design in medical
education. In: 8th IEEE International Conference on Advanced Learning Technologies, ICALT
2008, Santander, Cantabria, Spain, pp. 839–841 (2008)
4. Marchand, A.-L.: Les retours d’expériences dans la gestion de situations critiques, pp. 100–
113 (2011)
5. Lynch, C., Ashley, K., Aleven, V., Pinkwart, N.: Defining ill-defined domains: a literature
survey. In: Proceedings of Intelligent Tutoring Systems for Ill-Defined Domains Workshop,
ITS 2006, pp. 1–10 (2006)
6. Le, N.T., Loll, F., Pinkwart, N.: Operationalizing the continuum between well-defined and ill-
defined problems for educational technology. IEEE Trans. Learn. Technol. 6(3), 258–270
(2013)
7. Fournier-Viger, P., Nkambou, R., Nguifo, E.M.: A knowledge discovery framework for
learning task models from user interactions in intelligent tutoring systems. In: Gelbukh, A.,
Morales, E.F. (eds.) MICAI 2008. LNCS (LNAI), vol. 5317, pp. 765–778. Springer,
Heidelberg (2008)
Towards a Context-Based Approach Assisting Learning
Scenarios Reuse
1
RIADI, Manouba University, Manouba, Tunisia
Mariem.Chaabouni@univ-lemans.fr, Mona.Laroussi@univ-lille1.fr,
Henda.Benghezala@ensi.rnu.t
2
LIUM, Maine University, Orono, France
{Claudine.Piau-Toffolon,Christophe.Choquet}@univ-lemans.fr
1 Introduction
Nowadays, learning design has become one of the principle research topics in the domain
of Technology-Enhanced Learning (TEL). In fact, it is important to organize and capi‐
talize the teacher’s practices essentially with the emergence of various teaching modal‐
ities and the high integration of the technology in the learning processes. This will allow
the teachers to reuse their own practices and share them with others (teachers or
students). Certain factors may affect the reuse of shared scenarios such as the use of
heterogeneous formalisms and representation approaches of scenarios, the definition of
rigid scenarios, the high variation of learning contexts from one situation to another one
and the high variability of areas/resources used in the scenarios.
A first axis of works has proposed methods and techniques to help users (teachers
or students) to identify and select adapted learning objects or scenarios for reuse. We
can cite the LOM standard [1] specifying a set of learning object metadata or works
using semantic web and ontologies [2] to the learning scenarios. There is also the
SCORM standard [3] to promote reusability and interoperability of learning content
across platforms. A second axis has been oriented to the proposal of methods and tech‐
niques to design adaptable and customizable objects and scenarios in order to promote
their reusability. In this axis, some works promote the use of design patterns to assist
learning designers in the expression of adaptable scenarios depending on the context.
For example, the COLLAGE project [4] proposed patterns of activities of collaborative
learning (CLFPs: Collaborative Learning Flow Patterns). These patterns are reusable
and customizable good practices used by practitioners according to particular learning
situation specifications.
This poster is subscribed in the first axis and mainly focuses on enhancing reuse by
treating essentially the context aspect related to the learning scenario. It proposes a
method to model this context in a multi-layered approach. An author tool based on this
modeling approach is also introduced, assisting the scenario design by suggesting the
most appropriated scenarios to a given learning situation. The adopted approach is rein‐
forced by the observation of the past learning experiences to support the pertinence of
reuse.
In order to represent the learning experiences and to have a good perception of the
scenario in a real learning situation, strategies and techniques of scenarios observation
have been implemented in existing works [5, 6]. These works mainly use the concept
of pedagogical indicators. Such an indicator is considered “as a significant variable able
to help in understanding the effective activities performed during a learning session”
[5]. In the present work, it is proposed to use the observation by the indicators for
indexing purposes. The resulting indexes aim to support the reuse of scenarios. Thus,
the observation allows the teacher-designer to assess the progress of the scenario and to
determine whether it was successful in a specific context and if it has been effectively
adapted to this context.
– M2: represents our proposed meta-model of the learning scenario context, compliant
to MOF meta-meta-model;
– M1: represents the context models related to a particular learning situation. Different
context representation levels (ECM-LS, ICM-LS and PCM-LS) are compliant to the
same context meta-model of M2;
– M0: represents the real world consisting here in the context elements in a learning
situation.
The identified levels of the scenario context have been formalized and integrated into
an authoring tool “Capture-tool” designed for teachers-designers. This tool integrates a
recommender system for adapted learning scenarios to a specific planed context. Firstly,
the tool helps designers in retrieving the most relevant scenarios to planned learning
situation, and so to enhance the learning scenario reuse. The teacher informs its planned
context in which the scenario will be implemented (see “Inform my context” part of
Fig. 2).
The tool also offers other interfaces allowing the teacher-designer to analyze the
context and the scenario progress through calculated indicators, and then index the
scenario for future reuse.
References
1 Introduction
1
https://www.samlabs.com/
cities of the world (which requires participants to measure angles using a protractor), or
they are asked to build a small system that changes the motor speed depending on the
amount of light it receives (similar to the fact that the amount of O2 produced in a green
plant through photosynthesis changes depending on the amount of sunshine the plant
receives). Participants are provided with different sensors and actuators to control
events in their open-ended investigations. This type of practice-based activities are
increasingly used in schools, particularly since the ‘maker movement’ emerged [2]
(Fig. 1).
The nature of open-ended learning activities requires appropriate guidance, and this
need is more significant for novices. Research shows that allowing novice students to
work independently on open-ended practice-based activities without appropriate
guidance does not lead to meaningful learning outcomes e.g. [3]. However, it is not
easy for teachers to provide the appropriate support for students, since they are rarely
aware of the learning processes followed by students [4]. In such complex learning
environments as practice- based learning, it is even more challenging to support
effective strategies that lead to better outcomes, both in terms of the objective to be
achieved and the quality of the CPS processes. We argue that the differences in
learners’ CPS processes can be revealed through the investigation of behaviour patterns
that occur during the learning activities. With the capability of monitoring differences
in behaviour patterns, teachers can adopt appropriate intervention techniques and then
positively influence and support CPS process. The power of monitoring differences
between groups of students as well as individuals working in a group would allow
teachers to identify when and how to intervene in order to facilitate the accomplishment
of a higher quality product and/or more satisfying learning experiences. Hence, the aim
of this paper is to suggest an appropriate method to reveal the behaviour pattern
differences in learners’ CPS processes. In this paper, we first briefly describe our
approach to developing an analysis framework for the systematic investigation of
students’ collaborative learning processes in the context of practice-based learning
activities. Then, using this framework we compare novice and experts’ behaviour
patterns. In this paper, we define expertise with respect to experience of working in a
group. Hence, in our comparison expert participants are those who have significantly
Revealing Behaviour Pattern Differences in Collaborative 565
more experience in working together in a group compared to their partners with whom
they collaborate. We finalize the paper with a discussion of the behaviour pattern
differences in experts and novices CPS processes.
2 Analysis Framework
Our dataset consists of video and audio recordings from a workshop event in which
two pairs of participants (one novice and one expert) worked on two different
open-ended, hands-on physical computing projects. Both of the practice-based learning
tasks were specifically designed to be accessible to all participants, regardless of their
level of STEM subject-specific knowledge. However, participants differed in their
expertise relevant to working together in a group. Expert participants were those who
have more experience in collaborative projects. This separation was done with
self-declared information. Two researchers coded the data using a multi-step qualitative
methodology, taking into account the procedures and techniques developed in the
qualitative content analysis method. First, two researchers used the analysis framework
(Table 1) and the same data set to code students’ actions with the ELAN annotation
software. Any disagreements between researchers were resolved through discussion
and revised the coding was accordingly. Then, the amount of time spent on each coded
action within 10 s intervals logged in an excel document, which was used to generate
cumulative time plots.
Fig. 2. Comparison of behaviour patterns regarding the problems solving dimensions (Novice
vs. Expert)
experts and novice learners’ behaviours, we compared the accumulated time each
learner spent on different competency dimensions of the analysis framework. In Fig. 2,
we compared the novice and experts’ CPS process behaviours from the aspect of
collaborative competency dimensions. As the figure reveals, novice learners spend
most of their time on ‘taking appropriate actions to solve the problem’, while experts
spend most of their time on ‘establishing and maintaining shared understanding’. This
is a surprising result because, one would expect both learners to spend most of their
time on ‘taking appropriate actions to solve the problem’ due to the hands-on nature of
the practice based activity. However, experts seem to spend most of their time in
‘establishing and maintaining shared understanding’, which is an aspect that relates
more to keeping the team together than solving the problem at hand. Furthermore, both
learners spend little time on the ‘establishing and maintaining team organization’
dimension. This result could be interpreted as indicating that both learners have high
motivation to solve the problems collaboratively.
In Fig. 3 we compared the learners’ behaviours regarding the problem solving
competencies of the CPS process. First of all, it is clear that ‘planning and executing’
eventually becomes the dominant dimension in the process of both learners. Consid-
ering the hands-on nature of the practice-based activity this result is not surprising.
However, ‘planning and execution’ appears to start from the beginning of the
process for the novice learner, but relatively later for the expert who seems to spend the
initial part of the activity on identifying facts and generating hypotheses. Second, the
‘monitoring, reflecting and applying’ dimension starts early and stays part of the
learning process for the novice learner, yet this dimension does not come until later for
the expert. Finally, both learners spend only a small amount of time on ‘identifying
knowledge and skill deficiencies’.
568 M. Cukurova et al.
Fig. 3. Comparison of behaviour patterns regarding the collaboration dimensions (Novice vs.
Expert)
4 Conclusions
In this research paper, we presented a method to identify effective strategies for CPS
using learner behaviours as the key to unpacking this complex learning process. Using
the analysis framework encompassing fine-grained actions of practice-based learning
activities, we generated learner behaviour patterns for learners with different levels of
expertise in working together. As the analysis framework offers fine-grained actions, its
application is relatively easier than other frameworks with more coarse level definitions
such as the OECD’s CPS assessment framework. Our results show differences, which
could be used to interpret effective strategies to solve problems collaboratively. For
instance, experts appear to spend a significant amount of time ‘identifying facts’ and
‘establishing and maintaining shared understanding’ which appear to be practices that
are less followed by novice learners. Some of these findings are similar to previous
findings in expert and novice comparisons, which show that experts spend more time
on problem scoping activity compared to novices [6]. For future research, we are
currently working on mobile tools for on-the-fly coding of learner behaviour patterns so
that the use of this method at scale and in classroom settings is more feasible.
References
1. Dillenbourg, P.: What do you mean by ‘collaborative learning’? Cognitive and Computational
Approaches, pp. 1–19 (1999)
2. Worsley, M., Blikstein, P.: Analyzing engineering design through the lens of computation.
J. Learn. Analytics 1(2), 151–186 (2014)
Revealing Behaviour Pattern Differences in Collaborative 569
3. Clark, R.E.: How much and what type of guidance is optimal for learning from instruction?
In: Tobias, S., Duffy, T.M. (eds.) Constructivist Theory Applied to Instruction: Success or
Failure?, pp. 158–183. Routledge, Taylor and Francis, New York (2009)
4. Race, P.: A Briefing on Self, Peer and Group Assessement. Higher Education Academy, York
(2001)
5. Cukurova, M., Avramides, K., Spikol, D., Luckin, R., Mavrikis, M.: An analysis framework
for collaborative problem solving in practice-based learning activities: a mixed-method
approach. In: Proceedings of the Sixth International Conference on Learning Analytics &
Knowledge (LAK 2016). ACM, New York (2016). doi: http://dx.doi.org/10.1145/2883851.
2883900
6. Atman, C.J., Adams, R.S., Cardella, M.E., Turns, J., Mosborg, S., Saleem, J.: Engineering
design processes: a comparison of students and expert practitioners. J. Eng. Educ. 96(4), 359–
379 (2007)
DevOpsUse for Rapid Training of Agile
Practices Within Undergraduate
and Startup Communities
1 Introduction
Universities with a technical focus or curriculum have an important influence
on the knowledge and experience of their students, building their theoretical
and practical foundation to be later used in the industry. There is a two-way
benefit established from cooperations between academia and companies: real-
world practice and requirements can be incorporated into university courses and
teaching, preparing the students for their later employment; and companies can
later make use of innovations and state-of-the-art practice that result from uni-
versity research projects. Following these aspects, previous research showed that
computer science students can take contact with industry within the curricula
and encourage entrepreneurship following socio-cultural theories of learning [1].
Based on these foundations, a series of lab courses were held yearly at RWTH
Aachen University, where groups of students were forming communities of prac-
tice together with local start-up companies for developing IT projects [1]. These
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 570–574, 2016.
DOI: 10.1007/978-3-319-45153-4 65
DevOpsUse for Rapid Training of Agile Practices 571
1
https://las2peer.org.
572 P. de Lange et al.
For more than 15 years, RWTH Aachen University hosts a yearly five-months
practical course on entrepreneurship for graduate students. Since 2011, we intro-
duced a course for undergrads, that first gets students acquainted with our
methodology described in the previous section, before they join the master stu-
dents’ projects to apply their knowledge in practice. In the following, we focus
on the undergraduate course.
The lab starts with forming groups of about three students, each group work-
ing independently on a given project. This project is split up into different sub-
tasks with an average working time of two weeks. At the end of each subtask,
a review takes place where students and advisors come together to evaluate
the current state of the project. The subtasks build up on each other, starting
with a requirements analysis and design phase, then going over to teaching basic
infrastructure setup and the basics of Web services.
About half way through the semester, the modus operandi of the course is
changed from the structured tasks in the ‘sandbox’ environment to the real-world
problems of local startups. This way, the students of the undergraduate course
can apply their gained knowledge of the first half of the course in the context
of a bigger project. The master students learn how to deal with the real-world
situation of people coming into a project at a late stage, where much of the work
is already done and the CoP has already evolved and established their working
practices. In parallel, the undergrads continue working on their last subtask by
refining it. At this stage, no strict requirements are enforced, giving the students
the opportunity for creative problem-solving. The course finishes with a joint
presentation of the produced software artifacts performed in short pitches.
4 Evaluation
We evaluated our teaching methodology, tools and the MDWE approach in the
Winter semester of 2015–2016 with five bachelor students from RWTH Aachen
University, split into two groups. Students were required to refine a short initial
description in a requirements elicitation phase, via collaborative collection and
discussion of requirements using the Requirements Bazaar (c.f. Fig. 1). Later on,
we introduced CAE to each group in an one hour collaborative session. This was
DevOpsUse for Rapid Training of Agile Practices 573
References
1. Rohde, M., Klamma, R., Jarke, M., Wulf, V.: Reality is our laboratory: communities
of practice in applied computer science. Behav. IT 26(1), 81–94 (2007)
2. Roberts, E.B.: Entrepreneurs in High Technology: Lessons from MIT and Beyond.
Oxford University Press, Oxford (1991)
574 P. de Lange et al.
3. Renzel, D., Behrendt, M., Klamma, R., Jarke, M.: Requirements Bazaar: social
requirements engineering for community-driven innovation. In: 21st IEEE Interna-
tional Requirements Engineering Conference, RE 2013, pp. 326–327(2013)
4. de Lange, P., Nicolaescu, P., Derntl, M., Jarke, M., Klamma, R.: Commu-
nity application editor: collaborative near real-time modeling and composition of
microservice-based web applications. In: Modellierung 2016 (2016)
Towards an Authoring Tool to Acquire Knowledge
for ITS Teaching Problem Solving Methods
1
Université de Lyon, CNRS Université Lyon 1, LIRIS, UMR5205, 69622 Lyon, France
{awa.diattara,nathalie.guin,amelie.cordier}@univ-lyon1.fr
2
Univ. Grenoble Alpes, CNRS, LIG, 38000 Grenoble, France
3
Sorbonne Université, UPMC Université Paris 6, CNRS, UMR 7606, LIP6,
75005 Paris, France
vanda.luengo@lip6.fr
1 Introduction
2 Acquisition of Knowledge
To solve problems in a given domain of learning, AMBRE ITS rely on three knowledge
containers: classification knowledge, reformulation knowledge and resolution knowl‐
edge. Classification and reformulation knowledge are used to (i) determine the class of
the problem and (ii) to build a new model of the problem – called the operational model.
Then, the solution is obtained by applying the resolution knowledge suited for the class
of the problem to the operational model.
Classification knowledge. Problems are organized in a classification tree where a class
C2 is subclass of a class C1 if any problem of C2 is also a problem of C1. The root class
is defined as the most general class, and the leaves, the most specific ones.
For each class, a discriminating attribute is defined. This attribute must have different
values in each subclass. Non discriminating attributes – called problem attributes – can
also be defined if they make sense for problems of the class. These attributes are useful
for the resolution and their values depend on the problem to solve. Classes that are
specific enough so that we can assign them a resolution technique are called operational
classes.
Reformulation knowledge. In order to identify the class of a problem, an AMBRE
ITS uses the classification tree and a set of rules allowing, given the statement of a
problem, to determine the values of the attributes (discriminating or not), thus allowing
to locate the most specific class to which the problem belongs in the classification tree.
A rule is defined by its name, a set of premises related to the elements of the statement
and the problem attributes, and a set of conclusions enabling to calculate or to modify
the values of the attributes.
Resolution knowledge. Each operational class in the classification tree has an associ‐
ated solving technique. These techniques constitute the resolution knowledge. They are
specific to domains of learning. For example, in the domain of arithmetic problems, a
resolution technique provides a plan for solving an exercise and a formula for calculating
its numerical solution.
These three knowledge bases are needed when designing an AMBRE ITS. We
considered using existing authoring tools, but they do not meet our needs either because
they do not match to AMBRE principle, or techniques used do not allow representing
all knowledge needed by AMBRE ITS. Indeed, Pedagogy-oriented tools such as
CREAM-TOOL [3] do not match to AMBRE ITS principle because of their lack of
knowledge on the domain and the learner [4]. Performance-oriented tools as far as we
know do not also meet our needs. ASPIRE [5] for example, is limited to models based
on the constraints. Authoring tools developed around the Cognitive Tutor Authoring
Tool (CTAT) [6] are the closest tools to our needs. However, tutors produced by CTAT
are limited to domains where the task of problem resolution is made step by step and
where all the domain knowledge can be represented in the form of production rules and
consequently do not enable to acquire the knowledge needed for AMBRE ITS.
None of these authoring tools allow representing all the knowledge needed by AMBRE
ITS. This is why we designed an authoring tool dedicated to the AMBRE project.
The system offers also flexibility when defining knowledge. To define the classifi‐
cation tree for example, the author can choose to build the graph from the root to the
leaves or vice-versa. He/she has the possibility to define all classes, and then organize
them into a hierarchy. He/she can also organize the classes into a hierarchy as the
definition of classes progresses. Some classes can be defined by adapting other classes.
Acknowledgments. Thanks to Rhône-Alpes region for the scholarship that supports this thesis
work.
References
1. Nogry, S., Guin, N., Jean-Daubias, S.: AMBRE-add: an ITS to teach solving arithmetic word
problems. Technol. Instr. Cogn. Learn. 6(1), 53–61 (2008)
2. Schoenfeld, A.H.: Mathematical Problem Solving. Academic Press, New York (1985)
3. Nkambou, R., Frasson, C., Gauthier, G.: CREAM-Tools: an authoring environment for
knowledge engineering in intelligent tutoring systems. In: Murray, T., Blessing, S.B.,
Ainsworth, S. (eds.) Authoring Tools for Advanced Technology Learning Environments:
Toward Cost-Effective Adaptive, Interactive and Intelligent Educational Software, pp. 269–
308. Springer, Netherlands (2003)
4. Murray, T.: Authoring intelligent tutoring systems: An analysis of the state of the art. In:
Murray, T., Stephen, B., Shaaron, A. (eds.) Authoring Tools for Advanced Technology
Learning Environments, pp. 98–129. Kluwer Academic Publishers (2003)
5. Mitrovic, A., Martin, B., Suraweera, P., Zakharov, K., Milik, N., Holland, J., McGuigan, N.:
ASPIRE: an authoring system and deployment environment for constraint-based tutors. Int. J.
Artif. Intell. Educ. 19(2), 155–188 (2009)
6. Aleven, V., McLaren, B.M., Sewall, J., van Velsen, M., Popescu, O., Demi, S., Ringenberg,
M., Koedinger, K.R.: Example-tracing tutors: intelligent tutor development for non-
programmers. Int. J. Artif. Intell. Educ. 26(1), 224–269 (2016)
Kodr: A Customizable Learning Platform
for Computer Science Education
1 Introduction
It is a general conception that computer science is difficult to learn and that most
of the programming courses have a very high failure rate [5]. There are several
factors that can explain students’ failure to acquire programming skills such as
problem solving abilities, self-efficacy and an inability to form the correct mental
model [8]. Therefore, recent years have witnessed a growing interest in fostering
computer science education due to a large demand in labor force, as well as a
call to develop computational thinking abilities in young students. This interest
fostered an environment for innovation in computer science teaching pedagogy. In
order to investigate various teaching methods suitable for teaching programing
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 579–582, 2016.
DOI: 10.1007/978-3-319-45153-4 67
580 A. Draz et al.
Fig. 1. Example of a Challenge in Kodr. Here you see an editor with debugging capabil-
ities, a description section for the problem, and a console output section where output
and submission result is printed.
Kodr extends on tools such as Pythy and Python Tutor by having an offline
debugger. It helps novices while tracing their code. Additionally, it provides
problems and assignments in a gamified context presented as challenges in are-
nas and quests with achievements respectively, awarding points on completion.
Kodr has support for Javascript, Java, and Python programing challenges. In
addition Kodr was designed with a completely modular challenge module capa-
ble of hosting programing game challenges similar to games like Help Gidget [6]
as well as media manipulation challenges, accommodating a wider possible set
of problems types than PILeT1 . Kodr uses programmable tests suits similar to
behavior driven tests which offers more flexibility for teachers than tools such
1
A stand alone version of Kodr’s python challenges can be viewed at
pythondebugger.xyz.
Kodr: A Customizable Learning Platform 581
as CodeLab and Coding Bat. The test suite allows submission evaluation not
just through input and output but also through static analysis of the submitted
code itself. The test suit also features tags that can be used to award students
additional points and badges. Kodr keeps track and record data about students
behavior patterns as they solve problems in order to collect evidence for eval-
uating student’s problem solving abilities. It reports on student’s progress for
teachers and provides a training data set for turning the tool into an adaptive
tutor that can automatically adapt itself to the student based on their perceived
performance.
2 Evaluation
For Kodr’s first design iteration, a study was carried out on 1078 engineering and
business informatics students. 830 were male students and the rest were female
students with an average age of 18. All students had no previous background in
computer science/programing. The testing phase lasted for one semester span-
ning over 4 months.
A Pearson product-moment correlation coefficient was computed to assess the
relationship between the number of challenges completed on Kodr and course
grade. There was a positive correlation between the two variables: r = 0.572,
n = 1076, p < 0.01. The positive correlation between challenge completion and
final grade presents an indication that the more students engage on the Kodr
system, the higher the likelihood the student would get a good grade.
250 students also agreed in a questionnaire administered post course. voting
58 % for “I had no trouble figuring out how to use Kodr”. 88 % for “Kodr made
it easy for me to find out how well my programs’ were close to the problem
solution”. 80 % for “I generally found Kodr helpful in supporting my studies”.
The most preferred features in Kodr for students were, being able to revisit
previous lab problems (76 %), getting automatic feedback about their solution
(65 %), being web-based (64 %), and being able to step through code using the
debugger (63 %).
Kodr was designed to evaluate teaching methods. Accordingly, we carried out
during the semester an experiment comparing the effect of whether, when faced
with solving programing problems, starting from scratch (code first) as opposed
to debugging a buggy solution of the same problem (debug first), would aid
novice programmers in developing better understanding of programing concepts.
The study was carried out in our course delivered by two lecturers and
thirteen teaching assistants. To control for the large variability, a semi ran-
dom assignment was carried out across tutorial groups and lecture groups such
that every teaching assistant and instructor taught both groups equally across
majors. Only 449 of the 1078 students; all freshmen average 18 years of age,
with minimal to no knowledge of computer science or programing, fit the crite-
ria and opted in for completing both pre and post test. The experiment followed
a between-subjects design with a pre-post test. Participants where administered
the pre-test in their first lab prior to any exposure to programing concepts. The
582 A. Draz et al.
post-test was administered after the midterm (2 month), which marks the end of
the programing and algorithms section of the course. The questionnaire admin-
istered was taken from [7], as it was validated. An independent-samples t-test
for difference in pre-post tests noted an almost significant difference between the
control (M = 1.81, SD = 1.701) and experiment groups (M = 2.11, SD = 1.75);
t(448) = 1.86, p = 0.064, which was insufficient to reject the null at <0.05 but
lied in the 90th percentile, which presents some room for future research.
3 Conclusion
Kodr has been used to evaluate a teaching method and aid students in learning
programing. The testing results show that the tool contributed positively in the
delivery of the course content. Once the data gathered through out the semester
will be analyzed, we will be capable to answer more questions about students’
learning patterns and to train Kodr to become an adaptive tutor capable of
modulating challenge type and difficulty.
References
1. Alshaigy, B., Kamal, S., Mitchell, F., Martin, C., Aldea, A.: Pilet: an interactive
learning tool to teach python. In: Proceedings of the Workshop in Primary and Sec-
ondary Computing Education, WiPSCE 2015, pp. 76–79. ACM, New York (2015).
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2. Barr, V., Trytten, D.: Using turing’s craft codelab to support CS1 stu-
dents as they learn to program. ACM Inroads 7(2), 67–75 (2016).
http://doi.acm.org/10.1145/2903724
3. Edwards, S.H., Tilden, D.S., Allevato, A.: Pythy: improving the introductory
python programming experience. In: Proceedings of the 45th ACM Technical
Symposium on Computer Science Education, SIGCSE 2014, pp. 641–646. ACM,
New York (2014). http://doi.acm.org/10.1145/2538862.2538977
4. Guo, P.J.: Online python tutor: embeddable web-based program visualization for
CS education. In: Proceedings of the 44th ACM Technical Symposium on Com-
puter Science Education, SIGCSE 2013, pp. 579–584. ACM, New York (2013).
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ming concepts? In: Proceedings of the Ninth Annual International ACM Conference
on International Computing Education Research, ICER 2013, pp. 181–182. ACM,
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7. Lee, M.J., Ko, A.J.: Comparing the effectiveness of online learning approaches
on CS1 learning outcomes. In: Proceedings of the Eleventh Annual International
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246. ACM, New York (2015). http://doi.acm.org/10.1145/2787622.2787709
8. Ramalingam, V., LaBelle, D., Wiedenbeck, S.: Self-efficacy and mental
models in learning to program. SIGCSE Bull. 36(3), 171–175 (2004).
http://doi.acm.org/10.1145/1026487.1008042
A Reflective Quiz in a Professional Qualification
Program for Stroke Nurses: A Field Trial
1 Introduction
Today’s health care professionals have to work in fast-paced and changing health
care environments. They have to keep the vast body of knowledge and skills
fresh and up-to-date and solve complex health care problems, especially when
working at stroke units. Therefore, for nurses, who embrace lifelong learning,
reflective learning and reflective practice is viewed as an important strategy [5].
While reflective practice can be seen as the reconstruction and re-evaluation of
experiences with the goal to learn for the future, reflective learning means to
derive new insights, a change in behaviour or perception [1].
In this work, we will present the results of a field study, in which a quiz
with reflective questions was integrated as additional learning instrument in a
qualification program for stroke nurses. The reflective questions were presented
at the beginning, during and at the end of a quiz to motivate the user to reflect
at different points in time during the quiz play. The aim of the evaluation was
to investigate the usefulness of the implemented reflective questions with regard
to learning support and reflective learning. More in detail, we will particularly
focus on the answers given to the integrated reflective questions in the quiz.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 583–586, 2016.
DOI: 10.1007/978-3-319-45153-4 68
584 A. Fessl et al.
The Medical Quiz was developed for nurses who are in education to become a
nurse working at a stroke unit in German hospitals. The goal of the quiz is to
provide an easy and playful way of refreshing knowledge (via the content ques-
tions) and to connect theoretical knowledge with practical prior experience (via
the reflective questions). The quiz was implemented with the eLearning plat-
form Moodle1 and four different quiz types were created: A Quiz-against-time,
the Quiz-of-20 (answer 20 questions), the Quiz-of-10 and the Quiz-of-5. Alto-
gether 142 content questions were developed by nurses and physicians working
at the German stroke unit.
1
https://moodle.org.
A Reflective Quiz in a Professional Qualification Program for Stroke Nurses 585
4 Method
The study was integrated into a qualification course dealing with special care
at stroke units. The course took place at a German neurological clinic from
October 2013 to January 2014 with one course week per month. During the first
week, the Medical Quiz was introduced to the participants and they completed
a pre-questionnaire to gather demographic data. During the next three months,
participants could play the quiz as often as they wished and in the fourth course
week, a half-day workshop and interviews were conducted at the hospital’s site.
Evaluation Tools: Objective usages rates of the quiz were captured via users’ log
data and the written answers to the reflective questions were collected within the
quiz. Demographic data was gathered in the pre-questionnaire. The interviews
and the workshop provided additional information about the gained insights.
5 Results
Over a period of 7 weeks, 18 participants answered altogether 8314 questions,
ranging from 25 to 1358 questions per user (M = 461.9, SD = 341.0). The
Quiz-of-20 was clearly preferred: 18 participants played the quiz, answered on
average 320.6 (SD = 304.9) questions and finished altogether 239 quiz attempts
(on average 13.3 per user, SD = 12.9). The other three quiz types were played
by 13 users, answering on average 24.3 (SD = 32.9) to 59.7 (SD = 76.9) ques-
tions. From all presented reflective questions, 52 % were answered in a meaningful
way. In the Quiz-of-20 over 110 of the 205 presented reflective questions at the
beginning were answered. For the Quiz-of-5, 38 % out of 37 posed questions were
answered, for the Quiz-of-10 and the Quiz-against-time only 18 % and 13 % out of
the 53 and 51 starting questions, respectively. An example for a concrete answer
is “I can recognize my state of knowledge by answering the questions several
times and enhance my knowledge accordingly.” Summarizing all given responses
we looked for the most frequent words to get a general impression of participants’
thoughts: repetition (40), learning (27), yes (19), practice (10), retain knowledge
(7), and nothing (17). Except for the Quiz-against-Time, each quiz included a
reflection question presented at the end. The percentage of answered questions
amounts to 54 % for the Quiz-of-20, 32 % for the Quiz-of-10, and 45 % for the
Quiz-of-5. Most frequently used words in those answers were: yes (55), practice
(13), learning (11), no (7), and recognise progress (5). The two in-between ques-
tions in the Quiz-of-20 have been only shortly answered in about half the cases,
e.g. yes (145), no (38), very relevant (9), and combine theory with practice (4).
Especially the reflective questions at the beginning and end indicate that
participants did benefit from the quiz and that reflective learning was triggered.
586 A. Fessl et al.
In the interviews the participants confirmed that they could improve their state
of knowledge with regard to their work.
References
1. Boud, D., Keogh, R., Walker, D.: Reflection: turning experience into learning.
In: Promoting Reflection in Learning: A Model, pp. 18–40. Routledge Falmer,
New York (1985)
2. Davis, E.A.: Prompting middle school science students for productive reflection:
generic and directed prompts. J. Learn. Sci. 12(1), 91–142 (2003)
3. Fessl, A., Wesiak, G., Rivera-Pelayo, V., Feyertag, S., Pammer, V.: In-app reflec-
tion guidance for workplace learning. In: Conole, G., Klobucar, T., Rensing, C.,
Konert, J., Lavoué, E. (eds.) EC-TEL 2015. LNCS, vol. 9307, pp. 85–99. Springer,
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4. Ifenthaler, D.: Determining the effectiveness of prompts for self-regulated learning
in problem-solving scenarios. Educ. Technol. Soc. 15(1), 38–52 (2012)
5. Mann, K., Gordon, J., Macieod, A.: Reflection and reflective practice in health
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(2007)
6. O’Hanlon, N., Diaz, K.: Techniques for enhancing reflection and learning in an
online course. MERLOT J. Online Learn. Teach. 6(1), 43–54 (2010)
7. Somerville, D., Keeling, J.: A practical approach to promote reflective practice
within nursing. Nursing Times 100(12), 42–45 (2004)
Helping Teachers to Help Students by Using an Open
Learner Model
1
School of Engineering, University of Birmingham, Birmingham, UK
b.ginon.1@bham.ac.uk
2
SEBIT Education and Information Technologies, Ankara, Turkey
3
Knowledge Technologies Institute, Graz University, Graz, Austria
Abstract. The benefits of Open Learner Model for learners have been widely
demonstrated: supporting learning and metacognition, facilitating self-moni‐
toring and planning, improving self-assessment skills… In this paper, we
investigate the benefits of using an OLM for teachers. 10 teachers have been
using the OLM in order to monitor their class in the context of a 12 day inten‐
sive course using the speed reading application Hizligo and involving 87
students. The OLM have been regularly used by teachers, using different
visualisations, mainly in the aim to identify the strengths and weakness of
both their class and their individual students. Teachers found the OLM easy
to use and to understand and helpful for their teaching.
1 Introduction
The LEA’s BOX OLM is a competency-based open learner model that provides teachers
and learners with 12 visualisations [3], from the most simple like skill meters (Fig. 1)
to more complex multidimensional visualisations like across time (Fig. 2). They can be
used to visualise different information: groups’ overall level, students’ overall level, the
level of one or several students or groups for each competency in the model, and the
data coming from activities or information sources.
3 Evaluation
In the final questionnaire, teachers claimed several reasons to use the OLM: 9
teachers used it to identify the weaknesses and strengths of individual students and of
the group, 8 teachers used it to identify the weaknesses of the group and 7 teachers used
it to identify the strengths of the group. 5 teachers also used the OLM to compare indi‐
vidual students’ levels or the group’s in different competencies. Most teachers found
LEA’s OLM easy to use and useful: 6 teachers found it easy to use and found the inter‐
action with the system clear and understandable, 5 teachers found it useful for their
teaching and 6 teachers claimed that using LEA’s OLM make their teaching easier and
enhance their effectiveness. In their comments, teachers also claim an interest of in
monitoring the students’ engagement in the course and their regularity.
Using the LEA’s Box OLM, it has been possible to define a set of 50 competencies
related to speed reading, and to link them to the activities provided by Hızlıgo. The OLM
provided teachers with learning analytics that were not available in Hızlıgo, in order to
help them in their teaching. Although it was not the case in this first study, the LEA’s
Box OLM can gather information from different data sources, like several online
learning applications, teacher assessment and student self-assessment.
10 teachers have been using the LEA’s Box OLM in order to monitor their class in
the context of a 12 day intensive involving 87 secondary school students. The teachers
have been using the OLM regularly during the course. They were particularly interested
in using the across time visualisation in order to see the overall evolution of a student
or a group, the evolution of the level of a competency and the evolution of the scores to
an activity. Teachers were also interested in using the filters facility, in order to focus
on one student or competency. Most of teachers found the LEA’s Box OLM easy to use
and to understand, and helpful for their teaching, notably to identify the strengths and
weaknesses of their class as a group or of individual students.
590 B. Ginon et al.
These promising results show an Open Learner Model intended for teachers can be
a powerful tool for teachers in order to help them in their teaching by providing relevant
learning analytics in a suitable way. Teachers seem to be particularly interested in seeing
an overview of their students’ levels and their evolution across time, but there are also
interested in focusing on one student or one competency.
Acknowledgments. This project is supported by the European Commission (EC) under the
Information Society Technology priority FP7 for R&D, contract 619762 LEA’s Box. This
document does not represent the opinion of the EC and the EC is not responsible for any use that
might be made of its contents.
References
1. Bull, S.: Negotiated learner Modelling to Maintain Today’s Learner Models. Research and
Practice in Technology Enhanced Learning (in press)
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metacognitive support in a persuadable open learner model. In: Proceedings of Learning
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Reflection, Sydney, pp. 199–208 (2003)
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balancing between overview and overload. J. Lear. Analytics 2(2), 138–162 (2015)
11. Vatrapu, R., Teplovs, C., Fujita, N., Bull, S.: Towards visual analytics for teachers’ dynamic
diagnostic pedagogical decision-making. In: Proceedings of the 1st International Conference
on Learning Analytics and Knowledge, pp. 93–98. ACM (2011)
12. Zapata-Rivera, J.D., Greer, J.: Externalising learner modelling representations. In:
Proceedings of Workshop on External Representations of AIED: Multiple Forms and
Multiple Roles, pp. 71–76 (2001)
Personalized Rooms Based Recommendation
as a Mean for Increasing Students’ Activity
Educational systems with this types of the recommendation are Wayang Outpost, ALEF,
Coursera or Moodle [4].
Existing approaches use the levels as a mean to express the progress. However, there is
also a potential to use them as a tool for navigation while the original concept is exactly
used for the motivation. In order to support the activity of students in the system we
propose a method of navigation between those groups. Our method is based on dynamic
personalized distribution of items (learning objects) into smaller groups called rooms
and navigation between these groups.
The main difference of rooms and typical levels is in distribution of items into the
rooms that is based on personalized recommendation of items. The items are selected
adaptively based on the configuration of two recommenders. The first recommender
hides already solved items. The personalization of rooms is fully realized in the second
recommender (realized as IRT recommender) that recommends items from simpler to
more complex ones for each student separately. The probability of students’ correct
answer to a question is computed through two-parametrical model of an item response
theory (2P IRT) that provides information about this probability.
The navigation between the rooms is a basis for the gameplay principle. At the
beginning of a week each student has only one room available. Achieving the necessary
activity in the current room is a condition for an opening of the next room. Every room
can be used to open a new one no more than once. If a student is active enough in current
room he/she can open a new room, otherwise he has to work again with the items in the
current room (Fig. 1.).
Fig. 1. Principle of personalized navigation between the rooms. After completing a test in room
A, score of A is compared with a threshold score, which can cause the creation of a new room or
repetition of current test.
3 Evaluation
We integrated our method of navigation in the recommended items into the mobile
version of Adaptive Learning Framework ALEF [1] (aleftng.fiit.stuba.sk). ALEF is used
by students during the semester as their preparation for entry tests in the course of Soft‐
ware Engineering. It contains a set of questions for every week selected manually by a
teacher based on the identification of concepts that are taught that week.
We organized a three-week experiment with 250 students. We divided students into
two groups based on the activity of students in the system before the experiment and on
their study results aimed to make the groups equivalent. Students in the control group
worked with the original version of ALEF and students in the experimental group
worked with a new version of ALEF with implemented personalized rooms. We moni‐
tored students’ activity expressed by the interactions of students in ALEF.
After the first week of the experiment we provide a questionnaire for students to
determine if personalized rooms cause some problems. This questionnaire was answered
by 64 students (44 from experimental group and 20 from control group). Depending on
the results of the questionnaire we can claim that our method reduces the number of
students for which number of items in the system was causing frustration by 21 % which
is a significant result (H0: The percentage of students which said that the number of items
in the system caused frustration is same for both groups; Mann-Whitneyho U test;
p = 0,03412; p < 0,05 - H0 is rejected). The second interesting result of the questionnaire
is that up to 86 % of students with personalized rooms said that this version of ALEF is
better than original version of ALEF.
After three weeks of the experiment we observed 124 active students (61 in control
group and 63 in experimental group), 21 674 of students’ logs in the system (including
8580 interactions with learning objects) and 37 comments. Our results show that our
method increased activity of students (activity = number of interactions with learning
objects). The number of interactions in the experimental group was higher by 8 %
compared to control group. However, this result was not significant.
Despite this our method was able to significantly increase the proportion of interac‐
tions to the logs (H0: The proportion interactions/logs is same for both groups; Mann-
Whitneyho U test; p = 0,00548; p < 0,05 - H0 is rejected). It means that our method
increased the percentage of the activity that consists of answering to items to total
activity of student in the system. Total activity is equivalent to logs and includes inter‐
actions with the questions and also the display of a question or correct answer to a ques‐
tion. Another interesting result was a significant increase of comments in the system,
while students in the control group added 7 comments, students in the experimental
group added 30 comments (H0: The amount of added comments is same for both groups;
Mann-Whitneyho U test; p = 0,0463; p < 0,05 - H0 is rejected).
The last result is a significant reduction of the interactions of type “I do not know”
by 67,81 % (H0: The number of interactions of type “I do not know” is same for both
groups; Mann-Whitneyho U test; p = 0,03412; p < 0,05 - H0 is rejected). This type of
interaction is recorded as explicit feedback from the students by clicking on the button
“I do not know”. This result means that our method motivates students to solve questions
and not only click on some button to see the result. This difference is due to calculating
594 V. Gondova et al.
the actual score in room. Students get higher score for answering question (correct or
incorrect) than clicking the button “I do not know”.
4 Conclusions
The goal of our work is to support activity of students. For this purpose we proposed
a method of navigation within items (learning objects) based on a distribution of recom‐
mended items into the rooms. We evaluate our method through an experiment with two
groups of students (experimental condition = mobile ALEF + adaptive rooms and
control condition = mobile ALEF without rooms). The results show that our method
increased activity by 8 %. Our method also significantly decreased number of students,
who said that the number of learning objects in the system caused frustration. Another
significant result is an increase of proportion logs/interactions and number of comments
in the system. The last significant result is reduction of the interactions of type “I do not
know” by 67,81 %.
References
1. Bieliková, M., et al.: ALEF: from application to platform for adaptive collaborative learning.
In: Manouselis, N., Drachsler, H., Verbert, K., Santos, O.C. (eds.) Recommender Systems
for Technology Enhanced Learning, pp. 195–225. Springer, New York (2014)
2. Deci, E.L., Ryan, R.M.: Intrinsic motivation. Wiley, Hoboken (1975)
3. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification. using game-design
elements in non-gaming contexts. In: Extended Abstracts on Human Factors in Computing
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personal recommender system for lifelong learners (2007)
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Computer Science 1(2), 2821–2828 (2010). Elsevier
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11. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics
in Web and Mobile Apps, pp. 35–66. O’Reilly Media, Sebastopol (2011)
Detecting and Supporting the Evolving
Knowledge Interests of Lifelong Professionals
1 Introduction
Rapid technological advances are leading to massive ongoing change in society and
work, driving the need for lifelong learning of the new skills and knowledge needed to
succeed in this changing world [1]. In the advanced learning technology research
community, increasing interest in personalizing learning technology tailored to lifelong
professionals according to their evolving learning needs is consequently on the increase
[2]. As knowledge evolves, professionals will need to continually update their
knowledge to effectively participate in professional development.
Knowledge can be classified [3, 4] into the things we know we know, the “known
knowns” (KK); the things we know we don’t know, the “known unknowns” (KU); the
things we are not aware we know but we do know, the “unknown knowns” (UK); and,
lastly, the things we don’t know we don’t know, the “unknown unknowns” (UU).
Both KU and UU signify gaps that exist in the knowledge of the professional. In
supporting the lifelong professional whose knowledge interests evolve over time, our
long-term research goal is to predict the future knowledge needs (KU and UU) of each
user in order to help them identify these emerging gaps in their knowledge. Our
short-term goal in the research reported upon in this paper is to try to predict the
changing knowledge interests of users of Stack Overflow, who are programmers
seeking to ask or answer questions about software and programming issues. We wanted
to diagnose from each user’s past interactions in SO what their knowledge interests
were, and then to predict how these interests would evolve going forward. To measure
the quality of our predictions, we then wanted to compare how these interests actually
emerged in SO.
2 Tag Classification
Tags are employed in SO to describe the question being asked which also helps users to
determine the questions they will be able to answer. While creating a question, a
maximum of 5 tags and a minimum of 1 tag can be employed. We classified the various
tags employed in SO into 19 suitable computing related classes, which represent the
possible knowledge interests of the users. The top tag classes with corresponding tags
mapped to them are shown in Table 1.
Using the tag classes discussed in Sect. 2 we mapped each user’s question post to a tag
class based on the tag associated with the question post. In cases where more than one
tag was used, we counted the number of tag classes that occurred in the post and the
post was assigned to the class with the highest frequency of occurrence. We then
wanted to look at evolving interests over a short term and long term baseline. Questions
asked from January 2009 to December 2011 were used to infer each user’s long term
knowledge interests while questions asked between March 2014 and July 2014 were
used as a basis for inferring their short term knowledge interests. The specific
knowledge interests of the user were determined by mining all tags employed in
questions asked by the user during the long and short term time periods. To determine
Detecting and Supporting the Evolving Knowledge Interests 597
the tag classes where the interest of the individual user lies, we computed the tag
distribution D(u,t) employed in question posts for each user as described below:
N1 N2 Nn
Dðu; tÞ ¼ ð ; ; . . .; Þ; where Ntotal ¼ Ri Ni
Ntotal Ntotal Ntotal
The count of questions asked by user u for the tag-class i is represented by Ni, while
Ntotal shows the total number of questions asked by the user for the defined time frames
(long and short term) for all the tag classes represented in their profile. The tag with the
highest tag distribution as computed using both the long and short-term data samples is
inferred as the genuine knowledge interest of the user in the long and short term
respectively.
Having inferred the knowledge interest of each user from their historical learning
activities, we then looked at what their knowledge interests were in the time period
right after their baseline interests were examined. For the long term analysis, we
selected question posts made in 2012, the year after the long term baseline; and for the
short term analysis we looked at the posts made in August 2014, the month after the
short term baseline. The 100 most popular question posts for each user were selected
from the test data as having tags that might represent the future knowledge interests of
the user. Popularity of a question was determined by the number of views the question
had (information that is available in SO). Selecting the most popular posts helps to
tailor predictions of knowledge interests so they align with trends within the learning
community, and allows for the possibility of tracking the evolving knowledge of the
discipline over time. It should be noted that while a similar number of question posts
might be selected for users with the same knowledge interests, with post ranking the set
of posts containing tags which will be predicted as a given user’s future interests will
differ based on the historical activities of each individual user.
The 100 most popular posts for each user as discussed in the previous section were
ranked using a True Bayesian estimate [3]. The True Bayesian estimate is computed as
shown below:
v m
w¼ Rþ C:
vþm vþm
Therefore, as the knowledge interests of individual users and the community evolve
over time, the values of ‘R’ and ‘C’ will also change accordingly to adapt to the current
interests of each user.
5 Evaluation
In evaluating the results of this study for our long-term prediction, we compared all the
tags actually used by an individual user in the year 2012 with the predicted tags.
Likewise, we evaluated our prediction of the short-term knowledge interests of the user
by comparing the tags employed by the user in August 2014 with the predicted
interests of each user. Precision and Recall were computed for each user based on this
comparison for their long and short-term knowledge interests
tp
Precision ¼
tp þ fp
tp 2 precision recall
Recall ¼ Fmeasure ¼ :
tp þ fp precision þ recall
We observed higher precision and recall with the predictions made using the
short-term learning data as compared with the long-term data. These seem to be fairly
good levels of accuracy, particularly predictions made from the short-term baseline.
6 Discussion
Being able to predict how a user’s knowledge interests evolve from their SO behaviour
is a first step along the road to being able to build an open user model that could inform
the user of their impending knowledge needs (their KUs and UUs). This is especially
important for the UUs, of course, since knowledge that a professional needs to know
(but that they don’t know they need to know) will be a serious impediment to main-
taining their professional competence. Of course, our current work needs further
confirmation. We need to explore more sophisticated mappings of tags to tag classes,
Detecting and Supporting the Evolving Knowledge Interests 599
and more elaborate ontologies of tag classes that better capture the professional body of
knowledge. We need to conduct further experiments on varying baselines. We need to
explore how other information in SO can augment our diagnoses and predictions (in
fact we have already carried out preliminary experiments drawing on user reputation
and badges). Even so, we believe that the general approach we have taken is very
promising since it relies on actual interactions among practicing professionals and can
potentially track not only ongoing changes in individual user knowledge, but also
emerging new knowledge important to the profession.
Acknowledgments. The authors wish to thank the Natural Sciences and Engineering Research
Council of Canada (NSERC) and the U of Saskatchewan for funding this research project.
References
1. Sharples, M.: The design of personal mobile technologies for lifelong learning. Comput.
Educ. 34(3), 177–193 (2000)
2. Tang, T., McCalla, G.: Smart recommendation for an evolving e-learning system: architecture
and experiment. Int. J. E-learn. 4(1), 105–129 (2005)
3. Dunning, D.: The Dunning-Kruger effect: on being ignorant of one’s own ignorance. Adv.
Exp. Soc. Psychol. 44, 247 (2011)
4. Ishola, O., McCalla, G.: Tracking and reacting to the evolving knowledge needs of lifelong
professional learners. In: Proceedings of the 6th Workshop on Personalization Approaches in
Learning Environments (PALE 2016) at the 24th International Conference on User Modeling,
Adaptation, and Personalization (UMAP 2016), pp.68–73 (2016)
Boosting Vocational Education and Training
in Small Enterprises
Abstract. Learning and training at the workplace is critical for economic devel‐
opment of companies and their competitiveness. Nevertheless, it is known that
especially small firms have difficulties with long term planning and systematic
cultivation of employees’ knowledge and skills. The challenge is to integrate
learning and training activities into the work process and to provide benefits and
incentives for both managers and employees, which would motivate both to use
such services. The main aim of our study was the development of a Web-based
learning environment that supports this objective as well as piloting and evalua‐
tion in real settings. The outcomes have shown that although it is not easy to get
small enterprises involved in such experiments, there is a potential to use personal
learning environments for supporting workplace learning in small companies.
1 Introduction
Small enterprises represent the vast majority of companies in Europe, employ a huge
number of people, and provide a large portion of European’s economic power. As their
participation rates in Vocational Education and Training (VET) are declining in the EU,
this is a big problem and there is a real need to engage them in developing a positive
attitude towards training [1]. The EU Leonardo-Da-Vinci BOOST (Business perfOrm‐
ance imprOvement through individual employee Skills Training) project aimed to
improve the participation of small enterprises (up to 20 employees) at vocational educa‐
tion and training programs. It integrated results from two predecessor EU projects (LLL
Leornado-Da-Vinci BeCome and EU FP7 Integrating Project ROLE). The solution
enables small enterprises to identify their critical business needs and then to organize
the learning process in order to meet them. Of course, it is crucial to consider the interests
of all stakeholders in order to motivate them to use the tools. Another important require‐
ment in this context is the seamless integration of learning into work processes. In this
paper, we first introduce related work. Then an explanation of the BOOST methodology
and technology follows. The core is a presentation of the outcomes from the qualitative
evaluation. We conclude the paper summarizing our main findings.
2 Related Work
Workplace learning in small enterprises has been reviewed in [2] where the author
specified main problems associated with engaging these enterprises in training activities.
One of them is lack of internal capacity and motivation to provide learning opportunities
for employees. This requirement is supported in [3] by the claim that workplace learning
takes place in work processes and on a just in time basis, is multi episodic, often informal,
and problem based. In the context of lifelong and informal learning at the workplace,
also Self-Regulated Learning (SRL) plays an important role. The SRL skills need to be
cultivated and can be supported by properly designed Personal Learning Environments
(PLEs) [4]. In the BOOST project we addressed the issues of informal workplace
learning considering the demands both of managers and employees by providing tailored
PLEs.
The challenge was to integrate the sound methodology from the BeCome project
(http://become.dedi.velay.greta.fr/) and the widget-based technology from the ROLE
project (http://www.role-project.eu/). 4 phases of learning processes were supported.
In Planning business goals in the company (with competences) are specified and
employees to address them are selected. In Tutoring learning resources are assigned
to target competences. In Learning access to learning resources and search facilities
is provided. Reflection means monitoring of the learning progress of the company,
as well as of individual employees. The created hierarchy has Business Goals at the
top. Each of them refers to relevant Learning Indicators (competences) and for those
Learning Resources (materials, tools, and peers) are recommended. We distin‐
guished 2 user roles. Manager specifies business goals with learning indicators and
assigns them to employees. This role covers also assignment of learning resources to
learning indicators and monitoring of employees’ learning progress. Employees can
view their learning tasks, learn by accessing the resources, and reflect on their
progress.
The BOOST platform [5] is a widget-based Web application, developed with
ROLE Software Development Kit (https://github.com/rwth-acis/ROLE-SDK). Users
can easily adjust the arrangement and functionality of their learning environments
according to their needs and preferences. The software enables inter-widget commu‐
nication and is open source. After login users enter the Start area, where the preferred
language can be chosen and managers can assign roles to users. In the Management
area managers specify business goals and assign them learning indicators with prior‐
ities. Then they can assign learning goals with target proficiency levels and dead‐
lines to employees. The overall and individual progress of all employees can be
monitored there. The main difference for employees in this area consists in having
access only to their own data, which was a crucial requirement from our users.
Managers do their tutoring and employees their learning tasks in the Learning area,
602 M. Kravčík et al.
which shows learning resources assigned to learning indicators (and business goals),
displays the selected learning resource for learning, and allows searching for learning
materials in predefined repositories.
4 BOOST Evaluation
The methodology and technology developed in the BOOST project was later on evalu‐
ated in the piloting phase. First we had to recruit suitable companies for testing the
BOOST methodology and platform. The target group consisted of small enterprises with
less than 20 employees. The BOOST partners contacted the enterprises that were avail‐
able for our piloting and for each of them an individual plan was developed, depending
on their preferences and constraints. The BOOST piloting phase started on November
2014 with preliminary actions, including the development of engagement material and
the recruitment process, and ended in August 2015 with the evaluation of the piloting
results. The duration of the individual cases varied from just a few days to 3 months.
We have performed both quantitative and qualitative evaluation. The results of the
quantitative one have been reported in [6]. Here we focus on the qualitative part of our
evaluation.
Our evaluation shows that 88 % of managers found the BOOST approach of linking
learning to their business goals as very or quite useful. The support in understanding
and implementing the BOOST methodology and tools was perceived by managers
mostly as good or excellent. The managers rated the usability, user friendliness, and
graphical presentation of the BOOST online tool prevailingly as good or adequate. 88 %
of managers found the results of BOOST piloting as quite or very useful, contributing
to increase the employees’ skills according to the company business goals. 80 % of
managers expressed their interest in using the BOOST methodology and tools in the
future.
88 % of the participating employees found the BOOST approach quite or very useful
in increasing their personal skills. Employees rated their support for training as good
and their rating of the BOOST online tool tended from good towards adequate in terms
of usability, user friendliness, and graphical presentation. All in all, they found the results
quite useful. 87 % of the participating employees found the results of the BOOST pilots
quite or very useful and most of them thought the system would contribute to the devel‐
opment of their competences towards the company goals.
The piloting reports generated qualitative and quantitative evaluation data. Gener‐
ally, the evaluation shows, that BOOST addressed a very relevant problem. Participating
enterprises and their employees highly valuated the relevance and overall helpfulness
of the BOOST approach. Some results also pointed to issues raised, such as stability
issues, search results offered in the platform, its dependencies on human factors (such
as the quality of the assigned learning tasks), included sources for search, interactivity
restrictions, reporting restrictions. Some participants also offered proposals for the
further improvement of the platform, including a new user interface design, translation
issues, communication functionalities, and mobile versions (https://requirements-
bazaar.org/#!/projects/8).
Boosting Vocational Education and Training in Small Enterprises 603
Among the lessons learned from the project are insights, that the problem of
addressing small enterprises with tailored VET offers is more complex than previously
thought. Efforts to increase their participation in VET need to be further increased in
order to reach the goals set out on a scalable level. BOOST represented an important
step in this direction, but this relatively small project needs to be complemented by
further research and development activities, by the uptake of methods and tools, and by
support on various societal levels.
5 Conclusion
The BOOST experience showed that there is a potential to use personal learning envi‐
ronments to support workplace learning in small companies. For reaching this goal, we
managed to create some methodological innovations and supporting implementations
using open-source technologies. One of the basic requirements was a user friendly solu‐
tion both for companies and for employees, in order to motivate them to use it. The
evaluation showed some clear benefits in easy organization of workplace learning and
progress monitoring. At the same time important suggestions have been made how to
further improve this process, especially to consider additional requirements, including
team learning, automatic assessment, various levels of privacy and rights, as well as
mobile learning and modern interfaces. Moreover, the piloting also clearly revealed that
it is very difficult to involve a target group as diverse as small enterprises in the evaluation
process, as their resources are very limited and valuable. In summary, the BOOST
project (http://www.boost-project.eu/) represents an important step towards the better
inclusion of MSEs and their employees in VET programs in order to consolidate and
strengthen their economic role for European societies. Our workplace learning research
continues in the follow-up projects Learning Layers (http://learning-layers.eu/) and
WEKIT (http://www.wekit.eu/). They deal with scalability issues in informal learning
and wearable experiences for knowledge intensive training respectively.
Acknowledgments. The presented research work was partially funded by the 7th Framework
Programme large-scale integrated project Learning Layers (grant no: 318209) and by the H2020
project WEKIT (grant no: 687669). We appreciate very much the contributions of all the BOOST
partners as well as of the external evaluator.
References
5. Kravčík, M., Neulinger, K., Klamma, R.: Boosting informal workplace learning in small
enterprises. In: Proceedings of the 4th Workshop on Awareness and Reflection in Technology
Enhanced Learning (ARTEL), Conjunction with the 9th European Conference on Technology
Enhanced Learning (EC-TEL), vol. 1238, pp. 73–75. CEUR (2014)
6. Kravčík, M., Neulinger, K., Klamma, R.: Data analysis of workplace learning with BOOST.
In: Proceedings of the Workshop on Learning Analytics for Workplace and Professional
Learning (LA for Work), Conjuction with the 6th International Learning Analytics and
Knowledge Conference, 25–29 April 2016, Edinburgh, UK (2016)
Supporting Teaching Teams in Personalizing
MOOCs Course Paths
1
Université de Lyon, CNRS - Université Lyon 1, LIRIS, UMR5205,
69622 Villeurbanne, France
{marie.lefevre,nathalie.guin,florian.clerc}@liris.cnrs.fr
2
Université de Lyon, CNRS - Université de Savoie, LIRIS, UMR5205,
69622 Villeurbanne, France
jean-charles.marty@liris.cnrs.fr
Abstract. One challenge that the MOOCs must face in order to ensure their
durability is to provide learners with personalized trails. This paper proposes a
model allowing the implementation of personalization in MOOCs. Its purpose is
to enable teachers and MOOCs designers to express their educational objectives
in order to obtain an adaptation of the courses to everyone.
1 Introduction
One of the main issues relating to MOOCS is due to the diversity of learners who join
a MOOC. Learners necessarily have different expectations, initial knowledge or ways
of learning. However, there is currently only one course offered to learners, and this
course does not necessarily suit all of them. This issue is at the heart of current research
on MOOCs through the analysis of learners’ behavior. As the number of learners in a
MOOC is too important to rely on tutors, many believe that the personalization of
learning, especially using learner profiles, is the most effective solution.
Several studies with the goal of personalizing MOOCs have emerged within the past
three years. These works provide automatic personalization processes, without
involving the MOOC teaching team. Our approach is to give to the MOOC teaching
team the possibility to define personalization strategies that will be implemented in the
platform. Therefore, we propose to exploit the PERSUA2 model [1], originally proposed
to personalize educational activities involving a single learner, especially those using
ITSs. In this model, the teacher’s role is to define a personalization strategy, as a set of
pedagogical rules specifying which activities should be offered to a learner, based on
the characteristics contained in his/her profile. Activities available in an ITS and the
parameters enabling to choose or configure them are described in a model respecting
the AKEPI meta-model [2]. The teacher also defines a context of use, which describes
the situation in which learners will carry out the activities. For each learner, the system
implementing PERSUA2 can thus build activities that meet his/her characteristics
(learner profile) according to the teacher’s wishes (pedagogical strategy) and in the
context of a given session (context of use). As our aim is to use this model to personalize
MOOCs, we studied its limits in this new context.
the profile, and the live context of use. The educational team defines the other elements:
the pedagogical strategy, the description of activities and the sequence context of use.
The two main steps of this process allow to obtain automatically lists of personalized
activities for each learner, by using these five inputs. These activities are ultimately
proposed to the learner using a “compass”.
In the PERSUA2 model, the teacher specifies all parts of the learner profile he/she
wishes to use to characterize learners. In order to facilitate the work of the educational
teams of MOOCs, we propose in PERSUA2MOOC to structure the learner profile into 5
categories. The resourcesInteractions section contains quantitative information about
the use of the MOOC resources by the learner. Thus, the educational team can include
in this section indicators to know, for a given resource (a video for example), how many
times the student has visited it, or the total time dedicated to this resource. The moocIn‐
teractions section provides a more global vision, and concerns interactions with the
MOOC platform in general. It offers quantitative indicators to know for example how
the learner organizes its work: days and times when he/she is most active, larger period
of absence, etc. Regarding the behavior section, it contains essentially qualitative indi‐
cators enabling to obtain more advanced information about the learner behavior, as his/
her way of learning or his/her participation on the forum. Indicators of the knowledge
section characterize the knowledge and skills of the learner in the MOOC s/he is
following. The educational team defines these indicators according to their course. All
these sections contain indicators that will be calculated from the traces collected on the
MOOC platform. The learnerInformation section contains information that cannot be
derived from the learner’s traces, such as demographics, or his/her learning objectives
by participating in the MOOC. These indicators will be filled in through questions asked
directly to the learner.
In the PERSUA2 model, the learner profile is the only structure containing infor‐
mation about the learner. Even if elements of the profile can be very diverse, they are
only updated after the achievement of an activity, in order to reflect a “stable” view of
knowledge, skills and behavior of the learner. However, in MOOCs, other relevant data
are important to provide the learner with activities adapted to him/her. We then added
a live context consisting of two parts. The learnerLiveContext part concerns everything
that characterizes his/her learning context: e.g. the equipment s/he uses to connect to the
platform, the available bandwidth. The environmentContext part describes some prop‐
erties of the platform and the MOOC at a particular time when the learner logs, such as
the number of learners connected to the MOOC, or the number of teachers available to
answer questions.
As in the PERSUA2 model, a personalization strategy is a set of “IF-THEN-ELSE”
rules. The conditions of these rules are constraints on the values of the elements of the
learner profile. The consequences are lists of activities (constrained by some parame‐
ters), which should be proposed to the learner if he/she satisfies (or not) these conditions.
The educational team of each MOOC will define these rules.
The educational team also defines a sequence context specifying global constraints
on the sequence: minimum and maximum number of activities, (theoretical) time
required to achieve the sequence, etc. Compared to the PERSUA2 model, a new element
is added to the sequence context: the ability to restrict the use of some activities to some
608 M. Lefevre et al.
sequences. For each new sequence of the MOOC, the team will decide what are the
personalization strategy and the sequence context that should be used by the system in
order to personalize the MOOC. The pedagogical strategy may be global for the MOOC
and associated each time with a different sequence context, or conversely, each sequence
may have its own educational strategy and context.
For each learner, a first process determines which rules of the pedagogical strategy
should apply. The algorithm used thus takes as input a pedagogical rule, the profile of
each learner and the live context, and evaluates the IF part of the rule (by analyzing the
constraints that constitute it and the values contained in the profile and the live context).
This clears whether the condition is true for the learner, and thus whether the THEN or
ELSE part of the rule should be applied for the learner. Finally, based on these rules,
lists of activities are generated for each learner, using directly the THEN or ELSE parts
of the rules, and taking into account the global constraints of the sequence context (e.g.
the scheduled working time).
We have identified another need for adaptation, concerning the outputs of the
PERSUA2 operating process. Indeed, the purpose of this model in the context of ITSs
is to directly configure these systems, in order to lead the learner to perform activities
that are obtained from the personalization strategy of their teacher. Yet the MOOCs are
part of a different philosophy: every learner has access to all resources of a course freely
and without restriction. A personalization solution that would require the learner to
consult some resources, making others not available, would certainly be badly perceived.
Therefore, we believe that any personalization solution within the context of MOOCs
should use recommendations, and not constraints: you must tell the student what courses
and what activities appear to be the most suitable for him/her, but without preventing
him/her to consult other resources. This is implemented in our model by editing a
compass, which is a list of links to resources and activities that the student is invited to
consult and achieve first.
3 Conclusion
This model was instantiated for the FOVEA MOOC [3], and its operating process
implemented as a web application. We were able to experiment all the components of
our model with the authors of the MOOC, and check that their instantiation was possible,
enabling finally to define a complete educational strategy and to generate lists of person‐
alized activities for each learner. We also checked that our model enables to describe
the activities proposed in the MOOC platforms Coursera, edX and Udacity.
Our approach places the teaching team at the center of the process of customization,
enabling the adaptation of the MOOC to each learner, this personalization inte-grating
all the functionalities offered on a MOOC platform. An important perspective of this
work will be to provide the teaching team with feedback of learners’ activities, in order
to judge the effectiveness of their pedagogical strategy.
Supporting Teaching Teams in Personalizing MOOCs Course Paths 609
References
1. Lefevre, M., Jean-Daubias, S., Guin, N.: An approach for unified personalization of learning.
In: International Workshop on PALE – UMAP, pp. 5–10 (2012)
2. Lefevre, M., Jean-Daubias, S., Guin, N.: Supporting acquisition of knowledge to personalize
interactive learning environments through a meta-model. In: ICCE (2009)
3. FOVEA (2014). http://anatomie3d.univ-lyon1.fr/
Increasing Pupils’ Motivation on Elementary School
with Help of Social Networks and Mobile Technologies
1 Introduction
The popularity of social networking and mobile technology is growing. The situation in
the Czech Republic is similar as in other European countries as well as in the USA [1].
Social networking and mobile technology are essentially ubiquitous and greatly affect
the lives of people across all age categories. Not so long ago, the question whether social
networks and mobile technology can be included in teaching at primary and secondary
schools has been solved by educational circles. Today, such a question does not make
sense, because the mentioned technology are already implemented in schools. The first
pupils have their own technologies. Penetration of mobile technology in education is
also supported by the Ministry of Education. One example is the challenge ESF no. 51,
which aimed to provide schools tablets and touch-enabled devices. The world is
changing, and schools simply cannot ignore it. The current situation regarding the
extension and how to use social networking and mobile technology among pupils at
primary schools in the Czech Republic has to be known. The issue of the use of social
networking and mobile technology for increasing the motivation is described by a
number of experts over the world, see e.g. [2]. A combination of mobile technology and
social networks is normal for children and young people. According to the results of a
study [3] Mobile phones are used by 43 % of children aged 3–18 years and Facebook is
used by 41 % of teenagers.
The most popular social network in the Czech Republic is Facebook. The results of
the research “Czech children and Facebook 2015” [4] are summarized in [5]. Besides
other the following facts are presented: “90 % of Czech children over 13 years have
a Facebook account. Alarming is that more than half of Internet users under 13 years
of age has Facebook as well. It contradicts the rules of this social networks. Overall,
the Facebook account has 81 % of Czech children, 16 % has two to three accounts at
once, and 12 % admitted that they have set up a fake account.”
Learning using mobile technology (known as m-learning) is currently worldwide
increasing. The potential of using of these technologies in education grow up with
improvement and availability of the devices [6]. It is clear that social networking and
mobile technology occupy an important role in the lives of pupils of elementary schools.
The actual situation of the basic schools in Hradec Kralove is mapped in our pilot
research described below.
2 Pilot Research
Social networks and mobile technology are important factors in the lives of contempo‐
rary schoolchildren and young people in general. The combination of social networks
and mobile technology provides significant potential for use in education at all. From
above mentioned reasons, we focused in our research on the use of social networks and
mobile technologies by pupils of elementary as well as secondary schools.
The aim of the research was to identify the use of social networks and mobile technol‐
ogies by pupils of basic schools. The research question is “How mobile technology and
social networks are used by pupils”. Sub-objectives of the research are as follows:
• Which types of mobile technology pupils used?
• What social networks pupils used?
• How often pupils use the social networks?
• Where pupils access to social networks?
• What devices pupils use at school to access social networks?
Based on the above mentioned goals the technique of non-standardized questionnaire
with closed answers were used. The overall response of questionnaire was 83 %.
The research sample consisted of 312 respondents – pupils of primary school in Hradec
Kralove. The response was gained by an anonymous electronic questionnaire. The
gender distribution of the respondents is 136 men and 176 women.
The age distribution of respondents was intentionally chosen so that the group of
pupils under the age of 13 years is covered too. This group of pupils is interesting for
two reasons. First and foremost, they are the users who use the mobile technology at
school as well as outside the school environment. Another reason is the fact that most
of social networks sites have rules of minimum of 13 years of age. Like the authors of
the research [1], also we find that 6 % of children under 13 years of age are using social
612 V. Maněna et al.
networks, even though it is contrary with the rules of use. Although we observed ratio
smaller than that published by authors of the above mentioned research [1], it is a
significant percentage too. Furthermore, we assume that the popularity of social
networks for children under 13 years of ages will increase. This fact has been responded
e.g. by Google. Although most services are not allowed to users under 13 years of age
[7], if the school is using the Google Apps for Education, the administrator can enable
the use of these services (e.g. Gmail or Google+) for younger pupils. These accounts,
however, can only be used by pupils within the domain of school.
The authors [4] found that approximately a third of children spend more than three
hours a day on the social networking site Facebook. Similar results have been reached
in our research – 10 % of respondents said that social networks generally spend 5–6 h a
day and nearly 10 % of respondents spend on these networks more than 6 h a day.
The most popular social networks are Facebook (94 %) and Instagram (55 %), which
we had expected. We were surprised by the relatively high proportion of the social
network Twitter (20 %), which is higher than Google+ (14 %).
The most popular devices for access to social networks are mobile phones (90 %)
followed by notebooks (61 %). Significant is the proportion of tablets (29 %) and desktop
computers (37 %). Mobile technologies are used by pupils in conjunction with the social
networks already more than traditional desktops and laptops. In our research, we did not
distinguish notebooks and convertible devices because respondents often fail to recog‐
nize these two categories. The current convertible devices can be classified as mobile
technology, thus the overall portion of mobile devices has increased.
Most of the pupils (89 %) connect to social networks via mobile technologies at
schools, over 37 % of pupils are connected through computers in computer labs.
3 Conclusion
The results of the pilot research confirmed that mobile technology and social networks
are used by pupils extensively not only in a leisure, but also in school. The combination
of mobile devices (laptops, tablets), and social networks can be logically be used as
suitable tool for making learning attractive and can caused increase of pupil’s motiva‐
tion. The research investigation indicates that the most popular social networks are
among primary schools pupils Facebook and Instagram. So we have obtain the similar
conclusions as the authors of national study [4]. In the next stage of our research we will
focus on ways of use the combination of mobile devices and social networks in elemen‐
tary schools and grammar schools. We will focus on the following options of use:
• Documentation of excursions, trips and projects. Pictures will be labeled by pupils
with predefined hashtags (Facebook, Instagram).
• Photographic record of experiment in a school laboratory or classroom. We will focus
mainly on labor practices in workshops and laboratories (Facebook, Instagram).
• Project learning outside – pupils will be tasked with creating pictures of buildings of
a certain architecture style in their place (Facebook, Instagram).
• Preparing the project and communication within the project using a Facebook group.
Increasing Pupils’ Motivation on Elementary School 613
Acknowledgement. The paper has been supported by Specific Research Projects of Faculty of
Science and Faculty of Education, University of Hradec Kralove.
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using social networks in and out of the classrooms. ICT Innovations 2012: Web Proceedings
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v Olomouci. České děti a Facebook (2015). http://www.e-bezpeci.cz/facebook2015
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accounts/answer/1350409?hl=en
Understanding Collective Behavior of Learning
Design Communities
1 Introduction
The current discussion on teaching and learning with the use of Information and
Communication Technologies suggests the reformulation of teaching practices and
alignment of ongoing pedagogies with the changes, advantages and effective adop‐
tion of emerging technologies. In this direction, the notion of “openness” in teaching
with Web 2.0 environments and the movement from individual to collective prac‐
tices when teachers are designing learning scenarios constitute new paradigms of
knowledge exchange. Learning Design is the field that studies the art and science of
designing meaningful and effective scenarios for learning and proposes tools to
support the design process by enabling their explicit representation in sharable
formats [1, 2]. The artifacts reflecting the designed learning scenarios are generally
called learning designs.
Social computing enables collective action and online social interaction with rich
multimedia exchanges and evolution of aggregate knowledge [3]. Significantly, social
network environments are highly based on user participation and contribution
behavior to benefit from collective intelligence. Existing research has studied partic‐
ipation behavior in diverse types of social networks [4], including teacher’s commun‐
ities [5, 6]. However, in the context of educators’ networks whose aim is creating the
best possible learning designs for their particular contexts, very few studies provide
results between different communities on the collective usage and contribution
behavior of the users.
In this paper we focus on the online activities undertaken by three groups of educators
using three separate installations of the ILDE community environment [7]. ILDE
supports the development of “learning design” communities in which members are able
to share and co-create multiple types of learning designs. The research question inves‐
tigates and compares the usage and contribution behavior of the three learning design
communities (a multilingual training community-ILDE-MOOC1, a monolingual
training community-ILDE-MOOC2 and an open learning design community-ILDE-
Demo). The analysis focuses on identifying common patterns and differences in four
user’s actions: creation, modification, exploration of learning designs and comments.
Data used is extracted from log files automatically collected by ILDE. Correlation anal‐
ysis examines the relationship between exploration of content and contribution behavior
and social network analysis aims to identify the network structure of these communities.
2 Results
In each community we observed the number of learning designs viewed by user (passive
participation) considering the users with at least one view and their overall creation,
number of modified learning designs and comments (active participation). The aim was
to identify the levels of engagement and analyze if exploration of different artifacts was
related with explicit user’s actions. In all the communities there was a positive relation‐
ship between viewing and modification and between viewing and creation of learning
designs (see Table 1).
Table 1. Descriptive statistics and Spearman’s correlation matrix in the three communities
ILDE-MOOC1(n = 315) ILDE-MOOC2(n = 359) ILDE-Demo(n = 289)
M(SD) 1 M(SD) 1 M(SD) 1
1. Views 33.79(44.69) 25.81(40.37) 8.36(17.04)
2. Edits 4.79(5.09) .827* 3.34(4.15) .753* 1.36(4.79) .434*
3. LdS 5.62(5.13) .818* 7.43(6.36) .553* 3.15(8.03) .426*
*p < .01, LdS (Learning design Solution, in ILDE/LdShake terminology) = Total created learning designs per user,
Views = Total number of LdS viewed per user, Edits = Total number of LdS edited by user.
viewed the learning design (edge) of another user (node y), a comments network which
was representing that one user (node x) commented the learning design (edge) of another
user (node y). Table 2 presents network statistics of the observed networks in the three
different communities.
We can see in the views network that in the monolingual community (MOOC1) more
users (nodes) compared to the multilingual community (MOOC2) browsed the designs
of others (edges). In the multilingual community (MOOC2), participants concentrated
in browsing mostly designs created in the language they understand best and thus created
more clusters (higher modularity) while in the first MOOC all participants explored
designs (only in English) created by the whole community. In contrast, in the comments
network of the monolingual community (MOOC1) fewer users commented the learning
designs of others. This suggests that the familiarity of users with the language can
influence the commenting behavior and the frequency of messages between them. Addi‐
tional differences like domain of expertise or familiarity with technology may also
influence their interactions. In the open community (Demo) the network was developed
through a three year period of time, and users periodically contributed with creation of
learning designs and comments to them. Views network shows that fewer users, than in
the others communities, explored learning designs created by others. However, despite
the use of ILDE was self-organized or free use in this case, we observe an arguably
relevant interest of users in browsing designs in the community. In terms of communi‐
cation, the community showed a similar behavior (less clusters) as the first MOOC
because the interaction occurred in English. Although comments were few, the fact that
some users knew each other and had a common goal (e.g., project members designing
training workshops) created a dense network and purposeful interactions.
3 Conclusion
collective behavior analysis in the usage of a social online platform for learning design
in three particular communities. Further studies should consider properties of the designs
(learning design representations and tools used, qualitative analysis of its content) and
whether created designs have been created from scratch or refine copies of reused
designs available in the community.
Acknowledgments. This research is partly funded by RecerCaixa and the Spanish Ministry of
Economy and Competitiveness under RESET (TIN2014-53199-C3-3-R) and the Maria de Maeztu
Units of Excellence Programme (MDM-2015-0502). DHL is a Serra Hunter Fellow.
References
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Learn. Technol. 21, 1–8 (2013)
2. Lockyer, L., Bennett, S., Agostinho, S., Harper, B.: Handbook of Research on Learning Design
and Learning Objects: Issues, Applications, and Technologies (2 volumes). IGI Global,
Hershey (2009)
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Syst. 19(1), 37, 762–780 (2007)
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interactions in online social networks. ACM Trans. Web (TWEB) 7(4), 18 (2013)
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collective intelligence communities. Int. Rev. Res. Open Distrib. Learn. 15(4), 138–160 (2014)
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portal by intention, attitude and self-reported use. Comput. Hum. Behav. 34, 315–322 (2014)
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environment for conceptualizing, authoring and deploying learning activities. In: Proceedings
of 9th European Conference on Technology Enhanced Learning, EC-TEL 2014, September
2014, Graz, Austria, pp. 490–493 (2014)
8. Garreta-Domingo, M., Hernández-Leo, D., Mor, Y., Sloep, P.: Teachers’ perceptions about
the HANDSON MOOC: a learning design studio case. In: Proceedings of 10th European
Conference on Technology Enhanced Learning, EC-TEL 2015, September 2015, Toledo,
Spain, pp. 420–427 (2015)
A Value Model for MOOCs
1 Introduction
Massive Open Online Courses (MOOCs) are changing the educational field, chal-
lenging traditional institutional strategies and recognition schemes and opening
up new opportunities for learners and educators both from within and outside
formal education. However, while the potential benefits and risks of the MOOCs
have been discussed by scientists and policy makers, the corresponding empirical
data is scarce. What’s more, the evidence that is available is usually restricted
to a single course or single provider.
MOOCKnowledge (http://moocknowledge.eu/), funded by the European
Commission’s Institute for Prospective Technological Studies (IPTS), aims to
c The Author(s) 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 618–621, 2016.
DOI: 10.1007/978-3-319-45153-4 76
A Value Model for MOOCs 619
2 Method
The Model is being developed through iterations of desk research and expert
review. We started by looking at the typical parameters used to list/catalogue
MOOCs. We then expanded it to include factors that are often neglected, such
as the institutional/individual motivations for creating a MOOC. This model
was presented to experts at the RIDE conference and online, and was updated
based on their feedback.
This process of calibrating literature, common practice and expert review is
ongoing. Our presentation at EC TEL will be another major iteration.
3 The Model
The model currently has nine sections (Fig. 1): meta-data, cost, drivers, benefits,
risks, regulatory framework, learner profile, efficacy, and figures. This model is
not a taxonomy, it is simply a guide for identifying the factors that play a
potential role in determining the value of a MOOC, and a starting point for
exploring correlations and dependencies between these.
Drivers. Drivers are the factors that motivate institutions and individuals
to offer MOOCs.
Benefits. Benefits are the actual positive outcomes that a MOOC may have
for the individuals attending them, the institutions and individuals providing
them, and society as a whole.
Risks. By contrast to benefits, risks enumerate the possible negative conse-
quences of MOOCs.
Regulatory Framework. MOOCs (as all educational instruments) are gov-
erned by national and international regulatory frameworks, which enable and
delimit their potential impact and dictate some of the practices of their
providers and participants.
Learner Profile. The Learner Profile includes the characteristics of the
MOOC participants that can be inferred from questionnaires or observations.
Efficacy and Learning Design. Efficacy refers to the predicted capacity
of the MOOC to achieve its aims.
4 Summary
We have presented a proposed model for the value of a MOOC. Although this
model admittedly still requires refinement and validation, we believe it is nev-
ertheless of value for whoever is considering developing a MOOC, or needs to
make policy decisions regarding MOOCs.
The most significant value of this model will be as a research tool for exploring
the interaction and dependencies between the different dimensions. For example,
to answer questions such as:
We plan to collect data along these dimensions and make it available under
an open licence, to facilitate research of such questions and others.
Open Access. This chapter is distributed under the terms of the Creative Com-
mons Attribution 4.0 International License (http://creativecommons.org/licenses/by/
4.0/), which permits use, duplication, adaptation, distribution and reproduction in any
medium or format, as long as you give appropriate credit to the original author(s) and
the source, a link is provided to the Creative Commons license and any changes made
are indicated.
The images or other third party material in this chapter are included in the work’s
Creative Commons license, unless indicated otherwise in the credit line; if such mate-
rial is not included in the work’s Creative Commons license and the respective action
is not permitted by statutory regulation, users will need to obtain permission from the
license holder to duplicate, adapt or reproduce the material.
Framework for Learner Assessment
in Learning Games
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 622–626, 2016.
DOI: 10.1007/978-3-319-45153-4 77
Framework for Learner Assessment in Learning Games 623
1
RumbleBlocks: http://rumbleblocks.etc.cmu.edu/, accessed April 4, 2016.
2
Refraction: http://games.cs.washington.edu/refraction/refraction.html, accessed
April 4, 2016.
624 M. Muratet et al.
Fig. 1. Petri net of a Fig. 2. Full Petri net of a frozen door. Only gray
door that the player arcs are manually added. The other places, tran-
can open or close. sitions and arcs of this figure are built automat-
ically.
models game simulation and its marking depicts the state of the simulation. The
second Petri net, called “Filtered Petri net” (FilteredPn), is a part of the FullPn
and includes only actions used by experts to solve the current level. It embeds
the expert’s action sequences allowing to solve the game level.
The building of the FullPn is a challenging task due to the high number of
actions that the learner can perform in each state of the game. This building
process has to be automatic or at least semi-automatic. In our work, the semi-
automatic building of Petri nets is based on the definition of game objects and
their properties. Each game object is described by the actions the user can per-
form on. For instance, in the role playing game we used to test our framework, the
object “the door” can be opened or closed, the object “the key” can be grabbed
or discarded and the object “the boiler” can be turned on or turned off. The
objects and their properties are described in a user friendly editor called Tiled3 .
We have implemented a complex XSLT transformation to build a Petri net from
Tiled game object descriptions (for instance, Fig. 2 is the result of this trans-
formation for a simple level, only the gray arcs were added manually). We can
summarize the benefits of this transformation process by the following points:
(1) the transformation process is weak-dependent on the game level because once
the game objects are described in Tiled, the transformation is not changed and
the game object can be reused in several levels; (2) the effort of developing the
transformation is performed once, while we can use it many times, at each game
level; (3) the transformation generates less errors than the manual building of
Petri nets; and (4) the Petri net building has to be validated/completed by LG
designers, but the validation task is less time-consuming and less complicated
than building a Petri net from scratch.
Once we have built the FullPn, we filter it by removing transitions that are
not used by experts, in order to build the FilteredPn. In the example of the
frozen door (cf. Fig. 2), the objective is that the player opens the frozen door.
The expert’s solving consists in turning on the boiler and opening the door with
the key. Formally, it corresponds to fire, in sequence, the transition “turn on
boiler” and then the transition “open door”. Figure 3 represents the FilteredPn
3
Tiled: http://www.mapeditor.org/, accessed April 4, 2016.
Framework for Learner Assessment in Learning Games 625
Fig. 3. Filtered Petri net of the frozen Fig. 4. Global architecture of the
door. Only transitions (actions) used assessment framework.
by the expert are kept from the Full
Petri net, here, turning on the boiler
and opening the door.
that results from the filtering of the FullPn of Fig. 2. Once the FilteredPn is
built, we compute its reachability graph that serves us to analyze the learners’
actions.
3 Conclusion
The work presented in this paper deals with the assessment of learners’ behavior
in learning games. This paper focuses on a workflow to help the designers to
model expert’s solving with Petri nets. We illustrated the methodology with the
simple and pedagogical example. This framework was used to design 18 levels
of the LG “Les Cristaux d’Ehere” and produced full and filtered Petri nets of
these levels automatically. On average, the Petri nets produced by this way are
626 M. Muratet et al.
composed of 22 places, 19 transitions and 59 arcs. The most complex Petri net
produces more than 127 000 game states.
References
1. Harpstead, E., MacLellan, C.J., Koedinger, K.R., Aleven, V., Dow, S.P., Myers,
B.A.: Investigating the solution space of an open-ended educational game using
conceptual feature extraction. In: Proceedings of the 6th International Conference
on Educational Data Mining, Memphis, Tennessee, USA, 6–9 July 2013, pp. 51–58
(2013)
2. Yessad, A., Thomas, P., Capdevila, B., Labat, J.-M.: Using the petri nets for the
learner assessment in serious games. In: Luo, X., Spaniol, M., Wang, L., Li, Q.,
Nejdl, W., Zhang, W. (eds.) ICWL 2010. LNCS, vol. 6483, pp. 339–348. Springer,
Heidelberg (2010)
3. Peterson, J.L.: Petri Net Theory and Modeling of Systems. Prentice Hall, Reading
(1981)
4. Wang, J.: Petri Nets for Dynamic Event-Driven System Modeling. Computer &
Information Science Series. Chapman & Hall/CRC (2007)
A Bayesian Network for the Cognitive
Diagnosis of Deductive Reasoning
1 Introduction
The work presented here is part of the development of an Intelligent Turoring System
(ITS) Logic-Muse [6] which aim is to help learners improve their reasoning skills in the
context of classical propositional logic. All its three main components have been devel‐
oped while relying on the help of experts and on important work in the field of reasoning
and computer science. Modeling students’ knowledge is a fundamental part of intelligent
tutoring systems. A learner’s state of knowledge is subject to change and competence
should be assigned with some degree of certainty, so the learner model can only be an
approximation of his actual condition. It is thus important to support the diagnosis with
a formalism that allows uncertain inferences about a learner. Bayesian Networks (BN)
are quite adequate for the task: they allow to infer the probability of mastering a skill
from a specific response pattern [1, 2]. We thus created a BN that allows real time
diagnosis and modeling of the learner’s knowledge state. Learner modeling is valid only
if it accurately reflects the learner’s progress longitudinally. Evaluation of the inference
mechanism addresses the evaluation of the validity of user properties inferred from the
input data previously collected. In order to ensure the effectiveness of the learner model,
we performed a formative validation.
This paper aims, firstly, at providing some relevant information about the BN such
as all the details about the choice of the a priori probabilities, the structure of the network
and the nodes representing measured skills. We will also present a preliminary evalua‐
tion of the Network using some relevant data-mining techniques. The preliminary results
showed that the learner model implemented in Logic-Muse is able to model and predict
learner’s knowledge with an accuracy of about 90 %.
The learner model allows an ITS to adapt the interaction to its user’s specific needs. One
of the biggest challenges in designing ITS is the effective assessment and representation
of the student’s knowledge state and specific needs in the problem domain based on
uncertainty information. It is thus important to support the diagnosis with a formalism
that allows uncertain inferences about a learner. We use a BN to represent the user’s
knowledge as accurately as possible. It was built from the domain knowledge, where
causal relationships between nodes (reasoning skills) as well as prior probabilities are
provided by the experts.
BN is represented as a directed acyclic graph (DAG) with nodes for uncertain variables
and edges for directed relationships between the variables. In the BN built, the nodes
are directly connected to the reasoning activities. The skills involved in the BN are those
put forward by the mental models theory to reason in conformity to the logical rules.
This includes the inhibition of exceptions to the premises, the generation of counterex‐
amples to the conclusion and the ability to manage all the relevant models for the
concrete, contrary to fact and abstract informal [5]. To develop our BN, we have consid‐
ered that cognitive parameters and diagnosis can be modeled by random variables. We
have considered two types of nodes. The nodes measuring the learner’ s knowledge or
skills, and those containing the evidence, which represent answers to exercises.
Because deductive reasoning is what to be learn, it represents the global node of the
BN. According to [5], there is 3 steps or “know-how” to make a conditional reasoning
and then succeed to all type of exercises (MPP (Modus Ponendo Ponens), MTT (Modus
Tollendo Tollens, DA (Denied the Antecedent), AC (Affirmation of the Consequent)).
Generation of not P and Q: Is to generate alternatives as and thus avoid fallacies and
succeed on AC and DA exercises type.
A Bayesian Network for the Cognitive Diagnosis 629
Three Mental Models Management: P and Q, not P and not Q, not P and Q. These 3
models are needed to completely understand the deductive reasoning.
These 3 steps represent skills nodes in the BN that are directly connected to infer‐
ences (MPP, MTT, AC, DA are also skills nodes) and different contexts implemented
in order to make the reasoning exercise more or less difficult [5]. There are 3 reasoning
contexts; the causal context (or familiar): reasoning on real life sentences; the contrary-
to-fact: reasoning on sentences that are not feasible according to our knowledge of the
world: “If I throw ketchup on a shirt then it will be clean.”; the abstract: reasoning on
abstract terms: “If a person morp, it will become plede”. We denoted 28 skills. The
number of items nodes is the size of our item bank. The structure and the prior proba‐
bilities of our BN was built with the help of human experts in psychology of reasoning.
The system’s estimate that a student has acquired a skill is continually updated every
time the student gives a first response to a step in the problem. The system then recom‐
putes the probability that the student knew the skill before the answer, using the evidence
from the answer. Exercises are chosen according to these probabilities. Further-more, a
CDM-Based (Cognitive Diagnosis Models) psychometric model [3, 7] is built using the
item bank, a Q-Matrix (items/skills), as well as data from all student responses to items.
The resulting model is part of the learner model as well and allows for initial predictions
of learner strengths and weaknesses regarding the reasoning skills given his/her perform‐
ance on items. More concretely, we predict the probability a learner mastering the overall
competence via their pre-test results. For this, we use the “posterior” matrix obtained
through the CDM. We seek a learner’s response pattern, the line of the “posterior” matrix
containing the same pattern or a similar pattern. The joint probability matching this
pattern, calculated based on the probabilities associated with each skill is used as the a
priori likelihood of mastering the root node of the BN.
Data Preparation. The very first step was to preprocess the raw data obtained from
the 71 students. For each of the 48 questions, students had to choose between 3 answers
(the valid one, the invalid typical one and the invalid atypical one). We generated a
binary context that has 71 rows and 48 columns. The 3 choices were encoded as “1” for
the valid answer, “0” for the invalid typical answer and the invalid atypical answer.
Student models that focus on knowledge assessment may be evaluated by comparing
their predictions of the student’s knowledge to actual student performance. Thus, to
assess the predictive ability of our BN we opted for an incremental cross validation.
630 A. Tato et al.
The training data increase one by one and the test data decrease one by one. For each of
the 71 students, we have compared the real answer of each question with the one
predicted by the network. For example, for a student, we extracted the likelihood of
correctly answering question 1 and then we com-pared it with his actual answer. After
that, we introduced his real answer to the network and we extracted the likelihood of
the second question, which we compared with his answer to that question. We noticed
that, after an average of 10 to 15 questions answered, the BN is able to predict the
behavior of a learner with an accuracy of 95 %. Some errors can be due to the guess
(giving a correct answer, despite not knowing the skill) and slip (knowing a skill, but
giving a wrong answer) parameters. We summarize by saying that the system gives a
good representation of the learner’s knowledge. However, we must improve the prior
probabilities. Currently, an incorrect answer to a question is represented by a probability
below 0.6; it would be ideal if this limit could vary according to a specific skill.
We presented a BN (which represent the learner model) and theoretical elements that
led us to such a structure. A contribution of Logic-Muse’ student model is that it supports
prediction of student knowledge and behavior in a learning session of logical reasoning.
We obtained a very high accuracy rate of the prediction model compared to what is
usual. Such encouraging results show that our prediction model is valid as well as reli‐
able. We have proven its effectiveness on 71 students. The BN is able to predict learner
knowledge and make a faithful representation of the learner’s knowledge state. The prior
probabilities in the network will be refined according to the results obtained from this
first evaluation. Since we have planned to deploy Logic-Muse in a Logic course in
autumn 2016, we will conduct the summative evaluation (regarding the added value of
such a system in the learning of logical reasoning) at that time. We believe this work
will help the research community in building and assessing a BN in an ITS that teach
logical reasoning.
References
1. Conati, C., Gertner, A., Vanlehn, K.: Using Bayesian networks to manage uncertainty in
student modeling. User Model. User-Adap. Inter. 12(4), 371–417 (2002)
2. Conati, C., Cerri, Stephano A.: Bayesian student modeling. In: Nkambou, R., Bourdeau, J.,
Mizoguchi, R. (eds.) Advances in Intelligent Tutoring Systems. Studies in Computational
Intelligence, vol. 308, pp. 281–299. Springer, Heidelberg (2010)
3. De La Torre, J.: A cognitive diagnosis model for cognitively based multiple-choice options.
Appl. Psychol. Measur. 33(3), 163–183 (2009)
4. Lesta, L., Yacef, K.: An intelligent teaching assistant system for logic. In: Cerri, S.A.,
Gouardéres, G., Paraguaçu, F. (eds.) ITS 2002. LNCS, vol. 2363, pp. 421–431. Springer,
Heidelberg (2002)
5. Markovits, H.: On the road toward formal reasoning: Reasoning with factual causal and
contrary-to-fact causal premises during early adolescence. J. Exp. Child Psychol. 128, 37–51
(2014)
A Bayesian Network for the Cognitive Diagnosis 631
6. Nkambou, R., Brisson, J., Kenfack, C., Robert, S., Kissok, P., Tato, A.: Towards an intelligent
tutoring system for logical reasoning in multiple contexts. In: Conole, G., Klobucar, T.,
Rensing, C., Konert, J., Lavoué, E. (eds.) EC-TEL 2015. LNCS, vol. 9307, pp. 460–466.
Springer, Heidelberg (2015). doi:10.1007/978-3-319-24258-3_40
7. Robitzsch, A., et al.: CDM: Cognitive diagnosis modeling. R Package version, 3 (2014)
Finding the Needle in a Haystack: Who are the Most
Central Authors Within a Domain?
1
Computer Science Department, University Politehnica of Bucharest, Bucharest, Romania
ionut.paraschiv@cti.pub.ro,
{mihai.dascalu,stefan.trausan}@cs.pub.ro
2
Institute for the Science of Teaching and Learning, Arizona State University, Tempe, USA
dsmcnama@asu.edu
Abstract. The speed at which new scientific papers are published has increased
dramatically, while the process of tracking the most recent publications having a
high impact has become more and more cumbersome. In order to support learners
and researchers in retrieving relevant articles and identifying the most central
researchers within a domain, we propose a novel 2-mode multilayered graph
derived from Cohesion Network Analysis (CNA). The resulting extended CNA
graph integrates both authors and papers, as well as three principal link types: co-
authorship, co-citation, and semantic similarity among the contents of the papers.
Our rankings do not rely on the number of published documents, but on their
global impact based on links between authors, citations, and semantic relatedness
to similar articles. As a preliminary validation, we have built a network based on
the 2013 LAK dataset in order to reveal the most central authors within the
emerging Learning Analytics domain.
1 Introduction
With the growing flow of information and emerging new inter-disciplinary research
topics, it is becoming increasingly difficult to find and follow relevant publications and
authors. Each research sub-domain (e.g., Learning Analytics or Educational Data
Mining) usually starts from a few authors who introduce broad research questions or
trending topics around which a community gradually evolves. Usually, the initial authors
become central members in the research network, being cited in new publications. The
research question that arises regards how can we identify the most important authors
and publications within a sub-domain, and what are the metrics that can be effectively
applied in order to obtain a relevant global view of the underlying research? In our
previous research studies [1, 2], we have built a learning analytics engine capable of
annotating a dataset of articles using their semantic context, and displaying them within
a network of papers that highlights their semantic relations.
In addition, our work has made extensive use of Cohesion Network Analysis (CNA)
[3], a cohesion centered representation of discourse in which semantic similarity links
between different text segments are combined into a multi-layered cohesion graph [4].
This graph provides valuable insights of local cohesion expressed in the semantic relat‐
edness between adjacent or transition sentences, meanwhile transcending towards global
cohesion when evaluating inter-paragraph cohesion flow. Having this background, we
propose a new approach, an extended CNA 2-mode multilayered graph, capable of
facilitating the identification of the most important authors and publications from a
research domain by applying various Social Network Analysis (SNA) metrics [5]. As
an initial validation, we have used the model to identify the top central authors and
articles from the LAK (Learning Analytics and Knowledge) Dataset [6], which includes
publications from the Learning Analytics domain (652 LAK and EDM conference
papers, 45 journal papers, and 1214 distinct authors) in RDF format (https://
www.w3.org/TR/REC-rdf-syntax/), containing unique URIs for all authors, articles and
citations.
Our model combines three different approaches to evaluate the importance of both
authors and articles within a domain: Co-citation Analysis, Co-authorship Networks and
Semantic Similarity. These three types of links are used to build a 2-mode multilayered
graph on which graph theory measures [7] are applied to identify the most central nodes,
(i.e. authors, papers) from the input dataset. The generated graph represents an integrated
view of articles and authors, where each layer contains links with scores computed using
different approaches. By jointly indexing the two different sets of nodes contained in
our 2-mode graph, co-occurrence patterns emerge [8], suitable for generating an over‐
view of the domain.
Co-authorship links [9] represent the first layer of our extended CNA graph in which
two papers are related if they have at least one common author. Usually, the same author
is interested in similar topics, so we can assume that papers with at least one common
author are related. At the second layer, co-citations are enforced, having as roots one of
the first techniques developed to annotate a dataset of articles [2]. The idea is that two
papers are related if they contain at least one common citation, meaning that they should
have semantic resemblance. The increase in the number of common citations between
two articles usually denotes a higher degree of similarity and a tighter coupling among
them. Third, the semantic similarity layer shifts the focus towards the actual content of
the papers by evaluating the degree of their relatedness. Our integrated framework,
ReaderBench [3, 4], integrates the automated building process of the CNA cohesion
graph in which multiple semantic models are combined: (a) cosine similarity in Latent
Semantic Analysis (LSA) vector spaces, (b) Jensen-Shannon dissimilarity between
Latent Dirichlet Allocation (LDA) topic distributions, and (c) semantic distances (e.g.,
path length, Wu-Palmer, Leacock-Chodorow) in lexicalized ontologies – WordNet
[4].In addition, we take the analysis further by applying SNA metrics [5] to identify
patterns and meaningful relations between nodes, in conjunction with the evaluation of
634 I.C. Paraschiv et al.
each node’s centrality. First, degree centrality quantifies the importance of each node
as the sum of the scores of all links connected to it. Second, closeness reflects the
centrality of each node as the average sum of all shortest paths between the current node
and all other nodes in the graph; closeness can therefore be considered a measure of
speed in terms of spreading the information within the network [10]. Third, betweenness
evaluates the number of times a given node acts as a bridge along all shortest paths
between pairs of any two other nodes. In contrast to closeness, betweenness can be
perceived as a measure of control for the linkage among other nodes [10].
Our CNA 2-mode multilayered graph was applied to the 2013 LAK dataset [6] that
contains machine readable information in which each resource (author, article or cita‐
tion) is uniquely identified. Table 1 depicts the top 10 authors in terms of betweenness
centrality. The top 5 authors are “Ryan Baker”, “Neil Heffernan”, “Joseph Beck”,
“Kenneth Koedinger” and “Jack Mostow”, authors with a high impact in the broader
Computer Education domain, as well as the Learning Analytics domain, having a total
of 102 unique published papers and more than 33,000 collective citations according to
Google Scholar. The top ten authors collectively reach more than 80,000 citations and
141 unique papers in the dataset. Of particular interest is “Jose Gonzales-Brenes” who
does not have many citations (n = 125), but is a co-author in 5 out of 8 papers with
“Jack Mostow” (ranked 5) and in one with “Peter Brusilovsky” (ranked only 25 in this
data set, but with more than 20,000 citations worldwide). Therefore, Gonzales-Brenes
is tightly connected to two highly influential researchers and creates a bridge between
the two research communities.
Table 1. Top 10 authors from Learning Analytics ordered by their betweenness centrality.
Author M1 M2 M3 P CC NP
Ryan Baker 43,191 0.9 2,817 36 5,968 2
Neil Heffernan 23,823 0.8 2,317 25 3,645 2
Joseph Beck 18,906 0.8 2,110 18 2,958 1
Kenneth Koedinger 17,938 0.8 2,274 23 17,317 1
Jack Mostow 15,689 0.8 1,943 16 3,773 0
Arthur Graesser 14,573 0.7 1,788 16 34,539 1
Zachary Pardos 12,920 0.8 2,149 13 857 0
Jose Gonzalez-Brenes 12,448 0.8 1,848 8 125 0
Sebastian Ventura 11,200 0.8 1,832 14 6,035 0
Cristobal Romero 10,312 0.8 1,810 15 5,077 0
* SNA Metrics: M1 = Betweenness centrality; M2 = Closeness centrality; M3 = Degree; P = Number of published articles;
CC = Citation count; NP = Number of papers from Top 10.
Finding the Needle in a Haystack 635
4 Conclusions
Acknowledgement. This work is partially funded by the 644187 H2020 RAGE (Realising an
Applied Gaming Eco-System) http://www.rageproject.eu/project.
References
1. Paraschiv, I.C., Dascalu, M., Dessus, P., Trausan-Matu, S., McNamara, D.S.: A paper
recommendation system with readerbench: the graphical visualization of semantically related
papers and concepts. In: Li, Y., et al. (eds.) State-of-the-Art and Future Directions of Smart
Learning. LNET, pp. 443–449. Springer, Germany (2015)
2. Paraschiv, I.C., Dascalu, M., Trausan-Matu, S., Dessus, P.: Analyzing the semantic
relatedness of paper abstracts - an application to the educational research field. In: DS-
CSCL-2015/CSCS20, pp. 759–764. IEEE, Bucharest (2015)
3. Dascalu, M., Trausan-Matu, S., McNamara, D.S., Dessus, P.: ReaderBench – automated
evaluation of collaboration based on cohesion and dialogism. Int. J. Comput. Supported
Collaborative Learn. 10(4), 395–423 (2015)
4. Dascalu, M.: Analyzing discourse and text complexity for learning and collaborating. Studies
in Computational Intelligence, vol. 534. Springer, Cham (2014)
5. Scott, J.: Social Network Analysis. SAGE Publications Ltd., Thousand Oaks (2012)
6. Arora, R., Ravindran, B.: Latent Dirichlet Allocation based multi-document summarization.
In: 2nd Workshop on Analytics for Noisy Unstructured Text Data, pp. 91–97. ACM,
Singapore (2008)
7. Biggs, N., Lloyd, E., Wilson, R.: Graph Theory, 1736-1936. Oxford University Press, Oxford
(1986)
8. Borgatti, S.: 2-mode concepts in social network analysis. In: Meyers, R.A. (ed.) Encyclopedia
of Complexity and System Science, pp. 8279–8291. Springer, New York (2009)
9. Newman, M.E.J.: Coauthorship networks and patterns of scientific collaboration. In: Mapping
Knowledge Domains. Arnold and Mabel Beckman Center of the National Academies of
Sciences and Engineering, Irvine (2003)
10. Newman, M.E.J.: A measure of betweenness centrality based on random walks. Soc. Netw.
27, 39–54 (2005)
Bio-inspired Computational Algorithms
in Educational and Serious Games:
Some Examples
1 Introduction
In recent years an epochal turn has been observed in education coming from a
twofold pathway. On one side, a growing effort has been devoted to the use of
new technologies, in particular ICT (information and communication technolo-
gies), as educational tools. Technology-Enhanced learning (TEL) has intercepted
this tendency by promoting new educational practices, new communities and new
ways of communication [1]. On the other side, a lot of interest has arisen about
the use of game for learning. This interest is witnessed by the numerous research
branches that emerged, game-based learning [8], edutainment [2], gamification
of learning [6], just to cite some. In particular many games have been developed
under the label Educational Games and Serious games. Educational games include
card, board and videogames. Playing a game always requires to learn something,
at least game content and dynamics and in educational games this aspect can be
exploited to convey specific contents. Serious Games (SG) are games that educate,
train, and inform [7], sharing the same educational mission. The design process is
crucial to fully express educational potential of digital games and, in the domain
of digital SG, computational models can be exploited for this goal. Between the
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 636–639, 2016.
DOI: 10.1007/978-3-319-45153-4 80
Bio-inspired Algorithms in SG 637
4 Conclusions
Bio-inspired computational methods can be applied effectively in designing Seri-
ous and Educational games because they are fit to teach some arguments such
as biology, psychology, sociology with an isomorphic approach; they open the
way to some aspects which are indeed relevant, but are often neglected in edu-
cational contexts such as physical embodiment, autonomy, social interaction,
evolution and development; they help reproducing ecological dynamics in the
abstract world of digital games.
References
1. Balacheff, N., Ludvigsen, S., De Jong, T., Lazonder, A., Barnes, S.A., Montandon,
L.: Technology-Enhanced Learning. Springer, Heidelberg (2009)
2. Charsky, D.: From edutainment to serious games: a change in the use of game
characteristics. Games Cult. 5, 177–198 (2010)
3. Dell’Aquila, E., Di Ferdinando, A., Marocco, D., Miglino, O., Ponticorvo, M.,
Schembri, M.: New perspective. In: Educational Games for Soft-Skill Training.
Springer, Heidelberg (2017, in press). ISBN 978-3-319-06311-9
4. Miglino, O., Gigliotta, O., Ponticorvo, M., Nolfi, S.: Breedbot: an edutainment
robotics system to link digital and real world. In: Apolloni, B., Howlett, R.J., Jain,
L. (eds.) KES 2007, Part II. LNCS (LNAI), vol. 4693, pp. 74–81. Springer, Heidel-
berg (2007)
5. Miglino, O., Gigliotta, O., Ponticorvo, M., Nolfi, S.: Breedbot: an evolutionary
robotics application in digital content. Electron. Libr. 26(3), 363–373 (2008)
6. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods
and Strategies for Training and Education. Wiley, Chichester (2012)
7. Michael, D.R., Chen, S.L.: Serious Games: Games That Educate, Train, and Inform.
Muska and Lipman/Premier-Trade, New York (2005)
8. Tobias, S., Fletcher, J.D., Wind, A.P.: Game-based learning. In: Handbook of
Research on Educational Communications and Technology, pp. 485–503. Springer,
New York (2014)
Learning Experiences Using Tablets with Children
and People with Autism Spectrum Disorder
1
Universidad Autónoma de Madrid, 28049 Madrid, Spain
david.roldan@uam.es
2
Universidad Rey Juan Carlos, 28933 Móstoles, Madrid, Spain
anamarqfer@gmail.com, estefania.martin@urjc.es,
c.guzmanl@alumnos.urjc.es
1 Introduction
In the educational environment and little by little, books have been complemented in
classrooms with technological devices [1]. ICT provide excellent tools to help people
with special needs to gain independence when doing their daily activities [2] and also
to work new concepts with very young children. Technology can help improve their
confidence and motivation since it promotes errorless learning. It allows teachers to
offer them personalized assessments and to adapt the rhythm of learning [3].
In the last decade, touch devices have emerged as an alternative to traditional inter‐
faces, providing users a new way of interacting without intermediate elements such as
mouse or keyboard. Through the use of natural gestures to interact with touch devices,
users can express themselves in a physical way, enhancing communication and compre‐
hension [4]. It has been proven that touch devices help users to focus on the contents
and solve problems more quickly while they have fun [5]. Combining a touch interaction
with appropriate multimedia content, users feel that they are controlling the information
and the way they interact, which helps them gain deeper knowledge of the topic
presented [6].
Some examples can be found in the literature about the use of touch devices to
improve student social behavior and their gain of knowledge [7, 8]. These studies show
how touch devices promote social interaction among the participants while they perform
the activities and how their knowledge gain is enhanced when compared to those
students who performed the activities in a more traditional way.
This paper presents two learning experiences with pre-school aged children and
people with special needs where we measured students’ learning and the implications
of using touch technology in their learning process. The activities were designed with
DEDOS-Editor [9] and the students solved them on tablets using DEDOS-Player.
2 Learning Experiences
As mentioned in the previous section, tablets are suitable devices for children and for
people with special needs since they eliminate the need for intermediate devices. The
experiences presented in this section are focused on tablets. Their goal was to measure
the effects of using tablets during the learning process of students (Fig. 1).
3 Conclusion
As shown in the learning experiments, we strongly believe that the use of technology
influences students when performing educational activities. Moreover, the use of tech‐
nology motivates them and, combined with traditional methods and other learning
sources, we could achieve good academic results. The portability and accessibility
provided by tablets make them an interesting tool to be used in classrooms both for
students. By promoting smooth and direct interaction with tablets we facilitate the
Learning Experiences Using Tablets 643
students to engage with the activities they have to solve, reducing their frustration and
increasing their willingness to interact with the application.
The limitations of these two studies were the number of participants. Therefore, it
would be interesting to repeat them with more students. However, the results obtained
are promising since students were focused on the learning concepts and were motivated
to manipulate the elements using their own hands.
Acknowledgements. The research presented in this paper has been funded by the Spanish
Ministry of Economy and Competitiveness under grant agreement TIN2013-44586-R, “e-
Training y e-Coaching para la integración socio-laboral” and by Comunidad de Madrid under
project S2013/ICE-2715.
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Sciences, Rutgers University, New Brunswick, pp. 450–452 (2007)
9. Roldán-Álvarez, D., Martín, E., García-Herranz, M., Haya, P.A.: Mind the gap: impact on
learnability of user interface design of authoring tools for teachers. Int. J. Hum. Comput. Stud.
(2016, in press). doi:10.1016/j.ijhcs.2016.04.011
Introducing the U.S. Cyberlearning Community
1 Introduction
Researchers in the United States have begun using the term “Cyberlearning” to describe
a portfolio of early-stage, conceptual projects. The projects collectively aim to tightly
intertwine emerging technology with recent progress in the learning sciences to enable
a broader diversity of people to learn advanced content. A group of US-based researchers
engaged in this work intends to participate in the EC-TEL meeting in order to exchange
ideas with like-minded European researchers; this paper is intended to lead to a poster
at EC-TEL which would encourage interchange.
The term “cyberlearning” was coined in a 2008 report [1], which identified that
advancing network technologies could enable ambitious designs for learning to break
out of conventional school-based learning structures. The report advocated for 7 prior‐
ities: (1) advance seamless cyberlearning across formal and informal settings, (2) seize
the opportunity for remote and virtual laboratories, (3) investigate virtual worlds and
mixed-reality environments, (4) institute programs and policies to promote open educa‐
tional resources, (5) harness the scientific-data deluge, (6) harness the learning-data
deluge, and (7) recognize cyberlearning as a pervasive NSF-wide strategy.
Cyberlearning was defined (somewhat vaguely) as “learning that is mediated by
networked computing.” The referent was to “cyberinfrastructure” – a term in use in the
United States and which is parallel to the European “e-science.” The term was not
intended to relate to “cyber-crime” or “cyber-security.” The report task force urged
researcher to go beyond behind the typical classroom computers and to address mobility,
sensors, augmented reality, big data, and other new affordances of technology.
The term led to a National Science Foundation funding program called “Cyber‐
learning: Transforming Education” (CTE) in 2011. CTE [2] further refined the definition
of cyberlearning to take it beyond simply using educational technology tools and
emphasized “integrating advances in technology with advances in what is known about
how people learn” – that is, a strong emphasis on learning sciences research in conjunc‐
tion with a focus on emerging technologies. In addition, CTE added a focus on “popu‐
lations not served well by current educational practices,” to address issues of equity and
diversity and was very deliberately defined to span informal and formal learning envi‐
ronments.
A research summit (see http://circlcenter.org/events/summit-2012/) was held in
2012 and helped to launch the nascent field. With regard to the emphasis on equity, Todd
Rose gave a talk that has now become a book; the theme was needing to move beyond
the implicit notion of a typical, normal, or average student to fully embrace the diversity
of how people learn [3]. Many presentations shared emerging forms of technology, such
as expansion of making to include digital fabrics, tangibles and ink-based circuitry. With
regard to learning, many presentations focused on how learners’ identities changed as
they participated in new experiences. The summit helped to define cyberlearning as
tackling new ways of working with the diversity of students; exploring the new activities
with forms of user experience; and as focused on newer theoretical constructs such as
embodied learning and development of identity.
Since 2012, the Cyberlearning portfolio has grown to include over 250 projects. Prom‐
inent themes of Cyberlearning projects include mobile learning, bridging informal and
formal learning, making and creating, citizen science, collaborative learning, embodied
learning, data visualization, games and virtual worlds, augmented reality/immersive envi‐
ronments, virtual and remote labs, learning analytics and adaptive learning. This portfolio
is already having an important impact in the United States – for example, it has been
featured in the U.S. National Educational Technology Plan [6] to illustrate to educators how
technology is moving beyond school installations of educational technology. In addition,
following up on a recommendation in the task force report [1], the Center for Innovative
Research in Cyberlearning (CIRCL, http://circlcenter.org) was created to serve as a
community hub, similar to a European knowledge network like Kaleidoscope, Prolearn,
or the other TEL-related coordination efforts. CIRCL acknowledges that research in the
Cyberlearning portfolio has many parallels in European TEL work and thus is organizing
a group of Cyberlearning researchers to attend EC-TEL to engage in scientific exchange.
Here we describe one fertile area that would be ripe for mutual exploration with
European colleagues: immersive, augmented, and virtual reality projects. Individual
projects in the Cyberlearning portfolio are exploring how technology can lead to expe‐
riences where students either feel more immersed in a context for scientific investigation
or use technology to otherwise augment their actual context for learning.
646 J. Roschelle et al.
Israel-based researchers regarding virtual reality and augmented reality learning, and
this has led to fertile discussion about “empathy,” activity design, and desired platform
capabilities. Three broad areas for discussion are:
1. Diversity and Equity. How can learning activities designed with emerging tech‐
nologies enable new forms of participation and engagement that draw a broader
population into opportunities for important learning?
2. Forms of Interaction and Forms of Data. What are the computational challenges
in allowing activity developers to design new forms of interactive learning using
these emerging capabilities (e.g. immersive, augmented, and virtual features)? How
can we collect and work with the rich, multi-modal data that results?
3. Frontiers for Learning Research. What are the new research questions about
learning that become important and addressable in these environments? What
existing learning sciences methods and theories continue to be applicable, and how
can research inform development of new theory or methodology development and
growth?
Acknowledgement. This material is based upon work supported by the U.S. National Science
Foundation under grants IIS-1233722, IIS-1441631, and IIS-1556486. Any opinions, findings,
and conclusions or recommendations expressed in this material are those of the author(s) and do
not necessarily reflect the views of the National Science Foundation.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, dupli‐
cation, adaptation, distribution and reproduction in any medium or format, as long as you give
appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
References
1. Borgman, C.L., Abelson, H., Dirks, L., Johnson, R., Koedinger, K.L., Linn, M.C., Lynch, C.A.,
Oblinger, D.G., Pea, R.D., Salen, K., Smith, M.S., Szaly, A.: Fostering Learning in the Networked
World: The Cyberlearning Opportunity and Challenge. NSF, Washington, D.C. (2008)
2. National Science Foundation: Cyberlearning: Transforming Education (2011). https://www.
nsf.gov/funding/pgm_summ.jsp?pims_id=503581
3. Rose, T.: The End of Average. HarperOne, New York (2016)
4. Moher, T., Wiley, J., Jaeger, A., Silva, B.L., Novellis, F., Kilb, D.: Spatial and temporal
embedding for science inquiry: an empirical study of student learning. In: Proceedings of the
9th International Conference of the Learning Sciences, vol. 1, pp. 826–833. International
Society of the Learning Sciences (2010)
5. Davenport, J.: In touch with molecules (no date). http://molecules.wested.org/home/index.php
6. New York Hall of Science: Connected Worlds (no date). http://nysci.org/connected-worlds/
Future Research Directions for Innovating Pedagogy
1 Introduction
Innovation is often associated with advances in technology, but approaches that make
a profound change to education are usually based not on technology but on innova‐
tions in pedagogy for a technology-enabled and mobile world. Since the Innovating
Pedagogy annual series was launched in 2012, over 30 different trends have been
examined. This paper highlights four for research. Since December, the 2015 report
has garnered more than 66,000 downloads from 128 countries. Fourteen researchers
from The Open University (UK) and SRI International (US) contributed to the latest
report.
The image in Fig. 1, produced by TeachOnline, summarizes the 2015 pedagogical trends
for practitioners at a glance. For more detail, the reader may review the full report at
www.open.ac.uk/innovating.
To reflect on the prospective future for learning and teaching in school and beyond, we
selected four 2015 pedagogical trends that advance long desired pedagogical goals
through the use of new technology: Incidental Learning, Context-based Learning,
Embodied Learning, and Analytics of Emotions. Future research should focus on how
Fig. 1. The 2015 Innovating Pedagogy top 10 trends. Image credit: Stephen Valdivia of
TeachOnline, the Arizona State University Instructional Design Community
all four involve intelligent technologies in delivering the most human and powerful
features of pedagogy – mentoring, timely information presentation, and responsiveness
to the learner’s physical and emotional processes.
2.1 Overview
Education pioneer John Dewey wrote, “Such happiness as life is capable of comes from
the full participation of all our powers in the endeavor to wrest from each changing
situations of experience its own full and unique meaning,” [1, p. 25]. To begin to wrest
meaningful learning from technology-rich situations, we look to the four themes below.
focus on an extended task, thus supporting memory, motivation, planning, revision, and
mentoring. Future research drawing on behavioral economics and cognitive behavioral
therapy may explore how learners may use technology to record instances of incidental
learning so they can reflect on them and obtain social support around them. Theories of
social-emotional learning, such as self-determination theory [2], growth mindsets [3],
and self-regulation [4], offer a useful starting point for investigation.
3 Conclusion
We have discussed the pedagogy of emerging innovation and we invite the research
community to consider learning environments that anticipate incidental learning,
support an interdependence of content and context, engage the integration of body and
mind, and are responsive to learners’ emotional states.
Acknowledgements. This material is based in part upon work supported by the National Science
Foundation under Grant No. IIS-1233722. Any opinions, findings, and conclusions or
recommendations expressed in this material are those of the authors and do not necessarily reflect
the views of the National Science Foundation.
Open Access. This chapter is distributed under the terms of the Creative Commons Attribution
4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, dupli‐
cation, adaptation, distribution and reproduction in any medium or format, as long as you give
appropriate credit to the original author(s) and the source, a link is provided to the Creative
Commons license and any changes made are indicated.
The images or other third party material in this chapter are included in the work's Creative
Commons license, unless indicated otherwise in the credit line; if such material is not included in
the work's Creative Commons license and the respective action is not permitted by statutory
regulation, users will need to obtain permission from the license holder to duplicate, adapt or
reproduce the material.
References
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vol. 1. Indiana University Press, Bloomington (1998)
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social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)
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Platform Oriented Semantic Description of Pattern-Based
Learning Scenarios
Abstract. In our research work, we address the issue of representing the learning
scenario’s concepts, in a learning platform. In this context, we have proposed a
process for operationalizing pattern-based learning scenarios. We present the first
two steps dealing with the new challenge of modeling deployable e-learning
scenarios using Semantic Web technologies. It is primarily an ontology-based
description of learning scenarios, which helps reducing the gap between human-
readable and machine-readable vocabulary. We highlight the effectiveness of
orienting teachers-designers, non-platform experts, toward creating adaptable
and deployable learning scenarios. We defend that an assisted and platform-
oriented design, allows the teachers to have a better pedagogical use of the
embedded tools and features of learning platforms.
Learning Management Systems (LMS) are more and more used by teachers, their use
is not anymore restricted to content repository for distant learning [1, 2]. Nevertheless,
we note that teachers find some difficulties using the LMS, especially when they are not
platforms experts. The challenge is to easily master the process from the design to the
operationalization of learning scenarios, for that, we believe that the operationalization
of learning scenarios on LMSs is more than a technology-related question. Different
research issues around instructional design are to be addressed in order to provide peda‐
gogical expressiveness of the different elements within a learning scenario, while the
design respects sufficiently the structure to describe the learning scenario [3, 4]. In our
research, we seek to provide solutions to the problem of the automatic deployment of
learning scenarios. We propose a process of the operationalization of pattern based
learning scenarios [4]. The aim is to offer the use of a pattern formalism to create and
edit learning scenarios, allowing the learning scenario design to be open enough to
express teachers’ concerns on one side and on the other side, structured enough to be
machine interpretable for deployment purposes. In this paper we intend to mainly present
a semantic model to help creating learning scenarios as a part of our process.
In order to define a clear idea of the way to address the challenge of properly design
platform-oriented learning scenarios, we investigated the benefits, as well as the issues,
regarding using a pattern-based LD tool by teachers-designers [2]. We studied the
learning scenario from two viewpoints: (i) Starting from teachers intentions going down
to its representation on an LMS, (ii) using a pattern-based design. This study allowed
us to identify the assets (patterns formalism requirements and ontological modeling)
leading us to automate the deployment of learning scenarios. As a result we have settled
on semantically modeling and mapping the double vision: human intentions and plat‐
form representations for guaranteeing to teachers-designers a design tool able to assist
them in deploying their learning scenarios with less effort of manual adaptations. We
also proposed a classification of the different approaches dealing with learning design
[5–7], more specifically, those using ontologies as a semantic base to improve the
learning process [8–11]. Although, all the effort made in developing systems to support
the learning design process, literature has shown they had not yet reached a sufficient
spread among teachers. We have noticed that most of the proposed design languages
and tools do not preserve the semantic meaning of teachers’ intention while transposing
it on a LMS.
After that, we started collecting and structuring the available information and
concepts related to the field of education [7, 12–15]. We were concerned only by the
learning scenario’s concepts necessary to its deployment, justified by the fact that we
focus our research on platform-oriented learning scenarios. This step is very important,
since it is a key solution to index learning platforms pedagogical language into a general
semantic description of a platform-oriented learning scenario. Studying the existing
learning design repositories and theories where instructional scenarios can be modeled,
we defined a five levels structure of the learning scenario, which represents the struc‐
turing step of our process. We believe that the right set of abstractions will give more
benefits to easily map the human design language to the machine interpretable one. We
had to make sure that the technological tools will easily support our proposed model.
For that, the other point was to study an example of a deployed learning scenario. It
consists in peer assessment of a synthesis. The course covers most of the features that
Moodle 2.4 includes. Next, we explain an extract of concepts of our structure. We
managed to introduce the most relevant concepts to deployment goals. The first level
formalizes the notion of “learning scenario” in terms of structure and content, based on
the different definitions researchers assigned to learning scenario [14]. A scenario
describes roles, activities and also knowledge resources, tools and services necessary to
the implementation of each activity. From all this emerges the most used concepts that
summarizes the essence of a deployable learning scenario: the learning scenario struc‐
ture is what defines in a design any sequential ordering of activities, it is mainly inspired
from [14] research work, it is defined by a set of three concepts: “Structuration unit”,
“Activity sequence” and finally, “Elementary activity”. This model was implemented as
an ontology-based e-learning scenario model, using the Protégé tool1. Besides increasing
1
http://protege.stanford.edu/.
654 Z. Tadjine et al.
the level of sharing content between teachers-designers, the ontological description will
help us to ensure the support of the technological aspect for a learning scenario. Ontology
will help teachers-designers to formalize pattern-based scenarios with the editing tool
conformed to the conceptual framework we proposed.
The concept of “Elementary activity” is assigned to a category from bloom’s
taxonomy [13], the categorisation will help the teacher to better create pedagogically
reusable pattern-based learning scenarios, as well as it will help us to index it
according to the most suitable platform tool. Any learning scenario has some neces‐
sary conditions and rules to be executed as teachers-designers intended, and since our
learning scenarios are designed to be platform oriented in terms of design and deploy‐
ment, we must take into account both the platforms and the pedagogical point of
view. For that, we defined two sets of constraints. The first one concerns the human
reasoning of the right conditions to manage the learning scenario, as for example the
fact of restricting the access of an activity to the learners on the base of the previous
activities results. The second set of constraints concerns the machine readable part
of the scenario, although the previous ones are also machine interpretable, but they
mostly relate to a pedagogical use, while the platform oriented set is fully built on
computed learning environments. As we studied Moodle 2.4 platform, we retained the
constraints adding a pedagogical dimension to the deployed scenario. We take the
visibility constraint as an example, this added value allows the teacher to hide any
activity for the learner until a time he judged suitable for his goals: it could be
according to a score of a given evaluation, or a certain duration in time etc. We
complete pedagogical goals and all others concepts describing evaluation in a learning
scenario by all missing information needed to operationalize an evaluation based
scenario. The agent of evaluation could be the teacher, the students, in case of a peer
assessment, and even the learning platform itself in case of an auto evaluation. We
also note that an evaluation activity is a set of some evaluation tools, helping the
teacher to assess students according to their needs: graded assessment, auto-evalua‐
tion, paper exam, quiz, with or without feedback etc.
After identifying our structure, helping teachers towards a platform-oriented learning
design, we must ensure the mechanism to automatically transform their pedagogical
intentions into modules and content on the targeted learning platform. Next, we show
through an example the way we deducted our manual ontology alignments between the
semantic descriptions of our pattern-based learning scenario and Moodle’s pedagogical
embedded language. We started by transforming the metamodel into a semantic descrip‐
tion; this is a very important phase because it is the first step toward a platform semantic
description as a form of an ontology. In order to align our two semantic descriptions,
we studied the example presented earlier about peer assessment in Moodle, adding to
that our collaboration with a pedagogical designer, to come up with the right mappings
of Moodle’s tools and features. Starting from the most frequently functions required by
teachers-designers, we grouped the set of offered tools as follows: collaborative work
tools (glossary, journal, wiki, workshop etc.), synchronous and asynchronous commu‐
nicative tools work tools (forum, chat, and survey), learning tools (lesson) and evaluative
tools (assignments, workshop, quiz, etc.). We believe that this work has to be refined
with teachers’ experiences using learning platforms, thus we highlight again the
Platform Oriented Semantic Description 655
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Model of Articulation Between Elements
of a Pedagogical Assistance
Université de Lyon, CNRS, Université Lyon 1, LIRIS, UMR 5205, 69622 Lyon, France
{le-vinh.thai,stephanie.jean-daubias,marie.lefevre,
blandine.ginon}@liris.cnrs.fr
Abstract. The AGATE project proposed the SEPIA system that allows an assis‐
tance designer to define assistance systems added in target applications. In Inter‐
active Learning Environments, such assistance systems are useful to promote the
acquisition of knowledge. These assistance systems consist of a set of aLDEAS
rules. Our study of assistance in existing applications shows that the articulation
between the rules of assistance can take many forms. We propose and implement
a model of articulation between assistance rules with the five modes of articulation
that we have identified. This model makes explicit and facilitates the definition
of articulation between the rules of an assistance system.
1 Introduction
More and more applications are used in different contexts: professional, personal and
educational. However, because of handling difficulties, users can under-exploit appli‐
cation or abandon it, and lose their motivation. In ILEs (Interactive Learning Environ‐
ments), learners use various applications to acquire knowledge, but technical difficulties
can compromise this acquisition. Additionally, some applications don’t meet the
teachers’ pedagogical goals. Adding an assistance system is considered as a solution for
both technical and pedagogical problems of an existing application. Such pedagogical
assistance systems consists in varied and complex assistance actions (explanation
message, error detection, etc.). They can have different modes to sequence assistance
events which describe the articulation between the assistance elements. For instance,
successive assistance gives one message after another in order to guide learners.
The SEPIA system [1] allows assistance designers (teachers in the pedagogical
context of this paper) to add an assistance system in an existing ILE by creating and
executing aLDEAS rules [2]. SEPIA is a full solution to create rich assistance systems.
However, the definition of the articulation between the assistance elements is still
implicit and difficult in our system. So, this paper presents the evolution that we proposed
and implemented into SEPIA to overcome these limitations.
2 SEPIA System
The AGATE project (Approach for Genericity in Assistance To complEx tasks) aims
at proposing generic models and unified tools to enable the setup of assistance systems
in various existing applications, that we call target-applications, through a generic and
epiphytic approach [2]. Within this project, the SEPIA system [1] implements this
approach in two tools: an assistance editor and an assistance engine. The assistance
editor allows assistance designers to define an assistance system; while the assistance
engine executes this assistance system to provide assistance to final users in the target
application.
The aLDEAS language (a Language to Define Epi-Assistance Systems) [2] is
proposed in order to connect these both tools. The assistance systems are defined by a
set of aLDEAS rules. An aLDEAS rule begins with an event wait called trigger
event. When this event occurs, the assistance actions are immediately launched (see
upper path in Fig. 1), or constrained by a condition (see lower path in Fig. 1). This
condition takes the form of a consultation associated with different alternatives, each
associated with one or more actions. The rule can be terminated by an end event that
ends all actions launched by this rule. For instance, Fig. 1 shows one of the rules that
define an assistance system. This rule waits until a click on the button ‘help’ in order to
verify the answer of the learner and to provide an error message when this answer is not
correct (text written by learner is not equal to 1). This message is closed after 10 s.
In ILE, pedagogical assistance can be found in some applications. This assistance can
be executed according to different modes in sequencing assistance events. These modes
describe articulation between the different assistance elements. Through a study of
numerous applications, we identified five modes of articulation between assistance
elements: independent, simultaneous, successive, progressive and interactive [3]. In the
independent mode, an assistance element is given independently from another. In the
658 L.V. Thai et al.
successive mode, the assistance elements are given one after the other. In the simulta‐
neous mode, all assistance elements are given at the same time. In the progressive
mode, the given assistance elements are more and more detailed and concrete. In the
interactive mode, the given the assistance elements depends of information such as the
application state, the user profile or the choice of user.
If aLDEAS language and its implementation in SEPIA already allow the definition of
articulation between assistance elements such as those presented in the Sect. 3. An
assistance system is currently always defined in SEPIA by a set of same level aLDEAS
rules. In the aLDEAS rules pattern (Fig. 1), trigger event, end event and trigger condition
are central elements to form the articulation between rules. On the one hand, we must
carefully define elements in the rules in order to ensure correct articulation between
them. On the other hand, we must examine them in order to understand which mode of
articulation to choose. So, this articulation between rules is only implicitly expressed
and is complex to define with aLDEAS.
For these reasons, we propose to complete aLDEAS language by a model of artic‐
ulation between assistance rules. To simplify the representation of the model, we note
that rules between which we want to make an articulation are named Ri with i ∈[1, n],
(n ≥ 2). The representation of our model (Fig. 2) gives an overview of the five modes
of articulation that we identified from a study of existing works: independent, successive,
simultaneous, progressive and interactive. In each mode of articulation, there are
constraints that rules must respect to ensure the correct articulation between them (for
instance, for successive mode, each rule should be launched by the end of the previous
rule). These constraints are represented by the aLDEAS rules.
Let’s take the example of an assistance system only consisting of the three steps of
a tutorial. This assistance is created through three rules articulated in successive mode
Model of Articulation Between Elements 659
(defined in Fig. 2 and in more detail in Fig. 3). This mode forces the previous rules to
end with any event and the next rules to start at the end of the previous rules. Thus, the
three rules in this example respect these constraints of successive mode. The first rule
R1 waits until a user click on button “Tutorial” in order to show a welcome message that
will be closed after 10 s. The rule R2 that waits until the end of R1 shows a message
explaining a first part of the screen that will be closed after 10 s, etc.
In this article, we presented our model of articulation between the rules of an assistance
system which completes the aLDEAS language. This model explicitly express the notion
of articulation between rules of an assistance system. It offers five modes of articulation
corresponding to those we have identified in our bibliographical study. We implemented
this model in the SEPIA system by adding the notion of block of rules articulated in a
mode. This implementation has two main advantages: it makes explicit the definition of
blocks of rules within a graphical interface and it applies semi-automatically constraints
on rules, which simplifies the user’s work [3]. With the introduction of this model in our
approach, an assistance system is defined not only by a set of rules, but also by a set of
blocks that explain the articulation between these rules. We evaluated our propositions
by experiments that confirmed their potentials [3].
However, an assistance system can be described by many blocks of rules articulated
in different modes. Therefore, in the future, we will aim at a global graphical represen‐
tation of assistance systems which will allow to show many blocs at the same time.
References
1. Ginon, B., Jean-Daubias, S., Champin, P.-A., Lefevre, M.: Setup of epiphytic assistance
systems with SEPIA. In: EKAW, pp. 1–4. Linkoping (2014)
2. Ginon, B., Jean-Daubias, S., Champin, P.-A., Lefevre, M.: aLDEAS: a language to define
epiphytic assistance systems. In: Janowicz, K., Schlobach, S., Lambrix, P., Hyvönen, E. (eds.)
EKAW 2014. LNCS, vol. 8876, pp. 153–164. Springer, Heidelberg (2014)
3. Thai, L.V., Jean-Daubias, S., Lefevre, M., Ginon, B.: Model of articulation between aLDEAS
assistance rules. In: DCCSEDU. Roma, Italy (2016)
Simulation-Based CALL Teacher Training
Following this line, our research focuses on the design and development of a
simulator for instructional design. The tool exploits an ontology to generate scenarios
in which teachers must find a viable process of solution given a number of constraints.
The tool can be used for training but also to get recommendations.
There are different experimentations on simulated environments in teacher training.
Foley and McAllister [3] illustrate Sim-school©, a tool which can generate different
virtual student profiles teachers have to deal with to learn the complexity of curriculum
design. Also Girod & Girod make use of a web-based simulation tool in which the tool
generates different student profiles, which will differently respond to the teacher’s
choices [4]. The main contribution of our approach is to design a simulator that exploits
the semantic relations among learning technologies and mental/physical operations
which link a learning goal to a learning technology. This is new in CTE literature and is
a challenging task for knowledge representation.
In this section we briefly describe our L-max ontology used by the simulator to:
(i) generate realistic scenarios with options that teachers have to set to find a solution,
(ii) provide feedbacks about teachers’ choices and errors. It extends and relates
well-established data models and frameworks in diverse domains: language learning,
device constraints, environmental conditions and learning disabilities. L-max stands for
Learning maximization given goals and constraints.
The language learning part of the ontology is based on the Common European
Framework of Reference for Languages (main classes: Ability, Competence,
Activity Type). We have extended it with a set of classes and relationships that
formally represent the design and development of learning activities and exercises
(main classes: MentalOperation, PhysicalOperation, CorrectionType,
ActivityEnvironment, Tools).
As concerns the device features and environmental conditions, we have integrated
our ontology with the data model defined in the GPII/Cloud4all framework (gpii.net).
Finally, a part of the ontology addresses the learner profile and learning disabilities.
To model this part we have exploited the ICD v. 10 classification from the World
Health Organization (http://who.int/classifications/icd/) which is used by several
Governments as reference model for learning diseases (main classes: ICDClass,
CompensationTools, DispensationMeasures).
3 Empirical Evaluation
Objectives and Method. The study described in this paper concerns the early phases
of development life cycle. It was undertaken with the main objectives of investigating
the perceived utility of the training tool and gaining a first validation of the scenarios
generated by the simulator, based on the L-max ontology.
662 I. Torre et al.
Subjects. We used two groups of 10 language teachers: the former was composed of
ICT-skilled teachers and the latter of teachers without specific ICT competencies.
Scenario Generation and Task Description. For the evaluation, we developed a
web-based demonstrator named SIMUL-TOOL. Each scenario is defined as Si = (Li,
C1i, C2i) that is Scenario i-th is composed of a Language Learning Goal and two
Constraints. Below we describe one of the ten scenarios generated for the evaluation.
The TEACHER, on the basis of her/his language teaching competence, has to:
(a) think about an activity type (e.g. a quiz, a cloze test, an association activity,
a thematic discussion) that can develop the specified competence,
(b) choose from the simulator interface the ingredients for developing the activity,
respecting the constraints. The ingredients are the instances of the Physi-
calOperation class of the ontology (e.g., creating an audio track for an
exercise, creating a test, creating a forum, creating an account for a platform),
(c) ordering the ingredients based on their prerequisites.
SIMUL-TOOL performs a first evaluation, explaining whether the selected ingre-
dients allow to develop the specified competence and whether the selected ingredients
enable the delivery of an activity that respects the specified constraints. If the ingre-
dients selected by the teacher are not correct wrt the learning goal or wrt their ordering,
the simulator provides a feedback and requires the teacher to take a backward step and
make new selections.
If all the selections are correct, the TEACHER is presented with a new set of
options, based on the Tool class of the ontology. The available options for the
demonstrator are: Moodle, Edmodo, and Hot Potatoes.
SIMUL-TOOL performs a new evaluation of the selected options querying the
ontology to discover if there are any relations among the selected ingredients and tools
chosen by the teacher and if they respect the constraints in the task set up.
Simulation-Based CALL Teacher Training 663
After the subject has identified a proper combination and a right sequence of
instructional design components that allow to develop the learner competence in un-
derstanding brief and simple texts and in the meanwhile satisfy the automatic cor-
rection and the multi-device delivery constraints, SIMUL-TOOL re-composes all the
steps to be performed to develop the activity.
Questionnaire. The perceived effectiveness of the tool was assessed through a
questionnaire. After each task, the teacher had to answer to these questions:
Q1. Do you consider the proposed task as realistic with regard to language edu-
cation? (Answers are provided on a 4-point Likert scale 0-3.)
Q2. Does the solution you initially thought of match with the solution proposed by
the simulator? (Range 0-1).
Q2:a. In case it didn’t. Do you consider the proposed solution better than the one you
had thought of? (Range 0-1).
Q2:b. In case it didn’t. Did the simulator provide enough options to develop your
solution (i.e. could you implement your solution with the available options)?
(Range 0-1).
References
1. Chao, C.C.: Rethinking transfer: Learning from call teacher education as consequential
transition. Lang. Learn. Technol. 19(1), 102–118 (2015)
2. Ellis, R.: Activities and procedures for teacher training. ELT J. 40(2), 91–99 (1986)
3. Foley, J.A., McAllister, G.: Making it real: sim-school a backdrop for contextualizing teacher
preparation. AACE J. 13(2), 159–177 (2005)
4. Girod, M., Girod, G.R.: Simulation and the need for practice in teacher preparation.
J. Technol. Teach. Educ. 16(3), 307–337 (2008)
5. Hixon, E., So, H.J.: Technology’s role in field experiences for preservice teacher training.
Educ. Technol. Soc. 12(4), 294–304 (2009)
6. Lateef, F.: Simulation-based learning: just like the real thing. J. Emergencies Trauma Shock 3
(4), 348–352 (2010)
7. O’Dowd, R.: Supporting in-service language educators in learning to telecollaborate. Lang.
Learn. Technol. 19(1), 63–81 (2015)
Adaptable Learning and Learning Analytics: A Case Study
in a Programming Course
Abstract. The focus of this case study is the exploitation of visual learning
analytics coupled with the provision of feedback and support provided to the
students and their impact in provoking change at student programming habits. To
this end, we discuss mechanisms of capturing and analysing the debugging habits
and the quality of the design solutions provided by the students in the context of
an object-oriented programming course. We instrumented the programming envi‐
ronment use by the students in order to track the student behavior and visualize
metrics associated with it, while the students developed programs in Java.
1 Introduction
It has been argued that “despite our best efforts as educators, student programmers
continue to develop misguided views about their programming activities, particularly
during freshman and sophomore courses” ([2], p. 26). To this end, there is a need to
disengage students from the trial and error approach into practicing problem-solving
strategies coupled with reflection and this is challenging also due to the fact that typical
programming assignments are poor in promoting reflective mode on behalf of the student
[2]. In the case discussed herein, problem-based learning was fostered in the context of
a sophomore course on object-oriented programing (TDT4100). In the TDT4100 course,
the students’ abilities, aspirations and motivation are quite diverse. Their interest in and
willingness to struggle with programming and debugging varies considerably, and our
hypothesis is that this affects their habits when working on the programming assign‐
ments. Hence, offering rich feedback that allows practitioners to tailor their instruction,
and providing insight into students’ behavior scaffolds the teaching-learning experience.
To this end, a digital environment for programming is exploited which is augmented by
Learning Analytics (LA) while fostering adaptability. The purpose of this augmentation
is to record, visualise and empower students reflect on their programming habits,
focusing on debugging their programs.
LA can help to track the student progress over time and empower both students and
tutors to make well-informed and evidence-based decisions. It has been suggested that
among the factors that are driving the development of LA is the emergence of “big data”
and the increase on the uptake of Virtual Learning Environments (VLEs) [3]. On the
Fig. 1. The exercise view providing student feedback (Color figure online)
Adaptable Learning and Learning Analytics 667
and warnings in the code, launching of their own code (the standard Java main method),
the JUnit test results (success, failure or error), activation of Eclipse perspectives and
views (e.g. for debugging), debugging events (e.g. stopping on break points or resuming
execution), and execution of commands (e.g. stepping through code). Using the plugins,
the student receives real-time feedback: an Eclipse view that shows the current student
status, and a plot of the history of the student behavior in the programming environment
(see Figs. 1 and 2 respectively). In Fig. 1, the blue line exemplifies the progress bar that
indicates the student progress in this specific programming exercise. The history plot
(Fig. 2) is indicating student code growth over time, how the success (or failure) of tests
change over time and time periods of debugging.
The history plot visualises how various metrics changes over time (x-axis). To reduce
the horizontal extent, periods of inactivity above a certain threshold (e.g. lunch break or
night) are condensed and shown with a darker, shaded background. The student can
customise this visual learning analytics view and adjust it to her informational needs: to
focus on certain data specific curves can be turned on or off and the student can zoom
in interesting time intervals. To allow some level of exploration, the student can enter
expressions over existing values that are shown as additional curves, like the ratio of
test success and sum of test failure and error. The y-axis depends on the kind of data
shown, hence the plot’s focus is the trend, rather than absolute values; specific data
points are shown when hovering over them (e.g. one can see how editing, testing and
debugging activities are alternating and when measures of progress increase or
decrease).
668 H. Trætteberg et al.
Adaptive learning and learning analytics can inform each other, since they both cater
for learners’ variability and diversity. Yet, new methods of reporting and visualising
analytics are needed which “are personalised, can be easily understood by learners and
are clearly linked with ways of improving and optimising their learning” ([4], p. 314).
A recent review of the literature [5] revealed that the vast majority of the interven‐
tions that revolve around the combination of adaptive learning and learning analytics
focus on student competences merely in terms of knowledge acquired. Only a small
number focuses on the acquired skills, while none of the interventions in the area focuses
on student learning in terms of attitude change, like change of programming habits;
something that signifies the added value of this intervention.
In addition, it has been mentioned in the literature that “there is a lack of tools in
programming courses that focus on amplifying learning opportunities and support
learning activities” ([1], p. 24). Preliminary discussions with the tutor of the TDT4100
course revealed that the visual LA (Fig. 2) plot can indicate how each student progresses
across three stages of development: (1) code authoring, where the size of the code (red
dashes) grows considerably, (2) debugging, where the code is edited but does not grow
much, and is run in debugging mode and (3) finalization, where bugs are discovered and
fixed and tests begin to run successfully.
References
1. Awasthi, P., Hsaio, I.-H.: INSIGHT: a semantic visual analytics for programming discussion
forums. In: Proceedings of the First International Workshop on Visual Aspects of Learning
Analytics, vol. 1518, pp. 24–31 (2015)
2. Edwards, S.H.: Using software testing to move students from trial-and-error to reflection-in-
action. ACM SIGCSE Bull. 36(1), 26–30 (2004)
3. Ferguson, R.: Learning analytics: drivers, developments and challenges. Int. J. Technol.
Enhanced Learn. 4(5–6), 304–317 (2012)
4. Lee, J., Park, O.: Adaptive instructional systems. In: Spector, J.M., Merill, M.D., van
Merrienboer, J., Driscoll, M.P. (eds.) Handbook of Research for Educational Communications
and Technology, pp. 469–484. Routledge, Taylor & Francis Group, New York (2007)
5. Mavroudi, A., Giannakos, M., Krogstie, J.: Insights on the interplay between adaptive learning
and learning analytics. In: 16th IEEE International Conference on Advanced Learning
Technologies – ICALT 2016, 25–28 July, Austin, Texas, USA (2016, accepted)
Recommending Physics Exercises in Moodle
Based on Hierarchical Competence Profiles
1 Introduction
Technology Enhanced Learning (TEL) aims to design, develop and test socio-
technical innovations that enhance learning practices of individuals and orga-
nizations [1]. Learning takes place in many different settings and web systems
are adapted to a heterogeneous set of user needs. Adaptive educational hyper-
media overcome the “one-size-fits-all” problem by changing their characteristics
according to the learner’s needs and offering adaptive navigation support [2]. The
increasing role of recommender systems for TEL evidences a growing interest
in their development and deployment [3]. Nevertheless traditional open-source
learning management systems such as Moodle lack personalization and adaptiv-
ity [4].
The novelty of this work is the presentation of a Moodle plugin prototype that
provides personalized, progress-based exercise recommendations for navigation
support. The selection is based on a dissimilarity measure between hierarchical
exercise profiles and student competence profiles. This system is being developed
in the context of an adaptive learning project at our distance learning university,
where in-class guidance is provided regularly but not frequently. The system uses
concept-based adaptation with a domain model for students and exercises. The
concept-based approach is known to be very powerful and is able to achieve
precise adaptation [5]. The prototype is currently designed for an undergraduate
course in physics but will be extended to other courses and subjects.
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 669–672, 2016.
DOI: 10.1007/978-3-319-45153-4 88
670 B. Tödtli et al.
Fig. 1. Schematic representation of the hierarchical tree structure of the learning goals
and the superimposed student profile. The successfully solved exercises contribute to
the student’s progress as indicated by the size of the green spheres while the failed
exercise is marked with a red cross. d indicates the depth of the node. (Color figure
online)
Recommending Physics Exercises in Moodle 671
e
Otto tur
engi era p
ne tem g
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asu
me
Ca
he
re
r
at
not
tu
en
ra
gi
units
pe
ma
ne
tem
ch
rature
ine
tempe
lesson 2
lesson 1
thermodynamics
entha
lpy o
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f fusi
as
ort
et
nsp
ra
at
on
ns
he
tra
iti
on
at
he
sta
te d
iag
ram y
s apacit
heat c
Fig. 2. Visualization of the learning progress of the student after solving several exer-
cises. Unattempted topics are colored in gray. A failed exercise results in a red coloring
of a topic if that topic was unattempted previously. Successfully solved exercises con-
tribute to a positive topic score (colored in green) in proportion to their topic relevance
value. The angles covered by the topic segments are proportional to the learning goal
weights assigned by the teacher. (Color figure online)
672 B. Tödtli et al.
3 Progress Visualization
A large body of research exists on the value of formative feedback for learning,
and the premise that good feedback can significantly improve learning processes
is widely shared [6]. The competence profile trees are well suited for progress
visualization. For each topic both the learning goal relevance and the competence
of the student are visualized intuitively using a sunburst diagram (see Fig. 2).
The learning goal relevance is indicated by the angular size of the learning goal
segment. Topics not yet studied are colored in gray and successfully studied
ones using a gray-to-green scale. The scale indicates the sum of topic weights of
correctly solved exercises. Failed topics that were never attempted previously are
visualized in red. The intention is to provide an incentive to the student to cover
all topics. It is done despite the fact that the adaptive navigation support does
not distinguish between unsuccessfully attempted and never attempted topics.
4 Future Work
Acknowledgements. We thank our colleagues from the IFeL (Institut für Fernstu-
dien & eLearningforschung) for the cooperation in the project ALMoo (Adaptive Learn-
ing with Moodle) and fruitful discussions.
References
1. Manouselis, N., Drachsler, H., Vuorikari, R., Hummel, H., Koper, R.: Recommender
systems in technology enhanced learning. In: Ricci, F., Rokach, L., Shapira, B., Kan-
tor, P.B. (eds.) Recommender Systems Handbook, pp. 387–415. Springer, Heidelberg
(2011)
2. Brusilovsky, P.: Adaptive navigation support. In: Brusilovsky, P., Kobsa, A., Nejdl,
W. (eds.) Adaptive Web 2007. LNCS, vol. 4321, pp. 263–290. Springer, Heidelberg
(2007)
3. Drachsler, H., Verbert, K., Santos, O.C., Manouselis, N.: Panorama of recommender
systems to support learning. In: Ricci, F., Rokach, L., Shapira, B. (eds.) Recom-
mender Systems Handbook, 2nd edn. Springer, New York (2015)
4. Tsolis, D., et al.: An adaptive and personalized open source e-learning platform.
Procedia 9, 38–43 (2010)
5. Sosnovsky, S., Brusilovsky, P.: Evaluation of topic-based adaptation and student
modeling in quizguide. User Model. User-Adap. Inter. 25(4), 371–424 (2015)
6. Shute, V.J.: Focus on formative feedback. Rev. Educ. Res. 78, 153–189 (2008)
Learning Analytics for a Puzzle Game
to Discover the Puzzle-Solving Tactics of Players
1 Introduction
There is a growing field of investigation on the application of games as
technology-enhanced learning tools, used to complement or enhance traditional
education [1]. Learning Analytics (LA) and Educational Data Mining (EDM)
can be applied in combination with game analytics to improve game quality and
to support the achievement of learning goals [2,3]. Various methods of analytics
in e-learning and game analytics help researchers make sense of data collected
from user behavior, particularly through the use of modeling techniques [4] such
as Process Mining (PM) [5,6] and cluster analysis [7].
In this paper, we propose the use of LA methods in one specific class of
games: digital puzzle games. This type of game is commonly used for educa-
tional purposes [8], possibly given its typical reliance on problem-solving and on
logical and mathematical intelligence [9]. We describe our approach to explore
c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 673–677, 2016.
DOI: 10.1007/978-3-319-45153-4 89
674 M. Vahdat et al.
the way players learn game skills and solve problems in the game, automatically
extracting players’ tactics and creating reference models for further analysis of
other players’ behavior.
We developed and tested our proposed approach in a puzzle game that offered
an adequate development and testing environment, given its constrained inter-
action, deterministic game engine, clear success criteria, and limited dependence
on external knowledge. Our goal is to define an analytics approach that can
be extended to different types of learning games. Additionally, we aim to use
this approach in the future to support the implementation of automatic adap-
tive features for educational games, such as targeted interventions, appropriate
feedback, and timely hints for the player/learner.
experience. They were asked to play one intermediate level puzzle of the game
as many times as they wanted. They were asked to think aloud for us to take
notes on their reactions, tactics, persistence, etc. The data was used to develop
our analytics approach, explained in the next section.
3 Analytics Approach
We developed a data-driven analytics approach that combines PM and cluster
analysis to discover the way players learn skills, solve problems, and succeed in
a specific puzzle game. In particular, our objective was to discover the clusters
of the tactics applied by the players and identify a reference sequence for each
cluster. We obtained the reference sequences by building the process models of
tactics. These process models identify the most significant activities and transi-
tions through PM. The reference sequences play a central role in validation of
the results. By comparing a player’s process to previously established successful
references, we aim to detect whether the player behaves closely to them.
Our analytics approach comprises of three main steps. A preliminary step
is collecting the data from the game (‘A’ in Fig. 2), as explained in Sect. 2.
The first step is to identify the tactics adopted in the game by players through
cluster analysis (‘B’). In the second step, we aim to obtain the process models of
the identified tactics through PM. These models represent the most significant
components of the tactics which yield references that are central in validation of
our results (‘C’). Finally, we validate the results of cluster analysis and PM by
measuring how the elements of a tactic cluster converge to their reference (‘D’).
4 Conclusions
In this study, we present a novel approach to apply LA methods on interaction
data collected from an open-source puzzle game called Lix. This game is used in
our study because of the value of puzzle games for educational purposes [8,9],
and, as such, developing ways to automatically analyze players’ problem-solving
processes can be a valuable tool for educators and game designers alike.
676 M. Vahdat et al.
Acknowledgments. This work was supported in part by the Erasmus Mundus Joint
Doctorate in Interactive and Cognitive Environments, funded by the EACEA Agency
of the European Commission under EMJD ICE FPA n 2010-0012.
References
1. Erhel, S., Jamet, E.: Digital game-based learning: impact of instructions and feed-
back on motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013)
2. Bohannon, J.: Game-miners grapple with massive data. Science 330(6000), 30–31
(2010)
3. Serrano-Laguna, Á., Torrente, J., Moreno-Ger, P., Fernández-Manjón, B.: Appli-
cation of learning analytics in educational videogames. Entertainment Comput.
5(4), 313–322 (2014)
4. Siemens, G., Baker, R.S.: Learning analytics and educational data mining: towards
communication and collaboration. In: 2nd International Conference on Learning
Analytics and Knowledge, pp. 252–254 (2012)
5. Trcka, N., Pechenizkiy, M., Van Der Aalst, W.: Process Mining from Educational
Data. Chapman & Hall/CRC, London (2010)
6. Vahdat, M., Oneto, L., Anguita, D., Funk, M., Rauterberg, M.: A learning analyt-
ics approach to correlate the academic achievements of students with interaction
data from an educational simulator. In: Design for Teaching and Learning in a
Networked World, pp. 352–366 (2015)
7. Bauckhage, C., Drachen, A., Sifa, R.: Clustering game behavior data. IEEE Trans.
Comput. Intell. AI Games 7(3), 266–278 (2015)
Learning Analytics 677
8. Liu, E.Z.F., Lin, C.H.: Developing evaluative indicators for educational computer
games. Br. J. Educ. Technol. 40(1), 174–178 (2009)
9. Becker, K.: How are games educational? Learning theories embodied in games. In:
DiGRA: Changing Views - Worlds in Play (2005)
10. Naarmann, S.: Lix (2011). https://github.com/SimonN/Lix
11. Carvalho, M.B., Bellotti, F., Hu, J., Baalsrud Hauge, J., Berta, R., Gloria, A.D.,
Rauterberg, M.: Towards a service oriented architecture framework for educational
serious games. In: IEEE 15th International Conference on Advanced Learning
Technologies (ICALT), pp. 147–151 (2015)
Recommending Dimension Weights and Scale
Values in Multi-rubric Evaluations
Abstract. Rubrics are scoring tools that lay out the specific expectations for an
assignment. They are very appropriate tools for formative assessment as they
have proved to be adequate to reduce subjectivity in the evaluation process.
When the evaluation entails several tasks, a rubric for each task should be
defined. However, computing the final score using rubrics is not always a simple
task. On the one hand, each task has its own relevance in the final grade. On the
other hand, the score of each rubric depends on the performance levels achieved
in each dimension and the importance or weight of each dimension. Deter-
mining the most appropriate weight for each task, dimension and performance
level is complex. This paper presents a recommender for settling those values in
a multi-rubric evaluation process.
1 Introduction
Nowadays, using rubrics to evaluate students’ work is becoming very popular. This
interest is due, in part, to the fact that rubrics are scoring tools that lay out the specific
expectations for an assignment, encouraging consistent grading and increasing objec-
tivity in the evaluation [1, 2]. Building any rubric entails defining 4 elements [3].
1. Task description: A brief description of the assignment that will be evaluated.
2. Scale: Levels of performance for the task.
3. Dimensions: Breakdown of the parts involved in the task. The relevance of each
dimension can be represented by its weight on the final rubric score.
4. Description for each performance level: Specific expectations for each dimension.
Rubrics are primarily thought for formative assessment; however, sometimes a final
grade for the course must also be obtained. The final grade for a course involving
several tasks, can be calculated using a weighted average of the grades obtained by the
student in each task (Eq. 1). In this equation, Mi represents the grade obtained by the
student in task i and Wi the weight of task i on the final grade.
P
ðWi Mi Þ
FinalGrade ¼ P ð1Þ
Wi
P
Wi ðgi minÞ
RubricGrade ¼ P ð2Þ
Wi ðmaxi mini Þ
Using rubrics, Eq. (2) is widely used to compute the numeric grade when
dimensions weighted differently are considered. In this equation gi represents the grade
assigned to dimension i, mini and maxi the minimum and maximum grade achievable in
dimension i respectively, and, finally, Wi the weight of dimension i in the final rubric
grade. This equation computes the rubric score as a percentage.
Equations (1) and (2) were integrated into a multi-rubric evaluation system and
tested to obtain the final grade for Final Year Projects (FYPs) in Computer Science. For
this experiment, a set of experts defined a procedure to adequately evaluate FYPs [4],
and identified 6 deliverables or tasks, each of them with different relevance in the
project’s final grade calculation [6]. They also defined a rubric to assess each of the
tasks, its performance levels and the weight for each dimension.
To test the results obtained with the given equations, the evaluation board provided
the estimated grade for each deliverable and the final grade of the project before filling
out the corresponding rubrics. The grades given by the evaluators were used as
gold-standard as their evaluations were assumed to satisfy the evaluation policies for
FYPs. Using the given equations and the weights estimated by the set of experts 1.5
RMSE (over 10) was obtained. This aligns with other studies such as that of Salinas
and Erochko [5]. This shows that determining which are the weights and the values for
the performance levels that better reflect the evaluation policy is not an easy task.
However, there exists no system in the literature that helps adjusting those values.
This paper presents a system that recommends the influence that each element of a
multi-rubric evaluation should have.
The Weight Adjustment System can recommend the weights and influence of the dif-
ferent elements that take part in a rubric-based evaluation. This system proposes the
influence each task should have in the final grade -the Task Adjusted Model (TAM)-,
and it also computes the weights of dimensions and the most appropriate scale-level
values for each one of the involved rubrics (Rubric Element Model or REM).
To obtain each of those models, a dataset with information regarding the evaluation
process is required. Two of the elements considered to build the dataset must be
supplied by the lecturers: the grade the students should have in each task and the final
grade the students should obtain in the course. The last element in the dataset is the
grade obtained for each task using the corresponding rubric. Combining these three
elements allows constructing the datasets for the TAM and REM obtaining processes.
680 M. Villamañe et al.
the features are the performance level assigned to each dimension of the rubrics and the
predicted variables are the estimated grades of the corresponding tasks.
Finally, in the model selection step, the trained evaluation models obtained in the
previous step (REMi) are tested on the corresponding validation set (VSi) to determine
the best performing model to be recommended. To this end, the final grades of the tasks
are computed using the Task Adjusted Model (TAM, Sect. 3.1) and the grades assigned
by each Rubric Element Model (REMi) to the rubrics. The Root-Mean-Squared Error
(RMSE) is used to compare the computed final grades with the course’s grades given
by the lecturers to choose the REMi with the lowest RMSEi.
Rubrics are assessment tools that are becoming very popular. They have very positive
characteristics but they also show some problems. One of the most challenging tasks is
the adjustment of their different weights and values required to obtain a numerical
grade. This problem gets bigger when the course evaluation is based in multiple tasks,
each of them with a different weight in the final grade calculation. To overcome this
problem, a system which automatically adjusts those values has been presented.
Adjusting those values also allows identifying those tasks or dimensions that have
been identified by the experts but that are not statistically significant for obtaining the
final grades (those with a weight of 0). This is, it allows improving the course eval-
uation process removing non-significant tasks or dimensions.
In the near future, the Weight Adjustment System is planned to be used in some
other courses in the Computer Science grade.
Acknowledgements. This work is supported by the Basque Government (IT722-13) and the
University of Basque Country UPV/EHU (UFI11/45).
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