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Katrien Verbert

Mike Sharples
Tomaž Klobucar (Eds.)
LNCS 9891

Adaptive and
Adaptable Learning
11th European Conference
on Technology Enhanced Learning, EC-TEL 2016
Lyon, France, September 13–16, 2016, Proceedings

123
Lecture Notes in Computer Science 9891
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Weizmann Institute of Science, Rehovot, Israel
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Katrien Verbert Mike Sharples

Tomaž Klobučar (Eds.)

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

ISSN 0302-9743 ISSN 1611-3349 (electronic)


Lecture Notes in Computer Science
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DOI 10.1007/978-3-319-45153-4

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Preface

The 11th edition of the European Conference on Technology-Enhanced Learning


(EC-TEL) was held in Lyon (France) during September 13–16, 2016. This volume
collects all peer-reviewed contributions that were included in the exciting program of
this year’s conference.
In the 11th year of its existence, EC-TEL has become the major interdisciplinary
venue for the community of technology-enhanced learning (TEL) researchers in
Europe and worldwide. Furthermore, EC-TEL is a shared opportunity for researchers,
practitioners, educational developers, and policy makers to address current challenges
and advances in the field. Since 2006, EC-TEL has provided a reference point for
relevant state-of-the art research in TEL; first in Crete (Greece, also in 2007), and then
in Maastricht (The Netherlands, 2008), Nice (France, 2009), Barcelona (Spain, 2010),
Palermo (Italy, 2011), Saarbrücken (Germany, 2012), Paphos (Cyprus, 2013), Graz
(Austria, 2014), and Toledo (Spain, 2015).
In these uncertain and turbulent times, it is essential for individuals and organiza-
tions continually to adapt and change. The theme of EC-TEL 2016 was “Adaptive and
Adaptable Learning.” It highlighted developments in learning systems that adapt to the
needs, interests, and abilities of each learner, toward a vision of learning that is per-
sonalized yet social. Effective technology enhanced learning must also be adaptable –
resilient, flexible, and sustainable to meet rapidly changing needs, technologies,
contexts, and policies. The conference explored how research in collaborative and
personalized learning could be combined with new developments in analytics, inter-
action design, social, mobile and ubiquitous technologies, and visualization techniques,
to enhance learning for everyone.
Drawing on the core TEL disciplines of computer science, education, psychology,
cognitive science, and social science, research contributions presented at EC-TEL 2016
addressed topics such as adaptive and adaptable learning, collaborative knowledge
building, motivation and engagement, collaborative learning, game-based learning,
lifelong learning, intelligent learning systems, recommender systems, learning design,
learning analytics, assessment for learning, social computing and social media, massive
open online courses (MOOCs), and wearable and pervasive technologies.
This 2016 edition was again extremely competitive, given the high number of
submissions generated. A total of 148 valid paper submissions were received. Of these,
102 were full papers. All submissions were assigned to at least three members of the
Program Committee (PC) for review. One of the reviewers had the role of leading
reviewer and initiated a discussion in the case of conflicting reviews. All reviews as
well as the discussions were checked and discussed within the team of PC chairs, and
additional reviews or meta-reviews were elicited if necessary. From this process, 26
submissions were selected as full papers (resulting in an acceptance rate for full papers
of 25 %). Additionally, 23 papers were chosen as short papers, eight as demonstrations,
and 33 as posters. Table 1 shows the detailed statistics.
VI Preface

Table 1. Acceptance rate in different submission categories


Published as
Submitted as Full Paper Short Paper Poster Paper Demo Paper
Full Paper 102 26 16 21 2
Short Paper 31 7 8
Poster Paper 9 4
Demo Paper 6 6
Sum 148 26 23 33 8

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.

September 2016 Mike Sharples


Katrien Verbert
Tomaž Klobučar
Organization

Executive Committee
General Chair
Tomaž Klobučar Jožef Stefan Institute, Slovenia

Program Chairs
Mike Sharples The Open University, UK
Katrien Verbert KU Leuven, Belgium

Steering Committee Representative


Ralf Klamma RWTH Aachen University, Germany

Demo and Poster Chairs


Marco Kalz Open University, The Netherlands
Viktoria Pammer-Schindler TU Graz and Know-Center, Austria

Workshop Chair
Christian Glahn University of Applied Sciences HTW Chur,
Switzerland

Industry Chairs
Franck Tarpin Bernard SBT Group, France
Pierre Dubuc OpenClassrooms, France

Doctoral Consortium Chairs


Ulrike Lucke Universität Potsdam, Germany
Katherine Maillet Institut Mines-Télécom, Télécom Ecole de
Management, France

Dissemination Chairs
Christine Michel INSA de Lyon, France
Karim Sehaba Université Lumière Lyon 2, France

Local Organization Chair


Élise Lavoué Université Jean Moulin Lyon 3, France
X Organization

Program Committee

Marie-Helene Abel Muriel Garreta Domingo


Mohammad Al-Smadi Dragan Gasevic
Carlos Alario-Hoyos Sebastien George
Liaqat Ali Denis Gillet
Luis Anido Rifon Fabrizio Giorgini
Inmaculada Arnedillo-Sánchez Carlo Giovannella
Juan I. Asensio-Pérez Christian Glahn
Antonio Balderas Sabine Graf
Merja Bauters Monique Grandbastien
Jason Bernard Andrina Granić
Yolaine Bourda David Griffiths
Manuel Caeiro Rodríguez Begona Gros
Sven Charleer Franka Grünewald
Mohamed Amine Chatti Joerg Haake
Michel Christine Andreas Harrer
Miguel Ángel Conde Ángel Hernández-García
John Cook Davinia Hernández-Leo
Audrey Cooke Sharon Hsiao
Ulrike Cress Seiji Isotani
Alexandra Cristea Isa Jahnke
Mihai Dascalu Marco Kalz
Paul De Bra Nikos Karacapilidis
Carlos Delgado Kloos Michael Kickmeier-Rust
Stavros Demetriadis Andrea Kienle
Christian Depover Barbara Kieslinger
Michael Derntl Ralf Klamma
Philippe Dessus Styliani Kleanthous
Darina Dicheva Joris Klerkx
Stefan Dietze Tomaž Klobučar
Yannis Dimitriadis Johannes Konert
Vania Dimitrova Vitomir Kovanovic
Juan Manuel Dodero Milos Kravcik
Peter Dolog Mart Laanpere
Hendrik Drachsler Lydia Lau
Benedict Du Boulay Élise Lavoué
Martin Ebner Effie Lai-Chong Law
Iria Estévez-Ayres Derick Leony
Baltasar Fernandez-Manjon Elisabeth Lex
Carmen Fernández-Panadero Tobias Ley
Christine Ferraris Andreas Lingnau
Angela Fessl Martin Llamas-Nistal
Beatriz Florian-Gaviria Ulrike Lucke
Serge Garlatti Rose Luckin
Organization XI

Vanda Luengo Adolfo Ruiz Calleja


George Magoulas Demetrios Sampson
Katherine Maillet Olga C. Santos
Nils Malzahn Andreas Schmidt
Jean-Charles Marty Ulrik Schroeder
M. Antonia Martínez-Carreras Karim Sehaba
Manolis Mavrikis Stylianos Sergis
Martin Memmel Mike Sharples
Agathe Merceron Bernd Simon
Riichiro Mizoguchi Peter Sloep
Yishay Mor Sergey Sosnovsky
Pedro J. Muñoz Merino Marcus Specht
Rob Nadolski John Stamper
Carmen L. Padrón-Nápoles Slavi Stoyanov
Viktoria Pammer-Schindler Kairit Tammets
Pantelis Papadopoulos Stefano Tardini
Abelardo Pardo Pierre Tchounikine
Kai Pata Stefaan Ternier
Mar Perez-Sanagustin Vladimir Tomberg
Zinayida Petrushyna Christoph Trattner
Niels Pinkwart Stefan Trausan-Matu
Kaska Porayska-Pomsta Katrien Verbert
Michael Prilla Jo Wake
Christoph Rensing Fridolin Wild
Bart Rienties Raphael Zender

Additional Reviewers

Vasiliki Aidinopoulou Christopher Krauss


Muhammad Anwar Amna Liaqat
Cecilia Avila Garzon Daniyal Liaqat
Oliver Blunk Tobias Moebert
Mutlu Cukurova Jelena Nakic
Jort de Vreeze Manuel Palomo-Duarte
Nour El Mawas Patricia Santos
Danny Flemming Hendrik Thüs
Christoph Greven Ina von der Beck
Julio Guerra Matthias Weise
Wayne Holmes
Contents

Full Papers

A Semantic-Driven Model for Ranking Digital Learning Objects Based


on Diversity in the User Comments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Entisar Abolkasim, Lydia Lau, and Vania Dimitrova

Social Facilitation Due to Online Inter-classrooms Tournaments . . . . . . . . . . 16


Roberto Araya, Carlos Aguirre, Manuel Bahamondez, Patricio Calfucura,
and Paulina Jaure

How to Attract Students’ Visual Attention . . . . . . . . . . . . . . . . . . . . . . . . . 30


Roberto Araya, Danyal Farsani, and Josefina Hernández

Creating Effective Learning Analytics Dashboards: Lessons Learnt . . . . . . . . 42


Sven Charleer, Joris Klerkx, Erik Duval, Tinne De Laet,
and Katrien Verbert

Retrieval Practice and Study Planning in MOOCs: Exploring


Classroom-Based Self-regulated Learning Strategies at Scale . . . . . . . . . . . . 57
Dan Davis, Guanliang Chen, Tim van der Zee, Claudia Hauff,
and Geert-Jan Houben

“Keep Your Eyes on ’em all!”: A Mobile Eye-Tracking Analysis


of Teachers’ Sensitivity to Students . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Philippe Dessus, Olivier Cosnefroy, and Vanda Luengo

Flipped Classroom Model: Effects on Performance, Attitudes


and Perceptions in High School Algebra . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Peter Esperanza, Khristin Fabian, and Criselda Toto

Argumentation Identification for Academic Support


in Undergraduate Writings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Jesús Miguel García Gorrostieta and Aurelio López-López

Mobile Grading Paper-Based Programming Exams: Automatic Semantic


Partial Credit Assignment Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
I-Han Hsiao

Which Algorithms Suit Which Learning Environments? A Comparative


Study of Recommender Systems in TEL . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Simone Kopeinik, Dominik Kowald, and Elisabeth Lex
XIV Contents

Discouraging Gaming the System Through Interventions of an Animated


Pedagogical Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Thiago Marquez Nunes, Ig Ibert Bittencourt, Seiji Isotani,
and Patricia A. Jaques

Multi-device Territoriality to Support Collaborative Activities:


Implementation and Findings from the E-Learning Domain . . . . . . . . . . . . . 152
Jean-Charles Marty, Audrey Serna, Thibault Carron, Philippe Pernelle,
and David Wayntal

Refinement of a Q-matrix with an Ensemble Technique Based


on Multi-label Classification Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Sein Minn, Michel C. Desmarais, and ShunKai Fu

When Teaching Practices Meet Tablets’ Affordances. Insights


on the Materiality of Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Jalal Nouri and Teresa Cerratto Pargman

A Peer Evaluation Tool of Learning Designs . . . . . . . . . . . . . . . . . . . . . . . 193


Kyparisia A. Papanikolaou, Εvagellia Gouli, Katerina Makrh,
Ioannis Sofos, and Maria Tzelepi

Learning in the Context of ManuSkills: Attracting Youth to Manufacturing


Through TEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Stefano Perini, Maria Margoudi, Manuel Oliveira, and Marco Taisch

Does Taking a MOOC as a Complement for Remedial Courses Have


an Effect on My Learning Outcomes? A Pilot Study on Calculus . . . . . . . . . 221
Mar Pérez-Sanagustín, Josefina Hernández-Correa, Claudio Gelmi,
Isabel Hilliger, and María Fernanda Rodriguez

Are You Ready to Collaborate? An Adaptive Measurement of Students’


Arguing Skills Before Expecting Them to Learn Together . . . . . . . . . . . . . . 234
Chrysi Rapanta

Examining the Effects of Social Media in Co-located Classrooms:


A Case Study Based on SpeakUp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
María Jesús Rodríguez-Triana, Adrian Holzer, Luis P. Prieto,
and Denis Gillet

Enhancing Public Speaking Skills - An Evaluation of the Presentation


Trainer in the Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Jan Schneider, Dirk Börner, Peter van Rosmalen, and Marcus Specht

How to Quantify Student’s Regularity? . . . . . . . . . . . . . . . . . . . . . . . . . . . 277


Mina Shirvani Boroujeni, Kshitij Sharma, Łukasz Kidziński,
Lorenzo Lucignano, and Pierre Dillenbourg
Contents XV

Nurturing Communities of Inquiry: A Formative Study


of the DojoIBL Platform . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Ángel Suárez, Stefaan Ternier, Fleur Prinsen, and Marcus Specht

Inferring Student Attention with ASQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306


Vasileios Triglianos, Cesare Pautasso, Alessandro Bozzon,
and Claudia Hauff

Chronicle of a Scenario Graph: From Expected to Observed Learning Path . . . 321


Mathieu Vermeulen, Nadine Mandran, and Jean-Marc Labat

Adaptive Testing Using a General Diagnostic Model . . . . . . . . . . . . . . . . . . 331


Jill-Jênn Vie, Fabrice Popineau, Yolaine Bourda, and Éric Bruillard

How Teachers Use Data to Help Students Learn: Contextual Inquiry


for the Design of a Dashboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Françeska Xhakaj, Vincent Aleven, and Bruce M. McLaren

Short Papers

Assessing Learner-Constructed Conceptual Models and Simulations


of Dynamic Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
Bert Bredeweg, Jochem Liem, and Christiana Nicolaou

Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring . . . 363
Natasa Brouwer, Bert Bredeweg, Sander Latour, Alan Berg,
and Gerben van der Huizen

Predicting Academic Performance Based on Students’ Blog


and Microblog Posts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Mihai Dascalu, Elvira Popescu, Alexandru Becheru, Scott Crossley,
and Stefan Trausan-Matu

Take up My Tags: Exploring Benefits of Meaning Making


in a Collaborative Learning Task at the Workplace . . . . . . . . . . . . . . . . . . . 377
Sebastian Dennerlein, Paul Seitlinger, Elisabeth Lex, and Tobias Ley

Consistency Verification of Learner Profiles in Adaptive Serious Games . . . . 384


Aarij Mahmood Hussaan and Karim Sehaba

MoodlePeers: Factors Relevant in Learning Group Formation for Improved


Learning Outcomes, Satisfaction and Commitment in E-Learning
Scenarios Using GroupAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
Johannes Konert, Henrik Bellhäuser, René Röpke, Eduard Gallwas,
and Ahmed Zucik
XVI Contents

Towards a Capitalization of Processes Analyzing Learning


Interaction Traces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 397
Alexis Lebis, Marie Lefevre, Vanda Luengo, and Nathalie Guin

Improving Usage of Learning Designs by Teachers: A Set of Concepts


for Well-Defined Problem Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . 404
Anne Lejeune, Viviane Guéraud, and Nadine Mandran

Immersion and Persistence: Improving Learners’ Engagement in Authentic


Learning Situations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 410
Guillaume Loup, Audrey Serna, Sébastien Iksal, and Sébastien George

STI-DICO: A Web-Based ITS for Fostering Dictionary Skills


and Knowledge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416
Alexandra Luccioni, Jacqueline Bourdeau, Jean Massardi,
and Roger Nkambou

PyramidApp: Scalable Method Enabling Collaboration in the Classroom . . . . 422


Kalpani Manathunga and Davinia Hernández-Leo

From Idea to Reality: Extensive and Executable Modeling Language


for Mobile Learning Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428
Iza Marfisi-Schottman, Pierre-Yves Gicquel, Aous Karoui,
and Sébastien George

Combining Adaptive Learning with Learning Analytics: Precedents


and Directions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434
Anna Mavroudi, Michail Giannakos, and John Krogstie

An Adaptive E-Learning Strategy to Overcome the Inherent Difficulties


of the Learning Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Anna Mavroudi, Thanasis Hadzilacos, and Charoula Angeli

Evaluating the Effectiveness of an Affective Tutoring Agent


in Specialized Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
Aydée Liza Mondragon, Roger Nkambou, and Pierre Poirier

MOOC Design Workshop: Educational Innovation with Empathy


and Intent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453
Yishay Mor, Steven Warburton, Rikke Toft Nørgård,
and Pierre-Antoine Ullmo

OERauthors: Requirements for Collaborative OER Authoring Tools


in Global Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 460
Irawan Nurhas, Jan M. Pawlowski, Marc Jansen, and Julia Stoffregen

Virtual Reality for Training Doctors to Break Bad News . . . . . . . . . . . . . . . 466


Magalie Ochs and Philippe Blache
Contents XVII

User Motivation and Technology Acceptance in Online Learning


Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 472
Maxime Pedrotti and Nicolae Nistor

Reflective Learning at the Workplace - The MIRROR Design Toolbox . . . . . 478


Sobah Abbas Petersen, Ilaria Canova-Calori, Birgit R. Krogstie,
and Monica Divitini

Toward a Play Management System for Play-Based Learning . . . . . . . . . . . . 484


Eric Sanchez, Claudine Piau-Toffolon, Lahcen Oubahssi, Audrey Serna,
Iza Marfisi-Schottman, Guillaume Loup, and Sébastien George

The Blockchain and Kudos: A Distributed System for Educational Record,


Reputation and Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 490
Mike Sharples and John Domingue

Game-Based Training for Complex Multi-institutional Exercises


of Joint Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 497
Alexander Streicher, Daniel Szentes, and Alexander Gundermann

Demo Papers

DALITE: Asynchronous Peer Instruction for MOOCs . . . . . . . . . . . . . . . . . 505


Sameer Bhatnagar, Nathaniel Lasry, Michel Desmarais,
and Elizabeth Charles

Digital and Multisensory Storytelling: Narration with Smell, Taste


and Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 509
Raffaele Di Fuccio, Michela Ponticorvo, Fabrizio Ferrara,
and Orazio Miglino

A Platform for Social Microlearning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513


Bernhard Göschlberger

A Framework to Enhance Adaptivity in Moodle . . . . . . . . . . . . . . . . . . . . . 517


Ioannis Karagiannis and Maya Satratzemi

Refugees Welcome: Supporting Informal Language Learning


and Integration with a Gamified Mobile Application . . . . . . . . . . . . . . . . . . 521
Hong Yin Ngan, Anna Lifanova, Juliane Jarke, and Jan Broer

DEDOS-Player: Educational Activities for Touch Devices . . . . . . . . . . . . . . 525


David Roldán-Álvarez, Estefanía Martín, Óscar Martín Martín,
and Pablo A. Haya

The Booth: Bringing Out the Super Hero in You . . . . . . . . . . . . . . . . . . . . 529


Jan Schneider, Dirk Börner, Peter van Rosmalen, and Marcus Specht
XVIII Contents

DojoIBL: Nurturing Communities of Inquiry . . . . . . . . . . . . . . . . . . . . . . . 533


Angel Suarez, Stefaan Ternier, Fleur Prinsen, and Marcus Specht

Poster Papers

Towards an Automated Assessment Support for Student Contributions


on Multiple Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539
Oula Abu-Amsha, Nicolas Szilas, and Daniel K. Schneider

Experiments on Virtual Manipulation in Chemistry Education. . . . . . . . . . . . 543


Shaykhah S. Aldosari and Davide Marocco

A Survey Study to Gather Requirements for Designing a Mobile Service


to Enhance Learning from Cultural Heritage. . . . . . . . . . . . . . . . . . . . . . . . 547
Alaa Alkhafaji, Sanaz Fallahkhair, Mihaela Cocea,
and Jonathan Crellin

Inspiring the Instructional Design Process Through Online


Experience Sharing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 551
Grégory Bourguin, Bénédicte Talon, Insaf Kerkeni,
and Arnaud Lewandowski

An Approach to the TEL Teaching of Non-technical Skills


from the Perspective of an Ill-Defined Problem. . . . . . . . . . . . . . . . . . . . . . 555
Yannick Bourrier, Francis Jambon, Catherine Garbay,
and Vanda Luengo

Towards a Context-Based Approach Assisting Learning Scenarios Reuse . . . . 559


Mariem Chaabouni, Mona Laroussi, Claudine Piau-Toffolon,
Christophe Choquet, and Henda Ben Ghezala

Revealing Behaviour Pattern Differences in Collaborative Problem Solving . . . 563


Mutlu Cukurova, Katerina Avramides, Rose Luckin,
and Manolis Mavrikis

DevOpsUse for Rapid Training of Agile Practices Within Undergraduate


and Startup Communities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 570
Peter de Lange, Petru Nicolaescu, Ralf Klamma, and István Koren

Towards an Authoring Tool to Acquire Knowledge for ITS Teaching


Problem Solving Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 575
Awa Diattara, Nathalie Guin, Vanda Luengo, and Amélie Cordier

Kodr: A Customizable Learning Platform for Computer Science Education. . . . 579


Amr Draz, Slim Abdennadher, and Yomna Abdelrahman
Contents XIX

A Reflective Quiz in a Professional Qualification Program for Stroke


Nurses: A Field Trial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 583
Angela Fessl, Gudrun Wesiak, and Viktoria Pammer-Schindler

Helping Teachers to Help Students by Using an Open Learner Model . . . . . . 587


Blandine Ginon, Matthew D. Johnson, Ali Turker,
and Michael Kickmeier-Rust

Personalized Rooms Based Recommendation as a Mean for Increasing


Students’ Activity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 591
Veronika Gondova, Martin Labaj, and Maria Bielikova

Detecting and Supporting the Evolving Knowledge Interests


of Lifelong Professionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595
Oluwabukola Mayowa Ishola and Gordon McCalla

Boosting Vocational Education and Training in Small Enterprises . . . . . . . . . 600


Miloš Kravčík, Kateryna Neulinger, and Ralf Klamma

Supporting Teaching Teams in Personalizing MOOCs Course Paths . . . . . . . 605


Marie Lefevre, Nathalie Guin, Jean-Charles Marty, and Florian Clerc

Increasing Pupils’ Motivation on Elementary School with Help of Social


Networks and Mobile Technologies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 610
Václav Maněna, Roman Dostál, Štěpán Hubálovský,
and Marie Hubálovská

Understanding Collective Behavior of Learning Design Communities . . . . . . 614


Konstantinos Michos and Davinia Hernández-Leo

A Value Model for MOOCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 618


Yishay Mor, Marco Kalz, and Jonatan Castano-Munoz

Framework for Learner Assessment in Learning Games . . . . . . . . . . . . . . . . 622


Mathieu Muratet, Amel Yessad, and Thibault Carron

A Bayesian Network for the Cognitive Diagnosis of Deductive Reasoning . . . 627


Ange Tato, Roger Nkambou, Janie Brisson, Clauvice Kenfack,
Serge Robert, and Pamela Kissok

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

Bio-inspired Computational Algorithms in Educational and Serious Games:


Some Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 636
Michela Ponticorvo, Andrea Di Ferdinando, Davide Marocco,
and Orazio Miglino
XX Contents

Learning Experiences Using Tablets with Children and People with Autism
Spectrum Disorder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640
David Roldán-Álvarez, Ana Márquez-Fernández, Estefanía Martín,
and Cristian Guzmán

Introducing the U.S. Cyberlearning Community . . . . . . . . . . . . . . . . . . . . . 644


Jeremy Roschelle, Shuchi Grover, and Marianne Bakia

Future Research Directions for Innovating Pedagogy . . . . . . . . . . . . . . . . . . 648


Jeremy Roschelle, Louise Yarnall, Mike Sharples,
and Patrick McAndrew

Platform Oriented Semantic Description of Pattern-Based


Learning Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 652
Zeyneb Tadjine, Lahcen Oubahssi, Claudine Piau-Toffolon,
and Sébastien Iksal

Model of Articulation Between Elements of a Pedagogical Assistance . . . . . . 656


Le Vinh Thai, Stéphanie Jean-Daubias, Marie Lefevre,
and Blandine Ginon

Simulation-Based CALL Teacher Training . . . . . . . . . . . . . . . . . . . . . . . . . 660


Ilaria Torre, Simone Torsani, and Marco Mercurio

Adaptable Learning and Learning Analytics: A Case Study


in a Programming Course. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 665
Hallvard Trætteberg, Anna Mavroudi, Michail Giannakos,
and John Krogstie

Recommending Physics Exercises in Moodle Based on Hierarchical


Competence Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669
Beat Tödtli, Monika Laner, Jouri Semenov, and Beatrice Paoli

Learning Analytics for a Puzzle Game to Discover the Puzzle-Solving


Tactics of Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 673
Mehrnoosh Vahdat, Maira B. Carvalho, Mathias Funk,
Matthias Rauterberg, Jun Hu, and Davide Anguita

Recommending Dimension Weights and Scale Values in Multi-rubric


Evaluations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678
Mikel Villamañe, Ainhoa Álvarez, Mikel Larrañaga,
and Begoña Ferrero

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 683


Full Papers
A Semantic-Driven Model for Ranking Digital
Learning Objects Based on Diversity
in the User Comments

Entisar Abolkasim(&), Lydia Lau, and Vania Dimitrova

University of Leeds, Leeds LS2 9JT, UK


{sc10ena,L.M.S.Lau,V.G.Dimitrova}@Leeds.ac.uk

Abstract. This paper presents a computational model for measuring diversity


in terms of variety, balance and disparity. This model is informed by the Stir-
ling’s framework for understanding diversity from social science and under-
pinned by semantic techniques from computer science. A case study in learning
is used to illustrate the application of the model. It is driven by the desire to
broaden learners’ perspectives in an increasingly diverse and inclusive society.
For example, interpreting body language in a job interview may be influenced
by the different background of observers. With the explosion of digital objects
on social platforms, selecting the appropriate ones for learning can be chal-
lenging and time consuming. The case study uses over 2000 annotated com-
ments from 51 YouTube videos on job interviews. Diversity indicators are
produced based on the comments for each video, which in turn facilitate the
ranking of the videos according to the degree of diversity in the comments for
the selected domain.

Keywords: Diversity model for learning  Semantics  User comments


analytics  Video rating

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/.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 3–15, 2016.
DOI: 10.1007/978-3-319-45153-4_1
4 E. Abolkasim et al.

perspectives or expertise by users from different backgrounds. This research aims to


analyse the social cloud (e.g. YouTube videos with associated user comments, user
profiles and other metadata) for the identification and ranking of suitable videos.
Combining social computing and semantic techniques, this paper attempts to answer
the following research questions:
Q1 What metrics can be used to measure diversity in user comments?
Q2 How to rank videos based on diversity in user comments?

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.

3 A Semantic-Driven Diversity Model

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.

Every comment t 2 T is associated with a user ut 2 U and a digital object dt 2 D


where ut has made t while interacting with dt in a social space. The textual comments
created by a user u 2 U are denoted with T ðuÞ ¼ ft1 ; t2 ; . . .; tnu g; it is assumed that
TðuÞ 6¼ ;. Similarly, the textual comments associated with a digital object d 2 D are
denoted with T ðd Þ ¼ ft1 ; t2 ; . . .; tnd g
It is assumed that some data are available to characterise the digital objects and the
users. A digital object d 2 D can have some metadata that represents key features, e.g.
title, author, media type (e.g. video, text, and image), and date. These metadata are
presented as a vector metadataðd Þ ¼ hf1 ; f2 ; . . .; fnd i. Similarly, it is assumed that for
every user u 2 U some profile data is collected, e.g. user age, gender, nationality,
expertise. This is captured in a user profile vector userProfileðuÞ ¼ hp1 ; p2 ; . . .; pnu i.
Semantic Underpinning. As the starting point for the semantic-driven analytics
pipeline, the textual comments would be semantically annotated using an ontology X
representing the domain of interest. The set of annotated comments will be used for the
diversity analysis.
Domain Ontology. The ontology X is structured as X ¼ \EX ; HX [ , where:EX is a
set of ontology entities EX ¼ CX [ IX , where CX is a set of classes that represent the
domain categories, IX is a set of instances representing the individuals which belonging
to the classes, and CX \ IX ¼ ;.
HX is a set of hierarchical  relationships
 between entities H ¼ fsubClassOf;
instanceOfg, where subClassOf ei ; ej ; ei ; ej 2 CX ; ei 6¼ ej defines that ei is a subclass
 
of ej ; and instanceOf ei ; ej ; ei 2 IX ; ej 2 CX defines that ei is an instance of class ej .
Semantic Annotation. Every comment t 2 T is tagged with a set of entities
Et ¼ fe1 ; e2 ; . . .; ent g, where Et EX . The set of ontology
S entities associated with all
comments in T ¼ ft1 ; t2 ; . . .; tn g is denoted as E ¼ i¼1::n Eti .

3.2 Metrics for Domain Diversity


Measuring diversity requires the identification of the system elements and categories of
the system elements [19]. For this paper, the system elements are E - the entities used in
annotating the user comments. The categories in which system elements can be
apportioned are CX - domain ontology classes. Therefore, the diversity dimensions -
variety, balance and disparity of domain diversity of the digital objects, are defined as
follows:
Variety v. The number of ontology super classes (i.e. domain categories) into which
the entities from annotation (i.e. system elements) are apportioned.

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

and mc is the medoid2 of category c.

4 An Overview of SeDDAT- Semantic-Driven Diversity


Analytics Tool

Implementation: The semantically-driven model is operationalised using Java, Jena


APIs and SPARQL queries resulting in the semantic-driven diversity analytics tool,
SeDDAT. It is depicted on the right hand side of Fig. 1.
Input: SeDDAT takes as an input the annotated user comments, ontology that rep-
resents the domain of interest and used for annotating the comments, user profile and

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.

5 A Case Study- Application of SeDDAT on Video Ranking

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.

5.1 Input Dataset


The input dataset was an xml file, obtained from a previous study by Despotakis [23]. It
contains (a) videos metadata: video ID, URIs of the YouTube videos on job interviews
with associated title, category, author, duration, (b) user profiles: nickname, age,
gender, location, and occupation, and (c) annotated comments: comments with asso-
ciated ontology entities and their URIs. A body language ontology was used to
semantically annotate the comments (an automated process).
The assumption for SeDDAT is that the ontology and the semantic annotations of
the comments are sound. Only a subset of the data was used for this study:
– 51 videos were randomly selected from over 200 videos.
– 2949 associated comments were extracted.
– 1223 unique entities from annotations were extracted.

5.2 The Domain Ontology


Body language3 ontology, which was used to semantically annotate the comments and
assist the process of calculating the diversity dimensions, has eight domain categories
(top super classes): body motion; body position; body language; body language signal
meaning; body sense function; object; kinesics; and nonverbal communication (see
Fig. 2).

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.

5.4 Analyses and Discussion


A combination of quantitative and qualitative analysis of the results was conducted to
acquire a deeper understanding on the nature of diversity highlighted. Inspired by
Rafols et al. [18], this study used more than one indicator for diversity in user com-
ments. Each diversity dimension was used separately to rank the videos and then in
combination. Answers to the following questions were sought:
Q1 What does it mean to be ranked top or bottom based on variety?
Q2 What does it mean to be ranked top or bottom based on balance?
Q3 What does it mean to be ranked top or bottom based on disparity?
Q4 What if the three diversity dimensions are used in combination for ranking?

(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 2. The sample videos ordered top to bottom according to variety.


Video ID #Comments #Entities Variety Balance Disparity
402 425 105 6 1.14 10.65
788 45 35 5 0.75 15.95
209 74 48 4 0.68 20.08
403 293 68 4 0.85 14.83
363 4 16 3 0.39 25.28
103 25 6 2 0.32 39.4
190 5 2 1 0.01 60.5

Table 3. The sample videos ordered top to bottom according to balance.


Video ID #Comments #Entities Variety Balance Disparity
402 425 105 6 1.14 10.65
403 293 68 4 0.85 14.83
788 45 35 5 0.75 15.95
209 74 48 4 0.68 20.08
363 4 16 3 0.39 25.28
103 25 6 2 0.32 39.4
190 5 2 1 0.01 60.5

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.

Table 5. The sample videos ordered top to bottom according to disparity.


Video ID #Comments #Entities Variety Balance Disparity
190 5 2 1 0.01 60.5
103 25 6 2 0.32 39.4
363 4 16 3 0.39 25.28
209 74 48 4 0.68 20.08
788 45 35 5 0.75 15.95
403 293 68 4 0.85 14.83
402 425 105 6 1.14 10.65

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.

A high number of domain-related comments is likely to result in a high number of


entities from annotations, but what is important is that the entities from annotating the
comments must be: apportioned to many domain categories to be ranked high based on
variety, or well proportioned across the domain categories to be ranked high based on
balance, or widely dispersed within the domain categories to be ranked high based on
disparity.
A visual inspection of the coverage of domain categories by entities was conducted.
Figure 3 shows two snapshots of the dispersion of the entities from annotations of
videos 190 and 402 within the domain category body language signal meaning.
A Semantic-Driven Model for Ranking Digital Learning Objects 13

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.

(4) Ranking Based on a Combination of Diversity Dimensions. One way of ranking


based on the combined diversity dimensions is to rank based on variety first, then
balance and then disparity (e.g. largest to smallest). This was raised by the question
“How to differentiate videos with the same variety index?” such as, videos 403 and 209
in Table 5.

6 Conclusion and Future Work

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

Roberto Araya(&), Carlos Aguirre, Manuel Bahamondez,


Patricio Calfucura, and Paulina Jaure

Centro de Investigación Avanzada en Educación,


Universidad de Chile, Santiago, Chile
roberto.araya.schulz@gmail.com

Abstract. In this paper we explore the impact of an inter-classrooms math


tournament implemented through internet. The strategy is to increase learning
through intra-classroom collaboration generated by inter-classroom competition.
Ten fourth grade classes with all their students from eight schools participated.
During previous weeks students practiced on-line and played a cloud based
board game designed to learn word problems. Afterwards, all students partici-
pated on an inter-classroom tournament. They played on-line synchronously
during 60 min. The game was played in dyads formed from different schools.
The list of each classroom average score was published every 5 min on each
student computer. We found an important social facilitation effect: a significant
improvement on the performance of male students weak on math, and therefore
a reduction on the performance gap between mathematically weak and strong
male students. The improvement of female students weak on math was also
significant but lower.

Keywords: Game based learning  Learner affect  Motivation and


engagement  ICT inclusion for learning

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.

3 Results and Discussion

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.

3.1 Possible Explanations Based on Differences in Difficulty Level


One possible explanation for this result is that the math included in the game is easier
than the math used in the online tests to calculate the GPA. If this explanation were
valid, then all of the students should have done better. Since the strong students are
close to the maximum score, their improvement during the tournament is less than the
improvement made by the weak students, and therefore the gap is reduced. However,
the mean performance by the strong students in the tournament did not differ much
from the mean of their GPA. Although it is a statistically significant difference, they are
still far from 7, the perfect score. In other words, they only performed slightly better.
Their mean improved by only 0.28 points compared to their GPA. In terms of SD, this
improvement is 19 % of the SD of the scores from the tournament and 50 % of the SD
of the GPA. Moreover, 34.6 % of the strong students performed worse during the
tournament than their respective GPA.
Another possible explanation is that there were two different kinds of math ques-
tions used in the Espiral Mágico game: very easy and very difficult. If this were the
case, then there would be no medium-difficulty problems, and therefore all of the
students would have performed similarly. However, the variation in student perfor-
mance for the tournament was very high compared to the variation in GPAs. The SD of
the performance by strong students during the tournament was 1.47. This is much
higher than the SD of their GPAs, which was 0.56. Similarly, the SD of the perfor-
mance by the weak students during the tournament was 1.74, which is much higher
than the SD of their GPAs, which was 0.64. Therefore, this second explanation does
not match the data. After ruling out these two possibilities, the most plausible expla-
nation is that the weak students learned more in the tournament than the strong ones.

3.2 Possible Explanation Based on the Game-like Nature of the Activity


One possible cause of the significant improvement by the weak students is the
game-like nature of the activity. To explore this hypothesis we shall analyze the data
Social Facilitation Due to Online Inter-classrooms Tournaments 23

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.

3.3 Possible Explanation Based on the Inter-classroom Nature


of the Tournament
The hypothesis regarding the game-based nature of the activity includes two probable
causes for the improvement made by the weak students: the game-based nature of the
activity and/or the inter-classroom nature of the tournament. In order to try to dis-
ambiguate these two possible causes, we shall now analyze the next two training
24 R. Araya et al.

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.

Table 1. Preferences for practicing math problems


Males Females Total
I prefer doing exercises using the Espiral Mágico Board 33.80 % 25.90 % 30.50 %
Game with a rival from another school
I prefer doing exercises using the Espiral Mágico Board 29.70 % 20.40 % 25.80 %
Game with a rival from my class
I prefer doing exercises using the Espiral Mágico Board 9.50 % 5.60 % 7.80 %
Game with a bot rival
I prefer doing exercises on my own on the computer 12.20 % 16.70 % 14.10 %
I prefer doing exercises on my own in my notebook 5.40 % 24.10 % 13.30 %
I prefer doing exercises on the whiteboard 9.50 % 7.40 % 8.60 %

4 Conclusions and Practical Implications

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.

Acknowledgements. We are thankful to Gonzalo Navarrete, mayor of the district of Lo Prado


and President of the Comisión de Educación de la Asociación Chilena de Municipalidades; to
Maximiliano Ríos, Director of Corporación Lo Prado; to Jorge Morkoff from Santa Rita school;
to Basal Funds for Centers of Excellence Project FB 0003 from the Associative Research
Program of 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.
28 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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How to Attract Students’ Visual Attention

Roberto Araya(&), Danyal Farsani, and Josefina Hernández

Centro de Investigación Avanzada en Educación,


Universidad de Chile, Santiago, Chile
roberto.araya.schulz@gmail.com,
danyalfarsani@corpotalk.co.uk,
josefina.hernandez@ciae.uchile.cl

Abstract. Attracting students’ visual attention is critical in order for teachers to


teach classes, communicate core concepts and emotionally connect with their
students. In this paper we analyze two months of video recordings taken from a
fourth grade class in a vulnerable school, where, every day, a sample of 3
students wore a mini video camera mounted on eyeglasses. We looked for
scenes from the recordings where the teacher appears in the students’ visual
field, and computed the average duration of each event. We found that the
student’s gaze on the teacher lasted 44.9 % longer when the teacher gestured
than when he did not, with an effect size (Cohen’s d) of 0.69. The data also
reveals different effects for gender, subject matter, and student Grade Point
Average (GPA). The effect of teacher gesturing on students with a low GPA is
higher than on students’ with a high GPA. These findings may have broad
significance for improving teaching practices.

Keywords: Eye gaze  Hand gestures  Video analysis  Classroom practices

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.

1.1 The Role of Gestures in Teaching and Learning


Understanding classroom communication has been a curious and an interesting area of
research [32]. However, classroom communication is not only restricted to verbal
messages, which has traditionally been the focus of study. An important aspect of
communication in teaching and learning is its multimodal nature [13], which is
embodied in learning [25]. The term multimodality refers to the complex repertoire of
semiotic resources that interlocutors draw on in different social encounters. For
example, a multimodal approach involves looking at language and other means of
making meaning, such as images, text, graphic symbols, and gestures [22]. In recent
years, researchers have looked at how gestures are used in facilitating language pro-
duction, as well as promoting learner comprehension [1, 24].
Speakers adjust the frequency and size of their gestures in accordance with how
likely a gesture is to benefit their listener’s understanding [21]. Gestures have been
found to complement the verbal message beyond their semantic meaning. Farsani [12]
examined a teacher’s gestural representation that helped convey both the concept and a
new mathematic register to bilingual learners with different levels of English profi-
ciency. In describing the mathematical notion of ‘isosceles triangle’, the classroom
teacher pointed to his eyes as he uttered ‘isosceles’ in his speech. Phonologically, there
is a strong connection between ‘isosceles’ and how it is pronounced (eye-sosceles).
Therefore, the teacher’s gesture acted as a mnemonic device to help remember key
terminology and a mathematical concept by emphasizing how our eyes are like the two
identical sides of an isosceles triangle. Gestures may be more helpful to listeners with
weak verbal skills than to listeners with strong verbal skills [21]. However, it is
important not to overinflate gestures as interpretive resources. As with any other form
of data in qualitative research, gestures are transitory, ephemeral, partial and incom-
plete, and need to be considered and evaluated in relation to their accompanying verbal
message. Particular attention must therefore be paid to ‘hearing gestures’ [16], in the
same way that it is important to ‘hear’ speech. Speakers often change the size of their
gestures, as though they intend for larger gestures to be particularly communicative,
while also producing larger gestures when they are describing information that is
unknown to their listener or when they are particularly motivated to communicate
clearly [21]. Given this, we are therefore interested in discovering to what extent
students glean information from their teacher’s gestures. What is really happening from
the students’ perspective when a teacher is gesturing? Where exactly do learners place
their visual attention when a teacher is gesturing?
Traditional research into classroom interaction often fails to acknowledge the
reciprocal visual attention between students and the classroom teacher. Only recently
has technology allowed researchers to look into the ‘black box’ of classroom practices.
For example, a gaze tracker has enabled researchers to document and identify fine-grain
information about learners’ visual attention in real-time or moment-to-moment activ-
ities as they are engaged in their routine classroom practices [15, 29, 34]. As a
methodology, gaze tracking seems to be a promising tool for fine-grain analysis of
meaning-making practices during classroom communication, as well as student
attention. To our knowledge, no previous study has ever analyzed the duration of
students’ visual attention while the teacher is naturally and spontaneously gesturing
How to Attract Students’ Visual Attention 33

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.

2 Process of Data Collection and Analysis

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

Fig. 3. Two consecutive frames illustrating when the teacher is gesturing

3 Results and Discussion

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

This gave us a value of 0.69.


We also analyzed the students according to their GPA, whereby students with an
above-average GPA are defined as having a “High GPA” and students with a
below-average GPA as having a “Low GPA”. We obtained 63 scenes where high GPA
students looked at the teacher and only 20 scenes where low GPA students looked at
him. Even so, of the 63 scenes when High GPA students look at the teacher, only 46 %
correspond to when he is gesturing. In contrast, of the 20 scenes from when the low
GPA students look at the teacher, 70 % correspond to when he gestures. The p-value of
the difference between these proportions is 0.031, with a Cohen’s d of 0.48. This means
that low GPA students focus their attention on the teacher more when he gestures than
High GPA students, compared with when he does not gesture.
Let us now compare and contrast the students’ visual attention in mathematics
lessons, compared to all other subjects. For mathematics lessons, we found 29 scenes:
13 from instances where no gestures were made and 16 from moments in which the
teacher made gestures. We found a mean of 2.69 s with a standard deviation of 1.18 for
when no gestures were made, versus 3.94 s for instances when gestures were made,
with a standard deviation of 2.41 (p-value 0.1, Cohen’s d 0.64). Even though these
differences are not statistically significant, there is a 46.8 % increase in the students’
visual attention for moments in which the teacher made gestures in the mathematics
classrooms. Furthermore, it appears that in mathematics lessons students visually pay
more attention to the teacher (regardless of whether he is making a gesture or not) than
in any other subject. In addition to this, if the teacher gestures in a mathematics class,
69 % of the students will look at him, whereas when he gestures in other subjects, only
50 % will look at him. The difference in these proportions has a p-value of 0.049, and
Cohen’s d of 0.38 (Tables 1 and 2).
How to Attract Students’ Visual Attention 37

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

4 Conclusions and Practical Implications

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
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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

Sven Charleer1(B) , Joris Klerkx1 , Erik Duval1 , Tinne De Laet2 ,


and Katrien Verbert1
1
Department of Computer Science, KU Leuven, Leuven, Belgium
{Sven.Charleer,Joris.Klerkx,Katrien.Verbert}@kuleuven.be
2
Tutorial Services of Engineering Science, KU Leuven, Leuven, Belgium
Tinne.DeLaet@kuleuven.be

Abstract. Learning Analytics (LA) dashboards help raise student and


teacher awareness regarding learner activities. In blog-supported and
inquiry-based learning courses, LA data is not limited to student activ-
ities, but also contains an abundance of digital learner artefacts, such
as blog posts, hypotheses, and mind-maps. Exploring peer activities and
artefacts can help students gain new insights and perspectives on learn-
ing efforts and outcomes, but requires effort. To help facilitate and pro-
mote this exploration, we present the lessons learnt during and guidelines
derived from the design, deployment and evaluation of five dashboards.

Keywords: Learning analytics · Learning dashboards · Information


visualisation · Guidelines · Collaboration

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

As such, they automatically use students’ efforts to produce information regard-


ing outcomes. For example, they show students that they have a calculated
chance on passing the course, or they show which paper to read next. We however
believe that it is highly important to empower students rather than automat-
ing the learning process. Indeed, technology can support the student to play
a more active role in the LA reflection process role [12] instead. Clearly visu-
alising the path from effort to outcome should thus be supported by all LA
dashboards. There is also a certain philosophical or ethical side to this notion of
two approaches. As Klerkx et al. [22] frame it: “If learners are always told what
to do next, then how can we expect them to possess the typical 21st century skills
of collaboration, communication, critical thinking and creativity? Or, at a more
fundamental level, can we expect students who are always told what to do next
to become citizens equipped with the knowledge, skills and attitude to participate
fully in society?”
To facilitate this empowerment, this paper looks at what data needs to be
accessible to students and how this data should be visualised. To discover knowl-
edge relevant to their learning process, the empowerment should happen in their
everyday lives, in and outside the classroom. We therefore also take into account
the different contexts in which their learning occurs [17], and how we can leverage
these contexts to promote students to explore the path from effort to outcome.
We summarise this through two research questions:

– 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.

2.1 Blog-Supported Courses

Blogging has become more popular in learning environments [46] as it facili-


tates assessment, reflection, interaction and collaboration among students, and
improves participation in learning activities [24]. It allows students to develop
their ideas and receive contributions from peers through blog comments [21,31].
During the face-to-face Master course “Human-Computer Interaction” of 2013
44 S. Charleer et al.

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.

2.2 Inquiry-Based Learning Courses

Contrary to a traditional passive role in a classroom, in Inquiry-Based Learning


(IBL), learners assume an active role as explorer and scientist with a focus on
learning how to learn. Teachers try to stimulate learners to pose questions and
create hypotheses regarding a specific topic, perform independent investigations,
gather data to confirm and discuss their findings and generate conclusions. In the
on-line weSPOT Inquiry Environment1 , a teacher can set up an inquiry regarding
a specific research topic. The students then use this on-line environment to
create hypotheses, join discussions, generate mind-maps and conclusions. By
taking pictures, recording videos, and registering measurements through a mobile
application integrated into the IBL environment, students collect data in the field
to support their hypotheses [27,33].

2.3 Learning Analytics Traces


To collect the learning traces from these learning environments, we use the archi-
tecture presented by Santos et al. [38]. For the blog-supported courses, trackers
connect to the RSS feeds of the student blogs and utilise the Twitter API to
track the activities related to the course hash-tag. The content of these activ-
ities, together with relevant meta-data (time of activity, student identification)
is pushed to the Learning Record Store (LRS), which stores the data following
a simplified xAPI format [38].
Through exposed REST services2 of the weSPOT Inquiry Environment, the
trackers access the learner artefacts (e.g. hypothesis created, picture taken, mind-
map created) and meta-data (e.g. time of the activity, user identification, peer
and teacher rating), and store the data in the LRS. The LRS exposes a set
of REST services for data retrieval3 , which the dashboards use to request the
relevant learner traces to populate the LD visualisations.

2.4 Deployed Dashboards


Five dashboards were developed and deployed during the course of three years.
Each dashboard builds upon findings of the previous, taking into account the
stakeholders and the specific learning context in which it will be deployed. They
1
http://inquiry.wespot.com.
2
http://goo.gl/37mr4D.
3
https://github.com/weSPOT/wespot datastore.
Creating Effective Learning Analytics Dashboards: Lessons Learnt 45

Table 1. Overview of the dashboards and evaluation setups.

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

Research questions RQ1 RQ1,RQ2 RQ1 RQ1,RQ2 RQ1,RQ2


Evaluation Navi Badgeboard (A) Navi Surface (B) Class View (C) LARAe (D) LARAe.TT (E)
Questionnaires x x x x x
Usage Tracking x x
Etnographic Field x x x
Study
Interviews x x x
Focus group x
Prototype x x x x
Evaluation
Pilot Run x x
Student Participants 22 Master students 14 Master 38 Master Students
students Secondary school
students
Expert Participants 6 with teaching 5 with teaching 15 with teaching
responsibilities responsibilities responsibilities and
Teachers at secondary pedagogical
schools research
experience/interest

are built as low-fidelity prototypes at first, with four high-fidelity dashboard


prototypes deployed in authentic settings during pilot studies [25]. The dash-
boards were developed using web technologies such as D3.js, Processing.js, and
Node.js. Table 1 provides an overview of the dashboards, their course setting and
evaluations. Screenshots of the dashboards can be found in Fig. 1.

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 B: Navi Surface [7,35] is a multi-user interactive visualisation


designed for large multi-touch tabletop displays. Out of a list of student names
and course badges, both students and teacher can simultaneously drag badges
and student names onto the screen. The dashboard then visualises the badge
reward relationships by drawing lines from students to badges, providing an
overview and comparison of achievements to drive the conversation.

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.

Dashboard E: LARAe.TT’s [6] main objective is to facilitate collaborative


exploration of the learner paths, i.e. the chronological sequence of all activities
and artefacts generated. The visualisation displays a horizontal line per activity
thread, e.g. the creation of a hypothesis by a learner followed by every com-
ment on, rating on, and edit of the hypothesis. The chronology is maintained
across threads, enabling the user to see the impact an event might have had on
other parallel threads. Figure 1E shows an example of this cross-thread relation-
ship: Angela’s comment on Geoff’s hypothesis results in Geoff accessing her data
collection and changing his hypothesis and conclusion.
Creating Effective Learning Analytics Dashboards: Lessons Learnt 47

3 Lessons Learnt and Guidelines


As presented in Table 1, the dashboards have been evaluated in several user
studies with different evaluation methods, including interviews, focus groups,
questionnaires, analysis of actual behaviour, and ethnographic field studies. The
number of students and teachers participating in these studies range from six
users for smaller studies to 43 users for larger evaluations. In this section, we
present lessons learnt and guidelines from these user studies.

3.1 How Should We Visualise Relevant Data to Facilitate Students


Exploring the Path from Effort to Outcomes? (RQ1)

Abstract the LA Data: LA data can be visualised in multiple ways [15,41],


depending on the audience and desired message. LA prediction systems create noti-
fications and visualisations to warn users and impact retention [1,16], while struc-
tural and content analysis help teachers gain insights at higher levels [31]. The
data can also be abstracted or aggregated, providing students with awareness of
efforts [29] and outcomes [35]. There are many ways of dealing with the abundance
of LA data, so that both teachers and students can make sense of it. Overview
approaches are a good basis for facilitating further and deeper exploration of the
LA data.
With dashboard A and B [37], the abstract overview through the use of
badges (see Fig. 1) had more impact on student motivation than our previous
aggregate version that visualised the data through tables and numbers [37].
The badges still sufficed for the teacher to intervene or start a discussion in
the classroom by projecting dashboard A on the wall. An interactive tabletop
dashboard B visualising the reward relationship between students and badges
served as enough incentive for students to actively explore and discuss their
achievements with peers [7].
Guideline: Aggregating or abstracting the information can help create progress
awareness towards specific learning outcomes. These “overview” presentations of
the learner traces can serve as a first incentive to trigger students into further
LA data exploration.

Provide Access to the Learner Artefacts: By limiting dashboard visualisa-


tion to an abstracted overview, teachers and students need to access the original,
external environment in which the activities occur to gain further insights (e.g.
the on-line learning environment, the individual blog posts). By doing so, the
user loses the advantages of the LA overview, and it becomes more difficult to
link effort to learning outcome (e.g. which blog posts resulted in a badge). During
dashboard B’s evaluation, students could still reflect on their personal progress
through memory recall, but when trying to make sense of peer data, the lack of
access to the blog posts inhibited further discussion. By adding artefacts directly
to the LA dashboard, we can retain the connection between effort and outcome.
48 S. Charleer et al.

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.

Few examples of LDs provide access to the learner artefacts. Fulantelli


et al. [14] support LA visualisations with direct access to the artefacts, but
use is limited to teachers. When artefacts are made available to students, the
selection is usually made for them: Shum et al. [42] automatically filter the large
amount of assets to provide students with relevant resources. Bull et al. [5] pro-
vide assessment feedback to the student that can be linked with artifacts as
evidence.
Many LA systems already store the learner artefacts [11,14,30], but limit its
access to teachers [14]. We believe it is important for future dashboards to make
personal and peer artefacts also available to students, as shown by our studies
of dashboards B, C, D and E [6–9,35]. The findings are confirmed in studies
of [19,30].
Guideline: To empower the student and promote exploration of the effort to
outcome path, LDs should allow manual exploration of the artefacts.

Augment the Abstracted Data: Abstractions present the essentials, and


thus lower the cognitive efforts required by students. Students could access peer’s
personal overviews in dashboard A, but rarely did so. However, the simplified,
abstracted personal overview left room for the integration of peer information:
every badge rewarded in the class was included to the personal overview, includ-
ing the number of times each badge was awarded in class (see Fig. 1A). This
was regarded as a valuable asset for students: they reported the presence of peer
data in the personal overview helped position themselves among their peers and
played an important motivational role.
In a blog-course setting, dashboard D [8] provides an overview of each blog
post generated, and augments each data point (blog post) with the age of the
blog post and number of comments the blog post has received (see Fig. 1C). This
helped teachers and students find learner artefacts worthy of their attention:
55 % of students considered a high number and thus active thread as interesting,
while 18 % reported they would avoid such threads. Teachers reported inactive
threads were a sign for need of intervention. 7 % of students would use the num-
bers for self-assessment (e.g. low numbers on personal artefacts could indicate
low quality). In the IBL setup, learner artefacts can be rated by teachers and
peers. This information was visualised per artefact data point, providing a good
overview of both the quantity and quality of learner outcomes per student, and
helped peers in finding valuable (highly rated by peer or teacher) hypotheses,
conclusions, discussions.
50 S. Charleer et al.

Extra meta-data regarding the LA traces can serve as indicators to guide


users to relevant information, without forcing a predefined decision. Huang
et al. [30] use location, time and peer information as a way for students to
find relevant data. Doug and Makryannis [10] suggest reputation meta-data to
support judgement on quality of artefacts. By leveraging meta-data to extend
simple dashboards, students can be exposed to peer information without much
user effort (e.g. class badge rewards of dashboard A). Interpretable indicators
(e.g. social activity count in dashboard D) can help explore and find relevant
artefacts.
Guideline: While abstraction can help tackle the abundance of learner traces,
augmentation approaches should be taken into account to help improve judgement
of quality and exploration of the abundance of LA data.

Provide Access to Teacher and Peer Feedback: For teachers, it is impor-


tant to remain up to date with student efforts and outcomes, but also to provide
students with timely feedback [2,32]. Providing public access to teacher feedback
was well received by both students and teachers. As mentioned above, visualising
ratings of the IBL learner artefacts provides teachers with a clear view of the
quality of the student contributions. Students can use these ratings as guides to
find quality example artefacts to learn from.
In the blog-supported courses, feedback is given through blog comments.
Dashboard D helped students quickly access all teacher feedback across the
entire course. Students reported that having access to teacher feedback given
to peers helped them to “be ahead of the game”. While the important feed-
back is usually repeated in face-to-face sessions, students mentioned “by then it
might be too late”. Teachers, when working with multiple colleagues on the same
course, reported the feedback visualisation helps keep track colleague activity,
resulting in a better feedback consistency, and preventing redundant feedback.
LA-supported feedback is often related to EDM systems, where informa-
tive and explanatory notifications and visualisations attempt to change student
behaviour [1,16]. Clear evidence of dashboards that help teachers intervene when
necessary, is provided in [9,26]. Bull et al. [5] successfully use artefacts as evi-
dence for assessment feedback. Our evaluation participants showed interest in
using the dashboard to support evaluation. But as shown in [28], incorporating
teacher feedback into the LA traces can play an important role as well.
Guideline: Make teacher feedback and feedback given by peers accessible in
LDs and incorporate (intermediate) assessment data to raise awareness and to
support reflection.

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.

3.2 How Can We Promote Students, Inside and Outside the


Classroom, to Actively Explore This Effort to Outcomes Path?
(RQ2)

Integrate the Dashboard into the Work-Flow: During dashboard A’s


deployment, the Master in Engineering students reported that their high work-
load did not leave much room for LDs. Google Analytics logs showed that
students would access the dashboard the evening before class. The successful
dashboard features were those with low requirements on effort and time: a quick
glance was sufficient to raise student awareness of personal and class progress [7].
With dashboard D, we attempted to integrate the dashboard into the student
work-flow. As reading and commenting on peer blogs is part of the course activ-
ities, dashboard D [8] provides direct access to the learner artefacts (blog posts),
teacher and peer feedback, and augments the data with blog post age and activ-
ity to help students navigate. Simply put, the dashboard replicates RSS4 reader
functionality, but leverages LA data to facilitate richer exploration to provide
further insights. Dashboard D was used by 55 % of the blog-supported course
students on a weekly basis. During the IBL pilots, dashboard D was reported to
be used in the classroom for weekly coaching tasks, while it also became part of
the student’s time management tool set.
Kapros et al. [20] integrated LA visualisations into an LMS and empowered
learning and development managers by providing context next to LA visuali-
sations. But this LA contextualisation can also benefit students. For example,
Course Signals’ traffic light representation of the chance of success was success-
fully integrated and accepted into the student’s course homepage [1]. Dashboard
D leveraged LA to support students’ learning activities (e.g. finding, reading
and reacting to relevant posts, accessing feedback), improving not only their

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.

Facilitate Collaborative Exploration of LA Data: Dashboard A was devel-


oped as a desktop application, but was several times projected on a wall in the
classroom when the teacher deemed intervention necessary. Problematic students
would be highlighted, and the students would get the opportunity to explain their
(lack of) activity. In this situation, the teacher drives the visualisation and stu-
dents can contribute to the discussion. However, students cannot interact with
the visualisation directly, only through the teacher.
Leveraging the affordances of large interactive tables, we can facilitate collab-
orative sense-making [18] as students and teachers can simultaneously interact
with and explore the LA traces. To the best of our knowledge, no examples exist
of LA data visualised on such devices.
Dashboard B limited the visualisation to badges. This abstract view of the
data was sufficient to trigger exploration and discussion, but only happened when
students grouped around the tabletop. They would reflect on their own and peer
achievements, and come up with arguments for their lack of achieving certain
badges. However, students who approached the tabletop by themselves were not
motivated to explore the LA data. Students interacting in group experienced the
system as “fun”, and reported they would like to use it together with teachers.
Dashboard E visualises an overview of the class’ learner paths and learner
artefacts. The collaborative aspect was well-received and resulted in many sce-
narios teachers considered interesting: a teacher can initiate a discussion and ask
students around the tabletop to explain their reasoning. Teachers can use other
students examples to inspire struggling students. Participants also mentioned
that it can help students self-support their learning activities without teacher
intervention: a student can explore peer activities and find “peer experts” on
specific topics the student struggles with.
While many LDs visualise social and group interactions [26,34], few dash-
boards are created with collaborative sense-making of the LA data in mind. Yet,
dashboard B and E showed great potential for discussion, exploration, sense-
making, and assessment. Even dashboard A triggered group discussions when
projected in the classroom.
Guideline: While designing LDs, keep in mind that collaborative exploration
can support discussion, exploration, and assessment, and can enhance reflection
and awareness. Existing research in the fields of Collaborative Visualisation [18]
and Computer-Supported Cooperative Learning [43] offers a promising approach
to improve collaborative exploration of LA data.
Creating Effective Learning Analytics Dashboards: Lessons Learnt 53

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

Abstract. Massive Open Online Courses (MOOCs) are successful in


delivering educational resources to the masses, however, the current reten-
tion rates—well below 10 %—indicate that they fall short in helping their
audience become effective MOOC learners. In this paper, we report two
MOOC studies we conducted in order to test the effectiveness of pedagog-
ical strategies found to be beneficial in the traditional classroom setting:
retrieval practice (i.e. strengthening course knowledge through actively
recalling information) and study planning (elaborating on weekly study
plans). In contrast to the classroom-based results, we do not confirm our
hypothesis, that small changes to the standard MOOC design can teach
MOOC learners valuable self-regulated learning strategies.

Keywords: MOOC · Self-regulated learning

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

This work is co-funded by the Erasmus+ Programme of the European Union.


Project: STELA 62167-EPP-1-2015-BE-EPPKA3-PI-FORWARD.
D. Davis and T. van der Zee—Research is supported by the Leiden-Delft-Erasmus
Centre for Education and Learning.
G. Chen—Research is supported by the Extension School of the Delft University of
Technology.

c Springer International Publishing Switzerland 2016
K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 57–71, 2016.
DOI: 10.1007/978-3-319-45153-4 5
58 D. Davis et al.

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.

2.1 Classroom-Based SRL


Retrieval Practice. A study in [1] focused on metacognition, or the ability to
regulate one’s own cognition, such as learning processes. The study found that pro-
viding metacognitive prompts to the sample of undergraduate students resulted
Retrieval Practice and Study Planning in MOOCs 59

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.

Through a “self-monitoring” course intervention, Sagotsky et al. [17] found


that (elementary-middle school) students who actively monitored and reflected
on their learning progress and behavior on a regular basis exhibited higher aca-
demic achievement (grades) and “more appropriate study behavior” (such as
being on-task and engaged) [17]. This self-monitoring group also performed sig-
nificantly better in both measures (achievement and behavior) than the control
group which was only prompted to set study goals and not to reflect on them.
In a study including 27 undergraduate students preparing for an exam,
Mahoney et al. [11] exposed students to one of three interventions: (i) continu-
ous self-monitoring, (ii) intermittent self-monitoring, and (iii) receiving instruc-
tor feedback. The results showed that students who engaged in self-monitoring
(especially continuous) exhibited higher levels of engagement and better scores
on quantitative problems in the exam.
As mentioned with the literature on retrieval practice, the MOOC learner
population is infinitely variant. So while the above findings on study planning
may hold true in the classroom or laboratory (with required attendance and
homogeneous samples), there is a chance that the findings do not translate
directly to MOOCs.

2.2 Learning Strategy Research in MOOCs


MOOC-based research is beginning to recognize & address the current instruc-
tional design shortcomings of MOOCs. Nawrot and Doucet [12] suggest that
MOOCs are in need of increased learner support, based on survey results which
queried MOOC learners’ experiences. They found time management in partic-
ular to be a major hindrance to learners. They propose to augment existing
MOOC designs with time management support/guidance in order to curtail the
dismal retention rates that MOOCs so frequently see.
By gathering information about MOOC learners’ study habits through a
post-course survey, Hood et al. [7] observed that learners coming from different
professional backgrounds demonstrate different levels of SRL strategies—with
higher-educated learners reporting higher levels of SRL. Our research aims to
address this discrepancy in SRL skills and provide a scaffolded method to develop
SRL strategies in our MOOC learners from all backgrounds and contexts. Instead
of self-reported engagement data, however, our study views SRL and engagement
in terms of log traces generated by the learning platform.
In one computer science MOOC, Kizilcec et al. [10] tested the effectiveness of
sending out different types of encouraging emails to students and found them to
be ineffective in increasing learner engagement with the course discussion forum.
In a pre-course intervention Kizilcec et al. [9], introduced a subset of MOOC
learners to a SRL support module in which seven SRL strategies were explained.
Included as part of the pre-course survey, the study found this intervention to
elicit no significant differences in course engagement or persistence (in terms of
the number of lectures watched). As a consequence the authors proposed that
such recommendations/interventions should be more robustly implemented into
the structure of the MOOC. In our research we expand upon this and provide
Retrieval Practice and Study Planning in MOOCs 61

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).

3.1 Research Hypotheses


Regarding RQ1, and taking into consideration prior attempts at learning strat-
egy research in MOOCs, we draw the following hypothesis:

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:

H2 Actively retrieving/producing knowledge leads to better exam scores than


passive rereading [4,5,16].

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].

3.2 MOOCs Studied


We implemented our interventions in two edX1 MOOCs (Table 1), which were
developed at the Delft University of Technology and ran in 2015. Although the
choice of MOOCs was opportunistic, we consider them to be representative of a
wide variety of MOOCs offered on platforms such as edX.
We deployed the retrieval practice intervention in Functional Programming,
a 13-week MOOC which introduces basic functional programming language
constructs. Nearly 28,000 learners enrolled, and 5 % eventually passed the
course. The effectiveness of study planning was evaluated in Industrial
Biotechnology, a 7-week MOOC that introduced learners to basic biotechnol-
ogy concepts. Enrollment into this MOOC was lower, while the pass rate was
similar to Functional Programming.

Table 1. Overview of the two courses included in the present study.

Course #Enrolled Pass rate #Learners in cohorts #Cohorts


Functional Programming 27,884 5.05 % 9,836 3
Industrial Biotechnology 11,042 4.08 % 1,963 2

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.

3.3 Retrieval Practice


In the original course design (i.e. no intervention) of Functional Programming,
each week’s video lecture is broken up into two or three segments. And although
1
https://www.edx.org/.
Retrieval Practice and Study Planning in MOOCs 63

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.

3.4 Study Planning

The study conducted within Industrial Biotechnology introduced learners to


SRL techniques by inserting a study planning module in each week’s Introduction
section. In order to stimulate learners to actively think about and plan their
course of study and learning objectives for the week, we inserted the following
question &examples followed by a blank text input box:

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.

The initial prompts were bookended by a reflection prompt at the end of


each week in which learners were instructed to reflect on their planning and
execution:

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.

4.1 Retrieval Practice

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

who actively engaged (characterized by viewing the intervention for at least 10 s)


with an intervention prompt at least once.
Using these new group definitions, we still observe no statistically significant
differences between the groups as a result of a MANOVA (to test the differ-
ence between weekly quiz scores), and a one-way ANOVA (to test the difference
between course final scores). In turn, we fail to reject the null hypothesis of H2
in terms of both weekly quizzes and final course grades. Figures 1 and 2 illustrate
these null findings via Kernel Density Estimation (KDE) plots.

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.

4.2 Study Planning


We analyzed the differences between the two experimental groups in Industrial
Biotechnology—those who were exposed to a study planning module interven-
tion (condition) and those who were not (control)—and found no significant
differences in their final grades, course persistence, and many engagement met-
rics, thus leading us to fail to reject the null hypothesis of H3. However, in
support of H4 at the 99 % confidence level, we do find the following statistically
significant results when narrowing the sample to compare highly engaged learn-
ers (characterized by having spent more time watching Week 1 videos than the
average learner, ≈33 min) in the control group and the learners in the condition
group who engaged with a study planning module at least once (referred to as
“Study Planners”).

Comparing Engagement Between Groups. To determine whether there


is a significant difference in the engagement levels between the highly engaged
learners in the control group (N = 329) and the conditioned group (those who
clicked on at least one study planning module, N = 146). In Table 2 we employ
66 D. Davis et al.

two Mann-Whitney U tests, as the data is not normally distributed, showing


that the study planners have a higher session count than the highly engaged
learns (U = 20,070, p = 0.003), as well as a higher total amount of time spent in
the course in hours (U = 19,983, p = 0.002).
The results suggest that students who engaged with the study planning inter-
vention are significantly more engaged with other aspects of the course as well.
An alternative interpretation, however, could be that students who are highly
engaged with the course also tend to engage more with the planning intervention.

Table 2. Results of a Mann-Whitney U test comparing the two conditions (study


planners vs. highly engaged learners in the control group) in terms of two learner
engagement metrics: total amount of logged sessions in the course and total amount of
time spent in the course in hours.

Variable Study planning Control


Median Median
Session count 25.0 19.0
Time in course (hours) 18.6 13.1

Comparing Course Persistence Between Groups. With regard to H4


(engagement-related) we operationalize learners’ persistence as the correspond-
ing week of a learner’s latest quiz submitted or video watched (slightly different
from that used in [9], where persistence measured the overall amount of course
materials accessed). Whereas the analyses in Table 2 included activity through-
out the entire course, irrespective of the course week, one symptom of SRL is a
learners’ persistence through the course, or how many weeks the learner makes
it through. We define a learner’s “Final Week Reached” as the latest week in the
course in which the learner either watched a video or submitted a quiz question.
We ran an ANOVA to compare how far into the course learners in each group
reached.
The ANOVA yielded significant results, F (2,734) = 21.66, p < 0.001. Post hoc
Games-Howell tests show that the group who engaged with the study planning
module (N = 146, M = 4.60) persisted deeper into the course than highly engaged
learners in the control group (N = 329, M = 3.84, p < 0.001) and highly engaged
learners who were exposed to, but did not engage with, the study planning mod-
ule (N = 262, M = 3.28, p < 0.001). Figure 3 presents a kernel density estimation
plot in order to visualize the differences between groups.

Comparing Final Grades Between Groups. To answer the second aspect


of H4 (grade-related), we conducted an ANOVA to determine whether there was
a significant difference in final grade between the three groups of highly engaged
learners listed above. The univariate test was significant, F (2,735) = 17.147,
p < 0.001. The results are presented in Table 3.
Retrieval Practice and Study Planning in MOOCs 67

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.

Group Mean Mean difference


Study planners 46.42 —
i Control 36.44 9.98
ii Non-planners 29.10 17.32

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’.

Study Planners Engagement Correlations. Focusing specifically on the


learners who interacted with the study planning module intervention, we analyze
the relationship between the extent to which they engaged with the intervention
and their behavior elsewhere in the course. To do so, we computed a Pear-
son correlation coefficient to assess the relationship between a learner’s average
planning module response length (in text characters) and engagement-related
variables such as: (i) total amount of time spent in the course, (ii) number of
unique sessions logged, (iii) average length (in seconds) of learners’ sessions,
(iv) total amount of time spent watching videos, and (v) number of discus-
sion forum sessions. The results are shown in Table 4. Two example correlations
(unique sessions logged and time watching videos) are illustrated in the scatter
plots in Fig. 5 to show the slope and overall fit of the regression line. Consistent
68 D. Davis et al.

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.

Variable Pearson correlation N


Total time in course 0.361 176
Session count 0.268 176
Avg. session length 0.346 176
Time spent watching videos 0.346 170
Forum sessions 0.305 154

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

Philippe Dessus1(&), Olivier Cosnefroy1,2, and Vanda Luengo3


1
Univ. Grenoble Alpes, LSE (EA 602), 38000 Grenoble, France
philippe.dessus@univ-grenoble-alpes.fr
2
DEPP, French Ministry of Education, Paris, France
olivier.cosnefroy@education.gouv.fr
3
Sorbonne Universités, UPMC Univ Paris 06, LIP6 (UMR CNRS 7606),
Paris, France
vanda.luengo@lip6.fr

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.

Keywords: Mobile eye-tracking  Learning analytics  Classroom


supervision  Teacher information taking  Classroom observation system 
Visualization techniques

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).

2 Eye-Tracking Devices and Teacher Decision Making

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

• Classroom awareness: How can we characterize teachers’ attention distribution


among students? Is this attention related to some students’ characteristics (like
performance or behavior)? Does any “steering group” exist? If so, which are its
features (number and level of students, number of groups)?
• Relationship between classroom awareness and teacher–students interaction: A
teacher can be fully aware of what happens in his or her classroom without being
reactive to any event. We thus have to check to what extent the teachers’ awareness
is related to the quality of his or her interactions with students. In other words, we
sought to determine the relationship between teachers’ visual cues in the classroom
environment and their level and quality of the interactions they promote with
students.
• Learning Analytics-based visualization reuse: Can the large dataset of this study, as
well as its LA-related procedures, be spread to every researcher, or even teacher,
who wants to investigate gaze teachers’ behavior? Can we come up with some use
cases of this database for teacher training or educational research purposes?
A novice–experienced comparison was undertaken for the first two research questions,
supposing that more experienced teachers would be more aware of students’ partici-
pation and achievement [17]. A specific LA-based procedure was undertaken to answer
the third question.

4 Method

4.1 Participants
Four teachers (100 % female) volunteered to participate to this study. Table 1 below
shows teachers’ main characteristics.

Table 1. Basic information about teachers


ID Grade Nb students Experience (nb years)
1 1st 22 High (20)
2 3rd 24 Novice (0.5)
3 2nd 23 Novice (0.5)
4 1st 24 High (25)

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

4.3 Procedure and Data Analysis


After a pre-experiment with a university teacher to rehearse the whole experimental
scheme, we undertook a lesson recording in the four teachers’ classrooms. The four
Mobile Eye-Tracking Analysis 77

participants taught a regular lesson of mathematics (numeracy or multiplication) lasting


about 45 min in the morning, wearing a mobile eye-tracker (ASL Mobile Eye-GX). An
additional video camera and an ambient microphone captured the whole classroom
activity. Two trained observers gathered CLASS-related information during the whole
morning class.
The set of lessons was then transcribed by two trained coders using ELAN [20].
The whole dataset was afterwards exported onto UnderTracks [21], a web-based
Learning Analytics platform that enables the gathering, analysis, and sharing of a wide
range of traces. UnderTracks is composed of a web platform to share traces and
operators (processing algorithms in Python or R) and a client-side software (Under-
tracks-Orange) to build, share and reuse analysis processes (combination of operators
and traces) thanks to the open source Orange data mining toolbox (http://orange.biolab.
si). A given dataset, as well as its related analysis procedures, can thus be shared,
reused, and modified by the UnderTracks researchers’ community. Once shared, the
processes can be applied to other traces. We created a specific data space in Under-
Tracks, called “SuperViseur”, for storing raw data of this study, as well as displaying
operators and processes used in its analysis. Raw data stored comprises gaze behaviors,
students’ characteristics, and pedagogical episodes.
The design and processing of the analyses of this study reused processes from
within the UnderTracks-Orange client application. Figure 1 shows an Orange process
that builds several interactive visualizations displaying teachers’ gaze behavior under
several considerations (pedagogical episode, students characteristics). For example, one
of the interactive visualizations shows, for each teacher, his or her gaze behavior by
pedagogical episode. Its interactivity lies in the possibility to have more information
about a given student when the mouse hovers each gaze target representation.
Any visualization can be saved onto the UnderTracks web platform; visualization
results can be uploaded in other web sites as well. A dedicated website (http://
superviseur.lip6.fr) proposes several visualizations to furthering the exploration of our

Fig. 1. An Undertracks-Orange process producing visualizations from teachers’ gaze behaviors


78 P. Dessus et al.

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

5.1 Gazing Time: Whole Lesson Analysis


We first selected the same video time range (44 min) to control for time, corresponding
to 5,280 eye fixations of 500 ms duration each, per video footage. We then extracted
those targeting a student and computed the percentage of time a teacher is focusing a
given student (see Fig. 2). Whereas every student was targeted during the whole lesson
session, the distribution of the gazing time differed among teachers: the first three
devoted most time (about 10 %) on a reduced number of student while the fourth
distributed her attention between students more evenly.
We then tried to compose “steering groups” (rectangles in Fig. 2) in function of the
attention distribution of the teachers, using the following rule of thumb: We empirically
set the cut-off value of eye fixations as 200 fixations (100 s of gazing time) for
determining groups. Then, we separated the distribution by tiers every 200 fixations.
Results show that Teacher #1 focused her attention towards three distinct “steering
groups”, a unique student (#16), a second group composed of two students (#9 and #5),
and a third composed of the rest of the students. Teacher #4 exhibited a similar
behavior, essentially focusing on a group of six students, the rest of the classroom
being almost equally scrutinized. Teacher #2 and #3 focused more often their attention
on a more reduced set of students (Student #10 for Teacher #3; Students #9 and #10 for
Teacher #3), the others being far less attentionally sampled.

5.2 Teachers Gazing Time in Function of Pupils Behavior and Level


We then wondered if the teachers’ gazing time would depend on some salient char-
acteristics of their students, like their behavior or their level in mathematics. Figure 3
orders the students as in the previous figure (descending percentage of gazing time per
student), in addition with categorical data about their level in mathematics (bars, the
higher the better), as well as score data about their behavioral self-regulation (dotted
lines, the higher the less dysfunctional). We expected that the more often a student is
sampled over the lesson, the lower his or her level is (either in mathematics or related to
his or her behavior).
Mobile Eye-Tracking Analysis 79

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.

5.3 Analysis of a Specific Episode: Interactive Exercises


The above analyses made the assumption that teachers behave uniformly during the
whole lesson in terms of information takes. In order to control for the kind of peda-
gogical event, we have now to analyze the participants’ gaze behavior on the same kind
of event. We chose to focus on the interactive exercise derived from the TDOP
80 P. Dessus et al.

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)

taxonomy (a mix of “interactive lecture” and “deskwork”, frequently undertaken in


French classrooms, enabling students to do exercises under teacher’s guidance), which
lasted sufficiently long in each lesson, and necessitated a larger amount of information
from students than others. All in all, the pattern of results related to these episodes was
very similar to the overall results (see Sect. 5.1 and Table 2). For the sake of brevity,
the interactive exercise-based results are available at http://superviseur.lip6.fr.

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.

5.5 Relationship Between Attentional Lability and Classroom Climate


The previous sub-Section considered teachers’ gazing time as a whole. However, two
teachers may differently distribute their overall – and equivalent – amount of attention
over time, one being focused on the same student for many contiguous saccades, the
other being constantly changing his or her attention across students. We computed (see
Table 2) the percentage of gaze changes, namely “attentional lability,” for the whole
lesson and for the Interactive Exercises episodes (100 % stands for a change every
saccade; 50 % stands for a change every two saccades).
The results on attentional lability are the only ones that are both related to the
experience difference between teachers (the more experienced have the lower per-
centages), and to their CLASS scores. The ranking order of the teachers’ overall
attentional lability is the same as their respective CLASS scores for Positive Climate,
Negative Climate, Teacher Sensitivity, Regard for Student Perspectives, Conceptual
Development, and Quality of Feedback. There thus might be a relationship between the
teachers’ attentional change over the students (his or her sensibility to students needs),
and the quality of the teacher–students relationships (briefly put, the classroom cli-
mate); at the same time, experienced teachers exhibited lower attentional lability than
novices did.

6 UnderTracks Use Cases

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

Peter Esperanza1, Khristin Fabian2(&), and Criselda Toto3


1
Barstow High School, California, USA
Peter_esperanza@busdk12.com
2
University of Dundee, Dundee, Scotland
m.k.fabian@dundee.ac.uk
3
Chapman University, Orange, USA
toto@chapman.edu

Abstract. In this study, we evaluated student perceptions of the flipped


classroom model and its effects to students’ performance and attitudes to
mathematics. A randomized controlled trial with 91 high school algebra students
was conducted. The experimental group participated in a year-long intervention
of the flipped classroom model while the control group followed the traditional
lesson delivery. Results of the year-end evaluation of this model showed pos-
itive student perceptions. An analysis of covariance of the algebra post-test score
with learning model as treatment factor and pre-test as covariate resulted in a
significant treatment effect at .05 level of significance. A paired-sample t-test by
treatment group to compare pre-test and post-test math attitude scores resulted in
a significant decrease in the control groups’ value of mathematics while the
experimental group had a significant positive change in their confidence and
enjoyment of mathematics.

Keywords: Flipped classroom  Mathematics education  Attitudes  Student


perceptions

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 85–97, 2016.
DOI: 10.1007/978-3-319-45153-4_7
86 P. Esperanza et al.

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

There is a considerable amount of literature that showcases positive student perceptions


towards flipped learning. Some students feel that the use of lecture videos as
preparatory material before class helped them understand the concepts better [10–14]
and that the ability to pause and replay sections of the video allowed students to learn at
their own pace [15–18]. The class activities, on the other hand, were more enjoyable,
engaging and useful, [11, 15, 19–21]. In addition, the teacher in a flipped classroom
model appears to be more available to provide guidance on difficult topics [12, 22].
Furthermore, this model has also fostered improved communication skills among
students particularly their skills in communicating mathematical ideas [19].
Not all reports about flipped learning are positive. One of the frequently cited
advantages of flipped learning is its ability to support students to follow their own pace
through the use of the media controls available on the video lectures but some studies
report that this utility is not fully utilized [10, 11]. Some studies note that students had
difficulties in adapting this model [23–25]. Issues with flipped learning include: the
lack of access to an expert while viewing the videos out of class [17, 23, 25]; that it
required more effort and organization; and gives one the feeling of being left out when
videos are not viewed prior to class [23, 25]. In fact, some students prefer the tradi-
tional model over the flipped classroom approach [18, 23].
Limited information is known about the effects of the flipped classroom model to
students’ attitudes towards mathematics. Only two studies [18, 23] used pre and post
intervention data to measure change in mathematics attitude. Guerrero et al. [23] found
that this model led to significant student gains in enjoyment and value of mathematics.
In contrast, Young [21], found that students in the flipped classroom had more negative
attitudes towards mathematics after the intervention. The rest of the studies that
Flipped Classroom Model 87

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

3.1 Research Design and Nature of the Intervention


The study adopted a randomized controlled trial to evaluate the effectiveness of the
flipped classroom model. It took place in a public high school in a high desert area in
California, USA. The school population is about 1380 students comprised of 26 %
Caucasian, 3 % Asian, 55 % Hispanic, and 16 % African-American students where
70.6 % of students are qualified in free or reduced price lunch.
88 P. Esperanza et al.

Table 1. Summary of findings related to student performance in mathematics


Study Math topic Performance Results
measure
[11] Statistics Course grade and There was an improvement of course
final exam grades of EG (p < .001). Their final
exam scores were also better than CG
(p < .001).
[12] Calculus Exam Students from EG performed better in
their exams in comparison to the
non-flipped class.
[14] Linear algebra Exam EG outperformed CG in the two
midterm exams but by the final exam,
the two groups’ performance was not
significantly different.
[17] Differential Homework, criterion There was no difference between EG
equations referenced test and CG’s pre and post CRT scores
(CRT), exam (p > .05). The composite homework
and exam scores of the two groups
also showed no difference.
[18] Calculus and Exam and course There was no statistically significant
finite grade difference found between the
mathematics experimental and comparison group.
[20] Statistics Exam, grade and EG outperformed students in CG in their
standard test course grade (p < .01), exam grades
(p < .05), and standard test (p < .05).
[22] Algebra Final exam scores EG performed better than the CG
(p < .05).
[23] Finite CRT There was no statistically significant
mathematics difference between EG and CG at
pre-test nor at post-test.
[26] Statistics Project EG performed better than CG but the
magnitude of this difference is small.
[27] Algebra CRT EG taught by an experienced teacher in
inquiry-based learning performed
better than CG as well as those in the
EG but taught by an inexperienced
teacher.
[28] Algebra Standard algebra test The similar magnitudes of the pre- to
posttest effect sizes for the EG and CG
suggest that the degree of difference in
instructional focus had less of an
effect in student performance.
Note: Students in the experimental group (EG) are students in the flipped classroom model. CG
refers to the comparison group.
Flipped Classroom Model 89

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.

Fig. 1. Comparison of lesson structure in control and experimental group.

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.

3.3 Measures and Instruments

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.

4 Results and Discussion

4.1 Student Performance


To compare the groups before and after the intervention, an independent t-test of the
CST score was conducted. There was no significant difference between the experi-
mental group (M = 5.93, SD = 2.50) and control group (M = 5.96; SD = 2.18),
t(89) = –.047, p-value = .962, ES = 0.01 but there was a significant difference in the
groups test score at post-test, t(89) = 2.029, p-value = .045, ES = –0.43. The experi-
mental group (M = 10.36, SD = 3.10) performed better than the control group
(M = 9.02, SD = 3.173). An independent t-test of the gains score, however, resulted in
no significant difference, t(89) = 1.710, p-value = 0.09, ES = 0.59 but with a moderate
effect size. This change is illustrated in Fig. 2. To address the question whether the
learning method had an effect in the post-test scores, an analysis of covariance
(ANCOVA) was conducted. An ANCOVA of the post-test score with learning model
as treatment factor and pre-test as covariate resulted in a significant treatment effect, F
(88) = 3.23, p = .04.
The findings of this study are in keeping with Van Sickel’s [22] work on Algebra as
opposed to those studies that found no difference in the performance of experimental
and control group [17, 18, 23, 28]. The length of the intervention of this study,
however, is arguably longer than the previously cited studies so it is possible that the
length of the intervention might have been a factor in the improved scores. It can be
assumed that students over time became more familiar with the flipped classroom
model and consequently was able to make better use of it to fit their learning styles. It is
also worth noting that the instructor for this module had 11 years of teaching experi-
ence and has been using the flipped classroom model in the past 2 years. This supports
92 P. Esperanza et al.

Fig. 2. Pretest and posttest scores of experimental and control groups

Overmyer’s [27] findings that the experience of the teacher is a factor in running
successful flipped classrooms.

4.2 Attitudes Towards Mathematics


Table 2 shows the means and standard deviations of the ATMI scores of the experi-
mental and control group. The gain scores were computed by subtracting the pre-test
score from the post-test score. A positive difference in the score means an increase in
students’ attitude whereas a negative difference means otherwise. To test whether this
change in score was significant a paired sample t-test was conducted for each subscale.
To test whether the gains of the experimental and control group were statistically
different, an independent t-test of the gains score was also computed.
For the subscale value of mathematics, the control group, had a significant change
in their pre and post-test scores, t(45) = −2.74, p = .008, ES = −.21. In contrast, while
the experimental group also had a decrease in score, this change was not significant, t
(44) = −1.90, p = .064, ES = −.11. No other significant change was found in the
control group. The experimental group, on the other hand had a significant positive
change in their enjoyment of mathematics, t(44) = 3.15, p = .003, ES = .47 and
self-confidence t(44) = 2.88, p = .006, ES = .43. The findings of this study has some
similarities with Guerrero et al. [18] which also found significant gains in student
enjoyment of mathematics although in this instance, students actually had lower value
of mathematics at post-test in comparison to their pre-test score. This decline, however,
Flipped Classroom Model 93

Table 2. ATMI scores of control and experimental group


Value of mathematics Enjoyment Self- Motivation
confidence
Control
Pre M(SD) 4.05(.51) 3.52(.75) 3.55(.82) 3.54(.79)
Post M(SD) 3.94(.62) 3.56(.84) 3.71(.80) 3.55(.94)
Gains M(SD) −.10(.50) .04(.56) .16(.70) .004(.87)
p-value .008 .632 .119 .251
Effect size d −.21 .07 .23 .01
Experimental group
Pre M(SD) 4.02 (.45) 3.36 (.66) 3.44 (.77) 3.50 (.72)
Post M(SD) 3.96 (.65) 3.62 (.65) 3.79 (.78) 3.61 (.82)
Gains M(SD) −.06 (.58) .26 (.54) .34 (.80) .12 (.67)
p-value .064 .003 .006 .973
Effect size d −.11 .47 .43 .17
Independent t-test on gains between groups
p-value .73 .06 .25 .50
Effect size d .08 .31 .23 .15

was not as severe as Young’s [16] study which resulted in more negative attitudes
towards mathematics.

4.3 Student Evaluation of the Flipped Classroom Model


Student evaluation of the flipped classroom model has been positive (see Table 3). The
benefits of flipped learning as covered by previous studies were also observed in this
study. This includes support to pace one’s learning [15–18], improved communication
channels [19], and improved understanding of mathematics concept [10–14]. Fur-
thermore, students from this study also reported that they became more motivated to
study math because of the flipped classroom model contrary to the findings of Lape
et al. [17]. It is worth noting that Lape et al.’s study had different conditions—the study
duration was shorter, on a different and more advanced math topic, with older students
and with teachers who are relatively new to this approach. These factors may explain
the differences in results.
Relationship between students’ perception of the flipped classroom model against
their gains in the algebra test and ATMI was also examined (see Table 4). There was a
moderate positive correlation between students’ gains in motivation and students’
perception of the flipped classroom models’ support for pacing ones’ learning,
r = .334. There was also a positive correlation between students’ perception of the
utility of the flipped classroom model to improve communication channels and their
gains in value of mathematics, r = .348 and gains in motivation, r = .295. Contrary to
Cilli-Turner’s result [11], students’ perception of the usefulness of flipped classroom to
improve performance was found to be positively correlated to gains in the ATMI
subscales and gains in the algebra test. Items relating to student motivation and
94 P. Esperanza et al.

Table 3. Student evaluation of the flipped classroom model


Mean SD
Q1. The flipped classroom allowed me to pace my own learning. 3.94 1.28
Q2. I feel that this model helped me communicate with my teachers and 3.34 1.48
classmates.
Q3. I became more motivated to study maths as a result of the flipped 3.80 1.39
classroom model.
Q4. I feel that my understanding of maths concepts has improved as a result 4.44 0.82
of using this model.
Q5. I prefer the flipped classroom model over traditional lectures. 4.53 0.98

Table 4. Correlation between student evaluation and gains


Gains algebra Gains value Gains Gains Gains
test math enjoyment self-confidence motivation
Q1 .201 .180 .145 .002 .334*
Q2 .123 .348* .094 .146 .295*
Q3 .211 .115 −.012 .026 .260
Q4 .380* .620** .622** .356* .493**
Q5 .210 .120 .198 −.011 .249
*
Correlation is significant at 0.05 level
**
Correlation is significant at 0.01 level

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.

4.4 Limitations of This Study


There are several limitations of this study. The sample size is slightly lower than the
recommended sample size. To counter this limitation, we reported the effect size to help
us analyze the results. It is also possible that the order of the test at the end of the study
might have affected the results. In the pre-test, ATMI was administered before the
algebra test but in the post-test, this was not followed. Whether this had an effect to
students’ rating of their attitudes towards mathematics is not known. This leads to
another limitation of the self-reporting nature of the two measures used in this study.
For example, in the end evaluation of the study, the mean score of 3.8 for the question
“I became more motivated to study because of the flipped classroom model” is a good
indicator that students became more motivated but the change in ATMI-motivation was
not significant. We have not addressed this limitation in this current study but for future
research, we think it would be worthwhile adding qualitative data to the current design
to validate these self-reports. Last, the videos used in this study are available on the
web which the control group might be aware of. We had no way of monitoring whether
the control group used these videos to support their learning needs or not. It is
important to note, however, that the flipped classroom is not about the videos but about
the structure of the course. Whether select students used these videos to help them with
their assignments does not change the way control groups’ classes were organized.

5 Conclusions and Implications for Research

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

Jesús Miguel García Gorrostieta(&) and Aurelio López-López

Instituto Nacional de Astrofísica, Óptica y Electrónica,


Luis Enrique Erro No. 1, Tonantzintla, Puebla, Mexico
{jesusmiguelgarcia,allopez}@inaoep.mx

Abstract. Argumentation in student research writings is needed to clearly


communicate ideas and convince the reader of the presented claims. In this
paper, we introduce a methodology to approach the analysis of argumentative
writing in undergraduate research texts. We elaborate an annotation scheme to
detect claims/premises and support/attack relations. An exploratory analysis was
carried out to know the amount of argumentation in selected sections of theses.
We analyze five types of argumentation (Authority, Example, Causal, Com-
parison and Analogy) in these sections. And we also explore the identification of
arguments in paragraphs using machine learning techniques with lexical fea-
tures, with encouraging results.

Keywords: Computer-assisted argument analysis  Argumentation studies 


Academic writing  Corpus analysis

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 98–109, 2016.
DOI: 10.1007/978-3-319-45153-4_8
Argumentation Identification for Academic Support 99

the arguments in thesis documents? To answer these questions is necessary a research


in automatic arguments analysis for theses and research proposals, to support students
in this difficult task.
In this paper, we give a first step toward the solution, presenting a model to guide
the way we tackle the task. We also discuss an annotation scheme to create a corpus of
academic text with recognized arguments, we annotate a sample and perform experi-
ments to automatically identify argumentation in paragraphs, showing an efficacy
similar to other approaches in other kinds of text.
The paper is structured as follows. In Sect. 2, we detail the related work for
building annotation schemes and argument identification found so far. In Sect. 3, we
explain our proposed methodology for automatic analysis of arguments. We discuss
our argument annotation scheme used for corpus creation in Sect. 4. In Sect. 5, we
present an exploratory analysis of the academic corpus. In Sect. 6, we report the result
of argument identification in a part of the corpus. And finally in Sect. 7, we conclude
with some final remarks and work in progress.

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

3 Approach to the Solution

Argumentation is based on philosophy and logic. An argument can be defined as a set


of statements (e.g. sentences) that individually or collectively provide support to a
claim [15]. The supported claim is called conclusion. There is only one conclusion for
every argument, but there may be a series of statements of support. Statements that
support a given conclusion are called premises. Among the theories of argumentation
[16, 17], the consensus for the structure of an argument indicates that is composed of
several argumentative components, which can be several premises and one conclusion.
In this section, we present our general approach to identify argument components and
relations for research writings.
Our approach to the solution relies on certain processes of the methodology used in
argument mining [18]. In Fig. 1, we depict the process to analyze the student text. First,
a text segmentation in minimum argumentation units is required; based on the pre-
liminary revision applied to the corpus, the segmentation is done in terms of clauses.
Secondly, it is necessary to classify each segment according to their argumentative role,
either as a premise or a conclusion. Once the premises and conclusions of each
paragraph are identified, we can assess the argumentative level of the text under
consideration and identify the type of argumentation used in the paragraph. Finally, to
identify the relations between argument components of a paragraph is necessary to pair
premises and conclusions, to detect the kind of relation between them. Using such
components and relations we can model the argument structure. Our challenge is to
develop a method to successfully identify argumentative components (premises and

Fig. 1. Argument analysis model


102 J.M.G. Gorrostieta and A. López-López

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.

4 Argumentation Annotation Scheme

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.

Fig. 2. Simple argument diagram

As we can notice in the example of argument, the word “therefore” plays an


essential role in the identification of a possible conclusion; these words are called
argumentative markers, and help us with the identification of elements in an argument.
To conduct the annotation study, we formulate an annotation guide. In this guide,
we describe the different argumentative structures with their argument components
(conclusion/premise) and their relations (attack/support). We also include the types of
arguments and a score to establish the level of an argument. To guide the annotator, a
set of examples taken from research proposals is included in each section. At the end of
the guide, the annotation procedure is presented.
The procedure of the annotation guide includes the following steps. First the
annotator needs to read the title and objective of the thesis or proposal. Then she has to
identify if the text includes a conclusion or assertion. Next, she has to determine the
ideas that support the conclusion and mark them as supporting premises. Also we
advise the annotator to mark complete sentences or clauses as a conclusion or premise.
To indicate a premise, square brackets are used by adding at the end /P, that is: [text of
premise]/P. For the case of conclusions, in a similar way, the text was enclosed in
Argumentation Identification for Academic Support 103

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.

Table 1. Argument assessment score


Score Scale Description
0 None There is no argument.
1 Weak It is not a complete argument. Conclusion without a premise.
2 Medium An argument with one reasoning. Conclusion with one premise.
3 Strong An argument with one conclusion and two or more premises (support or
attack)

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

Corpus analysis is performed to understand the argumentative characteristics in writ-


ings of undergraduates and graduate level. For this analysis, we used the corpus Coltypi
[21] consisting of 468 theses and research proposals in the computer and information
technologies domain, in Spanish. This corpus has undergraduate (TSU and Bachelor
Degree) and graduate level (M. Sc. and Ph.D.) texts. According to [22], the sections of
problem statement, justification and conclusions are considered highly argumentative
so we focused the analysis on them.
By analyzing the corpus, it is observed that each section contains an average of 11
sentences. Each sentence contains 35 words on average with a total of 398 words per
section. The size of sentences for the undergraduate level is 38 words per sentence
which makes it difficult to read, in contrast to the doctoral level, having an average of
30 words. Based on this, we consider that doctoral writings are better and we can take
them as reference.
104 J.M.G. Gorrostieta and A. López-López

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.

Table 2. Paragraphs with arguments in the corpus


With Argument Total Percentage
Ph.D. Problem Stmt 124 245 51 %
Justification 56 92 61 %
Conclusion 194 449 43 %
Master Problem Stmt 206 392 53 %
Justification 203 375 54 %
Conclusion 707 1414 50 %
Bachelor Problem Stmt 150 269 56 %
Justification 180 313 58 %
Conclusion 446 731 61 %
TSU Problem Stmt 95 153 62 %
Justification 99 212 47 %
Conclusion 205 363 56 %

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

Table 3. Argument types in sample


Paragraphs Percentage
Authority 20 14 %
Example 18 13 %
Causal 95 66 %
Comparison 3 2%
Analogy 6 4%

Fig. 3. Percentage by type of argument

[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

For experimentation, as detailed in previous section, a sample of 224 paragraphs were


taken from Coltypi corpus and were manually annotated as argumentative or not
argumentative by one annotator, an expert with knowledge in argument review and
formulation. This classification done by the annotator is taken as our ground truth. As
presented in Table 4, the proportion of paragraphs with arguments is 56.7 % and for
paragraphs without arguments the remaining 43.3 %. The problem was approach as
binary classification for each paragraph, i.e. to identify if it has arguments or not. To
perform the validation, we took randomly 90 % of paragraphs for training and 10 % for
testing. To determine the efficacy of each classifier, we use a 10-fold cross validation.
To perform the classification process, we employ the machine learning toolkit
Weka [24]. Classifiers used are Support Vector Machine (SVM) [4], Naive Bayes
(NB) [9] and J48 implementation of C4.5 Decision Tree (DT) [10], because these
classifiers have been previously used in argument mining.

Table 4. Class Distribution Among Instances


Paragraphs with arguments Paragraphs without arguments
127 (56.7 %) 97 (43.3 %)
106 J.M.G. Gorrostieta and A. López-López

Vector representations were used to identify paragraphs with arguments, mainly


lexical with frequency of n-grams as consecutive words of length 1–3. We built the
three vector representations for unigram, bigrams and trigrams which includes all
words and punctuation symbols. Then we trained the classifiers with the dataset for
training and applied them to the test dataset. Table 5 shows the average accuracy of
each classifier for their 10 folds and for the three vector representations constructed. As
we can notice, the SVM classifier produces better accuracy, precision, recall and
F1-measure than NB and DT, identifying with 71.9 % accuracy and 81.28 % precision
paragraphs with arguments.

Table 5. Classifiers results


Unigrams
Precision Recall F1-Measure Accuracy
Support Vector Machine 79.55 % 69.42 % 72.64 % 70.99 %
Naïve Bayes 73.27 % 65.58 % 68.35 % 66.69 %
Decision Tree 62.76 % 56.15 % 53.10 % 56.48 %
+Bigrams (n-grams 1-2)
Precision Recall F1-Measure Accuracy
Support Vector Machine 80.52 % 67.95 % 72.20 % 71.59 %
Naïve Bayes 71.99 % 67.95 % 68.75 % 66.25 %
Decision Tree 60.92 % 55.38 % 57.46 % 55.01 %
+Trigrams (n-grams 1-3)
Precision Recall F1-Measure Accuracy
Support Vector Machine 81.26 % 66.99 % 72.44 % 71.90 %
Naïve Bayes 74.67 % 63.91 % 67.80 % 65.78 %
Decision Tree 62.18 % 56.86 % 58.88 % 56.31 %

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).

Table 6. Mean and standard deviation of SVM accuracy


Mean Stdev
Unigram 71.0 9.3
+Bigram 71.6 8.3
+Trigram 71.9 6.6

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

Fig. 4. Mean and standard deviation of SVM accuracy

Table 7. Classifiers results


Unigrams + Bigrams (Freq.  5) + Trigrams (Freq.  5)
Precision Recall F1-Measure Accuracy
Support Vector Machine 85.65 % 70.19 % 75.76 % 75.55 %
Naïve Bayes 74.69 % 66.28 % 69.26 % 67.08 %
Decision Tree 61.08 % 55.32 % 57.47 % 55.45 %

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(&)

School of Computing, Informatics and Decision Systems Engineering,


Arizona State University, 699 S. Mill Ave., Tempe, AZ, USA
Sharon.Hsiao@asu.edu

Abstract. In this paper, we report a study of an innovative mobile application


to support grading paper-based programming exams. We call the app – Pro-
gramming Grading Assistant (PGA). It scans pre-generated QR-codes of
paper-based question-and-concepts associations and uses OCR to recognize
handwritten answers. PGA provides interfaces for teachers to calibrate recog-
nition results, as well as to adjust partial credit assignment according to con-
ceptual incorrectness of the answers. We evaluate the mobile grading process
and the quality of grading results based on the assessed semantic information.
The results demonstrate that the mobile grading approach keeps persistent traces
of students’ performance, including semantic feedback and ultimately enhances
grading consistency.

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,

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 110–123, 2016.
DOI: 10.1007/978-3-319-45153-4_9
Mobile Grading Paper-Based Programming Exams 111

characterization of the nature of their errors or any recurring patterns if any,


assessment of appropriateness of their study strategies and preparation, etc. Fur-
thermore, from teachers’ perspective, there is an increasing difficulty in managing
paper-based exams. Teachers can hardly memorize all students’ names, it is becoming
even more challenging for teachers to manage all mistake patterns in students’ exam
answers. Thus, it is common for teachers to focus on common mistakes based on the
history of a course rather than a specific exam. Moreover, with graders or teaching
assistants being recruited to do the majority of grading in order to handle large classes,
teachers could overlook the detailed course performances. In this case, varying level of
training of the graders and potential inconsistency among graders are among additional
factors that may further complicate students’ learning.
In this work, we investigate an innovative method to capture paper-based pro-
gramming exams in order to provide semantic personalized feedback in supporting
large-scale auto-grading in blended instruction classrooms. We emphasize that
paper-based approach is still one of the primary and preferred ways of delivering
programming exams, due to the sake of easiness and other logistics or potential aca-
demic dishonesty issues to occur in online settings. The rest of the paper is organized
with reviewing related work in Automatic Program Assessment and Technology
Support for Blended Classroom in Computing Education. We then describe the study
methodology and layout the study design. Finally, we present the evaluation results and
discuss the approach with current limitations and future work.

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.

2.2 Technology and Instructional Support for Blended Classroom


in Computing Education
In the field of Computer Supported Collaborative Learning (CSCL), researchers
describe classroom orchestration as a field in transition, which defines how a teacher
manages multilayered activities in real time and in a multi-constraints context. It dis-
cusses how and what research-based technologies have been adopted and should be
done in classrooms [12]. We have begun to see more tabletops, wearable cameras,
smart classrooms or interactive tools such as Classroom Response Systems (AKA:
Clickers) etc. provide dynamic feedback and integrative students knowledge updates
[13–15]. Such tools attempt to capture in-the-moment teaching pace and on–the-fly
students’ learning pace; however, they are usually highly customized to the content or
require a large collection of content for teachers to start using the tools. Classes may
still suffer from lacking comprehensive content collections due to high development or
maintenance costs or run into off-sync issues when the students leave the interactive
classrooms. Over the last decade, several educational technologies and instructional
pedagogies have been proposed and studied to amend and assist large size of class-
rooms. For instance, flipped classroom model to promote utilization of class time for
interaction [16]; peer instruction to facilitate students’ conceptual reasoning [17, 18];
media computation to increase learning motivation [19, 20] etc. In the context of
computing education, a dozen of research projects attempted to apply these methods in
programming classes [21–24]. In spite of there were positive results reported, most of
the findings were still in early stage and inconclusive. For example, instructors are
supposed to utilize the class time to maximize student and teacher interactions, how-
ever, until today, it is still challenging to gather and interact with large amount of
students with laptops in the lecture hall or in the computer lab [25].

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.

Fig. 1. Mobile grading framework.

3.2 Research Platform: Programming Grading Assistant


We develop an Android application and deploy it in a Samsung Galaxy Tab S2 8
device to support grading paper-based exams. Currently, we consider two major types
of programming problems on the exams, multiple choice question (MCQ) and code
writing question (CWQ). Due to the handwritten texts naturally carry various com-
plications, such as scripts and prints mixture, word separation ambiguity, inconsistent
word alignments etc. Based on the unique characteristics of these two types of ques-
tions (MCQ consists of limited handwriting texts and printed question texts; CWQ
mainly includes substantial amount of handwriting texts and limited printed texts), we
design two separate mobile grading modules to deal with different level of handwriting
recognition complexity. In this paper, we focus on the CWQ module, which allows us
to focus on the proposed technology in examining procedural knowledge of pro-
gramming problem solving.
CWQ Grading Module. This module utilizes 2-dimensional quick response code
(QR-code) to associate each question, answer, corresponding concepts and weights (the
importance of the concepts). Figure 2 demonstrates the CWQ grading interface, where

2
https://github.com/tesseract-ocr.
114 I.-H. Hsiao

Fig. 2. Code writing question grading interface.

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).

3.3 Recognition Optimization


Students’ handwritings are heterogeneous. Typically, OCR requires a training process
to calibrate recognition. However, due to the target corpus in this experiment is pro-
gramming language domain, we anticipate students will only be writing code syntac-
tical texts. In other words, all recognized texts should be identified from Java glossary.
For instance, Fig. 3(a) shows the OCR recognized results from the same example in
Fig. 2. However, without proper training, the recognition fails to identify variable i or
the print method. In order to minimize the training effort, we adopt spelling correction
logic and implement recognition correction algorithm. We use Damerau–Levenshtein
distance algorithm [27] to iteratively transpose, replace and insert the recognized
characters from simultaneously referencing to Java glossary dictionary. In Fig. 3(b)
illustrates a corrected recognition codes, which improves the readability of original
recognition. Note that the punctuations and variables are still not yet optimized.

Fig. 3. Before (a) and after (b) optimized hand writing recognition.

3.4 Semantic Partial Credit Algorithm


Assigning grades on the programming exams is not a trivia task. Each code-writing
question can potentially have multiple solutions; each solution can have miscellaneous
variations, such as local variable differences, utility methods, interfaces etc. Therefore,
it may not be fair to assign scores by judging codes similarity between students’ and
teacher’s codes. Typically, teachers will evaluate the code solutions and assign partial
credits to award the logic soundness instead of code completeness. For instance, a
common strategy is to give points to conceptual integrity and deduct points by pun-
ishing conceptual mistakes. The question is, how many points are appropriate as
partial credits?
116 I.-H. Hsiao

We discover there often exists the inconsistency in assigning partial credits.


Figure 4 illustrates some of the inconsistent scenarios: (a-left) The student clearly
implemented key concepts ArrayList and Foreach-loop, but missed to aggregate values
from each iteration and to print out the final results. However, this student was being
punished by missing minor concepts and suffered from major credits loss (5 out of 7).
In case (a-right) shows the same grader gave same partial credits to another student,
while s/he not only missed out the sum variable declaration and initialization, but
actually wrongly implemented the Foreach-loop. In case (b), it shows a different grader
gave different amount of partial credits on the exactly the same question. These
examples demonstrate a series of grading inconsistency issues: oversight on key con-
cept misconception, over-emphasized on minor concepts, limited feedback etc.

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.

In order to enforce consistency in assigning partial credits, we design a semantic


partial credit algorithm to calculate students’ proportional conceptual errors of a
question (Table 1). There are 3 parameters to determine the partial credits: Concept
Similarity, Concept Saliency, and Miscellaneous. We assume partial credit would be
given based on conceptual inconsistency with the correct answer, therefore, Concept
Similarity is calculated by the cosine similarity between student’s and the correct one.
We use Concept Saliency coefficient (Eq. 1) to highlight the importance of key concept
and to demote peripheral conceptual mistakes. For instance, the question in Fig. 4
(a-left) deserves more credits when the key concepts are intact, and the peripheral
concepts are missed; vice versa in Fig. 4(a-right). Finally, we reserve a Miscellaneous
coefficient to capture all other mistakes that are not conceptual, such as careless
mistakes.

3.5 Study Setup


We design a study to investigate paper-based programming exams grading process,
specifically focus on the semantic partial credit assignment effects. We randomly
sampled 20 students’ exams from an Object-Oriented Programming & Data Structure
Mobile Grading Paper-Based Programming Exams 117

Table 1. Semantic partial credit algorithm

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.

Table 2. Sampled exam questions & answer keys/grading scheme


118 I.-H. Hsiao

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

4.1 Semantic Partial Credit Accuracy


We compared all graders’ grading and automatic partial credit algorithm calculation
results to original teacher’s grading. We set the threshold at 0.1 marks; where we
consider it is a correct answer when the grades differences are less than the threshold.
We found that given the grading schemes for graders (per Table 2), they could still
make considerably inaccurate grading outcomes. The inaccuracy effect is especially
noticeable in Q2, which is a more complex question than Q1. Q2 involves more key
concepts and more overall concepts. Recall that the case of Fig. 4-(a), the student
clearly knew how to implement ArrayList and Foreach Loop, but the grader penalized
this answer as missing a lot codes, and neglected the grading scheme. Figure 5 illus-
trates all graders CWQ grading accuracy distribution by question compared to auto-
matic method. Overall, we found that automatic partial credit algorithm improved 20%
of the accuracy.
Additionally, We found that the complex question (Q2) consistently being taken
more than 20 points off in total, and averagely each question was mis-graded respec-
tively 0.658 and 1.491 in Q1 and Q2 (Table 3). Meanwhile, the automatic partial credit
algorithm achieved low grades discrepancy in both Q1 and Q2. On average, they were
graded only 0.122 and 0.370 off compared to teacher’s grades. Such results suggested
that if an exam consists of 10 code-writing questions, the variance between grader and
teacher could be as large as one letter grade.

Fig. 5. Partial Credit Accuracy (left); Grades Discrency by Question Complexities (right).
Mobile Grading Paper-Based Programming Exams 119

Table 3. Grading discrepancy magnitude


Average Grader Auto PC Algorithm
Q1 0.658 0.122
Q2 1.491 0.370

4.2 Mobile Grading Enhances Grading Coherence


To gauge graders’ coherence, we evaluated how did the graders grade questions; do
they give extra points than they should have? or do they penalize the students in
deducting more points than they should have? Figure 6 showed each grader’s incon-
sistency. We found that grader 1, 3, 5, and 6 tend to give more credits; grader 2 and 4
tended to be stricter and give fewer credits than they should have. The gaps among
graders are evident. We found that automatic partial credit algorithm achieved higher
grading coherence (smaller gap between + & −).

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.

Table 4. Grading discrepancy magnitude


Average Grader Auto PC Algorithm
+ 0.594 0.091
− 0.481 0.155
120 I.-H. Hsiao

4.3 Feedback Quality


We analyze graders’ feedback on total 180 questions not-entirely-correct questions (30
out of 40 sampled questions per grader). We categorize six types of graders’ feedback:
No feedback at all, Highlights on students’ errors, (Partial) correct answers, Justifi-
cations on penalty, Conceptual feedback, and Wrong feedback (Fig. 7).

Fig. 7. Feedback types and percentage.

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

Fig. 8. Left: No feedback at all; Right: Highlights on errors.


Mobile Grading Paper-Based Programming Exams 121

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.

5.2 Limitations and Future Work


In spite of several promising findings, there are a few limitations in current study. First
of all, the handwriting recognition requires good lighting (i.e. natural sun light) and ball
pen writing. In our experiment, we found that indoor lighting often resulted in
recognition failure, which was also one of the reasons that took slightly longer time
122 I.-H. Hsiao

than we expected. In addition, penciled texts of students’ answers also resulted in


recognition failure. However, programming exams typically require iterative problem
solving and trial-and-error, thus, students usually prefer to use pencils than pens. We
recognize these challenges with OCR technology, and have begun to instruct students
to write their code carefully by following sound Object-Oriented Programming prin-
ciples and coding conventions.
Secondly, we did not measure codes recognition accuracy yet, since the recognition
is not yet optimized. It is in our research agenda, to expedite fully automatic grading
process and to reach reliable consistent grading outcome. We have begun training to
use designated underscores for uppercases and whitespaces to increase word separation
recognition.
In the near future, we anticipate providing personalized feedback to students from
their paper-based exams. We are currently developing APIs to synchronize grading
results to the learning analytics dashboards [26]. We plan to conduct more user studies
and larger scale of field studies to explore PGA with graders in UI related issues and
measure the effects for grading entire class exams.

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Which Algorithms Suit Which Learning
Environments? A Comparative Study
of Recommender Systems in TEL

Simone Kopeinik(B) , Dominik Kowald, and Elisabeth Lex

Knowledge Technologies Institute, Graz University of Technology, Graz, Austria


{simone.kopeinik,elisabeth.lex}@tugraz.at, dkowald@know-center.at

Abstract. In recent years, a number of recommendation algorithms


have been proposed to help learners find suitable learning resources on-
line. Next to user-centered evaluations, offline-datasets have been used
to investigate new recommendation algorithms or variations of collab-
orative filtering approaches. However, a more extensive study compar-
ing a variety of recommendation strategies on multiple TEL datasets is
missing. In this work, we contribute with a data-driven study of rec-
ommendation strategies in TEL to shed light on their suitability for
TEL datasets. To that end, we evaluate six state-of-the-art recommen-
dation algorithms for tag and resource recommendations on six empirical
datasets: a dataset from European Schoolnets TravelWell, a dataset from
the MACE portal, which features access to meta-data-enriched learn-
ing resources from the field of architecture, two datasets from the social
bookmarking systems BibSonomy and CiteULike, a MOOC dataset from
the KDD challenge 2015, and Aposdle, a small-scale workplace learning
dataset. We highlight strengths and shortcomings of the discussed rec-
ommendation algorithms and their applicability to the TEL datasets.
Our results demonstrate that the performance of the algorithms strongly
depends on the properties and characteristics of the particular dataset.
However, we also find a strong correlation between the average number
of users per resource and the algorithm performance. A tag recommender
evaluation experiment reveals that a hybrid combination of a cognitive-
inspired and a popularity-based approach consistently performs best on
all TEL datasets we utilized in our study.

Keywords: Offline study · Tag recommendation · Resource recom-


mendation · Recommender systems · ACT-R · SUSTAIN · Technology
enhanced learning · 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

system implementations for TEL environments. In fact, the majority of holistic


educational recommender systems remain within research labs [2]. This may be
partly attributed to the fact that proposed recommendation approaches often
require either runtime-intensive computations or unavailable, expensive informa-
tion about learning domains, resources and learner preferences. Furthermore, in
informal learning settings, information like ontologies, learning object meta-data
and even user ratings are very limited [3]. The spectrum of commonly available
tracked learner activities varies greatly, but typically includes implicit usage data
like learner-ids, some general information on learning resources, timestamps and
indications of a user’s interest in learning resources (e.g. opening, downloading or
bookmarking) [4]. While existing research investigates the application of implicit
usage data-based algorithms (e.g., [5–7]) on selected datasets, a more extensive
comparative study directly opposing state-of-the-art recommendation algorithms
is still missing. We believe such a study would benefit the community since we
hypothesize that recommendation algorithms show different performance results
depending on learning context and dataset properties as also suggested in [5,8].
This motivates our main research question: RQ1: How accurate do state-of-the-
art resource recommendation algorithms, using only implicit usage data, perform
on different TEL datasets?
To this end, we collected six datasets from different TEL domains such as
social bookmarking, social learning environments, Massive Open Online Courses
(MOOCs) and workplace learning to evaluate accuracy and ranking of six
state-of-the-art recommendation algorithms. Results show a strong correlation
between the average number of users per resource and the performance of most
investigated algorithms. Further, we believe that content-based algorithms that
match user characteristics with resource properties, could present an alternative
for informal environments with sparse user-resource matrices. However, a promi-
nent factor that hampers the finding and recommending of learning resources
is the lack of learning object meta-data, which is resource-intensive to generate.
Bateman et al. [9] proposed the application of tagging mechanisms to shift this
task to the crowd. Furthermore, tag recommendations can assist and motivate
the user in providing such semantic meta-data. Also, tagging supports the learn-
ing process, as it is known to foster reflection and deep learning [10]. Yet, so
far, tag recommender investigations have been widely unattended in the TEL
research community [11]. To this strand, we want to contribute with our second
research question: RQ2: Which computationally inexpensive state-of-the-art tag
recommendation algorithm performs best on TEL datasets?
The evaluation of three recommendation algorithms, implemented as six
variations based on usage data and hybrid combinations, identifies a cognitive-
inspired recommendation algorithm combined with a popularity-based approach
as most successful.

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.

discuss the potential of collaborative tagging environments and tag recommender


systems for TEL. From the wide range of existing contributions, we identify two
lines of research that are most related to our work, (i) data driven studies of tag
recommendations and (ii) learning resource recommendations in the field of TEL.

2.1 Learning Resource Recommendations


Verbert et al. [5] studied the influence of different similarity measures on user-
and item-based collaborative filtering for the prediction of user ratings. Addition-
ally, they compared user-based collaborative filtering on implicit learner data,
among four different datasets and first used and analyzed the prominent TEL
datasets, TravelWell and MACE. Fazeli et al. [6] showed that the integration of
social interaction can improve collaborative filtering approaches in TEL envi-
ronments. Niemann and Wolpers [7] investigated the usage context of learning
objects as a similarity measure to predict and fill in missing user ratings and
subsequently improve the database for other recommendation algorithms such as
collaborative filtering. The approach is evaluated in a rating prediction setting.
The suggested approach does not require any content information of learning
objects and thus could also be applied to cold start users, but not cold start
items. For further research examples, a broad overview on data-driven learning
recommender studies is given in [13]. In contrast to previous work, we do not
focus on a specific algorithm or dataset but we study the performance of a range
of recommendation algorithms on various TEL datasets.

2.2 Tag Recommendations

Considerable experiments exploring learning resource annotation through tags


are presented in [14], in which generally the suitability of tagging within the
learning context was investigated. Results claim guidance to be an important
factor for the success of tagging. Diaz et al. [15] investigated automated tag-
ging of learning objects utilizing a computationally expensive variant of Latent
Dirichlet Allocation [16] and evaluated the tagging predictions in a user study.
In [17], an approach to automatically tag learning objects based on their usage
context was introduced, which builds on [7]. It shows promising results towards
the retrospective enhancement of learning object meta-data. However, their app-
roach cannot be used in online settings as it is based on context information of
resources that is extracted from user sessions. In this work, we concentrate on
tag recommendation algorithms that are applicable also in online settings.

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

(MACE, TravelWell) and workplace learning (Aposdle). We evaluate two rec-


ommender application cases, (i) the recommendation of learning resources to
support finding relevant information and (ii) the recommendation of tags to
support the annotation of learning resources.

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 .

Most Popular (MP). MP is a simple approach to rank items according to


their frequency of occurrence [22]. The algorithm can be implemented on user-
based, resource-based or group-based occurrences and is labeled respectively, as
MPU , MPR and MP. MPU,R describes a linear combination of MPU and MPR .

Collaborative Filtering (CF). This approach calculates the neighborhood


of users (CFU ) or resources (CFR ) to find items that are new to a user by
either considering items that similar users engaged with or items that are similar
to resources the target user engaged with in the past [23]. The neighborhood
is defined by the k most similar users or resources, calculated by the cosine-
similarity measure on the binary user-resource matrix. Tag recommendations
require the triple: (user, resource, tag). Therefore, we implemented an adaptation
of CFU for tag recommendations [24]. Accordingly, the neighborhood of a user
is determined through a user’s tag assignments instead of resource engagements.
As suggested by literature [25], we set k to 20 for all CF implementations.
1
https://github.com/learning-layers/TagRec/.
128 S. Kopeinik et al.

Content-Based Filtering (CB). CB recommendation algorithms rate the


usefulness of items by determining the similarity between an item’s content with
the target user profile [26]. In this study, we either use topics (if available) or
otherwise tags to describe the item content. The similarity between the item
vector and the user vector is calculated by the cosine-similarity measure.

Usage Context-Based Similarity (UCbSim). This algorithm was intro-


duced by [27] and further discussed in the TEL context by [7,28]. The approach
is inspired by paradigmatic relations known in lexicology, where the usage con-
text of a word is defined by the sequence of words occurring before or after it
in the context of a sentence. The equivalent to a sentence in online activities is
defined as a user session, which describes the usage context. In line with litera-
ture [7], we calculate the significant co-occurrence of two items i and j by the
mutual information (MI):
O
M Ii,j = log2 (1)
E
where O is the number of observed co-occurrences and E the number of expected
co-occurrences. The similarity (simi,j ) between two objects is given by their
cosine-similarity, where each object is described as a vector of its 25 highest
ranked co-occurrences. For this study, we recommend resources that are most
similar to the resources a user engaged with in her last session. Further, we
conclude a session if no user interaction is observed for 180 min.
Base Level Learning Equation with Associative Component (BLLAC ).
This cognitive-inspired tag recommendation algorithm, mimics retrieval from
human semantic memory. A detailed description and evaluation can be found in
[29]. It is based on equations from the ACT-R architecture [30] that model the
availability of elements in a person’s declarative memory as activation levels Ai .
Equation 2 comprises the base-level activation Bi and an associative component
that represents semantic context. To model the semantic context we look at
the tags other users have assigned to a given resource, with Wj representing
the frequency of appearance of a tagj and with Sji representing the normalized
co-occurrence of tagi and tagj , as an estimate of the tags’ strength of association.

Ai = Bi + Wj Sji (2)
j
n
With Bi = ln( j=1 t−d j ), we estimate how useful an item (tag) has been in an
individual person’s past, with n determining the frequency of tag use in the past,
and tj representing recency, i.e., the time since a tag has been used for the j th time.
The parameter d models the power law of forgetting and is in line with [30] set
to .5. We select the most relevant tags according to the highest activation values.
As BLLAC +MPR , we denote a linear combination of this approach with MPR .

SUSTAIN. SUSTAIN [31] is a cognitive model aiming to mimic humans’ cate-


gory learning behavior. In line with [19], which suggested and analyzed the model
Which Algorithms Suit Which Learning Environments? 129

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.

CiteULike. CiteULike is a social bookmarking system for managing and dis-


covering scholarly articles. Since 2007, CiteULike datasets3 are published on a
regular basis. The dataset for this study was retrieved in 2013 (resource recom-
mendation dataset) and 2015 (tag recommendation dataset). Three log data files
report on users’ posting of articles, bibliographic references, and group member-
ship of users. Activation data of user posts, including tags, have been used for
this study. Topics are not available.

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.

|P | |U | |R| |T | |T p| |ATr | |AT pr | |ARu | |AUr | SPt SPtp


BibSonomy 82539 2437 28000 30889 0 4.1 0 33.8 3 0 100
CiteULike 105333 7182 42320 46060 0 3.5 0 14.7 2.5 0 100
KDD15 262330 15236 5315 0 3160 0 1.8 17.2 49.4 100 1.1
TravelWell 2572 97 1890 4156 153 3.5 1.7 26.5 1.4 3.2 28.7
MACE 23017 627 12360 15249 0a 2.4 0 36.7 1.9 31.2 100
Aposdle 449 6 430 0 98 0 1.1 74.8 1 100 0
a
Generally the dataset contains topics but unfortunately, at this point, we do not
have them available.

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.

TravelWell. Originating from the Learning Resource Exchange platform5 , the


dataset captures teachers search for and access of open educational resources
from a variety of providers all over Europe. Thus, it covers multiple languages
and subject domains. Activities in the dataset are supplied in two files with

4
http://kddcup2015.com/information.html.
5
http://lreforschools.eun.org.
Which Algorithms Suit Which Learning Environments? 131

either bookmarks or ratings which both include additional information about


the learning resource [34]. Relevant information to our study encompasses user
names, resource names, timestamps, tags and categories.

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

For the performance evaluation of the selected recommendation algorithms


(MP, CF, CB, UCbSim, BLL, Sustain) we use the further described metrics
recall, precision and f-measure, which are commonly used in recommender system
research [5,36]. Additionally, we look at nDCG, which was reported to be the most
suitable metric for evaluations of item ranking [37].
When calculating recall and precision, we determine the relation of recom-
mended items Iˆu for a user u, to items that are of a user’s interest Iu . Items
relevant to a user are determined by the test set. All metrics are averaged over
the number of considered users in the test set.

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.

nDCG. Discounted Cumulative Gain (DCG) is a ranking quality metric that


calculates usefulness scores (gains) of items based on their relevance and position
in a list of k recommended items and is calculated by

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 .

4 Results and Discussion


This section presents our results in terms of prediction accuracy (R, P, F) and
ranking (nDCG). Six algorithms with a total of thirteen variations were applied
on six TEL datasets from different learning settings. We consider metrics @5
as most relevant, as this seems to be a reasonable number of items to confront
a learner with. Additionally, we report F@10 and nDCG@10. To best simulate
real-life settings, we conducted the study on the unfiltered datasets.

4.1 Learning Resource Recommendations (RQ1 )

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

Table 2. Results of our resource recommender evaluation. The accuracy esti-


mates are organized per dataset and algorithm (RQ1 ). The datasets BibSonomy, CiteU-
Like and MACE did not include topic information, thus for those three, we calculated
CBT and SUSTAIN on tags instead of topics. Note: the highest accuracy values per
dataset are highlighted in bold.

Dataset Metric MP CFR CBT CFU UCbSim SUSTAIN SUSTAIN + CFU


BibSonomy R@5 .0073 .0447 .0300 .0444 .0404 .0396 .0530
P@5 .0154 .0336 .0197 .0410 .0336 .0336 .0467
F@5 .0099 .0383 .0238 .0426 .0367 .0363 .0496
F@10 .0102 .0380 .0226 .0420 .0351 .0374 .0497
nDCG@5 .0088 .0416 .0270 .0440 .0371 .0392 .0541
nDCG@10 .0103 .0490 .0313 .0509 .0440 .0469 .0629
CiteULike R@5 .0051 .0839 .0472 .0567 .0716 .0734 .0786
P@5 .0048 .0592 .0353 .0412 .0558 .0503 .0553
F@5 .0050 .0694 .0404 .0477 .0627 .0597 .0650
F@10 .0042 .0601 .0362 .0488 .0573 .0530 .0618
nDCG@5 .0048 .0792 .0427 .0511 .0686 .0704 .0717
nDCG@10 .0054 .0901 .0504 .0635 .0802 .0815 .0863
KDD15 R@5 .0067 .4774 .1885 .4325 .4663 .3992 .4289
P@5 .0018 .2488 .1409 .2355 .2570 .2436 .2377
F@5 .0029 .3074 .1612 .3050 .3314 .3025 .3059
F@10 .0034 .2581 .1244 .2773 .3195 .2756 .2769
nDCG@5 .0053 .3897 .1927 .3618 .3529 .3227 .3608
nDCG@10 .0081 .4740 .2090 .4281 .4465 .3939 .4284
TravelWell R@5 .0035 .0257 .0174 .0404 .0471 .0483 .0139
P@5 .0127 .0212 .0382 .0425 .0297 .0382 .0382
F@5 .0056 .0232 .0240 .0414 .0365 .0427 .0204
F@10 .0078 .0194 .0304 .0456 .0459 .0481 .0429
nDCG@5 .0072 .0220 .0275 .0305 .0491 .0446 .0220
nDCG@10 .0092 .0239 .0353 .0461 .0631 .0544 .0405
MACE R@5 .0253 .0080 .0016 .0283 .0151 .0093 .0222
P@5 .0167 .0079 .0023 .0251 .0213 .0065 .0190
F@5 .0201 .0079 .0019 .0266 .0177 .0076 .0205
F@10 .0169 .0116 .0031 .0286 .0189 .0155 .0241
nDCG@5 .0248 .0082 .0014 .0264 .0165 .0079 .0215
nDCG@10 .0281 .0136 .0026 .0357 .0282 .0157 .0302
Aposdle R@5 .0 .0 .0 .0026 .0 .0 .0
P@5 .0 .0 .0 .0333 .0 .0 .0
F@5 .0 .0 .0 .0049 .0 .0 .0
F@10 .0196 .0 .0151 .0045 .0 .0045 .0045
nDCG@5 .0 .0 .0 .0042 .0 .0 .0
nDCG@10 .0152 .0 .0103 .0042 .0 .0036 .0033

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.

Dataset Metric MPU MPR MPU,R CFU BLLAC BLLAC + MPR


BibSonomy R@5 .3486 .0862 .3839 .3530 .3809 .4071
P@5 .1991 .0572 .2221 .2066 .2207 .2359
F@5 .2535 .0688 .2814 .2606 .2795 .2987
F@10 .1879 .0523 .2131 .1875 .2028 .2237
nDCG@5 .3449 .0841 .3741 .3492 .3851 .4022
nDCG@10 .3712 .0918 .4070 .3693 .4095 .4343
CiteULike R@5 .3665 .0631 .3933 .3639 .4114 .4325
P@5 .1687 .0323 .1829 .1698 .1897 .2003
F@5 .2310 .0427 .2497 .2315 .2597 .2738
F@10 .1672 .0294 .1825 .1560 .1797 .1928
nDCG@5 .3414 .0600 .3632 .3457 .4016 .4140
nDCG@10 .3674 .0631 .3926 .3596 .4221 .4385
TravelWell R@5 .2207 .0714 .2442 .1740 .2491 .2828
P@5 .1000 .0366 .1333 .0800 .1300 .1400
F@5 .1376 .0484 .1724 .1096 .1708 .1872
F@10 .1125 .0388 .1356 .0744 .1287 .1426
nDCG@5 .2110 .0717 .2253 .1622 .2525 .2615
nDCG@10 .2411 .0800 .2686 .1730 .2783 .2900
MACE R@5 .1306 .0510 .1463 .1522 .1775 .1901
P@5 .0576 .0173 .0618 .0631 .0812 .0812
F@5 .0799 .0259 .0869 .0893 .1114 .1138
F@10 .0662 .0170 .0692 .0615 .0829 .0848
nDCG@5 .1146 .0463 .1296 .1502 .1670 .1734
nDCG@10 .1333 .0483 .1477 .1568 .1835 .1902

Contradicting [13], which suggested to use MOOCs datasets to evaluate TEL


recommendations, our findings indicate that recommender performance results
calculated on MOOCs are not representative for other, typically sparse, TEL
environments. This is especially true for small-scale environments such as Apos-
dle, where the evaluation positively shows that algorithms based on implicit
usage data do not satisfy the use case. For Aposdle, which has only six users,
none of the considered algorithms showed acceptable results. While approaches
based on individual user data (CBT , SUSTAIN) may work in similar settings,
we suppose this is hindered by the unfortunate association of topics, which do
not describe the content of a resource but rather the application type (e.g., tem-
plate) and the poor allocation of topics to resources which is on average 1.16.
We believe that learning environments that serve only a very small number of
Which Algorithms Suit Which Learning Environments? 135

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.

4.2 Tag Recommendations (RQ2 )


The tag recommender evaluation was limited to the four datasets of our study
that feature tags. Contrary to the results of the resource recommender study, we
can observe a clear winner, which performs best on all datasets and metrics as
depicted in Table 3. BLLAC + MPR combines frequency and recency of a user’s
tagging history, which is enhanced by context information and therewith also
recommends tags that are new to a user. Because runtime and complexity are
considered very important factors in most TEL environments [8], we also empha-
size the results of MPU,R that outperforms the comparably cost-intensive CFU
in three of four settings, and hence forms a good alternative for runtime-sensitive
settings. An extensive evaluation of runtime and memory for tag recommenda-
tion algorithms can be found in [18].

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 ).

Limitations and Future Work. This evaluation only covers performance


measurements of resource and tag recommendation algorithms. Other relevant
indicators, as described in [13], such as user satisfaction, task support, learning
performance and learning motivation are not addressed in this research. Also,
we would like to mention the restriction of data-driven studies to items that are
part of a user’s history (i.e., if a user did not engage with a specific learning
resource in the usage data, the evaluation considers this resource as wrongly
136 S. Kopeinik et al.

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.

Acknowledgments. We would like to gratefully acknowledge Katja Niemann who


provided us with the MACE and TravelWell datasets, as well as the organizers of KDD
Cup 2015 and XuetangX for making the KDD dataset available. This work is funded
by the Know-Center, the EU-IP Learning Layers (Grant Agreement: 318209) and the
EU-IP AFEL (Grant Agreement: 687916). The Know-Center is funded within the Aus-
trian COMET Program under the auspices of the Austrian Ministry of Transport,
Innovation and Technology, the Austrian Ministry of Economics and Labor and by the
State of Styria.

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Discouraging Gaming the System Through
Interventions of an Animated Pedagogical Agent

Thiago Marquez Nunes1 , Ig Ibert Bittencourt2 , Seiji Isotani3 ,


and Patricia A. Jaques1(B)
1
PIPCA - Universidade do Vale do Rio dos Sinos (UNISINOS), São Leopoldo, Brazil
nunes.thiago@live.com, pjaques@unisinos.br
2
IC - Universidade Federal de Alagoas (UFAL), Maceió, Brazil
ig.ibert@ic.ufal.br
3
ICMC - Universidade de São Paulo (USP), São Carlos, Brazil
sisotani@icmc.usp.br

Abstract. Intelligent Tutoring Systems (ITSs) have been largely used


in school settings and considered effective learning tools. However, stu-
dents’ performance might be impaired by their undesired behaviors. An
example of these behaviors is “gaming the system”, which happens when
the student tries to mislead the system in order to advance faster in
the tasks. Previous works have tried to treat this behavior by blocking
student’s actions; however, this restrictive approach has proved to be
ineffective. We propose the use of animated pedagogical agents in ITSs
as a non-restrictive approach to gaming the system. We believe that an
animated pedagogical agent can discourage this behavior by taking two
actions: (1) showing it is aware of when students are gaming, and (2)
educating students about the negative impact of this behavior on their
learning. We implemented this approach in a step-based algebra ITS, and
a classroom experiment was conducted with 37 students who used the
system for 50 min on average to solve linear equations. Although, due
to the design restrictions of the experiment, we could not statistically
demonstrate that the presence of the agent decreased the gaming of the
system, descriptive statistics of the tutor log data show evidence of a pos-
sible positive effect of an aware animated pedagogical agent on students’
behavior, indicating that this approach deserves further investigation.

Keywords: Animated pedagogical agents · Gaming the system ·


Intelligent tutoring systems

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).

2 Animated Pedagogical Agents as a Non-restrictive


Approach to Gaming the System
This section presents our non-restrictive approach to deal with GTS in ITSs.
The main goal is to discourage GTS through interventions of an APA. The agent
monitors students’ actions and, through its verbal and nonverbal behavior, shows
it is aware that the student is trying to game the system. We believe that one
of the reasons why students game the system is their impression that the tutor
does not “understand” their actions (“It is only a machine!”) and hence cannot
act accordingly. Demonstrating awareness of students’ behavior makes agents
more believable, which in turn makes students more careful about their actions,
similar to the behavior students present when interacting with a human teacher.
Furthermore, because APAs improve the communication channel, motivational
capability, and empathy between the tutor and the student [2,16,18], they are
considered a more powerful approach to educating students on the negative
effects of gaming the tutor than the display of a warning window on the screen.
In fact, previous research [4] claims that this kind of proactive and non-restrictive
approach using APAs is promising for dealing with GTS.

2.1 The Algebra Tutor


The APA has been integrated into a web-based algebra ITS that provides person-
alized assistance for students in the solving of step-by-step equations. Figure 1
shows the equation solving interface of the tutor. Item (a) shows the equation
the student has to solve, and the equation lines below it are steps entered by
the student. Item (b) corresponds to a symbol that represents the operation the
student chose to solve the current step. The student chooses operations from
panels (e) (for both first and second degree equations) or (f) (only for second
degree equations). The panels in item (j) contain (in this order) arithmetic oper-
ations, undo and redo operations, score and performance in the ITS. Panel (g)
contains buttons that allow the student to ask for a new equation, clear the last
entered step, and edit the last step. The buttons on panel (h) allow students to
ask for help. The student can request a hint (first button), ask the system to
solve a step (second button), or even ask the system to solve the entire equation
142 T.M. Nunes et al.

Fig. 1. Original version of PAT2Math with no APA

(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).

2.2 Integration Between the APA and PAT2Math


To implement the gaming-the-system detector inside the tutor, we needed to
introduce restrictions to which GTS behavior causes the tutor to act. We chose
to restrict the tutor’s actions to when the student games the system by asking
repeatedly for hints on the same step. This choice was based on the tutor’s
features; because it does not have multiple-choice problems, it is more difficult
for the student to game the system by trying different answers.
After defining the scope of the research, the second step was to define which
situations are considered GTS in the context of our algebra tutor. In this step,
we were assisted by a math teacher who had already used our tutor in her
classroom. After analyzing the log files of previous experiments with the tutor,
we empirically determined that the gaming behavior generally happens when the
student asks for two or more hints in the same step without interacting with the
tutor (a possible form of interaction could be trying to solve the step). Although
this inference mechanism might be considered simple, it is very similar to the one
proposed by the GIFT framework [8], a well-known framework to detect when
students are gaming. However, GIFT incorporated a time threshold between two
hint requests to verify if students actually tried to read the hints.
The tutor monitors the student’s actions and evaluates whether the system
is being gamed or not based on the aforementioned mentioned restrictions. If
the student asks for two successive hints without any action towards solving the
equation (e.g., entering a step), the agent considers that the student has gamed
the system and starts to act accordingly. However, it is the agent who chooses
when to intervene about GTS. A probability factor determines how likely the
student is expected to receive an intervention regarding the gaming behavior.
By controlling the tutor’s actions with this factor, our goal was to avoid that
the agent shows a robotic behavior, which could disengage students.
The initial probability factor that determines the agent’s intervention fre-
quency is zero. Each time the tutor identifies the gaming behavior, this factor is
increased by 15 %, up to a maximum value of 90 %. Hence, the system reaches
the maximum probability of interventions after six attempts from the student at
gaming the system. Each time the system detects that the student has gamed,
144 T.M. Nunes et al.

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)

2.3 Agent’s Interventions When it Detects Gaming the System

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.

3 Evaluation and Discussion


We conducted a classroom study to try and find indications that the agent’s
interventions were working (i.e., discouraging GTS). Thirty-seven Brazilian stu-
dents from two 8th year classes participated in the study.
Initially, the participants were informed about generic goals of the inter-
vention. Basically, all they were told was that they would use an intelligent
learning environment that teaches algebra and that we wanted to verify if the
146 T.M. Nunes et al.

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.

Table 1. Descriptive statistics summarizing the number of GTS-related actions of the


students

Groups # of times gaming the system


M SD #
Experimental (Suspicious ag.) 0.55 0.52 6
Experimental (Kind ag.) 1.85 1.86 24
Experimental (Total) 1.25 1.54 30
Control 1.27 1.62 19
Groups # of hints asked
M SD #
Experimental (Suspicious ag.) 4.18 3.19 46
Experimental (Kind ag.) 7.77 6.07 101
Experimental (Total) 6.13 5.19 147
Control 5.13 5.66 77
Groups # of agent’s GTS messages shown
M SD #
Experimental (Suspicious ag.) 0.73 0.65 8
Experimental (Kind ag.) 0.77 1.24 10
Experimental (Total) 0.75 0.69 18
Control 0 0 0
Groups # of hints shown
M SD #
Experimental (Suspicious ag.) 3.45 2.91 38
Experimental (Kind ag.) 7.00 6.35 91
Experimental (Total) 5.38 5.29 129
Control 5.13 5.66 77
Groups # of solved equations
M SD #
Experimental (Suspicious ag.) 4.55 3.59 50
Experimental (Kind ag.) 7.46 4.03 97
Experimental (Total) 6.13 4.04 147
Control 5.20 4.35 78

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.

Acknowledgement. This work is supported by the following research funding agen-


cies in Brazil: CAPES, CNPq and FAPERGS.

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Multi-device Territoriality to Support
Collaborative Activities
Implementation and Findings
from the E-Learning Domain

Jean-Charles Marty1(&), Audrey Serna2, Thibault Carron3,


Philippe Pernelle4, and David Wayntal5
1
Université de Savoie Mont-Blanc, LIRIS, UMR5205,
69622 Villeurbanne, France
jean-charles.marty@liris.cnrs.fr
2
INSA Lyon, LIRIS, UMR5205, 69622 Villeurbanne, France
audrey.serna@liris.cnrs.fr
3
Université de Savoie Mont-Blanc, LIP6, UMR7606, 75252 Paris, France
thibault.carron@lip6.fr
4
Université de Lyon 1, 69622 Villeurbanne, France
philippe.pernelle@univ-lyon1.fr
5
HUCO, Campus Scientifique Technolac, 73370 Le Bourget-du-Lac, France
david.wayntal@huco.fr

Abstract. In our research, we consider complex Game Based Learning


(GBL) scenarios where both individual and collaborative learning are addressed.
In order to support these scenarios, personal devices (tablets, mobile phones)
co-exist with shared devices (collaborative tabletops). New learning usages
emerge in these multi-device environments where learners can swap from
individual to collaborative tasks. In this context, new problems appear when one
wants to design new GBL activities. One major issue refers to the combination
of personal and collective workspaces. This notion also known as “territoriality”
has been addressed in the literature, particularly for Collaborative Tabletop
Workspaces. However, we need to extend and reconsider this notion when
designing multi-device activities. For instance, providing users with both private
and shared devices raises information visualisation issues. In this work, we
present several aspects to consider for the design of GBL activities in this
context: territory arrangement in multi device environments; inter-territory
actions to manage information; and contextual information visibility for objects
involved in the learning tasks. We then detail a case study used to apply our
proposal. We have designed and enacted a scenario of a collaborative game to
learn French grammar. Individual and collaborative tasks co-exist and are
supported with a multi-device environment. We describe how the experiment
was carried out and the main results deduced from students’ answers to
questionnaires.

Keywords: Collaborative learning  Personal workspace  Collaborative


workspace  Tablet  Tabletop  Multi-device environment

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 152–164, 2016.
DOI: 10.1007/978-3-319-45153-4_12
Multi-device Territoriality to Support Collaborative Activities 153

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

2.1 Collaborative Game-Based Learning


Collaborative learning is an activity where two people or more (a pair, a group, a class,
etc.) learn something (taking a course, solving a problem, etc.) together (face to face,
through computers, etc.) according to a definition given by Dillenbourg (1999). From
there, he describes different kinds of workspaces that learners need to exploit in a
154 J.-C. Marty et al.

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).

2.2 Territoriality on Collaborative Devices


When one wants to support collaborative activities in digital environments, data
visualisation and interaction becomes a central issue. In the collaboration process,
access to information must be natural. We therefore need to know where to display
personal and group information. Scott and colleagues (2004) explain these territoriality
aspects on collaborative devices used by several actors placed all around the same
equipment. They based their study on the analysis of interactions between participants
around a table and the observation of which workspaces become naturally unavailable.
Users are intended to collaborate in order to achieve a given activity. The study
concludes that the table is divided in three different territories dedicated to three dif-
ferent goals: personal activity, group activity and storage. Firstly, personal territory is
situated near the user. All items situated in this area are considered private and belong
to him/her. Secondly, group territory is located at the centre of the table. Everyone is
therefore located at the same distance from the shared items. Thirdly, storage territory
is at the border of personal territories. Items are reserved by a user but can be reused by
another. This notion of territoriality has been widely used in designing applications for
tabletops and large horizontal shared displays. For instance, Antle et al. (2011)
designed a serious game on a tabletop where three players have to regulate a village
growth while preserving the environment. They defined territoriality quite naturally by
locating each private workspace on the side of the tabletop and a group workspace in
the centre. We perceive the same needs on top of improvement of writing ergonomics
and privacy.

2.3 Collaborative Activities in Multi-device Environment


With the generalisation of mobile devices, personal activities have progressively
moved to new devices, smaller and lighter. Simultaneously the emergence of
multi-touch tabletops accommodates for easier collaborative activities. New environ-
ments supporting collaborative learning must consider these changes and provide the
learners with flexible environments where multi-device activities can take place.
As an example, the Caretta project (Sugimoto et al. 2004) proposes to build a city in
a collaborative way, taking environment issues into account. Students act as a team
Multi-device Territoriality to Support Collaborative Activities 155

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.

3 Extension of Territoriality to 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.

workspaces required for supporting individual or collaborative activities and how to


map such workspaces on a device, on specific areas of a device, or on a set of devices.
Secondly, we describe the control aspects, specifying the interaction protocol to handle
information between personal and collaborative workspaces. Thirdly, we address the
view aspect by managing partial views on pieces of information. Partial views can
allow to hide private parts of the information.

3.1 Model: Territories Arrangement


In a collaborative activity, taking place on a tabletop, we usually allocate specific
tabletop areas for each individual workspace (Scott et al. 2004). Members of a group
can be somewhat bothered by this approach for two main reasons: a/everyone performs
individual tasks on the tabletop, even if these tasks have no interest for the other
members of the group, and b/the user’s favourite tools accessible in a personal envi-
ronment are not available on the tabletop. Furthermore, many users prefer to work on
their rough ideas alone, without being observed by others.
Taking advantage of multi-device environments allows us to reduce these draw-
backs by proposing an extension of individual workspaces (Fig. 1). We propose to
distribute personal workspaces between two specific areas: the strictly personal
workspace displayed on a personal device (e.g. a tablet or a mobile phone) for indi-
vidual tasks and the perceptible personal workspace displayed on the tabletop for
awareness reasons. The other members of the group need to be aware of who owns
what and when.
Users can thus perform their tasks on their personal devices, in a well-known
environment, out of sight from the other members of the group. However, on collab-
orative devices, the perceptible personal workspace contains a partial view of all the
objects (e.g. their title, their outline) being used by this user, providing the other
members of the group with awareness.

3.2 Control: Inter-territory Actions


The design activity for multi-device environments implies to select natural and intuitive
gestures for cross-device interactions since users have to focus on their specific
activities, completing complex tasks with several other people, etc. Different studies,
summarized in Seyed et al. (2012), have pointed out that some gestures are particularly
well adapted to transfer information between devices. We based our approach on these
studies, and we proposed different interactions according to the workspace, the device
and the tasks to perform. We distinguish three situations: within the collaborative
workspace, from collaborative workspace to personal workspace, and the other way
round. The selected gestures are now quite obvious especially for our students but we
summarize them below.
From Personal to Collaborative Workspaces. To move information from personal
devices to the tabletop, “swipe up” interactions seem well adapted. For easy under-
standing, as a participant cannot keep a focus on anything, anywhere, at any time, this
Multi-device Territoriality to Support Collaborative Activities 157

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).

3.3 View: Information Visibility


Designing applications for collaborative learning on multi-device environment induces
changes for information visibility. This aspect is important since we need to adapt the
visualisation to a particular device (responsive design) but also to consider what part of
158 J.-C. Marty et al.

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

4.1 A Scenario with Distinctive Steps


The scenario has been co-designed with teachers with the objective of reinforcing the
“French grammar” level of their students. Students play a game where they have to
perform several journalist tasks. Their objective is to be employed by a virtual
newspaper office. To reach this goal, they follow a three-step scenario (collaboration,
cooperation, and synthesis/debriefing).
During the first step, the class is split into two groups (homogeneous level).
Geographically (or “territorially”) speaking, they were in two contiguous rooms with
one tabletop and several tablets (one for each user). The relative proximity between the
groups creates natural emulation (they were able to see nearby the others
discussing/working).
This first step is a collaborative task where the goal is to create news in brief (short
texts also called “brèves” in the journalistic French dialect) describing news in relation
to university life. We mainly apply our territoriality extension to this part. In this
activity, the learners are intended to perform both individual actions (creation of arti-
cles: tablets will support personal activities) and collaborative actions (merging articles
from different users, evaluating other members’ articles). They need to share personal
information with others or to collect shared objects (resulting from a collaborative
activity) for working individually. Each learner can also annotate each item depending
on grammar quality with three different smileys (good, medium, bad).
As a second step, students have to illustrate the articles they have created. A role is
allocated to each member of the group. The illustration task is more a cooperative
process with different complementary roles (headquarters, reporter/photographer,
investigator). We tried for this task a more geographically distributed configuration:
each role has a specific area of action, distant from the others.
During the last step, each group presents their work together. The committee dis-
tributes individual and collective points and elects the best group according to their
ideas and their production. As shown in (Marton and Säljö 1976), this phase is key to
reformulate the taught concepts for a deeper learning process and acts as a motivation
goal: exposing their collaborative results to the other groups.

4.2 Experiment Results


We had scheduled the experimentation phase in June 2015. Its main objective was to
observe if our proposal of territoriality arrangement in a multi-device environment was
relevant in a learning scenario. We also were interested in observing the impact of
design on collaborative behaviours (on group regulation for instance). Thus we ana-
lyzed participants’ behaviours such as remarks, feedbacks, etc., and their impact on
each member, with interesting exchanges concerning writing skills. Participants were
also asked to fill out a questionnaire to give their overall impressions on playing the
game and on how they experienced working together in a distributed environment.
They were asked to rate different game design aspects using 5-point Likert scale and to
answer several open-ended questions.
160 J.-C. Marty et al.

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”.

Table 1. Questionnaire scores (means and standard deviation)


Question Mean (sd)
Q7 Did you have the feeling of having worked efficiently with the group? 4.13 (0.56)
Q12 Did you think that having a tablet and a tabletop is suitable for 4.28 (0.57)
collaboration?
Q13 Did you like working with several devices? 4.47 (0.58)
Q14 Did the gesture to transfer information from personal to group 4.42 (0.63)
workspace seem natural for you?
Q15 Did the gesture to transfer information from group to personal 4.49 (0.58)
workspace seem natural for you?
Q16 Did you understand easily that you had a personal workspace on the 4.64 (0.56)
tabletop?
Q17 Did you like having private information on your tablet that the others 4.26 (0.65)
cannot see?
Q18 Did you find the voting process easy? 4.12 (0.93)
Q19 Did you find the gestures performed in the group workspace easy to 4.08 (0.68)
perform?
Q26 Did you have difficulties in remote collaboration during the mobile 3.09 (1.08)
activity?
Q24 Did you have difficulties in the transition between game sessions and 1.79 (0.99)
real activities?

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

Fig. 2. Distribution of answers

Design Impacts on Collaborative Behaviors. During the experiments, we observed


interesting results regarding the impact of the design and the scripting of the activity on
participants’ behaviours.
Firstly, we introduced a visual indicator of individual participation to the collective
decision process. The indicator was represented as a red aura surrounding the personal
workspace of each participant on the tabletop. Each time a participant was opposed to
the rest of the group regarding the decision to make, the aura was growing. We
observed efficient self-regulation of participants thanks to this indicator. When the
students noticed that a red aura was growing around their “perceptible personal
workspace”, they asked for the meaning of this indicator. The impact of the explanation
was the same in all the groups. They did not want to be responsible for a lack of
collaboration. They started an explanation process about why they refused the proposal
of the group, explaining what items of the text were not acceptable. The exchanges
among participants were immediately richer than before and the red auras shrank.
Secondly, emulation, but no emergent competition feeling appeared between the
two groups in parallel. Nevertheless, inside the groups, for the second phase, each role
was associated to a specific territory: tabletop room for headquarters, inside the
building for the photo-reporters and outside for the investigators (using drones to take
photos): the first two roles were frustrated and even the photo-reporters were more
interested in drones’ control. Participants seemed to feel more difficulties to collaborate
in this part of the activity (Q26) even if they remained taken up with the game scenario
(Q24).
Finally, we observed quite surprisingly a strong impact of the tabletop character-
istics on collective behaviours (Fig. 3). Participants using the tabletop with large
borders stayed around the table to work even for personal work, talking together and
forming a real group. Conversely, participants using the tabletop without border moved
away from the table during individual tasks, trying to find a more comfortable way to
elaborate their personal proposals, sitting down on the floor for instance. In this case,
participants were not interacting. We then observed a less fluid collaboration process
with very distinct phases (personal work then collaborative work). They were
immersed in their individual task searching for the most comfortable conditions.
162 J.-C. Marty et al.

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

Sein Minn1(B) , Michel C. Desmarais1 , and ShunKai Fu2


1
Polytechnique Montreal, Montreal, Canada
{sein.minn,michel.desmarais}@polymtl.ca
2
Huaqiao University, Quanzhou, China
fusk@hqu.edu.cn

Abstract. There are numerous algorithms and tools to help an expert


map exercises and tasks to underlying skills. The last decade has wit-
nessed a wealth of data driven approaches aiming to refine expert-defined
mappings of tasks to skill. This refinement can be seen as a classification
problem: for each possible mapping of task to skill, the classifier has to
decide whether the expert’s advice is correct, or incorrect. Whereas most
algorithms are working at the level of individual mappings, we introduce
an approach based on a multi-label classification algorithm that is trained
on the mapping of a task to all skills simultaneously. The approach is
shown to outperform the existing task to skill mapping refinement tech-
niques.

Keywords: Student model · Skills modeling · Psychometrics · Q-matrix


validation · Multi-label skills assessment

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.

2 Q-Matrices and Related work


An example of a Q-matrix mapping 11 items to 5 skills is given below. Item 4
requires skill 1 only, whereas item 11 requires skill 2 and 4. If all specified skills
are required to succeed the item, the Q-matrix, it is termed conjunctive. If any
of the required skill is sufficient to the item success, it is termed disjunctive.
The compensatory version corresponds to the case where each required item
increases the chances of success in some way. A well known model that relies on a
conjunctive Q-matrix corresponds is the DINA model (Deterministic Input Noisy
AND) and its disjunctive counterpart is the DINO model (Deterministic Input
Noisy OR). In this paper, we focus in the conjunctive version of Q-matrices.

2.1 Q-matrix Refinement Techniques

Whereas we find a number of techniques to derive Q-matrices entirely from


data (for eg. [1–4]), the current study focuses on a related problem: refining
expert-given Q-matrices from data. The two techniques are closely related. The
main difference can generally be considered as one of starting points: entirely
data-driven Q-matrix definition starts from a random state, or from some prede-
termined state, whereas refinement techniques start from the expert’s Q-matrix.
However, very often, the general algorithms are the same (Table 1).
Multi-label Skills Refinement for Q-matrix 167

Table 1. Example of a Q-matrix

We chose to use three Q-matrix refinement techniques that were studied in


[5,6] for the purpose of comparison. They are state of the art techniques for static
data: for which the student does not learn during data collection, as opposed
to data from learning environments where it is expected the student will learn.
The three techniques are described below.

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.

MaxDiff: de la Torre et al. [3,8] propose that a correctly specified q-vector


for item j should maximize the difference of probabilities of correct response
between examinees who possess all the required skills and those who do not.
Their approach relies on the DINA model:

P (Xj |ξj ) = (1 − sj )ξj gj


(1−ξj )

where Xj is the probability of success to item j and ξj = 1 if all skills required


for that item are mastered, and ξj = 0 otherwise. The sj and gj parameters are
respectively the slip and guess factors.
168 S. Minn et al.

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.

ALSC: ALSC (Conjunctive Alternating Least Square Factorization) is intro-


duced in Desmarais et al. [6,9]. The method relies on the standard Alternate
Least Square technique to factorize student test results into a Q-matrix and a
profile matrix. ALSC decomposes the results matrix Rm×n of m items by n
students as the inner product two smaller matrices:

¬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.

3 Multi-label Skills Refinement


Each of the three techniques described above, MinRSS, MaxDiff, and ALSC,
uses a substantially different algorithm from the others to refine a Q-matrix.
In that respect, their respective outcome may be complementary, and we can
hypothesize that they can be combined to provide a more reliable output than
any single one. Furthermore, some algorithms are more effective in general, but
may not be the best performer in all context. Defining the features that allows
learning which algorithm provides the most reliable outcome in a given context
is another objective of combining these techniques.
We first describe the data on which the multi-label skill refinement techniques
are trained, and then describe the two algorithms.
Multi-label Skills Refinement for Q-matrix 169

3.1 Data to Train the Multi-label Skills Refinement Algorithms


Table 2 contains an excerpt of data used to train the multi-label skills refinement
algorithms. Each line is a record for a single item to skills mapping. The right-
most column contain the true labels. The left columns contain the suggested
refinements from the different algorithms and contextual factors that may pro-
vide information about the most reliable technique refinement in a given context.
They are:

Stickiness is the proportion of times a cell i is misclassified by an algorithm s


when perturbating all other cells of the Q-matrix
N
n=1 (rn = pn )
Stsi = (6)
N
where N is the set of perturbated cells (all cells but the target cell i), ri is the
cell value in the original matrix and pi is the value in the pertubated matrix.
Skills per row indicates the number of skills required for a given item. An item
may contain one or more skills.
Skills per column is the sum of the skills per columns. It is an indicator of
how often this skill is required by the different items of the Q-matrix.

Table 2. Example of the data used for multi-label classification

Items MinRSS ... Real values


Prediction for skills sn Stickiness for skills sn ...
s1 s2 s3 s1 s2 s3 ... s1 s2 s3
1 1 1 0 0.04 0.04 0.00 ... 1 1 0
2 0 1 0 0.00 0.06 0.10 ... 0 1 1
3 1 1 1 0.20 0.05 0.00 ... 1 0 1
4 1 0 0 0.04 0.04 0.20 ... 1 0 0
5 1 0 1 0.00 0.04 0.04 ... 1 0 1
... ... ... ... ... ... ... ... ... ... ...

3.2 Multi-label Skills Algorithms


We transform the proposed outputs and contextual factors from three data
driven techniques into a multi-label classification problem. We use synthetic data
generated from 1000 permuted matrices for training and use real data for testing.
The procedure for data generation of training and testing is shown in Fig. 1. The
general idea is to introduce a perturbation in a Q-matrix and to run the refine-
ment algorithms on the perturbed matrix to validate whether the perturbation
170 S. Minn et al.

Fig. 1. Data Generation procedure of each Q-Matrix QMi

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

Binary Relevance Method with Naive Bayes. The strategy of problem


transformation is to use the one-against-all strategy by converting the multi-
label problem into several binary classification problems. This approach is known
as the binary relevance method (BR) [10]. A method closely related to the BR
method is the Classifier Chain method (CC) proposed by Read et al. [10]. This
method involves Q binary classifiers linked along a chain. BR transforms any
multi-label problem into one binary problem for each label.
Let us introduce some notation. Given an instance X and its associated label
set li ⊂ |L|, where its li component of |L| takes the value of 1 if li ∈ |L| and 0
otherwise. In addition, let N (x) denote the set of x identified in the training set.
Hence this method trains |L| binary classifiers C1 , ..., C|L| . Each classi-
fier Cj is responsible for predicting the 0/1 association for each corresponding
label lj ∈ L.
BR with Naive Bayes (NB) method makes NB classifiers linked in a
chain, such that the classifier for li in the chain considers the classes pre-
dicted l1 , l2 , ..., li−1 from the previous classifiers as additional attributes. Thus,
the feature vector for each binary classifier is extended with the class values
(labels) of all previous classifiers in the chain. Each classifier in the chain is
trained to learn the association of label Li given the features augmented with
all previous class labels in the chain, C1 ; C1 ; C2 ; ...; C|L| . At classification time,
the process starts at C1 , and propagates the predicted classes along the chain
such that for Ci it computes:

P (li ) = arg max P (li |X, l1 , l2 , ..., li−1 ) (7)


li

RAndom k-labELsets with J48. The ensemble methods for multi-label


learning are developed on top of the common problem transformation or algo-
rithm adaptation methods. The most well known problem transformation ensem-
bles are the RAndom k-labELsets (RAkEL) system by Tsoumakas et al. [11].
RAkEL constructs each base classifier by considering a small random subset of
labels and learning a single-label classifier for the prediction of each element in
the power-set of this subset that transformed form multi-label problem.
In this experiment we use the single-label J48 classifier, an optimized imple-
mentation of the C4.5 or improved version of the C4.5. J48 constructs a Decision
tree as an output.

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.

Table 3. Q-matrix for validation & explanation of category

Q-Matrices Number of Description


Skills Items Cases
QM1 3 11 536 Expert driven from [14]
QM2 5 11 536 Expert driven from [3]
QM3 3 11 536 Expert driven from [15]
QM4 3 11 536 Data driven, SVD based
Multi-label Skills Refinement for Q-matrix 173

Table 4. Hamming Loss result of Synthetic Data (single perturbation)

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

Table 5. SubSet Accuracy result of Synthetic Data (single perturbation)

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

Table 6. Macro averaged F-measure result of Synthetic Data (single perturbation)

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

Fig. 2. Refinement procedure of each Q-Matrix QMi

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)

We use Hamming loss, Subset Accuracy and Example based F-measure to


assess the performance of the different algorithms.
The experimental results are reported in Tables 4, 5 and 6 for synthetic data,
and in Figs. 3, 4 and 5 for real data. Four variations of the two multi-label
approaches are reported for both real and synthetic data (BR.n and RAkEL.n).
They correspond to different training data. The four variations respectively
contain:

BR.1/RAkEL.1: item number, outputs from three different basic algorithms


BR.2/RAkEL.2: item number, stickiness factors from three different algorithms
BR.2/RAkEL.3: combination of item number, outputs, row sum and column
sums.
BR.2/RAkEL.4: combination of item number, outputs,stickiness factors, row
sum and column sums.

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.

6 Conclusion and Future Work

In this paper, we represent the multi-label skills to tasks refinement methods,


that combine three data driven techniques and two multi-label classification
techniques. Experiments with 3 expert driven Q-matrices and 1 Q-matrix driven
from SVD, show the proposed refinement methods generally outperform the
stand alone refinement algorithms. However, for real data, a Q-matrix with only
two discriminant skills does not prove more effective than the MaxDiff refinement
algorithm and the general pattern suggests the more skills involved, the better
the BR.1 and BR.2 approaches perform.
As with previous work with ensemble techniques [6,16], the experiments were
conducted with static data, where the student does not learn during the data
gathering process. Dealing with dynamic data, which is typical of traces collected
Multi-label Skills Refinement for Q-matrix 177

from learning environments, imposes another challenge and a few researchers


have done valuable work in that direction [17–19].

Acknowledgements. This work is funded by the NSERC Discovery funding awarded


to the second author.

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When Teaching Practices Meet Tablets’
Affordances. Insights on the Materiality
of Learning

Jalal Nouri(&) and Teresa Cerratto Pargman

Computer and Systems Sciences, Stockholm University, Stockholm, Sweden


jalal.tessy@dsv.su.se

Abstract. Research on tablets in schools is currently dominated by the effects


these devices have on our children’s learning. Little has yet been said about how
these devices contribute and participate in established school practices. This
study delves into the questions of what do tablet-mediated teaching practices
look like in Swedish schools and how are these practices valued by teachers?
We collected data in four Swedish schools that were part of the one-to-one
program financed by their municipalities. We apply qualitative and quantitative
analysis methods on 22 deep interviews, 20 classrooms observations and 30
teachers’ responses to an online survey. The study identifies a set of
tablet-mediated teaching practices that lead to a deeper understanding of how
affordances of media tablets configure contemporary forms of learning.

Keywords: Tablets  Affordances  Teaching practices  Mobile learning 


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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 179–192, 2016.
DOI: 10.1007/978-3-319-45153-4_14
180 J. Nouri and T.C. Pargman

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.

2 Description of the Methods and Context of the Study


Chosen
2.1 Schools and School Subjects Targeted
We selected four Swedish elementary schools to conduct a study on emergent practices
and transformations tied to the use of tablets in school classrooms. The schools selected
obtained the tablets 3 years before we started our study in December 2013. Since then,
we observed how and for which purposes the teachers had incorporated tablets in their
teaching. These schools took part of the 1:1 tablet program providing students from 3rd
grade to 9th grade with individual tablets (i.e. ipads). Two of the selected schools were
public schools in the Stockholm area. They were chosen to participate in the program
as they are considered “special schools” due to the heterogeneity of pupils’
socio-economic, cultural backgrounds and languages proficiencies. The other two
schools were located in Växjö, south of Sweden, and were private schools and com-
paratively more homogenous that the schools in Stockholm, at least in terms of pupils’
socio-economic, cultural backgrounds and languages. The schools had in common a
type of organization consisting among others of a dedicated leading group of teachers
and IT pedagogues mainly responsible for spreading the use of tablets among teaching
staff. As such, all the schools observed selected a group of teachers (10 % of the total
amount of teachers in the school) to lead the introduction of the tablets in the class-
rooms through the following activities: (1) organizing workshops with the staff where
learning platforms and main apps were demonstrated, (2) strategizing the introduction
When Teaching Practices Meet Tablets’ Affordances 181

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.

2.2 Data Collection Methods


We conducted 22 deep interviews with school teachers (i.e., 60 min each), we observed
20 classrooms (i.e., 45 min each) and we collected 30 teachers’ responses to an online
survey. The teachers in the sample (n=30), consist of a rather experienced group of
teachers, as they have taught for an average of 14 years (SD=10.11). The teachers
interviewed were actively using the media tablets in their classrooms since the school
became part of the 1:1 program in 2011.
The interviews of semi-structure nature were conducted at the schools. They con-
sisted of questions covering four areas: 1- demographic questions (age, years of private
tablet use, years of teaching, etc.) 2- questions about how teachers use tablets and how
tablets support teaching, 3- questions about how pupils, according to the teachers, use
tablets and are a support for learning, 4- questions about teachers’ perceptions of
benefits and disadvantages of using tablet in the classroom. A tape-recorder was used
when conducting the interviews. The interviews were all conducted in Swedish.
Data were also collected through field notes, photos and video-recorded events. The
school subject of the classrooms observed were: Natural sciences (chemistry and
biology), Mathematics, English and Swedish. Both authors participated in the class-
rooms observations. We wrote notes, took photos (with the aim to provide a context to
our notes and help us remember afterwards the classrooms observed), we also
video-recorded when possible. The foci of the observations were: (1) type of activities
conducted with and without the tablets, (2) tools (analog or digital- inclusively apps)
employed; and specifically their main affordances and (3) observed tensions within
teacher-tablet-pupil interactions.
With the purpose to examine how teachers perceived the value of and the relations
between the thematic practices identified, we constructed a survey. The survey was sent
to the participating teachers in the study. It consisted of 8 scales with a total of 53 items
(see Table 1).
An exploratory factor analysis with principal component extraction was performed
in an attempt to refine the instrument. After factor analysis, 12 items that did not load
on any factors or were highly cross-loaded on multiple factors, were removed.
Accordingly, the refined instrument used for analysis consisted of a total of 41 items.
Overall, Cronbach’s alphas were calculated for scales 2-8 with values ranging from
0.69 to 0.84. The survey was developed and administered through a web tool.
182 J. Nouri and T.C. Pargman

Table 1. Overview of the survey.


Scale Items Focus
1 22 Demographic questions and general attitudes and perceptions of using
tablets for teaching and learning
2 5 Teacher’s perceptions of the benefit and frequency of using tablets for
increasing student motivation and engagement
3 4 Teacher’s perceptions of the benefit and frequency of using tablets for
organizing learning
4 7 Teacher’s perceptions of the benefit and frequency of using tablets for
multimodal teaching and learning
5 4 Teacher’s perceptions of the benefit and frequency of using tablets for
documenting learning
6 4 Teacher’s perceptions of the benefit and frequency of using tablets for
assessing and providing feedback
7 4 Teacher’s perceptions of the benefit and frequency of using tablets for
communicating
8 3 Teacher’s perceptions of the benefit and frequency of using tablets for
distributing learning

2.3 Data Analysis Methods


The interviews were fully transcribed and together with the field notes, photos and
video-recordings from the classroom observations, were first independently coded and
then collaboratively re-coded by both authors. We used procedures from content
analysis [15] that supported the identification of conceptual threads from the text
corpus obtained. The aim of our coding was the identification of tablet-mediated
teaching practices. The content analysis resulted in the identification of a total of 7
themes corresponding to tablet-mediated teaching practices and a total of 25 specific
categories of tablet-mediated pedagogical practices. The themes identified are: (1) or-
ganization of teaching and learning material; (2) documentation; (3) multimodal
teaching and learning; (4) motivating pupils’ engagement; (5) assessment and provision
of formative feedback: (6) e-mail communication and (7) mobile learning.

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

3.1 Tablet-Mediated Teaching Practices


The content analysis of 20 classroom field notes and 22 interviews with the teachers
resulted into the identification of the seven thematic tablet-mediated pedagogical
practices with associated categories of practices. See Table 2 for an overview of the
identified thematic and category of practices. The table also displays the device’s
affordances we observed were associated to the practices identified.

Table 2. Overview of the tablet-mediated teaching practices in the schools studied


Thematic Practice Categories of practice Tablet affordance
Organizing Centralizing and sharing instructions, learning Persistence of the
teaching and material and assignments digital medium
learning
Documentation Supporting self- reflection, Supporting Multimodal
metacognition channels
Providing individualized learning, Increasing Persistence of the
access parental insight digital medium
Multimodal Multimodal presentation of teaching and Multimodal
teaching and learning material, Self-construction of channels: sound,
learning teaching and learning material, Re-using image, text
learning material from the Internet,
Representing and visualizing facts,
Supporting language learning (pronunciation
through sound and comprehension through
videos). Tackling reading and writing
difficulties
Motivation and Game-based learning and individualization Multimodal
engagement channels
Portability of the
mobile device
Assessment and Collaborative assessment/feedback, Individual Multimodal
provision of assessment/feedback, Class channels
feedback assessment/feedback, Automatic Persistence of the
assessment/feedback digital medium
E-mail Teacher – Student Persistence of the
communication digital medium
Mobile learning Flexibility and mobility Portability and
ubiquity of the
mobile device

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).

Fig. 1. Teachers and students analyzing results

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.

3.2 Relation Between Identified Practices, Teachers’ Perception


of the Value of the Tablets in the Classroom and Transformation
of Established School Practices
The results issued from the quantitative analysis revealed that teachers in general
valued positively tablets in their teaching (M = 6.23, SD = 1.45) as they underscored
tablets integrated in everyday pedagogical activities facilitate pupils to engage with
school tasks and assignments (M = 6.14, SD = 0.36), motivate pupils (M = 6.31,
SD = 1.52), and improve pupils’ school performance (M = 5.72, SD = 1.93). The
quantitative analysis also indicates that some teachers agree with the statement that
tablets transform established teaching practices at school (M = 4.36, SD = 1.86). In
order to examine teachers’ appreciations in detail, a step-wise multiple regression
analysis was used. The purpose of such analysis was to explain the variance in
teachers’ perceptions vis-à-vis the educational benefit of using tablets. In total, 88.3 %
of the variance could be explained by a linear combination of the following variables:
motivation & engagement, assessment & feedback, years of private tablet use (teach-
ers), and multimodal learning and teaching (see Table 4).

Table 4. Step-wise regression analysis


Variable b t p
Motivation & engagement .45 6.79 0.01
Assessment & Feedback .26 2.40 0.02
Years of private tablet use .28 3.19 0.06
Multimodal learning .41 5.14 0.01
F(df, 6, 24) = 28.61
R2 = 0.915
Adjusted R2 = 0.883
Standard error = 0.455
When Teaching Practices Meet Tablets’ Affordances 189

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.

4.1 Teachers’ Interest and Enthusiasm


The teachers who agree to participate in the study were teachers who were highly
motivated to introduce digital tools into their school and teaching practices. The
teachers we interviewed and observed were passionate by introducing change into their
workplace and accepted with much enthusiasm to participate in the study because they
had something to show us. Furthermore, these teachers have invested much time and
efforts in organizing hands-on workshops, pedagogical seminars and meetings so
teaching staff could share experiences, knowledge and skills in relation to the use of
media tablets in classrooms activities.

4.2 Associating Digitalization with Educational Progress


The teachers seem to associate digitalization of school practices to modernization and
educational progress. Many of them mentioned more than once the imperative of
adopting a tool that has become central in the children’s everyday life (i.e. smart
190 J. Nouri and T.C. Pargman

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.

4.3 Materiality of Teaching Practices


Results obtained about the types of tablet-mediated teaching practices identified as well
as teachers’ positive view of using tablets in the classroom, we contend, are associated
to three main affordances tablets bring into the school: persistence of the digital
medium, multimodality of the content and portability-ubiquity.
For instance, digital persistence [16] was referred to several times by teachers when
explaining about the “mess” that distributing A 4 papers creates among pupils. Almost
all the teachers agreed that handling school material electronically was a more effective
way to save, search and centralize material. The persistence of the medium is not a
detail when reflecting on how teachers value practices such as organization of teaching
and documentation with tablets. For example, they can address pupils who often forget
or loose teachers’ homework, instructions or other type of information important to be
aware of, to a shared and persistent workspace where all this material is centralized,
accessible, organized and searchable. In that respect, the tablet via the use of LMS
participates in building a socio-technical infrastructure [17] that organizes classroom
work and facilitates face-to-face interaction and communication with the children.
Multimodality through the integration of sound, image to the written text is another
affordance that is tightly connected to the emergence of multimodal teaching and
learning practice [18]. This practice in particular was related to motivating pupils’ to
engage with school assignments and facilitating pupils’ to construct learning material –
instead of consume it. The entry of the image and sound into the classroom, through for
instance Internet, it was also mentioned a reason for teaching pupils how to engage with
emotional content in more critical ways. Furthermore, multimodality introduced an
evidence-based assessment teachers found more reliable accurate and easier to share
with pupils and eventually with interested parents. Also, the quantitative analysis per-
formed indicated that a high valuation of multimodal teaching and learning practices by
teachers was a significant predictor for perceived educational benefit of using tablets.
Thus, this particular material affordance seems to be central for teachers and to a large
extent explain their interest and enthusiasm in using tablets daily in their classrooms.
Portability and ubiquity of the tablet were associated with mobile learning, a
practice that spoke of how teachers could organize teaching in different rooms and
concentrate on the weakest groups. The fact that pupils can bring the tablets home
facilitate for those who can not assist to the school or have troubles following tasks and
assignments during classroom time.
Finally, we see an intricate relation between media tablets’ affordances [6] and
emergent tablet-mediated teaching practices [5]. Such a relationship, needs further
examination as it underscores the value of design of digital devices in configuring
today’s school practices [9, 12, 16].
When Teaching Practices Meet Tablets’ Affordances 191

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

Kyparisia A. Papanikolaou1(&), Evagellia Gouli1, Katerina Makrh1,


Ioannis Sofos2, and Maria Tzelepi3
1
School of Pedagogical and Technological Education, Athens, Greece
kpapanikolaou@aspete.gr, lilag@di.uoa.gr,
kmakrh@ppp.uoa.gr
2
National Technical University, Athens, Greece
gs.sofos@gmail.com
3
National and Kapodistrian University of Athens, Athens, Greece
tzelepimaria@yahoo.com

Abstract. In this paper, we focus on the value of assessment of students’


artifacts as a means of evaluating and at the same time cultivating the various
types of knowledge proposed by Technological Pedagogical Content Knowl-
edge (TPACK) in a teacher education course on teaching with technology. In
particular, we present the PeerLAND (Peer Assessment of Learning Designs)
environment, which enables users to author technology-enhanced lessons
(learning designs) and participate in peer assessment activities. Its design
rationale is based on a learning designs’ evaluation framework inspired by
TPACK; Its function is twofold: (a) a pedagogical assessment and peer
assessment mechanism and (b) a research tool as a lens, highlighting subtle
perspectives of learning designs related to the complex, synthetic fields of
knowledge needed by teachers in order to teach with technology. Initial evi-
dence for the effectiveness of the process adopted in PeerLAND in cultivating
learning design skills is provided.

Keywords: Evaluation methods for TEL  Learning design  Peer assessment

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 193–206, 2016.
DOI: 10.1007/978-3-319-45153-4_15
194 K.A. Papanikolaou et al.

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

The scope of the web-based environment PeerLAND is students’ support in creating


and evaluating learning designs enhanced with digital technologies. There are two
types of users of PeerLAND: (a) those that can be both authors of designs belonging to
specific groups/classes and reviewers that have the right to submit reviews on designs
of their group, and (b) instructors that may additionally formulate groups of students
and move from one group to another.
A Peer Evaluation Tool of Learning Designs 195

As far as the design process is concerned, it demands the integration of content


knowledge, pedagogy and technology. In particular, an educational scenario as a
paradigm of a learning design, is a flexible, ill-structured plan of learning activities
supporting students to achieve specific learning goals and work with the concepts
involved. It also refers to ways to use tools, to organize individual/collaborative tasks
and social orchestration, as well as the structure, sequence and content of tasks, place
and time settings of the learning context [11]. Especially, designs align with con-
structivist approaches focusing on students’ active involvement with digital tech-
nologies and their effective support towards specific learning goals through appropriate
technological and pedagogical tools. Below we provide an overview of PeerLAND
functionality for authors and reviewers.
Author Environment. Users are supported in the representation of educational sce-
narios. In particular, the structure of the learning designs hosted in PeerLAND is
organised in multiple levels such as scenario, concept, activity (see Figs. 1 and 2), as
pedagogical and technological aspects need to be clearly presented. Authors are sup-
ported to first articulate concise learning outcomes and then choose techniques, tools &
resources, types of activities to include, as well as knowledge processes that students
should cultivate in order to reach the expected outcomes. To this end, a list of con-
structivist techniques and technological tools are proposed, enabling authors to select
the most appropriate for their scenario and argue about them. They can also check the
compatibility of selected knowledge processes and activity types with their design. This
way, authors are supported to build a pedagogically sound design in order to develop,
evaluate or extend their scenario in an e-learning platform.

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

In the PeerLAND environment, TPACK is used as a framework for cultivating,


understanding and measuring teachers’ knowledge on the development of educational
scenarios enriched with digital technology. The evaluation framework proposes
specific criteria for each knowledge dimension of the TPACK framework related to the
learning design process. These criteria extend the factors proposed by [12] and adapt
the instrument proposed in [7] in order to address the technological and pedagogical
principles of the teacher training context proposed in [13]. The aim is to use a simple
but also complete enough mechanism for teachers in order to describe their designs and
evaluate them. In the first case, users as authors are enabled to describe the structure of
the scenario and to undertake specific pedagogical and technological decisions during
the design of activities, among a variety of alternatives. This process aims at cultivating
learning design skills throughout the development process of an educational scenario.
In the second case, the users as reviewers are enabled to reflect on educational sce-
narios of their peers, assess the use and understanding of TPACK by numerically rating
(in most cases) the educational scenario according to specific criteria regarding tech-
nology and teaching. This process aims at promoting sharing and reflection on peda-
gogical and technological decisions taken through the design process. Peer evaluation
tasks can thus enable self-evaluation through comparing what has been done in a
scenario to what has been assessed in another scenario.
In Table 1 the criteria proposed per type of knowledge according to TPACK are
presented. Along with each criterion the question that the reviewer has to answer in
order to rate it, appears. In the case of X1 and X2 criteria of the Pedagogical Knowl-
edge, their value is estimated automatically based on the comparison of the authors’
and the reviewer’s perspectives reflecting the level of agreement between the two. In
particular, the ratings of the Pedagogical knowledge criteria ‘Correctness of Knowl-
edge Processes cultivated by the activities’ (see Table 1 - Pedagogical knowledge – X1)
and ‘Correctness of Types of Activities’ (see Table 1 - Pedagogical Knowledge – X2)
are calculated as the level of agreement between the values posed by the authors and
A Peer Evaluation Tool of Learning Designs 199

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?

Technological Knowledge (TK)

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)

means/context described in the scenario?


Χ2: Content – Correctness / Accuracy / Understandability: Is the content and context of the activities
scientifically correct, accurate and understandable? Are there accurate guidelines for students on how
to use the content provided; Are there clear explanations of difficult concepts;
Χ3: Content - Representations: Is the content of the activities characterized by multiformity? Does the
content include various representations such as images, charts, tables, video, simulations, lists,
comments? Do the learner-centered teaching techniques/methods adopted such as inquiry, problem
solving,concept mapping, discussion, collaboration, promote the multiformity of the content? Do these
representations and instructional strategies evoke students’ interest? Are they suitable for the
knowledge process they support? Are they appropriate in the activity context they are embedded?
Χ4: Content - Curriculum (if necessary): Does the content of activities follow the proposed schedule
and the curriculum;
Technological Pedagogical Knowledge (TPK)

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)

place in an innovative way, so that students’ creativity is encouraged?


Χ6: Activity appropriateness: In the activities implemented in the e-platform, is the wording of the
assignments simple, with concise guidelines and friendly to the specific audience they address? Are
there graphics, shapes, tables, footnotes where needed, adequate graphical annotations? Is the
aesthetic presentation of activities considered as appropriate?
Χ7: Support/feedback offered: Is the support provided to students (tools, media, guidelines,
organisation of in teraction, communication, point out of difficult concepts, system feedback, helpful
observations, e.t.c) throughout the scenario considered as appropriate ? Are the students enabled
to achieve the aims of the activities?
Χ8: Interaction: Is the interaction among students enhanced through the particular activities of the
scenario? Is the collaboration/interaction of students (e.g. adequate guidelines, roles & collaboration
script/argumentation, use of appropriate tools etc.) well organised in order to succeed? Is the
cultivation of collaborative skills appropriately supported?

4 Empirical Evaluation of PeerLAND

The PeerLAND environment was used by 13 students in a postgraduate course on


technology enhanced distance education of the National and Kapodistrian University of
Athens during the academic year 2015–16. The students came from different disci-
plinary areas, such as primary education, foreign language education, literature and
linguistics, geology and other technical fields.
In the particular course, emphasis was put on the role of the student as a designer of
learning activities and educational scenarios enriched with digital technology. The aim
was to design an environment that sought to support learning design activities with
respect to the technology integration to the educational process by teachers [15].
Throughout the course, students are involved in individual and group activities. Given
the fact that this is a non-homogenous class, group work is organized around collab-
oration of interdisciplinary teams towards developing a learning design in the form of
an educational scenario.
The various fields of TPACK knowledge were cultivated in an integrative way,
through activities offering opportunities for synthesizing subject matter knowledge, its
pedagogy and technology [13]. The digital technologies used during the course are
distinguished in three main types [16]: (a) virtual classroom environment that enables
real class processes, (b) technologies being themselves a learning focus (Web 2.0 tools
for developing learning objects, web-based resources) and (c) technologies as means to
implement learning designs such as learning design and course authoring tools.
Students initially worked as students in Moodle, where the virtual class of the
course was set up, and in INSPIREus [17], in order to acquaint themselves with the
basic functions of elearning systems and also with personalisation. Next they worked in
groups, as authors of learning materials towards the goal of designing and imple-
menting educational scenarios with potential for personalized support. For this purpose,
they initially used the environment of Learning Designer [9] in order to design the
educational scenario, as well as Moodle, where they were involved in a peer review
202 K.A. Papanikolaou et al.

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. Students’ answers per choice and question

PART A. Evaluating as Authors 1 2 3 4 5

1. PeerLAND helps me organize or confirm the structure of a scenario, as it 1 1 6 3 2


gradually leads me to its construction.

2. The tools/functionalities offered by PeerLAND help me design activities, as they inform 0 1 3 3 6


me of the teaching techniques that I can use.

3. The tools/functionalities offered by PeerLAND help me design activities, as they inform 1 0 2 3 7


me on the tools/resources that I can use.

4. The tools/functionalities offered by PeerLAND help me design activities, as they 0 1 0 5 7


inform me on pedagogically meaningful types of activities.

5. The tools/functionalities offered by PeerLAND help me design activities, as they 0 0 2 3 8


204 K.A. Papanikolaou et al.

Table 2. (Continued)

inform me on the knowledge processes that can be supported by specific activities.

6. PeerLAND offers a user-friendly and easy to use environment for authors of educational 0 2 1 8 2
scenarios.

7. Ι consider as important the potential offered by PeerLAND to validate or to improve my 0 0 1 6 6


design (techniques, activity types, knowledge processes), through comparing my view to
this of each reviewer per activity.

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.

10. The graphical presentation of reviews on my scenario based on TPACK, comparatively 2 0 1 8 2


showing the evaluations of my reviewers 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.

13. I consider as important the potential offered by PeerLAND to receive quantitative 1 0 3 6 3


evaluations on the degree I developed each knowledge field according to TPACK.

PART B. Evaluating as Reviewers

14. The potential of peer reviewing and sharing scenarios offered by PeerLAND allows 0 1 0 8 4
authors-reviewers to share their ideas.

15. As a reviewer, I consider as important the potential offered by PeerLAND to export my 0 1 0 5 7


evaluation as a .pdf file.

16. As a reviewer, I consider as important the potential offered by PeerLAND to 0 0 1 5 7


compare my evaluation to those of other peer reviewers.

17. As a reviewer, I consider as important the potential offered by PeerLAND to compare 1 0 1 5 6


my evaluation to that of the authors (agreement percentage) about the design of each
activity separately, but also with the respective evaluations of peer reviewers.

18. As a reviewer, I consider as important the potential offered by PeerLAND to compare 0 1 0 6 6


my evaluation to that of other peer reviewers through the specific assessment values per
knowledge field and per TPACK criterion.

19 As a reviewer, I consider as important the potential offered by PeerLAND to compare 0 1 0 7 5


my overall evaluation to that of other peer reviewers though graphical representations
based on TPACK.

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

Stefano Perini1(&), Maria Margoudi2, Manuel Oliveira3,


and Marco Taisch1
1
Department of Management, Economics and Industrial Engineering (DIG),
Politecnico di Milano, Milan, Italy
{stefano.perini,marco.taisch}@polimi.it
2
HighSkillz Ltd, Chatham, UK
maria.margoudi@highskillz.com
3
Department of Industrial Management, SINTEF, Trondheim, Norway
manuel.oliveira@sintef.no

Abstract. The manufacturing industry plays a pivotal role in the European


economy and global competitiveness. Although production technologies and
processes are continuously being improved towards the vision of factories of the
future, there is a dire shortage of human capital due to skills shortage and
mismatch. This paper presents the results of studies carried out in Europe on
how to leverage ICT (virtual reality, serious games, teaching factory and sim-
ulations) to increase the awareness and interest of young talent in manufacturing
education.
A total of 24 field experiments was conducted across 5 European countries
with a sample of 461 students of different age-groups, namely primary (chil-
dren), secondary (teenagers) and tertiary education (young adults) with partic-
ular focus on secondary-school students. The analysis of the results are
encouraging, demonstrating an impact achieved, in particular with regards to the
youngsters with lowest levels of awareness and interest.

Keywords: Technology enhanced learning  Awareness  Interest 


Manufacturing

1 Introduction

The manufacturing industry is a foundational pillar of the European economy, with 1 in


every 10 companies employing 30 million people and generating 1,620 billion euros of
added value1. The recognition of the strategic importance of manufacturing is
embodied in the European Factories of the Future (FoF2) Public-Private partnership
(PPP). The sector is a key driver for innovation, productivity and job creation, but

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 207–220, 2016.
DOI: 10.1007/978-3-319-45153-4_16
208 S. Perini et al.

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.

2 Awareness and Interest Creation

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

Fig. 1. Overview of the six ICT applications used in ManuSkills


Learning in the Context of ManuSkills 211

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

To evaluate the effectiveness of the ICT applications developed, a pretest-posttest


quasi-experimental approach was used [17]. The experimental design procedure was
composed of four steps:
• A pretest session aiming at assessing the initial levels of awareness, interest (and
knowledge) of participants;
• The main TEL-based educational activity where the students engaged with the
specific application developed
• A posttest session soon after the activity in order to re-assess the levels of awareness
and interest of students
• A post-posttest session administered from three to six months afterwards.
A total of 461 students were randomly chosen among 21 educational institutions
across five European countries (France, Italy, Switzerland, Denmark, Greece) which
accepted to participate in the initiative. The distribution across the targeted age groups
was: 43 participants from children age group, 218 from teenager’s age group and 200
from young adult’s age group. The 24 field experiments were done between February
and November 2015.
For data collection, a combination of both quantitative and qualitative methods
were used according to the specific age groups addressed and the variables considered.
A “General Questionnaire” was also used in order to collect information on the profile
and background of participants (e.g. age, gender, etc.).
The awareness about manufacturing of participants was assessed for teenagers and
young adults through the “EiE Engineering and Science Attitudes Assessment” [18]
that was designed in order to examine students’ attitudes towards science and engi-
neering and knowledge of general engineering concepts and technology. The ques-
tionnaire originally consisted of 20 items, which we reduced to 17, since some
questions were considered to be out of scope. For the same reason, the phrasing of
some of the questions was altered in order to readapt them to manufacturing domain.
For children, the “Draw-a-Factory” evaluation was used. It was based on
“Draw-an-Engineer Test” [19] and readapted in order to focus it on manufacturing. In
particular, the Draw-a-Factory test was based on the analysis of a drawing supported by
three complementary open-ended questions. In particular, the following four questions
were asked, i.e. “Close your eyes and imagine a factory… Open your eyes. On the
attached sheet of paper, draw what you imagined” (drawing), “Describe the factory in
the picture. Write at least two sentences” (open-ended question), “List at least three
words/phrases that come to mind when you think of this factory” (open-ended ques-
tion), and “What kind of things do you think that happen in this factory on a typical
day?” (open-ended question). Post and post-post semi-structured interviews to inves-
tigate more in detail children’s awareness and support the interpretation of the drawings
were also used.
The interest about manufacturing was assessed for all the age groups through the
“STEM Semantics Survey” [20]. The questionnaire was created to evaluate Interest in
science, technology, engineering, mathematics, and STEM careers. It was slightly
Learning in the Context of ManuSkills 213

readapted by replacing engineering subscale with manufacturing one. Therefore, the 5


items for Engineering were changed into Manufacturing ones, and the 5 items for
STEM Careers were changed into Manufacturing Careers ones. In addition, in order to
cover the specific needs of the age group involved, further changes on the phrasing of
the questionnaire were done. In particular, the word “Mundane” was replaced with the
word “Dull”, in order to simplify the meaning of the word and avoid possible
misunderstandings by the participants.
The results of all questionnaires were normalized, reporting them on a 0 to 100
scale in a linear way, and analyzed by means of paired-sample t-tests. The significance
level was set at 0.05.

5 Findings and Discussion of Results

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”.

Fig. 2. Example of pre-post drawings


214 S. Perini et al.

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.

5.3 Young Adults


For young adults, the average initial levels of awareness (AWPRE = 72.31) and interest
(INPRE = 71.35) were similar (t = 0.6882; p > 0.05) and both higher than those of
teenagers for the same variables (t = 5.4069; p < 0.001) (t = 5.4299; p < 0.001). In
this case this seems a reasonable result since students are closer to the working world
and they already did a big choice in entering a STEM course. Nevertheless, as already
pointed out, room for improvement should be also considered, since they can still
eventually decide not to definitely enter in the manufacturing world after university.
Learning in the Context of ManuSkills 215

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)

The engagement with ManuSkills ICT Applications also allowed an improvement


of awareness for manufacturing (AWPOST = 75.01) (t = 3.8395; p < 0.001). This is
interesting because is a similar result to that of obtained for teenagers. The fact that
students in this case were all already involved in STEM university courses might
contribute to the explanation.
The impact on manufacturing interest (INPOST = 75.39) (t = 3.7174; p < 0.001)
was similar to that on awareness and also to that on teenagers’ interest. The second fact
should be particularly noticed, since it shows that even university students can benefit
in terms of interest from the ICT Applications developed. In fact all those applications
(i.e. LCA Game, BrickPlanner, Interactive Product Assembly and Teaching Factory)
216 S. Perini et al.

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)

enable the representation of manufacturing concepts otherwise hardly communicable


by means of traditional teaching approaches.
Also for young adults, the greater impact for awareness and interest was achieved
on the participants with the initial lowest levels (Figs. 7, 8, 9, 10). Also in this case,
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 young adults were suitable to
support an increase in their awareness and interest about manufacturing, even though
they were students already engaged in a STEM higher education path. This fact sup-
ports the idea that even in this situation the use of non-traditional ICT-based teaching
Learning in the Context of ManuSkills 217

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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Does Taking a MOOC as a Complement
for Remedial Courses Have an Effect on My
Learning Outcomes? A Pilot Study on Calculus

Mar Pérez-Sanagustín(&), Josefina Hernández-Correa,


Claudio Gelmi, Isabel Hilliger, and María Fernanda Rodriguez

School of Engineering, Pontificia Universidad Católica de Chile,


Av. Vicuña Mackenna, 4860 Macul, Santiago (RM), Chile
{mar.perez,jmherna1,cgelmi,ihillige,mfrodri3}@uc.cl

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.

Keywords: Moocs  Remedial courses  Higher education  Pilot study 


Adoption  Learning outcomes

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

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 221–233, 2016.
DOI: 10.1007/978-3-319-45153-4_17
222 M. Pérez-Sanagustín et al.

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.

2 The Pilot Study

2.1 Context and Research Questions


About 600 Freshmen College students are admitted to the UC-Engineering every year.
In order to get accepted in this program, students must be in the top positions of their
high school ranking, besides demonstrating outstanding achievement in high school
and in an admission exam that evaluates their knowledge in math, science, and lan-
guage. Even so, students come with different understanding of basic calculus concepts,
and their knowledge on these topics is often insufficient to successfully address the
calculus courses that are imparted in the first year.
In the recent years, UC-Engineering freshmen have been required to take a calculus
diagnostic exam right after they are informed that they have been admitted. The exam
is divided into 4 modules: Algebra and Functions (M1), Trigonometry (M2),
Does Taking a MOOC as a Complement for Remedial Courses 223

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.

2.2 Description of the Pilot Study


The pilot study took place at UC-Engineering between December 27th 2015 and 29th
January, 2016. The MOOCs were produced by 3 teaching assistants and were deployed
in the Open edX platform as part of the UC-Engineering online initiative1. The
MOOCs did not follow the same structure than the traditional remedial courses.
Nonetheless all the contents of the MOOC were designed to align with the learning
objectives and topics addressed in the traditional remedial courses. The MOOCs were
all open to anyone interested, both from and outside the UC-Engineering.
The MOOCs were available before the students knew that they had been admitted
in UC-Engineering. MOOCs were announced by e-mail and flyers a week before
releasing the admission results to all those that had manifested their interest in studying
at UC-Engineering. Additional outreach to students involved posting in the official
Engineers’ web page, so all prospective students were informed that they could register
on the platform and take MOOC. Once accepted, all freshmen were registered in the

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.

Table 1. Pilot study timeline


Dates Activity/Milestones
27th Dec. 2015–10th Dissemination effort via e-mail, web-page and flyers to potential
Jan. 2016 engineering students
11th Jan. Publication of the Admission Results (00:00 h)
Presentation session of the accepted students and registration to the
platform.
13th Jan. Calculus Diagnostic Exam
14th Jan. Publication of exam results
18th Jan.–20th Jan. M1 (Algebra and Functions)
Final exam of the traditional course M1
Link to the complementary service MOOC M1:
http://online.ing.uc.cl/courses/PUC/EINP001/2015_EINP001/info
20th Jan.–25th Jan. M2 (Trigonometry)
Final exam of the traditional course M2
Link to the complementary service MOOC M2:
http://online.ing.uc.cl/courses/PUC/EINP003/2015_EINP003/info
25th Jan.–27th Jan. M3 (Polynomials and Complex Numbers)
Final exam of the traditional course M3
Link to the complementary service MOOC M3:
http://online.ing.uc.cl/courses/PUC/EINP004/2015_EINP004/info
27th Jan.–29th Jan. M4 (Sequences and Series)
Final exam of the traditional course M4
Link to the complementary service MOOC M4:
http://online.ing.uc.cl/courses/PUC/EINP002/2015_EINP002/info

2.3 Participants and Sample


Although the MOOCs were open to anyone, in this study we only took as a sample for
the analysis those students that were admitted in UC-Engineering and took the diag-
nostic exam on calculus. 589 students (N = 589) took the diagnostic exam on calculus.
Those who passed the diagnostic exam (Students Passing Diagnostic, SPD) and those
who did not (Students Failing Diagnostic, SFD) were the sample of analysis of our
study. Since not all attended the remedial courses if they failed the exam, we separated
the sample into two groups: students that attended the traditional remedial courses
Does Taking a MOOC as a Complement for Remedial Courses 225

(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).

Table 2. Number of Students in each phase according to mathematical content.


Course Diagnostic exam Traditional remedial courses
SPD SFD SAR SPR SFR
M1 504 (86 %) 85 (14 %) 64 53 (83 %) 11 (17 %)
M2 170 (29 %) 419 (71 %) 281 219 (78 %) 62 (22 %)
M3 261 (44 %) 328 (56 %) 223 208 (93 %) 15 (7 %)
M4 325 (55 %) 264 (45 %) 171 104 (61 %) 67 (39 %)

2.4 Data Collection and Analysis


The data gathered from the sample of study came from many different sources. First,
we worked with the students’ scores in the diagnostic exam (ScoresDE-M1,
ScoresDE-M2, ScoresDE-M3 and ScoresDE-M4) and the scores obtained at each final
exam of the required course (ScoresRE-M1, ScoresRE-M2, ScoresRE-M3 and
ScoresRE-M4). These exams contemplate a 0–100 % scale, where a 100 % score
would mean that they got every question right, and students passed the exams if they
got a score of 50 % or higher.
The students’ activity and interaction patterns with the MOOCs are represented
by the number of movements each student made in each MOOC before the diagnostic
test and during the required courses. The movements were extracted from the MOOCs’
computational logs, where every action or movement each student does in the platform
is registered (Logfiles). The numbers of active and non-active students are the measures
of “adoption” in this study.
The students’ prior knowledge was defined as the students’ admission scores
composed by: Math (MAT), Science (CIE), and Language (LEN) Chilean University
Admission Exams scores, along with a score according to their high school grades
(NEM) and class ranking (RKG). All these individual scores have a scale from 0 to
850. Finally, PING is the weight average admission score, computed as: 20 % NEM,
20 % RKG, 10 % LEN, 35 % MAT and 15 % CIE. These data is what we take as a
reference of students’ prior knowledge and skills. Lastly, in order to understand aca-
demically where the students that adopted the MOOCs platform before the diagnostic
exam came from, we divided the cohort in quartiles according to their PING. The
groups are Q1, Q2, Q3 and Q4; where Q1 is the group with the lowest PING and Q4 is
the one with the highest scores.
In order to address RQ1 about the students’ adoption of the MOOC initiative
and their behavior in the platform, we first organize the students into “active” and
“non-active” depending on their usage of the platform in two periods: (1) before the
diagnostic exam (Before Diagnostic Phase, BDP), and (2) during remedial courses
(During Remedial Phase, DRP). We classified the students into these two groups by
analyzing the number of movements that each student registered on the different
MOOCs in each phase.
226 M. Pérez-Sanagustín et al.

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.

3.1 Students’ Adoption of the MOOC Initiative


R1.1. Up to 16 % of the students were active in the MOOCs. Active students used
the MOOCs more before the diagnosis exam than during the required courses.
Between 5 % and 16 % were active in the MOOCs. As shown in Table 3, M2 is the
course that concentrated most of the activity, followed by M1, M4, and M3. M2 is a
MOOC about trigonometry, a content that is no longer evaluated in the college
admission test since 20142.
Figure 1 shows the activity of the students during the pilot study. The average
number of interactions per day per MOOC during the three days before the diagnostic
exam (from January 11th, which is when the students found out they had been accepted,

2
http://www.educarchile.cl/ech/pro/app/detalle?id=225229.
Does Taking a MOOC as a Complement for Remedial Courses 227

Table 3. Active MOOC students vs. Non-active


Course Before diagnostic Phase, BDP During remedial phase, DRP
Active Non-active Active Non-active
M1 14 % (N = 84) 86 % (N = 505) 7 % (N = 42) 93 % (N = 547)
M2 16 % (N = 97) 84 % (N = 492) 13 % (N = 79) 87 % (N = 510)
M3 8 % (N = 48) 92 % (N = 541) 5 % (N = 29) 95 % (N = 560)
M4 12 % (N = 73) 88 % (N = 516) 10 % (N = 56) 90 % (N = 533)

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.

3.2 Effects of the MOOC Initiative on Students’ Learning Outcomes


R2.1. Students who were active in the MOOCs before the diagnostic exam showed
better scores on this exam, but no significant effect was observed in the scores of
students that were required to take final exams after traditional face-to-face
courses. Results in Table 5 indicate that there is no statistically significant difference in
228 M. Pérez-Sanagustín et al.

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

R2.3. Being active in the MOOC platform appears to be a predictor variable


for the score of the Diagnostic Exam, but not for the scores on the final exams of
required courses, in which the only predictor variable is the math scores the
students got on their University Admission Exams (MAT). Table 7 shows the
results of the stepwise multivariable regression analysis. This analysis allowed us to
have a better understanding of what variables explain better the approval rates in each
of the phases. The results in Table 7 show that several of the predictors were statis-
tically significant for the diagnostic exam phase, including the categorical variable
“Active user” (taken as a measure of adoption). For the traditional remedial courses,
only the MAT score was a statistically significant predictor of the final exam score in
each course.

Table 7. Regression analysis of the different course scores.


Course Diagnostic exam Traditional remedial courses
Significant variables P-value Significant variables P-value
M1 NEM 0.000 MAT 0.000
MAT 0.000
CIE 0.029
RKG 0.043
Active user 0.005
M2 MAT 0.000 MAT 0.000
CIE 0.002
RKG 0.019
Active user 0.000
M3 NEM 0.018 MAT 0.000
MAT 0.000
Active user 0.021
M4 NEM 0.000 MAT 0.000
MAT 0.000
Active user 0.000

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

national admission test is not evaluating trigonometry, a branch of mathematics that is


required for succeeding in engineering calculus courses. Therefore, the availability of
M2 might have raised student awareness of the importance of this topic for succeeding
not only in the diagnostic test, but also in their first year of college. Further research on
MOOCs used as a complement for improving academic preparation for college should
be addressed.
Fourth, the interactivity patterns show that students tend to be active in the
MOOCs more intensively before the exams, but this activity is very different
between the MOOCs’ topics and the phase of the study. The results of this study
show that most of the movements on the course were registered before the diagnostic
exam and before the exams of each remedial course. However, students show a better
self-regulation pattern in the activity when the MOOC is aligned with the remedial
face-to-face course. Several studies indicate that thanks to the work in virtual platforms,
students can follow their own learning pace [4]. This is obvious, for example, when
observing the different hours of the day that the students access the online course in our
pilot study. But previous work has reported that although most of the participants in a
MOOC tend to follow a linear path through the course content, these paths can vary
depending on characteristics such as the age or the country of origin [10]. In addition,
differences were observed on the activity patterns in each of the courses. Course M2
registered more movements than the other 3, followed by M1, then M4 and finally M3.
Since all the courses where prepared by the same teachers and used the same resources,
we suggest that this difference can be due to the needs of the students on the different
course topics. For example, M2 and M3, which were the MOOCs registering a higher
activity, work on topics that students do not practice in their previous studies before
entering the university. But it could also be due to the quality of the MOOCs.
Moreover, we need to take into account the students’ diversity, since some students
might be interested only in certain parts of the course. Also there are students that lose
interest as they advance in the courses, because they feel unable to achieve the
MOOCs’ goals [7].
And fifth, service MOOCs should be designed for diversifying learning
activities and exercises. We showed that most of the students’ activity was registered
in the exercises. Recent work shows the importance of including exercises for prac-
ticing, especially in topics related with sciences and technology [16]. The results of this
study corroborate the importance of designing MOOCs that include activities for
exercising.

5 Conclusions and Future Work

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.

Acknowledgements. This work was supported by FONDECYT (Chile) N 11150231, the


MOOC-Maker Project (561533-EPP-1-2015-1-ES-EPPKA2-CBHE-JP), and the Comisión
Nacional de Investigación Científica - CONICYT Ministry of Education, Chile, Ph.D.

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.

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Are You Ready to Collaborate? An Adaptive
Measurement of Students’ Arguing Skills
Before Expecting Them to Learn Together

Chrysi Rapanta(&)

IFILNOVA, Universidade Nova de Lisboa,


Av. de Berna 26, 1069-061 Lisbon, Portugal
crapanta@fcsh.unl.pt

Abstract. This paper describes a novel instrument of assessing adolescent and


adult students’ perception of arguments structure, nature, and quality as a
method of adapting teaching and designing of argumentation tasks to learners’
epistemic knowledge of argumentation. The author’s goal is to present the steps
of the validation of the instrument discussing validity and reliability issues, and
to discuss potential uses of the instrument as a way to diagnose students’ status
of argument quality perception before engaging them in collaborative tasks.

Keywords: Argumentation  Assessment  Computer-supported collaborative


learning  Preparedness  Quality perception

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

capacity to argue in educational contexts is based on two different types of skills,


namely production and interpretation of arguments (Rapanta et al. 2013); second, that
relevance is an umbrella concept including the other two main argument assessment
criteria (i.e. sufficiency and acceptability) as recently proposed by Macagno and Walton
(under review). Considering the above, the following sub-variables emerge:
• Identify argument elements
• Judge on the relevance of different argument elements
• Produce relevant arguments

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

5.1 Factor and Items Analysis


First we performed an exploratory factor analysis (EFA) to determine potential com-
ponents or latent variables as emerged from the responses received at this pilot phase of
the study. Data were subjected to factor analysis using Principal Axis Factoring and
orthogonal Varimax variation. During the EFA, we obtained two negative measures:
(a) the Kaiser-Meyer-Olkin measure (KMO) was below 0.5, and (b) more than 50 %
(71.0 %) of the nonredundant residuals after the extraction of components had an
absolute value greater than 0.05. These were both indications that the sample was not
adequate for extracting a factors’ model with a good fit as explained by Yong and
Pearce (2013). However, this initial factor analysis gave us a good approximation of
which items were highly and positively correlated with the three factors emerged. Items
3, 5 and 12 had a negative correlation with the survey components as shown on
Table 2.
Considering the negative correlation of items Q3, Q5, and Q12 and the fact that
inverting them was not the case (all of the questions were positive), we decided to
exclude these three items. We then looked at possible reasons for such negative cor-
relation and we assumed that this was either due to high correct responses level (Q3
and Q12) or to high similarity among items. Regarding the latter, we identified a high
similarity in the answers’ pattern for items Q5 and Q6, which contributed into our
decision to also exclude Q6. We then calculated the scale reliability of the remaining
items, and we further discovered that: (a) the correlation of items Q8 and Q3 to the
scale was negative, and (b) the exclusion of items Q2 would render a higher reliability.
Excluding these additional elements, we re-calculated the scale reliability including
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 239

Table 2. Initial exploratory factor analysis results


Components
1 2 3
Q11 .67
Q1 .63
Q4 .63
Q5 –.45
Q2 .43
Q7 .68
Q9 .66
Q10 .55
Q8 .67
Q12 –.53
Q3 –.48
Q6 .43

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 3. Final exploratory factor analysis results


Factor 1 Factor 2
Q4 .74
Q1 .70
Q11 .68
Q9 .76
Q7 .76
Q10 .56
Eigenvalues 1.60 1.53
% of variance 26.73 25.5
240 C. Rapanta

5.2 Initial Descriptive Findings


Regarding the first part of the questionnaire (identifying argument elements from a
text), students showed a medium to high difficulty in identifying the main reason
(29.1 % got it wrong), the evidence in support of the reason (21.3 % wrong answers),
the counter-argument (30.8 %), and the conclusion (43 %). In the second part of items
focusing on identifying the stronger version of an argument, it was fairly easy for the
participants to identify a pertinent reason for a claim as 88.8 % of them got questions 5
and 6 right. However, question 7, which was again about pertinence, yielded different
results, with more than half participants (52.5 %) responding wrongly. This failure
might be related to the complexity of the reason given in the example of Q7, “DNA has
been used to prove that many sentenced to death were innocent”. The evidential weight
is on the use of DNA and not on the fact that people were innocent, thus the correct
claim-conclusion is the one characterizing the death penalty as “immoral” and not the
one calling it “ineffective”. Q8 also received a great number of wrong answers, with
67.5 % of the respondents not being able to distinguish an explanation from a justi-
fication. Table 4 shows the valid percentages of right and wrong answers for each one
of the items Q1 to Q8.

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

5.3 Relevance of Arguments Produced


A special attention needs to be given to the last four items of the questionnaire,
regarding the filling-in of incomplete arguments in order for them to be meaningful.
The construction of the items was based on the concept of argumentation schemes, as
they are considered an adequate method for judging on the validity of the majority of
arguments produced in everyday contexts (Walton et al. 2008; Rapanta and Walton
2016a). The elements produced as part of an argumentation scheme can be more or less
relevant regarding the number of inferential steps an external judge should make in
order to pass from one element to another (Macagno and Walton, under review). Two
raters (the author and an external rater) have assessed the sentences (premises or
conclusions) that the participants came up with to fill in the incomplete arguments (see
Appendix, items Q9–Q12). The assessment was based on the valid form of the cor-
responding argumentation schemes (see Table 1) and the relevance-based distance
rating from 1 as very close to an argument that makes sense from an argumentation
point of view to 3 as the most irrelevant. The inter-rater reliability calculation gave a
high percent of agreement (89.7 %) and an acceptable Krippendorff’s Alpha of 0.76.
The average of the scores obtained in items Q9–Q12 (producing relevant arguments)
yielded a mean score of 1.4 with 29.9 % of the participants producing strongly relevant
arguments as Table 5 shows.
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 241

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

A common effort among argumentation and collaborative learning scholars focuses on


how to bridge the gap between assessment and practice in what regards the quality of
peer interactions oriented towards the argumentative construction of knowledge.
Research shows that the design and scaffolding of the task may influence significantly
on the type and quality of argumentation (e.g. Clark et al. 2007; Felton et al. 2015);
however, how the preparedness of students in regards to learn together influences on
the poor quality of argumentation often emerging in collaborative settings has been
understudied.
The present paper introduces a variable related to a generic arguing skill, namely
the capacity to perceive the quality of arguments produced by other and by oneself.
A 12-item questionnaire was constructed with three types of tasks, including the
identification of argument elements from a text, the distinction between relevant and
irrelevant argument components, and the production of premises or conclusions that
make sense in an argumentation scheme context. The two exploratory principal
components analyses yielded two factors, each one including items from different
tasks. More precisely, Factor 1 comprised two argument element identification items
(Q1 and Q4) and one argumentation scheme production (Q11), whereas Factor 2
covered two argumentation scheme items (Q9 and Q10) together with an item from the
relevant reasons identification task (Q7). Regarding the use of the questionnaire as a
method of diagnosing students preparedness to argue effectively in simple collabora-
tion tasks, primary analysis shows that the level of argument quality perception of
young educated adults is fairly low. This result agrees with other studies reporting
reasoning flaws in simple argumentation tasks engaging university students (e.g.
Rapanta and Walton 2016b).
More precisely, the present study revealed a series of weaknesses in identifying and
constructing arguments among both undergraduate and graduate students, including:
the identification of counter-arguments and conclusion, the assessment of complex
reasons, and the production of relevant premises. Based on these findings, subsequent
242 C. Rapanta

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

1. What is the author’s main reason to believe that a?


…………………………………………………………………………………
2. Where is (s)he based on to believe that this is the main reason for a?
…………………………………………………………………………………
3. What is main counter-argument that opposes to his/her belief?
…………………………………………………………………………………
4. What is the author’s conclusion?
…………………………………………………………………………………
(B) From every set of sentences, circle the option that you think represents a
stronger argument.
5a. Handguns encourage criminal behavior, so handguns should be banned.
5b. Ninety percent of handgun purchases are now subject to instant FBI criminal
background checks, so handguns should be banned.
6a. Recycling is very beneficial because it helps protect the environment.
6b. Recycling is cost-effective because it helps protect the environment.
7a. The death penalty is immoral because DNA has been used to prove that many
innocent people have been sentenced to death.
7b. The death penalty is ineffective because DNA has been used to prove that many
sentenced to death were innocent.
8. Why do teenagers start smoking? Which is the strongest argument?
8a. Smith says it’s because they see ads that make smoking look attractive.
A good-looking guy in neat clothes with a cigarette in his mouth is someone you
would like to be like.
8b. Jones says it’s because they see ads that make smoking look attractive. When
cigarette ads were banned from TV, smoking went down.
(C) Complete the following blanks with a sentence that you think is appropriate
for the argument to make meaning.
9. Professor Coleman is an experienced scientist in earthquakes. He predicted that a
big earthquake is going to take place in the northern part of Portugal towards the
end of this year. …………………………………………………………………..
Therefore, it is very possible that Professor Coleman is true.
10. You have been saying for years that you want to lose weight. Chocolate is very bad
for your health plus it has a lot of empty calories. …………………………………
…………………………….………………………… Therefore, you shouldn’t eat
chocolate every day.
11. Studying hard for the final exams increases the possibility of success. The grade of
the final exam counts a lot for the final grade. Therefore, ………………………
………………………………………………………………….
12. I had a cousin who died from drugs abuse, and she was very young. ……………
……………………..……………………………………..………………….So I
suppose I shouldn’t smoke marijuana.
Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills 245

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Examining the Effects of Social Media
in Co-located Classrooms: A Case Study
Based on SpeakUp

Marı́a Jesús Rodrı́guez-Triana(B) , Adrian Holzer, Luis P. Prieto,


and Denis Gillet

École Polytechnique Fédérale de Lausanne, Lausanne, Switzerland


{maria.rodrigueztriana,adrian.holzer,luis.prieto,denis.gillet}@epfl.ch

Abstract. The broad availability of mobile computing devices has


prompted the apparition of social media applications that support teach-
ing and learning. However, so far, there is conflicting evidence as to
whether the benefits such applications provide in terms of engagement
and interaction, outweigh their potential cost as a source of distraction.
To help in clarifying these issues, the present paper presents a case study
on the impact of using SpeakUp (an app aimed at promoting student
participation through anonymous chatrooms) in an authentic face-to-
face learning scenario. Concretely, we focus on the connection between
SpeakUp and the student engagement, distraction, social interaction, and
the influence of the teachers’ style. Our findings highlight that SpeakUp
favored students’ engagement and social interaction, but they also point
towards its limitations in keeping students communicating about content
relevant to the course.

Keywords: Social media · Engagement · Attention · Interaction ·


Learning · Teaching

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

Teachers’ Opinions. The Pearson education service company conducted a sur-


vey with 7969 U.S. higher education teachers to better understand the bigger
picture of the social media usage by teachers [30]. The survey finds that teachers
are generally aware of social media and they are using it in their private lives
(70.3 % of faculty use it at least once per month). The use of social media in the
classroom lags behind the usage in their personal lives (41.0 %) but is increasing
every year. Teachers see social media and technology as having a “considerable
potential” for learning. However, 56.0 % of teachers also consider that social
media in class can be more distracting than helpful.
Potential Shortcomings. The issue of distraction and multitasking in edu-
cation is receiving increased attention, with conflicting results so far. Certain
research suggests that laptop multitasking hinders learning for both users and
nearby peers [28], and that providing slides to students can affect performance
adversely [22,35]. On the other hand, researchers also argue that it is possible
to take advantage of social media in the classroom by embracing multitasking,
which students seem to able to effectively do in the classroom [20,36]. A recent
meta-analysis on the use of mobile devices in the classroom nuances these claims
and shows a moderate positive learning effects [33].
This paper aims at better understanding whether, and under what circum-
stances, social media usage in the classroom may have a positive impact.

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.

instruct students to answer a poll on SpeakUp, or explicitly ask students to post


messages on SpeakUp. Conversely, questions posed by students on SpeakUp, can
be answered by teachers orally.

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

lead to learning, such as active participation (i.e., engagement), attention (i.e.,


focus on-task), and social interaction (on relevant content)? Then, following an
anticipated data reduction procedure (common in qualitative data analysis [24]),
this issue is illuminated by answering a number of informative questions, clustered
around four topics (see Fig. 2). These topics are related to the users’ active partic-
ipation and engagement with the tool (T1), its effects on attention (i.e., focusing
vs. distracting from the lesson topic, T2), and on the classroom social interactions
(T3). Finally, another topic explores the interactions of teacher actions and style
with the different kinds of SpeakUp usage (T4).

Data Gathering, Informants and Data Sources. We use a mixed method


approach [4,10] combining quantitative and qualitative data coming from four
types of informants (two teachers, 145 students, one observer, plus the SpeakUp
logs) using different data gathering techniques: questionnaires, logfile analy-
sis, observations, video recordings, and student contributions in SpeakUp. This
mixed methods approach is commonly used in TEL research [18] and promoted
by the CSCL-EREM methodology in order to obtain different perspectives about
the evaluand (the object of the evaluation, in our case the use of SpeakUp in
the lesson), thus enriching the evaluation process.

Data Analysis. Different quantitative (descriptive statistics and exploratory


computational analyses) and qualitative analyses (manual coding of the messages
generated by the users, see below) have been performed on the data. Then, the
results from these analyses were triangulated [12] to increase the trustworthiness
of our findings.
In order to better understand the aforementioned aspects of engagement, atten-
tion and social interaction, we manually coded all the messages and comments
252 M.J. Rodrı́guez-Triana et al.

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.

Fig. 3. Examples of SpeakUp message categories.

In a similar way, and in order to understand these topics as they occurred in


the face-to-face channel of the classroom, the video recording of the lesson was
also coded, according to the following categories: Which actor was speaking at
each moment during the lesson (e.g., each of the three teachers present, or one of
the students); what action was being performed at that moment (e.g., presenta-
tion/lecturing, asking questions, providing answers, noting technical or other kinds
of problems); who was the target of the interaction, if any (e.g., a teacher, students,
or all the class); and finally, what supporting resources were being used, if any (e.g.,
slides, videos, SpeakUp).
Examining the Effects of SpeakUp in a Co-located Classroom 253

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.

5.2 Student Engagement (Topic 1)

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.

As an overview, if we compare the number of students attending the session


(145) [r obs] with those joining the SpeakUp chatroom (147) [sp log], we may
infer that almost everyone used the tool, even though such use was not compul-
sory. The number of students registered in SpeakUp was higher than the actual
students participating in the face-to-face session, due to the fact that some stu-
dents started using the app from their phone, and then switched to using it from
their computer [r obs].
Figure 4 shows how much teachers and students participated face-to-face and
via SpeakUp throughout the session (from 16:15 to 18:00). Face-to-face activity
is measured in minutes of active participation extracted from the video [r vid].
Concretely, in the face-to-face channel, teachers were speaking for about 77 min
and students 11 min. In the case of SpeakUp, the participation is measured
according to the number of actions [sp log], obtaining a total of 51 and 3841
actions carried out by teachers and students respectively. Looking at Fig. 4 we
can identify a certain connection with the events happening face-to-face [r obs,
r vid]. For example, although the teachers used SpeakUp from the very begin-
ning of the lesson (e.g., adding welcome messages), the app was presented to
the students around 16:35, reason why the students started using it later. Then,
there was a break of 15 min in the session at 17:10, but students continued using
the app during this period. Besides, the main peaks of activity correspond to
moments in which teachers asked explicitly to use the app in order to answer a
poll (e.g., around 17:15) or to write down some ideas about certain topics.
Based on the user activity (e.g., number of posted messages, number of likes
and dislikes, etc.) [sp log], we have carried out a bottom-up clustering analysis

Fig. 4. Face-to-face and SpeakUp-mediated participation during the session.


Examining the Effects of SpeakUp in a Co-located Classroom 255

(using a k-means clustering algorithm with k = 6, chosen in terms of within-


groups sum of squares), leading to the kinds of users detailed in Table 1. These
clusters include large groups of students with low amounts of active usage of
SpeakUp (e.g., “Passive”), but also smaller clusters of students with very peculiar
engagement patterns (e.g., “Very pro-active”, which create a large number of
messages and votes; or “Super-active voters”, who do an unusual amount of
voting – especially dislikes –, and very little else).

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

5.3 Student Attention (Topic 2)

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.

Fig. 5. Students’ subjective opinions on whether SpeakUp is distracting them (top-


left), and distribution of values of relevancy ratio of messages per student (top-right).
At the bottom, both values are represented along each student’s SpeakUp participation
(size of the circles).

To get a picture of the quality of the contribution of each student, Fig. 5


(right) depicts the distribution of students in terms of their relevancy ratio. This
diagram shows that many of the students sent mainly non-relevant messages,
while just 12 students (out of 68 students who generated any kind of message)
sent mostly relevant messages; a significant amount of students sent both relevant
and not relevant messages.
Figure 5 (bottom) puts both graphs in perspective and relates the students
perception about SpeakUp and their behaviour using the app. Those students
that considered the app less distracting (4 and 5 in the Likert-scale) where the
ones who created more non-relevant messages. On the other hand, those that
perceived the SpeakUp as more distracting, contributed with less messages but,
in some cases, more relevant ones.
Examining the Effects of SpeakUp in a Co-located Classroom 257

5.4 Social Interaction (Topic 3)


The teachers [t que] perceived SpeakUp as a mechanism that promoted inter-
action between them and students (μ = 5 in a 5-point Likert scale) and among
students themselves (μ = 4.5). Regarding the interaction between teachers and
students, the app helped teachers discover and handle important questions and
comments. Among the drawbacks, the main concern was that SpeakUp messages
required supervision, e.g., to avoid bullying and other interactions detrimental
to the class dynamic.
In order to better understand how users interacted during the session, Fig. 6
shows the amount of interaction registered in the face-to-face and SpeakUp chan-
nels. For face-to-face interaction, we have taken into account the amount of time
spent in the communication (extracted from the video observation [r vid]). For
SpeakUp interactions we have counted the number of messages and votes gen-
erated by the users that were registered in the logs [t com, s com, sp log].
Figure 6 reveals that the face-to-face channel supported mainly the interaction
going from teachers to students, while SpeakUp concentrated most of the inter-
actions between students.

Fig. 6. Analyses of the communication direction in the face-to-face and SpeakUp


channel.

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).

5.5 Teaching Style (Topic 4)


As a general schema, the teachers of this course switch often during a same lec-
ture to keep the course dynamic. Figure 8 shows which parts of the session were
258 M.J. Rodrı́guez-Triana et al.

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.

6 Discussion, Conclusions and Future Work

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.

One of the SpeakUp advantages highlighted by the teachers, and supported


by the data analyses, refers to social interaction. First, students could not only
share (doubts, problems, resources) but also comment and vote others contri-
butions, favoring to get answers from peers without waiting for the teachers.
Second, the app complemented the face-to-face channel. While most of the time
teachers interacted orally with the students, the interaction between students
was supported mostly via SpeakUp. Additionally, comparing the number of stu-
dents reachable in the physical environment (e.g., 8 peers sitting around) versus
the interaction degree in SpeakUp (μ = 59.4, x̃ = 20), we may conclude that the
tool contributed to increase the social network.
One of the aspects to be discussed is the twofold effect that anonymity might
have on engagement, attention and interaction results. On the one hand, the
anonymity could increase the usage of SpeakUp, since the students embrace
the idea of not disclosing their identity (see Sect. 5.1). The flip side was that the
anonymity brought more non-relevant messages and required teachers to monitor
the activity and intervene in case of inappropriate interaction (e.g. bullying).
Regarding the teacher impact on the student use of SpeakUp, it is noteworthy
that when teachers asked the students to use the app in a certain way, the
relevancy of the user activity increased significantly. Thus, the teacher role as
scaffolding provider could contribute to a more effective use of the app.
Going back to the issue addressed in this case study, we can conclude that
SpeakUp favored situations that led to learning, especially in terms of active
participation (i.e., engagement) and social interaction. However, dealing with
the attention, alternatives should be found in order to foster the appearance of
relevant content (e.g., with teacher guidance). Nevertheless, the fact that the
case study only covered the first session when the app was used by the students,
could have introduce some additional distraction (novelty factor). Thus, it would
be necessary to analyse the use of SpeakUp during the whole course, to see how
student engagement, attention and interaction evolve. This study is currently
under way, and is our most immediate avenue for future research.

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Enhancing Public Speaking Skills -
An Evaluation of the Presentation
Trainer in the Wild

Jan Schneider(&), Dirk Börner, Peter van Rosmalen,


and Marcus Specht

Welten Institute, Open University of the Netherlands, Heerlen, The Netherlands


{jan.schneider,dirk.boerner,peter.vanrosmalen,
marcus.specht}@ou.nl

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.

Keywords: Evaluation in the wild  Sensor-based learning support  Public


speaking  Multimodal learning application

1 Introduction

Experiencing a great presenter delivering a novel idea is an inspiring event. Therefore,


at least for the last 2500 years humans have been studying the art of the oratory [1].
Currently the ability to present effectively is considered to be a core competence for
educated professionals [2–5]. This relevance in learning how to communicate effec-
tively is reinforced by the thought that ideas are the currency of the twenty first century
[6]. Research on how to develop public speaking skills is a topic that has already been
extensively studied. One of the conclusions to be drawn out of these studies is that
practice and feedback are key aspects for the development of these skills [7]. Whereas
it is possible to attend different courses and seminars on public speaking, opportunities
to practice and receive feedback from tutors or peers under realistic conditions are
limited.
Sensors have lately become increasingly popular [8], showing to be a technology
with great potential to enhance learning, by providing users with feedback in scenarios
where human feedback is not available or to give access to data sources to enhance
learning [9]. This has led to the development and research of new sensory technologies

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 263–276, 2016.
DOI: 10.1007/978-3-319-45153-4_20
264 J. Schneider et al.

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

Educational interventions such as feedback are needed to develop public speaking


skills [14]. Having a human tutor available to give feedback on these skills is neither
always feasible nor affordable. Therefore, technological interventions designed to
provide this feedback are desirable. Public speaking skills require from presenters a
coherent use of their verbal and nonverbal channels. Timely measurement of these
multimodal performances with an acceptable accuracy is challenging. However, in
recent years driven by the rising availability of sensors, research on multimodal
learning applications designed to support the development of public speaking skills has
been undertaken.
During a presentation, the presenters communicate their messages using their voice
together with their full body language, e.g., body posture, use of stage, eye contact,
facial expressions, hand gestures, etc. Multimodal learning applications supporting the
development of public speaking skills [10–16] generally use a depth sensor such as the
Microsoft Kinect1 in order to capture the body language of the user, and microphone
devices to capture the user’s voice.
Studies on applications designed to support public speaking skills have been
exploring effective strategies to provide feedback to users. In [11] feedback indicating
whether the energy, body posture and speech rate is correct or not, is displayed on a
Google Glass2. Another feedback strategy employed in [10, 15] is the use of a virtual
audience. Members of the virtual audience change postures and behaviors depending
on the nonverbal communication of the user. Besides the display of the virtual audience
the prototype in [10] also provides the user with direct visual indications regarding her
own body posture. The applications in [12, 16] provide the user with a dashboard
interface that displays a mirrored image of the user together with modules indicating
the use of nonverbal communication aspects such as use of gestures, voice, etc. In line
with that, the feedback interface of the PT shows a mirror image of the user and
displays at maximum one instruction to the user regarding her nonverbal communi-
cation at a given time (see Fig. 1). This instruction is communicated to the user through
a visual and a haptic channel [13].

1
https://dev.windows.com/en-us/kinect/hardware.
2
https://www.google.com/glass/start/.
Enhancing Public Speaking Skills 265

Fig. 1. PT telling the user to correct the posture.

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

In this study we tested the PT in a classroom setting following an exploratory research


approach [17], focusing on three main objectives:
Objective 1: The first objective of this study is to explore the implications of
investigating the use of a tool such as the PT in a regular learning scenario outside of a
laboratory setup.
Objective 2: Studies on multimodal learning applications for public speaking have
shown promising results in laboratory conditions according to quantified and timely
machine measurements [10, 13]. However, the purpose of a presentation is to transmit
the desired message and provide the desired impact to a human audience, in contrast of
improving a machine-based score. Studies showing evidence that an improved per-
formance according to machine measurements is reflected in a better presentation
according to a human audience are still missing. Therefore, the second objective of this
study is to gain insights on how the improvements obtained by a learner using the PT to
practice for a presentation relate to the impact that this trained presentation has on the
audience. In other words, to what extent does an audience agree with the PT that a
presentation improved.
266 J. Schneider et al.

Objective 3: A core competence for current professionals is having good public


speaking skills [2–5]; therefore teaching these skills has become a common target for
different courses. Feedback is a key aspect for learning and developing public speaking
skills [7], therefore current courses in public speaking include well-established feed-
back practices to help learners with the development of these skills. The effectiveness
of this feedback depends on various variables. One of these variables concerns the
source where the feedback comes from. Feedback provided by a tutor in combination
with feedback provided by peer students has proven to be more effective than feedback
provided only by a human tutor [18]. The third objective of this study, researches the
introduction of the PT to the already established practices for teaching public speaking
skills, exploring whether its use and feedback contribute to the creation of more
comprehensive learning scenarios for students.

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.

4.2 Study Procedure


This study was conducted some sessions after the students have already presented their
project and received feedback. Nine participants, seven males and two females between
the age of 24 and 28 years old took part in the study. A sketch of the study is shown in
Fig. 2. To prepare for the study, students got the homework to individually prepare a
60–120 s long pitch regarding their project. One week later the study was conducted
during a two-hour session slot.
The study started with students individually presenting their pitch in front of their
peers and course teachers. The objective of this first pitch was to obtain a baseline of
the students’ performance. Peers evaluated the pitch by filling in a presentation
assessment questionnaire.
After presenting the pitch each student moved to another room for the practice
sessions. Before the practice sessions, students received a small briefing regarding the
PT’s feedback. The purpose of this small briefing was to reduce the exploration time
needed to understand the feedback given by the PT. After this short briefing time,
participants were supposed to know how to correctly react to the feedback given by the
PT. The practice sessions consisted delivering the pitch two consecutive times while
receiving feedback from the PT. During the practice session students stood between
Enhancing Public Speaking Skills 267

Fig. 2. Study procedure

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.

4.3 Apparatus and Material


To evaluate the pitches done by the students, peers filled in a presentation assessment
questionnaire. The questionnaire consists of eleven Likert-scaled items. The first seven
items refer to a general assessment of the presentation including: the overall quality of
the presentation, delivery of the presentation, speaker knowledge about the topic,
confidence of the speaker, enthusiasm of the speaker, understandability of the pitch,
and fun factor of the pitch. The last four items consisted of some of the specific
nonverbal behaviors that can be trained using the PT: posture, use of gestures, voice
quality, and use of pauses.
To practice for the second presentation of the pitch students used the current
version of the PT. This version of the PT uses the immediate feedback mechanism
described in [13], providing users with the maximum of one corrective feedback at the
268 J. Schneider et al.

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.

Fig. 4. Evaluation scores of the first pitches.

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

Fig. 5. Evaluation scores of the second pitches.

To explore the relevance of having a tool designed to practice specifically the


delivery of the pitch, we used Pearson’s r to measure the correlation between the scores
of the overall quality of the pitch (content + delivery) and the scores of its delivery.
These measurements show a correlation of [r = 0.94, n = 18, p < 0.01]. We also used
Pearson’s r on the scores of the pitches to measure the correlation between the
behaviors that can be trained using the PT and the overall quality of the presentations
(see Table 3). This with the objective to explore the relevance of training these
behaviors. The behavior displaying the strongest correlation was the use of pauses,
followed by posture, voice quality and use of gestures.
Figure 6 shows the comparison in the evaluations between the first and second
pitches. These comparisons show and improvement in all evaluated items. The general
quality of the pitches increased on a 21.94 %. We calculated the significance of this
difference using a t-test. The result of this t-test was t(14) = 3.6, p < .01. This indicates
that the improvement observed is statistically significant. Regarding the general aspects
of a presentation the delivery of the pitch was the item displaying the biggest
Enhancing Public Speaking Skills 271

Fig. 6. Comparison between first and second pitch

improvement showing an increment of 24.27 %. The item showing the lowest


improvement was the knowledge about the topic displayed by the presenter. This item
had an improvement of only 14.37 %.
By examining the improvements on the nonverbal communication behaviors, the
area that displayed the biggest improvements was the use of gestures with an increment
of 27.89 %.
The PT’s assessment the second pitch for the last three speakers is shown in
Table 23. Results from these tracked performances show that all of them had a total
pTM value lower than 1.

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

Table 3. Pearson’s linear correlation. Mean and standard deviation.


Aspect trained Overall quality
Posture r = 0.86, n = 18, p < 0.01
Voice r = 0.85, n = 18, p < 0.01
Gestures r = 0.76, n = 18, p < 0.01
Pauses r = 0.89, n = 18, p < 0.01

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.

7 Conclusion and Future Work

The creation of multimodal learning technologies to support the development of public


speaking skills has been driven in recent years by the advances and availability in
sensor technologies. In laboratory settings some of these technologies have already
started to show promising results. In this study we took one of these technologies, the
Presentation Trainer, outside of the lab and conducted some tests with students fol-
lowing an entrepreneurship course as part of the course agenda. The main purpose of
this study was to start the exploration of the support that these technologies can bring to
a formal learning scenario.
Studying the use of the PT for a real classroom task revealed that location and time
constrains interfere with the straightforward conduction of research. Due to location
constrains it was not possible to set up the PT in ideal conditions for its use. Due to
time constrains it was not possible to have the students follow all the expected training
sessions, and we were not able to use the PT to measure all the first and second pitches
presented to the audience. These constrains do not allow us to determine the causes for

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.

Acknowledgment. The underlying research project is partly funded by the METALOGUE


project. METALOGUE is a Seventh Framework Programme collaborative project funded by the
European Commission, grant agreement number: 611073 (http://www.metalogue.eu).

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.
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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
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reproduce the material.
276 J. Schneider et al.

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How to Quantify Student’s Regularity?

Mina Shirvani Boroujeni(B) , Kshitij Sharma, L


 ukasz Kidziński,
Lorenzo Lucignano, and Pierre Dillenbourg

EPFL-CHILI, Lausanne, Switzerland


{mina.shirvaniboroujeni,kshitij.sharma,lukasz.kidzinski,
lorenzo.lucignano,pierre.dillenbourg}@epfl.ch

Abstract. Studies carried out in classroom-based learning context, have


consistently shown a positive relation between students’ conscientious-
ness and their academic success. We hypothesize that time management
and regularity are main constructing blocks of students’ conscientious-
ness in the context of online education. In online education, despite intu-
itive arguments supporting on-demand courses as more flexible delivery
of knowledge, completion rate is higher in the courses with rigid temporal
constraints and structure. In this study, we further investigate how stu-
dents’ regularity affects their learning outcome in MOOCs. We propose
several measures to quantify students regularity. We validate accuracy
of these measures as predictors of students’ performance in the course.

Keywords: Regulation · Self-regulation · Time management · Massive


open online courses · Procrastination · Engagement

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.

Our study is motivated by previous results on engagement. Behaviours induc-


ing a habit are considered as a key to success of many on-line platforms [4].
Similarly, inducing a habit of participation in an on-line course can indicate a
success of the course and of the platform. Second, in our previous studies we
found that time management is dependent on employment status [20]. Analysis
of regularity can allow us to further understand student’s employment needs and
opportunities. In this context employment can be seen as an external factor as
described in a hypothetical model in Fig. 1.

Fig. 1. We analyze regularity as a factor explaining performance, influenced by external


and internal variables.

We hypothesize that regularity is one of the key factors related to student’s


success. In particular, we will answer following research questions:

Question 1. How can we quantify regularity of a student?


Question 2. Is regularity related to performance?

The key contribution of this paper is the definition of different measures of


regularity and analysis of their properties. These measures can serve as indicators
for quantifying to what extent certain features of a course or platform influences
regularity and engagement of participants, or can be used to compare the courses
and MOOC platforms regarding their habit inducing properties. Moreover, as
we show in Sect. 6.4 the regularity features can be employed to predict users’
performance.

2 Related Work

The importance of time management for succeeding in MOOC is highlighted in


previous studies [3,15]. Recent studies show that difficulty with keeping up to
deadlines is the main obstacle for engaging in a course [8]. In this section, we
analyze regularity in the context of consciousness, review measures of regularity
which can potentially be used in MOOCs and analyze the link between regularity
and performance.
The Impact of Students’ Regularity on Their Learning Performance 279

2.1 Conscientiousness and Self-Regulation


Early educational psychologists hypothesized that self-regulation is a key con-
tributor to the academic success of students and it has since been verified [26].
Students’ personalities also affect their academic success. The main factor that
has been found to be correlated with students’ performance is conscientious
[16,19,23]. [16] in a review showed that from 33 different studies, examining
the relation between the personality factors and academic success (GPA, course
grade, average grade, exam score, thesis success), 21 found a significant corre-
lation between conscientiousness and academic success. In two different meta
analyses, [23] and [19] showed that the correlation between conscientiousness
and academic success is also significant at the university level education.
Procrastination, defined as the tendency to delay of the task completion
[11] has also been found to be correlated with the academic success. Klassen
and colleagues [9] found that the students with negative procrastination had
significantly lower GPA scores. Solomon and Rothblum [22] found that the stu-
dents who reported higher levels of procrastination attempted significantly lower
number of self-paced quizzes. Moreover, Ferrari and Ware [5] found that the task
aversiveness was correlated to the self-reported procrastination of the students.
The main feature of both the self-regulative learning strategy and conscien-
tious (in learning context) is organizing and planning learning goals. Time man-
agement and regularity are the key constituents for both the aforementioned
factors. Thus, we hypothesize that there might exist a correlation between the
MOOC performance and students’ regularity.

2.2 Time Series Analysis


Time series analysis provides us with technical tools to assess regularity. Our
main reference for elementary time series techniques is [2]. We can consider reg-
ularity as a seasonal component of a time series and take advantage of tools
designed for quantifying seasonality. In classical time series analysis researchers
often remove this seasonal pattern and focus on modeling the remaining behav-
iour of the process. In our case, since the pattern varies between the subjects, it
becomes a characteristic of interest discriminating students.
We focus on two key approaches, time domain methods and frequency domain
methods. To use time domain methods we slice the time series into segments of
the length of interest (e.g. day, week) and compare repeatability of the slices
[6,24]. In particular, we use Jensen-Shannon divergence to analyse a histogram
of a segmented signal [13]. Frequency domain methods are based on the fact
that inner product of a signal with and a periodic function is large if the signal
has the same period [21]. Statistical tools have been developed to analyze if the
signal on a given frequency is significant [18].

2.3 Performance Prediction


Student’s performance is one of the key metrics analyzed in MOOCs. Many stud-
ies chose performance as an indicator for showing the value of the categorization
280 M.S. Boroujeni et al.

methods. Massive datasets allow us to discover relation between performance and


even the smallest factors like the number of pauses during watching a MOOC
video or ratio of a video replayed [12]. Performance is also a crucial indicator
for policy makers and MOOC practitioners. Reports focus on performance of
MOOCs as a function of performance of students [14].
In previous studies, measures such as time spent on lecture, homework,
forum, quiz and assignments were used to predict students’ learning gain [10,25].
Lauria et al. [10] used the amount of content viewed, forum read, number of posts,
assignments and quizzes submitted, to predict the performance and the engage-
ment of the students. Other attempts to predict the performance root from the
Social Network Analysis of the forum actions of the students. For instance, [17]
used the network density, efficiency, individual student’s contribution, in- and
out- degrees, richness of the content, to find the correlations with engagement
and performance. Regarding the analysis of timing patterns, Wolff et al. [25]
used the temporal clickstream data to predict students’ performance; similarly,
Kennedy et al. [7] used number of submissions and active days (submitting days)
to predict the final grades of the students in a programming MOOC. Likewise, we
focus on the temporal regularity of students’ activities, contributing in defining
novel measurements for the regularity and showing their link with performance.

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

Table 1. Regularity patterns in time domain

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.

Table 2. Regularity measures and corresponding regularity patterns

Measure Description Dimension Pattern


PDH Peak on day hour Intra-day P1
PWD Peak on week day Intra-week P2
WS1 Weeks similarity measure 1 Intra-week P3
WS2 Weeks similarity measure 2 Intra-week P4
WS3 Weeks similarity measure 3 Intra-week P5
FDH Periodicity of day hour Intra-day P1
FWH Periodicity of week hour Intra-week P1
FWD Periodicity of week day Intra-week P2, P3
DLV Delay in lecture view Intra-course P6

4.1 Problem Formulation


Let n be the number of events by the user and T = {t1 , t2 , ..., tn } be the set of
timestamp of events. We assume minutes as a unit of time and set t = 0 when the
course starts. Let Lm , Ld and Lw be the course length (time from course release
till the deadline of the final assignment) in minutes, days and weeks respectively.
We can treat user’s activity time series as a binary signal defined as (examples
in Fig. 4)
 t 
1 if ∃ti ∈ T : x = Wi
FW (x) = , where x ∈ {1, 2, ..., Lm /W, }
0 otherwise
282 M.S. Boroujeni et al.

where W is the length of a time window in minutes.


Based on this definition, F60 (x) = 1 implies that user had at least one action
at hour x after the course start and F60×24 (x) = 1 indicates at least one action
at day x of the course.

4.2 Time Based Measures


We define two measures, PDH and PWD, based on the entropy of the his-
togram of user’s activitiy over time. PDH identifies if user’s activities are con-
centrated around a particular hour of the day and PWD determines if activities
are concentrated around a particular day of the week.
We define function D(h) on every hour of a day, and function W (d) on on
every day of a week as
L
d −1

D(h) = F60 (24i + h), where h ∈ {0, 1, ..., 23}.


i=0

L
w −1

W (d) = F60×24 (7i + d), where d ∈ {0, 1, ..., 6}.


i=0

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

where D̂ and Ŵ are normalized histograms.


A small entropy value encodes presence of spikes in the distributions. How-
ever, since entropy is computed on the normalized histogram, it does not reflect
the magnitude of the spike in the original histogram. To overcome this limitation,
we define two regularity measures, PDH and PWD as

P DH = (log(24) − ED ) max D(h), P W D = (log(7) − EW ) max W (d).


h d

Therefore PDH is bounded in [0, log(24).Ld ] and PWD is bounded in


[0, log(7).Lw ]. A high value of PDH or PWD measure respectively implies a
strong spike in D(h) or W (d).
The Impact of Students’ Regularity on Their Learning Performance 283

4.3 Profile Similarity


We define three measures WS1, WS2 and WS3 based on the similarity between
weekly profiles of user’s activities. WS1 measures if the user works on the same
weekdays. WS2 compares the normalized profiles and measures if user has a
similar distribution of workload among weekdays, in different weeks of the course.
Whereas, WS3 compares the original profiles and reflects if the time spent on
each day of the week is similar for different weeks of the course. In the following
we describe the construction of weekly profiles and the three similarity functions
used to compare them.
We define activity profile of a user during week k as the following vector
(examples in Fig. 3).
P (k) = [P (1, k), P (2, k), ..., P (7, k)]T , where k ∈ {0, 1, ..., Lw },
where P (d, k) represents the number of hours user was active in day d of week
k and is defined as

23
P (d, k) = F60 (24(d + 7k) + i), where d ∈ {0, 1, ..., 6}, k ∈ {1, 2, ..., Lw }.
i=0

Similartiy Measure 1: Let Active(k) be the set of days in week k, on which


the user had some activity. We define the first profile similarity measure as
Active(i) ∩ Active(j)
Sim1(P (i), P (j)) =
max(Active(i), Active(i))
Therefore for two weeks in which the user is active on exactly same days, this
similarity measure returns the maximum value (1).
Similarity Measure 2: The second profile similarity measure compares the
normalized profiles (P̂ (k)) of two weeks based on Jensen-Shannon divergence
(JSD) as
JSD(P̂ (i), P̂ (j))
Sim2(P̂ (i), P̂ (j)) = 1 −
log(2)

n  n
J SD(P1 , P2 , ...Pn ) = H πi P i − πi H(Pi ),
i=1 i=1
where πi is the selected weight for the probability distributions Pi and H(P ) is
the entropy for distribution P . We consider uniform weights for all weeks, hence
πi = 1/n. The value of Sim2 is bounded in [0, 1] and high value of this measure
reflects similar shapes of activity profiles in the weeks of comparison.
Similartiy Measure 3: In order to capture the similarity in shape and mag-
nitude of weekly profiles, we define the third similarity function, based on χ2
divergence as

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.

4.4 Frequency Based Measures


One common approach to detect seasonal components of a signal is to convert the
signal (X(t)) from its original domain (often time or space) to a representation in
the frequency domain (F(θ)) by applying Fourier transform. Fourier transform
of a signal X(t) is defined as


F(θ) = X(t)e(−2πiθt)
t=−∞

The function F(θ) is referred to as spectral density or periodogram, and is


used to detect any periodicity in the data, by observing peaks at the frequen-
cies corresponding to these periodicities. For the purpose of detecting weekly or
daily regularity, we compute spectral density of user’s time signals (F60 (x) and
F24×60 defined in Sect. 4.1) and in the resulting periodogram, extract values cor-
responding to daily and weekly periods. We expect a high value for the resulting
measures in case there is a daily or hourly repeating pattern in user’s activities
over time.
We propose three frequency based measures, FDH, FWH and FWD as
F DH = Fh (1/day), F W H = Fh (1/week) F W D = Fd (1/week)
Fh (θ) = F F T (F60 (x)), Fd (θ) = F F T (F24×60 (x))
FDH measures the extent to which the hourly pattern of user’s activities is
repeating over days (e.g. the user is active at 8 h–10 h and 12 h–17 h on every
day). FWH identifies if the hourly pattern of activities is repeating over weeks
(e.g. in every week, the user is active at 8 h–10 h on Monday, 12 h–17 h on Tues-
days, etc.). FWD captures if the daily pattern of activities is repeating over
weeks (e.g. the user is active on Monday and Tuesday in every week).

4.5 Adherence to Course Schedule


Some students watch the lecture right after it is released whereas others postpone
watching lectures or submitting assignments. Therefore some users are regular
not because of a weekly routine, but they follow the schedule of the course. To
capture adherence to the course schedule, we define DLV measure as the average
delay in viewing video lectures
m
1 
DLV = (F irstV iew(i) − Release(i)),
m i=1

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.

Table 3. Overview of regularity measures in the dataset

Measure Mean Max SD Measure Mean Max SD


PDH 4.65 49.92 3.65 FDH 0.34 14.65 0.64
PWD 1.12 13.62 1.08 FWH 0.17 4.2 0.25
WS1 0.14 0.90 0.13 FWD 0.36 4.64 0.35
WS2 0.17 0.88 0.15 DLV 0.14 0.95 0.11
WS3 0.11 0.74 0.10

6.1 Regularity Measures Examples


In the following we present examples of proposed features to verify if they capture
the regularity patterns as expected.
PDH and PWD: Figure 2 illustrates examples of users with high and low value
of PDH and PWD measures. Histograms in Fig. 2a and b represent the number
of days at which user was active on a particular hour, and Fig. 2c and d show
the number of weeks at which user was active on a particular day. Clearly, high
value PDH an PWD, represent peak of activity in partciular hour(s) or day(s)
and hence they capture regularity patterns P1 and P2 respectively.
286 M.S. Boroujeni et al.

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.

6.2 Correlation Between Measures


The profile similarity measures WS1, WS2 and WS3, although sensitive to dif-
ferent activity profiles (Fig. 3c), result to have strong correlation in pairwise
comparison (r = 0.9, p < 0.01). FWD measure is also moderately correlated
with profile similarity measures (r = 0.57, p < 0.001). The remaining set of
measures are not strongly correlated with each other inferring that they capture
orthogonal patterns of regularity.

6.3 Clustering Users Based on Regularity Measures

Based on calculated regularity measures, we clustered users into three categories


using hierarchical clustering method with euclidean distance metric. Number
of clusters was chosen based on the resulting dendogram. Figure 5 presents an
overview the three clusters and average grade of users in each group (values
were scaled to [0,1] for visualization). The three clusters clearly differ in terms of
average grade. Users in the second cluster have the highest regularity according
to all measure (except PWD and DLV) and score higher as well. The first and
third cluster have very similar regularity values; however users in the third cluster
have relatively longer delays in watching video lectures which could explain their
lower average grade. Another possible explanation could be that the third cluster
contains late-comers in the course who fail to meet the course deadlines. Further
investigation of the users activities is required verify these hypothesis.

6.4 Predictive Power of Regularity Measures

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.

Fig. 5. Average value of regularity measures in each cluster.

FWD (r = 0.46, p < 0.001), moderately correlated with FWH (r = 0.37,


p < 0.001) and FDH (r = 0.32, p < 0.001), slightly correlated with PDH (r = 0.25,
p < 0.001), DLV (r = −0.25 , p < 0.001) and not correlated with PWD measure.
In order to analyze predictive power of the regularity features we build a
linear model including all of them and we use penalized regression to improve
the model by removing features of low importance. In our dataset, linear model
with variables FDH, WS2 and DLV has R2 = 0.52, which assures us about
predictive potential of designed variables.

6.5 Other Applications of Regularity Measures


As an example of another application, we investigate the link between regularity
and external factors, as presented in Fig. 1. Motivated by our previous results [20],
we analyze the employment status. The database contains employment informa-
tion for about 9.6 % of the participants. Based on these information we extract
two categories of users: full-employed and full-students (559 v.s. 113 users). We
assume that users in both categories have a daily or weekly routine imposed by their
occupation or school schedule. Considering the time regularity, employed partici-
pants have higher regularity in weekly and daily basis. This is reflected by signifi-
cantly higher value of WS2 measure for employed users (m = 0.17 v.s m = 0.14,
F [1, 670] = 4.8, p = 0.02), higher value of FWD measure (m = 0.38 v.s. m = 0.3,
F [1, 670] = 4.2, p < 0.05) and higher values for PDH measure (m = 0.4.8 v.s.
m = 3.6, F [1, 670] = 9.16, p < 0.01).

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

Ángel Suárez(&), Stefaan Ternier, Fleur Prinsen, and Marcus Specht

Welten Institute, Open University of the Netherlands, Heerlen, The Netherlands


{angel.suarez,stefaan.ternier,fleur.prinsen,
marcus.specht}@ou.nl

Abstract. This formative study introduces DojoIBL, a web-based platform to


support collaborative inquiry-based learning processes. By supporting com-
munication and collaboration with new technological affordances, DojoIBL
aims at nurturing communities of inquiry. The study elaborates on the theo-
retical underpinning of DojoIBL, describes its added value and presents a
detailed explanation about the functionalities supported. Thereafter, an evalua-
tion about how users perceived DojoIBL has been performed. Besides, the
positive acceptance of participants, the results also showed that DojoIBL seems
to be a suitable tool to support essential components of communities of inquiry.
The study concludes anticipating the integration of role support as future
developments of DojoIBL.

Keywords: Inquiry-based learning  Community of Inquiry  Collaborative


knowledge building  Context-awareness  Informal learning

1 Introduction

In recent years, there has been an increasing interest in socio-constructivist learning


methods e.g., (mobile) inquiry-based learning (IBL) [1], as well as the technological
tools that support them [2]. IBL is often characterized as a collaborative process, in
which informal and formal learning activities are socially interconnected. These
activities need to be seamlessly supported in order to provide an effective and complete
experience to the students. The collaborative inquiry process was aptly defined in the
‘Community of Inquiry’ approach [3], which emphasizes that creation of knowledge
requires social interactions of individuals with different background knowledge.
However, there is still a lack of research on the technological affordances to
enhance the IBL process and nurture a community of inquiry. For instance, the power
of cloud based services in combination with instant communication or notifications
have not been entirely explored in the context of inquiry-based learning. Previous
studies conducted in the context of the weSPOT European project [4]1, a three-year
project in which experience and knowledge about IBL have been acquired, showed that
there were issues integrating and using technology in collaborative IBL processes.
These issues were related to the lack of adequate technological affordances nurturing

1
http://inquiry.wespot.net/.

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 292–305, 2016.
DOI: 10.1007/978-3-319-45153-4_22
Nurturing Communities of Inquiry: A Formative Study 293

the communities of inquiry as also the educational settings in which inquiry-based


learning often is implemented. Certainly, teachers faced difficulties to encourage and to
help students explore topics as a community also due to the complex different varia-
tions of inquiry-based learning from confirmation inquiry to open inquiries.
In our effort to study an affordable solution that combines the essential elements to
support IBL with the added potential of new technological affordances, this research
study contributes DojoIBL, a platform that focuses on supporting ‘Community of
Inquiry’ (CoI).
In the first two sections we will elaborate the theoretical underpinnings of DojoIBL;
existing IBL solutions and social collaborative tools are discussed, and the rationale to
develop DojoIBL is explained. Next, the design principles of the DojoIBL are
described. The added value of DojoIBL, as compared to other IBL solutions, is argued
in section four. Thereafter, in section five and six, the research design of the study is
introduced and the results of a study into DojoIBL user experiences are described.
Section seven elaborates on the interpretation and discussion of the results. Finally, the
conclusion and the future work of the DojoIBL platform are outlined.

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

Group awareness has been an emerging topic in Computer Supported Collaborative


Learning (CSCL) research [21]. Three types of awareness can be extracted from the
above research studies; process, social and activity awareness [14, 15, 22]. Each of the
studies focuses on helping students to visualize and manipulate social processes in
order to understand how the group moves forward. Moreover, regarding communi-
cation, it has been proven in literature that text-based communication has a consider-
able potential to facilitate the creation of communities of inquiry (CoI) [3, 10].
To sum up, current platforms [19, 20] have sought to support the IBL process.
These platforms have yet to fully harness the affordances of educational and social
network platforms (e.g. ClassDojo and Edmodo) and emerging technological tools to
support social collaboration and to nurture community of inquiries. Hence, based on
existing initiatives and studies, this research explores the affordances of emerging
technologies in the design of DojoIBL to foster communities of inquires. Essentially, it
investigates how DojoIBL can facilitate social interactions and raise students’ aware-
ness of collaborative IBL processes.

3 Research Design

This research study introduces DojoIBL, a multi-device Learning Content Management


System7 (LCMS) to scaffold and to support students’ collaborative knowledge
co-construction process in IBL. Rather than delivering course content material,
DojoIBL provides the designers and the facilitators with the tools to structure IBL
processes about any meaningful topic from students’ curiosity. Therefore, it focuses on
the process rather than in the content itself. DojoIBL has been developed following a
design-based research approach [23] in which teachers, designers and researchers
collaboratively generate feedback feeding the iterative and incremental development
process. Results of the weSPOT European project [4], showed that it is important to
involve teachers in the early stages of the design and development process; giving us a
broader perspective on the flexibility that the platform should have. The weSPOT
project experiences and knowledge encouraged our team to develop DojoIBL, fol-
lowing several design principles that will be summarized.
The weSPOT project showed that students can be overwhelmed if the cognitive
requirements demanded by our system are too high. Therefore, one of our aims was to
reduce extraneous cognitive load, by ensuring that all elements included in DojoIBL
add value to the learning experience. Thus, unnecessary information or elements that
distract students from learning have been avoided in the interface, and visual repre-
sentations of the inquiry process have been used to make the system more intuitive.
Moreover, research studies on IBL [24, 25] exemplify the need to scaffold the inquiry
learning process hence, DojoIBL breaks down the inquiry process into phases [25], and
the phases into activities, in order to provide implicit guidance on the inquiry process.
Inquiry based Learning is a collaborative process [5, 7, 26] where students also
learn from their peers by reflecting and building on top of one another’s ideas.

7
https://en.wikipedia.org/wiki/Content_management_system accessed on March 2016.
296 Á. Suárez et al.

Hence, DojoIBL implements an instant messaging system supporting cognitive pres-


ence, social presence and teaching presence [11–13] which contributes to generate a
Community of Inquiry [3, 10]. Yet, students per se are not skilled on acting as a
community. Consequently, teachers’ orchestration [27] and scaffolding remain essen-
tial [28], especially at early stages of the inquiry process. In addition to instant mes-
saging, DojoIBL implements a notification system and an inquiry timeline, which
facilitates asynchronous collaboration and raise awareness among students [15].
In short, DojoIBL focuses on adding value to the authentic inquiry experiences,
providing an intuitive, simple and flexible tool that enables collaborative self-directed
learning for students and just in context - time and place - orchestration for teachers
(Fig. 1).

Fig. 1. Visualization of the inquiry process on the Colony on Mars activity

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.

Fig. 2. Example of activity type: discussion.

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

Fig. 3. Inquiry timeline

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.

5 First Formative Study

DojoIBL will be used in already planned interventions in Dutch schools. In order to


address any potential problems with the platform, a formative study was undertaken.
The goal of this formative study was to get an understanding of how users perceived
the integration of IBL functionalities with social collaborative tools.
300 Á. Suárez et al.

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.

Fig. 4. DojoIBL scores comparison to benchmark

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.

8 Future Work and Conclusion

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.
This formative study informed about how the users perceived DojoIBL, particularly
the integration of collaborative tools into an IBL platform. The results showed a
Nurturing Communities of Inquiry: A Formative Study 303

positive acceptance from participants, perceiving DojoIBL as a suitable tool to engage


in collaborative inquiry processes. In addition, the results also showed that DojoIBL
copes with the three essential components to any educational transaction described in
CoI: cognitive, social and teaching presence.
In future developments of DojoIBL, the integration of role support [39] to enable
testing the role taking strategy in IBL processes will be addressed. Roles, as a way to
foster communities of inquiry by facilitating interactions between inquirers and fos-
tering positive interdependence [40] will be further investigated. Additionally, although
DojoIBL provides a ‘liquid design’ to be used in any device, a mobile app version is
being develop for android, iOS and windows.
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,
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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Inferring Student Attention with ASQ

Vasileios Triglianos1(B) , Cesare Pautasso1 ,


Alessandro Bozzon2 , and Claudia Hauff2
1
Faculty of Informatics, University of Lugano, Lugano, Switzerland
{vasileios.triglianos,cesare.pautasso}@usi.ch
2
Web Information Systems, Delft University of Technology, Delft, The Netherlands
{a.bozzon,c.hauff}@tudelft.nl

Abstract. ASQ is a Web application for broadcasting and tracking inter-


active presentations, which can be used to support active learning peda-
gogies during lectures, labs and exercise sessions. Students connect their
smartphones, tablets or laptops to receive the current slide as it is being
explained by the teacher. Slides can include interactive teaching elements
(usually questions of different forms). In contrast to other existing plat-
forms, ASQ does not only collect, aggregate and visualize the answers in
real-time, it also supports the data analytics in the classroom paradigm
by providing the teacher with a real-time analysis of student behav-
iour during the entire session. One vital aspect of student behaviour is
(in)attention and in this paper we discuss how we infer — in real-time
— student attention based on log traces ASQ collects.

1 Introduction

In the traditional post-secondary classroom-based learning, forty-five or ninety


minute units of teaching are the norm. Students’ attention during such teach-
ing sessions varies significantly, as shown in a wide range of empirical studies
that have either probed students directly for self-reports of attention (or day-
dreaming and mind wandering) levels [2,5,8,10] or aimed to infer [in]attention
based on (i) students’ behaviour (e.g. their patterns of note-taking [9] or physical
signs of inattention such as gazing [4]), (ii) physiological measures such as skin
temperature [1], or, (iii) students’ levels of knowledge retention [8,14].
Many of these techniques can only be employed at reasonable cost for a small
subset of classes and/or a small subset of students due to their obtrusive nature
(examples include physiological markers or minute-by-minute self-reports), issues
of scale (e.g., the presence of external observers and the analyses of taken notes),
and, the additional cognitive & timely burden placed on students (e.g., through
retention tests). Moreover, with few exceptions, e.g. [12], these techniques do
not enable lecturers to adapt their teaching on-the-fly, as they are not able to
continuously determine students’ attention in real-time; instead students are
probed at specific intervals during the lecture or post-lecture data collection and
data analyses steps are required.


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

In this work, we investigate to what extent modern Web technologies can


facilitate and enable the continuous, scalable and unobtrusive inference of stu-
dent attention in real-time. We target the traditional classroom setting – so as
to enable lecturers to react in a timely manner to the attention needs of their
students – and we focus on Web-mediated teaching and formative assessment
activities. We seek answer to the following Research Questions:
RQ1. To what extent can students’ attention be inferred from their interac-
tions with a Web-based platform?
RQ2. Which type of interactions are most correlated with (in)attention?
As common in previous works, we infer attention from students’ retention
levels. To this end, we have extended ASQ [16], a Web platform aimed at provid-
ing active classroom-based learning pedagogics such as enquiry based learning,
problem based learning and collaborative learning. ASQ provides extensive log-
ging capabilities, thus enabling the tracking and recording of real-time students’
interactions during lectures. We deployed ASQ in the context of three ninety
minute university-level lectures given by two different instructors, with varying
interactivity levels and up to 187 students. Our results show that ASQ can pro-
vide fine-grained insights on students’ attention states that relate to previous
findings on the subject, thus demonstrating ASQ’s ability to obtain an accurate
view of students’ attention in a classroom setting.

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.

in retention tests students tend to perform better on material presented early on


in the class [8]. F2 : attention breaks occur regularly and increase in frequency
as the class progresses [4]. F3 : As the class progresses, students tend to take less
notes [9]. F4 : the percentage of students attentive to the class varies significantly
(depending on class topic, the instructor and the pedagogical tool employed).
Between 40 % and 70 % of students are attentive at any moment during frontal
teaching. Attention rises when interactive elements are introduced (discussions
and problem solving) [2]. F5 : immediately after interactive teaching elements,
the level of distraction is lower than before the start of the interaction [2,3].
One common denominator of the aforementioned studies is their lack of
technologies to determine students’ attention directly or indirectly. Existing
technology-based solutions, while enabling real-time insights, are also limited,
due to the invasive technologies employed. In [12,13] EEG signals are recorded
to infer students’ attention — while accurate, those studies are restricted to
either small classroom or lab settings. Sun et al. [11] rely, among others, on
facial expressions to detect attention, which, while technologically feasible raises
privacy concerns. Bixler et al. [1] find eye gaze and skin conductance and tem-
perature recordings to be indicative of attention.
In contrast, in our work we explore the use of a non-invasive and scalable
technological solution.

3 ASQ: From Low-Level Events to Attention States


ASQ is a Web-based tool for delivering interactive lectures. It builds upon the
modern Web technology stack and allows teachers to broadcast HTML slides
to students’ devices and on-the-fly to receive and process their reactions and
responses. The slides may contain exercises with interactive questions such as
“choose one out of five”, “highlight the text”, “classify elements”, “program a
JavaScript function”, or “write a SQL query” (Fig. 2) — these question types can
be extended for different needs and new question types can easily be added to
ASQ due to its modular nature. The answers students submit are available to the
instructor for review and discussion in real-time. Moreover, most question types
support the automatic aggregation and clustering of the answers, thus reducing
the cognitive load of the instructor which in turn enables a quicker (and more
accurate) feedback cycle. To reiterate, the main design driver of ASQ was to
enable teachers to gather feedback live in the classroom and immediately assess
the level of understanding of the entire classroom, by turning student devices
from potential distractions into a novel communication channel — Fig. 1 shows
an example session of ASQ in the classroom.

Low-Level Event Capturing. In order to capture the interactions with the


taught material, and to understand how they contribute to the learning process
and student attention, ASQ tracks various events (e.g. a user connects to the ASQ
presentation, submits an answer or is idle for a number of seconds) generated by
each learner’s browser during a live presentation session. Note, that we do not
Inferring Student Attention with ASQ 309

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.)

Fig. 3. A text input question from Lecture 3, Web Security.

require students to login to ASQ, as long as a student’s browser is connected to


the ASQ presentation relevant events will be captured; closing the browser tab
that contains the ASQ presentation will disconnect the student. Specifically, in
this work we consider the browser events listed in Table 1; events are generated
not only when students interact with an ASQ question type, but also when they
interact more generally with the browser window containing the ASQ tab.
Recall that our overarching goal is to infer student attention. To this end,
based on the introduced low-level events, we define higher-level activity indi-
cators, which denote the activity (or lack thereof) currently performed by a
student in a lecture. Subsequently, we use these indicators to infer a basic model
of student attention states.

Activity Indicators. Each low-level browser event occurs at a specific point


in time; we map sequences of browser events generated by a student to one of
six binary activity indicators, which we consider to be natural components of a
student’s attention state. These indicators are non-exclusive (i.e. several indica-
tors can be true at the same time) and listed in Table 2: exercise, connected,
focus, idle, input and submitted.
310 V. Triglianos et al.

Table 1. Overview of web browser events monitored by the ASQ application

Event name Description


tabhidden The browser tab that displays the ASQ web app becomes
hidden.
tabvisible The browser tab that displays the ASQ web app becomes visible.
windowfocus The browser window that displays the ASQ web app receives
focus.
windowblur The browser window that displays the ASQ web app loses focus
(blurs in HTML terminology).
exercisefocus An ASQ exercise HTML element receives focus.
exerciseblur An ASQ exercise HTML element blurs.
input There is student input in the browser window that displays
ASQ.
questioninput Some ASQ question types emit this event when there is student
input.
exercisesubmit A student submits the solution to an ASQ exercise.
answersubmit A student submits an answer for an ASQ question (an exercise
can have multiple questions).
idle Emitted by the browser window that displays the ASQ web app
when none of the above events has occurred for 10 seconds.
connected A student connects to the ASQ server.
disconnected A student disconnects from the ASQ server.

Table 2. Overview of activity indicators based on browser events

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.

Student Attention States. We take a data-driven approach to the exploration


of the activity indicators and in Table 3 list all the 17 combinations of indicators
Inferring Student Attention with ASQ 311

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.

Table 3. Modeling student attention based on activity indicators. Activity indicators


are binary,  represents True, and - represents False.

exercise connected focus idle input submitted Inferred attention state


- - - - - - Disconnected
 - - - - - Disconnected
 - - - -  Disconnected
-  - - - - Distracted
-  -  - - Distracted
  - - - - Searching for a solution
  -  - - Searching for a solution
-   - - - Interacting with non-question slide
-    - - Following
   - - - Thinking
    - - Thinking
  - - -  Bored
  -  -  Bored
   - -  Waiting
    -  Waiting
   -  - Working on an answer
   -   Reworking answer
312 V. Triglianos et al.

Disconnected Searching for a solution Following Waiting

state Disconnected on exercise slide Interacting with non exercise slide Working Reworking

Distracted Thinking Bored

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.

4 ASQ Deployment and Data Collection

We deployed ASQ in the 2015/16 edition of Web and Database Technology, a


compulsory course for 1st year BSc Computer Science and an elective for 3rd
year BSc minor students, at the Delft University of Technology. The course was
followed by 310 students in total: 260 1st year and 50 minor students. Across the
eight course weeks, fifteen 90-minute lectures were given. We utilized ASQ in three
of those sessions, identified as suitable for experimentation: at regular intervals,
the lecture material was interspersed with interactive elements consisting of live
programming exercises, multiple choice questions, and visual question types.
At the beginning of each ASQ session, students in the lecture hall were
instructed (though not compelled) to open the lecture presentation in the
browser. Students connected anonymously; a random identifier was assigned to
each connection, enabling us to group all interactions made by the same stu-
dent within one lecture together (identifying markers across lectures were not
retained for privacy reasons). The lecture slides were not only visible in the stu-
dents’ browser but also on the lecture hall screen and thus students who decided
not to use ASQ treated the sessions as standard lectures.
We posed questions of three question types that depended on the lecture
material and assessment goals of each class: (A) multiple-choice, (B) SQLite
programming (Fig. 2), and (C) text-input (Fig. 3). Table 4 summarizes the main
characteristics of the three lectures, including the lectures’ topic, the number of
students participating through ASQ and the number of questions posed per type.
Note that Lecture 1. Advanced SQL Topics has generated almost seven times
more browser events than the other two lectures due to its usage of SQLite pro-
gramming quizzes: not only the large amount of typing contributed to the events
generation, but also the question setup which required the students to consult
Inferring Student Attention with ASQ 313

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.

Instr. Topic #Students using ASQ #ASQ events #Question types


A B C
1 I1 Advanced SQL Topics 143 121, 062 0 7 0
2 I1 ER Conceptual Design 111 17, 460 8 0 0
3 I2 Web Security 187 17, 562 4 0 2

a database schema diagram resulting in a considerable amount of blur/focus


events between ASQ and the diagram.

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

Lecture 3. Web Security


09 :5 09
:5 5 :5
5 10 5
10 :0 10
Lecture 1. Advanced SQL Topics

Lecture 2. ER Conceptual Design


0
state

: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).

+++ Activity indicators +++


Lecture All slides Slides w/o exercises
Connected Focus Connected Focus
1 Advanced SQL Topics 0.176† −0.182† 0.281† −0.059
2 ER Conceptual Design −0.224† −0.569† −0.284† −0.637†
3 Web Security 0.263† −0.177† 0.284† −0.228†
+++ Attention states +++
Lecture All slides Slides w/o exercises
Distracted/Bored Following/Thinking/Working Distracted Following/Thinking
1 Advanced SQL Topics 0.324† −0.274† 0.450† −0.257†
2 ER Conceptual Design 0.039 −0.549† 0.230† −0.657†
3 Web Security 0.391† −0.262† 0.458† −0.390†

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.

F4: Immediately after interactive teaching elements, the level of distraction is


lower than before the start of the interaction. While there is a peak of inter-
est as soon as questions are asked, after students submit their answers, their
focus switches to other activities. Hence, as shown in Fig. 6 towards the end of
the question, the number of students we infer to be in a Distracted state rises
316

number of students number of students number of students

0
25
50
75
0
25
50
75
100
0
40
80
120
09
09 09 :3
:3 :4 5
5 0 09
09 :4
:4 09 0
0 :4
5

states
09
09 :4
:4 09 5
5 :5
09 0 09
:5
:5
0
09
:5 0
09 5 09
:5
:5
5
10 5
:0
10 0 10
:0
Distracted
:0
0
10 0
:0
V. Triglianos et al.

5 10
Disconnected

10 :0
:0 10 5
5 :1 10
10 0 :1
:1 10 0
0 :1 10
10 5 :1
:1 10 5
5
slide types

:2 10
10 0 :2
:2 0
0 10
Disconnected on exercise slide

:2 10
10
:2 5 :2
5 10 5
10 :3 10
0 :3
break

:3 0
0 10
10 :3 10
:3 5 :3
5 5
Thinking

10
10 :4 10
:4 0 :4

time
0 0

time
time
10
10 :4 10
:4 5 :4
5 10 5
10 :5 10
with question

:5 0 :5
0 0

Lecture 3. Web Security


10
Searching for a solution

10 :5 10
:5 5 :5
5 11 5
11 :0 11
Lecture 1. Advanced SQL Topics

Lecture 2. ER Conceptual Design


:0 0 :0
0 11 0
11 :0 11
Interacting with non−exercise slide

:0
5 5 :0
5
11 11 11
:1 :1
0 0 :1
0
without question

11 11 11
:1 :1
5 5 :1
5
11 11 11
Working

:2 :2
Following

0 0 :2
11 11 0
:2 11
Disconnected

:2 5 :2
5 5

Fig. 6. Inferred student attention state for all the sessions


11 11 11
:3 :3 :3
0 0 0
11 11 11
:3 :3 :3
5 5 5
Bored

11
Waiting

11 11
:4 :4 :4
0 0 0
Reworking
30 s).
Attention Focus Variation Attention Focus Variation Attention Focus Variation

−40
−20
0
20
−40
−20
20
−20
−10
10
20
30

0
0
09:3
09:3 09:4 5
5 0 09:4
09:4 09:4 0
0 5 09:4
09:4 09:5 5
5 0 09:5
09:5 09:5 0
0 5 09:5
09:5 10:0 5
5 0 10:0
10:0 0
0 10:0
5 10:0
10:0 5
5 10:1
0 10:1
slide

10:1 0
0 10:1
5 10:1
10:1 5
5 10:2
0 10:2
10:2 0
0 10:2
5
break

10:2
10:2 5
5 10:3
0 10:3
10:3
0 0
10:3
5 10:3
10:3
5 5
10:4
0

time
time
time
10:4
10:4
0 0
10:4
5 10:4
with question

10:4
5 5
10:5
0 10:5

Lecture 3. Web Security


10:5
0 0
10:5
5 10:5
10:5
5 5
Lecture 1. Advanced SQL Topics

Lecture 2. ER Conceptual Design

11:0
11:0 0 11:0
0
0
11:0
11:0 5 11:0
5
5
11:1
0
without question

11:1 11:1
0 0
11:1
11:1
5 5 11:1
5
11:2
11:2
0 0 11:2
0
11:2
11:2
5 5 11:2
5
11:3 11:3
0 0 11:3
0
11:3 11:3
5 5 11:3
5
Inferring Student Attention with ASQ

11:4 11:4
0 0 11:4
0

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.

F5: In retention tests, students tend to perform better on material presented


early on in the class. Instead of dedicated retention tests, we rely on the multiple
choice (MC) questions as a retention proxy (we restrict ourselves to MC questions
as the open question types require manual grading to achieve highly accurate
results).
Table 6 lists the accuracy of the student answers for the eight MC questions of
Lecture 2. ER Conceptual Design as well as the specific time they were posed in
the lecture. Note that shortly after 10:30 am the official 15 min break commenced.
We observe that students tend to perform better in the first half of the class
than the second. Although a subset of questions from a single lecture do not
provide enough evidence to support or reject this finding in the context of ASQ
it shows once more ASQ’s capabilities to provide fine-grained real-time logging
and analyses to the instructor.

Table 6. Correct vs incorrect answers ordered by time of question for Lecture 2

Question Start time Correct% Correct Incorrect Total


1 10:25:36 92.31 72 6 78
2 10:27:04 77.22 61 18 79
3 10:28:24 82.50 66 14 80
4 10:30:58 1.43 1 69 70
5 10:32:04 90.79 69 7 76
6 11:17:48 70.77 46 19 65
7 11:20:25 75.41 46 15 61
8 11:23:48 65.00 39 21 60

6 Conclusions and Future Work

ASQ is an interactive Web-based teaching platform that allows capturing browser


events to observe and categorise the behavior of its users. ASQ is able to pro-
vide real-time data analytics in the classroom, thus providing a lecturer with the
capability to observe her students in a data-driven manner. In this paper we
have shown how ASQ can be employed to infer student attention, based on either
Inferring Student Attention with ASQ 319

activity indicators and states we aggregate based on low-level browser events.


The visualizations presented here enable instructors to observe at a very fine-
grained level the behavior of an entire class with hundreds (or potentially thou-
sands) of students. Our analysis confirms existing research findings, whereby: (1)
student attention drops during the class period; (2) attention breaks occur reg-
ularly as the class progresses; and (3) attention rises when interactive elements
are introduced. Additionally, we could observe a drop in attention as soon as
the interactive activity is completed by individual students, which should be
taken into account when planning to introduce questions and interactive exer-
cises within a lecture.
ASQ can also be used to support adaptive teaching. As future work, we will
further exploit ASQ’s attention level monitoring capabilities to recommend teach-
ers subject-related questions that could used to restore focus, if an attention drop
is detected during the presentation of slides. The current version of ASQ is only
a first step to a highly sensor- and data-driven classroom. In our future work we
plan to complement ASQ’s data collection and aggregation abilities with addi-
tional sensors and technologies (eye-tracking and activity sensors) in order to
acquire a more complete picture of the students in the classroom.

Acknowledgements. This research was partially supported by the Extension School


of the Delft University of Technology.

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Chronicle of a Scenario Graph: From Expected
to Observed Learning Path

Mathieu Vermeulen1(B) , Nadine Mandran2 , and Jean-Marc Labat1


1
LIP6, UPMC, Sorbonne Universités, Paris, France
{mathieu.vermeulen,jean-marc.labat}@lip6.fr
2
LIG, Université Grenoble ALPES, Grenoble, France
nadine.mandran@imag.fr

Abstract. This paper proposes an analysis of student paths into the


scenario graph for a learning game that uses a formal model of seri-
ous games understandable and usable by teachers. Screenwriting, imple-
mented with a mental map, includes an expected path: the one that
includes the most interesting nodes of the scenario graph from the point
of view of the teacher, and achieves the training objectives. Through the
analysis of the paths taken by the students, we will show the advantages
and the benefits of this screenwriting. For that we indicate the different
paths, the exit points (nodes presenting the case of abandonment of the
student) and the various categories of paths (with achievement or non-
achievement of training objectives). Finally, we propose solutions (tools
and methods) to improve the reengineering process and the design of the
scenario by the teachers.

Keywords: Learning games · Screenwriting · Design · Teachers ·


Reengineering

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.

reengineering of learning games and of their scenario is a criterion of adoption


by the teachers [14].
The research pointed out that the reengineering process needs feedbacks on
the usage of the students of the TEL Systems [3]. In our case, these feedbacks
are logs files and data that describe the path of the student through the scenario
graph. We interpret these data in order to compare the teacher’s expected path
with the student’s path. We could use the term of “expected scenario” and
“observed scenario” [8].
In this paper, through the use of a learning game presented in the next
section, we analyse the data of 155 learners (we use this term rather than students
in this paper due to the profile type of this population as describe in Sect. 3).
They have used this game from 2016 March, 7th to 2016 March, 18th. This
analysis would allow to make a reengineering process of these learning game
with the teachers. With this, we search to make the game more efficient and
to allow learners to acquire competencies, and for that to pass through the
important nodes of the scenario graph. Another goal is to affine our methodology
for designing learning games.

2 Development of the Learning Game

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).

Fig. 1. A screen of the learning game Les ECSPER

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

As we have already indicated, numerous works pointed out the difficulties


for teachers to design and to create a learning game [4,10,12]. Particularly, if
we focus on screenwriting and scenario, researches have been realized and some
generic models and tools deal with this aspect of the design process. Marne
et al. [12,14] have extracted from the study of different authoring tools three
fundamental features about the scenario of learning games:

– 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”).

Furthermore, we have designed the game following a conceptual framework


named “the six facets” [15]. The facet “Problems and Progression” concerns
“which problems to give the players to solve and in which order”. This facet
was a real challenge for the authors because it implies both the teachers and the
game experts who must communicate with each other.
The scenario of Les ECSPER follows these features. Thus, it was inspired
by gamebooks and divided into components; each of them is a case study with
an educational goal. The teachers designed the scenario step by step with an
iterative process and implemented it with a mental map and the tool XMind
(Fig. 2). This tool is easy to use and can be used by the teachers who are not
computer specialist, and of course by the game experts.

Fig. 2. An extract of the mind map describing the scenario graph

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.

3 Context and Background of the Learners


The learning game Les ECSPER have been designed to be an activity of a
MOOC (Massive Open Online Course) named “Statistique pour l’ingénieur” (in
French and means statistic for engineers). This MOOC is deployed on FUN
(e.g. France Université Numérique), based on the LMS Open edX (Learning
Management System). The teachers want to multiply activities and to include
learning games in this MOOC [7]. The game is deployed on the LMS Moodle.
We have implemented an API on this LMS to record different data such as steps
(nodes) ordered chronologically, time spent by step and scores. With that data,
we can induce the paths taken by each learners. The learners accede anonymously
to Les ECSPER through the IMS LTI protocol [6] with a unique number (id). If
another session is made for an id, it count as a second (or third) try associated
with the same id. Thus, each record is associated to one unique user and available
in Moodle in a .csv file. In sum, FUN provides information about the learners
profile and Moodle provides data about the use of the game. However, we can’t
link these data because the policy of FUN imposes anonymity.
The LMS FUN provides the profile of the 6958 learners registered (as noticed
at 2016 March, 24). We can state that a large part of them have at least a master’s
or professional degree (64 %); they have or search a job (68 %) and have more
than 25 years old (74 %).

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

Fig. 3. Number of learners per number of viewed nodes

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.

4.1 First Category: The Dropouts


30 learners have viewed less than 8 steps (which represent 10 % of the game
Les ECSPER). Among these: 5 have followed the 7 first nodes of the expected
path and have attained the key node of the game (the working place of the
main character); 3 have chosen the wrong answer at the first quiz. The exit node
directly follows this step, when they have known they have made a mistake; 15
have only saw the first and or the second step without getting into the game. It
will be interesting at the end of the MOOC if they make another try and what
path they will take. If they will not do this, the design of the first and second
steps would be revised.

4.2 Second Category: The Good Paths


44 learners have finished the game with one of the three good endings. It means that
they have achieved the training objectives but they could have made some mistakes
(only one learner have achieved the game with the highest score: “Excellent!”).
Thus, among these learners paths, we have isolated an interesting fact. 25 learn-
ers of this category have made a major mistake at the step AB, a quiz step. We
have extracted a sequence of nodes made by these 25 learners: [AB, AC, AU, AF]
(Fig. 4). On Fig. 4, the expected path is the edge in light grey between the node AB
and AF: [AB, AF]. Another sequence, [AB, AC, AU, AS, AF] includes the node AS
which gives a second chance to the learner if he/she has one life left. We coloured
the node AB and AC with the same colour (red) because this is the same screen for
326 M. Vermeulen et al.

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).

4.3 Third Category: The Bad Paths


9 learners have finished the game with a “game over”. In fact, they have made
4 mistakes that the teachers qualified as major mistakes (thus learners have lost
one life for each of these). 5 of them have spent short time on the game: less
than 20 min. The authors have designed the game for at least one hour of play
and work. We think that these learners just wanted to make a try and to see
this new activity. We’ll analyse their future try, if they’ll make it, in a future
work. On the Fig. 5, we note that the sequence [AB, AC, AU, AF] (we pointed
out this with a black box) was always in the path.

4.4 Fourth Category: The Abandonments


About the other learners, we have analysed the paths of the 40 learners who have
made more than 35 % of the game. We have pointed out 2 situations of abandon-
ment. A reason seems to be the type of the exit node: 29 have left the game on a
quiz step noted “Quiz” and in blue in the Fig. 6. These nodes depict the important
steps of the scenario. They are the key nodes of the predicted scenario defined by
the teachers. Regarding the sequence [AB, AC, AU, AF], we have observed that
25 learners sequences of this category contained this sequence of nodes. The node
AB is a quiz step, this is a typical example of key node. 6 learners of this category
exited Les ECSPER at this step (Fig. 6). 13 learners exited the game at the step
just following the node AB and all of them lost a point of life with the sequence
[AB, AC, AU, AF]. Another reason is the case where they were in a situation of
Chronicle of a Scenario Graph 327

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.

Table 1. Lives left when the learners exit the game

No life left 1 life left 2 lives left 3 lives left 4 life left
5% 20 % 45 % 18 % 13 %

Table 2. Learners that lose life at the node AB

Good Paths Bad Paths Abandonments


57 % 100 % 63 %

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
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création de jeux vidéo à vocation utilitaire. Ph.D. thesis (2011)
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C.: Interoperability for LMS: the missing piece to become the common place for
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Muska & Lipman/Premier-Trade, New York (2005)
Adaptive Testing Using a General
Diagnostic Model

Jill-Jênn Vie1(B) , Fabrice Popineau1 , Yolaine Bourda1 , and Éric Bruillard2


1
LRI – Bât. 650 Ada Lovelace, Université Paris-Sud, 91405 Orsay, France
{jjv,popineau,bourda}@lri.fr
2
ENS Cachan – Bât. Cournot, 61 Avenue du Président Wilson,
94235 Cachan, France
eric.bruillard@ens-cachan.fr

Abstract. In online learning platforms such as MOOCs, computerized


assessment needs to be optimized in order to prevent boredom and
dropout of learners. Indeed, they should spend as little time as possi-
ble in tests and still receive valuable feedback. It is actually possible to
reduce the number of questions for the same accuracy with computer-
ized adaptive testing (CAT): asking the next question according to the
past performance of the examinee. CAT algorithms are divided in two
categories: summative CATs, that measure the level of examinees, and
formative CATs, that provide feedback to the examinees at the end of
the test by specifying which knowledge components need further work.
In this paper, we formalize the problem of test-size reduction by pre-
dicting student performance, and propose a new hybrid CAT algorithm
GenMA based on the general diagnostic model, that is both summative
and formative. Using real datasets, we compare our model to popular
CAT models and show that GenMA achieves better accuracy while using
fewer questions than the existing models.

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

In what follows, we will assume n learners take a test of a total of m questions.


We assume the student data is dichotomous, which means every student either
fails on succeeds over an item.

2.2 Item Response Theory (IRT)


The most simple model in item response theory for adaptive testing is the Rasch
model, also known as 1-parameter logistic model. It models the behavior of a
learner i ∈ {1, . . . , n} with a single parameter θi ∈ R called ability, and models
the item j ∈ {1, . . . , m} with a single parameter dj ∈ R called difficulty. The
tendency for a learner to solve an item only depends on the difference between
the difficulty and the ability:

P r(“learner i answers item j”) = Φ(θi − dj )


where Φ : x → 1/(1 + e−x ) is the logistic function.
Being a unidimensional model, the Rasch model alone is not suitable for fine-
grained feedback: it can only provide the level of the examinee at the end of the
test. Still, it is really popular because of its simplicity, its stability and its sound
mathematical framework [7,8]. Also, [9] has showed that if the items are splitted
into categories, the Rasch model is enough to provide to the examinee a useful
deviation profile, specifying which category subscores were lower or higher than
expected.
It is natural to extend the Rasch model to multidimensional abilities. In
Multidimensional Item Response Theory (MIRT) [10], both learners and items
are modelled by vectors of a certain dimension d, and the tendency for a learner
to solve an item depends only on the dot product of those vectors. Thus, if learner
i ∈ {1, . . . , n} is modelled by vector θi and item j ∈ {1, . . . , m} is modelled by
vector dj :

P r(“learner i answers item j”) = Φ(θi · dj ).


Thus, a learner has greater chance to solve items correlated with its abil-
ity. Nevertheless, those richer models involve many more parameters, and have
proven to be much harder to converge [7].

2.3 Cognitive Diagnosis


[11] have used adaptive testing strategies applied to cognitive diagnosis (CD)
models, notably the DINA model. These cognitive models rely on a specifica-
tion of the knowledge components (KCs) involved in the resolution of the items
proposed in the test, in the form of a q-matrix, which simply maps items to
KCs: qik is 1 if item i involves the KC k, 0 otherwise. Several algorithms have
been proposed and compared for CD-CATs, using for example Kullback-Leibler
divergence [3,12].
If there are K KCs involved in a test, the learner can be modelled by a vector
of K bits called state, specifying which KCs are mastered and which ones do not.
334 J.-J. Vie et al.

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.

3.2 GenMA: Using the General Diagnostic Model for Adaptive


Testing
[6] has proposed a unified model that takes many existing IRT models and
cognitive models as special cases: the general diagnostic model for partial credit
data:
 
K
P r(“learner i answers item j”) = Φ βi + θik qjk djk
k=1

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

The problem TeSR-PSP becomes: after k questions asked to a certain learner i,


how to estimate its main ability βi and ability for each KC θik that can explain
its behavior throughout the test?
In real tests, items usually rely on only few KCs, hence there are fewer
parameters to estimate than in a general MIRT model, which explains why the
convergence is easy to obtain for GenMA. We can thus use the general diagnostic
model to create an adaptive test that makes best of possible worlds: providing
feedback under the form of degrees of proficiency over several KCs at the end of
test, represented by the vector θi = (θi1 , . . . , θiK ), and being easy to converge.
GenMA is both summative and formative, thus a hybrid model. Such feedback can
be aggregated at various levels (e.g., from student, to class, to school, to city, to
country) in order to enable decision-making [9,15].

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.

4.1 Experimental Protocol


Our experimental protocol is based on double cross-validation. For each experi-
ment, we need:

– 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.

4.2 Real Dataset: Fraction subtraction

Tatsuoka’s fraction subtraction dataset contains the dichotomous responses of 536


middle school students over 20 fraction subtraction test items. The corresponding
q-matrix maps the 20 items to the following 8 knowledge components (KCs):

– convert a whole number to a fraction,


– separate a whole number from a fraction,
– simplify before subtracting,
– find a common denominator,
– borrow from whole number part,
– column borrow to subtract the second numerator from the first,
– subtract numerators,
– reduce answers to simplest form.

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.

4.3 Implementation Details

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

Fig. 1. Comparing adaptive testing models. Evolution of error (negative log-likelihood)


over the validation question set, after a certain number of questions have been asked.

Fig. 2. Comparing adaptive testing models. Evolution of the number of questions in


the validation question set incorrectly predicted, after a certain number of questions
have been asked.

5 Conclusion and Future Work

In this paper, we formulated the problem of test-size reduction by predicting stu-


dent performance, and presented our new adaptive testing algorithm GenMA to
tackle it, based on the general diagnostic model. As this model is richer than other
models as Rasch or DINA, it could be prone to overfitting: having more parame-
ters, it may have a good score over train data but poor generalization over the test
338 J.-J. Vie et al.

data. But we showed it actually achieves a better accuracy at predicting student


performance, using fewer questions than the existing models on a real dataset.
The idea of a hybrid model combining several KCs and weights for each
of them is not new: MIRT models can be seen this way, but there are many
parameters to estimate, leading to convergence issues. [5] presented sparse factor
analysis (SPARFA), a model that combines q-matrices and weights but their KCs
are specified automatically, not by experts, thus it is not possible to provide a
feedback at the end of the test.
In order to overcome the complexity of O(2K ) of the DINA model, some
knowledge representations such as Attribute Hierarchy Model [16,17] or Knowl-
edge Space Theory [18,19] have been devised, relying on dependencies over
KCs in the form of a directed acyclic graph. We would like to compare these
approaches to GenMA. Also, richer models using ontologies [20,21] are a promising
direction of research.

Acknowledgements. This work is supported by the Paris-Saclay Institut de la


Société Numérique funded by the IDEX Paris-Saclay, ANR-11-IDEX-0003-02.

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How Teachers Use Data to Help Students
Learn: Contextual Inquiry for the Design
of a Dashboard

Françeska Xhakaj(&), Vincent Aleven, and Bruce M. McLaren

Human Computer Interaction Institute,


Carnegie Mellon University, Pittsburgh, PA, USA
{francesx,aleven,bmclaren}@cs.cmu.edu

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.

Keywords: Intelligent Tutoring Systems  Dashboard  Contextual Inquiry

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 340–354, 2016.
DOI: 10.1007/978-3-319-45153-4_26
How Teachers Use Data to Help Students Learn: Contextual Inquiry 341

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

2.1 Gathering Data on Teacher Practices


We conducted Contextual Inquiry interviews to study teacher practices in using student
data to adjust or individualize instruction. Contextual Inquiry is a user-centered design
process, part of the Contextual Design method [8]. Contextual Inquiry is widely used to
gather field data from users with the aim of understanding who the users are and how
they work in their day-to-day basis. During a Contextual Inquiry interview, the
researcher meets one-on-one with the participant and observes the participant conduct
one of their daily activities in the participant’s workplace. In this process, the researcher
is considered to take up the role of an “apprentice” and the participant takes on the role
of the “master.” The researcher does not actively interview the participant with a set of
pre-determined questions; rather, she or he observes the participant conduct one of the
daily activities or normal tasks. The researcher asks questions occasionally to clarify
and understand what and why the participant is doing something. Contextual Inquiry
allows gathering of detailed and highly reliable information. It can reveal knowledge
and information about the user’s work that they themselves are unaware of.
We recruited teachers from various schools in our area that had previously par-
ticipated in studies with our institution. We also requested assistance from Carnegie
Learning to recruit teachers who currently use the Carnegie Learning (CL) tutor [10], a
mathematics Cognitive Tutor – Cognitive Tutors are a type of ITS grounded in cog-
nitive theory [5] – for grades 6–12 (Fig. 1). We ran Contextual Inquiry interviews with
6 teachers from 3 different schools in our area, namely, 4 middle-school teachers from a
suburban, medium-achieving school (2 male and 2 female), 1 female high-school
teacher from an urban, low-achieving school, and 1 female middle-school teacher from
a suburban, medium-achieving school. Out of the teachers we interviewed, 2 teachers
had used the CL tutor before in their classrooms and 1 teacher was using it currently. In
addition, 2 other teachers had used in previous years other ITSs as part of various
short-term studies from our institution. Lastly, all teachers used digital grade books or
other technology in their classrooms. Thus, the teachers in our sample exhibit sub-
stantial variability regarding important variables such as whether they work in high-
versus low-performing districts, whether they have experience with an ITS versus not,
as well as the methods they devised themselves for using student data to guide their
teaching, and their use of technology in their classrooms.
The focus of our Contextual Inquiry interviews was to observe the teacher in how
and what data they generated on their students’ performance (from materials such as
exams, quizzes, assignments, etc.), and how they used this data to drive instruction and
prepare for a class. After the Contextual Inquiry interview, we observed the teacher
conduct the class they prepared for. During this process we silently observed in the
classroom and followed up with an interview with the teacher with questions regarding
the classroom observation. Due to constraints in the teachers’ schedules, with some of
How Teachers Use Data to Help Students Learn: Contextual Inquiry 343

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.

2.2 Interpretation Sessions and Affinity Diagramming


The video recordings of the Contextual Inquiry interviews were transcribed to text.
A team composed of a PhD student (the first author of this paper) and a Master’s
student, both from our institution, worked through the transcriptions to analyze and
synthesize the data from the transcribed interviews. Two standard techniques from
Contextual Design were used: Interpretation Sessions and Affinity Diagramming.
Interpretation Sessions are team-based tasks aimed to create a shared understanding of
the collected data by recording on post-it notes, simple observations and key issues and
insights from the interviews of each participant. Affinity Diagramming is a widely-used
method that aims to discover patterns that define the whole population by grouping and
organizing the post-it notes based on content similarity into a hierarchy that reveals
common issues and themes [8]. The way of clustering the post-it notes into an Affinity
Diagram has an element of subjectivity. However, the categories in this diagram
emerge from clustering the data and are not pre-defined. The Affinity Diagram process
does not require a coding schema or inter-rater reliability.
344 F. Xhakaj et al.

From 11.5 h of transcribed video interviews, we conducted several Interpretation


Sessions, during which we walked through the transcribed video interviews for each
participant and created post-it notes. We gathered approximately 2000 yellow notes, as
illustrated in Fig. 2 (the two rows from the bottom). We initially followed the tradi-
tional Interpretation Session approach and recorded the observations in physical post-it
notes. Given the large amount of interview data we had collected, we decided to instead
store the notes electronically in a Google Spreadsheet. We also approached the Affinity
Diagramming in a traditional way first, namely, by using printed copies of the digital
notes and organizing them on large sheets of paper. However, given the large number
of notes, we resorted to creating and keeping the Affinity Diagram in a Google
Spreadsheet as well, as shown in Fig. 2.

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.

3 Findings from the Contextual Inquiry Interviews


3.1 What Data Do Teachers Use to Help Students?
From the Contextual Inquiry interviews, we found that teachers continuously generate
and use data on the progress and performance of their students. They also use data
generated by technology such as the CL tutor or other software they use as part of their
classroom instruction.
Teachers gather data when grading written student assignments, as well as by
having one-on-one interactions with students during or outside of class. In particular,
teachers pay attention to whether the overall class or individual students have mastered
particular concepts. A concept can be an entire problem that exercises a skill (e.g.,
finding the greatest common denominator) or one of the steps that leads to the solution
of the problem (e.g., graphing the direction of an inequality in the number line as part
of graphing the inequality itself on the number line). In addition, teachers try to
understand, on a class and individual student level, what causes students the most
trouble, i.e., what are the most common misconceptions and errors.
Data provided by technology includes reports and analytics on student progress and
performance in the CL tutor or in other software used by the teachers. For example,
among the many reports that are offered by this tutor, the teachers we interviewed made
the most use of the reports that give information on the overall class performance and
on the individual student performance in the tutor. Teachers also pay attention to the
number of skills students have mastered or not mastered and, less frequently, to time
spent working in the tutor.
We also found that teachers use many different ways to record, keep track and
organize student data. Some data gets initially recorded on paper and then is transferred
to software. For example, some teachers recorded and kept grades in a paper grade
book before transferring that information to a digital grade book. Other data on student
performance is initially generated through software (such as CL tutor reports or other
software reports), and the teacher prints and stores it offline. It is challenging for the
teachers to keep track of and integrate both offline and online data.
346 F. Xhakaj et al.

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.

3.2.1 Class-Level Decisions

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.

3.2.2 Decisions Regarding Individual Students or Groups of Students

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.

4 Breakdowns in Current Practices

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.

5 Opportunities and Design Implications

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.

5.1 Towards the Design of a Teacher Dashboard for ITSs


In an ITS environment, where a lot of student data is produced by the system, a
dashboard can provide the teacher with the necessary analytics and functionality to help
them help their students learn better. Based on our findings of how teachers use data to
drive instruction and help students on the class and individual student level, we have
brainstormed and designed preliminary scenarios where a dashboard can be integrated
in an ITS environment and help the teacher in this process.
Teacher Dashboard for the Class Level. Teachers could use this dashboard when
preparing for the next lecture and deciding whether to move on to the next topic. In
addition, the data provided by this dashboard would help the teachers identify the need
How Teachers Use Data to Help Students Learn: Contextual Inquiry 351

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.

6 Discussion and Future Work

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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Short Papers
Assessing Learner-Constructed Conceptual
Models and Simulations of Dynamic Systems

Bert Bredeweg1(B) , Jochem Liem1 , and Christiana Nicolaou2


1
Informatics Institute, University of Amsterdam, Amsterdam, The Netherlands
B.Bredeweg@uva.nl, Jochem.Liem@gmail.com
2
Department of Educational Studies, University of Cyprus, Nicosia, Cyprus
chr.nic@ucy.ac.cy

Abstract. Learning by conceptual modeling is seeing uptake in sec-


ondary and higher education. However, assessment of conceptual models
is underdeveloped. This paper proposes an assessment method for con-
ceptual models. The method is based on a metric that includes 36 types
of issues that diminish model features. The approach was applied by edu-
cators and positively evaluated. It was considered useful and the derived
grades corresponded with their intuitions about the models quality.

Keywords: Assessment · Conceptual modeling and simulation

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.

ingredients (determined through a catalogue of modeling suboptimalities) can


function as a measure of the modeling competence of the learner. This evidence
can be identified, enumerated and scored by an assessment method and as such
provide the basis for feedback, both formative and summative, and for learners
and teachers. Hence, the question guiding the presented research is: What are
the main components of an assessment method which can successfully evaluate
diverse and different learner-constructed conceptual models?

2 Learner-Constructed Models

Consider the learner-constructed model shown in Fig. 1. It was created during


a course on environmental science using DynaLearn (for details see [4], Chaps.
3 and 4). Learners were asked to choose a system based on their interest, pose
a question about that system and develop a model that answers this question.
There were no norm models. The only constraint was that at least two processes
causing change in the system were modeled. The learners worked in pairs. Model
assessment in the context of such a self-regulated learning activity is quite a
challenge.
Let us start by interpreting the domain details shown in the diagram. The
model represents a field of quinoa being irrigated using salt water. The amount
of water absorbed by the quinoa is determined by the concentration of salt in
the roots of the quinoa and the salinity of the earth near the roots of the quinoa.
As water is absorbed, the quinoa grows and the yield increases.
There are no major issues with the representation of the physical structure of
the system, although Seeds (and Saponin) can be considered superfluous. Quan-
tities, on the other hand, can be improved. Volume of Salt water is positively
influencing Soil saturation. However, causal dependencies of type I − or I+ are
used for processes, while in the model the dependency seems to be a propor-
tionality, that is P − or P+. Hence, this can be considered an incorrect causal
relation (issue #201 ) in the model. However, the model makes more sense if the
volume quantity is interpreted as the irrigation process. Therefore, this issue is
considered to affect the correctness of the model (validation, tagged A).
Quantity Root zone salinity refers to a mixture of notions including an entity
and a quantity. As a result, it can be conceptually decomposed (issue #9). The
simplest solution is to rename the quantity Salinity. Similarly, Root salt concen-
tration can be conceptually decomposed (issue #9). The details in the model
representing the physical structure of the system can be augmented by explicitly
modeling the roots of the quinoa and indicating that these roots contain salt.
This salt entity should have a quantity concentration.
The quantity spaces of Root salt concentration and Root zone salinity can
be improved. There is no clear distinct behavior associated with reaching the
landmark Boundary (issue #14). Consequently, this value and the value Higher
can be removed. Secondly, the value Higher is vague (issue #15). That is, it is

1
Our method identifies 36 issue types, each with a unique number.
Assessing Learner-Constructed Conceptual Models and Simulations 359

context dependent (higher compared to what?). Renaming this value to whatever


happens above the value Boundary, or removing the value, would resolve it.
Causality has 2 issues. First, quantity Root zone salinity is affected by both a
positive influence (from Water uptake) and a positive proportionality (from Soil
saturation). Mixing causality types is incorrect (issue #23). Either a quantity is
affected by a process directly, or change propagates to this quantity. In this case
the proportionality should be removed. Second, when there is no more water in
the soil, there can be no more water uptake (which is modeled using a value
correspondence between the magnitudes Zero of Water update and Zero of Soil
saturation). However, for this to occur, Water uptake should decrease as Soil
saturation decreases. This can be modeled using a positive proportionality from
Soil saturation to Water uptake. This is missing in the model (issue #21).
There are 4 issues with inequalities and correspondences, all resulting in
inconsistencies (issue #24) when simulating: value correspondence from Vol-
ume of Salt water to Soil saturation, from Volume of Salt water (derivative) to
Soil saturation (derivative), and the two correspondences from Water uptake to
Growth.
Finally, simulation has 2 issues (Fig. 2). First, quantity Soil saturation has no
value (issue #32). Second, quantity Root salt concentration has the value P lus
and is decreasing in state 3, but never reaches Zero. This is a so-called dead-end
(issue #34), caused by an inconsistency.

3 Instrument for Assessing Conceptual Models

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

Salt water: Volume Land: Root zone salinity Quinoa: Growth

Plus Higher Plus


Zero Boundary Zero
1 2 3 Plus 1 2 3
Zero
Land: Soil saturation 1 2 3 Quinoa: Yield
Maximum Maximum
Plus Quinoa: Root salt concentration Plus
Zero Zero
1 2 3 #32 Higher 1 2 3
Boundary
Quinoa: Water uptake Plus
Zero #34
Plus
1 2 3
Zero
Minus 1 2 3

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.

Table 1. Model features that attest to quality characteristics of verification categories.

Verification category Quality characteristic Model feature


Formalism Correctness Consistency
Completeness No unassigned variables
Parsimony Reasoning relevance
Domain representation Correctness Conformance to ontological commitments
Falsifiability
Completeness Conceptual decomposition
No missing representations
Parsimony No repetition
No synonyms

4 Evaluating the Assessment Method


A pilot study was conducted with four evaluators who used the instrument to
grade 34 models submitted by the student pairs in the course (two evaluators
graded 9 models). The pilot focussed on whether the grades derived using the
assessment method are comparable to grades that evaluators proclaim a model
deserves. To this end, before having graded any models, the evaluators were
asked to intuitively grade one set of models assigned to another evaluator (one
assistant graded 2 sets). The instruction was to analyse each model for 5 min,
write down the grade, and proceed to the next model.
The agreement between the intuitive and actual grades was calculated. For
this the different evaluators are assumed equal, and therefore all assessment
method grades are considered of one evaluator (34 grades), and all intuitive
grades of another (34 + 10 = 44 grades) (data available via [4] Chap. 5, p. 140).
362 B. Bredeweg et al.

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.

5 Conclusion and Discussion


We propose an assessment instrument based on a set of model features that attest
to the quality of conceptual models. The model features address verification,
and are categorized as formalism and domain features. The former apply only to
conceptual models that allow for inferences, while the latter apply generally. The
model features are further categorized as attesting to the quality characteristics
correctness, completeness and parsimony. A pilot study using the assessment
method suggests that the derived grades correspond to evaluators’ intuition of
what a model is worth. The assessment method proved understandable, and the
time required to apply it is considered reasonable. A listing of all the issues in
a model serves as both an argument why a particular grade was given and as
valuable feedback for learners. As ongoing research we are investigating how the
presented approach can be used as a real-time operating instrument, particularly
for formative assessment, which requires automated detection of modeling issues.

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

Natasa Brouwer1 , Bert Bredeweg2(B) , Sander Latour4 ,


Alan Berg3 , and Gerben van der Huizen2
1
Education Service Center, University of Amsterdam, Amsterdam, The Netherlands
2
Informatics Institute, University of Amsterdam, Amsterdam, The Netherlands
3
ICT-Services, University of Amsterdam, Amsterdam, The Netherlands
{N.Brouwer-Zupancic,B.Bredeweg,A.M.Berg}@uva.nl
4
Perceptum B.V., Amsterdam, The Netherlands
Sander@perceptum.nl

Abstract. Coach2 project investigated usability and effectiveness of


Learning Analytics in a group of Bachelor courses in the area of Com-
puter Science. An advanced architecture was developed and implemented,
including a standalone Learning Record Store for data storage and easy
access to miscellaneous data, Machine Learning techniques for determin-
ing relevant predictors, and a dashboard for informing learners. The over-
all approach was based on mirroring, the idea that learners see themselves
operating in the context of their peers. The results were informative in
terms of pro’s and con’s regarding the design and approach. The treat-
ment showed tendencies, but finding statistical significant results turned
out difficult. This paper reports on the Coach2 project.

Keywords: Learning Analytics · Usability and effectiveness · Higher


education · 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.

2 Architecture and Technical Context


The Coach2 pilot architecture is shown in Fig. 2. The Coach2 pilot used a central
Learning Record Store (LRS) as the secure web enabled location to capture and
query the learners digital traces.1 The protocol applied was xAPI. The LRS
1
https://github.com/Apereo-Learning-Analytics-Initiative/Larissa.
Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring 365

Fig. 2. Blue boxes denote institution-wide infrastructure, including the Learning


Record Store, the Blackboard learning environment and its database, and the Ket-
tle connector that exports Blackboard data to the LRS. Yellow boxes denote pilot-
wide infrastructure maintained by the Coach2 project to use in the evaluation studies,
including the Coach dashboard that was integrated into the learning environments and
a Coach connector that provided an API for external sources to send events to, which
would be exported to the Learning Record Store. The green box denotes the website of
one of the courses that was used as their learning environment instead of Blackboard.
(Color figure online)

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 ).

3 Dashboard and Data Processing

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)

The study behaviour and expected results were approximated by quantitative


metrics (Table 1), including (i) Input metrics (used to represent the current state
of behaviour, e.g. time on task), (ii) Output metrics (represent the end result,
e.g. exam grade), and (iii) In/Out metrics (can be used to represent either, e.g.
running average grade). The DB provided insight in how certain values of an
input metric related to certain values of an output metric. In the evaluation
studies, depending on the course, a subset of the metrics (Table 1) were used.
When the dashboard was requested for viewing by a learner, he or she also
selected an input metric to examine. The value history of that metric was trans-
formed into the aggregated data necessary for the visualisation. For each aggre-
gated value, the system calculated predicted aggregated values on each output
metric. The metric’s value history items were filtered to only contain data from
learners of the same (and current) cohort of the viewing learner.
The data was divided into equally sized bins, with a fixed number of bins
defined for the metric. The bins span from the lowest to the highest aggregated
value. These steps resulted in an array of frequency bins where each bin denoted a
range of metric values (e.g. average grade) and its frequency denoted the number
of learners for which the metric value fell into that bin.
Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring 367

Table 1. Available metrics

Metric Type Based on data


Average grade In/Out Intermediate grades from assignments
and/or tests
Final grade Output Final course grade, based on exams and
coursework
Pass rate Output Final course grade and the passing
threshold
Blackboard activity Input The number of individual clicks in
blackboard
Attendance Input Who was present at which lecture
Time spent on video Input Number of seconds spent playing an
instructional video
Time spent on course site Input Estimate number of seconds in non-idle
state on the site. This is based on time
between user actions and tab focus
Time submitted before deadline Input Number of seconds between the
submission time and the assignments
deadline
Time before first attempt Input Number of seconds between the
availability of the programming
assignment and the first compilation of
an attempt

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.

of successfully graduating for a course (79 % of the learners with a DB passed


and 67 % of the learners without DB passed).
For one of the courses, more than half of the learners with no DB failed
to pass the course, while 68 % of the learners who used the DB passed the
course. On average, learners which on average scored low (below 4.5) for the
first assignment of a course, also had a higher chance at scoring a low grade for
the entire course. Learners with a high or average grade for their first assignment
had similar results for their end grade as well. However, only for one course this
result was statistically significant. The cumulative grades showed high potential
as predictors as well, but this was dependent on the course and the amount of
grades taken into consideration.
Time spent on the course LMS, click behaviour, hand-in time of assignments
before a deadline, watch time of videos all had low correlations with the perfor-
mance of learners (correlations were evaluated for each course if available).

5 Conclusion and Discussion

We have implemented and evaluated a Learning Analytics instrument, within


the context of three bachelor courses in higher education. The instrument has
the technical potential to scale and be applied to a much larger set of courses.
However, the impact it has on learners and their behaviour is still unclear. The
obtained results are preliminary, and further analysis is required.
On average, the learners in groups with DB seem to have better overall per-
formance compared to the learners in groups without DB. However, it is unclear
why and which aspects of the DB caused this influence on the performance of
the learners, or if there were other confounding factors. The grade for the first
assignment in each course can be considered relevant for predicting the perfor-
mance of each learner during the entire course. Moreover, as further information
of this sort accumulates (data related to cognitive behaviour), the predicted
power quickly increases. Finally, there seem to be no significant correlations
between learner activity in the LMS (e.g. click behaviour in Blackboard) and
the expected output performance.
In further research we plan to include personal characteristics and motivation
using the MSLQ questionnaire [3], as well as demographic data, and investigate
how these can help to increase the accuracy of the prediction power of our Learn-
ing Analytics instrument and become a reliable and relevant tool for learners.

References
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Amsterdam teaching innovation call (2015). http://starfish.innovatievooronderwijs.
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abstract
Predicting Academic Performance Based on Students’
Blog and Microblog Posts

Mihai Dascalu1 ✉ , Elvira Popescu2, Alexandru Becheru2,


( )

Scott Crossley3, and Stefan Trausan-Matu1


1
Faculty of Automatic Control and Computers, University “Politehnica” of Bucharest,
313 Splaiul Independenței, 60042 Bucharest, Romania
{mihai.dascalu,stefan.trausan}@cs.pub.ro
2
Faculty of Automation, Computers and Electronics, University of Craiova,
107 Bvd. Decebal, Craiova, Romania
popescu_elvira@software.ucv.ro, becheru@gmail.com
3
Department of Applied Linguistics/ESL, Georgia State University,
34 Peachtree St. Suite 1200, Atlanta, GA 30303, USA
scrossley@gsu.edu

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.

Keywords: Social media · Textual complexity assessment · Longitudinal


analysis · Academic performance

1 Introduction

Automated prediction of student performance in technology enhanced learning


settings is a popular, yet complex research issue [1, 2]. The popularity comes from the
value of the predictive information which can be used for advising the instructor
about students at-risk, who are in need of more assistance [3]. More generally, auto‐
mated methods offer instructors the ability to monitor learning progress and provide
personalized feedback and interventions to students in any performance state [4]. In
addition, individualized strategies for improving participation may also be suggested
[3]. Furthermore, a formative assessment tool could be envisaged based on the auto‐
matic prediction mechanism [3], which has the potential to decrease instructors’
assessment loads [4]. Finally, students’ awareness can be increased by providing them
prediction results and personalized feedback [4].

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 370–376, 2016.
DOI: 10.1007/978-3-319-45153-4_29
Predicting Academic Performance Based on Students’ Blog 371

Performance prediction has been extensively studied in web-based educational


systems and, in particular, in Learning Management Systems (LMS). This is due to the
availability of large amounts of student behavioral data, automatically logged by these
systems, such as: visits and session times, accessed resources, assessment results, online
activity and involvement in chats and forums, etc. [2]. Thus, student performance
prediction models based on Moodle log data have been proposed in multiple previous
studies [5–7]. Additionally, log data from intelligent tutoring systems (ITS) have also
been used for performance prediction [8]. In contrast, students’ engagement with social
media tools in emerging social learning environments has been less investigated as a
potential performance predictor [9].
The current paper aims at analyzing students’ contributions on social media tools
(i.e., posts on blogs and Twitter) as potential predictors of academic performance.
The context of the study is a collaborative project-based learning (PBL) scenario, in
which students’ communication and collaboration activities are supported by social
media tools. Instead of relying only on quantitative usage data, similar to most
previous studies, we explore the actual content of students’ contributions by applying
textual complexity analysis techniques. More specifically, we investigate how
students’ writing style in social media environments can be used to predict their
academic performance. Multiple textual complexity indices (ranging from lexical,
syntactical to semantic analyses [10, 11]) are used to create an in-depth perspective
of students’ writing style. We corroborate these findings with a longitudinal analysis
performed on learners’ weekly blog and microblog posts in order to obtain a more
comprehensive view of academic performance prediction. The scale of our study is
quite large, unfolding over the course of six years, as data is collected from six
consecutive installments of the Web Applications Design (WAD) course comprising
of 343 students. A preliminary study based on only one student cohort yielded
encouraging results [12]; this paper is an extension of the pilot study, enriched also
with longitudinal analysis of students’ contributions.
Details about the study settings are presented in the following section, together with
the data collection and preprocessing steps, as well as employed automated methods
(textual complexity and longitudinal analysis indices). The results of our in-depth anal‐
ysis are reported in Sect. 3, while conclusions are outlined in Sect. 4.

2 Methods

2.1 Data Collection and Preprocessing

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.

Table 1. Distribution of students and contributions per academic year.


Year 1 Year 2 Year 3 Year 4 Year 5 Year 6
(2010-2011) (2011-2012) (2012-2013) (2013-2014) (2014-2015) (2015-2016)
Number of students 45 48 56 66 53 75
Number of blog posts 166 121 318 1074 451 479
& comments
Number of tweets 326 181 1213 1561 956 1233

2.2 Textual Complexity Evaluation


In order to evaluate text complexity, we used the ReaderBench framework [10, 11]
which integrates a multitude of indices ranging from classic readability formulas, surface
indices, morphology and syntax, as well as semantics. In addition, ReaderBench focuses
on text cohesion and discourse connectivity, and provides a more in-depth perspective
of discourse structure based on Cohesion Network Analysis (CNA) [14]. CNA is used
to model the semantic links between different text constituents in a multi-layered cohe‐
sion graph [15]. We refer readers to [10, 11] for further information about these features.

2.3 Longitudinal Analysis

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.

Table 3. Confusion matrix for DFA classifying students based on performance


Predicted Performance Membership Total
Low High
Whole set Low 48 23 71
High 17 60 77
Cross-validated Low 48 23 71
High 20 57 77

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

References

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visions. J. Educ. Data Min. 1(1), 3–17 (2009)
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participation in on-line discussion forums. Comput. Educ. 68, 458–472 (2013)
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a Web 2.0-based learning environment. In: 13th IEEE International Conference on Advanced
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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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productions and strategies with Reader Bench. In: Peña-Ayala, A. (ed.) Educational Data
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performance and differences in learning styles based on textual complexity indices applied
on blog and microblog posts – a preliminary study. In: 16th IEEE International Conference
on Advanced Learning Technologies (ICALT 2016). IEEE, Austin, Texas (in press)
13. Popescu, E.: Providing collaborative learning support with social media in an integrated
environment. World Wide Web 17(2), 199–212 (2014)
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Take up My Tags: Exploring Benefits of Meaning Making
in a Collaborative Learning Task at the Workplace

Sebastian Dennerlein1 ✉ , Paul Seitlinger1, Elisabeth Lex1, and Tobias Ley2


( )

1
Graz University of Technology, Graz, Austria
{sdennerlein,paul.seitlinger,elisabeth.lex}@tugraz.at
2
Tallinn University, Tallinn, Estonia
tley@tlu.ee

Abstract. In the digital realm, meaning making is reflected in the reciprocal


manipulation of mediating artefacts. We understand uptake, i.e. interaction with
and understanding of others’ artefact interpretations, as central mechanism and
investigate its impact on individual and social learning at work. Results of our
social tagging field study indicate that increased uptake of others’ tags is related
to a higher shared understanding of collaborators as well as narrower and more
elaborative exploration in individual information search. We attribute the social
and individual impact to accommodative processes in the high uptake condi‐
tion.

Keywords: Collaborative learning · Meaning making · Uptake · Social tagging

1 Introduction

Leveraging social technologies at work enables professionals to collaboratively learn


and solve ill-defined problems based on mediating artefacts [6] such as annotated
resources: e.g. a team receives a challenging project, for which its members explore
supplementary resources, upload them annotated with tags and description and engage
in a reciprocal annotation process until the problem is understood and an appropriate
solution is found. These mediating artefacts reflect the shared meaning negotiated in a
collaborative knowledge building effort [9]. Digital negotiation requires combining each
other’s knowledge or expertise, reciprocally: i.e. taking up the socially shared meaning
and building on top of it by manipulating the mediating artefact. This process leads to
a composition of interrelated interpretations of meaning and enables two workers, small
groups or whole organizations to achieve more than alone [7].
The underlying mechanism, called meaning making (MM), represents the essence
of collaboration [8]. MM stresses the interactive and reciprocal nature of negotiation
processes and the fact that meaning resides in the social realm. It can manifest itself in
manifold ways in sociotechnical systems ranging from more explicit forms of negotia‐
tion such as collaborative writing to more implicit forms such as social tagging. Recent
empirical studies in CSCL confirm that collaboratively building shared meaning is an
inherent and inseparable part of individual learning. In studying a group of university
students using a social tagging system (STS), [3] found, for example, that individual

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 377–383, 2016.
DOI: 10.1007/978-3-319-45153-4_30
378 S. Dennerlein et al.

learning is dependent on collective processes. Among groups, where agreement was


reached more quickly about the use of tags, individuals also learned better. [1] discov‐
ered the dependency, as well, while studying navigation behaviour in a STS based on
coevolution’s internalization and externalization. In particular, they figured out that
collective knowledge reflected in the strength of associations in a tag cloud takes effect
on navigation and results in incidental learning in form of a change of the individual
strength of associations in an internal test.
We, therefore, assume that engagement in MM also leads to an internally shared
understanding of the collaborators, i.e. an alignment of their individual understanding
[7]. Via those internalization and externalization processes, collaborators, artefacts and
interpretations coevolve in a constant dynamic MM process: i.e. interpretations of
collaborators become manifest in artefacts, which in turn shape their interpretations
leading to a higher shared understanding of them and a more elaborated meaning. A
central concept in MM is ‘uptake’, a term used for the interaction with others’ interpre‐
tations in terms of understanding and doing something further with them [9]. High
uptake indicates intensive engagement with the diverse accumulated meanings in a
sociotechnical system and implies parallel social stimulation. This way, uptake suggests
benefits for collaborative and individual learning: on social level (H1), uptake is
expected to lead to a higher shared understanding of collaborators due to mutual stim‐
ulation; via this stimulation, uptake is expected to cue new ideas when exploring the
Web, thereby, improving information search on individual level (H2).
Empirical studies (e.g. [3] & [1] reported above) have shown collaborative learning
influencing individual learning convincingly. These studies, however, have not consid‐
ered the extent of engagement with shared meaning and not explored effects on shared
understanding. Besides, there is less evidence on benefits of MM in a workplace learning
context, where learning is embedded into current work activities and typically happens
in a self-regulated manner. Therefore, the purpose of the current paper is to explore
effects of these uptake events on the individual and team in the working context. To test
the hypotheses, we conducted a field study with a STS at the workplace allowing for
uptake via the interaction with others’ tags in a tag cloud.

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

3.1 Social Level - Shared Understanding

H1 assumes higher shared understanding in terms of the intersection of associations


in ATs for the Uhigh than the Ulow condition. To exclude pre-existing differences
between both conditions, we computed a comparison of means at t0 obtaining no
difference: t(13) = −0.09, n.s. To understand differences at t1, a weighted graph was
created, whereas the nodes correspond to the n participants and a tie was created
between two nodes if they shared an association. The number of overlapping associ‐
ation between nodes is reflected in the tie strength. In other words, we created an n × n
weighted adjacency matrix to visualize social networks that reflect the amount of
shared understanding. Finally, we computed density and degree centrality of the
networks.
Figure 1 depicts both social networks of shared understanding. Visually analysing
them, it seems that the Uhigh compared to the Ulow network is more interconnected and
includes stronger relations (more shared associations) pointing towards a higher shared
understanding. Only outlier is Mary and Joseph’s relation with 12 shared associations,
which could be due to parallel offline-collaboration at work. SNA confirms the observed
difference in interconnectivity and reveals a higher density for the Uhigh (D = 1.00) than
the Ulow (D = 0.89) network: i.e. participants clicking on more unique social tags in the
tag cloud have more edges to others due to overlaps in their association tests. As well,
there is a difference in heavy weight edges reflected in a higher averaged node degree
centrality (respecting edge count & weight) [5] for the Uhigh (deg. = 14.95) than the Ulow
380 S. Dennerlein et al.

(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.

3.2 Individual Level - Information Search

H2 assumes improved information search in terms of more explored resources and a


faster exploration of themes during search in the Uhigh condition. To quantify the latter
search costs, we extracted the sequence of collected resources for each user and deter‐
mined for each position i in her resource sequence the number of unique theme combi‐
nations ni explored up to this point in time. Afterwards, we performed a regression of
ni on i and used the resulting slope k as an average estimate of the users’ rate of theme
exploration. Finally, the categorical predictor uptake was included to explore whether
the theme exploration is faster in the Uhigh than the Ulow condition.
Figure 2 presents the average ni for a sequence of i = 2–9 resources for both condi‐
tions. Contrary to our expectation, it reveals a linear relationship with a larger slope
(lower search costs) for the Ulow condition. For instance, in order to explore four theme
combinations, Ulow participants needed to collect about 5 resources, while Uhigh partic‐
ipants needed to collect about 7 (Ulow: n5 = 4.25, SD = 0.71; Uhigh: n7 = 4.33, SD = 1.24).
To derive estimates of the varying search costs, we performed a linear regression of ni
on the two predictors i and condition (Ulow vs. Uhigh). In particular, we applied the
following regression model: ni = β0 + αX0 + β1i + β2X0i + ε (1), where X0 takes on the
values 0 or 1, if the corresponding resource was collected by a participant of the Ulow or
the Uhigh condition. 130 data points entered the linear regression1, explaining about 70 %
of variance in the number of themes explored ni (adjusted R2 = 0.69, p < .001). It yielded
a highly significant effect for the predictor i (t = 8.60, p < .001) and – in line with
expectations – a highly significant interaction β2X0i between this continuous and the
categorical predictor condition (t = -0.30, p < .001). However, contrary to our

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.

4 Discussion & Future Work

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.

Acknowledgment. The work is funded by Know-Center GmbH (COMET Program managed


by AT Research Promotion Agency FFG), Austrian Science Fund (FWF; Grant Project: 25593-
G22) and EU-IP Learning Layers (Grant Agreement: 318209).

References

1. Cress, U., Held, C., Kimmerle, J.: The collective knowledge of social tags: Direct and indirect
influences on navigation, learning, and information processing. Comput. Educ. 60(1), 59–73
(2013)
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Take up My Tags: Exploring Benefits of Meaning Making 383

6. Paavola, S., Hakkarainen, K.: From MM to joint construction of knowledge practices and
artefacts: A trialogical approach to CSCL. In: Proceedings of CSCL, pp. 83–92 (2009)
7. Stahl, G.: Group cognition: Computer support for building collaborative knowledge. MIT
Press, Cambridge (2006)
8. Stahl, G., Koschmann, T., Suthers, D.D.: Computer-supported collaborative learning: An
historical perspective. Computer 4, 409–426 (2006)
9. Suthers, D.D.: Technology affordances for intersubjective MM: A research agenda for CSCL.
ijCSCL 1(3), 315–337 (2006)
Consistency Verification of Learner Profiles
in Adaptive Serious Games

Aarij Mahmood Hussaan1(B) and Karim Sehaba2


1
IQRA Universirty, Main Campus, Karachi, Pakistan
aarijhussaan@iqra.edu.pk
2
Université de Lyon, CNRS, Université Lyon 2, LIRIS, UMR5205,
69676 Lyon, France

Abstract. This article addresses issues of consistency verification of


learner profiles in adaptive serious games. More precisely, our research
objective is to propose models and tools that allow the user (learner,
teacher or expert, depending on the context of application) to create
coherent profiles consistent with domain knowledge. Our approach has
been conceived and developed in the context of the platform GOALS.
GOALS, as Generator Of Adaptive Learning Scenarios, is an online
platform which allows the generation of learning scenarios, keeping into
account the educational and entertaining aspects of serious games. For
this, the knowledge in GOALS is organized into three layers: the domain
concepts, the pedagogical resources, and the game resources. The profile
is represented by a set of couples in the form <attribute, value>, where
attribute corresponds to a concept, and value represents the learner com-
petence in that concept. The profile is initialized by the user. During the
game session, the profile is updated automatically according to depen-
dencies among different domain concepts. In order to verify the learner
profiles validity, we use a rule-based system which verifies, for every type
of relation between concepts, the values between the source and the tar-
get concept. In this article, we present the formalization of our approach,
as well as, its evaluation.

Keywords: Adaptive serious games · User profiles · Consistency


profile · Scenario generation

1 Introduction

Adaptive educational systems provide learners with a personalized learning expe-


rience, according to their needs, preferences and skills. They use a learner model
to keep track of an individual learner’s skills, needs and preferences. These mod-
els are then used to dynamically adapt learner’s learning experiences, thus, facil-
itating learning [2].
The quality of adaptation provided by the system greatly depends upon the
consistency of the information kept in the learner profiles. The information is


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

consistent if it adheres to the semantics of the domain knowledge. Otherwise,


then the learner profile will be termed as inconsistent.
The inconsistency of a profile can be caused by many sources. The instructor
can, mistakenly, initialize the learner profile incorrectly, the learner can him-
self/herself update his/her profile incorrectly, or the processes for automatically
updating the learner profile are not correct. Therefore, the need is to provide the
users with the models and tools to verify the consistency of the learner profile.
To address this problem, we propose a rule-based approach that checks the
consistency of the profile. Using this approach, the instructor, or the domain
expert, can define the rules that must be respected when updating values in the
learner profile. These rules will be defined for every kind of pedagogical relation,
because every relation has different semantics about the flow of information
between concepts.
We have implemented our approach in GOALS, Generator of Adaptive Learn-
ing Scenarios [7]. GOALS is an online platform, where instructors or domain
experts can design the domain knowledge in the form of concepts and the rela-
tions between those concepts. They can also initialize and maintain the learner
profiles. GOALS then generate adaptive pedagogical scenarios according to each
individual learner profile. The learner profile can get updated manually by the
instructor and/or automatically based on interactions between the learner and
GOALS. While updating the learner profile, the instructor/domain expert can
verify the consistency of the updated values.
The rest of the article is organized as follows: the next section presents the
related works. Section 3 presents our approach for the verification of the learner
profile. In Sect. 4, we present the integration of our approach in GOALS. We
conclude in Sect. 5 with our conclusions and discussion.

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

For validation, we augment the definition of R with another function FU pdate .


The function FU pdate takes a value v and a learner l as an input and returns
a boolean b as output. The value v defines the value to be updated in CT o , l
defines the learner profile in question and b returns whether the updating is valid
or not. The mapping FU pdate : v ∗ l → b depends upon the set of rules that are
defined in FU pdate ,. We are defining here the rules to create rules. The instructor
or domain expert can use a strategy of his/her choice to implement the different
function.
Every time a user wants to update the values in a learner profile, s/he can
verify whether the values are consistent or not. This verification will be done by
applying the FU pdate , function for all the values in the learner profile and the
user will be notified of the results of the function.
Let us demonstrate the above mentioned concepts through an example. Sup-
pose we have a relation of type P reRequisite. This relation states that if a
concept A is a prerequisite of concept B, then it is mandatory for the learner
to have sufficient mastery of concept A before studying concept B. Using our
proposed models, this relation will be modeled as follows: RP reRequisite <B, Pre-
Requisite, FU pdate , RC+ >, RC = <A, FP reReq , 60>. This means that a learner
need to have a mastery of 60 % in concept A before accessing concept B. The
FU pdate could be defined by the following set of rules:

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.

Now, if a learner l has a competence of 40 % in concept A, and the instructor


wants to put 100 % as the competency of l in concept B. Then this will not be
allowed by the function FU pdate of the RP reRequisite . Step 2 of FU pdate will not
pass and according to step 4 the function FU pdate will return false.

4 Validation in GOALS

To validate our approach in a real world setting, we implemented it in GOALS.


We tested our implementation in the CLES project which aims to develop a
serious game environment designed to diagnose and/or treat cognitive disabilities
for children. Thus, the developed game contains different mini games according
to various cognitive troubles. These games are designed to diagnose/treat specific
cognitive troubles in their users.
CLES is an ideal project for testing because it contains large number of
concepts and the even larger number of different pedagogical relations between
those concepts. More precisely, there are 8 main concepts, and these concepts
388 A.M. Hussaan and K. Sehaba

are further divided into subconcepts, totaling up to around 40 concepts. Fur-


thermore, there are around 45 relations between the concepts. CLES also has
users in thousands. Here we present some basic modelling of the project CLES,
as the real model is quite large.
The eight main concepts are: Perception, Attention, Vision-Spatial, Mem-
ory, Oral Language, Written Language, Logical Reasoning, and Mixed Compe-
tencies. These concepts have sub-concepts. For example, Perception is further
divided into: visual perception and auditory perception. These concepts have
many pedagogical relations among themselves. For example, the Has-Parts rela-
tion between Perception and its sub-functions: Visual perception and Auditory
perception. Similarly, Visual perception is “Prerequisite” of written Language.
CLES also have learner/user profile of thousands of persons in situation of
a cognitive disability. Each has different profile values. The profiles have been
introduced by a speech and language expert. To conduct the experiments in
GOALS with the project CLES, we defined an experimentation protocol as fol-
lows: Firstly, the expert starts by entering multiple learner profiles that do not
contain any inconsistencies. Secondly, we modify the profiles, introduced in the
first step, to introduce deliberate inconsistencies in the profiles. Thirdly, we verify
whether GOALS, using our approach, can detect the inconsistencies introduced
in the 2nd step.
We followed the protocol for our experimentation. First, we had many profiles
in GOALS that were introduced by a speech and language expert associated with
project CLES. Given in Table 1 are some of the profiles and their values.
The columns of Table 1 indicate the concepts and the rows indicate the values
of the different profiles concerning those columns. The cells that have a values
of the format X/Y, indicates the values (X) entered by the expert, and the
erroneous values (Y) introduced by us deliberately. Then following the 2nd step
of the protocol, we introduced deliberate inconsistencies in the profiles. These
errors were introduced to verify whether our approach is detecting the errors.
Then following the 3rd step of the protocol we checked whether the incon-
sistencies were detected by GOALS. The last two columns indicate the number
of errors introduced, and the number of errors found respectively.
For example, following 1st step of the protocol, if we consider profile 1, then
the value of the concept 1 introduced by the expert is 100, and, following the
2nd step of the protocol, the erroneous value introduced by us is 0. According to
the domain model of project CLES, Perception is a P reRequisite of the concept
Memory. Hence, a scenario, where the learner does not have any capacity of
Perception and some capacity of Memory, is inconsistent. Following the 3rd step
of the protocol, we checked whether GOALS will be able to detect it or not, and
we found that this inconsistency is successfully detected by 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.

References
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isation. In: Brusilovsky, P., Stock, O., Strapparava, C. (eds.) AH 2000. LNCS, vol.
1892, pp. 62–72. Springer, Heidelberg (2000)
2. Brusilovsky, P., Karagiannidis, C.: The benefits of layered evaluation of adaptive
applications and services. In: Evaluation of Adaptive (2001)
3. Conati, C., Gertner, A., Vanlehn, K.: Using Bayesian networks to manage uncer-
tainty in student modeling. User Model. User-Adap. Inter. 12(4), 371–417 (2002).
http://www.springerlink.com/index/UH10863178301011.pdf
4. Gamboa, H., Fred, A.: Designing intelligent tutoring systems: a Bayesian approach.
In: Enterprise Information Systems III (Fred 1994), p. 146 (2002)
5. Kobsa, A.: Generic user modeling systems. User Model. User-Adap. Inter. 11(1–2),
49–63 (2001)
6. Nguyen, L., Do, P.: Combination of Bayesian network and overlay model in user
modeling. In: Allen, G., Nabrzyski, J., Seidel, E., van Albada, G.D., Dongarra,
J., Sloot, P.M.A. (eds.) ICCS 2009, Part II. LNCS, vol. 5545, pp. 5–14. Springer,
Heidelberg (2009)
7. Sehaba, K., Hussaan, A.M.: GOALS: a platform for the generation of adapive ped-
agogical scenarios. Int. J. Learn. Technol. 8(13), 224–245 (2013)
8. Wang, Y., Vassileva, J.: Bayesian network-based trust model. In: Proceedings -
IEEE/WIC International Conference on Web Intelligence, WI 2003, pp. 372–378
(2003)
MoodlePeers: Factors Relevant in Learning Group
Formation for Improved Learning Outcomes, Satisfaction
and Commitment in E-Learning Scenarios
Using GroupAL

Johannes Konert1 ✉ , Henrik Bellhäuser2, René Röpke3, Eduard Gallwas3,


( )

and Ahmed Zucik3


1
Beuth University of Applied Sciences Berlin, Berlin, Germany
johannes.konert@beuth-hochschule.de
2
Department of Psychology, University of Mainz, Mainz, Germany
bellhaeuser@uni-mainz.de
3
TU Darmstadt, Darmstadt, Germany
roepkix@gmail.com, egallwas@gmail.com, zukic07@gmail.com

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.

Keywords: Group formation · Learning outcome · Learning goal alignment ·


Peer learning · Personality traits · Motivation · Expectation · Optimization

1 The Group Formation Problem: Importance of Peer Learning


in a Network Learning Environment

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 390–396, 2016.
DOI: 10.1007/978-3-319-45153-4_32
MoodlePeers: Factors Relevant in Learning Group Formation 391

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

Foundations in Educational Psychology on Relevant Criteria. If a group is not


properly formed, individual members start solo attempts to solve the given tasks alone,
the group degenerates and motivation of other members decreases [2]. More details
about negative aspects can be found in [3]. Concerning proper matching criteria, demo‐
graphic characteristics, such as gender, age, or educational level have been shown to be
less important for team performance than deep-level composition variables from
psychological tests, such as personality factors and attitudes [4]. Humphrey et al. [5]
argued that extraversion would be a relevant matching criterion that should be distrib‐
uted heterogeneously, as extraversion is associated with leadership. On the other hand,
conscientiousness should be distributed homogeneously, as it is necessary for teams to
adjust their goals. As Bell [6] described, team orientation (i.e. the preference for team‐
work) should be distributed homogeneously, so that team members agree on the degree
to which they cooperate. Nederveen Pieterse et al. [7] showed that homogeneity in
motivation and goal orientation is associated with higher team performance. General
mental ability and prior knowledge have been argued to be important for team perform‐
ance as well [8]. However, the interplay of these factors remains an open question.

Algorithmic Approaches to Group Formation. Comprehensive discussions about


algorithmic approaches to learning group formation have been published in [9].
Concerning input data, approaches exist that derive (incomplete) data about learners’
goals and characteristics from interaction with e-learning systems (e.g. LMS). Such
approaches train their models to form groups for specific learning scenarios and settings.
The main benefit is the abolition of extra effort (for students) to fill out electronic surveys.
On the contrary, little is known about the relation of interaction features with group
learning quality [10]. MoodlePeers uses a different approach by generating dynamic
questionnaires based on the desired learning scenario, like in [11]. Concerning algo‐
rithmic design, semantic approaches and logical solvers can be used to find appropriate
group constellations, e.g. [12]. The main disadvantage is the rarely available semantic
data basis for various learning domains. Finally, a variety of non-linear optimization
approaches exist. Only few of them are designed to support homogeneous and hetero‐
geneous to match criteria at the same time, e.g. [11]. Additionally, for various formal
learning scenarios, it is essential to optimize all groups equally good to ensure fairness
for all students. Besides GroupAL, to the best of our knowledge, no other algorithmic
approach considers this yet. Thus, MoodlePeers uses GroupAL [9].
392 J. Konert et al.

3 MoodlePeers: LMS-Plugins for Optimized Learning Outcomes

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)

4 Evaluation Design and Scenario

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

psychological measures: Big Five personality traits extraversion (het.), neuroticism,


conscientiousness (hom.), social agreeableness (het.), and openness for new experiences
(het.) [13], a questionnaire of team orientation (hom.) [14], and a questionnaire of moti‐
vation (hom.) [15]. Furthermore, participants rated their prior knowledge (het.) in all six
chapters of the preparation course (in parenthesis indicated when used for homogeneous
or heterogeneous matching later). Before the actual group formation, the sample was
equally and randomly divided into experimental half and control half. Within each,
learning groups of 5 persons were formed. While for the experimental half the GroupAL
algorithm was used, the control half was grouped by a random algorithm. Participants
were not informed about any difference.
Five-hundred and ten participants filled in the demographic questionnaire and were
assigned into 51 experimental groups and 51 control groups. Due to a loss of data of
154 students, we only collected questionnaires of 356 students (267 male, 89 female;
216 in experimental groups, 140 in control groups). Learning groups were informed
about their group members and received access to a bulletin board for group commu‐
nication. Weekly assignments provided open-ended, complex math problems. Partici‐
pants were asked to work on the problems individually and then to discuss within their
learning groups. The groups handed in one agreed solution. Two tutors rated the solu‐
tions independently on a 3-point scale (0 = not sufficient; 1 = sufficient; 2 = outstanding).
By summing up the points for all four weekly assignments we calculated an overall score
for the assignments (0 to 8 points). Furthermore, participants had access to a mathematics
pre-test at the beginning of the preparation course that provided feedback on their indi‐
vidual competencies, and also to a mathematics post-test at the end. The final evaluation
sheet included questions on average daily time investment (hours), satisfaction with
group members (6-point Likert scale), and satisfaction with the preparation course (6-
point Likert scale).

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).

6 Interpretation, Conclusion and Outlook

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).

References

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Towards a Capitalization of Processes Analyzing
Learning Interaction Traces

Alexis Lebis1,2(B) , Marie Lefevre2 , Vanda Luengo1 , and Nathalie Guin2


1
Sorbonne Universités, UPMC Univ Paris 06, CNRS, LIP6 UMR 7606, Paris, France
{alexis.lebis,vanda.luengo}@lip6.fr
2
Université de Lyon, CNRS, Université Lyon 1, LIRIS, UMR5205, Lyon, France
{alexis.lebis,marie.lefevre,nathalie.guin}@univ-lyon1.fr

Abstract. Analyzing data coming from e-learning environments can


produce knowledge and potentially improve pedagogical efficiency. Nev-
ertheless, TEL community faces heterogeneity concerning e-learning
traces, analysis processes and tools leading these analyses. Therefore,
analysis processes have to be redefined when their implementation con-
text changes: they cannot be reused, shared nor easily improved. There
is no capitalization and we consider this drawback as an obstacle for the
whole community. In this paper, we propose an independent formalism
to describe analysis processes of e-learning interaction traces, in order
to capitalize them and avoid these technical dependencies. We discuss
both this capitalization and its place and effects in the iterative learning
analysis procedure.

Keywords: Learning analytics · Capitalization · Analysis process ·


Interaction traces · Operator · Analysis tool · e-learning

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.

4 The Capitalization of Analysis Processes


4.1 Where to Capitalize in the Iterative Learning Analysis
Procedure?
We notice in the literature three main steps concerned by the capitalization of
analysis processes. They are (S1) selection of relevant data and consideration of
context constraints, (S2) preparation of the analysis and (S3) implementation of
the analysis. From users’ point of view, two roles are mainly involved in these
steps: the e-learning tool expert and the analyst.
The step about the selection of relevant technical information (S1) is often
implicit in the literature but since it requires practical knowledge, we consider
it as an independent step [9,10]. The e-learning tool expert is involved during
this step. He/she has expertise about the technical context of needs, like the
pedagogical domain, the pedagogical platform, learning traces produced, data
subjects. Thus, this expert makes the needs more concrete by communicating
these information and can eventually detect some inconsistencies or limits.
The preparation of the analysis step (S2) is realized by the analyst. This
role is played for instance by data miners, statisticians or researchers. Thanks
to his/her expertise in the analysis field and information obtained from S1,
the analyst designs the analysis in order to address needs. This implies setting
up its limits as well as its strategies, defining which data is pertinent or even
how pedagogical domain specificities should be used. Hence, this is a complex
step which requires a strong interactivity with experts in order to correctly
understand and exploit the context of the analysis.
The outcome of this two previous steps is the analysis step (S3), nearly always
realized by the analyst. Accordingly to our state of the art, many papers are
concerned about analysis methods in several domains (e.g. EDM, LAK). In any
case, the objective is to produce knowledge addressing needs (e.g. dropout rates
400 A. Lebis et al.

in a MOOC). S4 is strongly bound with S2 and S3, providing the possibilities


to refine the supplied information, the analysis and even the needs.
Finally, we suggest that capitalizing analysis processes, through a capitaliza-
tion step, can occur at two moments: S2 or S3, when they are designed (e.g.
drew on paper), and S4 once they are implemented inside analysis tools. In both
cases, this capitalization should be made by describing analysis processes with
the formalism presented in the Sect. 4.3, which is not constrained by technical
tools specificities. The description can be realized by the analyst due to his/her
analysis expertise, and also by the e-learning tool expert since designed analysis
processes are pertinent to be capitalized. As we can note here, one of our propo-
sition’s strengths is its integration to the analysis procedure without modifying
it: we enrich it and provide potential supports to actors involved.

4.2 Independence Using Operators

According to the non-linear assumption (A3), in order to describe a designed


or implemented analysis process independently from analysis tools, all its inner
operators must also be described independently. Thus, we represent an inde-
pendent operator as the concept conveyed by semantic equivalent operators,
implemented in different analysis tools. For example, let us consider a temporal
filter. The way it is implemented, as well as the way of using it, differ between
analysis tools. However, the underlying concept is to apply a filtering over a time:
this is what is represented by such an independent operator Temporal Filter.
The cognition assumption (A1) implies that independent operators, and
then independent analysis process (IAP), do not process data directly: data are
designed with concepts instead of specific instances of concepts. Hence they only
manage data concepts, for keeping track of what is available at each step of the
analysis (see Fig. 1). Data are conceptualized under a notion of type of traced
elements (TTE) representing the concept they convey. For instance, if a student
made an event at 11:02 am, then 11:02 am is a datum’s value and the TTE is
time. Besides, a temporal filter operator will use as input time, not 11:02 am.

Fig. 1. Representation of the description of an independent analysis process (IAP).

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

description of a process through independent operators potentially grants a


greater semantic and insights of it. Accordingly, this ensures that, for any IAP,
if given data match the prerequisites TTEs, then expected knowledge can be
obtained.

4.3 Meta-Models of Our Approach


We present in this section how both IAP and independent operators have to be
represented in order to allow the capitalization of analysis processes.
Firstly, the independent operator meta-model (see Fig. 2, right part) has
been obtained by an iterative process of identification and comparison between
operators in different analysis tools such as UnderTracks, RapidMiner or Weka
(http://www.cs.waikato.ac.nz/ml/weka/). It describes how an operator has to
be constructed in order to be independent of technical specificities. Moreover, it
describes how input TTEs will evolve when applying operator on them, according
to processing behavior rules OutputSheet. For instance, the rule for a clustering
operator can be to create a new TTE, representing new groups.
Furthermore, independent operators require few properties in order to exist
per se, such as the number of input and output TTEs (NbInputs and NbOutputs)
and the number of parameters (NbParameters). They are not directly specified
because otherwise, these operators would be constrained before use. Independent
operators also require information on which analysis tools are able to implement
them, given by TargetPlatform. Consequently, it is possible to produce indica-
tions for the implementation of an IAP in a specific tool.

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.

5 Discussion and Future Works


We have implemented our approach in a web-based prototype5 to test its viabil-
ity through experimentations with 6 subjects used to work in the TEL domain.
Results strongly encourage that analysis processes can be described as suggested
in this paper. However, experimentation also shows that there is a lack of seman-
tic power concerning TTEs and a lack of feedback available during the descrip-
tion.
Our future works will focus about how supporting actors of the analysis pro-
cedure, using capitalized analysis processes. Firstly our efforts will be focused
on driving a meaningful description of analysis processes, from a TEL point of
view, such as which elements are able to discriminate analysis processes and
enrich them. This will help to establish an effective and informative warehouse
of IAPs. Secondly, we aim to enable the reuse of these independent analysis
processes according to analysis tools and traced data. We assume that analyses
will then be more accessible with more supports and insights (e.g. producing
relevant instructions). Furthermore this reuse of IAPs can lead to interesting
interoperability perspectives between the analysis tools available in the commu-
nity.

Acknowledgement. This work has been supported by the HUBBLE project (ANR-
14-CE24-0015).

References
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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
(2006)
4. Fayyad, U., Piatetsky-Shapiro, G., Smyth, P.: From data mining to knowledge
discovery in databases. AI Magazine 17(3), 37 (1996)
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)
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Improving Usage of Learning Designs by Teachers: A Set
of Concepts for Well-Defined Problem Resolution

Anne Lejeune1,2 ✉ , Viviane Guéraud1,2, and Nadine Mandran1,2


( )

1
Univ. Grenoble Alpes, Grenoble, France
2
CNRS, LIG-MeTAH, Grenoble, France
{anne.lejeune,viviane.gueraud,nadine.mandran}@imag.fr

Abstract. Appropriating a learning design remains difficult for teachers. Our


research works directed by “co-design learning with teachers”, led us to propose
a generic set of concepts for situations engaging learners to solve a well-defined
problem. It puts forward the benefits of integrating into the learning design both
observables on the effective learning situation and teachers’ professional knowl‐
edge explicating the learning design components. Implementation in FORMID
is further discussed.

Keywords: Learning design · Teachers · Share and re-use · Problem-solving ·


Professional knowledge

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 404–409, 2016.
DOI: 10.1007/978-3-319-45153-4_34
Improving Usage of Learning Designs by Teachers 405

appropriation issues; an instantiation and implementation in the context of the FORMID


project is then presented; before concluding, the FORMID instantiation is evaluated
following a Design-Based Research methodology [6].

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

Modelling a scenario for well-defined problem-resolution supposes to formally describe


the problem (P), its resolution (R) and the desired level of guidance and feedbacks (F).
PROF-K adds two requirements: (1) formally modelling observables (O) on the on-
going activity and (2) include concepts formalising the professional knowledge (K)
which grounds the P/R/O/F elements.
The problem (P) is the “calling card” of the scenario which should allow teachers to
clearly identify if this scenario is suitable for its students. To that end, the following
concepts should be modelled: the educational system for which the problem makes
406 A. Lejeune et al.

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).

Fig. 1. PROF-K: a set of concepts for well-defined problem scenarios

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.

5 Evaluation of the Instantiation

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

That teachers might still be under-considered in regards to learning design solutions is


for us a real waste. In this paper we tried to contribute to a better taking into account of
their teaching knowledge and practices.
After studying what could, from a conceptual point of view, hamper their appropri‐
ation of existing scenarios for purposes of share, reuse and monitoring, we proposed a
set of concepts enabling teachers to better understand an existing scenario in the case of
specific activities engaging learners to solve a well-defined problem.
Our proposal has been instantiated upon the FORMID scenario-model and results
of the experiments confirmed our hypotheses. From now the authoring tool has been
enhanced and provides the teachers-designers with means for integrate shared profes‐
sional knowledge information in the scenarios they design.
Improving Usage of Learning Designs by Teachers 409

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Immersion and Persistence: Improving Learners’
Engagement in Authentic Learning Situations

Guillaume Loup1 ✉ , Audrey Serna2, Sébastien Iksal1, and Sébastien George1


( )

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

Abstract. According to the recent technological advances, a new type of


digital learning games has emerged. These games integrate virtual worlds
persistence and immersion devices allowing the learners to experience more
authentic and rich situations. Several studies highlighted their pedagogical
value, knowledge transfer and learners’ engaged-behaviors. In this paper, we
draw the characteristics of these learning games based on the integration of new
technologies according to two characteristics: immersion and persistence. To
investigate the impact of such technological components, we developed a game
and evaluated it in ecological conditions. Four groups of fifteen high school
students played the game through two testing conditions: two groups used a
prototype allowing only classical interactions limited on usual devices, while
the two other groups used a prototype integrating persistent and immersive
interactions using Oculus Rift vision. All the interactions were recorded and
their analysis suggests more engaged behaviors from students using the immer‐
sive and persistent prototype.

Keywords: Immersion · Persistence · Serious game · Mixed reality · Engaged


behaviors · Trace-based analysis · Digital epistemic game

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 410–415, 2016.
DOI: 10.1007/978-3-319-45153-4_35
Immersion and Persistence 411

technologies, we present our study aiming at understanding the impact of immersion


and persistence on the learners’ engagement.

2 Related Work

2.1 Digital Epistemic Games

Digital epistemic games belong to “serious games” or “learning games” category


because they promote learning. A serious game can be considered as a digital epistemic
game if it:
– proposes the solving of non-deterministic problems [4], as in Clim@ction1,
– concerns the solving complex problems [5], as in Digital Zoo2,
– relies on multidisciplinary activities [6], as in Urban Science3,
– supports the learner in a realistic and authentic context [4], as in Clim@ction,
– is based on an “epistemic framework” [1], that is to say when the learner must conduct
its business with the skills, methods, knowledge and values of the professional he
embodied [7], as in Science.net4.
These characteristics have the ambition to offer to the student both practical and
theoretical learning in order to be able to mobilize and transfer knowledge and skills in
many situations [5].

2.2 Pervasive Learning Games

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.

Studies on the integration of mixed reality elements into educational applications


have highlighted their potential, mainly to improve the anchoring of learning and the
positioning of learners in relative authentic situations [11].
Temporally Expansion by Persistence. Extending temporal aspects of a game rely
on persistence concept, widely used in famous MMORPG5 such as World of Warcraft
or Second Life. This games offer to thousands of people, the possibility to interact
together within a virtual world. According to Gonzalez et al. [12], a virtual world is
defined as a persistent computer-simulated environment allowing large number of users,
who are represented by avatars interacting in real-time with each other at the simulated
environment.
Applied to TEL, this concept can be used for improving learners’ engagement. For
instance, the learning virtual world called MMOLE6 allows the development of simu‐
lation activities and stimulate active participation.

3 Impact of Immersion and Persistence on Learners’ Engagement

3.1 Study Design

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.

Table 1. Main differences between DEG and PDEG prototypes

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).

4 Discussion and Conclusion

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

Alexandra Luccioni1 ✉ , Jacqueline Bourdeau2,


( )

Jean Massardi , and Roger Nkambou1


1

1
Université du Québec à Montréal, Montréal, Canada
alexandra.vorobyova@gmail.com
2
Télé-Université, Montréal, Canada

Abstract. A major issue in introducing new technological tools in the classroom


is that the teachers who are meant to use them often do not receive the necessary
training. This is the case of electronic dictionaries, which are seldom used by both
students and teachers, despite their benefits for improving vocabulary develop‐
ment and academic achievement [14]. We propose to address this issue with STI-
DICO, an Intelligent Tutoring System (ITS) to help French teachers-in-training
acquire both the linguistic knowledge and the practical skills needed to success‐
fully use electronic dictionaries [7]. ITS are advanced intelligent learning envi‐
ronments aiming at providing learners with adaptive tutoring services, relying on
a cognitive diagnostic to adapt to learners’ knowledge states at each step of the
learning process, based on a formal modeling of the knowledge domain [11]. In
this paper, we describe our design-based approach to STI-DICO, the first itera‐
tions of which have resulted in the development of a repository of linguistic and
meta-linguistic skills, paired with an ontology of lexical concepts and supported
by a series of authentic learning activities, all created with the active participation
of experts in the field.

Keywords: Intelligent tutoring systems · Linguistic skills · Electronic


dictionaries · French language learning · Knowledge representation · Cognitive
diagnostic

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

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DOI: 10.1007/978-3-319-45153-4_36
STI-DICO: A Web-Based ITS for Fostering Dictionary Skills and Knowledge 417

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.

2 Representing Dictionary Use

The successful consultation of a dictionary is a complex process requiring the simulta‐


neous mobilization of multiple skills and concepts, the entirety of which has yet to be
described. While studies exist regarding the steps of effective dictionary consultation
and the skills needed [5, 9], as well as regarding the underlying cognitive reasons behind
consultation errors [10, 18], there has not been, to our knowledge, a complete repre‐
sentation of the practical skills and theoretical concepts needed for successful dictionary
consultation. This gap was therefore the heart of our project – we started with the creation
of a comprehensive repository of all of the skills and knowledge mobilized during
dictionary consultation.
In order to ensure our correspondence with the educational context in which we
are situated, we started the repository creation process with an overview of the
requirements of the Ministry of Education with regards to both teachers and students
[8]. We coupled this with an in-depth analysis of existing studies in dictionary usage
[5, 6, 9, 10, 14, 18], drawing parallels between dictionary consultation steps and the
skills they solicit. We cross-referenced this initial repository with GTN, an ontology
418 A. Luccioni et al.

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.

3 Authentic Learning Tasks in STI-DICO

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.

Fig. 1. STI-DICO architecture

sessions and learner. We have currently developed a functional prototype of STI-DICO


on a small scale, with 20 adaptive activities created using custom HTML templates in
Open edX, based on authentic learning tasks, and indexed with the skills and concepts
they evaluate (see Fig. 1).

5 Conclusion

STI-DICO is an innovative project aimed at creating an ITS to help future French


teachers acquire the fundamental linguistic knowledge and practical dictionary skills
that they need to meet Ministry standards and to help them transfer this knowledge to
their students. Our ITS integrates existing components, such as an ontology of lexical
concepts [16], results from empirical research on dictionary use usage [5, 9, 10], and
authentic activities in dictionary consultation using an iterative DBR methodology [7].
The repository of the skills and knowledge involved in the dictionary process represents
an innovative modeling of this phenomenon, and is at the heart of STI-DICO, enabling
the ITS to adapt content and activities to meet the needs of its learners. Several iterations
of the project have already been designed and evaluated, with the next iteration of eval‐
uation results expected in mid-2016, in which the results of a Think Aloud protocol will
enable us to improve the authenticity of the learning activities provided by our system
and assure its pertinence for the target audience [7].
Finally, our implementation approach, integrating a LMS front-end interface with
ITS core services, is a promising path for ITS development because it permits the
exploitation of the scalability and ease of use of LMS along with the adaptive guidance
and tutoring intelligence of ITS. If this integration is carried out successfully, this could
provide ITS with a springboard towards their usage on a larger scale both inside and
outside of the classroom and for different domains of learning.
STI-DICO: A Web-Based ITS for Fostering Dictionary Skills and Knowledge 421

References

1. Aleven, V., et al.: The beginning of a beautiful friendship? Intelligent tutoring systems and
MOOCs. In: Conati, C., Heffernan, N., Mitrovic, A., Verdejo, M. (eds.) AIED 2015. LNCS,
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Cambridge (1993)
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and Dictionaries in the Information Age. Selected Papers from the 8th ASIALEX
International Conference, pp. 79–84. Airlangga University Press, Surabaya (2013)
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training for primary-school-level Polish learners of English. In: Proceedings of the XIII
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based system for intelligent tutoring of dictionary skills. In: Proceedings of the 25th
International Conference on the World Wide Web, International World Wide Web
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8. Ministère de l’Éducation du Québec: Programme de Formation de L’école Québécoise du
Niveau Préscolaire et Primaire. MEQ, Québec (2006)
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Hartmann, R.R.K. (ed.). Dictionaries in Language Learning. Recommendations, National
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in Intelligent Tutoring Systems, vol. 308. Springer, Heidelberg (2010)
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in Education (2015)
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instructional technology research in higher education. J. Comput. High. Educ. 16(2), 97–116
(2005)
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a culturally and linguistically diverse society. In: What Research Has to Say About
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compétence à développer. Formation et Profession 21(3), 95–98 (2013)
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didactique du lexique. In: Actes du Congrès Mondial de Linguistique Française (2014)
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18. Wingate, U.: Dictionary use—the need to teach strategies. Lang. Learn. J. 29(1), 5–11 (2004)
PyramidApp: Scalable Method Enabling
Collaboration in the Classroom

Kalpani Manathunga(&) and Davinia Hernández-Leo

ICT Department, Universitat Pompeu Fabra, Barcelona, Spain


{kalpani.manathunga,davinia.hernandez}@upf.edu

Abstract. Computer Supported Collaborative Learning methods support


fruitful social interactions using technological mediation and orchestration.
However, studies indicate that most existing CSCL methods have not been
applied to large classes, means that they may not scale well or that it’s unclear to
what extent or with which technological mechanisms scalability could be fea-
sible. This paper introduces and evaluates PyramidApp, implementing a scalable
pedagogical method refining Pyramid (aka Snowball) collaborative learning
flow pattern. Refinements include rating and discussing to reach upon global
consensus. Three different face-to-face classroom situations were used to eval-
uate different tasks of pyramid interactions. Experiments led to conclude that
pyramids can be meaningful with around 20 participants per pyramid of 3–4
levels, with several pyramids running in parallel depending on the classroom
size. An underpinning algorithm enabling elastic creation of multiple pyramids,
using control timers and triggering flow awareness facilitated scalability,
dynamism and overall user satisfaction in the experience.

Keywords: Computer-Supported collaborative learning  Pyramid/snowball


collaborative learning flow pattern  Large groups  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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 422–427, 2016.
DOI: 10.1007/978-3-319-45153-4_37
PyramidApp: Scalable Method Enabling Collaboration 423

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.

2 PyramidApp Method and Algorithmic Rules

PyramidApp is a technological solution implementing a scalable method applying


Pyramid CLFP principles. Individuals propose their option (i.e. can be a question or an
answer for a given task, seeking active comprehension) and PyramidApp forms small
424 K. Manathunga and D. Hernández-Leo

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

PyramidApp’s algorithmic rules were evaluated for potential scalability (ability to


accommodate an increase in the number of participants) and dynamism (ability to keep
activity progression) while maintaining pedagogical and practical effectiveness
PyramidApp: Scalable Method Enabling Collaboration 425

Table 1. Pyramid configurations and timing aspects across three experimental settings

Experimental setting Pyramid configurations Values Discussion


Higher 3rd year class No of levels 4 Not
education (N=23) Students per group in second level 2 Available
setting (1 round) Question submission timeout 3 mins
Rating timeout 2 mins
Task(3d year): 1st year class, No of levels 3 or 4 Not
Propose a two groups Students per group in second level 2 available
potential exam (N=22) Question submission timeout 2 mins
question (8 rounds) Rating timeout 1 min
Task (1st year) :
Propose questions
for peer
presentations

Secondary school Classroom 1 No of levels 4 Enabled


setting (N=21) Students per group in second level 2
(2 rounds) Question submission timeout 3 mins
Task : Ask any Rating timeout 2 mins
doubt or question Classroom 2 No of levels 4 Disabled
about “HTML” (N=20) Students per group in second level 2
and “Scratch” (2 rounds) Question submission timeout 3 mins
concepts that had Rating timeout 2 mins
already been Classroom 3 No of levels 3 Round1-
taught in the ICT (N=10) Students per group in second level 2 enabled
class (2 rounds) Question submission timeout 3 mins Round2-
Rating timeout 2 mins disabled

Vocational N=43 No of levels 4 Round1-


training (3 rounds) Students per group in second level 3 disabled
setting No of pyramids 2 Round2-enabled
Question submission timeout 3 mins Round3-enabled
Rating timeout 2 mins
Task : Propose
question about
a) future career
opportunities,
b) curriculum,
c) suggest
outdoor activity
426 K. Manathunga and D. Hernández-Leo

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.

Acknowledgements. Special thanks to participants from Escola Forestal De Sta. Coloma De


Farners, Oak House School and Engineering School of UPF Barcelona. This work has been
partially funded by the Spanish Ministry of Economy and Competitiveness (TIN2014-53199-
C3-3-R; MDM-2015-0502).

References
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(1991)
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Learn. 23(1), 1–13 (2007)
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and enjoyable computer-supported learning. Knowledge Media Research Centre, Tuebingen
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addressed massiveness? J. Educ. Technol. Soc. 18(4), 357–370 (2015)
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LNCS, vol. 8719, pp. 98–111. Springer, Heidelberg (2014)
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EC-TEL 2012. LNCS, vol. 7563, pp. 459–464. Springer, Heidelberg (2012)
From Idea to Reality: Extensive and Executable Modeling
Language for Mobile Learning Games

Iza Marfisi-Schottman, Pierre-Yves Gicquel ✉ , Aous Karoui, and Sébastien George


( )

Université Bretagne Loire, Université du Maine, LIUM-EA 4023, Le Mans, France


{iza.marfisi,pierre-yves.gicquel,aous.karoui,
sebastien.george}@univ-lemans.fr

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.

Keywords: Mobile learning game · Game-Based learning · Serious games ·


Modeling language · Scenario

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 428–433, 2016.
DOI: 10.1007/978-3-319-45153-4_38
From Idea to Reality: Extensive and Executable Modeling Language 429

conclusion is that state of the art authoring tools do not allow to express these
scenarios. From then, we introduce the ReVeRIES modeling language.

2 What Needs for Authoring Situated Learning Games?

2.1 Designing Mobile Learning Games for a Natural Park

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.

2.2 Limitations of Existing Authoring Tools


After collecting eight scenarios designed during the brainstorming session, we tried to
create these MLGs by using the existing authoring tools. First of all, let us note that we
could only find two authoring tool specifically dedicated to MLGs: Aris and ARLearn.
We therefore extended our state of the art to authoring tools designed for mobile games
(FuretFactory). In the following section, we describe the limitations we encountered
with each of these tools when trying to implement the eight scenarios designed by the
botanists.
Aris3 [6] is a very rich tool but is extremely complicated to use. The main reason
that makes it difficult to create game units is the fact that the model implemented by Aris
is based on low level items. In other words, the user needs to create a multitude of low
level items (text, quests, information plaques, buttons, items for scoring and resources)
and link them together with locks and triggers.
ARLearn4 [7] is as complex to use as Aris. The authors of this tool actually recom‐
mend a “scripting phase” during which the teachers’ scenarios are formalized and
entered into the authoring tool by computer scientists.
FuretFactory5, on the contrary, is very easy to use. In just a few minutes, the ergo‐
nomic user interface allowed to create simple situated activities linked to a point on a
map. An important limitation is the fact that the scenario is always linear (i.e. one game
unit after another) and do not support collaboration between players.
We can conclude that the existing tools are either not adapted to the type of MLGs
teachers want, or too complex to use. In the next section, we propose a high-level
modeling language that matches the natural concepts used by teachers. We then explain
the work in progress to develop a simple authoring tool, based on this modeling
language, which will allow teachers to create their own MLGs.

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

3 ReVeRIES Model: High-Level Modeling Language for Mobile


Learning Games

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.

Fig. 2. ReVeRIES modeling language for Mobile Learning Games

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

Anna Mavroudi ✉ , Michail Giannakos, and John Krogstie


( )

Norwegian University of Science and Technology, Trondheim, Norway


{anna.mavroudi,michailg,john.krogstie}@idi.ntnu.no

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.

Keywords: Adaptive learning · Learning analytics · Review

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 434–439, 2016.
DOI: 10.1007/978-3-319-45153-4_39
Combining Adaptive Learning with Learning Analytics 435

adaptation method(s) with the adaptation parameter(s) by means of a meaningful


rationale that caters for the objective(s). Also, adaptation might entail adaptivity and/or
adaptability, depending on who has the control of or who takes the initiative to the
adaptation, the learner or the system [14]: adaptation is automatically performed by the
system, whereas in the latter case it is performed by a human agent, usually the tutor or
the student.

2 A Reference Framework for Learning Analytics in Adaptive


Learning

The suggested framework is a modified version of two previous generic models in LA


[5, 10] and caters for the application of LA in the field of adaptive learning. In particular,
it is inspired by [10] which considers four dimensions (what, who, why and how), each
of them containing several components which are included in one or both of these
frameworks. For example, to categorize the objectives, [5] proposes recommendation
and reflection whereas [10] proposes reflection and prediction. Consequently, the final
model considers all three objectives. The new additions in the proposed framework
extend the “how” question to also include the adaptation aspect.
The dimensions of the proposed framework are the following: (a) “What?” (in what
context are ALA managed or used?) which pertains to subject, educational technology
tools used, institutional context, and constraints, (b) “Who?” (who is targeted by the use
of ALA?) which pertains to the stakeholders, (c) “Why?” (why exploiting ALA?) which
pertains to objective(s) and (d) “How?” (how are learning analytics and adaptation
performed?) which pertains to the adaptation type, the adaptation strategy, and LA
aspects. Finally, to categorize the adaptation method, we distinguish among support-
related, content-related, presentation-related adaptation, as suggested in [28].

3 Methodology

We adopt a review protocol based on existing well-established methodology for system‐


atic literature reviews [15]. It has five phases: (a) create a search strategy by identifying
search terms and databases, (b) identify selection criteria and perform an initial paper
selection, (c) identify quality criteria and filter the results, (d) reach consensus about the
final selection with other reviewers, (e) report findings. Phase (a) also benefited from
preliminary searchers aimed identifying existing systematic reviews. The selection
criteria were decided during the protocol definition in order to reduce the likelihood of
bias, as suggested by the adopted methodology. Data from the two reviewers were
compared and disagreements were resolved by consensus between reviewers (phase d).
All papers were reviewed by both researchers and inter-researcher agreement was
assessed. The review methodology adopted herein does not require the use of an ICC
(Intra-Class Correlation) or Cronbach’s alpha score for the agreement between
reviewers, provided that inter-researcher consistency is reached in the data extraction
phase (via a consensus meeting between the reviewers). Finally, duplicate reports were
avoided as they would seriously bias the results.
436 A. Mavroudi et al.

Search terms: a search of peer-reviewed articles was conducted during Nov.–Dec.


2015, based on combinations of the terms “adaptive learning”, “personalised learning”,
“Intelligent Tutoring System”, “adaptive instruction”, “adaptive hypermedia”, “adap‐
tive system”, and “adaptive educational hypermedia” with the term “learning analytics”.
Also, the terms “adaptive learning analytics”, and “personalised learning analytics”, as
well as the logical expressions “teaching analytics” AND personalised, “teaching
analytics” AND adaptive.
Databases and other resources: the databases were selected as representative of the
core literature in the areas of education and technology; ACM Digital Library, IEEE
Xplore, ERIC, Science Direct, EdITLib, Springer, Elsevier, Wiley online library,
JSTOR, Routledge, Sage and Cambridge University Press; and the journals: the Inter‐
national Review of Research in Open and Distributed Learning, Language Learning &
Technology, RECALL, and Journal of Online Learning and Teaching.
Resources to be searched and selection criteria: the study included peer-reviewed
journals and (full or short) conference papers, published from 2009 onwards include
empirical data and follow a “top-down” approach or a combination of a “bottom-up”
and “top-down” approach. They are all relevant to the topic at stake.
Quality assessment criteria: they filter the papers based on whether (a) the impact of
the study (the actual impact, not the envisaged impact) for the learners or the practitioners
was justified [6], (b) these participants could act upon the evidence discovered through
LA and (c) the aims and the objectives were clearly reported [6].

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

Anna Mavroudi1(&), Thanasis Hadzilacos2, and Charoula Angeli3


1
Norwegian University of Science and Technology, Trondheim, Norway
anna.mavroudi@idi.ntnu.no
2
Open University of Cyprus, Nicosia, Cyprus
thh@ouc.ac.cy
3
University of Cyprus, Nicosia, Cyprus
cangeli@ucy.ac.cy

Abstract. In this paper we propose a strategy of adaptive e-learning that aims


to help students overcoming the inherent difficulties of STEM-related subject
matters for which they have known misconceptions. The paper reports on
empirical findings derived from classroom interventions which were undertaken
to investigate the impact of the proposed strategy. For each intervention, an
adaptive e-course was developed and tested with encouraging results. Since the
proposed strategy is descriptive in nature the paper can be used as the basis for
future studies that validate it with other subject matters than those mentioned
herein.

Keywords: Adaptive learning  E-learning strategy  STEM  Feedback 


Content presentation  Inherent difficulties  Common student errors

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 440–445, 2016.
DOI: 10.1007/978-3-319-45153-4_40
An Adaptive E-Learning Strategy 441

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.

2.2 Phase 2: Course Design and Development


A series of adaptive e-courses were designed, developed, implemented, and tested in
real classroom settings. Five learning topics were selected from the STEM (Science,
Technology, Engineering, Mathematics) domain and in particular, Mathematics and
Informatics. A literature review conducted by the authors revealed clear evidence,
which converges on specific inherent difficulties, i.e., common student errors or topics
that present difficulties for the students to understand or for the teachers to teach
(Table 1).
Accordingly, five adaptive e-courses that focused on inherent topic difficulties were
designed and developed. An open source learning design editor, named “ReCourse”
was used for their development and an open source learning design player, named
“Astro player” was used for their implementation in the classroom. The adaptive
e-courses incorporated a rule-base logic that supported the adaptation strategy descri-
bed below. The table below outlines: the topics of the e-courses, the respective domains
and the difficulties that each subject matter presents. The design was participatory and
the protocol used to enable teachers to act as co-designers of the adaptive e-courses is
described in detail in [12].
Three types of e-courses were developed for each of the above topics: a
non-adaptive e-course, an adaptive e-course that incorporated one adaptation parameter
(e.g., adaptive learning flow) and an adaptive e-course that incorporated two adaptation
parameters (e.g., adaptive learning flow and content presentation). The three types
shared common characteristics: (a) focus on the inherent difficulties of the topic to be
442 A. Mavroudi et al.

Table 1. Inherent difficulties in each topic


Topic/domain Difficulties
Inequalities/Mathematics Students reject solutions that do not fit the general
pattern, i.e., an interval for inequalities, a unique
value for equations [15]; students multiply or divide
the two sides of an inequality by the same number
without checking whether the number is positive,
negative, or zero [5].
Ratios and analogies/Mathematics Students have the tendency to treat pseudo-
proportionality problems as if they were actual
proportionality problems, and, consequently, they
apply linear models to them [13]; students use
additive reasoning instead of multiplicative in
proportionality problems [9].
System of linear Students are facing difficulties in understanding that
equations/Mathematics different representations of a system (graph, algebraic
solution, ordered values table) are equivalent, and
move back and forth between them [14]; students are
not sure what to do when all variables are eliminated,
or when the system doesn’t have a solution [14].
WWW, Internet and It is difficult to teach how two different digital devices
communication communicate [7]; students do not differentiate
protocols/Informatics between Internet and WWW [7].
Main and auxiliary There is a complexity in explaining the differences
memory/Informatics between the two types of memory [7].

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.

Table 2. Student participation in each intervention


Topic/domain Age of Student number in the Student number in the
students focus group control group
Inequalities 14 16 16
Ratios and analogies 12–13 17 11
System of linear equations 15 10 8
WWW, internet 14 26 25
communication protocols
Main and auxiliary 16 10 10
memory

4 Procedures and Instruments

The five interventions followed the randomized control pre-test-post-test experimental


design paradigm. In each intervention, an adaptive learning e-course was implemented
with the experimental group, and a non-adaptive e-course with the control group. In
each classroom intervention, the control group and experimental group were tested
simultaneously. All student participants in each group were individually tested in a
computer lab. A short session of 15 min took place before each intervention that aimed
to familiarize students with the digital environment. The role of the teacher during each
intervention was to support students with the use of the digital environment whenever
needed. The developer had a short training session with each of the participant teachers
about the digital environment, prior to the beginning of each intervention. The
developer was also present in the classroom during each intervention in case extra
technical support would be needed. Regarding the duration of the adaptive e-courses,
due to the embedded learning strategy, it was varying (60 min in average). The par-
ticipant students completed pre-tests and post-tests that (a) focused on the topics
mentioned in Table 1 above, (b) were identical for each intervention and (c) contained
problems and questions related to the inherent difficulties of the topics. The Mathe-
matics tests mostly contained open-ended problems, and the Informatics tests contained
multiple choice questions. A week before each intervention, all students completed the
diagnostic learning style questionnaire in a printed format. The researcher analysed the
answers in order to diagnose the learning style of each student. In the Mathematics
courses, the students completed the performance tests in a printed format, and they
were graded by two participant Mathematics teachers after being anonymized. In the
Informatics courses computerised tests were used which were automatically graded.
444 A. Mavroudi et al.

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.

6 Discussion and Conclusions

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

Aydée Liza Mondragon(&), Roger Nkambou, and Pierre Poirier

Université de Québec à Montréal (UQAM), Montreal, Canada


aydeelizamondragon@gmail.com, nkambou@gmail.com,
pierre.g.poirier@gmail.com

Abstract. Autism spectrum disorder (ASD) is a neurological disorder affecting


the way in which the brain processes information. Autism is characterized by
impairments in learning and communication, in social interaction, imaginative
ability as well as in repetitive and restricted patterns of behavior [9]. This
research contributes to the advancement of intelligent tutoring systems by
proposing an affective intelligent tutoring system in the field of specialized
education. We have conducted an experiment in mathematical learning with one
controlled group of six participants who interacted without the support of the
pedagogical agent Jessie, while the test group of six participants interacted with
Jessie. The purpose of this study was to validate the support provided by the
pedagogical agent Jessie based on our accompaniment model. The results
showed significant improvement in learning by the test group.

Keywords: Autism  Affective intelligent tutoring systems  Specialized


education  Personalized education  Model of accompaniment

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 446–452, 2016.
DOI: 10.1007/978-3-319-45153-4_41
Evaluating the Effectiveness of an Affective Tutoring Agent 447

2 Autism, Emotions and Learning

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].

3 System Overview and Pedagogical Model

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.

5.2 Results Analysis


Participation of each child in each group was allocated randomly. In the group without
Jessie, the age of the children ranged from 7 years old to 12 years old.
The participants’ profile for the group without Jessie is presented in Table 1. In the
group with Jessie, the age of the children ranged from 6 years old to 12 years old. The
participants’ profile for the group with Jessie is illustrated in Table 2.

5.3 Comparison of Performance Scores


We present the results related to the relationship between support and performance
dealing with the score of each participant for both groups with and without Jessie
during the mathematical activity. Raw scores were corrected to give the ASD partic-
ipant his/her level of success according to his/her level of competency in addition.
Except for a participant whose score was 100 %, no participant was able to complete
the quiz according to their level of competency. The raw scores fluctuated from 7 % as

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.

5.4 Inter-Group Variation of Affective States


The results of the statistical analysis to compare the affective states between the groups
without Jessie and with Jessie (N = 12, N-11) reveals that the support of Jessie to help
the autistic child to calibrate his/her emotions during the mathematical activity had a
significant difference for the affects of encouragement between the groups (WRS test,
S = 57.0, p = 0.002), frustration (WRS test, S = 19.5, p = 0.05), and guidance (WRS
test, S = 51.5, p = 0.04). A one-sided WRS test on the effect of anxiety revealed a
significant difference between the groups (WRS test, S = 27.0, p = 0.03), with a
Evaluating the Effectiveness of an Affective Tutoring Agent 451

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).

6 Conclusion, Limitations and Future Work

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

Yishay Mor1(B) , Steven Warburton2 , Rikke Toft Nørgård3 ,


and Pierre-Antoine Ullmo1
1
PAU Education, Barcelona, Spain
{yishay.mor,pa.ullmo}@paueducation.com
2
University of Surrey, Guildford, UK
steven.warburton@surrey.ac.uk
3
Aarhus University, Aarhus, Denmark
rtoft@tdm.au.dk

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.

Keywords: MOOCs · Learning design · Learning experience design ·


Professional development · User-centered design · Learner-centered
design

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

3 The Empathic MOOC Design Workshops


Following the success of the MOOC design pattern project [16], we turned our
attention to the effective support of practitioners wishing to design and produce a
new MOOC. Building on the LDS methodology, we designed a workshop format
that leads participants through a rapid cycle of design inquiry of learning, with
a clear empathic mindset, rooted in a vision of the learners, their values, needs
and constraints. This cycle flows through the following phases:
1. Imagine: identify an educational challenge which your MOOC / educational
innovation will address.
2. Investigate: Characterise your learners, and describe the transition they will
achieve as a result of the educational innovation.
3. Inspire: Review evidence of effective, valuable and meaningful designs, and
consider its implications for your educational innovation.
4. Ideate: Use the analysis of effective and valuable designs to conceptualise
your educational innovation.
5. Evaluate: Scrutinise your solution to assess its efficacy and value for future
learners.
6. Reflect: Take stock of the process you have completed, your achievements
and lessons learnt.
These phases are realised through a series of group activities: My Dream
MOOC, Personas, Transition Matrix, Force Mapping, Brief, Features and inten-
tions, Educational Instruments, Pattern mapping, Storyboarding, Evaluation
rubrics, Presentations, Reflective discussion. Some of these are present in all
our workshops, others are selectively used when appropriate. The MOOC design
workshops put a strong emphasis on empathy. For this reason, even in a limited
time format, we start by considering personas and their expected learning jour-
neys (encoded as a transition matrix). Traditionally, empathic design demands
extensive fieldwork [8]. Obviously, this is not possible in a one-off workshop.
Instead, we focus on nurturing an empathic mindset. Thus, for example, when
participants do not have the capacity to construct persoanas based on obser-
vations, we ask them to choose personas from a set we provide. Even in such
a seemingly superficial setup, having a persona card before their eyes prompts
participants to think, and feel, their design from a learners’ perspective.
A detailed description of the activities, with links to supporting resources,
is available under a creative commons licence at: https://www.academia.edu/
26528408/Educational Innovation design kit

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.

Table 1. Participant feedback from MOOC design workshops (n=18)

Question Median Average SD


I am planning a MOOC, the workshop was valuable for 4 3.39 1.42
structuring my thoughts
The workshop raised my awareness to the challenges of 4 3.83 0.79
MOOC design
I will use some of the techniques and resources in my 4 4.11 0.9
work
I would like to engage my team in a similar, but more 4 3.44 1.1
detailed, design process
It was fun! 5 4.5 0.79
I liked .. Introduction 4 3.67 1.19
I liked .. Dream MOOC 4 4 0.69
I liked .. Challenge 4 4.25 0.62
I liked .. Personas 5 4.39 0.78
I liked .. Transition Matrix 4 4.17 0.86
I liked .. Feature Cards 4 4.17 0.79
I liked .. Design Patterns 4 4.11 0.9
I liked .. Storyboarding 5 4.42 0.79
I liked .. Evaluate 4.5 3.92 1.38
I liked .. Discussion 4 4.17 1.04

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

Fig. 1. Participant feedback from MOOC design workshops (n = 18)

5 Conclusions

The MOOC design workshops are designed to introduce participants to a learner-


centered empathic approach to designing MOOCs. This process is rooted in a
deep cognitive and emotional understanding of the target learners in the MOOC
as holistic learners, their current intentional, physical and social state, the desired
effect of the MOOC, and the assets and constraints that shape their zone of pos-
sibilities. Analysis of the feedback from the workshops we had surveyed suggests
that participants recognise the main messages of the workshop, and acknowledge
their value. This analysis is confirmed by the observed outcomes in the MOOCs
that have emerged from the workshop and follow-up design consultancy.
The workshops draw on the outputs of the MOOC design patterns project,
and are based on the Learning Design Studio framework. They extend this frame-
work by adding a stronger emphasis on empathy, through the use of personas,
transition matricis, and force maps.
The workshop design has shown excellent adaptability it is flexible enough
to run in as little as 75 min to a whole day. We are planning to expand this to
a MOOC design and development sprint where by the prototyping step (men-
tioned earlier) could be brought into the process over an intensive 3-day session
which incorporated digital content developers and media specialists to realise
the projects on a designated platform.
The resources we use in our workshops are available under a creative com-
mons licence at: http://moocsandco.com/kit.

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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Bus. Rev. 75, 102–115 (1997)
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patterns to encourage self-regulated learning. e-Learning Papers. 42 (2015)
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OERauthors: Requirements for Collaborative
OER Authoring Tools in Global Settings

Irawan Nurhas(&), Jan M. Pawlowski, Marc Jansen,


and Julia Stoffregen

Computer Science Institute,


Ruhr West University of Applied Sciences, Bottrop, Germany
{irawan.nurhas,jan.pawlowski,marc.jansen,
julia.stoffregen}@hs-ruhrwest.de

Abstract. Open Educational Resources (OER) intend to support access to


education for everyone. However, this potential is not fully exploited due to
various barriers in the production, distribution and the use of OER. In this paper,
we present requirements and recommendations for systems for global OER
authoring. These requirements as well as the system itself aim at helping cre-
ators of OER to overcome typical obstacles such as lack of technical skills,
different types of devices and systems as well as the cultural differences in
cross-border-collaboration. The system can be used collaboratively to create
OER and supports multi-languages for localization. Our paper contributes to
facilitate global, collaborative e-Learning and design of authoring platforms by
identifying key requirements for OER authoring in a global context.

Keywords: Authoring tool  Collaborative authoring  Global collaboration 


Open educational resources  OER

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 460–465, 2016.
DOI: 10.1007/978-3-319-45153-4_43
OERauthors: Requirements for Collaborative OER Authoring Tools 461

present the main results: requirements towards this class of systems including the
evaluation of the prototype.

2 Background: Open Education in the Global Context

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

To elaborate requirements of an authoring system for collaborative, international OER


processes and systems, we followed a case study-design [30] including two countries,
Germany and Indonesia. In this combination, a variety of cultural and social barriers
can be exemplary identified. The case also allows comparison and embedding of results
with previous studies in the field [23]. To identify the main artefacts (requirements for
AT), we oriented on principles of Design Science Research [9]. As an initial step to
find barriers, a literature review was performed. An ideal set of literature based on [28]
was used to classify and categorize the literature. The main points of literatures were
summarized by preparing a matrix of concepts [27]. In a second step of the creation of
the software artifact, we chose a qualitative data gathering method which allowed
obtaining and refining more in-depth information about barriers and requirements of
AT in a global collaboration. Interviews were held with one participant (male, 12
years-teaching-experience(YTE)) from Germany and two participants from Indonesia
(male, 12 YTE; female, 3 YTE). In a third step, the evaluation was performed by
asking five users of the prototype ‘OERauthors’. The questions were grouped into two
types: one addresses the importance of requirements (IoR-scale) and the other
462 I. Nurhas et al.

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].

4 Requirements for Global OER Creation

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. System requirements


Functional requirementsb
1. Create a new LO 9. Send message 14. Delete a revision of LO
2. Delete page of LO 10. Add to-do list 15. Add a block of template to page
3. Add new metadata 11. Edit to-do list 16. Delete the block from the page
4. Edit metadata 12. Define the license of LO 17. Arrange position of the block
5. Delete metadata 13. Download project 18. Add a revision or version of LO
6. Reuse a revision 19. Change application setting
7. Edit LO project (adaptation of symbol, colors,
8. Add page to LO layout and language)
Nonfunctional requirements
1. The system should be mobile friendly [18]a
2. The system should integrate with social media/networks [4]a
3. The system should provide consistent size and style of LO [26]b
4. The system should offer levels of usability that author with no familiarity or little
knowledge with computer and editing of content [2]a
5. Authors should be able to produce LO after completing the short training [2]a
6. The user interface of LO should be easy to navigate [13]
7. The user interface of LO should be load quickly [16]
8. The system should be able to identify mistakes and error prevention [2]
9. The system should have system status [2]b
10. LO should have uniform/consistent editorial tone across object [13, 14]
11. The system should provide easy to use direct manipulation interface [7]a
12. The system should have active community [22]
13. LO should be free from technical problems [8]b
14. The system should provide share ownership [6]a
15. LO should be delivered in standalone possibility [19]a
16. The capability of a system to handle high concurrent editing (i.e. any number of users
should be able to edit concurrently a shared LO [11]b
(Continued)
OERauthors: Requirements for Collaborative OER Authoring Tools 463

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

Summarizing the key results of our research, we have provided a collection of


requirements for OER authoring systems on a fine-grained level enriched by require-
ments for the global context. Further research is needed regarding the evaluation in
mobile authoring environments as well as the level of importance of each requirement
in different contexts. Yet, our results offer guidance for developers who aim at gen-
erating a global-friendly collaborative authoring system for OER.

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Virtual Reality for Training Doctors
to Break Bad News

Magalie Ochs1(&) and Philippe Blache2


1
Laboratoire des Sciences de l’Information et des Systèmes, LSIS, UMR7296,
Aix Marseille Université, CNRS, ENSAM, 13397 Marseille, France
magalie.ochs@lsis.org
2
Laboratoire Parole et Langage, LPL, UMR7309,
CNRS, ENSAM, Université de Toulon, 13397 Marseille, France
philippe.blache@lpl.fr

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.

Keywords: Embodied conversational agent  Virtual reality  Virtual patient 


Training platform

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,

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 466–471, 2016.
DOI: 10.1007/978-3-319-45153-4_44
Virtual Reality for Training Doctors to Break Bad News 467

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.

3 A Corpus-Based Approach to Simulate a Virtual Patient

In order to model the behavior of


the virtual patient (verbal and
non-verbal), we propose a
corpus-based approach to identify
precisely the reactions of the
patient (when and what) to repli-
cate it accordingly on the virtual
one. For ethical reasons, it is not
possible to videotape real breaking
bad news situations. Instead, sim-
ulations are organized with actors
Fig. 1. Corpus annotation with Elan
Virtual Reality for Training Doctors to Break Bad News 469

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.

4 Virtual Reality Platform of Training

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

system consists of a high-end platform called “CAVE™”. CAVE™ is composed of


four projection screens: frontal, ground and lateral projections. Each frontal and lateral
screen has a projection surface of 3 meters wide by 4 meters high (Fig. 2). The speech
of the doctor is recognized by an automatic speech recognition system (Nocera et al.
2002). We are improving the system by learning the lexicon and language model of the
speech recognition system on the transcript corpus of patient-doctor interactions. For
this project, we have defined a specific use case that reflects a real situation in which
doctors may train their social competences in delivering bad news. It is based on real
scenario of training including some possible variations (e.g. patient aggressive or
accommodating). The dialog model of the patient is based on this scenario. We are
defining the dialog rules that depend on the profile of the patient (aggressive or
accommodating) and the discourse of the trainee (e.g. level of details, use of medical
terms, etc.). The dialog rules and more generally the behavior of the virtual patient are
based on the corpus analysis (as described in the previous section).
To consider the non-verbal behavior of the trainee, on the table in the CAVE, we
will install a Kinect1 to automatically detect some non-verbal signals of the doctors
(e.g. the gaze direction, head movements, posture, and facial expressions). The
objective is to coordinate (e.g. the virtual patient smile back to the doctor) or in
contrary discoordinate (e.g. the virtual patient is nodding its head in agreement whereas
the doctor shakes her head) the non-verbal behavior of the virtual patient on those of
the trainee depending on the attitude that the virtual patient should convey.

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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delivery of bad news in a virtual world. J. Palliat Med. 13, 1415–1419 (2010)
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J., Pavlik, P. (eds.) AIED 2013. LNCS, vol. 7926, pp. 493–502. Springer, Heidelberg (2013)
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User Motivation and Technology Acceptance in Online
Learning Environments

Maxime Pedrotti1 ✉ and Nicolae Nistor1,2


( )

1
Ludwig-Maximilians-Universität München, Munich, Germany
{maxime.pedrotti,nic.nistor}@lmu.de
2
Walden University, Minneapolis, USA

Abstract. Research on technology acceptance in educational contexts often


shows little or no influence of user acceptance on use intention or use behavior.
While recent attempts to factor in learners’ motivation appear promising, the
problem of limited explanatory value of technology acceptance models remains.
This paper further explores the relationship between motivational and acceptance
factors in different learning contexts. Data (N = 673) from four studies conducted
among users of two online learning environments at a major university in
Germany are analyzed using a combined data set containing items relating to user
motivation (according to Self-Determination Theory) and technology acceptance
(according to the Unified Theory of Acceptance and Use of Technology). The
data show significant differences in acceptance and motivational levels between
these four groups, as well as a connection between acceptance and motivation.
Implications of these results include a recommendation to revisit UTAUT
assumptions and variables in future research.

Keywords: Motivation · Technology acceptance · Learning environment ·


UTAUT · SDT

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.

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 472–477, 2016.
DOI: 10.1007/978-3-319-45153-4_45
User Motivation and Technology Acceptance in Online Learning Environments 473

2 Technology Acceptance in Educational Contexts

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

i.e. external control factors – up to a state of absolute autonomy in making a decision,


described as intrinsic motivation.
UTAUT already includes motivational aspects, albeit primarily extrinsic motivators
(i.e. cost and benefit from using a certain technology). Following the premise of SDT,
however, a comprehensive model should also include the rest of the spectrum (i.e.
intrinsic motivation and amotivation). Another interesting point could be made in
analyzing the relationship between technology acceptance and motivation in general: Is
motivation a part of technology acceptance? Is it one of the factors contributing to use
intention or use behavior? Are motivation and technology acceptance actually two sepa‐
rate concepts which should be distinguished from one another? These questions suggest
revisiting the original UTAUT model to analyze the relationship between motivational
and acceptance factors influencing use behavior, especially – but not only so – in educa‐
tional settings.

3 Comparative Study of Different Learning Environments

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

Table 1. ANOVA results (Welch F-Test)


Robust tests of equality of means
Statistica df1 df2 Sig.
F1MO Motivation 18,060 3 280,432 ,000
F2EE Effort Expectancy 404,819 3 269,498 ,000
F3PE Performance Expectancy 202,390 3 274,425 ,000
F4AM Amotivation 544,554 3 243,642 ,000
F5IS Institutional Support 40,953 3 264,728 ,000
F6PS Peer Support 113,892 3 294,574 ,000
a
Asymptotically F distributed.

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).

4 Discussion and Conclusion

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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Educ. Psychol. Measur. 52, 1003–1017 (1992)
Reflective Learning at the Workplace - The MIRROR
Design Toolbox

Sobah Abbas Petersen1 ✉ , Ilaria Canova-Calori1,3,


( )

Birgit R. Krogstie , and Monica Divitini1


2

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

Abstract. Using the theoretical understanding of a domain to inform design is


a well-known challenge. In this paper we address this challenge in relation to
reflective learning at the workplace. The work is informed by theoretical and
empirical work that led to the Computer Supported Reflective Model (CSRL
model), a model describing the different phases of reflective learning and how it
can be supported by different tools. Starting from this model, we have conceived
a set of conceptual tools that can help designers without prior knowledge of
reflective learning to design for it, taking into account the complex interleaving
of work practices and reflection.

Keywords: Reflective learning · Design · Design Toolbox · Workplace learning

1 Introduction

Using the theoretical understanding of a domain to inform design is a well-known chal‐


lenge. This has recently been addressed successfully by transforming the knowledge
captured in an abstract framework into a set of cards to be used in design, (e.g. [1] and
[2]). Cards are also widely used in creativity workshops [3] and to support creative
designs such as gamification in social applications [4]. In this paper, we propose the use
of cards for the design of technology to support workplace reflection.
Organizations often lack a culture of supporting learning, sharing and reflecting, as
well as tools to support these processes [5]. The MIRROR Design Toolbox, presented
in this paper, was developed to support the systematic design of reflection apps, based
on actual learning practices and learning needs in the organization. The toolbox provides
cards to support designers in early phases of design with the added goal of developing
insight on how reflection unfolds, or might unfold, in the organization. The toolbox is
grounded in theoretical and empirical work done in the MIRROR project [5]. The
MIRROR Design Toolbox is available under the Creative Commons License.
The paper is structured as follows: Sect. 2 briefly introduces the theoretical frame‐
work that guided the design of the toolbox; Sect. 3 presents the rationale and overview

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 478–483, 2016.
DOI: 10.1007/978-3-319-45153-4_46
Reflective Learning at the Workplace the MIRROR Design Toolbox 479

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.

Fig. 1. CSRL model - Reflection cycle diagram


480 S.A. Petersen et al.

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.

3 The MIRROR Design Toolbox

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.

Fig. 2. Different sets of cards in the MIRROR design toolbox


Reflective Learning at the Workplace the MIRROR Design Toolbox 481

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.

Table 1. Overview of the tools in the MIRROR design toolbox


Toolbox category Category description Specific tools
Landscape To capture a good understanding and Stakeholder map
describe the work and Personas in practice
organisational context where Organization description and core
reflection takes place. practices
Technology infrastructure
Privacy concerns
Storyline To obtain a deeper insight into the A set of Storyline word cards
practices and use of reflection A set of storyline question cards to
tools at the workplace, based on capture reflection in the specific
the CSRL model (Fig. 1). workplace
Specification To specify tools for reflection, which A set of questions to obtain overview
may be new tools or enhancements of existing tools
and adaptations of existing ones. A set of cards to prompt functionality
specification
A set of high-level guidelines
A list of Barriers to reflection

4 The MIRROR Design Toolbox in Practice

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.

Fig. 3. Example of tools from specification

Example 2: Reflective practices and supporting tools are to be introduced to a new


team within the organization. The designer may not be familiar with the needs to support
reflection and learning within the new team. The designer may have to start with the
Landscape tools to understand the differences in the context of work between the new
team and teams that currently use tools for learning and reflection, and then update the
overview of tools and landscape or enhance the existing designs of tools to support
reflection. The tools from Storyline may be useful here to understand the reflection
process, particularly if the two work contexts are very different. The tools from Speci‐
fication could be used to consider different functionalities.
Example 3: An organization wants to introduce reflective learning at work. The
chances that the designer may be an external person is high or even if the designer is
from within the organization, there may not be many tools that support learning and
reflection. In this case, the designer may have to start with the set of tools for capturing
the Landscape to understand the work context and the need to support reflection and
learning. These tools enable a designer to obtain an overview of the current practices,
which are relevant as they may give insights into how the new practices and tools could
leverage on the current practices. It is equally important to include the users in the design
to promote a culture for learning and reflection and to gain their trust in the ICT tools
that are designed. The designer may then use the Storyline tools to obtain a complete
overview of the workplace before the specification of functionalities for tools to support
reflection and learning.

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.

References

1. Hornecker, E.: Creative idea exploration within the structure of a guiding framework: the
card brainstorming game. In: Fourth International Conference on Tangible, Embedded, and
Embodied Interaction, TEI2010. ACM Press (2010)
2. Mueller, F., et al.: Supporting the creative game design process with exertion cards. In: CHI
2014. ACM Publications, Toronto (2014)
3. Michalko, M.: Thinkertoys: A Handbook of Creative-Thinking Techniques, 2nd edn. Ten
Speed Press, Berkeley (2006)
4. Oliveira, M., Petersen, S.A.: Co-design of neighbourhood services using gamification cards.
In: HCI International, Crete, Greece (2014)
5. MIRROR. Project Homepage. http://www.mirror-project.eu/. Accessed 4 Apr 2016
6. Schön, D.: The Reflective Practitioner. Basic Books, Inc., New York (1983)
7. Prilla, M., Pammer, V., Krogstie, B.R.: Fostering collaborative redesign of work practice:
challenges for tools supporting reflection at work. In: Bertelsen, O.W., et al. (eds.)
Proceedings of the 13th European Conference on Computer Supported Cooperative Work,
ECSCW 2013. Springer, London (2013)
8. Dewey, J.: How We Think: A Restatement of the Relation of Reflective Thinking to the
Educative Process. D.C. Heath, Boston (1933). Revised edition
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RoutledgeFalmer, London (1985)
10. Kolb, D.A.: Experiential Learning: Experience as a Source of Learning and Development.
Prentice Hall, New Jersey (1984)
11. Kolb, D.A., Fry, R.: Towards an Applied Theory of Experiential Learning. In: Cooper, C.L.
(ed.) Theories of Group Processes, pp. 33–58. Wiley, London (1975)
12. Driscoll, J., Teh, B.: The potential of reflective practice to develop individual orthopaedic
nurse practitioners and their practice. J. Orthop. Nurs. 5, 95–103 (2001)
13. Krogstie, B.R., Prilla, M., Pammer, V.: Understanding and supporting reflective learning
processes in the workplace: the CSRL model. In: Hernández-Leo, D., Ley, T., Klamma, R.,
Harrer, A. (eds.) EC-TEL 2013. LNCS, vol. 8095, pp. 151–164. Springer, Heidelberg (2013)
14. Morelli, N., Würtz, P.: My Neighbourhood Deliverable 2.2 - Handbook of co-design activities
for co-designing services. Department of AD:MT, Aalborg University, Aalborg (2013)
Toward a Play Management System
for Play-Based Learning

Eric Sanchez1,2 ✉ , Claudine Piau-Toffolon3, Lahcen Oubahssi3, Audrey Serna4,


( )

Iza Marfisi-Schottman3, Guillaume Loup3, and Sébastien George3


1
Ecole Normale Supérieure de Lyon, Lyon, France
eric.sanchez@unifr.ch
2
University of Fribourg, Fribourg, Switzerland
3
Université Bretagne Loire, Université du Maine, LIUM, 72085 Le Mans, France
{claudine.piau-toffolon,
lahcen.oubahssi,iza.marfisi,guillaume.loup,
sebastien.george}@univ-lemans.fr
4
INSA de Lyon, LIRIS, UMR5205, 69622 Lyon, France
audrey.serna@insa-lyon.fr

Abstract. This position paper is dedicated to describing a preliminary model of


an integrated system, called Play Management System (PMS). PMS is designed
to support both players and teachers to deliver, use, manage and track play situa‐
tions. This PMS model results from a design-based research methodology. Our
approach focuses on (1) the learners and the situation that emerges when they
play the game, rather than the system dedicated to play and (2) the teachers who
want to manage a game-based learning situation. Thus, we argue for a shift from
a game-based to a play-based perspective.

Keywords: Game-based learning · Play management system · Classroom


orchestration · Design-based research · Teachers’ requirement analysis

1 Introduction

Within a context marked by the development of alternative pedagogies, this position


paper aims to describe a model of an integrated system, called Play Management
System (PMS), dedicated to support players and teachers to deliver, use, manage and
track play situations. The purpose of this article is to propose an innovative approach
for implementing a play-based learning approach by (1) focusing on the learners and
taking into consideration the situation that emerges when they play rather than the
artifact dedicated to play (play vs game) and (2) focusing on the teachers who want
to implement and manage a play-based learning situation in their classroom (play
management vs game design). Thus, we address the issue of teachers’ requirements
for the orchestration of a play situation within an educational context. In the first
section of this paper, we advocate for a player-centered approach for game-based
learning. The second section presents a game developed during the project and the
design-based research methodology adopted for designing this game. The third

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 484–489, 2016.
DOI: 10.1007/978-3-319-45153-4_47
Toward a Play Management System 485

section describes the model of a Play Management System, based on the results that
emerged implementing and testing a game in real school contexts.

2 Switching from Game to Play

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.

3 Play Management System Requirement Analysis

The methodology of this research work is based on the collaboration of practitioners


(teachers) and researchers. Thereafter, the objectives are both pragmatic (producing
innovative digital applications adapted to the teachers’ expectations) and theoretical
(developing new models for instruction and learning). As a result, the methodology
applied is influenced by the Design-Based Research (DBR) approach [10]. This design
process is combined with the analysis of these educational practices, carried out

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.

collaboratively by researchers and practitioners. In the field of Technology Enhanced


Learning, DBR has close relationships with software design methodologies that aim to
integrate end-users in the early stages of the design process, such as Agile or user-
centered methodologies [12] and participatory design [11] from the Human Computer
Interaction field. Considering our needs for play orchestration of JENs, we therefore
choose to apply DBR for the analysis of the teachers’ requirement. In order to provide
an example of the JENs designed with this method, let us present Insectophagia, one of
the three games we designed with teachers.
Insectophagia is a game that convers the principles of sustainable development. This
game was designed for five classes (86 students) from 15 to 17 years old. The global
objective, for each team (composed of 3 or 4 learners) is to create a start-up company,
specialized in insect-based food production. First, the team needs to choose the type of
insect they want to farm, based on ecological and dietary properties. Then, they have to
find a proper location to build their factory and make the right investments in terms of
sustainable energy sources. Finally, they need to come up with an innovative and
appealing product for customers. The players use digital technologies and real-world
settings depending on the performed mission. The game lasts approximatively 7 weeks
(approx. 18 h) depending on the school. Rewards and points depend on how the players
manage to deal with environmental, social and economic issues. The teacher is respon‐
sible for introducing the different missions, rewarding the students, time keeping and
also for chairing the debriefing session. We also designed two other very different JENs:
Rearth, a science-fiction game dedicated to science and programming and Generali‐
sima, an exploration game, used by a company to train their employees.
Six design sessions, involving researchers and teachers, were dedicated to define the
learning objectives, the game universe and the gameplay of the JENs. Several students
also participated and provided ideas. After the design phase, we developed prototypes
that were partial paper-based and partial digital. The main structure of the game was
paper-based (e.g. paper cards, tokens representing points, game booklet) while punctual
activities were completed on computers (e.g. documentary research, smartphone game
for exploring the potential locations for the farm). The prototype was experimented in
naturalistic conditions by the teachers involved in the design phase. After the experi‐
mentation, two sessions were organized to discuss the lessons learned from the experi‐
mentation of the JENs. From the teachers’ point of view, the game was valuable for
students since they were immerged in a complex situation for which they had to collab‐
orate and use various resources. However, the pedagogical situation emerging from this
game was not easy to manage in real-time in the classroom. The teachers expressed the
need for a tool dedicated to manage class orchestration (assigning specific goals to
players, organizing teams) and play management (rewarding successful players with
points and badges). These fruitful discussions helped us to define a preliminary generic
model of PMS for JENs.
Toward a Play Management System 487

4 Towards a Play Management System

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.

4.1 A System Dedicated to Play Management

We called this platform Play Management System (PMS) in reference to Learning


Management Systems (LMS). Indeed, there are several analogies between PMS and
LMS: the shift from game to play is an analogy of the shift from teaching to learning,
in line with a learner-centered approach for education; the shift from a resource-centered
to an activity-centered approach, in line with the Educational Modelling Language
community approach [13]; and finally, management system refers to the complexity of
the game master’s roles: designing and implementing the learning/gaming situation,
real-time tutoring and assessing/rewarding, and debriefing.
Figure 1 summarizes the main ideas behind the PMS as discussed during debriefing
session. A PMS is an integrated system that supports players and teachers to carry out
play-based learning. This system, separated from the game itself (JEN units), supports
the different dimensions of an educational play situation (learning context, game docu‐
ments, game characteristics, social interactions, and technological aspects). As a result,
the PMS may be used to plan, implement, and assess specific learning processes based
on play activities.

Fig. 1. A global scheme of the PMS emerging from debriefing sessions

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.

Since traditional Learning Management Systems (LMS) have been developed to


manage learning situations such as online or hybrid courses, they do not offer all the
functionalities and dedicated interactions needed to manage play situation and they are
not well suited to the specific needs of JENs. We therefore propose a new architecture.

4.2 Toward a Play Management System Architecture


The ideas expressed by the teachers and researchers during the debriefing sessions, show
that the PMS architecture should be composed of 4 modules with a set of functionalities.
(1) The Administrator Module offers the functionalities to customize the PMS, manage
user accounts, the resources needed to play (documents for students) and the technical
aspects of the game. (2) The Player/Learner Module offers all the functionalities for
each individual player to perform the missions of the game and also to customize
her/his personal data and avatar. (3) The Game Master Module is dedicated to dynamic
orchestration. Teachers have the possibility to define (or redefine) specific goals, to
organize teams of learners and to reward the players with points and badges. The PMS
also offers different tools to support interactions between players and between players
and the teacher (as a game master). (4) The Service Module provides teachers and
learners with generic functionalities that can be used at any time during the JEN. These
functionalities offer numerous ways of enhancing the play experience with specific
reward tools (leader board, points, badges…), supporting collaborative work (collabo‐
rative production tools, task management tools…) and communication (chat, forum,
mail…), and also tracking actions performed by the players (learning analytics).

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.

Acknowledgments. The JEN.lab project is a multi-disciplinary project funded by the French


Research Agency (ANR-13-APPR-0001). The authors want to thank the students and teachers for
their full support and key contributions.

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The Blockchain and Kudos: A Distributed System
for Educational Record, Reputation and Reward

Mike Sharples1 ✉ and John Domingue2


( )

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.

Keywords: Blockchain · Reputation management · Self-determined learning ·


e-portfolios · Records of achievement

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

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 490–496, 2016.
DOI: 10.1007/978-3-319-45153-4_48
The Blockchain and Kudos: A Distributed System 491

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.

2 The Blockchain as a Distributed Digital Record

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.

3 The Blockchain as a Proof of Intellectual Work

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.

4 The Blockchain as Intellectual Currency

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.

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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
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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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Game-Based Training for Complex
Multi-institutional Exercises of Joint Forces

Alexander Streicher1(B) , Daniel Szentes1 , and Alexander Gundermann2


1
Fraunhofer IOSB, Karlsruhe, Germany
{alexander.streicher,daniel.szentes}@iosb.fraunhofer.de
2
KIT, Karlsruhe, Germany
alexander.gundermann@student.kit.edu

Abstract. This paper presents a new concept for modular, Web-based


training tools for complex, multi-institutional joint forces exercise scenar-
ios, 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 partici-
pants in different roles and backgrounds must understand the processes
and information flow between the participating heterogeneous hard-
ware systems and software appliances. The high variability of multi-
dimensional requirements result in the need for pre-exercise preparation
and training tools. Further, participants must be motivated to engage in
the preceding training activities. This paper presents the modular con-
cept for the game-based exercise training tool as well as its application
for a real exercise scenario.

Keywords: Assistant systems · Serious games · Modularity · Joint


training

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
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DOI: 10.1007/978-3-319-45153-4 49
498 A. Streicher et al.

systems are directly or indirectly interconnected. Complex data and information


processes must be handled and understood. Although the exercises are normally
thoroughly planned in advance, the often conducted last-minute changes and
hot-fixes revealed the need for adapted preparation and training tools. Addition-
ally the given pre-exercise documentation is too voluminous to be thoroughly
studied by all participants. This raises the need for effective training tools which
intrinsically motivate the exercise participants to conduct pre-exercise prepara-
tion and even on-site training (learning about the processes and information flow
while the exercise is running).
The solution approach is to provide the participants with a game-based learn-
ing and training solution which is adapted to the exercise scenarios. This paper
presents a new approach for a modular and adaptable game-based learning con-
cept, called Exercise Trainer (EXTRA), which exploits the motivational aspects
of serious gaming. Serious games introduce narratives and playful components
to computer simulations or assistance systems to increase the users motivation
to interact, e.g., by keeping the user in the flow channel and to increase their
immersion [3,6]. The objective of EXTRA has been the development of techni-
cal and content-wise modular, game-based training concepts for interoperability
exercises which can be easily adapted to changing requirements.
Our contribution is the concept for adaptable, modular concepts (technical
and content-wise) for game-based training tools which target interoperability
aspects, and the results of technical studies how to implement such training
systems as Web-based applications using scenario description languages.

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.

3 Modular Game Design Concept


A modular (serious) game design concept allows authors to easily exchange parts
or efficiently create new games. The goal is to achieve modularity on multiple
levels to allow for an easy and effective transfer to other application scenarios.
Game-Based Training for Complex Joint Forces Exercises 499

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).

4 Exercise Trainer (EXTRA)


The aforementioned modular game design concept for the Exercise Trainer
(EXTRA) has been implemented to empirically verify its feasibility and flex-
ibility towards changing requirements.
For our game design we used military terminology and metaphors which
reflect the real JISR systems as game models, e.g., a factory paraphrases a
processing unit, a market place paraphrases a data distribution facility. The
semantic encoding of the metaphors ought to be obvious to the users, because
non-intuitive object names could lead to an aggravated understanding which
could negatively influence the playing experience. The EXTRA game concept
is designed as an isometric, browser-based, turn-based simulation game (Fig. 2).
The game objects can easily be exchanged to reflect other application scenar-
ios. However, the general shape of the game is fixed to games for training of
processes which can be reduced to logistics or business processes. The complex
roles, activities, and processes, as well as the technical system-of-systems struc-
ture of complex and large scenarios are abstracted to a flexible game world, in
which one has to build factories and logistics infrastructures (e.g., Fig. 2).
The definition of the learning objectives has been conducted in close coop-
eration with experts in NATO multi-national exercises, i.e., participants, oper-
ators, and planners. The main learning objective of EXTRA is to provide the
500 A. Streicher et al.

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).

Fig. 2. Prototypical implementation of the EXTRA concept showing a cut-out of the


running game (image sources from www.kenney.nl).

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.

Acknowledgments. The underlying project to this article is funded by the Fed-


eral Office of Bundeswehr Equipment, Information Technology and In-Service Support
under promotional references. The authors are responsible for the content of this article.

References
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Demo Papers
DALITE: Asynchronous Peer
Instruction for MOOCs

Sameer Bhatnagar1 , Nathaniel Lasry2 , Michel Desmarais1(B) ,


and Elizabeth Charles3
1
Polytechnique Montréal, Montréal, Canada
{sameer.bhatnagar,michel.desmarais}@polymtl.ca
2
John Abbott College, Montréal, Canada
3
Dawson College, Montréal, Canada

Abstract. This demonstration will feature the Distributed Active


Learning Integrated Technology Environment (DALITE), a novel LTI
compliant application which allows Learning Management Systems to
include an asynchronous peer instruction component as a part of their
course. It has been successfully used in three different MOOCs on the
edX platform (Harvardx, MITx, McGillx). This tool not only enables a
novel type of formative assessment based on student self-explanations,
but also provides a rich source of peer-assessed natural language data for
educational research.

Keywords: Peer instruction · Massive open online classrooms

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.

self-explanation, and intentional reflection surrounding a compare-and-contrast


exercise. With the aim of delivering PI asynchronously, after several iterations
[3,4] of Design Based Research [1], we present the most recent implementation of
the Distributed Active Learning Integrated Technology Environment (DALITE).

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

below, which ship gets hit first?


A - ship A
B - ship B
C - Both ships get hit simultaneously
D - Not enough information is given
Rationale:

Fig. 1. DALITE: asynchronous peer instruction, part 1

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

You answered A, and gave this rationale:


The closer the ship, the sooner it gets hit!
Consider the problem again, noting the rationales below that have been provided by
other students. They may or may not, cause you to reconsider your answer. Read
them, and select your final answer.
– A
• “Battleship A must get hit first, since it is closer”
• “they both have about the same maximum height, so since A is closer, it will
get hit first”
• I stick with my own rationale
– C
• “the parabola of shell A has a different curvature than that of shell B, but the
same x-intercepts. Hence mathematically they must land at the same time”
• “The shells are fired at different speeds, but since they reach the same maxi-
mum height, the vertical component of their initial speed must be the same.
Since “time in air” of any projectile depends only on initial vertical velocity,
both shells spend the same amount of time in the air”

Fig. 2. DALITE: asynchronous peer instruction, part 2

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.

Acknowledgements. This work is funded by Entente Canada-Quebec, and the


Programme de Recherche sur l’Enseignement et l’Apprentissage (PAREA) from the
Government of Quebec. The development of the LTI compliant tool in the Django
framework was financed by HarvardX. The user studies were made possible by the par-
ticipating teacher researchers: Michael Dugdale (John Abbott College), Kevin Lenton
(Vanier College), and Chris Whittaker (Dawson College).

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,
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(1997)
Digital and Multisensory Storytelling: Narration
with Smell, Taste and Touch

Raffaele Di Fuccio1 , Michela Ponticorvo1(B) , Fabrizio Ferrara2 ,


and Orazio Miglino1
1
Department of Humanistic Studies, University of Naples “Federico II”, Naples, Italy
michela.ponticorvo@unina.it
2
Department of Psychology, Second University of Naples, Caserta, Italy

Abstract. Storytelling is a methodology which exploits narration to


give meaning and sense to reality. It is omnipresent in human culture and
it finds relevant application in pedagogy. Telling children stories helps
them to understand the world, to learn about their culture, to vehiculate
specific concepts, to reflect upon experiences. In an educational context,
storytelling facilitates literacy, building shared meanings between adults
and children. In recent years, thanks to technological development, dig-
ital tools have been included in the storytelling process, giving life to
digital storytelling. A relevant feature of storytelling, both traditional
and digital, is the chance to put together the cognitive dimension with
the emotional one. For this reason it has been employed to gather atten-
tion from people with profound intellectual and mental disabilities too.
The emotional dimension can be indeed useful for everyone, to attract
children, to increase their motivation and to improve learning.
For these reasons, we propose STTory, a hardware/software system
for multisensory storytelling with smell, taste and touch that has been
tested during a pilot study. Users feedback indicate that the use of more
senses improved motivation.

Keywords: Digital storytelling · Multisensory storytelling · Technology


enhanced learning · Motivation

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.

2 STTory : A Tool for Digital and Multisensory


Storytelling
The tool we propose for digital and multisensory storytelling is an ICT device
that blends the digital world with the real one. It is based on STELT plat-
form, Smart Technologies to Enhance Learning and Teaching [6,7], that combines
the management of hardware components (sensors and actuators) and software
components (libraries for the storyboard and provision of feedback, authoring
Digital and Multisensory Storytelling 511

systems to be used by nonprogrammers). STELT implements augmented real-


ity systems based on RFID (radio-frequency identification) and NFC (near field
communication) technology, introduced below. The labels RFID/NFC (tags) are
very thin transponders that can be applied to any type of object and are detected
by small readers. The reader can be connected to a computer with either a wired
or wireless connection or integrated into standard equipment on smartphones
and tablets (NFC sensor). STELT combines communication protocols with the
various hardware devices (readers and output devices), a storyboarding envi-
ronment for creating various interaction scenarios, a database for tracking user
behaviour and an adapting tutoring system that can build a user profile provid-
ing customised feedback. STELT platform has been used to implement different
products, such as Block Magic, a hybrid physical/software tool that enhances
traditional blocks and methods for teaching in kindergarten and primary schools
[3,4]. STTory, represented in Fig. 1, is composed by:
1. the active table able to recognize real objects enhancing the physical materials
using the RFID technology;
2. the software with the intelligent artificial tutor which manages the feedbacks;
3. the tangible objects;
4. the smelling jars;
5. the tasting jars;

Fig. 1. STTory hardware and software, see text for explanation

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.

4 Conclusions and Future Directions


Digital and Multisensory storytelling has the potential to become a powerful
instructional tool as it can have a strong impact on learners’ understanding,
motivation and recall. Next steps will be devoted to experimentally evaluate
this claim comparing different sensory condition in a school context.

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.

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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.

Keywords: Microlearning · Social learning · Crowd sourcing · Question posing ·


xAPI

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.

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514 B. Göschlberger

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.

3 Social Microlearning Platform

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

Ioannis Karagiannis ✉ and Maya Satratzemi


( )

Department of Applied Informatics, University of Macedonia, 54006 Thessaloniki, Greece


{karagiannis,maya}@uom.edu.gr

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.

Keywords: AEHS · LMS · E-learning · Blended learning · Learning styles ·


Adaptivity · Static student modelling · Dynamic student modelling · Progress
calculation

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.

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DOI: 10.1007/978-3-319-45153-4_53
518 I. Karagiannis and M. Satratzemi

The remainder of the paper is organized as follows: related work is presented in


Sect. 2. In Sect. 3 a description of the proposed framework is given. Lastly, in Sect. 4
are the conclusions.

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].

3 Framework of the Adaptivity Mechanism

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).

Fig. 1. Screenshot of a course section in Moodle

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

There is a growing tendency to take a student’s individual characteristics in e-learning


systems into consideration. In our contribution to research, we suggest a system that
combines usability, extendibility and the support community of an LMS with the
personalization capabilities of an AEHS. In order to achieve this, we embedded an
adaptivity mechanism to Moodle so that the sequence and presentation of a course’s
learning objects can be adapted to students’ learning styles. Moreover, the presentation
of learnt learning objects is also adapted to students’ knowledge level in terms of the
two proposed measures, namely TPC and GPC.

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

Abstract. This paper describes Moin as a user-centered design process to


develop a mobile application to foster informal learning through face-to-face
communication, supported with contextual language learning features and
employing gamification as a motivator. The aim of Moin is to help refugee teen‐
agers to integrate to German culture and specifically to the region of Bremen. The
final product requirements are based on the findings from the state-of-the-art,
literature analysis and semi-structured interviews. The overall goal of Moin
proposes that such a gamified digital application can support forming of local
communities that create informal learning of local language and culture and, as
a result, support local integration of migrants.

Keywords: Informal learning · Mobile learning · Gamification · Integration ·


Refugees · Migrants

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

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DOI: 10.1007/978-3-319-45153-4_54
522 H.Y. Ngan et al.

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).

Fig. 1. Connection between main terms in a process of integration using Moin

2 Methods and Implementation

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. Bundesamt für Migration und Flüchtlinge (BAMF): Asylgeschäftsstatistik 02/2016 (2016).


http://www.bamf.de/DE/Infothek/Statistiken/Asylzahlen/asylzahlen-node.html
2. UN High Commissioner for Refugees (UNHCR): Facilitators and Barriers: Refugee
Integration in Austria (2013). http://www.refworld.org/docid/5278dc644.html
3. Maitland, C.: A social informatics analysis of refugee mobile phone use: a case study of
Za’atari Syrian Refugee Camp. In: TPRC 43: The 43rd Research Conference on
Communication, Information and Internet Policy Paper (2015)
4. Strang, A., Ager, A.: Refugee integration: emerging trends and remaining agendas. J. Refugee
Stud. 23(4), 589–607 (2010)
5. Clough, G., Jones, A.C., Mcandrew, P., Scanlon, E.: Informal learning evidence in online
communities of mobile device enthusiasts. In: Ally, M. (ed.) Mobile Learning: Transforming
the Delivery of Education and Training, pp. 99–112. Athabasca University Press, Edmonton
(2009)
6. Livingstone, D.W.: Exploring the icebergs of adult learning: findings of the first Canadian
survey of informal learning practices. Can. J. Study Adult Educ. 13(2), 49–72 (1999)
7. 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
Systems, CHI 2011, pp. 2425–2428. ACM (2011)
8. Personal interviews in refugee camp. Personal interview by A. Lifanova, M. Karayel, M.
Yildirim (2015)
DEDOS-Player: Educational Activities for Touch Devices

David Roldán-Álvarez1, Estefanía Martín2 ✉ ,


( )

Óscar Martín Martín , and Pablo A. Haya3


2

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.

Keywords: Authoring tool · Learning · Tablets · Multitouch tabletops

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 525–528, 2016.
DOI: 10.1007/978-3-319-45153-4_55
526 D. Roldán-Álvarez et al.

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

When teachers want to propose the accomplishment of educational activities to their


students, they use DEDOS-Player. This tool adapts automatically the contents of the
educational project to the specific device used by the student. Figure 1 shows two
DEDOS-Player: Educational Activities for Touch Devices 527

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

As it is shown, DEDOS-Player adapts the educational project dynamically to the


number of users who are interacting with the device by letting the teacher choose the
number of students before starting the project through a panel of options. The maximum
number of students doing learning activities with a multitouch tabletop is four (one
person per side) and if a tablet is used, DEDOS-Player considers that there is only one
student doing the exercises. The activities are displayed in the broadest possible size
considering the device characteristics.
These devices are useful in the educational area since students can manipulate the
elements displayed with their own hands. In this sense, they do not need to know how
to maneuver intermediary devices such as the mouse or the keyboard. This aspect is
important especially when teachers are working with children and/or students with
special needs.

3 Conclusion

This paper presents two complementary applications: an authoring tool (DEDOS-


Editor) which allows teachers to become developers of their own educational projects,
and a player (DEDOS-Player which allows the students to perform those activities). The
flexibility of the authoring tool combined with the support for multiple devices allows
teachers to adapt their educational project without extra effort. Furthermore, the use of
touch devices in education is becoming more frequent. Therefore, technical solutions
for supporting multiple devices are needed in order to facilitate the teachers’ work.

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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the education of children with special educational needs. In: Miesenberger, K., Karshmer, A.,
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94, 18–34 (2016)
The Booth: Bringing Out the Super Hero in You

Jan Schneider ✉ , Dirk Börner, Peter van Rosmalen, and Marcus Specht
( )

Welten Institute, Open University of the Netherlands, Heerlen, The Netherlands


{jan.schneider,dirk.boerner,peter.vanrosmalen,
marcus.specht}@ou.nl

Abstract. The acquisition of knowledge is a key aspect for learners. However,


in moments of stress the cognitive capacities of learners decrease considerably,
making it very difficult for learners to get access and use their already acquired
knowledge. Therefore we developed The Booth, a prototypical toolkit designed
to support learners to prepare for key situations that are foreseen to be stressful.
It guides the learner through a series of lectures helping them to gain personal
power, and become in touch with their sincere-self. This paper presents the proto‐
type, including the description of its technical aspects and the theory behind its
lectures.

Keywords: Sensor-based learning · Affective computing · Self-confidence ·


Demonstration

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.

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 529–532, 2016.
DOI: 10.1007/978-3-319-45153-4_56
530 J. Schneider et al.

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.

2.1 Lecture: Super Hero Posture

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.

Fig. 1. The booth teaching the super hero posture.

2.2 Lectures: Super Powers, Inspiration 1 and Inspiration 2

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).

Fig. 2. Super power selection lecture

2.3 Lecture: Saving the Planet

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.

2.4 Lecture: Celebration


During this lecture the learner is asked to stand in a celebrating posture raising both arms
in a V posture, while remembering and reflecting about winning and achieving goals.

3 Conclusions and Future Work

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.

Acknowledgement. The underlying research project is partly funded by the METALOGUE


project. METALOGUE is a Seventh Framework Programme collaborative project funded by the
European Commission, grant agreement number: 611073 (http://www.metalogue.eu).

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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in the Scholarship of Teaching and Learning at the Liberal Arts Colleges, St. Olaf and Carleton
College, MN, USA, pp. 16–18 (2007)
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(2013)
DojoIBL: Nurturing Communities of Inquiry

Angel Suarez ✉ , Stefaan Ternier, Fleur Prinsen, and Marcus Specht


( )

Welten Institute, Open University of the Netherlands, Heerlen, The Netherlands


{angel.suarez,stefaan.ternier,fleur.prinsen,marcus.specht}@ou.nl

Abstract. This paper presents and outlines the demonstration of DojoIBL, a


web-based platform that aims at nurturing communities of inquiry by supporting
communication and collaboration with emerging technological affordances. The
manuscript briefly elaborates on the theoretical underpinning of DojoIBL and
describes the functionalities supported. It concludes anticipating the follow up
implementation which will consist on the integration of role support in
DojoIBL.

Keywords: Mobile supported collaborative learning · Inquiry-based learning ·


Context-awareness · Interoperability · Informal learning

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

DojoIBL is a Learning Content Management System, where students construct knowl‐


edge collaboratively using atomic inquiry elements to structure the inquiry processes.
In DojoIBL, users design blueprints or templates of inquiries, meaning that different
groups of students can work with the same inquiry structure in different topics. Those
inquiry structures are organized in phases, which represents the steps that the students

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 533–536, 2016.
DOI: 10.1007/978-3-319-45153-4_57
534 A. Suarez et al.

need to follow in the inquiry. Figure 1 shows how the inquiry phases are represented in
DojoIBL.

Fig. 1. Visualization of the inquiry process on the Colony on Mars activity

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

presence. In addition, DojoIBL implements an inquiry timeline and a notification


system. They complement the support of collaboration by offering functionality to
enable collaborative awareness. Two, social and action awareness, out of three types of
awareness described in [14] are supported in DojoIBL. The third one, activity awareness
will be addressed in future development cycles.
DojoIBL implements a notification system and an inquiry timeline. Both the timeline
and the notification system, promote collaboration awareness based on social, action
and activity awareness described in [15]. Inspired by patterns found in current existing
social networks, DojoIBL integrates several functionalities to facilitate students’ collab‐
oration and communication combined with atomic inquiry elements.
The proposed inquiry workflow is based on the pedagogical IBL model developed
in the weSPOT project [17]. This inquiry workflow can be adjusted and modified in
DojoIBL using the edit inquiry function. Therefore, designers are able to add, remove
and modify inquiry phases and activities in order to follow other IBL models.

3 Conclusions and Future Work

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.

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16. Strijbos, J.-W., De Laat, M.F.: Developing the role concept for computer-supported
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

Oula Abu-Amsha(B) , Nicolas Szilas, and Daniel K. Schneider

TECFA, Faculté de psychologie et de sciences de l’éducation,


Geneva University, Geneva, Switzerland
oula.abuamsha@heig-vd.ch, {nicolas.szilas,daniel.schneider}@unige.ch

Abstract. Varying learning activities beyond existing LMS’s can


improve the learning experience [1]. However, managing student interac-
tions and productions across multiple platforms can be very time con-
suming. This contribution proposes a novel approach to monitor student
productions on varied online platforms, such as social networks, Wiki
pages, Google Docs. We rely on a combination of techniques: data is
collected through web scraping or web APIs, then synthetic informa-
tion and varied analysis are applied, and finally the results are presented
through a web application. We applied our approach to a course where
the students contribute on a private social network, Google Docs, and
on a MediaWiki. The pilot is built with the R programming language.

1 The Context

The master program MALTT delivered by TECFA - University of Geneva builds


on an active pedagogy: course-long analysis, synthesis and development activi-
ties, group work, interim feedback on deliverables, etc. Over the last few years,
enrollment for classes did increase. In order to keep up with the active peda-
gogy, one possible solution is to rely on (semi) automatic methods to support
the instructors’ tutoring, monitoring and assessment activities.
Examples of desired automatic analysis include descriptive summaries of the
contributions such as numbers, sizes and dates of submissions. Deeper analysis
of the written content include lexicometric text analysis (e.g. lexical diversity [9],
readability [5]), plagiarism detection [7], detection of concepts and keywords, use
of references and citations, etc.
Monitoring tools already exist in most educational platforms. However, the
active pedagogy applied at TECFA requires a monitoring approach that pre-
serves the flexibility in platforms selection and contribution analysis. No full
turn-key solution was required, but rather a modular and flexible system that
could easily be adapted to emerging needs. The present paper informs about an
approach that collects student contributions from different platforms, prepares
the data for analysis, and then presents the results through a web application.
The current system is a proof of concept and needs to be further developed.


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.

2 The Proposed Approach


Processing the student contributions goes through three consecutive phases rep-
resented in Fig. 1.

Fig. 1. Phases of the student contributions processing

The approach was tested on student productions in a course called “Educa-


tional games” where the students submit a variety of written analysis and con-
tributions in discussion forums on a private social network created on Yooco1 ,
on Google Docs, and on EduTech Wiki2 , a MediaWiki platform. The solution is
built using the R language and its “Shiny” library.

2.1 Phase 1: Data Collection


The data collection approach depends on the type of the platform: whether
the platform offers a web API to collect information or not. For instance, Medi-
aWiki’s Web API allows to query the server for well-structured information with
respect to content, changes and user actions. Other platforms of interest, such
as the private social network Yooco, do not necessarily propose an API. In that
case, we rely on web scraping, where R allows to sign in with the instructor
credentials, read the HTML pages and extract the information. The issue with
web scraping is that it is tightly tied to the HTML layout and might require
continuous adaptation if the scraped pages are changed.
Google Docs files require a different approach because their content cannot be
scraped, but R allows to download the documents in different formats provided
that the files are accessible to anyone who has their links.

2.2 Phase 2: The Analysis


Initially, we produced tables that synthesize an overview of the student sub-
missions including for instance, the dates of submission, the number of thread
1
www.yooco.org.
2
edutechwiki.unige.ch.
Towards an Automated Assessment Support 541

Fig. 2. Submissions summary of the first phase of the course “Educational Games”

interactions, an estimation of the number of words in forum posts, etc. The


instructors were also interested in grouping in one place the hyper-links to the
student work submitted on the different platforms. These links allow for a quick
access to pieces of work without the need to navigate through Yooco discussion
forums. Figure 2 shows an example of a comprehensive table summarizing all the
student contributions to the first phase of the course called “Période 1”.
Rich lexicographic analysis of the contributions can also be done with R.
Future prototypes will add more advanced text analysis methods (e.g. [6]).

2.3 Phase 3: Presentation of the Results


Dynamic web pages can be created with the “Shiny” [8] library. These “Shiny
apps” can be tested locally from within R, deployed on a web server. Typically,
the Shiny app collects the instructor credentials, connects to Yooco, and collects
the data that she/he wishes to visualize/analyze and then presents the results
on the web page. In our case, we mostly relied on displaying tables synthesizing
the information (see. Figure 2) with the possibility to save these tables in local
files for later use. Future developments will enrich the web application with other
types of visualizations.

3 Conclusion and Future Work


This work was motivated by a need for flexible tools to support the evaluation
and assessment processes while using platforms and collaborative tools outside
of the limitations and restrictions of the traditional LMS’s. In addition, this
approach offers instructors access to a richer set of analysis and tracking tools
than what LMS platforms usually offer.
542 O. Abu-Amsha et al.

The functional prototype indicates that R might be an appropriate program-


ming language as it allows for quick prototyping and testing. Most importantly,
it has vast libraries for text analysis, text mining and statistical analysis that
allow answering interesting questions regarding the students’ written contribu-
tions. These aspects are not yet fully explored, we first wanted to be sure that the
language offers all what an instructor might need to (semi)-automatically collect
information about student work, regardless of the used collaborative platform.
Nevertheless, the approach we propose here is independent of the programming
language. Any other programming environment can be used provided it also
offers flexibility and diversity in the analysis tools.
Our future endeavour will focus on developing the core analysis functional-
ities through the exploration of how to use existing text analysis methods and
tools to meaningfully support instructors in the contribution assessment process.
Another aspect of interest concerns the design of more compelling visualizations
of the analysis results.

References
1. Dalsgaard, C.: Social software: E-learning beyond learning management systems.
Eur. J. Open Distance E-learning (2006)
2. koRpus package Manual, 8 March 2016. https://cran.r-project.org/web/packages/
koRpus/koRpus.pdf
3. rvest package Manual, 11 November 2015. https://cran.r-project.org/web/
packages/rvest/rvest.pdf
4. Mediawiki API Tutorial, 25 March 2016. https://www.mediawiki.org/wiki/API:
Tutorial
5. Senter, R.J., Smith, E.A.: Automated readability index. Cincinnati University
(1967)
6. Roy, S., Narahari, Y., Deshmukh, O.D.: A perspective on computer assisted
assessment techniques for short free-text answers. In: Ras, E., et al. (eds.)
CAA 2015. CCIS, vol. 571, pp. 96–109. Springer, Heidelberg (2015). doi:10.1007/
978-3-319-27704-2 10
7. Seifried, E., Lenhard, W., Spinath, B.: Plagiarism detection: a comparison of teach-
ing assistants and a software tool in identifying cheating in a psychology course.
Psychol. Learn. Teach. J. 14(3), 236–249 (2015)
8. Shiny: A web application framework for R. http://shiny.rstudio.com/. Accessed 25
Mar 2016
9. Torruellaa, J., Capsadab, R.: Lexical statistics and tipological structures: a measure
of lexical richness. Procedia - Soc. Behav. Sci. 95, 447–454 (2013)
10. TreeTagger - a part-of-speech tagger for many languages. http://www.cis.
uni-muenchen.de/∼schmid/tools/TreeTagger/. Accessed 25 Mar 2016
Experiments on Virtual Manipulation in Chemistry
Education

Shaykhah S. Aldosari1,2 and Davide Marocco2,3 ✉


( )

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

Abstract. The virtual reality technology is getting enhanced day by day as


simulation and haptic together opened a new dimension to education system. It
is a positive movement which has the potential to change the way of teaching
from traditional style to computer and simulation enhanced teaching methods.
This work discusses the achievement and testing of an educational system based
on interaction and 3D visualization. This educational system is a prototype of a
haptic system for chemistry experiment simulations and molecular visualization
that exploits the functionalities of a gesture-based device that could be applied
both in research and e-learning. The qualitative analysis of the obtained results is
presented in this paper.

Keywords: Interaction · 3D visualisation · Technology enhanced learning ·


Chemistry education · e-learning · Simulation · Molecular visualization

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 543–546, 2016.
DOI: 10.1007/978-3-319-45153-4_59
544 S.S. Aldosari and D. Marocco

Fig. 1. A student using the haptic system with the leap motion controller

tend to display virtual contents without providing a concrete possibility to provide an


effective learning-by-doing pedagogy [2]. In contrast, teaching practices based on tech‐
nologies that allow the experience of natural interactions with the subject matters, such
as haptic and gesture-based technologies, encourage active participation of students to
provide a better understanding by means of direct interaction with the course material,
as it exists in the real world. Therefore, we believe that the application of such technol‐
ogies in education may play a substantial role, as it could be beneficial wherever an
experience of realistic simulation is actually required.

2 Gesture-Based Educational System

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.

4 Conclusion and Future Work

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)
4. Aldosari, S.S., Marocco, D.: Using haptic technology for education in chemistry. In: 2015 Fifth
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

Alaa Alkhafaji1 ✉ , Sanaz Fallahkhair2, Mihaela Cocea1, and Jonathan Crellin1


( )

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.

Keywords: Mobile learning · Informal learning · Location-based · Cultural


heritage

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 547–550, 2016.
DOI: 10.1007/978-3-319-45153-4_60
548 A. Alkhafaji et al.

2 The Survey Study

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.

5 Conclusion and Further Work

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

Grégory Bourguin, Bénédicte Talon ✉ , Insaf Kerkeni, and Arnaud Lewandowski


( )

University of Lille Nord de France, ULCO, LISIC, Calais, France


{bourguin,lewandowski}@lisic.univ-littoral.fr,
{Benedicte.Talon,Insaf.Kerkeni}@univ-littoral.fr

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.

Keywords: Instructional design · Experience sharing · Open educational


resources · Ontology

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 551–554, 2016.
DOI: 10.1007/978-3-319-45153-4_61
552 G. Bourguin et al.

2 End-Users’ Experience

2.1 Rating, Commenting and Tagging Systems

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.

2.2 Sharing Resources and Context of Use

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

3.1 Online Personal Ontologies

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

3.2 EVOXEL Architecture


The server side is realized in JEE and applies the OWL API for creating, managing and
querying personal ontologies. Angular JS is used to provide a client side single page
application. The environment dynamically provides a fixed URL for each element
(activities, resources and tags) of a universe. An URL opens on a synthesis of all infor‐
mation concerning the pointed element. The JFact ontological reasoner plugged in the
JEE server infers all the links that can be deduced from an element. An ontological search
tool completes the browsing system.

3.3 Activity Modeling - Sharing Pedagogical Experience in EVOXEL

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).

Fig. 1. The EVOXEL Modeler

3.4 Browsing Shared Experience

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

Yannick Bourrier1 ✉ , Francis Jambon2, Catherine Garbay2, and Vanda Luengo1


( )

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.

Keywords: Ill-defined domains · Non-technical skills · Critical situations ·


Virtual reality environment

1 Modelling the Interaction Between Learner and VE

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

This research was supported by the MacCoy Critical project (ANR-14-CE24-0021).

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 555–558, 2016.
DOI: 10.1007/978-3-319-45153-4_62
556 Y. Bourrier et al.

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

2 Teaching Non-technical Skills Inside of a Virtual World: Issues


from an Ill-Defined Perspective

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

Mariem Chaabouni1,2 ✉ , Mona Laroussi1 ✉ , Claudine Piau-Toffolon2,


( ) ( )

Christophe Choquet , and Henda Ben Ghezala1


2

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 559–562, 2016.
DOI: 10.1007/978-3-319-45153-4_63
560 M. Chaabouni et al.

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.

2 Assisted Construction of a Contextual Learning Scenario Index

To assist the construction of contextual learning scenarios, we define an approach of


representation of the learning scenario context. For that, we adopt a multi-layered
modeling approach. In fact, each work in literature, as it was defined in the previous
section, models the diversity of context on their specific scopes and their particular
representation. The learning scenario context is rich and open. It is impossible to obtain
a stable and complete modeling. We need general context modeling approach without
restricting properties. Therefore, we opt for a meta-modeling approach. As illustrated
in Fig. 1, we choose the four-layered architecture defined by the Object Management
Group (OMG) that separates the different conceptual levels for defining a model. We
propose the 4 Layers known as M0, M1, M2, and M3 as following:
– M3: represents the MOF meta-meta-model [7], useful to the description of meta-
models proposed by the OMG;

Fig. 1. Learning scenario context layers


Towards a Context-Based Approach Assisting Learning 561

– 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.

3 An Authoring Tool to Reuse Adapted Learning Scenarios

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).

Fig. 2. The Capture-tool

The tool implements a context-based similarity algorithm detailed in a previous work


[8]. This algorithm calculates the similarities between a planned context in a learning
situation and contextual indexes associated with capitalized learning scenarios. The tool
identifies and suggests the capitalized scenarios having been indexed by the most similar
contexts ICM-LS to the planned context (see “Reuse scenarios” part of Fig. 2). Parallel
to the design, the teacher plans the observation through specifying the indicators to be
calculated during the execution of the scenario.
562 M. Chaabouni et al.

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.

4 Results and Conclusion

In order to experiment the developed tool implementing the similarity algorithm, we


start firstly by analyzing the existing BASAR scenarios (currently 106 scenarios [9])
and then the extraction of the related contexts. We complement these contextual data
through the establishment of a survey addressed to BASAR designers. This survey has
allowed us to collect the contexts information in which the scenarios was effectively
executed, and that we have not been able to extract from the capitalized scenarios.
Therefore, we construct, from the collected data, the associated contextual indexes of
the existing BASAR scenarios. Then, we proceed to different simulations of the algo‐
rithm of the Capture-tool. These simulations have been conducted with teachers placed
in a situation of design by reuse.

References

1. LOM specification: Learning Object Metadata. http://ltsc.ieee.org/wg12/index.html.


Accessed 12 Jan 2015
2. Paquette, G.: An ontology and a software framework for competency modeling and
management. Educ. Tech. Soc. 10(3), 1–21 (2007)
3. ADL Technical Team. Sharable Content Object Reference Model - SCORM. Documentation
1st edn., Advanced Distributed Learning (ADL) (2004)
4. Hernández-Leo, D., Villasclaras-Fernández, E.D., Asensio-Pérez, J.I., Dimitriadis, Y., Jorrín-
Abellán, I.M., Ruiz-Requies, I., Rubia-Avi, B.: COLLAGE: a collaborative Learning Design
editor based on patterns. J. Educ. Tech. Soc. 9(1), 58–71 (2006)
5. Ngoc, D.P.T., Iksal, S., Choquet, C., Klinger, E.: UTL-CL: a declarative calculation language
proposal for a learning tracks analysis process. In: 2009 Ninth IEEE International Conference
on Advanced Learning Technologies, ICALT 2009, pp. 681–685. IEEE, July 2009
6. Dimitrakopoulou, A.: State of the art on interaction and collaboration analysis. Information
society technology, Network of Excellence Kaleidoscope, (contract NoE IST-507838),
project ICALTS: Interaction and Collaboration Analysis, 2004 (2004)
7. MOF: Meta Object Facility Core Specification, OMG Available Specification, version 2.0.
Object Management Group (2006)
8. Chaabouni, M., Laroussi, M., Piau-Toffolon, C., Choquet, C., Ben Ghezala, H.: A context-
based similarity algorithm for enhancing learning scenarios reuse. In: 13th International
Conference on Intelligent Tutoring Systems, ITS 2016, June 2016
9. BASAR project: A Database of French blended-learning scenarios. http://
www.projetbasar.net/index.php/fr/. (Consulted on January 2016)
10. Chaabouni, M., Piau-Toffolon, C., Laroussi, M., Choquet, C., Ben Ghezala, H.: Indexing
learning scenarios by the most adapted contexts: an approach based on the observation of
scenario progress in session. In: 15th International Conference on Advanced Learning
Technologies, pp. 39–43. IEEE, July 2015
Revealing Behaviour Pattern Differences
in Collaborative Problem Solving

Mutlu Cukurova(&), Katerina Avramides, Rose Luckin,


and Manolis Mavrikis

UCL Knowledge Lab, University College London, London, UK


{m.cukurova,k.avramides,r.luckin,
m.mavrikis}@ucl.ac.uk

Abstract. The identification of effective Collaborative Problem Solving


(CPS) strategies for practice based learning would make an important contri-
bution to a better understanding of how to support the CPS process and how to
design effective interventions. In this paper, we present a method for identifying
effective CPS strategies using learner behaviours as the key to data to unpack
this complex learning process. In order to distinguish learner behaviour patterns,
we deployed an analysis framework for CPS that identifies fine-grained actions
in practice-based learning activities. Then, using cumulative time plots we
compared expert (those who have more experience in working together) beha-
viours with novice behaviours. Results show that participants with different
levels of expertise in working together, present different behaviour patterns in
collaborative problem solving.

Keywords: Collaborative problem-solving process  Practice-based learning 


Analysis frameworks  Cumulative time plots

1 Introduction

Collaborative problem solving is an important process that triggers specific cognitive


mechanisms, such as argumentation, debating and the building of shared understand-
ing, which in turn increases the likelihood that learning may occur [1]. In STEM
education, collaborative problem solving is often promoted within the context of
practice-based learning activities. However, although technology enhanced learning
researchers have provided us with plenty of research on the processes of collaborative
problem solving; studies focusing on practice-based learning contexts are scarce. This
type of learning in STEM education includes a broad range of activities. In the research
study reported here, we focus on open-ended, hands-on, physical computing design
tasks. Using a commercial physical computing kit1, participants first go through a few
introductory tasks such as blinking an LED on/off with a timer, blinking an LED on/off
with a button, using a potentiometer to control an LED, in order to be familiarized with
the kit. Then participants follow an open-ended investigation. For instance, using the
materials provided they are asked to build an airplane which flies through different

1
https://www.samlabs.com/

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 563–569, 2016.
DOI: 10.1007/978-3-319-45153-4_64
564 M. Cukurova et al.

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).

Fig. 1. Pictures from the practice-based learning activities

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

We adopted a mixed-methods approach to develop our analysis framework for CPS


processes. We believe that this approach has the potential to generate frameworks that
are both theory-driven and therefore broad enough to observe learning processes on the
basis of theoretical assumptions; and data-driven, and therefore grounded enough to be
applicable to real-life learning contexts. The main value of our framework is that it
defines observable actions rather than broad definitions. Such broad definitions are hard
to identify, track and interpret in data analyses. In this paper, considering the space
limitation we do not get into the details of the development process of the analysis
framework. Please see [5] for detailed discussion of the topic.

3 Application of the 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.

3.1 Presentation of the CPS Processes with Cumulative Time Plots


A cumulative time plot (CTP) is essentially an x-y line plot where each code is rep-
resented as a separate curve. In our case, there were in total eighteen different codes
stemming from the three competencies of the CPS process relating to collaboration and
six competencies relating to problem solving aspect. The x-axis represents the total
time the learner spent on the activity, and the y-axis represents the duration of time
spent on a code. Each curve in a CTP therefore represents the amount of time a learner
spent on actions described by the code specified to date. With the purpose of comparing
566 M. Cukurova et al.

Table 1. Final analysis framework


(1) Establishing and (2) Taking (3) Establishing
maintaining shared appropriate action to and maintaining
understanding solve the problem team organization
(A) Identifying (A1) Vocalizing (A2) Identifying a (A3) Confirming
facts knowledge; problem (a the actions to be
Confirming shared situation which taken, engaging
understanding; stops/hampers with rules
Communicating students from the
regarding an answer to natural
a question; Asking progression of the
questions to verify a practice-based
suggested solution; activity)
presenting skills
(B) Representing (B1) Sharing the (B2) (B3) Assigning
and formulating identified problem Communicating roles to team
with other teammates; about actions to mates; Giving
Explaining an take responsibilities
hypothesis/suggestion to team
in detail
(C) Generating (C1) Critically analyzing (C2) Suggesting a (C3) Suggesting
hypotheses a problem; Critically solution to a an improved
analyzing a suggestion problem; version of an
Hypothesizing hypothesis
about a problem
(D) Planning and (D1) Negotiating on (D2) Taking actions (D3) Prompting
executing actions to take; to progress other team
Approving a members to
suggested solution perform their
tasks; Taking
actions
regarding
suggestions
(E) Identifying (E1) Identifying (E2) Making (E3) Identifying a
knowledge and individual deficiencies knowledge or team mistake
skill deficiencies skill deficiency
explicit
(F) Monitoring, (F1) Verifying what (F2) Testing a (F3) Warning
reflecting and each other knows; solution to check teammates
applying Asking questions its validity; regarding a
regarding the actions Reflecting on possible mistake
being taken; previous actions;
Observing an agreed Correcting simple
action being taken or a mistakes of others
teammate solving a
problem
Revealing Behaviour Pattern Differences in Collaborative 567

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

Peter de Lange(B) , Petru Nicolaescu, Ralf Klamma, and István Koren

Advanced Community Information Systems (ACIS) Group,


RWTH Aachen University, Ahornstr. 55, 52056 Aachen, Germany
{lange,nicolaescu,klamma,koren}@dbis.rwth-aachen.de
http://dbis.rwth-aachen.de

Abstract. Establishing a common practice between (startup) compa-


nies and universities in applied computer science labs has been tackled
by pedagogical approaches based on the communities of practice theory.
However, modern agile and distributed software engineering methods
and recent developments like DevOps demand focused training of under-
graduate students to enable them joining practices in companies. In this
paper, we present the Community Application Editor (CAE) embedded
in a DevOpsUse methodology supporting this form of basic training for
bachelor students of computer science. We have evaluated the method-
ology and the tool usage in a first-stage undergraduate lab course. The
results indicate that the students had a much smoother transition when
later joining the second-stage lab with real companies.

Keywords: Community of practice · MDWE · End user development ·


Case study · Entrepreneurship

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

follow the examples from universities with a tradition in developing entrepre-


neurship teaching, like the MIT Entrepreneurship Lab [2] and facilitate several
groups of computer science students at a Master of Science level to work on a
concrete project task for and together with startup companies [1].

2 Supporting DevOpsUse in CoPs: A Methodology

DevOps is an emerging paradigm in software development which minimizes


the gap between development and operation during agile software engineering
processes. It tries to establish a new culture by a tighter integration of software
development and deployment resulting in faster release cycles. The term DevOps
comprises not only the methodology, but a mindset of working towards the same
goal, and a collection of software tools that support this collaboration culture.
Due to the missing notion of end user involvement in DevOps, we introduce the
extended DevOpsUse approach that aims to unify agile practices of developers,
operators and end users. We have used the DevOpsUse methodology in our prac-
tical course for teaching agile community-oriented software development. For this
purpose we used Requirements Bazaar, a browser-based platform for prospec-
tive feedback, developed at our institute [3]. The Bazaar aims at supporting all
stakeholders in reaching their particular goals with a common base: end users
in expressing their particular needs and negotiating realizations in an intuitive,
community-aware manner; service providers in prioritizing requirements realiza-
tions for maximized impact.
Further, to support a CoP in scaffolding their own Web applications and
rapidly prototype ideas and architectures, we developed the CAE [4] for model-
ing and generating widget-based, collaborative community Web applications. We
use near real-time collaborative modeling such that developers and community
users can benefit from a structured approach to redesign existing applications or
develop new ones. The architecture of the resulting community applications is
constructed with regard to the following three key aspects: A RESTful microser-
vice architecture backend based on las2peer1 Web-services, a widget based fron-
tend composed of multiple Web widgets running in a widget space and finally
near real-time communication and collaboration support via the integration of
collaboration frameworks.
Figure 1 shows the integrated perspective of our methodology. Our main tar-
get is to consider the learning aspect of using such a methodology, by involving
students into the agile process and enable them to pursue it with the gained
knowledge in industry. The rationale is to support the CoP in its development
process by providing a coherent and integrated set of resources, mainly reflecting
the tasks of DevOpsUse with a focus on collaboration and community practice,
for speeding up the overall workflow.

1
https://las2peer.org.
572 P. de Lange et al.

Fig. 1. Joint social requirements engineering and CAE methodology

3 Application in Lab Courses

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

designed as an example for community formation around the software artifacts


and had also the goal to familiarize the students with the technology. As the
session was conducted by a tutor (i.e. expert), students could ask questions. After
this, students were required to work within their groups to design and realize
the complete microservices and the corresponding frontends. After handing in
the final application, students were required to complete a questionnaire about
their experience with our methodology.
At the time we performed the evaluation using CAE, students were already
familiar with Web development using RESTful services, Javascript and HTML
from previous tasks. However, as the questionnaire showed, they were not famil-
iar with collaborative modeling as a tool for requirement analysis, system archi-
tecture design and MDWE. The teaching with CAE was rated very high from
the understandability of separation of concerns between components (4.4/5) and
the simplicity of the modeling framework that lead to a quick understanding of
the concepts which were explained or designed (4.4/5). Results above average
were obtained for learning how to design widget environments, understanding
how the relations between microservices and frontend code are realized and the
usability of the modeling framework for application redesign and development.
The code generation aspects of CAE were also considered to be relevant in
speeding the development process and understanding technical notions. Among
the advantages of CAE, students mentioned the redesign of applications, for
which the tool is very useful. The collaborative work on the same resource at
the same time was also considered to be helpful for learning purposes. Students
suggested to improve the usability by adding a Wiki and emphasizing use-cases
for classic Web applications, which do not involve widgets.

5 Conclusion and Future Work


In this paper, we presented a methodology and tool support for teaching under-
graduate students state-of-the-art approaches for requirements elicitation, design
and development of Web applications using cutting edge practices and tech-
nologies. Our main findings are that relevant tool support, social requirements,
near real-time collaboration and collaborative MDWE approaches provide a solid
foundation for bridging the gap between academia and industry and is able to
rapidly train students for joint work with agile startups. In the future, we plan
to further evaluate our method within our practical courses and to deeper inves-
tige the role of near real-time collaboration and end user development in formal
teaching scenarios.

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

Awa Diattara1,2 ✉ , Nathalie Guin1, Vanda Luengo3, and Amélie Cordier1


( )

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

Abstract. We propose a process of knowledge acquisition and an authoring tool


to assist teachers who are not IT specialist to explicit knowledge needed to design
ITS teaching solving problems methods. This paper describes our authoring tool
and the type of knowledge to acquire.

Keywords: Knowledge acquisition · Authoring tool · Intelligent tutoring system ·


Teaching methods for problem solving

1 Introduction

The challenge of knowledge acquisition in Intelligent Tutoring Systems (ITS) is one of


the main obstacles to their development. To overcome this problem, authoring tools
have been proposed to reduce the cost of ITS design.
The purpose of AMBRE project [1] is to design ITS teaching problem solving
methods [2]. AMBRE ITS are based on knowledge-based systems and use two main
type of knowledge: knowledge about the methods to teach and knowledge to guide the
learner when he/she solves problems, providing assistance and diagnosing his/her
answers. However, designing and implementing AMBRE ITS is difficult and costly,
particularly because the knowledge has to be described in Prolog, a programming
language for knowledge representation. We wish to help teachers who are not IT
specialist to design an AMBRE ITS in domain they are interested in. For this, we propose
a process of knowledge acquisition implemented through an authoring tool. This paper
presents this authoring tool and the type of knowledge to acquire.

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 575–578, 2016.
DOI: 10.1007/978-3-319-45153-4_66
576 A. Diattara et al.

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.

2.1 AMBRE-KB: An Authoring Tool to Acquire Knowledge Needed to Build


an AMBRE ITS
AMBRE-KB (AMBRE-Knowledge Builder) enables to acquire knowledge of several
types from the teacher and generates a Prolog version of these knowledge models.
Towards an Authoring Tool to Acquire Knowledge 577

On Fig. 1, the blue boxes represent the meta-models of knowledge to acquire.

Fig. 1. General approach of AMBRE-KB (Color figure online)

These meta-models constrain knowledge models to be defined, and the design


process allowing the user to do so. The red arrows show the process to be followed in
order to explicit knowledge in a given domain of learning:
1. First, the author defines the vocabulary. In AMBRE, problems are given to the
system as models that we call descriptive models. Such a model describes a situation
which is the one presented in the statement of the problem to solve. To describe these
models, we need to define a vocabulary.
2. The author then uses the vocabulary to define problems to solve by the system and
the learner.
3. Next, the author defines the knowledge about the method, using AMBRE-KB.
He/she defines knowledge of classification, reformulation and resolution.
4. The next step includes the interface design - by the teacher- and specially the tasks
that the learner must perform to solve problems, based on the AMBRE cycle [1].
The development of this interface must be done by an IT specialist.
5. Finally, using AMBRE-KB, the teacher defines knowledge to guide the learner.
The green boxes represent the generated knowledge models.
For each of these types of knowledge, the system checks that the knowledge defined
by the user is in accordance with the meta-models. For classification knowledge, for
example, the system verifies if all non-operational classes have at least one subclass.
Operational classes can have subclasses that are more specific or not. When two classes
have the same discriminating attribute, the system suggests to the author to define the
attribute at the level of their lowest common ancestor class.
578 A. Diattara et al.

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.

3 Conclusion and Future Work

We presented AMBRE-KB, an authoring tool to acquire knowledge needed to build an


AMBRE ITS. We described the knowledge needed for an AMBRE ITS to solve prob‐
lems in a given domain of learning, and we propose a process to acquire this knowledge.
We are testing AMBRE-KB to evaluate its utility. It seems that the knowledge
acquisition process is independent from domain of learning, and that teachers are able
to explicit knowledge needed using AMBRE-KB. However, observations of the system
use suggest improvements about the interactivity of the system in order to facilitate the
knowledge acquisition.
This work focused on the acquisition of knowledge about the method to teach. Future
work includes the acquisition of knowledge intended to guide the learner during his/her
learning providing assistance and diagnosing his/her answers.

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

Amr Draz1(B) , Slim Abdennadher1 , and Yomna Abdelrahman2


1
Computer Science and Engineering Department,
German University in Cairo, New Cairo, Egypt
{amr.deraz,slim.abdennadher}@guc.edu.eg
2
Institut fr Visualisierung und Interaktive Systeme,
University of Stuttgart, Stuttgart, Germany
Youmna.Abdelrahman@vis.uni-stuttgart.de
http://met.guc.edu.eg
http://vis.uni-stuttgart.de

Abstract. There are innovative systems designed for computer science


education that teach programming concepts. However, many of them lack
formal testing and comparison in a real course setting. This work intends
to introduce a tool for teaching, evaluating, and assessing computer sci-
ence students. Kodr is a modular gamified learning platform designed to
evaluate varying problem types through gathering data about students
performance. We conducted two studies in the wild with more than one
thousand students to evaluate the initial design of Kodr. The first study
evaluated two methods of teaching. The first method is to solve pro-
gramming problems from scratch, the second, is to debug an incorrect
solution of those problems. The results of the study yielded no significant
difference between the two styles. The second study found significant pos-
itive correlations between Kodr’s activity data and student’s final course
grades. Qualitative feedback gathered from students also evaluated Kodr
as quite helpful.

Keywords: Computer education · Gamification · Debugging · Python ·


Web-based · Offline-ready

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.

in an introduction to computer science course, we developed a teaching tool


named Kodr. Kodr is a modular customizable gamified learning platform used
to run and track student performance through coding challenges. Kodr combines
several features from tools like Coding Bat, Python Tutor [4], Pythy [3], PILeT
[1], as well as TurningCraft’s CodeLab [2]. Kodr is web-based and offers offline
execution of Python code and programing assignments similar to Pythy. Kodr
possesses PILeT’s capability of accommodating varying problems types designed
to test different teaching methods. Kodr hosts a wide variety of programing
problems with varying difficulty, similar to Coding Bat. Kodr also offers teachers
the option to fully customize the coding problems similar to CodeLab (Fig. 1).

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).
http://doi.acm.org/10.1145/2818314.2818319
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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ACM 45(4), 17–21 (2002). http://doi.acm.org/10.1145/505248.505261
6. Lee, M.J.: How can a social debugging game effectively teach computer program-
ming concepts? In: Proceedings of the Ninth Annual International ACM Conference
on International Computing Education Research, ICER 2013, pp. 181–182. ACM,
New York (2013). http://doi.acm.org/10.1145/2493394.2493424
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
Conference on International Computing Education Research, ICER 2015, pp. 237–
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

Angela Fessl1(B) , Gudrun Wesiak1 , and Viktoria Pammer-Schindler1,2


1
Know-Center, Inffeldgasse 13, 8010 Graz, Austria
{afessl,gwesiak}@know-center.at
2
Knowledge Technologies Institute, Graz University of Technology,
Inffeldgasse 13, 8010 Graz, Austria
viktoria.pammer-schindler@tugraz.at

Abstract. Reflective learning is an important strategy to keep the vast


body of theoretical knowledge fresh, stay up-to-date with new knowledge,
and to relate theoretical knowledge to practical experience. In this work,
we present how reflective learning prompts can enhance a medical quiz
used in a qualification program for stroke nurses in Germany. In the
seven-week study, 21 stroke nurses used a quiz on medical knowledge as
additional learning instrument. The quiz contained typical quiz questions
(“content questions”) as well as reflective questions presented at different
points in time. The latter aimed at stimulating nurses to reflect on the
practical relevance of the learned knowledge. The results show that by
playful learning and presenting reflective questions at the right time,
the participants were motivated to reflect and to transfer theoretical
knowledge into practice.

Keywords: Game-based learning · Reflective learning · Reflection

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.

2 Background and Related Work


Following Boud et al. [1], we see reflective learning as “those intellectual and
affective activities in which individuals engage to explore their experiences in
order to lead to new understandings and appreciations”. Reflective practice is
of crucial relevance for nurses, because they have to assess the health status
of individuals, provide care to their patients to the best of their abilities and
constantly keep-up-to-date the professional skills and social competences [7].
Initiating reflective learning with technological support is extensively inves-
tigated in formal learning environments, where prompts are used to organise,
retrieve, monitor or evaluate knowledge as well as to reflect on student’s learn-
ing [2,4]. At work, technology enhanced reflective learning is less investigated [3].
Quizzes are widely used in e-learning since they represent a familiar way to
play and motivate students to reflect by adding meta-cognitive questions [6].

3 The Medical Quiz: Playful Reflective Learning

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.

Reflective Questions: Three different types of reflective questions were imple-


mented: “Learning progress reflective questions” at the beginning of all quizzes,
“work-related reflective questions” during the Quiz-of-20 and “general reflective
questions” at the end of the quizzes, except the Quiz-against-Time. The reflec-
tive questions at the beginning intend to motivate users to reflect about their
knowledge status (based on previously quiz results) and their play frequency
(how often the user played the quiz), for example “You are very motivated and
you play the quiz at least once per week - your results are really very good. What
is your recipe for success?”. The in-between reflective questions aim at relating
the previous content question (presented together with the reflective question)
to the users work practice, for example “To what extent is the question stated
above relevant for your work?”. The question posed at the end of the quiz asks
explicitly for gained insights or new knowledge with regard to the currently
played quiz, for example “Reflect on the currently played quiz. Have you gained
any special insights for yourself ?”.

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.

Participants: Twenty-one nurses (2 male, 19 female) participated in this evalu-


ation, fourteen were aged from 20 to 29 years, seven from 30 to 59 years. The
average time in their current position was 6.3 years, 81 % worked full time. 18
participants played the Medical Quiz at least once.

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.

6 Discussion and Conclusion


For health care professionals like stroke nurses it is of crucial relevance to keep
their knowledge up-to-date and connect theoretical knowledge with practical
experiences. Thus, we implemented a Medical Quiz enhanced with reflective
questions and the corresponding results confirmed that the quiz triggers reflective
learning. Participants could be motivated to reflect with the “learning progress
reflective questions” at the beginning and the “general reflective questions” at
the end of the quiz. Especially by answering the reflective questions at the end
the participants confirmed that they gained clear benefits and insights for them-
selves. Unfortunately, these learning outcomes were not inserted into the quiz.
The “work-related reflective questions” during the Quiz-of-20 were perceived as
rather disruptive for the learning process. We view the Medical Quiz with the
integrated reflective questions as a viable concept for initiating reflective learn-
ing, especially where theoretical knowledge needs to be transferred into practice.

Acknowledgement. The project “MIRROR - Reflective learning at work” is funded


under the FP7 of the European Commission (project number 257617). The Know-
Center is funded within the Austrian COMET Program - Competence Centers for
Excellent Technologies - under the auspices of the Austrian Federal Ministry of Trans-
port, Innovation and Technology, the Austrian Federal Ministry of Economy, Family
and Youth and by the State of Styria. COMET is managed by the Austrian Research
Promotion Agency FFG.

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,
Heidelberg (2015). doi:10.1007/978-3-319-24258-3 7
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in problem-solving scenarios. Educ. Technol. Soc. 15(1), 38–52 (2012)
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(2007)
6. O’Hanlon, N., Diaz, K.: Techniques for enhancing reflection and learning in an
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Helping Teachers to Help Students by Using an Open
Learner Model

Blandine Ginon1 ✉ , Matthew D. Johnson1, Ali Turker2, and Michael Kickmeier-Rust3


( )

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.

Keywords: Open learner model · Learning analytics · Teaching analytics

1 Introduction

An Open Learner Model (OLM) is a learner model that is accessible to a user, in an


understandable way [2]. The aims to make the model accessible to learners are to support
learning and cognition, and to facilitate self-monitoring and planning [4]. OLMs can
also be useful as well for other stakeholders of learning, like teachers and parents, in
order to help them help learners and facilitate learners monitoring [8, 10]. Access the
learner model can help teachers to identify learners’ strengths and difficulties and to plan
and adapt their teaching [11]. Thus, several OLM are intended for both teachers and
learners (e.g. [7, 12]), some OLMs offer different visualisations for learners and teachers
(e.g. [5]), especially in the cases where the learners are children (e.g. [6]). However, in
these OLMs the model cannot be built from data coming from an external data source,
with a competency-based approach.
In this paper, we investigate the benefits for teachers to use a competency-based
OLM, in the context of a speed reading course. First, we introduce the LEA’s Box OLM,
a competency-based OLM intended for both teachers and learners. Then, we present
how the OLM have been used in the context of a 12 day intensive course with Hızlıgo,
an online speed reading application, involving 10 teachers and 87 students.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 587–590, 2016.
DOI: 10.1007/978-3-319-45153-4_69
588 B. Ginon et al.

2 LEA’s Box Open Learner Model

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.

Fig. 1. Visualisation of the competencies Fig. 2. Visualisation of the evolution of the


using Table. students’ models across time.

3 Evaluation

Hızlıgo (www.hizligo.com) is an online application intended to help learners to improve


their speed reading competencies using 20 types of activities. Using Hızlıgo, learners
and teachers can visualise statistics regarding the completion rate of the course and the
activity scores, however, it does not provided information with a competency-based
approach.
In the context of a 12 day intensive speed reading course in Turkey, 87 secondary-
school students from grade 7 to 11 have been using Hızlıgo. They have been encouraged
to use Hızlıgo daily, on the base of 30 min per day. Teachers have defined in the LEA’s
Box OLM 50 competencies and sub-competencies related to the speed reading and
divided into 5 area (improving eye muscles, seeing rapidly, focusing, reading and
understanding), that have then been linked to the activities provided by Hızlıgo. Every
time a learner performs an activity in Hızlıgo, the outcome, using several measures, is
sent to the OLM as a piece of evidence for each competencies linked to this activity. In
order to monitor their students’ engagement in the course and the evolution of their
competencies, their 10 teachers had the possibility to use the LEA’s Box OLM. Students
also had the possibility to use the OLM for self-monitoring. At the beginning of the
course, students and teachers have been introduced to Hızlıgo and the LEA’s Box OLM.
All usages have been logged. At the end of the course, a questionnaire has been send to
participants about the OLM. In this section, we focus on how the OLM has been used
by teachers.
Helping Teachers to Help Students by Using an Open Learner Model 589

The 87 students have performed an average of 61,76 activities in Hızlıgo


(median = 33, minimum = 1, maximum = 275). The usages of the OLM by the teachers
are presented in Table 1. The 10 teachers have been using the OLM in an average 7,9
times during the course; a session of use of the OLM lasted in average 17 min. All
teachers have been using several visualisations, 3 in average, but only two visualisations
have been very regularly used: the across time (used in 86 % of the OLM sessions) and
skill meters visualisations (used in 56 % of the OLM sessions). Teachers frequently used
the filters, mainly to monitor a given students, in 33 % of the OLM sessions.

Table 1. Use of the OLM by teachers.


Average Median Range
Session of use of the OLM 7.9 5 2–29
Time per session (in min) 17 12 3–104
Number of visualisations used 3 2 1–10

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.

4 Discussion and Conclusion

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.

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Personalized Rooms Based Recommendation
as a Mean for Increasing Students’ Activity

Veronika Gondova, Martin Labaj, and Maria Bielikova ✉


( )

Faculty of Informatics and Information Technologies,


Slovak University of Technology in Bratislava, Ilkovicova 2, 842 16 Bratislava, Slovakia
{veronika.gondova,martin.labaj,maria.bielikova}@stuba.sk

Abstract. In this paper we present a novel method of navigation in an educa‐


tional system based on game mechanics levels. We propose a concept called
rooms. More precisely, we introduce a navigation based on personalized rooms
as a part of gameplay design. The room is represented by a set of items (learning
objects) selected adaptively. Its main purpose is a presentation of the recom‐
mended items in a series of small sets, which supports activity of students. In
gameplay design we focus on supporting students’ motivation which is the key
to increase students’ activity. We evaluate our approach using mobile version of
an adaptive learning system ALEF in software engineering domain.

Keywords: Personalized navigation · Gamification · Motivation · Support of


activity · Personalized recommendation · Levels · Gameplay design

1 Introduction and Related Work

Important problem in domain of education is a lack of students’ motivation associated


with a low activity of students. In accordance with the fact that motivation is the source
of any human activity [2], it is necessary to support it. Gamification by Zichermann and
Cunningham can increase students’ motivation up to 40 % [11]. The concept of gami‐
fication is not new [11]. Many systems use different mechanisms such as leaderboards,
points, levels or badges to support the motivation of users [3].
The idea of levels is used in several educational systems. Even though with
different forms such as status of student or a level of a game [8], its main idea is
always the same – a progress of the student [3, 11]. Level, as a status of a student,
represents the position of the student in the system [8]. This type of level is used also
by an educational system Moodle [6]. The second form of levels represents typical
levels in games. In this case content of system is organized into smaller units called
levels. One of the systems that use both types of levels is system Memrise.
Another way to increase the activity of students is personalization. Personalization
can cause an increase in students’ satisfaction [5], which is associated with an increase
of students’ activity. One of the most popular ways of personalization is personalized
recommendation. The recommendation aims to simplify and streamline users’ activity
in the system [7, 10]. Currently there are several methods of recommendation including
collaborative filtering, content-based filtering or hybrid recommendation [9].

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 591–594, 2016.
DOI: 10.1007/978-3-319-45153-4_70
592 V. Gondova et al.

Educational systems with this types of the recommendation are Wayang Outpost, ALEF,
Coursera or Moodle [4].

2 Navigation Based on Personalized Rooms

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.

Success of the student’s try is determined by comparing two types of scores –


threshold score and score of current try. Threshold score reflects minimal activity that
student has to demonstrate to open a new room. This score represents the score obtained
for M average correctly answered items. Score of the current try is a sum of two types
of score, score for commenting and score for answering. Every type of score is regularly
calculated and depends on the actual difficulty and importance of items in the current
room.
Personalized Rooms Based Recommendation 593

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 %.

Acknowledgement. This work was partially supported by grants APVV-15-0508, KEGA


009STU-4/2014 and it is the partial result of the collaboration within the SCOPES JRP/IP, No.
160480/2015.

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
Systemspp, CHI 2011, pp. 2425–2428. ACM (2011)
4. Drachsler, H., et al.: Recommendation strategies for e-learning: preliminary effects of a
personal recommender system for lifelong learners (2007)
5. Ferrer, F.: Personalisation of education. In: Personalisation of Education in Contexts, pp.
109–127. Sense Publishers (2012)
6. Kiryakova, G., Angelova, N., Yordanova, L.: Gamification in education. In: Proceedings of
9th International Balkan Education and Science Conference, pp. 32–39 (2014)
7. Michlik, P., Bielikova, M.: Exercises Recommending for Limited Time Learning. Procedia
Computer Science 1(2), 2821–2828 (2010). Elsevier
8. Mullins, W. L.: Game with multiple incentives and multiple levels of game play and combined
lottery game with time of purchase win progressive jackpot. U.S. Patent No 6,210,276 (2001)
9. Pazzani, M.J.: A framework for collaborative, content-based and demographic filtering. Artif.
Intell. Rev. 13(5–6), 393–408 (1999)
10. Tintarev, N., Masthoff, J.: Designing and evaluating explanations for recommender systems.
In: Ricci, F., Rokach, L., Shapira, B., Kantor, P.B. (eds.) Recommender Systems Handbook,
pp. 479–510. Springer, New York (2011)
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

Oluwabukola Mayowa Ishola(&) and Gordon McCalla

Department of Computer Science,


University of Saskatchewan, Saskatoon, Canada
bukola.ishola@usask.ca, mccalla@cs.usask.ca

Abstract. Our research is tackling a challenging problem in lifelong learning:


helping practicing professionals to identify emerging gaps in their knowledge as
the knowledge base of their profession evolves and changes over time. Our
specific goal in this paper has been to see if the later knowledge interests of
programmers (as exhibited by their behavior in the StackOverflow (SO) forum)
could be predicted from their earlier behavior in SO. We examined the past
behavior of each programmer over a long-term (4 year) baseline as well as a
short-term (6 month) baseline, and used a Bayesian approach to predict each
programmer’s later knowledge interests. When comparing these predictions to
their actual later interests (as demonstrated in SO), we achieved recall values of
0.70 (using the long term baseline) and 0.93 (using the short term baseline) with
precision values of 0.61 (long term) and 0.81 (short term), implying that a short
term baseline is better for prediction than a long term one. This is promising for
creating a system that can automatically track the evolving changes in profes-
sional knowledge by observing the questions and answers of professionals as
they themselves interact about these changes.

Keywords: Personalization  Lifelong learning  Professional development

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

© Springer International Publishing Switzerland 2016


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DOI: 10.1007/978-3-319-45153-4_71
596 O.M. Ishola and G. McCalla

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.

Table 1. Tag classification

3 Inferring a User’s Knowledge Interests

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.

4 True Bayesian Estimation

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

In this equation w = weighted rating, R = average rating of observed data, v = number


of votes for the observed data, m = weight given to the prior estimation, C = the mean
vote across the whole pool. Using the equation above, each post is assigned a computed
weighted rating which shows the relevance of the post to the user in comparison to all
selected posts. Tags from selected question posts with a weighted rating greater than
0.7 are predicted as the future knowledge interests of the user. It should be noted that
the ‘R’ and ‘C’ components of the Bayesian estimation take into consideration the
previous rating of individual users and that of the professional community respectively.
598 O.M. Ishola and G. McCalla

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

Tp represents True Positive (which is number of tags used and recommended), fp is


False Positive (which is the number of tags recommended but not used) while fn is false
negative (which is the number of tags used but not recommended). Since F-measure is
computed using both precision and recall, it allows the overall effectiveness of the
recommender system to be determined. Table 2 shows the average recall, precision and
F-measure for the long-term and short-term learning needs.

Table 2. Evaluation of results


Time duration Recall Precision F-measure
Long term 0.70104 0.61485 0.56553
Short term 0.92959 0.80909 0.83273

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

Miloš Kravčík ✉ , Kateryna Neulinger, and Ralf Klamma


( )

Advanced Community Information Systems (ACIS), RWTH Aachen University,


Informatik 5, Ahornstr. 55, 52056 Aachen, Germany
{kravcik,neulinger,klamma}@dbis.rwth-aachen.de

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.

Keywords: Workplace learning · Personal learning environments · Design

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.

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DOI: 10.1007/978-3-319-45153-4_72
Boosting Vocational Education and Training in Small Enterprises 601

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.

3 BOOST Methodology and Technology

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

1. European Commission. Rethinking Education: Investing in skills for better socio-economic


outcomes. COM, 669 (2012)
2. Johnson, S.: Lifelong learning and SMEs: issues for research and policy. J. Small Bus. Enterp.
Dev. 9(2), 285–295 (2002)
3. Attwell, G., Deitmer, L.: Developing work based personal learning environments in small and
medium enterprises. In: The PLE Conference, Melbourne (2012)
4. Nussbaumer, A., Kravčík, M., Renzel, D., Klamma, R., Berthold, M., Albert, D.: A Framework
for Facilitating Self-Regulation in Responsive Open Learning Environments (2014). arXiv
preprint: arXiv:1407.5891
604 M. Kravčík et al.

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

Marie Lefevre1 ✉ , Nathalie Guin1, Jean-Charles Marty2, and Florian Clerc1


( )

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.

Keywords: MOOC · Personalization · Pedagogic strategy · Adaptive learning

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

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DOI: 10.1007/978-3-319-45153-4_73
606 M. Lefevre et al.

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.

2 PERSUA2MOOC: A Model for Personalizing MOOCs

From ITSs to MOOCs: A Necessary Adaptation of the PERSUA2 Model. In the


PERSUA2 model, the teacher is the only actor involved in the personalization process,
since s/he first has to instantiate the different models used (learner profile, context,
activities), and s/he must then define the personalization rules. However, the design of
a MOOC is a more complex process and involves many people. We believe each of
these actors can play an important role in the personalization process. The roles that we
have identified are: (1) the designers of the personalization module: this is the role we
(the reserachers) have taken, designing and implementing the model allowing person‐
alization; (2) the platform administrators: they are the people who manage the MOOC
platform; (3) the educational team of the MOOC, which provides the content of the
MOOC; (4) the learners.
As designers of the personalization module, we have specified a generic model for
personalizing MOOCs, based on the PERSUA2 meta-model allowing the description
of pedagogical strategies, and based on the AKEPI meta-model allowing the description
of activities. This model specifies how to describe learner profiles, teaching strategies,
context and activities within the MOOC. Our models of learner profiles and activities
are not intended to be final and used necessarily as they are within a MOOC. They
describe the general structure and the types of information they should contain.
However, each MOOC platform having its own specificities (e.g. different features,
traces…), administrators could be able to modify the elements contained in these models
so that they best fit their system, and allow to describe the learner and the MOOC plat‐
form in a relevant way. Similarly, each MOOC is unique by its contents and objectives.
The teaching team could then modify models of learner profiles and activities, in order
to describe precisely the activities for a particular MOOC and the information to be
obtained on learners when they perform these activities. Finally, the learner has also a
role to play, as we will see later.

Operating Process of the PERSUA2MOOC Model. The different parts of the


PERSUA2MOOC model are used within an automated process, in order to provide recom‐
mendations to each learner (see Fig. 1). Five elements constitute the input of the process.
Two of them will be used to characterize the learner, and are calculated automatically:

Fig. 1. Operating process of the PERSUA2MOOC model.


Supporting Teaching Teams in Personalizing MOOCs Course Paths 607

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

Václav Maněna, Roman Dostál, Štěpán Hubálovský ✉ , and Marie Hubálovská


( )

Univerzity of Hradec Kralove, Rokitanskeho 62, Hradec Kralove, Czech Republic


{vaclav.manena,roman.dostal,stepan.hubalovsky,
marie.hubalovska}@uhk.cz

Abstract. The authors focus on the way of using a combination of social


networking and mobile technology at an elementary school in order to increase
students´ motivation. The paper summarizes the results of a survey, which was
attended by respondents from elementary schools in Hradec Králové, Czech
Republic. The paper also presents methods of using mobile technologies and
social networks in elementary school in order to involve students into education
and increase their motivation.

Keywords: M-learning · Mobile technologies · Social networks · Mobile phone ·


Tablet

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 610–613, 2016.
DOI: 10.1007/978-3-319-45153-4_74
Increasing Pupils’ Motivation on Elementary School 611

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.

2.1 The Research Goals and Methodology

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 %.

2.2 The Research Sample

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.

References

1. Manena, V., Rybenska, K., Špilka, R.: Research of mobile technologies used by students in
primary school as a basis for the creation of teaching materials. In: International Conference
on AdvancedEducational Technology and InformationEngineering, AETIE 2015, Beijiing,
People’s Republic of China, pp. 330–335 (2015). ISBN: 978-1-60595-245-1
2. Trajkovic, V., Vasileva, M., Karbeva, S., Videnovic, M.: Increasing students’ motivation by
using social networks in and out of the classrooms. ICT Innovations 2012: Web Proceedings
(2012). https://www.academia.edu/7628799/Increasing_students_motivation_by_using_soc
ial_networks_in_and_out_of_the_classrooms. ISSN: 1857-7288
3. Ang, Ch.: How to use smartphones in the classroom: up-to-datestatistics. e-Learning (2015). http://
www.ispringsolutions.com, http://www.ispringsolutions.com/blog/how-to-use-smartphones-in-
the-classroom-up-to-date-statistics
4. Centrum prevence rizikové virtuální komunikace, Pedagogická fakulta Univerzity Palackého
v Olomouci. České děti a Facebook (2015). http://www.e-bezpeci.cz/facebook2015
5. Potůček, J.: Třetina českých dětí tráví na Facebooku víc než tři hodiny denně. Internet a PC (2015).
www.novinky.cz, http://www.novinky.cz/internet-a-pc/bezpecnost/386965-tretina-ceskych-deti-
travi-na-facebooku-vic-nez-tri-hodiny-denne.html
6. Burgerová, J., Maněnová, M., Adamkovičová, M.: New perspectives on communication and
co-operation in e-learning. Praha: ExtraSYSTEM (2013). ISBN: 978-80-87570-16-6
7. GOOGLE. Age requirements on Google Accounts (2016). https://support.google.com/
accounts/answer/1350409?hl=en
Understanding Collective Behavior of Learning
Design Communities

Konstantinos Michos ✉ and Davinia Hernández-Leo


( )

ICT Department, Universitat Pompeu Fabra, Barcelona, Spain


{kostas.michos,davinia.hernandez}@upf.edu

Abstract. Social computing enables collective actions and social interaction


with rich exchange of information. In the context of educators’ networks where
they create and share learning design artifacts, little is known about their collec‐
tive behavior. Learning design tooling focuses on supporting educators (learning
designers) in making explicit their design ideas and encourages the development
of “learning design communities”. Building on social elements, this paper aims
to identify the level of engagement and interactions in three communities using
an Integrated Learning Design Environment (ILDE). The results show a rela‐
tionship between the exploration of different artifacts and creation of content in
all the three communities confirming that browsing influence the community’s
outcomes. Different patterns of interaction suggest specific impact of language
and length of support for users.

Keywords: Learning design · Communities of educators · Collective behavior ·


Social network analysis

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 614–617, 2016.
DOI: 10.1007/978-3-319-45153-4_75
Understanding Collective Behavior of Learning Design Communities 615

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.

Although in the open-environment (ILDE-Demo) this was identified in a lower level


since the other two communities were running within a MOOC training course [8], this
relation was present. These results propose that users do check examples of learning
designs when they create new artifacts and that learning designers in a community plat‐
form can influence each other on the way they design. To further explore the interaction
patterns between different users in the communities using the ILDE environment and
identify how users influence each other we followed a social network analysis approach.
We constructed in each community two directed, weighted networks based on the
following relationships: a views network which was representing that one user (node x)
616 K. Michos and D. Hernández-Leo

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.

Table 2. Statistics of the different networks


Views network Comments network
MOOC1 MOOC2 Demo MOOC1 MOOC2 Demo
Nodes 310 264 229 154 191 22
Edges 5729 1134 1050 376 481 36
Degree 101.31 29.27 16.17 2.98 3.49 2.22
Modularity .12 .35 .35 .42 .64 .43

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

Sharable formats of learning designs serve as representation of designers’ thinking about


effective learning in their contexts and as means of communication between educational
practitioners. Our results suggest that visibility for popular users and designs, monitoring
of users’ participation and identification of high quality artifacts in such communities
may add additional value in the way users explore and contribute. Scaling sharing of
teaching practices in community environments enables the identification of patterns
shedding light about how teachers are designing being inspired by other educators’ ideas
and based on diverse pedagogical approaches. In this paper we touched one aspect of
Understanding Collective Behavior of Learning Design Communities 617

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

1. Mor, Y., Craft, B., Hernández-Leo, D.: The art and science of learning design: editoral. Res.
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)
3. Parameswaran, M., Whinston, A.B.: Social computing: an overview. Commun. Assoc. Inf.
Syst. 19(1), 37, 762–780 (2007)
4. Jiang, J., Wilson, C., Wang, X., Sha, W., Huang, P., Dai, Y., Zhao, B.Y.: Understanding latent
interactions in online social networks. ACM Trans. Web (TWEB) 7(4), 18 (2013)
5. Recker, M.M., Yuan, M., Ye, L.: CrowdTeaching: supporting teachers as designers in
collective intelligence communities. Int. Rev. Res. Open Distrib. Learn. 15(4), 138–160 (2014)
6. Pynoo, B., van Braak, J.: Predicting teachers’ generative and receptive use of an educational
portal by intention, attitude and self-reported use. Comput. Hum. Behav. 34, 315–322 (2014)
7. Hernández-Leo, D., Asensio-Pérez, J.I., Derntl, M., Prieto, L.P., Chacón, J.: ILDE: community
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

Yishay Mor1(B) , Marco Kalz2 , and Jonatan Castano-Munoz3


1
PAU Education, Barcelona, Spain
{yishay.mor,muriel.garreta}@paueducation.com
2
Open University Netherlands, Heerlen, Netherlands
marco.kalz@ou.nl
3
Institute for Prospective Technological Studies, Seville, Spain
Jonatan.CASTANO-MUNOZ@ec.europa.eu

Abstract. Massive Open Online Courses (MOOCs) are changing the


educational field, challenging 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 sin-
gle course or single provider.
MOOCKnowledge (http://moocknowledge.eu/), funded by the
European Commission’s Institute for Prospective Technological Stud-
ies (IPTS), aims to facilitate a shared understanding of the value and
efficacy of MOOCs by developing a set of analysis tools and applying
them to a wide range of MOOCs.
The most powerful outcome of the project would be the possibil-
ity to correlate different dimensions of MOOC production, execution,
and learners experience. For example, identifying links between finan-
cial investment, learning design, and learner outcomes. To do this, we
must first develop a conceptual model of the factors which determine or
contribute to the value of a MOOC.

Keywords: MOOCs · Learning design · Evaluation · Cost · Value

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

facilitate a shared understanding of the value and efficacy of MOOCs by devel-


oping a set of analysis tools and applying them to a wide range of MOOCs. We
have already developed a three-survey (pre- post- and follow-up) tool, which
compares learner’s expectations and intentions to their perceptions and the
observable evidence of their actual benefits from the MOOC. We are in the
process of developing a design analysis tool, which will include a set of rubrics to
evaluate a MOOC’s design - from it’s overall structure to the details of specific
media assets.
The most powerful outcome of the project would be the possibility to corre-
late different dimensions of MOOC production, execution, and learners expe-
rience. For example, identifying links between financial investment, learning
design, and learner outcomes. To do this, we must first develop a conceptual
model of the factors which determine or contribute to the value of a MOOC.
This paper presents our current version of this model, and invites the com-
munity to engage with it. The model was developed through a combination of
desk research and expert review.
The mindmap of the model is available at:
https://atlas.mindmup.com/2016/03/f8dfb450cc3101338f4d19e3b2bc43d4/
mooc value/index.html
A version of this paper open for commenting is available at:
https://docs.google.com/document/d/1oVfZ2WGLklJNfRissjdOkkbK8A7y
NZvPSJrZaKb780o/edit.

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.

Meta-data. Parameters typically used to index or catalogue a MOOC.


The Meta-data parameters are:
Topic e.g. Java programming, web design, art history
620 Y. Mor et al.

Fig. 1. Overview of the model

Level/type educational institution type (K12, Higher education, profes-


sional development) and level (Introductory, Intermediate, Advanced)
Title course title
Timing start date and length (in weeks)
prerequisites
Institution (and faculty) providing the MOOC
Delivery mode Scheduled/self-paced
Platform e.g. Coursera, EdX, FutureLearn
Language e.g. English, Spanish, Arabic
Effort required by the student, in hours per week
Certification types of certificates offered (including ECTS)
Target audience profile of expected participants
Size expected number of students, including possible caps on size.
Cost. The various factors that determine the cost of designing, developing
and delivering a MOOC.
The cost factors we identified are:
Design and planning Research Design Prototyping
Production content production, including text, media (graphics, ani-
mations, games, and video), markup and media integration on the plat-
form, assignments and assessments, and content maintenance (updating
the content from time to time).
Quality Assurance
Marketing
Hosting either on an established platform or on a self-hosted/externally
hosted VLE.
Presentation the actual “running” cost, including the time of faculty,
facilitators/moderators, and tech support
Assessment in particular procturing and marking
Certification mainly the platform fees
Evaluation from audit of the MOOC design pre-presentation to the
analysis of the feedback and analytics.
A Value Model for MOOCs 621

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:

– what is more cost-effective (in terms of learner benefits) - investment in video


quality or in the quality of assignments and assessment?
– are certain media types more appealing to specific learner profiles?
– what are the hidden costs, benefits and risks that need to be considered when
evaluating a proposal for producing a new MOOC?

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

Mathieu Muratet1,2(B) , Amel Yessad1 , and Thibault Carron1,3


1
Sorbonne Universités, UPMC Univ. Paris 06, CNRS, LIP6 UMR 7606,
4 place Jussieu, 75005 Paris, France
{mathieu.muratet,amel.yessad,thibault.carron}@lip6.fr
2
INS HEA, 58-60 Avenue des Landes, 92150 Suresnes, France
3
Université Savoie Mont Blanc, 73376 Le Bourget-du-Lac, France

Abstract. Learner assessment in learning games (LG) is an interesting


research area for both academia and industry. The play traces resulting
from the learner’s activity in LGs with large state spaces and a large
amount of free interactions, are hard to analyze and to interpret by
teachers. In this paper, we present a framework to assist the building of
an expert’s solving process that is the base of the algorithm that ana-
lyzes player’s traces and generates pedagogical labels about the learner’s
behavior.

Keywords: Learning game · Behavioral model · Petri net

1 Introduction and Positioning

Learner assessment is considered as a key issue in Technology-Enhanced Learning


(TEL). Learners are not all alike, and it is interesting to assess the behavior of
each learner who uses the system in order to implement adapted scenarios and
provide feedback. Our approach aims (1) to be seamlessly integrated with a LG,
rather than presented as a separate artificial assessment disconnected from the
nature of the task and (2) to compare a learner’s behavior with experts’ solving
model.
Our research focuses on learning games which simulate process (physical,
industrial, business, etc.). In this kind of complex systems with a large amount
of freedom in interaction, it is hard to model game actions and experts’ solving
processes in order to understand and to analyze students’ activity. Thus, our
objective is to assist designers in building a model of the experts’ solving and
to compare it with the learner’s solving in order to generate a description of
learner’s behavior, readable by teachers and designers.
Several research had already considered the issue of automatic assessment of
learners by analyzing play traces. Thus, in [1], the authors propose a method-
ology for extracting conceptual features from student’s log data using a two-
dimensional context-free grammar. This contribution is focused on puzzle 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

like RumbleBlocks 1 or Refraction 2 . Other research used Petri nets to describe


experts’ solving of “Case study” games and proposed an algorithm to label learn-
ers’ actions [2]. However, this algorithm is adapted to unique type of games (case
studies) and is not at all suitable for learning games with large state spaces and
a large amount of freedom in interaction.
Our approach shares the same objective with these approaches but aims to
propose a scalable and generalizable framework giving more accurate pedagogi-
cal information about the learner’s behavior. The pedagogical labels defined are
based on the comparison between the learner’s behavior and the expert’s solving
of a game level. Figure 4 depicts the global architecture of the assessment frame-
work. In this paper, we focus on the workflow that assists designers to built the
model of experts’ solving.

2 Assistive Workflow to Build the Expert’s Solving


Process

A key point in our methodology is to model the experts’ solving process by a


executable model and to assess the learners actions by comparing them with
this model. Like [2], we choose to use Petri nets which is a powerful modeling
formalism in computer science, system engineering, and many other disciplines
(see [3] for details on Petri nets). Petri net combines a well-defined mathematical
theory with a graphical representation of the system’s behavior. The theoretical
aspect of Petri nets allows precise modeling and analysis of system behavior [4].
However, modeling a complex simulation game with Petri nets is a difficult
task both for game designers and experts. The main difficult task is to assure
consistency between Petri net modeling and game simulation. In our framework,
we propose an assistive workflow to semi-automate the Petri net building.

2.1 Example: The Frozen Door

We illustrate our contribution with a simple example of a frozen door. Figure 1


depicts a simple Petri net of a door that the player can open or close (in the
initial marking, the door is closed). If the door is connected to other game objects
like a key, then this Petri net is extended in order to match with the simulation
(cf. Fig. 2). In this second Petri net, the door is locked and the key is required
to open it. We also added a boiler into this game level that the user has to turn
on in order to solve the level. In the initial marking of this Petri net, the door
is closed, the boiler is turned off and the key is in the inventory.
In order to implement the automatic learner assessment, we construct two
Petri nets semi-automatically. The first Petri net is called “Full Petri net”
(FullPn) and includes all actions that learners can perform in the game. A FullPn

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.

2.2 Workflow Overview


As depicted in Fig. 4, the designers start by using a user-friendly graphical tool
to build a game level. From this high level game description, we use an XSLT
transformation to build two files: (1) a low level game description that is compat-
ible with the game engine and (2) a Petri net that describes the game simulation
(the FullPn). An expert can play this new level (several times if several solutions
are available) and the game engine traces the expert’s actions. These traces are
used to filter the FullPn and build the FilteredPn. We notice that a non-expert’s
trace could be used to filter the FullPn, for example an original and correct
solving made by a learner positively assessed by teacher can be added to the
expert’s traces to enlarge the FilteredPn.
Once the FullPn and the FilteredPn are generated, they can be validated
or completed by expert/designer manually in order to include constraints not
configurable with the graphical editing tool. Then, this validated FilteredPn is
used by the labeling algorithm to label learners’ actions pedagogically.

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

Ange Tato ✉ , Roger Nkambou, Janie Brisson, Clauvice Kenfack,


( )

Serge Robert, and Pamela Kissok


Université du Québec à Montréal, Montréal, Canada
angetato@gmail.com, nkambou.roger@uqam.ca

Abstract. In our previous works, we presented Logic-Muse as an ITS that helps


improve logical reasoning skills in multiple contexts. All its three main compo‐
nents (the learner, tutor and expert models) have been developed while relying
on the help of experts and on important work in the field of reasoning and
computer science. The main purpose of this paper is to present and assess the
Bayesian Network (that allows real time diagnosis and modeling of the learner’s
state of knowledge) implemented in the learner component. We demonstrate the
prediction and the adaptive capabilities for our learner model by using data mining
techniques on data from 71 students. We believe this work will help the research
community in building and assessing a BN in an ITS that teach logical
reasoning.

Keywords: Bayesian network · Deductive reasoning · Learner model · Intelligent


tutoring system

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 627–631, 2016.
DOI: 10.1007/978-3-319-45153-4_78
628 A. Tato et al.

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 %.

2 The Learner Component of Logic-Muse

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.

2.1 The Bayesian Network for the Cognitive Diagnosis

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)).

Inhibition of P and not Q: It is to inhibit the “disabler” or restrictive condition that is


to inhibit any conditions which lead to think that P & not Q is true. In example: If it rains
I take my umbrella. It is raining”, the logical conclusion is to say” I take my umbrella.
The disabler would be for example, “we cannot be sure that I will take my umbrella
because it can be broken”. We forget that P implies Q.

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.

2.2 Evaluation of the Bayesian Network


To assess the predictive ability of our BN and its ability to best represent the current
skills of a learner, we opted for an incremental cross validation. Evaluation of the infer‐
ence mechanism addresses the evaluation of the validity of user properties inferred from
the input data previously collected. The reliability assessment is done by using a predic‐
tion procedure [4] and an incremental cross validation in which one tries to predict
learner ‘answers and skills using the BN. These assessments use data collected from 71
students. These data consist of answers from the 71 students to a test containing 48
deductive reasoning problems prepared by our team.

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.

3 Conclusion and Future Work

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?

Ionut Cristian Paraschiv1, Mihai Dascalu1,2 ✉ ,


( )

Danielle S. McNamara , and Stefan Trausan-Matu1


2

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.

Keywords: Learning analytics · 2-mode multilayered graph · Co-authorship ·


Co-citation · Semantic similarity

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 632–635, 2016.
DOI: 10.1007/978-3-319-45153-4_79
Finding the Needle in a Haystack 633

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.

2 The Extended CNA 2-Mode Multilayered Graph

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].

3 Exploring the LAK Dataset

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

In this paper, we have introduced a 2-mode multilayered graph, an extension of our


Cohesion Network Analysis, which a represents a combination of multiple comple‐
mentary perspectives in order to build a mixed article-author graph. In the context of
hundreds, even thousands of publications within each research field every year, our
approach provides valuable support in retrieving relevant resources, helping learners to
find the needle in the haystack.
Our method can be further extended with additional SNA metrics, enhanced visu‐
alization tools, and the ability to check the evolution of a domain. Currently, the views
are highly cluttered because of the large number of nodes - a potential solution would
presume the creation of hierarchical clusters that group similar nodes. With such future
modifications, we expect the CNA 2-mode multilayered approach to have a significant
impact on information retrieval.

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

Michela Ponticorvo(B) , Andrea Di Ferdinando,


Davide Marocco, and Orazio Miglino

Department of Humanistic Studies, University of Naples “Federico II”,


Naples, Italy
michela.ponticorvo@unina.it

Abstract. Bio-inspired computational algorithms can be effectively


employed to develop games for learning. Game design, which we pro-
pose to describe according to a multi-level framework where the external
level is distinguished from the game engine and the tutoring level, can
host different bio-inspired computational algorithms.
Some examples of educational games employing bio-inspired algo-
rithms at different levels are reported: BreedBot in which bio-inspired
computational algorithms are used at game level and Infanzia Digi.tales
project where these techniques are used at tutoring level.

Keywords: Technology Enhanced Learning · Serious games · Educa-


tional games · Bio-inspired computational models · Game design

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

computational models that can be chosen, bio-inspired computational models are


extremely fit for educational purpose if the goal is to teach biological, psychologi-
cal and social matters, because they allow to convey knowledge about dynamic
and complex system, emergence, evolution and development better than other
computational models.

2 Serious and Educational Game Design According


to a Multi-level Framework

In this section we will describe the SG design process according to a multi-level


framework where we can distinguish two concentric levels, the shell and core
level and a ubiquitous one, the evaluation and tutoring level [3], represented
in Fig. 1. The shell and the core level are present in every kind of game, and,
more in general in almost every cultural product. The shell level represents the
visible content that is immediately accessible to the player. It frames the game
engine, the game dynamics that are hold in the core level. The third level, the
evaluation and tutoring level, even if it is present in many entertainment games,
is characterizing for Educational and Serious games, as it allows, on the teachers
side, to understand if and how the player/learner has acquired the concepts
conveyed by the Educational game.
The shell level represents what the player sees, the setting she is immersed
in. Here we find what we call the game narrative. Digital games, as many other
cultural products, are expressed through a narrative metaphor that carries out
the crucial role to give sense to the game. In designing the shell level we have
to define the context: who are the agents, what actions they can display, what
interactions are possible between them.
The shell level, based on narrative, holds an hidden level with a specific oper-
ation, the game engine, what we call the core level. The game engine, a term that
is commonly used in the context of videogames creation and development, allows
to implement core functionalities related to game dynamics, for example related

Fig. 1. Multi-level framework for educational games


638 M. Ponticorvo et al.

to physics, animation, artificial intelligence, etc. These levels are in dynamic


interaction and have strong effects one on the other: the narrative provides a
frame where the hidden content resides. In educational context, the shell level is
necessary in providing a semantic context to educational activities whereas the
core level defines the skills or the abilities to be transferred.
If our goal is to build educational tools and materials which are related to
biology, psychology and sociology or if we want to transmit different subjects
adopting a point of view that takes into account aspects related to emergence,
complex and dynamic systems, evolution and development, we can resort to a
wide class of bio-inspired algorithms. Bio-inspired computing exploits the study
of natural phenomena to apply it to machine learning: from evolution to genetic
algorithms, from natural complex systems to cellular automata, from the nervous
systems to artificial neural networks.
In educational and serious games, a relevant role is played by the evaluation
and tutoring level. The evaluation and tutoring layer complements the core and
shell layers. This level analyze players game performances relatively to the spec-
ified training objectives, and provides the players and the trainer, whose role
is indeed relevant in educational context, with important information and data
about the learning process. At this level we find learning analytics, which are
the measurement, collection, analysis and reporting of data about learners to
improve the whole learning process.

3 Bio-inspired Computational Models in Educational


and Serious Games: Some Examples
The first examples we want to cite are about the use of bio-computational algo-
rithms to teach evolutionary dynamics. In this case, the serious game becomes a
virtual laboratory where the user can directly manipulate the relevant variables
involved in the game, thus determining the game evolution in an immediate
manner. At the same time, this direct manipulation takes place in a protected
environment where failures or error do not determine a menacing outcome. An
interesting example of this kind of games we have worked on is Breedbot1 and its
sequels Bestbot, and Brainfarm [4,5]. These are integrated software/hardware
platforms that allow players, even without any particular computer skill, to
breed, within customizable virtual worlds, artificial organisms that can be down-
loaded onto real robots.
Breeding is implemented through a user-guided genetic algorithm, where the
user determine robots evolution acting as a breeder. In these games there are
the following bio-inspired computational models: robots are embodied agents
whose artificial intelligence is implemented with artificial neural networks and
their evolution/development carries out adopting evolutionary algorithms.
Bio-inspired computational model can enter the evaluation/tutoring level, as
shown by INF@NZIA DIGI.tales project. This level foresees a smart interaction
with the user/player. This smartness resides in adapting, inferring, profiling and
anticipation, functions that mimic human teachers actions. This level provides
1
The interested readers can contact authors for additional materials.
Bio-inspired Algorithms in SG 639

an appropriate and timely feedback to player action, it adapts to player special


needs according to her actual performance and the desired educational goals, it
tracks player performance in terms of achievements and improvements. Up to
now, this smart interaction has been mediated by the use of Intelligent Tutoring
Systems (ITS).
Bio-inspired algorithms can be useful at this level too: artificial neural net-
works can be applied to teaching and learning processes, as they can capture
interesting regularities that help profiling the student/player/user, modelling
student/teacher interaction is a smart way. Learners and teachers can be con-
ceived as cognitive agents, starting from the regularities extracted by Educa-
tional data mining.

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.

Acknowledgments. The INF@NZIA DIGI.tales has been funded by Italian Ministry


for Education, University and Re-search under PON-Smart Cities for Social Inclusion
programme. Authors would like to thank Onofrio Gigliotta for Breedbot, Bestbot and
Brainfarm materials.

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

David Roldán-Álvarez1, Ana Márquez-Fernández2,


Estefanía Martín2 ✉ , and Cristian Guzmán2
( )

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

Abstract. Learning technologies offer new opportunities to children and people


with disabilities to develop their autonomy and independence. In recent years,
and thanks to the emergence of touch devices, lots of efforts have been put into
creating content and applications for these kinds of surfaces. In addition, current
literature shows the benefits of using technology for improving the learning
process of these students. This paper presents two learning experiences where
pre-school aged children and students with special needs performed learning
activities using tablets. The results obtained shed light on these types of devices,
which are suitable for early ages and special education since they do not need
intermediate devices such as the keyboard or the mouse.

Keywords: Learning · Tablets · Children · Kindergarten · Special needs

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].

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 640–643, 2016.
DOI: 10.1007/978-3-319-45153-4_81
Learning Experiences Using Tablets 641

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).

Fig. 1. Students performing learning activities with Android tablets

2.1 Pre-primary Education Experience


We performed a learning experiment with 20 students aged between 5 and 6 years old
in order to study if the use of technology influenced their learning processes. During this
experiment, students were divided in two groups of 10 students each. The first group
performed the activities with tablets while the second group performed the same activ‐
ities with paper. The topic of the activities was the environment, which is part of the of
pre-primary education curriculum. Specifically, activities about wild animals, domestic
animals and farm animals. The study was performed during three months. Before starting
and after finishing the learning experience, the students did tests (pre-test and post-test)
so we could check more precisely their previous knowledge on this topic and to see if
there was significance learning when the experiment ended. Both the activities in the
tests and the activities they performed using paper and tablets where multiple choice,
pair-matching and math activities.
642 D. Roldán-Álvarez et al.

The results obtained shed light on the importance of technology in classrooms. On


one hand, students who performed the activities with tablets scored 14,18 out of 24
points in the pre-test and improved their results in the post-test, obtaining 21,42 out of
24 points. On the other hand, students who performed the activities with paper obtained
17,21 out of 24 points in the pre-test and 15,21 out of 24 point in the post-test. As the
results show, the use of technology has led the students to gain meaningful learning
(Wilcoxon test, W = 0 Z = 2.8 p < 0.00) while we could not confirm if there was a
meaningful learning among the students who did not use tablets (Wilcoxon test, W = 41
Z = 1.38 p = 0.19).

2.2 Special Needs Experiment


17 students between 12 and 20 years old were involved in the second learning experi‐
ment. All of them have cognitive disabilities and 5 of them have also been diagnosed
with Autism Spectrum Disorder (ASD). Students had to complete two assignments. The
first one was composed of 24 activities about musical instruments where the students
were asked about the name or the type of a certain instrument. The second project
contained 17 activities where students were asked about questions related to the “Theory
of Mind” (recognition of facial expressions and understanding of feelings) and daily life
activities. Each student completed the assignments at least once a week during three
weeks total. The duration of the sessions was from 7 to 15 min, depending on the time
the participant took to solve all the activities. We did not set a maximum time to solve
both projects since we did not want the students to nervous.
During the learning experiment, students performed the activities more independ‐
ently as the study progressed. For instance, in the first session students gave 241 correct
answers in a total of 312 activities while they gave 265 correct answers in the last session.
In addition, the number of supports they needed decreased along the duration of the
study. Students required help from their teachers or the observers; the student who
needed the most help was assisted 11 times in the first session and in the last session he/
she only was only helped 4 time. Moreover, they were aware of the mistakes they made,
self-correcting when asked again about the same topic. For example, when asked about
the type of instrument of a piano, the first time 9 out of 13 participants where wrong,
while in the last session only 1 participant chose the wrong answer. Students were moti‐
vated throughout the entire interaction and they wanted to perform as well as they could.

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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Down syndrome. Down Syndr. Res. Pract. 2(2), 51–58 (1994)
4. Cantón, P., González, L., Mariscal, G., Ruiz, C.: Applying new interaction paradigms to the
education of children with special educational needs. In: Miesenberger, K., Karshmer, A.,
Penaz, P., Zagler, W. (eds.) ICCHP 2012, Part I. LNCS, vol. 7382, pp. 65–72. Springer,
Heidelberg (2012). doi:10.1007/978-3-642-31522-0_10
5. Africano, D., Berg, S., Lindbergh, K., Lundholm, P., Nilbrink, F.: Designing tangible interfaces
for children’s collaboration. In: Extended Abstracts on Human Factors in Computing Systems.
ACM, New York, pp. 853–868 (2004). doi:10.1145/985921.985945
6. Roldán-Álvarez, D., Márquez-Fernández, A., Rosado-Martín, S., Martín, E., Haya, P.A.,
García-Herranz, M.: Benefits of combining multitouch tabletops and turn-based collaborative
learning activities for people with cognitive disabilities and people with ASD. In: IEEE 14th
International Conference on Advanced Learning Technologies, pp. 566–570. IEEE (2014)
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in Down syndrome children. J. Comput. Assist. Learn. 22, 298–307 (2006). doi:10.1111/j.
1365-2729.2006.00179.x
8. Lingnau, A., Zentel, P., Cress, U.: Fostering collaborative problem solving for pupils with
cognitive disabilities. In: Chinn, C.A., Erkens, G., Puntambekar, S. (eds.) Proceedings of the
Computer Supported Collaborative Learning Conference. International Society of the Learning
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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

Jeremy Roschelle, Shuchi Grover, and Marianne Bakia ✉


( )

SRI International, Menlo Park, CA, USA


{jeremy.roschelle,shuchi.grover,marianne.bakia}@sri.com

Abstract. The term “Cyberlearning” is used in the United States to describe a


community of researchers, largely funded by the US National Science Founda‐
tion, who are exploring the integration of computer science research with learning
sciences research. The Cyberlearning community is parallel to the EC-TEL
community and the purpose of this poster is to foster mutual engagement between
the communities. The paper describes the origin of the term, the conception of
the field, the kinds of research being conducted, and some of the exemplary
projects. The paper will also introduce the Center for Innovative Research in
Cyberlearning (CIRCL), which is the hub of the knowledge network (research
community) for cyberlearning and hosts a useful collection of resources.

Keywords: Innovation · Learning · Technology

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 Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 644–647, 2016.
DOI: 10.1007/978-3-319-45153-4_82
Introducing the U.S. Cyberlearning Community 645

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.

2 Explorations of Immersion and Augmented Reality

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.

In RoomQuake [4], students become immersed in a classroom-sized simulation of


an earthquake. As the sounds of an earthquake play on speakers, the students can take
readings on “seismographs” at different locations in the room, inspect an emerging fault
line, and stretch twine to identify the epicenter. No real seismographs are used, rather
tablet computers are used to simulate the measurement instruments and to reveal imag‐
inary cracks in an otherwise normal classroom wall. Nonetheless, the experience is
intense enough that students feel transported out of their classroom and begin working
together like scientists in the field. Students must decide what to measure and how to
analyze data in order to solve a challenging problem. In other classroom-scale immersive
simulations, students travel inside a rocket to the moon or uncover an (imaginary) inva‐
sion of insects making a habitat in the walls of the classroom.
In contrast, in the “In Touch with Molecules” project [5] students manipulate a
physical ball-and-stick model of a molecule such as hemoglobin, while a camera senses
the model and visualizes it with related scientific phenomena, such as the energy field
around the molecule. Students simultaneously see the molecule that they are physically
moving and a visualization of the molecule on a screen, with colorful dynamic energy
fields. Students’ embodied and tangible engagement with a physical model is thereby
connected to more abstract, conceptual models, supporting students’ growth of under‐
standing.
Whereas the first two examples take place in a school, the Connected Worlds [6]
exhibit re-uses a large space remaining from the 1964 New York World’s Fair. Partic‐
ipants enter this space, which is now part of the New York Hall of Science (a science
museum), and find a series of large screens simulating a set of connected ecological
niches, each with fanciful simulated flora and fauna. The simulated work responds to
how people move and gesture near the screens. For example, one full body gesture can
cause a new tree to sprout. In addition, participants can move foam “rocks” and thus
redirect the water supply to different ecological niches. As a consequence of these
changing water available trajectories, life forms may die off, become more profuse, or
migrate across the screens representing the ecological niches.
Other forms of augmented, immersive or virtual realities are also explored in Cyber‐
learning projects. In one project, students wear personal activity sensors and data flows
to an online video game about health. Remote scientific laboratories are another type of
virtual experience explored both in cyberlearning and European-based TEL projects.
Multimodal input using a variety of sensors that can capture speech, body movement,
touch, and other forms of expression and related emerging analytics techniques to inter‐
pret that data feature across many projects. In addition, projects explore how computer-
generated output can be embedded in the real environment (as robots) or virtual envi‐
ronment (as avatars) in forms that do not seem as computer-like.

3 Discussion of Themes of Learning, Computation, and Equity

We anticipate that by sharing examples of cyberlearning research, and through learning


about related EC-TEL research by participating at the conference, researchers from the
United States and Europe will be able to engage on topics of mutual interest. For
example, we have already had several successful exchanges between the US-based and
Introducing the U.S. Cyberlearning Community 647

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

Jeremy Roschelle1 ✉ , Louise Yarnall1, Mike Sharples2,


( )

and Patrick McAndrew2


1
SRI International, Menlo Park, CA, USA
{jeremy.roschelle,louise.yarnall}@sri.com
2
The Open University, Milton Keynes, UK
{mike.sharples,iet-director}@open.ac.uk

Abstract. A series of reports on Innovating Pedagogy were launched in 2012


to look at the trends that show how practitioners may engage in innovation in
pedagogy. This paper looks at the latest set of trends, and highlights four 2015
trends that seem particularly rich for researchers to explore in the next five
years.

Keywords: Pedagogy · Educational technology · Innovation · Learning ·


Instruction

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.

1.1 2015 Practitioner Trends

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.

2 Four Promising Trends for Research

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

© The Author(s) 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 648–651, 2016.
DOI: 10.1007/978-3-319-45153-4_83
Future Research Directions for Innovating Pedagogy 649

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.

Incidental Learning. Incidental Learning captures learning ephemera for productive


use. It brings up pedagogies and technologies for noticing, reflecting, and connecting
the unplanned learning that we experience daily. A mobile app may permit a learner to
record a feeling or impression after an experience in the workplace, and then later refer
back to recall, index, and share it. Learners may receive a text “nudge” to help maintain
650 J. Roschelle et al.

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.

Context-Based Learning. Context is both something we are immersed in and some‐


thing we create. As technology becomes more embedded in life through the so-called
Internet of Things, the opportunities for learning in context can be expected to increase.
Contextual learning technology may bring realistic simulation into a classroom or
project an instructional overlay onto the world through augmented reality in a mobile
device. It capitalizes on the human capacity to see similarities and differences when the
same process is applied in different settings and conditions. Future research may explore
how such technologies can improve knowledge transfer by linking knowledge learned
in school with knowledge gained from informal contexts [5]. Research may also examine
how learners create context through interaction using technologies [6]. Also useful are
theories of knowledge representation, symbol systems, and distributed cognition, partic‐
ularly for designing augmented reality overlays projected on to an environment. One of
the core challenges is to help learners regulate their access to these opportunities and to
help educators be aware of when to switch distributed networks on and off as needed.

Embodied Learning. Embodied learning considers how the learner is engaged as a


whole person with the learning process. As someone performs a task, new technology
can focus attention and help link knowledge to activity, moving the learning from
abstract to concrete action that embeds learning deeply. Such embodied learning is not
a new concept [7], but technology supports how we can measure performance, as
reflected in the use of Fitbits and health apps. Embodied learning presents analytics of
both individual and collective activity, permitting comparisons for performance
improvement. Future research may focus on designing for embodied experiences, tech‐
nological transformation, and forms of feedback. This research can cross from neuro‐
science and educational design to new technologies.

Analytics of Emotions. Analytics of Emotions research identifies the emotions rele‐


vant to learning and develops the sensing technologies that can track and respond to
learner emotions during online learning. A theme of research since the mid 1990s [8],
it is now being extended into classrooms and informal settings. Early work focused on
inferring a learner’s motivational states from logs of online learning, but more recent
studies track states with eye tracking, facial recognition and posture analysis. Such
studies aim to help learners understand when they are struggling and need to seek help.
This research builds understanding of how emotional constructs interact with attention,
memory and understanding.
Future Research Directions for Innovating Pedagogy 651

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

1. Dewey, J., Hickman, L., Alexander, T.M.: The Essential Dewey: Ethics, Logic, Psychology,
vol. 1. Indiana University Press, Bloomington (1998)
2. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation,
social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)
3. Dweck, C.: Mindset: The New Psychology of Success. Random House, New York (2006)
4. Gollwitzer, P.M., Oettingen, G.: Planning promotes goal striving. Cogn. Physiol. Neurol.
Dimens. 2, 162–185 (2011)
5. Salomon, G., Perkins, D.N.: Rocky roads to transfer: rethinking mechanism of a neglected
phenomenon. Educ. Psychol. 24(2), 113–142 (1989)
6. Dourish, P.: What do we talk about when we talk about context. Pers. Ubiquitous Comput.
8(1), 19–30 (2004)
7. Lakoff, G., Johnson, M.: Philosophy in the Flesh: The Embodied Mind and Its Challenge to
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8. del Solato, T., Du Boulay, B.: Implementation of motivational tactics in tutoring systems. J.
Interact. Learn. Res. 6(4), 337–378 (1995)
Platform Oriented Semantic Description of Pattern-Based
Learning Scenarios

Zeyneb Tadjine ✉ , Lahcen Oubahssi, Claudine Piau-Toffolon, and Sébastien Iksal


( )

LUNAM University, University of Maine, EA 4023, LIUM, 72085 Le Mans, France


{zeyneb.tadjine,lahcen.oubahssi,claudine.piau-toffolon,
sebastien.iksal}@univ-lemans.fr

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.

Keywords: Learning design · Learning platforms · Operationalization · Learning


scenarios · Patterns

1 Aim and Motivation

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 652–655, 2016.
DOI: 10.1007/978-3-319-45153-4_84
Platform Oriented Semantic Description 653

2 Structuring and Indexing Platform-Based Learning Scenarios

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

importance of using a semantic description because it is extensible, and allows indexing


and adding of more features as the technological updates are evolving around distance
learning.

References

1. El Mawas, N., Oubahssi, L., Laforcade, P.: Making explicit the Moodle instructional design
language. In: 2015 IEEE 15th International Conference on Advanced Learning Technologies
(ICALT), pp. 185–189. IEEE, July 2015
2. Oubahssi, L., Piau-Toffolon, C., Clayer, J.-P., El Mawas, N.: Design and operationalization
of learning situations based on patterns for a public in professional development. In: Rensing,
C., de Freitas, S., Ley, T., Muñoz-Merino, P.J. (eds.) EC-TEL 2014. LNCS, vol. 8719, pp.
580–581. Springer, Heidelberg (2014)
3. Prieto, L.P., Asensio-Pérez, J.I., Dimitriadis, Y., Gómez-Sánchez, E., Muñoz-Cristóbal, J.A.:
GLUE!-PS: a multi-language architecture and data model to deploy TEL designs to multiple
learning environments. In: Kloos, C.D., Gillet, D., García, R.M.C., Wild, F., Wolpers, M.
(eds.) EC-TEL 2011. LNCS, vol. 6964, pp. 285–298. Springer, Heidelberg (2011)
4. Tadjine, Z., Oubahssi, L., Piau-Toffolon, C., Iksal, S.: A process using ontology to automate
the operationalization of pattern-based learning scenarios. In: Zvacek, S., Restivo, M.T.,
Uhomoibhi, J., Helfert, M. (eds.) Computer Supported Education, pp. 444–461. Springer,
Heidelberg (2015)
5. Laurillard, D.: Teaching as a Design Science: Building Pedagogical Patterns for Learning
and Technology. Routledge, New York (2013)
6. Koper, R.: Current research in learning design. Educ. Technol. Soc. 9(1), 13–22 (2006)
7. Koper, R.: Modeling Units of Study from a Pedagogical Perspective: The Pedagogical Meta-
model Behind EML. Open Universiteit Nederland En ligne, Heerlen (2001)
8. Chimalakonda, S., Nori, K. V.: A patterns-based approach for modeling instructional design
and TEL systems. In: 2014 IEEE 14th International Conference on Advanced Learning
Technologies (ICALT), pp. 54–56. IEEE, July 2014
9. Fensel, D.: Ontologies, pp. 11–18. Springer, Heidelberg (2001)
10. Amorim, R.R., Lama, M., Sánchez, E., Riera, A., Vila, X.A.: A learning design ontology
based on the IMS specification. Educ. Technol. Soc. 9(1), 38–57 (2006)
11. Mizoguchi, R., Bourdeau, J.: Using ontological engineering to overcome common AI-ED
problems. J. Artif. Intell. Educ. 11, 107–121 (2000)
12. Paquette, G.: A competency-based ontology for learning design repositories. Int. J. Adv.
Comput. Sci. Appl. 5(1), 55–62 (2014)
13. Krathwohl, D.R.: A revision of Bloom’s taxonomy: an overview. Theor. Pract. 41(4), 212–
218 (2002)
14. Lejeune, A., Pernin, J.P.: A taxonomy for scenario-based engineering. In: CELDA, pp. 249–
256, December 2004
15. Churchill, D.: Towards a useful classification of learning objects. Educ. Tech. Res. Dev.
55(5), 479–497 (2007)
Model of Articulation Between Elements
of a Pedagogical Assistance

Le Vinh Thai ✉ , Stéphanie Jean-Daubias, Marie Lefevre, and Blandine Ginon


( )

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.

Keywords: User assistance · Pedagogical assistance · Epiphytic approach · Mode


of articulation

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 656–659, 2016.
DOI: 10.1007/978-3-319-45153-4_85
Model of Articulation Between Elements 657

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.

Fig. 1. aLDEAS rules pattern [2]

3 Modes of Articulation Between Assistance Elements

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.

4 Model of Articulation Between ALDEAS Rules

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.

Fig. 2. Model of articulation between aLDEAS assistance 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.

Fig. 3. Detail of three rules articulated in successive mode in aLDEAS

5 Conclusion and Future Work

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

Ilaria Torre1(&), Simone Torsani2, and Marco Mercurio2


1
Department of Computer Science,
Bioengineering, Robotics, University of Genoa, Genoa, Italy
ilaria.torre@unige.it
2
Department of Modern Language and Culture,
University of Genoa, Genoa, Italy
{simone.torsani,marco.mercurio}@unige.it

Abstract. Technology-enhanced language learning enables activities to be


adapted to several factors including technological constraints and students’
special needs. To train language teachers to design goal-based learning activities
that satisfy diverse student needs, learning platform features and device con-
straints we designed an ontology-based simulator. The tool generates usage
scenarios that trainee teachers have to solve, moreover it provides recommen-
dations about the most suited instructional design solutions given multiple
constraints. In this paper we present the approach and we describe the
exploratory evaluation we performed on a demonstrator. Results confirm the
validity of the approach and the ability of the tool to generate realistic scenarios.

Keywords: Technology-enhanced learning  Adaptable instructional design 


Ontological reasoning  Recommender systems

1 Introduction and Background

Teacher Education is an important area of research and practice within Computer


Assisted Language Learning (CALL). A major theme in CALL Teacher Education
(CTE) is the complexity of exploiting technology in order to enhance language
teaching. It implies choosing one or a set of tools and knowing how to configure and to
use them to achieve a certain goal, given a certain context and certain learners.
Research on CTE, therefore, has focused on the development of transferable
integration skills, i.e. more abstract skills that enable teachers to evaluate, choose and
exploit different technologies in different contexts [1]. A brief look at CTE literature
will reveal that trainers favour experiential and reflective learning (e.g. [7]) instead of
simple transmission of facts and guidelines in instructor-driven setups. In the field of
Second Language Teacher Education, Ellis [2] distinguishes between two general areas
in training activities: experiential and awareness-raising. The former provides teachers
with a direct experience of what happens in actual contexts, the latter helps them to
achieve a deeper understanding of that experience. This same distinction is maintained
in CTE research and practice. It is assumed that, by dealing with complex and realistic
situations, teachers achieve a deeper understanding of the factors behind the work with
technology and, as a consequence, develop integration skills. Simulation is an effective
method to practice with complex and realistic situations [5, 6].

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 660–664, 2016.
DOI: 10.1007/978-3-319-45153-4_86
Simulation-Based CALL Teacher Training 661

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.

2 Semantic Modeling of Knowledge for Scenario Generation

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.

For the evaluation, we developed a demonstrator which implements a set of


learning goals and constraints, generating different scenarios. Its objective is to show
the functionalities and potential uses of the simulator, not to evaluate its usability.
1. Participants taking part in the study were asked to perform ten tasks on given
scenarios. During the tests, an observer annotated problems and difficulties expe-
rienced by the subjects and their execution time to complete the tasks.
2. Moreover, participants were invited to complete a questionnaire with questions
presented after each task.

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.

L1 = designing an activity that develops the competence of: understanding brief


and simple texts
C11 = developing a learning activity which allows automatic correction
C21 = the learning activity has to be accessed by students through heterogeneous
mobile devices so that they can perform the activity anytime and anywhere.

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).

Results. G1 = group of ICT-skilled teachers, G2 = non-skilled ones. Concerning Q1,


70 % of the population (n = 10 2 G1 and n = 10 2 G2) considered the proposed tasks
realistic (score  2). Notice in particular that 84 % of G1 teachers considered the
scenarios realistic, with a Mean = 2,4 and Standard Deviation = 0,712. This is a rel-
evant result since G1 represents the expert group and this provides a first validation of
the scenarios generated from the L-max ontology. Notice moreover that the difference
between the two groups is statistically significant with p-value < 0.01.
Answers to Q2 are reported in
Table 1. Results for Q2, Q2a and Q2b Table 1. An average near to 60 % of
the teachers thought of a solution
similar to the one proposed by the
tool, with G1 = 76 %. This suggests
that the simulator is generally con-
sidered credible as regards both tasks
and solutions. Q2a confirms this result with 72 % of teachers considering the proposed
solution better than their own. However, it is interesting to underline that G1 shows an
average lower than G2. We can argue that G1 teachers, being used to integrate tech-
nology in their learning activity, have thought of solutions that the demonstrator does
not include yet. Q2b confirms this hypothesis since only 33 % of G1 consider the
options provided by SIMUL-TOOL enough to develop their solution. This is in line
with an early version of development and provides confirmation of the validity of the
approach and of the underlying data model.
664 I. Torre et al.

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

Hallvard Trætteberg, Anna Mavroudi ✉ , Michail Giannakos, and John Krogstie


( )

Norwegian University of Science and Technology, Trondheim, Norway


{hal,anna.mavroudi,michailg,john.krogstie}@idi.ntnu.no

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.

Keywords: Adaptation · Learning analytics · Object-oriented programming ·


Student behavior · Programming habits

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

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 665–668, 2016.
DOI: 10.1007/978-3-319-45153-4_87
666 H. Trætteberg et al.

other hand, a related challenge is that, although student-tracking is typically included in


VLEs today, an in-depth reporting and visualisation of the built-in analytics that would
help optimize opportunities for online learning and extract value from “big data” has
often been rudimentary or practically non-existent [3]. To this end, our LA approach
(see Sect. 2) captures and visualises all the key indicators of student behavior focusing,
in particular, on their debugging habits with the aim of provoking reflection and remedial
actions that can destabilize bad debugging habits.

2 Context and Approach

The TDT4100 course is an introductory course in object-oriented programming with


Java. It is followed by approximately 600 students each year, typically in their second
semester of study. To qualify for the exam, each student must earn 750 points from 10
assignments, each worth 100 points. The assignments are composed of smaller exercises,
and the student typically needs to complete two or three of them each week. To address
the diversity in motivation, the exercises have varying difficulty level, and the students
can select among them according to their own skill and aspirations. Most of the exercises
have pre-written tests (JUnit tests) for the programming snapshots (Java classes) that
students are required to write. The success (or failure) of the tests gives them some
feedback about their progress (or lack thereof) in order to scaffold the learning experi‐
ence and make it easier to incrementally work towards the assignments’ learning goals.
We encourage the students to validate that their code works as expected before running
the JUnit tests, but since assignment points are given based on the test results, many end
up focusing too much on the tests, rather than on the stated requirements. Students use
the Eclipse platform as an integrated development environment for which we provide
learning resources and support. To collect data about the students’ actual working habits,
including how they use the tests and debug their code, we have created two Eclipse plug-
ins that can log data about the use the Eclipse platform: files saved, number of errors

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.

Fig. 2. Visual learning analytics in the programming environment

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.

3 Conclusion and Discussion

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.

Acknowledgements. The work presented is supported by the European Research Consortium


for Informatics and Mathematics (ERCIM). Contract Nr. 2015-07.

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

Beat Tödtli(B) , Monika Laner, Jouri Semenov, and Beatrice Paoli

Swiss Distance University of Applied Sciences, 8105 Regensdorf, Switzerland


{beat.toedtli,monika.laner,jouri.semenov,beatrice.paoli}@ffhs.ch

Abstract. We present a prototype for an adaptive navigation system


which uses a dissimilarity measure between student and exercise profiles
to rank and recommend exercises. Both types of profiles are structured as
a hierarchical tree. We are developing a Moodle plugin that presents the
top-ranked exercises as recommendations to distance learning students.
A visualization of the student competence profiles provides progress feed-
back within the plugin.

Keywords: Adaptive navigation support · Progress-based adaptation ·


Recommender systems · Moodle

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.

2 Architecture of the Exercise Recommender


The main learning goals of the physics course are organized in a hierarchical
tree structure where all leaf nodes have the same depth. The exercises usually
cover one or two physics topics and ask for a numerical answer. The nodes in the
learning goal tree are weighted according to their relevance. Each parent learning
goal is detailed by child learning goals and the sum of their weights equals the
weight of the parent node. A teacher is directly involved in the adaptation process
by specifying the weights of the leaf nodes. The exercise and student tree profiles
are derived from this prioritized learning goal structure (see Fig. 1). The exercise
profile node obtains topic relevance values indicating the relevance of the exercise
for each of the node’s learning goals. An exercise may touch several topics in the
learning goal tree that may or may not be children of the same parent node. The
student profile nodes obtain competence values indicating the competence of the
student with respect to each node’s learning goal. Successfully solved exercises
increase the competence node value of the student profile in proportion to the
learning goal weight. When the student fails an exercise, the competence node
values are left unchanged because the student has not shown any additional
competence and because topics already worked on should not be prioritized over
(possibly many) topics that the student has not yet studied.
Based on this tree structure the recommender suggests exercises whose topic
relevance profiles are maximally complementary to the competence profile of
the student. The suggested exercises help the student to learn topics not yet

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

mastered or attempted. In that way, the recommender guides the student to


effective learning content.
Recommendations are computed using a dissimilarity measure between the
student’s profile tree s and each exercise profile tree e as follows. The profile
trees are each converted into several lists s(d) and e(d) of node values at depth
d of the student and exercise profile tree, respectively. A dissimilarity measure
dis(s, e, d) = −s(d) · e(d) measures the dissimilarity of a student and exercise
profile tree at depth d. For each exercise and student a dissimilarity vector
dis(s, e) = (dis(s, e, 1), dis(s, e, 2), . . . , dis(s, e, d)) is computed. For each student
s the vectors dis(s, .) of all exercises are arranged as rows in a table. The rows are
first sorted with respect to the dissimilarity at the lowest depth d = 1 (column
1), and then with respect to increasing depths d = 2, 3, etc. (columns 2, 3,
etc.). The exercises corresponding to the top k (usually 5) entries in this list are
recommended to the student. This procedure prioritizes dissimilarity at depth
d = 1 over dissimilarity at a higher depth. Thus, exercises may be similar with
respect to more general topics but dissimilar with respect to more specific ones.

e
Otto tur
engi era p
ne tem g
rin
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

ph
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

The recommender prototype is connected to a database that stores the learning


goal weights, the exercise and student profiles as well as the current recom-
mendations for each user. Currently a Moodle plugin is under development to
complement the prototype with a suitable presentation framework. Within the
Moodle platform it will present the recommended exercises to the student. The
progress visualization is shown using the student profile data from the database.

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

Mehrnoosh Vahdat1,3(B) , Maira B. Carvalho1,3 , Mathias Funk1 ,


Matthias Rauterberg1 , Jun Hu1 , and Davide Anguita2
1
Department of Industrial Design, Eindhoven University of Technology,
5612 AZ Eindhoven, The Netherlands
{m.vahdat,m.brandao.carvalho,m.funk,g.w.m.rauterberg,j.hu}@tue.nl
2
DIBRIS - Università degli Studi di Genova, 16145 Genoa, Italy
davide.anguita@unige.it
3
DITEN - Università degli Studi di Genova, 16145 Genoa, Italy

Abstract. Games can be used as effective learning tools, proved to


enhance players’ performance in a wide variety of cognitive tasks. In this
context, Learning Analytics (LA) can be used to improve game qual-
ity and to support the achievement of learning goals. In this paper, we
investigate the use of LA in digital puzzle games, which are commonly
used for educational purposes. We describe our approach to explore the
way players learn game skills and solve problems in an open-source puz-
zle game called Lix. We performed an initial study with 15 participants,
in which we applied Process Mining and cluster analysis in a three-step
analysis approach. This approach can be used as a basis for recommend-
ing interventions so as to facilitate the puzzle-solving process of players.

Keywords: Learning Analytics · Educational Data Mining · Serious


games · Puzzle games · Technology enhanced learning · Cluster analysis ·
Process mining

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.

2 Game Description and Data Collection

We extended an existing open-source puzzle game called Lix [10], which is


inspired by Lemmings, a 1991 game by DMA Design. In Lix, the objective is
to guide a group of simple characters to a designated exit (Fig. 1).

Fig. 1. Lix game interface.

To collect game data, we altered the game following a Service-Oriented Archi-


tecture approach [11]. The game performs network calls to a web service that
listens to relevant game events, and records them in a database. The events
recorded are of two types: game traces and meaningful variable traces [3]. The
game traces indicate timestamps of when the player started the game, started or
restarted a puzzle, paused the game and returned to the menu. The meaningful
variable traces consist of a simple record of a timestamp, a short code describing
the skill assigned to a character, an internal identifier of the character to which
the skill was assigned and an internal measure of game time.
We collected preliminary game data in a study with 15 adult participants.
Participants were given a brief explanation of the study and of the goal of the
game. No explanations about the game user interface were given. Participants
were given a pre-test questionnaire to collect demographic data and gaming
Learning Analytics 675

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’).

Fig. 2. Learning Analytics approach

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.

We presented a three-step analytics approach that uses clustering, process


mining, and validation to extract the puzzle-solving tactics from data, even with-
out previous knowledge about the nature of the puzzle. The advantages of this
approach can be explained as follows: we can identify previously unknown tactics,
and not only the ones assumed by the game designer. We can avoid manually
defining optimal strategies for every level of a game. Also, this approach can
raise awareness of the educators about the learning progress by visualizing how
close or far away from the optimal tactic any player is.
The results confirms that our LA approach was successful: two main success-
ful tactics were discovered through cluster analysis, the process models of these
tactics were successfully obtained, and yielded references for validation. Finally,
the validation results indicate that we obtained meaningful clusters of different
tactics, as the members of each cluster converged to their reference.
In the future, we will verify our approach by reporting the results and apply-
ing the same methodology to more data, in order to cross-validate the obtained
process models. Additionally, we aim to extend our approach to other skill-based
puzzle games, using it as input to automatically recognize the different stages
of puzzle solving and to detect which players are most likely to quit the game.
Finally, we plan to use this approach as the basis for recommending interven-
tions that could allow the game to provide the player/learner with help on time,
for instance by automatically comparing a given player’s tactic to the successful
tactics identified by this approach.

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

Mikel Villamañe(&), Ainhoa Álvarez, Mikel Larrañaga,


and Begoña Ferrero

Department of Languages and Computer Systems,


University of the Basque Country UPV/EHU, Leioa, Spain
{mikel.v,ainhoa.alvarez,mikel.larranaga,
bego.ferrero}@ehu.eus

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.

Keywords: Rubric-based evaluation  Evaluation factors adjustment 


Recommender system

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.

© Springer International Publishing Switzerland 2016


K. Verbert et al. (Eds.): EC-TEL 2016, LNCS 9891, pp. 678–681, 2016.
DOI: 10.1007/978-3-319-45153-4_90
Recommending Dimension Weights and Scale Values 679

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.

2 Weight Adjustment System

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.

2.1 Settling the Task Adjusted Model (TAM)


One of the elements to be adjusted in the evaluation process is the influence each task
should have in the final grade, i.e., the Task Adjusted Model (TAM). Determining the
TAM is a regression problem, where the target variable is the final grade of the student
in the course and the features are the grades in the different items (course tasks) that
according to experts should influence the final grade. The objective is to obtain a
percentage denoting to which extent each task affects the final grade.
The process to obtain the TAM, takes the dataset including the grades for the
involved tasks for each student and the final grade obtained by the student in the
course. The course tasks always reflect aspects that the course being evaluated should
satisfy, whilst a negative weight would mean that an undesirable or wrong task is being
evaluated. Therefore, the Lawson-Hanson Non-negative least-squares technique
(NNLS) [7] is used to determine the most appropriate weight for each task [6].

2.2 Settling the Rubric Element Model (REM)


Settling the REM implies obtaining the optimal Scale-level Model -i.e., the most
appropriate value for each performance level- and the weight of each dimension.
Again, adjusting those values is a regression problem where all weights should be
non-negative. The target variable of the process is the final grade and the features are
the performance levels selected for each dimension of the rubrics.
The process to obtain the REM has 4 phases: Configuration, preprocess, training
and model selection. The data required to execute them include: the rubrics filled out
detailing the performance level selected for each dimension and the estimated overall
grade for each task without using the rubrics.
In the configuration phase, each performance level is assigned a range of possible
numeric values. This correspondence is determined by the experts according to the
numeric grades the rubric should obtain. For example, in our University, students are
graded in the [0, 10] range. Therefore, in this case the experts could assign the 10 value
to the Excellent level, the [9, 9.99] range to the Advanced level, and so on.
In the preprocess phase, a set of Scale-level Models (SMi) are generated. To build
up those models, all the possible combinations for the distinct potential numeric values
of the performance levels must be considered. In order to obtain those combinations,
the values from the top value to the lower value of the corresponding range are
generated with 0.1 increments between each pair of values. Next, for each Scale-level
Model, the initial dataset is adjusted with the specific values of that model generating
different datasets (DSi). Following, the original dataset is randomly partitioned into two
groups that determine which students will be used for the training sets (TSi) and which
for the validation sets (VSi). Then, each DSi is split into its corresponding training set
and validation set according to the partition made with the initial dataset.
Once the data is prepared, the training phase is carried out with each one of the
obtained training sets (TSi). Again, the Lawson-Hanson Non-negative least-squares
(NNLS) technique [7] is used to train the corresponding Rubric Element Models,
enforcing non-negative values for the weights of the dimensions. In this training step,
Recommending Dimension Weights and Scale Values 681

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.

3 Conclusions and Future Work

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).

References
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4. Villamañe, M., Ferrero, B., Álvarez, A., Larrañaga, M., Arruarte, A., Elorriaga, J.A.: Dealing
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Author Index

Abdelrahman, Yomna 579 Chen, Guanliang 57


Abdennadher, Slim 579 Choquet, Christophe 559
Abolkasim, Entisar 3 Clerc, Florian 605
Abu-Amsha, Oula 539 Cocea, Mihaela 547
Aguirre, Carlos 16 Cordier, Amélie 575
Aldosari, Shaykhah S. 543 Cosnefroy, Olivier 72
Aleven, Vincent 340 Crellin, Jonathan 547
Alkhafaji, Alaa 547 Crossley, Scott 370
Álvarez, Ainhoa 678 Cukurova, Mutlu 563
Angeli, Charoula 440
Anguita, Davide 673
Dascalu, Mihai 370, 632
Araya, Roberto 16, 30
Davis, Dan 57
Avramides, Katerina 563
De Laet, Tinne 42
de Lange, Peter 570
Bahamondez, Manuel 16 Dennerlein, Sebastian 377
Bakia, Marianne 644 Desmarais, Michel C. 165, 505
Becheru, Alexandru 370 Dessus, Philippe 72
Bellhäuser, Henrik 390 Di Ferdinando, Andrea 636
Ben Ghezala, Henda 559 Di Fuccio, Raffaele 509
Berg, Alan 363 Diattara, Awa 575
Bhatnagar, Sameer 505 Dillenbourg, Pierre 277
Bielikova, Maria 591 Dimitrova, Vania 3
Bittencourt, Ig Ibert 139 Divitini, Monica 478
Blache, Philippe 466 Domingue, John 490
Börner, Dirk 263, 529 Dostál, Roman 610
Bourda, Yolaine 331 Draz, Amr 579
Bourdeau, Jacqueline 416 Duval, Erik 42
Bourguin, Grégory 551
Bourrier, Yannick 555
Bozzon, Alessandro 306 Esperanza, Peter 85
Bredeweg, Bert 357, 363
Brisson, Janie 627 Fabian, Khristin 85
Broer, Jan 521 Fallahkhair, Sanaz 547
Brouwer, Natasa 363 Farsani, Danyal 30
Bruillard, Éric 331 Ferrara, Fabrizio 509
Ferrero, Begoña 678
Calfucura, Patricio 16 Fessl, Angela 583
Canova-Calori, Ilaria 478 Fu, ShunKai 165
Carron, Thibault 152, 622 Funk, Mathias 673
Carvalho, Maira B. 673
Castano-Munoz, Jonatan 618 Gallwas, Eduard 390
Chaabouni, Mariem 559 Garbay, Catherine 555
Charleer, Sven 42 García Gorrostieta, Jesús Miguel 98
Charles, Elizabeth 505 Gelmi, Claudio 221
684 Author Index

George, Sébastien 410, 428, 484 Kickmeier-Rust, Michael 587


Giannakos, Michail 434, 665 Kidziński, Łukasz 277
Gicquel, Pierre-Yves 428 Kissok, Pamela 627
Gillet, Denis 247 Klamma, Ralf 570, 600
Ginon, Blandine 587, 656 Klerkx, Joris 42
Gondova, Veronika 591 Konert, Johannes 390
Göschlberger, Bernhard 513 Kopeinik, Simone 124
Gouli, Εvagellia 193 Koren, István 570
Grover, Shuchi 644 Kowald, Dominik 124
Guéraud, Viviane 404 Kravčík, Miloš 600
Guin, Nathalie 397, 575, 605 Krogstie, Birgit R. 478
Gundermann, Alexander 497 Krogstie, John 434, 665
Guzmán, Cristian 640
Labaj, Martin 591
Hadzilacos, Thanasis 440 Labat, Jean-Marc 321
Hauff, Claudia 57, 306 Laner, Monika 669
Haya, Pablo A. 525 Laroussi, Mona 559
Hernández, Josefina 30 Larrañaga, Mikel 678
Hernández-Correa, Josefina 221 Lasry, Nathaniel 505
Hernández-Leo, Davinia 422, 614 Latour, Sander 363
Hilliger, Isabel 221 Lau, Lydia 3
Holzer, Adrian 247 Lebis, Alexis 397
Houben, Geert-Jan 57 Lefevre, Marie 397, 605, 656
Hsiao, I-Han 110 Lejeune, Anne 404
Hu, Jun 673 Lewandowski, Arnaud 551
Hubálovská, Marie 610 Lex, Elisabeth 124, 377
Hubálovský, Štěpán 610 Ley, Tobias 377
Hussaan, Aarij Mahmood 384 Liem, Jochem 357
Lifanova, Anna 521
López-López, Aurelio 98
Iksal, Sébastien 410, 652
Loup, Guillaume 410, 484
Ishola, Oluwabukola Mayowa 595
Luccioni, Alexandra 416
Isotani, Seiji 139
Lucignano, Lorenzo 277
Luckin, Rose 563
Jambon, Francis 555 Luengo, Vanda 72, 397, 555, 575
Jansen, Marc 460
Jaques, Patricia A. 139
Makrh, Katerina 193
Jarke, Juliane 521
Manathunga, Kalpani 422
Jaure, Paulina 16
Mandran, Nadine 321, 404
Jean-Daubias, Stéphanie 656
Maněna, Václav 610
Johnson, Matthew D. 587
Marfisi-Schottman, Iza 428, 484
Margoudi, Maria 207
Kalz, Marco 618 Marocco, Davide 543, 636
Karagiannis, Ioannis 517 Marquez Nunes, Thiago 139
Karoui, Aous 428 Márquez-Fernández, Ana 640
Kenfack, Clauvice 627 Martín, Estefanía 525, 640
Kerkeni, Insaf 551 Martín, Óscar Martín 525
Author Index 685

Marty, Jean-Charles 152, 605 Popescu, Elvira 370


Massardi, Jean 416 Popineau, Fabrice 331
Mavrikis, Manolis 563 Prieto, Luis P. 247
Mavroudi, Anna 434, 440, 665 Prinsen, Fleur 292, 533
McAndrew, Patrick 648
McCalla, Gordon 595 Rapanta, Chrysi 234
McLaren, Bruce M. 340 Rauterberg, Matthias 673
McNamara, Danielle S. 632 Robert, Serge 627
Mercurio, Marco 660 Rodriguez, María Fernanda 221
Michos, Konstantinos 614 Rodríguez-Triana, María Jesús 247
Miglino, Orazio 509, 636 Roldán-Álvarez, David 525, 640
Minn, Sein 165 Röpke, René 390
Mondragon, Aydée Liza 446 Roschelle, Jeremy 644, 648
Mor, Yishay 453, 618
Muratet, Mathieu 622 Sanchez, Eric 484
Satratzemi, Maya 517
Neulinger, Kateryna 600 Schneider, Daniel K. 539
Ngan, Hong Yin 521 Schneider, Jan 263, 529
Nicolaescu, Petru 570 Sehaba, Karim 384
Nicolaou, Christiana 357 Seitlinger, Paul 377
Nistor, Nicolae 472 Semenov, Jouri 669
Nkambou, Roger 416, 446, 627 Serna, Audrey 152, 410, 484
Nørgård, Rikke Toft 453 Sharma, Kshitij 277
Nouri, Jalal 179 Sharples, Mike 490, 648
Nurhas, Irawan 460 Shirvani Boroujeni, Mina 277
Sofos, Ioannis 193
Specht, Marcus 263, 292, 529, 533
Ochs, Magalie 466 Stoffregen, Julia 460
Oliveira, Manuel 207 Streicher, Alexander 497
Oubahssi, Lahcen 484, 652 Suárez, Ángel 292, 533
Szentes, Daniel 497
Pammer-Schindler, Viktoria 583 Szilas, Nicolas 539
Paoli, Beatrice 669
Papanikolaou, Kyparisia A. 193 Tadjine, Zeyneb 652
Paraschiv, Ionut Cristian 632 Taisch, Marco 207
Pargman, Teresa Cerratto 179 Talon, Bénédicte 551
Pautasso, Cesare 306 Tato, Ange 627
Pawlowski, Jan M. 460 Ternier, Stefaan 292, 533
Pedrotti, Maxime 472 Thai, Le Vinh 656
Pérez-Sanagustín, Mar 221 Tödtli, Beat 669
Perini, Stefano 207 Torre, Ilaria 660
Pernelle, Philippe 152 Torsani, Simone 660
Petersen, Sobah Abbas 478 Toto, Criselda 85
Piau-Toffolon, Claudine 484, 559, 652 Trætteberg, Hallvard 665
Poirier, Pierre 446 Trausan-Matu, Stefan 370, 632
Ponticorvo, Michela 509, 636 Triglianos, Vasileios 306
686 Author Index

Turker, Ali 587 Vie, Jill-Jênn 331


Tzelepi, Maria 193 Villamañe, Mikel 678

Warburton, Steven 453


Ullmo, Pierre-Antoine 453 Wayntal, David 152
Wesiak, Gudrun 583
Vahdat, Mehrnoosh 673
Xhakaj, Françeska 340
van der Huizen, Gerben 363
van der Zee, Tim 57 Yarnall, Louise 648
van Rosmalen, Peter 263, 529 Yessad, Amel 622
Verbert, Katrien 42
Vermeulen, Mathieu 321 Zucik, Ahmed 390

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