18 research outputs found

    QuizMap: Open social student modeling and adaptive navigation support with TreeMaps

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    In this paper, we present a novel approach to integrate social adaptive navigation support for self-assessment questions with an open student model using QuizMap, a TreeMap-based interface. By exposing student model in contrast to student peers and the whole class, QuizMap attempts to provide social guidance and increase student performance. The paper explains the nature of the QuizMap approach and its implementation in the context of self-assessment questions for Java programming. It also presents the design of a semester-long classroom study that we ran to evaluate QuizMap and reports the evaluation results. © 2011 Springer-Verlag Berlin Heidelberg

    Fuzzy Logic A Soft Computing Approach For E-Learning: A Qualitative Review

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    E-learning model has been developed rapidly because of development in technology, mobile platform such as smart phone and pad etc. But due to low rate of completion of e-learning platform it is necessary to analyze behavior characteristics of online learners which enhance the quality of learning. This can be achieved by recommending suitable e-contents available in learning servers that are based on learning style, learning pattern, time, environment, psychology and mood of learners. All these factors are uncertain. In such case fuzzy logic and neural network approach of soft computing is desirable to use and helps to take decision for prediction of e-learning. The aim of this paper is to study development and work in e-learning, adaptive learning and web-based learning globally. Also study for to develop reliable and efficient solution for e-learners and e-content provider. This paper represent studies of learning style prediction, learning style model, learning system and analysis of related work in e-learning and web environments. This is review of previous research in e-learning prediction

    Progressor: Social navigation support through open social student modeling

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    The increased volumes of online learning content have produced two problems: how to help students to find the most appropriate resources and how to engage them in using these resources. Personalized and social learning have been suggested as potential ways to address these problems. Our work presented in this paper combines the ideas of personalized and social learning in the context of educational hypermedia. We introduce Progressor, an innovative Web-based tool based on the concepts of social navigation and open student modeling that helps students to find the most relevant resources in a large collection of parameterized self-assessment questions on Java programming. We have evaluated Progressor in a semester-long classroom study, the results of which are presented in this paper. The study confirmed the impact of personalized social navigation support provided by the system in the target context. The interface encouraged students to explore more topics attempting more questions and achieving higher success rates in answering them. A deeper analysis of the social navigation support mechanism revealed that the top students successfully led the way to discovering most relevant resources by creating clear pathways for weaker students. © 2013 Taylor and Francis Group, LLC

    A BBN-based Method to Manage Adaptive Behavior of a Smart User Interface☆

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    Abstract The present study proposes a new method to manage adaptation behaviour of adaptive system according to the output information provide by a user model based on Bayesian Belief Network (BBN). Such method has been applied in the development of smart interfaces for cooking and kitchen management, such as meal preparation and interaction with the major kitchen appliances, pandering the user's skills, expertise and disabilities. Nevertheless, this method is flexible and suitable enough to be used in other application contexts. The validity of the decision making algorithm has been tested through simulation of real user case scenarios

    ELM-ART - An Interactive and Intelligent Web-Based Electronic Textbook

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    This paper present provides a broader view on ELM-ART, one of the first Web-based Intelligent Educational systems that offered a creative combination of two different paradigms - Intelligent Tutoring and Adaptive Hypermedia technologies. The unique dual nature of ELM-ART contributed to its long life and research impact and was a result of collaboration of two researchers with complementary ideas supported by talented students and innovative Web software. The authors present a brief account of this collaborative work and its outcomes. We start with explaining the "roots" of ELM-ART, explain the emergence of the "intelligent textbook" paradigm behind the system, and discuss the follow-up and the impact of the original project

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, Kühme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    Fuzzy Students’ Knowledge Modelling System through Revised Bloom’s Taxonomy

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    The conveniences of web-based educational systems have attracted a large heterogeneous group of learners with various knowledge levels, learning goals, and others learning characteristics, to study online. To enhance the effectiveness of the web-based educational system in delivery knowledge, a system should be capable to identify the learners’ learning characteristics, and adapt the instructional process accordingly. Hence, this paper presented a students’ knowledge modelling system that is capable of infer and updating the students’ knowledge level in accordance to the cognitive processes dimension in the Revised Bloom’s Taxonomy. However, the students’ knowledge modeling process consists of tasks and factors that are vague and unmeasured, thus Fuzzy Logic is integrated into the students’ knowledge modeling system to deal with such uncertainties. The proposed fuzzy students’ knowledge modeling system uses fuzzy sets to represent students’ knowledge level and other influencing factors, and uses Mamdani type inference technique to determine and update knowledge levels

    Hierarchy-Based Competency Structure and Its Application in E-Evaluation

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    The development of information technologies changes the learning process. The amount of publicly available data of e-learning systems allows personalized studies. Therefore, the tutor sometimes is needed for the student’s evaluation and consultation only. To ensure clear evaluation requirements and objective evaluation process, the learning material, as well as the evaluation system, must be discrete and semantically expressed. The list of mastered competencies and skills is more important to the enterprise; therefore, during the last years, the study process has concentrated on competency evaluation too. However, the current practice, when students’ competencies are summarized and expressed as one quantitative metric (score), do not express the list of students’ competencies and their level. To solve the problem, in this paper, we proposed a method for the design of competencies’ tree. The competency tree has to be formatted based on context modeling principles and analysis of Scope-Commonality-Variability. The usage of competency tree for students’ competencies’ evaluation proposes clearly defined and semantically expressed evaluation method for both human and e-learning evaluation process. This paper presents the results of the empirical experiment to adapt the proposed competency tree design and application for competencies’ e-evaluation method, based on flexibility, adaptability, and granularity of learning material.This article belongs to the Special Issue Smart Learnin

    Evaluation of topic-based adaptation and student modeling in QuizGuide

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    This paper presents an in-depth analysis of a nonconventional topic-based personalization approach for adaptive educational systems (AES) that we have explored for a number of years in the context of university programming courses. With this approach both student modeling and adaptation are based on coarse-grained knowledge units that we called topics. Our motivation for the topic-based personalization was to enhance AES transparency for both teachers and students by utilizing typical topic-based course structures as the foundation for designing all aspects of an AES from the domain model to the end-user interface. We illustrate the details of the topic-based personalization technology, with the help of the Web-based educational service QuizGuide—the first system to implement it. QuizGuide applies the topic-based personalization to guide students to the right learning material in the context of an undergraduate C programming course. While having a number of architectural and practical advantages, the suggested coarse-grained personalization approach deviates from the common practices toward knowledge modeling in AES. Therefore, we believe that several aspects of QuizGuide required a detailed evaluation—from modeling accuracy to the effectiveness of adaptation. The paper discusses how this new student modeling approach can be evaluated, and presents our attempts to evaluate it from multiple different prospects. The evaluation of QuizGuide across several consecutive semesters demonstrates that, although topics do not always support precise user modeling, they can provide a basis for successful personalization in AESs

    NAVIGATION SUPPORT AND SOCIAL VISUALIZATION FOR PERSONALIZED E-LEARNING

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    A large number of educational resources is now made available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produced at least two problems: how to help students to find the most appropriate resources and how to engage them into using these resources and benefit from them. Personalized and social learning have been suggested as potential ways to address these problems. This work attempts to combine the ideas of personalized and social learning by providing navigation support through an open social student modeling visualization. A series of classroom studies exploited the idea of the approach and revealed promising results, which demonstrated the personalized guidance and social visualization combined helped students to find the most relevant resources of parameterized self-assessment questions for Java programming. Thus, this dissertation extend the approach to a larger collection of learning objects for cross content navigation and verify its capability of supporting social visualization for personalized E-Learning. The study results confirm that working with the non-mandatory system, students enhanced the learning quality in increasing their motivation and engagement. They successfully achieved better learning results. Meanwhile, incorporating a mixed collection of content in the open social student modeling visualizations effectively led the students to work at the right level of questions. Both strong and weak student worked with the appropriate levels of questions for their readiness accordingly and yielded a consistent performance across all three levels of complexities. Additionally, providing a more realistic content collection on the navigation supported open social student modeling visualizations results in a uniform performance in the group. The classroom study revealed a clear pattern of social guidance, where the stronger students left the traces for weaker ones to follow. The subjective evaluation confirms the design of the interface in terms of the content organization. Students’ positive responses also compliment the objective system usage data
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