1,280 research outputs found

    NLP-based personal learning assistant for school education

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    Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future

    Key Action Extraction for Learning Analytics

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    Proceedings of: 7th European Conference on Technology Enhanced Learning (EC-TEL 2012): 21st Century Learning for 21st Century Skills. Saarbrücken, Germany, September 18-21, 2012.Analogous to keywords describing the important and relevant content of a document we extract key actions from learners' usage data assuming that they represent important and relevant parts of their learning behaviour. These key actions enable the teachers to better understand the dynamics in their classes and the problems that occur while learning. Based on these insights, teachers can intervene directly as well as improve the quality of their learning material and learning design. We test our approach on usage data collected in a large introductory C programming course at a university and discuss the results based on the feedback of the teachers.Work partially funded by the European Community’s Seventh Framework Programme (FP7/2007-2013) under grant agreement no 231396 (ROLE project), the Learn3 project (TIN2008-05163/TSI), the eMadrid project (S2009/TIC-1650), and the Acci´on Integrada DE2009-0051.Publicad

    Real-time expressive internet communications

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    This research work "Real-time Expressive Internet Communications" focuses on two subjects: One is the investigation of methods of automatic emotion detection and visualisation under real-time Internet communication environment, the other is the analysis of the influences of presenting visualised emotion expressivei mages to Internet users. To detect emotion within Internet communication, the emotion communication process over the Internet needs to be examined. An emotion momentum theory was developed to illustrate the emotion communication process over the Internet communication. It is argued in this theory that an Internet user is within a certain emotion state, the emotion state is changeable by internal and external stimulus (e.g. a received chat message) and time; stimulus duration and stimulus intensity are the major factors influencing the emotion state. The emotion momentum theory divides the emotions expressed in Internet communication into three dimensions: emotion category, intensity and duration. The emotion momentum theory was implemented within a prototype emotion extraction engine. The emotion extraction engine can analyse input text in an Internet chat environment, detect and extract the emotion being communicated, and deliver the parameters to invoke an appropriate expressive image on screen to the every communicating user's display. A set of experiments were carried out to test the speed and the accuracy of the emotion extraction engine. The results of the experiments demonstrated an acceptable performance of the emotion extraction engine. The next step of this study was to design and implement an expressive image generator that generates expressive images from a single neutral facial image. Generated facial images are classified into six categories, and for each category, three different intensities were achieved. Users need to define only six control points and three control shapes to synthesise all the expressive images and a set of experiments were carried out to test the quality of the synthesised images. The experiment results demonstrated an acceptable recognition rate of the generated facial expression images. With the emotion extraction engine and the expressive image generator,a test platform was created to evaluate the influences of emotion visualisation in the Internet communication context. The results of a series of experiments demonstratedthat emotion visualisation can enhancethe users' perceived performance and their satisfaction with the interfaces. The contributions to knowledge fall into four main areas; firstly, the emotion momentum theory that is proposed to illustrate the emotion communication process over the Internet; secondly, the innovations built into an emotion extraction engine, which senses emotional feelings from textual messages input by Internet users; thirdly, the innovations built into the expressive image generator, which synthesises facial expressions using a fast approach with a user friendly interface; and fourthly, the identification of the influence that the visualisation of emotion has on human computer interaction

    An analysis of students’ behaviour in a Learning Management System through Process Mining

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementThe exponential growth and transformation of the Internet and information technology in recent years led to the development of several analytical tools. As is the case with process mining, it emerged to fulfill the need to extract and analyze information from event logs by representing it in the form of process models. Process mining is an acclaimed tool and proved crucial in several areas, from healthcare to manufacturing and finance. Nevertheless, and despite the crucial role of digital systems in supporting learning activities and generating large amounts of data about learning processes, limited research focused on process mining applied to the educational context. Therefore, the aim of this dissertation is to apply a process-oriented approach and demonstrate the applicability of process mining techniques to explore and analyze students’ behavior and interaction patterns, based on data collected from Moodle, the widely used Learning Management System. We cover definitions of process mining, education, and a detailed search of the existing literature on educational process mining during this work. Furthermore, the paper analyzes and discusses the findings of the study that combines process mining techniques, specifically process discovery implanted in the Disco tool, with cluster analysis. Through the application of these two techniques, it was possible to recognize the relationship between the students’ behavior registered in the process models and the success of the students in the course, along with the general and specific information about the students’ learning paths. Besides, we obtained findings that allow us to predict the group of students at risk of failing. Finally, with the analysis of these results, we were able to provide improvement proposals and recommendations to enhance the learning experience

    Video Augmentation in Education: in-context support for learners through prerequisite graphs

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    The field of education is experiencing a massive digitisation process that has been ongoing for the past decade. The role played by distance learning and Video-Based Learning, which is even more reinforced by the pandemic crisis, has become an established reality. However, the typical features of video consumption, such as sequential viewing and viewing time proportional to duration, often lead to sub-optimal conditions for the use of video lessons in the process of acquisition, retrieval and consolidation of learning contents. Video augmentation can prove to be an effective support to learners, allowing a more flexible exploration of contents, a better understanding of concepts and relationships between concepts and an optimization of time required for video consumption at different stages of the learning process. This thesis focuses therefore on the study of methods for: 1) enhancing video capabilities through video augmentation features; 2) extracting concept and relationships from video materials; 3) developing intelligent user interfaces based on the knowledge extracted. The main research goal is to understand to what extent video augmentation can improve the learning experience. This research goal inspired the design of EDURELL Framework, within which two applications were developed to enable the testing of augmented methods and their provision. The novelty of this work lies in using the knowledge within the video, without exploiting external materials, to exploit its educational potential. The enhancement of the user interface takes place through various support features among which in particular a map that progressively highlights the prerequisite relationships between the concepts as they are explained, i.e., following the advancement of the video. The proposed approach has been designed following a user-centered iterative approach and the results in terms of effect and impact on video comprehension and learning experience make a contribution to the research in this field

    A Grid-Enabled Infrastructure for Resource Sharing, E-Learning, Searching and Distributed Repository Among Universities

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    In the recent years, service-based approaches for sharing of data among repositories and online learning are rising to prominence because of their potential to meet the requirements in the area of high performance computing. Developing education based grid services and assuring high availability reliability and scalability are demanding in web service architectures. On the other hand, grid computing provides flexibility towards aggregating distributed CPU, memory, storage, data and supports large number of distributed resource sharing to provide the full potential for education like applications to share the knowledge that can be attainable on any single system. However, the literature shows that the potential of grid resources for educational purposes is not being utilized yet. In this paper, an education based grid framework architecture that provides promising platform to support sharing of geographically dispersed learning content among universities is developed. It allows students, faculty and researchers to share and gain knowledge in their area of interest by using e-learning, searching and distributed repository services among universities from anywhere, anytime. Globus toolkit 5.2.5 (GTK) software is used as grid middleware that provides resource access, discovery and management, data movement, security, and so forth. Furthermore, this work uses the OGSA-DAI that provides database access and operations. The resulting infrastructure enables users to discover education services and interact with them using the grid portal

    Clover Quiz: a trivia game powered by DBpedia

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    ProducciĂłn CientĂ­ficaDBpedia is a large-scale and multilingual knowledge base generated by extracting structured data from Wikipedia. There have been several attempts to use DBpedia to generate questions for trivia games, but these initiatives have not succeeded to produce large, varied, and entertaining question sets. Moreover, latency is too high for an interactive game if questions are created by submitting live queries to the public DBpedia endpoint. These limitations are addressed in Clover Quiz, a turn-based multiplayer trivia game for Android devices with more than 200K multiple choice questions (in English and Spanish) about different domains generated out of DBpedia. Questions are created off-line through a data extraction pipeline and a versatile template-based mechanism. A back-end server manages the question set and the associated images, while a mobile app has been developed and released in Google Play. The game is available free of charge and has been downloaded by more than 5K users since the game was released in March 2017. Players have answered more than 614K questions and the overall rating of the game is 4.3 out of 5.0. Therefore, Clover Quiz demonstrates the advantages of semantic technologies for collecting data and automating the generation of multiple choice questions in a scalable way.Ministerio de EconomĂ­a, Industria y Competitividad (Projects TIN2017-85179-C3-2-R and RESET TIN2014-53199-C3-2

    SWA-KMDLS: An Enhanced e-Learning Management System Using Semantic Web and Knowledge Management Technology

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    In this era of knowledge economy in which knowledge have become the most precious resource, surveys have shown that e-Learning has been on the increasing trend in various organizations including, among others, education and corporate. The use of e-Learning is not only aim to acquire knowledge but also to maintain competitiveness and advantages for individuals or organizations. However, the early promise of e-Learning has yet to be fully realized, as it has been no more than a handout being published online, coupled with simple multiple-choice quizzes. The emerging of e-Learning 2.0 that is empowered by Web 2.0 technology still hardly overcome common problem such as information overload and poor content aggregation in a highly increasing number of learning objects in an e-Learning Management System (LMS) environment. The aim of this research study is to exploit the Semantic Web (SW) and Knowledge Management (KM) technology; the two emerging and promising technology to enhance the existing LMS. The proposed system is named as Semantic Web Aware-Knowledge Management Driven e-Learning System (SWA-KMDLS). An Ontology approach that is the backbone of SW and KM is introduced for managing knowledge especially from learning object and developing automated question answering system (Aquas) with expert locator in SWA-KMDLS. The METHONTOLOGY methodology is selected to develop the Ontology in this research work. The potential of SW and KM technology is identified in this research finding which will benefit e-Learning developer to develop e-Learning system especially with social constructivist pedagogical approach from the point of view of KM framework and SW environment. The (semi-) automatic ontological knowledge base construction system (SAOKBCS) has contributed to knowledge extraction from learning object semiautomatically whilst the Aquas with expert locator has facilitated knowledge retrieval that encourages knowledge sharing in e-Learning environment. The experiment conducted has shown that the SAOKBCS can extract concept that is the main component of Ontology from text learning object with precision of 86.67%, thus saving the expert time and effort to build Ontology manually. Additionally the experiment on Aquas has shown that more than 80% of users are satisfied with answers provided by the system. The expert locator framework can also improve the performance of Aquas in the future usage. Keywords: semantic web aware – knowledge e-Learning Management System (SWAKMDLS), semi-automatic ontological knowledge base construction system (SAOKBCS), automated question answering system (Aquas), Ontology, expert locator
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