4 research outputs found

    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)

    Adaptive Units of Learning and Educational Videogames

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    In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content to adapt the learning experience to the preferences of the student. In the second approach, the game engine supports the entire adaptation cycle, simply using IMS LD as a delivery mechanism for the packages containing the games. The learner profile is used to adapt the game, and the activity within the game is used to adjust the profile. Finally, the third approach stands between the other two, using IMS LD to model the general adaptation guidelines and then refining the adaptation inside the games. We illustrate these approaches with the <e-Adventure> educational game engine, which includes the mechanisms required to support these adaptation cycles.Editors: Daniel Burgos

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    A scrutable adaptive hypertext

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    Fuelled by the popularity and uptake of the World Wide Web since the 1990s, many researchers and commercial vendors have focussed on Adaptive Hypermedia Systems as an effective mechanism for disseminating personalised information and services. Such systems store information about the user, such as their goals, interests and background, and use this to provide a personalised response to the user. This technology has been applied to a number of contexts such as education systems, e-commerce applications, information search and retrieval systems. As an increasing number of systems collect and store personal information about their users to provide a personalised service, legislation around the world increasingly requires that users have access to view and modify their personal data. The spirit of such legislation is that the user should be able to understand how personal information about them is used. There literature has reported benefits of allowing users to access and understand data collected about them, particularly in the context of supporting learning through reflection. Although researchers have experimented with open user models, typically the personalisation is inscrutable: the user has little or no visibility in to the adaptation process. When the adaptation produces unexpected results, the user may be left confused with no mechanism for understanding why the system did what it did or how to correct it. This thesis is the next step, giving users the ability to see what has been personalised and why. In the context of personalised hypermedia, this thesis describes the first research to go beyond open, or even scrutable user models; it makes the adaptivity and associated processes open to the user and controllable. The novelty of this work is that a user of an adaptive hypertext system might ask How was this page personalised to me? and is able to see just how their user model affected what they saw in the hypertext document. With an understanding of the personalisation process and the ability to control it, the user is able to steer the personalisation to suit their changing needs, and help improve the accuracy of the user model. Developing an interface to support the scrutinisation of an adaptive hypertext is difficult. Users may not scrutinise often as it is a distraction from their main task. But when users need to scrutinise, perhaps to correct a system misconception, they need to easily find and access the scrutinisation tools. Ideally, the tools should not require any training and users should be able to use them effectively without prior experience or if have not used them for a long time, since this is how users are likely to scrutinise in practice. The contributions of thesis are: (1) SASY/ATML, a domain independent, reusable framework for creation and delivery of scrutable adaptive hypertext; (2)a toolkit of graphical tools that allow the user to scrutinise, or inspect and understand what personalisation occurred and control it; (3) evaluation of the scrutinisation tools and (4) a set of guidelines for providing support for the scrutinisation of an adaptive hypertext through the exploration of several forms of scrutinisation tools
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