18 research outputs found

    Motivational Social Visualizations for Personalized E-Learning

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    A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor +  in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them

    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

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Multifaceted open social learner modelling

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    Open social learner modelling (OSLM) approaches are promoted in order to assist learners in self-directed and self-determined learning in a social context. Still, most approaches only focus on visualising learners’ performance, or providing complex tools for social navigation. Our proposal, additionally, emphasises the importance of visualising both learners’ performance and their contribution to a learning community. We seek also to seamlessly integrate OSLM with learning contents, in order for the multifaceted OSLM’s prospect for ubiquity and context-awareness to enrich the adaptive potential of social e-learning systems. This paper thus presents the design of multifaceted OSLM by introducing novel, personalised social interaction features into Topolor, a social personalised adaptive e-learning environment. The umbrella target is to create and study aspects of open social learner models. An experimental study is conducted to analyse the impact of the newly introduced features. The results are finally concluded to suggest future research and further improvements

    A new framework for dynamic adaptations and actions

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    Abstract. Adaptive course generation is more flexible if it includes mechanisms deciding just-in-time which exercises, which external resources, and which tools to include for an individual student. We developed such a novel delivery framework (called Dynamic Items) that is used by the web-based platform ActiveMath. We describe the framework and discuss several new applications of Dynamic Items for an individual student.

    Evaluating Adaptive Navigation Support

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    From the few evaluations of adaptive navigation systems that have been performed, we see an emerging pattern where depending upon the domain, only certain types of adaptive navigation works. The results indicate that adaptations should leave the interface somewhat predictable, it should not force users to interpret advanced annotations, and finally, the adaptation should not change the structure of the information space. Furthermore, evaluations of adaptive navigation support systems fail to recognise some of the more important aspects of why certain systems provide better support than others. These studies typically measure task completion time, or how well the structure of the space is remembered. While these are among the important measurements that should be taken, other features, such as how much anxiety the system induces in users, how pleasant it is to navigate, or how much users actually learn of the information contained in the space, might be more crucial measurements

    Mastery grids: An open source social educational progress visualization

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    While many pieces of educational software used in the classroom have been found to positively affect learning, they often are underused by students. Open learning model and social visualization are two approaches which have been helpful in ameliorating that low usage problem. This article introduces a fusion of these two ideas in a form of social progress visualization. A classroom evaluation indicates that this combination may be effective in engaging students, guiding them to suitable content, and enabling faster content access. © 2014 Springer International Publishing Switzerland
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