• Simplifying keyboard navigation. The use of landmarks/regions also allows to simplifying navigation via keyboard since the user may jump from one region to the next by pressing a key (in JAWS v.10 the “;”). Furthermore, the developer using the attribute “flowto” defines the order in which regions should be visited:
These are basic considerations to improve the interaction via screen reader with the VLE offered by the LMS, that should be integrated on the basis of all observations reported below. Further improvements are possible in the specific learning object
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prepared by the teacher; thus it is very important to provide automatic tools to support the easy creation of accessible and usable learning objects.
5 Conclusion In this paper we analyze the usability of the Moodle Learning Environment for the blind. Specifically we analyzed two demo courses provided as examples by the system, highlighting features that could be improved. We mainly focus on the navigability of the virtual environment provided by Moodle, which by offering several educational tools integrated into one system, may create complex interfaces. It is important to notice that LMSs may greatly favours the student learning process since the same educational material may be transmitted anywhere, anytime, at any learning rhythm, in a format suited to each individual's ability. On the other hand, since LMSs automatically add a virtual environment to the educational material, if the virtual environment layout is not appropriately designed with a thorough knowledge of accessibility and usability issues, it may induce problems that could be spread to the learning objects themselves. This highlights the importance of considering usability issues from the beginning of the development of every LMS. Making a VLE suitable for the abilities and skills of all users offers many challenges. When defining the graphical UI it is fundamental to consider the needs of sighted users but the needs of the blind should also be kept in mind when writing the UI code. Specifically, the same information should be provided through both visual and auditory channels, the design should be optimized for reading via screen reader, the UIs should be easy to use via keyboard and no additional cognitive effort should be required of the blind user. In conclusion, we believe that our findings could have general applications and that applying ARIA would enhance usability via screen reader in any Virtual Learning Environment.
References 1. Ardito, C., Costabile, M., De Marsico, M., Lanzilotti, R., Levialdi, S., Roselli, T., Rossano, V.: An Approach to Usability Evaluation of e-Learning Applications. Universal Access In the Information Society 4(3), 270–283 (2005) 2. Card, S.K., Moran, A., Newell, T.P.: The Psychology of Human-Computer Interaction. Lawrence Erlbaum Associates Inc., New Jersey (1983) 3. Debevc, M., Bele, J.L.: Usability testing of e-learning content as used in two learning management systems. European Journal of Open, Distance and E-Learning (2008), http://www.eurodl.org/materials/contrib/2008/Debevc_Bele.htm 4. Debevc, M., Verlic, M., Kosec, P., Stjepanovic, Z.: How Can HCI Factors Improve Accessibility of m-Learning for Persons with Special Needs? In: Stephanidis, C. (ed.) HCI 2007. LNCS, vol. 4556, pp. 539–548. Springer, Heidelberg (2007) 5. De Marsico, M., Kimani, S., Mirabella, V., Norman, K.L., Catarci, T.: A proposal toward the development of accessible e-Learning content by human involvement. UAIS Journal 5(2), 150–169 (2006)
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6. Eijl, P., Pilot, A., Voogd, P.: Effects of Collaborative and Individual Learning in a Blended Learning Environment. Education and Information Technologies 10(1-2), 51–65 (2005) 7. Kelly, B., Phipps, L., Howell, C.: Implementing a holistic approach to e-Learning accessibility (Retrieved), http://www.ukoln.ac.uk/web-focus/papers/alt-c2005/accessibility-elearning-paper.doc 8. Nielsen, J.: Usability inspection methods. In: Heuristic evaluation, pp. 25–62. John Wiley & Sons, Inc., New York (1994) 9. Rodriguez, E.P.G., Domingo, M.G., Ribera, J.P., Hill, M.A., Jardi, L.S.: Usability for All: Towards Improving the E-Learning Experience for Visually Impaired Users. LNCS, pp. 1313–1317. Springer, Heidelberg (2006) 10. Santos, O.C.B., del Viso, J.G., de la Cámara, A.F., Sánchez, S.P., Gutiérrez, C.R., Restrepo, E.: HPCN-Europe 1994. LNCS, pp. 796–805. Springer, Heidelberg (2007) 11. Sloan, D., Heath, A., Hamilton, F., Kelly, B., Petrie, H., Phipp, L.: Contextual web accessibility - maximizing the benefit of accessibility guidelines. In: Proceedings of the 2006 international cross-disciplinary workshop on Web accessibility (2006) 12. Squires, D., Preece, J.: Predicting quality in educational software: Evaluating for learning, usability and the synergy between them. Interacting with Computers 11(5), 467–483 (1999) 13. W3C. WAI-ARIA Best Practices. W3C Working Draft 4 February (2008), http://www.w3.org/TR/wai-aria-practices/ 14. Wilson, R., Landoni, M., Gibb, F.: A user-centered approach to e-book design. The Electronic Library 20(4) (2002) 15. Zaharias, P.: A usability evaluation method for e-learning: focus on motivation to learn. In: Proceedings of CHI 2006 extended abstracts on Human factors in computing systems (2006)
Using Tablet PCs and Pen-Based Technologies to Support Engineering Education Ignacio Casas1, Sergio F. Ochoa2, and Jaime Puente3 1
Department of Computer Science, Pontificia Universidad Catolica de Chile, Chile 2 Department of Computer Science, Universidad de Chile, Chile 3 Microsoft Research, Redmond, WA, USA [email protected], [email protected], [email protected]
Abstract. Several experiences and results of the Tablet PC adoption have been reported, mainly in American universities. Although the benefits seem to be highly interesting, it is not clear if they are replicable in developing countries. In order to try to understand the impact of Tablet PCs on engineering education in Chile, the authors conducted several experiments at the two traditional Chilean universities. This paper reports the experiences and the obtained results, comparing them with those obtained in American universities. Keywords: Tablet PCs, Pen-based Technologies, Engineering Education, Mobile Computing.
1 Introduction Every day more and more persons are adopting Tablet PCs as a way to support educational activities. Several researchers have highlighted the contributions of these mobile computing devices and pen-based technologies as a support of the teachinglearning process [1, 8, 11]. Some of the envisioned benefits are the possibility to do hand-writing annotations keeping the metaphor of a paper notebook, and the capability to share resources, support students mobility and collaboration, and count on a mobile repository of educational material accessible and replicable. However the advantages recognized by the users depend on the features of the teaching-learning scenario. After four years using Tablet PCs in computer science [9] and science education programs [5], we have seen several differences between the benefits identified by instructors and students from developed countries (such as USA) and from a developing country such as Chile. This article presents a preliminary study about the impact the use of Tablet PCs and pen-based technologies have on undergraduate computer science programs at the two main universities in Chile. The study covers the perspective of the students and the instructors. It also analyzes the benefits, challenges and limitations perceived by students and instructors, from a social and technological viewpoint. This study was conducted based on the recurrent use of three applications: Classroom Presenter [2], MOCET [9] and an extended version of MS OneNote [10]. Next section presents the related works. Section 3 lists the benefits of using Tablet PCs for both, students and instructors. Section 4 shows the empirical study carried out J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 31–38, 2009. © Springer-Verlag Berlin Heidelberg 2009
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by the authors in order to determine the impact that pen-based computing have in engineering education in the two main Chilean universities. Section 5 discusses the obtained results. Finally, section 6 shows the conclusions and the future work.
2 Tablet PCs in High Education During the last years several researchers have been doing experiments in order to determine the impact of using Tablet PCs in education. Some of them believe that a “Tablet PC has the potential to dramatically alter the educational process. This new technology significantly changes the way students and teachers interact. It adds completely new dimensions to classroom interaction by providing digital ink and drawing tools for writing, sketching, and drawing; and for real-time collaboration” [1]. At the moment we have seen reports of particular experiences where Tablet PCs have became interesting tools in certain scenarios. Now the challenge is to identify in which scenario the Tablet PCs can effectively add value. For example, Anderson et al. show how Tablet PCs can be used to improve the knowledge delivery and facilitate the interaction between students and the instructor during a distributed lecture [2]. Berque et al. report the results of using Tablet PC and DyKnow tools to support collaborative problem solving [3]. Davis et al. and Anderson et al. report experiences of using Tablet PC to take notes during a class [2, 4]. In addition, the authors have shown, in previous works, how these mobile devices can be used to improve the evaluation process in computer science courses [9] and also to support the activities of communities of practice in science education [5]. There are also several articles describing educational experiences on physics, mathematics and agronomy, in which Tablet PCs have been used as the supporting platform for the teaching-learning process. Considering the experiences reported in recent literature, and focusing just on the main features of the Tablet PCs, we can say that the main activities to be supported with these devices are the following ones: 1. Taking notes. Students can take notes on the slides the professor shares with them, or just on a digital blank sheet. These digital notes can be organized, shared, searched, emailed and linked to other resources [6]. In that sense, this functionality seems to be highly useful, and better than the paper notebook or even a laptop. 2. Enrich the lecture presentation. Instructors can use Tablet PCs to enrich the information they are presenting during a lecture. It could be used, for example, to do marks or make annotations on the slides, or use the Tablet PC as a replacement for (or supplement to) the black/whiteboard [2]. Since digital annotations made on these devices can be shared, the cognitive load of the attendees is reduced. 3. Support group work. During work meetings the group members (i.e. students and/or instructors) usually carry out brainstorming, discuss proposals/alternatives to carry out the job, and validate ideas or the work done. Usually a black/whiteboard is used to support these activities; however Tablet PCs could also be used for this purpose [3]. A benefit of using these devices instead of whiteboards is that notes written on the space shared by the attendees are easier to record and share. In addition, it is not longer needed to erase the whiteboard because its physical space is completely used.
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In this list we have excluded the activities that can be performed with a laptop. In other words, we included just the activities requiring the special features of a Tablet PC. Please note there are activities that are variants of the listed ones, which were not included in the list. Summarizing, it seems the use of these computing devices could replace the use of the paper notebook and also the black/whiteboard.
3 Impact on the Students and Instructors Experiences reported in the literature show the students are usually comfortable using Tablet PCs to take notes and perform problem-solving activities [13, 14, 15]. Something similar happens with the instructors’ opinion [5, 15]. In addition, most of the researchers that explore the use of these devices in educational scenarios state that Tablet PCs facilitate the active learning [12, 16][Roschelle et al., 2007]. Considering these previous works, some of the main contributions reported about the use of Tablet PCs, are the following ones: • Benefits for students. Students recognize the possibility to take notes is an important contribution of Tablet PCs usage. The free-style handwriting possibility makes the students more comfortable to express their ideas in sketches or annotations [14]. The possibility to exchange digital resources among the students (or with the instructors) was recognized as an important feature [16]. Finally, students find valuable the possibility to store and manage their courses information in digital format [16]. • Benefits for instructors. Many instructors have found that Tablet PCs not only can replace the black/whiteboard, but also extend the resources pool to be used during a lecture [6]. It makes the lectures more dynamic and interactive [Roschelle et al., 2007]. In addition, the annotations the instructor performs during a lecture can be easily stored and shared with the students. Several researchers report an increment of the students’ interest during the classes and also an improvement in the way used by the instructors to deliver knowledge [13, 16]. Based on the authors’ experience, many of the envisioned benefits are inherent to the use of laptops during lectures. Other benefits, for example the change of students’ and instructors’ attitude during the lectures, could be the result of the redesign of the teaching-learning process performed to take advantage of the Tablet PCs features. Of course, there are several benefits that really are a consequence of these devices usage, for example the possibility to make handwriting annotations on the lecture slides. Next section describes a preliminary study carried out in two traditional Chilean universities, which tries to determine the impact of Tablet PCs in computer science and engineering courses. The study also discusses the obtained results and compares them with the findings reported by other researchers in USA.
4 Empirical Study In order to try to understand the impact that the use of Tablet PCs could have in engineering education in Chile, the authors conducted an empirical study in two traditional
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Chilean universities: Universidad de Chile and Pontificia Universidad Catolica de Chile. This study was performed in computer science courses at the engineering school and it involved several types of Tablet PCs and also software products. 4.1 Experience in the Universidad de Chile This experience involved students of a computer science course (CC51A: Software Engineering) during two semesters: fall 2008 (29 students) and spring 2008 (20 students). Ten Tablet PCs were delivered among the students in order to support two main activities: course examinations using MOCET [9] (Figure 1), and group problem-solving using MS OneNote [10]. In addition, the instructor used Classroom Presenter [2] during half of the course lectures, and students using Tablet PCs took notes during lectures using this software. When the course was finishing, the instructor and the students filled a survey that evaluated the experience of using these devices. Some of the issues identified by the participants were the following:
Fig. 1. Use of MOCET at University of Chile
• The hardware matters. Students using particular models of Tablet PCs (DELL Latitude XT and HP Pavilion TX1000) consistently reported problems to write/erase annotations, regardless of the software they were using. In addition, these students also reported precision problems when these devices recognize the stylus location on the screen. • The working conditions matters. Students and the instructor identified the importance of avoiding situations where only some of the students had Tablet PCs. Some educational activities designed to take advantage of the Tablet PC features, for example the group design, were difficult to perform for students that did not have available these devices or a whiteboard. Therefore, if you are going to perform an activity that takes advantage of these devices’ features, be sure that all the students count with Tablet PCs. • Training is required. Students and the instructor reported an important improvement in the usefulness of the devices and the effectiveness of their work, once they were trained in the use of Tablet PCs. • The instructor mobility becomes reduced. Because the Tablet PC must be connected to the projector through a physical cable during a lecture, the mobility of the
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instructor becomes reduced. After some sessions the instructor started to use MaxiVista [7] as intermediary to recover the mobility. Although the solution was good, it required to have two computers in the classroom to deliver the lecture. Tablet PCs do not replace the blackboard. Although the Tablet PC’s functionalities are comparable to those of a whiteboard (and even better in some aspects), the information shown to the attendees through these devices is replaced when the instructor change the slides. In the case of the whiteboard, it acts as an extended screen of the instructor presentation; therefore it keeps visible the information written on it, even when the instructor changes the slides. In other words, students and the instructor think the whiteboard and the Tablet PC are complementary. Useful to make free-style annotations. Students and the instructor highlighted the capability of these devices to make free-style handwriting annotations. Several software products were used to carry out this activity; all of them were useful and comfortable for the users. They are similar to laptops in several aspects. Students and the instructor identified as an important contribution the capability of mobile computing devices to record annotations and manage information in digital format. They also highlighted the capabilities of these devices to share information and communicate among them in a simple way, even when the users are on the move. However, these functionalities are not only available in Tablet PCs, but also in laptops. Something similar occurs with the possibility to perform simulations, or execute or compile programs during the lectures. In other words, several of the advantages reported as result of the Tablet PCs usage are also present when using laptops. The instructor and the students feel comfortable using Tablet PCs. Users felt comfortable using these devices during the experiences. Although some training was required, the learning effort was worthy. Computing devices could be distracters during lectures. Students and the instructor agreed that mobile computing devices can be a distracting element during the lectures. If they do not have a clear role to play during the lecture, their use compete with the instructor’s speech. The redesign of the lecture style makes them more active. The participants in these experiences recognized the lectures became more active and participative. However, it seems to be a consequence of the lectures style redesign more than a result of the use of Tablet PCs.
4.2 Experience in Pontificia Universidad Catolica de Chile This section describes the experiences of introducing Tablet PCs in two courses at the Pontificia Universidad Catolica de Chile during 2007: “Computing Software Tools for Engineering” which is a workshop course (iic2100) and “Introduction to Programming” (iic1102). The main objective of the experiment was to motivate engineering students to learn and enjoy the art of problem solving and project team work supported by computers. In order to reach such a goal, we started to use Tablet PCs in the classroom and we modified the dynamic of the teaching-learning process in these courses. Tablet PCs were used in the classroom for modeling, problem solving and programming.
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Fig. 2. Use of OneNote at Pontificia Universidad Catolica de Chile
The course iic2100 was the subject of this experimentation during two terms in 2007. Forty students participated in each semester. Twenty one Tablet PCs (HP Compact TC4200) were delivered among the students. These devices were shared by the students and they were used to support problem solving during lectures (Figure 2). The impact of the Tablet PCs usage was measured based on opinion surveys from students, teaching assistants and professors. A similar experimentation process was conducted in the course iic1102: Introduction to Programming, during the Fall and Spring terms in 2007. One hundred students participated each semester. Twenty one Tablet PCs (HP Compact TC4200) were delivered among the students in order to support group problem solving during lectures. In spite of all the positive aspects of the use of technologies in the classroom, a few problems were observed; for instance, annoying delays at the beginning of some activities due to instability of the wireless network and software server (a technical assistant was present in the classroom to solve this kind of incidents). Problems also occurred with software tools and their different versions. It was also observed that at the beginning of the class some students had difficulties to turn on the Tablet PC or manage the stylus-pen, due to simple lack of knowledge (this problem was easily solved). Importantly, some students became distracted with the technology and engaged in Internet searching, chatting, playing or e-mailing, but after several sessions this distraction diminished. The students highlighted, as a positive factor, the possibility to solve problems during classes. They considered the use of Tablet PCs helped to make the lectures more active and interesting. However, they also identified limitations in the problemsolving process because not all of the students counted with one of these devices. Most of the students agreed that the use of technology motivated them. It is also important to note that in both courses there were no students considering Tablet PCs as an inhibitor factor; however they recognized that some training is required to take advantage of these devices features. They considered that Tablet PCs facilitated the discussions and the group work during lectures.
5 Discussion At the moment, the use of Tablet PCs in computer science courses seems to have positive effects. However, there is not a comprehensive and scientific study that
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shows which are the real benefits of including this kind of technology in our courses. Although using mobile computing devices during lectures brings several benefits, it does not seem to be consequence of using just Tablet PCs. Our experiments have also identified that computing devices can become a distracter factor during lectures, if there is not a clear role assigned to them. These experiments also have shown that the use of Tablet PCs motivates to students and professors, however it is not clear if the use of laptops generates the same effect. Provided the courses involved in the experiments tried to take advantage of the Tablet PCs features, and following the recommendations of other researchers in the area, we redesigned their teaching-learning process. Now these courses are more active and there is more interactive work during the lectures, which produced a positive impact among the participants. However this result seems to be a consequence of the redesign process more than the inclusion of Tablet PCs. The experiences help us to identify that not all of the Tablet PCs provide an adequate support for these activities, and the mix of technology and paper-based work is not a good combination; particularly, if students have to use paper notebooks because there are not enough computers for everybody. Although the students recognized the importance of Tablet PCs for taking notes and facilitating group work, the use of these devices requires a training process. Instructors were happy when using Tablet PCs. They think these devices help to improve the quality of the lectures; however they are not able to replace the black/whiteboard. In one of the experiences, a lack of the instructor mobility was identified because of the use of Tablet PC to deliver the lecture. Such problem was then solved using additional software technology.
6 Conclusions and Future Work The use of Tablet PCs in engineering education seems to be growing more and more every day. Several researchers have reported experiences of the Tablet PCs adoption, mainly in USA. They have identified a list of benefits derived from the use of these devices. In order to try to understand the impact of this type of computers t on engineering education in Chile, two experiences were conducted at two traditional Chilean universities. The obtained results show some similarity with those obtained in American Universities. However there are others that are a bit different. The lack of resources for every student opens new challenges for the adoption of these technologies in developing countries. The experiments have also shown that several benefits associated to the Tablet PCs adoption are more a consequence of others activities around this situation. At the moment it is not clear which benefits are the direct consequences of the Tablet PCs adoption, however the balance seems to be positive. More experimentation and scientific work is required to understand its impact of this emerging technology.
Acknowledgements This work was partially supported by Fondecyt (Chile), grant Nº 11060467 and also by Hewlett Packard through the Technology for Teaching Higher Education Grant Initiative.
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References 1. Alvarado, C., Anderson, R., Prey, J., Simon, B., Tront, J., Wolfman, S., Tablet, P.C.: Computing Curriculum. In: Summary of the Tablet PC and Computing Curriculum Workshop, Seattle, USA, August 4 (2004) 2. Anderson, R., Davis, P., Linnell, N., Prince, C., Razmov, V., Videon, F.: Classroom Presenter: Enhancing Interactive Education with Digital Ink. IEEE Computer 9(40), 56–61 (2007) 3. Berque, D., Bonebright, T., Dart, J., Koch, Z., O’Banion, S.: Using DyKnow Software to Support Group Work: A Mixed-Method Evaluation. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 11–20. Purdue University Press (2007) 4. Davis, K.M., Kelly, M., Malani, R., Griswold, W.G., Simon, B.: Preliminary Evaluation of NoteBlogger: Public Note Taking in the Classroom. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 33–42. Purdue University Press (2007) 5. Herrera, O., Ochoa, S., Neyem, A., Betti, M., Fuller, D., Aldunate, R.: Mobile Portfolio to Support Communities of Practice in Science Education. In: Proceedings of HCI International 2007, Beijing, China (July 2007) 6. Huettel, L.G., Forbes, J., Franzoni, L., Malkin, R., Nadeau, J., Nightingale, K., Ybarra, G.A.: Transcending the traditional: Using tablet PCs to enhance engineering and computer science instruction. In: Frontiers in education conference (FIE 2007) (2007) 7. Bartels Media GmbH. MaxiVista (Last visit, December 2008), http://www.maxivista.com/ 8. Nguyen, H., Bilen, S., Devon, R., Wise, J.: Adopting Tablet PCs in Design Education: Student Use of Tablet PCs and Lessons Learned. In: Richards, G. (ed.) Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007, pp. 1172–1177. AACE, Chesapeake (2007) 9. Ochoa, S., Neyem, A., Bravo, G., Ormeño, E.: : MOCET: a MObile Collaborative Examination Tool. In: Proc. of HCII 2007, Beijing, China (July 2007) 10. Microsoft Corp. OneNote (2007), http://office.microsoft.com/es-es/ onenote/FX100487703082.aspx (Last visit December 15, 2008) 11. Prey, C., Reed, R.H., Berque, D.A. (eds.): The impact of Tablet PCs and Pen-based Technology on Education. Purdue University Press (2007) 12. Prey, C., Weaver, A.: Tablet PC Technology: The Next Generation. IEEE Computer 9(40), 32–33 (2007) 13. Price, E., Simon, B.: A Survey to Assess the Impact of Tablet PC-based Active Learning: Preliminary Report and Lessons Learned. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 97–105. Purdue University Press (2007) 14. Sommerich, C., Collura, K.: Learning with Mobile Technology in high School: A HumanFactors Perspective. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Penbased Technology on Education, pp. 127–136. Purdue University Press (2007) 15. Toto, R., Lim, K., Wise, J.: Supporting Innovation: The Diffusion and Adoption of Tablet PCs in College of Engineering. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 147–155. Purdue University Press (2007) 16. Tront, J.G.: Facilitating Pedagogical Practices through a Large-Scale Tablet PC Development. IEEE Computer 9(40), 62–68 (2007)
Optimal Affective Conditions for Subconscious Learning in a 3D Intelligent Tutoring System Pierre Chalfoun and Claude Frasson Département d’informatique et de recherche opérationnel, Université de Montréal, Montréal, Canada {chalfoun,frasson}@iro.umontreal.ca
Abstract. In this paper we take a closer and in-depth look at initial results obtained from a previous novel experiment conducted with a 3D subliminal teaching Intelligent Tutoring System. Subliminal priming is a technique used to project information to a learner outside of his perceptual field. Initial results showed great promise by illustrating the positive impact of the subliminal module on the overall emotional state of the learners as well as their learning performances. Indeed, since emotion monitoring is critical in any learning context, we monitored the physiological reactions of the user while they learned and while they answered questions. We present a detailed and precise look at the optimal affective conditions that set the best learners apart. We will also explain a most surprising finding: the positive long term impact of subliminal priming on the entire learning process. Keywords: optimal affective conditions, HCI, subconscious learning, 3D ITS.
1 Introduction In recent years, researchers in human-computer interfaces (HCI) as well as in various fields such as Intelligent Tutoring Systems (ITS) have taken advantage of adaptive and customizable HCI to record and analyze emotions [1]. This is not surprising since emotions, especially motivation and engagement, are widely related in various cognitive tasks [2]. Moreover, the importance of measuring emotions as well as consider them has become the focus of much growing research. The availability, ease of use and affordability of physiological devices helped in their integration into the tutoring systems. That data is then used to model the learner’s emotional and physiological profile in order to better adjust and adapt learning accordingly [3]. Learning in virtual worlds has taken a very important part in the HCI community for recent evidence has shown the relevance of using such virtual ITS for affective feedback and adaptation [3, 4]. Nevertheless, the current learning strategies have a limitation when it comes to processing complex information. Indeed, cognitive learning theories base mostly their intervention on attention to the specified task at hand. Complex information is broken down into pieces to gradually enable the learner to concentrate on one small part of the puzzle at a time. However, a large body of work in neuroscience and other fields lead us to believe that learning simple to complex information can be done without J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 39–48, 2009. © Springer-Verlag Berlin Heidelberg 2009
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perception or complete awareness to the task at hand [5-8]. In fact, the existence of perceptual learning without perception has been neurologically proven and accepted [9]. Furthermore, recent work has put forth the performance increase in performance when using a subliminally teaching Intelligent Tutoring System [10]. Yet, subconscious learning systems are still widely absent in the HCI community. We intend to investigate in this paper the optimal emotional state of learners when using a subliminal teaching ITS by stating two research questions. First, in learning to solve a problem in a 3D virtual system, is there a significant emotional state in which the best learners are that sets them apart from the rest? Second, in answering questions following a learning session, what significant relationship can we establish between learners’ emotional state and subliminal projections? The organization of this paper is as follow: In the next section, we will present and discuss the previous work related to various aspects of our research. The following section describes the experiment setup and depicts the various aspects related to subliminal stimuli in a virtual 3D tutoring system. The obtained results will follow the experiment section leading to the last section where we conclude and present future work.
2 Related Work To the best of our knowledge, only a handful of papers in various fields have claimed the use of subliminal priming as a support for memory in the HCI community. The first and most referred to is Wallace’s text editor program [11]. In this experiment, Wallace and colleagues put forward two important findings: (1) the projected stimuli must take into account the specifications of the computer such as screen resolution and refresh rate (2) that the frequency at which subjects requested help was much lower when the requested information was projected subliminally. The Memory Glasses by [5] used wearable glasses that projects subliminal cues as a strategy for just-in time memory support. The objective was to investigate the effect of various subliminal cues (correct and misleading) on retention in a word-face learning paradigm and compare recall performance. Another use of priming for memory support can be found in the thesis of [12] where the author assesses the effects of brief subliminal priming on memory retention during an interference task. Finally, our most recent work showed the positive impact of subliminal stimuli on the learner’s performance [10]. Besides seeming to impact memory, subliminal priming can also have an emotional consequence on learners. Indeed, subliminal priming can have an emotional impact on the self-attribution of authorship of events [13]. Subjects were asked to compete against a computer in removing non words such as “gewxs” from a computer screen in the fastest time possible. However, after a determined amount of time, the computer would remove the word. Subliminal primes of self-associated words like “I” and “me” before an action increased the personal feeling that it was the participant that eliminated the non word and not the computer, thus increasing the feeling of selfauthorship of events. Furthermore, visual subliminal stimulus has been neurologically proven to have an impact in many physiological signals, namely the galvanic skin response (correlated to arousal) [14].
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Since we also use physiological sensors to monitor the emotional reactions of the learner, it would be relevant to sum some of the work related to using physiological sensors to record and analyze emotions that can occur in a learning environment. Physiological signals are generally correlated with emotions by associating specific signals, such as skin conductance and heart rate, to valance and/or arousal [15]. Indeed, the Empathic Companion is a good example where multiple physiological sensors, namely galvanic skin response (also referred to as skin conductance), heart rate and respiration were taken in real-time to analyze and adapt the tutor to the emotional reactions of the learner in a virtual 3D ITS [16]. Further research has analyzed a more detailed and relevant emotional significance of physiological signals, either in complex learning or gaming [17-19].
3 Experiment The current experiment uses precise and timed subliminal projections in a 3D intelligent tutoring system while monitoring the physiological reactions of the learner. In the same time we record the actions on the screen as well as the facial movements of the learners. Those visual recording are crucial to remove noise and identify events of special interest. Moreover, we constructed the subliminal cues in a way which would accelerate the learning process by triggering and enhancing an already possessed knowledge. 3.1 Design of the Experiment Indeed, the focus of the experiment is to visually teach, in a virtual 3D environment, the construction of an odd magic square of any order with the use of neither a calculator nor one mental arithmetic operation. A magic square of order n is a square containing n2 distinct integers disposed in a way such as all the n numbers contained in all rows, columns or diagonals sum to the same constant. The first part of Fig. 1. below depicts such a square. Magic Square
Trick #1
Trick #2
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Fig. 1. Experiment design : Magic square and the three tricks taught
To construct the following square, one must successively apply three simple tricks. These tricks are illustrated in Fig. 1 and labelled trick 1 to 3 respectively. We decided to show the learners multiple examples of each trick without explaining how the trick works. As an example, the first trick to construct any magic square is to place the following number one square above and two squares to the right of the previous one (exactly like a knight’s move in chess). If we look at the second picture of Fig. 1, we notice that number 15 is placed one square above and two squares to the right of
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number 14. The same logic applies to numbers 1 and 2, 4 and 5 and so forth. Instead of giving away the answer to the first trick, we ask the subjects to deduce the rule by themselves. This is where the subliminal stimulus comes into play. We will have two groups, one group will take part of the experiment without subliminal stimuli (control group) and the tutor will subliminally send the answer to the other group. We will then compare performances, trick completion time, question completion time as well as physiological signal variations. The teaching material is separated into parts, or PowerPoint-like slides, and displayed at a slow rate to give every learner an equal chance at fully reading each “slide”. The subliminal stimuli and threshold were carefully chosen following the neural bases of subliminal priming [9]. Each stimulus was preceded by a 271 ms pre-mask of random geometrical figures, a 29 ms prime and a 271 post-mask of random geometrical figures. The subliminal stimuli that will be presented to one of the two groups will be displayed at significant places before and after specific slides. The experiment intends to “boost” learning by priming the answer before showing the corresponding slide. Fig. 2. shows a diagram of the way subliminal priming will take place between slide 1 and slide 2 when learning to deduce the inner working of the first trick.
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The learners were instructed to answer a series of two to three questions following each learned trick to test their knowledge. The learners were instructed to finish the experiment as quickly and efficiently as possible. No time limit was imposed. A base line for the physiological signals preceded all monitored activities. A questionnaire preceded the experiment aiming at collecting demographical data as well as the gaming experience of the subjects. Another series of questions were asked at the end of the experiment to evaluate the learner’s appreciation and more importantly their overall appreciation of the system. 3.2 The 3D Virtual Environment Learning takes place in a game-like environment called MOCAS [20] as show in Fig. 3. The experiment has three rooms like the one illustrated on Fig. 3. Each room teaches one trick. MOCAS takes place in full-screen mode for a better immersion and less window distracting events. Furthermore, the system clock is hidden so users don’t get distracted by continuously monitoring the time they have spent on each lesson. The interactions between the avatar’s learner and the pedagogical agents are done via mouse clicks. This interaction is important because learners have a time
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window of 30 seconds to answer each question. If they feel that time was not enough, they can simply re-click on the agent and the question restarts. This re-click factor was important in distinguishing good from bad learners. The learners are instructed to continue once they are convinced they have discovered the inner working of each trick. They are then asked to answer a series of questions (two to three) by another set of visually different pedagogical avatars. Each question is related to the last trick learned. The agent asks the user to correctly place a number in a magic square. The learner responds by choosing the path that correctly answers the question. Physiological signals of the learners were also monitored in real-time and saved for further analysis. The used signals were heart rate, galvanic skin response, respiration rate and skin temperature. The signals are managed by the ProComp Infinity encoder [21].
Path leading to the Question Agents
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3.3 Learners Tested A total of 31 healthy volunteers, 16 men and 15 women, took part of the experiment. One participant had to be removed because of a major recording issue in the videosignal synchronisation module. The sample’s mean age was 26 (SD = 4.51). Only two volunteers had extensive video gaming experience. All the others gaming experience ranged equally anywhere from weak to moderate high. A repartition of the learners can be found in table 1. Table 1. Participants’ distribution
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4 Results The first aspect we wanted to examine was the existence, if any, of a relationship between affective variations and subliminal projections while learning the tricks. Fig. 4 shows the average quantitative affective variations of learners with regards to valence and arousal when learning all three tricks with and without the subliminal module. The signal used and correlated with valence is the heart’s inter-beat interval (IBI) and galvanic skin response was used and correlated with arousal (GSR) [15]. These signal values are normalized by mean-shifting, that is subtracting each signal’s value from the signal’s baseline mean then dividing the result by the signal’s standard deviation. This widely accepted technique enables us to compare learners’ results for it solves the problem of extra-individual physiological differences. Fig. 4 shows the average affective values for a period of 4 second following every subliminal stimulus. The full brown bars represent the average value of the signal for all subliminal stimuli at the precise moment the stimulus was projected (t=0s, s is for seconds). The horizontal dashed bars represent the same averaged value except for it’s computed for the 4 seconds following that projected stimulus (T=t + 4s). Since group A was not primed with subliminal stimuli, we placed markers for each learner at the precise moment where subliminal cues would have been projected if these learners would have been taking the course with the subliminal module. For example, the first four numbers from the left (-0.7, -0.7, 0.3 and 0.6) represent the following situation: on average, all learners in the experiment have had a normalized valence change of zero (-0.7 at moment t=0 and -0.7 after 4 seconds) when learning without the subliminal module compared to a normalized valence increase of +0.3 (0.3 at moment t=0 and 0.6 after 4 seconds) when learning with the subliminal module. Average Quantitative Affective Variations Of Learners While Learning The Tricks Group A
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Fig. 4. Quantitative affective variations when subjected to subliminal stimuli while learning
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The results shown in Fig. 4 are not only statistically significant (p<0.001, α=0.05) but very important for they enable us to distinguish between the best and worst learners in terms of valence and arousal but also in terms of how much variation is considered optimal for success. In this case, having an average positive valence variation increase of about 0.8 and arousal increase between 2.5 and 2.9 is what our system should be looking for. In fact, we can clearly see at the far right part of Fig. 4 that the worst learners, those who made the most mistakes, were the ones who had a negative valence variation. Checking the results with Lang’s two dimensional space [15] informs us that a negative valence leads to a negative emotional state and thus not optimal for learning. Since subliminal projections increase valence variations, our system could then detect this negative emotional state and start projecting more stimuli until an optimal state is reached. The second aspect we wanted to investigate was the affective state of learners when answering questions. It is important to mention that no subliminal priming took place when answering questions. Group A and group B can then be compared without bias. Fig. 5 displays the quantitative affective variations when answering questions grouped by trick. The horizontal dashed bars represent the values for group B, that is the group projected to subliminal stimuli during learning. The results are surprising and the difference showed here is more than statistically significant for alpha is equal to 0.01 (p<0.001, α=0.01). Not only does the subliminal module help increase valence and arousal variations to optimal levels as discussed previously, but the effect seems to last throughout the experiment. Indeed, we can see that the best learners from group B are twice less stressed when answering all the questions and much less aroused than the best learners from group A. Affective Variations Of Learners (Valence And Arousal) When Answering Questions
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The results of the two previous figures give us an insight into the complex innerworkings of unconscious perception. It seems that positive arousal variations (between 2.5 and 2.9) and positive valence variations (between 0.6 and 0.8) seem to yield
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the best results when answering questions. Furthermore, subliminal projections seem to produce a cumulative positive effect because of the observed results for the third trick. Indeed, the last trick is the most difficult because it requires the use of the first two, henceforth the very high arousal variations for group A. We demonstrated in [10] that the subliminal module helped reduce dramatically the number of mistakes made. Fig. 5. has just explained why in terms of valence and arousal. Impact Of Affective Variations On Perfomance When Answering Questions 80.0 73.0
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Fig. 6. Impact of the affective variations on results, broken down by trick
The affective variations examined throughout this section lead us to carefully examine the effect on performance when answering questions of the third trick. Indeed, we can surmise that a learner can correctly construct a magic square if he successfully answers all questions but more specifically the third trick questions. Fig. 6. displays the results of our analysis by comparing group A’s results with group B’s with regards to total re-clicks (number of times learners asked to restart the question), total errors and more importantly completion times. The results present another argument for the combination effect of subliminal stimuli. Indeed, we can see that the total re-clicks for group B is almost the same as group A’s for the first trick but dramatically decreases as the subliminal projections increase throughout the experiment. The same phenomena can be observed with errors and completion times. The last aspect, completion times, is very important because it represents the foundation of what we are aiming at: faster and more efficient learning. We are very pleased with the results because they clearly show the significant contribution of the subliminal module (p<0.001, α=0.05) to the dimension of performance as well as emotions.
5 Conclusion We presented in this paper the optimal affective conditions for subconscious learning in a 3D virtual ITS. Subconscious learning is done with the use of carefully
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engineered subliminal projections aiming to accelerate and enhance learning. We also illustrated the importance that subliminal stimuli can have on the long term process of learning and pattern recognition. In contrast to the previous work regarding the use of subliminal priming and emotions, our work differs in three ways. First, the subliminal priming was used in an HCI to teach a more complex lesson than simply face recognition or item association. Second, in contrast with the vast majority of researchers, we discussed and placed forward the use of quantitative, and not just qualitative, affective variations in building an effective HCI to detect the best learners from the rest. Third, we placed forward the long-term impact that subliminal cues can have on the entire learning process and not just simply on simple tasks such as face memorizations or item pairing. As future work, we intend to use these results to construct an intelligent real-time HCI system that detects the emotional variations of the learner and adjusts the subliminal projections accordingly. Acknowledgments. We acknowledge the support for this work from the Fond Québecois pour la Recherche sur la Société et la Culture (FQRSC).
References 1. Villon, O., Lisetti, C.L.: A User-Modeling Approach to Build User’s Psycho-Physiological Maps of Emotions using Bio-Sensors. In: IEEE International Symposium on Robot and Human Interactive Communication, Session Emotional Cues in Human-Robot Interaction. Human-Robot Interaction, United Kingdom (2006) 2. Damasio, A.: Descarte’s Error - Emotion, Reason and the Human Brain. Putman Press, New York (1994) 3. Blanchard, E., Chalfoun, P., Frasson, C.: Towards advanced Learner Modeling: discussions on quasi real-time adaptation with physiological data. In: 7th IEEE conference on Advanced Learning Technologies: ICALT 2007, Niigata, Japan (2007) 4. McQuiggan, S.W., Lester, J.C.: Learning empathy: a data-driven framework for modeling empathetic companion agents. In: International Conference on Autonomous Agents, Hakodate, Japan (2006) 5. DeVaul, R.W., Pentland, A., Corey, V.R.: The Memory Glasses: Subliminal vs. Overt Memory Support with Imperfect Information. In: IEEE International Symposium on Wearable Computers. IEEE Computer Society, New York (2003) 6. Dijksterhuis, A., Nordgren, L.F.: A Theory of Unconscious Thought. Perspectives On Psychological Science 1 (2006) 7. Watanabe, T., Nanez, J.E., Yuka, S.: Perceptual learning without perception. Nature 413 (2001) 8. Nunez, J.P., Vincente, F.D.: Unconscious learning. Conditioning to subliminal visual stimuli. The Spanish Journal of Psychology 7 (2004) 9. Del Cul, A., Baillet, S., Dehaene, S.: Brain Dynamics Underlying the Nonlinear Threshold for Access to Consciousness. PLoS Biology 5 (2007) 10. Chalfoun, P., Frasson, C.: Subliminal Priming Enhances Learning and Performance in a Distant 3D Virtual Intelligent Tutoring System. In: AACE World Conference on Elearning in Corporate, Government, Healthcare, & Higher Education: E-LEARN 2008, Las Vegas, Nevada (2008) 11. Wallace, F.L., Flaherty, J.M., A. K.G.: The Effect of Subliminal HELP Presentations on Learning a Text Editor. Information Processing and Management 27 (1991)
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12. Schutte, P.C.: Assessing the Effects of Momentary Priming on Memory Retention During an Interference Task. Computer Science, Vol. Master Of Science. Virginia Commonwealth University, Virginia (2005) 13. Dijksterhuis, A., Preston, J., Wegner, D.M., Aarts, H.: Effects of subliminal priming of self and God on self-attribution of authorship for events. Journal of Experimental Social Psychology 44 (2008) 14. Tranel, D., Damasio, A.: Knowledge without awareness: an autonomic index of facial recognition by prosopagnosics. Science 228 (1985) 15. Lang, P.J.: The emotion probe. American Psychologist 520 (1995) 16. Prendinger, H., Ishizuka, M.: The Empathic Companion: A Character-Based Interface That Addresses Users’ Affective States. Applied Artificial Intelligence 19 (2005) 17. Conati, C.: Probabilistic assessment of user’s emotions in educational games. Applied Artificial Intelligence 16 (2002) 18. DiMello, S.K., Taylor, R., Graesser, A.C.: Monitoring Affective Trajectories during Complex Learning. In: Trafton, D.S.M.J.G. (ed.): Proceedings of the 29th Annual Cognitive Science Society, Austin, TX (2007) 19. Picard, R., Vyzas, E., Healey, J.: Toward machine emotional intelligence: analysis of affective physiological state. IEEE Transactions Pattern Analysis and Machine Intelligence 23 (2001) 20. Blanchard, E., Frasson., C.: Easy Creation of Game-like Learning Environments.: Workshop on teaching with robots and agents. In: conjunction with ITS 2006, Jhongli, Taiwan (2006) 21. Thought_Technology (2008), http://www.thoughttechnology.com
Computer-Based Learning to Improve Breast Cancer Detection Skills Yan Chen1, Alastair Gale1, Hazel Scott1, Andrew Evans2, and Jonathan James2 1
Applied Vision Research Centre, Department of Computer Science, Loughborough University, United Kingdom 2 Nottingham Breast Institure, Nottingham City Hospital, Nottingham, United Kingdom {Y.Chen3,A.G.Gale,H.Scott}@lboro.ac.uk
Abstract. In breast cancer screening it is important both to improve and maintain cancer detection skills at their highest levels. The introduction of digital imaging enables computer-based learning to be undertaken outside breast screening centres using a range of different devices. The potential for providing computer-based interpretation training using low-cost devices is detailed. The results demonstrated that naive observers can be trained to recognise certain key breast cancer appearances using a low cost display monitor along with a range of HCI techniques. Keywords: mammogram interpretation, training, eye movement, visualization, Human-Computer Interaction (HCI).
1 Introduction Breast cancer, the most common type of cancer amongst women, is responsible for 13% of all deaths globally and is the leading cause of death in women [1]. To improve the early detection of this disease, the National Health Service Breast Screening Programme (NHSBSP) was initiated by the Department of Health in 1988 across the UK and this was the first nationwide scheme of its kind in the world. With the purpose of facilitating the early detection of breast cancer and improving treatment, the scheme provides free breast screening every three years for all women in the UK aged 50 to 70 years [2]. Typically four mammographic views of a woman are taken, two views of each breast, i.e., Cranio Caudal (CC): a vertical view through the breast; Media Lateral Oblique (MLO): an angular view which include the glands under the arm. Interpreting these mammograms is a difficult task, even by experienced and specially trained personnel. To aid screening personnel in appreciating different presentations of difficult abnormal appearances all UK breast screeners annually interpret sets of known difficult mammographic cases as a mean of self-assessing their breast screening interpretation skills; this is known as the PERFORMS scheme [3]. Results from this scheme over several years demonstrate that mean cancer detection performance on these exemplar cases can range from 81 -95% with a skewed distribution [4]. The scheme can help identify for each individual where they have particular difficulties in detecting or recognising known abnormal appearances in these cases as compared to their peers J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 49–57, 2009. © Springer-Verlag Berlin Heidelberg 2009
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nationally. Additional training for individuals which targets such known discrepancies can then be proposed which should help in maintaining skill levels of cancer detection. Currently most training in the interpretation of screening mammograms needs to be undertaken where there is a mammo-alternator (a large viewing device, where several hundred cases can be loaded, which comprises a back-illuminated surface on which numerous mammographic cases can be presented simultaneously for examination) or other suitable light box (where only one single mammographic case can be presented at a time) on which to view the mammograms. This then limits the locations and availability where training can take place. However, digital breast screening, where images of the breast are digitally acquired and the resultant images examined using very high resolution and expensive dedicated workstations in breast screening centres is gradually being introduced nationally. Typically these workstations have a dual monitor set up where each has a resolution of 5 Mega pixels (2048 x 2560) and is capable of displaying 10-bit greyscale images with a high contrast ratio. Each monitor can display various combinations of mammographic views and is used primarily to display a single mammogram which can then be zoomed into and manipulated. The widespread adoption of such digital technology renders additional training opportunities using other less expensive and lower resolution displays and in various locations possible for certain purposes if suitable Human-Computer Interaction (HCI) techniques can be derived which are acceptable to radiologists. Primarily when examining digital mammographic images for diagnostic purposes then an appropriate workstation is fundamentally required. However it may be possible to target training of key mammographic appearances using other lower resolution displays which would make web delivered training using a range of viewing devices both potentially feasible as well as acceptable. This research investigates the utility of employing low-cost devices to provide individualised training with the support of HCI techniques and then determines what types of image interaction and manipulation techniques are required by potential end users. It was hypothesised that using a lower resolution display would hamper the identification of small signs of breast cancer (e.g. microcalcifications) but that larger signs (e.g. masses) would still be visible. Different HCI approaches were used as an initial approach to training based on facets of typical routine clinical training or reporting. In particular, the possibility of using aspects of visual search (as an HCI technique) to assist in mammographic interpretation training is explored.
2 Methods Firstly, a questionnaire was sent to all (601) UK screening personnel to determine their satisfaction with current training opportunities and their views on the potential for individualised training as well as on the use of other image display devices for examining the high resolution mammographic images. This included details of current screening (e.g. profession; experience of digital mammography) and the individual’s current usage of mammographic interpretation training (e.g. forms of training available; the amount of training opportunities; any difficulties of current training; advantages and disadvantages of current training).
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Secondly, as a ‘worst case’ scenario investigation twenty experienced breast screening radiologists were shown a series of mammograms on a small PDA (screen size 3.5”) and questioned as to whether they thought such displays could ever be used for training purposes in breast screening and if possible then what types of HCI image manipulation techniques would they envisage requiring (Figure 1).
Fig. 1. A radiologist views mammograms (MLO views) on a 3.5” screen PDA
An experimental investigation was then undertaken which examined different aspects of computer based training for breast screening interpretation. Initially, both the eye movements and the audio description of an expert breast screening radiologist were recorded whilst a series of recent screening cases were examined. From these eye movement data key fixations were identified (based on visual dwell measures) which fell on both abnormal areas as well as other normal image areas which attracted visual attention. Twenty naïve participants were then first given a short standardised introductory computer-based presentation about breast cancer; mammograms and the appearances of two key mammographic features; masses and calcifications. These two features were deliberately chosen as whilst both can be difficult to detect on a mammogram, masses are generally relatively large and calcifications are fairly small irregular abnormalities which can appear singly or in clumps and of various size. This was then followed by an image examination exercise. During this, each participant was required to examine 21 recent mammographic screening cases (7 normal cases, 7 cases containing a mass and 7 cases containing calcifications) on two occasions. Their performance in identifying abnormal appearance was measured as they first examined these cases, then they either undertook a short training exercise or were assigned to a control condition and then re-examined the cases. On both occasions the participants were asked to identify whether each case contained
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either of the two features. If they thought an abnormality was present then they also had to indicate its location. Participants’ eye-movements were recorded throughout. The different forms of training used were: whole mammogram presented but with regions of interest highlighted; only regions of interest (where only a magnified portion of the mammographic image around a potential abnormality site was presented); playback of the expert’s visual search behaviour, and playback of the expert’s audio instruction on each case. Participants Twenty naive observers participated (seventeen research students in various subjects, and three university employees) were involved in the study. None of them had any experience in mammography reading. Participants were split into four experimental groups and a control group (without undertaking any training) with the experimental groups undertaking different forms of computer based training. Materials Visual stimuli: 21 sets of recent digital mammographic images were used. Each image set comprised both the Medio Lateral Oblique (MLO) views and Cranio Caudal (CC) views of both breasts. Fourteen of the pairs featured a specific abnormality which had been grouped into two types (namely: Mass and Calcification) with the abnormality visible on either one or both views. Seven of the sets featured no abnormality.
Fig. 2. Schematic of the different training and control approaches
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Hardware: The experiment was run on a PC with a LCD monitor (display size: 21.5”; resolution: 1680 x 1050 ) for displaying images; eye movements were recorded using a remote oculometer – a Tobii X50 eye-tracker. This records eye movements with no attachment to the participant and allows them some degree of free head movement (within 30 x 16 x 20 cm ; W x H x D) at 60 cm from the device. It has a reported accuracy of 0.5-0.7 degrees of visual angle. Design Training sets: each training set included the 21 cases comprising both MLO and CC views of each case but were presented in four different formats (Figure 2). These formats were: 1. T1 – whole image: the MLO views of both breasts were presented then, where appropriate, the feature area was highlighted by a circle with descriptive text, followed similarly by the CC views. 2. T2 – image with portion: the MLO views were presented (as in format T1) but then the area of interest around the abnormality was highlighted followed by this area being magnified and shown alone (size: 8”x 8”). This was followed similarly by the CC views. 3. T3 - eye movements: the MLO views were shown and then overlaid with annotated fixation locations of where the initial expert radiologist had looked and in the order in which visual search had been performed. Also, the area of abnormality was highlighted. This was followed similarly by the CC views. 4. T4 - comments: This was similar to format T1 above but with the addition of the expert’s audio descriptions concerning the case. 5. control: a control activity was undertaken which took the same length of time as the other training sessions. Procedure For each participant the eye tracker was first calibrated. Each was then given a short introduction concerning breast cancer, mammogram images, and were familiarised
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Fig. 3. A shows a participant taking the test viewing the MLO mammograms of a case.; B shows a participant undertaking the audio training whilst viewing the CC images of a case.
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with the appearance of the two different key breast cancer features in such images (masses and calcification). They then visually examined two practice cases. Subsequently they completed a computer-based image examination task whilst their eye movements were discretely recorded (Figure 3). During this task the participants first fixated on a small centrally presented fixation cross and then this was replaced with the MLO views of the case which in turn was followed by the CC views. Participants were asked visually to examine each case view, identify whether the view was normal or contained an abnormality. If the latter, they also had to specify the feature type (i.e. mass or calcification) and its location.
3 Results For the questionnaire study some 273 questionnaires were returned (a 45% response rate) which covered the main professions in breast-screening film reading, e.g. 152 consultant radiologists, 78 advanced practitioners (in the UK these are specially trained technologists), and others. These all indicated that screeners considered that whilst existing training was adequate they would like to have individualised and targeted training which is only really possible using digital images. The responses concerning the most useful mammographic interpretation training type is shown in Figure 4.
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‘Interval cancer review’, ‘Arbitration/consensus’ and ‘PERFORMS’ were considered to be the fist three most useful. According to the characteristic of these three training types, it shows that being able to read a large amount of images followed by other forms of information, such as, expert’s opinions on the case, other people’s feedback on the case, etc. were considered to be the key useful training approaches.
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With regard to viewing images on the PDA, initially all participants were highly sceptical as the display had approximately 1/10th of the resolution of a digital mammographic workstation but it was determined that such a display could be useful for training (but not for diagnostic) purposes if suitable simple HCI techniques were available which would enable rapid image pan and zoom with contrast level manipulation. In the experimental study of naïve observers some 880 responses were collected and of these only 124 correctly identified both features and locations on both views of a case. Initially the training types were considered as either visual (whole image, portion, eye movements), audio (comments) or control - details are shown in Figure 5. In audio, performance decreased after training whereas for both the visual and control conditions there was a slight, non significant, increase. The performance of these participants in the first and second test was then attributed points concerning whether they correctly identified location and features on both views (Figure 6) where a score of 4 indicates identifying both the correct location and feature on both views. Most participants scored 1-1.5 indicating that they only correctly scored either location or feature in either view. In the three visual conditions there was a slight increase in performance in test 2, in the audio condition performance decreased and in the control condition there was little variation. In all conditions participants were significantly better in identifying features correctly than in identifying correct location (p<.05). The performance in identifying features between test 1 and test 2 significantly improved (p<.05). In terms of mammographic features then masses were better identified after any visual training and only slightly increased after audio training. Calcifications were detected worse after all three types of visual training as well as the audio training. In the control condition calcification identification improved. Normal cases were reported worse on every second trial. In the control group the correct identification of normal cases dropped on the second test but mass and calcification detection increased. In the audio condition calcification and normal identification fell on the second test but mass identification improved slightly. In the three visual conditions only mass identification improved.
4 Discussion From the returned questionnaires, these all indicated that screeners considered that whilst the existing training was adequate they would like to have individualised targeted training [5]. With regard to viewing images on the PDA then for this to be at all useful, easy to use HCI techniques which would allow rapid image manipulation were clearly required [6]. Using a PDA for some training purposes would be possible if this was done in a appropriately lit environment with a low ambient light level. The experimental study reported here was an initial investigation utilising a single low cost monitor to deliver mammographic interpretation training as compared to using one or two high resolution workstation monitors. Different training regimes were developed which presented observers with images enhanced using different HCI approaches which were considered suitable in this domain. The approaches used were firstly simply showing the full views of both breast simultaneously which mimicked the display on a workstation but at a much lower resolution. Secondly the full view
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was show followed by a magnified view of the area of interest to mimic basic image manipulation on a workstation. The third approach taken was to utilise areas of interest which attracted the visual attention of an expert together with the scanning path which were overlaid on the image. The fourth approach tried to replicate an expert describing how they examine a case for abnormalities which is a commonly adopted approach in real screening as shown in the questionnaire survey. The study set out to use short training approaches to examine their effects on naïve observers. This demonstrated that such observers can be trained to recognise certain key breast cancer appearances using a low cost display monitor along with a range of HCI techniques. Two mammographic appearances were studied; small calcifications because these can be difficult to detect in routine breast screening and larger masses. Calcifications were not detected well presumably due to the shortage of image manipulation techniques used here. Naïve observers were used in this study to see how they responded to the different training types.
5 Conclusion Overall, it is argued that these findings taken together indicate that low cost devices can be used for training purposes in digital breast screening with appropriate HCI techniques. These then extend the opportunity for training beyond the clinical workplace. Ongoing research is further investigating the delivery of computer-based training using a variety of HCI methods to breast screeners.
References 1. World Health Organization “Cancer”, Fact sheet 297 (2006) (Accessed: 01 March, 2009) 2. National Statistics Online, Breast Cancer: Incidence rises while deaths continue to fall, Office for National Statistics (2007) (Accessed: 01 March, 2009) 3. Gale, A.G.: PERFORMS-a self assessment scheme for radiologists in breast screening. Seminars in Breast Disease 6(3), 148–152 (2003) 4. Gale, A.G., Scott, H.J.: Measuring Radiology Performance. In: Michell, M. (ed.) Breast Screening. Contemporary Issues in Cancer Imaging – Breast Cancer. Cambridge University Press, Cambridge (in press) 5. Chen, Y., Gale, A.G., Scott, H.J.: Mammographic interpretation training profile in the UK: current difficulties and future outlook. In: Manning, D., Sahiner, B. (eds.) Image Perception, Observer Performance, and Technology Assessment. Proceedings of SPIE (in press) 6. Chen, Y., Gale, A.G., Scott, H.J.: Mammographic interpretation training: how useful is handheld technology? In: Manning, D., Sahiner, B. (eds.) Image Perception, Observer Performance, and Technology Assessment. Proceedings of SPIE, vol. 6917, pp. 691712– 691712-10 (2008)
Virtual Classroom and Communicability: Empathy and Interaction for All Francisco V. Cipolla Ficarra1,2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected] 1
Abstract. We present the main empathy components in the design of interactive systems aimed at classroom and E-learning education. These components have a bidirectional relationship with communicability and usability. Each of them depicts an intersection of communication, semiotics, interface design, software engineering, usability engineering and human-computer interaction. Additionally, we present a table which can be used as a communicative quality guide. Its content is the result of 20 years of design and heuristic assessment of on-line and off-line interactive systems, mainly for Americans and European users. Keywords: Education, Virtual Classroom, Hypermedia, Communicability, Design, Information, Empathy, Interaction, Accesibility.
1 Introduction Education is one of the cornerstones of the growth of societies. Technology in the classrooms in many institutes of the eighties were classical audiovisual systems, through the projection of slides, in some cases the voice of the teacher was accompanied by real sounds in order to increase realism [1]. It was the time of sequential multimedia, that is to say, classical technology of multimedia stemming from print and television, characterized by the lack of informatics [2]. The sector of printing and graphic arts is one of the main contexts when we talk about contributions to visual communicability. Then we enter a short period of partially interactive multimedia. That is to say, emulations of manual operations controlled from the computer, such as the advance of a video in a CD-Rom support [2], [3]. And then we arrive at fully interactive multimedia, where each source of information is in a digital format and allows a high degree of user-computer interaction [4]. The first to show a great interest in digitizing information in Europe was a sector of the graphic arts in the nineties, aimed at distance education. However, there is not yet a unique interactive multimedia technology within the digital environment. Obviously, remarkable breakthroughs have been made in the basic technology (hardware), nonetheless, such issues persist as: the tools of the software do not yet use the whole potentiality of the hardware (it is enough to see the statistical data that show that the users ignore 100% of the functions of the mobile J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 58–67, 2009. © Springer-Verlag Berlin Heidelberg 2009
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phones in Italy, for instance, and yet they keep on demanding more functions), multimedia systems are based on partial design models, with primitives not unanimously accepted in the computer context, of human-computer interaction, usability, etc. [5]. Consequently, the lack of a unique model causes in many cases time loss of human resources. The only way to solve these problems is by resorting to basic notions of the historic concepts within international circulation. In the current work there is a brief description of the state of the art at the beginning, then follows the eradication of ambiguities in the essential notions of communicability, information and communication. Later on the empathy and the interaction is analyzed from a diachronic perspective with examples and finally an heuristic table is presented for the first assessment of the empathy applied to the educative and interactive systems, on-line and off-line.
2 Eliminating Ambiguity in Hypermedia Systems It is important to carry out in some cases the anchoring operations of the relationship of signification and significance of the terms, as is the way in semiotics framework and linguistics [6]. For instance, in the later stage of the evolution of interactive multimedia systems, we have the notion of hypermedia, which is an hybrid word between hypertext and multimedia. Here are assembled the advantages of both technologies inside the multimedia communication process. As has been observed in the origins of hypertext, where the textual aspects of the first systems prevails (including static graphics, in a broad sense), where it is established the associative character in the structure of information (these aspects generate a less frequent denomination in hypermedia systems, such as is the case of the electronic book). Whereas in multimedia and through the intersection of media there is a dynamic content of information: video, computer and audio animations. This dynamic component entails the time or synchronization factor among diverse means, which in our case we call panchronism. (From Greek ‘pan’ meaning all and ‘chronos’ meaning time [5]. A panchronic approach to, say, language is an approach including every aspect or all dimensions of time. Measurable quality criteria is very important in the communicability of on-line and off-line contents of hypermedia systems [7]. Consequently, hypermedia in a classical sense of the notion allows: selected access to those parts determined beforehand by the user, a greater degree of detail in the structure of information, that is to say, it is possible to resort to the richness of the content, in regard to several means used in the transmission of messages and reinforcing the communication process [8]. For instance, it is present in the use of CD/DVD-Roms and the DVDs for education, commerce, tourism, the ecological and cultural patrimony of many cities, regions or countries of our planet, etc. As a side note, in our projects in this area, until now we have undertaken our research only with users without physical disabilities. We hope and wish to include a wider range of users to study hypermedia systems in our future research. Along the evolutionary path of hypermedia, it can be said that it has become an interactive extension of multimedia. Consequently, this is the reason why the notion of multimedia is used indistinctly with that of hypermedia in many research works,
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although the relationship between the signification and the significant may be not strictly symmetrical according to Ferdinand de Saussure [6]. In hypermedia the synchronism of the active and static and dynamic means is essential. Besides, the amount of interaction required by the system and control of the fruition of the user over the system are two quality criteria for making assessments in current hypermedia systems [7]. 2.1 Communication, Information and Communicability In the context of the factual and formal sciences there are plenty of theoretic and practical works which talk about communication [9]. In this research it is easy to observe several definitions, where there are common elements among them. However, the momentum of verbose communication in the daily and colloquial environment has generated a sort of deficiency in its scientific sense, that is to say, a terminological status is missing. This deficiency becomes even more obvious when we talk about communicability in multimedia systems. Therefore, we will try to rank different points of view on both notions. In the case of communications, inside the context of the social sciences and more specifically in the area of social communication, some experts traditionally made a study of the differences between communication and information (Abraham Moles, David Berlo, Frank Dance, Luka Brajnovic, Rau Birdwhistell, Wilbur Schramm, etc. [10]). Others, in contrast, exclude the notion of information. Currently in the design of interactive systems the word communication is linked to contents, that is to say, the communication of contents. A short analysis of the word communication from its genesis leads us to the noun “communication” and the verb “communico”. Both have their origin in the word “communis” formed by cum (with) munis (duties-lins) [11], entailing implicitly the meaning to unite, to bind, to link to, that’s to say, there is a relationship with another person or system, in our case. There is an implicit dynamic process. For instance, through the relationship with the stored information in multimedia on-line and off-line systems, human beings can expand their knowledge. Regarding this, Schramm [6] considers communication as a real established relationship which consists in the discovery of the “I”, the “other” and “others”, and a donation of content which entails a duality of terms between emitter and receptor, who coexist in a contained environment and which is the foundation to its corresponding process. Within the notion of an emitter, we understand it to be the designer of multimedia systems, whereas the receptors are the potential users of that interactive system. Now, Schramm shows the need of cultural understanding between both to obtain optimal results in the communication process. On his side Luka Brajnovic tells us about communication and information differentiating each one in the following way: “communication consists in getting in touch with two or more people, things or bodies, in their different combination possibilities and its meaning can be manifold, and have diverse procedures and effects” [10]. It is a sort of direct channel or creative encounter that ties presences and distances, sometimes, without the informational goal, although it can be a vehicle of information. Therefore, information can be included in communication. When the information is incorrect there is no feedback, in the interactive communication process, for instance, because human communication is a psychosocial process.
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Moreover, if we consider that communication is a psychosocial phenomenon, we must admit that this phenomenon is a given in the human being with all his rational and creative possibilities to organize the message and interpret its reception. That is to say, that from the point of view of social communication, it is not a simple direct channel of relationships, but rather a socialization process. Therefore, communication is a social fact, updated by the human being, through a process among which the integrants who make it up, where the interchange of experiences entails the enrichment of the participants, through the internalization of the messages that have been expressed in a given space and time. Among human beings there is a will to encounter in communications and a desire to have or create something in common. Spontaneous binding achieves the integration of man with nature, cultural patrimony, the community he inhabits, etc. We not only communicate data and facts but additionally we can communicate our ideas, experiences, feelings, and real or imaginary events, the objective and the subjective, the presence of two or more people in their different combinatory possibilities. Once we have quality in communication we are faced with the notion of communicability. That is to say, that communicability automatically includes quality. In our case, we sometimes use both notions simultaneously and redundantly to strengthen the idea of quality in the process of interactive communication. However, communication and communicability are two synonymous terms in the current multimedia theoretical framework. In the design of interactive multimedia systems it is easy to detect the presence of communicability, although as happens with the notion of beauty, it requires time to describe each one of the elements that make it up. In short, it is starting from this interrelation “cum” technological and “cum” the individual when the relationship in other research environments take place, such as the cognitive models used in the development of interfaces. At the moment of the design of an interactive system, the designer must consider the cultural factors, the types of users, the geographical location of the system, etc. [12], [13], [14], [15]. These variables mean that since the software sector at the start of the nineties the need of incorporating sociologists, anthropologists and sociologists has been affirmed to improve the quality of interactive systems. However, in the new millennium it is necessary to talk of experts in communicability [7].
3 Empathy and Interaction: Interactive Design We can define the empathy in the interactive design as the interactive systems designer's mental ability to put himself in the shoes of the potential user. It is the result of the triad confirmed by the cultural knowledge, mental ability to occupy the place of the other in the communicative process and the competence in advancing the user's behaviour in front of certain situations [16], [17]. In multimedia design traditionally we talk about cognitive models, that is to say, the solution would be to frame it in the psychological context. Obviously, it is a valid alternative for the first hypertext and multimedia systems in the late eighties and the decade of the nineties. With the advent of the use of information networks, whether it is Internet or extranet from international entities, since the late nineties it has been a matter of communicability. A communicability which stems from the design process in the
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interactive systems and is translated to its usability. If we analyze some multimedia products aimed at the education of the nineties, we can find how in the design of their structure one resorts continuously to two quality attributes such as are prediction and self-evidence [16]. A priori, prediction and self-evidence can seem similar, but it is not so. In selfevidence, the navigation of pages with dynamic elements (i.e. audio, video, animation, etc.) and the structure of the system can be anticipated by the user from the first moment, even if the user has scarce experience in the use of hypermedia. On the contrary, in prediction the user must have previous ability in order to navigate efficiently and overpass complex situations, after having previously navigated the hypermedia system. In prediction there is more previous experience in the navigation or knowledge of structural parts. Nevertheless, in some hypermedia, where the designers resort to reusability of information, prediction and/or self-evidence can be prejudiced if the behaviour of the dynamic media is different according to the place that it has in the structure. For example, in some sites the user can interrupt the animation and go to another page of the structure, while in others he cannot do so until all the animation is finished [18]. These two attributes are related to the concept of isotopies inside the context of communication. That is to say, those elements that must be maintained continuously in each one of the design categories to favour the interaction of the users with the content of the multimedia system [18] [19]. For instance, the location itself of the navigation keys in the different screens. The same modes of activating and disactivating the dynamic means, the synchronization between the audio and the images in movement, regardless of whether they refer to a video or an animation, etc. The presence of the isotopies in the interactive design indicates a high degree of empathy towards the potential users. In the first multimedia off-line systems it is observed a certain local or national empathy at the expense of international empathy. The reason of this failure in the internationalization of the multimedia contents lies in the fact that these systems counted with a design team for human factors, where would be located the empathy with psychologists and anthropologists. The origin of this deformation in communicative empathy and in the future of communicative evolution lies in software engineering. Some authors in the nineties maintained that in order to increase the quality of the software it was necessary to include some representatives of the social sciences, referring only to psychologists and anthropologists [20]. Obviously, some commercial products of multimedia software have followed these rules but they have forgotten the social communicators, whose training is in many cases an intersection of the fact and social sciences. Before making these statements to increase the quality of the software it is necessary to know beforehand the university study plans which are usually different in each of the continents in our planet. It is through the social communication professionals that a bigger international empathy is reached, which makes easier the circulation of on-line multimedia content. Throughout the history of interactive systems interfaces there have been some works that have made apparent the need to overcome cultural barriers among the different international users and the designer.
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These works refer to the design categories presentation and content of the hypermedia systems. The acceptance of these premises of the interfaces design are related to the operative systems of the computers, that is to say, the interface and the PC Macintosh icons are not the same as compared with a PC that works with the last Windows version. In this regard, the contribution made regarding compatibility matters, such as the meaning of icons, that has been undertaken by manufacturers of operating systems in order to increase the empathy and interactivity with the multimedia systems, should be praised. Although some icons and functionalities of these have changed in the last years, this does not mean that they are objects of criticism because from the point of view of their usability and communicability it is necessary to consider them from a diachronic view. To make an heuristic and synchronic study of these; without considering the temporal variable only mistaken results are obtained. Making a diachronic study of the different interfaces used for the teaching of languages and those aimed at the virtual campuses, we can see how the interactivity increases during the teenage years in off-line systems, for instance. The interactivity with the system is related to the designer's empathy. It is for this reason that in the categories of presentation and content of the components of the interfaces for children we include the use of primary colors, sounds and melodies that draw the attention, characters from tv series, etc. [21] [2]. The more that the user's age increases, the designer will increasingly try to immerse him/her in real life situations to go deeper into the knowledge acquired in the learning process of a language. The relationship between user and computer shows some variables during interaction [22]. These variables are related among the individual user, the interactive system, and the context. In the first case, we have to consider elements like age, physical condition for autonomy of interaction, education or previous experience with multimedia systems and the aims of fruition, above all. In the second case, we have to consider access to information and the kind of support for the information, basically. The last variable is the time to fruition through the use of an interactive system.
4 Lessons Learning In the design process of a multimedia system the aim is to communicate content. Now, communication implies behaviour. Consequently, it is an activity that the designer develops with the purpose of obtaining a behaviour from other people through the information he has about the potential users. However, communication has a goal. This goal is flexible, since the very communicative process is modified, or rather, that goal is being determined progressively during communication. Therefore, communication does not only modify behaviour, but also the goal of the action to be communicated. That is why some of the quality attributes of a multimedia system refer to self-evidence, prediction, etc. The notion of wealth as a quality attribute is a solution that the designer has when he lacks enough information in front of the potential users of the system [23]. Nonetheless, that wealth entails a metamorphosis in the categories of navigation and structure of the system, that is to say to adapt the content and the ways of presenting the information in the interface of the computer
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screen, iPod, E-Book, etc. in front of the eventual users, globalization and the future of standardization [24], [25], [26]. It is here where the ability of the designer is seen and his empathy, that is to say, the bigger is the experience the more you can see how the goals are being determined with regard to the options that are presented in a progressive way. In other words, the goal of the interactive communication must be adapted in a constant, progressive and detailed way, as the users' behaviour indicates a bigger interaction with the system’s contents. Therefore, currently it is mistaken to set all the goals to be implemented at the beginning of a communicative process in a rigid way, for instance, eliminating the attribute of wealth or richness, whether it is via bidirectional navigation among the nodes of a referential link, activation or disactivation of dynamic means, etc. A parallel of this situation exists in the communication process in a classroom, when the teacher lays down the goals of a lesson at the beginning of the class. Although the goals are shown in a synthetic way, there must also exist the malleability of this order and/or contents with regard to the feedback inside the interaction process with the students [27], [28]. Therefore, communication always entails an action of a previous flow chart, where it is implicitly laid down that is intended to be obtained in the human computer interaction, for instance, repetition of the most frequent sentences in a language, overcoming the self-assessment tests, etc. that is to say, the fruition of the greatest possible amount of information stored in the database, explicitly, such as using the multimedia information to increase the cultural level of a student. In the next graphic some of the main goals are summarised, accompanied by interfaces where there is an excellent empathy towards the potential users of encyclopedia and English course. In figures 1 and 3 we find the richness atribute and a menu of the options. The users can active or desactive the sounds, transition of the frames and dimension of the video, for example.
Fig. 1. Main empathy components in the design of interactive systems (content and presentation categories)
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Fig. 2. Enciclopedia de la ciencia [29]
Fig. 4. Richness option
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Fig. 3. Kiyeko –5 languages for children [30]
Fig. 5. Learning English Kids –www.britishcouncil.org/kidsenglish
5 Conclusions The designer's empathy in face of potential users is the key issue for interactive systems of the following types –multimedia on-line, off-line, immersion multimedia, Web 3.0, virtual reality, etc. The current training of the designer and heuristic assessor
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of interactive systems demands a real intersection of factual and social sciences. Besides, being a communicability expert is also necessary. That is to say, to reach an utmost quality in the design of interactive systems, in the least possible time and with reduced costs. That is why the communicability guide presented is a constructive addtion to partially reaching that goal. We say partially because the current guide is aimed at users without physical disabilities, however it will extend and adapt itself to users with disabilities in the future. It is in the educational process that empathy gains a paramount role, since it is an essential element in boosting the motivation of potential users. Aditionally, a good design of multimedia teaching materials with an excellent communicability level allows E-learning education to be offered not only inside the borders of a country, but also other adjacent countries or those who have a language in common. Consequently, empathy is an economic factor, whether it is because of the gains or losses which can pertain to the educative or industrial entity due to the generation of multimedia content. A way of detecting its presence or absence is through the users' satisfaction at the moment of interaction with the interactive systems. The intersection can be measured through the time spent on the websites or with the classical CD-ROMs or DVDs in the case of languages, for instance. The more interaction, the more communicability, and additionally it means there is a greater designer's empathy at the moment of designing the multimedia system. Acknowledgments. A special thanks to Emma Nicol (University of Strathclyde) and Maria Ficarra (Alaipo & Ainci – Italy and Spain) for their helps. Also, I would like to thank all producers and distriibutors of multimedia/hypermedia off-line: Electronic Arts (Madrid –Spain), Microsoft (Madrid –Spain), ZetaMultimedia (Barcelona – Spain), Ubisoft (Paris –France) and DeAgostini (Novara –Italy).
References 1. Bruner, J.: The Culture of Education. Harvard University Press, Massachusetts (1996) 2. Reeves, B., Nass, C.: The Media Equation –How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, Cambrigde (1998) 3. Botto, F.: Multimedia, CD-ROM & Compact Disc. Sigma Press, Wilmslow (1992) 4. Nickerson, R., Landauer, T.: Human-Computer Interaction: Background and Issues. In: Handbook of Human-Compputer Interaction. Elsevier, Amsterdam (1997) 5. Cipolla-Ficarra, F., Cipolla-Ficarra, M.: Interactive Systems, Design and Heuristic Evaluation: The Importance of the Diachronic Vision. In: New Directions in Intelligent Interactive Multimedia, vol. 142, pp. 625–634. Springer, Heidelberg (2008) 6. Nöth, W.: Handbook of Semiotics. Indiana University Press, Indianapolis (1995) 7. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st ACM Workshop CommunicabilityMS 2008, pp. 1–8. ACM Press, New York (2008) 8. Lang, M., Fitzgerald, B.: Hypermedia Systems Development Practices –A Survey. IEEE Software 22, 68–75 (2005) 9. Bunge, M.: The Science –Your method and your philosophy. Siglo XXI, Buenos Aires (1981) 10. Dance, F.: Teoría de la comunicación humana. Troquel, Buenos Aires (1973)
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11. Birdwhistell, R.: Diccionario de las ciencias sociales. Aguilar, Madrid (1974) 12. Shih, E., et al.: IT Diffusion in Developing Countries. Communications of the ACM 51(2), 43–48 (2008) 13. Fernández, T.: Global Interface Design –A Guide to Designing International User Interfaces. Academia Press, Boston (1995) 14. Kellog, W., Thomas, J.: Cross-Cultural Perspective on Human-Computer Interaction. SIGCHI 25, 40–45 (1993) 15. Dubberly, H., Pangaro, P., Haque, U.: What is Interaction? Are There Different Types? Interactions, pp. 69–75 (2009) 16. Cipolla-Ficarra, F.: HEDCDEH: A Heuristic Evaluation Disk for Communication and Design in Hypermedia. In: CD-ROM Proc. HCI International 2005, Las Vegas (2005) 17. Preece, J.: Empathic Communities. Interactions 5, 32–43 (1998) 18. Cipolla-Ficarra, F.: An Evaluation of Meaning and Content Quality in Hypermedia. In: CD-ROM Proc. HCI International, Las Vegas (2005) 19. Cipolla-Ficarra, F.: Dyadic for Quality in Hypermedia Systems. In: CD-ROM Proc. Applied Human Factors and Ergonomics, Las Vegas (2008) 20. Basili, V., Musa, J.: The Future Engineering of Software –A Management Perspectiqe. IEEE Computer 24, 90–96 (1991) 21. Cipolla-Ficarra, F.: Multimedia and Languages for Children: Semiosis for Universal Access. In: CD-ROM Proc. HCI International, Las Vegas (2005) 22. Marcus, A.: When is a user not a user? Who are we? What do we do? Interactions 5, 28–34 (2003) 23. Cipolla-Ficarra, F.: Evaluation Heuristic of the Richness. In: Proc. International Conference on Information Systems Analysis and Synthesis, ISAS, Orlando, pp. 23–30 (1999) 24. Sears, A., Lund, A.: Creating Effective User Interfaces. IEEE Software 14, 21–24 (1997) 25. Marcus, A.: Icons, Symbols, and Signs: Visible Languages to Facilitate Communication. Interactions 10, 37–43 (2003) 26. Robson, R.: Globalization and Future of Standardization. IEEE Computer 39, 82–84 (2006) 27. Mason, R., Rennie, F.: Elearning –The Key Concepts. Routledge, New York (2006) 28. Edmundson, A.: Globalized E-learning –Cross Cultural Dimension. VDM Verlag, Saarbrücken (2008) 29. Enciclopedia de la ciencia CD-ROM. Dorling Kindersley-ZetaMultimedia, Barcelona (1998) 30. Kiyeko CD-ROM. Ubisoft, Paris (1995)
Communicability for Virtual Learning: Evaluation Francisco V. Cipolla-Ficarra1,2, Miguel Cipolla-Ficarra2, and Pablo M. Vera2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected], [email protected] 1
Abstract. An assessment is made of the work of design from the perspective of communicability and usability in multimedia aimed at E-learning, mainly through the off-line interactive systems (commercials) and on-line (open software). The method used is accompanied by a series of heuristic results along time to stress the validity or not of some of the design components. Besides, a novel strategy of organizing the textual content is presented for teenagers and the young: the truncated inverted pyramid. Finally, those quality attributes are mentioned that are related to the dynamic and static means, at the moment of heuristically assessing the communicability of a hypermedia system which has as its main goal college education. Keywords: Virtual Learning, Evaluation, Content, User-Centered Design, Open Software.
1 Introduction Traditionally some professors have used the Internet, whether it has been within the university environment or out of it, in order to insert the programme of topics, lessons, examination dates, sample exam questions, interesting news, etc. However, E-learning is a superior stage according to modern pedagogical theories because it does not only consist of elaborating education material but also taking part actively in the teaching process [1], [2]. This can generate not only bi-directional studentprofessor communication, but a virtual community among students to share experiences and even allow some of them become tutors or professors of their peers [3]. Moodle (Modular Object-Oriented Dynamic Learning Environment) is a Course Management System (CMS) also known as a Virtual Learning Environment (VLE). Moodle has the great advantage of being able to be used with different complexity levels with a very soft progressive curve of learning with regard to the obtained results. That is, it is the professor who can determine the speed of the learning process, in relation to the motivation detected as the students progress and assimilate the content. Consequently, we are now faced with one of the main axes for the success of e-learning, that is to say, that the learning curve is flexible with regard to J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 68–77, 2009. © Springer-Verlag Berlin Heidelberg 2009
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professors and students. When the instruments are presented in a rigid way towards the teachers, it will be difficult to implement e-learning in the time planned. As is the case with other platforms aimed at e-learning, in almost all the centres where Moodle has been used,there has been a need to create seminars, demonstrations, interchange of experiences, etc. for the use of the platform, training courses for the staff who will use the Moodle, assistance in the design of the courses (even in the transformation of the traditional material that normally use the professors for their schoolroom teaching), and activation of a help desk. It is very important that the help desk be located inside the university and that it is not an outsourced activity [4]. There is an endless series of negative experiences in this sense inside the software context and computers because the user needs access to a person who can explain or solve the problem. In Northern Italy, for instance, the assistance is only available by phone in the commercial world, and involves having to wait until an external technician arrives at the premises where the problem has originated. The costs are high because they include the commuting to the place where the problem is to be found. Outsourcing is avoided as an ideal solution in the software [4]. The current research work is structured in the following way: a brief state of the art of the software used in Elearning college education currently. Later on, the advantages of organizing textual information under the form of truncated inverted pyramid are considered. Then the diachronic results obtained from the heuristic assessment of the off-line multimedia systems off-line are compared, from the point of view of usability and those components of communicability are considered which have a great validity in the current on-line systems whose main purpose is teaching.
2 E-Learning and Open Software University centres keep spending an important sum of their financial resources for the software licenses and the maintenance of the hardware of large servers. In contrast Moodle is a free web application that educators can use to create effective on-line learning sites. Today, the great universities are adopting Moodle for the realization of distance courses or support to presential lessons. Perhaps the main advantage lies in the fact that many applications with a cost equal to zero already exist. These have been evaluated and corrected in other university teaching centres. However, a series of problems to be solved persists before implementing those systems can happen. These problems are related to issues known as human factors of software engineering; guaranteeing an efficient use of the technological instruments from the point of view of usability; helping teachers in the design process, elaboration, assessment, implementation and management of a distance course; to use a design of interactive system that does not change according to the contents and types of studies made inside the academic curriculum; that is to say, that the interface used in a technical engineering in computers has to be similar for superior engineering and a master in design and credibility of the information in the web (for instance), inside the university teaching centre itself. Now we understand by design not only the distribution of the contents of dynamic and static means on the computer screen, that is to say, the presentation, not only navigation, the structure, panchronism, etc. In
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order to satisfactorily overcome each one of these tasks it is necessary to count on an expert in communicability of interactive systems [5]. In e-learning, it is always necessary, from a financial point of view to use multimedia technologies within the reach of the greatest number of local users and in particular to the potential international users in the emerging areas. Therefore, it is incomprehensible and mistaken that a university under the teaching model "dual mode" plumps for iPod in E-learning, when the dean and over 75% of the professors do not have a digital culture. This entails resorting to outsourcing for the generation of teaching material and even the use of servers for academic management or ERP such as AS/400, creating teaching platforms in Lotus Domino, with very high costs in maintenance and management of software, hardware, professor training, content creation, etc. [6]. There are currently excellent gratis models [7] based integrally on Linux [8] in some Spanish regions as is the case in Extremadura. In this region, Elearning usually has a modest impact from the financial point of view (yearly computer budget) compared to some realities of "dual mode" universities in Lombardy (Bergamo city, for example). These costs may also have an impact on the ondine laboratories dedicated to teaching which exist in the main universities of a country or a region. These laboratories have as their main goal the support of lessons outside of teaching hours to go deeper into subjects, small lessons tending to the stretching of the students, etc. In some cases these activities are under the CAI initials, –Computer Aided Instruction–. CAI may include activities referring not only to the students, but also to the professors. In the case of the professors it has as its essential goal the updating of the latest technological news and knowledge of the potential of the technologies for a qualitative, straight and fluent communication with the students [2], [9], [10].
3 Truncated Inverted Pyramid and Textual Contents On-Line Historically, the textual contents and images are very important in educational multimedia systems [11], [12], [13]. The communicability proposed an efficient way of organizing the textual content in the hypermedia systems: the truncated-invertedpyramid. In the inverted pyramid the most important things are at the beginning, while the least important ones are at the end [14]. But this organization of the text was not detected in the multimedia systems analysed, even if it is more important than the usability of the systems. The use of the inverted pyramid is useful to increase the speed of interaction between user and computer, above all in the case of encyclopaedias, where usually the text prevails over the images. In the textual static elements analysed broadly prevails the organization of the text as a normal pyramid, especially for dictionaries and encyclopaedias. The normal pyramid admits a division in five related areas: 1. 2.
Presentation or exposition of the theme (also called lid). In this area there is the content of the rest of the textual element (textual sememe). Explanation of the principal idea. It is used to enlarge the presentation of the theme.
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Sub-themes. It presents other aspects related to the principal idea. Contextual information or background. It creates a context for the principal data of the theme presented. More information about the presentation of the theme or lid. In this area there is a redundancy of information that consequently increases the space of storage of the information in the database. At the end, there are the least important data or a conclusion.
Areas two and three of the normal pyramid have been unified in the inverted pyramid. Therefore there are four related areas: 1. 2. 3. 4.
The lid is the principal area where there is a summary or a conclusion of the theme in no more than thirty words. Explanation of the principal idea and development of the sub-themes. Contextualization of the information. Amplification of the lid.
The use of the inverted pyramid is a writing technique that simplifies the content, as the user has access to the textual element core from the beginning. This is the reason why it is better to organize information in the form of inverted pyramid in the hypermedia systems, particularly when the user has no experience in using computers, as for example the systems developed by UOC –Open University of Catalonian [14]. A graphical representation of the areas of a normal, inverted and inverted-truncated pyramid is shown in figure 1:
Fig. 1. Normal, inverted and inverted-truncad pyramids
In each one of the areas of the pyramid it is necessary to determine the extension of the paragraphs. From the experience carried on in the UOC [14], it is suggested that in the normal pyramid the number of the words in the first area should be between 15 and 20. For the inverted pyramid, the words should be about 30. While in the other areas the paragraphs should not be composed by more than 20 words. But usually this method is not followed in the multimedia systems as you can see in the following image representing the textual element of the definition of the “Hypermedia” – English language in the Wikipedia:
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Fig. 2. Definition of the “Hypermedia” in the form of a normal pyramid with 70 words in the lid (first paragraph)
An analysis of the organization of the texts is important in order not to compromise the communicability of the multimedia system, as the understanding of the text can be difficult for the inexpert user, especially when the sentence of the text is composed of more than 20 words and there are only a few verbs (one or two). A good proportion is seven words for every verb [14]. The textual elements can be divided according to the type of pyramid presented for a detailed analysis of its content. Nevertheless, the analysis of the content should be different from the presentation or visualization of the content of the textual elements, as now the trend is to title or divide the paragraphs in order to fractionate the content of a large textual element, as for example the information concerning a country. To follow, there is an example where the textual information of the element Australia in the Zanichelli encyclopaedia [15] is divided in paragraphs with direct access. The text can be accessed directly from the titles of the paragraphs located in the inferior part of figure 3:
Fig. 3. Textual element divided and presented in paragraphs
Currently the so-called truncated pyramid is imposing itself in the texts of digital newspapers. The truncated pyramid structure is used when you have to combine the interest that comes from the facts with the need of giving a chronological order to the
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account. It consists of the following elements: headline, starting paragraph, main body of the news (main data in decreasing order of interest and secondary data in a growing order of interest), and new essential data. In the truncated inverted pyramid the principles of the lid are maintained with the extension of the words that make up the paragraphs. However, it is necessary to cut down to 50% the explanation of the main ideas and the contextualization of information, which can be replaced by referential links. These four areas of the inverted pyramid are ideal for adult and senior users of interactive systems, who have had previous experience in the off-line multimedia systems and are readers of the traditional books in paper support, including on-line. The young users feel boredom in the face of some of the components of the design of a hypertext structure, and consequently the interest towards the fruition of the content drops. Two examples may be: guided links with texts in the inverted pyramid format and of lineal structure, or rather textual referential links in the truncated pyramid format. Even in the case of using the truncated pyramid modality, many of them only read the lid or first paragraph. Therefore, it is necessary to keep in mind the use of the inverted or truncated pyramid, avoiding the use of the normal pyramid. In the first pyramids in it is necessary to sum up as far as possible the important information at the beginning, placing titles and subtitles that draw the attention of the potential users. Obviously, a senior or adult user whose purpose is research or seeing information online will be grateful in the end for new essential data or referential links.
4 Systematic Assessment Systematic assessment is a set of abstract tasks defined by communicability specialists [5]. These tasks were carried out by a group of users who are experts in the computer environment in particular, in operating systems, or hypermedia systems. A systematic assessment in our case may consist in evaluating four categories of design such as presentation, content, navigation and panchronism. Obviously, the problems that were put to the users have required a previous analysis of the inconsistencies detected in the design [16], [17]. The analysis was the responsibility of a specialist in heuristic assessment in multimedia/hypermedia system. These inconsistencies or problems can refer to the guided tours [18]. A problem that can occur within them is when you can't have access to the nodes that make them up as it happens with the system. At first a guided tours is selected and the navigation through the nodes is made in a directional way. However, there is the possibility of going back to the visited node by choosing the historic listing option, if that component is present in the design category. The latter can only be known at the moment of navigating through the application. For instance, in a guided tours that refers to an artist's collection in a given period of his life, sometimes the paintings are presented with the node number that is being visited and the total of nodes that make up the collection. (node 7 out of a total of 45, for example). In some zone of the interface we can read 7/45. This helps the user in the orientation of the navigation. However, it is necessary that the information presented in the interface agrees with the structure of the nodes and links, that is to say, that you are really in node 7 of a collection of 45 nodes. Inside a set of nodes belonging to a group, joined by a common denominator from the
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point of view of the content, for instance a historic era, a painting style, a study subject, etc. there are many nodes that have been used, that is to say, inserted in other groups but which do not adapt correctly to the new context. Finally, there can be dynamic means inside the guided links in which the advance or regression of each one of the nodes, can leave active these means: video, animation, music, etc. and prevent navigation, or there is no synchronism among them, thereby affecting the category of the panchronism. An expert in communicability will carry out the inspection of the multimedia system for the latter definition of a set of activities in a heuristic assessment with users. These activities are called abstract tasks. The communicability expert will consider the list of abstract tasks and the list of potential problems the user will find. With this information the assessor defines a series of actions or tasks to be developed by the user. These tasks that are enumerated and described next, may refer to an educational multimedia/hypermedia encyclopedia: 1. To find the geographical data of a country and the continent where it is to be found; 2. To locate guided links and make them navigate forwards and backwards; 3. To determine the borderline countries of that country; 4. Go to the screen of a region or province of that country to then be able to activate or de-activate the dynamic means, for example. Before the realization of the described tasks, it was explained to the users which were the objectives to be reached and the kind of multimedia system that had to be analyzed. In the laboratory a computer system is available for the automatic recording of the time spent and of the answers of the users at the moment of carrying out the tasks. The tables listed the averages of the values for each tasks. Besides, the users' mistakes were indicated with an asterisk (*). If the user ignored the way to carry out the task, the situation was indicated with the letters (i). These letters mean that the user did not know how to do it. The data in the tables have made it possible to identify which were the critical points during the interaction person-computer. The user test has made it possible to check in this way the problems detected in the systematic inspection by the expert. Knowing the time spent and the total number of actions carried out by the users in each task, it can be seen how the problems found by the assessor in the systematic inspection that had previously made. 4.1 Communicability Diacronism and Heuristic Evaluation With the purpose of comparing communicability diacronism and taking account of the evolution of design of the multimedia systems, the MEHEM methodology and the MECEM metrics [19] have been applied. Now the main results related to the application of the table of heuristic assessment are being presented, as described in [20], and the experiments carried out with users to verify the presented methodology. The results of the table are related to the universe of study which has enabled the elaboration of the suggested method. This randomly chosen universe of study is made up by 40 commercial CD-ROMs of international distribution (science and technology, ecology, travels, arts, history, social sciences, hobbies, sports, and games). In table #1
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Table 1. Multimedia Systems Off-line Analyzed All Movie Guide; Anatomia 3D; Argentina Vision; Astronomical explorations; CD atlas; Autodesk Texture Universe; Castelos de Portugal; Cdull; Cuba; Curso de Windows; Diccionario de la Lengua Española; Einstein; El Museo Thyssen Bornemisza; El teatro mágico; Encarta; Encicopledia del cine español; Enciclopedia del Universo; Encicopledia Zanichelli; Garden Encyclopedia; Green Bear; Historia Universal del Arte; Instrumentos Musicales; Kiyeko; La aventura de los dinosaurios; La máquina del tiempo; L’Egitto dei Faraoni; Maps Facts; Multimedia Beethoven; NN’n Toy Markers; Peter y los números; Rayman; Red Rhino; The Complete Herman; Travel Talk; Velázquez; Wild Board Games; World’s Greatest Classic Books; Peter Gabriel’s Secret World, Van Gogh and Zoo.
are described the off-line multimedia systems which have been used to analyze the static and dynamic graphic components that have been analyzed. The verification process of the presented methodology consisted firstly in the assessment in a usability lab and secondly in the elaboration and assessment of the applications developed for the UOC [14]. Other heuristic assessors and users have intervened in the verification. Some of these assessors have worked inside a usability laboratory. The users who have taken part in the assessment belong to two categories: expert and inexpert in the use of multimedia systems. Next, the obtained results and in brackets the percentage of the presence of the design component that has been assessed is depeicted: Table 2. Heuristic Evaluation of Communicability Design • • • • • • • • • •
The sound is present in most of the analyzed multimedia systems (75%) The sound prevails in relation to the animations and the video (25%) The sound is the most used device to draw the attention of the user in the navigation (20%) The audio is the device most used to foster the navigation in the analyzed systems (20%) In the base texture of the screens there prevails a combination of texts, colors and images (25%) The lighting effects that prevail are of the ambient kind (50%) The 3D simulations prevail in the 3D with shadow edges (45%) The 3D objects are simply presented with a final rendering (25%) The 2D animations are the ones that prevail in the interface (55%) The explanation of the functioning of the system lies in an help option (75%)
These results which encompass several design categories also enable the designers to have a state of the art summing-up of the commercial multimedia systems off-line in the decade of the 90s. We can see the quality results by categories of design in the annex # 1. The results obtained in the assessment with users inside the laboratory have made it possible to elaborate a list of actions and conclusions which are next presented: • Usability must be divided into several levels. One can start from very general problems which are common to all the interactive systems and go to the specific problems of specific systems. That is to say, at a first level there are the interactive systems in general terms; at a second level the categories of systems such as are the hypermedia or the multimedia and at a third level the kinds of systems, such as for instance an information stand at a museum. In each level there must be a preparatory stage, a listing of abstract tasks and a set of assessment criteria.
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• Upon evaluating a multimedia/hypermedia system it is necessary in the first place for an inspection by an expert in heuristic assessment of multimedia systems. The results of the inspection are: some application outlines, a list of the potential problems and a set of abstract tasks. The tasks must be specific activities for users in the heuristic assessment. • Empirical evaluation is more effective in relation to the quality of the results and cost when there is a list of abstract tasks. • The inspection of the expert must be efficiently combined with the empirical assessment.
5 Conclusions The heuristic assessment carried out by the communicability and usability expert in the current systems and those in off-line multimedia supports have confirmed the obtained results with the tests made in the usability laboratories in the past decade. Counting on a usability and communicability expert is very positive since it allows the tasks the users must carry out at the moment of the test to be established beforehand. Having precise tasks available allows money to be saved since the designer knows beforehand the possible inconveniences that the users will find at the moment of interaction. In the current work it has been detected how in the multimedia systems made with open source software, they maintain many of the design components of the off-line multimedia systems of the nineties. Therefore, in the current work it has been seen that it is important to consider those educative systems and adapt them to the on-line contents. In the case of the text, which is one of the design categories that prevail in the current on-line interactive systems, it is necessary to resort to organization in the shape of an inverted truncated pyramid. The presented quality attributes and the multimedia design components that have lasted throughout time will be immediately applied in the realization of multimedia products for a virtual campus. Acknowledgments. Thanks to Emma Nicol (University of Strathclyde) and Maria Ficarra (Alaipo & Ainci – Italy and Spain) for their helps.
References 1. Beverly, A.: Instructional and Cognitive Impacts of Web-based Education. Idea Group Publishing, Hershey (2000) 2. Paymal, N.: Pedagogia 3000. Editorial Brujas, Cordoba (2008) 3. Burleson, W., Picard, R.: Gender-Specific Approaches to Developing Emotionally Intelligent Learning Companions. IEEE Intelligent Systems 22, 62–69 (2007) 4. Iacovou, C., Nakatsu, R.: A Risk Profile of Offshore-Outsourced Development Projects. Communications of the ACM 51, 89–94 (2008) 5. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st ACM Workshop CommunicabilityMS 2008, pp. 1–8. ACM Press, New York (2008)
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6. Willcocks, L., Sykes, R.: The Role the CIO and IT Function in ERP. Communications of the ACM 43, 32–38 (2000) 7. Campbell-Kelly, M.: Will the Future of Software be Open Source? Communications of the ACM 51, 21–23 (2008) 8. Torvalds, L.: The Linux Edge. Communications of the ACM 42, 38–39 (1999) 9. Hammnd, N., et al.: Educational Multimedia for Conceptual Understanding. In: Proc. ACM Multimedia, pp. 447–456 (1995) 10. Larochelle, M., Benarz, N., Garrison, J.: Costructivism and Education. Cambridge University Press, Cambridge (1998) 11. Pea, R.: Learning through Multimedia. IEEE Computer Graphics & Applications 1, 58–68 (1991) 12. Garrand, T.: Writing for Multimedia. Focal Press, Boston (1997) 13. Stephenson, J.: Teaching and Learning Online: Pedagogies for New Technologies. Kogan Page, London (2001) 14. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the NetVienna, pp. 151–165. Springer, Heidelberg (1996) 15. Zanichelli Enyclopaedia CD-ROM. Zanichelli Publishing, Bologna (2004) 16. Nielsen, J., Mack, R.: Usability Inspection Methods. Willey, New York (1994) 17. Lewis, J.: Sample Sizes for Usability Tests: Mostly Math, Not Magic. Interactions 13, 29– 33 (2006) 18. Trigg, R.: Guided Tours and Tabletops : Tools for Communicatiing in Hypertext Environment. ACM Transactions on Office Systems 6, 398–414 (1988) 19. Cipolla-Ficarra, F.: Communication Evaluation in Multimedia –Metrics and Methodology. LEA 3, 567–571 (2001) 20. Cipolla-Ficarra, F.: Table of Heuristic Evaluation for Communication of the Multimedia Systems. In: Proceedings of the HCI International, pp. 940–944. LEA, Crete (2003)
Annex #1: Evaluation of Multimedia Systems
Attention and Motivation in Hypermedia Systems Francisco V. Cipolla Ficarra1,2 and Miguel Cipolla-Ficarra2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected], [email protected] 1
Abstract. We present the results of a heuristic analysis of a set of multimedia off-line systems aimed at boosting the mental skills of the users through reflexes, maths, etc. To this purpose two metrics have been created to assess the motivation of the users and the degree of help implicit in the multimedia system. The metrics are based on a group of primitives aiming at increasing the communicability of commercial multimedia systems and targeted to the public at large, regardless of age and previous experience in the use of computers. Keywords: Attention, Motivation, Hypermedia, Design, Navigation, HumanComputer Interaction, Help.
1 Introduction Currently there are several kinds of users of the interactive systems with very different backgrounds among them in relation to their age and the systems with which they have interacted. Their differentiation is essential to draw attention and prompt them to continue navigation through all the content of the multimedia system or go back to interact with the system, such as in the case of mobile games [1]. The origin of the democratization of on-line and off-line multimedia systems is the decade of the 90s [2]. Now, making a diachronic and synchronic interaction from the temporal point of view, today we have in the user context the following groups: the seniors or adults who have had to install via floppies and CD-ROMs, systems in the hard drive (throughout the 90s), others who have started with pocket video consoles (mid and late 90s) and those who have started to interact with on-line systems since the late 90s until now. In this last case it is also necessary to differentiate three types of users: those of the first stage, that is, when the internet democratization process starts, the second group named Web 2.0 starting with the new millennium, and Web 3.0 in 2008 [3]. As supports we have personal computers in the first group, video consoles, multimedia mobile phones, PDAs, etc. and in the third group iPods, iPhones, Wiis, etc. Both in the second and the third group the portable computers can also be included, which are currently outnumbering PC desktops in America, Asia and Europe and Japan. The users and the evolution of the hardware and the operating systems have influenced the design of the multimedia interactive systems. In Europe the multimedia systems had their momentum in the nineties with the CD-ROM J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 78–87, 2009. © Springer-Verlag Berlin Heidelberg 2009
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support. From 1995 onwards plenty of small and medium businesses sprang up with the purpose of digitalizing the contents in paper support. Here takes place the first transference of the concepts of the graphical arts to the design of computer interfaces. Obviously, the dimension of the screen was bigger than the classical A4 folio. Many principles of topography, colour, disposition of the images, with their texts, etc., responded to the graphical arts of the paper [4]. To design a screen at that time was to organize the background of the screen, that is to say, all the elements in the screen that contribute to the appearance and the behaviour of the interface. The background carried all the burden of the design because it covered a great part of the screen. The background, from the point of view of motivation and the design fulfills two functions: First, it has an influence in the appearance and the visual balance, and the position of all the elements. Second, it fills the void space so that other elements are not flying objects. In both cases, all the elements must be differentiated, but at the same type an isotopy must be created among them [5]. Currently, we find university websites where the background is textual, full of colours that do not respect any chromatic order for the interfaces design [6] and the text shifts vertically, joined to dissolution transitions by dots among the frames of the different nodes, at the moment of navigation. That is to say, a style from the early 90s for off-line multimedia systems but which can't be applied in the era of Web 2.0 and 3.0, especially in the university environment. An interface with such backgrounds immediately undermines motivation of the contents' fruition.
2 Motivation: Dynamics and Statics Means The motivation for this study is the whole set of dynamic means and structural resources that boost the navigational quality of a multimedia/hypermedia system. With dynamic means and structural resources, it is intended to increase or maintain interest towards the system, especially when the user is in a student role [7], [8]. The motivation seeks to focus the user’s attention on the need to continue fruition of the system. Attention on the screen must be sustained, that is, the user keeps an attitude of permanent expectation with regard to the system. It is mainly virtual resources that trigger very good results in attention and acceptance towards the system, especially when there is no previous computer experience by the user. Without going deeper into psychological aspects, there are two factors related to the content and structure which allow attention to be drawn to an interface. If the content of the information is specialized, it means that the target of the multimedia system is an expert, and therefore the information must be relevant and be well-organized. Here the attention on the interface is of a cognitive character [8]. There is an “affective” link of the user towards the system because of the linearity of the message. This lineal factor forces the user to utilise the system until the end of a sequence. As a rule, the establishment of a sequence series through the use of structural methods is due to the fact that the user studies the content. These cognitive or affective factors can be used to draw attention to a multimedia/hypermedia system in a joint or individual way [9]. Choosing one way or the other will depend on the kind of user and the purpose of the system, such as educational, consultation, entertainment, etc. But both factors are present in the motivation or boosting of navigationn multimedia systems one resorts continually to dynamic means to motivate fruition:
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Music; Sound effects that are activated upon reaching a goal, such as are: to pass an educational subject with success, to go through a higher level inside a tale, to win a game, etc. Voice; The narrator or speaker incorporates sentences to promote advancment through the system. For instance, in the fragmented and gradual assessment of content in a computer-assisted teaching system. Text and images linked to transitional effects, such as blurring, sweeping, fadeins, fade-outs. The textual sentences have expressions of the kind: “excellent”, “go on,” and “continue”. 2D and 3D animations of characters and objects (in the universe of study they are 2D animations, made with Flash [10]).
Fig. 1, 2. Interfaces with 2D animations in Allenamente DVD-ROM
Examples of structural resorts which maintain and boost interest in the system: The outlines that at the end of a guided link make it possible to switch to other entities; An Index, and nodes that link to other components of the same entity. The existence of resources to promote or maintain motivation have a positive influence on the richness of a multimedia system [11]. The relationship between the attributes of wealth and motivation are based mainly on resources that belong to the visual component, such as the images and interactive help. Interaction with the system can generate a series of mistakes due to either hardware or software. Hypermedia systems usually have means to solve these hardware errors as well as those of software. There are several ways of presenting help in the interface. This help can be classified in regard to the access and the presentation in the form of tutorials, outlines and exploratory texts: 1. 2.
3.
Help in the shape of a tutorial consists of a collection of screens with an index on the first of them (can be activated from all the screens in the system –fig. 3 [12]). Help of the outline kind is that in which on a single screen are explained the functions of the main components of the interface, as it can be observed in figure 4 [13]. The exploratory help is that in which as the cursor moves along the keyboard, the explanation is activated, for example, in figure 5 [14]. In the automatic correction
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of Gmail spelling, for instance, sometimes we see how the first word remains hidden, thereby preventing a quick visualization of the possible correct words. (figure 6). A good example of this is the interface of the Cinemanía system as it can be seen in the figure 4.
Fig. 3. Help in the form of a tutorial
Fig. 4. Help of the outline
Fig. 5. Upon placing the cursor on the clock icon the meaning appears
Fig. 6. Gmail spellchecker –the first word remains hidden
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There are several ways to activate help for the explanations of the components of a screen, such as the shifting of the cursor on the interface; through an option as has been seen in figure 5 or in the presentation of the system. In this last case it is shown in the shape of an automatic animation before it appears on the main screen. However, 63% of the analyzed multimedia systems lack available aids on all their screens. Access to these aids should be constant in all the screens of the system regardless of the place within the structure in which the user finds themselves. Although the purpose of the aid is to facilitate interaction, there are systems in which the help is not a solution to the user, since they increase disorientation and demotivation within the interaction. The use of some kind of help or another at the moment of design will depend on the user of the system [15]. Among the different kinds of access to help, the most positive to the expert user are the outline and exploratory modalities. The outline modality allows users watching on a single screen all the explanations of the components in the shape of an outline which speeds up reading, but obviously avoiding the failure in figure 5. For the inexperienced user, it is positive to have a simple movement of the mouse from which the meaning of the subject indicated on the screen is revealed through exploration. However, for an expert user the exploratory help can turn out to be negative by watching information he/she already knows. This is due to redundancy of information, and to the fact that exploration requires a longer time at the moment of interaction with the system. For these kind of users it is advisable to use other means of help.
3 Attention and Users The treatment of the attention stimuli must pursue a simplification, hence the organization of the framing of the visual dynamic means is important. Creating excessively informative situations must be avoided in order not to wear down the user. This can only fully handle a small fraction of the whole information that reaches his/her senses. Through the capacity for selective attention the user pays attention discreetly to some stimuli while ignoring others. In any development in which a great amount of elements are combined, as it happens in any message of the visual dynamic means, this process takes place. If a big part of the development of the speech is left to the user's selective attention ability, you run the risk of not being able to establish an effective communication, because it is liable to trigger many limited interpretations and in some cases overlapping interpretations. Here we do not refer to the participation margin, to the stimulation of the user's imagination that any hypermedia must present [9], [16] but to the lack of structuring or conductive order of the sense. In this sense the camera movements (video or animation) are important. For instance, in the horizontal movements there is a tendency to split the screen in two halves, one to the left where we place the I and now, and another to the right, where we place the “you”, the future and any pictorial object located in this part tends to look bigger. Therefore, the movements from left to right symbolize a movement from I to you, the movement in direction to the world, the progressive movement. Its perception demands lesser effort than those aimed at the right. The movements from right to left are related to traditionalism and interiorization, it is a conservative movement, in direction to the origin, to the I. The direction of the movement also affects the
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perception speed by the user [17], in general the descending motions and from left to right are faster than ascending ones, and those from right to left. Here is the reason of the importance of the elements that make up the visual composition of the dynamic means. The sound is another element to be combined during the composition has a similar treatment, in front of the attention and the stimuli that make it work, for example in games [18], or the audio channel, by establishing relations to the visual side, constitutes a semantic and/or expressive boost in the whole articulation of the multimedia content. The obtained results make it clear that in the set of analyzed systems, motivation is only of 20% value, and the quality of the help is equal to 35% of the analyzed cases, as revealed through heuristic techniques. Consequently, the analyzed systems are not communicable to those users who do not have previous wide experience in the use of computers. 3.1 Attention, Users and Audio-Visual Factors With the passing of time and the reduction of the size of screens it was necessary to include other components from the dynamic means in order to appeal to the attention and the motivation of the users. One of those was the video. A good image that speaks and moves has a greater communicative power than that of a photograph or a graphic, for instance. However, it loses that ability to draw attention and motivate the user if the content does not convey a message or a captivating experience. Evidently, the fact that the longest video segments require a greater variety and more attention to the coordination of those segments (something missing here!). Twenty seconds with an anchorman who makes you think of a speaking statue may seem like eternity to a teenager, whereas a 75 second long action sequence will seem short as compared with the first. Now, from the point of view of design of the interface it is necessary that the video merges to some extent with the rest of the objects that make it up. In multimedia off-line systems the use of video was cut down to a minimum for several reasons: the room occupied in megabytes in the PC, the low quality of the full screen reproduction with which they were cut down to 10-12 cm. long small squares or rectangles (the user was accustomed to seeing these kind of images in the screens of computers which were over 20 inches big), the copyrights, etc. The computer animations through the video games consoles would breed another generation of users of multimedia systems dedicated to a pastime who didn't use the keyboard or the PC mouse [17]. In those systems, the animations tried to draw the attention of the users through the audio, that is to say, the music, the special effects, etc. , which were especially created for each one of the interactive games. In order to successfully integrate the sound in the interface it was necessary to pay attention to the synchronism among the music levels, the human voice in the narration (where it exists) and the sound effects. All of them were well-balanced in order to achieve the desired effect on the user, especially in the design category known as panchronism. In the combination of the audio with the animations there was an excellent coherence of the colours, lightning and scenography, the characters the script of the plot or adventure, etc. Many of these design strategies in the dynamic and static means have been boosted through lighting, for instance.
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4 Visual Attention Evidently it is very important that the illumination component and special effects (FX) enter into learning process independently of the contents and animations 2D and/or 3D. We have three main effects: • Lighting effects: The effects stemming from lighting such as are shadows, reflections, diffusion, etc., must also remain constant in the whole hypermedia system. The lighting effects derive from the kind of light that is used in scenes with tridimensional objects. This kind of light can be environmental or directional. In environmental lighting the objects that receive the light generate shadows, whereas in directional lightening a beam of light is emitted over a given object of the scene. When there is more than a beam of light, lighting is multidirectional. In the following figures extracted from the off-line multimedia systems Braincity [18] and Universal History of Art [19], there are examples of lighting. The correct use of environmental light can be seen in all the scenes that make up the application and in the Universal History of Art. Through directional lighting the main options of the system are shown and activated.
Fig. 7. Directional lighting (center of the image)
Fig. 8. Environmental lighting
• The effects of the reflection or shining simulate the arrival of the light to a spot in an object. This light can be depicted in the shape of a star. The shine can be either static or dynamic. It is dynamic when an animation is associated with it. The animation may consist in a switch of 360º over its axis or in an increase or diminution of the shining. This effect is used mainly when in the background of the screen the black colour prevails, the scale of grey and blue shades, and all the metalized colours such as gold, silver, copper, etc. The shine means prestige or superiority of an element in relation to the others that make up the interface. They can also be useful to draw or attract the attention to an element in the screen. In the Movie Guide we can find a dynamic shine (the intention is to stress a “search wizard” which can be activated from any place in the structure of the system). • Relief effect: There was an attempt in the 90s to emulate the shadows produced by environmental lighting in the screen elements. The purpose in these first
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hypermedia systems was that these bidimensional elements “acquire” tridimensionality. Emulation is obtained by correctly darkening the edges of those elements that are intended to be stressed in the interface. Today it is a common element in the web 2.0 and web 3.0 Between these two elements the navigation keys can be mentioned, typography, picture frames, etc. It is a positive effect in all the navigation keys, since they are easier to recognize in an interface, as it can be seen by comparing figures 9 [21] and 10 [22]. The interface of a multimedia system has a greater degree of realism with the emulation of the shadows, which favors their acceptance.
Fig. 9. A greater degree of realism
Fig. 10. A normal degree of realism
Without any doubt, lightning, colours, shapes, the organization of the contents, etc. have a very important role in the motivation and in the attraction of the users in the on-line and off-line multimedia systems. A good or bad lightning of the components that make up the interface can boost or not the interaction of the potential users, regardless of their content and the goal of the interaction: entertainment, educational, informative, etc.
5 Heuristic Evaluation: Results In our case we have assessed as a representative example a set of 15 multimedia systems in DVD-ROM support from the Allenamente collection [10], which theoretically favors language, logic, memory, etc. Besides, it contains an endless series of games and exercises for self-assessment the more the user advances in the contents. The search for the presence of the motivation and the attention in the ensemble of the analyzed off-line multimedia systems has led us to create a series of metrics. For their elaboration we have resorted to the primitives stemming from the evolution of the interactive systems: hypertext, multimedia and hypermedia. The listing of primitives and the design categories to which they refer are: in annex #1. The graphic showing the obtained results. The graphic demonstrates the scarce quality from the motivation point of view and the attention of the analyzed systems.
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6 Conclusions The motivation and the holding of the users' attention in the content of interactive systems: multimedia, virtual reality, etc. is one of the main goals at the moment of the design. Now, the 3D graphic informatics has more available resources in this sense than 2D informatics. The dynamic means play a very important role at the moment of drawing and keeping the users' attention. The metrics presented in this work have made it apparent how in the off-line multimedia systems with 2D animations there is a scarcity of animated graphic resources and a lack of creativity in the planning of the contents. An interesting content without resorting to communicability may turn out to be negative for the potential users to keep on navigating through the different systems that make up a wide multimedia systems collection. The motivation and the attention to the design of an interactive system must not only involve the content, but also each one of the following categories: presentation, navigation, structure and synchronization of the dynamic means, that is, panchronism. All these categories must include the quality attributes for multimedia/hypermedia systems off-line and on-line. Acknowledgments. Thanks to Emma Nicol (University of Strathclyde), Maria Ficarra (Alaipo & Ainci – Italy and Spain), Quim Romo-Ferrer and Carlos for their helps.
References 1. Soh, J., Tan, B.: Mobile Gaming. Communications of the ACM 51, 35–39 (2008) 2. Cipolla-Ficarra, F., Cipolla-Ficarra, M.: Interactive Systems, Design and Heuristic Evaluation: The Importance of the Diachronic Vision. In: New Directions in Intelligent Interactive Multimedia, pp. 625–634. Springer, Heidelberg (2008) 3. Silva-Salmerón, J., Rahman, M., El Saddik, A.: Web 3.0: A Vision for Bridging the Gap between Real and Virtual. In: Proc. 1st workshop communicability design and evaluation in cultural and ecological multimedia systems, pp. 9–14. ACM Press, New York (2008) 4. Kahn, P., Lenk, K.: Principles of Typography for User Interface Design. Interactions 6, 15–29 (1998) 5. Cipolla-Ficarra, F.: Evaluation of Multimedia Components. In: Proc. IEEE Multimedia Conference on Multimedia Computing Systems, pp. 557–564 (1997) 6. Cipolla-Ficarra, F.: HECHE: Heuristic Evaluation of Colours in HomepagE. In: DVDROM Proc. Applied Human Factors and Ergonomics, Las Vegas (2008) 7. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the Net, pp. 151–165. Springer, Heidelberg (1996) 8. Edwards, A., Holland, S.: Multimedia Interface Design in Education. Springer, Berlin (1992) 9. Card, S., et al.: The Pychology of Human-Computer Interaction. Hillsdale, New Jersey (1993) 10. Allenamente DVD-ROM. GreenTeam, Bologna (2008) 11. Cipolla-Ficarra, F.: Evaluation Heuristic of the Richness. In: Proc. International Conference on Information Systems Analysis and Synthesis, ISAS, Orlando, pp. 23–30 (1999)
Attention and Motivation in Hypermedia Systems 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22.
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Enciclopedia de la Ciencia CD-ROM. ZetaMultimedia, Barcelona (1998) Cinemania CD-ROM. Microsoft, Madrid (1996) Musée d’Orsay CD-ROM. Montparnasse Multimedia, Paris (1996) Dworman, G.: Arbitration of a Help System. Interaction 14, 39–42 (2007) O’Neill, S.: Interactive Media –The Semiotics of Embodied Interaction. Springer, London (2008) Terzopoulus, D.: Artificial Life for Computer Graphics. Communications of ACM 42, 32–42 (1999) Raghuvanshi, N., et al.: Real-Time Sound Synthesis and Propagation for Games. Communications of the ACM 50, 66–73 (2007) Braincity CD-ROM. Digital Illusion, Barcelona (1995) Historia Universal del Arte CD-ROM. Espasa-Calpe, Madrid (1996) Explorama CD-ROM. Anaya, Madrid (1995) All Movie Guide CD-ROM. Corel, Ottawa (1995)
Annex #1: Primitives and Graphic Results Table 1. (P)rimitives for heuristic analysis of the motivation and attention (design catogories: content, dynamics, structure, presentation and panchronic) Analepsis (P): Content and Dynamic; Continuum (P): Content and Dynamic; Element (P): Content; Element Type (P): Dynamic and Structure; Entity (P): Content and Presentation; Frame (P): Presentation, Content, Dynamic and Panchronic; Frame Principal (P): Presentation, Content, Dynamic and Panchronic; Guided Tour (P): Presentation, Structure and Dynamic; Hierarchical Links (P): Structure and Dynamic; Index (P): Structure and Dynamic; Hypertrails (P): Structure and Content; Keyword Links (P): Content; Link (P): Structure; Node (P): Content; Polytopes (P): Presentation and Content; Polysemy (P): Content; Referential Links (P): Structure and Content; Sememe (P): Content.
A Web-Based, Interactive Annotation Editor for the eCampus Development Environment for SCORM Compliant E-Learning Modules Benedikt Deicke, Jan-Torsten Milde, and Hans-Martin Pohl University of Applied Sciences Fulda Competence Center Human Computer Interaction [email protected], [email protected], [email protected]
Abstract. The eCampus development environment was created in an interdisciplinary project at the University of Applied Sciences Fulda. Today it is a fully webbased application for the easy creation of E-Learning modules complying the SCORM standard. The webbased, interactive annotation editor for the eCampus development environment is used to both automatically and manually annotate existing OpenOffice documents in order to transform them into E-Learning modules. The editor is build using Open Source software and frameworks such as Ruby on Rails. Keywords: E-Learning, Web, SCORM, eCampus, OpenOffice, Ruby, Ruby on Rails, JavaScript, user friendly, annotation, transformation.
1 Introduction The creation of standard compliant E-Learning modules is a complex task. In order to simplify the process, the University of Applied Sciences Fulda created the eCampus development environment [5]. It is based on OpenDocument files which are transformed into SCORM [1] compliant E-Learning modules using XSL Transformations. The transformation relies on annotations added to the OpenDocument file using OpenOffice.org [3]. Nevertheless, the handson experience showed that the annotation process using OpenDocument styles within OpenOffice.org is still too complicated for most of the users. With the “eCampus” development environment now being a web-based and integrated system for the generation of SCORM compliant E-Learning modules, the creation of an interactive, web-based annotation editor is the next logical step. To simplify the annotation process even more an automatic analysis and annotation process is implemented, too.
2 The eCampus Project The research focuses on the development of a user-friendly system for writing ELearning units, allowing authors to concentrate on the content and the didactic concept of the unit, instead of worrying about the underlying technology. It is part of J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 88–93, 2009. © Springer-Verlag Berlin Heidelberg 2009
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the eCampus project at the University of Applied Sciences Fulda. In this interdisciplinary project, content is being created for the faculties Nutritional Sciences, Food and Consumer Sciences, Applied Computer Science, Nursing & Health Care as well as Food Technology. Within the first years of the project, many E-Learning modules were produced. All modules address prominent introductory courses of the particular program of study. This was only possible by using the eCampus framework. The central target of the project is the implementation of a tool that decreases the complexity of the process of learning module production. The central objectives of the learning module production are an increase in the interactivity of the course, as well as an increase in the quality and quantity of self learning.
3 The Tools The annotation editor is based on the existing eCampus web application which is built using Ruby [8] and the Ruby on Rails framework [7]. It is running as an E-Service on a centralized server. In order to use it, the author has to create a user account. This is required to protect uploaded documents and generated E-Learning modules from unauthorized access. The user interface is built using XHTML and CSS. It is enhanced by JavaScript utilizing the Prototype and Script.aculo.us frameworks [4].
4 The Process Using the webbased annotation editor the process of creating E-Learning modules from OpenDocument files is condensed into five simple steps: Uploading of the unannotated OpenDocument file, automatic analysis and annotation of the file, manual annotation and correction of the resulting document, transformation into a SCORM compliant E-Learning module, downloading of the finished module. 4.1 Reading and Modifying OpenDocument Files In order to read and manipulate the OpenDocument a library has been developed. It encapsulates the required steps within a simple API. In order to read the contents of the document it is extracted using RubyZIP. Afterwards the content. xml file, which contains the actual content, and the styles.xml file are parsed using Ruby’s built-in XML library [6]. Utilizing Ruby’s dynamic nature, the library creates a class for every node type contained in the document’s content and instantiates it as needed. This provides the possibility to dynamically overwrite the default behavior for specific node types. 4.2 Automatic Analysis and Annotation The process of the automatic analysis and annotation is separated into different annotation engines. The engines analyze every stylable element in the OpenDocument’s content structure using different approaches. If the analysis step is
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not successful, the next annotation engine tries to analyze the current element. This is continued until no annotation engines are left or an approach is successful and annotates the element. This process is repeated for every annotated element of the input text. Figure 1 visualizes this concept. Currently five annotation engines are implemented: Keep, Tags, Styles, Bayes and Default. The Keep engine stops the analysis chain if the element is already annotated with eCampus styles by checking each elements formatting style. The Tags engine analyzes the type of the current element and its context and tries to map this onto eCampus styles. For example text:h nodes with an outline level of 1 are annotated with EC_Modul, nodes with outline level 2 as EC_Session, etc. The Styles engine simply translates default OpenDocument styles into eCampus styles where possible, such as Text body to EC_Text. The Bayes engine tries to analyze the current elements style properties in order to detect elements like headlines or important terms which were just changed visually, but not by using using built-in OpenDocument styles. In order to achieve this, the Bayes engine is trained with correctly annotated documents. Based on the annotation and the visual style, the engine learns possible visual variations. While visiting each node in the document the Bayes engine builds “sentences” from the nodes style attributes. This results in sentences like “12pt bold italic” which are handed to a bayes classifier that returns a corresponding eCampus style or unknown if no style could be identified.
Fig. 1. The automatic annotation process
As well as the final transformation into a SCORM compliant E-Learning module, the automatic analysis and annotation takes several seconds (or even minutes, depending on the documents size) to finish. Therefore it needs to run asynchronously in the background. This is done marking the documents as waiting for analysis in the database. See Figure 2 for a complete overview of possible states. A separate processes, triggered by CRON, checks for waiting documents and runs the analysis on them. On the client side the user can see the status of the transformation. It is automatically updated using a polling AJAX request.
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Fig. 2. Possible states of a document
4.3 The Interactive, Web-Based Annotation Editor The front end of the annotation editor for manual annotation is implemented on the client side using JavaScript. It uses Ajax techniques [2] to save changes to the document on the server. The GUI is designed to be simple and clean and focusses on the important functions needed to annotate the document. Figure 3 shows a screenshot of the final GUI. It consists of a toolbar on top, which includes buttons for navigating through the document and buttons for saving and exiting the editor. The tooltip on the right is used to actually annotate the currently highlighted element. The user is able to select the desired style by selecting it from the select-box. The JavaScript implementation is designed to be as modular as possible. It utilizes the observer pattern to separate the various GUI components from the underlying logic. On startup of the annotation editor, every component registers itself with the AnnotationEditor core class. Based on the users interaction with the GUI the elements fire events on the core class, which executes the requested functionality and fires events on all registered components as a result. This enables the possibility of additional annotation methods, other than the tooltip described above. Imaginable annotation methods are: dragging and dropping the styles on the elements or a fill format mode like known from OpenOffice or Microsoft Word. To display the OpenOffice document it is read on the server and transformed into a simple HTML representation. Each HTML elements relation to a node in the original OpenOffice document is described by adding an attribute containing the nodes XPath to the element. The nodes annotation (such as EC_Definition, EC_Section, EC_Image, etc.) as well as its family (Paragraph, Text or Graphic) are represented using CSS class attributes. Additional every HTML element that can be modified later the CSS class annotatable is added. During the manual annotation the underlying CSS class attributes identifying the annotation are added, modified or removed. On modification of an element it gets
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marked as changed. When the user decides to save the changes, all marked elements are collected and serialized into JSON before they are transfered to the server using an Ajax request. On the server the JSON is deserialized and the changes are applied to the OpenOffice document using the library described above.
Fig. 3. Screenshot of the Graphical User Interface
5 Results and Visions The combination of a simple user interface for the annotation and the automatic analysis and annotation process the creation of standard compliant E-Learning modules out of existing content simplifies the creation of standard compliant ELearning modules. Being integrated into the eCampus web application the annotation editor inherits useful features like easy updating and extending. The annotation editor completes eCampus to a full web based development environment for SCORM compliant E-Learning modules. Future development could include the possibility to rearrange elements within the document or even change the content. Additionally the current user interface needs to be fully evaluated during end-user tests. As described above other annotation methods could be implemented as well. Furthermore the automatic annotation engines offer a broad scope for new additions.
References 1. ADL. Scorm, http://www.adlnet.gov/scorm/ 2. Garret, J.J.: Ajax: A new approach to web applications (August 5, 2008), http://www.adaptivepath.com/ideas/essays/archives/000385.php 3. OpenOffice.org. The free and open productivity suite, http://www.openoffice.org/ 4. Porteneuve, C.: Prototype and script.aculo.us. The Pragmatic Programmers, 1st edn. (2007)
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5. Pohl, H.-M., Tulinska, P., Milde, J.-T.: Efficient creation of multi media eLearning modules. In: Smith, M.J., Salvendy, G. (eds.) HCII 2007. LNCS, vol. 4558, pp. 457–465. Springer, Heidelberg (2007) 6. REXML. Ruby standard library documentation (August 18, 2008), http://www.rubydoc.org/stdlib/libdoc/rexml/rdoc/index.html 7. Thomas, D., Heinemeier-Hannson, D.: Agile Web Development With Ruby On Rails, 1st edn. The Facets Of Ruby Series. The Pragmatic Programmers (2005) 8. Thomas, D.: Programming Ruby - The Pragmatic Programmers’ Guide, 2nd edn. The Pragmatic Programmers (2005)
An Innovative Way of Understanding Learning Processes: Eye Tracking Berrin Dogusoy1 and Kursat Cagiltay2 Computer Education and Instructional Technology Department, 1 Mersin University, 2 Middle East Technical University {bdogusoy,kursat}@metu.edu.tr
Abstract. This paper aims to present findings on the use of eye-tracking technology as a new approach from an educational perspective. The studies in this paper on relationship between learning and eye-movements have focused on concept-map formation, learning from multimedia materials, designing materials with different cognitive strategies, multimodal comprehension of language and graphics with and without annotation, computer games and cognitive style effects of computer based interfaces and hypertext environment. The results of the Middle East Technical University (METU) Human Computer Interaction (HCI) research group’s eye-tracking based research studies presented and discussed how this approach helps educators to better understand learning processes of humans. Understanding and using this innovative approach is important for both educators and researchers in terms of comprehending learning processes deeply. Keywords: Eye-tracking, web based learning processes, concept maps, computer games, learning from multimedia.
1 Introduction Understanding learning processes is still a divisive issue for both researchers and educators. Since the main element in the learning process is “human” and learning process is affected by many factors, researchers are still struggling to find out new techniques for understanding the learning process deeply which may enable them to look from different lenses. At this point, eye-tracking is a new approach that it provides powerful ways of understanding the learning process. Research studies on eyetracking provide a considerable data on the potential understanding of the cognitive processes of human beings [1; 2; 3] and there occurred theories and hypotheses related with this view as theory of reading with establishing a perspective with using the fixation to comprehension [4] and “eye-mind hypothesis” which deal with the positive relation between the eye behavior and thinking has become an important issue for the researchers [1]. Using these kind of techniques are important since it enables a respectful perspective for researchers that the literature reveal the potential of eyetracking in terms of the understanding the cognitive processes. The relationship between the eye-behavior and memory in terms of giving clues on learning of the human is become inspiring for the researchers. Moreover, eye tracking has the J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 94–100, 2009. © Springer-Verlag Berlin Heidelberg 2009
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potential to give a broaden perspective for the researchers providing both application opportunities and the different analysis techniques. This paper aims to provide information on this new and innovative approach from an educational perspective. Our studies on learning and eye-movements have focused on concept-map formation, learning from multimedia materials and computer games. The results of eye-tracking based research studies [5] were presented and discussed how this approach may help educators to better understand learning processes of humans. Understanding this innovative approach is important for both educators and researchers in terms of comprehending the learning process deeply by using its new techniques. 1.1 Related Eye-Tracking Studies There are many studies which were conducted by using eye-tracking approach. Eye tracking approach gives researchers opportunity to collect information on user behavior in definite tasks. This device also provides researchers various data related with the user through the process of task; task completion duration, transition number, fixation count, average fixation duration, time to first fixation, hotspot, fixation order, gaze time and gaze replay data [6]. Under METU HCI group, eye-tracking studies have been done by using a usability laboratory environment. Baran, Dogusoy and Cagiltay (2007) conducted an eyetracking study to understand how adults solve Tangram (Chinese puzzle) based geometry problems [7]. The sampling of this study consists of twenty participants. To analyze the problem solving process, the eye movements of the participants were recorded while they were working on two problems with different levels. The results showed that the participants use different strategies to solve problems given in two different difficulty levels. The researchers indicated that there might be relationship between the task completion duration and the difficulty levels of the problems. Moreover, eye-tracking device enabled the researchers to use the Area of Interests (AOI) option to determine different areas on the screen and these areas were used while analyzing the users’ behaviors. In this study, the AOIs were used by dividing the screen into two parts (geometric object screen-the objects given in this screen and problem screen-the solving process is eventuated) in order to determine the different behavior patterns of the participants in problems with two different levels. The researchers argued that there is a relation between the problem complexity level and the focused place on the screen. The participants tended to focus on the problem screen rather than the geometric objects screen. This was explained by the researchers as participants used both inductive and deductive strategies for solving the problems with different levels. This study have potential in terms of giving beneficial clues to educators both using different strategies and support the learners in the development of strategies for solving the problems in different difficulty levels. User analysis is an important issue for instructional designers and in another study the main issue which was explored is the presumptive effects of cognitive style on the interaction ways while using computer based interfaces [8]. Since cognitive style is frequently researched issue by the researchers especially the potential influence of cognitive style on the interaction with interfaces, they grouped the participants by using Cognitive style test, Group Embedded Figures Test (GEFT) and they were
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informed about the process. The process includes studying the predetermined web site and after that the participants were required to take a test about the web site content. The results showed that although there wasn’t a statistically significant difference between the participants in terms of the eye-tracking data, there were differences between the two groups in terms of the fixation duration and fixation places. It was suggested by researchers to study with wider groups and using think-aloud protocol during the process, studying the website in further studies. Another eye-tracking study was related with the multimodal instructional materials and the behavior of the users was conducted [9]. The main purpose of this study was to investigate the potential effects of the instructional environments which were designed by using multimodal information on the participants’ behaviors. Fifteen participants’ behaviors were recorded and their eye movements were analyzed by using eye-fixation counts and durations. The researchers indicated that the participants used both slide and video presentations in the study. Also, the participants much more focused on the video screen than the slide presentation screen which was obtained from eye-fixation duration data. They suggested replicating the study by using different combinations of the slide and video materials, that it might be possible to offer effective designs for this kind of instructional materials. Eye-tracking is used as a beneficial approach in terms of observing the general patterns of the participants while completing a specific task. In another study, this approach is used for observing the general pattern of the prospective teachers during the concept map construction [10]. With the aid of eye-tracking device it was aimed to determine whether there was a general pattern among the participants while developing a concept map. Especially the focusing time on concepts, links and cross links were explored. Also, the quality of the created concept maps was considered while analyzing the eye-tracking data on process. Sixteen prospective teachers attended this study from the science education related departments. The results showed that the participants tended to develop hierarchic concept maps, and synchronize strategy while writing the links and concepts. The researchers indicated that with the aid of this study, it may be possible to give some hints to teachers about the effective use of concept maps and their construction process. Usability is a crucial issue in education that design process is directly affected by the usability related problems. In another research study, the main aim was to gather information on the issues related with the computer games especially usability aspect with the aid of eye-tracking device [11]. They used a computer game which was not familiar for the participants and tracked the behaviors of them during the learning process of a new game. Sixteen participants attended to the study. The researchers pointed that they used not only quantitative but also qualitative methods. Eye tracking approach provided information related with the fixation number, total duration and gaze time of the participants. In addition to this, the comments of the participants were taken for determining the main usability issues related with game. Researchers explained that during the learning process the participants tended to use a trial and error approach. Although there were no gender and level differences among participants in terms of education effect on participants’ learning process, the participants marked many usability issues related with the game. Also, they emphasized that the game should be re-designed with the aid of the information gathered from the users.
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The researchers in another study aimed to investigate the cognitive style effects on navigation patterns during an interaction occurred within a hypertext environment [12]. The sampling of this study consisted of twenty participants and they were grouped with the aid of the Group Embedded Figures Test (GEFT) and also the knowledge and ability of the participants on computer was another factor. A predetermined task was given to the two groups (Field-dependent and field-independent) and they were asked to navigate within a hypertext environment. Data was gathered by using eye-tracking device; the fixation duration and gaze points of the participants which were recorded during the task completion process also the navigation complexity, visited and revisited page numbers were traced. The researchers observed the participants and interviewed with them. Also for strengthening the process, think aloud protocol. This protocol was used to comprehend the process. It was explained that these data would help to verify the eye-tracking data. Moreover, the participants took a recall test to understand if there was a difference among groups. According to the results of this study, there was no significant effect of cognitive style on the participants’ navigational patterns. The researchers suggested that this study should be done with a wider sampling and this may give more reliable results in terms of the cognitive style differences. Ozcelik, Arslan and Cagiltay (unpublished manuscript), proposed a study about the effectiveness of signaling the pertinent keywords or sentence on the performance of the participants [13]. In this study, for determining the influence of signaling on reading they used eye-tracking device. The sampling consisted of twenty-eight undergraduate students, one group was given signaled keywords and the other group was given signaled sentence. The results of this study showed that there is no difference between the groups in terms of their performance. The retention and transfer scores were not influenced from the different designs. However, the eye-tracking data contributed the results of the study that signaling affected the students in a positive way, increased attention, less visual search and gave attention to the necessary information from the material. In the same vein, a similar study on signaling and its impacts on learning was conducted [14]. In this study, the researchers used two groups, one of them is signaled and the other one is nonsignaled. They preferred to use color signaling in their study, the transfer test was an indicator of their study in terms of the performance of the participants. The researchers pointed out the inconsistencies in the literature about the retention and transfer. Also, they emphasized the importance of eye-tracking in the study with giving the four main reasons that the signaling contributed to the meaningful learning. First of all, they stated that it was supported by the number of fixations on the necessary information. Secondly, they emphasized that much more time spent on the persistent information given that the gaze duration and average fixation supported this argument. Thirdly, they explained that the time of the visual search was decreased. Lastly, in terms of the effective positioning the relevant information, the data was beneficial since increased fixations gave valuable information about the process. Yet another study was conducted on the effects of color coding on multimedia learning and visual search of the participants [15]. The purpose of this study is to differentiate whether color-coded split texts and split format text make a change of the participants’ recall, transfer, matching performance and their eye tracking data. The researchers explained that color-coded materials enhance the recall and transfer
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performance. On the other hand, they found that there was no significant difference between participants in terms of the matching performance. The eye tracking data contributed the results with giving information on the participants’ eye fixations on color-coded materials which was longer than the other material. The researchers emphasized the existent literature on the fixation duration and its relation with cognitive processing. Also, they stated that the positive effects were related with the cognitive processing. They suggested that future research should be done on this issue to find our whether there are other reasons or not. Dogusoy and Cagiltay (2007) studied on another issue by using eye-tracking approach [16]. They pointed out the importance of finding information and search engines’ role in this process. In this study, the researchers aimed to examine the possible search behavior of the participants with the aid of eye-tracking approach. An unfamiliar search engine was chosen and nine participants used this search engine for completing four predetermined tasks. According to the results of this study, it was observed that the participants generally had problems during the searching process with the search engine. They tended to behave in a centralized manner while looking for the necessary information that the eye-tracking data supported this result. In addition to this, it was reported that the participants seem to use an “icon-based approach” that the eye tracking data showed that bigger and colored icons were much more focused on the screen than the other icons. They suggested that there needs to be more research on visual based search engines and their formations. Since the sampling is limited, the future studies might be conducted with wider and diverse sampling. They explained that these kinds of studies may give hints about the effective design processes especially the icon and keyword based structures and gathering data from users might help for constructing more effective visual search engines. Another research study was conducted on an interesting issue, multimodal comprehension of language and graphics graphs with and without annotation [17]. They explained their aim as to determine the function of “annotated textual elements on graphs in multimodal documents” [17]. At this point, eye tracking was used for gathering data on the participants’ eye movements and this may help them to have information on the visual attention of the participants. In this study, the sampling consists of thirty-two participants and they were taken verbal and spatial working memory span tests. The results of this study showed that the eye movement characteristics changed in accordance with the annotations on graphs. Also they stated that if the fixation duration data showed the participants’ processing difficulties, this was supported by the results of the study that the participants’ fixation duration is greater on the Graph AOI in graph-only format than the annotated format. They explained it with the possibility of the cognitive attempts of the participants in the process. Also, it was evidence that the participants’ gaze time on the Graph AOI was greater in the graph-only format. They emphasized that the findings of this study is on the same parallel with Split Attention effect [18]. They proposed the future works importance and introduced some of the possibilities. They explained that a detailed analysis of the Graph AOI is essential and with this, it might be possible to comprehend the annotated textual elements function in the process. Moreover, experimental studies might be replicated to have more observable results and lastly post-test might be included to the procedure for determining the individual differences and the connections between the features of the eye-movements of participants.
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2 Conclusion and Discussion The results of the eye-tracking based research studies under the METU HCI group were presented [5] in this paper. Since eye-tracking enables the researchers to study on different dimensions of human and cognitive schema, this may provide beneficial clues for both educators and researchers in order to understand the learning process in depth. The studies which were presented in this paper aimed to show less explored aspects of the educational applications and the attempts on using different techniques and strategies. Learning is a very complex process and it is related with the human beings’ complex thinking structure. The main issue which was pointed out in this paper was the design of better learning environments. Many papers focused on this issue and they tried to represent different design possibilities and their effectiveness. It can be seen that eye-tracking approach has a potential to provide information on learning processes and especially the general view on user’s behaviors. Although many studies resulted in with “no significant difference”, eye tracking approach has potential to provide information on the process which helps to represent a bigger picture for analyzing the process more easily. Also, new developments in technologies and more studies in this field, especially the analysis process, enable us to use this device more effectively and more accurately. At this point, eye-tacking approach may also give beneficial information on the process of understanding the nature of the cognitive processing. The studies generally focused on the data related with the fixation duration and place which gives information about the visual attention. Moreover, the gaze replay data is beneficial to the researchers to analyze the process deeply which enable them to observe the participants in the task completion process. Major limitation in eye-tracking studies is related with the small sampling. It is really hard for researchers to generalize the results with limited sampling. Also, in the literature the limitation of the eye-tracking studies were explained as they might give some answers about the users’ behavior and their ocular behavior but understanding the reasons under this behavior is not an easily understandable by researchers [19]. Video recordings which provide data on the participants’ facial expressions and verbal protocols of participants may help researchers in eye-tracking research studies. Although there are limitations related with this approach, the potential of these kinds of studies should not be ignored so that they may assist instructional designers and researchers in order to better understanding the learning process of human beings with predicating the deficiencies of the designs and how they can be strengthen. Acknowledgments. This study was supported by TUBITAK under grant SOBAG 104K098 and METU Human Computer Interaction research group (http://hci.metu. edu.tr).
References 1. Just, M.A., Carpenter, P.A.: Using eye fixations to study reading comprehension. In: Kieras, D.E., Just, M.A. (eds.) New methods in reading comprehension research, pp. 151– 182. Erlbaum, Hillsdale (1984)
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2. Rayner, K.: Eye movements and cognitive processes in reading, visual search, and scene perception. In: Findlay, J.M., Walker, R., Kentridge, R.W. (eds.) Eye movement research: Mechanisms, processes, and applications, pp. 3–21. Elsevier Science, New York (1995) 3. Rayner, K.: Eye movements in reading and information processing: Twenty years of research. Psychological Bulletin 124, 372–422 (1998) 4. Just, M.A., Carpenter, P.A.: Psychological Review: A Theory of Reading: From Eye Fixations to Comprehension. American Psychological Association 87, 4 (1980) 5. Middle East Tehnical University (METU) Human Computer Interaction (HCI), METU HCI Research Group (2007), http://hci.metu.edu.tr 6. Clearview User Manual. Tobii, Sweden (2006) 7. Baran, B., Dogusoy, B., Cagiltay, K.: How do adults solve digital tangram problems? Analyzing cognitive strategies through eye tracking approach. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol. 4552, pp. 555–563. Springer, Heidelberg (2007) 8. Yecan, E., Çagiltay, K.: Cognitive Styles and Students’ Interaction with and Instructional Web-Site:Tracing Users through Eye-Gaze. In: The 6th IEEE International Conference on Advanced Learning Technologies, Kerkrade, Netherlands, 5-7 July (2006) 9. Yecan, E., Sumuer, E., Baran, B., Cagiltay, K.: Tracing Users’ Behaviors in a Multimodal Instructional Material: An Eye-Tracking Study. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol. 4552, pp. 755–762. Springer, Heidelberg (2007) 10. Sancar, H., Dogusoy, B., Cagiltay, K., Cakiroglu, J.: Exploring Cognitive Process of Concept Map Construction: An Eye-Tracking Study. In: Association for Educational Communications and Technology (AECT), Orlando, USA (2008) 11. Sancar, H., Karakus, T., Cagiltay, K.: Learning a New Game: Usability, Gender and Education. In: 3rd Technology-Enhanced Learning Enlargement Workshop: Young Researchers for the European Future of the Technology-Enhanced Learning, Sofia, Bulgaria (2007) 12. Karakus, T., Sancar, H., Cagiltay, K.: An Eye Tracking Study: The Effects of the Individual Differences on Navigation Patterns and Recall Performance on Hypertexts Environments. In: ED-MEDIA, World Conference on Educational Multimedia, Hypermedia & Telecommunications, Vienna, Austria (2008) 13. Ozcelik, E., Arslan, I., Cagiltay, K.: Signaling the Keywords or Sentences: An Eyetracking Study (unpublished manuscript) 14. Arslan, İ., Ozcelik, E., Cagiltay, K.: Effect of signaling on multimedia learning: An eye tracking approach (unpublished manuscript) 15. Ozcelik, E., Karakus, T., Kursun, E., Cagiltay, K.: Color Coding Effect on Multimedia Learning and Visual Search: An eyetracking approach. In: The American Educational Research Association (AERA), Chicago, USA (2007) 16. Dogusoy, B., Cagiltay, K.: Evaluation of Visually Categorized Search Engine. In: 3rd Technology-Enhanced Learning Enlargement Workshop: Young Researchers for the European Future of the Technology-Enhanced Learning, Sofia, Bulgaria (2007) 17. Acarturk, C., Habel, C., Cagiltay, K., Alacam, O.: Multimodal Comprehension of Language and Graphicsgraphs with and without Annotation. ECEM. In: 14th European Conference on Eye Movements, Potsdam, Germany, August 19-23 (2007) 18. Chandler, P., Sweller, J.: The split-attention effect as a factor in the design of instruction. British Journal of Educational Psychology 62, 233–246 (1992) 19. Pan, B., Hembrooke, H., Gay, G., Granka, L., Feusner, M., Newman, J.: The Determinants of Web Page Viewing Behavior: An Eye Tracking Study. In: Proc. ETRA (2004)
A Set of Rules and Strategies for UNSAM Virtual Campus Jorge Fernández Niello1,2,5, Francisco V. Cipolla Ficarra3,4,5, Mario Greco1,5, Rodolfo Fernández-Ziegler1,5, Silvia Bernatené1,5, and Maria Villarreal1,5 1
Universidad Nacional de San Martín Comisión Nacional de Energía Atómica 3 ALAIPO: Asociación Latina de Interacción Persona-Ordenador 4 AINCI: Asociación Internacional de la Comunicación Interactiva 5 Ayacucho 2197 (1650) San Martín Provincia de Buenos Aires - Argentina [email protected], [email protected], {mario.greco,rziegler,sbernatene}@unisam.com.ar 2
Abstract. We present a first set of strategies for the establishment of a virtual campus. Additionally, a set of pedagogic and communicative rules is established with the purpose of achieving a better diffusion of the university contents among the students. These rules are constantly updated according to the teaching supply and demand, and the requirements of the teachers and the students. Additionally the different components of interactive education are present as well as their main functions in the virtual campus. Keywords: E-learning, Campus Virtual, Pedagogy, Design, Hypermedia, Moodle, Software, Hardware.
1 Introduction Today there are plenty of universities that have the new technologies available, or perhaps it is better to speak about the latest technologies, because of the continuous updating of software and hardware (in the current work both notions –or relation between signifier and signified [1]– will be used as synonymous), for instance. Some college teaching centers devote themselves exclusively to virtual teaching, such as in the case of the British Open University or Open University of Catalonia (UOC) [2]. Others, in contrast, have established virtual classrooms to boost the students' learning process outside college classrooms [3], [4], [5]. Now in both cases this entails that the students have at their disposal access to the Internet for these contents. Obviously, they can do it from their homes, from the cybercafe, the neighborhood library, etc. [6]. Here appears the first of the cost variables in this kind of teaching, ie the phone connection to the internet, and the computer in the case where the student owns it. Therefore, college centres should provide the necessary means so that these students can have free access to the exercises or practical works suggested by the teachers, for instance, in those virtual classrooms at those times when they are on the university J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 101–110, 2009. © Springer-Verlag Berlin Heidelberg 2009
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campus. Consequently, before setting in motion these projects it is necessary to analyze each one of the cost variables to avoid unforeseen circumstances in the future. Obviously, some of the main goals of distance teaching are: to increase the quality of education, to widen the teaching offered and to raise the social level of the community to which the university belongs, among others. In the current work a state of the art of the software and hardware within E-learning education and the first strategies and rules to foster the use of the virtual campus is presented. Simultaneously, the interface of the current system is made public as well as a series of attributes of quality to boost communicability.
2 Software and Hardware The university costs in these projects entail the training of the teaching body in the use of these technologies, the promotion inside and outside the university through corporative publicity, to generate multimedia material, to dedicate space and personalized staff in the management and maintenance of the software-hardware, etc. With regard to the software the virtual campus manages, currently the costs are minimal as compared to the investments made by other American, Asian and European universities in the mid-nineties. The price reduction lies in what is known as open software [7], [8]. Thanks to this there are systems such as Moodle (Modular Object-Oriented Dynamic Learning Environment) aimed at E-learning. Concerning this there are colleges that have implemented this software with excellent results among students and teachers. This saving in the budget can be aimed at the realization of multimedia teaching materials of excellent quality and which guarantee the constant updating throughout time. When it comes to hardware, in our case, one might have two mirror servers. that is to say, that in the case that one fails, the second is automatically activated, using Linux as an operating system, thus avoiding additional costs through the yearly renewal of licenses in software material as it happens with other operative systems. Both servers should have firewalls available. Two PCs with the same configuration may be a transitory solution in the case that one of them breaks down. All these computer devices and network must have available a continuous energy supply in the face of potential electrical blackouts and in rooms that comply with the quality rules for the correct functioning of the computer system, that is to say, air conditioners. We see how the costs in computer material have also gone down as compared with the realities of the past decade. In spite of this, there are still European universities, for instance, that continue using servers for the internal management of the university with the campus or virtual classroom, with very high maintenance and great updating costs with regard to server hardware components [9]. In our case, we have available a magnificent system for SIU-Guaraní academic management, with the possibility of making excellent detailed statistic graphics in real time. However, no aspect related to classrooms or virtual campuses is developed yet. Consequently, we have started to project the main strategies to reach that target in a short term. The SIU-Guaraní is a system of college information that administers academic management since the students enroll in college in a standardized way and profiting
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Fig. 1. SIU-Guaraní system –database interface for academic gestion
data to the maximum. It has a single federal database, that is, it allows information to be added and for it to be reviewed in a decentralized way. Some of its main functionalities are planning, fees management, classroom management, exam management, administration and expedition of certificates, management of pupils polls, diffusion of memos and communiqués through e-mails or SMS (students, teachers, and academic authorities), management of several interfaces: follow-up of the students who have finished their studies, accountancy management, etc. and even has an interface with Moodle, but which is in the development stage and will be aimed at E-learning. Access is through the university intranet and internet. It fosters cooperative and cooperation work, starting from the interaction among the different sectors and actors (authorities/student staff/teachers/students) [10]. Additionally, here also are to be found accessibility bases; since it is an on-line system it makes possible its availability around the clock, 365 days of the year. From the point of view of software engineering it has the main attributes of quality, that is to say, privacy of information, reliability, flexibility, adaptability, etc. [11], [12], [13], [14]. Some of the operations the students can do are: examinations inscription, reviewing the study plan and academic record, seeing the chronology of the partial assessments, class agenda, requesting certificates, updating of personal data, reception of files and messages, etc. On their side, professors can look up the students who have registered to their examinations, to register the exam grades in the records, to consult the schedule of the exams, etc. In short, the SIU-Guaraní system is a very interesting tool of control over academic management and which makes easier to some extent some of the activities that the tutors/teachers have to carry out and the future students in the virtual classrooms.
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3 Human Factors In common with other public or private entities with a high number of people who interact among themselves, the human factor is essential to set in motion the projects, in order to avoid resistance to it. Within the context of the new or latest technologies in the education sector there are those whom Umberto Eco would call apocalyptic or integrated [15], that is to say, you are either in favour of or against their use. In the metropolis of the economically developed societies these problems virtually do not exist. It is a population that constantly includes new technologies in their daily life activities [16], [17]. In other places it is necessary to boost the motivation among its participants, always trying to establish a horizontal communication, among peers, for which it is necessary to count on accurate rules to be followed by the virtual community that is generated with e-learning, and so that the democratization phenomena of distance teaching may reach each one of the most distant places in a national and international territory [17], [18] since we live in Mc Luhan's ‘global village’ [20]. It is necessary to remember that we have overcome the era of computer use and we are going through the quality era of communicability [21]. It is also necessary to remember that many students do not finish their mid-level studies, therefore, a campus or virtual classroom can motivate them for such a purpose, resorting to the public institutions. There are countries in Southern Europe where these studies can be finished in two years resulting in some cases even to obtaining a masters degree. Oddly enough, these private teaching centres guarantee the finalization of studies in a 100% of cases. Obviously, this is a reality that belongs more to the commercial sector than to education. Now through social programs and having available sufficient economic and financial means, the causes of school-quitting might be traced, and thus put at the disposal of the potential students a whole range of pedagogical and technological resources to end the studies and later on, if they want to, they might follow their university studies. The idea here is to introduce to the students a quick way to study and even if they are working, they have the alternative of finishing the studies for which they have registered. In other words, a well-structured and systematically functional virtual campus can speed up the timing in the process of teaching and learning. Simultaneously, a virtual classroom may overcome the problems originated by the workload complaints of the university teaching and non-teaching staff and which usually end up in some places in long strikes. The students who have the virtual material can follow their exercises, see the exam schedule, see the grades, etc. It is a way of not damaging the students. A way to overcome the difficulties that the students usually have at the moment of having access for the first time to the virtual environments is through the implementation of a call center. The call center has to be active 24 hours per day, along all the weeks, including holidays. Perhaps a good strategy to overcome the human factors barriers in the first moments for the use of the instruments of the virtual classroom is to explain their main advantages, both for the teachers and the students, through a corporative or institutional information campaign, activation of an exclusive website with multimedial demos which explain the functioning of each one of the main
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components of the virtual campus, training of tutoring students for the virtual community, etc. In the annex #1 a list with the main components. All these lines of action have to be coordinated and follow the common goal of the democratization of the use of the virtual campus, inside and outside the college facilities [3], [22], [23], [24], [25].
4 Campus Virtual UNSAM: First Step Next a series of active interfaces that have allowed navigation, and the first experiences with the main professors involved in the project: One of the solutions to set in motion projects of this stature consists in external advice through other university realities (in this case, PUC of Valparaíso). However, we must remember that it is feasible for us to insert a foreign model 100% in the university context since the sociocultural variables such as the mentality of the peoples changes from one state to another. However, the experiences of the bordering countries will always be more positive and adaptable to home reality than those coming from overseas. Without any doubt,
Fig. 2. UNSAM Virtual Campus: A simple iconography and minimal style desing of the interfaces. Two email options: intern. between students and professors/tutors (adove) and extern between the users and system administrator of virtual campus (down).
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Fig. 3. A ‘classic’ chat system and menu of the colors for texts. It is a public area for all users with autorization –virtual campus system aministrator.
Fig. 4. Marks and person responsable for evaluation, additional information, observations and details. In the right zone a list with all active virtual classrooms. Neat data and content disposition.
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Fig. 5. Notes, summaries, practical homework, etc. option. Eassiness for attach files, add contents description and/or remarks, and selection of the categorie.
the current virtual campus contains activities that are currently carried out in the virtual environments aimed at E-learning. These are instruments which are not complicated to use, but which necessitate time for its learning by both tutors and students. The presented interfaces have made it clear that they have a very simple design, easy to use and not ambiguous [2], [26], [27]. The communicability for an expert user is optimal, however it is necessary to think of those users who have little experience in the use of computers. The activation and disactivation of the static and dynamic means, as well as their functioning, are similar to the main components of the Windows operating system [28].
5 Conclusions Establishing a virtual campus entails following some general and secondary targets akin to the former, where achieving the common good prevails among each one of its
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members whether it is as course organizers, multimedia content generators, Elearning tutors, active members of the virtual community, etc. The rules to be followed must be determined in a protocol of principles for the whole university community. These rules must respect usability and communicability of the interactive contents aimed at E-learning. A priori, the set of rules and strategies may seem to the final user of the system as a kind of normal pyramid, that is, at the top are the academic authorities, the professors, tutors, etc. However, it is not so, because it is precisely in the opposite sense. The switch of the pyramid is achieved thanks to the virtual community that is born from the E-learning process. That is to say, with the passing of time and through the use of the instruments provided by the new technologies of the virtual campus, we are in front of an inverted pyramid where we find the students at the summit. Besides, the use and circulation of free software make it possible to speed up this process. Axiomatically and undisputedly, it is necessary at the beginning to count with the greatest possible amount of available information, even from similar experiences in other universities and the cooperation of some outsourcing services. However, the final goal must be to transfer even these outer services inside the university context. In our case, we have available an efficient federal academic management system, but for the moment it lacks a virtual campus. Consequently, the set of rules and strategies presented are not static but rather dynamic, such as E-learning communication and education process. Finally, the costs concerning software and hardware have considerably lowered nowadays as compared to the past decade to set in motion a project of virtual campus. Acknowledgments. The authors wish to acknowledge all colleagues in our Universidad Nacional de San Martín and PUC of Valparaíso for the support and their helps.
References 1. Saussure, F.: Curso de Lingüística General. Losada, Buenos Aires (1982) 2. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the Net, Vienna, pp. 151– 165. Springer, Heidelberg (1996) 3. Paymal, N.: Pedagogia 3000. Editorial Brujas, Cordoba (2008) 4. Eletti, V.: Che cos’è L’E-learning. Carocci, Roma (2002) 5. La Noce, F.: E-learning. Franco Angeli, Milano (2001) 6. Harasim, L., et al.: Learning Networks. MIT Press, Cambridge (1998) 7. O’Reilly, T.: Lessons from Open-Source Software Development. Communications of the ACM 42, 32–37 (1999) 8. Schlesinger, D.: Working with Open Source: A Practical Guide. Interactions 14, 35–37 (2007) 9. Lamborghini, B. et al.: European Information Technology Observatory. FrancoAngeli, Milano (2005) 10. Mamtyla, K.: Blending E-Learning: the Power is in the Mix. McGraw Hill, New York (2001) 11. Ternoven, I.: Support for Quality-Based Design and Inspection. IEEE Software 13, 44–54 (1996)
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12. Frakes, W., Isoda, S.: Success Factors of Systematic Reuse. IEEE Software 11, 14–19 (1994) 13. Ozkaya, I., et al.: Making Practical Use of Quality Attribute Information. IEEE Software 25, 25–33 (2008) 14. Safayeni, F., et al.: Requirements Engineering in New Product Development. Communications of the ACM 51, 77–82 (2008) 15. Eco, U.: Apocalittici e integrati. Bompiani, Milano (2001) 16. Beverly, A.: Instructional and Cognitive Impacts of Web-based Education. Idea Group Publishing, Hershey (2000) 17. Toyama, K., Dias, B.: Information and Communication Technologies for Development. IEEE Computer 41, 22–25 (2008) 18. Ramakrishnan, R., Tomkins, A.: Toward a PeopleWeb. IEEE Computer 40, 63–72 (2007) 19. Balasubramaniam, S., et al.: Situated Software: Concepts, Motivation, Technology, and the Future. IEEE Software 25, 50–55 (2008) 20. McLuhan, M., Power, B.: The Global Village: Transformations in World Life and Media in the 21st Century. Oxford University Press, Oxford (1992) 21. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st workshop Communicability MS 2008, pp. 1–8. ACM Press, New York (2008) 22. Trentin, G.: Insegnare e apprendere in rete. Zanichelli, Bologna (1998) 23. Gatti, R., Gherardi, V.: Le scienze dell’educazione. Carocci, Roma (1999) 24. Norman, D., Spohrer, J.: Learner-centered Education. Communications of the ACM 39, 24–27 (1996) 25. Dziuban, C., Moskal, P.: Evaluating Distributed Learning in Metropolitan Universities. Metropolitan Universities 1, 41–49 (2001) 26. Nielsen, J.: The Usability Engineering Life Cycle. IEEE Computer 2, 12–22 (1992) 27. Sharp, H., Rogers, Y., Preece, J.: Interaction Design: Beyond Human-Computer Interaction. John Wiley, West Sussex (2007) 28. Shneiderman, B.: Designing the User Interface. Addison Wesley, Massachusetts (1998)
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Annex #1: First Set of the Components for a Virtual Campus 1) Hypermedia On-line and Off-line –Design Categories − − − − −
Content Navigation Panchronism Presentation or layout; Structure
2) Quality Attributes − Acteme is the study of communication as behavioural system. − Adaptability of the content, that is, variety of styles of navigation, plenty of different media (text, graphics, maps, animations, videos, music and sounds), a wide control over active media. − Behaviour-animated help analyses the attributes universality, simplicity, originality and humour in animated pedagogical agents. − Competence considers how the systems adapts itself to skills of the main groups of users for navigation. − Isomorphism sets down a range of constant formal features among the different components and design categories, i.e., content, layout, structure, navigation, etc., that is, it researches those components that remain equal in the different categories and especially the topology of the elements’ distribution on the frame. Isomorphism seeks ‘regularity in irregularity’. − Motivation is the set of the dynamic means and structure resources that strengthen navigation in multimedia systems. − Semiosis for universal access makes reference to the main components that converge in this attribute for systems multimedia: linguistic, iconic, attention, narration and education/formation. − The control of fruition is the degree of autonomy in navigation that the structure of the multimedia system gives the user. − The naturalness of metaphor assesses the user’s ability to understand the set of images that make up the structure of the interface. − The phatic function asserts the direct communication in the human-computer interaction process without generating mistakes. − The transparency of meaning analyses the usage mainly of terms (also, images and sounds related to the words) of the interface that do not cause ambiguities between content and expression. − The triple dynamic coherence analyses the relationship between text, image and audio in the dynamic media, nevertheless, this attribute does not consider the synchronization between audio and dynamic image (animation and video). − Unlimited iconic consists of those icons and their components that, depending on the national and/or international cultural setting, have different meaning, for example, the gestures, the colours, the words, etc. − Acteme is the study of communication as behavioural system.
3) Experts − − − − −
Communicability Human-Computer Interaction Human-Computer Interface Pedagogy Software (analysis and programming) and Hardware (systems)
4) On-line Learning –Main Elements − − − − − −
Call center: info and problem resolution support Interactive communication: Email, chat, netmeeting, etc. Portals (website –Internet and intranet) Teaching materials: book style and support (digital and/or analogic), production, publishing, etc. Tutors: virtual or real Virtual community : integrants and administrators
HCI Professional Involvement in k-12 Education: On Target or Missing the Mark? Martin Jelin, Adrian Sudol, Jeffrey Damon, Douglas McCadden, and David Brown Computer Science Department, Maine School of Science and Mathematics, 95 High Street, Limestone ME, 04750, United States {sjelin,asudol,jpdamon,mccaddend,dr.david.brown}@gmail.org
Abstract. The state of learning across geographic, socioeconomic, age, and gender boundaries can be enhanced greatly by Human-Computer Information (HCI) infusion into blended learning [1][2][3] or Course Management System (CMS) software [4][3][5]. The major thrust of this paper is to examine problematic issues examined in popular software such as Moodle™ in which the HCI community could be beneficial. By regarding the ultimate students’ goal, i.e. grades, and the desirable benefit of course material understanding, one can develop an understanding of what CMS software needs and CMS software users expect on the high school level. Keywords: blended learning, e-learning, Course Management System (CMS), Virtual Leaning Environment (VLE), Human-Computer Interaction (HCI), k-12 Education, magnet schools.
1 Introduction This paper proposes to identify issues with the open-source, Course Management System (CMS) Moodle™ that can be impacted by the professional HCI community. Colleges and universities have identified the benefits of retail, blended learning software and implemented them into their curricula [1][6][7]. The costs of these programs are easier met on the college level, but public high schools often lack the financial resources. Instead, they rely on open-source courseware, like Moodle™, to meet their needs [8]. Case studies and surveys report successes with the implementation of blended-learning into college curricula [9]. The use of CMS on the high school level is sparsely documented and college-level success cannot be generalized to the high school environment. Differences in CMS software, resources, student maturity, and instructor CMS experience vary widely. These differences were clear when observing the effects of Moodle™ on a magnet, high school in the Northeastern United States. Teachers integrated Moodle™ into their curriculum to display assignments, accept homework, administer tests and quizzes, and give an opportunity for discussion and collaboration outside the classroom. Surveys were administered to students enrolled in courses that utilized Moodle™, and were asked to report the perceived effect on their understanding of the course material, effectiveness of certain applications, ease of use, etc. (see Tables 23). The results were analyzed using the statistical software-package, Minitab™, to determine significant differences in each category. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 111–118, 2009. © Springer-Verlag Berlin Heidelberg 2009
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1.1 Blended Learning and Course Management Systems (CMS) “Blended learning” is a method where students are being taught by two or more sources of information, generally traditional classrooms and online classrooms [10]. Often times, blended learning is implemented by using a Course Management System (CMS). CMS, also known as Virtual Learning Environments (VLE), are online tools for teachers to interact with their students outside of the physical classroom [8]. Interaction may occur in a variety of educational modalities.
2 Review of Literature Blended learning and CMS software can improve learning for all students [1][2][3][4][5]. The use of blended learning has been increasing quickly over the past few years, both in school and businesses [7][11][12]. Many college campuses have realized this and moved to CMS environments to streamline and augment organization, reporting, teaching and learning [1][9][13][14]. These programs have been generally well received, with both students and teachers finding the programs beneficial [6][9][13][14]. These institutions are funded well enough to absorb the costs of retail offerings such as First Class™, Blackboard™, and WebCT™ (now owned by Blackboard™), as well as technology training programs. High school funding does not allow this luxury. Moodle™ is an open-source CMS commonly used in high schools that cannot afford more expensive programs [8]. The software vehicle establishes the platform and potential groundswell of increased activity with HCI and the high school communities [8]. Moodle™, educational communities are international in scope with as many diverse uses as cultural approaches to education [2][3][15]. As a vehicle, Moodle™ has tools such as blogs, wikis, online tests, instruction, email, and asynchronous collaboration [8]. It's flexibility has caused it to outshine many other open source CMS programs, and even Blackboard™ in some cases [16][17]. Moodle™ is well known for focusing on student interaction, often considered the main advantage of blended learning. The educational philosophy that advocates this is known as social constructivism [8][18]. According to Berger and Luckmann [22], this theory posits knowledge is actually created by students and teachers through interaction with themselves and their environment. They contend that social constructivism is important to learning [22]. However, despite this focus on interaction, there is sparse research on the actual content of online student interaction [19]. A study of a blended learning class at Blackpool and The Fylde College found that 77% of students in the class preferred a normal learning environment, and more reflective students tended to avoid the online portion of the class as much as possible [9]. Martin Dougiamas, the creator of Moodle™, did a similar study in which he found Moodle™ did not even allow social learners to properly interact with each other [18]. Hetlighen and Anderson surmise that information overload is another large problem facing CMS users. This occurs when the students are given too much information absorbing little [20][21].
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A 2000 study by The US National Center for Education Statistics found that of k12 teachers who used the Internet, only 39% used it for instructional material, and just 16% used it for gathering information to plan class lessons [6].
3 Methodology The sample, drawn from a magnet school population in the Northeastern United States, contains grades 10-12. Socio-economic statuses range from multimillionaire families to wards of the state. Gender distribution is approximately 66% male and 34% female in a population of 114 students. Diversity of the population results in reduced bias. It should be noted that all students at the school have Internet 75% of the day. Two computer labs are available for a required, introductory technology class (32 students). Increased exposure to technology and high academic rigor could bias the survey responses toward CMS software and blended learning. The school uses the open-source CMS Moodle™ [8]. Approximately two thirds of the population used the CMS for at least one of their classes at the time of the data collection. The students were given an anonymous survey on their perception of Moodle’s™ influence. This volunteer survey resulted in 63% response. NonMoodle™ users’ responses were excised. The survey consisted of two parts. In the first part, students gave information about their general experience with Moodle™. In the second, students gave information about their experience specifically within their class which used Moodle™ the most. 3.1 Semantic Differential Students used the following semantic differential to rate effects: Table 1. Semantic Differential Choice Large Negative Effect Medium Negative Effect Small Negative Effect Small Positive Effect Medium Positive Effect Large Positive Effect Not Applicable or Not Used
Acronym LN MN SN SP MP LP N/A
4 Results Students were first asked to give information about their experience with Moodle™ in general. The students were asked to furnish data concerning their experiences with Moodle™, specifically within the class that used the CMS the most.
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Results Male – 26 Sophomore – 11 Senior – 16
How many classes are you taking this semester? About how often do you log onto Moodle™?
Four – 15 Five – 17 Seven – 4 Eight – 1 Never – 0 1 to 3 Days Per Month – 7 1 to 3 Days Per Week – 23 4 to 6 Days Per Week – 8 Daily – 10
About how often do you have difficulties when using Moodle™? Overall, what effect has Moodle™ had on your grades?
Never –13 Rare – 20 Mildly Often – 6 Very Often – 9 LN – 0 MN – 4 SN – 8 SP – 26 MP – 9 LP – 1
Overall, what effect has Moodle™ had on your understanding of the subjects of your classes?
LN – 1 SP – 25
Female – 22 Junior – 21
MN – 2 MP – 11
Four – 15 Seven – 4
SN – 7 LP – 0
Table 3. Moodle™ Intensive Class Results Question
Approximately how many days a week does your teacher required you to log onto Moodle™ for this class? Approximately how many days a week are you advised to log onto Moodle™ for this class? Approximately how many days a week do you log onto Moodle™ for this class? Rate the effect Moodle™ has had on your grade in the class.
Results Zero – 19 Three – 5 Six – 1
One – 8 Four – 3 Seven – 2
Two – 5 Five – 5
Zero – 6 Three – 4 Six – 2
One – 7 Four – 1 Seven – 14
Two – 6 Five – 8
Zero– 6 Three – 4 Six– 2
One – 11 Four – 7 Seven – 7
Two– 8 Five – 3
MN – 3 MP – 9
SN – 8 LP – 3
MN – 2 MP – 7
SN – 5 LP – 2
LN – 1 SP – 5 N/A – 23
MN – 1 MP – 7
SN – 6 LP – 5
LN – 1 SP – 10 N/A – 23
MN – 0 MP – 5
SN – 7 LP – 2
LN – 0 SP – 19 N/A – 6 Rate the effect Moodle™ has LN – 1 had on your understanding of SP – 23 N/A – 6 the class subject.
Rate the effect Moodle's™ Assignment Page has had on your grade in the class. Rate the effect Moodle's™ Assignment Page has had on your understanding of the class subject.
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Rate the effect Moodle's™ Weekly/Topic Outline has had on your grade in the class. Rate the effect Moodle's™ Weekly/Topic Outline has had on your understanding of the class subject. Rate the effect Moodle's™ Discussion Board (forums) has had on your grade in the class. Rate the effect Moodle's™ Discussion Board (forums) has had on your understanding of the class subject.
LN – 0 SP – 12 N/A – 19
MN – 1 MP – 9
SN – 4 LP – 3
LN – 0 SP – 15 N/A – 19
MN – 3 MP – 7
SN – 4 LP – 0
LN – 2 SP – 13 N/A – 23
MN – 0 MP – 4
SN – 5 LP – 1
LN – 2 SP – 11 N/A – 23
MN – 1 MP – 5
SN – 3 LP – 3
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Results of “N/A” on the last few questions indicate that the student responding did not use that particular feature of Moodle™ in his or her class which used the CMS most. 4.1 Graphs Only data relevant to the conclusion were graphed.
25 20 15 10 5 0 Never
Rare
Mildly Often
Very Often
Fig. 1. Frequency of Difficulty
30 25 20 15 10 5 0
E ffect o n G rade E ffect o n Understanding
LN
MN
SN
SP
MP
Fig. 2. Overall Effect of Moodle™
LP
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20 O v e ra ll Ef f e c t
15
A s s ignm e nt P a ge ' s E f f e c t
10
We e k ly O ut line ' s E f f e c t
5 0 LN
MN
SN
SP
MP
LP
D is c us s io n B o a rd ' s E f f e c t
Fig. 3. Moodle’s™ Effects on Grade by Components 25 20
O v e ra ll E f f e c t
15
A s s ignme nt P a ge 's E f f e c t
10
We e k ly O ut line 's E f f e c t
5 0 LN
MN
SN
SP
MP
LP
D is c us s io n B o a rd's E f f e c t
Fig. 4. Moodle’s™ Effects on Understanding by Components
4.2 Significant Differences Using the Kruskal-Wallace test, a nonparametric that compensated for unequal cell sizes, the following significant differences were obtained: Table 4. Significant Differences Independent Gender Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Class Subject Class Subject
Dependent Frequency of Difficulty Effect of CMS on Class Grade Effect of CMS on Subject Understanding Effect of CMS' Assignment Page on Subject Understanding Effect of CMS' Weekly Outline on Class Grade Effect of CMS' Weekly Outline on Subject Understanding Effect of CMS on Class Grade Effect of CMS on Subject Understanding
P - Values 0.031 0.008 0.017 0.032 0.023 0.004 0.013 0.001
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5 Conclusion Seventy-three percent of the sample perceived problems with the CMS. The significant differences found indicate the importance of enhancing ease of use, ease of navigation, clarity of command and menu structures, as well as other factors of HCI. Poole’s study found no students having difficulties with their CMS [9]. This contrasts starkly with the 73% of students at the secondary school. The large difference demonstrates that studies on higher education’s use of blended learning cannot be generalized to the high school level. Of approximately 40 articles reviewed for this paper, only four scholarly sources could be found which focused on k-12 education. Current research on blended learning does not address the needs of secondary schools or the HCI components that may need reconstruction or clarification. A new body of research is needed for high schools. The significant difference between the genders when crossed with perceived difficulties gives a direction to improve CMS in high schools. Both psychological and sociological HCI concerns should be addressed. Historically, young females have addressed computers as antagonists, with some trepidation [23]. The current generation of students is facing a greater risk of information overload [21]. If the CMS adds to the learning curve, rather than simplifying the experience, the learning process becomes obfuscated. Therefore, a CMS needs to be as simple relative to HCI standards as possible. In follow-up conversations with the student body, students did not notice or take advantage of help pages. In fact, 80.4% of the sample was unable to locate and access the help modules. The help pages were perceived as confusing and detracting from the subject matter. Although Moodle™ is used throughout the world due to its opensource nature; it is believed that HCI professional community can contribute to its efficacy by improving HCI concerns. Despite the problems facing blended learning, the literature signifies great potential. Previous studies conducted on blended learning on the college level have shown that college students appreciate the process of blended learning [8][9][13][18]. High school students in this study believed that blended learning helped increase their knowledge acquisition (See Figure 2). As such, blended learning as an idea is not flawed, but needs more data based underpinnings. Students found the broader aspects of the information delivered by the CMS to be more relevant to both grades and understanding than those components that fostered depth. This may also lead to the supposition that a better navigational experience would have enhanced the students’ use of the blended learning tools (see Figure 3 and Figure 4).
Acknowledgements The authors would like to thank Gary Parker for his initial contributions, the student body for their participation in surveys and questionnaires, the faculty who responded to surveys and interviews, and an administration that facilitated the financial aspects of delivering this paper.
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References 1. Garrison, D.R., Vaughan, N.D.: Blended Learning in Higher Education: Framework, Principles, and Guidelines. Jossey-Bass, Hoboken (2007) 2. Hargadon, S.: Implementation Study #3: Moodle. K-12 Open Technologies (2008), http://www.k12opentech.org/implementation-study-3-moodle 3. U.S. Department of Education, http://www.ed.gov 4. Voogt, J.M., Knezek, G.A.: International Handbook of Information Technology in Primary and Secondary Education. Springer, Heidelberg (2008) 5. Awidi, I.: Critical Factors in Selecting a Course Management System for Higher Education in Ghana. Educause Quaterly (2008), http://connect.educause.edu/Library/EDUCAUSE+Quarterly/ CriticalFactorsinSelectin/46028 6. National Center of Education Statistics, http://nces.ed.gov 7. Chapman, G.: Federal Support for Technology in K-12 Education. Brookings Papers on Education Policy, 307–343 (2000) 8. Moodle.org, http://www.moodle.org 9. Poole, J.: E-learning and learning styles: students’ reactions to web-based Language and Style at Blackpool and The Fylde College. Language and Literature 15(3), 307–320 (2006) 10. Voos, R.: Blended Learning: What it is and Where it Might Take Us? Sloan-C View 2(1) 11. Mullins, J.: E-Learning in the Inspector General Community: The Federal Government Is Using E-Learning to Raise Inspector General Skill Levels, Reduce Training Costs, and Increase Training Hours and Training Opportunities-Strengthening the Community’s Core Competencies Overall. The Public Manager 35(1), 46–50 (2006) 12. Carlivati, A.P.: E-learning evolve. ABA Banking Journal 94(6), 49–56 (2002) 13. Crisp, P.: E-learning and Language and Style in Hong Kong. Language and Literature 15(3), 277–290 (2006) 14. Plummer, P., Busse, B.: E-learning and Language and Style in Mainz and Münster. Language and Literature 15(3), 257–276 (2006) 15. Computers in the Classroom: Uses, Abuses, and Political Realities. EMCParadigm Publishing, http://www.emcp.com/intro_pc/reading1.html 16. Graf, S., List, B.: An Evaluation of Open Source E-Learning Platforms Stressing Adaptation Issues. In: Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies, pp. 163–165 (2005) 17. Munoz, K., Duzer, J.: Blackboard vs. Moodle: A Comparison of Satisfaction with Online Teaching and Learning Tools. Humboldt State University (2005), http://www.humboldt.edu/~jdv1/moodle/all.htm 18. Dougiamas, M., Taylor, P.C.: Interpretive analysis of an internet-based course constructed using a new courseware tool called Moodle. In: HERDSA 2002 Conference (2002) 19. Ziegler, M., Paulus, T., Woodside, M.: Creating a Climate of Engagement in a Blended Learning Environment. Journal of Interactive Learning Research 17(3), 295–308 (2006) 20. Hetlighen, F.: Change and Information Overload: negative effects. Principia Cybernetica Web (1999), http://pespmc1.vub.ac.be/chinneg.html 21. Anderson, N.: 2008: Year of Information Overload? Ars Techina (2007), http://arstechnica.com/news.ars/post/20071226-interruptionsinfo-overload-cost-us-economy-650-billion.html 22. Barger, P.L., Luckmann, T.: The Social Construction of Reality: A Treatise in the Sociology of Knowledge. Anchor Books (1966) 23. Beckwith, L., Burnett, M., Grigoreanu, V., Wiedenbeck, S.: Gender HCI: What About the Software? Computer (2006)
A Language Learning System Utilizing RFID Technology for Total Physical Response Activities Harumi Kashiwagi, Yan Xue, Yi Sun, Min Kang, and Kazuhiro Ohtsuki Kobe University, 1-2-1 Tsurukabuto, Nada, Kobe, 6578501, Japan {kasiwagi,kang,ohtsuki}@kobe-u.ac.jp, [email protected], [email protected]
Abstract. In this paper, we present a method of integrating a CALL system with RFID tags in a classroom in order to provide the basic support for listening activities based on the concept of Total Physical Response (TPR) Approach. We designed and developed a prototype system with the function of providing corrective feedback. The prototype system has the following three features: (1) Real objects are used as the options for responding to audio questions. (2) A considerable amount of attribute information is used to increase the variation in the questions. (3) The system has a function of providing error messages and additional questions, depending on the degree of a learner’s mistakes. Results from the experiment suggest that integrating real objects into the learning system by using RFID tags has a potential impact on the language learners. Keywords: RFID, Language learning, TPR, Corrective feedback, Interaction.
1 Introduction Radio communication technology, such as radio-frequency identification (RFID) tags has been the focus of attention in recent years[1,3], and it is expected to be incorporated in the field of education[2,8,9,11]. With the inclusion of such technologies, the learning environment can be embedded in the real world, thus resulting in the following educational benefits. First, the real-world objects can be used as learning materials by attaching RFID tags to them; this will have a better impact on learning and will increase its potential effectiveness. Second, learners will be able to directly interact with their teachers and peers in the face-to-face environment, wherein the teachers can observe the learning processes of the learners. In this study, we present a method of integrating a CALL system with RFID tags in a classroom in order to provide the basic support for listening activities. In this system, the learners are required to respond to the commands of a system by performing a physical movement based on the concept of the Total Physical Response (TPR) approach[7]. It is believed that the TPR approach is a method through which learners can directly understand the target language without translating the commands into their own language. By utilizing the concept of the TPR approach, we designed and developed a prototype system that provides error messages and additional questions. The prototype system developed has the following three features: (1) Real objects are J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 119–128, 2009. © Springer-Verlag Berlin Heidelberg 2009
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used as the options for responding to audio questions. The respective object is linked to its attribute information. (2) A considerable amount of attribute information is also used to increase the variation in the questions. Thus, multiple target listening points are included in one question. (3) The system has a function that provides not only appropriate error messages depending on the learner’s incorrect responses but also provides additional questions as supplementary exercises, depending on the degree of the learner’s mistakes. The remainder of the paper is organized as follows. Chapter2 describes the basic concept of the system. In chapter 3, the outline and features of the prototype system have been discussed. Chapter 4 presents the implementation of the system, and chapter 5 explains the experiment and its results. Finally, the conclusions as well as future suggestions are presented in chapter 6.
2 System Concept In this chapter, the basic concept of the system has been described. This includes the concept of the TPR approach, the manner in which the questions and answer options should be arranged so as to cope with the variation in and difficulty level of the questions, and the manner in which feedback messages should be prepared in response to the learner’s mistakes. 2.1 The TPR Approach The TPR approach is a method in which teachers first provide a command in the target language, and then perform the corresponding action with the students. In this manner, the students learn not only by observing the actions but also by performing them[7]. In lessons that employ the TPR approach, teachers should avoid introducing new commands in quick succession. It is generally recommended that they present three commands at a time. As the students increase their knowledge of the target language, a longer series of connected commands can be provided. In this method, the actions clarify the meaning of the commands. Moreover, memory is also activated by connecting the actions with the language. From the teachers’ perspective, they will be able to immediately determine whether or not the students understand the command by observing their actions. The prototype system designed and developed in this study is based on this method. 2.2 Question and Feedback Structure Varying the Question Sentence Patterns and Controlling the Difficulty Level of the Questions. When creating listening exercises, it is necessary to consider the variation in the question sentence patterns and the difficulty level or complexity of the questions. The latter is related to certain aspect of language, i.e., vocabulary and phrases, grammatical structures, and length of sentences. Thus, a listening sentence that includes many new words and high-level grammatical structures will be difficult to comprehend. In addition to vocabulary and grammatical complexity, the difficulty level of a question will also be affected by the length of the sentence[10]. Therefore, vocabulary, grammatical structures, and length of sentences are the determinants of
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the difficulty level of questions. However, the following can be employed to reduce the difficulty level. 1. Give specific examples: When using terms such as “carbonated drinks” in a question, provide specific examples such as “Coke” or “Sprite.” 2. Give external characteristics: When the word “glue” is mentioned in a question, provide supplementary information about its external characteristics such as "It has the shape of stick and has a blue cap." 3. Simplify the text: Consider the following sentence, "Please give me cold lemon juice in a plastic bottle." This text can be simplified by breaking it up into two sentences, such as "I want a cold drink. A lemon juice is good, and a plastic bottle would be better." Thus, providing examples, giving supplementary information, and breaking up the questions into manageable parts is helpful for the learners. Controlling the Difficulty Level of the Questions by Varying the Response Options. The second factor to be considered is the response options. Typically, teachers instruct mixed-level learners, and hence, by observing the level of each learner, they need to keep changing the difficulty level of the questions. However, we can also control the difficulty level of the questions by varying the response options to the questions. For example, when a question such as "Please choose cold lemon juice which costs ¥130" is presented, the learner will attempt to listen selectively for specific information such as cold, lemon juice, and ¥130. If the learner is required to choose a response from the following four options, he/she will have to listen to the question and identify all the key words: (1) cold, lemon juice, and ¥130; (2) cold, lemon juice, and ¥150; (3) cold, apple juice, and ¥130; (4)hot, lemon juice, and ¥130. However, if the learner is given the following options, he/she will be correct even if only one key word is correctly identified: (1) cold, lemon juice, and ¥130; (2) hot, orange juice, and ¥200; (3) cold, banana juice, and ¥150; (4) cold, apple juice, and ¥150. In this manner, the difficulty level of questions can be controlled, depending on the learner’s understanding, by merely changing the response options. This method would be helpful particularly when teaching lower-level learners. Thus, when developing our system, we introduced the above-mentioned concept of changing the objects that are used in the response options. Corrective Feedback. In general, teachers react to the mistakes made by learners in many different ways. One such manner is by providing feedback; it helps the learners in altering their outputs in a constructive manner. The typical types of corrective reactions have been described in Chaudron's research[4,5] in the following manner: _Emphasis: Using repetition, or questions, to identify the aspect that is incorrect _Explanation: Providing information on the different causes of the error _Original question: Repeating the original question _Altered question: Altering the original question syntactically, but not semantically _Verification: Assuring that the correction has been understood
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In addition, the following can be regarded as the other types of corrective reactions: _Selecting & reviewing: Selecting & reviewing important points in order to guide the learners toward the right direction _Breaking down: Breaking down the learning items into smaller parts/steps to ease understanding Based on the above-mentioned works, we considered the function of providing feedback in the prototype system.
3 Prototype System 3.1 Flow of Instructions Fig. 1 illustrates the prototype system developed in this study. When a learner scans a question card, the system reads out the corresponding message, e.g., “Please choose cold lemon juice in a plastic bottle” (Fig. 2).
Fig. 1. Prototype system
Fig. 2. Method to use the system
The flow of instructions has been presented in Fig. 3. When the learner responds to the question by choosing an appropriate object and allowing the scanner to scan it, the system will check his/her answer. For example, if the learner chooses a cold, orange juice can, the system will detect an error in the following two attributes: kind and container type. Thereafter, it will detect the degree of the error, i.e., the data pertaining to two attributes among the three targeted attributes are wrong. These errors are represented as follows: cold = cold, lemon ≠ orange, and plastic bottle ≠ can. Then, the system will read out an error message, e.g., “No, it is not lemon juice. It is not in a plastic bottle,” followed by an additional question regarding the wrong response, e.g., “Please choose lemon juice.” If the learner provides the correct response in this case, the system would state, “OK, good,” and then read out the second additional question for another wrong response, i.e., “Please choose a plastic bottle.” If the learner correctly responds to all the additional questions, the system would again read out the initial question, i.e., “Please choose cold lemon juice in a plastic bottle.” At this instance, when the learner responds correctly, the system will move on to the next question.
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Fig. 3. Flow of instructions
3.2 System Features The Use of Real Objects for Providing Responses. In this system, learners aree required to choose an appro opriate object after listening to the question. The systtem checks whether or not the object selected is correct. In order to realize this, real objects with RFID tags are used u as the response options. The respective objects are linked to a considerable amount a of attribute information that includes factual ddata about the object, such as kind, k price, container type, and size, as shown in Fig. 44. A set of correct attribute inforrmation is also prepared in advance for each question. T The system checks the responses made by the learners by comparing the difference between the attribute data of the t correct response and that of the selected response. Questions with Multiple Target T Listening Points. The attribute information of eeach object is also used to createe questions with multiple target listening points. Here, the target listening points referr to the points in a question that a learner is requiredd to listen to. For instance, in the t question “Please choose cold lemon juice in a plaastic bottle,” the target listening points are cold, lemon juice, and plastic bottle. As m mentioned above, a set of correect attribute information is prepared for each question. F Further, a question sentence paattern is also prepared in advance. For example, in Figg. 5, the attribute data—(1) cold d, (2) lemon juice, and (3) plastic bottle—are set as the correct attribute information n. When we frame a question using the above data, “Pleease choose [hot/cold] [kind of juice] j in a [container type],” the following question willl be read out: “Please choose co old lemon juice in a plastic bottle.” Error Messages and Addittional Questions. When considering feedback messages and questions, many of the exissting CALL materials, including the commercially availaable ones, only have a “Good-W Wrong” feedback function, leaving much to be desired. In this respect, more detailed feedb back and step-by-step support can be expected, dependingg on the learner's level of understtanding. Taking the above-mentioned into consideration, the prototype system verifies th he responses given by the learner and reads out correspoonding error messages as well as a additional questions. These error messages and additioonal questions are produced baseed on the degree of the learner’s mistakes.
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Fig. 4. Attribute information n of the objects
Fig. 5. Process of creating a question
Fig. 6 illustrates the man nner in which error messages and additional questions are selected and produced. 1. To count the number of incorrect i attributes (n) in a question 2. To calculate the ratio (n//m) between the number of incorrect attributes (n) and the total number of attributees in one question (m), by which the degree of the learnner's mistakes are graded baseed on the error level 3. To determine the scenariio pattern (feedback pattern) of the error messages and the additional questions, whiich are adapted to the learner's error level 4. To produce error messag ges and additional questions in the decided scenario pattern For example, when the learner listens to the question “Please choose cold lem mon juice in a plastic bottle” and chooses a cold, orange juice in a can, the system deteects that the attributes of kind and a container type are incorrect. It then calculates the degree of the error, i.e., two of the three targeted attributes are wrong, representedd as cold = cold, lemon ≠ orang ge, and plastic bottle ≠ can. In this case, the error leveel is determined to be Level B, and the scenario pattern decided is S3. The system tthen reads out the error messagee, “No, it is not lemon juice. It is not in a plastic botttle.” Thereafter, it reads out an additional question for the wrong answer, “Please chooose lemon juice.” If the learnerr provides the correct answer, it reads out the second quuestion, “Please choose a plasstic bottle.” If the learner answers all the additional quuestions correctly, the system reads r out the initial question again.
4 Implementation The prototype system is ou utlined in Fig. 7. The system consists of a PC, an RFID tag reader unit (RFID-RS232C C READ/WRITE BOARD), and question cards and rreal objects with RFID tags (Ph hilips, Hitag2). The tag unit can read data from and w write data into the RFID tags witthin a distance of about 5 cm. The system is implemennted using Java and JavaScript. The PC functions as a local web server in the system. As shown in Fig. 7, two thread ds, i.e., the thread of detecting the scanning activity of the RFID tags and that of obseerving the clipboard, are developed by Java; the questtion sentences, response checkin ng, error messages, and additional questions are develooped by JavaScript. JavaScript iss used because the patterns of the questions and feedbback messages can easily be addeed.
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Fig. 6. Process of producing feedbacks
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Fig. 7. Outline of the prototype system
The process of how the system works is described in Fig. 7. Here, one question sentence pattern and one feedback message pattern are implemented in the prototype system. The information about the question number and the kind of card (a question card or an answer option card) is transferred by using the method of “get.” The information representing whether the system produces an initial question or an additional question, correct attribute information for each question, and attribute information of the object that the learner chose as the response object, are transferred by using a “Cookie.” First, when a question card with an RFID tag is scanned, the related information is read by using the “get” method in Thread 1 of the Java application. The information about the kind of card and the question number are obtained and embedded into a URL. Then, Internet Explorer is activated with the URL (http://localhost/sample/index.html?k=40&p4=0001) in which the query string is added. In Fig. 7, k represents the kind of card, and p4 represents the question number. The file index.html provides a question or checks a response based on the information of the kind of card that is scanned. If a question is provided, the file quest.html is activated; on the other hand, when an answer is provided, the file judge.html is activated. Further, the file quest.html provides an initial question or an additional question based on the information maintained in the “Cookie.” If the initial question is to be produced, quest0.html is activated, and if the additional question is to be produced, quest1.html is activated. Similarly, with regard to the file judge.html, the “Cookie” determines whether the response is for the initial question or for the additional question. If it is for the initial question, judge0.html is activated, and if it is for the additional question, judge1.html is activated. In Thread 2, the system observes the clipboard, and produces questions or feedback messages in synthetic voices.
5 Experiment 5.1 Participants and Procedures Thirteen students were selected to evaluate the system; their evaluations were assimilated with the help of a questionnaire. There were seven undergraduates, five graduates, and one postgraduate. Two exchange students from the U.S. whose native language was English were among the seven undergraduates. They worked as
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teaching assistants in the free conversation room at the University. After providing them with the necessary instructions on how to use the system, each student attempted to use the system with two different feedbacks: (1) only with “OK, good”, and “Wrong, Once again,” without detailed error messages or additional questions, and (2) with detailed error messages and additional questions. Subsequently, they were required to complete a questionnaire on the usability of the system, the use of real objects as response options, and the feedback messages and additional questions depending on the degree of the learners’ mistakes. 5.2 Results and Discussion System Usability and the Use of Real Objects as Learning Materials. According to the results of the questionnaire, as shown in Table 1, all the participants were of the opinion that the system with RFID tags was easy to use. Further, twelve of them agreed to the question “Is using real objects as learning materials useful for learning vocabulary.” The results suggested that the system does have a potential impact on language learners, albeit further empirical studies are required. Detailed Feedback, Depending on the Degree of the Learner’s Mistakes. Participants were required to choose the statements that best described what they observed from among the options presented in Table 2, on the basis of the two abovementioned feedback functions. According to the results, (1) 70%–80% of the participants stated that when they used the system with detailed error messages and additional questions, they could follow the exercises by themselves; further, they found that the error messages were effective in identifying their mistakes. (2) Half of them believed that this function could enhance the interaction between the system and the learner. In fact, some of them also commented that the “Good-Wrong” feedback function was monotonous and that the detailed error messages and additional Table 1. Results of the questionnaire on system usability and use of real objects Questionnaire Yes Is the system with RFID tags easy to use? 13 (100%) Is using real objects as learning materials useful for 12 (92%) learning vocabulary?
No 0 (0%) 1 (8%)
Table 2. Results of the questionnaire on the two feedback functions Statements with regard to the two feedback functions We can identify our mistakes with the help of error messages. We can follow the exercises with the help of feedback messages. This function can enhance the interaction between the system and the learner.
“Good-Wrong” feedback 3 (23%)
Detailed feedback
4 (31%)
9 (69%)
2 (15%)
6 (46%)
10 (77%)
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questions, depending on the degree of the learner’s mistakes, were good because each learner’s mistake is different from the others. Based on these results, it appears that the participants showed positive responses toward detailed error messages and additional questions, depending on the degree of the learner’s mistakes. At the same time, they also stated that variation in the feedback messages should be increased. Additional Questions. Finally, the participants were required to choose the statements that best described their opinion from among the options presented in Table 3, with regard to additional questions. In Table 3, the results are classified into two groups—native speakers (NS) and nonnative speakers (NNS). According to the results, the two exchange students (NS) agreed that one additional question was sufficient for multiple errors, while the seven NNS believed that one additional question was required for every error. Table 3. Results of the questionnaire on additional questions Statements regarding additional questions One additional question is sufficient for multiple errors. It is better to provide an additional question for the error. We can check each mistake with the help of additional questions. Additional questions are short and easy to understand.
NS (two participants) 2
NNS (eleven participants) 0
0
7
0
6
1
5
This result is consistent with the result that about 50% of the NNS felt that they could check each error with the help of additional questions. Further, five NNS agreed that the additional questions were short and easy to understand. Based on these results, it can be stated that feedback messages and short question sentences are helpful for learners who are unfamiliar with listening to a foreign language. It is expected that feedback comprising one additional question for an error is sufficient for helping foreign language learners.
6 Conclusion In this study, we proposed a CALL system with RFID tags in order to provide the basic support for listening activities in a classroom. Results from the experiment suggest that integrating real objects into the learning system by using RFID tags has a potential impact on language learning. Further studies on the variation in the feedback messages and additional questions are required to improve the system. It is assumed that the present prototype system can only be used by one user at a time. The individual user is not authenticated, and the learning history data are not saved. Using an RFID tag card as an identification card and saving history data on the RFID tags would help cope with these issues.
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References 1. Akiyama, I., Suenaga, S., Matsumura, Y., Minegishi, Y., Mano, S., & Iguchi, N.: The Structure of the IC Tag and its Impact. Soft Research Center (2004) (in Japanese) 2. Bandoh, H., Sato, H., Otsuki, Y., Baba, Y., Sawada, S., Ono, K.: Design and Trial Production of a Tool for Active Playtime in Preschools by Using RFID. Information Processing Society of Japan, IPSJ SIG Notes 2006(74) 2006-CE-85-(6), 41–48 (2006) (in Japanese) 3. Bhuptani, M., Moradpour, S.: RFID Field Guide. Prentice-Hall, Englewood Cliffs (2005) 4. Chaudron, C.: A descriptive model of discourse in the corrective treatment of learners’ errors’. Language Learning 27, 29–46 (1977) 5. Chaudron, C.: The role of error correction in second language teaching. In: Das, B.K. (ed.) Patterns of classroom interaction in Southeast Asia. RLC Anthology Series, vol. 17, pp. 17–50. Regional Language Centre, Singapore (1987) 6. Ito, E., Kojima, T., Takeuchi, H., Aoki, T., Miyazaki, S., Todoroki, S., Kitazawa, S., Yonekubo, S., Kazama, T.: Voice Output Communication Aid Used by the Picture Card with RFID. In: Proc. of the 21st Japanese Conference on the Advancement of Assistive and Rehabilitation Technology, pp. 327–328 (2006) (in Japanese) 7. Larsen-Freeman, D.: Techniques and Principles in Language Teaching. Oxford University Press, Oxford (2000) 8. Ogata, H., Akamatsu, R., Yano, Y.: Computer supported ubiquitous learning environment for vocabulary learning using RFID tags, TEL (Technology Enhanced Learning) 2004, France (2004) 9. Ogata, H., Yano, Y.: CLUE: Computer Supported Ubiquitous Learning Environment for Language Learning. Transactions of Information Processing Society of Japan 45(10), 2354–2363 (2004) (in Japanese) 10. Wilson, J.J.: How to teach listening. Pearson Longman (2008) 11. Yatani, K., Onuma, M., Sugimoto, M., Kusunoki, F.: Musex: A System for Supporting Children’s Collaborative Learning in a Museum with PDAs. The Transactions of the Institute of Electronics, Information and Communication Engineers J86-D-I(10), 773–782 (2003) (in Japanese)
Promoting Metacognition in Immersive Cultural Learning Environments H. Chad Lane University of Southern California Institute for Creative Technologies Marina del Rey, CA [email protected]
Abstract. Metacognition, defined as active control over cognitive processes during learning, is a critical component in the development of intercultural competence. Progression through stages of intercultural development requires self-assessment, self-monitoring, predictive, planning, and reflection skills. Modern virtual learning environments now provide a level of immersion that enable meaningful practice of cultural skills, both in terms of visual and experiential fidelity. This paper discusses their potential role in intercultural training, and the use of intelligent tutoring and experience manipulation techniques to support metacognitive and intercultural development. Techniques for adapting the behaviors of virtual humans to promote cultural learning are discussed along with the role of explicit feedback. The paper concludes with several suggestions for future research, including the use of existing intercultural development metrics for evaluating learning in immersive environments and on the balance between implicit and explicit feedback to establish optimal conditions for acquiring intercultural competence. Keywords: intercultural competence, metacognition, intelligent tutoring systems, immersive learning environments, experience manipulation.
1 Introduction Learning and adapting to a new culture is a significant challenge. In different cultural contexts, interpersonal and communicative behaviors that seem natural may produce unexpected results. For example, simple habits such as nodding and other forms of backchannel feedback can lead to unintended agreements that may, in turn, negatively affect trust, reputation, and so on. Although it is generally agreed that it takes years of first-hand experience to fully acclimate (i.e., living in-country), it is certainly important for someone who will be spending time in a new cultural context to prepare for what awaits them. This is the problem cultural training programs attempt to solve. Ad hoc attempts to implement cultural training tend to fall short by only providing passive learning materials to learners, such as a pamphlets of “do’s and don’ts” specific to the country or culture they will be experiencing. While easy, this approach relies heavily on rote learning and produces little or no deep understanding of culture. It also ignores empirical evidence that to develop intercultural competence in a general J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 129–139, 2009. © Springer-Verlag Berlin Heidelberg 2009
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way, training should be built around identifiable stages of development [3,8,9]. For example, if one is rushed to the point of behavior adjustment with limited or no understanding of the underlying cultural reasons, it could greatly hinder their overall development. True intercultural competence requires (at least) a heightened sense of self-awareness, an ability to self-assess, enhanced perceptive abilities, and a proclivity to reflect on experience. In other words, intercultural development requires concomitant metacognitive growth. This paper is about this process and how immersive learning environments and artificial intelligence can be used to promote intercultural learning. Metacognition involves active control over cognitive processes during learning. For example, when a learner is solving an algebra equation, cognition refers to the activities necessary to solve the problem, such as identifying rules to apply, applying them, finding a solution, and so on. Metacognition refers to a higher order of thinking that operates on these cognitive activities, such as planning, analyzing, assessing, monitoring, and reflecting on problem solving decisions and performance. Metacognition also enables more effective learning. A learner who is able to accurately gauge his or her own understanding is better equipped monitor his or her own progress and make productive decisions. This typically involves self-questioning and is part of the larger notion of metacognitive regulation [5]. Metacognitive skills can be taught. Numerous classroom studies have shown that explicitly teaching metacognitive strategies in the context of a specific domain (e.g., physics) can improve learning outcomes [4, p.19]. Strategies taught in these studies integrate metacognitive activities with cognitive and seek to make the steps of analyzing, planning, assessing, and reflection habitual in the learner. Studies have also shown that learning is more effective when learners explain worked out solutions to themselves. This phenomenon, which better learners do spontaneously, is known as the self-explanation effect. It is also possible to scaffold and promote the use of selfexplanations [6]. More recently, computer tutors focusing on teaching metacognitive skills have shown positive effects on learning behaviors (e.g., [1]).
2 Developing Intercultural Competence The Development Model of Intercultural Sensitivity (DMIS), developed by Bennett [3], is a model of intercultural development that has undergone rigorous validation. It is intended to explain how people construe cultural difference and how this ability
Fig. 1. The Developmental Model of Intercultural Sensitivity (DMIS) [3]
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becomes more flexible with time. By construe, Bennett is referring to Kelly’s [11] constructivist view that experience is a function of how one assigns meaning to events that occur in their lives. It is not simply a matter of being present during some event or set of events, but rather how those events are interpreted, encoded into memory, and later remembered. An underlying assumption of the DMIS is that as one’s ability to construe cultural differences evolves, intercultural competence also increases. According to Bennett, “it is the construction of reality as increasingly capable of accommodating cultural difference that constitutes development” [3, p. 24]. What constitutes a cultural difference for someone? It depends on that person’s cultural worldview, which is defined as the set of distinctions the person draws from to construe events in the world. A monocultural person – one who has primarily experienced a single culture in his or her life – will be unable to construe perceived differences from outside that cultural worldview. On the other hand, a person with a broader understanding is generally able to understand, even assume, other cultural worldviews. Hammer and Bennett summarize: “The crux of the development of intercultural sensitivity is attaining the ability to construe (and thus to experience) cultural difference in more complex ways” [8, p.423]. The DMIS is posits two broad worldview orientations: ethnocentrism and ethnorelativism. Each consists of three stages described below. The model is summarized in figure 1. Ethnocentrism is defined as an assumption that “the worldview of one’s own culture is central to all reality” [3, p.30]. Further, an ethnocentric person will implicitly assume that all others share this same worldview. The first ethnocentric stage is denial of difference in which the learner ignores or neglects differences. The next stage is defense against difference which includes recognition of cultural difference, but with negative evaluation. This stage is characterized by an “us vs. them” mindset and overt, negative stereotyping. The last ethnocentric stage is minimization of difference and includes the first signs of considering another cultural worldview. In this stage, the learner emphasizes similarities between cultures and recognizes only superficial cultural differences. Comments such as “we are all the same” are common at this stage. Guidance is especially important because some learners believe minimization is the ultimate stage of growth. When reality sets in that cultural differences are truly significant, there is a risk of withdrawal [3, p. 44]. The remaining three stages represent a shift to the ethnorelative orientation and are characterized by a basic understanding that one’s culture is but one out of many valid worldviews. The first ethnorelative stage is acceptance of difference in which the learner recognizes and appreciates cultural differences. Cultural difference evokes positive feelings, such as curiosity, in the learner for the first time. In the next stage, adaptation to difference, the learner makes an asserted effort to take the perspective of others. Because of this new perspective-taking or “frame shifting” ability, the learner can more easily interact with people from other cultures. The final stage is integration of difference: the learner has internalized multiple cultural worldviews and can easily assume different perspectives. Integration is an advanced stage often requiring years of experience to achieve. Metacognitive skills are critical for advancement through the DMIS stages. Given that the model is based on how one construes cultural differences, it follows that a learner must become aware of the construal process [11], how it works and how to assess their own ability to flexibly construe observed differences. The following metacognitive skills (at least) are related to the DMIS:
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• Enhanced perceptive abilities are needed to consciously recognize cultural differences without reacting to them immediately. • Self-assessment shortcomings can hinder progress through the DMIS stages if the learner is not able to identify communicative failures or misunderstandings. This feeds into self-monitoring and tracking through the stages. • Cultural self-awareness, defined as an understanding of one’s own culture, is an important aspect of movement from ethnocentrism to ethnorelativism [2]. • Self-regulated learning is necessary for advancement: “Generally, people in the later phase of adaptation know how to orchestrate their own learning" [3, p. 59]. • Planning and goal-setting can support progression through DMIS stages, such as seeking to reach a specific stage or to understand specific cultural differences. Bennett addresses metacognition in his discussion of the final stage, integration of difference. He explains: “By being conscious of this dynamic process, people can function in relationship to cultures while staying outside the constraints of any particular one.” [3, p.60]. Of course, reaching this stage typically requires years of firsthand experience and is out of scope for any training program; but, it does make a strong case for nurturing an intercultural learner’s metacognitive skills. This idea is consistent with many intercultural training programs [9]. The rest of this paper explores how immersive learning environments may provide additional support.
3 Intelligent Techniques for Guided Cultural Learning 3.1 Immersive Cultural Learning Environments and Virtual Humans Technologies such as virtual reality and photoreal 3D graphics are particularly important when considering cross-cultural training. High fidelity simulations make it possible to create realistic portrayals of the products of different cultures, such as architecture, art, dress, sounds, language, attitudes, and even smells. This can promote the learner’s sense of immersion and provide a foundation for identifying cultural differences. Two such environments are shown in figure 2. The first is the Tactical Language and Culture Training System (TLCTS) developed by Alelo, Inc. [10]. TLCTS provides an experiential learning environment for acquiring language and cultural skills. In the mission environment (from Tactical Dari, shown on the left side of figure 2), a learner is free to explore an Afghani village, hear the sounds, speak to locals in Arabic using free speech, and make gestures. The clothing, buildings, and surroundings are realistic and thus can give a learner a sense of what it might be like to walk around an actual village. In this way, the system is already in a position to aid in the learner’s identification of cultural differences. The screenshot on the right in figure 2 is from the Adaptive Thinking and Leadership (ATL) simulation game [14]. ATL is a team-training system that uses human role players for both sides in intercultural scenarios. In-game assessment is performed by peers and instructors who observe play and after-action review (AAR) facilities are available to convey the outcomes to trainees. Learners are often assigned to role play as people from different cultures, with appropriate backstories and goals. Role-playing is a well-developed technique in the cross- cultural training literature and consistent with the DMIS with respect to the goal of understanding different cultural worldviews.
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Fig. 2. (Left) The Tactical Language and Culture Training System (Tactical Dari) by Alelo, Inc. [10] and (right) the Adaptive Thinking and Leadership simulation [14]. Reproduced with permission.
In multi-player environments, like the ATL system, inhabitants are human roleplayers. This can be costly and sometimes challenging to control from an educator’s point of view. Research on virtual humans provides an alternative or supplement to cultural team-training in immersive learning environments. Virtual humans combine artificial intelligence (AI) research in cultural and emotional modeling, speech processing, dialogue management, natural language understanding, and gesturing, among others, to enable natural feeling communication and interaction with computercontrolled characters that listen and respond to the user. Virtual humans are driven by detailed models of tasks, emotion, body language, and communication [16]. The underlying representations readily support explanation, which can be useful for learning [7]. In the case of intercultural education, it is important to endow virtual humans with the ability to explain their actions and reactions in terms of their cultural worldview. It is also important that their behavior be controllable in order to establish conditions that best promote learning. 3.2 Experience Manipulation and Implicit Feedback Generally speaking, computer simulations simulate real world phenomena as accurately as possible. There are circumstances when it is appropriate to consider goals other than fidelity when deciding how a simulation should behave and what events should occur. For instance, to enhance entertainment value, a popular basketball video game in the 80’s included special modes that allowed players to jump well over ten feet high and be “on fire”. In this case, the goal of entertaining the player trumps the goal of simulating basketball completely realistically. In the case of learning, the same idea applies: if a certain event or situation will promote learning, then the simulation should seek to produce that experience. The caveat is that in the case of learning, the adaptations should probably fall within bounds of feasibility. We refer to this general technique as experience manipulation and now discuss several ways it might be used to promote metacognitive growth and cultural learning.
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Fig. 3. Expressions of anger, skepticism, and appreciation by virtual humans [7,16]
In a face-to-face intercultural situation, there are several ways that intelligent interventions could promote learning: • • • •
recognizing that an error was committed (or a good action was taken) finding a causal link between the action taken and the observed reaction understanding the reason(s) and culpable underlying cultural differences learning to avoid the same mistake in the future (or sustain good actions)
If a learner commits a cultural error, for example, and simply concludes to avoid the same behavior in the future, it will contribute little in their progression through the DMIS stages since this does not get to underlying causes. Also, the stage a person is in impacts how cultural differences are interpreted. Someone in the denial phase may not even be willing to accept the fact that a cultural error even occurred, for example. A learner in the other two ethnocentric stages (defense and minimization) may be aware an error occurred, but unwilling to take blame or perhaps place the onus on the virtual human to be the one who should adapt. Based on this understanding, the reaction of a virtual human to a cultural error should be appropriate for that learner. Feedback from the simulation itself, such as the oral and nonverbal reactions of virtual humans, is called implicit feedback. To support recognition of cultural errors, there are several strategies that can be used adjust implicit feedback to promote learning. One of the simplest is to accentuate verbal responses of characters to draw more attention to anger or negative feelings, in the case of an error, thus supporting the learner in recognizing a cultural difference that exists. Similarly, implicit positive feedback can be achieved by accentuating positive and laudatory responses to correct user actions. In some cases, it may even be appropriate for the virtual human to deliver an impassioned mini-lecture regarding the cultural issues in question. The choice of words by the virtual human can be designed to refer directly to actions taken by learner to support the pedagogical goal of linking cause and effect in the learner’s mind. In addition, the virtual human might also drop hints regarding the underlying cultural differences. Other forms of implicit feedback, such as body language and gestures, can have a dramatic effect on the communicative power of utterances. Figure 3 shows several virtual humans in different emotional states and displaying a variety of gestures. The timing and emphasis of these gestures can be adjusted to meet pedagogical goals in a way similar to the utterance content. Aside from body
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language, other features that might be adjusted in virtual humans are facial expressions, speech rate, intonation, and tone, emotional state, and personality traits. 3.3 Experience Management and Interactive Narrative The techniques described in the previous section all focused on emphasizing specific details of interacting with virtual humans to support the learner in recognizing cultural difference and improving their ability to self-assess in an interpersonal context. Of course, explanations for why certain behaviors are culturally offensive can be very complex. They may involve fundamental differences between worldviews, varying ethical standards, social structure, historical and geographical factors, and so on. A deep understanding of culture includes these advanced notions and may enable a learner to go beyond rote learning by providing the knowledge needed to reconstruct appropriate surface behaviors later. Cultural simulations should provide diverse cultural experiences that go beyond one-onone interactions and manage how events are presented and experienced by the learner. One such technology focusing on experience management is automated story directing (ASD) [15]. The goal is similar to that of a traditional tutoring system: allow users to feel as much freedom as possible, but keep them on certain paths that consist of certain experiences. The “path” in an interactive storytelling system is a storyline consisting of plots, arcs, events, and other narrative elements. Users may “break” a storyline by taking actions in the virtual world, and so ASD systems use a variety of techniques, like reactive planning, to repair storylines and re-plan when new events are deemed desirable. Often, the aim is to maximize engagement. For cultural training, the additional aim is to create situations and conditions that specifically address intercultural development of a learner and their specific areas of need. Learning issues involving metacognitive skills come into play when we consider the learner’s role in the narrative. She or he must be aware that the actions being taken are being observed by the AI agents in the simulation and that choices being made have observable outcomes. Just as behavioral details of interactions can be manipulated to highlight differences, so can story elements. For example, if a learner makes a gender-related error early in a game, the ASD may decide to propagate this knowledge through the social network so other story elements and characters can exploit the weakness. Here the goal is not only to teach gender specific cultural differences, but also to encourage consideration of unintended cultural consequences of earlier actions. This requires the metacognitive ability to continuously self-assess over an extended period, reaching back further than just the most recent action, and the ability to predict (another metacognitive skill). After dealing with negative consequences of actions, it is hoped that a learner will become more likely to anticipate possible unintended outcomes of actions before taking them. 3.4 Guidance and Feedback Inherent risks exist in unguided environments, such as inefficient learning, the formation of misconceptions, and development of incomplete or fragmented knowledge [12]. Experience manipulation and implicit feedback can certainly mitigate these risks to a certain degree, but to adequately address the needs of novice and intermediate learners, explicit feedback from a human tutor, pedagogical agent, disembodied
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coach, or other form of intelligent tutor has the potential to greatly enhance learning. Explicit guidance can come in different forms in an immersive learning environment. A pedagogical agent who plays a role in the underlying simulation is a popular approach. The TLCTS [10] and the mission rehearsal exercise described in [16] both provide pedagogical agents in the form of a knowledgeable companion who can give hints on how to succeed. No matter what the modality, explicit feedback generally provides more direct and understandable guidance than implicit – this is especially important for novices [12]. Immersive learning environments can be overwhelming at times. With respect to cultural learning, explicit hinting and feedback can help learners in several ways: 1. 2. 3. 4. 5.
confirm a learner’s interpretation of observed virtual humans behaviors explain the cultural differences in play during specific interactions explain the “under the hood” reasoning of a virtual human hint about ideal actions to take or warn against certain risks suggest the learner identify possible outcomes and desirable end states
Explicit tutorial feedback removes a level of interpretation for the learner. Rather than guessing or inferring the cognitive and emotional states of virtual humans, a clear statement by a tutor can act as a strong scaffold for learning in immersive cultural environments. There are certainly cognitive aspects to the tactics listed above, but they also address the metacognitive demands of intercultural development. Tactics 1-3 encourage self-assessment by describing the impact of a learner’s actions on a virtual human. Because this is feedback being delivered in a real-time environment, the issues of distraction and cognitive overload need to be considered. Thus, it is ideal to keep “in-game” feedback short and precise, saving the longer explanations for postpractice reflection. Hinting (tactic 4) can be direct (and at the cognitive level), but also can be used to encourage the learner to think about pros and cons of taking different actions – this is especially important in ill-defined domains where assessment is inherently challenging [13]. The content of tactics 1-4 are precisely the what should be a part of the learner’s deliberations before acting in the environment. Such cognitive activities by the learner would constitute attempts at self-explanation. Tactic 5, identifying potential end states, is a purely metacognitive tactic that is geared towards supporting goal formation and identifying “what right looks like.” Encouraging the learner to “think before acting”, to engage in planning and simulate hypothetical actions, and “reflect after acting” are at the core of metacognitive growth and a fundamental requirement for advancement through the DMIS stages. Tutorial sub-dialogues are rarely possible in real-time environments, and so there is time only for very brief periods of reflection. However, once a practice session or exercise is complete, there is time to carefully target metacognitive skill development. Immersive learning environments should therefore provide supporting tools such as video playback. Reflective tutoring is an appropriate supplement to guide the use of these tools and to fill in the gaps from feedback that was delivered during practice. The reflective tutoring system built for the virtual humans [7] walks the student through three questions: (1) What happened? (2) Why did these events occur the way they did? and (3) How can good performance be sustained and poor performance be improved? A promising approach here is to leverage explanation facilities of virtual humans to uncover their thinking via explanation and discover what other actions may
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have produced better outcomes. An advanced tactic is to restart the simulation to give the learner a second chance (a “mulligan”). Reflection at this point may enhance selfassessment skills and intercultural growth.
4 Conclusions and Suggestions for Future Research This paper has argued that achieving intercultural competence requires strong metacognitive abilities. Although cross-cultural training programs frequently adopt metacognitive approaches to teaching intercultural competence, the connection is rarely made explicit. The Peace Corps describes this growth as a continuum from unconscious incompetence (not knowing anything and being blissfully unaware of differences) to unconscious competence (full awareness of differences and appropriate behavior is second nature). By describing these stages, the learner put in a position to self-monitor their advancement. This then requires application of other metacognitive skills, such as self-assessment, self-explanation and self-regulation, to progress through the stages. The Developmental Model of Intercultural Sensitivity (DMIS) is an empirically derived and validated model of intercultural development based on notion of how cultural differences are “construed” by a learner [3,11]. To develop intercultural competence, it is necessary to construe cultural difference in progressively more complex ways, such as from different cultural worldview perspectives. Growth here also requires mature metacognitive abilities and it may be possible to promote these skills in modern immersive learning environments through a combination of experience manipulation and explicit guidance. The DMIS suggests cultural difference as the pivot point for intercultural growth, and so careful direction of virtual humans and delivery of feedback that targets self-assessment, predictive, and reflection skills has the potential to speed the growth to intercultural competence. Most of the computer simulations built for cultural education have not undergone rigorous experimental evaluations for learning or for intercultural development. Hammer and Bennett’s Intercultural Development Inventory (IDI) [8] has been used to validate the DMIS and may provide a suitable metric for determining the valueadded, if any, that comes from augmenting cultural training programs with immersive learning environments – especially if the IDI can be administered repeatedly and rates of change can be tracked. Other more general questions about feedback are suggested for further study. For example, • • • •
Does implicit pedagogical feedback break immersion? If so, what is the cost (if any) to breaking immersion with respect to learning? What is the interplay between implicit and explicit feedback? What situations merit the use of explicit feedback?
The use of implicit feedback and experience manipulation is perhaps one of the most important open questions to address. The instructor interface to the ATL serious game [14] provides the ability to throw “curve balls” to teams during their missions, such as helicopter fly-overs. These are intended to support the development of adaptive thinking skills under stress. This is related to research in the ITS community on finding the appropriate level of challenge for a learner. These connections need further exploration, as does the reasoning behind expert instructors’ decisions to throw curve balls:
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What are the triggers? How do instructors decide which curve ball to throw? The answers may not always involve metacognitive skills, but as this paper has attempted to argue, manipulations of this sort in an intercultural context may be ideal to highlight cultural differences to give learners practice in dealing with them and in developing intercultural competence.
Acknowledgments The project described here has been sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM). Statements and opinions expressed do not necessarily reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
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13. Ogan, A., Aleven, V., Jones, C.: Culture in the classroom: Challenges for assessment in illdefined domains. In: Ikeda, M., Ashley, K.D., Chan, T.-W. (eds.) ITS 2006. LNCS, vol. 4053. Springer, Heidelberg (2006) 14. Raybourn, E.M.: Applying simulation experience design methods to creating serious game-based adaptive training systems. Interacting with Computers 19, 206–214 (2007) 15. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic experience management in virtual worlds for entertainment, education, and training. Int. Tran. on Systems Science and Applications, Sp. Iss. on Agent Based Systems for Human Learning 4(2), 23–42 (2008) 16. Swartout, W., Gratch, J., Hill, R., Hovy, E., Marsella, S., Rickel, J.: Toward virtual humans. AI Magazine 27(2), 96–108 (2006)
The Application of the Flexilevel Approach for the Assessment of Computer Science Undergraduates Mariana Lilley and Andrew Pyper University of Hertfordshire, School of Computer Science, College Lane, Hertfordshire AL10 9AB, United Kingdom {m.lilley,a.r.pyper}@herts.ac.uk
Abstract. This paper reports on the use of the flexilevel approach for the formative assessment of Computer Science undergraduates. A computerized version of the flexilevel was designed and developed, and its scores were compared with those of a traditional computer-based test. The results showed that the flexilevel and traditional scores were highly and significantly correlated (p<0.01). Findings from this study suggest that the flexilevel approach is a viable adaptive testing strategy, and may be a good candidate for smaller applications where IRT-based CATs may be too demanding in terms of resources. Keywords: e-assessment, flexilevel, adaptive testing strategies.
1 Introduction The past two decades have seen an increased use of e-assessment applications in higher education, to the extent that the use of computer technology in student assessment is rapidly becoming a common feature across the sector. Most of these applications, however, are based on a “one-size-fits-all” approach of assessment, and tend to mimic traditional forms of static assessment (for example, paper-and-pencil objective tests). Examples of e-assessment applications that exploit the interactive nature of computers in order to adapt to the characteristics of individual students are few; indeed some argue that the full potential of the use of technology in higher education assessment has not yet materialized (see, for example, [2] and [6]). An example of an e-assessment application that adapts to the characteristics of individual students is computerized adaptive testing. Adaptive testing differs from traditional testing in the way in which the questions to be administered during a given assessment session are selected. In traditional testing, all students are presented with the same set of questions, regardless of their proficiency levels within the subject domain. By contrast, in an adaptive test, the application’s algorithm unobtrusively monitors the performance of students during the test, and then employs this information to dynamically adapt the sequence and level of difficulty of the questions (or tasks) to individual students. Adaptive testing has been primarily associated with Item Response Theory (IRT) [8, 11]. Projects such as SIETTE [3, 4, 9, 10] have shown the efficacy of an IRTbased approach to adaptive testing in higher education. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 140–148, 2009. © Springer-Verlag Berlin Heidelberg 2009
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Other studies on the use of adaptive testing in a higher education environment include research previously conducted by one of the authors [7]. In this work, it was shown that the application of an IRT-based approach to adaptive testing supported proficiency level estimates comparable to those obtained using traditional (i.e. static) tests. The IRT-based approach to adaptive testing was also shown to be effective at tailoring the level of difficulty of a test to the proficiency level of individual students. By tailoring the level of difficulty of the question or task to individual proficiency levels, students were challenged by test items at an appropriate level, rather than demotivated by items that were above or below their proficiency level. Despite these positive findings, procedural factors impeded a greater uptake of the adaptive approach as proposed in the research [7]. The implementation of IRT-based adaptive testing applications is a complex task. Most importantly, the IRT model requires a large and calibrated database of questions. The calibration process usually requires a large item pool and specialist calibration programs, such as Xcalibre [1, 5]. This paper reports on a pilot study that investigated the implementation of computerized adaptive testing based on the flexilevel approach [8, 11] as an alternative to IRT-based algorithms. An overview of the flexilevel approach is presented in the next section of this paper.
2 The Flexilevel Approach Like IRT, flexilevel algorithms attempt to match the level of difficulty of questions to the proficiency level of individual students. The Flexilevel approach, however, is based on a fixed branching strategy that is less complex to implement than IRT-based algorithms. Database calibration is also simpler; indeed Lord [8, p. 117] suggests that “any rough approximation” of the difficulty, of the questions will be adequate. The difficulty of a question is determined by the following formula (adapted from Ward [12]):
⎛ n × 100 ⎞ ⎟⎟ D = 1 − ⎜⎜ p n r ⎝ ⎠
(1)
In Equation 1, np is the number of students who answered the question correctly, and nr is the total number of students who answered the question. In addition to simpler calibration, smaller question databases are required. The flexilevel approach requires a database of 2n-1 question (where n is the number of questions to be administered during the test). A flexilevel test typically starts with a question of medium difficulty. If the student answers the question correctly, a more difficult question is presented. Conversely, if the question is answered incorrectly, an easier question follows. The flexilevel approach was initially devised as a self-scoring paper-and-pencil test [8]. As an example, consider a paper-based test with 19 questions; the difficulty of the questions ranging from 0.05 (easiest) to 0.95 (hardest).
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M. Lilley and A. Pyper [Q10, difficulty = 0.50] Red 1 [Q9, difficulty = 0.45] Blue 1 [Q11, difficulty = 0.55] Red 2 [Q8, difficulty = 0.40] Blue 2 [Q12, difficulty = 0.60] Red 3 [Q7, difficulty = 0.35] Blue 3 [Q13, difficulty = 0.65] Red 4 [Q6, difficulty = 0.30] Blue 4 [Q14, difficulty = 0.70] Red 5 [Q5, difficulty = 0.25] Blue 5 [Q15, difficulty = 0.75] Red 6 [Q4, difficulty = 0.20] Blue 6 [Q16, difficulty = 0.80] Red 7 [Q3, difficulty = 0.15] Blue 7 [Q17, difficulty = 0.85] Red 8 [Q2, difficulty = 0.10] Blue 8 [Q18, difficulty = 0.90] Red 9 [Q1, difficulty = 0.05] Blue 9 [Q19, difficulty = 0.95]
Fig. 1. Adapted from Lord [8]. Layout of a paper-based flexilevel test, in which Q1 is the easiest question and Q19 is the hardest question
In the example shown in Fig. 1, the student will start the test by answering Q10 (i.e. question of medium difficulty). The answer sheet will inform the student whether each response was correct or incorrect; for example, a red spot appears where the student has selected an incorrect answer and a blue spot appears where the student’s response was correct. Each time a correct answer is given, the question to be answered next is the lowest numbered “blue” question not previously answered. In the event of an incorrect response, the next question to be answered is the lowest numbered “red” question not previously answered. A student who answers all questions correctly will answer the following sequence of questions: Q10, Q11, Q12, Q13, Q14, Q15, Q16, Q17, Q18, and Q19. A student who answers all questions incorrectly will answer the following sequence of questions: Q10, Q9, Q8, Q7, Q6, Q5, Q4, Q3, Q2, and Q1. A student who answers the first question incorrectly, and all the following questions correctly will answer the following sequence of questions: Q10, Q9, Q11, Q12, Q13, Q14, Q15, Q16, Q17, and Q18. Following the directions for a paper-based flexilevel test can be an onerous and disengaging task. This issue can be avoided by developing a software application to select, administer and score the questions, and this is the focus of the study reported here.
3 Methodology The experiment was designed to model a real formative assessment situation as far as possible, given the constraints of the experimental design. So, whilst participants were free to leave without consequence and they were not the subject of the test, they were encouraged to engage with the test as if it were a real formative assessment. 3.1 Participants Twenty-four final year Computer Science undergraduates participated in the experiment. They had previously studied the topic that was the subject of the test, but were briefed that the experiment was a test of the software application and not of them.
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3.2 Software The software prototype was developed using VB.NET with an Access database to store the questions and responses. There were 29 questions; these were separated into two pools, one to populate the flexilevel test (19 questions), and the other to populate the statically selected test (10 questions). The questions had previously been used in standard testing and calibrated based on the calibration formula described previously. The order of presentation of the two tests was randomised. The two different sets of questions had different light background colours on the question screens. This was done in order to enable the experimenters and participants to refer to the different tests without naming them. The colours used were selected because they maintained a clear contrast between the text of the questions and the background of the screen. Fig. 1 shows the layout of the question screen.
Fig. 2. Screenshot of the flexilevel software application
Finally, the software allows for the timing of a test, and displays time elapsed and number of questions answered throughout the test. 3.3 Questionnaire The questionnaire document consisted of a briefing section setting out information about the flexilevel approach, test and questionnaire and 15 statements that participants could rate using a 5 point Likert scale from 1: Strongly Disagree to 5: Strongly Agree. The statements are shown in Tables 3 (ease of use) and 4 (perceived usefulness). The statements were designed to elicit participants’ views on the ease of use of the software application and the perceived usefulness of the software application.
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A further 3 questions that asked for free text responses were included, and are shown in Table 1 below. Table 1. Open questions included in the questionnaire
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Statement What problems, if any, can you see to the uptake of this adaptive testing approach?
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Is there a question that you would like to have been asked? If so, what is it and how you would answer it?
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Can you see any benefits of this adaptive testing approach?
3.4 Experimental Procedure The participants were briefed that they were about to engage in an assessment using a new form of software assessment. They were told that the test was of the software and not of them. However, in order to encourage them to answer the questions to the best of their ability, participants were informed that the participant with the highest overall score would be given £20.00. They were also told that they would be asked to fill in a questionnaire. All participants were offered £10.00 as a thank you for participating, but it was made clear that they could leave at any time and did not have to complete the test or the questionnaire in order to receive the money. The participants took the test in a computer lab in test conditions. They started the test in their own time and had 25 minutes to complete the whole test; this was monitored by the software application. This enabled the collection of the performance of participants in the two tests and the reporting of their results at the end of the test. Once the participants had completed the tests they were asked to fill in the questionnaires that had been placed by their computers. This enabled the collection of data associated with the views of participants. 3.5 Hypothesis The hypothesis of the experiment was that there would be a significant correlation between students’ results on the statically generated test and the flexilevel generated test.
4 Results A summary of students’ performance is presented in Table 2. Table 2 shows that the range of scores achieved by participants was relatively large for both test conditions and that there is little apparent difference between the conditions.
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Table 2. Summary of student scores for each section of the test (N=24) Test Flexilevel Static
Minimum
Maximum
1.0 2.0
9.0 8.5
Mean 4.62 4.89
Std. Deviation 2.10 1.91
A Pearson product-moment correlation coefficient was computed to assess the relationship between the flexilevel and static scores shown in Table 2, r=0.764, n=24, p<0.01, Sig. (2-tailed)=.000. A paired-samples t-test showed no significant difference between the flexilevel and the static scores, t(23) = -.954, p=.350. The scatterplot shown in Fig. 2 illustrates the results.
Fig. 2. Scatterplot diagram showing the scores achieved by participants in the two test conditions
Student responses to the questionnaires were also analysed. Table 3 below shows that the majority of participants agreed with statements concerning the ease of use of the software application. As can be seen from Table 4, participants were also positive when responding to statements about the perceived usefulness of the software application. This was particularly the case in terms of using the flexilevel for formative assessment (statement 4), areas that the participants might need to work on (statement 6), or not (statement 11) and that if flexilevel tests were made widely available that they would use them (statement 13).
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M. Lilley and A. Pyper Table 3. Ease of use. Mode and median for the responses. Statement Median Mode 1. Learning to use the Flexilevel software application would be 4 4 easy for me. 2. I would find it easy to remember how to perform tasks (e.g. 4 4 how to answer a question) using the Flexilevel software application. 3. I would find the Flexilevel software application easy to use. 4 4 Table 4. Perceived usefulness. Mode and median for the responses. Statement Median 4. I would find the Flexilevel approach useful for practice 4 tests. 5. I would find the Flexilevel approach useful in summative 3.5 tests (i.e. the test score counts towards my final grade). 6. The adaptivity supported by the Flexilevel approach 4 would help me to identify the areas in which I need to work harder more quickly. 7 The adaptivity supported by the Flexilevel approach would 4 enhance my overall assessment experience. 8 For practice tests, I would prefer using the Flexilevel 4 approach to other forms of objective testing. 9. For summative tests, I would prefer using the Flexilevel 3 approach to other forms of objective testing. 10. The system used to score a Flexilevel test makes sense to 4 me. 11. I would find the score provided by the Flexilevel 4 approach useful at identifying how much I have learned. 12. I would find it useful if the level of difficulty of a test is 4 tailored to my level of understanding. 13. Assuming the Flexilevel software was available to me for 5 practice tests, I predict that I would use it on a regular basis. 14. In practice tests, test questions that are too easy are less 4 engaging than those questions that are tailored to my level of understanding. 15. In practice tests, test questions that are too difficult are 3 less engaging than those questions that are tailored to my level of understanding.
Mode 5 3 5
4 4 3 4 4 4 4 4
3
Participants were less positive in their responses to the use of the flexilevel approach in summative assessments (statement 5) and tended not to agree that more difficult questions were less engaging (statement 15). The open questions were included to enhance the richness of the data collected, but were too few to be subjected to content analysis. As such, they will be used to inform the discussion of the results that follows, rather than being reported in this section.
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5 Discussion The results of this pilot study are very encouraging, there is a high and significant correlation between participants’ performance on the two different types of test and participants were positive about their use of the software. Additionally, participants were positive about the use of the flexilevel approach in formative assessment. Moreover, there was a reasonably wide distribution of scores. So, it seems that performance of participants in the two tests is consistent across a range of attainment. Nonetheless, this is a pilot study, and as such there are aspects of this study that future experiments will need to replicate. The participants are all final year undergraduate students. It may be expected that such a sample would have no problems with using the software application. The measures of ease of use are important in controlling for potential extraneous variables, and also to identify any usability issues in these early stages of development. In this sense a sample of Computer Science undergraduates was a good choice for the pilot study. Expert analysis of the interface indicated no serious usability issues that might be expected to trip up even users with a high degree of technical literacy. The results of the study bear this out. Clearly the downside to using Computer Science students as participants is that this sample of participants may not be representative of a wider student population. Whilst the participants in this study reported no problems in using the software application, it seems likely that extrapolating this to a wider population would be unwise. Clearly an important part of future experiments would be to involve participants from a wider population of students. One reservation raised about the software application was that “You can't go back and correct a previous answer”. This is a necessary feature of the system, however, because if participants were able to go back and review the questions, they would soon be able to enhance their marks simply by going back and attempting the questions until they found the correct response. In terms of the perceived usefulness of the application, there seems to be a difference in the way participants perceived the flexilevel approach as a tool for formative and summative assessment. Participants were positive about the formative use of the flexilevel approach. One participant commented that “providing multilevel questions after one another is good”. As noted previously, participants believed it could support them in their academic progress – “...would really help to outline where problems in understanding lie and help students to address those areas.” Also “...good approach to learning giving better students harder questions.” This attitude did not extend to the use of the flexilevel approach in summative contexts: “all students may not be tested equally” and “I think that there would be a smaller gap in marks between good and bad students than in normal tests which would not be good for assessment”. Participants did suggest that the flexilevel approach would enhance their overall assessment experience (statements 7 and 12), but it seems that this enhancement would mostly be realised in the formative assessment they engage in. An informal observation has been that students were uncomfortable using a system in which the scoring system was not clear to them; for example, maximum likelihood estimates, used in IRT-based adaptive testing may not be obvious to all. In this study, participants indicated that they did indeed understand how the scoring system worked
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(statement 10). This could be taken to be support for the use of a simpler adaptive system than those that had been previously employed. However, this bears further scrutiny in future work given that participants felt that high-performing students may be disadvantaged by this scoring in summative assessments.
6 Conclusion This pilot study was concerned with the efficacy of the flexilevel approach to adaptive testing when compared to standard computer based testing. The results show a highly significant correlation between scores achieved by participants on the two tests. This provides a basis upon which to replicate and extend this research to include larger groups of students and those in studying in different academic disciplines. This will be the subject of future work.
References 1. Assessment Systems Corporation, XCALIBRE Marginal Maximum-Likelihood Estimation, http://assess.com/xcart/product.php?productid=270&cat=0& page=1 2. Challis, D.: Committing to quality learning through adaptive online assessment. Assessment & Evaluation in Higher Education 30(5), 519–527 (2005) 3. Conejo, R., Guzmán, E., Millán, E., Trella, M., Pérez-de-la-Cruz, J.L., Ríos, A.: SIETTE: A Web–Based Tool for Adaptive Testing. International Journal of Artificial Intelligence in Education 14, 1–33 (2004) 4. Conejo, R., Millán, E., Pérez-de-la-Cruz, J.-L., Trella, M.: An empirical approach to online learning in SIETTE. In: Gauthier, G., VanLehn, K., Frasson, C. (eds.) ITS 2000. LNCS, vol. 1839, pp. 604–614. Springer, Heidelberg (2000) 5. Gierl, M.J., Ackerman, T.: Software Review: XCALIBRE — Marginal MaximumLikelihood Estimation Program, Windows Version 1.10. Applied Psychological Measurement 20(3), 303–307 (1996) 6. Joy, M., Muzykantskii, B., Evans, M.: An Infrastructure for Web-Based ComputerAssisted Learning. ACM Journal of Educational Resources 2(4), 1–19 (2002) 7. Lilley, M.: The Development and Application of Computer-Adaptive Testing in a Higher Education Environment, Unpublished PhD thesis, School of Computer Science, University of Hertfordshire, Hertfordshire (2007) 8. Lord, F.M.: Applications of Item Response Theory to Practical Testing. Lawrence Erlbaum Associates Inc., Mahwah (1980) 9. Ríos, A., Conejo, R., Trella, M., Millán, E., Pérez-de-la-Cruz, J.L.: Aprendizaje automático de las curvas características de las preguntas en un sistema de generación automática de tests. In: Actas de la Conferencia Española para la Inteligencia ArtificialCAEPIA 1999 (1999) 10. Ríos, A., Millán, E., Trella, M., Pérez-de-la-Cruz, J.L., Conejo, R.: Internet Based Evaluation System. In Open Learning Environments: New Computational Technologies to Support Learning, Exploration and Collaboration. In: Proceedings of the 9th World Conference of Artificial Intelligence and Education AIED 1999, pp. 387–394. IOS Press, Amsterdam (1999) 11. Wainer, H.: Computerized Adaptive Testing: A Primer. Lawrence Erlbaum Associates Inc., Mahwah (2000) 12. Ward, C.: Preparing and Using Objective Questions. Nelson Thornes Ltd., Cheltenham (1980)
Development of Ubiquitous On-Demand Study Support Environment for Nursing Students Yukie Majima1, Yumiko Nakamura2, Yasuko Maekawa2, and Yoichiro So3 1
Department of Liberal Arts and Science, Osaka Prefecture University 1-1 Gakuencho, Naka, Sakai, Osaka 599-8531, Japan [email protected] 2 School of Nursing, Osaka Prefecture University 3-7-30 Habikino, Habikino, Osaka 583-8555, Japan [email protected], [email protected] 3 Production Systems Research Lab. KOBELCO 1-5-5 Takatsukadai, Nishi, Kobe, Hyogo 651-2271, Japan [email protected]
Abstract. We were selected to work with “Development of e-Learning Program to help enhance human resource ability based on needs,” which is a government supported program of fiscal year 2005 to address modern education needs (Modern GP). The program has therefore been underway since 2005. The objectives of the program are to use e-Learning to further improve education and teaching practices qualitatively for nursing education, to supply high-level nursing practice capabilities, and provide a new environment in which students can study independently in an efficient manner. The main targets to achieve the program goals are: i) to produce e-Learning training materials that include examples of nursing to use for the study of nursing practice and support students’ acquisition of problem-solving abilities during nursing operations; and ii) to construct an environment to support ubiquitous on-demand studies in which students can study for themselves easily, at any time, and anywhere on campus or on the actual practice site using this e-Learning methodology. This paper presents a report of an actual lecture class conducted in using such training materials. Keywords: Education of nursing, Nursing practice ability, E-learning, Ubiquitous on-demand study.
1 Introduction As medical treatment levels are becoming more advanced and patients’ requirements become increasingly diverse, what is requested now by every organization that is taking part of nursing education is the need to better cultivate human resources to work in nursing positions so that they can gain proper proficiency in nursing practice, which means the ability to assess a patient’s situation correctly, then understand and provide the most appropriate nursing care to that patient. To respond to that social need for human resources, we believe that it is necessary to improve the education J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 149–155, 2009. © Springer-Verlag Berlin Heidelberg 2009
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and instruction of nursing more qualitatively, and to provide students with a new environment in which they can study efficiently. Among all educational activities, the most effective way for students to acquire actual nursing capabilities is to have the learner join on-site practice training, which is arequired part of the nursing education curriculum. Through on-site practice, students can learn comprehensively by communicating directly to patients or those who require nursing care. However, such practicing facilities are spread out in various locations. For that reason, the situation available on site is not necessarily as good a study environment as that available on campus. The campus might provide facilities such as libraries, Internet capability, and IT equipment. By making e-Learning available at every on-site practice location, we believe that we can not only improve the study environment situation, but also help to raise the quality level of the study itself. Under these circumstances, the School of Nursing at the Osaka Prefecture University was selected to work with “Development of e-Learning Program to help enhance human resource ability based on needs,” which is a government-supported program of fiscal year 2005 to address modern educational needs (Modern GP). The actual title is “e-Learning to help acquire nursing practice ability –Construction of a ubiquitous on-demand study supporting environment–.” The program began activities last year as the “CanGo” project. “CanGo” stands for “Communication”, “Art”, “Nursing”, “Good practice”, “Osaka Prefecture University”. This paper reports the actual classes taught in 2006-2007 using materials that were developed specifically for this project based on project activities undertaken in 2005, and of the results obtained from on-site training support we gave to students.
2 CanGo Project Summary The CanGo project objective is to fill the gaps that are readily noticeable from one study method to another, to improve the efficiency and usefulness of every study activity on-campus or off-campus, and to improve students’ attitudes toward study more aggressively. This objective must be achieved so that students can acquire the ability to solve study-related problems that might often occur in lectures, or during practice sessions made on-campus or on-site, all of which are conducted in the regular curriculum of nursing education. The backbones of our activities are: i) to produce e-Learning materials for the study of nursing practice and examples for use by students to acquire problem-solving ability; and ii) to construct a ubiquitous on-demand study-supporting environment in which students can study independently through e-Learning at any time, anywhere, and without any difficulty whatsoever. Through these four-year studying opportunities on and off campus, we are hoping to help students acquire capabilities to solve all kinds of nursing problems efficiently and aggressively so that, eventually, we can produce in our society good human resources with full proficiency in advanced nursing practice capabilities. Specifically, the following three unique environments are available to support students’ study.
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Utilizing USB memory that stores the recorded study history, anyone can easily download examples of nursing from the nursing training materials server machine. Each student is allowed to compile a digital nursing dictionary by downloading the necessary sub-training materials before the on-site practice starts. We believe that any student can study independently while compiling such a “personal digital nursing dictionary.” During that study process, a learner would be able not only to review and summarize the contents of past study, but also to proceed with meta-recognition that would point to further study or related activities, and what knowledge and nursing technology must be acquired before the on-site practice starts. Finally, to support selfstudy, a bi-directional study support environment would be prepared in which a
Fig. 1. Overall structure of CanGo project Table 1. CanGo project targets and its accomplishments Targets 1) Develop 100 examples of nursing by re-structuring the existing nursing examples documents, and construct a training-material database 2) Construct a ubiquitous on-demand study support environment that is openly available to students Accomplishments 1) Development of 107 examples in four specialized nursing areas, and a total of 1901 references for the digital nursing dictionary 2) Supplying equipment for study support environment 272 portable multimedia terminals 15 laptop PCs to support lecture classes 1 wireless attachment for a projector
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student can receive guidance from the instructor through e-mail that might be available using a cell phone or other media equipment. Figure 1 depicts the overall structure of the CanGo project. Table 1 shows its targets.
3 e-Learning Materials for Nursing Examples Simulation We produced nursing training materials with examples for each specialized nursing area based on prototype training frames for e-Learning of nursing, developed by Majima et. al. and Seta et. Al.[1,2,4,5] to improve nursing students’ problem-solving abilities.
Fig. 2. Training frames on nursing examples
Fig. 3. Digital nursing dictionary
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Training frames (Figure 2) consist of two study modes. In study mode 1, a series of nursing processes can be studied through “Understanding patients’ examples”, “Problem studies on nursing”, and “Evaluation of analyzed results”. Study mode 2 is available for each example of a patient, in which the student can self-study, when necessary, through the contents of basic and required knowledge of specialized nursing practices, nursing techniques, and national-examination-related materials. Training materials were produced using multimedia techniques incorporating sound effects, animation, and illustrations. Contents that are organizing the training materials can be reorganized and reused for other digital sub-training materials, allowing the creation or addition of any new training materials without difficulty. Moreover, after downloading, they can be used to create a new digital nursing dictionary (Figure 3). In the other mobile method, Maag[3] introduced an emerging technology using by podcasting in nursing education.
4 Practice and Example in Nursing Education From 2006 to 2007, we hosted a series of lectures using training materials developed in from 2005 to 2007, and used portable multimedia terminals for on-site practice. Following are the ideas and opinions given to us after that on how to improve practices, as well as other useful advice. 4.1 Lectures Using Training Materials with Nursing Examples Instructors who joined in the creation of training materials actually used them in their classes. We asked them to report about how they used the training materials in their classes in addition to the responses they received from their students. To have them conduct such training in their classes, the study-support environment development team of the project organization supplied the training materials, computers and assemblies, and other materials to instructors who requested them. The execution evaluation team helped create questionnaires for students and the reporting formats to be used by the instructors. The actual lectures were intended mainly for third-year nursing department students (about 120–140) studying for work in five different nursing fields. Following are some examples of how training materials were used: i) Starting with the introduction of the patient starring in the training materials of examples on nursing (giving self-introduction narration by the patient), the patient subsequently presented scenes in which nursing problems are described; then the students were separated into work groups and each was expected to make a nursing care plan, and to present it before others, which were finally evaluated by the instructor with appropriate comments provided. ii) Introduction of some nursing examples and scenes of nursing care problems were posed. iii) Providing the students with some nursing care problems beforehand to use them in later work to be done by every group. Therefore, different approaches seem to have been taken by each instructor. Some opinions from the students are as follows: “It was easy to grasp the images of the examples,” “It was easy to read the patient’s emotions shown in the examples,” “It was realistic, so it was easy to understand,” “It was realistic and practical,” “It
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was good from a visual perspective with the image pictures provided,” “It was easy to know the necessary information,” “It was good to hear the information given by voice,” and “I was able to understand the priority of the nursing care problems.” Additionally some students pointed out not only about how to collect information, but also about the methodology of how nursing-care assistants should recognize situations to move forward to create opportunities to educate patients. 4.2 On-Site Practice Support by Portable Multimedia Terminals We prepared portable multimedia terminals (PSP, Play Station Portable; Sony Corp.) loaded with training material contents prepared for the associated nursing practice areas, and lent them each to students who agreed to monitor them. Subsequently, we requested that they use them during the entire practice period. We requested them to give us opinions regarding the operability of the training materials and other information when they had to return the terminal. Following are some of the comments. Portable Multimedia Terminal 1. It was good to be able to find and view the necessary document without taking much time. 2. Because it is basically a game machine, its operability is good. 3. It was easy to use the training materials in this way. 4. The images in the training materials are useful, as if we were playing a game. 5. It is easy to carry because it is small and light. 6. The screen was easier to see than I thought. 7. The battery power duration time is too short. 8. It would be nice if there were a search function available everywhere in the training materials. Training Materials’ Contents 1. They were helpful in the practice class. It would have been nice if they had been available before. 2. What we wanted to see out of the training materials was restricted for our practice class. 3. It was very convenient to be able to see technically related pictures close at hand. 4. It was helpful to understand things using images. 5. We can see it anytime anywhere. Therefore, it is helpful when we study at home after the nursing technique practice is over.
5 Discussions After having had the training materials and the contents we produced used in the actual classes, we found that the students’ evaluations were good partially because it is something new to them. Nevertheless, their comments and opinions accurately reflected their experience, and helped us to determine the issues clearly and work continuously to correct and improve them in future versions of the system. Some
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instructors were not very happy with manipulation of information equipment, which underscores the importance of support them during use in actual classes. Through the process of having the training materials used in actual classes, we can continue to search for the most appropriate training materials. In so doing, we can review previous teaching methods and adapt and reconstruct them, if necessary. Additionally, using such training materials in actual classes, we can review the class proceedings and teaching methods the classes with the materials combined. Above all, the fact that the instructors felt that teaching a class was fun should create a positive impact on future educational activities resulting in leading to develop of our faculty.
6 Conclusions This report described our introduction of e-Learning in the School of Nursing at the Osaka Prefecture University (as the CanGo project), and reported comments and opinions given when we had the nursing practice example materials and sub-material contents we produced from 2005 to 2007 used for the actual classes from the first half of 2006 to 2007. In addition, we reported those comments and opinions given from the experiences we had when supporting the actual on-site practices. Future studies will further introduce e-Learning techniques based on the plan, along with regular and constructive review. We would be happy if the knowledge and experience we received were referenced and used anywhere else.
Acknowledgments This project was conducted through the aid of the Modern Education Needs Supporting Program of the year 2005 offered from the Ministry of Education, Culture, Sports, Science and Technology.
References 1. Kazuhisa, S., Yukie, M., Yoichiro, S.: Nursing task ontology based learning system redesign for enabling adaptive on-demand learning environment. In: Proceedings of the 3rd WSEAS/IASME International Conference on Engineering Education, Greece, pp. 114–119 (2006) 2. Kazuhisa, S., Yukie, M., Yoichiro, S.: Towards Building Adaptive On-Demand Learning Environment Based on Nursing Ontology. WSEAS Transaction on Advantages in Engineering Education, 563–570 (2006) 3. Margaret, M.: Podcasting: An emerging technology in nursing education. Studies in Health Technology and Informatics 122, 835–836 (2006) 4. Yukie, M., Yoichiro, S.: Development of E-learning for Problem solving Approach of Nursing Students. Studies in Health Technology and Informatics 122, 919 (2006) 5. Yukie, M., Yoichiro, S., Kazuhisa, S.: Framework for Problem-Solving Based Learning in Nursing Domain – An Experimental Study. Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, pp. 625–628 (2006)
The Effects of Prior Knowledge on the Use of Adaptive Hypermedia Learning Systems Freddy Mampadi, Sherry Chen, and Gheorghita Ghinea School of Information Systems, Computing and Mathematics, Brunel University, Uxbridge, Middlesex, UB8 3PH, UK {Fred.Mampadi,Sherry.Chen,George.Ghinea}@brunel.ac.uk
Abstract. Prior knowledge and cognitive styles are considered important determinants in adaptive hypermedia learning systems (AHLSs) as they influence how learners select information to put into memory. However, there is a need to investigate how they influence learner performance and perceptions prior to comparing them and establishing if they can be used together to maximise learning in AHLSs. To this end, this study investigated the effects of prior knowledge on the use of AHLSs to set the foundation for the comparison. 60 students participated in this study. The results showed that, in general, adapting to prior knowledge improves learner performance and perceptions, especially for users with low prior knowledge. However, the results also indicated that the relative improvement in learner performance is significantly higher than that of perceptions when using the AHLS. The implications of the design of AHLSs are discussed by the paper. Keywords: Learning performance, Perceptions, Novice, Experts, Evaluation, Cognitive styles, Learning styles.
1 Introduction Adaptive hypermedia learning systems (AHLS) address learners’ diverse needs to assimilate and comprehend information or content [8,11]. Previous empirical studies have demonstrated that individual differences, such as cognitive styles, prior knowledge and gender differences, and hypermedia learning have close relationships (e.g. [12,16]). In particular, in educational settings, cognitive styles and prior knowledge have been singled out as very important factors as they influence how learners select information to place in memory [20]. However, previous research did not compare the effects of these two individual difference elements on the development of adaptive hypermedia learning systems. In order to make this comparison, there is a need to develop and evaluate two adaptive hypermedia learning systems, one adapting to prior knowledge of users while the other is designed to adapt to their cognitive styles. This study, therefore, sets the foundation of the comparison by investigating the first scenario which is the effects of prior knowledge on the development of adaptive hypermedia systems. This investigation was important because there is a need to establish whether the adaptive hypermedia system that is developed to adapt to prior J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 156–165, 2009. © Springer-Verlag Berlin Heidelberg 2009
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knowledge improves learner performance and/or perceptions, as per the previous empirical studies, prior to making comparison with systems that adapt to cognitive styles. The objective of this study is to, therefore, develop the adaptive hypermedia learning system that adapts to individuals’ prior knowledge and then compare it with an ordinary hypermedia system as an evaluation process to determine whether the adaptive version has a different effect from the ordinary version.
2 Related Research There have been a number of adaptive hypermedia systems that have been developed that takes into consideration, the user’s level of prior knowledge. These systems are normally grouped under Adaptive Educational Hypermedia Systems (AEHS), which are also known as Adaptive Hypermedia Learning Systems (AHLS). Examples of such systems are ELM-ART II [22], and InterBook [2]. The evaluation of the developed AHLSs mostly analysed one of the adaptive techniques without taking the totality of the system. That is, adaptation in an adaptive hypermedia system is driven by several adaptive techniques that work in conjunction to improve the learning of an individual. However, previous research (e.g. [2]) investigated adaptive navigation support alone while Boyle and Encarnacion [1] investigated adaptive presentation. Our research, however, combines the previously research adaptive techniques, also basing on the proposed frameworks (e.g. [7]) to develop an AHLS that could be tested against an ordinary hypermedia system that does not offer adaptivity. Also, according to the review of the literature, previous research focused on the improvement of learning performance as a determinant for the importance of prior knowledge in driving adaptation in AHLSs. A little research targeted the perceptions of use for such systems. Higher test scores were, in effect, transcribed as a representation for positive perceptions as several studies have indicated that students performed better in learning environments of which they had more positive perceptions [6,13]. To this end, there is a need to establish whether learning performance or perceptions (or both) are influenced by adapting to prior knowledge in AHLSs. We conducted a controlled experiment investigating the effects of prior knowledge on the use of AHLSs. Our experiment was based on AHLS developed with previous Table 1. Summary of preferences for low prior knowledge and high prior knowledge users (From [7])
• • • •
Low Prior Knowledge Perform better in hierarchical structure Need advance organizers and advisement Prefer guided navigation Prefer concept maps
• •
High Prior Knowledge Perform better in network structure Prefer free navigation
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research findings that combined the conceptual framework for designing AHLSs [7] and preferences of novices and experts in hypermedia environments (Table 1 and 2). The experiment was aimed at answering two research questions: (1) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on learning performance; (2) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on perceptions.
3 Experiment 3.1 Method Sixty participants took part in this experiment. In order to determine whether or not the AHLS was better than the ordinary hypermedia system, a between-subjects design was used. In other words, this meant that each student used either of the systems once but not both. The experiment was controlled. The same content was used for both systems without incurring the practice and fatigue effects in the experiment. Furthermore, each participant went through the same procedures in order to minimise bias. 3.2 Procedure Participants started with a pre-test which consisted of 19 questions before perusing the learning content (either Ordinary or AHLS). The AHLS used adaptive techniques in Table 2 to cater for novices and experts. When the participants felt they had completed the material, they followed a link to post-test before finishing the experiment by answering an exit questionnaire. The questionnaire gathered perceptions and attitudes of use. Table 2. Differences between novices’ and experts’ interfaces Adaptive Hypermedia Link hiding Adaptive layout Additional support Annotated Links
Novice Interface
Expert Interface
Hidden links Hierarchical Map Advisements Traffic light metaphor
Rich links Alphabetic Index No advisements No annotations
4 Discussion of Results The sample mean scores for novices and experts using the ordinary hypermedia system were determined and treated as the expected means for the respective populations. The means for novices and experts using the adaptive hypermedia system were also calculated and then compared to the expected means of the population. In other words, the calculated means for the ordinary hypermedia system were compared to the calculated means for adaptive hypermedia system. For learning performance, an independent one-sample t-test was used. The onesample t-test compares the mean score of a sample to a known value. It measures
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whether a sample value significantly differs from a hypothesized value [18]. In our case the hypothesized value is the mean calculated scores resulting from the use of the ordinary hypermedia system. The sample mean is calculated from results drawn using the adaptive hypermedia system. The resultant two means can, therefore, be compared. The means of gain scores and post-test scores were used to determine the differences in learning performances. To make a comparison between the perceptions of those students that used the ordinary hypermedia system with the ones that used the adaptive hypermedia system that adapts to their levels of prior knowledge, we employed the independent onesample t-test as used in the analysis of learning performance. The means of certain questions from the exit questionnaires tailored to novices and experts using the ordinary interface were calculated, and treated as the hypothesised mean for the population, which was then compared to the means for the adaptive hypermedia version using the one-sample t-test. The statistical analysis, to make all the comparisons on the data, was conducted using Statistical Package for the Social Sciences (SPSS) for Windows version (release 15.0). A significance level of p < .05 was adopted for the study. 4.1 Learning Performance Analysis of learning performance was measured using the post-test scores and the gain scores (post-test score minus the pre-test score) for novice students using the ordinary hypermedia and the adaptive hypermedia versions. The ordinary version was used to hypothesise the scores in order for the mean to be compared with that of the adaptive version. The results from the one-sample t-test are summarised in Table 3. With respects to post-test score means, the results show that there was a significant difference in learning performance between users of the ordinary hypermedia version and the adaptive version (t (21) = 3.465, p = .002). In other words, the average posttest score of novices using the ordinary hypermedia version (M = 62.65, SD = 11.875) is significantly different from the novice using the adaptive hypermedia version (M = 72.23, SD = 12.965). The result shows that there was significant improvement in posttest scores when novice students used the adaptive hypermedia that was adapted to their levels of prior knowledge. The results of the gain scores indicate that there was a significant difference in learning performance between novices of the ordinary hypermedia and adaptive hypermedia versions (t (21) = 2.590, p = .017). In other words, the average gain score Table 3. Summary of the learning performance results (one-sample t-test) Novice Variable Po st-test Score Ga in Score
Mean (SD) M ean (SD)
Expert
Ordinary Hypermedia
Adaptive Hypermedia
Ordinary Hypermedia
Adaptive Hypermedia
62.65 (11.875)
72.23 (12.965)
73.40 (7.542)
74.61 (7.678)
35.42 (14.396)
43.09 (13.894)
10.32 (11.235)
15.33 (8.485)
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of novices using the ordinary hypermedia version (M = 35.42, SD = 14.396) was significantly different from that of novice using adaptive hypermedia version (M = 43.09, SD = 13.894). The result shows that there was significant improvement of gain score when novice students used the adaptive hypermedia system that was adapted to their levels of prior knowledge. With respects to expert users, the one-sample t-test indicate that there was no significant difference in mean post-test scores between users of the ordinary hypermedia and adaptive hypermedia versions (t(17)=.625, p = .540). This means that the average performance of experts, with respect to mean post-test scores, using the adaptive hypermedia version (M = 74.61, SD = 7.678) was not significantly different from that of experts using the ordinary version (M = 73.40, SD = 7.542). The results, however, showed that with respect to gain scores, there was slightly significant difference between users of the ordinary hypermedia and adaptive hypermedia versions (t(17)=2.507, p = .023). This means that the average performance of experts, with respect to mean gain scores, using the adaptive hypermedia version (M = 15.33, SD = 8.485) was significantly higher than that of experts using the ordinary hypermedia version (M = 10.32, SD = 11.235). In this respect, this result shows that the adaptive hypermedia system that adapt to individuals’ prior knowledge can improve students’ learning performance. These results are consistent with the majority of reported studies (e.g. [9,17]). 4.2 Perceptions and Attitudes To analyse the perceptions and attitudes of novice and expert users towards adaptive hypermedia that adapts to their levels of prior knowledge, we analyses users’ responses from the questionnaires. More specifically, a comparison is conducted between the results of the questionnaire from the ordinary hypermedia system and those from the adaptive hypermedia system. A one-sample t-test was used to determine if there was any positive improvement in perceptions and attitudes when students used the adaptive hypermedia version. The summary of results is shown in Table 4. Table 4. Summary of results for perceptions (one-sample t-test) Novices Statements
Experts
Ordinary Hypermedia
Adaptive Hypermedia
Ordinary Hypermedia
Adaptive Hypermedia
I felt the structure of this tutorial is not clear
Mean (SD)
2.57 (1.025)
1.77 (0.922)
2.16 (0.879)
1.72 (0.904)
I found the sequence of topics was logical It is hard to find a route for a specific topic in this tutorial Sometimes I found it hard to keep track which bits I had learnt.
Mean (SD)
3.01 (0.950)
4.41 (0.596)
3.42 (0.982)
4.44 (0.602)
Mean (SD)
3.68 (0.875)
1.77 (0.923)
3.07 (0.987)
2.50 (0.930)
Mean (SD)
3.64 (0.822)
2.77 (0.922)
2.46 (0.932)
2.06 (0.994)
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Students’ views on content structure. The adaptive hypermedia version was designed such that it offered overall a topic map for students with low prior knowledge and a topic index for students with high prior knowledge of XML. In the map version (used by novices), the content was organised into three levels, with topics, subtopics and pages, presenting a global picture of the entire hierarchical structure. In the index version (used by experts), the content was organised alphabetically with all of the nodes covering the topics, subtopics and pages in a network structure. The ordinary hypermedia system did not employ adaptive hypermedia techniques. In comparing the ordinary version and the adaptive version basing on the structural differences, the results indicated that there were significant differences in attitudes and perceptions between the groups. Two questions were extracted from the questionnaire to determine the views of students using the adaptive hypermedia system. The response was in comparison to those students that used the ordinary hypermedia version. With respect to novices, the results of the independent on-sample t-test (Table 4) indicate that there was a significant difference in perceptions and attitudes towards structure of the tutorials between users of ordinary hypermedia system and adaptive hypermedia version, t(21)=-4.055, p = .001. This means that students that used the adaptive hypermedia version (M = 1.77, SD = 0.922) found the structure of the tutorial to be clearer as compared to those that used the ordinary hypermedia version (M = 2.57, SD = 1.025). The results of the one-sample t-test also indicate that there was a significant difference in perceptions and attitudes towards sequence of topics between users of the ordinary hypermedia XML tutorial and adaptive hypermedia version, t(21) = 11.116, p = .000. This means that the students that used the adaptive hypermedia version (M = 4.41, SD = 0.596) found the sequence of topics to be more logical than those that used the ordinary hypermedia version (M = 3.01, SD = 0.950). The same questions were posed to experts to determine their views on structure of their respective tutorials. There were significant differences in attitudes and perceptions between students that used the adaptive hypermedia version and those that used the ordinary hypermedia version. The one sample t-test results, t(17) = 2.470, p = .024 shows that in terms of clarity of structure experts users using the adaptive version (M = 1.72, SD = 0.904) found it slightly clearer than those using the ordinary hypermedia version (M = 2.16, SD = 0.879). A significant difference was also found when experts were asked about how they felt about the logical sequence of topics. As showed in Table 4, the results (t(17) = 8.500, p = .000), show that the experts students that used the adaptive hypermedia version (M = 4.44, SD = 0.602) found the sequence of topics to be more logical as compared to those that used the ordinary hypermedia version (M = 3.42, SD = 0.982). In summary, with respect to structure, the results of this investigation support prior research [15,19] that indicate that adaptive hypermedia systems that adapt the structure of the content to learners’ prior knowledge improve learning performance and are perceived as useful and enjoyable. Students’ views in terms of navigational structure. In terms of getting lost using the tutorial, novice users using the adaptive hypermedia version enjoyed using their version while their counterparts using the ordinary hypermedia version felt frustrated probably because they did not have a suggested route (implemented through the
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pre-requisite structure of the tutorial) to follow through the learning system (Table 4), hence prone to getting lost. The results of the independent one-sample t-test indicate that there was a significant difference in perceptions and attitudes towards getting lost using the tutorials between users of the ordinary hypermedia and adaptive hypermedia versions (t(21)=-11.010, p = .000). This means that students that used the adaptive hypermedia version (M = 1.77, SD = 0.923) found it easy to find a route for a specific topic in the tutorial as compared to those that used the ordinary hypermedia version (M = 3.68, SD = 0.875). The problem of navigation and getting lost was not as significant for experts as was for novices. However, experts using the adaptive hypermedia version felt that the navigational structure was better as compared to those that used the ordinary hypermedia system which did not have an index. As showed in Table 4, (t(17) = 2.202 , p = .042), experts found it slightly easier to find a specific topic when using the adaptive hypermedia version (M = 2.50, SD = 0.930) than the ordinary hypermedia version (M = 3.07, SD = 0.987). The results of the experiment support the findings of previous studies that matching individuals with their preferred navigational features improves the likeability of a hypermedia system. The studies have evaluated the effectiveness of different navigation tools for high and low prior knowledge users. They found that these tools influence users’ achievement and attitudes (Chen et al., 2006; Farrell and Moore, 2001). The adaptive hypermedia version of the tutorial used in this experiment used the same principles to adapt navigational structure to novice and experts. It used a map for novice students and an index for experts. Students’ view in terms of additional support. To provide additional support for novices the adaptive hypermedia system uses different colours for hyperlinks and the list of pages read and those that still need reading. Novice students using the ordinary hypermedia version (M =3.64, SD = 0.822) found it harder to track which bits of information they have learnt as compared to novice students that used the adaptive hypermedia version (M = 2.77, SD = 0.922) of the tutorial as shown in Table 4 (t(21) = -4.411, p = .000). For the experts, there was no significant difference between those who used the ordinary hypermedia version (M = 2.46, SD = 0.932) as compared to the ones that used the adaptive hypermedia version (M = 2.06, SD = 0.994). The results show that for t(17) = -1.966, p = .066. This may be due to the fact that both experts using the two systems did not find it hard to keep track of what bits the have learnt. A possible reason for this finding may be that they have the ability to restructure the material because they are already familiar with the basic concepts [14]. The results of the experiment are in support of previous research which shows that additional support when provided can help learners with a low level of prior knowledge in hypermedia learning, particularly in free navigation conditions [7,14]. Advisement, which provides learners with visual aids and recommended navigation paths, is helpful in preventing disorientation in non-linear hypermedia learning. As novice learners cannot rely on their prior knowledge to help them structure the text,
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graphical overviews and structural cues are powerful and beneficial in providing navigation guidance so as to ease disorientation problems[7].
5 Conclusions Two research questions were examined in this study: (1) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on learning performance; (2) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on perceptions. The answer to the first research question is that an adaptive hypermedia learning system that adapts to individuals’ levels of prior knowledge improves their learning performance and therefore affects it. The answer to the second research question is that an adaptive hypermedia learning system that adapts to individuals’ levels of prior knowledge affects perception of use. This study demonstrated that the adaptive hypermedia learning system is more beneficial than ordinary hypermedia learning system, especially for users with low prior knowledge. The study also supports the results of previous research which also emphasises on the usefulness of adaptive hypermedia learning systems tailored to learners’ prior knowledge. The study revealed, however, that not everybody benefits from the adaptive hypermedia learning systems, especially users with a high level of prior knowledge. A possible reason for this finding may be that they have the ability to restructure the material because they are already familiar with the basic concepts. Therefore, the major challenge lies with improving the learning performance and perceptions of high prior-knowledge users with adaptive hypermedia systems that adapt to their levels of knowledge. With respect to perceptions, the study has demonstrated that although students had more positive perceptions using the adaptive version over the ordinary version, there was a slight difference between experts using the adaptive version and those using the ordinary version. The study also revealed that, in comparing the results of learning performance and perceptions on the adaptive version, learning performance scores seemed to be slightly more significant than those of perceptions. That is, students seem to do well in terms of test scores but not showing as much positive attitudes towards the interfaces provided to them. Hence, this study recommends that interfaces design incorporate mechanisms that are dedicated to improving learner performance like pre-requisite structure driven by a learner model. However, there should be an investigation on how to improve perceptions of use for such systems, by analyzing the importance of cognitive styles. This type of design could maximize performance of learners using adaptive hypermedia systems. There is also a need to incorporate both prior knowledge and cognitive styles and determination of the right blend to maximise learning, in adaptive hypermedia systems design could then be established, with its associated pros and cons. This was a small-scale study, hence we recommend that further studies be undertaken with a larger sample to provide additional evidence. We believe that such evidence will not only help to improve the design of adaptive hypermedia learning systems, but also will also be useful for the development of other personalized applications, such as e-commerce systems and virtual training environments.
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References 1. Boyle, C., Encarnacion, A.O.: MetaDoc: An Adaptive Hypertext Reading System. User Modeling and User-Adapted Interaction 4(1), 1–19 (1994) 2. Brusilovsky, P., Pesin, L.: Adaptive navigation support in educational hypermedia: An evaluation of the ISIS-Tutor. Journal of Computing and Information Technology (1998) 3. Brusilovsky, P.: WebEx: Learning from examples in a programming course. In: Fowler, W., Hasebrook, J. (eds.) Proceedings of WebNet 2001, World Conference of the WWW and Internet, Orlando, FL, AACE, October 23-27, 2001, pp. 124–129 (2001) 4. Brusilovsky, P., Eklund, J., Schwarz, E.: Web-based education for all: A tool for developing adaptive courseware. Computer Networks and ISDN Systems 30(1-7), 291–300 (1998) 5. Caramel, E., Crawford, S., Chen, H.: Browsing in Hypertext: A Cognitive Study. IEEE Transactions on Systems, Man, and Cybernetics 22(5), 865–883 (1992) 6. Chen, S.Y.: A cognitive model for non-linear learning in hypermedia programmes. British Journal of Educational Technology 33, 449–460; Ghinea, G., Chen, S.Y.: The impact of cognitive styles on perceptual distributed multimedia quality. British Journal of Educational Technology 34, 393–406 (2003) 7. Chen, S.Y., Fan, J., Macredie, R.D.: Navigation in Hypermedia Learning Systems: Experts vs Novices. Computers in Human Behavior 22(2), 251–266 8. Cleary, C., Bareiss, R.: Practical Methods for Automatically Generating Typed Links. In: The Proceedings of the Seventh ACM Conference on Hypertext, Washington, DC (1996) 9. Dochy, F.: Assessment of prior knowledge as a determinant for future learning. Lemma BV/Kingsley Publishers, Ultrecht (1992) 10. Farrell, I.H., Moore, D.M.: The effect of navigation tools on learners’ achievement and attitude in a hypermedia environment. Journal of Educational Technology Systems 29, 169–181 (2001) 11. Ferguson, W., Bareiss, R., Bimbaum, L., Osgood, R.: ASK systems: An approach to the realization of story-based teachers. The Journal of the Learning Sciences 2, 95–134 (1992) 12. Ford, N., Miller, D.: Gender differences in Internet perception and use. In: Electronic Library and Visual Information Research. Papers from the third ELVIRA conference, April 30, 1996, pp. 87–202. ASLIB, London (1996) 13. Fullerton, K.: The interactive effects of field dependence- independence and Internet document manipulation style on student achievement from computer-based Instruction. Ed.D Dissertation. University of Pittsburgh (2000) 14. Last, D.A., O’Donnell, A.M., Kelly, A.E.: Using hypermedia: Effects of prior knowledge and goal strength. In: The annual meeting of the Society for Information Technology & Teacher Education, Washington, D.C (1998) 15. McDonald, S., Stevenson, R.J.: The effects of text structure and prior knowledge of the learner on navigation in hypertext. Human Factors 40, 18–27 (1998) 16. Mitchell, T.J.F., Chen, S.Y., Macredie, R.D.: Hypermedia learning and prior knowledge: domain expertise vs. system expertise. Journal of Computer Assisted Learning 21, 53–64 (2005) 17. Moerkerke, G.: Assessment for flexible learning. Lemma, Utrecht (1996) 18. O’Mahony, M.: Sensory adaptation. J. Sensory Studies I, 237–258 (1986) 19. Shin, E., Schallert, D., Savenye, W.: Effects of learner control, advisement, and prior knowledge on young students’ learning in a hypertext environment. Educational Technology, Research and Development 42(1), 33–46 (1994)
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Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model Luca Mazzola and Riccardo Mazza University of Lugano, Faculty of Communication Sciences Institute for Communication Technology Via Buffi 13, CH-6904 Lugano, Switzerland Ph.: +41 58 666 4674; Fax: +41 58 666 4647 {luca.mazzola,riccardo.mazza}@lu.unisi.ch
Abstract. This positional paper presents our research aimed at finding some possible research directions towards the enhancement of the use of open student models in the field of Technology Enhanced Learning and Adaptive Systems. Starting from the historical evolution of the learner model, we will describe some possible uses of learner models and propose some possible directions of enhancement. We will present 6 possible directions of research, and 11 dimensions on analysis. The 6 directions have been evaluated against the dimensions, and tentative ranking has been proposed. The result of this analysis will guide the work on open learner models which will be undertaken in the context of the European Union funded project GRAPPLE [1] aimed at building an infrastructure for adaptive learning systems that will adopt the strategy of opening learner models to the course learners and instructors Keywords: Technology Enhanced Learning, independent Open Learner Model, Human Computer Interaction, adaptation.
1 Introduction With the introduction of the new paradigm of personalized environments, the aspects of adaptation and personalization of computing systems to the users' characteristics, preferences, knowledge, and tasks are assuming a very central position in research. Strictly correlated to this aspect is the creation and updating of the student model [2], an important component of adaptive learning systems [3] that allows the system to adapt a course to the current learning needs of the learner, enabling it to offer a real, customized experience. The student model maintains an accurate representation of a student’s current state of knowledge, which allows the system to perform some adaptation based on the knowledge acquired during the learning process [4]. This internal representation of the student’s knowledge, inferred by the system through an analysis of students interactions and results obtained in evaluation proofs (quizzes, assignments, ...), could also be used for other purposes, such as encouraging reflection by allowing the learner to inspect and, in some cases, modify the learner model [5]. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 166–175, 2009. © Springer-Verlag Berlin Heidelberg 2009
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This paper aims to explore the historical evolution of the student model, to identify the different approaches to model the level of knowledge of the learners and, based on this analysis, we will propose some possible directions of research on student models to support learners and encourage reflection in adaptive learning environments. The motivation behind this research is that adaptive learning systems have been found to be useful in engaging the learner more in the educational experience [6]. The necessity to offer a higher level of commitment with the learning environment, especially when the most engaging human aspects inside these platforms are not so evident, became one of the key success factors for the wide diffusion of computerbased learning. A large part of the research in the field of adaptive learning environments focuses mainly on providing the learner with a customized learning environment that adapts the content of the course to the user's knowledge and preferences [7]. These systems don’t usually allow for the fact that the learner, besides being a user of the learning platform, is part of a “community of learners” (i.e. the class). A number of researches on social aspects of learning [8] stress the importance of the social interactions that occur during the learning processes. Our proposal aims to contribute to the research on adaptive systems by exploring some possible ideas to extend the adoption of user models. In this view, the open student model is not only an internal component of an adaptive system, but is also a useful source of information that can be stressed to enhance the user’s commitment to the online learning experience. The next section begins with an historical analysis of the state of the art in the field of student models. We have identified 6 directions of research that could be explored in the research of learner models with the aim of encouraging the learner to inspect his/her model, and promote reflection as learning. Then an analysis, driven by a rating system based on 11 characteristics, proposes the most promising idea which will be investigated in the context of the EU-funded project GRAPPLE [1].
2 Modeling Learners in Technology Enhanced Learning Environments Our attention is drawn to the field of Technology Enhanced Learning environments. We believe that it is important to improve the user commitment and the effectiveness along the whole learning process undertaken by using these learning environments, while also considering the importance of education for humanity and the progress of civilization and science. We consider the application of adaptive features in learning systems particularly well-suited to achieving this goal. From the literature, we have identified four different approaches to the use of student models in educational systems, which are listed in the following sections. 2.1 Internal Models This approach, also known as “close models”, was developed to build an internal representation of the learners’ progress with the course, mainly to implement adaptive features. Research has been conducted on internal users and students models for a long time, with the aim of profiling the user in different domains and applications.
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Internal modeling procedures collect data from the users' actions and feedback, store it in an internal database, and provide the input data that can be used by the adaptive functionalities for user data reasoning. The modeling process is quite complex and involves different steps: deciding and structuring the information to be collected, collecting raw data, scrubbing, extracting new information with reasoning rules, and, if necessary, updating existing data. Internal models are built for system internal use only, as a black-box component: neither students nor instructors have the possibility of exploring the contents of the student model. 2.2 Open Models The idea of either partially or totally opening learner models to the learner for inspection was developed mainly to promote student self-reflection and awareness of the adaptive features of the learning environment. The term “scrutable user models” was introduced by Judy Kay in 1999 [9]. The notion of scrutability is related to the possibility of the learners to scrutinize the model to see, not only what information the system holds about them, but also the process used by the system to collect the data about the learners and the inferences based on that data. It must be noted that scrutability concerns inherently convey a complementary but different view on personalization, which stresses upon the learner's awareness of the personalization process he/she is committed to. Recent insistence on scrutability or “inspectable open learner models” [10] advocate for explicit communication to learners of the pedagogical aspects framing the personalized learning experience designed for them by an adaptive learning technology. Student models can also be opened to peers, but this raises new problems, such as privacy, control over personal data, and trustworthiness of the system. One possible approach to deal with some of these problems presented is to distinguish between friendship networks and peers' groups. Users can decide which part of their profile to release in a named (or anonymous) form, and who is authorized to access this data representation (peer models). It could be observed that opening the models to peers can foster collaboration (with friends) and competition (with peers) [11]. 2.3 Group Models The recent achievement of the social network centrality into the social constructivist theory provides reasons to investigate models that take social and group aspects into account. Group modeling is a recent field of research, in which the learners are modeled as a group instead of a set of single individuals. These model the characteristics of an identified group of learners, and aim also to present the position and the relative distance of profiles, in order to allow learners to compare and understand their own situations. Opening group models to the users may offer some advantages. It can help learners to reflect on their progress in the group context and understand the problems of other group members [12]. Group models have been used to support the collaboration between learners of the same group, and to foster competition in a group of learners [13]. Right now, only simple methods have been used to mine the group models. The most common is using the average individual values representing a particular aspect considered in the model.
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2.4 Interactive Models Interactive models introduce some levels of interactivity that can be expressed in two ways: the first, called inspection methods, is the capability to manipulate the graphical representation of the model, change the appearance, apply filters to the visualization and thus achieve a more in-depth understanding of the model. The other option, called interactive methods, is the possibility to influence the model, both by changing the data used by the system to represent the user itself, or by challenging and convincing the system that the current profile doesn't represent the learner status well. In this case, one problematic aspect could be the verification of the real understanding that the user has of the model, and which data support the claim for changing the internal profile according to the user request. Some systems tackle this problem by using a challenging process: they ask learners to solve a problem related to the particular aspect that should be changed and decide if this modification will be done based on the performance reached by the learner in this process. In the next section we will take the most interesting aspects from each of the previously described modeling approaches into account, and will investigate how they could be extended with input from other fields to provide the user with a better experience.
3 Extending the Use of Open Learner Models Traditionally, research on Open Learner Models (OLM) has been carried out by scholars active in adaptive systems and educational technologies. This is evident as the main OLM applications are in adaptive systems. However, we believe that contributions from other fields of research could be beneficial to extend and improve the adoption of OLM. For instance, one of the key issues in OLM is how to graphically represent the model; techniques from Information Visualization could provide indications on how to select and encode data in a graphical format suited to the representation task of the user. Another aspect is how to aggregate information and find correlations between data; techniques from artificial intelligence could help in this aspect. Other useful works carried out in different educational research could be adopted in student models. For example, Glahn et al. [14] propose the adoption of “smart indicators” as a way to aggregate user model information in a compact and intuitive way through a visual indicator that draws attention to ongoing relevant events only when really necessary. Erickson & Kellogg [15] at IBM T.J. Watson Research Center propose the “social translucence” idea as an approach to designing systems that support social processes: socially translucent systems are digital systems that “support coherent behaviour by making participants and their activities visible to one another and they have three main characteristics—visibility, awareness, and accountability—which enable people to draw upon their experience and expertise to structure their interactions with one another” [15, p.59]. More specifically, works from other disciplines have led us to identify some possible directions of research for OLM: P1
Positioning the learner with respect to the class or to a group of learners. This aims to use the OLM as a tool for supporting socialization, by making the student aware of the social context in which the learning experience is
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taking place, as suggested by the social translucence theory of Erickson & Kellogg [15]. P2
The introduction of innovative graphical interfaces. Contributions for Information Visualization [16] may help in investigating how to design innovative graphical interfaces, in order to reduce their complexity and the cognitive load required to interpret the underlying data, and adopt interaction techniques that enable the exploration of different aspects of user data.
P3
The representation of the temporal evolution of the model. The student model is not static, it changes as the student performs any action in the learning environment. A research work could explore whether opening this dynamic evolution of the learner model could be beneficial to the students (or to the instructors).
P4
The use of adaptive representations of OLM. An initial attempt to introduce some of the ideas of adapting the graphical representation of OLM comes from the work on “smart indicators” by Glahn et al. [17]. The idea is that the introduction of adaptive features in the graphical representation could help students to perceive the OLM in a more meaningful way. This allows the production of more engaging and effective external representations of OLM, and could provide a better experience to the users of the learning applications.
P5
The exploration of techniques that allow the definition of a global student model, by integrating different independent student models from different courses. Traditionally, student models keep track of the learner's knowledge and the skills acquired during the learning process on a course basis. Although a learning platform may run different courses, and students can enroll in several courses, each course has an independent student model. This is primarily due to practical, as opposed to theoretical, reasons: it is very hard to define a global ontology that models the concepts for several courses.
P6
The introduction of a metric, a function that defines a “distance” between students, based on the data stored in the learner model. This also allows the identification of groups of students having similar profiles.
Proposals P1, P2, P3, and P4 deal with an externalization of one or more aspects of the learner model, where the information is related to a specific course. P5 and P6 deal, instead, with more complex subjects: the creation of a global model of the user (P5) and the definition of a metric to measure the distance on learner models (P6) are very complex tasks for which research is still in the early stages. P5 and P6 are possible through data mining techniques, that work mainly with student tracking data (logs) to extract relations between data and can work even if a global model of the domains of the courses is missing [18]. In order to investigate how the research directions specified above could be effective in the learning process, we have identified a number of dimensions of analysis. These dimensions take into account the level of difficulty in implementing
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the idea, the difficulty in managing the new functionalities proposed, the expected impact at the system level, and the estimated benefits offered to the student in terms of the metacognitive skills that can be acquired. The dimensions that we have considered are: D1 To what extend does this research enhance socialization among students? D2 How much effort is required for the knowledge extraction and for reasoning over the data? D3 The computational complexity needed to maintain the model. D4 The difficulties in identifying one or more metrics. D5 The granularity of representation of the problem space (continuous, stepped or discrete) [16]. D6 The amount of data required to have a reliable model. D7 The difficulty in identifying the most useful data to collect and the level of aggregation. We also propose other dimensions of analysis, which are more related to the experience, interaction, and mental model of the learner: D8 The novelties and the benefits introduced by the new graphical interface. D9 The impact on the cognitive load of the learner caused by the new information presented and the new way of presentation. D10 The complexity of the rules that drive the creation of the model and the speed of their convergence into a stable state. D11 The level of interactivity and the interaction type (continuous, stepped, passive or composed) [16].
4 Analysis of Proposed Dimensions To investigate which dimension seems useful for exploration in our EU project Grapple, we have created an evaluation space and divided it into 4 areas. Each area represents an aspect that we would like to stress: the social aspects that can be influenced, the innovation in the graphical user interfaces that a research approach may bring, a representation of the temporal evolution, and the clustering of data that comes from learner models. The first step was an identification on the 4 areas of the 6 proposed directions of research (see Fig. 1). In order to identify which proposals among P1 ... P6 are the most promising and worth investigating, we decided to set up a ranking system based on the 11 dimensions (D1 ... D11) defined previously. These dimensions were used to rate every proposal according to a 5 level scale (from a to e). Since some dimensions describe positive aspects (such as enhancing socialization, D1) and others denote problematic aspects (such as the computational complexity needed to maintain the model, D3), we divided them into two groups (D1, D5, D8, D11 and D2, D3, D4, D6, D7, D9, D10) and rated them using a direct scale (e is the highest value in the scale)
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Fig. 1. The projection of the 6 proposals on a 4-area evaluation-space
for the first group and a negative one (a is the highest value in the scale) in the second. Then, each proposal P1, ..., P6 has been matched with each dimension D1, ..., D11 and the match has been empirically assigned with a value in the scale (a ... e) by a team of experts in educational technology at the laboratory of eLearning at the University of Lugano. The result of this exercise is illustrated in Table 1. This table is also used to derive a sort of ranking among the different proposals (columns Pos). Table 1. Matching proposals against dimensions D1
D5
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D11
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D3
D4
D6
D7
D9
D10
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a
c
d
e
3
b
c
a
b
c
c
d
2
2
P2
e
a
e
e
6
a
b
a
a
d
c
e
1
3
P3
d
d
c
e
5
d
d
d
d
e
e
e
6
6
P4
e
a
a
b
1
d
b
a
c
c
b
d
2
1
P5
c
c
d
c
3
d
e
d
e
c
e
d
4
3
P6
b
a
d
c
2
e
d
e
e
c
e
c
5
3
The data shown on Table 1 has been visually encoded into a star plot graphical representation [19]. From the visualization depicted in Fig. 2, according to the findings on dimensions defined in Table 1, the proposal P4 (The use of adaptive representations of OLM) and P1 (Positioning the learner with respect to the class or to a group of learners) appears to be the most promising. After this analysis, we decided to concentrate our work on the direction of introducing graphical interfaces adapted to the learners' characteristics stored in the learner model. Moreover, we want to integrate some support for social aspects in our work, such as the positioning of learners in the class or group (P1). The final two proposals (P5 and P6) are very interesting from the point of view of possible
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Fig. 2. Star plot of analysis dimensions for every proposal
outcomes in the user experience, pose a great number of open issues and will be classified as possible research extensions of this work.
5 Conclusions We have analyzed some possible research directions towards the enhancement of the use of open learner models in the field of Technology Enhanced Learning and Adaptive Systems. The aim of this study was to identify, among a list of possible research directions, the most promising according to a list of 11 dimensions. The proposals of research have been evaluated against the dimensions, and a tentative ranking has been proposed. We located the most promising and plan to explore them in the context of the EU-funded project GRAPPLE. A further aim of this paper was to stimulate the cooperation of researchers from different disciplines. The research directions proposed in this paper had the specific purpose of collecting feedback and asking other researchers to share their experiences and to foster collaboration.
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We believe that this work could help, as an initial seed, to lead to a self-analysis by researchers into the improvements that could bring Personal Learning Environments to a new level of commitment and awareness in the users' experience.
Acknowledgments This work was supported by the 7th Framework Program European project GRAPPLE ('Generic Responsive Adaptive Personalized Learning Environment'). The first author wishes to thank all of his colleagues and the coordinators of the Ph.D. School Red-Ink at the University of Lugano, as well as the researchers involved in the NewMinE lab and the eLab at USI for the interesting and useful discussions and ideas provided.
References 1. GRAPPLE project, http://grapple-project.org 2. Esposito, F., Licchelli, O., Semeraro, G.: Discovering Student Models in e-learning Systems. Journal of Universal Computer Science 10(1), 47–57 (2004), http://dx.doi.org/10.3217/jucs-010-01-0047 3. Brusilovsky, P., Peylo, C. (eds.): Adaptive and intelligent Web-based educational systems. International Journal of Artificial Intelligence in Education 13(2-4) 4. Graf, S., Kinshuk: Learner Modelling Through Analyzing Cognitive Skills and Learning Styles. In: Adelsberger, H., Kinshuk, P., Pawlowski, J., Sampson, D. (eds.) Handbook on Information Technologies for Education and Training, 2nd edn., pp. 179–194. Springer Publishing Company, Incorporated, Heidelberg (2008) 5. Bull, S.: A Simple Student Model to Make Students Think. In: Jameson, A., Paris, C., Tasso, C. (eds.) User Modelling Proceedings from 6th International Conference, UM, pp. 315–326 (1997) 6. Conlan, O., O’Keeffe, I., Brady, A., Wade, V.: Principles for Designing Activity-based Personalized eLearning. In: IEEE International Conference on Advanced Learning Technologies (ICALT 2007), pp. 642–644 (2007) 7. Dolog, P., Henze, N., Nejdl, W., Sintek, M.: Personalization in distributed e-learning environments. In: Proceedings of the 13th international World Wide Web Conference on Alternate Track Papers &Amp; Posters, WWW Alt. 2004, pp. 170–179. ACM, New York (2004) 8. Dillenbourg, P., Fischer, F.: Basics of Computer-Supported Collaborative Learning. Zeitschrift für Berufs- und Wirtschaftspädagogik. 21, pp. 111–130 (2007) 9. Kay, J.: A scrutable user modelling shell for user-adapted interaction, PhD Thesis, Basser Department of Computer Science, University of Sydney, Australia (1999) 10. Bull, S., Nghiem, T.: Helping Learners to Understand Themselves with a Learner Model Open to Students, Peers and Instructors. In: International Conference on Intelligent Tutoring Systems 2002 - Workshop on Individual and Group Modelling Methods that Help Learners Understand Themselves (2002) 11. Bull, S., Mabbott, A., Abu-Issa, A.: UMPTEEN: Named and Anonymous Learner Model Access for Instructors and Peers. International Journal of Artificial Intelligence in Education 17(3), 227–253 (2007)
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12. Vassileva, J.I., Greer, J.E., McCalla, G.I.: Opennes and Disclosure in Multi-agent Learner Models. In: Proceedings of the Workshop on Open, Interactive, and Other Overt Approaches to Learner Modelling at AIED 1999, Lemans, France (1999) 13. Vassileva, J.: Open Group Learner Modeling, Interaction Analysis and Social Visualization. In: Dimitrova, V., Tzagarakis, M., Vassileva, J. (eds.) Proceedings of Workshop on Adaptation and Personalisation in Social Systems: Groups, Teams, Communities. Held in conjunction with UM 2007, Crete (2007) 14. Glahn, C., Specht, M., Koper, R.: Reflecting on Web-readings with Tag Clouds. In: Conference Paper, Computer-based Knowledge & Skill Assessment and Feedback in Learning Settings (CAF) Special Track at the 11th International Conference on Interactive Computer aided Learning (ICL 2008), September, 24-26, 2008, Villach, Austria (2008) 15. Erickson, T., Kellogg, W.A.: Social translucence: using minimalist visualizations of social activity to support collective interaction. In: Höök, K., et al. (eds.) Designing information Spaces: the Social Navigation Approach, pp. 17–41. Springer, Berlin (2003) 16. Spence, R.: Information Visualization: design for interaction, 2nd edn. Pearson Education/Prentice Hall, Harlow (2007) 17. Glahn, C., Specht, M., Koper, R.: Smart indicators to support the learning interaction cycle. International Journal of Continuing Engineering Education and Lifelong Learning 18(1), 98–117 (2008) 18. Minaei-Bidgoli, B.: Data Mining for a Web-Based Educational System. Doctoral Thesis. Michigan State University (2005) 19. Mazza, R.: Introduction to Information Visualization. Springer, London (2009)
The Concept of IMPRESSION: An Interactive Instruction System and Its Practice for Real-Time Distance Lessons between U.S. and Japan Takashi Mitsuishi1, Fumiko Konno1, Yuki Higuchi2, and Kentaro Go3 1
Graduate School of Educational Informatics, Tohoku University Kawauchi 27-1, Aoba-ku, Sendai, Japan {takashi,fumiko}@ei.tohoku.ac.jp 2 PRO & BSC Corporation Honcho 2-1-8, Aoba-ku, Sendai, Japan [email protected] 3 Interdisciplinary Graduate School of Medicine and Engineering,University of Yamanashi Takeda 4-4-37, Kofu, Japan [email protected]
Abstract. In order to perform flexible and effective lesson, we proposed “Double Loop Instructional Design Process Model” and developed an interactive instruction system; IMPRESSION based on the proposed model. In this paper, we show the concept of IMPRESSION and also describe the realtime distance lessons we conducted continuously in the first semester of 2007 with IMPRESSION and Skype by connecting between Mountain View, CA, U.S. and Tohoku University, Sendai, Japan via the Internet. As a result of these lessons, we confirmed that although we had a little time lag and some QoS problems of video stream caused by narrow bandwidth and very long distance, we could perform flexible and effective real-time distance lessons by using IMPRESSION and a videoconference system like ordinary lessons such as chalk and talk lessons in a classroom. However, we also found some points to be improved on for continuous use of IMPRESSION. Keywords: real-time distance lesson, interactive electronic whiteboard system, multimedia materials, instructional design process model.
1 Introduction According to the growth of information processing and communication technologies in recent years, there exist so many studies on distance education and utilization of multimedia materials [1][2][3][4][5]. However, existing systems allow us to communicate by only videoconference systems or to show additional materials in web pages or slides and write annotation on it. Moreover, when we use very long distance network such as between U.S. and Japan, narrow bandwidth and time lag make us difficult to communicate interactively with complex multimedia materials. In order to cope with these problems and perform flexible and effective lessons, we proposed Double Loop Instructional Design Process Model which allows us to J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 176–185, 2009. © Springer-Verlag Berlin Heidelberg 2009
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modify lesson plan immediately based on formative evaluations in a lesson, and developed an interactive instruction system; IMPRESSION[6]. In this paper, we show the concept of IMPRESSION and also describe the result of the real-time distance lessons we performed continuously for half a year by connecting between U.S. and Japan via the Internet with IMPRESSION and a videoconference system.
2 Double Loop Model and IMPRESSION IMPRESSION is an instruction system for flexible and effective lesson with multimedia materials. It is a sort of sharable and interactive electronic whiteboard system based on Double Loop Instructional Design Process Model (Double Loop model) we proposed [7]. 2.1 Double Loop Model Double Loop model is an instructional design process model for designing interactive lessons by using information technologies and it forms double loop shown in Fig 1. The outer loop defines the activities of designing a lesson, and is consists of (1) Plan, (2) Apply, and (3) Evaluate phases. The inner loop of Apply phase defines the activities in a lesson, and is consists of (1) Implement, (2) Check, and (3) Modify phases.
Plan Apply Implement
Modify
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Fig. 1. Double Loop Instructional Design Process Model
As mentioned above, Double Loop model, differ from existing models, defines modification process of instructional design in a lesson in addition to instructional design process of a lesson. Thus, it clarifies interaction between a teacher and students, and allows us to cope with unexpected learners’ reactions flexibly in a lesson. It improves effectiveness of a lesson. And we are also able to review processes of performed lessons after them and confirm the modifications from plans. It facilitates us to redesign next class with the results of actually performed lessons.
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2.2 Facilities and Features of IMPRESSION IMPRESSION was designed and implemented as an instruction system based on our Double Loop model and allows us to perform activities in Apply phase. It consists of two types of terminals; a terminal for instructor and terminals for student, which are equipped with pen-based input device such as Tablet PC, and a relay server as shown in Fig. 2. We are able to apply this system to both in-class lesson and distance lesson. And it also allows us to utilize various multimedia data provided by web servers over the Internet as educational materials. A teacher registers a set of multimedia data to use as educational materials in advance. During a lesson, he/she select ones at will from them, present them on a
Terminal for Instructor
Terminal for Student Lesson Records < ?x m l v er s i on= " 1. 0" en cod n i g= " euc - j p" ? > < e l c ur t e> < dr aw it m e= " 18 37" >
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g= " euc - j p" ?> < e l c ur t e> il ne > < st ar t da t a="2 005 0 / 5/ 04/ 1 6: 13 : 16" /> < /d r aw > < op er at e ti m e= " 11 62"> < end d at e=" 200 5/ <pr05/ es0en 4/ 17: t i d="I 1 6:mag 27" /e1 > - 1" /> < /l ect ur e> xml ver < /si o o pern="1 at e .> 0 " e nco di ng =" e uc- p j " ?>
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< end d e=" at e=" 200" 5/ 05/ 0 4/ 17: 1 6: 27" / > < /l ect ur e> < m ov i e d i ="M o vi e1- 1"> < see k t i m e= " 36. 21 79 83 2"/ > < /m o vi e> op er at e> <en d dat e= " 20 05 0 / 5/ 04/ 1 7: 16: 2 7" / > e l ct ur e>
operations
Relay Server Students
Teacher Multimedia Materials Internet Web Servers
Fig. 2. System Construction of IMPRESSION
Fig. 3. A Screenshot of IMPRESSION terminal for instructor
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whiteboard, handle them (e.g. move, resize), and draw annotations on them by handwriting with an IMPRESSION terminal for instructor. Fig 3 shows a screenshot of the terminal. With these operations, it facilitates us to conduct interactive lessons according to reaction of students with various multimedia materials not only in a class but also a distance class. Thus, it makes possible to conduct flexible lessons based on formative evaluation which was defined as Apply phase of Double Loop model.
3 Practice of Real-Time Distance Lessons between U.S. and Japan This time, we conducted a series of lessons as real-time distance lessons continuously every week in the first semester of 2007 with IMPRESSION and Skype by connecting between U.S. and Japan via the Internet. 3.1 Content and Class Format of Practiced Lessons The series of lessons we conducted this time is a course named “Fundamental of IT Education B.” This course has been opened at Graduate School of Educational Informatics, Tohoku University from 2002 and provided to graduate students who have not always studied computer science or engineering. The first author lectures on fundamental computer engineering and information technologies for education (e.g. logical operation, database, computer network, and so on) in this course. This time, the first author stayed at California for a business in 2007, so we decided to practice distance lessons. We conducted fourteen lessons through 13:00 to 14:30 on every Tuesday of Japan Standard Time (through 21:00 to 22:30 on Monday of Pacific Daylight Time) from April to July. Participated students were five, and the second author, who is a doctoral candidate, also participated as a teaching assistant in order to help students and operate computer systems for IMPRESSION and a videoconference system. So far, the teacher had been preparing a lecture note and providing it before each lesson, assigning homework after every lesson, marking it and giving feedback to it, and returning it with comment at a next lesson. Therefore, this time, we provide lecture notes, receive reports for assignment, and return marked reports through a LMS of ISTU[8]. But, TA marked reports and gave feedback to them at this moment. 3.2 Implemented Environment and System Configuration Fig. 4 shows an implementation environment and a system configuration for the practiced distance lessons. This time, we connected between a room in an apartment house at Mountain View, CA, U.S., where the first author lived in, and a classroom at Tohoku University, Sendai, Japan, where students participated to lessons, via the Internet, and used Skype[9] for videoconference in addition to IMPRESSION as shared whiteboard. At the teacher’s room, we prepared a Table PC (Toshiba PORTEGE M400) for both IMPRESSION and Skype and connect it to the Internet via DSL. At Tohoku University, we prepared two Tablet PCs, one (Toshiba PORTEGE M400) with video projector is for IMPRESSION, and another (Toshiba Dynabook SS 3500) with 50in.
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Student Student side side (Tohoku (Tohoku University, University, Japan) Japan) Screen for Skype
Screen for IMPRESSION
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U.S. → Japan: about 70Kbps
USB Camera teacher
Terminal for Skype Internet Internet
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Japan → U.S.: about 110Kbps
DSL Terminal for IMPRESSION and Skype
Fig. 4. Implemented Environment and System Configuration of Practiced Distance Lessons
wide screen plasma monitor is for videoconference by Skype. In order to capture the video, we prepared USB camera on both site. We also prepared speakers in the classroom. The teacher used Bluetooth wireless headset in order to prevent howling. 3.3 Results of the Practices Fig. 5. (a) shows the front of the classroom where students participated and Fig. 5. (b) shows the terminals which TA operated in Japan. Fig. 5. (c) shows the teacher conducting a lesson by operating the terminal. Fig. 6 shows a screenshot of IMPRESSION in a practiced lesson.
Video from Teacher (Skype)
Shared Whiteboard Screen (IMPRESSION)
Terminal for Skype
Terminal for IMPRESSION
Terminal for IMPRESSION and Skype
(a) Front of a Classroom in Japan (b) Terminals in Japan (c) A Terminal in U.S. Fig. 5. Scenes of Practiced Distance Lessons
As results, although there were some problems that were necessary to reboot Skype for a few times because video streams froze and some audio communication failure occurred, IMPRESSION worked with no problem and we were able to conduct whole planned lessons almost well. However it was not communication failure, there exited about 1 second time lag in audio and video streams which may be caused very long distance communication and encoding and decoding of streams. By restricted bandwidth, quality of video images was also not so clear. Therefore, we could not distinguish expression of each student very much even if he/she was closer to the camera when we wanted to see whole students.
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Fig. 6. A Screenshot of the Shared Whiteboard Screen in a Conducted lesson
4 Evaluation Here we describe subjective evaluation by the teacher and also evaluation by participated students. 4.1 Subjective Evaluation by the Teacher This time, although we had some problem on videoconference by Skype, we confirmed that we were able to conduct distance lessons with a videoconference system such as Skype and IMPRESSION as an interactive instruction system in combination. And it seems that they almost stand comparison with ordinary in-class chalk & talk lessons from result of assignments and a term-end exam. As we mentioned in the results, there exists time some lag in video streams and resolution of video images are restricted. We confirmed that these lacks of quality were affecting communication between the teacher and students. For example, even though sounds are clear enough, time lag upset timing to speak and prevent smooth communications. And the teacher sometimes felt difficulty to decide to put forward or explain again with different words because it was difficult to grasp whether students certainly understood or not from vague video images. On the other hand, IMPRESSION worked well with its features although there are some restriction such as screen size and resolution in comparison with ordinary blackboards. For example, we are able to present any materials at will by registered them in advance, it reduced the load to write complex figures and tables in a lesson and the teacher could concentrate on explanations. IMPRESSION is able to go back to the screen in the past. With this feature, the teacher showed again the drawn screen after putting forwarding explanations. Such a progress is impossible in ordinary lesson with blackboard. And the more, by giving the right of operation to students, the teacher and students were able to interact with each other through the numbered cards on the screen of IMPRESSION when we discussed sorting algorithm. Therefore it facilitated the teacher to conduct not only flexible lessons which were the original objective of IMPRESSION but also smooth and effective lessons.
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However, we also found some problems to be solved as will be discussed later in this paper. 4.2 Evaluation by Students In order to investigate the effectiveness of distance lessons with IMPRESSION and Skype, we conducted the survey with questionnaires to students [10]. Fig. 7 shows part of the result of questionnaires; from Q1 through Q7 on the systems and Q8 and Q9 on help and feedback by TA.
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Q1: Could you see the screen of videoconference enough? ……….……….……….…………..
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Q3: Did you think you could communicate with the teacher by videoconference? ………........
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Q4: Could you see the screen of whiteboard system enough? ……….……….……….………..
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Q5: Did you think materials and annotations help your understanding? ………………………..
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Q6: Did you think you could interact with the teacher via whiteboard system? ……….…….....
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Q7: Did you think these distance lessons were enough in comparison with ordinary lessons?
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Q8: Did you think consultation with TA helped your study? ……….……….…….…………........
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Q9: Did you think feedback to assignments from TA help your study? ……….……….….…….
0 Yes
Relatively Yes
Neutral
11
1
11 2
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3
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5
No
Fig. 7. Results of Questionnaire to Students Table 1. Reasons why they felt not enough with these distance lessons
- Face to face lessons seem better than distance lessons. - It seems a little difficult to communicate with the teacher. - Sometimes voice had disconnected. - Much better communication line seems necessary. Although it doesn’t have statistical meaning because the amount of participants were a very few at this moment, we can grasp a rough tendency. As a result, students felt that the systems were not enough but not too bad. About a question; “when you felt the systems are not enough, which are the problems of them or how to solve them?” they answered to this question as shown in Table 1. From these opinions, most of the reasons why they did not feel enough or satisfied with the distance lessons are lack of stability of Skype causing freeze of video streams and audio communication failure, lack of quality of video images caused restricted bandwidth and time lags caused very long distance.
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As for drawing and presentation with IMPRESSION, although we had some negative answers to the question Q6: “Can you interact with the teacher via shared whiteboard screen?” we had relatively positive answers to the question Q5: “Is the explanation by drawing annotations and presenting materials on shared whiteboard screen helpful for your understanding?” It shows the effectiveness of features of IMPESSION for distance lessons. The reason of negative answers to Q6 might be assumed that we could prepare only one Table PC for IMPRESSION in a classroom, students should move to the terminal in order to operate it, and we could not interact at will via IMPRESSION. And these are not about the systems such as IMPRESSION and Skype, the second author helped students, checked reports for assigned homework and gave feedback as TA. Q8 and Q9 were questions asking how affect these help and feedback by TA and the answers were almost very well. Thus, we could assume these help and feedback by TA made up for restrictions and problems in communication between the teacher and students. 4.3 Confirmed Problems of IMPRESSION to Be Solved Although we find some restrictions of bandwidth and lack of stability of the videoconference system we used, these matters will be solved in the near future and we confirmed the effectiveness of IMPRESSION to sum up. However we also found some problems of IMPRESSION to be solved. The load to prepare materials and manage them is especially one of big problem of them. This time was the first time to use IMPRESSION in this course and the teacher should prepare materials. So, the load to prepare was of course heavy. However, in addition to the load to prepare materials, we found following two problems; 1) it was burdensome to register materials to IMPRESSION or to delete registered materials from IMPRESSION, 2) it was difficult to find an aimed material when so many materials were registered. Current IMPRESSION is just prototype to demonstrate interactive presentation of multimedia materials and has features for this purpose. Therefore it has only simple features and user interfaces to handle and manage materials. For example, it allows us to register materials one by one, but we are not able to register a set of materials at once. And it does not have a feature to sort out registered materials nor retrieve an aimed material by query. So, when we select a material to present in a lesson, we need to search the aimed material from all registered materials. This time we conducted lessons continuously every week and materials for each lesson were different from others. So we should register a new set of materials every week. And, we assumed it was difficult to find an aimed material to present when so many materials were registered, we deleted materials which were registered for previous lessons. These were very burdensome tasks. Furthermore, even when we regard some materials were not necessary and deleted them, sometimes they became necessary in order to review previous lessons. It could be said as lack of reusability. In order to solve these problems and facilitate to select an aimed material from many materials and to reuse registered materials in previous lessons, it is necessary not only to improve user interfaces but also to develop some features to sort and manage materials based on lesson plans.
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5 Conclusion This time, we conducted real-time distance lessons continuously for half a year by connected between U.S. and Japan with Skype and IMPRESSION via the Internet. As a result, we confirmed that although there were several restrictions on videoconference via the Internet such as time lags and resolution of video images, we were able to conduct real-time distance lessons with a videoconference system and our IMPRESSION, which allows interactive presentation of multimedia materials and drawing annotations on a shared whiteboard screen among a teacher and students, and the effectiveness of such lessons in comparison with ordinary lessons in a classroom. However, we also found the problems of IMPRESSION to be solved in order to conduct lessons continuously such as usability of user interfaces and features to handle and manage many materials. We are developing such features[11]. On the other hand, we will be able to record conducted lessons when we conduct them with a system like IMPRESSION, and it could be expected to create contents for review by students or to prepare data for reflection by the teacher[12][13][14][15][16]. We will solve the confirmed problems, improve our system, and propose novel educational environments as our future work. Acknowledgments. A part of this work was supported by KAKENHI (16700550 and 20700631).
References 1. Yoshino, T., Inoue, Y., Yuizono, T., Munemori, J., Ito, S., Nagasawa, Y.: Development and Application of a Supporting System for Distance Learning Classroom Using Personal Computers via Internet. IPSJ Journal 39(10), 2788–2801 (1998) 2. Murakami, M., Yagi, K., Kakusho, K., Minoh, M.: Analysis of Evaluation Factor of Distance Learning System Focusing on Effect of Experience and Custom in Lecture (in Japanese). IEICE Transactions on Information and Systems J84-D-I(9), 1421–1430 (2001) 3. He, A., Kara, A., Cheng, Z., Go, K., Koyama, A., Huang, T., Imamiya, A.: RIDEE-SPS: A Presentation System for Realtime Interactive Distance Education Environment (in Japanese). IPSJ Journal 44(3), 700–708 (2003) 4. Hayashi, T., Watanabe, K., Otani, M., Tanaka, H., Okazaki, Y., Hayashida, Y., Kondo, H.: Design and Implementation of a Remote Lecture Based on Instruction with Blackboard Using High-Quality Media Devices and High Speed Information Network (in Japanese). Journal of Japanese Society for Information and Systems in Education 22(1), 3–14 (2005) 5. Matsuura, T., Maeda, K., Kohno, E., Kishida, T.: A Telepresentation System to Assist Presenting Rich Multimedia to Audiences in Remote Locations (in Japanese), Technical Report of JSiSE Chugoku branch 5(4), pp.16-19 (2005) 6. Higuchi, Y., Mitsuishi, T., Go, K.: An Interactive Multimedia Instructional System: IMPRESSION for Double Loop Instructional Design. IEICE Transaction on Information and Systems E89(6), 1870–1884 (2006) 7. Higuchi, Y., Konno, F., Mitsuishi, T., Go, K.: A Double Loop Instructional Design Process Model for Interactive Instructions. Japan journal of educational technology 3(4), 457–468 (2008)
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8. Mitsuishi, T., Kumai, M.: ISTU: Internet School of Tohoku University (in Japanese). Journal of IEICE 86(11), 816–820 (2003) 9. Skype web site, http://www.skype.com/ 10. Mitsuishi, T., Konno, F.: A Report on Practice of Distance Class between Japan and U.S. with ISTU and Real-time Distance Education System (in Japanese). Annual report of ISTU 4, 9–21 (2006) 11. Suzuki, T., Konno, F., Ohkawa, Y., Mitsuishi, T.: Design and Implementation of a Lesson Plan Based Data Management Mechanism for Educational Materials in IMPRESSION. In: Proc. of 33th JSiSE Annual Conference, pp. 296–297 (2008) 12. Konno, F., Higuchi, Y., Mitsuishi, T.: A proposal of a methodology of supporting teacher reflection by presenting differences between planned and implemented actions. In: Proc. of AACE SITE 2007, pp. 1059–1064 (2007) 13. Konno, F., Higuchi, Y., Mitsuishi, T.: Teacher’s Awareness in New Reflection Methodology Using Highlighted Process Displays. In: Proc. of AACE SIT 2008, pp. 2665–2673 (2008) 14. Kanno, Y., Konno, F., Ohkawa, Y., Hashimoto, K., Mitsuishi, T.: A Proposal of Teacher Reflection Supporting System Based on Observation of Reviewing Activities with Handouts and Video Records (in Japanese). Educational Informatics Research (7), 1–8 (2008) 15. Konno, F., Higuchi, Y., Mitsuishi, T.: A Study on a Teacher Reflection Method by Presenting Differences between Lesson Plan and Actual Instructions (in Japanese). Japan journal of educational technology, 32(4) (printing) 16. Konno, F., Kanno, Y., Mitsuishi, T.: Effects of Teacher Reflection with Highlighted Level Process Displays: Presenting Differences between Lesson Plan and Implemented Actions. In: Proc. of AACE SITE 2009, pp. 1236–1243 (2009)
Improving Children’s Writing Ability Joana Pereira, Luís Carriço, and Carlos Duarte LaSIGE, Faculty of Sciences of the University of Lisbon, Portugal [email protected], {lmc,cad}@di.fc.ul.pt
Abstract. This paper presents IWA, a platform to aid children when learning how to write. The proposed system offers both tutor and child a certain degree of autonomy. IWA provides tutor and child with different interfaces. The features available to the tutor allow the definition and configuration of repetition exercises comprising letters, numerals and freeform gestures. The child interface supports the child in the task of solving those exercises. The system has been evaluated in two sessions with children. From the evaluation results and the feedback provided by a school teacher we conclude this to be a very promising system towards optimizing the repetition process required for perfecting hand-writing. Keywords: Hand-writing, Children, Education, Multimedia, Evaluation.
1 Introduction Learning to write is a complex process encompassing the development of cognitive and mechanic abilities, and their synchronization [1]. This process traditionally requires the presence of a teacher to assist the child when performing the first writing movements [2]. Perfecting the child’s calligraphy involves numerous repetitions of the same movement, demanding major time consumption from both teacher and pupil. Being faced with such a lengthy process concerning the interaction between teacher and pupil, we argue that finding an alternative capable of endowing both parties with enough autonomy, and thus targeting an increased productivity, would be a helpful proposal. By reducing the time required from the teacher to accompany each individual child, she can better manage her effort and work more closely with the children presenting more learning difficulties. Giving teachers the means to improve their awareness to each child’s progress, will allow them to focus their efforts where they’re most needed, hopefully resulting in a swifter evolution from the group of children in a class. Besides the benefits directed at the teacher, the children themselves could benefit from becoming semi-independent in their calligraphy perfecting process, allowing them to execute requested exercises anytime or anywhere, without the presence of a teacher to grade their performance. In order to ensure that teachers and pupils can enjoy the benefits of such a level of independence, we propose a new interactive platform, grounded on traditional teaching methods and favoring the synchronization between the cognitive and motor skills involved in hand-writing. The platform, targeted at pre-school and school aged children, takes advantage of today’s pen-based devices. This way, it will be possible J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 186–195, 2009. © Springer-Verlag Berlin Heidelberg 2009
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to support interaction mechanisms similar to the ones used in traditional learning techniques by having the child write directly on the device, in the same way she would do with paper. This will allow lessening the child’s adaptation efforts while offering a rich and motivating interaction experience. The paper reports on the development of such platform, named IWA (Improving Writing Ability), which applies gesture evaluation techniques in teaching to write scenarios. The platform strives to perfect some of the writing and calligraphy characteristics trough contextualized challenges and task execution, while making use of appropriate feedback mechanisms capable of stimulating children of target age ranges to a healthy and constructive learning experience. The next section presents a summary of related work. Afterwards, we present the IWA system supporting concepts, the tutor and pupil interfaces, the data storage and logging mechanisms and the gesture grading algorithm. This is followed by a description of the preliminary evaluation conducted and a presentation of the results obtained. Finally we discuss those results and finish with some concluding remarks and future work directions.
2 Related Work One very often applied technique in learning to write support methods based on recent technologies is gesture recognition and evaluation, from gestures performed with the assistance of haptic systems [1, 2, 3, 4]. Telemaque [1] is a system which employs a force feedback ready pen to help children learning how to write. According to its authors this system achieved positive results regarding the adoption of a proactive strategy to control handwriting movements by the children who participated in the evaluation [1]. However, the force feedback system limits the children’s movements to a specified area around the letter that has to be drawn, accompanying the movement. This system, aimed at reducing the errors made, also limits the child’s independence and, potentially, the child’s confidence to operate without the system’s assistance. Other systems targeted at improving the performance of people perfecting their writing skills have also been explored in the context of learning a second language. ITOUCH [2] is one such a system. It was conceived to help learning Japanese characters, with an animation completed by voice instructions teaching how the character should be drawn. This system also showed benefits, with a significant improvement in the classifications obtained by the persons who used the system over the ones who didn’t. However, the classification process had to be made by an independent teacher. IWA supports automatic classification and additionally is capable of providing feedback during the shape’s execution. Other studies [5] show how technology can help children to develop their reading skill and improve their knowledge. Systems using technology together with children appealing content, like games or animations, show great potential when correctly conceived. Given that children are one of the most complex target audiences, some guidelines to assist in the development of systems targeting them have been defined [6, 7]. One of those studies concerns the capability of a system or application to engage children [6]. The author presents some fundamental factors to achieve this
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capacity, like supporting rich interactions and always provide adequate feedback, amongst others, while pointing out a set of precautions that should be considered when designing such systems. IWA follows these guidelines, thus becoming an engaging system, providing the sufficient independence to the child and the tutor, ensuring appropriate feedback is given to the child, and, additionally, being able to present important information regarding the child’s evolution to the tutor.
3 The IWA System The IWA system aims to provide the required autonomy for both tutors and pupils during the calligraphy learning, repetition and perfecting process. The system was developed targeting both user groups: teachers and pre-school and first school years children. For the teachers, the system provides a set of tools allowing them to define and configure the exercises to present to the pupils. For the pupils, the system offers a rich graphical interface for presenting the teacher defined exercises, developed taking into account their literacy level, and taking care to provide immediate feedback according to the child’s performance. Each exercise is presented to the child as a challenge. A challenge is based in two concepts: a template and a task. A template is a set of sequentially ordered points defining the shape of a gesture. The task defines a set of presentation and interaction settings. Current settings allow defining how the template is to be presented (with a solid or dashed line), what scale is to be used (thus varying the size of the presented shape) and how many repetitions are required for the challenge to be considered successful. A challenge is thus defined as an association of a task to a template. It is the responsibility of the tutor to define and configure each challenge before it being presented to the pupil. A set of challenges is named learning unit. In this fashion, the teacher can prepare a set of learning units to use in her classes. After being presented with a challenge, the pupil executes the assigned tasks and waits for the system attributed score. Each challenge overcome by the child provides an immediate reward and the enabling of new challenges. In the following sections we will present in greater detail both profiles available in the IWA system, the logging mechanisms offered and the algorithm employed to grade the child’s performance and on which is based the presented feedback. 3.1 The Tutor Interface The IWA user profile dedicated to the teachers’ population has as main goal supporting the definition of the challenges to present to the children. Prior to presenting the challenges to the children, these must be defined and appropriately configured by the teacher. To this end, the IWA system offers two main groups of features: one allowing the definition of templates and the other supporting the association of tasks to templates in order to create challenges. When defining templates the tutor is responsible for identifying the class of gesture to ask the children to do. Currently, IWA supports for classes of gestures: upper case letters, lower case letters, numerals and freeform. When defining a letter or a numeral the tutor can select the desired symbol by pressing the corresponding button on the
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IWA tutor interface. Figure 1 presents this process for the letter “o”. The template is stored on the local file system, using the symbol as an identifier. When defining a free form gesture the tutor is requested a symbol name to act as its identifier. After defining the identifier the tutor draws the gesture in the drawing space on the right side of the interface (see figure 1). The tutor can define as many templates as whished for each letter, numeral or freeform gesture.
Fig. 1. Creating a template for the letter “o” in the IWA tutor interface
Once the templates have been defined the tutor can proceed with the challenges creation. All the previously defined templates are available to the tutor during the challenge creation process. After selecting the template, the tutor must configure the task the child will have to perform. As described above the task consists on a line following assignment, and the tutor can configure how the template is presented (line type and shape size) and how many repetitions will be requested. Additional details also have to be selected, like the voice instructions (which can be recorded at this point if not already available) or the difficulty settings for the scoring algorithm. Figure 2 illustrates this process.
Fig. 2. Configuring the challenge in the IWA tutor interface
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The tutor interface also supports browsing of the challenges completed by pupils. The teacher can load the results of the challenge that has been submitted by the pupil and, besides seeing the score achieved and the time it took for the child to draw the shape, she can play an animation of how the child draw the shape, which will assist in identifying possible problems, like the child drawing the shape in the wrong direction, for instance. 3.2 The Pupil Interface Figure 3 shows the pupil graphical interface where the challenges will be solved by the children. The interface is organized in three functional areas: the top area consists of a set of buttons corresponding to the challenges; in one of the sides a colored progress bar is used to present the child’s gesture score; and a workspace with a horizontal guide line where the challenges are presented and the gestures executed.
Fig. 3. The IWA pupil interface
The challenges are presented and executed in a precise sequence. The challenge execution process starts with the child pressing the first button in the top area. In response to the button press, the challenge is presented in the workspace area through an animation exemplifying how the gesture is to be made. This animation can be replayed anytime the child wishes to, by pressing the corresponding button. After the gesture animation stops the shape’s line is drawn according to the teacher definition and a sound cue is played signaling the child can start the gesture drawing. Once the drawing task is concluded the child requests the grade by pressing the colored progress bar. In response the system slides the progress bar to the obtained score and follows up with one of two behaviors: plays a sound associated with a less achieved performance and then displays the same exercise for the child to repeat and perfect; plays a successful sound and unlocks the next challenge by enabling the related button and sharpening its image. This is expected to captivate the child, motivating him to reach good scores and unlocking new challenges. The described process is repeated until all the challenges are overcome. However, the child is able to repeat a challenge whenever he desires it.
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The drawing process is supported by some assistance mechanisms. After the shape has been presented, or whenever the child lifts the pen from the drawing surface during the challenge execution, a graphical animation presents a hint of where the child should continue drawing the shape, and in what direction. Additionally, when the difference between the shape being drawn by the child and the template rises above a teacher defined threshold the line drawn by the child gets thicker and changes color as can be seen in figure 4.
Fig. 4. The drawing line thickens and changes color when the pupil strays away from the template
The images and sounds used in the pupil interface are tailored to child’s age and gender in order to try to motivate them as most as possible. 3.3 Data Storage and Logging Mechanism Every data related to challenge creation and their execution are stored in XML files. These files comprise a set of metadata with the challenge configuration and the set of sequentially ordered points defining the template used in the challenge, or the shape drawn by the child. The metadata pertaining to a challenge is the information characterizing both the template and the tasks defining the challenge. The metadata pertaining to a challenge execution consist of not only the challenge’s full characterization, but also of every point drawn with temporal information and the score achieved. For each attempt at solving a challenge a complete independent file is generated. The files storing the challenge solving attempts can be browsed and visualized later in the tutor’s interface to assist in the identification of difficulties the child may be going through. 3.4 The Grading Algorithm The grading of the child’s executed gestures is based on two main criteria. The first criterion is the average absolute distance between the drawn points and the template points. The identification of what is the closest point in the template for each point in the drawn shape is not a trivial problem when lines cross in the shape. This happens in
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many of the alphabet letters. To prevent the algorithm to identify as the closest point, a point that is not in the same stroke, the comparison between the current point and the template points does not include all the template points. Instead, it includes just the next thirty points in sequential order from the last matched point. This prevents the matching with incorrect point, while supporting situations where there is a need to lift the pen to continue drawing in another part of the workspace. The second criterion is the percentage of the template that has been covered in the child’s shape. This prevents the situations where the child only draws part of the shape, even if they were drawn close to the template, which would result in a good grade if only the first criterion was used. Based on these two criteria, and the internal parameters configured by the teacher, the shape’s score is computed. The algorithm also works in a proactive manner, keeping an internal count of the consecutive failed attempts in the same challenge. This allows the mechanism that adjusts the line thickness and color according to the distance between drawn point and template point, to operate after the child has failed the challenge the number of times specified by the teacher. This provides an immediate feedback to the child on his performance, as presented on figure 4.
4 Preliminary Evaluation To assess the proposed system two preliminary evaluation sessions were conducted. Our goal was to assess the usability of the pupil interaction platform while a child is executing the challenges, and also our assumptions regarding the usefulness of a system like the one described towards an increase in motor skills related to handwriting tasks. To this end we set up two evaluation sessions, with a three and a half years old girl participating in one session and a four and a half years old boy participating in the other session. For each session twelve distinct challenges were prepared, totaling twenty four challenges distributed over two learning units. All challenges were presented in dashed lines, keeping the same scale that was used in the template definition. Each evaluation session took approximately twenty minutes. The application was executed in a LG P100 tablet PC. From the first to the second session, some usability improvements were made. This will not impact our conclusions since we will not try to establish any comparison between both sessions’ results. The sessions were conducted at the children’s homes, in order to stress them as little as possible. The children’s parents were present during the evaluation. They were briefed prior to the sessions, and agree on having the sessions recorded on tape. The tape was later used to assess the stress level felt by each child during the evaluation. During the first evaluation a school teacher, who is the child’s grandparent, was also present. Instructions on what was expected of the children were explained to them at the beginning of the trial, and every time they requested it, or was felt needed by one the evaluation team members. During the evaluations, both children provided very positive reactions regarding the system’s feedback mechanism, and, on their own initiative, wanted to repeat the
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challenges after completing them successfully once. This allowed us to record results on two rounds per learning unit. After the session’s completion, results and information gathered were processed and analyzed, resulting in three metrics regarding the executed challenges: best score, average number of attempts until successfully completing the challenge, and average time taken per attempt. The score is assessed in a 0 to 100 scale, with 100 being the perfect score. Table 1 presents these results for both children. Table 1. Evaluation sessions‘ results
Best Score
Girl Boy
Round 1 72.13 69.16
Average # of tries Round 2 73.48 72.83
Round 1 1.75 1.5
Round 2 1.5 1.2
Average time per try (s) Round 1 Round 2 10.32 10.66 8.79 9.93
A quick analysis of the presented results shows that from the first to the second round in both sessions there was an increase in the best score, a reduction in the number of attempts per challenge and a slight increase in the time taken per attempt. Due to the small number of evaluation sessions conducted we feel it is not adequate to perform a detailed quantitative analysis of the results. A qualitative discussion of the evaluation sessions conducted is presented in the next section.
5 Discussion During the first evaluation session we identified some usability problems in the pupil interface. The school teacher present in the session also offered some constructive criticism regarding some pedagogical aspects employed in the IWA system. The scoring progress bar was placed on the right side of the workspace. For righthanded children, as was the case of both children involved in the evaluation session, this placement meant their arm covered the score bar. We noticed that after completing the shape the children did not remove the arm immediately, and failed to watch the progress bar animation. For the second session, the bar was placed on the left side of the workspace, in a way that was always visible to the child. During the first session it was noticed the child failed to follow closely the animation that exemplifies how the shape should be executed. We introduced a different cursor, with a pencil shape and a bigger size, which proved better at drawing the child’s attention. When the challenge used a template requiring multiple strokes (e.g. “E”), we noticed that, many times, the child did not know where to proceed after finishing a stroke and lifting the pen. We introduced a mechanism to hint at where the child should continue the shape’s execution, and in what direction, every time the pen is lifted. The way the score is presented was also changed. In the initial version the score indicator began its animation in the middle of the progress bar. This meant that when the achieved score was low, the indicator dropped. For the second session, this
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behavior was altered. The score indicator starts at the bottom of the progress bar, which means that whatever the score is, the indicator always rises, improving the child’s motivation. Although only two evaluation sessions have been performed, it can be noticed a slight increase in the scores obtained and in the time taken to perform the shapes from the first to the second round. This can be a sign that the children were trying to perfect their execution to improve the classification achieved. Regarding the boy who participated in the second session it was perceivable that the degree of difficulty demanded (a score of 50 points or better to unlock the next challenge) proved to be a demotivating factor, due to the child’s proficiency level for the requested tasks. This effect can be avoided if the difficulty can be adjusted in execution time, based on the scores that have been achieved in the previously executed challenges.
6 Conclusion and Future Work This paper presented IWA, a system to assist both teachers and pupils in the handwriting learning process. The system employs pen-based interaction techniques in order to mitigate the effort required of the children to adapt to a technological solution. The paper also presented the results of a preliminary evaluation of the proposed system. The results were positive and extremely encouraging, regarding both the improvements perceived in the evaluation sessions and the enthusiasm shown by the children. Also the feedback provided by the school teacher was very positive and her suggestions were used to improve the system for the second evaluation session. However, from the small number of evaluations performed, we can envision several evolutions to the current system in order to improve both pupil and tutor interface and the grading algorithm. Perhaps the biggest evolution we could make to the system is to endow it with adaptive capabilities to adjust to difficulty level used in the grading algorithm in accordance to the acuity revealed by the child in the previous challenges.
References 1. Palluel-Germain, R., Bara, F., Hillairet de Boisferon, A., Hennion, B., Gouagout, P., Gentaz, E.: A visuo-haptic device - Telemaque - increases kindergarten children’s handwriting acquisition. In: Proceedings of the Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (WHC 2007), pp. 72–77. IEEE Computer Society, Los Alamitos (2007) 2. Eid, M., Mansour, M., El Saddik, A., Iglesias, R.: A Haptic Multimedia Handwriting Learning System. In: Proceedings of the international workshop on Educational multimedia and multimedia education (EMME 2007), pp. 103–108. ACM Press, New York (2007) 3. Bara, F., Gentaz, E., Colé, P.: The visuo-haptic and haptic exploration of letters increases the kindergarten-children’s reading acquisition. Cognitive Development 19, 433–449 (2004)
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4. Henmi, K., Yoshikawa, T.: Virtual lesson and its application to virtual calligraphy system. In: Proceedings of the IEEE International Conference on Robotics and Automation, pp. 1275–1280. IEEE Press, Los Alamitos (1998) 5. Liang, P., Johnson, J.: Using technology to enhance early literacy through play. Computers in Schools 15(1), 55–64 (1999) 6. Said, N.: Towards a ‘model of engagement’ Designing Multimedia Application for Children. Digital Learning 3, 1 (2007) 7. Wyeth, P., Purchase, P.H.: Using Developmental Theories to Inform the Design of Technology of Children. In: Proceeding of the 2003 conference on Interaction Design and Children, pp. 93–100. ACM Press, New York (2003)
From Paper to Module – An Integrated Environment for Generating SCORM Compliant Moodle Courses Out of Text and Multimedia Elements Hans-Martin Pohl, Benedikt Deicke, and Jan-Torsten Milde Fulda University of Applied Science HCI Research Center Heinrich-von-Bibra-Platz 3, 36037 Fulda, Germany [email protected], [email protected], [email protected]
Abstract. ECampus is a project spanning all departments at the University of Fulda. It has been started to create a uniform learning environment at the university. The objective is to research and develop a user-friendly easy-to-use editor to generate SCORM 2004 conform E-Learning modules. This editor is based on Open Source software and new technologies such as XSL transformations and the Google web toolkit. The whole system is provided as a web application and embedded within the E-Learning environment of the university. Some E-Learning modules can be developed with the system immediately. These modules are now being used during the lessons with great success. Keywords: SCORM 2004, XSLT, transformation, creation of content, E-Learning, modules, lesson, user friendly, style sheet, LOM, moodle, LMS.
1 Introduction For the average author it is almost impossible to generate a SCORM 2004 file structure by hand. SCORM, as a technical standard, combines a number of existing ELearning specifications and formats. A SCORM compliant E-Learning unit may consist of arbitrary files containing the actual content of the unit. In most cases, the unit’s textual content is stored in (X)HTML files, which can be displayed with a standard web browser. Multi media files, e.g. images, flash animations, audio and video files, are stored separately in their proprietary formats. Only a small number of SCORM editors exist (e.g. Reload, http://www.reload.ac.uk/scormplayer.html). Even with these systems, the user still has to have a good understanding of the SCORM file structure. This technical barrier is much too high for most tutors. As a result, standard compliant E-Learning content is not produced. In this paper we describe an integrated environment, that facilitates the simple creation of such content. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 196–203, 2009. © Springer-Verlag Berlin Heidelberg 2009
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2 State of the Art While there are currently a lot of different Learning Management Systems, the use is limited to but a few in Germany. Hereby Moodle (see http://www.moodle.org) and ‘Ilias’ (see http://www.ilias.de/ios/) play the greatest role. In contrast to the LMS there are only a limited number of editors for creating an ELearning module. HTML editors are widely-use but don’t provide adequate functionality. Furthermore E-Learning modules generated by an editor can mostly only be used within a proprietary LMS. Additionally, a lot of effort is required to learn how to use these editors. Such a system fails entirely if there has to be consistent development and presentation of tests and learning success. The advantage of these systems is the functionality for communication between users or between tutor and student. In our case this can be neglected because this functionality is captured by the LMS ‘System2Teach’ (see also http://www.system2teach.de) which is a proprietary development of the University of Applied Sciences Fulda. This paper focuses on easy and comfortable development of E-Learning modules based on textual content by using the eCampus framework. Concerning the technology for state of the art web applications there are many choices. Many different systems support the web based approach. Besides PHP (see http://www.php.net) or JSP (see http://java.sun.com/products/jsp/index.jsp) it is also possible to use Ruby (see http://www.ruby-lang.org) in combination with the Ruby on Rails framework (see http://www.rubyonrails.com).
3 The eCampus Project This research focuses on the development of a user-friendly system for writing E-Learning units, allowing authors to concentrate on the content and the didactic concept of the unit, instead of worrying about the underlying technology. It is part of the eCampus project at the University of Applied Sciences Fulda. In this interdisciplinary project, content is being created for the faculties Nutritional Sciences, Food and Consumer Sciences, Applied Computer Science, Nursing & Health Care as well as Food Technology. Within the first years of the project, many E-Learning modules were produced. All modules address prominent introductory courses of the particular program of study. This was only possible by using the eCampus framework which is described below. The central target of the project is the implementation of a tool that decreases the complexity of the process of learning module production. The central objectives of the learning module production are an increase in the interactivity of the course, as well as an increase in the quality and quantity of self learning. Currently LMS with SCORM 2004 support are not commonly available. Until Moodle is SCORM 2004 capable the format of transformed E-Learning modules will be SCORM 1.2.
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Fig. 1. System Architecture
3.1 Overview System Architecture The learning module production takes place in three phases (see Figure 1): • the structural annotation of the textual content • the automatic generation of the E-Learning unit • the automatic transmission into the LMS and allocation as SCORM compliant E-Learning module In phase one, most of the (textual) content is created in a standard word processor (e.g. Open Office, [10]). Here the text is structurally annotated using a predefined formatting template. The text is stored and automatically converted into a simple XML file, which provides the basis for subsequent transformation steps. This approach works very well for static content and is used in a number of systems (e.g. eLAIX (see http://www.boldt-media.de/)). In the second phase, the file prepared in phase one is transformed into a SCORM 2004 compliant E-Learning module automatically. For this, the document is unpacked and analyzed. To get by on cascaded XSL transformations (EXtensible Stylesheet Language) each element is identified and transformed with specific instructions (see Figure 2). Finally all contents are packed into an E-Learning module and multiplexed with the necessary auxiliary files. The available metadata is separated and attached to the module in a LOM (Learning Objects Metadata) compliant form. The complete process was formerly controlled by the Apache ant build tool ([4]) but is now ported to Rake (see http://rake.rubyforge.org). It uses saxon8 (see http://saxon.sourceforge.net/) as a transformation engine.
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Fig. 2. Transformation Tree of eCampus Framework
In the last phase the author is able to either download the education module or to transfer it to a Moodle server, where a new course is created automatically. Unfortunately Moodle currently lacks a stable web service API. Due to this the automatic transfer and creation of courses is not yet supported until Moodle fully implements this. In addition the transformation server itself also provides a RESTful Web service API. These interfaces make it possible to integrate the transformation server into other applications. 3.2 User Front End The user front end is very simple and easy to use. All main functions can be controlled by the main screen (see Figure 3). The menu bar on top contains the administration functions and an online help. The main part is the dark green beam with the input box for the source file. If the path is unknown the file can be selected using the browser's file chooser. Afterwards the transformation can be started with a single click. In advanced mode there is the possibility to set the name of the target file or assign a style for the presentation as single HTML files within a browser. Additionally it is possible to add media files like images, flash animations, audio or video. The lower part of the screen lists all transformations and displays their current state. It is possible to get a detail view and to download the results of completed transformations. The detail view (see Figure 4) displays the state of the transformation and contains the included source files, the resulting learning units and some functions to reannotate or retransform the source file. 3.3 Transformation Process The complete process is controlled by the Rake (see http://rake.rubyforge.org) build tool and uses saxon8 (see http://saxon.sourceforge.net/) as a transformation engine supported by a graphical user interface (GUI).
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Fig. 3. User Front End Main Screen
Fig. 4. Detail View of a Transformation
After starting transformation, the written Open Office document is unpacked. After that the file ‘content.xml’, which contains the content, is accessible and can now be transformed (see Figure 4). The first step of the transformation is to transform this ‘content.xml’ into a new file called ‘puretext.xml’. This new file is in an intermediate format. Thereby the
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annotated elements are assigned an explicit format template. Furthermore all elements without annotation are deleted. The result of this transformation is a universal intermediate format without direct correlation to the producer application. The transformation is controlled by the XSLT stylesheets ‘content2pure_1.xsl’ and ‘content2pure.xsl’. The advantage of this intermediate format is that the resulting transformations are totally independent of the content collecting process or application. As a result a content collecting process using other applications is also possible in the future, e.g. Microsoft Word. Only the transformation into the intermediate format has to be adapted.
Fig. 5. Abstract of the unpacked *.odt
The file in intermediate format can be transformed into the output format (here HTML) by applying the XSLT stylesheets ‘generateHTML.xsl’ and ‘html.xsl’ For this purpose each element from ‘puretext.xml’ is analyzed and the corresponding transformation instruction is searched. If the correct instruction is found, it is applied to the specific element. The transformation result is stored into the HTML file. To print out the content easily a further version is generated. In contrast to the first form all learning objects, sessions and sections, are stored within one page. This page can easily be printed by using the print functionality of the browser. An overall glossary is generated by applying the stylesheet ‘glossary.xsl’. Hereby all elements which are annotated as glossary entries are transformed into a separate glossary file. To use the learning module without an LMS there must be extra navigation. In this case all headlines from sections and sessions are transformed into the file ‘menu.xml’ supported by ‘menu.xsl’ The metadata which is stored within the ‘content.xml’ is read and transformed into a further intermediate format ‘intermediateMD.xml’. From this the ‘generate LOMMetadata.xsl’ generates the ‘modulID.xml’ and ‘parenttitle.xml’ which
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conforms to the LOM standard. Subsequently the complete content and all metadata is transformed into XML files. 3.4 Integration in LMS It is possible to manually download and import the resulting ZIP archive into any SCORM compliant LMS. Additionally, as the University of Applied Sciences Fulda is currently using Moodle, it is planned to implement an automatic transfer and import of generated learning modules into this LMS. Unfortunately Moodle's SOAP based web service API is currently under development and scheduled for its 2.0 release. As soon as the required functionality is implemented, the eCampus web application will be extended accordingly. By clicking a single button the user will be able to automatically create a new course in the Moodle LMS based on the previously generated learning unit.
4 Discussion and Prospects As the transformation process is run on a single central server, it becomes relatively simple to update and extend the system functionality. An expensive deployment onto multiple computers is not needed anymore and it is ensured that all authors are always able to use the up-to-date transformation process. The transformation server is based on the dynamic scripting language Ruby and the programming language Java. Both are using virtual machines which are available for various operating systems. Although the transformation server is currently running on Linux it is possible to run it on other platforms, too. Future works will be concentrating on the development of a web based editor making it possible to replace OpenOffice. This editor should be able to import documents in different formats, automatically analyse the document structure and provide functions to annotate these documents online.
References 1. Crockford, D.: RFC 4627. The application/json Media Type for JavaScript Object Notation (JSON), http://www.json.org/ (accessed, 13.01.2009) 2. David Eisenberg, J.: OASIS OpenDocument Essentials. LuLu.com (2004) 3. Hodgins, W., Duval, E., et al.: Draft Standard for Learning Object Metadata. Report, Learning Technology Standards Committee. IEEE, Los Alamitos (2002) 4. Holzner, S.: Ant - The Definitive Guide. O’Reilly Media, Sebastopol (2005) 5. Google Inc. GWT: the Google Web Toolkit, http://code.google.com/webtoolkit/ (accessed 13.01.2009) 6. Kay, M.: XSLT 2.0 programmer’s reference. Wiley, Indianapolis (2004) 7. Koper, R.: Modeling units of study from a pedagogical perspective (2001), http://eml.ou.nl/introduction/articles.html 8. Advanced Distributed Learning. SCORM 2004 (2004), http://www.adlnet.gov/scorm (accessed, 13.01 2009)
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9. Schulmeister, R.: Grundlagen hypermedialer Lernsysteme: Theorie - Didaktik - Design. Oldenbourg Verlag, München (2002) 10. OpenOffice.org team. OpenOffice, http://www.openoffice.org/ (accessed 13.01.2009) 11. W3C. XML, http://www.w3.org/MarkUp/ (accessed, 13.01.2006) 12. Wilde, E., Lowe, D.: XPath, XLink,XPointer, and XML. Addison-Wesley Professional, Reading (2002)
Development of a Simulator of Abacus: Ancient Analog Calculator on a Mobile Phone as a Teaching Material Kenta Saito, Yuki Makita, Vu Quang, and Hitoshi Sasaki Faculty of Engineering, Takushoku University, 815-1 Tatemachi, Hachioji, Tokyo 193-0985, Japan {myrte,makita}@eitl.cs.takushoku-u.ac.jp, [email protected] Hitachi Software Engineering Co., Ltd. 4-12-7, Higashishinagawa, Shinagawa, Tokyo 140-0002, Japan
Abstract. Portable electric devices such as mobile phones and video game consoles are becoming high performance and they are becoming ubiquitous. And a lot of people are in situations that allow for use of these applications. On one hand, it is useful for students to study out of class if they can use teaching materials at school with a portable device. And Japanese people had widely been using an abacus until the electronic digital calculator appeared recently. Even today, the abacus is used to teach math in Japanese primary schools teaching. We are developing a simulator of abacus as one of the computerizations of the teaching materials in this research. Keywords: abacus, android, education, teaching material, mobile phone.
1 Introduction The spread of mobile phones has advanced in Japan. In the research of Ministry of Public Management, Penetration rate for households of mobile phone was 95% at the end of 2007 [3]. And the mobile phone's availability of junior high school and high school students were over 85%. On one hand, the performance of mobile phones has advanced. There are a mobile phone which became possible to execute high-speed processing and equipped with a touch sensor and an acceleration sensor like Google Android (Android) [1]. Therefore, developers became possible to make applications which have a lot of functions. Then we thought if we make teaching material's applications for students, they can study without a constraint by using these applications because a lot of students use mobile phone. We paid attention to the calculator named the abacus used in Japan from old as one of the teaching material applications. The abacus is not only a mere calculator but also a teaching material improved a mental calculation [2]. The abacus is used in the primary school class now. In this research, we paid attention to it and developed an application that students can use like an actual abacus for using the touch sensor of Android. In addition, we J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 204–208, 2009. © Springer-Verlag Berlin Heidelberg 2009
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developed functions which display the number to understand expression of peculiar number for abacus and set simple addition problem to practice the calculation for using this application.
2 Overview of Japan Style Abacus The arrangement of an abacus is five beads per row as in Figure 1. A single row shows one digit. The top five beads are shown of 5. Four beads under the top show one respectively. And as shown in Figure 2, number from 0 to 9 is shown by sequence of the beads. Students using an abacus learn skills that not only the calculation using an abacus is quick but also a mental calculation that the student images the abacus their mind. If a student can use the mental calculation, a student can come out calculations quickly without the abacus [4].
Fig. 1. Sharpe of a Japanese abacus
An abacus is used to understand a basic calculation at classes of primary school. However, they don’t have enough time to study it. Therefore almost students can’t master the mental calculation using abacuses. A lot of students who can make the mental calculation have been to the abacus classroom besides school classes.
Fig. 2. How to show number from 0 to 9
3 The Android Platform 3.1 Overview The Android is a platform that it was developed Google and Open Handset Alliance (OHA) [5]. OHA is a group of forty seven technology and mobile companies. They
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released Android as an open source. We can use Android and a development environment for free. T-Mobile releases G1 [6] as a mobile phone equipped Android. A million units had sold from October 2008 to December 2008 in USA. In addition, Google have sold Android Dev phone that was removed to SIM lock and Hardware lock from G1 since December 2008. There are some features in Android. One of features is using the touch sensor and the acceleration sensor. So, a user can sensuously operate Android with there sensors. And the Android implements OpenGL ES as a 3D graphic function and a database corresponding to SQLite. Moreover, Android can synchronize Google account. Therefore, a user can take the schedule the user made and message of Gmail. 3.2 Execution Environment of Android Applications The Android runs on a Linux operating system. Applications for the Android operate by using Dalvik Virtual Machine (DVM) of Java Virtual Machine (VM) implemented on Linux. DVM is what Google developed originally for the Android, it is suitable architecture for operation on a mobile phone. DVM is different from normally Java VM. Google develops originally for Android. And this is suitable shape to operate on mobile phone.
4 Development of Application for the Android 4.1 Background and Purpose Various teaching materials like the abacus are used in schools. However, it is costly to the purchase of a lot of teaching tools and student can't freely take these teaching materials out of classroom. We developed such a teaching material as application. Students can use a teaching material anywhere by using the teaching material application. Then in this research, we paid attention to the Android platform for mobile phones. The mobile phone is small. So, students can use the application any time and everywhere. Students easily can get the mobile phone for mass-production. The used mobile phone is cheaper than other portable electronic instruments. Therefore, there is a possibility of spreading because people in the poor segment of the population and the developing country can buy it. In addition, Android is free that license fee as for use regardless of the efficient platform. Therefore, there is a good possibility that famous companies sell Android mobile phone and people using other mobile phone use Android. 4.2 Operation Method and the Main Function We develop the simulator of abacus using a touch sensor function. The start screen of a simulator of abacus is shown in Figure 3. It uses like an actual abacus. Students can move a bead to touch it as shown Figure 4. When a leaner touches it, the application emits the sound in which the abacus moves. Also, if the student moves their finger like the arrow shown in Figure 5, all beads are initialized as shown Figure 3. Of course, this operation is the same as an actual abacus. Thus, we expect that the effect of the calculation power improvement as well as an actual abacus to reproduce the operation feeling similar to an actual abacus.
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Fig. 3. Start screen of a simulator of abacus
Fig. 4. An example of beads operations
Fig. 5. Initialization operation
And we developed the function to display number shown with the abacus by numbers to understand expression of peculiar number to abacus as shown Figure 6. Therefore, the inexperienced student to handling the abacus becomes easy to understand expression of numerical value that uses abacus. In addition, we developed the computational problem mode. This mode set questions of the addition. Students can see a problem and current answer at the lower side of screen as shown Figure 7. Students operate numerical values using the abacus. It is possible to become accustomed to the abacus by solving the problem of addition in this function with an abacus, and the calculation ability improvement can expect it.
Fig. 6. Display of numerical value
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Fig. 7. An example of the computational problem mode
5 Conclusion We developed of the simulator of abacus using Android. This simulator achieved similar to an actual abacus by using Android, and students came to be able to use the abacus anytime anywhere. We plan to add the function that students can practice the abacus and the calculation test to use the abacus application. As a practice function of the abacus, we will develop the calculation function that the student listen to the sound reading number and add them and the correction function when students mistake the operation of the abacus. And we will develop an application of Android not only abacus but also other teaching materials. Moreover, we opened the source file of this simulator of abacus to the public because we would like for this application to be used by many students. The application can be improved in the future by taking into account student’s opinions.
References 1. Android, G., http://code.google.com/android/ 2. Hikaru, A.: Mental Arithmetics by Soroban Method and Teachers of Soroban. Annual report of researches in environmental education 11, 97–110 (2003) (in Japanese) 3. Japan Ministry of Public Management: The survey of telecommunications trends in 2007 (2009) (in Japanese) 4. Oskar, Y.M.K., Jesse, C.Y.W., Blake, C.J.Y., Chi-Jen, L., Tak-Wai, C.: Maintaining Student Engagement in Extensive Practice by Implanting Gaming Factor. In: The 16th International Conference on Computers in Education, pp. 721–728 (2008) 5. Open Handset Alliance, http://www.openhandsetalliance.com/ 6. T-Mobile G1 with Google, http://www.t-mobileg1.com/
A Proposal for a Framework for an e-Alumni Program Using SNS Hiroshi Sano Faculty of Foreign Studies, Tokyo University of Foreign Studies 3-11-1 Asahi-cho, Fuchu-shi, Tokyo, 183-8534 Japan [email protected]
Abstract. In Japan, there has been some argument that many academic programs today are often inadequate from the viewpoint of practical education. However, it is difficult for universities to secure enough human resources to satisfy their students’ needs with sufficient service. TUFS, or Tokyo University of Foreign Studies, also faces the same problem as other universities do in Japan. One proposed idea to help solve this problem is to exploit the collective intelligence of alumni who have considerable expertise and experience in the real world. This paper introduces TUFS’s new development of a SNS application on academic education for the purpose of improving its services. A framework of the knowledge management of participants’ collective intelligence is also suggested here. This attempt proposes a general framework of SNS application on practical education of universities. Keywords: SNS, Implicit knowledge, Education.
1 Introduction In Japan, there has been some argument that academic programs today are often inadequate for the various practical needs of students in their education. The Japanese government has been working on this issue by providing several solutions. For example, the Central Council for Education has drafted a list of contemporary skills that university students should have when they graduate [2]. The Ministry of Economy, Trade and Industry, on the other hand, has been outlining guidelines for the needed skills, tentatively named “basic career skills”[3]. However, the realization of sufficient service for students at universities is difficult for the following reasons. 1. In general, university scholars focus on academic research, and there are few instructors who can offer the desirable, practical knowledge for students’ future careers. 2. The needs for contemporary education are so diverse that it is almost impossible to provide adequate programs to cover them all. As is the case with other universities, TUFS has had difficulties providing services for the diverse educational demands of its students. It is here that we proposed the idea that this issue can be solved by exploiting the professional knowledge of TUFS’s alumni who already are contributing to society. The expertise of alumni is a valuable J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 209–216, 2009. © Springer-Verlag Berlin Heidelberg 2009
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resource to bridge the gap between the current situation at TUFS and students’ needs. In order to put this idea into action, a project was initiated to make a supportive alumni network using SNS (Social Networking Service applications for the students’ practical needs. The plan, titled “Student overseas support through an e-alumni program”, has been adopted as a MEXT (the Ministry of Education, Culture, Sports, Science and Technology) financially assisted program of 2008 under the category (or heading?), “Support program for contemporary educational needs” [1]. Though the initial purpose of the e-alumni program was to support students studying abroad, this paper is not limited to presenting TUFS’s experience of creating an alumni knowledge network with SNS. The experience can be fully extended to propose a general framework of SNS applications on practical education of universities. 1.1 Background Since TUFS’s degree programs feature diverse language and culture studies, many of its students study abroad for at least a short term. Since there is a wide variety of destinations for the students’ overseas studies, assistance for the students is acutely needed in addition to offering detailed information on daily life in the countries that they choose. However, it is hard to meet the needs with the limited budget and human resources TUFS has. In other words, the university’s organization alone cannot cover all of the needs of its students. In this dilemma, TUFS has started the “Student overseas support through an e-alumni program”. The project aims at organizing TUFS alumni’s collective knowledge through Information and Communication Technology, or more specifically SNS. The system will facilitate active communication among TUFS, its alumni and students, and enable the exchange of necessary, practical information. 1.2 Overview of the Project The e-alumni program can be described as an experiment to help solve some of the issues that TUFS and most other Japanese universities have. TUFS expects SNS to be
Fig. 1. E-alumni project outline
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applicable to the project because of the following reasons. SNS sites have been extremely popular as a means of sharing information and contents on the Internet. The idea of SNS is often associated with one of the most popular websites in Japan called Mixi. Although SNS sites are considered a kind of circle or community, they are thought to evolve into a virtual world for people who can share their expertise with people in similar fields. There are two points that are discussed in the following sections describing our attempts to make this a successful project. Section 2: A framework of SNS settings for an e-alumni program Section 3: A methodology for e-alumni knowledge management
2 A Framework of SNS Settings for an e-Alumni Program In the course of planning the e-alumni program, we found that an effective alumni network has to meet two needs: 1. Form identifiable specialist groups in a virtual world 2. Provide a usable ubiquitous network environment for users to share technical knowledge in their groups These terms can be met technically, but need to give more consideration to facilitate the use of the network. The points are: 1. Organize user groups, paying careful attention to their expertise, and operate the groups successfully 2. Profile users need to contribute to intended educational purposes so that users can accept and send information effectively 2.1 Organizing Users To organize users, an administrator of TUFS will be in charge of forming an SNS community. When alumni wish to make a new community, the administrator must permit and create the requested community. This is to prevent the SNS from forming Table 1. User permissions
permission community forming
invitation community
to
University
alumni users
Students
(under the community guidelines for forming specialists groups)
(partially allowed for the purpose of alumni communications)
(allowed to make a profile for himself )
(under the purpose of committing educational plans for the students)
(partially allowed for the purpose of alumni communications)
(partially allowed for the purpose of user communications)
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unexpected communities which do not suit the university’s purpose of offering its students practical applications. Once the community is prepared, the applicant will take over its management. By making a closed society shown in Table 1, users’ privacy is protected and therefore it facilitates the entry of alumni with expertise and keeps the use of the SNS secure.
Fig. 2. Administrated community
2.2 User Administration User profile information is divided into two categories, “basic information” and “registered information”. When users log in, their home will be a community selected through the use of the basic information. The registered information allows users to search any expert groups that they wish to access. The profiles are used mainly for three types of purposes as follows: 1. To confirm the identification of the community members by each member 2. To confirm the identification of the alumni by the university 3. To confirm the identification of students by the university The following tables are suggested settings for the profile information and the range of disclosure (Tables 2 and 3). Table 2.
classification
administrator read write
person himself read write
other members read write
1 2
optional
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Table 3.
classification 1 2 3
range of disclosure person himself and administrator person himself and MY members All
Fig. 3. Three forms of access to resources
The detailed user profiles allow users to accept and send messages efficiently among special interest groups. Once the network has started its service, the contents that the users create themselves will become part of TUFS’s valuable educational resources. The resources will be accessed in three forms: (1) sharing information in the community, (2) exchanging information between members, and (3) browsing diaries of members mutually. 2.3 Operation of SNS Alumni Network Since the network includes a large amount of personal data, a stringent operation manual will be developed. To secure adequate operation, a server will be placed in the TUFS Information Collaboration Center. A full-time overseas study coordinator will also be posted at the center to be in charge of office matters. TUFS plans to make a test installation of the network in mid-2009.
3 A Methodology for e-Alumni Knowledge Management Along with the SNS network development, it is important to build a methodology for e-alumni knowledge management. Information provided by the alumni has to be effectively stored and has to be ready to be searched through and referenced in order to maximize the use of the expertise. To develop a usable method, two elements have to be considered: 1) to identify the features of the communities, 2) to establish the best way to categorize the knowledge so that it is suitable for the specialized communities.
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3.1 Features of e-Alumni Students at a specialized college like TUFS receive professional education even when they are undergraduate students. Graduates usually engage in highly-specialized work where they contribute to society in various fields. To take TUFS for instance, the Faculty of Foreign Languages has seven (or six?) courses and 26 majors where language study is the main focus. Its purpose is to train language specialists who will work in the international arena. For example, many graduates are involved in various global intellectual professions such as import-export, global sales and marketing, or supervising an overseas subsidiary with their language expertise. 3.2 Organizing Knowledge Once the characteristics of the communities are defined, the next question is how to compile appropriate databases for the prospective knowledge exchanged on the SNS.
Fig. 4. Knowledge management process
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The goal is to give a proper categorization of the specialized BOK, or Body of Knowledge. In the initial stage of usage of the SNS, the users exchange their knowledge based on the provided communities and concepts as described in Section 2. Database design should be started after some period of monitoring and storing the knowledge of the users. Since any gathered body of knowledge will exhibit some tendencies, appropriate categorization should be attempted after monitoring the stored data thoroughly by university professors. After the categorization is carried out, accordant indexes are released to the users through the top of the blog menu. Then the users will be able to follow the indexes when they post new information. The users can give the university feedback on the usability of the indexes, and the university will reform them accordingly. Through the continuous repetition of this process, the indexes will become effective enough in a few years. Actually, these indexes themselves will be a source of valuable knowledge that the university should use.
4 Summary of the Process in Designing the Framework for the e-Alumni Project As described, this project suggests the general framework of a SNS to be used for a university alumni network. The process is summarized here again, so that the concept will be easily understood and reproducible by other universities. 1. A university forms specialized communities that connect alumni and current students following and pursuing its educational policies and goals. 2. The users exchange information through SNS features such as chat, blogging, or Q&A. 3. The university monitors and stores the knowledge for a certain period of time, and its professors categorize the data with appropriate specialized indexes. By using constant feedback and maintenance of the categorization, the indexes will gradually become more sophisticated as time advances. These indexes and the indexing process themselves will serve as unique and valuable knowledge for the university. The indexing itself forms one part of the knowledge management system that the university should value. TUFS will execute this project this year and will experience the creative process involved in this knowledge management system. Then we can expect a specific report of the results that will reveal just how effective our proposed database will be.
5 Conclusion This paper proposed a framework of an alumni network through SNS technologies as a means of practical education. TUFS will inspect the framework thoroughly to prove its efficiency through its actual effort in supporting students with the e-alumni program. With more elaborate observation and development of the framework, it is hoped that practical applications in university education will be improved greatly.
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References 1. Application for 2008 Ministry of Education, Culture, Sports, Science and Technology (MEXT) grant, Support Program for Contemporary Educational Needs ‘Student overseas support through an e-alumni Program’ application form, Tokyo University of Foreign Studies (2008) (in Japanese) 2. The Central Council for Education, daigaku bunkakai seido kyoiku department, gakushi katei kyouiku no kouchiku ni mukete (2008) (in Japanese), http://www.meti.go.jp/press/20080627007/20080627007-4.pdf 3. The Ministry of Economy, Trade and Industry, syakaijin kisoryoku ni kansuru kennkyuukai interim report (2008) (in Japanese), http://www.meti.go.jp/press/20060208001/20060208001.html
Supporting End-User Development of Personalized Mobile Learning Tools Marco de Sá and Luís Carriço LaSIGE & University of Lisbon Campo-Grande, 1749-016, Lisboa, Portugal {marcosa,lmc}@di.fc.ul.pt
Abstract. Mobile devices present great features for the support of pervasive learning and content personalization. This paper presents a framework which takes advantage of these features and supports end-users while creating their customized tools for their students. Additionally, the framework comprises means for teachers to include persuasive and motivational mechanisms and hints, promoting student engagement while pursuing their learning activities. We describe the framework’s architecture, its features, including the supporting guidelines and development process, and detail some of the already developed material and the results that emerged during initial trials and case studies, also stressing their contributions to the field of m-learning. Keywords: Mobile devices, personalization, multimedia content.
1 Introduction With the rapid development of mobile technology and the ever growing amount of capabilities that mobile devices possess, the transition from e-learning to mobile learning has been gradually taking place [8]. Taking advantage of their hardware characteristics, mobile devices are ideal tools to support the learning process, especially given their pervasive nature and personal use. As they are carried with users throughout most of their daily lives, they offer the opportunity to provide support to learning activities regardless of the users’ location and can be used in concert and as a complement to other materials. Moreover, the inclusion of multimedia and multimodalities extend their reach to different domains and users, with different backgrounds and ages and with or without disabilities. With this in mind, there has been a recent momentum towards the development of tools that support mobile learning and in particular mobile evaluation [1,2]. Existing examples range from tests and questionnaires that target specific contents or subjects [3,5], some tutorials, digital books and learning material with augmented content [6, 7]and annotations tools. However, most of these are usually restricted to particular subjects or content [9], do not consider the inclusion of different educational activities and, most importantly, do not offer power-users/teachers the ability to configure the provided material according to different dimensions that better suit the needs of their students. The few tools that provide some degree of flexibility [1] either require connections to remote servers or do not offer the ability to adjust the resulting interfaces J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 217–225, 2009. © Springer-Verlag Berlin Heidelberg 2009
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to students on a dynamic manner, reacting and behaving according to their needs. Globally, despite the great benefits that some of these experiences demonstrated [10,11], there is still the need to provide personalized content and, most importantly, personalized attention and access to the educational material. This paper describes a development framework which supports teachers and educators while creating and defining personalized educational artifacts and tools (e.g., books, tutorials, questionnaires, tests, videos) which can be accessed by their students through personal mobile devices. It aims at tackling the abovementioned shortcomings of existing software by providing means for developers (e.g., teachers) and users (e.g., students) to interact with the same tools but achieving different goals. In general, the framework encompasses a set of modules that support the creation and utilization of different learning tools which range from simple homework forms, to elaborate tests, annotations and multimedia books. The framework also offers the possibility of exchanging information and supports collaboration between teachers and students, including analysis tools and synchronization mechanisms. All the tools take into account users’, devices’ and content requirements, allowing teachers to adjust the final user interface to various dimensions, including content and domain, accessibility features and multimodal capabilities. We address the framework’s various functionalities and features, stressing its architecture and extensibility choices also focusing the inclusion of multimodalities to support universal access to the learning material and to the inclusion of behavior in order to extend the teacher’s presence outside classes. The goal is to arrange persuasive user interfaces that compel and request students to engage in certain endeavors throughout their daily lives or whenever accomplishing their educational tasks. We explain the requirements that emerged throughout the design stage and present the solutions that were created in order to overcome existing challenges. Afterwards, we detail the framework’s functionalities that pertain directly to accessibility, adaptation and persuasion, addressing the issues that are focused and the support that is provided while end-users develop their own material and tools. Finally, as a validation we present two case studies where teachers defined their own content and created the adequate containers, including presentation and interaction dimensions, to support a better learning process for their students.
2 Framework’s Architecture The end-user development framework is divided into several tools, available for two main platforms. The first and main tool is the interface/artifact builder. It allows endusers/power-users (e.g., teachers or tutors) to design and create the educational artifacts, selecting content, arranging the user interface layout and personalizing the overall artifact to several dimensions (e.g., student’s needs, location, content). This tool is available for desktop computers. As a result from the utilization of this tool, and as depicted in figure 1, XML files containing the artifact’s specifications are created and can be later interacted with on the runtime environment. The runtime environment is the tool that allows students to engage on their learning activities while using mobile devices. Globally, it reconstructs the specification of the artifact, contained within the XML file and materializes it into an interactive
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Fig. 1. Overall framework architecture
application which contains the selected content (e.g., images, textual questions, videos, e-books) and allows students to browse the content, respond to questions, take annotations and transfer data to other students as required. Currently, there are runtime environments for Windows Mobile Devices and PalmOS devices. A Windows version was also developed in order to allow students to use their learning material on TabletPCs or laptops. During the utilization of the artifacts on the runtime environment, logs and results are generated, containing information about usage patterns, the student’s selections and answers [3]. These can be exported to a desktop computer and analyzed on the framework’s last tool, the result analyzer. The result analyzer includes means to review logs through a video like mode or to browse results screen by screen or element by element. On a lower level, the framework is divided into several components which support standardization of formats, reutilization of software elements and, most importantly, the framework’s scalability. As shown in figure 2, User Interface guidelines and artifact templates feed the developer tool allowing end-users to utilize them and compose the educational artifacts accordingly. In addition, different element libraries, created for specific contexts/domains (e.g., drawing elements for arts classes; pictorial books for small children; multiple-choice questions for homework) can be used. These are used during development and can be easily arranged and dragged into the educational artifact and are later used on the actual artifacts. Each artifact is composed by a set of screens and each screen is composed by a set of elements (e.g., question and image; video and audio clip). The UI design guidelines and artifact templates can be added to the developing tool as XML files. New element libraries need to be programmatically created but can also be imported into the developing environment.
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Fig. 2. Component Architecture
3 Development Support Given the highly dynamic content, structures and domains that the developed framework targets; its main contribution over previous work is the ability that it provides, for end-users, to create their own educational artifacts. Besides allowing teachers/educators to customize content and the way it is presented and used by students, it also copes with the need to adjust the artifacts whenever required without any intervention by software programmers or designers. However, taking into account that most teachers/tutors do not have any design background or programming skills, the design and development of these artifacts has to be supported, wizard-based and must not require previous programming/UI design knowledge. Accordingly, the developing environment is composed by a wizard-based interface which allows teachers to create screens sequentially, dragging and dropping the selected elements that compose the screen. Figure 3 shows the overall layout for the artifact developing tool. On the top, teachers can select items and elements from the available pool and libraries. Beneath the selection pane, there are the two configuration options. The first allows teachers to configure the artifact’s and elements’ presentation while the second displays the various interaction possibilities. On the right side of the tool, an automatic preview of the resulting screen is presented along with the artifact’s main data. In addition to the various configuration options that pertain to interaction, presentation and content, the developing tool is also able to enforce usability guidelines, which ensure that the resulting artifact will be usable by the end-users. To achieve so, it loads the XML file with the design guidelines as previously detailed. Usability guidelines that pertain directly to the used device and its characteristics (e.g., screen resolution; touch screen or physical keyboard) can also be used (Figure 4).
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Fig. 3. Artifact development wizard. Configuration options and available elements on the left and screen preview on the right.
The guidelines automatically arrange screen elements according to specific values that can be configured and updated according to the targeted domain. Currently integrated guidelines allow the automatic docking and adjustment of elements to screen sizes and layouts. Moreover, the amount of elements per screen, as well as the amount of content per element (e.g., number of sentences within a label, size of an image, number of options within a list) can be limited according to various aspects (e.g., screen resolution, orientation). As a complement for these guidelines, when available, the system is also able to provide suggestions and alternative approaches to the current design. For instance, combo-boxes can be automatically replaced by radio buttons whenever options are longer than 25 characters or vice-versa when the list contains more than 5 items.
Fig. 4. Artifact development wizard. Device related usability guidelines.
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Overall, the entire design and artifact construction process is straightforward and supported by the design guidelines and offered features which help end-users while creating and personalizing the educational material.
4 Accessibility and Persuasion To provide access to different students with different dis/abilities, the framework includes elements that allow teachers to create accessible artifacts. Besides the various configurations and common interaction options that can be used to interact (e.g., text input, multiple-choices) or to visualize the content (e.g., images, video), multimodal elements are also available. These include text-to-speech features which recreate the content through audio output. For instance, a question that was provided through a text-label element can be automatically recreated as an audio file that can be listened to instead of read. Other type of content can also be transformed into audio. For instance, images can be tagged with a description which will be transformed into audio or can contain an audio-only description directly recorded by the developer/teacher. The same principle applies to all other elements that can be used to create the artifact. Gesture-based navigation was also included for situations where eyes-free interaction is necessary. Furthermore, to facilitate eyes and hands-free interaction, the main basic navigation options (e.g., next, previous, play, pause, stop) can also be issued by voice, allowing the artifact to be utilized by, for instance, visually impaired users. Additionally, as a complement to the accessibility features, and in order to create proactive digital learning documents/artifacts that offer hints and aids to users, manuals that omit or show new information according to the user's performance while completing it, and overall motivate students whenever needed, the design framework also includes the customization of the artifacts' behavior. Behavior can be configured through the definition of rules. Rules are composed by time, interaction or content triggers and a consequent action. They can be attached to a specific element or to the entire artifact. On the former, depending on the interaction or usage within a specific element, a certain action can take place. On the latter, the interaction within various elements of the artifact (e.g., sequence of navigation or time to browse through various elements) defines the entire artifact's behavior. Time-based triggers can be configured to prompt warnings or change elements according to the time the user is taking to review/complete them. They can also be used to define alarms that alert users to use or complete an artifact at a given time. Interaction triggers analyze the user's interaction with the device by counting clicks or detecting where on the screen the user has interacted. Content based triggers activate actions depending on the content of the elements. For example, when the user chooses an option from a list or a value within a defined threshold, a certain action can be triggered (e.g., selecting "YES" displays a warning). In concert with the rules that are defined for each item or artifact, four different types of actions can be selected. The first one prompts a message that is composed by the user while the second jumps from the current screen or element to another within the artifact (e.g., first screen, end of the artifact, drawing, previous element). The two remaining actions hide or show elements (e.g., if a user checked a radio button a textbox is shown).
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5 Case Study and Examples The design of the developing framework and the experimentation of the resulting artifacts followed a user centered design approach. Accordingly, throughout the entire process, end-users were involved and participated by experimenting and providing their opinions on both the features and usability of the resulting tools. However, to fully validate its potential and features, the framework was also used to create educational artifacts for young students, for a variety of subjects. The main goal was to provide students with evaluation tests that could be answered on personal mobile devices (e.g., PocketPCs), regardless of their whereabouts. The framework was provided to two teachers in order to create the evaluation tests. Tests included several questions with different input and output elements (figure 5) and were distributed to a group of students. Two different sessions took place. One took place inside the students’ class room and the second outside the class-room, simulating a mobile scenario. All the results were gathered after the class and later reviewed by the teachers. Initial tests, composed by 20 screens/pages each, with two elements per page (e.g., one for output and one for input) took roughly one hour to create. On the second iteration (the tests that were completed outside the class), teachers composed the artifacts with video and audio elements and took between 20 and 40 minutes (figure 5, left). Students were given one hour to complete each test. Log revision showed that most students completed the tests in less than 30 minutes and revised their questions an average number of two to three times before locking their results. On a qualitative analysis, students responded to questionnaires and results showed that they appreciated the fact of conveying within one device their annotations, exams and manuals provided by the teachers. Hints, the varied pictorial content and the visual appeal were also very well received. The ability to respond to their questions through different modalities and access different content through different means was also one of the most highlighted benefits.
Fig. 5. Artifacts on the runtime environment - created with the development environment
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For teachers the major contributions were the ability to configure artifacts according to various dimensions, adjusting them to the students’ needs, subject and content. Additionally, the ground breaking analysis that the log player features provided for class and homework and the inclusion of the persuasion/motivation mechanisms were deemed very important and useful.
6 Conclusions and Future Work The advances within mobile technology allow their utilization on a daily basis for a wide set of activities. As a result, they are now strongly integrated within the lives of a large set of the population and are especially appreciated and used with ease by the young adults, teenagers and children. Moreover, as they features and processing capabilities are further extended, they are becoming multimedia and multimodal devices which offer better support to highly interactive and demanding tasks. Educational activities and the m-learning concept are gradually making use of mobile devices and capitalizing these potentialities to new levels, enhancing both learning and teaching processes. However, the absence of personalized tools which simultaneously cope with the large variety of domains and subjects that are currently taught, added with the limited persuasion and motivational features, still hinder the widespread of m-learning tools. In this paper we presented a tool which supports end-user development, endowing teachers and tutors with the ability to create their own m-learning material. Additionally, the framework includes features which allow users to overcome previous limitations by personalizing content, taking into account accessibility concerns and introducing motivational and persuasive mechanisms to maintain student engagement even while away from classes and their teachers. To facilitate this process, the tool integrates design guidelines and offers a guided development process which, through the case studies has proved to be easy to utilize. Initial results have demonstrated the framework’s potentialities regarding customization and personalization and have inspired teachers to create multimedia and highly interactive educational artifacts that promote cooperation between students. For students, initial trials have also shown promise, especially the ability to receive aid and help from their teachers through a deferred modality and while away from classes. Current and future work is directed toward the definition of new element libraries and the inclusion of new interaction mechanisms (e.g., gesture recognition) and the integration of the mobile device artifacts with large displays, commonly used during classes. The enhancement of the developing and of the analysis tools is also envisioned. In particular, a mobile version of each tool is being designed, allowing the on-the-spot analysis of student’s results and the adjustment of the artifacts on-the-fly, which will be useful for mobile scenarios such as field trips to museums or other locations.
Acknowledgements This work was supported by LaSIGE and FCT, through the Multiannual Funding Programme and individual scholarship SFRH/BD/28165/2006.
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Didactic Models as Design Representations Chris Stary University of Linz, Department for Business Information Systems, Austria [email protected]
Abstract. The contribution focuses on the role of didactic knowledge when designing interactive e-learning environments. Several representational approaches for the preparation of domain content and learning support have been developed. However, for the context-sensitive design of interactive artifacts not only the representation of particular aspects of learning is essential, but rather the propagation of didactic knowledge to functional services and interaction facilities. Such an endeavor requires the explicit representation of relationships between structure and behavior elements. Model-driven design supports the distinctive representation of multiple perspectives while allowing the mutually tuned refinement of design elements. In this paper a model-based approach for self-organized e-learning is presented. It supports the design of learnercentered knowledge acquisition by specifying user roles and learning tasks. We discuss the required enrichments of traditional model-based design approaches, due to the consistent tuning of high-level design elements, and the coherent propagation of task and user information to interaction services. Keywords: model-based design, e-learning, learning management, coherence, consistency, integrated specification.
1 Introduction With the advent of didactic ontologies [5] design representations have become a crucial issue in e-learning. They refer to the pedagogical value of conveyed content and the related interaction features for learning management. They are supposed to capture all information relevant to this type of interactive contextualization and customization. One of the advantages of model-based design is to address different perspectives on development information in a mutually dependent way [1]. As such, user characteristics, content, communication, and interaction can be represented in dedicated models as well as in form of mutually related models. Using this approach, when a user requests a particular piece of content or interaction media for use, it can be delivered in a way that is compatible with individual needs and preferences. Given this context-sensitivity, there are two issues to be solved for development: Firstly, how can elements from one model be related to another at the time of design? Secondly, how can matching between two models be facilitated such that the appropriate information is delivered to the user, based on organizationally relevant roles and personal preferences? Both issues are addressed in the following, as we focus on the role of didactic knowledge when designing interactive e-learning environments. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 226–235, 2009. © Springer-Verlag Berlin Heidelberg 2009
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Although several techniques for guiding the preparation and representation of content and transfer of knowledge have been developed, the benefits of model-based design have barely been explored. However, for context-sensitive design both, the representation and propagation of didactic knowledge to functional services, and the intertwining of model elements and relations, such as between the user and the domain model, are essential. They are discussed revisiting existing model-based approaches and reflecting recent e-learning platform developments.
2 Constructivist e-Learning: The Scholion Project Constructivist approaches to e-learning provide environments to explore information and guide learners actively to build individual mental processes that occur during the construction of mental representations. Active (re-)construction is seen as particularly beneficial for learners as they can pursue their individual interests, while they are motivated to communicate their understanding to others. As we know from studies in constructionism, the situated and public nature of any construction activity is identified as important [3]. Both, the individualized content, and the social aspect of learning processes have to be tackled by learning management. Such an understanding of e-learning is grounded in mathetics, a special science of (scientific) teaching centered on the operational processes of the learning, and dealing in particular with the principal aspects of conceptualization and cognitive organization. Didactics, defined as the strict scientific core of pedagogy, are thought of as inconceivable from any viewpoint other than a mathetic one [13]. Computer technologies for learning have opened up new avenues for designing content. In the sense of mathetics they can trigger active learner participation along knowledge provision and acquisition processes. To meet the requirements for computer-mediated context-sensitive and collaborative learning, it must be possible for learners to explore different categories of information in virtual environments and to communicate, so that meaningful learning of a domain can proceed in tandem with establishing communities of practice. Still, the ultimate goal is to create personally meaningful mental representations [6]. The significance of being able to treat learning as a socially valid exploratory activity, rather than a linear, pre-planned activity in detail, is recognized by coaches and developers step-by-step. One appreciation can be gained through looking at deeper issues than domain-specific structures of knowledge, web-design of user interfaces, or domain-specific methods. It addresses context from different perspectives: (i) the mathetic knowledge that drives the provision and acquisition of knowledge – developers have to look for a proper preparation process, (ii) communication channels utilized for learning and guidance – developers have to look for links of communication entries to content items, and (iii) information beyond the core of domain content, such as cultural issues like ethno-computing in computer science education – developers have to look for additional information to facilitate comprehensive understanding a topic. Our research so far has not only been targeting at mathetically effective content development, but also towards context-rich guidance and situation-sensitive learning ([12], scholion.ce.jku.at, www.blikk.it).
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The frame of reference developed in the Scholion project initially requires the didactically relevant decomposition of learning material into so-called blocks, such as ‘definition’. They serve as focal point in the learning process and might be encoded into different media (text streams, images, videos etc.). Hence, multiple (re)presentations of content (polymorph content) may exist. Hyperlinks between blocks and media are likely, once linear learning material (information) is decomposed and de-linearized. In addition, different levels of detail (LoD) for each block can be specified, e.g., providing a slide for a definition on the top level (LoD 1) based on the full text of the definition on LoD 2, e.g., representing a textbook. Annotations constitute individual views on content items by commenting, linking, or highlighting items, block elements, or enriching content blocks. Some of those annotations can be links to communication entries of the Scholion communication components (chat, forum, infoboard etc.). In this way communication elements are directly linked to content blocks and vice versa. Communication can be established among peers for learning, as well as between learners and coaches. The latter, as quality managers, are responsible for improving content and structures based on learner input and feedback. In Scholion the content is arranged according to the aforementioned didactically relevant information types, conforming to current e-learning standards (cf. www.imsproject.org). They represent leaves in the hierarchy courseÆ moduleÆ learning unit. Currently, 15 generic types of this sort are available as part of an XML schema. They comprise definition, motivation, background, directive, example, self test, and other domain-independent content structures. Domain-specific block types can be added to support dedicated applications, such as proof when handling content from mathematics. Each block type can be visualized in Scholion through a certain layout, e.g., green background for proof. Block types allow learners and coaches to browse content along specific categories using a filter function. The workspace then contains only filtered block types. In this way learners might follow their interests and habits, such as starting to learn with studying background information. In order to establish self-organized learning processes Intelligibility Catchers (ICs) are offered to learners [11]. ICs are assignments made available through the bulletin board in Scholion. They have been designed to foster in-depth understanding of a topic. Their orientation section addresses the stage of capacity building when the IC should be used and what learners can expect when accomplishing the IC tasks. This section should motivate learners. It can be compared to an advanced organizer. The objectives set the scope in terms of the topics that are addressed and the understanding that should result from exploring and processing the topic information. It reflects the didactic value of the concerned learning unit(s), and serves as a means of orientation for learners. The task section contains a list of tasks to be achieved. It comprises a documented work and an intellectual work part. The documented work lays ground for the tasks to be represented in task-based model representations (see next section). It encourages active information search and processing as well as focused communication. The conference section sets the rules for establishing a corresponding community of practice, in particular when meetings or interactions should occur. The reference section provides links to material that helps to accomplish the tasks. The bulletins can be dynamically created, and are available in the Scholion information
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board. They are intended to facilitate the completion of the assignment. Finally, the departmental cuts reveal the estimated individual effort to meet the objectives. It might be expressed in terms of credit points or the estimated IC completion time. The structure combines organizational with subject-specific information. The information is arranged from a mathetically relevant perspective. For instance, the orientation section in the beginning informs coaches and learners when to use this IC, addressing competencies, the content involved, the rationale for choosing this content and for co-constructing mental representations. Initially, the learners are encouraged to identify those blocks of learning units where information is already available, i.e. part of the prepared content. In case of an IC for learning UML this can be design class diagrams. Then the learners are asked to enrich particular content items, e.g., UML class diagrams with task-specific information stemming from a case study of their choice. Typically after some practical work, such as modeling in UML, all results are shared with peers. In Scholion it is enabled by dedicated views on the original content. Views are like transparent slides put on top of the prepared content. They contain all content enrichments, such as comments, individual examples, and various types of links. As such, the content items are directly linked to discussion items according to the learning task, e.g., to develop an understanding about the proper use of UML class diagrams. All results can be validated by the coach through feedback, in order to ensure correct learner representations. The annotation facility of Scholion is considered as the key to individualization. It is based on a flexible hypermedia scheme for the representation of content elements. It enables learners to (i) mark a specific position in a content element for learning, (ii) post questions, answers or comments, and (iii) additionally link the contribution to a discussion theme from the system’s discussion board when working with content. The latter link may guide the user to the adjacent discussions of content. In case of realtime online connections, e.g., chats, the questions and answers can pop up immediately on the displays of all connected users (available in a buddy list). The referenced content elements can be displayed at the same time. In the discussion board topics of discussions can be created either manually by users or triggered by coaches posting a learning input. For the sake of traceability, each discussion contains a vector of contributions, being part of a certain discussion group, and ordered by relevant themes.
3 Model-Based Design Representations In model-based development the identification of models has been dominated by a top-down approach to the design and implementation of user interfaces[8]: The task and domain (object) model is located at the top layer of abstraction, as this model is expected to capture all activities that need to be performed in order to reach user goals. They might be detailed through properties (attributes), and arranged along a hierarchy representing causal or temporal mutual relationships. In addition, this model is expected to capture (business) objects that have to be manipulated in order to perform tasks. The abstract user interface model is located below the top layer, as it contains the logical structure required for task accomplishment at the user interface.
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Abstract elements of interaction styles are captured in their mutual context, e.g., an area for data manipulation in a browser-like way. The relationships to user tasks or goals are encoded, e.g., to indicate that at a certain point in time options for navigating in a task hierarchy have to be offered. The final codality of information for presentation (text, graphics a.t.l.) and user control (modality) are not specified at that layer of abstraction. The concrete user interface model captures the refinements of all abstract interaction elements to more concrete ones. The initial abstract specification of style elements is replaced with one containing concrete attributes and relationships between interaction elements, including the modality of interaction. At that point, platform- and media-specific information is attached, in order to enable physical access to an application. The instantiation of the concrete model leads to an actual user interface, utilizing (standard) programming technologies, such as Java. The envisioned interplay of the models in the course of task-based design can be exemplified as follows: Consider booking a course at the university. It requires several sub tasks, such as finding proper options, selecting class data a.t.l.. This information is kept on the task (model) level, in addition to information for selection and manipulation, such as course. The subsequent abstract user-interface model captures all (categories of) interaction elements that are supposed to support each subtask. For instance, to identify course options an entry field for search has to be provided. Finally, the concrete user-interface model captures all specific interaction elements. For instance¸ in a web interface, search entry fields are supported by text bars after selecting a search engine (and site). The actual user interface can be constructed based on the specification of the concrete user interface model. Such a top-down approach focusing on layered design perspectives facilitates the use of multiple platforms and various arrangements of interaction elements. It encodes rather than makes transparent Gestalt design knowledge - knowledge that is mainly created in the course of mapping the results of user and work analysis (located in the top level task/domain model) to abstract interaction elements. The initially acquired (and represented) context of an interactive application does not directly guide concrete user-interface designs. A contextualized process throughout development requires a shift in model-based design (support), namely (i) a more detailed and flexible representation of users, work tasks, and domain elements, at least to the same extent as user-interface representations, and (ii) explicit conceptual relationships among design elements (inter- and intra-model-specific), considering universal access from a usability and softwareengineering perspective in a more integrative but self-contained way. Such an approach has to take a more networked rather than hierarchic perspective on model-based development. It requires a set of models that still enable the specification of an application model (in the sense sketched above), but details the user- and use-relevant elements, e.g., in terms of a task, user, domain, and an interaction model. The traditional engineering perspective has to be enriched with design variants capturing interactivity before considering functional implementation. The following set of models lays ground for model-based tools that recognize the need for supporting diverse user communities and situations of use [10]. The task model contains details of the organization at hand, the tasks, and the users’ perception of work. Task modeling includes modeling of the objectives
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users want or have to meet using an interactive application, probably in response to particular situations or events, as well as the different activities users have to perform to accomplish their tasks, as, e.g., given by global business processes. The user model contains a role model by reflecting specific views on tasks and data (according to the functional roles of users in organizations). It also captures individual user characteristics, capabilities or specific needs that developers need to take into account. The domain (data) model addresses all data, material, and resources required for task accomplishment in the application domain. The interaction model is composed of device and style specifications that designers need to construct a user interface or to generate a user-interface prototype. Hence, the structure of modalities and its related behavior are captured in that model, both at an abstract, and concrete level. For the developers’ convenience platform-specific specifications can become part of the interaction model. In the case where behavior specifications are missing, the preprogrammed, platform-inherent behavior might restrict the design space. The adaptation model contains all rules that trigger a particular structure and/or behavior of an interactive application. As such it enables interaction adapted to usermodel elements, such as left-hand assignments to interaction media (e.g., mouse buttons) based on consistent representations. It also enables the multiple presentation of task-information for navigation, e.g., tree views and acoustic trees. Since its scope includes all the previously listed models and their relationship, adaptation may concern task, data, interaction elements, and their inter-relationship.
Fig. 1. Model-based specification for e-learning tasks in ProcessLens
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The application model integrates all five models from a static and dynamic perspective. In this way, it defines the entire structure and behavior of an interactive application. For interaction the users’ privileges, preferences, special needs, and tasks to be performed are taken into account when mapped to a concrete device or widgets of the interaction model. The ProcessLens approach [2] also expands the model-based design space, providing a design ontology for task-driven design. It can be used for task-based e-learning design as shown. Figure 2 demonstrates the enrichment to traditional design. It leads to a context-sensitive specification based on the mentioned models. For learning management the task model has to contain the tasks of the documented work-part of the IC for learners (see section 2) and the preparation of the IC by the coach. ‘Capture UML’ is decomposed into ‘IC-Specification’, ‘View Management’ and ‘Discuss’. ProcessLens also shows the role-specific responsibilities through a role-based user model. The coach ‘handles’ the preparation and the view management, whereas the learners handles views and forum entries in the course of discussion (see subtasks of ‘Discuss’ in Figure 2).
Fig. 2. Part of e-learning task hierarchy and roles in ProcessLens
A typical example of a design relationship is ‘handles’ between roles and activities. It binds responsibilities and allows for role-specific interaction domains. ‘Before’ demonstrates a causal relationship that has to be transformed to a set of temporal constraints in the behavior specification. A behavior specification is exemplified in Figure 3. It shows a coherent propagation to problem domain elements for being invited to a discussion. In the course of ‘Discuss’ peers have to be invited to join a certain community of practice. It is done by e-mail which requires to handle e-mails from the task and the problem-domain perspective. As content and communication are of equal importance in e-learning, communication facilities have to be represented in the problem domain model besides the content (decomposed to block types).
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Fig. 3. Model-based behavior coupling in ProcessLens
The interaction model is also decomposed into a structure and behavior part. The latter contains the life cycle of each widget and interaction style as required for device types. For instance, Scholion instances can also be used on web mobiles (see www.mobilearn.at). In ProcessLens the abstract and concrete layer of description is captured within a single model. The coupling of behavior sequences from other models is done analogously to the synchronization shown in Figure 3. Dedicated synchronization relationships have been developed to ensure behavioral consistency of design specifications. In order to implement a user interface for learners, relations have to be set between the task model and interaction model, as well as between the problem domain and the interaction model. The first link is required to navigate according to the tasks of the IC-documented work part. The latter is required to annotate content, and to communicate on the basis of linking content elements to communication entries. For interaction modeling besides generic UML structures (as used in ProcessLens), e.g., for modalities [7], XML derivates, such as USiXML [4] are widely used. They facilitate transformations as well as the dynamic creation of models, relying on various models. For instance, XIML [9] as user-interface description language supports the specification of various (linked) interaction models simultaneously. Its definition allows to capture task, user, presentation and dialog models as well as platform details. However, there is no executable relationship between the various interaction model parts, as provided by ProcessLens.
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4 Conclusions As the pedagogical value of conveyed content and the related interaction features for learning support has become a distinctive factor of e-learning environments, design representations have moved to the center of interest in development. They have to capture the structure and dynamic context of subject items. Model-based design techniques not only allow different perspectives to be addressed, they also allow for capture of mutual relations between design models, both from the structure and the behavior point of view. In this paper we have proposed a model-based frame of reference and a corresponding tool supporting the development of e-learning applications. It focuses on the relationships between model elements to ensure consistent tuning and coherent propagation of design knowledge for self-managed learning processes. Of major importance are learning tasks to be accomplished by learners, as they require dynamic handling of domain content and communication elements at the user interface. Although the proposed adaptation model provides design constructs to represent this system dynamics, there is still research to be performed to achieve algorithmic support for automated model transformation.
References 1. Calvary, G., Coutaz, J., Dâassi, O., Balme, L., Demeure, A.: Towards a new generation of widgets for supporting software plasticity: The ”Comet”. In: Bastide, R., Palanque, P., Roth, J. (eds.) DSV-IS 2004 and EHCI 2004. LNCS, vol. 3425, pp. 306–324. Springer, Heidelberg (2005) 2. Dittmar, A., Forbrig, P., Heftberger, S., Stary, C.: Tool Support for Task Modelling – A ‘Constructive’ Exploration. In: Bastide, R., Palanque, P., Roth, J. (eds.) DSV-IS 2004 and EHCI 2004. LNCS, vol. 3425, pp. 59–74. Springer, Heidelberg (2005) 3. Farmer, R.A., Hughes, B.: A Situated Learning Perspective on Learning Object Design. In: Proc. ICALT 2005. IEEE, Los Alamitos (2005) 4. Limbourg, Q., Vanderdonckt, J.: Addressing the Mapping Problem in User Interface Design with UsiXML. In: Proceedings TAMODIA 2004, pp. 155–163. ACM, New York (2004) 5. Meder, N.: Didaktische Ontologien. In: Ohly, G.R.H.P., Siegel, A., Ergon, W. (eds.) Globalisierung und Wissensorganisation. Neue Aspekte für Wissen, Wissenschaft und Informationssysteme, vol. 6, pp. 401–406 (2000) 6. Norman, D.A., Spohrer, J.C.: Learner-Centered Education. Communications of the ACM 39(4), 24–27 (1996) 7. Obrenovic, Z., Starcevic, D.: Modeling Multimodal Human-Computer Interaction. IEEE Computer 37(9), 65–72 (2004) 8. Paternò, F.: Model-Based Design and Evaluation of Interactive Applications. Springer, Berlin (1999) 9. Puerta, A., Eisenstein, J.: XIML: A Common Representation for Interaction Data. In: Proceedings IUI 2002 International Conference on Intelligent User Interfaces. ACM Press, New York (2002)
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10. Stary, C.: TADEUS: Seamless Development of Task-Based and User-Oriented Interfaces. IEEE Transactions on Systems, Man, and Cybernetics, Part A 30(5), 509–525 (2000) 11. Stary, C.: Intelligibility Catchers for Self-Managed Knowledge Transfer. In: ICALT 2007, 7th International Conference on Advanced Learning Technologies, pp. 517–522. IEEE, Los Alamitos (2007) 12. Stary, C.: Sustainable e-Learning Communities. In: Akoumianakis, D. (ed.) Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis, IGI Global, Hershey, pp. 398–411 (2009) 13. Verpoorten, D., Pumay, M., Ledercq, C.: The Eight Learning Events Model: A Pedagogic Conceptual Tool Supporting Diversification of Learning Methods. Interactive Learning Environments 15(2), 151–160 (2007)
Interactive Learning Panels Ricardo Tesoriero, Habib Fardoun, José Gallud, María Lozano, and Victor Penichet LoUISE Research Group – Computer Science Research Institute (I3A), Campus Universitario S/N, Castilla-La Mancha University, 02071 Albacete, Spain {ricardo,habib,jgallud,mlozano,vpenichet}@dsi.uclm.es
Abstract. New sensing technologies, as RFID readers, are being incorporated into mobile devices to provide users with new interaction experiences. And, the combinations of these new technologies open up new challenging application scenarios. One of the areas that could exploit this potential is the design of interactive solutions for context-aware applications applied to learning environments. This article describes an m-learning environment that is enriched with new interaction features that are, or may, be provided by actual or future mobile device technologies. The proposed gesture based interface allows users to relate ideas and concepts through the improvement of traditional methods. This environment is based on the reuse of existent physical resources, such as the learning panels used in school classes. For instance maps, historical posters, timelines, and so on. These panels are improved with the low cost and widely used RFID technology that enables students to interact with them through mobile devices, encouraging the interest the students applying the constructivist education theory. Keywords: HCI, RFID technology, mobile devices, context awareness, collaborative environment, m-learning, social software.
1 Introduction The application of computing technologies on education starts almost simultaneously to the beginning of computing science itself improving education methods, either formal or informal, and educational mediums, such as online, in-situ or blended. Substantial achievements in this field include: the introduction of new multimedia infrastructure into schools and colleges, such as personal computers connected to the Internet, and the development of new educational software that improve student learning through imaginative software. Nowadays mobile technologies are an essential part of our lives. Teachers, students, workers, and so on are familiarized with this technology using it everywhere anytime. Main advantage of mobile computing is the provision of a communication link not only to people but to computing systems to access or store information. Even more mobile devices also provide users with the ability to take photographs; write ideas, record out thoughts on voice and video, etc. Consequently, the combination of these powerful characteristics this information can be shared among friends, colleagues, teachers, co-workers, companies or the whole world. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 236–245, 2009. © Springer-Verlag Berlin Heidelberg 2009
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New developments in mobile phone technologies are not only offering rich multimedia experiences to the users, but the possibility to implement new applications that exploits the physical environment of the users; for instance, GPS, accelerometers and RFID technologies among many other. The application of mobile technologies to the learning process is basically named mobile learning. So, from a pedagogical perspective, mobile learning provides a whole new dimension to support either traditional or novel educational processes. Some characteristics of this type of applications described in [1] include: the urgency of learning need, the initiative of knowledge acquisition, the mobility of learning setting, the interactivity of the learning process, the “Situatedness” of instructional activities and the integration of instructional content. These characteristics make mobile learning quite different compared to traditional classroom learning environment, where all the educational activities are carried out at a designated time and place. Although the use of laptops extends the range of education to places where wired connections are available; mobile technologies go beyond wires and take education possibilities to places where wireless connection is feasible. Another issue to take into account is the adaptation of mobile technology to contextual life-long learning, which is defined as the knowledge and skills people need to prosper throughout their lifetime. These activities are not confined to scheduled times and places as traditional education requires that are so difficult to achieve when people finishes formal learning. Thus, mobile technologies become a powerful tool to support contextual life-long learning, by being highly portable, individual, unobtrusive, adaptable to the context of learning, the learner’s evolving skills and knowledge [2]. Our proposal can be seen as an interaction improvement to m-learning systems inheriting m-learning advantages, as long-life learning is. So, mobile learning frees users from being anchored to a specific space, providing the possibility to explore the environment and interact with the world outside the desktop. This is an interesting point to highlight because it restricts student explorations to a fixed place limiting one of the most meaningful ways of building knowledge from a constructivist point of view that encourages the idea of discover to learn. Therefore, the main idea of this proposal is a novel interaction way where users are able to interact with the environment to build knowledge from relationships acquired from the ambient. There are many ways of building these relationships, in this paper we present a new device called the “Interactive Learning Panel” where students relate information that is presented by the mobile application to a physical region of a panel. It is based on the idea of relating concepts with lines, or multiple choice questionnaires. Concretely, we have implemented a PDA web based application where users have to relate a flag to a region on a map. For instance, if a flag is given on the PDA screen, students have to relate it to the country depicted on the map and vice-versa. These panels are equipped with RFID tags that represent concepts on the panel and the PDA is equipped with a RFID reader that is able to read these tags and detect how user relate these concepts through their readings. So, to relate the concepts exposed in the PDA screen to those on the panel, users have to put the reader (mobile device) over the graphical representation in the panel.
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The structure of the article is organized as follows. In Section 2 we present the informal learning concept that is the learning theory foundation of this approach, and then in Section 3 we perform a review to the most related informal learning applications in the field. Section 4 presents the most relevant functional and technological aspects of “Interactive Learning Panels”. Then, in Section 5 a case of study where we expose a fully functional application applying these technologies. Finally on Section 6 we present conclusions and future work.
2 Formal and Informal Learning Combs in [3] defines informal learning as “the spontaneous, unstructured learning that goes on daily in the home and neighborhood, behind the school and on the play field, in the workplace, library and museum, and through the various mass media, informal learning is by far the most prevalent from of adult learning”. As principal features we can mention that it has no place in education to be carried out in normal life or professional practice. There is no curriculum and is not organized professionally instead, originates accidentally, sporadically, and sometimes, depending on the requirements of practical situations. Besides, it is not systematically planned pedagogically according to unconsciously, related to problems in a holistic manner, and related to the situations management. And it is directly experienced in his “natural” role as a tool to live and survive. The concept of informal learning, as used by Dewey in an initial stage and then by Knowles, has experienced a renaissance, especially in the context of development policies. At first, informal learning was bounded on formal school and non-formal learning in courses [3]. From organizational informal learning processes are not formally organized and are not funded institutions [4]. A broader approach is that of Livingstone which is geared towards learning and self-directed and self emphasizes self of the process by the student [5]. The form of learning from people in their informal work is 80%. The workers learn a lot more than look to others, trial and error, asking colleagues for help that formal training. However, defining informal learning is not so simple and is subject of an ongoing debate [6, 7, 8 and 9]. A complete vision is presented in [9] and suggests that informal learning should be defined as a learning process that occurs independently and casually without being tied to a directive or instructive curriculum by presenting a typology. Thus in the intentional informal learning, learning goals and process are explicitly defined by the teacher or the institution. And the learner is the one who defined the goals and the process of the intentional informal learning. On the other hand, in the unintended informal learning targets are not defined beforehand, and there is no prescribed learning process, but can be developed at runtime when a learning occasion arises. There are also hybrid types of learning, such as museums and schools. Although the case study presented in this article is suited to formal learning, it is not limited to it. As reader may have noticed, panels can be placed almost anywhere, for instance bus stops, train stations, museums, libraries, town halls, schools, etc., leading to a every time – everywhere learning environment.
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We have to highlight the fact that in this article we present a new way of interaction to learn, not the learning method itself. Besides, this interaction capability can be applied in both formal and informal education seemingly.
3 Learning Using Digital Technologies in Museums, Science Centers and Galleries This section describes the most relevant aspects of m-learning as part of learning in general. In this case, we relied on the report by Roy Hawkey, from King’s Collage of London. This report describes the experiences in the field of education at the scene, inside museums, science centers and galleries. The goal of this section goal is to show that we can relate ubiquitous computing concepts, through context awareness (mainly location awareness), to the learning activity. Moreover, our intent is to provide specific points of contact on this domain and the collaborative learning networks. 3.1 On-Site Learning The work presented in [10] indicates that there are two types of exhibits, static and dynamic. The later one is divided into three categories: automatic, operational and interactive. According to this classification, this approach suits into the dynamicinteractive category. On the other hand, [11] makes a distinction between exhibit (broadcasts facts) and informal learning. Main difference is the support level of personal interaction among users involved in the system. Participation is an important point in all kinds of social activities. Examples of different types of participation can be observed in: The “In Touch” that allows visitors to create their own page and access it after the visit, or at “Bristol, get connected” where visitors can compare their ideas in a variety of topics. Another example is the “Victoria and Albert Museum” that allows students to create their own digital images. And finally, the “Wish you were here” where visitors can use a digital camera and an editing program to create postcards. The collaboration is an important aspect related to education. The article [12] reveals that there are manly three ways of collaboration in these scenarios: real collaboration between learners (now present in an exhibition), virtual students (online) and in 3D virtual reality environment. Among the most prominent examples are: the “STEM project” [13] promotes the publication of ideas on the part of museum visitors physical or virtual, in an educational use of the National Museum of Science and Industry on the Web [14], and the “Keystone online project” of Franklin Institute, in which the activity-based research and professional development opportunities are combined into a Web site devoted to facilitating the teaching of science-based research. Our approach is based on real collaboration through the Web. Students are able collaborate with their teachers to check practices and even see exam corrections by email automatically. Even more, from this point of view, students are collaborating with their environment. In a producer-consumer scenario, panels play the role of information producers; and students play the role of information consumers.
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3.2 Personalization and Mobility Flexibility is crucial for students to pursue their own paths and can do so in their times. In [2] they have developed the theory of long-life learning through mobile devices such as PDAs and others, considering the hardware, software, communications and the interface design. Among the features of these systems we can mention: y The high portability and availability to anyone who wants to learn. y They should be individually adapted to the learners’ abilities, knowledge and learning styles; and designed to withstand the personal learning, instead of the general office work. y They should be not obstructive, so that we can capture the apprentice situation and retrieve knowledge that the technology clogging the situation. y They should be available on either side, to allow communication between teachers, experts and peers. y They should cater the evolution of knowledge and skills of the apprentice. y They should be able to manage learning over time, in this way the apprentice accumulates resources and knowledge that will be immediately accessible despite changes in technology. For instance, reference work. y They should be intuitive for people who are inexperienced with the technology. The Sparacino article [15] describes a study in the MIT Museum, more specifically in the exhibit “Robots and Beyond” where the system tries to “understand the use and produce an output based on the interpretation of the user context intention”. To do so, it is based on the behavior (places time, visited objects, etc.). On the other hand, the project “The Electronic Guidebook” at the Exploratorium in San Francisco makes effective use of the PDA to make “Bookmarks” materials and then visit them [16] One negative aspect appears in two dimensions, mechanical and cognitive skills. The need to hold the device reduces the activities related with their hands while reading the conversation inhibited demand. The article viewpoint [17] describes the “investigation nomadic” in which the trainees can manipulate the information and conduct research while moving the physical exhibits. In this learning type, is threatening to replace the Excel interaction with gestures “mediated talks with others and cognitively challenging”. Discarding this, which requires a careful design of instruction, trainees may benefit from their mobility within a context of physical objects and without feeling exhibits socially or physically isolated. There are many alternatives of applying this approach. The case study set in this paper is about evaluation. However, the same idea can be applied to retrieve information that may be hidden at first sight. It provides users with the ability to explore information through a learning panel just by going over the panel with the mobile device. For instance, students can easily explore the panel surface discovering or augmenting information that may not fully available for physical space.
4 ILP Interactive Learning Panels This section will explain the implementation details of the system. This description starts with a conceptual description of how the system works, it continues with the
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software system architecture, then it explains the interaction model it was employed, and finally it presents the interface design that has been followed to model the interaction. 4.1 Conceptual Description The System is based on three key elements: the panel, the mobile device and the service provider. The panel acts as a medium to interact between the user and the system. Basically it defines “hot spots” where: commands can be selected from the panel just by the gesture of putting the device near a “hot spot”. For example, in a questionnaire, this gesture may be used to select an answer for a question, to go to the next question, go back to the previous one, to end the questionnaire and so on. On the other hand, the mobile device is a tool that enables users to interact with the panel and perform tasks according to the user behavior. It provides the physical link between a physical representation (in the panel) and information received from service provider. Thus, the service provider: It is responsible for interpreting information of the user (acquired through the mobile device) and the information store into the database system. Although the system can be easily extended, it supports the recovery and playback of multimedia content (audio, text, video, etc.). It also supports a learning specific application, the questionnaire. This tool asks users about information that is represented into the panel, and they have to answer pointing the right graphical representation on the panel. For instance, if users are asked about which region on the map is related to a defined flag, they have to point the region on the map to answer that question. The application will be exposed in detail on Section 5. 4.2 System Architecture Users receive multimedia content on their mobile device through a Web based architecture. As explained on Fig. 1, in a first step, the user perform a simple gesture of bringing their mobile device to the panel, exciting, through the mobile device RFID reader magnetic field, any tag deployed on the reverse of the panel. This action results on the retrieval of the tag unique identifier. Immediately afterwards, the mobile device sends this identifier to the Web server. The server processes this request interpreting this identifier as a command, and generates a response to the action. The
Fig. 1. System Architecture
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answer may result on a resource transfer (video, photography, audio, text, etc.) or information, stored in the database system (for example, the result of a question). Thus, users finally perceive on their mobile devices the result of the interaction between them and the panel. 4.3 Interaction Modeling The system was implemented using the MVC (model-view-controller) architecture depicted on Fig. 2. Through this architecture we mapped the rugged natural gestures of user commands to certain events and actions that are processed by our domain model.
Fig. 2. The distributed Model View Controller implemented by the system
We are facing a distributed system. So, on the client side, the RFIDReader entity signals to the EcoPanelModel entity that a tag was read. The EcoPanelModel transmits the identifier to the server through a proxy represented by the ServerProxy class. This identifier is processed by the server and is mapped to a Command (for instance: next question) or ToolModel (a questionnaire) as necessary. Thus, as a result of the previous process, EcoPanelModel, which is part of the customer, receives the result as a set of serialized instances.
5 Case of Study For the case of study we will present one of the developed projects we made in our research laboratory. It treats the idea of teaching the Geography in the school, the library or any other learning environment. What we want to present is a connection between the student and the material provided by this subject. This material will be presented in such a simple and intuitive way that students can understand and interact with it without the help of any tutor. The goal of the panel is the identification of spatial entities as countries, cities, seas, oceans, etc. in a given map (the panel). On Fig. 3-a the system asks students for personal information and operation modes. Students are free to choose between two operation modes: the exam or a practice. The difference between these two modes lies on whether results are sent to the professor or not.
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Fig. 3. Main application screens
Once an operation mode is selected, a question is displayed. The question may be the identification of a region in the map or a flag corresponding to a defined region on the PDA screen (Fig. 3-b). For instance: “Select a state flag and then locate it into the map”. At the right bottom of the page the user can observe the number of the question he/she is answering and the total number of questions. As mentioned before, to select something, he/she has just to bring the PDA device near to the flag or region image depicted in the panel. It is a simple and clear process to develop. Commands and information retrieval are preformed analogously. Once questionnaire was fulfilled by a student, the results are displayed on the PDA screen (Fig. 3-c). The panel contains the map, flags, and other interactive buttons that the user will need to realize the practice or evaluation process. The next item to describe is the interaction panel based on RFID tags. While Fig. 4-a shows the map panel from the student point of view, Fig. 4-b shows the implementation of the panel based on a RFID tag matrix. On the right of Fig. 4-a we can see the map of the political division of the country and on the left we can see the list of flags that represent all the states of this county. At the bottom of the panel, there should appear a control panel. Usually, they are: the go back or forward panel buttons, to go back and forward through the questions, the confirm and cancel panel buttons to accept or cancel any action, and finally the exit panel button, to exit with or without saving the activity sending results by email.
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6 Conclusions This article describes an m-learning solution that exploits mobile technologies that are actually available, or will be available in the near future allowing students to interact directly with the materials they have to learn. Besides, ILPs also provide information to teachers about students’ progress. This system is implemented using several technologies, including mobile devices which support communication, RFID technology enabling gestural interaction, and the subject material which is introduced to enhance the student participation. And among main advantages of the system is worth to highlight the following issues: y y y y y y
Implementation of new interfaces for any mobile device. New resources can be introduced in a scalable and open way through the Web. Accessibility features, as audio-text for blind people, are easy to add. Multi-lingual support for resources on the PDA side. Great flexibility due to the panels can be updated quickly and efficiently. Economic deploy, because passive lo priced RFID tags and RFID popularity.
As future work, we can mention the extension of this interfaces to existing social networks to expand the service, for instance to Google Maps. Besides this form of interaction is not limited to retrieving information, instead it allows the execution of parameterized commands that can lead to the creation of active control panels that can evolve dynamically. Acknowledgements: We would like to thank CENIT project (CENIT 2008-1019MIO!) and CICYT project (TIN2008-06596-C02-01) for funding this work.
References 1. Chen, Y.S., Kao, T.C., Sheu, J.P., Chiang, C.Y.: A Mobile Scaffolding-Aid-Based BirdWatching Learning System. In: Milrad, M., Hoppe, H.U. (eds.) IEEE International Workshop on Wireless and Mobile Technologies in Education, pp. 15–22. IEEE Computer Society, Los Alamitos (2002) 2. Sharples, M.: The design of personal mobile technologies for lifelong learning. Computers & Education 34, 177–193 (2000) 3. Coombs, P., Ahmed, H.: Attacking rural poverty. How nonformal education can help, Baltimore (1974) 4. Watkins, K., Marsick, V.: Informal and Incidental Learning in the Workplace (1990) 5. Livingstone, D.W.: Mapping the Iceberg. NALL Working Paper number 54 (2002) 6. Mocker, D.W., Spear, G.E.: Lifelong Learning: Formal, Nonformal, Informal and SelfDirected. Information Series No. 241. ERIC Clearing House on Adult, Columbus (1982) 7. Hawkey, R.: Learning with Digital Technologies in Museums, Science Centres and Galleries. A Report for NESTA Futurelab (Report 9). Future Lab. King’s College, London (2004), http://www.nestafuturelab.org/research/reviews/09_01.htm (Last access 26.08.05)
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8. Sefton-Green, J.: Literature Review in Informal Learning with Technology Outside School (2004), http://www.nestafuturelab.org/research/reviews/07_01.htm (Last access 26.08.05) 9. Vavoula, G.: KLeOS: A Knowledge and Learning Organization System in Support of Lifelong Learning. PhD Thesis, University of Birmingham, UK (2004) 10. Miles, R.S., Alt, M.B., Gosling, D.C., Lewis, B.N., Tout, A.F.: The Design of Educational Exhibits. George, Allen & Unwin, London (1982) 11. Bradburne, J.: A new strategic approach to the museum and its relationship to society. Museum Management and Curatorship 19(1), 75–84 (2001) 12. Galani, A., Chalmers, M.: Can you see me? Exploring co-visiting between physical and virtual visitors. In: Museums and the Web 2002, Archives & Museums Informatics, Pittsburgh (2002) 13. The STEM project, http://www.sciencemuseum.org.uk/education/item 14. Bazley, M.: The internet: who needs it? Journal for Education in Museums 19, 40–43 (1998) 15. Sparacino, F.: The museum wearable: real-time sensor-driven understanding of visitors interests for personalized visually-augmented museum experiences. In: Museums and the Web 2002, Archives & Museums Informatics, Pittsburgh (2002) 16. Semper, R., Spasojevic, M.: Devices and a wireless web-based network to extend the museum experience. In: Museums and the Web 2002 (2002) 17. Hsi, S.: A study of user experiences mediated by nomadic web content in a museum. Journal of Computer Assisted Learning 19(3), 308–319 (2003)
WebELS: A Content-Centered E-Learning Platform for Postgraduate Education in Engineering Haruki Ueno, Zheng He, and Jingxia Yue National Institute of Informatics, Japan 2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo, Japan {Ueno,Hezheng,Yue}@nii.ac.jp
Abstract. This paper proposes a general purpose e-Learning platform WebELS to support higher education in engineering and science especially for PhD education. WebELS consists of three major modules, i.e., Learning for selflearning, Meeting for Internet-based on-line meeting, and Lecture for Internetbased distance lecture, as an “all-in-one” system. Using an easy-to-use authentication interface non-IT users can edit their own e-Learning contents on their personal computer as a series of slides from PPT, pdf, image and video data and upload to the WebELS server for e-Learning. Audio and cursor can be recorded onto each slide and be play-backed in a synchronized manner for helping understanding. WebELS is a Java-based server system and functioning in a low-speed Internet environment. The WebELS software is available as an open source system and is used in universities and industry in Japan and Asian countries. Keywords: e-Learning, Internet, higher education, postgraduate education, engineering education, software platform, open source, Internet meeting, distance lecture.
1 Introduction Recent progress in technology and engineering has been accelerated by high-tech, such as IT and Internet. The acceleration would be increased in the 21st century, since the informatization of society has been progressing. Rapid progress of technology is influencing in reconstructing the education systems as well, such that knowledge learned at universities must become out-of-date in shorter year, and engineers and technologists are required to obtain new knowledge continuously after graduation. Lifelong education is therefore definitely required from the points of views of both individual, and nation [8]. In order to improve the quality and productivity in technology and engineering fostering high-quality of engineers as well as engineering scientists is strongly requested by the society. However, employees who are working in industries have limited opportunities for learning advanced knowledge, because of time-limitation, and location-limitation. Traditional classroom-based education cannot answer to this kind of social demands. Internet-based e-Learning has great possibility to solve this problem, since this glowing education system has a variety of benefits based on the recent progress of, J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 246–255, 2009. © Springer-Verlag Berlin Heidelberg 2009
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such as advanced networking technologies, multimedia information processing technologies, and sophisticated software technologies, at lower cost and higher quality at global scale [2]. The role of universities is requested to change in the circumstance, in such a stream. The traditional model of Engineering Education in university is based on a combination of undergraduate education and graduate education by classroomoriented lecture. Most of Engineering Education in Japan is still in this way. Some universities are trying to introduce Internet-based e-Learning for correspondence courses for working students. This is because most professors are conservative on introducing e-Learning. However, social demand for graduate education in international scale is increasing, that results in a use of Internet-based e-Learning especially in a PhD program. In this paper we propose a general purpose e-Learning platform WebELS to support flexibility and globalizing of higher education in engineering and science especially for PhD education by means of advanced information technology. According to our analysis of PhD education features of e-Learning system should be different from those of undergraduate education. For example, typical lecture style in PhD program is discussion-based meeting. Presentation at an international conference is also a typical style of education. Test for evaluating the quality of knowledge that is one of key functions in undergraduate education is not applied. Standardized texts are not used in lecture. In addition, globalization of higher education in science and technology become strongly important. It should be noted that e-Learning platform should be available not only in advanced countries where high quality Internet is widely in use but also should be available in developing countries such as in Asia and Africa where low speed Internet is normally used. WebELS is designed to provide high quality eLearning environment for higher education in science and technology to meet these demands. Since WebELS is designed as a general purpose e-Learning platform, it is useful not only in education but also for business meeting in institutions and industry. Combined use of WebELS with Moodle [4] is also suitable idea of use such that functions of both systems would be featuring together. WebELS consists of three major modules, i.e., WebELS Learning for self-learning, WebELS Meeting for Internet-based on-line meeting, and WebELS Lecture for Internet-based distance lecture, as an “all-in-one” system. Using an easy-to-use authentication interface non-IT users can edit their own e-Learning contents very easily as a series of slides converted from PPT, pdf, image and video data on their personal computer and upload to the WebELS server for dissemination. Audio and cursor can be recorded onto each slide and be play-backed in a synchronized manner for helping understanding. WebELS is a Java-based server system that consists of Editor, Viewer and Manager, and functioning on a small PC server in a low-speed Internet environment. Every functioning module is downloaded from the server onto a user’s computer automatically as a Java Applet when he/she chooses a specific function in using the system via Internet browser such as IE. The WebELS software is available as an open source system and is used in universities and industry in Japan and Asian countries.
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2 Background Concepts of WebELS WebELS is designed to provide an advanced e-Learning platform for globalizing graduate education in science and technology focusing on authoring and dissemination of multimedia contents, aiming to assist instructors to archive their learning materials on the web for on-demand learning, on-line meeting and on-line lecture. We have analyzed the characteristics of PhD education from the point of views of eLearning [1,6,7]. Some key characteristics are as in the following. 1. PhD students are research partners as well as students, and activities as individual scientists are involved in education. Joining research meetings, presenting at international conferences are typical examples. PPT-based presentation followed by discussions is a typical style. 2. PPT-based lecture is a typical style of classroom lecture, and PPT-based playback with voice and synchronized cursors on a learner’s computer seems to be reasonable for on-demand self learning. High quality PPT slides with voice and cursor are requested to replay in a narrowband Internet. 3. Powerful authoring features for non-IT users are strongly requested so that professors can edit their own educational materials on their personal computers and upload them onto the WebELS server. 4. The e-Learning system must be used on multiple operating systems which include Windows, Mac OS and Linux in a global situation over the Internet. WebELS was designed to meet these requirements mainly for supporting global PhD education as a contents management e-Learning system (CMS). Java programming language was chosen for achieving a multiple OS system to be used in Windows, Mac OS and Linux. WebELS is an all-in-one e-Learning system consisted of three modules, i.e., Learning for self-learning, Meeting for Internet-based on-line meeting, and Lecture for Internet-based on-line distance lecture. PPT contents are converted into a series of image slides in an authoring session using the easy-to-use editor. Then, voice and synchronized cursor are attached to each slide by means of a voice recording function of the editor. Pdf contents are converted to images, i.e., slides as well. Video clip can be inserted into the list of slides by means of specially designed function of the editor. So, it is easy to combine PPT data, pdf data and video data on a user’s computer using the editor. The editor is automatically downloaded from the WebELS server when the user clicks editing function of the contents list as discussed in the following chapters. Image-based contents are easy to maintain and safety for copyright protection. Export and Import functions are available so that the author of specific contents could be moved from a server to a server. This function is useful to maintain WebELS contents in a distributed WebELS server systems environment. Same multimedia contents can be used for three styles of usage in a similar manner. That is, a content edited and uploaded to the WebELS Learning database is able to use for WebELS Meeting as well by copying it within the server by means of the Export-Import function. By means of an embedded voice meeting function it is easy to achieve an Internet meeting and Internet lecture in a narrowband Internet environment with high quality image slides. The quality is accomplished by means of a pre-downloading feature of the system. On-line zooming and cursor pointing functions support
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easy-to-understand slide-based on-line meeting and lecture. It should be stressed that the design concepts as well as key features have been carefully considered by the analysis of users. We are going to keep this policy in the future. An offline-viewing feature, named OFV, was added according to student’s request. By means of OFV a user can download a specific content from the server onto his/her computer and bring it without Internet connection for viewing later in offline. An OFV content is a package of viewer and content. In addition to bring it on user’s computer for personal learning it is possible to send by an e-Mail attachment and insert to another contents list maintained by another platform such as Moodle for distribution. Another policy in developing the system is that the WebELS software should be distributed as an open source. Because of this universities in developing countries will be able to install the WebELS system on their PC server through the Internet with free of cost. We believe that this policy would be one type of international contributions in globalization of higher education in science and technology.
3 Outline of the System Fig.1 shows an overview of the WebELS system. As shown in the figure, WebELS is a server-based system functioning on a Linux server. Every user can use the system over the Internet using a browser, such as IE. The editor is downloaded onto user’s computer by accessing to the server for authoring contents, and viewer is downloaded to user’s computer when he/she access to the server for self-learning, Internet meeting and distance lecture. The editor and viewer are implemented in Java and thus downloaded as Java Applets. Windows users are requested to pre-install JRE (Java Runtime Environment) through the Internet. Java programming language was chosen because it is powerful in developing a variety of functions and a multi-OS system was realized, i.e., the system provides every function for Windows, Mac and Linux users equally. Multi-language feature is another important character of the system to support a global use of e-Learning in science and engineering. The user interface is automatically switched to English or Japanese language by detecting Browser language. It is possible to append other languages in this way. It should be noted that the editor as well as the viewer, i.e., player, is working on a client computer in off-line processing. The processing in the Learning session is monitored by the server for managing the user’s operations that include Login, Logout, Downloading, Uploading, and so on. For on-line meeting and lecturing the server’s role is more. It includes On-line slide changing, On-line cursor positioning, On-line zooming, Voice meeting, and so on. Since PPT-based slides are predownloaded onto every members of a meeting as well as a distance lecture, high quality slide sharing by multiple locations are available in a low-band Internet environment. Downloading time is varying according to the speed of data transmission over the Internet from several seconds to several minutes. Figure 2 shows an example of viewing windows for on-demand self learning of WebELS Learning. Synchronization of sound and cursor makes easy to understand PPT-based lectures on user’s computer in a narrow-band Internet environment [3]. A
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Fig. 1. Overview of the WebELS system
Fig. 2. An example of playback for self-learning (Shimamoto)
content with viewer is downloaded from the server onto the user’s computer in advance, then playback is executed on it offline. The zooming function is available so that a learner can zoom-in at any position of the slide. A voice and cursor synchronization helps him/her in understanding a lecture. A user-friendly editing interface to create the content is installed within the editor as discussed later. Fig. 3 shows an example of two slides in on-line multi-point Internet meeting by using WebELS Meeting module. Several groups are able to organize Internet meetings independently by using the embedded functions such as ad-hoc presenter
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management, embedded voice line, on-line cursor control, on-line zooming. A virtual meeting room is automatically created when several users access to a specific content with specific password. One of the members can obtain the presenter’s right to control presentation just by clicking a presenter bottom on the viewing window. Presenter can be switched to another member by clicking this bottom any time during the session. The server has the monitoring function to manage this kind of multi-point meeting. Since WebELS is a download-based system, every user is requested to download the content onto his/her computer before starting the meeting. During the meeting session only control signals for changing slides and pointing cursor in addition to voice signal are transmitted over the Internet, and then high quality slides can be shared even in a narrow band Internet environment.
Fig. 3. An image of Internet meeting (Bourgeois/UNESCO)
One of the most important functions of WebELS is that easy-to-use authoring interface is available for non-IT users. Users can create their own contents on their own computer from existing PPT, pdf, image and video data by means of a specially designed editing interface. Fig. 4 shows the editing interface of the WebELS system. In creating a new multimedia content a user is requested to click the “Create a New Course” bottom on the contents list window assigned to him/her first. Then the authoring system is downloaded from the server onto the client computer as a Java Applet followed by initialization process to start functioning, and the editing interface appears as in the figure. Editing procedure is quite simple as follows. For a newly creating content, enter the title of a course into the first column, choose a category and subcategory, set a password to protect from unauthorized viewing if needed. Creation of a content is done as in the following procedure. Choose one of four types of data from PPT, pdf, image, and video by clicking a button and press the “Add” button as shown in the
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Fig. 4. Editing interface
figure. Then, choose a data-file on the computer according to the guidance. The identified data are converted to a standardized WebELS slide format and recorded onto the working file for further editing procedure. The slide list appears in the window as in the figure. It is possible to combine four types of data into one content using this interface by means of Add, Remove, Up and Down functions.
Fig. 5. Voice and cursor recording interface
Fig. 5 shows the user interface for recording voice and cursor onto a specific slide that is identified in the editing interface of Figure 4. Choose one in the slide list window, click the “Preview Record” button, then the slide appears as in Figure 5. Recording voice and cursor can be done by quite simple manner. Just click the “Record
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Audio & Cursor” button and recording process begins. Voice recording is achieved just by talking toward a microphone. If a cursor is used during talking, then synchronized record of cursor is done. By clicking the “x” button (erasing-window button) of the window the recorded slide is moved to the working file and a “recorded mark” appears in the front of each slide in the window.
4 Implementation Some key technologies in the implementation of the WebELS system are discussed in this chapter. More discussions are in [3,5]. 4.1 System Configuration In WebELS system, implementation of editor, player and manager is based on a typical Browser/Server (B/S) structure. Under this structure, all user interfaces are implemented on web pages. Main tasks are executed by server side and only small work is carried out on browser side, it will much lighten the loads on client-side computers. Moreover, this kind of system can be accessed and used without downloading or installing other tools beforehand. Fig. 6 describes the architecture of WebELS system.
Fig. 6. Architecture of WebELS system
Web server is responsible for users’ requirements. A customized HTTP server handles web-based user interface that includes HTML and JSP pages. Java Servlets response the interaction with the Java tools on client-side and perform data transformation with database server. Database server is to provide data storage for achieved contents, supports contents editing, manage user information, and verify course dependency. And all user account information is maintained by SQL database server.
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4.2 Voice and Cursor Synchronization In the WebELS system, a cursor file is embedded into each slide of the contents to simulate lectures’ action. Users can edit the slide and point a cursor onto corresponding slide to tip the topic they are talking on, or show the points they want to strengthen. Each slide has its own timeline in order to: !Syntax Error, .) record the cursor positions (x, y) chronologically; ii) store the information (s, f) for the embedded audio stream file simultaneously, in which s is the current state (play or stop) and f is frame numbers.
Fig. 7. Synchronization of cursor positions with audio stream
As in Figure 7, the cursor positions are synchronized with audio stream in each slide file by the time shaft. For examples: i) when t=t0, (s, f)=(play, 0) and (x, y)=(0, 0), the audio stream is started, and there is no cursor action; ii) when t=t1, (s, f)=(stop, f1) and (x, y)=(x1, y1), the audio stream is paused and the cursor is pointed to the location (x1, y1) on this slide; iii) when t=ti, (s, f)=(play, fi) and (x, y)=(xi, yi), the audio stream has processed fi frames and the cursor is pointed to the location (xi, yi) on this slide. Also a continuous audio stream can be dispersed at different cursor positions according to the frame numbers recorded by the timeline. Therefore the duration of audio stream is normally shorter than cursor action although both of the actions are simultaneously recorded. Compared with real-time recording system, the file size of the audio stream which was edited based on timeline was decreased.
5 Concluding Remarks WebELS is designed to provide an all-in-one e-Learning platform to be used in a narrow band Internet to support flexible education and internationalization of graduate education based on the analysis of requirements of Ph.D education in an international situation. WebELS is also useful for such as undergraduate education, employee education, life-long education and online-meeting for international projects. WebELS is available over the Internet at a Web-site such as [9]. Since WebELS is designed as a content-centered e-Learning platform an integrated use with LMS such as Moodle [4] should be useful for under-graduate education.
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Acknowledgement The authors would like to express sincere thanks to all persons who support the WebELS project of NII Japan, especially to Dr. Vuthichay Unpornaranveth for his contributions in designing and implementing the WebELS system, and to Prof. Nobuo Shimamoto for his contributions in concept formation and design of user interface from a point of views of non-IT users. The project is funded by such as Science Research Foundation of Japan, Research Organization of Information and Systems and The Graduate University of Advanced Study. We express sincere thanks to the eLearning project of UNESCO Jakarta office for further collaborations using WebELS.
References 1. Ampornarambeth, V., Zhang, T., Hadiana, A., Shimamoto, N., Ueno, H.: A Web-Based eLearning Platform for Postgraduate Education. In: Proc. the 5th IASTED International Conference on Web-Based Education, pp. 388–393 (2006) 2. Blinco, K., Mason, J., McLean, N., Wilson, S.: Trends and Issues in E-Learning Infrastructure Development. DEST, Australia and JISC-CETIS, UK (2004) 3. He, Z., Yue, J., Ueno, H.: WebELS: A Multimedia E-Learning Platform for Nonbroadband Users. In: Proc. ICCET 2009 (2009) 4. Moodle: http://moodle.org/ 5. Rahman, M.M., He, Z., Sato, H., Ampornaramveth, V., Shimamoto, N., Ueno, H.: WebELS e-learning system: Online and offline viewing of audio and cursor synchronized slides. In: Proc. ICCIT 2007, pp. 1–6 (2007) 6. Rahman, M.M., He, Z., Sato, H., Ampornarambeth, V., Shimamoto, N., Ueno, H.: WebELS E-Learning System: Online and Offline Viewing or Audio and Cursor Synchronized Slides. Proc. ICCIT 2007, 106–110 (2007) 7. Ueno, H.: Role of e-Learning in Engineering Education - Background and Outline of WebELS. In: Proc. International Workshop on Engineering Education (2008) 8. Ueno, H.: Internet-Based Distance Learning for Lifelong Engineering Education - A personal view and Issues. J. of Information and Systems in Education. 1(1), 45–52 (2002) 9. WebELS: Web E-Learning System, http://webels.ex.nii.ac.jp/
A Pen-Based Teaching System for Children and Its Usability Evaluation Danli Wang1, Tingting Ying1, Jinquan Xiong2, Hongan Wang1, and Guozhong Dai1 1
Institute of Software, Chinese Academy of Sciences, Beijing 100090, China 2 Jiangxi Institution of Education, Nanchang 330029, China [email protected]
Abstract. The computer has become more and more important in children’ life and learning. Various issues exist in the application of multimedia edutainment software and courseware. Therefore, we analyze the current situation and requirement of preschool education software, and present the development of pen-based teaching system for children. Lecturing courseware, annotation, adding contents have been provided, which make targeted classroom teaching convenient, and children interactive courseware function has also been provided to arouse their learning initiative and enthusiasm. After analyzing the feedback, we design and develop the improved version of the system, and evaluate the two versions through experiments. Finally, we propose some suggestions for its modification. Keywords: pen-based interaction, children, teaching system, usability.
1 Introduction With the development and popularization of computer, children have opportunities to access to computers. They use computer to learn knowledge, play games. The computer is changing the way of children’ living and studying [1]. Early childhood is the enlightenment stage of their lifetime, children's education in this period will influence the development of their life, and therefore, preschool education is a very important work. There are 1.6 billion preschool children in China, more than 110,000 kindergartens, and 2000 million children in the kindergartens. But now our childhood education still adopts the traditional teaching mode basically, which mainly rely on teachers’ dictation with the instructional aids, pictures, audio and video playing to lecture the teaching contents. In recent years, the investment in the education information both at home and abroad is very considerable, however mainly in the infrastructure construction, network environment construction, and development of multimedia learning software, there are rarely special tools for the classroom teaching [2]. Analyzing relevant teaching software both at home and aboard, the main problems are software which belongs to tool type lacks of target, the efficiency of making courseware is low. A series of teaching courseware cannot be modified and improved in accordance with children and J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 256–265, 2009. © Springer-Verlag Berlin Heidelberg 2009
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teachers’ need. Some software for Intelligence and skill development lacks of systematic, and not suitable for realizing whole classroom teaching. In addition, most of software is using the keyboard and mouse operation basically. Lecture activities need frequent outline, so the keyboard and mouse operation is less free and easy to operate than pen, and against children’s participation in classroom activities. In recent years, pen-based interactive technology has been widely used. Pen-based interaction has great advantage in teaching: the operation is free and simple in keeping with cognitive and operation habit. It will provide an effective means of interaction in teaching activities; In addition, Pen-based interaction is an effective tool to solve the input problem of Chinese characters computers. It is convenient to writing for teachers and helpful to learn Chinese writing for children [3]. According to the current situation of preschool education software and requirement of preschool education, combining with advanced teaching theory, we analyze the characteristics of children, and propose an pen-based teaching system and realize a teaching environment where teachers can fully play a leading role, while children can play more initiative and active, and participate in the teaching in order to promote the teaching effect. Through using the software in kindergarten, software functions and performance have been improved continuously according to the users’ feedback, and moreover based on the earlier version (version 1), a new version(version 2) has been designed and developed. These two versions have been evaluated in usability. We will analyze the evaluation process and results in detail and give the system improvement comments and suggestions.
2 Related Works 2.1 Pen-Based Interaction Technology Natural interaction and human interface is the development trend of human-computer interaction. Pen-based user interface develops with the emergence of pen-based interaction devices like the handwritten pen, the touch screen and so on. The earliest pen-based interaction devices appeared before mouse and graphical user interface, which appeared in the system of Sketchpad in 1963[4]. With the progress of computer software and hardware technology, pen-based computing environment with features of pen-based interaction is rapidly developing. One of the obvious characteristic in pen-based interaction is easy to control, effective to use, natural to outline [5]. Both text and graphics can be naturally outlined and displayed on the screen; therefore, applying pen-based interaction to education has become a new hotspot. It not only makes the full use of natural pen and paper way of working, but also make up for the limit of estimating the position of mouse click on and contents input from keyboard, simply teachers’ operation, reduce controlling difficulties [3]. 2.2 Educational Software for Children Computer technology is affecting the education and learning, especially network and multimedia technology, which is very suitable for helping learning. Computer technology has enough potential to improve students' score. Multimedia electronic
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courseware combined with text, video, and images has completely changed the traditional teaching and learning mode. The multimedia teaching process can be regarded as the process in which teachers make use of multimedia technology to present study materials and let students to obtain information/knowledge. In the learning process by using multimedia, multimedia is not only an information transmission tool, but also means of helping students understand knowledge [6]. Multimedia technology which combines various media such as text, images, audio, video, animation and so on, can attract children's attention, arouse their interest, create the scene atmosphere, arouse their emotional development, enhance the teaching effect through the organic combination of teaching information, promote children's multisensory development through improvement of interpersonal interaction [7]. Currently, many researchers perform in-depth studies in children’s education software, and have developed some education software. Britain’s Sussex University studied the learning environment that supports children’s learning of biological concepts [8]. Carrie Heeter et al. studied software suitable for girls to learn animals [9]. Several large software companies also marketed multimedia course development tools, e.g. Microsoft’s PowerPoint allows users to conveniently produce texts, graphs, adding images, audio, motion pictures, video, etc. It also allows design of presentation effects based on needs. Macromedia’s Authorware is an editing platform based on icons and lines, multimedia production software for developing Internet and on-line learning applications [10]. Software such as Action, Flash provides tools for producing course materials. However, the cost of learning this kind of software is high, the operation is complex, and special training is necessary. Therefore it will take ordinary teachers long time to make courseware, the efficiency is very low. Software are not satisfied with the requirement for preschool education, because of not considering the characteristics of preschool teachers and the situation of children education, therefore, they cannot be used for most preschool teachers. In addition, there are some series of courseware, such as WaWaYaYa etc. [11], which are made according to some teaching materials. Coursewares provide abundant content of courses and multimedia display effect. However, this kind of software does not allow teachers to modify the content of courses and reuse courseware materials, which constraints teachers’ activities. Therefore, developing the teaching system for children is proposed in the paper. It is suitable for Chinese children, convenient to teaching activities for teachers. Simultaneously, allow children to participate in teaching activities, improve their learning enthusiasm and initiative.
3 Design and Realization Pen-Based Interaction System 3.1 Platform Architecture Based on above analysis, we developed a pen-based children teaching system, the framework of which is shown in figure 1. The top layer is pen-based user interface; the middle layer is data processing layer; the lowest layer is system database, primarily comprised of courseware base, resource base, constrain base, gesture base and text base. Users can communicate with system through pen-based user interface. Input
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Fig. 1. Architecture of System
gestures are transmitted into system. The system first analyzes and comprehends the input. Through the support of recognition algorithms, the system obtains the input intents of the user, and performs the corresponding operations. Then the system’s responding results are output to the user interface. 3.2 System Function The function of the system is shown in figure 2. It is divided into four modules: basic operation module, media interaction operation module, handwriting operation module and auxiliary operation module. Among them, the media interaction operation includes pictures interaction, text interaction, audio, Gif animation control, and track-based animation control, all of which have their own interaction properties (such as: click to show, click to hide etc.), and allow users to interact freely.
Fig. 2. System Function
3.3 System Realization The teaching system was developed in VC++ 6 based on our lab existing pen-based software development platform. This platform provides basic pen-based interface and gesture lib. Users go through pen to interact with the system. The system first analyzes and comprehends the input, carry on the according processing and operation, then the system’s responding results are output to the user interface. The system interface of Version 1 is showed in figure 3-4. This system has been provided for more than kindergartens to try out. Analyzing the users’ feedback, we propose an improved version (Version 2), which is showed in figure 5-6.
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Fig. 3-4. Interface of Teaching System (Version 1)
Toolbar in left
Toolbar in bottom
Fig. 5-6. New Interface of Teaching System (Version 2)
4 Usability Evaluation of the Teaching System 4.1 The Evaluation Method Among all of the evaluation methods, user testing and questionnaire are selected to evaluate the teaching system. The tester first finishes a group of tasks according to the requirements, then he or she answers the questions. In order to let the tester learn the teaching software quickly, the training scheme and testing tasks were devised using interface scenarios, and this method has been proven to efficiently improve learning rate of the user and finishing rate of the tasks. 4.2 Evaluation Process Participants and Software The users of our system are mainly teachers who teach students by the teaching system. Therefore, we choose 6 testers three male and three female. All of them are 20 to 30 years old. In addition, some of the testers were ever teachers. The evaluation software is the teaching system developed earlier (to be called version 1 indicated with V1 later), another is the new teaching system in this article (called version 2, indicated with V2 later). The differences between two versions are that we add a dragged function toolbar in the version 2. The purpose of this evaluation is to understand what kind of interface testers like more and test various availability indicators of the teaching system. In this evaluation we adopts contrast experiments for two versions, we will also carry on the contrastive analysis for two versions’ test data.
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Evaluation training The staff member first introduced the purpose and arrangement of this experiment, then explained the usage of the software with a scenario-based method, and offered a demo. Then, the testers had 10 minutes exercise. At last, the instructor introduced the testing requirements and tasks. Testing and questionnaire After the exercise, the testers began to test according to the task requirements. The staff members recorded the errors and other problems during testing. All the errors and problems did not be prompted. After testing, the testers filled out the questionnaires. 4.3 Result Analysis We mainly analyze the test result from two aspects. One is objective aspect, analyze data recorded during the test procedure, such as wrong number, time of finishing tasks and so on; The other is subjective aspect, testers’ questionnaire survey results. Objective data z Integrity Table 1 shows the integrity which the testers finished each task in, and the data is analyzed using statistical method, and the average integrity and deviation of finishing every task were obtained. Table 1. Integrity of finishing tasks (the highest is 1) Task V1 Lesson preparation V1 class begin V2 Lesson preparation V2 class begin
: : : :
Mean 1 0.98 1 0.98
s.d. 0 0.03 0 0.03
From table 1, we can see the achievement of testers in two versions is the same. According to task completion rate, the whole task can be basely finished. In version II, we have joined the dragged toolbar, however from the objective data, it is not difficult for testers to understand and operate. Integrity of the task doesn’t reduce. Therefore, the data shows that testers feel tasks difficult to understand or to implement during the test, and the tasks and operations are within their cognitive workload and operation scope. z The errors During the whole evaluation process, when tester operates, problems may occur. The reason may be the habit of the testers, or the operation error, or it may be that the system produced the errors. The statistical results of the errors are: during the process of finishing tasks for two versions, the numbers of system errors are both 0. It shows that our systems are running stable relatively. The error frequency of operation is also low overall. The number of errors in version 1 is more than that in version 2, such as that the pen attributes Toolbar in version 1 has hidden page turning buttons, thus results in wrong operations. The data is shown in the Table 2.
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Group System error Operation error System error Operation error
V2
Error number 0 2 0 1
The occurrence rate of both in version 1 and version 2, errors are very low. Testers used the teaching system very fluently. It implies that the software has high reliability and naturalness. However, since errors occurred, there were some aspects should be improved in the system. We will focus on these errors, and get the clue of the further perfection. The results of questionnaire For the design questionnaire, the teaching system includes three parts: the first one is the overall evaluation of the teaching system, the second is evaluation of version 1, and the last one is the evaluation of version 2. In the 8 questions of part 1, the 1st, 3rd, 5th and 7th questions are proposed to version 1, the others are proposed to version 2. The average score of version 1 is 2.71, and 3.79 for version 2. Therefore, the synthetic evaluations for version 2 are higher than version 1. Testers prefer to use version 2 which has the dragged function toolbar. The questionnaire is consisted of 18 questions, adopting 5 degree evaluation table. It provides the overall evaluation of our teaching software version 1, including easy-learning, easy use, reliability, naturalness, interaction and satisfaction. The results are shown in Table 3. The usability evaluation score of version 1 shows in figure 7. Table 3. Usability evaluation for version 1
:
V1 questionnaire result Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
Mean 4.17 4.33 4.00 4.33 4.28 4.33 4.24
s.d. 0.71 0.52 0.93 0.52 0.57 0.50 0.62
Fig. 7. Usability evaluation score of version 1
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Similarly, we also evaluate version 2 on easy-learning, easy-use, reliability, naturalness, interaction and satisfaction. The results are shown in Table 4. The usability evaluation score of version 1 shows in figure 8. Table 4. Usability evaluation for version 2
:
V1 questionnaire result Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
Mean 4.17 4.43 4.00 4.50 4.31 4.33 4.29
s.d. 0.64 0.51 0.54 0.52 0.59 0.56 0.56
Fig. 8. Usability evaluation score of version 2
From above data, the average scores of each availability indicator in both versions are more than 4, which are high scores. The standard deviations are also in the normal scope. It shows that the evaluation result of the teaching system is satisfied. Especially in terms of Naturalness, the system has been given higher scores. It is mainly because we fully taken into account the users’ habits during the process of design and realization. Synthesized comparison between two versions is shown in Table 5 and in Finger 9. The scores of two versions are not very different, synthetical score in version 2 is higher. It shows that as a whole, synthesized evaluation for version 2 is higher than version 1. And in easy-learning, easy-use, reliability and satisfaction, the evaluation score in two versions is closed. It shows that joining the dragged toolbar doesn’t make users feel more difficulties. However, the evaluation of version 2 is higher than that of version 1 in two aspects of naturalness and interaction. It shows the dragged function toolbar makes users more convenient when using the teaching system, while in version 1, users cannot drag the toolbar at will. If the position of teachers is distant from the function buttons like page up or page down buttons, then the teacher may have to go to distant locations to find those function buttons, causing a certain amount of inconvenience. The introduction of the dragged function toolbar strengthens interface interaction of the entire system. According to testing situation and questionnaire survey, users authorize this interactive approach of the dragged toolbar.
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Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
V1: synthesized average score 4.17 4.33 4.00 4.33 4.28 4.33 4.24
V2: Synthesized average score 4.17 4.43 4.00 4.50 4.31 4.33 4.29
Fig. 9. Synthesized comparison between two versions
4.4 Overall Evaluation For both version 1 and version 2, the integrity of finishing task is very high. Simultaneously the error rate is also quite low. The testers basically can complete the testing tasks well. Looking from questionnaire survey, testers have given good evaluations in both version 1 and version 2. The improvement that is the dragged function toolbar in version 2 has been approved. In addition to evaluation questionnaires, we have gotten some testers’ ideas from their feedback for the system, such as their favorite functions, improvement points. Testers feel that adding animation in the course of teaching has enhanced the effectiveness of teaching. Whiteboard function is also very appropriate for the system design; teachers can open "white board" for writing at any time. However, through the evaluation process, we have found the shortage of the software design. For instance, the dragged function toolbar can sometimes hide other buttons, or when the dragged toolbar moves to upper boundary, it cannot automatically close the border in accordance with the placing of the border, as well as some users want to operate more naturally and so on. We will improve it and do further research on how to make teachers interact with the teaching system more smooth and natural.
5 Conclusion This paper, focused on the issues in multimedia teaching and the needs of children’s education software, presented the development of a pen-based children courseware system. The platform provided for the teachers a convenient environment for lecturing
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courseware to facilitate multimedia teaching for the teachers, as well as for the children an interactive and interactive environment, where children can be allowed to participate in multimedia courseware explanation to deepen their understanding and memorization of the knowledge, so as to improve their learning results. This paper combined pen-based interface technology and the design of natural user interface to provide for the teacher and the children an easy-to-learn, easy-to-use teaching system. Through the use of system and feedback, we have modified the design of the system and obtain the new software version. Through comparing the new version with the old one, we present some comments and suggestions for improvement. Acknowledgments. The authors would like to acknowledge the support of Zhang Jie, Peng Fang, Wu Guangyu, Xu Li Shuang, among others. This research is supported in part by the National Natural Science Foundation of China (under Grant No. 60373056), and the CAS Pilot Project of the National Knowledge Innovation Program (Grant No. KGCX2-YW-606).
References 1. Mai, N., Neo, T.K.: Multimedia in education: developing a student-centred learning environment in the classroom, http://www.vschool.net.cn/english/gccce2002/lunwen/ gcccelong/41.doc 2. He, K.: The challenges in the development of educational informationalism. China Educational Technology 6, 5–11 (2006) 3. Wang, D., Chiu, S.C., Wu, G., Dai, G., Wang, H.: Pen-Based Children’s Instructional Platform Based on Cognition Theory of Multimedia Learning. In: PDPTA 2008, pp. 742–748 (2008) 4. Sutherland, I.E.: SketchPad: A Man-Machine Graphical Communication System. In: AFIPS Spring Joint Computer Conference, pp. 329–346 (1963) 5. Li, Y.: Research on Pen-based User Interfaces—Theory, Technique and Implementation. PhD dissertation (2002) 6. Mayer, R.E.: Multimedia Learning. Cambridge University Press, Cambridge (2001) 7. Li, X., Atkins, M.S.: Early Childhood Computer Experience and Cognitive and Motor Development. Pediatrics 113(6), 1715–1722 (2004) 8. Michael, S., Yvonne, R., Frances, A., Matt, D.: Designing for or designing with? Informant design for interactive learning environments. In: CHI 1997 (1997) 9. Carrie, H., Brian, M.W., Darcy, D.G.: Theories meet realities: designing a learning game for girls. In: DUX 2005: Proceedings of the 2005 conference on Designing for User Experience (2005) 10. Calvert, Children Journeys Through the Information Age (1999) 11. WaWaYaYa, http://www.wawayaya.net/guide/
Development of a Visualised Sound Simulation Environment: An e-Approach to a Constructivist Way of Learning Jingjing Zhang1, Beau Lotto2, Ilias Bergstom2, Lefkothea Andreou2, Youzou Miyadera3, and Setsuo Yokoyama4 1
Department of Education, University of Oxford, UK [email protected] 2 Lottolab Studio, University College London, UK 3 Division of Natural Science, Tokyo Gakugei University, Japan 4 Information Processing Centre, Tokyo Gakugei University, Japan
Abstract. In this paper, the design and implementation of a visualised sound simulation environment is presented as an initial step to further laboratory experimentation. Preliminary laboratory experiments showed a positive learning curve in human auditory perception. Learning occurred when new information was processed with relevant existing knowledge in this simulation environment. While the work towards the truth of the empirical hypothesis is still under discussion, this project has been expanded beyond the scope that was originally envisaged and the developed environment showed its potential to be adopted on mobile devices for many educational purposes. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning. Keywords: visualisation, simulation, constructivist, learning, mobile, visual, auditory.
1 Introduction John Dewey (1933), the educational philosopher, defined learning as "the continual process of discovering insights, inventing new possibilities for action, and observing the consequences leading to new insights". The classical view of cognition considers humans as processors of knowledge. Knowledge as an object can be transferred from one mind to another. In contrast, the constructivist view of cognition sees humans as constructors of knowledge. Knowledge as a mental representation exists in the human mind, which cannot be moved from one mind to another. Construction plays the role in integrating the new material with relevant existing knowledge in a coherent structure (Mayer, 2003). Despite the battle between cognitivism and constructivism continuing for centuries, we accepted that both approaches have their role to play and took an innovative approach to understanding learning from where the process of learning begins. Gibson (1991, p. 493) argued that the acquisition of knowledge actually “begins with and depends upon knowledge that is obtained through perception, which extracts J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 266–275, 2009. © Springer-Verlag Berlin Heidelberg 2009
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information from arrays of stimulation that specify the events, layout and objects of the world”. In this paper, we put focus on parts of the learning process that look to be somewhat independent from conscious or critical forms of learning (such as learning to solve a mathematical problem) but that are involved with rather low-level acquisition through the central perception system. Perception has long been considered as a modular function, with the different sensory modalities working separately from each other (Schlottmann, 2000). Recent studies in neuroscience and psychology, however, challenge this view by suggesting that crossmodal interactions are in fact more common than originally thought (Martino & Marks, 2000). A number of experiments involved with cross modality have been carried out (e.g. Butler & Humanski, 1992; Carlile, 1990). Recently, research on sensory perception has become both popular and integrated with fast development of computer simulation technology. However, the fundamental problem for any sensory-guided system (natural or artificial) is that the information it receives from its environment is ambiguous. Particularly, most computer simulated sound systems fail under natural conditions, or when forced to contend with an environment that is not explicitly represented in the system. How natural systems resolve this challenge is currently not known, though one increasingly popular hypothesis is that the problem is resolved empirically. That is, the system encodes the statistics of its experience with past sources of stimuli1. Despite of the increasing support for this view, however, there is currently no one that has tested it. One reason is that to truly test this view we would have to provide someone with a wholly new sensory modality, and then look to see how that person’s brain deals with the underlying ambiguity of the information it receives. This is of course impossible. What is possible, however, is to present one of the senses with a new kind of statistical experience in a simulated environment. Therefore, a visualised sound simulation environment was designed and implemented, as an initial step to further laboratory experimentation. The environment presented the visual stimuli with a new auditory experience in order to prove the ambiguity problem in vision is resolved empirically. Preliminary laboratory experiments showed a positive learning curve in human auditory perception. Learning occurred when new information was process with relevant existing knowledge in this sound simulation environment. While the work towards the truth of the empirical hypothesis is still under discussion, this project is extended beyond its initial establishment and the developed environment shows its potential to be adopted in different real-world educational settings, e.g. a music lesson and a drawing course. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning.
2 Mapping Model A Mapping Model (M) was proposed for translating any pixel in a real 2D image to a unique virtual sound pixel of an imaginary sound panel in two continuous steps. That 1
Constructivists such as Helmholtz H. and Gregory R. argue that external world cannot be directly perceived because of the poverty of the information in the retinal images. Since information is not directly given, we have to interpret the sensory data in order to construct perception.
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is, a real image pixel is mapped to a ‘visual pixel’, which is subsequently converted as a ’sound pixel’ by using this Mapping Model (M). M
=
{R, I, S,
,
}
The elements of Mapping Model (M), are justified as follows: R: a matrix, which represents the real image input (which can be anything from hand drawn images to photographs or streaming video). I: a
matrix, which represents an imaginary visual panel.
S: a a virtual sound panel.
matrix, which symbolises
: a mapping function from R to I. A scaled and projected representation I of the real image R is produced by this mapping function : Map any point , to , by:
: a mapping function from I to S. It creates a sound panel isomorphic to the visual panel: Map any point , to , by:
1 1 1
Fig. 1. Mapping Model - w is the width of the matrix R, while h is the height of the matrix R. xNum is the width of the matrix I; yNum is the height of the matrix I; (panMAX -panMIN) is the width of the matrix S; y(freqMAX -freqMIN) is the height of the matrix S.
As we can see, The Mapping Model shows the process of converting a real image pixel (Pr) in an image R to a visual pixel (Pi) on a visual panel I and then subsequentis a ly mapped to a sound pixel (Ps) on a sound panel S. The mapping function scale formula to trim the input of a real image into a required standard image, which
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can be then mapped to a virtual sound panel. The mapping function then converts , to a sound pixel with an each pixel of the product of the mapping function unique property, such as loudness, frequency, and pan.
3 System Design and Implementation The invention of the screen, either on a computer or a mobile device, has completely changed the traditional work of designing. However, while it adds more interactivity and flexibility into most of our products in the daily life, it also unavoidably brings in complexity and ambiguity. It is said that miscellaneous designs has given most users a difficult time to get used to the interface. Building upon the proposed model, the designed system updated from the first working prototype with pop-up panels to a unique three-tier structure for maximising such seamless translation. The final design was based on and has been further refined by the feedback obtained during the usability testing. The look of such design was thus simple and appealing to users.
Fig. 2. Three Hierarchy Design - - showing the three-tier architecture
The top architectural level of the system was a two part top-and-bottom skeleton (Fig. 2), which included (in the top part) a menu bar and a painting canvas (in the bottom part). The second architectural level within the ‘painting’ canvas also consisted of a top-and-bottom structure. On the top, there was a ‘Space Panel’, which included an ‘Image Space Panel’ and a ‘Sound Space Panel, and at the bottom a ‘Control Panel’ (i.e. an ’Image Control Panel’ and a ’Sound Control Panel’). The third level was outlined as a left-and-right structure contained within the painting canvas, separated as ‘image’ and ‘sound’ (from left to right) in both the ‘Space Panel’ and ‘Control Panel’. That is, on the painting canvas, there were four panels, from top left - an ‘Image Space Panel’, top right - a ‘Sound Space Panel’, bottom left – an
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‘Image Control Panel’ for controlling the ‘Image Space Panel’, bottom right - a ‘Sound Control Panel’ to control the ’Sound Space Panel’. The four panels were independently resizable and can be switched on and off for maximising the screen of any device, such as a computer or a mobile phone. The ‘Image Control Panel’ allowed users to change the resolution of the above image panel and the sound panel. There was also an image colour chooser panel consisted of two parts: the Preview panel and the Colour palette. The Colour Palette consisted of four tabbed panels: Swatches, HSB, RGB, and Gray Scale. The Gray Scale was a slider bar which adjusted the colour intensity of image pixels. The ‘Sound Control Panel’ provided different selections of 128 MIDI sounds and 1 sine sound predefined for sound pixels above with the option to choose Loop or not. The system was implemented in Java, and so can be run as a standalone program on a local computer or an applet on the Web (the interface is shown in 2). The success of the developed system was tested in three methods: Code Reading testing, Black Box testing, and Integration testing. In addition, the system has been used to carry out several experiments to test the empirical hypothesis on nearly 20 subjects. Both the testing of the system and the results of the experiments indicated that the algorithms behind the Mapping Model successfully mapped simple visual images into sound ‘images’. It is suggested that it can be further developed and installed on mobile devices in the future. It is also believed that this sound simulation would work better on a touch screen and could receive better learning outcomes whilst on the move.
Fig. 3. System Interface (two screen captures) - showing the main windows of the user interface, which consists of four split panels with changeable size. They are: Visual Space Panel (on the top left), Sound Space Panel (the top right), the Visual Control Panel (on the bottom left), the Sound Control Panel (on the bottom right). The five menu bars are on the top of the interface: file, experiment, training, subject and help.
4 Laboratory Experiments Early work shows that vision dominates in multi-sensory processing. This means vision is always considered as active, but hearing is usually thought of as passive. However, research has shown that while vision may dominate spatial processing, hearing dominates temporal processing (Guttman, Gilroy, & Blake, 2005). Therefore, the success of testing the ’empirical’ basis of learning possibility by translating visual
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information into auditory information lies in the right design of appropriate experiments, which can take best advantage of the temporal processing of hearing. A series of experimental tasks were developed, and the data from such experiments can be analysed in a great many ways, resulting in the discovery of many unknown aspects of learning. In this paper attention focuses mainly on two sets of experimental tasks accomplished by eleven subjects. There were 6 males and 5 females of them, ranging in age from 20 to 30 years old. The hearing abilities of the 11 subjects were at average level. 4.1 Experiment 1 - Sound Localisation The sound localisation experiment was designed to measure the ability of the brain to process spatial information. This experiment differed from other sound localisation experiments in several ways. Firstly, earlier experiments always used special facilities to organise the experiment such as geodesic spheres housing an array of 277 loudspeakers (e.g. Hartmann & Acoust, 1983). This increased the cost of experiments and decreased the practicality. In contrast, this experiment used a computer simulated system, which can automatically accomplish the experiment without manual input and supervision. In addition, the system was developed in Java and can be easily extended to a mobile device in the future. Secondly, real sound sources (e.g. speakers) were usually used in other experiments earlier whereas our experiments used virtual 2D sound space, in which each ’sound pixel’ represented a unique virtual sound source thereby again saving on cost, practicality and time. Finally, unlike 3D cave-like virtual environments where sound localisation system involved with head-related transfer functions (HRTFs), each image pixel in this developed system was translated directly to a sound pixel. To add more detail, in the horizontal direction, the interaural time difference (i.e. Inter-aural level difference and Inter-aural time difference) was used to determine horizontal position. In the vertical direction, frequency was used to perceive vertical position in this experiment. These two parameters are used to distinguish each ‘sound pixel’ in experiment with respect to the Mapping Model (M). All the mouse-click responses were recorded and stored in a text file. In the series of this experiment, the resolutions of the sound panel increased from 3 × 3, 7 × 7, to 11 × 11. In each one, four different combinations of trials were used to
Fig. 4. Experiment 1 Sound Localisation - the Square with gray colour is the square where the subject clicked to predict the location of the sound
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Fig. 5. Results of Experiment 1 - showing the total number of correct clicks from step 1 to step 5. The step 1 and step 5 were the test stages, while the step 2, 3, and 4 served as the training. The number of correct clicks of the step increased after 3 different kinds of training. The step 4 (adjacent sound with a reference sound) achieved the best results. The number of correct clicks decreased as the sound space dimension increased.
explore a better pattern for identifying sound. Subjects were first introduced to a random sound, and then were given a reference sound from the pixel in the centre of the sound panel followed by a random sound. After this, subjects were given a series of sounds which were adjacent to each other. Then, subjects were given a reference sound followed by an adjacent sound to it. Last, subjects were provided by a random sound again to find out whether learning occurred from the training. As we can see in Fig. 5, the sound localisation ability is clearly improved with training. Subjects were also better able to locate sound if given an initial reference sound. The chart on the right shows that the ability of the subjects to locate sound decreased with increased resolution. By comparing the ability of identifying sound horizontally and vertically, if the space dimension is smaller than 7 × 7, subjects can find the horizontal position of a sound better than its vertical position in the space; if more than 7, it seemed to be easier to identify a sound in the vertical axis. As expected, the subject’s ability to specifically locate sound correctly in the 11 × 11 space was very low. Despite this, as shown in Fig. 6, while the absolute position was incorrect, subjects were very good at finding the relative location of the sound source, given the previous test sound. Thus, in deciding on the location of the pixels in this sound space, subjects used their previous responses to previous stimuli in order to estimate the positions of future test sounds. This indicates that the human auditory system predicts new information based on past information. Thus the past information can be used to aid in the ambiguity that they experience when trying to predict the new test sound, and enhance the current attempt. The positive parts of the experiments have shown that humans are able to learn from the wholly new translated sensory information (as shown by the increasing learning curves from the sound localisation experiment data). We suspect a long-term training process would help to better develop subjects’ visual and audio sense with this new kind of audio-visual experience.
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Fig. 6. Total Number of Correct Clicks (General Pattern of Movement) – The red numbers show the sequential locations of the test sounds sound generated by the experiment. The black numbers represent an example subjects clicking responses.)
4.2 Experiment 2 - Object Recognition While Experiment 1 was based on one sound, the object recognition experiment was further designed to increase the sound sources. Nine 20 × 20 simple black and white images, consisted of the same number of pixels (and therefore of the same overall intensity), were used. The images were randomly loaded from a local folder on a computer. There was the same number of white pixels in each image. Pixels in white were the one able to produce sound simultaneously, while pixels in black were silent ones. Subjects were first introduced by a compound sound from a random image, and asked to pick up a right image to pair with the sound. They were then presented again with a compound sound with feedback. That is, if subjects chose a wrong image, the right image would be highlighted to correct them. Then, an identical image panel would be switch on automatically on the left to allow subjects to mark a small area (in which sound pixels were able to be generated) and navigate to different directions. Sound would be generated if subjects moved onto corresponding white pixels hidden underneath. Last, subjects were presented with a random compound sound from images again to test their learning experiences. It is clear that the ability of object recognition without training was poor (16%). However, their ability to recognise the object increased sharply when they were given the opportunity to explore it (72%), which increased further after four trial explorations (where the subjects were correct 100% of the time). The statistical data also showed that motion aided in recognition of the masked object as opposed to polyphonic compound sounds generated by the static object. That is, motion was easier to recognise than the static object. By moving around, the brain could construct an internal map of the image from experience. Although it is clear that in moving the rectangular window around in a sometimes arbitrary fashion, only a temporary memory was utilised to intuitively construct a mental model of the 2D environment. We believe that without using any exploration of the masked Sound Space to obtain temporary experience and perceptions, the brain instead needs the experience stored in the brain by long-term training.
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Fig. 7. Experiment 2 – the interface on the left shows the object recognition experiment in Step 1, 2 and 4. The interface on the right shows the object recognition with exploration in step 3. There is the masked image panel on the left containing one of the nine images on the right hand side underneath. The subject can drag a rectangle by mouse and move it by pressing the up, down, left, right arrow keys to explore this image. After exploration, the subject clicked the one he/she thought was correct on the right hand side. The red image button then showed the correct answer.
5 From Laboratory to Real World As stated earlier, this study, was at first intended to be a three-year project in a neuroscience laboratory to prove the empirical vision theory, but later expanded beyond the scope that was originally envisaged, as the adoption of this developed sound simulation in real educational settings became increasingly feasible. Especially, when mobile technologies hold out the promise of ubiquitous leverage to this Java-based application, the study moved on to the discussion of the social values of such sound simulation on mobile devices. Statistical data showed that global mobile phone use was set to pass 3.25 billion by 2007 (Reuters, 2007) - around half the world's population. With regard to this, it is widely accepted that mobile and ubiquitous computing can genuinely support learning, but it is crucially important to ask how such simulated environment can be combined with mobile technologies to be immersed into various kinds of learning experiences in different contexts. It is a very complex undertaking to design interfaces for mobile devices. Visual interfaces have unpleasant limitations in small-screen devices, as they have a confined space on which to display information (Rinott, 2004; Smith & Walker, 2005; Walker & Lindsay, 2006). While mobile devices were getting smaller and lighter, this developed environment with its three-tier structures was able to switch on and off four different panels in the real time. That is, it potentially enlarged the small screen four times. Such an interface with layered view also promised seamless switching between different layers to a great extent of graphic rending. More importantly, the designed interface was sonically enhanced, and required less visual attention. The use of audio feedback thus to certain extent augmented the display of a mobile device, and helped users to be able to navigate in unfamiliar interface more easily. Not only can the interface of a mobile device be improved by this developed sound visualisation simulation environment, but also can the created applications widely be used for many educational purposes. Visual and auditory sensory are closely involved with each other. On the one hand, hand drawing exercises with sound in this
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developed environment provided a good opportunity to bring sound or music into the drawing practice. On the other hand, the database of 128 midi music sounds in two dimensions (frequency and pan) enhanced the traditional music teaching. The concise design integrated with drawing function was likely to be of more appeal to learners. More importantly, the environment held a record of every single experiment in the background, and was capable of providing a learning curve or analysis. Furthermore, the possibility to tailor learner-centred experiments by learner themselves gave this environment a great deal of flexibility and openness. It allowed a healthy cycle of further development in the future.
6 Conclusion The developed sound visualisation environment was able, to a certain degree, to translate the visual stimuli into sound stimuli although we did encounter some shortcomings in the experimental implementation. Furthermore, this system is planned to be implemented on mobile devices. It is believed that this sound simulation would work better on a touch screen and could result in better learning outcomes whilst on the move. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning.
References 1. Butler, R.A., Humanski, R.A.: Localisation of Sound in the Vertical Plane with and without High-frequency Spectral Cues. Percept. Psychophys. 51, 182–186 (1992) 2. Carlile, S., King, A.J.: Monaural and Binaural Spectrum Level Cues in the Ferret: Acoustics and the Neural Representation of Auditory Space. Journal of Neurophysiology 71 (1994) 3. Dewey, J.: How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process (New edn.). D.C. Heath, Lexington (1933) 4. Gibson, E.J.: An Odyssey in Learning and Perception. MIT Press, Cambridge (1991) 5. Guttman, S., Gilroy, L., Blake, R.: Hearing What the Eyes See: Auditory Encoding of Visual Temporal Sequences. Psychological Science 16(3), 228–235 (2005) 6. Hartmann, W.M., Acoust, J.: Localisation of Sound in Rooms I. Soc. Am. 74, 1380–1391 (1983) 7. Martino, G., Marks, L.E.: Cross-modal interaction between vision and touch: the role of synesthetic correspondence. In: Perception 2000, vol. 29, pp. 745–754 (2000) 8. Mayer, R.E.: Memory and Information Processes. In: Weiner, I.B. (ed.) Handbook of Psychology, vol. 07. Wiley, Hoboken (2003) 9. Purves, D., Lotto, R.B.: Why We Wee What We Do: An Empirical Theory of Vision (November 2002) 10. Reuters: Global Mobile Phone Use to Pass 3 Billion (2007) 11. Rinott, M.: Sonified Interactions with Mobile Devices. In: Proceedings of the International Workshop on Interactive Sonification, Bielefeld, Germany (2004) 12. Schlottmann, A.: Is perception of causality modular? Cognitive Sciences 4 (2000) 13. Smith, D.R., Walker, B.N.: Effects of Auditory Context Cues and Training on Performance of a Point Estimation Sonification Task. Applied Cognitive Psychology 19(8) (2005) 14. Walker, B.N., Lindsay, J.: Navigation Performance with a Virtual Auditory Display: Effects of Beacon Sound, Capture Radius, and Practice. Human Factors 48(2), 265–278 (2006)
Causal Links of Presence Donghun Chung1 and Chae-Hwan Kim2 1
School of Communication Kwangwoon University 447-1 Wolgye-Dong, Nowon-Gu, Seoul Korea 139-701 [email protected] 2 Department of Mass Communication and Journalism Tongmyoung University [email protected]
Abstract. The purpose of this paper1 is to examine antecedent variables and an outcome variable of presence. Presence has been used to explain the extent to which technology users are immersed and involved in a technology-created experience. In video gaming, gamers frequently don’t distinguish between reality and the game world, and they identify characters with themselves. This comes from a high level of presence. So what makes technology users have greater presence? The present study proposes a causal model which includes attitude and empathy as antecedent variables that lead to a degree of presence and then para-social interaction as an outcome of presence level. The results showed that path analysis of the model was successfully supported. Keywords: Presence, Attitude, Empathy, Para-Social Interaction, Wii.
1 Introduction Presence is a psychological state or subjective perception in which, even though part or all of an individual's current experience is generated by and/or filtered through human-made technology, part or all of the individual's perception fails to accurately acknowledge the role of the technology in the experience [1]. Actually, there are many different conceptual and operational definitions of presence, and scholars both within the same field and in different fields use their own terminologies. Yet these terminologies are for the most part interchangeable. Many scholars commonly agree that presence is, at least on a fundamental level, the perception of non-mediation [2]. Many scholars have examined causes or effects of presence [2][3][4][5][6]. However, only a few studies have revealed causal relationships of presence with some antecedent variables. This is important to know because when we find out reliable variables that increase or decrease the level of presence, we can manipulate them. Consequently, we can find out what outcomes presence influences and how it does so, for presence is not an ultimate outcome itself. Therefore, presence has an important role as a mediated or moderated variable. 1
The present Research has been conducted by the Research Grant of Kwangwoon University in 2008.
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In the development of state-of-the-art video game technology, people are more likely to experience presence. There are a few reasons why gaming is important in presence research. First, gamers are active users. According to uses and gratification theory, most game players have motivations which lead to spending more time playing games and other activities [7][8]. Since they are active players, it is easy to be immersed in the gaming situation. Second, gaming has developed very quickly and dramatically. Many aspects of gaming have increased in depth and complexity, including the game story, graphics, characters, background, and even controllers, and these are all significant factors in influencing the degree of presence. Third, interactivity has been shown to be an important function in gaming. Interaction definitely plays an important role in presence [2]. Fourth, the systems on which games are played have also been developed. For instance, the modern TV set provides game players with clear images, high resolution (even HD quality), big screens, and vivid colors in console games. Computer monitors offer the same advantages in computer games. In addition, modern surround sound stereo systems enable a fully immersive auditory experience with crystal-clear quality. These are all significant factors affecting presence. Finally, based on the previous results, game research has been successfully performed. Many studies have raised presence issues using games; for instance, aggression [9], arousal [5], social relationship [10], violence [11], etc. In the present study, we will investigate causal relationships among attitude, empathy, presence, and para-social interaction in gaming. These variables directly or indirectly linked with one another in the previous literature. More rationales will be described in the next section.
2 Proposed Model Witmer and Singer [6] assert that involvement and immersion are necessary for experiencing presence. Involvement depends on focusing one’s attention and energy on a coherent set of stimuli while immersion depends on perceiving oneself as a part of the stimulus flow. More specifically, involvement is defined as a psychological state experienced as a consequence of focusing one’s energy and attention on a coherent set of stimuli or meaningfully related activities and events. Although immersion is a psychological state like involvement, it is characterized by perceiving oneself to be enveloped by, included in, and able to interact with an environment that provides a continuous stream of stimuli and experiences. They propose that a valid measure of presence should address factors that influence involvement as well as those that affect immersion. Many studies have investigated causes and effects of presence. One of the more interesting studies was Cummins’ dissertation [12] which examined the effects of direct address on empathy, interactivity, presence, and entertainment value in reality television shows. He found significant causal links among empathy, presence and para-social interaction as a partial path model. In his model, he disclosed that empathy as a predictor leads to presence and subsequently para-social interaction in watching television entertainment programs. This model can be applied in the gaming study because gaming also has entertainment value as an ultimate goal. Unlike Cummins’ model, this research has
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attitude as an antecedent variable. A few reasons exist as to why attitude plays an important role. First, as a driving force, attitude works as a predisposition. Although it is hard to have one universal definition of attitude, the central ideas are readiness for response and motivation [13]. This is a preparation for behavior. Second, as an evaluation, attitude leads to involvement or attention. Attitude can be defined as favorableness or unfavorableness which ultimately decides a person’s further psychological disposition or behavior. Lastly, according to previous attitude and empathy literature [14][15], there was a significantly positive relationship between the two variables. From the extensive literature, the present research has the following proposed model
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prepared by the teacher; thus it is very important to provide automatic tools to support the easy creation of accessible and usable learning objects.
5 Conclusion In this paper we analyze the usability of the Moodle Learning Environment for the blind. Specifically we analyzed two demo courses provided as examples by the system, highlighting features that could be improved. We mainly focus on the navigability of the virtual environment provided by Moodle, which by offering several educational tools integrated into one system, may create complex interfaces. It is important to notice that LMSs may greatly favours the student learning process since the same educational material may be transmitted anywhere, anytime, at any learning rhythm, in a format suited to each individual's ability. On the other hand, since LMSs automatically add a virtual environment to the educational material, if the virtual environment layout is not appropriately designed with a thorough knowledge of accessibility and usability issues, it may induce problems that could be spread to the learning objects themselves. This highlights the importance of considering usability issues from the beginning of the development of every LMS. Making a VLE suitable for the abilities and skills of all users offers many challenges. When defining the graphical UI it is fundamental to consider the needs of sighted users but the needs of the blind should also be kept in mind when writing the UI code. Specifically, the same information should be provided through both visual and auditory channels, the design should be optimized for reading via screen reader, the UIs should be easy to use via keyboard and no additional cognitive effort should be required of the blind user. In conclusion, we believe that our findings could have general applications and that applying ARIA would enhance usability via screen reader in any Virtual Learning Environment.
References 1. Ardito, C., Costabile, M., De Marsico, M., Lanzilotti, R., Levialdi, S., Roselli, T., Rossano, V.: An Approach to Usability Evaluation of e-Learning Applications. Universal Access In the Information Society 4(3), 270–283 (2005) 2. Card, S.K., Moran, A., Newell, T.P.: The Psychology of Human-Computer Interaction. Lawrence Erlbaum Associates Inc., New Jersey (1983) 3. Debevc, M., Bele, J.L.: Usability testing of e-learning content as used in two learning management systems. European Journal of Open, Distance and E-Learning (2008), http://www.eurodl.org/materials/contrib/2008/Debevc_Bele.htm 4. Debevc, M., Verlic, M., Kosec, P., Stjepanovic, Z.: How Can HCI Factors Improve Accessibility of m-Learning for Persons with Special Needs? In: Stephanidis, C. (ed.) HCI 2007. LNCS, vol. 4556, pp. 539–548. Springer, Heidelberg (2007) 5. De Marsico, M., Kimani, S., Mirabella, V., Norman, K.L., Catarci, T.: A proposal toward the development of accessible e-Learning content by human involvement. UAIS Journal 5(2), 150–169 (2006)
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6. Eijl, P., Pilot, A., Voogd, P.: Effects of Collaborative and Individual Learning in a Blended Learning Environment. Education and Information Technologies 10(1-2), 51–65 (2005) 7. Kelly, B., Phipps, L., Howell, C.: Implementing a holistic approach to e-Learning accessibility (Retrieved), http://www.ukoln.ac.uk/web-focus/papers/alt-c2005/accessibility-elearning-paper.doc 8. Nielsen, J.: Usability inspection methods. In: Heuristic evaluation, pp. 25–62. John Wiley & Sons, Inc., New York (1994) 9. Rodriguez, E.P.G., Domingo, M.G., Ribera, J.P., Hill, M.A., Jardi, L.S.: Usability for All: Towards Improving the E-Learning Experience for Visually Impaired Users. LNCS, pp. 1313–1317. Springer, Heidelberg (2006) 10. Santos, O.C.B., del Viso, J.G., de la Cámara, A.F., Sánchez, S.P., Gutiérrez, C.R., Restrepo, E.: HPCN-Europe 1994. LNCS, pp. 796–805. Springer, Heidelberg (2007) 11. Sloan, D., Heath, A., Hamilton, F., Kelly, B., Petrie, H., Phipp, L.: Contextual web accessibility - maximizing the benefit of accessibility guidelines. In: Proceedings of the 2006 international cross-disciplinary workshop on Web accessibility (2006) 12. Squires, D., Preece, J.: Predicting quality in educational software: Evaluating for learning, usability and the synergy between them. Interacting with Computers 11(5), 467–483 (1999) 13. W3C. WAI-ARIA Best Practices. W3C Working Draft 4 February (2008), http://www.w3.org/TR/wai-aria-practices/ 14. Wilson, R., Landoni, M., Gibb, F.: A user-centered approach to e-book design. The Electronic Library 20(4) (2002) 15. Zaharias, P.: A usability evaluation method for e-learning: focus on motivation to learn. In: Proceedings of CHI 2006 extended abstracts on Human factors in computing systems (2006)
Using Tablet PCs and Pen-Based Technologies to Support Engineering Education Ignacio Casas1, Sergio F. Ochoa2, and Jaime Puente3 1
Department of Computer Science, Pontificia Universidad Catolica de Chile, Chile 2 Department of Computer Science, Universidad de Chile, Chile 3 Microsoft Research, Redmond, WA, USA [email protected], [email protected], [email protected]
Abstract. Several experiences and results of the Tablet PC adoption have been reported, mainly in American universities. Although the benefits seem to be highly interesting, it is not clear if they are replicable in developing countries. In order to try to understand the impact of Tablet PCs on engineering education in Chile, the authors conducted several experiments at the two traditional Chilean universities. This paper reports the experiences and the obtained results, comparing them with those obtained in American universities. Keywords: Tablet PCs, Pen-based Technologies, Engineering Education, Mobile Computing.
1 Introduction Every day more and more persons are adopting Tablet PCs as a way to support educational activities. Several researchers have highlighted the contributions of these mobile computing devices and pen-based technologies as a support of the teachinglearning process [1, 8, 11]. Some of the envisioned benefits are the possibility to do hand-writing annotations keeping the metaphor of a paper notebook, and the capability to share resources, support students mobility and collaboration, and count on a mobile repository of educational material accessible and replicable. However the advantages recognized by the users depend on the features of the teaching-learning scenario. After four years using Tablet PCs in computer science [9] and science education programs [5], we have seen several differences between the benefits identified by instructors and students from developed countries (such as USA) and from a developing country such as Chile. This article presents a preliminary study about the impact the use of Tablet PCs and pen-based technologies have on undergraduate computer science programs at the two main universities in Chile. The study covers the perspective of the students and the instructors. It also analyzes the benefits, challenges and limitations perceived by students and instructors, from a social and technological viewpoint. This study was conducted based on the recurrent use of three applications: Classroom Presenter [2], MOCET [9] and an extended version of MS OneNote [10]. Next section presents the related works. Section 3 lists the benefits of using Tablet PCs for both, students and instructors. Section 4 shows the empirical study carried out J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 31–38, 2009. © Springer-Verlag Berlin Heidelberg 2009
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by the authors in order to determine the impact that pen-based computing have in engineering education in the two main Chilean universities. Section 5 discusses the obtained results. Finally, section 6 shows the conclusions and the future work.
2 Tablet PCs in High Education During the last years several researchers have been doing experiments in order to determine the impact of using Tablet PCs in education. Some of them believe that a “Tablet PC has the potential to dramatically alter the educational process. This new technology significantly changes the way students and teachers interact. It adds completely new dimensions to classroom interaction by providing digital ink and drawing tools for writing, sketching, and drawing; and for real-time collaboration” [1]. At the moment we have seen reports of particular experiences where Tablet PCs have became interesting tools in certain scenarios. Now the challenge is to identify in which scenario the Tablet PCs can effectively add value. For example, Anderson et al. show how Tablet PCs can be used to improve the knowledge delivery and facilitate the interaction between students and the instructor during a distributed lecture [2]. Berque et al. report the results of using Tablet PC and DyKnow tools to support collaborative problem solving [3]. Davis et al. and Anderson et al. report experiences of using Tablet PC to take notes during a class [2, 4]. In addition, the authors have shown, in previous works, how these mobile devices can be used to improve the evaluation process in computer science courses [9] and also to support the activities of communities of practice in science education [5]. There are also several articles describing educational experiences on physics, mathematics and agronomy, in which Tablet PCs have been used as the supporting platform for the teaching-learning process. Considering the experiences reported in recent literature, and focusing just on the main features of the Tablet PCs, we can say that the main activities to be supported with these devices are the following ones: 1. Taking notes. Students can take notes on the slides the professor shares with them, or just on a digital blank sheet. These digital notes can be organized, shared, searched, emailed and linked to other resources [6]. In that sense, this functionality seems to be highly useful, and better than the paper notebook or even a laptop. 2. Enrich the lecture presentation. Instructors can use Tablet PCs to enrich the information they are presenting during a lecture. It could be used, for example, to do marks or make annotations on the slides, or use the Tablet PC as a replacement for (or supplement to) the black/whiteboard [2]. Since digital annotations made on these devices can be shared, the cognitive load of the attendees is reduced. 3. Support group work. During work meetings the group members (i.e. students and/or instructors) usually carry out brainstorming, discuss proposals/alternatives to carry out the job, and validate ideas or the work done. Usually a black/whiteboard is used to support these activities; however Tablet PCs could also be used for this purpose [3]. A benefit of using these devices instead of whiteboards is that notes written on the space shared by the attendees are easier to record and share. In addition, it is not longer needed to erase the whiteboard because its physical space is completely used.
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In this list we have excluded the activities that can be performed with a laptop. In other words, we included just the activities requiring the special features of a Tablet PC. Please note there are activities that are variants of the listed ones, which were not included in the list. Summarizing, it seems the use of these computing devices could replace the use of the paper notebook and also the black/whiteboard.
3 Impact on the Students and Instructors Experiences reported in the literature show the students are usually comfortable using Tablet PCs to take notes and perform problem-solving activities [13, 14, 15]. Something similar happens with the instructors’ opinion [5, 15]. In addition, most of the researchers that explore the use of these devices in educational scenarios state that Tablet PCs facilitate the active learning [12, 16][Roschelle et al., 2007]. Considering these previous works, some of the main contributions reported about the use of Tablet PCs, are the following ones: • Benefits for students. Students recognize the possibility to take notes is an important contribution of Tablet PCs usage. The free-style handwriting possibility makes the students more comfortable to express their ideas in sketches or annotations [14]. The possibility to exchange digital resources among the students (or with the instructors) was recognized as an important feature [16]. Finally, students find valuable the possibility to store and manage their courses information in digital format [16]. • Benefits for instructors. Many instructors have found that Tablet PCs not only can replace the black/whiteboard, but also extend the resources pool to be used during a lecture [6]. It makes the lectures more dynamic and interactive [Roschelle et al., 2007]. In addition, the annotations the instructor performs during a lecture can be easily stored and shared with the students. Several researchers report an increment of the students’ interest during the classes and also an improvement in the way used by the instructors to deliver knowledge [13, 16]. Based on the authors’ experience, many of the envisioned benefits are inherent to the use of laptops during lectures. Other benefits, for example the change of students’ and instructors’ attitude during the lectures, could be the result of the redesign of the teaching-learning process performed to take advantage of the Tablet PCs features. Of course, there are several benefits that really are a consequence of these devices usage, for example the possibility to make handwriting annotations on the lecture slides. Next section describes a preliminary study carried out in two traditional Chilean universities, which tries to determine the impact of Tablet PCs in computer science and engineering courses. The study also discusses the obtained results and compares them with the findings reported by other researchers in USA.
4 Empirical Study In order to try to understand the impact that the use of Tablet PCs could have in engineering education in Chile, the authors conducted an empirical study in two traditional
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Chilean universities: Universidad de Chile and Pontificia Universidad Catolica de Chile. This study was performed in computer science courses at the engineering school and it involved several types of Tablet PCs and also software products. 4.1 Experience in the Universidad de Chile This experience involved students of a computer science course (CC51A: Software Engineering) during two semesters: fall 2008 (29 students) and spring 2008 (20 students). Ten Tablet PCs were delivered among the students in order to support two main activities: course examinations using MOCET [9] (Figure 1), and group problem-solving using MS OneNote [10]. In addition, the instructor used Classroom Presenter [2] during half of the course lectures, and students using Tablet PCs took notes during lectures using this software. When the course was finishing, the instructor and the students filled a survey that evaluated the experience of using these devices. Some of the issues identified by the participants were the following:
Fig. 1. Use of MOCET at University of Chile
• The hardware matters. Students using particular models of Tablet PCs (DELL Latitude XT and HP Pavilion TX1000) consistently reported problems to write/erase annotations, regardless of the software they were using. In addition, these students also reported precision problems when these devices recognize the stylus location on the screen. • The working conditions matters. Students and the instructor identified the importance of avoiding situations where only some of the students had Tablet PCs. Some educational activities designed to take advantage of the Tablet PC features, for example the group design, were difficult to perform for students that did not have available these devices or a whiteboard. Therefore, if you are going to perform an activity that takes advantage of these devices’ features, be sure that all the students count with Tablet PCs. • Training is required. Students and the instructor reported an important improvement in the usefulness of the devices and the effectiveness of their work, once they were trained in the use of Tablet PCs. • The instructor mobility becomes reduced. Because the Tablet PC must be connected to the projector through a physical cable during a lecture, the mobility of the
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instructor becomes reduced. After some sessions the instructor started to use MaxiVista [7] as intermediary to recover the mobility. Although the solution was good, it required to have two computers in the classroom to deliver the lecture. Tablet PCs do not replace the blackboard. Although the Tablet PC’s functionalities are comparable to those of a whiteboard (and even better in some aspects), the information shown to the attendees through these devices is replaced when the instructor change the slides. In the case of the whiteboard, it acts as an extended screen of the instructor presentation; therefore it keeps visible the information written on it, even when the instructor changes the slides. In other words, students and the instructor think the whiteboard and the Tablet PC are complementary. Useful to make free-style annotations. Students and the instructor highlighted the capability of these devices to make free-style handwriting annotations. Several software products were used to carry out this activity; all of them were useful and comfortable for the users. They are similar to laptops in several aspects. Students and the instructor identified as an important contribution the capability of mobile computing devices to record annotations and manage information in digital format. They also highlighted the capabilities of these devices to share information and communicate among them in a simple way, even when the users are on the move. However, these functionalities are not only available in Tablet PCs, but also in laptops. Something similar occurs with the possibility to perform simulations, or execute or compile programs during the lectures. In other words, several of the advantages reported as result of the Tablet PCs usage are also present when using laptops. The instructor and the students feel comfortable using Tablet PCs. Users felt comfortable using these devices during the experiences. Although some training was required, the learning effort was worthy. Computing devices could be distracters during lectures. Students and the instructor agreed that mobile computing devices can be a distracting element during the lectures. If they do not have a clear role to play during the lecture, their use compete with the instructor’s speech. The redesign of the lecture style makes them more active. The participants in these experiences recognized the lectures became more active and participative. However, it seems to be a consequence of the lectures style redesign more than a result of the use of Tablet PCs.
4.2 Experience in Pontificia Universidad Catolica de Chile This section describes the experiences of introducing Tablet PCs in two courses at the Pontificia Universidad Catolica de Chile during 2007: “Computing Software Tools for Engineering” which is a workshop course (iic2100) and “Introduction to Programming” (iic1102). The main objective of the experiment was to motivate engineering students to learn and enjoy the art of problem solving and project team work supported by computers. In order to reach such a goal, we started to use Tablet PCs in the classroom and we modified the dynamic of the teaching-learning process in these courses. Tablet PCs were used in the classroom for modeling, problem solving and programming.
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Fig. 2. Use of OneNote at Pontificia Universidad Catolica de Chile
The course iic2100 was the subject of this experimentation during two terms in 2007. Forty students participated in each semester. Twenty one Tablet PCs (HP Compact TC4200) were delivered among the students. These devices were shared by the students and they were used to support problem solving during lectures (Figure 2). The impact of the Tablet PCs usage was measured based on opinion surveys from students, teaching assistants and professors. A similar experimentation process was conducted in the course iic1102: Introduction to Programming, during the Fall and Spring terms in 2007. One hundred students participated each semester. Twenty one Tablet PCs (HP Compact TC4200) were delivered among the students in order to support group problem solving during lectures. In spite of all the positive aspects of the use of technologies in the classroom, a few problems were observed; for instance, annoying delays at the beginning of some activities due to instability of the wireless network and software server (a technical assistant was present in the classroom to solve this kind of incidents). Problems also occurred with software tools and their different versions. It was also observed that at the beginning of the class some students had difficulties to turn on the Tablet PC or manage the stylus-pen, due to simple lack of knowledge (this problem was easily solved). Importantly, some students became distracted with the technology and engaged in Internet searching, chatting, playing or e-mailing, but after several sessions this distraction diminished. The students highlighted, as a positive factor, the possibility to solve problems during classes. They considered the use of Tablet PCs helped to make the lectures more active and interesting. However, they also identified limitations in the problemsolving process because not all of the students counted with one of these devices. Most of the students agreed that the use of technology motivated them. It is also important to note that in both courses there were no students considering Tablet PCs as an inhibitor factor; however they recognized that some training is required to take advantage of these devices features. They considered that Tablet PCs facilitated the discussions and the group work during lectures.
5 Discussion At the moment, the use of Tablet PCs in computer science courses seems to have positive effects. However, there is not a comprehensive and scientific study that
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shows which are the real benefits of including this kind of technology in our courses. Although using mobile computing devices during lectures brings several benefits, it does not seem to be consequence of using just Tablet PCs. Our experiments have also identified that computing devices can become a distracter factor during lectures, if there is not a clear role assigned to them. These experiments also have shown that the use of Tablet PCs motivates to students and professors, however it is not clear if the use of laptops generates the same effect. Provided the courses involved in the experiments tried to take advantage of the Tablet PCs features, and following the recommendations of other researchers in the area, we redesigned their teaching-learning process. Now these courses are more active and there is more interactive work during the lectures, which produced a positive impact among the participants. However this result seems to be a consequence of the redesign process more than the inclusion of Tablet PCs. The experiences help us to identify that not all of the Tablet PCs provide an adequate support for these activities, and the mix of technology and paper-based work is not a good combination; particularly, if students have to use paper notebooks because there are not enough computers for everybody. Although the students recognized the importance of Tablet PCs for taking notes and facilitating group work, the use of these devices requires a training process. Instructors were happy when using Tablet PCs. They think these devices help to improve the quality of the lectures; however they are not able to replace the black/whiteboard. In one of the experiences, a lack of the instructor mobility was identified because of the use of Tablet PC to deliver the lecture. Such problem was then solved using additional software technology.
6 Conclusions and Future Work The use of Tablet PCs in engineering education seems to be growing more and more every day. Several researchers have reported experiences of the Tablet PCs adoption, mainly in USA. They have identified a list of benefits derived from the use of these devices. In order to try to understand the impact of this type of computers t on engineering education in Chile, two experiences were conducted at two traditional Chilean universities. The obtained results show some similarity with those obtained in American Universities. However there are others that are a bit different. The lack of resources for every student opens new challenges for the adoption of these technologies in developing countries. The experiments have also shown that several benefits associated to the Tablet PCs adoption are more a consequence of others activities around this situation. At the moment it is not clear which benefits are the direct consequences of the Tablet PCs adoption, however the balance seems to be positive. More experimentation and scientific work is required to understand its impact of this emerging technology.
Acknowledgements This work was partially supported by Fondecyt (Chile), grant Nº 11060467 and also by Hewlett Packard through the Technology for Teaching Higher Education Grant Initiative.
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References 1. Alvarado, C., Anderson, R., Prey, J., Simon, B., Tront, J., Wolfman, S., Tablet, P.C.: Computing Curriculum. In: Summary of the Tablet PC and Computing Curriculum Workshop, Seattle, USA, August 4 (2004) 2. Anderson, R., Davis, P., Linnell, N., Prince, C., Razmov, V., Videon, F.: Classroom Presenter: Enhancing Interactive Education with Digital Ink. IEEE Computer 9(40), 56–61 (2007) 3. Berque, D., Bonebright, T., Dart, J., Koch, Z., O’Banion, S.: Using DyKnow Software to Support Group Work: A Mixed-Method Evaluation. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 11–20. Purdue University Press (2007) 4. Davis, K.M., Kelly, M., Malani, R., Griswold, W.G., Simon, B.: Preliminary Evaluation of NoteBlogger: Public Note Taking in the Classroom. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 33–42. Purdue University Press (2007) 5. Herrera, O., Ochoa, S., Neyem, A., Betti, M., Fuller, D., Aldunate, R.: Mobile Portfolio to Support Communities of Practice in Science Education. In: Proceedings of HCI International 2007, Beijing, China (July 2007) 6. Huettel, L.G., Forbes, J., Franzoni, L., Malkin, R., Nadeau, J., Nightingale, K., Ybarra, G.A.: Transcending the traditional: Using tablet PCs to enhance engineering and computer science instruction. In: Frontiers in education conference (FIE 2007) (2007) 7. Bartels Media GmbH. MaxiVista (Last visit, December 2008), http://www.maxivista.com/ 8. Nguyen, H., Bilen, S., Devon, R., Wise, J.: Adopting Tablet PCs in Design Education: Student Use of Tablet PCs and Lessons Learned. In: Richards, G. (ed.) Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007, pp. 1172–1177. AACE, Chesapeake (2007) 9. Ochoa, S., Neyem, A., Bravo, G., Ormeño, E.: : MOCET: a MObile Collaborative Examination Tool. In: Proc. of HCII 2007, Beijing, China (July 2007) 10. Microsoft Corp. OneNote (2007), http://office.microsoft.com/es-es/ onenote/FX100487703082.aspx (Last visit December 15, 2008) 11. Prey, C., Reed, R.H., Berque, D.A. (eds.): The impact of Tablet PCs and Pen-based Technology on Education. Purdue University Press (2007) 12. Prey, C., Weaver, A.: Tablet PC Technology: The Next Generation. IEEE Computer 9(40), 32–33 (2007) 13. Price, E., Simon, B.: A Survey to Assess the Impact of Tablet PC-based Active Learning: Preliminary Report and Lessons Learned. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 97–105. Purdue University Press (2007) 14. Sommerich, C., Collura, K.: Learning with Mobile Technology in high School: A HumanFactors Perspective. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Penbased Technology on Education, pp. 127–136. Purdue University Press (2007) 15. Toto, R., Lim, K., Wise, J.: Supporting Innovation: The Diffusion and Adoption of Tablet PCs in College of Engineering. In: Prey, Reed, Berque (eds.) The Impact of Tablet PCs and Pen-based Technology on Education, pp. 147–155. Purdue University Press (2007) 16. Tront, J.G.: Facilitating Pedagogical Practices through a Large-Scale Tablet PC Development. IEEE Computer 9(40), 62–68 (2007)
Optimal Affective Conditions for Subconscious Learning in a 3D Intelligent Tutoring System Pierre Chalfoun and Claude Frasson Département d’informatique et de recherche opérationnel, Université de Montréal, Montréal, Canada {chalfoun,frasson}@iro.umontreal.ca
Abstract. In this paper we take a closer and in-depth look at initial results obtained from a previous novel experiment conducted with a 3D subliminal teaching Intelligent Tutoring System. Subliminal priming is a technique used to project information to a learner outside of his perceptual field. Initial results showed great promise by illustrating the positive impact of the subliminal module on the overall emotional state of the learners as well as their learning performances. Indeed, since emotion monitoring is critical in any learning context, we monitored the physiological reactions of the user while they learned and while they answered questions. We present a detailed and precise look at the optimal affective conditions that set the best learners apart. We will also explain a most surprising finding: the positive long term impact of subliminal priming on the entire learning process. Keywords: optimal affective conditions, HCI, subconscious learning, 3D ITS.
1 Introduction In recent years, researchers in human-computer interfaces (HCI) as well as in various fields such as Intelligent Tutoring Systems (ITS) have taken advantage of adaptive and customizable HCI to record and analyze emotions [1]. This is not surprising since emotions, especially motivation and engagement, are widely related in various cognitive tasks [2]. Moreover, the importance of measuring emotions as well as consider them has become the focus of much growing research. The availability, ease of use and affordability of physiological devices helped in their integration into the tutoring systems. That data is then used to model the learner’s emotional and physiological profile in order to better adjust and adapt learning accordingly [3]. Learning in virtual worlds has taken a very important part in the HCI community for recent evidence has shown the relevance of using such virtual ITS for affective feedback and adaptation [3, 4]. Nevertheless, the current learning strategies have a limitation when it comes to processing complex information. Indeed, cognitive learning theories base mostly their intervention on attention to the specified task at hand. Complex information is broken down into pieces to gradually enable the learner to concentrate on one small part of the puzzle at a time. However, a large body of work in neuroscience and other fields lead us to believe that learning simple to complex information can be done without J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 39–48, 2009. © Springer-Verlag Berlin Heidelberg 2009
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perception or complete awareness to the task at hand [5-8]. In fact, the existence of perceptual learning without perception has been neurologically proven and accepted [9]. Furthermore, recent work has put forth the performance increase in performance when using a subliminally teaching Intelligent Tutoring System [10]. Yet, subconscious learning systems are still widely absent in the HCI community. We intend to investigate in this paper the optimal emotional state of learners when using a subliminal teaching ITS by stating two research questions. First, in learning to solve a problem in a 3D virtual system, is there a significant emotional state in which the best learners are that sets them apart from the rest? Second, in answering questions following a learning session, what significant relationship can we establish between learners’ emotional state and subliminal projections? The organization of this paper is as follow: In the next section, we will present and discuss the previous work related to various aspects of our research. The following section describes the experiment setup and depicts the various aspects related to subliminal stimuli in a virtual 3D tutoring system. The obtained results will follow the experiment section leading to the last section where we conclude and present future work.
2 Related Work To the best of our knowledge, only a handful of papers in various fields have claimed the use of subliminal priming as a support for memory in the HCI community. The first and most referred to is Wallace’s text editor program [11]. In this experiment, Wallace and colleagues put forward two important findings: (1) the projected stimuli must take into account the specifications of the computer such as screen resolution and refresh rate (2) that the frequency at which subjects requested help was much lower when the requested information was projected subliminally. The Memory Glasses by [5] used wearable glasses that projects subliminal cues as a strategy for just-in time memory support. The objective was to investigate the effect of various subliminal cues (correct and misleading) on retention in a word-face learning paradigm and compare recall performance. Another use of priming for memory support can be found in the thesis of [12] where the author assesses the effects of brief subliminal priming on memory retention during an interference task. Finally, our most recent work showed the positive impact of subliminal stimuli on the learner’s performance [10]. Besides seeming to impact memory, subliminal priming can also have an emotional consequence on learners. Indeed, subliminal priming can have an emotional impact on the self-attribution of authorship of events [13]. Subjects were asked to compete against a computer in removing non words such as “gewxs” from a computer screen in the fastest time possible. However, after a determined amount of time, the computer would remove the word. Subliminal primes of self-associated words like “I” and “me” before an action increased the personal feeling that it was the participant that eliminated the non word and not the computer, thus increasing the feeling of selfauthorship of events. Furthermore, visual subliminal stimulus has been neurologically proven to have an impact in many physiological signals, namely the galvanic skin response (correlated to arousal) [14].
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Since we also use physiological sensors to monitor the emotional reactions of the learner, it would be relevant to sum some of the work related to using physiological sensors to record and analyze emotions that can occur in a learning environment. Physiological signals are generally correlated with emotions by associating specific signals, such as skin conductance and heart rate, to valance and/or arousal [15]. Indeed, the Empathic Companion is a good example where multiple physiological sensors, namely galvanic skin response (also referred to as skin conductance), heart rate and respiration were taken in real-time to analyze and adapt the tutor to the emotional reactions of the learner in a virtual 3D ITS [16]. Further research has analyzed a more detailed and relevant emotional significance of physiological signals, either in complex learning or gaming [17-19].
3 Experiment The current experiment uses precise and timed subliminal projections in a 3D intelligent tutoring system while monitoring the physiological reactions of the learner. In the same time we record the actions on the screen as well as the facial movements of the learners. Those visual recording are crucial to remove noise and identify events of special interest. Moreover, we constructed the subliminal cues in a way which would accelerate the learning process by triggering and enhancing an already possessed knowledge. 3.1 Design of the Experiment Indeed, the focus of the experiment is to visually teach, in a virtual 3D environment, the construction of an odd magic square of any order with the use of neither a calculator nor one mental arithmetic operation. A magic square of order n is a square containing n2 distinct integers disposed in a way such as all the n numbers contained in all rows, columns or diagonals sum to the same constant. The first part of Fig. 1. below depicts such a square. Magic Square
Trick #1
Trick #2
Trick #3
Fig. 1. Experiment design : Magic square and the three tricks taught
To construct the following square, one must successively apply three simple tricks. These tricks are illustrated in Fig. 1 and labelled trick 1 to 3 respectively. We decided to show the learners multiple examples of each trick without explaining how the trick works. As an example, the first trick to construct any magic square is to place the following number one square above and two squares to the right of the previous one (exactly like a knight’s move in chess). If we look at the second picture of Fig. 1, we notice that number 15 is placed one square above and two squares to the right of
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number 14. The same logic applies to numbers 1 and 2, 4 and 5 and so forth. Instead of giving away the answer to the first trick, we ask the subjects to deduce the rule by themselves. This is where the subliminal stimulus comes into play. We will have two groups, one group will take part of the experiment without subliminal stimuli (control group) and the tutor will subliminally send the answer to the other group. We will then compare performances, trick completion time, question completion time as well as physiological signal variations. The teaching material is separated into parts, or PowerPoint-like slides, and displayed at a slow rate to give every learner an equal chance at fully reading each “slide”. The subliminal stimuli and threshold were carefully chosen following the neural bases of subliminal priming [9]. Each stimulus was preceded by a 271 ms pre-mask of random geometrical figures, a 29 ms prime and a 271 post-mask of random geometrical figures. The subliminal stimuli that will be presented to one of the two groups will be displayed at significant places before and after specific slides. The experiment intends to “boost” learning by priming the answer before showing the corresponding slide. Fig. 2. shows a diagram of the way subliminal priming will take place between slide 1 and slide 2 when learning to deduce the inner working of the first trick.
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The learners were instructed to answer a series of two to three questions following each learned trick to test their knowledge. The learners were instructed to finish the experiment as quickly and efficiently as possible. No time limit was imposed. A base line for the physiological signals preceded all monitored activities. A questionnaire preceded the experiment aiming at collecting demographical data as well as the gaming experience of the subjects. Another series of questions were asked at the end of the experiment to evaluate the learner’s appreciation and more importantly their overall appreciation of the system. 3.2 The 3D Virtual Environment Learning takes place in a game-like environment called MOCAS [20] as show in Fig. 3. The experiment has three rooms like the one illustrated on Fig. 3. Each room teaches one trick. MOCAS takes place in full-screen mode for a better immersion and less window distracting events. Furthermore, the system clock is hidden so users don’t get distracted by continuously monitoring the time they have spent on each lesson. The interactions between the avatar’s learner and the pedagogical agents are done via mouse clicks. This interaction is important because learners have a time
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window of 30 seconds to answer each question. If they feel that time was not enough, they can simply re-click on the agent and the question restarts. This re-click factor was important in distinguishing good from bad learners. The learners are instructed to continue once they are convinced they have discovered the inner working of each trick. They are then asked to answer a series of questions (two to three) by another set of visually different pedagogical avatars. Each question is related to the last trick learned. The agent asks the user to correctly place a number in a magic square. The learner responds by choosing the path that correctly answers the question. Physiological signals of the learners were also monitored in real-time and saved for further analysis. The used signals were heart rate, galvanic skin response, respiration rate and skin temperature. The signals are managed by the ProComp Infinity encoder [21].
Path leading to the Question Agents
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3.3 Learners Tested A total of 31 healthy volunteers, 16 men and 15 women, took part of the experiment. One participant had to be removed because of a major recording issue in the videosignal synchronisation module. The sample’s mean age was 26 (SD = 4.51). Only two volunteers had extensive video gaming experience. All the others gaming experience ranged equally anywhere from weak to moderate high. A repartition of the learners can be found in table 1. Table 1. Participants’ distribution
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4 Results The first aspect we wanted to examine was the existence, if any, of a relationship between affective variations and subliminal projections while learning the tricks. Fig. 4 shows the average quantitative affective variations of learners with regards to valence and arousal when learning all three tricks with and without the subliminal module. The signal used and correlated with valence is the heart’s inter-beat interval (IBI) and galvanic skin response was used and correlated with arousal (GSR) [15]. These signal values are normalized by mean-shifting, that is subtracting each signal’s value from the signal’s baseline mean then dividing the result by the signal’s standard deviation. This widely accepted technique enables us to compare learners’ results for it solves the problem of extra-individual physiological differences. Fig. 4 shows the average affective values for a period of 4 second following every subliminal stimulus. The full brown bars represent the average value of the signal for all subliminal stimuli at the precise moment the stimulus was projected (t=0s, s is for seconds). The horizontal dashed bars represent the same averaged value except for it’s computed for the 4 seconds following that projected stimulus (T=t + 4s). Since group A was not primed with subliminal stimuli, we placed markers for each learner at the precise moment where subliminal cues would have been projected if these learners would have been taking the course with the subliminal module. For example, the first four numbers from the left (-0.7, -0.7, 0.3 and 0.6) represent the following situation: on average, all learners in the experiment have had a normalized valence change of zero (-0.7 at moment t=0 and -0.7 after 4 seconds) when learning without the subliminal module compared to a normalized valence increase of +0.3 (0.3 at moment t=0 and 0.6 after 4 seconds) when learning with the subliminal module. Average Quantitative Affective Variations Of Learners While Learning The Tricks Group A
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The results shown in Fig. 4 are not only statistically significant (p<0.001, α=0.05) but very important for they enable us to distinguish between the best and worst learners in terms of valence and arousal but also in terms of how much variation is considered optimal for success. In this case, having an average positive valence variation increase of about 0.8 and arousal increase between 2.5 and 2.9 is what our system should be looking for. In fact, we can clearly see at the far right part of Fig. 4 that the worst learners, those who made the most mistakes, were the ones who had a negative valence variation. Checking the results with Lang’s two dimensional space [15] informs us that a negative valence leads to a negative emotional state and thus not optimal for learning. Since subliminal projections increase valence variations, our system could then detect this negative emotional state and start projecting more stimuli until an optimal state is reached. The second aspect we wanted to investigate was the affective state of learners when answering questions. It is important to mention that no subliminal priming took place when answering questions. Group A and group B can then be compared without bias. Fig. 5 displays the quantitative affective variations when answering questions grouped by trick. The horizontal dashed bars represent the values for group B, that is the group projected to subliminal stimuli during learning. The results are surprising and the difference showed here is more than statistically significant for alpha is equal to 0.01 (p<0.001, α=0.01). Not only does the subliminal module help increase valence and arousal variations to optimal levels as discussed previously, but the effect seems to last throughout the experiment. Indeed, we can see that the best learners from group B are twice less stressed when answering all the questions and much less aroused than the best learners from group A. Affective Variations Of Learners (Valence And Arousal) When Answering Questions
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The results of the two previous figures give us an insight into the complex innerworkings of unconscious perception. It seems that positive arousal variations (between 2.5 and 2.9) and positive valence variations (between 0.6 and 0.8) seem to yield
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the best results when answering questions. Furthermore, subliminal projections seem to produce a cumulative positive effect because of the observed results for the third trick. Indeed, the last trick is the most difficult because it requires the use of the first two, henceforth the very high arousal variations for group A. We demonstrated in [10] that the subliminal module helped reduce dramatically the number of mistakes made. Fig. 5. has just explained why in terms of valence and arousal. Impact Of Affective Variations On Perfomance When Answering Questions 80.0 73.0
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Fig. 6. Impact of the affective variations on results, broken down by trick
The affective variations examined throughout this section lead us to carefully examine the effect on performance when answering questions of the third trick. Indeed, we can surmise that a learner can correctly construct a magic square if he successfully answers all questions but more specifically the third trick questions. Fig. 6. displays the results of our analysis by comparing group A’s results with group B’s with regards to total re-clicks (number of times learners asked to restart the question), total errors and more importantly completion times. The results present another argument for the combination effect of subliminal stimuli. Indeed, we can see that the total re-clicks for group B is almost the same as group A’s for the first trick but dramatically decreases as the subliminal projections increase throughout the experiment. The same phenomena can be observed with errors and completion times. The last aspect, completion times, is very important because it represents the foundation of what we are aiming at: faster and more efficient learning. We are very pleased with the results because they clearly show the significant contribution of the subliminal module (p<0.001, α=0.05) to the dimension of performance as well as emotions.
5 Conclusion We presented in this paper the optimal affective conditions for subconscious learning in a 3D virtual ITS. Subconscious learning is done with the use of carefully
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engineered subliminal projections aiming to accelerate and enhance learning. We also illustrated the importance that subliminal stimuli can have on the long term process of learning and pattern recognition. In contrast to the previous work regarding the use of subliminal priming and emotions, our work differs in three ways. First, the subliminal priming was used in an HCI to teach a more complex lesson than simply face recognition or item association. Second, in contrast with the vast majority of researchers, we discussed and placed forward the use of quantitative, and not just qualitative, affective variations in building an effective HCI to detect the best learners from the rest. Third, we placed forward the long-term impact that subliminal cues can have on the entire learning process and not just simply on simple tasks such as face memorizations or item pairing. As future work, we intend to use these results to construct an intelligent real-time HCI system that detects the emotional variations of the learner and adjusts the subliminal projections accordingly. Acknowledgments. We acknowledge the support for this work from the Fond Québecois pour la Recherche sur la Société et la Culture (FQRSC).
References 1. Villon, O., Lisetti, C.L.: A User-Modeling Approach to Build User’s Psycho-Physiological Maps of Emotions using Bio-Sensors. In: IEEE International Symposium on Robot and Human Interactive Communication, Session Emotional Cues in Human-Robot Interaction. Human-Robot Interaction, United Kingdom (2006) 2. Damasio, A.: Descarte’s Error - Emotion, Reason and the Human Brain. Putman Press, New York (1994) 3. Blanchard, E., Chalfoun, P., Frasson, C.: Towards advanced Learner Modeling: discussions on quasi real-time adaptation with physiological data. In: 7th IEEE conference on Advanced Learning Technologies: ICALT 2007, Niigata, Japan (2007) 4. McQuiggan, S.W., Lester, J.C.: Learning empathy: a data-driven framework for modeling empathetic companion agents. In: International Conference on Autonomous Agents, Hakodate, Japan (2006) 5. DeVaul, R.W., Pentland, A., Corey, V.R.: The Memory Glasses: Subliminal vs. Overt Memory Support with Imperfect Information. In: IEEE International Symposium on Wearable Computers. IEEE Computer Society, New York (2003) 6. Dijksterhuis, A., Nordgren, L.F.: A Theory of Unconscious Thought. Perspectives On Psychological Science 1 (2006) 7. Watanabe, T., Nanez, J.E., Yuka, S.: Perceptual learning without perception. Nature 413 (2001) 8. Nunez, J.P., Vincente, F.D.: Unconscious learning. Conditioning to subliminal visual stimuli. The Spanish Journal of Psychology 7 (2004) 9. Del Cul, A., Baillet, S., Dehaene, S.: Brain Dynamics Underlying the Nonlinear Threshold for Access to Consciousness. PLoS Biology 5 (2007) 10. Chalfoun, P., Frasson, C.: Subliminal Priming Enhances Learning and Performance in a Distant 3D Virtual Intelligent Tutoring System. In: AACE World Conference on Elearning in Corporate, Government, Healthcare, & Higher Education: E-LEARN 2008, Las Vegas, Nevada (2008) 11. Wallace, F.L., Flaherty, J.M., A. K.G.: The Effect of Subliminal HELP Presentations on Learning a Text Editor. Information Processing and Management 27 (1991)
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12. Schutte, P.C.: Assessing the Effects of Momentary Priming on Memory Retention During an Interference Task. Computer Science, Vol. Master Of Science. Virginia Commonwealth University, Virginia (2005) 13. Dijksterhuis, A., Preston, J., Wegner, D.M., Aarts, H.: Effects of subliminal priming of self and God on self-attribution of authorship for events. Journal of Experimental Social Psychology 44 (2008) 14. Tranel, D., Damasio, A.: Knowledge without awareness: an autonomic index of facial recognition by prosopagnosics. Science 228 (1985) 15. Lang, P.J.: The emotion probe. American Psychologist 520 (1995) 16. Prendinger, H., Ishizuka, M.: The Empathic Companion: A Character-Based Interface That Addresses Users’ Affective States. Applied Artificial Intelligence 19 (2005) 17. Conati, C.: Probabilistic assessment of user’s emotions in educational games. Applied Artificial Intelligence 16 (2002) 18. DiMello, S.K., Taylor, R., Graesser, A.C.: Monitoring Affective Trajectories during Complex Learning. In: Trafton, D.S.M.J.G. (ed.): Proceedings of the 29th Annual Cognitive Science Society, Austin, TX (2007) 19. Picard, R., Vyzas, E., Healey, J.: Toward machine emotional intelligence: analysis of affective physiological state. IEEE Transactions Pattern Analysis and Machine Intelligence 23 (2001) 20. Blanchard, E., Frasson., C.: Easy Creation of Game-like Learning Environments.: Workshop on teaching with robots and agents. In: conjunction with ITS 2006, Jhongli, Taiwan (2006) 21. Thought_Technology (2008), http://www.thoughttechnology.com
Computer-Based Learning to Improve Breast Cancer Detection Skills Yan Chen1, Alastair Gale1, Hazel Scott1, Andrew Evans2, and Jonathan James2 1
Applied Vision Research Centre, Department of Computer Science, Loughborough University, United Kingdom 2 Nottingham Breast Institure, Nottingham City Hospital, Nottingham, United Kingdom {Y.Chen3,A.G.Gale,H.Scott}@lboro.ac.uk
Abstract. In breast cancer screening it is important both to improve and maintain cancer detection skills at their highest levels. The introduction of digital imaging enables computer-based learning to be undertaken outside breast screening centres using a range of different devices. The potential for providing computer-based interpretation training using low-cost devices is detailed. The results demonstrated that naive observers can be trained to recognise certain key breast cancer appearances using a low cost display monitor along with a range of HCI techniques. Keywords: mammogram interpretation, training, eye movement, visualization, Human-Computer Interaction (HCI).
1 Introduction Breast cancer, the most common type of cancer amongst women, is responsible for 13% of all deaths globally and is the leading cause of death in women [1]. To improve the early detection of this disease, the National Health Service Breast Screening Programme (NHSBSP) was initiated by the Department of Health in 1988 across the UK and this was the first nationwide scheme of its kind in the world. With the purpose of facilitating the early detection of breast cancer and improving treatment, the scheme provides free breast screening every three years for all women in the UK aged 50 to 70 years [2]. Typically four mammographic views of a woman are taken, two views of each breast, i.e., Cranio Caudal (CC): a vertical view through the breast; Media Lateral Oblique (MLO): an angular view which include the glands under the arm. Interpreting these mammograms is a difficult task, even by experienced and specially trained personnel. To aid screening personnel in appreciating different presentations of difficult abnormal appearances all UK breast screeners annually interpret sets of known difficult mammographic cases as a mean of self-assessing their breast screening interpretation skills; this is known as the PERFORMS scheme [3]. Results from this scheme over several years demonstrate that mean cancer detection performance on these exemplar cases can range from 81 -95% with a skewed distribution [4]. The scheme can help identify for each individual where they have particular difficulties in detecting or recognising known abnormal appearances in these cases as compared to their peers J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 49–57, 2009. © Springer-Verlag Berlin Heidelberg 2009
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nationally. Additional training for individuals which targets such known discrepancies can then be proposed which should help in maintaining skill levels of cancer detection. Currently most training in the interpretation of screening mammograms needs to be undertaken where there is a mammo-alternator (a large viewing device, where several hundred cases can be loaded, which comprises a back-illuminated surface on which numerous mammographic cases can be presented simultaneously for examination) or other suitable light box (where only one single mammographic case can be presented at a time) on which to view the mammograms. This then limits the locations and availability where training can take place. However, digital breast screening, where images of the breast are digitally acquired and the resultant images examined using very high resolution and expensive dedicated workstations in breast screening centres is gradually being introduced nationally. Typically these workstations have a dual monitor set up where each has a resolution of 5 Mega pixels (2048 x 2560) and is capable of displaying 10-bit greyscale images with a high contrast ratio. Each monitor can display various combinations of mammographic views and is used primarily to display a single mammogram which can then be zoomed into and manipulated. The widespread adoption of such digital technology renders additional training opportunities using other less expensive and lower resolution displays and in various locations possible for certain purposes if suitable Human-Computer Interaction (HCI) techniques can be derived which are acceptable to radiologists. Primarily when examining digital mammographic images for diagnostic purposes then an appropriate workstation is fundamentally required. However it may be possible to target training of key mammographic appearances using other lower resolution displays which would make web delivered training using a range of viewing devices both potentially feasible as well as acceptable. This research investigates the utility of employing low-cost devices to provide individualised training with the support of HCI techniques and then determines what types of image interaction and manipulation techniques are required by potential end users. It was hypothesised that using a lower resolution display would hamper the identification of small signs of breast cancer (e.g. microcalcifications) but that larger signs (e.g. masses) would still be visible. Different HCI approaches were used as an initial approach to training based on facets of typical routine clinical training or reporting. In particular, the possibility of using aspects of visual search (as an HCI technique) to assist in mammographic interpretation training is explored.
2 Methods Firstly, a questionnaire was sent to all (601) UK screening personnel to determine their satisfaction with current training opportunities and their views on the potential for individualised training as well as on the use of other image display devices for examining the high resolution mammographic images. This included details of current screening (e.g. profession; experience of digital mammography) and the individual’s current usage of mammographic interpretation training (e.g. forms of training available; the amount of training opportunities; any difficulties of current training; advantages and disadvantages of current training).
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Secondly, as a ‘worst case’ scenario investigation twenty experienced breast screening radiologists were shown a series of mammograms on a small PDA (screen size 3.5”) and questioned as to whether they thought such displays could ever be used for training purposes in breast screening and if possible then what types of HCI image manipulation techniques would they envisage requiring (Figure 1).
Fig. 1. A radiologist views mammograms (MLO views) on a 3.5” screen PDA
An experimental investigation was then undertaken which examined different aspects of computer based training for breast screening interpretation. Initially, both the eye movements and the audio description of an expert breast screening radiologist were recorded whilst a series of recent screening cases were examined. From these eye movement data key fixations were identified (based on visual dwell measures) which fell on both abnormal areas as well as other normal image areas which attracted visual attention. Twenty naïve participants were then first given a short standardised introductory computer-based presentation about breast cancer; mammograms and the appearances of two key mammographic features; masses and calcifications. These two features were deliberately chosen as whilst both can be difficult to detect on a mammogram, masses are generally relatively large and calcifications are fairly small irregular abnormalities which can appear singly or in clumps and of various size. This was then followed by an image examination exercise. During this, each participant was required to examine 21 recent mammographic screening cases (7 normal cases, 7 cases containing a mass and 7 cases containing calcifications) on two occasions. Their performance in identifying abnormal appearance was measured as they first examined these cases, then they either undertook a short training exercise or were assigned to a control condition and then re-examined the cases. On both occasions the participants were asked to identify whether each case contained
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either of the two features. If they thought an abnormality was present then they also had to indicate its location. Participants’ eye-movements were recorded throughout. The different forms of training used were: whole mammogram presented but with regions of interest highlighted; only regions of interest (where only a magnified portion of the mammographic image around a potential abnormality site was presented); playback of the expert’s visual search behaviour, and playback of the expert’s audio instruction on each case. Participants Twenty naive observers participated (seventeen research students in various subjects, and three university employees) were involved in the study. None of them had any experience in mammography reading. Participants were split into four experimental groups and a control group (without undertaking any training) with the experimental groups undertaking different forms of computer based training. Materials Visual stimuli: 21 sets of recent digital mammographic images were used. Each image set comprised both the Medio Lateral Oblique (MLO) views and Cranio Caudal (CC) views of both breasts. Fourteen of the pairs featured a specific abnormality which had been grouped into two types (namely: Mass and Calcification) with the abnormality visible on either one or both views. Seven of the sets featured no abnormality.
Fig. 2. Schematic of the different training and control approaches
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Hardware: The experiment was run on a PC with a LCD monitor (display size: 21.5”; resolution: 1680 x 1050 ) for displaying images; eye movements were recorded using a remote oculometer – a Tobii X50 eye-tracker. This records eye movements with no attachment to the participant and allows them some degree of free head movement (within 30 x 16 x 20 cm ; W x H x D) at 60 cm from the device. It has a reported accuracy of 0.5-0.7 degrees of visual angle. Design Training sets: each training set included the 21 cases comprising both MLO and CC views of each case but were presented in four different formats (Figure 2). These formats were: 1. T1 – whole image: the MLO views of both breasts were presented then, where appropriate, the feature area was highlighted by a circle with descriptive text, followed similarly by the CC views. 2. T2 – image with portion: the MLO views were presented (as in format T1) but then the area of interest around the abnormality was highlighted followed by this area being magnified and shown alone (size: 8”x 8”). This was followed similarly by the CC views. 3. T3 - eye movements: the MLO views were shown and then overlaid with annotated fixation locations of where the initial expert radiologist had looked and in the order in which visual search had been performed. Also, the area of abnormality was highlighted. This was followed similarly by the CC views. 4. T4 - comments: This was similar to format T1 above but with the addition of the expert’s audio descriptions concerning the case. 5. control: a control activity was undertaken which took the same length of time as the other training sessions. Procedure For each participant the eye tracker was first calibrated. Each was then given a short introduction concerning breast cancer, mammogram images, and were familiarised
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Fig. 3. A shows a participant taking the test viewing the MLO mammograms of a case.; B shows a participant undertaking the audio training whilst viewing the CC images of a case.
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with the appearance of the two different key breast cancer features in such images (masses and calcification). They then visually examined two practice cases. Subsequently they completed a computer-based image examination task whilst their eye movements were discretely recorded (Figure 3). During this task the participants first fixated on a small centrally presented fixation cross and then this was replaced with the MLO views of the case which in turn was followed by the CC views. Participants were asked visually to examine each case view, identify whether the view was normal or contained an abnormality. If the latter, they also had to specify the feature type (i.e. mass or calcification) and its location.
3 Results For the questionnaire study some 273 questionnaires were returned (a 45% response rate) which covered the main professions in breast-screening film reading, e.g. 152 consultant radiologists, 78 advanced practitioners (in the UK these are specially trained technologists), and others. These all indicated that screeners considered that whilst existing training was adequate they would like to have individualised and targeted training which is only really possible using digital images. The responses concerning the most useful mammographic interpretation training type is shown in Figure 4.
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‘Interval cancer review’, ‘Arbitration/consensus’ and ‘PERFORMS’ were considered to be the fist three most useful. According to the characteristic of these three training types, it shows that being able to read a large amount of images followed by other forms of information, such as, expert’s opinions on the case, other people’s feedback on the case, etc. were considered to be the key useful training approaches.
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25% % of All correct answer
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With regard to viewing images on the PDA, initially all participants were highly sceptical as the display had approximately 1/10th of the resolution of a digital mammographic workstation but it was determined that such a display could be useful for training (but not for diagnostic) purposes if suitable simple HCI techniques were available which would enable rapid image pan and zoom with contrast level manipulation. In the experimental study of naïve observers some 880 responses were collected and of these only 124 correctly identified both features and locations on both views of a case. Initially the training types were considered as either visual (whole image, portion, eye movements), audio (comments) or control - details are shown in Figure 5. In audio, performance decreased after training whereas for both the visual and control conditions there was a slight, non significant, increase. The performance of these participants in the first and second test was then attributed points concerning whether they correctly identified location and features on both views (Figure 6) where a score of 4 indicates identifying both the correct location and feature on both views. Most participants scored 1-1.5 indicating that they only correctly scored either location or feature in either view. In the three visual conditions there was a slight increase in performance in test 2, in the audio condition performance decreased and in the control condition there was little variation. In all conditions participants were significantly better in identifying features correctly than in identifying correct location (p<.05). The performance in identifying features between test 1 and test 2 significantly improved (p<.05). In terms of mammographic features then masses were better identified after any visual training and only slightly increased after audio training. Calcifications were detected worse after all three types of visual training as well as the audio training. In the control condition calcification identification improved. Normal cases were reported worse on every second trial. In the control group the correct identification of normal cases dropped on the second test but mass and calcification detection increased. In the audio condition calcification and normal identification fell on the second test but mass identification improved slightly. In the three visual conditions only mass identification improved.
4 Discussion From the returned questionnaires, these all indicated that screeners considered that whilst the existing training was adequate they would like to have individualised targeted training [5]. With regard to viewing images on the PDA then for this to be at all useful, easy to use HCI techniques which would allow rapid image manipulation were clearly required [6]. Using a PDA for some training purposes would be possible if this was done in a appropriately lit environment with a low ambient light level. The experimental study reported here was an initial investigation utilising a single low cost monitor to deliver mammographic interpretation training as compared to using one or two high resolution workstation monitors. Different training regimes were developed which presented observers with images enhanced using different HCI approaches which were considered suitable in this domain. The approaches used were firstly simply showing the full views of both breast simultaneously which mimicked the display on a workstation but at a much lower resolution. Secondly the full view
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was show followed by a magnified view of the area of interest to mimic basic image manipulation on a workstation. The third approach taken was to utilise areas of interest which attracted the visual attention of an expert together with the scanning path which were overlaid on the image. The fourth approach tried to replicate an expert describing how they examine a case for abnormalities which is a commonly adopted approach in real screening as shown in the questionnaire survey. The study set out to use short training approaches to examine their effects on naïve observers. This demonstrated that such observers can be trained to recognise certain key breast cancer appearances using a low cost display monitor along with a range of HCI techniques. Two mammographic appearances were studied; small calcifications because these can be difficult to detect in routine breast screening and larger masses. Calcifications were not detected well presumably due to the shortage of image manipulation techniques used here. Naïve observers were used in this study to see how they responded to the different training types.
5 Conclusion Overall, it is argued that these findings taken together indicate that low cost devices can be used for training purposes in digital breast screening with appropriate HCI techniques. These then extend the opportunity for training beyond the clinical workplace. Ongoing research is further investigating the delivery of computer-based training using a variety of HCI methods to breast screeners.
References 1. World Health Organization “Cancer”, Fact sheet 297 (2006) (Accessed: 01 March, 2009) 2. National Statistics Online, Breast Cancer: Incidence rises while deaths continue to fall, Office for National Statistics (2007) (Accessed: 01 March, 2009) 3. Gale, A.G.: PERFORMS-a self assessment scheme for radiologists in breast screening. Seminars in Breast Disease 6(3), 148–152 (2003) 4. Gale, A.G., Scott, H.J.: Measuring Radiology Performance. In: Michell, M. (ed.) Breast Screening. Contemporary Issues in Cancer Imaging – Breast Cancer. Cambridge University Press, Cambridge (in press) 5. Chen, Y., Gale, A.G., Scott, H.J.: Mammographic interpretation training profile in the UK: current difficulties and future outlook. In: Manning, D., Sahiner, B. (eds.) Image Perception, Observer Performance, and Technology Assessment. Proceedings of SPIE (in press) 6. Chen, Y., Gale, A.G., Scott, H.J.: Mammographic interpretation training: how useful is handheld technology? In: Manning, D., Sahiner, B. (eds.) Image Perception, Observer Performance, and Technology Assessment. Proceedings of SPIE, vol. 6917, pp. 691712– 691712-10 (2008)
Virtual Classroom and Communicability: Empathy and Interaction for All Francisco V. Cipolla Ficarra1,2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected] 1
Abstract. We present the main empathy components in the design of interactive systems aimed at classroom and E-learning education. These components have a bidirectional relationship with communicability and usability. Each of them depicts an intersection of communication, semiotics, interface design, software engineering, usability engineering and human-computer interaction. Additionally, we present a table which can be used as a communicative quality guide. Its content is the result of 20 years of design and heuristic assessment of on-line and off-line interactive systems, mainly for Americans and European users. Keywords: Education, Virtual Classroom, Hypermedia, Communicability, Design, Information, Empathy, Interaction, Accesibility.
1 Introduction Education is one of the cornerstones of the growth of societies. Technology in the classrooms in many institutes of the eighties were classical audiovisual systems, through the projection of slides, in some cases the voice of the teacher was accompanied by real sounds in order to increase realism [1]. It was the time of sequential multimedia, that is to say, classical technology of multimedia stemming from print and television, characterized by the lack of informatics [2]. The sector of printing and graphic arts is one of the main contexts when we talk about contributions to visual communicability. Then we enter a short period of partially interactive multimedia. That is to say, emulations of manual operations controlled from the computer, such as the advance of a video in a CD-Rom support [2], [3]. And then we arrive at fully interactive multimedia, where each source of information is in a digital format and allows a high degree of user-computer interaction [4]. The first to show a great interest in digitizing information in Europe was a sector of the graphic arts in the nineties, aimed at distance education. However, there is not yet a unique interactive multimedia technology within the digital environment. Obviously, remarkable breakthroughs have been made in the basic technology (hardware), nonetheless, such issues persist as: the tools of the software do not yet use the whole potentiality of the hardware (it is enough to see the statistical data that show that the users ignore 100% of the functions of the mobile J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 58–67, 2009. © Springer-Verlag Berlin Heidelberg 2009
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phones in Italy, for instance, and yet they keep on demanding more functions), multimedia systems are based on partial design models, with primitives not unanimously accepted in the computer context, of human-computer interaction, usability, etc. [5]. Consequently, the lack of a unique model causes in many cases time loss of human resources. The only way to solve these problems is by resorting to basic notions of the historic concepts within international circulation. In the current work there is a brief description of the state of the art at the beginning, then follows the eradication of ambiguities in the essential notions of communicability, information and communication. Later on the empathy and the interaction is analyzed from a diachronic perspective with examples and finally an heuristic table is presented for the first assessment of the empathy applied to the educative and interactive systems, on-line and off-line.
2 Eliminating Ambiguity in Hypermedia Systems It is important to carry out in some cases the anchoring operations of the relationship of signification and significance of the terms, as is the way in semiotics framework and linguistics [6]. For instance, in the later stage of the evolution of interactive multimedia systems, we have the notion of hypermedia, which is an hybrid word between hypertext and multimedia. Here are assembled the advantages of both technologies inside the multimedia communication process. As has been observed in the origins of hypertext, where the textual aspects of the first systems prevails (including static graphics, in a broad sense), where it is established the associative character in the structure of information (these aspects generate a less frequent denomination in hypermedia systems, such as is the case of the electronic book). Whereas in multimedia and through the intersection of media there is a dynamic content of information: video, computer and audio animations. This dynamic component entails the time or synchronization factor among diverse means, which in our case we call panchronism. (From Greek ‘pan’ meaning all and ‘chronos’ meaning time [5]. A panchronic approach to, say, language is an approach including every aspect or all dimensions of time. Measurable quality criteria is very important in the communicability of on-line and off-line contents of hypermedia systems [7]. Consequently, hypermedia in a classical sense of the notion allows: selected access to those parts determined beforehand by the user, a greater degree of detail in the structure of information, that is to say, it is possible to resort to the richness of the content, in regard to several means used in the transmission of messages and reinforcing the communication process [8]. For instance, it is present in the use of CD/DVD-Roms and the DVDs for education, commerce, tourism, the ecological and cultural patrimony of many cities, regions or countries of our planet, etc. As a side note, in our projects in this area, until now we have undertaken our research only with users without physical disabilities. We hope and wish to include a wider range of users to study hypermedia systems in our future research. Along the evolutionary path of hypermedia, it can be said that it has become an interactive extension of multimedia. Consequently, this is the reason why the notion of multimedia is used indistinctly with that of hypermedia in many research works,
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although the relationship between the signification and the significant may be not strictly symmetrical according to Ferdinand de Saussure [6]. In hypermedia the synchronism of the active and static and dynamic means is essential. Besides, the amount of interaction required by the system and control of the fruition of the user over the system are two quality criteria for making assessments in current hypermedia systems [7]. 2.1 Communication, Information and Communicability In the context of the factual and formal sciences there are plenty of theoretic and practical works which talk about communication [9]. In this research it is easy to observe several definitions, where there are common elements among them. However, the momentum of verbose communication in the daily and colloquial environment has generated a sort of deficiency in its scientific sense, that is to say, a terminological status is missing. This deficiency becomes even more obvious when we talk about communicability in multimedia systems. Therefore, we will try to rank different points of view on both notions. In the case of communications, inside the context of the social sciences and more specifically in the area of social communication, some experts traditionally made a study of the differences between communication and information (Abraham Moles, David Berlo, Frank Dance, Luka Brajnovic, Rau Birdwhistell, Wilbur Schramm, etc. [10]). Others, in contrast, exclude the notion of information. Currently in the design of interactive systems the word communication is linked to contents, that is to say, the communication of contents. A short analysis of the word communication from its genesis leads us to the noun “communication” and the verb “communico”. Both have their origin in the word “communis” formed by cum (with) munis (duties-lins) [11], entailing implicitly the meaning to unite, to bind, to link to, that’s to say, there is a relationship with another person or system, in our case. There is an implicit dynamic process. For instance, through the relationship with the stored information in multimedia on-line and off-line systems, human beings can expand their knowledge. Regarding this, Schramm [6] considers communication as a real established relationship which consists in the discovery of the “I”, the “other” and “others”, and a donation of content which entails a duality of terms between emitter and receptor, who coexist in a contained environment and which is the foundation to its corresponding process. Within the notion of an emitter, we understand it to be the designer of multimedia systems, whereas the receptors are the potential users of that interactive system. Now, Schramm shows the need of cultural understanding between both to obtain optimal results in the communication process. On his side Luka Brajnovic tells us about communication and information differentiating each one in the following way: “communication consists in getting in touch with two or more people, things or bodies, in their different combination possibilities and its meaning can be manifold, and have diverse procedures and effects” [10]. It is a sort of direct channel or creative encounter that ties presences and distances, sometimes, without the informational goal, although it can be a vehicle of information. Therefore, information can be included in communication. When the information is incorrect there is no feedback, in the interactive communication process, for instance, because human communication is a psychosocial process.
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Moreover, if we consider that communication is a psychosocial phenomenon, we must admit that this phenomenon is a given in the human being with all his rational and creative possibilities to organize the message and interpret its reception. That is to say, that from the point of view of social communication, it is not a simple direct channel of relationships, but rather a socialization process. Therefore, communication is a social fact, updated by the human being, through a process among which the integrants who make it up, where the interchange of experiences entails the enrichment of the participants, through the internalization of the messages that have been expressed in a given space and time. Among human beings there is a will to encounter in communications and a desire to have or create something in common. Spontaneous binding achieves the integration of man with nature, cultural patrimony, the community he inhabits, etc. We not only communicate data and facts but additionally we can communicate our ideas, experiences, feelings, and real or imaginary events, the objective and the subjective, the presence of two or more people in their different combinatory possibilities. Once we have quality in communication we are faced with the notion of communicability. That is to say, that communicability automatically includes quality. In our case, we sometimes use both notions simultaneously and redundantly to strengthen the idea of quality in the process of interactive communication. However, communication and communicability are two synonymous terms in the current multimedia theoretical framework. In the design of interactive multimedia systems it is easy to detect the presence of communicability, although as happens with the notion of beauty, it requires time to describe each one of the elements that make it up. In short, it is starting from this interrelation “cum” technological and “cum” the individual when the relationship in other research environments take place, such as the cognitive models used in the development of interfaces. At the moment of the design of an interactive system, the designer must consider the cultural factors, the types of users, the geographical location of the system, etc. [12], [13], [14], [15]. These variables mean that since the software sector at the start of the nineties the need of incorporating sociologists, anthropologists and sociologists has been affirmed to improve the quality of interactive systems. However, in the new millennium it is necessary to talk of experts in communicability [7].
3 Empathy and Interaction: Interactive Design We can define the empathy in the interactive design as the interactive systems designer's mental ability to put himself in the shoes of the potential user. It is the result of the triad confirmed by the cultural knowledge, mental ability to occupy the place of the other in the communicative process and the competence in advancing the user's behaviour in front of certain situations [16], [17]. In multimedia design traditionally we talk about cognitive models, that is to say, the solution would be to frame it in the psychological context. Obviously, it is a valid alternative for the first hypertext and multimedia systems in the late eighties and the decade of the nineties. With the advent of the use of information networks, whether it is Internet or extranet from international entities, since the late nineties it has been a matter of communicability. A communicability which stems from the design process in the
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interactive systems and is translated to its usability. If we analyze some multimedia products aimed at the education of the nineties, we can find how in the design of their structure one resorts continuously to two quality attributes such as are prediction and self-evidence [16]. A priori, prediction and self-evidence can seem similar, but it is not so. In selfevidence, the navigation of pages with dynamic elements (i.e. audio, video, animation, etc.) and the structure of the system can be anticipated by the user from the first moment, even if the user has scarce experience in the use of hypermedia. On the contrary, in prediction the user must have previous ability in order to navigate efficiently and overpass complex situations, after having previously navigated the hypermedia system. In prediction there is more previous experience in the navigation or knowledge of structural parts. Nevertheless, in some hypermedia, where the designers resort to reusability of information, prediction and/or self-evidence can be prejudiced if the behaviour of the dynamic media is different according to the place that it has in the structure. For example, in some sites the user can interrupt the animation and go to another page of the structure, while in others he cannot do so until all the animation is finished [18]. These two attributes are related to the concept of isotopies inside the context of communication. That is to say, those elements that must be maintained continuously in each one of the design categories to favour the interaction of the users with the content of the multimedia system [18] [19]. For instance, the location itself of the navigation keys in the different screens. The same modes of activating and disactivating the dynamic means, the synchronization between the audio and the images in movement, regardless of whether they refer to a video or an animation, etc. The presence of the isotopies in the interactive design indicates a high degree of empathy towards the potential users. In the first multimedia off-line systems it is observed a certain local or national empathy at the expense of international empathy. The reason of this failure in the internationalization of the multimedia contents lies in the fact that these systems counted with a design team for human factors, where would be located the empathy with psychologists and anthropologists. The origin of this deformation in communicative empathy and in the future of communicative evolution lies in software engineering. Some authors in the nineties maintained that in order to increase the quality of the software it was necessary to include some representatives of the social sciences, referring only to psychologists and anthropologists [20]. Obviously, some commercial products of multimedia software have followed these rules but they have forgotten the social communicators, whose training is in many cases an intersection of the fact and social sciences. Before making these statements to increase the quality of the software it is necessary to know beforehand the university study plans which are usually different in each of the continents in our planet. It is through the social communication professionals that a bigger international empathy is reached, which makes easier the circulation of on-line multimedia content. Throughout the history of interactive systems interfaces there have been some works that have made apparent the need to overcome cultural barriers among the different international users and the designer.
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These works refer to the design categories presentation and content of the hypermedia systems. The acceptance of these premises of the interfaces design are related to the operative systems of the computers, that is to say, the interface and the PC Macintosh icons are not the same as compared with a PC that works with the last Windows version. In this regard, the contribution made regarding compatibility matters, such as the meaning of icons, that has been undertaken by manufacturers of operating systems in order to increase the empathy and interactivity with the multimedia systems, should be praised. Although some icons and functionalities of these have changed in the last years, this does not mean that they are objects of criticism because from the point of view of their usability and communicability it is necessary to consider them from a diachronic view. To make an heuristic and synchronic study of these; without considering the temporal variable only mistaken results are obtained. Making a diachronic study of the different interfaces used for the teaching of languages and those aimed at the virtual campuses, we can see how the interactivity increases during the teenage years in off-line systems, for instance. The interactivity with the system is related to the designer's empathy. It is for this reason that in the categories of presentation and content of the components of the interfaces for children we include the use of primary colors, sounds and melodies that draw the attention, characters from tv series, etc. [21] [2]. The more that the user's age increases, the designer will increasingly try to immerse him/her in real life situations to go deeper into the knowledge acquired in the learning process of a language. The relationship between user and computer shows some variables during interaction [22]. These variables are related among the individual user, the interactive system, and the context. In the first case, we have to consider elements like age, physical condition for autonomy of interaction, education or previous experience with multimedia systems and the aims of fruition, above all. In the second case, we have to consider access to information and the kind of support for the information, basically. The last variable is the time to fruition through the use of an interactive system.
4 Lessons Learning In the design process of a multimedia system the aim is to communicate content. Now, communication implies behaviour. Consequently, it is an activity that the designer develops with the purpose of obtaining a behaviour from other people through the information he has about the potential users. However, communication has a goal. This goal is flexible, since the very communicative process is modified, or rather, that goal is being determined progressively during communication. Therefore, communication does not only modify behaviour, but also the goal of the action to be communicated. That is why some of the quality attributes of a multimedia system refer to self-evidence, prediction, etc. The notion of wealth as a quality attribute is a solution that the designer has when he lacks enough information in front of the potential users of the system [23]. Nonetheless, that wealth entails a metamorphosis in the categories of navigation and structure of the system, that is to say to adapt the content and the ways of presenting the information in the interface of the computer
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screen, iPod, E-Book, etc. in front of the eventual users, globalization and the future of standardization [24], [25], [26]. It is here where the ability of the designer is seen and his empathy, that is to say, the bigger is the experience the more you can see how the goals are being determined with regard to the options that are presented in a progressive way. In other words, the goal of the interactive communication must be adapted in a constant, progressive and detailed way, as the users' behaviour indicates a bigger interaction with the system’s contents. Therefore, currently it is mistaken to set all the goals to be implemented at the beginning of a communicative process in a rigid way, for instance, eliminating the attribute of wealth or richness, whether it is via bidirectional navigation among the nodes of a referential link, activation or disactivation of dynamic means, etc. A parallel of this situation exists in the communication process in a classroom, when the teacher lays down the goals of a lesson at the beginning of the class. Although the goals are shown in a synthetic way, there must also exist the malleability of this order and/or contents with regard to the feedback inside the interaction process with the students [27], [28]. Therefore, communication always entails an action of a previous flow chart, where it is implicitly laid down that is intended to be obtained in the human computer interaction, for instance, repetition of the most frequent sentences in a language, overcoming the self-assessment tests, etc. that is to say, the fruition of the greatest possible amount of information stored in the database, explicitly, such as using the multimedia information to increase the cultural level of a student. In the next graphic some of the main goals are summarised, accompanied by interfaces where there is an excellent empathy towards the potential users of encyclopedia and English course. In figures 1 and 3 we find the richness atribute and a menu of the options. The users can active or desactive the sounds, transition of the frames and dimension of the video, for example.
Fig. 1. Main empathy components in the design of interactive systems (content and presentation categories)
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Fig. 2. Enciclopedia de la ciencia [29]
Fig. 4. Richness option
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Fig. 3. Kiyeko –5 languages for children [30]
Fig. 5. Learning English Kids –www.britishcouncil.org/kidsenglish
5 Conclusions The designer's empathy in face of potential users is the key issue for interactive systems of the following types –multimedia on-line, off-line, immersion multimedia, Web 3.0, virtual reality, etc. The current training of the designer and heuristic assessor
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of interactive systems demands a real intersection of factual and social sciences. Besides, being a communicability expert is also necessary. That is to say, to reach an utmost quality in the design of interactive systems, in the least possible time and with reduced costs. That is why the communicability guide presented is a constructive addtion to partially reaching that goal. We say partially because the current guide is aimed at users without physical disabilities, however it will extend and adapt itself to users with disabilities in the future. It is in the educational process that empathy gains a paramount role, since it is an essential element in boosting the motivation of potential users. Aditionally, a good design of multimedia teaching materials with an excellent communicability level allows E-learning education to be offered not only inside the borders of a country, but also other adjacent countries or those who have a language in common. Consequently, empathy is an economic factor, whether it is because of the gains or losses which can pertain to the educative or industrial entity due to the generation of multimedia content. A way of detecting its presence or absence is through the users' satisfaction at the moment of interaction with the interactive systems. The intersection can be measured through the time spent on the websites or with the classical CD-ROMs or DVDs in the case of languages, for instance. The more interaction, the more communicability, and additionally it means there is a greater designer's empathy at the moment of designing the multimedia system. Acknowledgments. A special thanks to Emma Nicol (University of Strathclyde) and Maria Ficarra (Alaipo & Ainci – Italy and Spain) for their helps. Also, I would like to thank all producers and distriibutors of multimedia/hypermedia off-line: Electronic Arts (Madrid –Spain), Microsoft (Madrid –Spain), ZetaMultimedia (Barcelona – Spain), Ubisoft (Paris –France) and DeAgostini (Novara –Italy).
References 1. Bruner, J.: The Culture of Education. Harvard University Press, Massachusetts (1996) 2. Reeves, B., Nass, C.: The Media Equation –How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, Cambrigde (1998) 3. Botto, F.: Multimedia, CD-ROM & Compact Disc. Sigma Press, Wilmslow (1992) 4. Nickerson, R., Landauer, T.: Human-Computer Interaction: Background and Issues. In: Handbook of Human-Compputer Interaction. Elsevier, Amsterdam (1997) 5. Cipolla-Ficarra, F., Cipolla-Ficarra, M.: Interactive Systems, Design and Heuristic Evaluation: The Importance of the Diachronic Vision. In: New Directions in Intelligent Interactive Multimedia, vol. 142, pp. 625–634. Springer, Heidelberg (2008) 6. Nöth, W.: Handbook of Semiotics. Indiana University Press, Indianapolis (1995) 7. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st ACM Workshop CommunicabilityMS 2008, pp. 1–8. ACM Press, New York (2008) 8. Lang, M., Fitzgerald, B.: Hypermedia Systems Development Practices –A Survey. IEEE Software 22, 68–75 (2005) 9. Bunge, M.: The Science –Your method and your philosophy. Siglo XXI, Buenos Aires (1981) 10. Dance, F.: Teoría de la comunicación humana. Troquel, Buenos Aires (1973)
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11. Birdwhistell, R.: Diccionario de las ciencias sociales. Aguilar, Madrid (1974) 12. Shih, E., et al.: IT Diffusion in Developing Countries. Communications of the ACM 51(2), 43–48 (2008) 13. Fernández, T.: Global Interface Design –A Guide to Designing International User Interfaces. Academia Press, Boston (1995) 14. Kellog, W., Thomas, J.: Cross-Cultural Perspective on Human-Computer Interaction. SIGCHI 25, 40–45 (1993) 15. Dubberly, H., Pangaro, P., Haque, U.: What is Interaction? Are There Different Types? Interactions, pp. 69–75 (2009) 16. Cipolla-Ficarra, F.: HEDCDEH: A Heuristic Evaluation Disk for Communication and Design in Hypermedia. In: CD-ROM Proc. HCI International 2005, Las Vegas (2005) 17. Preece, J.: Empathic Communities. Interactions 5, 32–43 (1998) 18. Cipolla-Ficarra, F.: An Evaluation of Meaning and Content Quality in Hypermedia. In: CD-ROM Proc. HCI International, Las Vegas (2005) 19. Cipolla-Ficarra, F.: Dyadic for Quality in Hypermedia Systems. In: CD-ROM Proc. Applied Human Factors and Ergonomics, Las Vegas (2008) 20. Basili, V., Musa, J.: The Future Engineering of Software –A Management Perspectiqe. IEEE Computer 24, 90–96 (1991) 21. Cipolla-Ficarra, F.: Multimedia and Languages for Children: Semiosis for Universal Access. In: CD-ROM Proc. HCI International, Las Vegas (2005) 22. Marcus, A.: When is a user not a user? Who are we? What do we do? Interactions 5, 28–34 (2003) 23. Cipolla-Ficarra, F.: Evaluation Heuristic of the Richness. In: Proc. International Conference on Information Systems Analysis and Synthesis, ISAS, Orlando, pp. 23–30 (1999) 24. Sears, A., Lund, A.: Creating Effective User Interfaces. IEEE Software 14, 21–24 (1997) 25. Marcus, A.: Icons, Symbols, and Signs: Visible Languages to Facilitate Communication. Interactions 10, 37–43 (2003) 26. Robson, R.: Globalization and Future of Standardization. IEEE Computer 39, 82–84 (2006) 27. Mason, R., Rennie, F.: Elearning –The Key Concepts. Routledge, New York (2006) 28. Edmundson, A.: Globalized E-learning –Cross Cultural Dimension. VDM Verlag, Saarbrücken (2008) 29. Enciclopedia de la ciencia CD-ROM. Dorling Kindersley-ZetaMultimedia, Barcelona (1998) 30. Kiyeko CD-ROM. Ubisoft, Paris (1995)
Communicability for Virtual Learning: Evaluation Francisco V. Cipolla-Ficarra1,2, Miguel Cipolla-Ficarra2, and Pablo M. Vera2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected], [email protected] 1
Abstract. An assessment is made of the work of design from the perspective of communicability and usability in multimedia aimed at E-learning, mainly through the off-line interactive systems (commercials) and on-line (open software). The method used is accompanied by a series of heuristic results along time to stress the validity or not of some of the design components. Besides, a novel strategy of organizing the textual content is presented for teenagers and the young: the truncated inverted pyramid. Finally, those quality attributes are mentioned that are related to the dynamic and static means, at the moment of heuristically assessing the communicability of a hypermedia system which has as its main goal college education. Keywords: Virtual Learning, Evaluation, Content, User-Centered Design, Open Software.
1 Introduction Traditionally some professors have used the Internet, whether it has been within the university environment or out of it, in order to insert the programme of topics, lessons, examination dates, sample exam questions, interesting news, etc. However, E-learning is a superior stage according to modern pedagogical theories because it does not only consist of elaborating education material but also taking part actively in the teaching process [1], [2]. This can generate not only bi-directional studentprofessor communication, but a virtual community among students to share experiences and even allow some of them become tutors or professors of their peers [3]. Moodle (Modular Object-Oriented Dynamic Learning Environment) is a Course Management System (CMS) also known as a Virtual Learning Environment (VLE). Moodle has the great advantage of being able to be used with different complexity levels with a very soft progressive curve of learning with regard to the obtained results. That is, it is the professor who can determine the speed of the learning process, in relation to the motivation detected as the students progress and assimilate the content. Consequently, we are now faced with one of the main axes for the success of e-learning, that is to say, that the learning curve is flexible with regard to J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 68–77, 2009. © Springer-Verlag Berlin Heidelberg 2009
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professors and students. When the instruments are presented in a rigid way towards the teachers, it will be difficult to implement e-learning in the time planned. As is the case with other platforms aimed at e-learning, in almost all the centres where Moodle has been used,there has been a need to create seminars, demonstrations, interchange of experiences, etc. for the use of the platform, training courses for the staff who will use the Moodle, assistance in the design of the courses (even in the transformation of the traditional material that normally use the professors for their schoolroom teaching), and activation of a help desk. It is very important that the help desk be located inside the university and that it is not an outsourced activity [4]. There is an endless series of negative experiences in this sense inside the software context and computers because the user needs access to a person who can explain or solve the problem. In Northern Italy, for instance, the assistance is only available by phone in the commercial world, and involves having to wait until an external technician arrives at the premises where the problem has originated. The costs are high because they include the commuting to the place where the problem is to be found. Outsourcing is avoided as an ideal solution in the software [4]. The current research work is structured in the following way: a brief state of the art of the software used in Elearning college education currently. Later on, the advantages of organizing textual information under the form of truncated inverted pyramid are considered. Then the diachronic results obtained from the heuristic assessment of the off-line multimedia systems off-line are compared, from the point of view of usability and those components of communicability are considered which have a great validity in the current on-line systems whose main purpose is teaching.
2 E-Learning and Open Software University centres keep spending an important sum of their financial resources for the software licenses and the maintenance of the hardware of large servers. In contrast Moodle is a free web application that educators can use to create effective on-line learning sites. Today, the great universities are adopting Moodle for the realization of distance courses or support to presential lessons. Perhaps the main advantage lies in the fact that many applications with a cost equal to zero already exist. These have been evaluated and corrected in other university teaching centres. However, a series of problems to be solved persists before implementing those systems can happen. These problems are related to issues known as human factors of software engineering; guaranteeing an efficient use of the technological instruments from the point of view of usability; helping teachers in the design process, elaboration, assessment, implementation and management of a distance course; to use a design of interactive system that does not change according to the contents and types of studies made inside the academic curriculum; that is to say, that the interface used in a technical engineering in computers has to be similar for superior engineering and a master in design and credibility of the information in the web (for instance), inside the university teaching centre itself. Now we understand by design not only the distribution of the contents of dynamic and static means on the computer screen, that is to say, the presentation, not only navigation, the structure, panchronism, etc. In
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order to satisfactorily overcome each one of these tasks it is necessary to count on an expert in communicability of interactive systems [5]. In e-learning, it is always necessary, from a financial point of view to use multimedia technologies within the reach of the greatest number of local users and in particular to the potential international users in the emerging areas. Therefore, it is incomprehensible and mistaken that a university under the teaching model "dual mode" plumps for iPod in E-learning, when the dean and over 75% of the professors do not have a digital culture. This entails resorting to outsourcing for the generation of teaching material and even the use of servers for academic management or ERP such as AS/400, creating teaching platforms in Lotus Domino, with very high costs in maintenance and management of software, hardware, professor training, content creation, etc. [6]. There are currently excellent gratis models [7] based integrally on Linux [8] in some Spanish regions as is the case in Extremadura. In this region, Elearning usually has a modest impact from the financial point of view (yearly computer budget) compared to some realities of "dual mode" universities in Lombardy (Bergamo city, for example). These costs may also have an impact on the ondine laboratories dedicated to teaching which exist in the main universities of a country or a region. These laboratories have as their main goal the support of lessons outside of teaching hours to go deeper into subjects, small lessons tending to the stretching of the students, etc. In some cases these activities are under the CAI initials, –Computer Aided Instruction–. CAI may include activities referring not only to the students, but also to the professors. In the case of the professors it has as its essential goal the updating of the latest technological news and knowledge of the potential of the technologies for a qualitative, straight and fluent communication with the students [2], [9], [10].
3 Truncated Inverted Pyramid and Textual Contents On-Line Historically, the textual contents and images are very important in educational multimedia systems [11], [12], [13]. The communicability proposed an efficient way of organizing the textual content in the hypermedia systems: the truncated-invertedpyramid. In the inverted pyramid the most important things are at the beginning, while the least important ones are at the end [14]. But this organization of the text was not detected in the multimedia systems analysed, even if it is more important than the usability of the systems. The use of the inverted pyramid is useful to increase the speed of interaction between user and computer, above all in the case of encyclopaedias, where usually the text prevails over the images. In the textual static elements analysed broadly prevails the organization of the text as a normal pyramid, especially for dictionaries and encyclopaedias. The normal pyramid admits a division in five related areas: 1. 2.
Presentation or exposition of the theme (also called lid). In this area there is the content of the rest of the textual element (textual sememe). Explanation of the principal idea. It is used to enlarge the presentation of the theme.
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Sub-themes. It presents other aspects related to the principal idea. Contextual information or background. It creates a context for the principal data of the theme presented. More information about the presentation of the theme or lid. In this area there is a redundancy of information that consequently increases the space of storage of the information in the database. At the end, there are the least important data or a conclusion.
Areas two and three of the normal pyramid have been unified in the inverted pyramid. Therefore there are four related areas: 1. 2. 3. 4.
The lid is the principal area where there is a summary or a conclusion of the theme in no more than thirty words. Explanation of the principal idea and development of the sub-themes. Contextualization of the information. Amplification of the lid.
The use of the inverted pyramid is a writing technique that simplifies the content, as the user has access to the textual element core from the beginning. This is the reason why it is better to organize information in the form of inverted pyramid in the hypermedia systems, particularly when the user has no experience in using computers, as for example the systems developed by UOC –Open University of Catalonian [14]. A graphical representation of the areas of a normal, inverted and inverted-truncated pyramid is shown in figure 1:
Fig. 1. Normal, inverted and inverted-truncad pyramids
In each one of the areas of the pyramid it is necessary to determine the extension of the paragraphs. From the experience carried on in the UOC [14], it is suggested that in the normal pyramid the number of the words in the first area should be between 15 and 20. For the inverted pyramid, the words should be about 30. While in the other areas the paragraphs should not be composed by more than 20 words. But usually this method is not followed in the multimedia systems as you can see in the following image representing the textual element of the definition of the “Hypermedia” – English language in the Wikipedia:
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Fig. 2. Definition of the “Hypermedia” in the form of a normal pyramid with 70 words in the lid (first paragraph)
An analysis of the organization of the texts is important in order not to compromise the communicability of the multimedia system, as the understanding of the text can be difficult for the inexpert user, especially when the sentence of the text is composed of more than 20 words and there are only a few verbs (one or two). A good proportion is seven words for every verb [14]. The textual elements can be divided according to the type of pyramid presented for a detailed analysis of its content. Nevertheless, the analysis of the content should be different from the presentation or visualization of the content of the textual elements, as now the trend is to title or divide the paragraphs in order to fractionate the content of a large textual element, as for example the information concerning a country. To follow, there is an example where the textual information of the element Australia in the Zanichelli encyclopaedia [15] is divided in paragraphs with direct access. The text can be accessed directly from the titles of the paragraphs located in the inferior part of figure 3:
Fig. 3. Textual element divided and presented in paragraphs
Currently the so-called truncated pyramid is imposing itself in the texts of digital newspapers. The truncated pyramid structure is used when you have to combine the interest that comes from the facts with the need of giving a chronological order to the
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account. It consists of the following elements: headline, starting paragraph, main body of the news (main data in decreasing order of interest and secondary data in a growing order of interest), and new essential data. In the truncated inverted pyramid the principles of the lid are maintained with the extension of the words that make up the paragraphs. However, it is necessary to cut down to 50% the explanation of the main ideas and the contextualization of information, which can be replaced by referential links. These four areas of the inverted pyramid are ideal for adult and senior users of interactive systems, who have had previous experience in the off-line multimedia systems and are readers of the traditional books in paper support, including on-line. The young users feel boredom in the face of some of the components of the design of a hypertext structure, and consequently the interest towards the fruition of the content drops. Two examples may be: guided links with texts in the inverted pyramid format and of lineal structure, or rather textual referential links in the truncated pyramid format. Even in the case of using the truncated pyramid modality, many of them only read the lid or first paragraph. Therefore, it is necessary to keep in mind the use of the inverted or truncated pyramid, avoiding the use of the normal pyramid. In the first pyramids in it is necessary to sum up as far as possible the important information at the beginning, placing titles and subtitles that draw the attention of the potential users. Obviously, a senior or adult user whose purpose is research or seeing information online will be grateful in the end for new essential data or referential links.
4 Systematic Assessment Systematic assessment is a set of abstract tasks defined by communicability specialists [5]. These tasks were carried out by a group of users who are experts in the computer environment in particular, in operating systems, or hypermedia systems. A systematic assessment in our case may consist in evaluating four categories of design such as presentation, content, navigation and panchronism. Obviously, the problems that were put to the users have required a previous analysis of the inconsistencies detected in the design [16], [17]. The analysis was the responsibility of a specialist in heuristic assessment in multimedia/hypermedia system. These inconsistencies or problems can refer to the guided tours [18]. A problem that can occur within them is when you can't have access to the nodes that make them up as it happens with the system. At first a guided tours is selected and the navigation through the nodes is made in a directional way. However, there is the possibility of going back to the visited node by choosing the historic listing option, if that component is present in the design category. The latter can only be known at the moment of navigating through the application. For instance, in a guided tours that refers to an artist's collection in a given period of his life, sometimes the paintings are presented with the node number that is being visited and the total of nodes that make up the collection. (node 7 out of a total of 45, for example). In some zone of the interface we can read 7/45. This helps the user in the orientation of the navigation. However, it is necessary that the information presented in the interface agrees with the structure of the nodes and links, that is to say, that you are really in node 7 of a collection of 45 nodes. Inside a set of nodes belonging to a group, joined by a common denominator from the
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point of view of the content, for instance a historic era, a painting style, a study subject, etc. there are many nodes that have been used, that is to say, inserted in other groups but which do not adapt correctly to the new context. Finally, there can be dynamic means inside the guided links in which the advance or regression of each one of the nodes, can leave active these means: video, animation, music, etc. and prevent navigation, or there is no synchronism among them, thereby affecting the category of the panchronism. An expert in communicability will carry out the inspection of the multimedia system for the latter definition of a set of activities in a heuristic assessment with users. These activities are called abstract tasks. The communicability expert will consider the list of abstract tasks and the list of potential problems the user will find. With this information the assessor defines a series of actions or tasks to be developed by the user. These tasks that are enumerated and described next, may refer to an educational multimedia/hypermedia encyclopedia: 1. To find the geographical data of a country and the continent where it is to be found; 2. To locate guided links and make them navigate forwards and backwards; 3. To determine the borderline countries of that country; 4. Go to the screen of a region or province of that country to then be able to activate or de-activate the dynamic means, for example. Before the realization of the described tasks, it was explained to the users which were the objectives to be reached and the kind of multimedia system that had to be analyzed. In the laboratory a computer system is available for the automatic recording of the time spent and of the answers of the users at the moment of carrying out the tasks. The tables listed the averages of the values for each tasks. Besides, the users' mistakes were indicated with an asterisk (*). If the user ignored the way to carry out the task, the situation was indicated with the letters (i). These letters mean that the user did not know how to do it. The data in the tables have made it possible to identify which were the critical points during the interaction person-computer. The user test has made it possible to check in this way the problems detected in the systematic inspection by the expert. Knowing the time spent and the total number of actions carried out by the users in each task, it can be seen how the problems found by the assessor in the systematic inspection that had previously made. 4.1 Communicability Diacronism and Heuristic Evaluation With the purpose of comparing communicability diacronism and taking account of the evolution of design of the multimedia systems, the MEHEM methodology and the MECEM metrics [19] have been applied. Now the main results related to the application of the table of heuristic assessment are being presented, as described in [20], and the experiments carried out with users to verify the presented methodology. The results of the table are related to the universe of study which has enabled the elaboration of the suggested method. This randomly chosen universe of study is made up by 40 commercial CD-ROMs of international distribution (science and technology, ecology, travels, arts, history, social sciences, hobbies, sports, and games). In table #1
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Table 1. Multimedia Systems Off-line Analyzed All Movie Guide; Anatomia 3D; Argentina Vision; Astronomical explorations; CD atlas; Autodesk Texture Universe; Castelos de Portugal; Cdull; Cuba; Curso de Windows; Diccionario de la Lengua Española; Einstein; El Museo Thyssen Bornemisza; El teatro mágico; Encarta; Encicopledia del cine español; Enciclopedia del Universo; Encicopledia Zanichelli; Garden Encyclopedia; Green Bear; Historia Universal del Arte; Instrumentos Musicales; Kiyeko; La aventura de los dinosaurios; La máquina del tiempo; L’Egitto dei Faraoni; Maps Facts; Multimedia Beethoven; NN’n Toy Markers; Peter y los números; Rayman; Red Rhino; The Complete Herman; Travel Talk; Velázquez; Wild Board Games; World’s Greatest Classic Books; Peter Gabriel’s Secret World, Van Gogh and Zoo.
are described the off-line multimedia systems which have been used to analyze the static and dynamic graphic components that have been analyzed. The verification process of the presented methodology consisted firstly in the assessment in a usability lab and secondly in the elaboration and assessment of the applications developed for the UOC [14]. Other heuristic assessors and users have intervened in the verification. Some of these assessors have worked inside a usability laboratory. The users who have taken part in the assessment belong to two categories: expert and inexpert in the use of multimedia systems. Next, the obtained results and in brackets the percentage of the presence of the design component that has been assessed is depeicted: Table 2. Heuristic Evaluation of Communicability Design • • • • • • • • • •
The sound is present in most of the analyzed multimedia systems (75%) The sound prevails in relation to the animations and the video (25%) The sound is the most used device to draw the attention of the user in the navigation (20%) The audio is the device most used to foster the navigation in the analyzed systems (20%) In the base texture of the screens there prevails a combination of texts, colors and images (25%) The lighting effects that prevail are of the ambient kind (50%) The 3D simulations prevail in the 3D with shadow edges (45%) The 3D objects are simply presented with a final rendering (25%) The 2D animations are the ones that prevail in the interface (55%) The explanation of the functioning of the system lies in an help option (75%)
These results which encompass several design categories also enable the designers to have a state of the art summing-up of the commercial multimedia systems off-line in the decade of the 90s. We can see the quality results by categories of design in the annex # 1. The results obtained in the assessment with users inside the laboratory have made it possible to elaborate a list of actions and conclusions which are next presented: • Usability must be divided into several levels. One can start from very general problems which are common to all the interactive systems and go to the specific problems of specific systems. That is to say, at a first level there are the interactive systems in general terms; at a second level the categories of systems such as are the hypermedia or the multimedia and at a third level the kinds of systems, such as for instance an information stand at a museum. In each level there must be a preparatory stage, a listing of abstract tasks and a set of assessment criteria.
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• Upon evaluating a multimedia/hypermedia system it is necessary in the first place for an inspection by an expert in heuristic assessment of multimedia systems. The results of the inspection are: some application outlines, a list of the potential problems and a set of abstract tasks. The tasks must be specific activities for users in the heuristic assessment. • Empirical evaluation is more effective in relation to the quality of the results and cost when there is a list of abstract tasks. • The inspection of the expert must be efficiently combined with the empirical assessment.
5 Conclusions The heuristic assessment carried out by the communicability and usability expert in the current systems and those in off-line multimedia supports have confirmed the obtained results with the tests made in the usability laboratories in the past decade. Counting on a usability and communicability expert is very positive since it allows the tasks the users must carry out at the moment of the test to be established beforehand. Having precise tasks available allows money to be saved since the designer knows beforehand the possible inconveniences that the users will find at the moment of interaction. In the current work it has been detected how in the multimedia systems made with open source software, they maintain many of the design components of the off-line multimedia systems of the nineties. Therefore, in the current work it has been seen that it is important to consider those educative systems and adapt them to the on-line contents. In the case of the text, which is one of the design categories that prevail in the current on-line interactive systems, it is necessary to resort to organization in the shape of an inverted truncated pyramid. The presented quality attributes and the multimedia design components that have lasted throughout time will be immediately applied in the realization of multimedia products for a virtual campus. Acknowledgments. Thanks to Emma Nicol (University of Strathclyde) and Maria Ficarra (Alaipo & Ainci – Italy and Spain) for their helps.
References 1. Beverly, A.: Instructional and Cognitive Impacts of Web-based Education. Idea Group Publishing, Hershey (2000) 2. Paymal, N.: Pedagogia 3000. Editorial Brujas, Cordoba (2008) 3. Burleson, W., Picard, R.: Gender-Specific Approaches to Developing Emotionally Intelligent Learning Companions. IEEE Intelligent Systems 22, 62–69 (2007) 4. Iacovou, C., Nakatsu, R.: A Risk Profile of Offshore-Outsourced Development Projects. Communications of the ACM 51, 89–94 (2008) 5. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st ACM Workshop CommunicabilityMS 2008, pp. 1–8. ACM Press, New York (2008)
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6. Willcocks, L., Sykes, R.: The Role the CIO and IT Function in ERP. Communications of the ACM 43, 32–38 (2000) 7. Campbell-Kelly, M.: Will the Future of Software be Open Source? Communications of the ACM 51, 21–23 (2008) 8. Torvalds, L.: The Linux Edge. Communications of the ACM 42, 38–39 (1999) 9. Hammnd, N., et al.: Educational Multimedia for Conceptual Understanding. In: Proc. ACM Multimedia, pp. 447–456 (1995) 10. Larochelle, M., Benarz, N., Garrison, J.: Costructivism and Education. Cambridge University Press, Cambridge (1998) 11. Pea, R.: Learning through Multimedia. IEEE Computer Graphics & Applications 1, 58–68 (1991) 12. Garrand, T.: Writing for Multimedia. Focal Press, Boston (1997) 13. Stephenson, J.: Teaching and Learning Online: Pedagogies for New Technologies. Kogan Page, London (2001) 14. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the NetVienna, pp. 151–165. Springer, Heidelberg (1996) 15. Zanichelli Enyclopaedia CD-ROM. Zanichelli Publishing, Bologna (2004) 16. Nielsen, J., Mack, R.: Usability Inspection Methods. Willey, New York (1994) 17. Lewis, J.: Sample Sizes for Usability Tests: Mostly Math, Not Magic. Interactions 13, 29– 33 (2006) 18. Trigg, R.: Guided Tours and Tabletops : Tools for Communicatiing in Hypertext Environment. ACM Transactions on Office Systems 6, 398–414 (1988) 19. Cipolla-Ficarra, F.: Communication Evaluation in Multimedia –Metrics and Methodology. LEA 3, 567–571 (2001) 20. Cipolla-Ficarra, F.: Table of Heuristic Evaluation for Communication of the Multimedia Systems. In: Proceedings of the HCI International, pp. 940–944. LEA, Crete (2003)
Annex #1: Evaluation of Multimedia Systems
Attention and Motivation in Hypermedia Systems Francisco V. Cipolla Ficarra1,2 and Miguel Cipolla-Ficarra2 HCI Lab. – F&F Multimedia Communic@tions Corp. ALAIPO: Asociación Latina de Interacción Persona-Ordenador 2 AINCI: Asociación Internacional de la Comunicación Interactiva Via Pascoli, S. 15 – CP 7, 24121 Bg, Italy [email protected], [email protected] 1
Abstract. We present the results of a heuristic analysis of a set of multimedia off-line systems aimed at boosting the mental skills of the users through reflexes, maths, etc. To this purpose two metrics have been created to assess the motivation of the users and the degree of help implicit in the multimedia system. The metrics are based on a group of primitives aiming at increasing the communicability of commercial multimedia systems and targeted to the public at large, regardless of age and previous experience in the use of computers. Keywords: Attention, Motivation, Hypermedia, Design, Navigation, HumanComputer Interaction, Help.
1 Introduction Currently there are several kinds of users of the interactive systems with very different backgrounds among them in relation to their age and the systems with which they have interacted. Their differentiation is essential to draw attention and prompt them to continue navigation through all the content of the multimedia system or go back to interact with the system, such as in the case of mobile games [1]. The origin of the democratization of on-line and off-line multimedia systems is the decade of the 90s [2]. Now, making a diachronic and synchronic interaction from the temporal point of view, today we have in the user context the following groups: the seniors or adults who have had to install via floppies and CD-ROMs, systems in the hard drive (throughout the 90s), others who have started with pocket video consoles (mid and late 90s) and those who have started to interact with on-line systems since the late 90s until now. In this last case it is also necessary to differentiate three types of users: those of the first stage, that is, when the internet democratization process starts, the second group named Web 2.0 starting with the new millennium, and Web 3.0 in 2008 [3]. As supports we have personal computers in the first group, video consoles, multimedia mobile phones, PDAs, etc. and in the third group iPods, iPhones, Wiis, etc. Both in the second and the third group the portable computers can also be included, which are currently outnumbering PC desktops in America, Asia and Europe and Japan. The users and the evolution of the hardware and the operating systems have influenced the design of the multimedia interactive systems. In Europe the multimedia systems had their momentum in the nineties with the CD-ROM J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 78–87, 2009. © Springer-Verlag Berlin Heidelberg 2009
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support. From 1995 onwards plenty of small and medium businesses sprang up with the purpose of digitalizing the contents in paper support. Here takes place the first transference of the concepts of the graphical arts to the design of computer interfaces. Obviously, the dimension of the screen was bigger than the classical A4 folio. Many principles of topography, colour, disposition of the images, with their texts, etc., responded to the graphical arts of the paper [4]. To design a screen at that time was to organize the background of the screen, that is to say, all the elements in the screen that contribute to the appearance and the behaviour of the interface. The background carried all the burden of the design because it covered a great part of the screen. The background, from the point of view of motivation and the design fulfills two functions: First, it has an influence in the appearance and the visual balance, and the position of all the elements. Second, it fills the void space so that other elements are not flying objects. In both cases, all the elements must be differentiated, but at the same type an isotopy must be created among them [5]. Currently, we find university websites where the background is textual, full of colours that do not respect any chromatic order for the interfaces design [6] and the text shifts vertically, joined to dissolution transitions by dots among the frames of the different nodes, at the moment of navigation. That is to say, a style from the early 90s for off-line multimedia systems but which can't be applied in the era of Web 2.0 and 3.0, especially in the university environment. An interface with such backgrounds immediately undermines motivation of the contents' fruition.
2 Motivation: Dynamics and Statics Means The motivation for this study is the whole set of dynamic means and structural resources that boost the navigational quality of a multimedia/hypermedia system. With dynamic means and structural resources, it is intended to increase or maintain interest towards the system, especially when the user is in a student role [7], [8]. The motivation seeks to focus the user’s attention on the need to continue fruition of the system. Attention on the screen must be sustained, that is, the user keeps an attitude of permanent expectation with regard to the system. It is mainly virtual resources that trigger very good results in attention and acceptance towards the system, especially when there is no previous computer experience by the user. Without going deeper into psychological aspects, there are two factors related to the content and structure which allow attention to be drawn to an interface. If the content of the information is specialized, it means that the target of the multimedia system is an expert, and therefore the information must be relevant and be well-organized. Here the attention on the interface is of a cognitive character [8]. There is an “affective” link of the user towards the system because of the linearity of the message. This lineal factor forces the user to utilise the system until the end of a sequence. As a rule, the establishment of a sequence series through the use of structural methods is due to the fact that the user studies the content. These cognitive or affective factors can be used to draw attention to a multimedia/hypermedia system in a joint or individual way [9]. Choosing one way or the other will depend on the kind of user and the purpose of the system, such as educational, consultation, entertainment, etc. But both factors are present in the motivation or boosting of navigationn multimedia systems one resorts continually to dynamic means to motivate fruition:
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Music; Sound effects that are activated upon reaching a goal, such as are: to pass an educational subject with success, to go through a higher level inside a tale, to win a game, etc. Voice; The narrator or speaker incorporates sentences to promote advancment through the system. For instance, in the fragmented and gradual assessment of content in a computer-assisted teaching system. Text and images linked to transitional effects, such as blurring, sweeping, fadeins, fade-outs. The textual sentences have expressions of the kind: “excellent”, “go on,” and “continue”. 2D and 3D animations of characters and objects (in the universe of study they are 2D animations, made with Flash [10]).
Fig. 1, 2. Interfaces with 2D animations in Allenamente DVD-ROM
Examples of structural resorts which maintain and boost interest in the system: The outlines that at the end of a guided link make it possible to switch to other entities; An Index, and nodes that link to other components of the same entity. The existence of resources to promote or maintain motivation have a positive influence on the richness of a multimedia system [11]. The relationship between the attributes of wealth and motivation are based mainly on resources that belong to the visual component, such as the images and interactive help. Interaction with the system can generate a series of mistakes due to either hardware or software. Hypermedia systems usually have means to solve these hardware errors as well as those of software. There are several ways of presenting help in the interface. This help can be classified in regard to the access and the presentation in the form of tutorials, outlines and exploratory texts: 1. 2.
3.
Help in the shape of a tutorial consists of a collection of screens with an index on the first of them (can be activated from all the screens in the system –fig. 3 [12]). Help of the outline kind is that in which on a single screen are explained the functions of the main components of the interface, as it can be observed in figure 4 [13]. The exploratory help is that in which as the cursor moves along the keyboard, the explanation is activated, for example, in figure 5 [14]. In the automatic correction
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of Gmail spelling, for instance, sometimes we see how the first word remains hidden, thereby preventing a quick visualization of the possible correct words. (figure 6). A good example of this is the interface of the Cinemanía system as it can be seen in the figure 4.
Fig. 3. Help in the form of a tutorial
Fig. 4. Help of the outline
Fig. 5. Upon placing the cursor on the clock icon the meaning appears
Fig. 6. Gmail spellchecker –the first word remains hidden
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There are several ways to activate help for the explanations of the components of a screen, such as the shifting of the cursor on the interface; through an option as has been seen in figure 5 or in the presentation of the system. In this last case it is shown in the shape of an automatic animation before it appears on the main screen. However, 63% of the analyzed multimedia systems lack available aids on all their screens. Access to these aids should be constant in all the screens of the system regardless of the place within the structure in which the user finds themselves. Although the purpose of the aid is to facilitate interaction, there are systems in which the help is not a solution to the user, since they increase disorientation and demotivation within the interaction. The use of some kind of help or another at the moment of design will depend on the user of the system [15]. Among the different kinds of access to help, the most positive to the expert user are the outline and exploratory modalities. The outline modality allows users watching on a single screen all the explanations of the components in the shape of an outline which speeds up reading, but obviously avoiding the failure in figure 5. For the inexperienced user, it is positive to have a simple movement of the mouse from which the meaning of the subject indicated on the screen is revealed through exploration. However, for an expert user the exploratory help can turn out to be negative by watching information he/she already knows. This is due to redundancy of information, and to the fact that exploration requires a longer time at the moment of interaction with the system. For these kind of users it is advisable to use other means of help.
3 Attention and Users The treatment of the attention stimuli must pursue a simplification, hence the organization of the framing of the visual dynamic means is important. Creating excessively informative situations must be avoided in order not to wear down the user. This can only fully handle a small fraction of the whole information that reaches his/her senses. Through the capacity for selective attention the user pays attention discreetly to some stimuli while ignoring others. In any development in which a great amount of elements are combined, as it happens in any message of the visual dynamic means, this process takes place. If a big part of the development of the speech is left to the user's selective attention ability, you run the risk of not being able to establish an effective communication, because it is liable to trigger many limited interpretations and in some cases overlapping interpretations. Here we do not refer to the participation margin, to the stimulation of the user's imagination that any hypermedia must present [9], [16] but to the lack of structuring or conductive order of the sense. In this sense the camera movements (video or animation) are important. For instance, in the horizontal movements there is a tendency to split the screen in two halves, one to the left where we place the I and now, and another to the right, where we place the “you”, the future and any pictorial object located in this part tends to look bigger. Therefore, the movements from left to right symbolize a movement from I to you, the movement in direction to the world, the progressive movement. Its perception demands lesser effort than those aimed at the right. The movements from right to left are related to traditionalism and interiorization, it is a conservative movement, in direction to the origin, to the I. The direction of the movement also affects the
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perception speed by the user [17], in general the descending motions and from left to right are faster than ascending ones, and those from right to left. Here is the reason of the importance of the elements that make up the visual composition of the dynamic means. The sound is another element to be combined during the composition has a similar treatment, in front of the attention and the stimuli that make it work, for example in games [18], or the audio channel, by establishing relations to the visual side, constitutes a semantic and/or expressive boost in the whole articulation of the multimedia content. The obtained results make it clear that in the set of analyzed systems, motivation is only of 20% value, and the quality of the help is equal to 35% of the analyzed cases, as revealed through heuristic techniques. Consequently, the analyzed systems are not communicable to those users who do not have previous wide experience in the use of computers. 3.1 Attention, Users and Audio-Visual Factors With the passing of time and the reduction of the size of screens it was necessary to include other components from the dynamic means in order to appeal to the attention and the motivation of the users. One of those was the video. A good image that speaks and moves has a greater communicative power than that of a photograph or a graphic, for instance. However, it loses that ability to draw attention and motivate the user if the content does not convey a message or a captivating experience. Evidently, the fact that the longest video segments require a greater variety and more attention to the coordination of those segments (something missing here!). Twenty seconds with an anchorman who makes you think of a speaking statue may seem like eternity to a teenager, whereas a 75 second long action sequence will seem short as compared with the first. Now, from the point of view of design of the interface it is necessary that the video merges to some extent with the rest of the objects that make it up. In multimedia off-line systems the use of video was cut down to a minimum for several reasons: the room occupied in megabytes in the PC, the low quality of the full screen reproduction with which they were cut down to 10-12 cm. long small squares or rectangles (the user was accustomed to seeing these kind of images in the screens of computers which were over 20 inches big), the copyrights, etc. The computer animations through the video games consoles would breed another generation of users of multimedia systems dedicated to a pastime who didn't use the keyboard or the PC mouse [17]. In those systems, the animations tried to draw the attention of the users through the audio, that is to say, the music, the special effects, etc. , which were especially created for each one of the interactive games. In order to successfully integrate the sound in the interface it was necessary to pay attention to the synchronism among the music levels, the human voice in the narration (where it exists) and the sound effects. All of them were well-balanced in order to achieve the desired effect on the user, especially in the design category known as panchronism. In the combination of the audio with the animations there was an excellent coherence of the colours, lightning and scenography, the characters the script of the plot or adventure, etc. Many of these design strategies in the dynamic and static means have been boosted through lighting, for instance.
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4 Visual Attention Evidently it is very important that the illumination component and special effects (FX) enter into learning process independently of the contents and animations 2D and/or 3D. We have three main effects: • Lighting effects: The effects stemming from lighting such as are shadows, reflections, diffusion, etc., must also remain constant in the whole hypermedia system. The lighting effects derive from the kind of light that is used in scenes with tridimensional objects. This kind of light can be environmental or directional. In environmental lighting the objects that receive the light generate shadows, whereas in directional lightening a beam of light is emitted over a given object of the scene. When there is more than a beam of light, lighting is multidirectional. In the following figures extracted from the off-line multimedia systems Braincity [18] and Universal History of Art [19], there are examples of lighting. The correct use of environmental light can be seen in all the scenes that make up the application and in the Universal History of Art. Through directional lighting the main options of the system are shown and activated.
Fig. 7. Directional lighting (center of the image)
Fig. 8. Environmental lighting
• The effects of the reflection or shining simulate the arrival of the light to a spot in an object. This light can be depicted in the shape of a star. The shine can be either static or dynamic. It is dynamic when an animation is associated with it. The animation may consist in a switch of 360º over its axis or in an increase or diminution of the shining. This effect is used mainly when in the background of the screen the black colour prevails, the scale of grey and blue shades, and all the metalized colours such as gold, silver, copper, etc. The shine means prestige or superiority of an element in relation to the others that make up the interface. They can also be useful to draw or attract the attention to an element in the screen. In the Movie Guide we can find a dynamic shine (the intention is to stress a “search wizard” which can be activated from any place in the structure of the system). • Relief effect: There was an attempt in the 90s to emulate the shadows produced by environmental lighting in the screen elements. The purpose in these first
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hypermedia systems was that these bidimensional elements “acquire” tridimensionality. Emulation is obtained by correctly darkening the edges of those elements that are intended to be stressed in the interface. Today it is a common element in the web 2.0 and web 3.0 Between these two elements the navigation keys can be mentioned, typography, picture frames, etc. It is a positive effect in all the navigation keys, since they are easier to recognize in an interface, as it can be seen by comparing figures 9 [21] and 10 [22]. The interface of a multimedia system has a greater degree of realism with the emulation of the shadows, which favors their acceptance.
Fig. 9. A greater degree of realism
Fig. 10. A normal degree of realism
Without any doubt, lightning, colours, shapes, the organization of the contents, etc. have a very important role in the motivation and in the attraction of the users in the on-line and off-line multimedia systems. A good or bad lightning of the components that make up the interface can boost or not the interaction of the potential users, regardless of their content and the goal of the interaction: entertainment, educational, informative, etc.
5 Heuristic Evaluation: Results In our case we have assessed as a representative example a set of 15 multimedia systems in DVD-ROM support from the Allenamente collection [10], which theoretically favors language, logic, memory, etc. Besides, it contains an endless series of games and exercises for self-assessment the more the user advances in the contents. The search for the presence of the motivation and the attention in the ensemble of the analyzed off-line multimedia systems has led us to create a series of metrics. For their elaboration we have resorted to the primitives stemming from the evolution of the interactive systems: hypertext, multimedia and hypermedia. The listing of primitives and the design categories to which they refer are: in annex #1. The graphic showing the obtained results. The graphic demonstrates the scarce quality from the motivation point of view and the attention of the analyzed systems.
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6 Conclusions The motivation and the holding of the users' attention in the content of interactive systems: multimedia, virtual reality, etc. is one of the main goals at the moment of the design. Now, the 3D graphic informatics has more available resources in this sense than 2D informatics. The dynamic means play a very important role at the moment of drawing and keeping the users' attention. The metrics presented in this work have made it apparent how in the off-line multimedia systems with 2D animations there is a scarcity of animated graphic resources and a lack of creativity in the planning of the contents. An interesting content without resorting to communicability may turn out to be negative for the potential users to keep on navigating through the different systems that make up a wide multimedia systems collection. The motivation and the attention to the design of an interactive system must not only involve the content, but also each one of the following categories: presentation, navigation, structure and synchronization of the dynamic means, that is, panchronism. All these categories must include the quality attributes for multimedia/hypermedia systems off-line and on-line. Acknowledgments. Thanks to Emma Nicol (University of Strathclyde), Maria Ficarra (Alaipo & Ainci – Italy and Spain), Quim Romo-Ferrer and Carlos for their helps.
References 1. Soh, J., Tan, B.: Mobile Gaming. Communications of the ACM 51, 35–39 (2008) 2. Cipolla-Ficarra, F., Cipolla-Ficarra, M.: Interactive Systems, Design and Heuristic Evaluation: The Importance of the Diachronic Vision. In: New Directions in Intelligent Interactive Multimedia, pp. 625–634. Springer, Heidelberg (2008) 3. Silva-Salmerón, J., Rahman, M., El Saddik, A.: Web 3.0: A Vision for Bridging the Gap between Real and Virtual. In: Proc. 1st workshop communicability design and evaluation in cultural and ecological multimedia systems, pp. 9–14. ACM Press, New York (2008) 4. Kahn, P., Lenk, K.: Principles of Typography for User Interface Design. Interactions 6, 15–29 (1998) 5. Cipolla-Ficarra, F.: Evaluation of Multimedia Components. In: Proc. IEEE Multimedia Conference on Multimedia Computing Systems, pp. 557–564 (1997) 6. Cipolla-Ficarra, F.: HECHE: Heuristic Evaluation of Colours in HomepagE. In: DVDROM Proc. Applied Human Factors and Ergonomics, Las Vegas (2008) 7. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the Net, pp. 151–165. Springer, Heidelberg (1996) 8. Edwards, A., Holland, S.: Multimedia Interface Design in Education. Springer, Berlin (1992) 9. Card, S., et al.: The Pychology of Human-Computer Interaction. Hillsdale, New Jersey (1993) 10. Allenamente DVD-ROM. GreenTeam, Bologna (2008) 11. Cipolla-Ficarra, F.: Evaluation Heuristic of the Richness. In: Proc. International Conference on Information Systems Analysis and Synthesis, ISAS, Orlando, pp. 23–30 (1999)
Attention and Motivation in Hypermedia Systems 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22.
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Enciclopedia de la Ciencia CD-ROM. ZetaMultimedia, Barcelona (1998) Cinemania CD-ROM. Microsoft, Madrid (1996) Musée d’Orsay CD-ROM. Montparnasse Multimedia, Paris (1996) Dworman, G.: Arbitration of a Help System. Interaction 14, 39–42 (2007) O’Neill, S.: Interactive Media –The Semiotics of Embodied Interaction. Springer, London (2008) Terzopoulus, D.: Artificial Life for Computer Graphics. Communications of ACM 42, 32–42 (1999) Raghuvanshi, N., et al.: Real-Time Sound Synthesis and Propagation for Games. Communications of the ACM 50, 66–73 (2007) Braincity CD-ROM. Digital Illusion, Barcelona (1995) Historia Universal del Arte CD-ROM. Espasa-Calpe, Madrid (1996) Explorama CD-ROM. Anaya, Madrid (1995) All Movie Guide CD-ROM. Corel, Ottawa (1995)
Annex #1: Primitives and Graphic Results Table 1. (P)rimitives for heuristic analysis of the motivation and attention (design catogories: content, dynamics, structure, presentation and panchronic) Analepsis (P): Content and Dynamic; Continuum (P): Content and Dynamic; Element (P): Content; Element Type (P): Dynamic and Structure; Entity (P): Content and Presentation; Frame (P): Presentation, Content, Dynamic and Panchronic; Frame Principal (P): Presentation, Content, Dynamic and Panchronic; Guided Tour (P): Presentation, Structure and Dynamic; Hierarchical Links (P): Structure and Dynamic; Index (P): Structure and Dynamic; Hypertrails (P): Structure and Content; Keyword Links (P): Content; Link (P): Structure; Node (P): Content; Polytopes (P): Presentation and Content; Polysemy (P): Content; Referential Links (P): Structure and Content; Sememe (P): Content.
A Web-Based, Interactive Annotation Editor for the eCampus Development Environment for SCORM Compliant E-Learning Modules Benedikt Deicke, Jan-Torsten Milde, and Hans-Martin Pohl University of Applied Sciences Fulda Competence Center Human Computer Interaction [email protected], [email protected], [email protected]
Abstract. The eCampus development environment was created in an interdisciplinary project at the University of Applied Sciences Fulda. Today it is a fully webbased application for the easy creation of E-Learning modules complying the SCORM standard. The webbased, interactive annotation editor for the eCampus development environment is used to both automatically and manually annotate existing OpenOffice documents in order to transform them into E-Learning modules. The editor is build using Open Source software and frameworks such as Ruby on Rails. Keywords: E-Learning, Web, SCORM, eCampus, OpenOffice, Ruby, Ruby on Rails, JavaScript, user friendly, annotation, transformation.
1 Introduction The creation of standard compliant E-Learning modules is a complex task. In order to simplify the process, the University of Applied Sciences Fulda created the eCampus development environment [5]. It is based on OpenDocument files which are transformed into SCORM [1] compliant E-Learning modules using XSL Transformations. The transformation relies on annotations added to the OpenDocument file using OpenOffice.org [3]. Nevertheless, the handson experience showed that the annotation process using OpenDocument styles within OpenOffice.org is still too complicated for most of the users. With the “eCampus” development environment now being a web-based and integrated system for the generation of SCORM compliant E-Learning modules, the creation of an interactive, web-based annotation editor is the next logical step. To simplify the annotation process even more an automatic analysis and annotation process is implemented, too.
2 The eCampus Project The research focuses on the development of a user-friendly system for writing ELearning units, allowing authors to concentrate on the content and the didactic concept of the unit, instead of worrying about the underlying technology. It is part of J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 88–93, 2009. © Springer-Verlag Berlin Heidelberg 2009
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the eCampus project at the University of Applied Sciences Fulda. In this interdisciplinary project, content is being created for the faculties Nutritional Sciences, Food and Consumer Sciences, Applied Computer Science, Nursing & Health Care as well as Food Technology. Within the first years of the project, many E-Learning modules were produced. All modules address prominent introductory courses of the particular program of study. This was only possible by using the eCampus framework. The central target of the project is the implementation of a tool that decreases the complexity of the process of learning module production. The central objectives of the learning module production are an increase in the interactivity of the course, as well as an increase in the quality and quantity of self learning.
3 The Tools The annotation editor is based on the existing eCampus web application which is built using Ruby [8] and the Ruby on Rails framework [7]. It is running as an E-Service on a centralized server. In order to use it, the author has to create a user account. This is required to protect uploaded documents and generated E-Learning modules from unauthorized access. The user interface is built using XHTML and CSS. It is enhanced by JavaScript utilizing the Prototype and Script.aculo.us frameworks [4].
4 The Process Using the webbased annotation editor the process of creating E-Learning modules from OpenDocument files is condensed into five simple steps: Uploading of the unannotated OpenDocument file, automatic analysis and annotation of the file, manual annotation and correction of the resulting document, transformation into a SCORM compliant E-Learning module, downloading of the finished module. 4.1 Reading and Modifying OpenDocument Files In order to read and manipulate the OpenDocument a library has been developed. It encapsulates the required steps within a simple API. In order to read the contents of the document it is extracted using RubyZIP. Afterwards the content. xml file, which contains the actual content, and the styles.xml file are parsed using Ruby’s built-in XML library [6]. Utilizing Ruby’s dynamic nature, the library creates a class for every node type contained in the document’s content and instantiates it as needed. This provides the possibility to dynamically overwrite the default behavior for specific node types. 4.2 Automatic Analysis and Annotation The process of the automatic analysis and annotation is separated into different annotation engines. The engines analyze every stylable element in the OpenDocument’s content structure using different approaches. If the analysis step is
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not successful, the next annotation engine tries to analyze the current element. This is continued until no annotation engines are left or an approach is successful and annotates the element. This process is repeated for every annotated element of the input text. Figure 1 visualizes this concept. Currently five annotation engines are implemented: Keep, Tags, Styles, Bayes and Default. The Keep engine stops the analysis chain if the element is already annotated with eCampus styles by checking each elements formatting style. The Tags engine analyzes the type of the current element and its context and tries to map this onto eCampus styles. For example text:h nodes with an outline level of 1 are annotated with EC_Modul, nodes with outline level 2 as EC_Session, etc. The Styles engine simply translates default OpenDocument styles into eCampus styles where possible, such as Text body to EC_Text. The Bayes engine tries to analyze the current elements style properties in order to detect elements like headlines or important terms which were just changed visually, but not by using using built-in OpenDocument styles. In order to achieve this, the Bayes engine is trained with correctly annotated documents. Based on the annotation and the visual style, the engine learns possible visual variations. While visiting each node in the document the Bayes engine builds “sentences” from the nodes style attributes. This results in sentences like “12pt bold italic” which are handed to a bayes classifier that returns a corresponding eCampus style or unknown if no style could be identified.
Fig. 1. The automatic annotation process
As well as the final transformation into a SCORM compliant E-Learning module, the automatic analysis and annotation takes several seconds (or even minutes, depending on the documents size) to finish. Therefore it needs to run asynchronously in the background. This is done marking the documents as waiting for analysis in the database. See Figure 2 for a complete overview of possible states. A separate processes, triggered by CRON, checks for waiting documents and runs the analysis on them. On the client side the user can see the status of the transformation. It is automatically updated using a polling AJAX request.
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Fig. 2. Possible states of a document
4.3 The Interactive, Web-Based Annotation Editor The front end of the annotation editor for manual annotation is implemented on the client side using JavaScript. It uses Ajax techniques [2] to save changes to the document on the server. The GUI is designed to be simple and clean and focusses on the important functions needed to annotate the document. Figure 3 shows a screenshot of the final GUI. It consists of a toolbar on top, which includes buttons for navigating through the document and buttons for saving and exiting the editor. The tooltip on the right is used to actually annotate the currently highlighted element. The user is able to select the desired style by selecting it from the select-box. The JavaScript implementation is designed to be as modular as possible. It utilizes the observer pattern to separate the various GUI components from the underlying logic. On startup of the annotation editor, every component registers itself with the AnnotationEditor core class. Based on the users interaction with the GUI the elements fire events on the core class, which executes the requested functionality and fires events on all registered components as a result. This enables the possibility of additional annotation methods, other than the tooltip described above. Imaginable annotation methods are: dragging and dropping the styles on the elements or a fill format mode like known from OpenOffice or Microsoft Word. To display the OpenOffice document it is read on the server and transformed into a simple HTML representation. Each HTML elements relation to a node in the original OpenOffice document is described by adding an attribute containing the nodes XPath to the element. The nodes annotation (such as EC_Definition, EC_Section, EC_Image, etc.) as well as its family (Paragraph, Text or Graphic) are represented using CSS class attributes. Additional every HTML element that can be modified later the CSS class annotatable is added. During the manual annotation the underlying CSS class attributes identifying the annotation are added, modified or removed. On modification of an element it gets
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marked as changed. When the user decides to save the changes, all marked elements are collected and serialized into JSON before they are transfered to the server using an Ajax request. On the server the JSON is deserialized and the changes are applied to the OpenOffice document using the library described above.
Fig. 3. Screenshot of the Graphical User Interface
5 Results and Visions The combination of a simple user interface for the annotation and the automatic analysis and annotation process the creation of standard compliant E-Learning modules out of existing content simplifies the creation of standard compliant ELearning modules. Being integrated into the eCampus web application the annotation editor inherits useful features like easy updating and extending. The annotation editor completes eCampus to a full web based development environment for SCORM compliant E-Learning modules. Future development could include the possibility to rearrange elements within the document or even change the content. Additionally the current user interface needs to be fully evaluated during end-user tests. As described above other annotation methods could be implemented as well. Furthermore the automatic annotation engines offer a broad scope for new additions.
References 1. ADL. Scorm, http://www.adlnet.gov/scorm/ 2. Garret, J.J.: Ajax: A new approach to web applications (August 5, 2008), http://www.adaptivepath.com/ideas/essays/archives/000385.php 3. OpenOffice.org. The free and open productivity suite, http://www.openoffice.org/ 4. Porteneuve, C.: Prototype and script.aculo.us. The Pragmatic Programmers, 1st edn. (2007)
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5. Pohl, H.-M., Tulinska, P., Milde, J.-T.: Efficient creation of multi media eLearning modules. In: Smith, M.J., Salvendy, G. (eds.) HCII 2007. LNCS, vol. 4558, pp. 457–465. Springer, Heidelberg (2007) 6. REXML. Ruby standard library documentation (August 18, 2008), http://www.rubydoc.org/stdlib/libdoc/rexml/rdoc/index.html 7. Thomas, D., Heinemeier-Hannson, D.: Agile Web Development With Ruby On Rails, 1st edn. The Facets Of Ruby Series. The Pragmatic Programmers (2005) 8. Thomas, D.: Programming Ruby - The Pragmatic Programmers’ Guide, 2nd edn. The Pragmatic Programmers (2005)
An Innovative Way of Understanding Learning Processes: Eye Tracking Berrin Dogusoy1 and Kursat Cagiltay2 Computer Education and Instructional Technology Department, 1 Mersin University, 2 Middle East Technical University {bdogusoy,kursat}@metu.edu.tr
Abstract. This paper aims to present findings on the use of eye-tracking technology as a new approach from an educational perspective. The studies in this paper on relationship between learning and eye-movements have focused on concept-map formation, learning from multimedia materials, designing materials with different cognitive strategies, multimodal comprehension of language and graphics with and without annotation, computer games and cognitive style effects of computer based interfaces and hypertext environment. The results of the Middle East Technical University (METU) Human Computer Interaction (HCI) research group’s eye-tracking based research studies presented and discussed how this approach helps educators to better understand learning processes of humans. Understanding and using this innovative approach is important for both educators and researchers in terms of comprehending learning processes deeply. Keywords: Eye-tracking, web based learning processes, concept maps, computer games, learning from multimedia.
1 Introduction Understanding learning processes is still a divisive issue for both researchers and educators. Since the main element in the learning process is “human” and learning process is affected by many factors, researchers are still struggling to find out new techniques for understanding the learning process deeply which may enable them to look from different lenses. At this point, eye-tracking is a new approach that it provides powerful ways of understanding the learning process. Research studies on eyetracking provide a considerable data on the potential understanding of the cognitive processes of human beings [1; 2; 3] and there occurred theories and hypotheses related with this view as theory of reading with establishing a perspective with using the fixation to comprehension [4] and “eye-mind hypothesis” which deal with the positive relation between the eye behavior and thinking has become an important issue for the researchers [1]. Using these kind of techniques are important since it enables a respectful perspective for researchers that the literature reveal the potential of eyetracking in terms of the understanding the cognitive processes. The relationship between the eye-behavior and memory in terms of giving clues on learning of the human is become inspiring for the researchers. Moreover, eye tracking has the J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 94–100, 2009. © Springer-Verlag Berlin Heidelberg 2009
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potential to give a broaden perspective for the researchers providing both application opportunities and the different analysis techniques. This paper aims to provide information on this new and innovative approach from an educational perspective. Our studies on learning and eye-movements have focused on concept-map formation, learning from multimedia materials and computer games. The results of eye-tracking based research studies [5] were presented and discussed how this approach may help educators to better understand learning processes of humans. Understanding this innovative approach is important for both educators and researchers in terms of comprehending the learning process deeply by using its new techniques. 1.1 Related Eye-Tracking Studies There are many studies which were conducted by using eye-tracking approach. Eye tracking approach gives researchers opportunity to collect information on user behavior in definite tasks. This device also provides researchers various data related with the user through the process of task; task completion duration, transition number, fixation count, average fixation duration, time to first fixation, hotspot, fixation order, gaze time and gaze replay data [6]. Under METU HCI group, eye-tracking studies have been done by using a usability laboratory environment. Baran, Dogusoy and Cagiltay (2007) conducted an eyetracking study to understand how adults solve Tangram (Chinese puzzle) based geometry problems [7]. The sampling of this study consists of twenty participants. To analyze the problem solving process, the eye movements of the participants were recorded while they were working on two problems with different levels. The results showed that the participants use different strategies to solve problems given in two different difficulty levels. The researchers indicated that there might be relationship between the task completion duration and the difficulty levels of the problems. Moreover, eye-tracking device enabled the researchers to use the Area of Interests (AOI) option to determine different areas on the screen and these areas were used while analyzing the users’ behaviors. In this study, the AOIs were used by dividing the screen into two parts (geometric object screen-the objects given in this screen and problem screen-the solving process is eventuated) in order to determine the different behavior patterns of the participants in problems with two different levels. The researchers argued that there is a relation between the problem complexity level and the focused place on the screen. The participants tended to focus on the problem screen rather than the geometric objects screen. This was explained by the researchers as participants used both inductive and deductive strategies for solving the problems with different levels. This study have potential in terms of giving beneficial clues to educators both using different strategies and support the learners in the development of strategies for solving the problems in different difficulty levels. User analysis is an important issue for instructional designers and in another study the main issue which was explored is the presumptive effects of cognitive style on the interaction ways while using computer based interfaces [8]. Since cognitive style is frequently researched issue by the researchers especially the potential influence of cognitive style on the interaction with interfaces, they grouped the participants by using Cognitive style test, Group Embedded Figures Test (GEFT) and they were
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informed about the process. The process includes studying the predetermined web site and after that the participants were required to take a test about the web site content. The results showed that although there wasn’t a statistically significant difference between the participants in terms of the eye-tracking data, there were differences between the two groups in terms of the fixation duration and fixation places. It was suggested by researchers to study with wider groups and using think-aloud protocol during the process, studying the website in further studies. Another eye-tracking study was related with the multimodal instructional materials and the behavior of the users was conducted [9]. The main purpose of this study was to investigate the potential effects of the instructional environments which were designed by using multimodal information on the participants’ behaviors. Fifteen participants’ behaviors were recorded and their eye movements were analyzed by using eye-fixation counts and durations. The researchers indicated that the participants used both slide and video presentations in the study. Also, the participants much more focused on the video screen than the slide presentation screen which was obtained from eye-fixation duration data. They suggested replicating the study by using different combinations of the slide and video materials, that it might be possible to offer effective designs for this kind of instructional materials. Eye-tracking is used as a beneficial approach in terms of observing the general patterns of the participants while completing a specific task. In another study, this approach is used for observing the general pattern of the prospective teachers during the concept map construction [10]. With the aid of eye-tracking device it was aimed to determine whether there was a general pattern among the participants while developing a concept map. Especially the focusing time on concepts, links and cross links were explored. Also, the quality of the created concept maps was considered while analyzing the eye-tracking data on process. Sixteen prospective teachers attended this study from the science education related departments. The results showed that the participants tended to develop hierarchic concept maps, and synchronize strategy while writing the links and concepts. The researchers indicated that with the aid of this study, it may be possible to give some hints to teachers about the effective use of concept maps and their construction process. Usability is a crucial issue in education that design process is directly affected by the usability related problems. In another research study, the main aim was to gather information on the issues related with the computer games especially usability aspect with the aid of eye-tracking device [11]. They used a computer game which was not familiar for the participants and tracked the behaviors of them during the learning process of a new game. Sixteen participants attended to the study. The researchers pointed that they used not only quantitative but also qualitative methods. Eye tracking approach provided information related with the fixation number, total duration and gaze time of the participants. In addition to this, the comments of the participants were taken for determining the main usability issues related with game. Researchers explained that during the learning process the participants tended to use a trial and error approach. Although there were no gender and level differences among participants in terms of education effect on participants’ learning process, the participants marked many usability issues related with the game. Also, they emphasized that the game should be re-designed with the aid of the information gathered from the users.
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The researchers in another study aimed to investigate the cognitive style effects on navigation patterns during an interaction occurred within a hypertext environment [12]. The sampling of this study consisted of twenty participants and they were grouped with the aid of the Group Embedded Figures Test (GEFT) and also the knowledge and ability of the participants on computer was another factor. A predetermined task was given to the two groups (Field-dependent and field-independent) and they were asked to navigate within a hypertext environment. Data was gathered by using eye-tracking device; the fixation duration and gaze points of the participants which were recorded during the task completion process also the navigation complexity, visited and revisited page numbers were traced. The researchers observed the participants and interviewed with them. Also for strengthening the process, think aloud protocol. This protocol was used to comprehend the process. It was explained that these data would help to verify the eye-tracking data. Moreover, the participants took a recall test to understand if there was a difference among groups. According to the results of this study, there was no significant effect of cognitive style on the participants’ navigational patterns. The researchers suggested that this study should be done with a wider sampling and this may give more reliable results in terms of the cognitive style differences. Ozcelik, Arslan and Cagiltay (unpublished manuscript), proposed a study about the effectiveness of signaling the pertinent keywords or sentence on the performance of the participants [13]. In this study, for determining the influence of signaling on reading they used eye-tracking device. The sampling consisted of twenty-eight undergraduate students, one group was given signaled keywords and the other group was given signaled sentence. The results of this study showed that there is no difference between the groups in terms of their performance. The retention and transfer scores were not influenced from the different designs. However, the eye-tracking data contributed the results of the study that signaling affected the students in a positive way, increased attention, less visual search and gave attention to the necessary information from the material. In the same vein, a similar study on signaling and its impacts on learning was conducted [14]. In this study, the researchers used two groups, one of them is signaled and the other one is nonsignaled. They preferred to use color signaling in their study, the transfer test was an indicator of their study in terms of the performance of the participants. The researchers pointed out the inconsistencies in the literature about the retention and transfer. Also, they emphasized the importance of eye-tracking in the study with giving the four main reasons that the signaling contributed to the meaningful learning. First of all, they stated that it was supported by the number of fixations on the necessary information. Secondly, they emphasized that much more time spent on the persistent information given that the gaze duration and average fixation supported this argument. Thirdly, they explained that the time of the visual search was decreased. Lastly, in terms of the effective positioning the relevant information, the data was beneficial since increased fixations gave valuable information about the process. Yet another study was conducted on the effects of color coding on multimedia learning and visual search of the participants [15]. The purpose of this study is to differentiate whether color-coded split texts and split format text make a change of the participants’ recall, transfer, matching performance and their eye tracking data. The researchers explained that color-coded materials enhance the recall and transfer
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performance. On the other hand, they found that there was no significant difference between participants in terms of the matching performance. The eye tracking data contributed the results with giving information on the participants’ eye fixations on color-coded materials which was longer than the other material. The researchers emphasized the existent literature on the fixation duration and its relation with cognitive processing. Also, they stated that the positive effects were related with the cognitive processing. They suggested that future research should be done on this issue to find our whether there are other reasons or not. Dogusoy and Cagiltay (2007) studied on another issue by using eye-tracking approach [16]. They pointed out the importance of finding information and search engines’ role in this process. In this study, the researchers aimed to examine the possible search behavior of the participants with the aid of eye-tracking approach. An unfamiliar search engine was chosen and nine participants used this search engine for completing four predetermined tasks. According to the results of this study, it was observed that the participants generally had problems during the searching process with the search engine. They tended to behave in a centralized manner while looking for the necessary information that the eye-tracking data supported this result. In addition to this, it was reported that the participants seem to use an “icon-based approach” that the eye tracking data showed that bigger and colored icons were much more focused on the screen than the other icons. They suggested that there needs to be more research on visual based search engines and their formations. Since the sampling is limited, the future studies might be conducted with wider and diverse sampling. They explained that these kinds of studies may give hints about the effective design processes especially the icon and keyword based structures and gathering data from users might help for constructing more effective visual search engines. Another research study was conducted on an interesting issue, multimodal comprehension of language and graphics graphs with and without annotation [17]. They explained their aim as to determine the function of “annotated textual elements on graphs in multimodal documents” [17]. At this point, eye tracking was used for gathering data on the participants’ eye movements and this may help them to have information on the visual attention of the participants. In this study, the sampling consists of thirty-two participants and they were taken verbal and spatial working memory span tests. The results of this study showed that the eye movement characteristics changed in accordance with the annotations on graphs. Also they stated that if the fixation duration data showed the participants’ processing difficulties, this was supported by the results of the study that the participants’ fixation duration is greater on the Graph AOI in graph-only format than the annotated format. They explained it with the possibility of the cognitive attempts of the participants in the process. Also, it was evidence that the participants’ gaze time on the Graph AOI was greater in the graph-only format. They emphasized that the findings of this study is on the same parallel with Split Attention effect [18]. They proposed the future works importance and introduced some of the possibilities. They explained that a detailed analysis of the Graph AOI is essential and with this, it might be possible to comprehend the annotated textual elements function in the process. Moreover, experimental studies might be replicated to have more observable results and lastly post-test might be included to the procedure for determining the individual differences and the connections between the features of the eye-movements of participants.
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2 Conclusion and Discussion The results of the eye-tracking based research studies under the METU HCI group were presented [5] in this paper. Since eye-tracking enables the researchers to study on different dimensions of human and cognitive schema, this may provide beneficial clues for both educators and researchers in order to understand the learning process in depth. The studies which were presented in this paper aimed to show less explored aspects of the educational applications and the attempts on using different techniques and strategies. Learning is a very complex process and it is related with the human beings’ complex thinking structure. The main issue which was pointed out in this paper was the design of better learning environments. Many papers focused on this issue and they tried to represent different design possibilities and their effectiveness. It can be seen that eye-tracking approach has a potential to provide information on learning processes and especially the general view on user’s behaviors. Although many studies resulted in with “no significant difference”, eye tracking approach has potential to provide information on the process which helps to represent a bigger picture for analyzing the process more easily. Also, new developments in technologies and more studies in this field, especially the analysis process, enable us to use this device more effectively and more accurately. At this point, eye-tacking approach may also give beneficial information on the process of understanding the nature of the cognitive processing. The studies generally focused on the data related with the fixation duration and place which gives information about the visual attention. Moreover, the gaze replay data is beneficial to the researchers to analyze the process deeply which enable them to observe the participants in the task completion process. Major limitation in eye-tracking studies is related with the small sampling. It is really hard for researchers to generalize the results with limited sampling. Also, in the literature the limitation of the eye-tracking studies were explained as they might give some answers about the users’ behavior and their ocular behavior but understanding the reasons under this behavior is not an easily understandable by researchers [19]. Video recordings which provide data on the participants’ facial expressions and verbal protocols of participants may help researchers in eye-tracking research studies. Although there are limitations related with this approach, the potential of these kinds of studies should not be ignored so that they may assist instructional designers and researchers in order to better understanding the learning process of human beings with predicating the deficiencies of the designs and how they can be strengthen. Acknowledgments. This study was supported by TUBITAK under grant SOBAG 104K098 and METU Human Computer Interaction research group (http://hci.metu. edu.tr).
References 1. Just, M.A., Carpenter, P.A.: Using eye fixations to study reading comprehension. In: Kieras, D.E., Just, M.A. (eds.) New methods in reading comprehension research, pp. 151– 182. Erlbaum, Hillsdale (1984)
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2. Rayner, K.: Eye movements and cognitive processes in reading, visual search, and scene perception. In: Findlay, J.M., Walker, R., Kentridge, R.W. (eds.) Eye movement research: Mechanisms, processes, and applications, pp. 3–21. Elsevier Science, New York (1995) 3. Rayner, K.: Eye movements in reading and information processing: Twenty years of research. Psychological Bulletin 124, 372–422 (1998) 4. Just, M.A., Carpenter, P.A.: Psychological Review: A Theory of Reading: From Eye Fixations to Comprehension. American Psychological Association 87, 4 (1980) 5. Middle East Tehnical University (METU) Human Computer Interaction (HCI), METU HCI Research Group (2007), http://hci.metu.edu.tr 6. Clearview User Manual. Tobii, Sweden (2006) 7. Baran, B., Dogusoy, B., Cagiltay, K.: How do adults solve digital tangram problems? Analyzing cognitive strategies through eye tracking approach. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol. 4552, pp. 555–563. Springer, Heidelberg (2007) 8. Yecan, E., Çagiltay, K.: Cognitive Styles and Students’ Interaction with and Instructional Web-Site:Tracing Users through Eye-Gaze. In: The 6th IEEE International Conference on Advanced Learning Technologies, Kerkrade, Netherlands, 5-7 July (2006) 9. Yecan, E., Sumuer, E., Baran, B., Cagiltay, K.: Tracing Users’ Behaviors in a Multimodal Instructional Material: An Eye-Tracking Study. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol. 4552, pp. 755–762. Springer, Heidelberg (2007) 10. Sancar, H., Dogusoy, B., Cagiltay, K., Cakiroglu, J.: Exploring Cognitive Process of Concept Map Construction: An Eye-Tracking Study. In: Association for Educational Communications and Technology (AECT), Orlando, USA (2008) 11. Sancar, H., Karakus, T., Cagiltay, K.: Learning a New Game: Usability, Gender and Education. In: 3rd Technology-Enhanced Learning Enlargement Workshop: Young Researchers for the European Future of the Technology-Enhanced Learning, Sofia, Bulgaria (2007) 12. Karakus, T., Sancar, H., Cagiltay, K.: An Eye Tracking Study: The Effects of the Individual Differences on Navigation Patterns and Recall Performance on Hypertexts Environments. In: ED-MEDIA, World Conference on Educational Multimedia, Hypermedia & Telecommunications, Vienna, Austria (2008) 13. Ozcelik, E., Arslan, I., Cagiltay, K.: Signaling the Keywords or Sentences: An Eyetracking Study (unpublished manuscript) 14. Arslan, İ., Ozcelik, E., Cagiltay, K.: Effect of signaling on multimedia learning: An eye tracking approach (unpublished manuscript) 15. Ozcelik, E., Karakus, T., Kursun, E., Cagiltay, K.: Color Coding Effect on Multimedia Learning and Visual Search: An eyetracking approach. In: The American Educational Research Association (AERA), Chicago, USA (2007) 16. Dogusoy, B., Cagiltay, K.: Evaluation of Visually Categorized Search Engine. In: 3rd Technology-Enhanced Learning Enlargement Workshop: Young Researchers for the European Future of the Technology-Enhanced Learning, Sofia, Bulgaria (2007) 17. Acarturk, C., Habel, C., Cagiltay, K., Alacam, O.: Multimodal Comprehension of Language and Graphicsgraphs with and without Annotation. ECEM. In: 14th European Conference on Eye Movements, Potsdam, Germany, August 19-23 (2007) 18. Chandler, P., Sweller, J.: The split-attention effect as a factor in the design of instruction. British Journal of Educational Psychology 62, 233–246 (1992) 19. Pan, B., Hembrooke, H., Gay, G., Granka, L., Feusner, M., Newman, J.: The Determinants of Web Page Viewing Behavior: An Eye Tracking Study. In: Proc. ETRA (2004)
A Set of Rules and Strategies for UNSAM Virtual Campus Jorge Fernández Niello1,2,5, Francisco V. Cipolla Ficarra3,4,5, Mario Greco1,5, Rodolfo Fernández-Ziegler1,5, Silvia Bernatené1,5, and Maria Villarreal1,5 1
Universidad Nacional de San Martín Comisión Nacional de Energía Atómica 3 ALAIPO: Asociación Latina de Interacción Persona-Ordenador 4 AINCI: Asociación Internacional de la Comunicación Interactiva 5 Ayacucho 2197 (1650) San Martín Provincia de Buenos Aires - Argentina [email protected], [email protected], {mario.greco,rziegler,sbernatene}@unisam.com.ar 2
Abstract. We present a first set of strategies for the establishment of a virtual campus. Additionally, a set of pedagogic and communicative rules is established with the purpose of achieving a better diffusion of the university contents among the students. These rules are constantly updated according to the teaching supply and demand, and the requirements of the teachers and the students. Additionally the different components of interactive education are present as well as their main functions in the virtual campus. Keywords: E-learning, Campus Virtual, Pedagogy, Design, Hypermedia, Moodle, Software, Hardware.
1 Introduction Today there are plenty of universities that have the new technologies available, or perhaps it is better to speak about the latest technologies, because of the continuous updating of software and hardware (in the current work both notions –or relation between signifier and signified [1]– will be used as synonymous), for instance. Some college teaching centers devote themselves exclusively to virtual teaching, such as in the case of the British Open University or Open University of Catalonia (UOC) [2]. Others, in contrast, have established virtual classrooms to boost the students' learning process outside college classrooms [3], [4], [5]. Now in both cases this entails that the students have at their disposal access to the Internet for these contents. Obviously, they can do it from their homes, from the cybercafe, the neighborhood library, etc. [6]. Here appears the first of the cost variables in this kind of teaching, ie the phone connection to the internet, and the computer in the case where the student owns it. Therefore, college centres should provide the necessary means so that these students can have free access to the exercises or practical works suggested by the teachers, for instance, in those virtual classrooms at those times when they are on the university J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 101–110, 2009. © Springer-Verlag Berlin Heidelberg 2009
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campus. Consequently, before setting in motion these projects it is necessary to analyze each one of the cost variables to avoid unforeseen circumstances in the future. Obviously, some of the main goals of distance teaching are: to increase the quality of education, to widen the teaching offered and to raise the social level of the community to which the university belongs, among others. In the current work a state of the art of the software and hardware within E-learning education and the first strategies and rules to foster the use of the virtual campus is presented. Simultaneously, the interface of the current system is made public as well as a series of attributes of quality to boost communicability.
2 Software and Hardware The university costs in these projects entail the training of the teaching body in the use of these technologies, the promotion inside and outside the university through corporative publicity, to generate multimedia material, to dedicate space and personalized staff in the management and maintenance of the software-hardware, etc. With regard to the software the virtual campus manages, currently the costs are minimal as compared to the investments made by other American, Asian and European universities in the mid-nineties. The price reduction lies in what is known as open software [7], [8]. Thanks to this there are systems such as Moodle (Modular Object-Oriented Dynamic Learning Environment) aimed at E-learning. Concerning this there are colleges that have implemented this software with excellent results among students and teachers. This saving in the budget can be aimed at the realization of multimedia teaching materials of excellent quality and which guarantee the constant updating throughout time. When it comes to hardware, in our case, one might have two mirror servers. that is to say, that in the case that one fails, the second is automatically activated, using Linux as an operating system, thus avoiding additional costs through the yearly renewal of licenses in software material as it happens with other operative systems. Both servers should have firewalls available. Two PCs with the same configuration may be a transitory solution in the case that one of them breaks down. All these computer devices and network must have available a continuous energy supply in the face of potential electrical blackouts and in rooms that comply with the quality rules for the correct functioning of the computer system, that is to say, air conditioners. We see how the costs in computer material have also gone down as compared with the realities of the past decade. In spite of this, there are still European universities, for instance, that continue using servers for the internal management of the university with the campus or virtual classroom, with very high maintenance and great updating costs with regard to server hardware components [9]. In our case, we have available a magnificent system for SIU-Guaraní academic management, with the possibility of making excellent detailed statistic graphics in real time. However, no aspect related to classrooms or virtual campuses is developed yet. Consequently, we have started to project the main strategies to reach that target in a short term. The SIU-Guaraní is a system of college information that administers academic management since the students enroll in college in a standardized way and profiting
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Fig. 1. SIU-Guaraní system –database interface for academic gestion
data to the maximum. It has a single federal database, that is, it allows information to be added and for it to be reviewed in a decentralized way. Some of its main functionalities are planning, fees management, classroom management, exam management, administration and expedition of certificates, management of pupils polls, diffusion of memos and communiqués through e-mails or SMS (students, teachers, and academic authorities), management of several interfaces: follow-up of the students who have finished their studies, accountancy management, etc. and even has an interface with Moodle, but which is in the development stage and will be aimed at E-learning. Access is through the university intranet and internet. It fosters cooperative and cooperation work, starting from the interaction among the different sectors and actors (authorities/student staff/teachers/students) [10]. Additionally, here also are to be found accessibility bases; since it is an on-line system it makes possible its availability around the clock, 365 days of the year. From the point of view of software engineering it has the main attributes of quality, that is to say, privacy of information, reliability, flexibility, adaptability, etc. [11], [12], [13], [14]. Some of the operations the students can do are: examinations inscription, reviewing the study plan and academic record, seeing the chronology of the partial assessments, class agenda, requesting certificates, updating of personal data, reception of files and messages, etc. On their side, professors can look up the students who have registered to their examinations, to register the exam grades in the records, to consult the schedule of the exams, etc. In short, the SIU-Guaraní system is a very interesting tool of control over academic management and which makes easier to some extent some of the activities that the tutors/teachers have to carry out and the future students in the virtual classrooms.
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3 Human Factors In common with other public or private entities with a high number of people who interact among themselves, the human factor is essential to set in motion the projects, in order to avoid resistance to it. Within the context of the new or latest technologies in the education sector there are those whom Umberto Eco would call apocalyptic or integrated [15], that is to say, you are either in favour of or against their use. In the metropolis of the economically developed societies these problems virtually do not exist. It is a population that constantly includes new technologies in their daily life activities [16], [17]. In other places it is necessary to boost the motivation among its participants, always trying to establish a horizontal communication, among peers, for which it is necessary to count on accurate rules to be followed by the virtual community that is generated with e-learning, and so that the democratization phenomena of distance teaching may reach each one of the most distant places in a national and international territory [17], [18] since we live in Mc Luhan's ‘global village’ [20]. It is necessary to remember that we have overcome the era of computer use and we are going through the quality era of communicability [21]. It is also necessary to remember that many students do not finish their mid-level studies, therefore, a campus or virtual classroom can motivate them for such a purpose, resorting to the public institutions. There are countries in Southern Europe where these studies can be finished in two years resulting in some cases even to obtaining a masters degree. Oddly enough, these private teaching centres guarantee the finalization of studies in a 100% of cases. Obviously, this is a reality that belongs more to the commercial sector than to education. Now through social programs and having available sufficient economic and financial means, the causes of school-quitting might be traced, and thus put at the disposal of the potential students a whole range of pedagogical and technological resources to end the studies and later on, if they want to, they might follow their university studies. The idea here is to introduce to the students a quick way to study and even if they are working, they have the alternative of finishing the studies for which they have registered. In other words, a well-structured and systematically functional virtual campus can speed up the timing in the process of teaching and learning. Simultaneously, a virtual classroom may overcome the problems originated by the workload complaints of the university teaching and non-teaching staff and which usually end up in some places in long strikes. The students who have the virtual material can follow their exercises, see the exam schedule, see the grades, etc. It is a way of not damaging the students. A way to overcome the difficulties that the students usually have at the moment of having access for the first time to the virtual environments is through the implementation of a call center. The call center has to be active 24 hours per day, along all the weeks, including holidays. Perhaps a good strategy to overcome the human factors barriers in the first moments for the use of the instruments of the virtual classroom is to explain their main advantages, both for the teachers and the students, through a corporative or institutional information campaign, activation of an exclusive website with multimedial demos which explain the functioning of each one of the main
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components of the virtual campus, training of tutoring students for the virtual community, etc. In the annex #1 a list with the main components. All these lines of action have to be coordinated and follow the common goal of the democratization of the use of the virtual campus, inside and outside the college facilities [3], [22], [23], [24], [25].
4 Campus Virtual UNSAM: First Step Next a series of active interfaces that have allowed navigation, and the first experiences with the main professors involved in the project: One of the solutions to set in motion projects of this stature consists in external advice through other university realities (in this case, PUC of Valparaíso). However, we must remember that it is feasible for us to insert a foreign model 100% in the university context since the sociocultural variables such as the mentality of the peoples changes from one state to another. However, the experiences of the bordering countries will always be more positive and adaptable to home reality than those coming from overseas. Without any doubt,
Fig. 2. UNSAM Virtual Campus: A simple iconography and minimal style desing of the interfaces. Two email options: intern. between students and professors/tutors (adove) and extern between the users and system administrator of virtual campus (down).
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Fig. 3. A ‘classic’ chat system and menu of the colors for texts. It is a public area for all users with autorization –virtual campus system aministrator.
Fig. 4. Marks and person responsable for evaluation, additional information, observations and details. In the right zone a list with all active virtual classrooms. Neat data and content disposition.
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Fig. 5. Notes, summaries, practical homework, etc. option. Eassiness for attach files, add contents description and/or remarks, and selection of the categorie.
the current virtual campus contains activities that are currently carried out in the virtual environments aimed at E-learning. These are instruments which are not complicated to use, but which necessitate time for its learning by both tutors and students. The presented interfaces have made it clear that they have a very simple design, easy to use and not ambiguous [2], [26], [27]. The communicability for an expert user is optimal, however it is necessary to think of those users who have little experience in the use of computers. The activation and disactivation of the static and dynamic means, as well as their functioning, are similar to the main components of the Windows operating system [28].
5 Conclusions Establishing a virtual campus entails following some general and secondary targets akin to the former, where achieving the common good prevails among each one of its
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members whether it is as course organizers, multimedia content generators, Elearning tutors, active members of the virtual community, etc. The rules to be followed must be determined in a protocol of principles for the whole university community. These rules must respect usability and communicability of the interactive contents aimed at E-learning. A priori, the set of rules and strategies may seem to the final user of the system as a kind of normal pyramid, that is, at the top are the academic authorities, the professors, tutors, etc. However, it is not so, because it is precisely in the opposite sense. The switch of the pyramid is achieved thanks to the virtual community that is born from the E-learning process. That is to say, with the passing of time and through the use of the instruments provided by the new technologies of the virtual campus, we are in front of an inverted pyramid where we find the students at the summit. Besides, the use and circulation of free software make it possible to speed up this process. Axiomatically and undisputedly, it is necessary at the beginning to count with the greatest possible amount of available information, even from similar experiences in other universities and the cooperation of some outsourcing services. However, the final goal must be to transfer even these outer services inside the university context. In our case, we have available an efficient federal academic management system, but for the moment it lacks a virtual campus. Consequently, the set of rules and strategies presented are not static but rather dynamic, such as E-learning communication and education process. Finally, the costs concerning software and hardware have considerably lowered nowadays as compared to the past decade to set in motion a project of virtual campus. Acknowledgments. The authors wish to acknowledge all colleagues in our Universidad Nacional de San Martín and PUC of Valparaíso for the support and their helps.
References 1. Saussure, F.: Curso de Lingüística General. Losada, Buenos Aires (1982) 2. Cipolla-Ficarra, F.: Evaluation and communication techniques in multimedia product design for on the net university education. In: Multimedia on the Net, Vienna, pp. 151– 165. Springer, Heidelberg (1996) 3. Paymal, N.: Pedagogia 3000. Editorial Brujas, Cordoba (2008) 4. Eletti, V.: Che cos’è L’E-learning. Carocci, Roma (2002) 5. La Noce, F.: E-learning. Franco Angeli, Milano (2001) 6. Harasim, L., et al.: Learning Networks. MIT Press, Cambridge (1998) 7. O’Reilly, T.: Lessons from Open-Source Software Development. Communications of the ACM 42, 32–37 (1999) 8. Schlesinger, D.: Working with Open Source: A Practical Guide. Interactions 14, 35–37 (2007) 9. Lamborghini, B. et al.: European Information Technology Observatory. FrancoAngeli, Milano (2005) 10. Mamtyla, K.: Blending E-Learning: the Power is in the Mix. McGraw Hill, New York (2001) 11. Ternoven, I.: Support for Quality-Based Design and Inspection. IEEE Software 13, 44–54 (1996)
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12. Frakes, W., Isoda, S.: Success Factors of Systematic Reuse. IEEE Software 11, 14–19 (1994) 13. Ozkaya, I., et al.: Making Practical Use of Quality Attribute Information. IEEE Software 25, 25–33 (2008) 14. Safayeni, F., et al.: Requirements Engineering in New Product Development. Communications of the ACM 51, 77–82 (2008) 15. Eco, U.: Apocalittici e integrati. Bompiani, Milano (2001) 16. Beverly, A.: Instructional and Cognitive Impacts of Web-based Education. Idea Group Publishing, Hershey (2000) 17. Toyama, K., Dias, B.: Information and Communication Technologies for Development. IEEE Computer 41, 22–25 (2008) 18. Ramakrishnan, R., Tomkins, A.: Toward a PeopleWeb. IEEE Computer 40, 63–72 (2007) 19. Balasubramaniam, S., et al.: Situated Software: Concepts, Motivation, Technology, and the Future. IEEE Software 25, 50–55 (2008) 20. McLuhan, M., Power, B.: The Global Village: Transformations in World Life and Media in the 21st Century. Oxford University Press, Oxford (1992) 21. Cipolla-Ficarra, F.: Communicability design and evaluation in cultural and ecological multimedia systems. In: Proc. 1st workshop Communicability MS 2008, pp. 1–8. ACM Press, New York (2008) 22. Trentin, G.: Insegnare e apprendere in rete. Zanichelli, Bologna (1998) 23. Gatti, R., Gherardi, V.: Le scienze dell’educazione. Carocci, Roma (1999) 24. Norman, D., Spohrer, J.: Learner-centered Education. Communications of the ACM 39, 24–27 (1996) 25. Dziuban, C., Moskal, P.: Evaluating Distributed Learning in Metropolitan Universities. Metropolitan Universities 1, 41–49 (2001) 26. Nielsen, J.: The Usability Engineering Life Cycle. IEEE Computer 2, 12–22 (1992) 27. Sharp, H., Rogers, Y., Preece, J.: Interaction Design: Beyond Human-Computer Interaction. John Wiley, West Sussex (2007) 28. Shneiderman, B.: Designing the User Interface. Addison Wesley, Massachusetts (1998)
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Annex #1: First Set of the Components for a Virtual Campus 1) Hypermedia On-line and Off-line –Design Categories − − − − −
Content Navigation Panchronism Presentation or layout; Structure
2) Quality Attributes − Acteme is the study of communication as behavioural system. − Adaptability of the content, that is, variety of styles of navigation, plenty of different media (text, graphics, maps, animations, videos, music and sounds), a wide control over active media. − Behaviour-animated help analyses the attributes universality, simplicity, originality and humour in animated pedagogical agents. − Competence considers how the systems adapts itself to skills of the main groups of users for navigation. − Isomorphism sets down a range of constant formal features among the different components and design categories, i.e., content, layout, structure, navigation, etc., that is, it researches those components that remain equal in the different categories and especially the topology of the elements’ distribution on the frame. Isomorphism seeks ‘regularity in irregularity’. − Motivation is the set of the dynamic means and structure resources that strengthen navigation in multimedia systems. − Semiosis for universal access makes reference to the main components that converge in this attribute for systems multimedia: linguistic, iconic, attention, narration and education/formation. − The control of fruition is the degree of autonomy in navigation that the structure of the multimedia system gives the user. − The naturalness of metaphor assesses the user’s ability to understand the set of images that make up the structure of the interface. − The phatic function asserts the direct communication in the human-computer interaction process without generating mistakes. − The transparency of meaning analyses the usage mainly of terms (also, images and sounds related to the words) of the interface that do not cause ambiguities between content and expression. − The triple dynamic coherence analyses the relationship between text, image and audio in the dynamic media, nevertheless, this attribute does not consider the synchronization between audio and dynamic image (animation and video). − Unlimited iconic consists of those icons and their components that, depending on the national and/or international cultural setting, have different meaning, for example, the gestures, the colours, the words, etc. − Acteme is the study of communication as behavioural system.
3) Experts − − − − −
Communicability Human-Computer Interaction Human-Computer Interface Pedagogy Software (analysis and programming) and Hardware (systems)
4) On-line Learning –Main Elements − − − − − −
Call center: info and problem resolution support Interactive communication: Email, chat, netmeeting, etc. Portals (website –Internet and intranet) Teaching materials: book style and support (digital and/or analogic), production, publishing, etc. Tutors: virtual or real Virtual community : integrants and administrators
HCI Professional Involvement in k-12 Education: On Target or Missing the Mark? Martin Jelin, Adrian Sudol, Jeffrey Damon, Douglas McCadden, and David Brown Computer Science Department, Maine School of Science and Mathematics, 95 High Street, Limestone ME, 04750, United States {sjelin,asudol,jpdamon,mccaddend,dr.david.brown}@gmail.org
Abstract. The state of learning across geographic, socioeconomic, age, and gender boundaries can be enhanced greatly by Human-Computer Information (HCI) infusion into blended learning [1][2][3] or Course Management System (CMS) software [4][3][5]. The major thrust of this paper is to examine problematic issues examined in popular software such as Moodle™ in which the HCI community could be beneficial. By regarding the ultimate students’ goal, i.e. grades, and the desirable benefit of course material understanding, one can develop an understanding of what CMS software needs and CMS software users expect on the high school level. Keywords: blended learning, e-learning, Course Management System (CMS), Virtual Leaning Environment (VLE), Human-Computer Interaction (HCI), k-12 Education, magnet schools.
1 Introduction This paper proposes to identify issues with the open-source, Course Management System (CMS) Moodle™ that can be impacted by the professional HCI community. Colleges and universities have identified the benefits of retail, blended learning software and implemented them into their curricula [1][6][7]. The costs of these programs are easier met on the college level, but public high schools often lack the financial resources. Instead, they rely on open-source courseware, like Moodle™, to meet their needs [8]. Case studies and surveys report successes with the implementation of blended-learning into college curricula [9]. The use of CMS on the high school level is sparsely documented and college-level success cannot be generalized to the high school environment. Differences in CMS software, resources, student maturity, and instructor CMS experience vary widely. These differences were clear when observing the effects of Moodle™ on a magnet, high school in the Northeastern United States. Teachers integrated Moodle™ into their curriculum to display assignments, accept homework, administer tests and quizzes, and give an opportunity for discussion and collaboration outside the classroom. Surveys were administered to students enrolled in courses that utilized Moodle™, and were asked to report the perceived effect on their understanding of the course material, effectiveness of certain applications, ease of use, etc. (see Tables 23). The results were analyzed using the statistical software-package, Minitab™, to determine significant differences in each category. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 111–118, 2009. © Springer-Verlag Berlin Heidelberg 2009
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1.1 Blended Learning and Course Management Systems (CMS) “Blended learning” is a method where students are being taught by two or more sources of information, generally traditional classrooms and online classrooms [10]. Often times, blended learning is implemented by using a Course Management System (CMS). CMS, also known as Virtual Learning Environments (VLE), are online tools for teachers to interact with their students outside of the physical classroom [8]. Interaction may occur in a variety of educational modalities.
2 Review of Literature Blended learning and CMS software can improve learning for all students [1][2][3][4][5]. The use of blended learning has been increasing quickly over the past few years, both in school and businesses [7][11][12]. Many college campuses have realized this and moved to CMS environments to streamline and augment organization, reporting, teaching and learning [1][9][13][14]. These programs have been generally well received, with both students and teachers finding the programs beneficial [6][9][13][14]. These institutions are funded well enough to absorb the costs of retail offerings such as First Class™, Blackboard™, and WebCT™ (now owned by Blackboard™), as well as technology training programs. High school funding does not allow this luxury. Moodle™ is an open-source CMS commonly used in high schools that cannot afford more expensive programs [8]. The software vehicle establishes the platform and potential groundswell of increased activity with HCI and the high school communities [8]. Moodle™, educational communities are international in scope with as many diverse uses as cultural approaches to education [2][3][15]. As a vehicle, Moodle™ has tools such as blogs, wikis, online tests, instruction, email, and asynchronous collaboration [8]. It's flexibility has caused it to outshine many other open source CMS programs, and even Blackboard™ in some cases [16][17]. Moodle™ is well known for focusing on student interaction, often considered the main advantage of blended learning. The educational philosophy that advocates this is known as social constructivism [8][18]. According to Berger and Luckmann [22], this theory posits knowledge is actually created by students and teachers through interaction with themselves and their environment. They contend that social constructivism is important to learning [22]. However, despite this focus on interaction, there is sparse research on the actual content of online student interaction [19]. A study of a blended learning class at Blackpool and The Fylde College found that 77% of students in the class preferred a normal learning environment, and more reflective students tended to avoid the online portion of the class as much as possible [9]. Martin Dougiamas, the creator of Moodle™, did a similar study in which he found Moodle™ did not even allow social learners to properly interact with each other [18]. Hetlighen and Anderson surmise that information overload is another large problem facing CMS users. This occurs when the students are given too much information absorbing little [20][21].
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A 2000 study by The US National Center for Education Statistics found that of k12 teachers who used the Internet, only 39% used it for instructional material, and just 16% used it for gathering information to plan class lessons [6].
3 Methodology The sample, drawn from a magnet school population in the Northeastern United States, contains grades 10-12. Socio-economic statuses range from multimillionaire families to wards of the state. Gender distribution is approximately 66% male and 34% female in a population of 114 students. Diversity of the population results in reduced bias. It should be noted that all students at the school have Internet 75% of the day. Two computer labs are available for a required, introductory technology class (32 students). Increased exposure to technology and high academic rigor could bias the survey responses toward CMS software and blended learning. The school uses the open-source CMS Moodle™ [8]. Approximately two thirds of the population used the CMS for at least one of their classes at the time of the data collection. The students were given an anonymous survey on their perception of Moodle’s™ influence. This volunteer survey resulted in 63% response. NonMoodle™ users’ responses were excised. The survey consisted of two parts. In the first part, students gave information about their general experience with Moodle™. In the second, students gave information about their experience specifically within their class which used Moodle™ the most. 3.1 Semantic Differential Students used the following semantic differential to rate effects: Table 1. Semantic Differential Choice Large Negative Effect Medium Negative Effect Small Negative Effect Small Positive Effect Medium Positive Effect Large Positive Effect Not Applicable or Not Used
Acronym LN MN SN SP MP LP N/A
4 Results Students were first asked to give information about their experience with Moodle™ in general. The students were asked to furnish data concerning their experiences with Moodle™, specifically within the class that used the CMS the most.
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Results Male – 26 Sophomore – 11 Senior – 16
How many classes are you taking this semester? About how often do you log onto Moodle™?
Four – 15 Five – 17 Seven – 4 Eight – 1 Never – 0 1 to 3 Days Per Month – 7 1 to 3 Days Per Week – 23 4 to 6 Days Per Week – 8 Daily – 10
About how often do you have difficulties when using Moodle™? Overall, what effect has Moodle™ had on your grades?
Never –13 Rare – 20 Mildly Often – 6 Very Often – 9 LN – 0 MN – 4 SN – 8 SP – 26 MP – 9 LP – 1
Overall, what effect has Moodle™ had on your understanding of the subjects of your classes?
LN – 1 SP – 25
Female – 22 Junior – 21
MN – 2 MP – 11
Four – 15 Seven – 4
SN – 7 LP – 0
Table 3. Moodle™ Intensive Class Results Question
Approximately how many days a week does your teacher required you to log onto Moodle™ for this class? Approximately how many days a week are you advised to log onto Moodle™ for this class? Approximately how many days a week do you log onto Moodle™ for this class? Rate the effect Moodle™ has had on your grade in the class.
Results Zero – 19 Three – 5 Six – 1
One – 8 Four – 3 Seven – 2
Two – 5 Five – 5
Zero – 6 Three – 4 Six – 2
One – 7 Four – 1 Seven – 14
Two – 6 Five – 8
Zero– 6 Three – 4 Six– 2
One – 11 Four – 7 Seven – 7
Two– 8 Five – 3
MN – 3 MP – 9
SN – 8 LP – 3
MN – 2 MP – 7
SN – 5 LP – 2
LN – 1 SP – 5 N/A – 23
MN – 1 MP – 7
SN – 6 LP – 5
LN – 1 SP – 10 N/A – 23
MN – 0 MP – 5
SN – 7 LP – 2
LN – 0 SP – 19 N/A – 6 Rate the effect Moodle™ has LN – 1 had on your understanding of SP – 23 N/A – 6 the class subject.
Rate the effect Moodle's™ Assignment Page has had on your grade in the class. Rate the effect Moodle's™ Assignment Page has had on your understanding of the class subject.
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Rate the effect Moodle's™ Weekly/Topic Outline has had on your grade in the class. Rate the effect Moodle's™ Weekly/Topic Outline has had on your understanding of the class subject. Rate the effect Moodle's™ Discussion Board (forums) has had on your grade in the class. Rate the effect Moodle's™ Discussion Board (forums) has had on your understanding of the class subject.
LN – 0 SP – 12 N/A – 19
MN – 1 MP – 9
SN – 4 LP – 3
LN – 0 SP – 15 N/A – 19
MN – 3 MP – 7
SN – 4 LP – 0
LN – 2 SP – 13 N/A – 23
MN – 0 MP – 4
SN – 5 LP – 1
LN – 2 SP – 11 N/A – 23
MN – 1 MP – 5
SN – 3 LP – 3
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Results of “N/A” on the last few questions indicate that the student responding did not use that particular feature of Moodle™ in his or her class which used the CMS most. 4.1 Graphs Only data relevant to the conclusion were graphed.
25 20 15 10 5 0 Never
Rare
Mildly Often
Very Often
Fig. 1. Frequency of Difficulty
30 25 20 15 10 5 0
E ffect o n G rade E ffect o n Understanding
LN
MN
SN
SP
MP
Fig. 2. Overall Effect of Moodle™
LP
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20 O v e ra ll Ef f e c t
15
A s s ignm e nt P a ge ' s E f f e c t
10
We e k ly O ut line ' s E f f e c t
5 0 LN
MN
SN
SP
MP
LP
D is c us s io n B o a rd ' s E f f e c t
Fig. 3. Moodle’s™ Effects on Grade by Components 25 20
O v e ra ll E f f e c t
15
A s s ignme nt P a ge 's E f f e c t
10
We e k ly O ut line 's E f f e c t
5 0 LN
MN
SN
SP
MP
LP
D is c us s io n B o a rd's E f f e c t
Fig. 4. Moodle’s™ Effects on Understanding by Components
4.2 Significant Differences Using the Kruskal-Wallace test, a nonparametric that compensated for unequal cell sizes, the following significant differences were obtained: Table 4. Significant Differences Independent Gender Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Frequency of Difficulty Class Subject Class Subject
Dependent Frequency of Difficulty Effect of CMS on Class Grade Effect of CMS on Subject Understanding Effect of CMS' Assignment Page on Subject Understanding Effect of CMS' Weekly Outline on Class Grade Effect of CMS' Weekly Outline on Subject Understanding Effect of CMS on Class Grade Effect of CMS on Subject Understanding
P - Values 0.031 0.008 0.017 0.032 0.023 0.004 0.013 0.001
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5 Conclusion Seventy-three percent of the sample perceived problems with the CMS. The significant differences found indicate the importance of enhancing ease of use, ease of navigation, clarity of command and menu structures, as well as other factors of HCI. Poole’s study found no students having difficulties with their CMS [9]. This contrasts starkly with the 73% of students at the secondary school. The large difference demonstrates that studies on higher education’s use of blended learning cannot be generalized to the high school level. Of approximately 40 articles reviewed for this paper, only four scholarly sources could be found which focused on k-12 education. Current research on blended learning does not address the needs of secondary schools or the HCI components that may need reconstruction or clarification. A new body of research is needed for high schools. The significant difference between the genders when crossed with perceived difficulties gives a direction to improve CMS in high schools. Both psychological and sociological HCI concerns should be addressed. Historically, young females have addressed computers as antagonists, with some trepidation [23]. The current generation of students is facing a greater risk of information overload [21]. If the CMS adds to the learning curve, rather than simplifying the experience, the learning process becomes obfuscated. Therefore, a CMS needs to be as simple relative to HCI standards as possible. In follow-up conversations with the student body, students did not notice or take advantage of help pages. In fact, 80.4% of the sample was unable to locate and access the help modules. The help pages were perceived as confusing and detracting from the subject matter. Although Moodle™ is used throughout the world due to its opensource nature; it is believed that HCI professional community can contribute to its efficacy by improving HCI concerns. Despite the problems facing blended learning, the literature signifies great potential. Previous studies conducted on blended learning on the college level have shown that college students appreciate the process of blended learning [8][9][13][18]. High school students in this study believed that blended learning helped increase their knowledge acquisition (See Figure 2). As such, blended learning as an idea is not flawed, but needs more data based underpinnings. Students found the broader aspects of the information delivered by the CMS to be more relevant to both grades and understanding than those components that fostered depth. This may also lead to the supposition that a better navigational experience would have enhanced the students’ use of the blended learning tools (see Figure 3 and Figure 4).
Acknowledgements The authors would like to thank Gary Parker for his initial contributions, the student body for their participation in surveys and questionnaires, the faculty who responded to surveys and interviews, and an administration that facilitated the financial aspects of delivering this paper.
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References 1. Garrison, D.R., Vaughan, N.D.: Blended Learning in Higher Education: Framework, Principles, and Guidelines. Jossey-Bass, Hoboken (2007) 2. Hargadon, S.: Implementation Study #3: Moodle. K-12 Open Technologies (2008), http://www.k12opentech.org/implementation-study-3-moodle 3. U.S. Department of Education, http://www.ed.gov 4. Voogt, J.M., Knezek, G.A.: International Handbook of Information Technology in Primary and Secondary Education. Springer, Heidelberg (2008) 5. Awidi, I.: Critical Factors in Selecting a Course Management System for Higher Education in Ghana. Educause Quaterly (2008), http://connect.educause.edu/Library/EDUCAUSE+Quarterly/ CriticalFactorsinSelectin/46028 6. National Center of Education Statistics, http://nces.ed.gov 7. Chapman, G.: Federal Support for Technology in K-12 Education. Brookings Papers on Education Policy, 307–343 (2000) 8. Moodle.org, http://www.moodle.org 9. Poole, J.: E-learning and learning styles: students’ reactions to web-based Language and Style at Blackpool and The Fylde College. Language and Literature 15(3), 307–320 (2006) 10. Voos, R.: Blended Learning: What it is and Where it Might Take Us? Sloan-C View 2(1) 11. Mullins, J.: E-Learning in the Inspector General Community: The Federal Government Is Using E-Learning to Raise Inspector General Skill Levels, Reduce Training Costs, and Increase Training Hours and Training Opportunities-Strengthening the Community’s Core Competencies Overall. The Public Manager 35(1), 46–50 (2006) 12. Carlivati, A.P.: E-learning evolve. ABA Banking Journal 94(6), 49–56 (2002) 13. Crisp, P.: E-learning and Language and Style in Hong Kong. Language and Literature 15(3), 277–290 (2006) 14. Plummer, P., Busse, B.: E-learning and Language and Style in Mainz and Münster. Language and Literature 15(3), 257–276 (2006) 15. Computers in the Classroom: Uses, Abuses, and Political Realities. EMCParadigm Publishing, http://www.emcp.com/intro_pc/reading1.html 16. Graf, S., List, B.: An Evaluation of Open Source E-Learning Platforms Stressing Adaptation Issues. In: Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies, pp. 163–165 (2005) 17. Munoz, K., Duzer, J.: Blackboard vs. Moodle: A Comparison of Satisfaction with Online Teaching and Learning Tools. Humboldt State University (2005), http://www.humboldt.edu/~jdv1/moodle/all.htm 18. Dougiamas, M., Taylor, P.C.: Interpretive analysis of an internet-based course constructed using a new courseware tool called Moodle. In: HERDSA 2002 Conference (2002) 19. Ziegler, M., Paulus, T., Woodside, M.: Creating a Climate of Engagement in a Blended Learning Environment. Journal of Interactive Learning Research 17(3), 295–308 (2006) 20. Hetlighen, F.: Change and Information Overload: negative effects. Principia Cybernetica Web (1999), http://pespmc1.vub.ac.be/chinneg.html 21. Anderson, N.: 2008: Year of Information Overload? Ars Techina (2007), http://arstechnica.com/news.ars/post/20071226-interruptionsinfo-overload-cost-us-economy-650-billion.html 22. Barger, P.L., Luckmann, T.: The Social Construction of Reality: A Treatise in the Sociology of Knowledge. Anchor Books (1966) 23. Beckwith, L., Burnett, M., Grigoreanu, V., Wiedenbeck, S.: Gender HCI: What About the Software? Computer (2006)
A Language Learning System Utilizing RFID Technology for Total Physical Response Activities Harumi Kashiwagi, Yan Xue, Yi Sun, Min Kang, and Kazuhiro Ohtsuki Kobe University, 1-2-1 Tsurukabuto, Nada, Kobe, 6578501, Japan {kasiwagi,kang,ohtsuki}@kobe-u.ac.jp, [email protected], [email protected]
Abstract. In this paper, we present a method of integrating a CALL system with RFID tags in a classroom in order to provide the basic support for listening activities based on the concept of Total Physical Response (TPR) Approach. We designed and developed a prototype system with the function of providing corrective feedback. The prototype system has the following three features: (1) Real objects are used as the options for responding to audio questions. (2) A considerable amount of attribute information is used to increase the variation in the questions. (3) The system has a function of providing error messages and additional questions, depending on the degree of a learner’s mistakes. Results from the experiment suggest that integrating real objects into the learning system by using RFID tags has a potential impact on the language learners. Keywords: RFID, Language learning, TPR, Corrective feedback, Interaction.
1 Introduction Radio communication technology, such as radio-frequency identification (RFID) tags has been the focus of attention in recent years[1,3], and it is expected to be incorporated in the field of education[2,8,9,11]. With the inclusion of such technologies, the learning environment can be embedded in the real world, thus resulting in the following educational benefits. First, the real-world objects can be used as learning materials by attaching RFID tags to them; this will have a better impact on learning and will increase its potential effectiveness. Second, learners will be able to directly interact with their teachers and peers in the face-to-face environment, wherein the teachers can observe the learning processes of the learners. In this study, we present a method of integrating a CALL system with RFID tags in a classroom in order to provide the basic support for listening activities. In this system, the learners are required to respond to the commands of a system by performing a physical movement based on the concept of the Total Physical Response (TPR) approach[7]. It is believed that the TPR approach is a method through which learners can directly understand the target language without translating the commands into their own language. By utilizing the concept of the TPR approach, we designed and developed a prototype system that provides error messages and additional questions. The prototype system developed has the following three features: (1) Real objects are J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 119–128, 2009. © Springer-Verlag Berlin Heidelberg 2009
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used as the options for responding to audio questions. The respective object is linked to its attribute information. (2) A considerable amount of attribute information is also used to increase the variation in the questions. Thus, multiple target listening points are included in one question. (3) The system has a function that provides not only appropriate error messages depending on the learner’s incorrect responses but also provides additional questions as supplementary exercises, depending on the degree of the learner’s mistakes. The remainder of the paper is organized as follows. Chapter2 describes the basic concept of the system. In chapter 3, the outline and features of the prototype system have been discussed. Chapter 4 presents the implementation of the system, and chapter 5 explains the experiment and its results. Finally, the conclusions as well as future suggestions are presented in chapter 6.
2 System Concept In this chapter, the basic concept of the system has been described. This includes the concept of the TPR approach, the manner in which the questions and answer options should be arranged so as to cope with the variation in and difficulty level of the questions, and the manner in which feedback messages should be prepared in response to the learner’s mistakes. 2.1 The TPR Approach The TPR approach is a method in which teachers first provide a command in the target language, and then perform the corresponding action with the students. In this manner, the students learn not only by observing the actions but also by performing them[7]. In lessons that employ the TPR approach, teachers should avoid introducing new commands in quick succession. It is generally recommended that they present three commands at a time. As the students increase their knowledge of the target language, a longer series of connected commands can be provided. In this method, the actions clarify the meaning of the commands. Moreover, memory is also activated by connecting the actions with the language. From the teachers’ perspective, they will be able to immediately determine whether or not the students understand the command by observing their actions. The prototype system designed and developed in this study is based on this method. 2.2 Question and Feedback Structure Varying the Question Sentence Patterns and Controlling the Difficulty Level of the Questions. When creating listening exercises, it is necessary to consider the variation in the question sentence patterns and the difficulty level or complexity of the questions. The latter is related to certain aspect of language, i.e., vocabulary and phrases, grammatical structures, and length of sentences. Thus, a listening sentence that includes many new words and high-level grammatical structures will be difficult to comprehend. In addition to vocabulary and grammatical complexity, the difficulty level of a question will also be affected by the length of the sentence[10]. Therefore, vocabulary, grammatical structures, and length of sentences are the determinants of
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the difficulty level of questions. However, the following can be employed to reduce the difficulty level. 1. Give specific examples: When using terms such as “carbonated drinks” in a question, provide specific examples such as “Coke” or “Sprite.” 2. Give external characteristics: When the word “glue” is mentioned in a question, provide supplementary information about its external characteristics such as "It has the shape of stick and has a blue cap." 3. Simplify the text: Consider the following sentence, "Please give me cold lemon juice in a plastic bottle." This text can be simplified by breaking it up into two sentences, such as "I want a cold drink. A lemon juice is good, and a plastic bottle would be better." Thus, providing examples, giving supplementary information, and breaking up the questions into manageable parts is helpful for the learners. Controlling the Difficulty Level of the Questions by Varying the Response Options. The second factor to be considered is the response options. Typically, teachers instruct mixed-level learners, and hence, by observing the level of each learner, they need to keep changing the difficulty level of the questions. However, we can also control the difficulty level of the questions by varying the response options to the questions. For example, when a question such as "Please choose cold lemon juice which costs ¥130" is presented, the learner will attempt to listen selectively for specific information such as cold, lemon juice, and ¥130. If the learner is required to choose a response from the following four options, he/she will have to listen to the question and identify all the key words: (1) cold, lemon juice, and ¥130; (2) cold, lemon juice, and ¥150; (3) cold, apple juice, and ¥130; (4)hot, lemon juice, and ¥130. However, if the learner is given the following options, he/she will be correct even if only one key word is correctly identified: (1) cold, lemon juice, and ¥130; (2) hot, orange juice, and ¥200; (3) cold, banana juice, and ¥150; (4) cold, apple juice, and ¥150. In this manner, the difficulty level of questions can be controlled, depending on the learner’s understanding, by merely changing the response options. This method would be helpful particularly when teaching lower-level learners. Thus, when developing our system, we introduced the above-mentioned concept of changing the objects that are used in the response options. Corrective Feedback. In general, teachers react to the mistakes made by learners in many different ways. One such manner is by providing feedback; it helps the learners in altering their outputs in a constructive manner. The typical types of corrective reactions have been described in Chaudron's research[4,5] in the following manner: _Emphasis: Using repetition, or questions, to identify the aspect that is incorrect _Explanation: Providing information on the different causes of the error _Original question: Repeating the original question _Altered question: Altering the original question syntactically, but not semantically _Verification: Assuring that the correction has been understood
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In addition, the following can be regarded as the other types of corrective reactions: _Selecting & reviewing: Selecting & reviewing important points in order to guide the learners toward the right direction _Breaking down: Breaking down the learning items into smaller parts/steps to ease understanding Based on the above-mentioned works, we considered the function of providing feedback in the prototype system.
3 Prototype System 3.1 Flow of Instructions Fig. 1 illustrates the prototype system developed in this study. When a learner scans a question card, the system reads out the corresponding message, e.g., “Please choose cold lemon juice in a plastic bottle” (Fig. 2).
Fig. 1. Prototype system
Fig. 2. Method to use the system
The flow of instructions has been presented in Fig. 3. When the learner responds to the question by choosing an appropriate object and allowing the scanner to scan it, the system will check his/her answer. For example, if the learner chooses a cold, orange juice can, the system will detect an error in the following two attributes: kind and container type. Thereafter, it will detect the degree of the error, i.e., the data pertaining to two attributes among the three targeted attributes are wrong. These errors are represented as follows: cold = cold, lemon ≠ orange, and plastic bottle ≠ can. Then, the system will read out an error message, e.g., “No, it is not lemon juice. It is not in a plastic bottle,” followed by an additional question regarding the wrong response, e.g., “Please choose lemon juice.” If the learner provides the correct response in this case, the system would state, “OK, good,” and then read out the second additional question for another wrong response, i.e., “Please choose a plastic bottle.” If the learner correctly responds to all the additional questions, the system would again read out the initial question, i.e., “Please choose cold lemon juice in a plastic bottle.” At this instance, when the learner responds correctly, the system will move on to the next question.
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Fig. 3. Flow of instructions
3.2 System Features The Use of Real Objects for Providing Responses. In this system, learners aree required to choose an appro opriate object after listening to the question. The systtem checks whether or not the object selected is correct. In order to realize this, real objects with RFID tags are used u as the response options. The respective objects are linked to a considerable amount a of attribute information that includes factual ddata about the object, such as kind, k price, container type, and size, as shown in Fig. 44. A set of correct attribute inforrmation is also prepared in advance for each question. T The system checks the responses made by the learners by comparing the difference between the attribute data of the t correct response and that of the selected response. Questions with Multiple Target T Listening Points. The attribute information of eeach object is also used to createe questions with multiple target listening points. Here, the target listening points referr to the points in a question that a learner is requiredd to listen to. For instance, in the t question “Please choose cold lemon juice in a plaastic bottle,” the target listening points are cold, lemon juice, and plastic bottle. As m mentioned above, a set of correect attribute information is prepared for each question. F Further, a question sentence paattern is also prepared in advance. For example, in Figg. 5, the attribute data—(1) cold d, (2) lemon juice, and (3) plastic bottle—are set as the correct attribute information n. When we frame a question using the above data, “Pleease choose [hot/cold] [kind of juice] j in a [container type],” the following question willl be read out: “Please choose co old lemon juice in a plastic bottle.” Error Messages and Addittional Questions. When considering feedback messages and questions, many of the exissting CALL materials, including the commercially availaable ones, only have a “Good-W Wrong” feedback function, leaving much to be desired. In this respect, more detailed feedb back and step-by-step support can be expected, dependingg on the learner's level of understtanding. Taking the above-mentioned into consideration, the prototype system verifies th he responses given by the learner and reads out correspoonding error messages as well as a additional questions. These error messages and additioonal questions are produced baseed on the degree of the learner’s mistakes.
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Fig. 4. Attribute information n of the objects
Fig. 5. Process of creating a question
Fig. 6 illustrates the man nner in which error messages and additional questions are selected and produced. 1. To count the number of incorrect i attributes (n) in a question 2. To calculate the ratio (n//m) between the number of incorrect attributes (n) and the total number of attributees in one question (m), by which the degree of the learnner's mistakes are graded baseed on the error level 3. To determine the scenariio pattern (feedback pattern) of the error messages and the additional questions, whiich are adapted to the learner's error level 4. To produce error messag ges and additional questions in the decided scenario pattern For example, when the learner listens to the question “Please choose cold lem mon juice in a plastic bottle” and chooses a cold, orange juice in a can, the system deteects that the attributes of kind and a container type are incorrect. It then calculates the degree of the error, i.e., two of the three targeted attributes are wrong, representedd as cold = cold, lemon ≠ orang ge, and plastic bottle ≠ can. In this case, the error leveel is determined to be Level B, and the scenario pattern decided is S3. The system tthen reads out the error messagee, “No, it is not lemon juice. It is not in a plastic botttle.” Thereafter, it reads out an additional question for the wrong answer, “Please chooose lemon juice.” If the learnerr provides the correct answer, it reads out the second quuestion, “Please choose a plasstic bottle.” If the learner answers all the additional quuestions correctly, the system reads r out the initial question again.
4 Implementation The prototype system is ou utlined in Fig. 7. The system consists of a PC, an RFID tag reader unit (RFID-RS232C C READ/WRITE BOARD), and question cards and rreal objects with RFID tags (Ph hilips, Hitag2). The tag unit can read data from and w write data into the RFID tags witthin a distance of about 5 cm. The system is implemennted using Java and JavaScript. The PC functions as a local web server in the system. As shown in Fig. 7, two thread ds, i.e., the thread of detecting the scanning activity of the RFID tags and that of obseerving the clipboard, are developed by Java; the questtion sentences, response checkin ng, error messages, and additional questions are develooped by JavaScript. JavaScript iss used because the patterns of the questions and feedbback messages can easily be addeed.
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Fig. 6. Process of producing feedbacks
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Fig. 7. Outline of the prototype system
The process of how the system works is described in Fig. 7. Here, one question sentence pattern and one feedback message pattern are implemented in the prototype system. The information about the question number and the kind of card (a question card or an answer option card) is transferred by using the method of “get.” The information representing whether the system produces an initial question or an additional question, correct attribute information for each question, and attribute information of the object that the learner chose as the response object, are transferred by using a “Cookie.” First, when a question card with an RFID tag is scanned, the related information is read by using the “get” method in Thread 1 of the Java application. The information about the kind of card and the question number are obtained and embedded into a URL. Then, Internet Explorer is activated with the URL (http://localhost/sample/index.html?k=40&p4=0001) in which the query string is added. In Fig. 7, k represents the kind of card, and p4 represents the question number. The file index.html provides a question or checks a response based on the information of the kind of card that is scanned. If a question is provided, the file quest.html is activated; on the other hand, when an answer is provided, the file judge.html is activated. Further, the file quest.html provides an initial question or an additional question based on the information maintained in the “Cookie.” If the initial question is to be produced, quest0.html is activated, and if the additional question is to be produced, quest1.html is activated. Similarly, with regard to the file judge.html, the “Cookie” determines whether the response is for the initial question or for the additional question. If it is for the initial question, judge0.html is activated, and if it is for the additional question, judge1.html is activated. In Thread 2, the system observes the clipboard, and produces questions or feedback messages in synthetic voices.
5 Experiment 5.1 Participants and Procedures Thirteen students were selected to evaluate the system; their evaluations were assimilated with the help of a questionnaire. There were seven undergraduates, five graduates, and one postgraduate. Two exchange students from the U.S. whose native language was English were among the seven undergraduates. They worked as
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teaching assistants in the free conversation room at the University. After providing them with the necessary instructions on how to use the system, each student attempted to use the system with two different feedbacks: (1) only with “OK, good”, and “Wrong, Once again,” without detailed error messages or additional questions, and (2) with detailed error messages and additional questions. Subsequently, they were required to complete a questionnaire on the usability of the system, the use of real objects as response options, and the feedback messages and additional questions depending on the degree of the learners’ mistakes. 5.2 Results and Discussion System Usability and the Use of Real Objects as Learning Materials. According to the results of the questionnaire, as shown in Table 1, all the participants were of the opinion that the system with RFID tags was easy to use. Further, twelve of them agreed to the question “Is using real objects as learning materials useful for learning vocabulary.” The results suggested that the system does have a potential impact on language learners, albeit further empirical studies are required. Detailed Feedback, Depending on the Degree of the Learner’s Mistakes. Participants were required to choose the statements that best described what they observed from among the options presented in Table 2, on the basis of the two abovementioned feedback functions. According to the results, (1) 70%–80% of the participants stated that when they used the system with detailed error messages and additional questions, they could follow the exercises by themselves; further, they found that the error messages were effective in identifying their mistakes. (2) Half of them believed that this function could enhance the interaction between the system and the learner. In fact, some of them also commented that the “Good-Wrong” feedback function was monotonous and that the detailed error messages and additional Table 1. Results of the questionnaire on system usability and use of real objects Questionnaire Yes Is the system with RFID tags easy to use? 13 (100%) Is using real objects as learning materials useful for 12 (92%) learning vocabulary?
No 0 (0%) 1 (8%)
Table 2. Results of the questionnaire on the two feedback functions Statements with regard to the two feedback functions We can identify our mistakes with the help of error messages. We can follow the exercises with the help of feedback messages. This function can enhance the interaction between the system and the learner.
“Good-Wrong” feedback 3 (23%)
Detailed feedback
4 (31%)
9 (69%)
2 (15%)
6 (46%)
10 (77%)
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questions, depending on the degree of the learner’s mistakes, were good because each learner’s mistake is different from the others. Based on these results, it appears that the participants showed positive responses toward detailed error messages and additional questions, depending on the degree of the learner’s mistakes. At the same time, they also stated that variation in the feedback messages should be increased. Additional Questions. Finally, the participants were required to choose the statements that best described their opinion from among the options presented in Table 3, with regard to additional questions. In Table 3, the results are classified into two groups—native speakers (NS) and nonnative speakers (NNS). According to the results, the two exchange students (NS) agreed that one additional question was sufficient for multiple errors, while the seven NNS believed that one additional question was required for every error. Table 3. Results of the questionnaire on additional questions Statements regarding additional questions One additional question is sufficient for multiple errors. It is better to provide an additional question for the error. We can check each mistake with the help of additional questions. Additional questions are short and easy to understand.
NS (two participants) 2
NNS (eleven participants) 0
0
7
0
6
1
5
This result is consistent with the result that about 50% of the NNS felt that they could check each error with the help of additional questions. Further, five NNS agreed that the additional questions were short and easy to understand. Based on these results, it can be stated that feedback messages and short question sentences are helpful for learners who are unfamiliar with listening to a foreign language. It is expected that feedback comprising one additional question for an error is sufficient for helping foreign language learners.
6 Conclusion In this study, we proposed a CALL system with RFID tags in order to provide the basic support for listening activities in a classroom. Results from the experiment suggest that integrating real objects into the learning system by using RFID tags has a potential impact on language learning. Further studies on the variation in the feedback messages and additional questions are required to improve the system. It is assumed that the present prototype system can only be used by one user at a time. The individual user is not authenticated, and the learning history data are not saved. Using an RFID tag card as an identification card and saving history data on the RFID tags would help cope with these issues.
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References 1. Akiyama, I., Suenaga, S., Matsumura, Y., Minegishi, Y., Mano, S., & Iguchi, N.: The Structure of the IC Tag and its Impact. Soft Research Center (2004) (in Japanese) 2. Bandoh, H., Sato, H., Otsuki, Y., Baba, Y., Sawada, S., Ono, K.: Design and Trial Production of a Tool for Active Playtime in Preschools by Using RFID. Information Processing Society of Japan, IPSJ SIG Notes 2006(74) 2006-CE-85-(6), 41–48 (2006) (in Japanese) 3. Bhuptani, M., Moradpour, S.: RFID Field Guide. Prentice-Hall, Englewood Cliffs (2005) 4. Chaudron, C.: A descriptive model of discourse in the corrective treatment of learners’ errors’. Language Learning 27, 29–46 (1977) 5. Chaudron, C.: The role of error correction in second language teaching. In: Das, B.K. (ed.) Patterns of classroom interaction in Southeast Asia. RLC Anthology Series, vol. 17, pp. 17–50. Regional Language Centre, Singapore (1987) 6. Ito, E., Kojima, T., Takeuchi, H., Aoki, T., Miyazaki, S., Todoroki, S., Kitazawa, S., Yonekubo, S., Kazama, T.: Voice Output Communication Aid Used by the Picture Card with RFID. In: Proc. of the 21st Japanese Conference on the Advancement of Assistive and Rehabilitation Technology, pp. 327–328 (2006) (in Japanese) 7. Larsen-Freeman, D.: Techniques and Principles in Language Teaching. Oxford University Press, Oxford (2000) 8. Ogata, H., Akamatsu, R., Yano, Y.: Computer supported ubiquitous learning environment for vocabulary learning using RFID tags, TEL (Technology Enhanced Learning) 2004, France (2004) 9. Ogata, H., Yano, Y.: CLUE: Computer Supported Ubiquitous Learning Environment for Language Learning. Transactions of Information Processing Society of Japan 45(10), 2354–2363 (2004) (in Japanese) 10. Wilson, J.J.: How to teach listening. Pearson Longman (2008) 11. Yatani, K., Onuma, M., Sugimoto, M., Kusunoki, F.: Musex: A System for Supporting Children’s Collaborative Learning in a Museum with PDAs. The Transactions of the Institute of Electronics, Information and Communication Engineers J86-D-I(10), 773–782 (2003) (in Japanese)
Promoting Metacognition in Immersive Cultural Learning Environments H. Chad Lane University of Southern California Institute for Creative Technologies Marina del Rey, CA [email protected]
Abstract. Metacognition, defined as active control over cognitive processes during learning, is a critical component in the development of intercultural competence. Progression through stages of intercultural development requires self-assessment, self-monitoring, predictive, planning, and reflection skills. Modern virtual learning environments now provide a level of immersion that enable meaningful practice of cultural skills, both in terms of visual and experiential fidelity. This paper discusses their potential role in intercultural training, and the use of intelligent tutoring and experience manipulation techniques to support metacognitive and intercultural development. Techniques for adapting the behaviors of virtual humans to promote cultural learning are discussed along with the role of explicit feedback. The paper concludes with several suggestions for future research, including the use of existing intercultural development metrics for evaluating learning in immersive environments and on the balance between implicit and explicit feedback to establish optimal conditions for acquiring intercultural competence. Keywords: intercultural competence, metacognition, intelligent tutoring systems, immersive learning environments, experience manipulation.
1 Introduction Learning and adapting to a new culture is a significant challenge. In different cultural contexts, interpersonal and communicative behaviors that seem natural may produce unexpected results. For example, simple habits such as nodding and other forms of backchannel feedback can lead to unintended agreements that may, in turn, negatively affect trust, reputation, and so on. Although it is generally agreed that it takes years of first-hand experience to fully acclimate (i.e., living in-country), it is certainly important for someone who will be spending time in a new cultural context to prepare for what awaits them. This is the problem cultural training programs attempt to solve. Ad hoc attempts to implement cultural training tend to fall short by only providing passive learning materials to learners, such as a pamphlets of “do’s and don’ts” specific to the country or culture they will be experiencing. While easy, this approach relies heavily on rote learning and produces little or no deep understanding of culture. It also ignores empirical evidence that to develop intercultural competence in a general J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 129–139, 2009. © Springer-Verlag Berlin Heidelberg 2009
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way, training should be built around identifiable stages of development [3,8,9]. For example, if one is rushed to the point of behavior adjustment with limited or no understanding of the underlying cultural reasons, it could greatly hinder their overall development. True intercultural competence requires (at least) a heightened sense of self-awareness, an ability to self-assess, enhanced perceptive abilities, and a proclivity to reflect on experience. In other words, intercultural development requires concomitant metacognitive growth. This paper is about this process and how immersive learning environments and artificial intelligence can be used to promote intercultural learning. Metacognition involves active control over cognitive processes during learning. For example, when a learner is solving an algebra equation, cognition refers to the activities necessary to solve the problem, such as identifying rules to apply, applying them, finding a solution, and so on. Metacognition refers to a higher order of thinking that operates on these cognitive activities, such as planning, analyzing, assessing, monitoring, and reflecting on problem solving decisions and performance. Metacognition also enables more effective learning. A learner who is able to accurately gauge his or her own understanding is better equipped monitor his or her own progress and make productive decisions. This typically involves self-questioning and is part of the larger notion of metacognitive regulation [5]. Metacognitive skills can be taught. Numerous classroom studies have shown that explicitly teaching metacognitive strategies in the context of a specific domain (e.g., physics) can improve learning outcomes [4, p.19]. Strategies taught in these studies integrate metacognitive activities with cognitive and seek to make the steps of analyzing, planning, assessing, and reflection habitual in the learner. Studies have also shown that learning is more effective when learners explain worked out solutions to themselves. This phenomenon, which better learners do spontaneously, is known as the self-explanation effect. It is also possible to scaffold and promote the use of selfexplanations [6]. More recently, computer tutors focusing on teaching metacognitive skills have shown positive effects on learning behaviors (e.g., [1]).
2 Developing Intercultural Competence The Development Model of Intercultural Sensitivity (DMIS), developed by Bennett [3], is a model of intercultural development that has undergone rigorous validation. It is intended to explain how people construe cultural difference and how this ability
Fig. 1. The Developmental Model of Intercultural Sensitivity (DMIS) [3]
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becomes more flexible with time. By construe, Bennett is referring to Kelly’s [11] constructivist view that experience is a function of how one assigns meaning to events that occur in their lives. It is not simply a matter of being present during some event or set of events, but rather how those events are interpreted, encoded into memory, and later remembered. An underlying assumption of the DMIS is that as one’s ability to construe cultural differences evolves, intercultural competence also increases. According to Bennett, “it is the construction of reality as increasingly capable of accommodating cultural difference that constitutes development” [3, p. 24]. What constitutes a cultural difference for someone? It depends on that person’s cultural worldview, which is defined as the set of distinctions the person draws from to construe events in the world. A monocultural person – one who has primarily experienced a single culture in his or her life – will be unable to construe perceived differences from outside that cultural worldview. On the other hand, a person with a broader understanding is generally able to understand, even assume, other cultural worldviews. Hammer and Bennett summarize: “The crux of the development of intercultural sensitivity is attaining the ability to construe (and thus to experience) cultural difference in more complex ways” [8, p.423]. The DMIS is posits two broad worldview orientations: ethnocentrism and ethnorelativism. Each consists of three stages described below. The model is summarized in figure 1. Ethnocentrism is defined as an assumption that “the worldview of one’s own culture is central to all reality” [3, p.30]. Further, an ethnocentric person will implicitly assume that all others share this same worldview. The first ethnocentric stage is denial of difference in which the learner ignores or neglects differences. The next stage is defense against difference which includes recognition of cultural difference, but with negative evaluation. This stage is characterized by an “us vs. them” mindset and overt, negative stereotyping. The last ethnocentric stage is minimization of difference and includes the first signs of considering another cultural worldview. In this stage, the learner emphasizes similarities between cultures and recognizes only superficial cultural differences. Comments such as “we are all the same” are common at this stage. Guidance is especially important because some learners believe minimization is the ultimate stage of growth. When reality sets in that cultural differences are truly significant, there is a risk of withdrawal [3, p. 44]. The remaining three stages represent a shift to the ethnorelative orientation and are characterized by a basic understanding that one’s culture is but one out of many valid worldviews. The first ethnorelative stage is acceptance of difference in which the learner recognizes and appreciates cultural differences. Cultural difference evokes positive feelings, such as curiosity, in the learner for the first time. In the next stage, adaptation to difference, the learner makes an asserted effort to take the perspective of others. Because of this new perspective-taking or “frame shifting” ability, the learner can more easily interact with people from other cultures. The final stage is integration of difference: the learner has internalized multiple cultural worldviews and can easily assume different perspectives. Integration is an advanced stage often requiring years of experience to achieve. Metacognitive skills are critical for advancement through the DMIS stages. Given that the model is based on how one construes cultural differences, it follows that a learner must become aware of the construal process [11], how it works and how to assess their own ability to flexibly construe observed differences. The following metacognitive skills (at least) are related to the DMIS:
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• Enhanced perceptive abilities are needed to consciously recognize cultural differences without reacting to them immediately. • Self-assessment shortcomings can hinder progress through the DMIS stages if the learner is not able to identify communicative failures or misunderstandings. This feeds into self-monitoring and tracking through the stages. • Cultural self-awareness, defined as an understanding of one’s own culture, is an important aspect of movement from ethnocentrism to ethnorelativism [2]. • Self-regulated learning is necessary for advancement: “Generally, people in the later phase of adaptation know how to orchestrate their own learning" [3, p. 59]. • Planning and goal-setting can support progression through DMIS stages, such as seeking to reach a specific stage or to understand specific cultural differences. Bennett addresses metacognition in his discussion of the final stage, integration of difference. He explains: “By being conscious of this dynamic process, people can function in relationship to cultures while staying outside the constraints of any particular one.” [3, p.60]. Of course, reaching this stage typically requires years of firsthand experience and is out of scope for any training program; but, it does make a strong case for nurturing an intercultural learner’s metacognitive skills. This idea is consistent with many intercultural training programs [9]. The rest of this paper explores how immersive learning environments may provide additional support.
3 Intelligent Techniques for Guided Cultural Learning 3.1 Immersive Cultural Learning Environments and Virtual Humans Technologies such as virtual reality and photoreal 3D graphics are particularly important when considering cross-cultural training. High fidelity simulations make it possible to create realistic portrayals of the products of different cultures, such as architecture, art, dress, sounds, language, attitudes, and even smells. This can promote the learner’s sense of immersion and provide a foundation for identifying cultural differences. Two such environments are shown in figure 2. The first is the Tactical Language and Culture Training System (TLCTS) developed by Alelo, Inc. [10]. TLCTS provides an experiential learning environment for acquiring language and cultural skills. In the mission environment (from Tactical Dari, shown on the left side of figure 2), a learner is free to explore an Afghani village, hear the sounds, speak to locals in Arabic using free speech, and make gestures. The clothing, buildings, and surroundings are realistic and thus can give a learner a sense of what it might be like to walk around an actual village. In this way, the system is already in a position to aid in the learner’s identification of cultural differences. The screenshot on the right in figure 2 is from the Adaptive Thinking and Leadership (ATL) simulation game [14]. ATL is a team-training system that uses human role players for both sides in intercultural scenarios. In-game assessment is performed by peers and instructors who observe play and after-action review (AAR) facilities are available to convey the outcomes to trainees. Learners are often assigned to role play as people from different cultures, with appropriate backstories and goals. Role-playing is a well-developed technique in the cross- cultural training literature and consistent with the DMIS with respect to the goal of understanding different cultural worldviews.
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Fig. 2. (Left) The Tactical Language and Culture Training System (Tactical Dari) by Alelo, Inc. [10] and (right) the Adaptive Thinking and Leadership simulation [14]. Reproduced with permission.
In multi-player environments, like the ATL system, inhabitants are human roleplayers. This can be costly and sometimes challenging to control from an educator’s point of view. Research on virtual humans provides an alternative or supplement to cultural team-training in immersive learning environments. Virtual humans combine artificial intelligence (AI) research in cultural and emotional modeling, speech processing, dialogue management, natural language understanding, and gesturing, among others, to enable natural feeling communication and interaction with computercontrolled characters that listen and respond to the user. Virtual humans are driven by detailed models of tasks, emotion, body language, and communication [16]. The underlying representations readily support explanation, which can be useful for learning [7]. In the case of intercultural education, it is important to endow virtual humans with the ability to explain their actions and reactions in terms of their cultural worldview. It is also important that their behavior be controllable in order to establish conditions that best promote learning. 3.2 Experience Manipulation and Implicit Feedback Generally speaking, computer simulations simulate real world phenomena as accurately as possible. There are circumstances when it is appropriate to consider goals other than fidelity when deciding how a simulation should behave and what events should occur. For instance, to enhance entertainment value, a popular basketball video game in the 80’s included special modes that allowed players to jump well over ten feet high and be “on fire”. In this case, the goal of entertaining the player trumps the goal of simulating basketball completely realistically. In the case of learning, the same idea applies: if a certain event or situation will promote learning, then the simulation should seek to produce that experience. The caveat is that in the case of learning, the adaptations should probably fall within bounds of feasibility. We refer to this general technique as experience manipulation and now discuss several ways it might be used to promote metacognitive growth and cultural learning.
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Fig. 3. Expressions of anger, skepticism, and appreciation by virtual humans [7,16]
In a face-to-face intercultural situation, there are several ways that intelligent interventions could promote learning: • • • •
recognizing that an error was committed (or a good action was taken) finding a causal link between the action taken and the observed reaction understanding the reason(s) and culpable underlying cultural differences learning to avoid the same mistake in the future (or sustain good actions)
If a learner commits a cultural error, for example, and simply concludes to avoid the same behavior in the future, it will contribute little in their progression through the DMIS stages since this does not get to underlying causes. Also, the stage a person is in impacts how cultural differences are interpreted. Someone in the denial phase may not even be willing to accept the fact that a cultural error even occurred, for example. A learner in the other two ethnocentric stages (defense and minimization) may be aware an error occurred, but unwilling to take blame or perhaps place the onus on the virtual human to be the one who should adapt. Based on this understanding, the reaction of a virtual human to a cultural error should be appropriate for that learner. Feedback from the simulation itself, such as the oral and nonverbal reactions of virtual humans, is called implicit feedback. To support recognition of cultural errors, there are several strategies that can be used adjust implicit feedback to promote learning. One of the simplest is to accentuate verbal responses of characters to draw more attention to anger or negative feelings, in the case of an error, thus supporting the learner in recognizing a cultural difference that exists. Similarly, implicit positive feedback can be achieved by accentuating positive and laudatory responses to correct user actions. In some cases, it may even be appropriate for the virtual human to deliver an impassioned mini-lecture regarding the cultural issues in question. The choice of words by the virtual human can be designed to refer directly to actions taken by learner to support the pedagogical goal of linking cause and effect in the learner’s mind. In addition, the virtual human might also drop hints regarding the underlying cultural differences. Other forms of implicit feedback, such as body language and gestures, can have a dramatic effect on the communicative power of utterances. Figure 3 shows several virtual humans in different emotional states and displaying a variety of gestures. The timing and emphasis of these gestures can be adjusted to meet pedagogical goals in a way similar to the utterance content. Aside from body
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language, other features that might be adjusted in virtual humans are facial expressions, speech rate, intonation, and tone, emotional state, and personality traits. 3.3 Experience Management and Interactive Narrative The techniques described in the previous section all focused on emphasizing specific details of interacting with virtual humans to support the learner in recognizing cultural difference and improving their ability to self-assess in an interpersonal context. Of course, explanations for why certain behaviors are culturally offensive can be very complex. They may involve fundamental differences between worldviews, varying ethical standards, social structure, historical and geographical factors, and so on. A deep understanding of culture includes these advanced notions and may enable a learner to go beyond rote learning by providing the knowledge needed to reconstruct appropriate surface behaviors later. Cultural simulations should provide diverse cultural experiences that go beyond one-onone interactions and manage how events are presented and experienced by the learner. One such technology focusing on experience management is automated story directing (ASD) [15]. The goal is similar to that of a traditional tutoring system: allow users to feel as much freedom as possible, but keep them on certain paths that consist of certain experiences. The “path” in an interactive storytelling system is a storyline consisting of plots, arcs, events, and other narrative elements. Users may “break” a storyline by taking actions in the virtual world, and so ASD systems use a variety of techniques, like reactive planning, to repair storylines and re-plan when new events are deemed desirable. Often, the aim is to maximize engagement. For cultural training, the additional aim is to create situations and conditions that specifically address intercultural development of a learner and their specific areas of need. Learning issues involving metacognitive skills come into play when we consider the learner’s role in the narrative. She or he must be aware that the actions being taken are being observed by the AI agents in the simulation and that choices being made have observable outcomes. Just as behavioral details of interactions can be manipulated to highlight differences, so can story elements. For example, if a learner makes a gender-related error early in a game, the ASD may decide to propagate this knowledge through the social network so other story elements and characters can exploit the weakness. Here the goal is not only to teach gender specific cultural differences, but also to encourage consideration of unintended cultural consequences of earlier actions. This requires the metacognitive ability to continuously self-assess over an extended period, reaching back further than just the most recent action, and the ability to predict (another metacognitive skill). After dealing with negative consequences of actions, it is hoped that a learner will become more likely to anticipate possible unintended outcomes of actions before taking them. 3.4 Guidance and Feedback Inherent risks exist in unguided environments, such as inefficient learning, the formation of misconceptions, and development of incomplete or fragmented knowledge [12]. Experience manipulation and implicit feedback can certainly mitigate these risks to a certain degree, but to adequately address the needs of novice and intermediate learners, explicit feedback from a human tutor, pedagogical agent, disembodied
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coach, or other form of intelligent tutor has the potential to greatly enhance learning. Explicit guidance can come in different forms in an immersive learning environment. A pedagogical agent who plays a role in the underlying simulation is a popular approach. The TLCTS [10] and the mission rehearsal exercise described in [16] both provide pedagogical agents in the form of a knowledgeable companion who can give hints on how to succeed. No matter what the modality, explicit feedback generally provides more direct and understandable guidance than implicit – this is especially important for novices [12]. Immersive learning environments can be overwhelming at times. With respect to cultural learning, explicit hinting and feedback can help learners in several ways: 1. 2. 3. 4. 5.
confirm a learner’s interpretation of observed virtual humans behaviors explain the cultural differences in play during specific interactions explain the “under the hood” reasoning of a virtual human hint about ideal actions to take or warn against certain risks suggest the learner identify possible outcomes and desirable end states
Explicit tutorial feedback removes a level of interpretation for the learner. Rather than guessing or inferring the cognitive and emotional states of virtual humans, a clear statement by a tutor can act as a strong scaffold for learning in immersive cultural environments. There are certainly cognitive aspects to the tactics listed above, but they also address the metacognitive demands of intercultural development. Tactics 1-3 encourage self-assessment by describing the impact of a learner’s actions on a virtual human. Because this is feedback being delivered in a real-time environment, the issues of distraction and cognitive overload need to be considered. Thus, it is ideal to keep “in-game” feedback short and precise, saving the longer explanations for postpractice reflection. Hinting (tactic 4) can be direct (and at the cognitive level), but also can be used to encourage the learner to think about pros and cons of taking different actions – this is especially important in ill-defined domains where assessment is inherently challenging [13]. The content of tactics 1-4 are precisely the what should be a part of the learner’s deliberations before acting in the environment. Such cognitive activities by the learner would constitute attempts at self-explanation. Tactic 5, identifying potential end states, is a purely metacognitive tactic that is geared towards supporting goal formation and identifying “what right looks like.” Encouraging the learner to “think before acting”, to engage in planning and simulate hypothetical actions, and “reflect after acting” are at the core of metacognitive growth and a fundamental requirement for advancement through the DMIS stages. Tutorial sub-dialogues are rarely possible in real-time environments, and so there is time only for very brief periods of reflection. However, once a practice session or exercise is complete, there is time to carefully target metacognitive skill development. Immersive learning environments should therefore provide supporting tools such as video playback. Reflective tutoring is an appropriate supplement to guide the use of these tools and to fill in the gaps from feedback that was delivered during practice. The reflective tutoring system built for the virtual humans [7] walks the student through three questions: (1) What happened? (2) Why did these events occur the way they did? and (3) How can good performance be sustained and poor performance be improved? A promising approach here is to leverage explanation facilities of virtual humans to uncover their thinking via explanation and discover what other actions may
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have produced better outcomes. An advanced tactic is to restart the simulation to give the learner a second chance (a “mulligan”). Reflection at this point may enhance selfassessment skills and intercultural growth.
4 Conclusions and Suggestions for Future Research This paper has argued that achieving intercultural competence requires strong metacognitive abilities. Although cross-cultural training programs frequently adopt metacognitive approaches to teaching intercultural competence, the connection is rarely made explicit. The Peace Corps describes this growth as a continuum from unconscious incompetence (not knowing anything and being blissfully unaware of differences) to unconscious competence (full awareness of differences and appropriate behavior is second nature). By describing these stages, the learner put in a position to self-monitor their advancement. This then requires application of other metacognitive skills, such as self-assessment, self-explanation and self-regulation, to progress through the stages. The Developmental Model of Intercultural Sensitivity (DMIS) is an empirically derived and validated model of intercultural development based on notion of how cultural differences are “construed” by a learner [3,11]. To develop intercultural competence, it is necessary to construe cultural difference in progressively more complex ways, such as from different cultural worldview perspectives. Growth here also requires mature metacognitive abilities and it may be possible to promote these skills in modern immersive learning environments through a combination of experience manipulation and explicit guidance. The DMIS suggests cultural difference as the pivot point for intercultural growth, and so careful direction of virtual humans and delivery of feedback that targets self-assessment, predictive, and reflection skills has the potential to speed the growth to intercultural competence. Most of the computer simulations built for cultural education have not undergone rigorous experimental evaluations for learning or for intercultural development. Hammer and Bennett’s Intercultural Development Inventory (IDI) [8] has been used to validate the DMIS and may provide a suitable metric for determining the valueadded, if any, that comes from augmenting cultural training programs with immersive learning environments – especially if the IDI can be administered repeatedly and rates of change can be tracked. Other more general questions about feedback are suggested for further study. For example, • • • •
Does implicit pedagogical feedback break immersion? If so, what is the cost (if any) to breaking immersion with respect to learning? What is the interplay between implicit and explicit feedback? What situations merit the use of explicit feedback?
The use of implicit feedback and experience manipulation is perhaps one of the most important open questions to address. The instructor interface to the ATL serious game [14] provides the ability to throw “curve balls” to teams during their missions, such as helicopter fly-overs. These are intended to support the development of adaptive thinking skills under stress. This is related to research in the ITS community on finding the appropriate level of challenge for a learner. These connections need further exploration, as does the reasoning behind expert instructors’ decisions to throw curve balls:
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What are the triggers? How do instructors decide which curve ball to throw? The answers may not always involve metacognitive skills, but as this paper has attempted to argue, manipulations of this sort in an intercultural context may be ideal to highlight cultural differences to give learners practice in dealing with them and in developing intercultural competence.
Acknowledgments The project described here has been sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM). Statements and opinions expressed do not necessarily reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
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13. Ogan, A., Aleven, V., Jones, C.: Culture in the classroom: Challenges for assessment in illdefined domains. In: Ikeda, M., Ashley, K.D., Chan, T.-W. (eds.) ITS 2006. LNCS, vol. 4053. Springer, Heidelberg (2006) 14. Raybourn, E.M.: Applying simulation experience design methods to creating serious game-based adaptive training systems. Interacting with Computers 19, 206–214 (2007) 15. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic experience management in virtual worlds for entertainment, education, and training. Int. Tran. on Systems Science and Applications, Sp. Iss. on Agent Based Systems for Human Learning 4(2), 23–42 (2008) 16. Swartout, W., Gratch, J., Hill, R., Hovy, E., Marsella, S., Rickel, J.: Toward virtual humans. AI Magazine 27(2), 96–108 (2006)
The Application of the Flexilevel Approach for the Assessment of Computer Science Undergraduates Mariana Lilley and Andrew Pyper University of Hertfordshire, School of Computer Science, College Lane, Hertfordshire AL10 9AB, United Kingdom {m.lilley,a.r.pyper}@herts.ac.uk
Abstract. This paper reports on the use of the flexilevel approach for the formative assessment of Computer Science undergraduates. A computerized version of the flexilevel was designed and developed, and its scores were compared with those of a traditional computer-based test. The results showed that the flexilevel and traditional scores were highly and significantly correlated (p<0.01). Findings from this study suggest that the flexilevel approach is a viable adaptive testing strategy, and may be a good candidate for smaller applications where IRT-based CATs may be too demanding in terms of resources. Keywords: e-assessment, flexilevel, adaptive testing strategies.
1 Introduction The past two decades have seen an increased use of e-assessment applications in higher education, to the extent that the use of computer technology in student assessment is rapidly becoming a common feature across the sector. Most of these applications, however, are based on a “one-size-fits-all” approach of assessment, and tend to mimic traditional forms of static assessment (for example, paper-and-pencil objective tests). Examples of e-assessment applications that exploit the interactive nature of computers in order to adapt to the characteristics of individual students are few; indeed some argue that the full potential of the use of technology in higher education assessment has not yet materialized (see, for example, [2] and [6]). An example of an e-assessment application that adapts to the characteristics of individual students is computerized adaptive testing. Adaptive testing differs from traditional testing in the way in which the questions to be administered during a given assessment session are selected. In traditional testing, all students are presented with the same set of questions, regardless of their proficiency levels within the subject domain. By contrast, in an adaptive test, the application’s algorithm unobtrusively monitors the performance of students during the test, and then employs this information to dynamically adapt the sequence and level of difficulty of the questions (or tasks) to individual students. Adaptive testing has been primarily associated with Item Response Theory (IRT) [8, 11]. Projects such as SIETTE [3, 4, 9, 10] have shown the efficacy of an IRTbased approach to adaptive testing in higher education. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 140–148, 2009. © Springer-Verlag Berlin Heidelberg 2009
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Other studies on the use of adaptive testing in a higher education environment include research previously conducted by one of the authors [7]. In this work, it was shown that the application of an IRT-based approach to adaptive testing supported proficiency level estimates comparable to those obtained using traditional (i.e. static) tests. The IRT-based approach to adaptive testing was also shown to be effective at tailoring the level of difficulty of a test to the proficiency level of individual students. By tailoring the level of difficulty of the question or task to individual proficiency levels, students were challenged by test items at an appropriate level, rather than demotivated by items that were above or below their proficiency level. Despite these positive findings, procedural factors impeded a greater uptake of the adaptive approach as proposed in the research [7]. The implementation of IRT-based adaptive testing applications is a complex task. Most importantly, the IRT model requires a large and calibrated database of questions. The calibration process usually requires a large item pool and specialist calibration programs, such as Xcalibre [1, 5]. This paper reports on a pilot study that investigated the implementation of computerized adaptive testing based on the flexilevel approach [8, 11] as an alternative to IRT-based algorithms. An overview of the flexilevel approach is presented in the next section of this paper.
2 The Flexilevel Approach Like IRT, flexilevel algorithms attempt to match the level of difficulty of questions to the proficiency level of individual students. The Flexilevel approach, however, is based on a fixed branching strategy that is less complex to implement than IRT-based algorithms. Database calibration is also simpler; indeed Lord [8, p. 117] suggests that “any rough approximation” of the difficulty, of the questions will be adequate. The difficulty of a question is determined by the following formula (adapted from Ward [12]):
⎛ n × 100 ⎞ ⎟⎟ D = 1 − ⎜⎜ p n r ⎝ ⎠
(1)
In Equation 1, np is the number of students who answered the question correctly, and nr is the total number of students who answered the question. In addition to simpler calibration, smaller question databases are required. The flexilevel approach requires a database of 2n-1 question (where n is the number of questions to be administered during the test). A flexilevel test typically starts with a question of medium difficulty. If the student answers the question correctly, a more difficult question is presented. Conversely, if the question is answered incorrectly, an easier question follows. The flexilevel approach was initially devised as a self-scoring paper-and-pencil test [8]. As an example, consider a paper-based test with 19 questions; the difficulty of the questions ranging from 0.05 (easiest) to 0.95 (hardest).
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M. Lilley and A. Pyper [Q10, difficulty = 0.50] Red 1 [Q9, difficulty = 0.45] Blue 1 [Q11, difficulty = 0.55] Red 2 [Q8, difficulty = 0.40] Blue 2 [Q12, difficulty = 0.60] Red 3 [Q7, difficulty = 0.35] Blue 3 [Q13, difficulty = 0.65] Red 4 [Q6, difficulty = 0.30] Blue 4 [Q14, difficulty = 0.70] Red 5 [Q5, difficulty = 0.25] Blue 5 [Q15, difficulty = 0.75] Red 6 [Q4, difficulty = 0.20] Blue 6 [Q16, difficulty = 0.80] Red 7 [Q3, difficulty = 0.15] Blue 7 [Q17, difficulty = 0.85] Red 8 [Q2, difficulty = 0.10] Blue 8 [Q18, difficulty = 0.90] Red 9 [Q1, difficulty = 0.05] Blue 9 [Q19, difficulty = 0.95]
Fig. 1. Adapted from Lord [8]. Layout of a paper-based flexilevel test, in which Q1 is the easiest question and Q19 is the hardest question
In the example shown in Fig. 1, the student will start the test by answering Q10 (i.e. question of medium difficulty). The answer sheet will inform the student whether each response was correct or incorrect; for example, a red spot appears where the student has selected an incorrect answer and a blue spot appears where the student’s response was correct. Each time a correct answer is given, the question to be answered next is the lowest numbered “blue” question not previously answered. In the event of an incorrect response, the next question to be answered is the lowest numbered “red” question not previously answered. A student who answers all questions correctly will answer the following sequence of questions: Q10, Q11, Q12, Q13, Q14, Q15, Q16, Q17, Q18, and Q19. A student who answers all questions incorrectly will answer the following sequence of questions: Q10, Q9, Q8, Q7, Q6, Q5, Q4, Q3, Q2, and Q1. A student who answers the first question incorrectly, and all the following questions correctly will answer the following sequence of questions: Q10, Q9, Q11, Q12, Q13, Q14, Q15, Q16, Q17, and Q18. Following the directions for a paper-based flexilevel test can be an onerous and disengaging task. This issue can be avoided by developing a software application to select, administer and score the questions, and this is the focus of the study reported here.
3 Methodology The experiment was designed to model a real formative assessment situation as far as possible, given the constraints of the experimental design. So, whilst participants were free to leave without consequence and they were not the subject of the test, they were encouraged to engage with the test as if it were a real formative assessment. 3.1 Participants Twenty-four final year Computer Science undergraduates participated in the experiment. They had previously studied the topic that was the subject of the test, but were briefed that the experiment was a test of the software application and not of them.
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3.2 Software The software prototype was developed using VB.NET with an Access database to store the questions and responses. There were 29 questions; these were separated into two pools, one to populate the flexilevel test (19 questions), and the other to populate the statically selected test (10 questions). The questions had previously been used in standard testing and calibrated based on the calibration formula described previously. The order of presentation of the two tests was randomised. The two different sets of questions had different light background colours on the question screens. This was done in order to enable the experimenters and participants to refer to the different tests without naming them. The colours used were selected because they maintained a clear contrast between the text of the questions and the background of the screen. Fig. 1 shows the layout of the question screen.
Fig. 2. Screenshot of the flexilevel software application
Finally, the software allows for the timing of a test, and displays time elapsed and number of questions answered throughout the test. 3.3 Questionnaire The questionnaire document consisted of a briefing section setting out information about the flexilevel approach, test and questionnaire and 15 statements that participants could rate using a 5 point Likert scale from 1: Strongly Disagree to 5: Strongly Agree. The statements are shown in Tables 3 (ease of use) and 4 (perceived usefulness). The statements were designed to elicit participants’ views on the ease of use of the software application and the perceived usefulness of the software application.
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A further 3 questions that asked for free text responses were included, and are shown in Table 1 below. Table 1. Open questions included in the questionnaire
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Statement What problems, if any, can you see to the uptake of this adaptive testing approach?
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Is there a question that you would like to have been asked? If so, what is it and how you would answer it?
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Can you see any benefits of this adaptive testing approach?
3.4 Experimental Procedure The participants were briefed that they were about to engage in an assessment using a new form of software assessment. They were told that the test was of the software and not of them. However, in order to encourage them to answer the questions to the best of their ability, participants were informed that the participant with the highest overall score would be given £20.00. They were also told that they would be asked to fill in a questionnaire. All participants were offered £10.00 as a thank you for participating, but it was made clear that they could leave at any time and did not have to complete the test or the questionnaire in order to receive the money. The participants took the test in a computer lab in test conditions. They started the test in their own time and had 25 minutes to complete the whole test; this was monitored by the software application. This enabled the collection of the performance of participants in the two tests and the reporting of their results at the end of the test. Once the participants had completed the tests they were asked to fill in the questionnaires that had been placed by their computers. This enabled the collection of data associated with the views of participants. 3.5 Hypothesis The hypothesis of the experiment was that there would be a significant correlation between students’ results on the statically generated test and the flexilevel generated test.
4 Results A summary of students’ performance is presented in Table 2. Table 2 shows that the range of scores achieved by participants was relatively large for both test conditions and that there is little apparent difference between the conditions.
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Table 2. Summary of student scores for each section of the test (N=24) Test Flexilevel Static
Minimum
Maximum
1.0 2.0
9.0 8.5
Mean 4.62 4.89
Std. Deviation 2.10 1.91
A Pearson product-moment correlation coefficient was computed to assess the relationship between the flexilevel and static scores shown in Table 2, r=0.764, n=24, p<0.01, Sig. (2-tailed)=.000. A paired-samples t-test showed no significant difference between the flexilevel and the static scores, t(23) = -.954, p=.350. The scatterplot shown in Fig. 2 illustrates the results.
Fig. 2. Scatterplot diagram showing the scores achieved by participants in the two test conditions
Student responses to the questionnaires were also analysed. Table 3 below shows that the majority of participants agreed with statements concerning the ease of use of the software application. As can be seen from Table 4, participants were also positive when responding to statements about the perceived usefulness of the software application. This was particularly the case in terms of using the flexilevel for formative assessment (statement 4), areas that the participants might need to work on (statement 6), or not (statement 11) and that if flexilevel tests were made widely available that they would use them (statement 13).
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M. Lilley and A. Pyper Table 3. Ease of use. Mode and median for the responses. Statement Median Mode 1. Learning to use the Flexilevel software application would be 4 4 easy for me. 2. I would find it easy to remember how to perform tasks (e.g. 4 4 how to answer a question) using the Flexilevel software application. 3. I would find the Flexilevel software application easy to use. 4 4 Table 4. Perceived usefulness. Mode and median for the responses. Statement Median 4. I would find the Flexilevel approach useful for practice 4 tests. 5. I would find the Flexilevel approach useful in summative 3.5 tests (i.e. the test score counts towards my final grade). 6. The adaptivity supported by the Flexilevel approach 4 would help me to identify the areas in which I need to work harder more quickly. 7 The adaptivity supported by the Flexilevel approach would 4 enhance my overall assessment experience. 8 For practice tests, I would prefer using the Flexilevel 4 approach to other forms of objective testing. 9. For summative tests, I would prefer using the Flexilevel 3 approach to other forms of objective testing. 10. The system used to score a Flexilevel test makes sense to 4 me. 11. I would find the score provided by the Flexilevel 4 approach useful at identifying how much I have learned. 12. I would find it useful if the level of difficulty of a test is 4 tailored to my level of understanding. 13. Assuming the Flexilevel software was available to me for 5 practice tests, I predict that I would use it on a regular basis. 14. In practice tests, test questions that are too easy are less 4 engaging than those questions that are tailored to my level of understanding. 15. In practice tests, test questions that are too difficult are 3 less engaging than those questions that are tailored to my level of understanding.
Mode 5 3 5
4 4 3 4 4 4 4 4
3
Participants were less positive in their responses to the use of the flexilevel approach in summative assessments (statement 5) and tended not to agree that more difficult questions were less engaging (statement 15). The open questions were included to enhance the richness of the data collected, but were too few to be subjected to content analysis. As such, they will be used to inform the discussion of the results that follows, rather than being reported in this section.
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5 Discussion The results of this pilot study are very encouraging, there is a high and significant correlation between participants’ performance on the two different types of test and participants were positive about their use of the software. Additionally, participants were positive about the use of the flexilevel approach in formative assessment. Moreover, there was a reasonably wide distribution of scores. So, it seems that performance of participants in the two tests is consistent across a range of attainment. Nonetheless, this is a pilot study, and as such there are aspects of this study that future experiments will need to replicate. The participants are all final year undergraduate students. It may be expected that such a sample would have no problems with using the software application. The measures of ease of use are important in controlling for potential extraneous variables, and also to identify any usability issues in these early stages of development. In this sense a sample of Computer Science undergraduates was a good choice for the pilot study. Expert analysis of the interface indicated no serious usability issues that might be expected to trip up even users with a high degree of technical literacy. The results of the study bear this out. Clearly the downside to using Computer Science students as participants is that this sample of participants may not be representative of a wider student population. Whilst the participants in this study reported no problems in using the software application, it seems likely that extrapolating this to a wider population would be unwise. Clearly an important part of future experiments would be to involve participants from a wider population of students. One reservation raised about the software application was that “You can't go back and correct a previous answer”. This is a necessary feature of the system, however, because if participants were able to go back and review the questions, they would soon be able to enhance their marks simply by going back and attempting the questions until they found the correct response. In terms of the perceived usefulness of the application, there seems to be a difference in the way participants perceived the flexilevel approach as a tool for formative and summative assessment. Participants were positive about the formative use of the flexilevel approach. One participant commented that “providing multilevel questions after one another is good”. As noted previously, participants believed it could support them in their academic progress – “...would really help to outline where problems in understanding lie and help students to address those areas.” Also “...good approach to learning giving better students harder questions.” This attitude did not extend to the use of the flexilevel approach in summative contexts: “all students may not be tested equally” and “I think that there would be a smaller gap in marks between good and bad students than in normal tests which would not be good for assessment”. Participants did suggest that the flexilevel approach would enhance their overall assessment experience (statements 7 and 12), but it seems that this enhancement would mostly be realised in the formative assessment they engage in. An informal observation has been that students were uncomfortable using a system in which the scoring system was not clear to them; for example, maximum likelihood estimates, used in IRT-based adaptive testing may not be obvious to all. In this study, participants indicated that they did indeed understand how the scoring system worked
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(statement 10). This could be taken to be support for the use of a simpler adaptive system than those that had been previously employed. However, this bears further scrutiny in future work given that participants felt that high-performing students may be disadvantaged by this scoring in summative assessments.
6 Conclusion This pilot study was concerned with the efficacy of the flexilevel approach to adaptive testing when compared to standard computer based testing. The results show a highly significant correlation between scores achieved by participants on the two tests. This provides a basis upon which to replicate and extend this research to include larger groups of students and those in studying in different academic disciplines. This will be the subject of future work.
References 1. Assessment Systems Corporation, XCALIBRE Marginal Maximum-Likelihood Estimation, http://assess.com/xcart/product.php?productid=270&cat=0& page=1 2. Challis, D.: Committing to quality learning through adaptive online assessment. Assessment & Evaluation in Higher Education 30(5), 519–527 (2005) 3. Conejo, R., Guzmán, E., Millán, E., Trella, M., Pérez-de-la-Cruz, J.L., Ríos, A.: SIETTE: A Web–Based Tool for Adaptive Testing. International Journal of Artificial Intelligence in Education 14, 1–33 (2004) 4. Conejo, R., Millán, E., Pérez-de-la-Cruz, J.-L., Trella, M.: An empirical approach to online learning in SIETTE. In: Gauthier, G., VanLehn, K., Frasson, C. (eds.) ITS 2000. LNCS, vol. 1839, pp. 604–614. Springer, Heidelberg (2000) 5. Gierl, M.J., Ackerman, T.: Software Review: XCALIBRE — Marginal MaximumLikelihood Estimation Program, Windows Version 1.10. Applied Psychological Measurement 20(3), 303–307 (1996) 6. Joy, M., Muzykantskii, B., Evans, M.: An Infrastructure for Web-Based ComputerAssisted Learning. ACM Journal of Educational Resources 2(4), 1–19 (2002) 7. Lilley, M.: The Development and Application of Computer-Adaptive Testing in a Higher Education Environment, Unpublished PhD thesis, School of Computer Science, University of Hertfordshire, Hertfordshire (2007) 8. Lord, F.M.: Applications of Item Response Theory to Practical Testing. Lawrence Erlbaum Associates Inc., Mahwah (1980) 9. Ríos, A., Conejo, R., Trella, M., Millán, E., Pérez-de-la-Cruz, J.L.: Aprendizaje automático de las curvas características de las preguntas en un sistema de generación automática de tests. In: Actas de la Conferencia Española para la Inteligencia ArtificialCAEPIA 1999 (1999) 10. Ríos, A., Millán, E., Trella, M., Pérez-de-la-Cruz, J.L., Conejo, R.: Internet Based Evaluation System. In Open Learning Environments: New Computational Technologies to Support Learning, Exploration and Collaboration. In: Proceedings of the 9th World Conference of Artificial Intelligence and Education AIED 1999, pp. 387–394. IOS Press, Amsterdam (1999) 11. Wainer, H.: Computerized Adaptive Testing: A Primer. Lawrence Erlbaum Associates Inc., Mahwah (2000) 12. Ward, C.: Preparing and Using Objective Questions. Nelson Thornes Ltd., Cheltenham (1980)
Development of Ubiquitous On-Demand Study Support Environment for Nursing Students Yukie Majima1, Yumiko Nakamura2, Yasuko Maekawa2, and Yoichiro So3 1
Department of Liberal Arts and Science, Osaka Prefecture University 1-1 Gakuencho, Naka, Sakai, Osaka 599-8531, Japan [email protected] 2 School of Nursing, Osaka Prefecture University 3-7-30 Habikino, Habikino, Osaka 583-8555, Japan [email protected], [email protected] 3 Production Systems Research Lab. KOBELCO 1-5-5 Takatsukadai, Nishi, Kobe, Hyogo 651-2271, Japan [email protected]
Abstract. We were selected to work with “Development of e-Learning Program to help enhance human resource ability based on needs,” which is a government supported program of fiscal year 2005 to address modern education needs (Modern GP). The program has therefore been underway since 2005. The objectives of the program are to use e-Learning to further improve education and teaching practices qualitatively for nursing education, to supply high-level nursing practice capabilities, and provide a new environment in which students can study independently in an efficient manner. The main targets to achieve the program goals are: i) to produce e-Learning training materials that include examples of nursing to use for the study of nursing practice and support students’ acquisition of problem-solving abilities during nursing operations; and ii) to construct an environment to support ubiquitous on-demand studies in which students can study for themselves easily, at any time, and anywhere on campus or on the actual practice site using this e-Learning methodology. This paper presents a report of an actual lecture class conducted in using such training materials. Keywords: Education of nursing, Nursing practice ability, E-learning, Ubiquitous on-demand study.
1 Introduction As medical treatment levels are becoming more advanced and patients’ requirements become increasingly diverse, what is requested now by every organization that is taking part of nursing education is the need to better cultivate human resources to work in nursing positions so that they can gain proper proficiency in nursing practice, which means the ability to assess a patient’s situation correctly, then understand and provide the most appropriate nursing care to that patient. To respond to that social need for human resources, we believe that it is necessary to improve the education J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 149–155, 2009. © Springer-Verlag Berlin Heidelberg 2009
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and instruction of nursing more qualitatively, and to provide students with a new environment in which they can study efficiently. Among all educational activities, the most effective way for students to acquire actual nursing capabilities is to have the learner join on-site practice training, which is arequired part of the nursing education curriculum. Through on-site practice, students can learn comprehensively by communicating directly to patients or those who require nursing care. However, such practicing facilities are spread out in various locations. For that reason, the situation available on site is not necessarily as good a study environment as that available on campus. The campus might provide facilities such as libraries, Internet capability, and IT equipment. By making e-Learning available at every on-site practice location, we believe that we can not only improve the study environment situation, but also help to raise the quality level of the study itself. Under these circumstances, the School of Nursing at the Osaka Prefecture University was selected to work with “Development of e-Learning Program to help enhance human resource ability based on needs,” which is a government-supported program of fiscal year 2005 to address modern educational needs (Modern GP). The actual title is “e-Learning to help acquire nursing practice ability –Construction of a ubiquitous on-demand study supporting environment–.” The program began activities last year as the “CanGo” project. “CanGo” stands for “Communication”, “Art”, “Nursing”, “Good practice”, “Osaka Prefecture University”. This paper reports the actual classes taught in 2006-2007 using materials that were developed specifically for this project based on project activities undertaken in 2005, and of the results obtained from on-site training support we gave to students.
2 CanGo Project Summary The CanGo project objective is to fill the gaps that are readily noticeable from one study method to another, to improve the efficiency and usefulness of every study activity on-campus or off-campus, and to improve students’ attitudes toward study more aggressively. This objective must be achieved so that students can acquire the ability to solve study-related problems that might often occur in lectures, or during practice sessions made on-campus or on-site, all of which are conducted in the regular curriculum of nursing education. The backbones of our activities are: i) to produce e-Learning materials for the study of nursing practice and examples for use by students to acquire problem-solving ability; and ii) to construct a ubiquitous on-demand study-supporting environment in which students can study independently through e-Learning at any time, anywhere, and without any difficulty whatsoever. Through these four-year studying opportunities on and off campus, we are hoping to help students acquire capabilities to solve all kinds of nursing problems efficiently and aggressively so that, eventually, we can produce in our society good human resources with full proficiency in advanced nursing practice capabilities. Specifically, the following three unique environments are available to support students’ study.
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Utilizing USB memory that stores the recorded study history, anyone can easily download examples of nursing from the nursing training materials server machine. Each student is allowed to compile a digital nursing dictionary by downloading the necessary sub-training materials before the on-site practice starts. We believe that any student can study independently while compiling such a “personal digital nursing dictionary.” During that study process, a learner would be able not only to review and summarize the contents of past study, but also to proceed with meta-recognition that would point to further study or related activities, and what knowledge and nursing technology must be acquired before the on-site practice starts. Finally, to support selfstudy, a bi-directional study support environment would be prepared in which a
Fig. 1. Overall structure of CanGo project Table 1. CanGo project targets and its accomplishments Targets 1) Develop 100 examples of nursing by re-structuring the existing nursing examples documents, and construct a training-material database 2) Construct a ubiquitous on-demand study support environment that is openly available to students Accomplishments 1) Development of 107 examples in four specialized nursing areas, and a total of 1901 references for the digital nursing dictionary 2) Supplying equipment for study support environment 272 portable multimedia terminals 15 laptop PCs to support lecture classes 1 wireless attachment for a projector
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student can receive guidance from the instructor through e-mail that might be available using a cell phone or other media equipment. Figure 1 depicts the overall structure of the CanGo project. Table 1 shows its targets.
3 e-Learning Materials for Nursing Examples Simulation We produced nursing training materials with examples for each specialized nursing area based on prototype training frames for e-Learning of nursing, developed by Majima et. al. and Seta et. Al.[1,2,4,5] to improve nursing students’ problem-solving abilities.
Fig. 2. Training frames on nursing examples
Fig. 3. Digital nursing dictionary
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Training frames (Figure 2) consist of two study modes. In study mode 1, a series of nursing processes can be studied through “Understanding patients’ examples”, “Problem studies on nursing”, and “Evaluation of analyzed results”. Study mode 2 is available for each example of a patient, in which the student can self-study, when necessary, through the contents of basic and required knowledge of specialized nursing practices, nursing techniques, and national-examination-related materials. Training materials were produced using multimedia techniques incorporating sound effects, animation, and illustrations. Contents that are organizing the training materials can be reorganized and reused for other digital sub-training materials, allowing the creation or addition of any new training materials without difficulty. Moreover, after downloading, they can be used to create a new digital nursing dictionary (Figure 3). In the other mobile method, Maag[3] introduced an emerging technology using by podcasting in nursing education.
4 Practice and Example in Nursing Education From 2006 to 2007, we hosted a series of lectures using training materials developed in from 2005 to 2007, and used portable multimedia terminals for on-site practice. Following are the ideas and opinions given to us after that on how to improve practices, as well as other useful advice. 4.1 Lectures Using Training Materials with Nursing Examples Instructors who joined in the creation of training materials actually used them in their classes. We asked them to report about how they used the training materials in their classes in addition to the responses they received from their students. To have them conduct such training in their classes, the study-support environment development team of the project organization supplied the training materials, computers and assemblies, and other materials to instructors who requested them. The execution evaluation team helped create questionnaires for students and the reporting formats to be used by the instructors. The actual lectures were intended mainly for third-year nursing department students (about 120–140) studying for work in five different nursing fields. Following are some examples of how training materials were used: i) Starting with the introduction of the patient starring in the training materials of examples on nursing (giving self-introduction narration by the patient), the patient subsequently presented scenes in which nursing problems are described; then the students were separated into work groups and each was expected to make a nursing care plan, and to present it before others, which were finally evaluated by the instructor with appropriate comments provided. ii) Introduction of some nursing examples and scenes of nursing care problems were posed. iii) Providing the students with some nursing care problems beforehand to use them in later work to be done by every group. Therefore, different approaches seem to have been taken by each instructor. Some opinions from the students are as follows: “It was easy to grasp the images of the examples,” “It was easy to read the patient’s emotions shown in the examples,” “It was realistic, so it was easy to understand,” “It was realistic and practical,” “It
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was good from a visual perspective with the image pictures provided,” “It was easy to know the necessary information,” “It was good to hear the information given by voice,” and “I was able to understand the priority of the nursing care problems.” Additionally some students pointed out not only about how to collect information, but also about the methodology of how nursing-care assistants should recognize situations to move forward to create opportunities to educate patients. 4.2 On-Site Practice Support by Portable Multimedia Terminals We prepared portable multimedia terminals (PSP, Play Station Portable; Sony Corp.) loaded with training material contents prepared for the associated nursing practice areas, and lent them each to students who agreed to monitor them. Subsequently, we requested that they use them during the entire practice period. We requested them to give us opinions regarding the operability of the training materials and other information when they had to return the terminal. Following are some of the comments. Portable Multimedia Terminal 1. It was good to be able to find and view the necessary document without taking much time. 2. Because it is basically a game machine, its operability is good. 3. It was easy to use the training materials in this way. 4. The images in the training materials are useful, as if we were playing a game. 5. It is easy to carry because it is small and light. 6. The screen was easier to see than I thought. 7. The battery power duration time is too short. 8. It would be nice if there were a search function available everywhere in the training materials. Training Materials’ Contents 1. They were helpful in the practice class. It would have been nice if they had been available before. 2. What we wanted to see out of the training materials was restricted for our practice class. 3. It was very convenient to be able to see technically related pictures close at hand. 4. It was helpful to understand things using images. 5. We can see it anytime anywhere. Therefore, it is helpful when we study at home after the nursing technique practice is over.
5 Discussions After having had the training materials and the contents we produced used in the actual classes, we found that the students’ evaluations were good partially because it is something new to them. Nevertheless, their comments and opinions accurately reflected their experience, and helped us to determine the issues clearly and work continuously to correct and improve them in future versions of the system. Some
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instructors were not very happy with manipulation of information equipment, which underscores the importance of support them during use in actual classes. Through the process of having the training materials used in actual classes, we can continue to search for the most appropriate training materials. In so doing, we can review previous teaching methods and adapt and reconstruct them, if necessary. Additionally, using such training materials in actual classes, we can review the class proceedings and teaching methods the classes with the materials combined. Above all, the fact that the instructors felt that teaching a class was fun should create a positive impact on future educational activities resulting in leading to develop of our faculty.
6 Conclusions This report described our introduction of e-Learning in the School of Nursing at the Osaka Prefecture University (as the CanGo project), and reported comments and opinions given when we had the nursing practice example materials and sub-material contents we produced from 2005 to 2007 used for the actual classes from the first half of 2006 to 2007. In addition, we reported those comments and opinions given from the experiences we had when supporting the actual on-site practices. Future studies will further introduce e-Learning techniques based on the plan, along with regular and constructive review. We would be happy if the knowledge and experience we received were referenced and used anywhere else.
Acknowledgments This project was conducted through the aid of the Modern Education Needs Supporting Program of the year 2005 offered from the Ministry of Education, Culture, Sports, Science and Technology.
References 1. Kazuhisa, S., Yukie, M., Yoichiro, S.: Nursing task ontology based learning system redesign for enabling adaptive on-demand learning environment. In: Proceedings of the 3rd WSEAS/IASME International Conference on Engineering Education, Greece, pp. 114–119 (2006) 2. Kazuhisa, S., Yukie, M., Yoichiro, S.: Towards Building Adaptive On-Demand Learning Environment Based on Nursing Ontology. WSEAS Transaction on Advantages in Engineering Education, 563–570 (2006) 3. Margaret, M.: Podcasting: An emerging technology in nursing education. Studies in Health Technology and Informatics 122, 835–836 (2006) 4. Yukie, M., Yoichiro, S.: Development of E-learning for Problem solving Approach of Nursing Students. Studies in Health Technology and Informatics 122, 919 (2006) 5. Yukie, M., Yoichiro, S., Kazuhisa, S.: Framework for Problem-Solving Based Learning in Nursing Domain – An Experimental Study. Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, pp. 625–628 (2006)
The Effects of Prior Knowledge on the Use of Adaptive Hypermedia Learning Systems Freddy Mampadi, Sherry Chen, and Gheorghita Ghinea School of Information Systems, Computing and Mathematics, Brunel University, Uxbridge, Middlesex, UB8 3PH, UK {Fred.Mampadi,Sherry.Chen,George.Ghinea}@brunel.ac.uk
Abstract. Prior knowledge and cognitive styles are considered important determinants in adaptive hypermedia learning systems (AHLSs) as they influence how learners select information to put into memory. However, there is a need to investigate how they influence learner performance and perceptions prior to comparing them and establishing if they can be used together to maximise learning in AHLSs. To this end, this study investigated the effects of prior knowledge on the use of AHLSs to set the foundation for the comparison. 60 students participated in this study. The results showed that, in general, adapting to prior knowledge improves learner performance and perceptions, especially for users with low prior knowledge. However, the results also indicated that the relative improvement in learner performance is significantly higher than that of perceptions when using the AHLS. The implications of the design of AHLSs are discussed by the paper. Keywords: Learning performance, Perceptions, Novice, Experts, Evaluation, Cognitive styles, Learning styles.
1 Introduction Adaptive hypermedia learning systems (AHLS) address learners’ diverse needs to assimilate and comprehend information or content [8,11]. Previous empirical studies have demonstrated that individual differences, such as cognitive styles, prior knowledge and gender differences, and hypermedia learning have close relationships (e.g. [12,16]). In particular, in educational settings, cognitive styles and prior knowledge have been singled out as very important factors as they influence how learners select information to place in memory [20]. However, previous research did not compare the effects of these two individual difference elements on the development of adaptive hypermedia learning systems. In order to make this comparison, there is a need to develop and evaluate two adaptive hypermedia learning systems, one adapting to prior knowledge of users while the other is designed to adapt to their cognitive styles. This study, therefore, sets the foundation of the comparison by investigating the first scenario which is the effects of prior knowledge on the development of adaptive hypermedia systems. This investigation was important because there is a need to establish whether the adaptive hypermedia system that is developed to adapt to prior J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 156–165, 2009. © Springer-Verlag Berlin Heidelberg 2009
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knowledge improves learner performance and/or perceptions, as per the previous empirical studies, prior to making comparison with systems that adapt to cognitive styles. The objective of this study is to, therefore, develop the adaptive hypermedia learning system that adapts to individuals’ prior knowledge and then compare it with an ordinary hypermedia system as an evaluation process to determine whether the adaptive version has a different effect from the ordinary version.
2 Related Research There have been a number of adaptive hypermedia systems that have been developed that takes into consideration, the user’s level of prior knowledge. These systems are normally grouped under Adaptive Educational Hypermedia Systems (AEHS), which are also known as Adaptive Hypermedia Learning Systems (AHLS). Examples of such systems are ELM-ART II [22], and InterBook [2]. The evaluation of the developed AHLSs mostly analysed one of the adaptive techniques without taking the totality of the system. That is, adaptation in an adaptive hypermedia system is driven by several adaptive techniques that work in conjunction to improve the learning of an individual. However, previous research (e.g. [2]) investigated adaptive navigation support alone while Boyle and Encarnacion [1] investigated adaptive presentation. Our research, however, combines the previously research adaptive techniques, also basing on the proposed frameworks (e.g. [7]) to develop an AHLS that could be tested against an ordinary hypermedia system that does not offer adaptivity. Also, according to the review of the literature, previous research focused on the improvement of learning performance as a determinant for the importance of prior knowledge in driving adaptation in AHLSs. A little research targeted the perceptions of use for such systems. Higher test scores were, in effect, transcribed as a representation for positive perceptions as several studies have indicated that students performed better in learning environments of which they had more positive perceptions [6,13]. To this end, there is a need to establish whether learning performance or perceptions (or both) are influenced by adapting to prior knowledge in AHLSs. We conducted a controlled experiment investigating the effects of prior knowledge on the use of AHLSs. Our experiment was based on AHLS developed with previous Table 1. Summary of preferences for low prior knowledge and high prior knowledge users (From [7])
• • • •
Low Prior Knowledge Perform better in hierarchical structure Need advance organizers and advisement Prefer guided navigation Prefer concept maps
• •
High Prior Knowledge Perform better in network structure Prefer free navigation
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research findings that combined the conceptual framework for designing AHLSs [7] and preferences of novices and experts in hypermedia environments (Table 1 and 2). The experiment was aimed at answering two research questions: (1) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on learning performance; (2) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on perceptions.
3 Experiment 3.1 Method Sixty participants took part in this experiment. In order to determine whether or not the AHLS was better than the ordinary hypermedia system, a between-subjects design was used. In other words, this meant that each student used either of the systems once but not both. The experiment was controlled. The same content was used for both systems without incurring the practice and fatigue effects in the experiment. Furthermore, each participant went through the same procedures in order to minimise bias. 3.2 Procedure Participants started with a pre-test which consisted of 19 questions before perusing the learning content (either Ordinary or AHLS). The AHLS used adaptive techniques in Table 2 to cater for novices and experts. When the participants felt they had completed the material, they followed a link to post-test before finishing the experiment by answering an exit questionnaire. The questionnaire gathered perceptions and attitudes of use. Table 2. Differences between novices’ and experts’ interfaces Adaptive Hypermedia Link hiding Adaptive layout Additional support Annotated Links
Novice Interface
Expert Interface
Hidden links Hierarchical Map Advisements Traffic light metaphor
Rich links Alphabetic Index No advisements No annotations
4 Discussion of Results The sample mean scores for novices and experts using the ordinary hypermedia system were determined and treated as the expected means for the respective populations. The means for novices and experts using the adaptive hypermedia system were also calculated and then compared to the expected means of the population. In other words, the calculated means for the ordinary hypermedia system were compared to the calculated means for adaptive hypermedia system. For learning performance, an independent one-sample t-test was used. The onesample t-test compares the mean score of a sample to a known value. It measures
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whether a sample value significantly differs from a hypothesized value [18]. In our case the hypothesized value is the mean calculated scores resulting from the use of the ordinary hypermedia system. The sample mean is calculated from results drawn using the adaptive hypermedia system. The resultant two means can, therefore, be compared. The means of gain scores and post-test scores were used to determine the differences in learning performances. To make a comparison between the perceptions of those students that used the ordinary hypermedia system with the ones that used the adaptive hypermedia system that adapts to their levels of prior knowledge, we employed the independent onesample t-test as used in the analysis of learning performance. The means of certain questions from the exit questionnaires tailored to novices and experts using the ordinary interface were calculated, and treated as the hypothesised mean for the population, which was then compared to the means for the adaptive hypermedia version using the one-sample t-test. The statistical analysis, to make all the comparisons on the data, was conducted using Statistical Package for the Social Sciences (SPSS) for Windows version (release 15.0). A significance level of p < .05 was adopted for the study. 4.1 Learning Performance Analysis of learning performance was measured using the post-test scores and the gain scores (post-test score minus the pre-test score) for novice students using the ordinary hypermedia and the adaptive hypermedia versions. The ordinary version was used to hypothesise the scores in order for the mean to be compared with that of the adaptive version. The results from the one-sample t-test are summarised in Table 3. With respects to post-test score means, the results show that there was a significant difference in learning performance between users of the ordinary hypermedia version and the adaptive version (t (21) = 3.465, p = .002). In other words, the average posttest score of novices using the ordinary hypermedia version (M = 62.65, SD = 11.875) is significantly different from the novice using the adaptive hypermedia version (M = 72.23, SD = 12.965). The result shows that there was significant improvement in posttest scores when novice students used the adaptive hypermedia that was adapted to their levels of prior knowledge. The results of the gain scores indicate that there was a significant difference in learning performance between novices of the ordinary hypermedia and adaptive hypermedia versions (t (21) = 2.590, p = .017). In other words, the average gain score Table 3. Summary of the learning performance results (one-sample t-test) Novice Variable Po st-test Score Ga in Score
Mean (SD) M ean (SD)
Expert
Ordinary Hypermedia
Adaptive Hypermedia
Ordinary Hypermedia
Adaptive Hypermedia
62.65 (11.875)
72.23 (12.965)
73.40 (7.542)
74.61 (7.678)
35.42 (14.396)
43.09 (13.894)
10.32 (11.235)
15.33 (8.485)
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of novices using the ordinary hypermedia version (M = 35.42, SD = 14.396) was significantly different from that of novice using adaptive hypermedia version (M = 43.09, SD = 13.894). The result shows that there was significant improvement of gain score when novice students used the adaptive hypermedia system that was adapted to their levels of prior knowledge. With respects to expert users, the one-sample t-test indicate that there was no significant difference in mean post-test scores between users of the ordinary hypermedia and adaptive hypermedia versions (t(17)=.625, p = .540). This means that the average performance of experts, with respect to mean post-test scores, using the adaptive hypermedia version (M = 74.61, SD = 7.678) was not significantly different from that of experts using the ordinary version (M = 73.40, SD = 7.542). The results, however, showed that with respect to gain scores, there was slightly significant difference between users of the ordinary hypermedia and adaptive hypermedia versions (t(17)=2.507, p = .023). This means that the average performance of experts, with respect to mean gain scores, using the adaptive hypermedia version (M = 15.33, SD = 8.485) was significantly higher than that of experts using the ordinary hypermedia version (M = 10.32, SD = 11.235). In this respect, this result shows that the adaptive hypermedia system that adapt to individuals’ prior knowledge can improve students’ learning performance. These results are consistent with the majority of reported studies (e.g. [9,17]). 4.2 Perceptions and Attitudes To analyse the perceptions and attitudes of novice and expert users towards adaptive hypermedia that adapts to their levels of prior knowledge, we analyses users’ responses from the questionnaires. More specifically, a comparison is conducted between the results of the questionnaire from the ordinary hypermedia system and those from the adaptive hypermedia system. A one-sample t-test was used to determine if there was any positive improvement in perceptions and attitudes when students used the adaptive hypermedia version. The summary of results is shown in Table 4. Table 4. Summary of results for perceptions (one-sample t-test) Novices Statements
Experts
Ordinary Hypermedia
Adaptive Hypermedia
Ordinary Hypermedia
Adaptive Hypermedia
I felt the structure of this tutorial is not clear
Mean (SD)
2.57 (1.025)
1.77 (0.922)
2.16 (0.879)
1.72 (0.904)
I found the sequence of topics was logical It is hard to find a route for a specific topic in this tutorial Sometimes I found it hard to keep track which bits I had learnt.
Mean (SD)
3.01 (0.950)
4.41 (0.596)
3.42 (0.982)
4.44 (0.602)
Mean (SD)
3.68 (0.875)
1.77 (0.923)
3.07 (0.987)
2.50 (0.930)
Mean (SD)
3.64 (0.822)
2.77 (0.922)
2.46 (0.932)
2.06 (0.994)
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Students’ views on content structure. The adaptive hypermedia version was designed such that it offered overall a topic map for students with low prior knowledge and a topic index for students with high prior knowledge of XML. In the map version (used by novices), the content was organised into three levels, with topics, subtopics and pages, presenting a global picture of the entire hierarchical structure. In the index version (used by experts), the content was organised alphabetically with all of the nodes covering the topics, subtopics and pages in a network structure. The ordinary hypermedia system did not employ adaptive hypermedia techniques. In comparing the ordinary version and the adaptive version basing on the structural differences, the results indicated that there were significant differences in attitudes and perceptions between the groups. Two questions were extracted from the questionnaire to determine the views of students using the adaptive hypermedia system. The response was in comparison to those students that used the ordinary hypermedia version. With respect to novices, the results of the independent on-sample t-test (Table 4) indicate that there was a significant difference in perceptions and attitudes towards structure of the tutorials between users of ordinary hypermedia system and adaptive hypermedia version, t(21)=-4.055, p = .001. This means that students that used the adaptive hypermedia version (M = 1.77, SD = 0.922) found the structure of the tutorial to be clearer as compared to those that used the ordinary hypermedia version (M = 2.57, SD = 1.025). The results of the one-sample t-test also indicate that there was a significant difference in perceptions and attitudes towards sequence of topics between users of the ordinary hypermedia XML tutorial and adaptive hypermedia version, t(21) = 11.116, p = .000. This means that the students that used the adaptive hypermedia version (M = 4.41, SD = 0.596) found the sequence of topics to be more logical than those that used the ordinary hypermedia version (M = 3.01, SD = 0.950). The same questions were posed to experts to determine their views on structure of their respective tutorials. There were significant differences in attitudes and perceptions between students that used the adaptive hypermedia version and those that used the ordinary hypermedia version. The one sample t-test results, t(17) = 2.470, p = .024 shows that in terms of clarity of structure experts users using the adaptive version (M = 1.72, SD = 0.904) found it slightly clearer than those using the ordinary hypermedia version (M = 2.16, SD = 0.879). A significant difference was also found when experts were asked about how they felt about the logical sequence of topics. As showed in Table 4, the results (t(17) = 8.500, p = .000), show that the experts students that used the adaptive hypermedia version (M = 4.44, SD = 0.602) found the sequence of topics to be more logical as compared to those that used the ordinary hypermedia version (M = 3.42, SD = 0.982). In summary, with respect to structure, the results of this investigation support prior research [15,19] that indicate that adaptive hypermedia systems that adapt the structure of the content to learners’ prior knowledge improve learning performance and are perceived as useful and enjoyable. Students’ views in terms of navigational structure. In terms of getting lost using the tutorial, novice users using the adaptive hypermedia version enjoyed using their version while their counterparts using the ordinary hypermedia version felt frustrated probably because they did not have a suggested route (implemented through the
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pre-requisite structure of the tutorial) to follow through the learning system (Table 4), hence prone to getting lost. The results of the independent one-sample t-test indicate that there was a significant difference in perceptions and attitudes towards getting lost using the tutorials between users of the ordinary hypermedia and adaptive hypermedia versions (t(21)=-11.010, p = .000). This means that students that used the adaptive hypermedia version (M = 1.77, SD = 0.923) found it easy to find a route for a specific topic in the tutorial as compared to those that used the ordinary hypermedia version (M = 3.68, SD = 0.875). The problem of navigation and getting lost was not as significant for experts as was for novices. However, experts using the adaptive hypermedia version felt that the navigational structure was better as compared to those that used the ordinary hypermedia system which did not have an index. As showed in Table 4, (t(17) = 2.202 , p = .042), experts found it slightly easier to find a specific topic when using the adaptive hypermedia version (M = 2.50, SD = 0.930) than the ordinary hypermedia version (M = 3.07, SD = 0.987). The results of the experiment support the findings of previous studies that matching individuals with their preferred navigational features improves the likeability of a hypermedia system. The studies have evaluated the effectiveness of different navigation tools for high and low prior knowledge users. They found that these tools influence users’ achievement and attitudes (Chen et al., 2006; Farrell and Moore, 2001). The adaptive hypermedia version of the tutorial used in this experiment used the same principles to adapt navigational structure to novice and experts. It used a map for novice students and an index for experts. Students’ view in terms of additional support. To provide additional support for novices the adaptive hypermedia system uses different colours for hyperlinks and the list of pages read and those that still need reading. Novice students using the ordinary hypermedia version (M =3.64, SD = 0.822) found it harder to track which bits of information they have learnt as compared to novice students that used the adaptive hypermedia version (M = 2.77, SD = 0.922) of the tutorial as shown in Table 4 (t(21) = -4.411, p = .000). For the experts, there was no significant difference between those who used the ordinary hypermedia version (M = 2.46, SD = 0.932) as compared to the ones that used the adaptive hypermedia version (M = 2.06, SD = 0.994). The results show that for t(17) = -1.966, p = .066. This may be due to the fact that both experts using the two systems did not find it hard to keep track of what bits the have learnt. A possible reason for this finding may be that they have the ability to restructure the material because they are already familiar with the basic concepts [14]. The results of the experiment are in support of previous research which shows that additional support when provided can help learners with a low level of prior knowledge in hypermedia learning, particularly in free navigation conditions [7,14]. Advisement, which provides learners with visual aids and recommended navigation paths, is helpful in preventing disorientation in non-linear hypermedia learning. As novice learners cannot rely on their prior knowledge to help them structure the text,
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graphical overviews and structural cues are powerful and beneficial in providing navigation guidance so as to ease disorientation problems[7].
5 Conclusions Two research questions were examined in this study: (1) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on learning performance; (2) whether adapting a hypermedia learning system to an individual’s level of prior knowledge has an effect on perceptions. The answer to the first research question is that an adaptive hypermedia learning system that adapts to individuals’ levels of prior knowledge improves their learning performance and therefore affects it. The answer to the second research question is that an adaptive hypermedia learning system that adapts to individuals’ levels of prior knowledge affects perception of use. This study demonstrated that the adaptive hypermedia learning system is more beneficial than ordinary hypermedia learning system, especially for users with low prior knowledge. The study also supports the results of previous research which also emphasises on the usefulness of adaptive hypermedia learning systems tailored to learners’ prior knowledge. The study revealed, however, that not everybody benefits from the adaptive hypermedia learning systems, especially users with a high level of prior knowledge. A possible reason for this finding may be that they have the ability to restructure the material because they are already familiar with the basic concepts. Therefore, the major challenge lies with improving the learning performance and perceptions of high prior-knowledge users with adaptive hypermedia systems that adapt to their levels of knowledge. With respect to perceptions, the study has demonstrated that although students had more positive perceptions using the adaptive version over the ordinary version, there was a slight difference between experts using the adaptive version and those using the ordinary version. The study also revealed that, in comparing the results of learning performance and perceptions on the adaptive version, learning performance scores seemed to be slightly more significant than those of perceptions. That is, students seem to do well in terms of test scores but not showing as much positive attitudes towards the interfaces provided to them. Hence, this study recommends that interfaces design incorporate mechanisms that are dedicated to improving learner performance like pre-requisite structure driven by a learner model. However, there should be an investigation on how to improve perceptions of use for such systems, by analyzing the importance of cognitive styles. This type of design could maximize performance of learners using adaptive hypermedia systems. There is also a need to incorporate both prior knowledge and cognitive styles and determination of the right blend to maximise learning, in adaptive hypermedia systems design could then be established, with its associated pros and cons. This was a small-scale study, hence we recommend that further studies be undertaken with a larger sample to provide additional evidence. We believe that such evidence will not only help to improve the design of adaptive hypermedia learning systems, but also will also be useful for the development of other personalized applications, such as e-commerce systems and virtual training environments.
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References 1. Boyle, C., Encarnacion, A.O.: MetaDoc: An Adaptive Hypertext Reading System. User Modeling and User-Adapted Interaction 4(1), 1–19 (1994) 2. Brusilovsky, P., Pesin, L.: Adaptive navigation support in educational hypermedia: An evaluation of the ISIS-Tutor. Journal of Computing and Information Technology (1998) 3. Brusilovsky, P.: WebEx: Learning from examples in a programming course. In: Fowler, W., Hasebrook, J. (eds.) Proceedings of WebNet 2001, World Conference of the WWW and Internet, Orlando, FL, AACE, October 23-27, 2001, pp. 124–129 (2001) 4. Brusilovsky, P., Eklund, J., Schwarz, E.: Web-based education for all: A tool for developing adaptive courseware. Computer Networks and ISDN Systems 30(1-7), 291–300 (1998) 5. Caramel, E., Crawford, S., Chen, H.: Browsing in Hypertext: A Cognitive Study. IEEE Transactions on Systems, Man, and Cybernetics 22(5), 865–883 (1992) 6. Chen, S.Y.: A cognitive model for non-linear learning in hypermedia programmes. British Journal of Educational Technology 33, 449–460; Ghinea, G., Chen, S.Y.: The impact of cognitive styles on perceptual distributed multimedia quality. British Journal of Educational Technology 34, 393–406 (2003) 7. Chen, S.Y., Fan, J., Macredie, R.D.: Navigation in Hypermedia Learning Systems: Experts vs Novices. Computers in Human Behavior 22(2), 251–266 8. Cleary, C., Bareiss, R.: Practical Methods for Automatically Generating Typed Links. In: The Proceedings of the Seventh ACM Conference on Hypertext, Washington, DC (1996) 9. Dochy, F.: Assessment of prior knowledge as a determinant for future learning. Lemma BV/Kingsley Publishers, Ultrecht (1992) 10. Farrell, I.H., Moore, D.M.: The effect of navigation tools on learners’ achievement and attitude in a hypermedia environment. Journal of Educational Technology Systems 29, 169–181 (2001) 11. Ferguson, W., Bareiss, R., Bimbaum, L., Osgood, R.: ASK systems: An approach to the realization of story-based teachers. The Journal of the Learning Sciences 2, 95–134 (1992) 12. Ford, N., Miller, D.: Gender differences in Internet perception and use. In: Electronic Library and Visual Information Research. Papers from the third ELVIRA conference, April 30, 1996, pp. 87–202. ASLIB, London (1996) 13. Fullerton, K.: The interactive effects of field dependence- independence and Internet document manipulation style on student achievement from computer-based Instruction. Ed.D Dissertation. University of Pittsburgh (2000) 14. Last, D.A., O’Donnell, A.M., Kelly, A.E.: Using hypermedia: Effects of prior knowledge and goal strength. In: The annual meeting of the Society for Information Technology & Teacher Education, Washington, D.C (1998) 15. McDonald, S., Stevenson, R.J.: The effects of text structure and prior knowledge of the learner on navigation in hypertext. Human Factors 40, 18–27 (1998) 16. Mitchell, T.J.F., Chen, S.Y., Macredie, R.D.: Hypermedia learning and prior knowledge: domain expertise vs. system expertise. Journal of Computer Assisted Learning 21, 53–64 (2005) 17. Moerkerke, G.: Assessment for flexible learning. Lemma, Utrecht (1996) 18. O’Mahony, M.: Sensory adaptation. J. Sensory Studies I, 237–258 (1986) 19. Shin, E., Schallert, D., Savenye, W.: Effects of learner control, advisement, and prior knowledge on young students’ learning in a hypertext environment. Educational Technology, Research and Development 42(1), 33–46 (1994)
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Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model Luca Mazzola and Riccardo Mazza University of Lugano, Faculty of Communication Sciences Institute for Communication Technology Via Buffi 13, CH-6904 Lugano, Switzerland Ph.: +41 58 666 4674; Fax: +41 58 666 4647 {luca.mazzola,riccardo.mazza}@lu.unisi.ch
Abstract. This positional paper presents our research aimed at finding some possible research directions towards the enhancement of the use of open student models in the field of Technology Enhanced Learning and Adaptive Systems. Starting from the historical evolution of the learner model, we will describe some possible uses of learner models and propose some possible directions of enhancement. We will present 6 possible directions of research, and 11 dimensions on analysis. The 6 directions have been evaluated against the dimensions, and tentative ranking has been proposed. The result of this analysis will guide the work on open learner models which will be undertaken in the context of the European Union funded project GRAPPLE [1] aimed at building an infrastructure for adaptive learning systems that will adopt the strategy of opening learner models to the course learners and instructors Keywords: Technology Enhanced Learning, independent Open Learner Model, Human Computer Interaction, adaptation.
1 Introduction With the introduction of the new paradigm of personalized environments, the aspects of adaptation and personalization of computing systems to the users' characteristics, preferences, knowledge, and tasks are assuming a very central position in research. Strictly correlated to this aspect is the creation and updating of the student model [2], an important component of adaptive learning systems [3] that allows the system to adapt a course to the current learning needs of the learner, enabling it to offer a real, customized experience. The student model maintains an accurate representation of a student’s current state of knowledge, which allows the system to perform some adaptation based on the knowledge acquired during the learning process [4]. This internal representation of the student’s knowledge, inferred by the system through an analysis of students interactions and results obtained in evaluation proofs (quizzes, assignments, ...), could also be used for other purposes, such as encouraging reflection by allowing the learner to inspect and, in some cases, modify the learner model [5]. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 166–175, 2009. © Springer-Verlag Berlin Heidelberg 2009
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This paper aims to explore the historical evolution of the student model, to identify the different approaches to model the level of knowledge of the learners and, based on this analysis, we will propose some possible directions of research on student models to support learners and encourage reflection in adaptive learning environments. The motivation behind this research is that adaptive learning systems have been found to be useful in engaging the learner more in the educational experience [6]. The necessity to offer a higher level of commitment with the learning environment, especially when the most engaging human aspects inside these platforms are not so evident, became one of the key success factors for the wide diffusion of computerbased learning. A large part of the research in the field of adaptive learning environments focuses mainly on providing the learner with a customized learning environment that adapts the content of the course to the user's knowledge and preferences [7]. These systems don’t usually allow for the fact that the learner, besides being a user of the learning platform, is part of a “community of learners” (i.e. the class). A number of researches on social aspects of learning [8] stress the importance of the social interactions that occur during the learning processes. Our proposal aims to contribute to the research on adaptive systems by exploring some possible ideas to extend the adoption of user models. In this view, the open student model is not only an internal component of an adaptive system, but is also a useful source of information that can be stressed to enhance the user’s commitment to the online learning experience. The next section begins with an historical analysis of the state of the art in the field of student models. We have identified 6 directions of research that could be explored in the research of learner models with the aim of encouraging the learner to inspect his/her model, and promote reflection as learning. Then an analysis, driven by a rating system based on 11 characteristics, proposes the most promising idea which will be investigated in the context of the EU-funded project GRAPPLE [1].
2 Modeling Learners in Technology Enhanced Learning Environments Our attention is drawn to the field of Technology Enhanced Learning environments. We believe that it is important to improve the user commitment and the effectiveness along the whole learning process undertaken by using these learning environments, while also considering the importance of education for humanity and the progress of civilization and science. We consider the application of adaptive features in learning systems particularly well-suited to achieving this goal. From the literature, we have identified four different approaches to the use of student models in educational systems, which are listed in the following sections. 2.1 Internal Models This approach, also known as “close models”, was developed to build an internal representation of the learners’ progress with the course, mainly to implement adaptive features. Research has been conducted on internal users and students models for a long time, with the aim of profiling the user in different domains and applications.
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Internal modeling procedures collect data from the users' actions and feedback, store it in an internal database, and provide the input data that can be used by the adaptive functionalities for user data reasoning. The modeling process is quite complex and involves different steps: deciding and structuring the information to be collected, collecting raw data, scrubbing, extracting new information with reasoning rules, and, if necessary, updating existing data. Internal models are built for system internal use only, as a black-box component: neither students nor instructors have the possibility of exploring the contents of the student model. 2.2 Open Models The idea of either partially or totally opening learner models to the learner for inspection was developed mainly to promote student self-reflection and awareness of the adaptive features of the learning environment. The term “scrutable user models” was introduced by Judy Kay in 1999 [9]. The notion of scrutability is related to the possibility of the learners to scrutinize the model to see, not only what information the system holds about them, but also the process used by the system to collect the data about the learners and the inferences based on that data. It must be noted that scrutability concerns inherently convey a complementary but different view on personalization, which stresses upon the learner's awareness of the personalization process he/she is committed to. Recent insistence on scrutability or “inspectable open learner models” [10] advocate for explicit communication to learners of the pedagogical aspects framing the personalized learning experience designed for them by an adaptive learning technology. Student models can also be opened to peers, but this raises new problems, such as privacy, control over personal data, and trustworthiness of the system. One possible approach to deal with some of these problems presented is to distinguish between friendship networks and peers' groups. Users can decide which part of their profile to release in a named (or anonymous) form, and who is authorized to access this data representation (peer models). It could be observed that opening the models to peers can foster collaboration (with friends) and competition (with peers) [11]. 2.3 Group Models The recent achievement of the social network centrality into the social constructivist theory provides reasons to investigate models that take social and group aspects into account. Group modeling is a recent field of research, in which the learners are modeled as a group instead of a set of single individuals. These model the characteristics of an identified group of learners, and aim also to present the position and the relative distance of profiles, in order to allow learners to compare and understand their own situations. Opening group models to the users may offer some advantages. It can help learners to reflect on their progress in the group context and understand the problems of other group members [12]. Group models have been used to support the collaboration between learners of the same group, and to foster competition in a group of learners [13]. Right now, only simple methods have been used to mine the group models. The most common is using the average individual values representing a particular aspect considered in the model.
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2.4 Interactive Models Interactive models introduce some levels of interactivity that can be expressed in two ways: the first, called inspection methods, is the capability to manipulate the graphical representation of the model, change the appearance, apply filters to the visualization and thus achieve a more in-depth understanding of the model. The other option, called interactive methods, is the possibility to influence the model, both by changing the data used by the system to represent the user itself, or by challenging and convincing the system that the current profile doesn't represent the learner status well. In this case, one problematic aspect could be the verification of the real understanding that the user has of the model, and which data support the claim for changing the internal profile according to the user request. Some systems tackle this problem by using a challenging process: they ask learners to solve a problem related to the particular aspect that should be changed and decide if this modification will be done based on the performance reached by the learner in this process. In the next section we will take the most interesting aspects from each of the previously described modeling approaches into account, and will investigate how they could be extended with input from other fields to provide the user with a better experience.
3 Extending the Use of Open Learner Models Traditionally, research on Open Learner Models (OLM) has been carried out by scholars active in adaptive systems and educational technologies. This is evident as the main OLM applications are in adaptive systems. However, we believe that contributions from other fields of research could be beneficial to extend and improve the adoption of OLM. For instance, one of the key issues in OLM is how to graphically represent the model; techniques from Information Visualization could provide indications on how to select and encode data in a graphical format suited to the representation task of the user. Another aspect is how to aggregate information and find correlations between data; techniques from artificial intelligence could help in this aspect. Other useful works carried out in different educational research could be adopted in student models. For example, Glahn et al. [14] propose the adoption of “smart indicators” as a way to aggregate user model information in a compact and intuitive way through a visual indicator that draws attention to ongoing relevant events only when really necessary. Erickson & Kellogg [15] at IBM T.J. Watson Research Center propose the “social translucence” idea as an approach to designing systems that support social processes: socially translucent systems are digital systems that “support coherent behaviour by making participants and their activities visible to one another and they have three main characteristics—visibility, awareness, and accountability—which enable people to draw upon their experience and expertise to structure their interactions with one another” [15, p.59]. More specifically, works from other disciplines have led us to identify some possible directions of research for OLM: P1
Positioning the learner with respect to the class or to a group of learners. This aims to use the OLM as a tool for supporting socialization, by making the student aware of the social context in which the learning experience is
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taking place, as suggested by the social translucence theory of Erickson & Kellogg [15]. P2
The introduction of innovative graphical interfaces. Contributions for Information Visualization [16] may help in investigating how to design innovative graphical interfaces, in order to reduce their complexity and the cognitive load required to interpret the underlying data, and adopt interaction techniques that enable the exploration of different aspects of user data.
P3
The representation of the temporal evolution of the model. The student model is not static, it changes as the student performs any action in the learning environment. A research work could explore whether opening this dynamic evolution of the learner model could be beneficial to the students (or to the instructors).
P4
The use of adaptive representations of OLM. An initial attempt to introduce some of the ideas of adapting the graphical representation of OLM comes from the work on “smart indicators” by Glahn et al. [17]. The idea is that the introduction of adaptive features in the graphical representation could help students to perceive the OLM in a more meaningful way. This allows the production of more engaging and effective external representations of OLM, and could provide a better experience to the users of the learning applications.
P5
The exploration of techniques that allow the definition of a global student model, by integrating different independent student models from different courses. Traditionally, student models keep track of the learner's knowledge and the skills acquired during the learning process on a course basis. Although a learning platform may run different courses, and students can enroll in several courses, each course has an independent student model. This is primarily due to practical, as opposed to theoretical, reasons: it is very hard to define a global ontology that models the concepts for several courses.
P6
The introduction of a metric, a function that defines a “distance” between students, based on the data stored in the learner model. This also allows the identification of groups of students having similar profiles.
Proposals P1, P2, P3, and P4 deal with an externalization of one or more aspects of the learner model, where the information is related to a specific course. P5 and P6 deal, instead, with more complex subjects: the creation of a global model of the user (P5) and the definition of a metric to measure the distance on learner models (P6) are very complex tasks for which research is still in the early stages. P5 and P6 are possible through data mining techniques, that work mainly with student tracking data (logs) to extract relations between data and can work even if a global model of the domains of the courses is missing [18]. In order to investigate how the research directions specified above could be effective in the learning process, we have identified a number of dimensions of analysis. These dimensions take into account the level of difficulty in implementing
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the idea, the difficulty in managing the new functionalities proposed, the expected impact at the system level, and the estimated benefits offered to the student in terms of the metacognitive skills that can be acquired. The dimensions that we have considered are: D1 To what extend does this research enhance socialization among students? D2 How much effort is required for the knowledge extraction and for reasoning over the data? D3 The computational complexity needed to maintain the model. D4 The difficulties in identifying one or more metrics. D5 The granularity of representation of the problem space (continuous, stepped or discrete) [16]. D6 The amount of data required to have a reliable model. D7 The difficulty in identifying the most useful data to collect and the level of aggregation. We also propose other dimensions of analysis, which are more related to the experience, interaction, and mental model of the learner: D8 The novelties and the benefits introduced by the new graphical interface. D9 The impact on the cognitive load of the learner caused by the new information presented and the new way of presentation. D10 The complexity of the rules that drive the creation of the model and the speed of their convergence into a stable state. D11 The level of interactivity and the interaction type (continuous, stepped, passive or composed) [16].
4 Analysis of Proposed Dimensions To investigate which dimension seems useful for exploration in our EU project Grapple, we have created an evaluation space and divided it into 4 areas. Each area represents an aspect that we would like to stress: the social aspects that can be influenced, the innovation in the graphical user interfaces that a research approach may bring, a representation of the temporal evolution, and the clustering of data that comes from learner models. The first step was an identification on the 4 areas of the 6 proposed directions of research (see Fig. 1). In order to identify which proposals among P1 ... P6 are the most promising and worth investigating, we decided to set up a ranking system based on the 11 dimensions (D1 ... D11) defined previously. These dimensions were used to rate every proposal according to a 5 level scale (from a to e). Since some dimensions describe positive aspects (such as enhancing socialization, D1) and others denote problematic aspects (such as the computational complexity needed to maintain the model, D3), we divided them into two groups (D1, D5, D8, D11 and D2, D3, D4, D6, D7, D9, D10) and rated them using a direct scale (e is the highest value in the scale)
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Fig. 1. The projection of the 6 proposals on a 4-area evaluation-space
for the first group and a negative one (a is the highest value in the scale) in the second. Then, each proposal P1, ..., P6 has been matched with each dimension D1, ..., D11 and the match has been empirically assigned with a value in the scale (a ... e) by a team of experts in educational technology at the laboratory of eLearning at the University of Lugano. The result of this exercise is illustrated in Table 1. This table is also used to derive a sort of ranking among the different proposals (columns Pos). Table 1. Matching proposals against dimensions D1
D5
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D3
D4
D6
D7
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a
c
d
e
3
b
c
a
b
c
c
d
2
2
P2
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a
e
e
6
a
b
a
a
d
c
e
1
3
P3
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d
c
e
5
d
d
d
d
e
e
e
6
6
P4
e
a
a
b
1
d
b
a
c
c
b
d
2
1
P5
c
c
d
c
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c
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d
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a
d
c
2
e
d
e
e
c
e
c
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3
The data shown on Table 1 has been visually encoded into a star plot graphical representation [19]. From the visualization depicted in Fig. 2, according to the findings on dimensions defined in Table 1, the proposal P4 (The use of adaptive representations of OLM) and P1 (Positioning the learner with respect to the class or to a group of learners) appears to be the most promising. After this analysis, we decided to concentrate our work on the direction of introducing graphical interfaces adapted to the learners' characteristics stored in the learner model. Moreover, we want to integrate some support for social aspects in our work, such as the positioning of learners in the class or group (P1). The final two proposals (P5 and P6) are very interesting from the point of view of possible
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Fig. 2. Star plot of analysis dimensions for every proposal
outcomes in the user experience, pose a great number of open issues and will be classified as possible research extensions of this work.
5 Conclusions We have analyzed some possible research directions towards the enhancement of the use of open learner models in the field of Technology Enhanced Learning and Adaptive Systems. The aim of this study was to identify, among a list of possible research directions, the most promising according to a list of 11 dimensions. The proposals of research have been evaluated against the dimensions, and a tentative ranking has been proposed. We located the most promising and plan to explore them in the context of the EU-funded project GRAPPLE. A further aim of this paper was to stimulate the cooperation of researchers from different disciplines. The research directions proposed in this paper had the specific purpose of collecting feedback and asking other researchers to share their experiences and to foster collaboration.
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We believe that this work could help, as an initial seed, to lead to a self-analysis by researchers into the improvements that could bring Personal Learning Environments to a new level of commitment and awareness in the users' experience.
Acknowledgments This work was supported by the 7th Framework Program European project GRAPPLE ('Generic Responsive Adaptive Personalized Learning Environment'). The first author wishes to thank all of his colleagues and the coordinators of the Ph.D. School Red-Ink at the University of Lugano, as well as the researchers involved in the NewMinE lab and the eLab at USI for the interesting and useful discussions and ideas provided.
References 1. GRAPPLE project, http://grapple-project.org 2. Esposito, F., Licchelli, O., Semeraro, G.: Discovering Student Models in e-learning Systems. Journal of Universal Computer Science 10(1), 47–57 (2004), http://dx.doi.org/10.3217/jucs-010-01-0047 3. Brusilovsky, P., Peylo, C. (eds.): Adaptive and intelligent Web-based educational systems. International Journal of Artificial Intelligence in Education 13(2-4) 4. Graf, S., Kinshuk: Learner Modelling Through Analyzing Cognitive Skills and Learning Styles. In: Adelsberger, H., Kinshuk, P., Pawlowski, J., Sampson, D. (eds.) Handbook on Information Technologies for Education and Training, 2nd edn., pp. 179–194. Springer Publishing Company, Incorporated, Heidelberg (2008) 5. Bull, S.: A Simple Student Model to Make Students Think. In: Jameson, A., Paris, C., Tasso, C. (eds.) User Modelling Proceedings from 6th International Conference, UM, pp. 315–326 (1997) 6. Conlan, O., O’Keeffe, I., Brady, A., Wade, V.: Principles for Designing Activity-based Personalized eLearning. In: IEEE International Conference on Advanced Learning Technologies (ICALT 2007), pp. 642–644 (2007) 7. Dolog, P., Henze, N., Nejdl, W., Sintek, M.: Personalization in distributed e-learning environments. In: Proceedings of the 13th international World Wide Web Conference on Alternate Track Papers &Amp; Posters, WWW Alt. 2004, pp. 170–179. ACM, New York (2004) 8. Dillenbourg, P., Fischer, F.: Basics of Computer-Supported Collaborative Learning. Zeitschrift für Berufs- und Wirtschaftspädagogik. 21, pp. 111–130 (2007) 9. Kay, J.: A scrutable user modelling shell for user-adapted interaction, PhD Thesis, Basser Department of Computer Science, University of Sydney, Australia (1999) 10. Bull, S., Nghiem, T.: Helping Learners to Understand Themselves with a Learner Model Open to Students, Peers and Instructors. In: International Conference on Intelligent Tutoring Systems 2002 - Workshop on Individual and Group Modelling Methods that Help Learners Understand Themselves (2002) 11. Bull, S., Mabbott, A., Abu-Issa, A.: UMPTEEN: Named and Anonymous Learner Model Access for Instructors and Peers. International Journal of Artificial Intelligence in Education 17(3), 227–253 (2007)
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12. Vassileva, J.I., Greer, J.E., McCalla, G.I.: Opennes and Disclosure in Multi-agent Learner Models. In: Proceedings of the Workshop on Open, Interactive, and Other Overt Approaches to Learner Modelling at AIED 1999, Lemans, France (1999) 13. Vassileva, J.: Open Group Learner Modeling, Interaction Analysis and Social Visualization. In: Dimitrova, V., Tzagarakis, M., Vassileva, J. (eds.) Proceedings of Workshop on Adaptation and Personalisation in Social Systems: Groups, Teams, Communities. Held in conjunction with UM 2007, Crete (2007) 14. Glahn, C., Specht, M., Koper, R.: Reflecting on Web-readings with Tag Clouds. In: Conference Paper, Computer-based Knowledge & Skill Assessment and Feedback in Learning Settings (CAF) Special Track at the 11th International Conference on Interactive Computer aided Learning (ICL 2008), September, 24-26, 2008, Villach, Austria (2008) 15. Erickson, T., Kellogg, W.A.: Social translucence: using minimalist visualizations of social activity to support collective interaction. In: Höök, K., et al. (eds.) Designing information Spaces: the Social Navigation Approach, pp. 17–41. Springer, Berlin (2003) 16. Spence, R.: Information Visualization: design for interaction, 2nd edn. Pearson Education/Prentice Hall, Harlow (2007) 17. Glahn, C., Specht, M., Koper, R.: Smart indicators to support the learning interaction cycle. International Journal of Continuing Engineering Education and Lifelong Learning 18(1), 98–117 (2008) 18. Minaei-Bidgoli, B.: Data Mining for a Web-Based Educational System. Doctoral Thesis. Michigan State University (2005) 19. Mazza, R.: Introduction to Information Visualization. Springer, London (2009)
The Concept of IMPRESSION: An Interactive Instruction System and Its Practice for Real-Time Distance Lessons between U.S. and Japan Takashi Mitsuishi1, Fumiko Konno1, Yuki Higuchi2, and Kentaro Go3 1
Graduate School of Educational Informatics, Tohoku University Kawauchi 27-1, Aoba-ku, Sendai, Japan {takashi,fumiko}@ei.tohoku.ac.jp 2 PRO & BSC Corporation Honcho 2-1-8, Aoba-ku, Sendai, Japan [email protected] 3 Interdisciplinary Graduate School of Medicine and Engineering,University of Yamanashi Takeda 4-4-37, Kofu, Japan [email protected]
Abstract. In order to perform flexible and effective lesson, we proposed “Double Loop Instructional Design Process Model” and developed an interactive instruction system; IMPRESSION based on the proposed model. In this paper, we show the concept of IMPRESSION and also describe the realtime distance lessons we conducted continuously in the first semester of 2007 with IMPRESSION and Skype by connecting between Mountain View, CA, U.S. and Tohoku University, Sendai, Japan via the Internet. As a result of these lessons, we confirmed that although we had a little time lag and some QoS problems of video stream caused by narrow bandwidth and very long distance, we could perform flexible and effective real-time distance lessons by using IMPRESSION and a videoconference system like ordinary lessons such as chalk and talk lessons in a classroom. However, we also found some points to be improved on for continuous use of IMPRESSION. Keywords: real-time distance lesson, interactive electronic whiteboard system, multimedia materials, instructional design process model.
1 Introduction According to the growth of information processing and communication technologies in recent years, there exist so many studies on distance education and utilization of multimedia materials [1][2][3][4][5]. However, existing systems allow us to communicate by only videoconference systems or to show additional materials in web pages or slides and write annotation on it. Moreover, when we use very long distance network such as between U.S. and Japan, narrow bandwidth and time lag make us difficult to communicate interactively with complex multimedia materials. In order to cope with these problems and perform flexible and effective lessons, we proposed Double Loop Instructional Design Process Model which allows us to J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 176–185, 2009. © Springer-Verlag Berlin Heidelberg 2009
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modify lesson plan immediately based on formative evaluations in a lesson, and developed an interactive instruction system; IMPRESSION[6]. In this paper, we show the concept of IMPRESSION and also describe the result of the real-time distance lessons we performed continuously for half a year by connecting between U.S. and Japan via the Internet with IMPRESSION and a videoconference system.
2 Double Loop Model and IMPRESSION IMPRESSION is an instruction system for flexible and effective lesson with multimedia materials. It is a sort of sharable and interactive electronic whiteboard system based on Double Loop Instructional Design Process Model (Double Loop model) we proposed [7]. 2.1 Double Loop Model Double Loop model is an instructional design process model for designing interactive lessons by using information technologies and it forms double loop shown in Fig 1. The outer loop defines the activities of designing a lesson, and is consists of (1) Plan, (2) Apply, and (3) Evaluate phases. The inner loop of Apply phase defines the activities in a lesson, and is consists of (1) Implement, (2) Check, and (3) Modify phases.
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Fig. 1. Double Loop Instructional Design Process Model
As mentioned above, Double Loop model, differ from existing models, defines modification process of instructional design in a lesson in addition to instructional design process of a lesson. Thus, it clarifies interaction between a teacher and students, and allows us to cope with unexpected learners’ reactions flexibly in a lesson. It improves effectiveness of a lesson. And we are also able to review processes of performed lessons after them and confirm the modifications from plans. It facilitates us to redesign next class with the results of actually performed lessons.
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2.2 Facilities and Features of IMPRESSION IMPRESSION was designed and implemented as an instruction system based on our Double Loop model and allows us to perform activities in Apply phase. It consists of two types of terminals; a terminal for instructor and terminals for student, which are equipped with pen-based input device such as Tablet PC, and a relay server as shown in Fig. 2. We are able to apply this system to both in-class lesson and distance lesson. And it also allows us to utilize various multimedia data provided by web servers over the Internet as educational materials. A teacher registers a set of multimedia data to use as educational materials in advance. During a lesson, he/she select ones at will from them, present them on a
Terminal for Instructor
Terminal for Student Lesson Records < ?x m l v er s i on= " 1. 0" en cod n i g= " euc - j p" ? > < e l c ur t e> < dr aw it m e= " 18 37" >
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Fig. 2. System Construction of IMPRESSION
Fig. 3. A Screenshot of IMPRESSION terminal for instructor
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whiteboard, handle them (e.g. move, resize), and draw annotations on them by handwriting with an IMPRESSION terminal for instructor. Fig 3 shows a screenshot of the terminal. With these operations, it facilitates us to conduct interactive lessons according to reaction of students with various multimedia materials not only in a class but also a distance class. Thus, it makes possible to conduct flexible lessons based on formative evaluation which was defined as Apply phase of Double Loop model.
3 Practice of Real-Time Distance Lessons between U.S. and Japan This time, we conducted a series of lessons as real-time distance lessons continuously every week in the first semester of 2007 with IMPRESSION and Skype by connecting between U.S. and Japan via the Internet. 3.1 Content and Class Format of Practiced Lessons The series of lessons we conducted this time is a course named “Fundamental of IT Education B.” This course has been opened at Graduate School of Educational Informatics, Tohoku University from 2002 and provided to graduate students who have not always studied computer science or engineering. The first author lectures on fundamental computer engineering and information technologies for education (e.g. logical operation, database, computer network, and so on) in this course. This time, the first author stayed at California for a business in 2007, so we decided to practice distance lessons. We conducted fourteen lessons through 13:00 to 14:30 on every Tuesday of Japan Standard Time (through 21:00 to 22:30 on Monday of Pacific Daylight Time) from April to July. Participated students were five, and the second author, who is a doctoral candidate, also participated as a teaching assistant in order to help students and operate computer systems for IMPRESSION and a videoconference system. So far, the teacher had been preparing a lecture note and providing it before each lesson, assigning homework after every lesson, marking it and giving feedback to it, and returning it with comment at a next lesson. Therefore, this time, we provide lecture notes, receive reports for assignment, and return marked reports through a LMS of ISTU[8]. But, TA marked reports and gave feedback to them at this moment. 3.2 Implemented Environment and System Configuration Fig. 4 shows an implementation environment and a system configuration for the practiced distance lessons. This time, we connected between a room in an apartment house at Mountain View, CA, U.S., where the first author lived in, and a classroom at Tohoku University, Sendai, Japan, where students participated to lessons, via the Internet, and used Skype[9] for videoconference in addition to IMPRESSION as shared whiteboard. At the teacher’s room, we prepared a Table PC (Toshiba PORTEGE M400) for both IMPRESSION and Skype and connect it to the Internet via DSL. At Tohoku University, we prepared two Tablet PCs, one (Toshiba PORTEGE M400) with video projector is for IMPRESSION, and another (Toshiba Dynabook SS 3500) with 50in.
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Student Student side side (Tohoku (Tohoku University, University, Japan) Japan) Screen for Skype
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Fig. 4. Implemented Environment and System Configuration of Practiced Distance Lessons
wide screen plasma monitor is for videoconference by Skype. In order to capture the video, we prepared USB camera on both site. We also prepared speakers in the classroom. The teacher used Bluetooth wireless headset in order to prevent howling. 3.3 Results of the Practices Fig. 5. (a) shows the front of the classroom where students participated and Fig. 5. (b) shows the terminals which TA operated in Japan. Fig. 5. (c) shows the teacher conducting a lesson by operating the terminal. Fig. 6 shows a screenshot of IMPRESSION in a practiced lesson.
Video from Teacher (Skype)
Shared Whiteboard Screen (IMPRESSION)
Terminal for Skype
Terminal for IMPRESSION
Terminal for IMPRESSION and Skype
(a) Front of a Classroom in Japan (b) Terminals in Japan (c) A Terminal in U.S. Fig. 5. Scenes of Practiced Distance Lessons
As results, although there were some problems that were necessary to reboot Skype for a few times because video streams froze and some audio communication failure occurred, IMPRESSION worked with no problem and we were able to conduct whole planned lessons almost well. However it was not communication failure, there exited about 1 second time lag in audio and video streams which may be caused very long distance communication and encoding and decoding of streams. By restricted bandwidth, quality of video images was also not so clear. Therefore, we could not distinguish expression of each student very much even if he/she was closer to the camera when we wanted to see whole students.
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Fig. 6. A Screenshot of the Shared Whiteboard Screen in a Conducted lesson
4 Evaluation Here we describe subjective evaluation by the teacher and also evaluation by participated students. 4.1 Subjective Evaluation by the Teacher This time, although we had some problem on videoconference by Skype, we confirmed that we were able to conduct distance lessons with a videoconference system such as Skype and IMPRESSION as an interactive instruction system in combination. And it seems that they almost stand comparison with ordinary in-class chalk & talk lessons from result of assignments and a term-end exam. As we mentioned in the results, there exists time some lag in video streams and resolution of video images are restricted. We confirmed that these lacks of quality were affecting communication between the teacher and students. For example, even though sounds are clear enough, time lag upset timing to speak and prevent smooth communications. And the teacher sometimes felt difficulty to decide to put forward or explain again with different words because it was difficult to grasp whether students certainly understood or not from vague video images. On the other hand, IMPRESSION worked well with its features although there are some restriction such as screen size and resolution in comparison with ordinary blackboards. For example, we are able to present any materials at will by registered them in advance, it reduced the load to write complex figures and tables in a lesson and the teacher could concentrate on explanations. IMPRESSION is able to go back to the screen in the past. With this feature, the teacher showed again the drawn screen after putting forwarding explanations. Such a progress is impossible in ordinary lesson with blackboard. And the more, by giving the right of operation to students, the teacher and students were able to interact with each other through the numbered cards on the screen of IMPRESSION when we discussed sorting algorithm. Therefore it facilitated the teacher to conduct not only flexible lessons which were the original objective of IMPRESSION but also smooth and effective lessons.
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However, we also found some problems to be solved as will be discussed later in this paper. 4.2 Evaluation by Students In order to investigate the effectiveness of distance lessons with IMPRESSION and Skype, we conducted the survey with questionnaires to students [10]. Fig. 7 shows part of the result of questionnaires; from Q1 through Q7 on the systems and Q8 and Q9 on help and feedback by TA.
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Q1: Could you see the screen of videoconference enough? ……….……….……….…………..
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Fig. 7. Results of Questionnaire to Students Table 1. Reasons why they felt not enough with these distance lessons
- Face to face lessons seem better than distance lessons. - It seems a little difficult to communicate with the teacher. - Sometimes voice had disconnected. - Much better communication line seems necessary. Although it doesn’t have statistical meaning because the amount of participants were a very few at this moment, we can grasp a rough tendency. As a result, students felt that the systems were not enough but not too bad. About a question; “when you felt the systems are not enough, which are the problems of them or how to solve them?” they answered to this question as shown in Table 1. From these opinions, most of the reasons why they did not feel enough or satisfied with the distance lessons are lack of stability of Skype causing freeze of video streams and audio communication failure, lack of quality of video images caused restricted bandwidth and time lags caused very long distance.
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As for drawing and presentation with IMPRESSION, although we had some negative answers to the question Q6: “Can you interact with the teacher via shared whiteboard screen?” we had relatively positive answers to the question Q5: “Is the explanation by drawing annotations and presenting materials on shared whiteboard screen helpful for your understanding?” It shows the effectiveness of features of IMPESSION for distance lessons. The reason of negative answers to Q6 might be assumed that we could prepare only one Table PC for IMPRESSION in a classroom, students should move to the terminal in order to operate it, and we could not interact at will via IMPRESSION. And these are not about the systems such as IMPRESSION and Skype, the second author helped students, checked reports for assigned homework and gave feedback as TA. Q8 and Q9 were questions asking how affect these help and feedback by TA and the answers were almost very well. Thus, we could assume these help and feedback by TA made up for restrictions and problems in communication between the teacher and students. 4.3 Confirmed Problems of IMPRESSION to Be Solved Although we find some restrictions of bandwidth and lack of stability of the videoconference system we used, these matters will be solved in the near future and we confirmed the effectiveness of IMPRESSION to sum up. However we also found some problems of IMPRESSION to be solved. The load to prepare materials and manage them is especially one of big problem of them. This time was the first time to use IMPRESSION in this course and the teacher should prepare materials. So, the load to prepare was of course heavy. However, in addition to the load to prepare materials, we found following two problems; 1) it was burdensome to register materials to IMPRESSION or to delete registered materials from IMPRESSION, 2) it was difficult to find an aimed material when so many materials were registered. Current IMPRESSION is just prototype to demonstrate interactive presentation of multimedia materials and has features for this purpose. Therefore it has only simple features and user interfaces to handle and manage materials. For example, it allows us to register materials one by one, but we are not able to register a set of materials at once. And it does not have a feature to sort out registered materials nor retrieve an aimed material by query. So, when we select a material to present in a lesson, we need to search the aimed material from all registered materials. This time we conducted lessons continuously every week and materials for each lesson were different from others. So we should register a new set of materials every week. And, we assumed it was difficult to find an aimed material to present when so many materials were registered, we deleted materials which were registered for previous lessons. These were very burdensome tasks. Furthermore, even when we regard some materials were not necessary and deleted them, sometimes they became necessary in order to review previous lessons. It could be said as lack of reusability. In order to solve these problems and facilitate to select an aimed material from many materials and to reuse registered materials in previous lessons, it is necessary not only to improve user interfaces but also to develop some features to sort and manage materials based on lesson plans.
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5 Conclusion This time, we conducted real-time distance lessons continuously for half a year by connected between U.S. and Japan with Skype and IMPRESSION via the Internet. As a result, we confirmed that although there were several restrictions on videoconference via the Internet such as time lags and resolution of video images, we were able to conduct real-time distance lessons with a videoconference system and our IMPRESSION, which allows interactive presentation of multimedia materials and drawing annotations on a shared whiteboard screen among a teacher and students, and the effectiveness of such lessons in comparison with ordinary lessons in a classroom. However, we also found the problems of IMPRESSION to be solved in order to conduct lessons continuously such as usability of user interfaces and features to handle and manage many materials. We are developing such features[11]. On the other hand, we will be able to record conducted lessons when we conduct them with a system like IMPRESSION, and it could be expected to create contents for review by students or to prepare data for reflection by the teacher[12][13][14][15][16]. We will solve the confirmed problems, improve our system, and propose novel educational environments as our future work. Acknowledgments. A part of this work was supported by KAKENHI (16700550 and 20700631).
References 1. Yoshino, T., Inoue, Y., Yuizono, T., Munemori, J., Ito, S., Nagasawa, Y.: Development and Application of a Supporting System for Distance Learning Classroom Using Personal Computers via Internet. IPSJ Journal 39(10), 2788–2801 (1998) 2. Murakami, M., Yagi, K., Kakusho, K., Minoh, M.: Analysis of Evaluation Factor of Distance Learning System Focusing on Effect of Experience and Custom in Lecture (in Japanese). IEICE Transactions on Information and Systems J84-D-I(9), 1421–1430 (2001) 3. He, A., Kara, A., Cheng, Z., Go, K., Koyama, A., Huang, T., Imamiya, A.: RIDEE-SPS: A Presentation System for Realtime Interactive Distance Education Environment (in Japanese). IPSJ Journal 44(3), 700–708 (2003) 4. Hayashi, T., Watanabe, K., Otani, M., Tanaka, H., Okazaki, Y., Hayashida, Y., Kondo, H.: Design and Implementation of a Remote Lecture Based on Instruction with Blackboard Using High-Quality Media Devices and High Speed Information Network (in Japanese). Journal of Japanese Society for Information and Systems in Education 22(1), 3–14 (2005) 5. Matsuura, T., Maeda, K., Kohno, E., Kishida, T.: A Telepresentation System to Assist Presenting Rich Multimedia to Audiences in Remote Locations (in Japanese), Technical Report of JSiSE Chugoku branch 5(4), pp.16-19 (2005) 6. Higuchi, Y., Mitsuishi, T., Go, K.: An Interactive Multimedia Instructional System: IMPRESSION for Double Loop Instructional Design. IEICE Transaction on Information and Systems E89(6), 1870–1884 (2006) 7. Higuchi, Y., Konno, F., Mitsuishi, T., Go, K.: A Double Loop Instructional Design Process Model for Interactive Instructions. Japan journal of educational technology 3(4), 457–468 (2008)
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8. Mitsuishi, T., Kumai, M.: ISTU: Internet School of Tohoku University (in Japanese). Journal of IEICE 86(11), 816–820 (2003) 9. Skype web site, http://www.skype.com/ 10. Mitsuishi, T., Konno, F.: A Report on Practice of Distance Class between Japan and U.S. with ISTU and Real-time Distance Education System (in Japanese). Annual report of ISTU 4, 9–21 (2006) 11. Suzuki, T., Konno, F., Ohkawa, Y., Mitsuishi, T.: Design and Implementation of a Lesson Plan Based Data Management Mechanism for Educational Materials in IMPRESSION. In: Proc. of 33th JSiSE Annual Conference, pp. 296–297 (2008) 12. Konno, F., Higuchi, Y., Mitsuishi, T.: A proposal of a methodology of supporting teacher reflection by presenting differences between planned and implemented actions. In: Proc. of AACE SITE 2007, pp. 1059–1064 (2007) 13. Konno, F., Higuchi, Y., Mitsuishi, T.: Teacher’s Awareness in New Reflection Methodology Using Highlighted Process Displays. In: Proc. of AACE SIT 2008, pp. 2665–2673 (2008) 14. Kanno, Y., Konno, F., Ohkawa, Y., Hashimoto, K., Mitsuishi, T.: A Proposal of Teacher Reflection Supporting System Based on Observation of Reviewing Activities with Handouts and Video Records (in Japanese). Educational Informatics Research (7), 1–8 (2008) 15. Konno, F., Higuchi, Y., Mitsuishi, T.: A Study on a Teacher Reflection Method by Presenting Differences between Lesson Plan and Actual Instructions (in Japanese). Japan journal of educational technology, 32(4) (printing) 16. Konno, F., Kanno, Y., Mitsuishi, T.: Effects of Teacher Reflection with Highlighted Level Process Displays: Presenting Differences between Lesson Plan and Implemented Actions. In: Proc. of AACE SITE 2009, pp. 1236–1243 (2009)
Improving Children’s Writing Ability Joana Pereira, Luís Carriço, and Carlos Duarte LaSIGE, Faculty of Sciences of the University of Lisbon, Portugal [email protected], {lmc,cad}@di.fc.ul.pt
Abstract. This paper presents IWA, a platform to aid children when learning how to write. The proposed system offers both tutor and child a certain degree of autonomy. IWA provides tutor and child with different interfaces. The features available to the tutor allow the definition and configuration of repetition exercises comprising letters, numerals and freeform gestures. The child interface supports the child in the task of solving those exercises. The system has been evaluated in two sessions with children. From the evaluation results and the feedback provided by a school teacher we conclude this to be a very promising system towards optimizing the repetition process required for perfecting hand-writing. Keywords: Hand-writing, Children, Education, Multimedia, Evaluation.
1 Introduction Learning to write is a complex process encompassing the development of cognitive and mechanic abilities, and their synchronization [1]. This process traditionally requires the presence of a teacher to assist the child when performing the first writing movements [2]. Perfecting the child’s calligraphy involves numerous repetitions of the same movement, demanding major time consumption from both teacher and pupil. Being faced with such a lengthy process concerning the interaction between teacher and pupil, we argue that finding an alternative capable of endowing both parties with enough autonomy, and thus targeting an increased productivity, would be a helpful proposal. By reducing the time required from the teacher to accompany each individual child, she can better manage her effort and work more closely with the children presenting more learning difficulties. Giving teachers the means to improve their awareness to each child’s progress, will allow them to focus their efforts where they’re most needed, hopefully resulting in a swifter evolution from the group of children in a class. Besides the benefits directed at the teacher, the children themselves could benefit from becoming semi-independent in their calligraphy perfecting process, allowing them to execute requested exercises anytime or anywhere, without the presence of a teacher to grade their performance. In order to ensure that teachers and pupils can enjoy the benefits of such a level of independence, we propose a new interactive platform, grounded on traditional teaching methods and favoring the synchronization between the cognitive and motor skills involved in hand-writing. The platform, targeted at pre-school and school aged children, takes advantage of today’s pen-based devices. This way, it will be possible J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 186–195, 2009. © Springer-Verlag Berlin Heidelberg 2009
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to support interaction mechanisms similar to the ones used in traditional learning techniques by having the child write directly on the device, in the same way she would do with paper. This will allow lessening the child’s adaptation efforts while offering a rich and motivating interaction experience. The paper reports on the development of such platform, named IWA (Improving Writing Ability), which applies gesture evaluation techniques in teaching to write scenarios. The platform strives to perfect some of the writing and calligraphy characteristics trough contextualized challenges and task execution, while making use of appropriate feedback mechanisms capable of stimulating children of target age ranges to a healthy and constructive learning experience. The next section presents a summary of related work. Afterwards, we present the IWA system supporting concepts, the tutor and pupil interfaces, the data storage and logging mechanisms and the gesture grading algorithm. This is followed by a description of the preliminary evaluation conducted and a presentation of the results obtained. Finally we discuss those results and finish with some concluding remarks and future work directions.
2 Related Work One very often applied technique in learning to write support methods based on recent technologies is gesture recognition and evaluation, from gestures performed with the assistance of haptic systems [1, 2, 3, 4]. Telemaque [1] is a system which employs a force feedback ready pen to help children learning how to write. According to its authors this system achieved positive results regarding the adoption of a proactive strategy to control handwriting movements by the children who participated in the evaluation [1]. However, the force feedback system limits the children’s movements to a specified area around the letter that has to be drawn, accompanying the movement. This system, aimed at reducing the errors made, also limits the child’s independence and, potentially, the child’s confidence to operate without the system’s assistance. Other systems targeted at improving the performance of people perfecting their writing skills have also been explored in the context of learning a second language. ITOUCH [2] is one such a system. It was conceived to help learning Japanese characters, with an animation completed by voice instructions teaching how the character should be drawn. This system also showed benefits, with a significant improvement in the classifications obtained by the persons who used the system over the ones who didn’t. However, the classification process had to be made by an independent teacher. IWA supports automatic classification and additionally is capable of providing feedback during the shape’s execution. Other studies [5] show how technology can help children to develop their reading skill and improve their knowledge. Systems using technology together with children appealing content, like games or animations, show great potential when correctly conceived. Given that children are one of the most complex target audiences, some guidelines to assist in the development of systems targeting them have been defined [6, 7]. One of those studies concerns the capability of a system or application to engage children [6]. The author presents some fundamental factors to achieve this
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capacity, like supporting rich interactions and always provide adequate feedback, amongst others, while pointing out a set of precautions that should be considered when designing such systems. IWA follows these guidelines, thus becoming an engaging system, providing the sufficient independence to the child and the tutor, ensuring appropriate feedback is given to the child, and, additionally, being able to present important information regarding the child’s evolution to the tutor.
3 The IWA System The IWA system aims to provide the required autonomy for both tutors and pupils during the calligraphy learning, repetition and perfecting process. The system was developed targeting both user groups: teachers and pre-school and first school years children. For the teachers, the system provides a set of tools allowing them to define and configure the exercises to present to the pupils. For the pupils, the system offers a rich graphical interface for presenting the teacher defined exercises, developed taking into account their literacy level, and taking care to provide immediate feedback according to the child’s performance. Each exercise is presented to the child as a challenge. A challenge is based in two concepts: a template and a task. A template is a set of sequentially ordered points defining the shape of a gesture. The task defines a set of presentation and interaction settings. Current settings allow defining how the template is to be presented (with a solid or dashed line), what scale is to be used (thus varying the size of the presented shape) and how many repetitions are required for the challenge to be considered successful. A challenge is thus defined as an association of a task to a template. It is the responsibility of the tutor to define and configure each challenge before it being presented to the pupil. A set of challenges is named learning unit. In this fashion, the teacher can prepare a set of learning units to use in her classes. After being presented with a challenge, the pupil executes the assigned tasks and waits for the system attributed score. Each challenge overcome by the child provides an immediate reward and the enabling of new challenges. In the following sections we will present in greater detail both profiles available in the IWA system, the logging mechanisms offered and the algorithm employed to grade the child’s performance and on which is based the presented feedback. 3.1 The Tutor Interface The IWA user profile dedicated to the teachers’ population has as main goal supporting the definition of the challenges to present to the children. Prior to presenting the challenges to the children, these must be defined and appropriately configured by the teacher. To this end, the IWA system offers two main groups of features: one allowing the definition of templates and the other supporting the association of tasks to templates in order to create challenges. When defining templates the tutor is responsible for identifying the class of gesture to ask the children to do. Currently, IWA supports for classes of gestures: upper case letters, lower case letters, numerals and freeform. When defining a letter or a numeral the tutor can select the desired symbol by pressing the corresponding button on the
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IWA tutor interface. Figure 1 presents this process for the letter “o”. The template is stored on the local file system, using the symbol as an identifier. When defining a free form gesture the tutor is requested a symbol name to act as its identifier. After defining the identifier the tutor draws the gesture in the drawing space on the right side of the interface (see figure 1). The tutor can define as many templates as whished for each letter, numeral or freeform gesture.
Fig. 1. Creating a template for the letter “o” in the IWA tutor interface
Once the templates have been defined the tutor can proceed with the challenges creation. All the previously defined templates are available to the tutor during the challenge creation process. After selecting the template, the tutor must configure the task the child will have to perform. As described above the task consists on a line following assignment, and the tutor can configure how the template is presented (line type and shape size) and how many repetitions will be requested. Additional details also have to be selected, like the voice instructions (which can be recorded at this point if not already available) or the difficulty settings for the scoring algorithm. Figure 2 illustrates this process.
Fig. 2. Configuring the challenge in the IWA tutor interface
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The tutor interface also supports browsing of the challenges completed by pupils. The teacher can load the results of the challenge that has been submitted by the pupil and, besides seeing the score achieved and the time it took for the child to draw the shape, she can play an animation of how the child draw the shape, which will assist in identifying possible problems, like the child drawing the shape in the wrong direction, for instance. 3.2 The Pupil Interface Figure 3 shows the pupil graphical interface where the challenges will be solved by the children. The interface is organized in three functional areas: the top area consists of a set of buttons corresponding to the challenges; in one of the sides a colored progress bar is used to present the child’s gesture score; and a workspace with a horizontal guide line where the challenges are presented and the gestures executed.
Fig. 3. The IWA pupil interface
The challenges are presented and executed in a precise sequence. The challenge execution process starts with the child pressing the first button in the top area. In response to the button press, the challenge is presented in the workspace area through an animation exemplifying how the gesture is to be made. This animation can be replayed anytime the child wishes to, by pressing the corresponding button. After the gesture animation stops the shape’s line is drawn according to the teacher definition and a sound cue is played signaling the child can start the gesture drawing. Once the drawing task is concluded the child requests the grade by pressing the colored progress bar. In response the system slides the progress bar to the obtained score and follows up with one of two behaviors: plays a sound associated with a less achieved performance and then displays the same exercise for the child to repeat and perfect; plays a successful sound and unlocks the next challenge by enabling the related button and sharpening its image. This is expected to captivate the child, motivating him to reach good scores and unlocking new challenges. The described process is repeated until all the challenges are overcome. However, the child is able to repeat a challenge whenever he desires it.
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The drawing process is supported by some assistance mechanisms. After the shape has been presented, or whenever the child lifts the pen from the drawing surface during the challenge execution, a graphical animation presents a hint of where the child should continue drawing the shape, and in what direction. Additionally, when the difference between the shape being drawn by the child and the template rises above a teacher defined threshold the line drawn by the child gets thicker and changes color as can be seen in figure 4.
Fig. 4. The drawing line thickens and changes color when the pupil strays away from the template
The images and sounds used in the pupil interface are tailored to child’s age and gender in order to try to motivate them as most as possible. 3.3 Data Storage and Logging Mechanism Every data related to challenge creation and their execution are stored in XML files. These files comprise a set of metadata with the challenge configuration and the set of sequentially ordered points defining the template used in the challenge, or the shape drawn by the child. The metadata pertaining to a challenge is the information characterizing both the template and the tasks defining the challenge. The metadata pertaining to a challenge execution consist of not only the challenge’s full characterization, but also of every point drawn with temporal information and the score achieved. For each attempt at solving a challenge a complete independent file is generated. The files storing the challenge solving attempts can be browsed and visualized later in the tutor’s interface to assist in the identification of difficulties the child may be going through. 3.4 The Grading Algorithm The grading of the child’s executed gestures is based on two main criteria. The first criterion is the average absolute distance between the drawn points and the template points. The identification of what is the closest point in the template for each point in the drawn shape is not a trivial problem when lines cross in the shape. This happens in
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many of the alphabet letters. To prevent the algorithm to identify as the closest point, a point that is not in the same stroke, the comparison between the current point and the template points does not include all the template points. Instead, it includes just the next thirty points in sequential order from the last matched point. This prevents the matching with incorrect point, while supporting situations where there is a need to lift the pen to continue drawing in another part of the workspace. The second criterion is the percentage of the template that has been covered in the child’s shape. This prevents the situations where the child only draws part of the shape, even if they were drawn close to the template, which would result in a good grade if only the first criterion was used. Based on these two criteria, and the internal parameters configured by the teacher, the shape’s score is computed. The algorithm also works in a proactive manner, keeping an internal count of the consecutive failed attempts in the same challenge. This allows the mechanism that adjusts the line thickness and color according to the distance between drawn point and template point, to operate after the child has failed the challenge the number of times specified by the teacher. This provides an immediate feedback to the child on his performance, as presented on figure 4.
4 Preliminary Evaluation To assess the proposed system two preliminary evaluation sessions were conducted. Our goal was to assess the usability of the pupil interaction platform while a child is executing the challenges, and also our assumptions regarding the usefulness of a system like the one described towards an increase in motor skills related to handwriting tasks. To this end we set up two evaluation sessions, with a three and a half years old girl participating in one session and a four and a half years old boy participating in the other session. For each session twelve distinct challenges were prepared, totaling twenty four challenges distributed over two learning units. All challenges were presented in dashed lines, keeping the same scale that was used in the template definition. Each evaluation session took approximately twenty minutes. The application was executed in a LG P100 tablet PC. From the first to the second session, some usability improvements were made. This will not impact our conclusions since we will not try to establish any comparison between both sessions’ results. The sessions were conducted at the children’s homes, in order to stress them as little as possible. The children’s parents were present during the evaluation. They were briefed prior to the sessions, and agree on having the sessions recorded on tape. The tape was later used to assess the stress level felt by each child during the evaluation. During the first evaluation a school teacher, who is the child’s grandparent, was also present. Instructions on what was expected of the children were explained to them at the beginning of the trial, and every time they requested it, or was felt needed by one the evaluation team members. During the evaluations, both children provided very positive reactions regarding the system’s feedback mechanism, and, on their own initiative, wanted to repeat the
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challenges after completing them successfully once. This allowed us to record results on two rounds per learning unit. After the session’s completion, results and information gathered were processed and analyzed, resulting in three metrics regarding the executed challenges: best score, average number of attempts until successfully completing the challenge, and average time taken per attempt. The score is assessed in a 0 to 100 scale, with 100 being the perfect score. Table 1 presents these results for both children. Table 1. Evaluation sessions‘ results
Best Score
Girl Boy
Round 1 72.13 69.16
Average # of tries Round 2 73.48 72.83
Round 1 1.75 1.5
Round 2 1.5 1.2
Average time per try (s) Round 1 Round 2 10.32 10.66 8.79 9.93
A quick analysis of the presented results shows that from the first to the second round in both sessions there was an increase in the best score, a reduction in the number of attempts per challenge and a slight increase in the time taken per attempt. Due to the small number of evaluation sessions conducted we feel it is not adequate to perform a detailed quantitative analysis of the results. A qualitative discussion of the evaluation sessions conducted is presented in the next section.
5 Discussion During the first evaluation session we identified some usability problems in the pupil interface. The school teacher present in the session also offered some constructive criticism regarding some pedagogical aspects employed in the IWA system. The scoring progress bar was placed on the right side of the workspace. For righthanded children, as was the case of both children involved in the evaluation session, this placement meant their arm covered the score bar. We noticed that after completing the shape the children did not remove the arm immediately, and failed to watch the progress bar animation. For the second session, the bar was placed on the left side of the workspace, in a way that was always visible to the child. During the first session it was noticed the child failed to follow closely the animation that exemplifies how the shape should be executed. We introduced a different cursor, with a pencil shape and a bigger size, which proved better at drawing the child’s attention. When the challenge used a template requiring multiple strokes (e.g. “E”), we noticed that, many times, the child did not know where to proceed after finishing a stroke and lifting the pen. We introduced a mechanism to hint at where the child should continue the shape’s execution, and in what direction, every time the pen is lifted. The way the score is presented was also changed. In the initial version the score indicator began its animation in the middle of the progress bar. This meant that when the achieved score was low, the indicator dropped. For the second session, this
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behavior was altered. The score indicator starts at the bottom of the progress bar, which means that whatever the score is, the indicator always rises, improving the child’s motivation. Although only two evaluation sessions have been performed, it can be noticed a slight increase in the scores obtained and in the time taken to perform the shapes from the first to the second round. This can be a sign that the children were trying to perfect their execution to improve the classification achieved. Regarding the boy who participated in the second session it was perceivable that the degree of difficulty demanded (a score of 50 points or better to unlock the next challenge) proved to be a demotivating factor, due to the child’s proficiency level for the requested tasks. This effect can be avoided if the difficulty can be adjusted in execution time, based on the scores that have been achieved in the previously executed challenges.
6 Conclusion and Future Work This paper presented IWA, a system to assist both teachers and pupils in the handwriting learning process. The system employs pen-based interaction techniques in order to mitigate the effort required of the children to adapt to a technological solution. The paper also presented the results of a preliminary evaluation of the proposed system. The results were positive and extremely encouraging, regarding both the improvements perceived in the evaluation sessions and the enthusiasm shown by the children. Also the feedback provided by the school teacher was very positive and her suggestions were used to improve the system for the second evaluation session. However, from the small number of evaluations performed, we can envision several evolutions to the current system in order to improve both pupil and tutor interface and the grading algorithm. Perhaps the biggest evolution we could make to the system is to endow it with adaptive capabilities to adjust to difficulty level used in the grading algorithm in accordance to the acuity revealed by the child in the previous challenges.
References 1. Palluel-Germain, R., Bara, F., Hillairet de Boisferon, A., Hennion, B., Gouagout, P., Gentaz, E.: A visuo-haptic device - Telemaque - increases kindergarten children’s handwriting acquisition. In: Proceedings of the Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (WHC 2007), pp. 72–77. IEEE Computer Society, Los Alamitos (2007) 2. Eid, M., Mansour, M., El Saddik, A., Iglesias, R.: A Haptic Multimedia Handwriting Learning System. In: Proceedings of the international workshop on Educational multimedia and multimedia education (EMME 2007), pp. 103–108. ACM Press, New York (2007) 3. Bara, F., Gentaz, E., Colé, P.: The visuo-haptic and haptic exploration of letters increases the kindergarten-children’s reading acquisition. Cognitive Development 19, 433–449 (2004)
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4. Henmi, K., Yoshikawa, T.: Virtual lesson and its application to virtual calligraphy system. In: Proceedings of the IEEE International Conference on Robotics and Automation, pp. 1275–1280. IEEE Press, Los Alamitos (1998) 5. Liang, P., Johnson, J.: Using technology to enhance early literacy through play. Computers in Schools 15(1), 55–64 (1999) 6. Said, N.: Towards a ‘model of engagement’ Designing Multimedia Application for Children. Digital Learning 3, 1 (2007) 7. Wyeth, P., Purchase, P.H.: Using Developmental Theories to Inform the Design of Technology of Children. In: Proceeding of the 2003 conference on Interaction Design and Children, pp. 93–100. ACM Press, New York (2003)
From Paper to Module – An Integrated Environment for Generating SCORM Compliant Moodle Courses Out of Text and Multimedia Elements Hans-Martin Pohl, Benedikt Deicke, and Jan-Torsten Milde Fulda University of Applied Science HCI Research Center Heinrich-von-Bibra-Platz 3, 36037 Fulda, Germany [email protected], [email protected], [email protected]
Abstract. ECampus is a project spanning all departments at the University of Fulda. It has been started to create a uniform learning environment at the university. The objective is to research and develop a user-friendly easy-to-use editor to generate SCORM 2004 conform E-Learning modules. This editor is based on Open Source software and new technologies such as XSL transformations and the Google web toolkit. The whole system is provided as a web application and embedded within the E-Learning environment of the university. Some E-Learning modules can be developed with the system immediately. These modules are now being used during the lessons with great success. Keywords: SCORM 2004, XSLT, transformation, creation of content, E-Learning, modules, lesson, user friendly, style sheet, LOM, moodle, LMS.
1 Introduction For the average author it is almost impossible to generate a SCORM 2004 file structure by hand. SCORM, as a technical standard, combines a number of existing ELearning specifications and formats. A SCORM compliant E-Learning unit may consist of arbitrary files containing the actual content of the unit. In most cases, the unit’s textual content is stored in (X)HTML files, which can be displayed with a standard web browser. Multi media files, e.g. images, flash animations, audio and video files, are stored separately in their proprietary formats. Only a small number of SCORM editors exist (e.g. Reload, http://www.reload.ac.uk/scormplayer.html). Even with these systems, the user still has to have a good understanding of the SCORM file structure. This technical barrier is much too high for most tutors. As a result, standard compliant E-Learning content is not produced. In this paper we describe an integrated environment, that facilitates the simple creation of such content. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 196–203, 2009. © Springer-Verlag Berlin Heidelberg 2009
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2 State of the Art While there are currently a lot of different Learning Management Systems, the use is limited to but a few in Germany. Hereby Moodle (see http://www.moodle.org) and ‘Ilias’ (see http://www.ilias.de/ios/) play the greatest role. In contrast to the LMS there are only a limited number of editors for creating an ELearning module. HTML editors are widely-use but don’t provide adequate functionality. Furthermore E-Learning modules generated by an editor can mostly only be used within a proprietary LMS. Additionally, a lot of effort is required to learn how to use these editors. Such a system fails entirely if there has to be consistent development and presentation of tests and learning success. The advantage of these systems is the functionality for communication between users or between tutor and student. In our case this can be neglected because this functionality is captured by the LMS ‘System2Teach’ (see also http://www.system2teach.de) which is a proprietary development of the University of Applied Sciences Fulda. This paper focuses on easy and comfortable development of E-Learning modules based on textual content by using the eCampus framework. Concerning the technology for state of the art web applications there are many choices. Many different systems support the web based approach. Besides PHP (see http://www.php.net) or JSP (see http://java.sun.com/products/jsp/index.jsp) it is also possible to use Ruby (see http://www.ruby-lang.org) in combination with the Ruby on Rails framework (see http://www.rubyonrails.com).
3 The eCampus Project This research focuses on the development of a user-friendly system for writing E-Learning units, allowing authors to concentrate on the content and the didactic concept of the unit, instead of worrying about the underlying technology. It is part of the eCampus project at the University of Applied Sciences Fulda. In this interdisciplinary project, content is being created for the faculties Nutritional Sciences, Food and Consumer Sciences, Applied Computer Science, Nursing & Health Care as well as Food Technology. Within the first years of the project, many E-Learning modules were produced. All modules address prominent introductory courses of the particular program of study. This was only possible by using the eCampus framework which is described below. The central target of the project is the implementation of a tool that decreases the complexity of the process of learning module production. The central objectives of the learning module production are an increase in the interactivity of the course, as well as an increase in the quality and quantity of self learning. Currently LMS with SCORM 2004 support are not commonly available. Until Moodle is SCORM 2004 capable the format of transformed E-Learning modules will be SCORM 1.2.
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Fig. 1. System Architecture
3.1 Overview System Architecture The learning module production takes place in three phases (see Figure 1): • the structural annotation of the textual content • the automatic generation of the E-Learning unit • the automatic transmission into the LMS and allocation as SCORM compliant E-Learning module In phase one, most of the (textual) content is created in a standard word processor (e.g. Open Office, [10]). Here the text is structurally annotated using a predefined formatting template. The text is stored and automatically converted into a simple XML file, which provides the basis for subsequent transformation steps. This approach works very well for static content and is used in a number of systems (e.g. eLAIX (see http://www.boldt-media.de/)). In the second phase, the file prepared in phase one is transformed into a SCORM 2004 compliant E-Learning module automatically. For this, the document is unpacked and analyzed. To get by on cascaded XSL transformations (EXtensible Stylesheet Language) each element is identified and transformed with specific instructions (see Figure 2). Finally all contents are packed into an E-Learning module and multiplexed with the necessary auxiliary files. The available metadata is separated and attached to the module in a LOM (Learning Objects Metadata) compliant form. The complete process was formerly controlled by the Apache ant build tool ([4]) but is now ported to Rake (see http://rake.rubyforge.org). It uses saxon8 (see http://saxon.sourceforge.net/) as a transformation engine.
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Fig. 2. Transformation Tree of eCampus Framework
In the last phase the author is able to either download the education module or to transfer it to a Moodle server, where a new course is created automatically. Unfortunately Moodle currently lacks a stable web service API. Due to this the automatic transfer and creation of courses is not yet supported until Moodle fully implements this. In addition the transformation server itself also provides a RESTful Web service API. These interfaces make it possible to integrate the transformation server into other applications. 3.2 User Front End The user front end is very simple and easy to use. All main functions can be controlled by the main screen (see Figure 3). The menu bar on top contains the administration functions and an online help. The main part is the dark green beam with the input box for the source file. If the path is unknown the file can be selected using the browser's file chooser. Afterwards the transformation can be started with a single click. In advanced mode there is the possibility to set the name of the target file or assign a style for the presentation as single HTML files within a browser. Additionally it is possible to add media files like images, flash animations, audio or video. The lower part of the screen lists all transformations and displays their current state. It is possible to get a detail view and to download the results of completed transformations. The detail view (see Figure 4) displays the state of the transformation and contains the included source files, the resulting learning units and some functions to reannotate or retransform the source file. 3.3 Transformation Process The complete process is controlled by the Rake (see http://rake.rubyforge.org) build tool and uses saxon8 (see http://saxon.sourceforge.net/) as a transformation engine supported by a graphical user interface (GUI).
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Fig. 3. User Front End Main Screen
Fig. 4. Detail View of a Transformation
After starting transformation, the written Open Office document is unpacked. After that the file ‘content.xml’, which contains the content, is accessible and can now be transformed (see Figure 4). The first step of the transformation is to transform this ‘content.xml’ into a new file called ‘puretext.xml’. This new file is in an intermediate format. Thereby the
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annotated elements are assigned an explicit format template. Furthermore all elements without annotation are deleted. The result of this transformation is a universal intermediate format without direct correlation to the producer application. The transformation is controlled by the XSLT stylesheets ‘content2pure_1.xsl’ and ‘content2pure.xsl’. The advantage of this intermediate format is that the resulting transformations are totally independent of the content collecting process or application. As a result a content collecting process using other applications is also possible in the future, e.g. Microsoft Word. Only the transformation into the intermediate format has to be adapted.
Fig. 5. Abstract of the unpacked *.odt
The file in intermediate format can be transformed into the output format (here HTML) by applying the XSLT stylesheets ‘generateHTML.xsl’ and ‘html.xsl’ For this purpose each element from ‘puretext.xml’ is analyzed and the corresponding transformation instruction is searched. If the correct instruction is found, it is applied to the specific element. The transformation result is stored into the HTML file. To print out the content easily a further version is generated. In contrast to the first form all learning objects, sessions and sections, are stored within one page. This page can easily be printed by using the print functionality of the browser. An overall glossary is generated by applying the stylesheet ‘glossary.xsl’. Hereby all elements which are annotated as glossary entries are transformed into a separate glossary file. To use the learning module without an LMS there must be extra navigation. In this case all headlines from sections and sessions are transformed into the file ‘menu.xml’ supported by ‘menu.xsl’ The metadata which is stored within the ‘content.xml’ is read and transformed into a further intermediate format ‘intermediateMD.xml’. From this the ‘generate LOMMetadata.xsl’ generates the ‘modulID.xml’ and ‘parenttitle.xml’ which
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conforms to the LOM standard. Subsequently the complete content and all metadata is transformed into XML files. 3.4 Integration in LMS It is possible to manually download and import the resulting ZIP archive into any SCORM compliant LMS. Additionally, as the University of Applied Sciences Fulda is currently using Moodle, it is planned to implement an automatic transfer and import of generated learning modules into this LMS. Unfortunately Moodle's SOAP based web service API is currently under development and scheduled for its 2.0 release. As soon as the required functionality is implemented, the eCampus web application will be extended accordingly. By clicking a single button the user will be able to automatically create a new course in the Moodle LMS based on the previously generated learning unit.
4 Discussion and Prospects As the transformation process is run on a single central server, it becomes relatively simple to update and extend the system functionality. An expensive deployment onto multiple computers is not needed anymore and it is ensured that all authors are always able to use the up-to-date transformation process. The transformation server is based on the dynamic scripting language Ruby and the programming language Java. Both are using virtual machines which are available for various operating systems. Although the transformation server is currently running on Linux it is possible to run it on other platforms, too. Future works will be concentrating on the development of a web based editor making it possible to replace OpenOffice. This editor should be able to import documents in different formats, automatically analyse the document structure and provide functions to annotate these documents online.
References 1. Crockford, D.: RFC 4627. The application/json Media Type for JavaScript Object Notation (JSON), http://www.json.org/ (accessed, 13.01.2009) 2. David Eisenberg, J.: OASIS OpenDocument Essentials. LuLu.com (2004) 3. Hodgins, W., Duval, E., et al.: Draft Standard for Learning Object Metadata. Report, Learning Technology Standards Committee. IEEE, Los Alamitos (2002) 4. Holzner, S.: Ant - The Definitive Guide. O’Reilly Media, Sebastopol (2005) 5. Google Inc. GWT: the Google Web Toolkit, http://code.google.com/webtoolkit/ (accessed 13.01.2009) 6. Kay, M.: XSLT 2.0 programmer’s reference. Wiley, Indianapolis (2004) 7. Koper, R.: Modeling units of study from a pedagogical perspective (2001), http://eml.ou.nl/introduction/articles.html 8. Advanced Distributed Learning. SCORM 2004 (2004), http://www.adlnet.gov/scorm (accessed, 13.01 2009)
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9. Schulmeister, R.: Grundlagen hypermedialer Lernsysteme: Theorie - Didaktik - Design. Oldenbourg Verlag, München (2002) 10. OpenOffice.org team. OpenOffice, http://www.openoffice.org/ (accessed 13.01.2009) 11. W3C. XML, http://www.w3.org/MarkUp/ (accessed, 13.01.2006) 12. Wilde, E., Lowe, D.: XPath, XLink,XPointer, and XML. Addison-Wesley Professional, Reading (2002)
Development of a Simulator of Abacus: Ancient Analog Calculator on a Mobile Phone as a Teaching Material Kenta Saito, Yuki Makita, Vu Quang, and Hitoshi Sasaki Faculty of Engineering, Takushoku University, 815-1 Tatemachi, Hachioji, Tokyo 193-0985, Japan {myrte,makita}@eitl.cs.takushoku-u.ac.jp, [email protected] Hitachi Software Engineering Co., Ltd. 4-12-7, Higashishinagawa, Shinagawa, Tokyo 140-0002, Japan
Abstract. Portable electric devices such as mobile phones and video game consoles are becoming high performance and they are becoming ubiquitous. And a lot of people are in situations that allow for use of these applications. On one hand, it is useful for students to study out of class if they can use teaching materials at school with a portable device. And Japanese people had widely been using an abacus until the electronic digital calculator appeared recently. Even today, the abacus is used to teach math in Japanese primary schools teaching. We are developing a simulator of abacus as one of the computerizations of the teaching materials in this research. Keywords: abacus, android, education, teaching material, mobile phone.
1 Introduction The spread of mobile phones has advanced in Japan. In the research of Ministry of Public Management, Penetration rate for households of mobile phone was 95% at the end of 2007 [3]. And the mobile phone's availability of junior high school and high school students were over 85%. On one hand, the performance of mobile phones has advanced. There are a mobile phone which became possible to execute high-speed processing and equipped with a touch sensor and an acceleration sensor like Google Android (Android) [1]. Therefore, developers became possible to make applications which have a lot of functions. Then we thought if we make teaching material's applications for students, they can study without a constraint by using these applications because a lot of students use mobile phone. We paid attention to the calculator named the abacus used in Japan from old as one of the teaching material applications. The abacus is not only a mere calculator but also a teaching material improved a mental calculation [2]. The abacus is used in the primary school class now. In this research, we paid attention to it and developed an application that students can use like an actual abacus for using the touch sensor of Android. In addition, we J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 204–208, 2009. © Springer-Verlag Berlin Heidelberg 2009
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developed functions which display the number to understand expression of peculiar number for abacus and set simple addition problem to practice the calculation for using this application.
2 Overview of Japan Style Abacus The arrangement of an abacus is five beads per row as in Figure 1. A single row shows one digit. The top five beads are shown of 5. Four beads under the top show one respectively. And as shown in Figure 2, number from 0 to 9 is shown by sequence of the beads. Students using an abacus learn skills that not only the calculation using an abacus is quick but also a mental calculation that the student images the abacus their mind. If a student can use the mental calculation, a student can come out calculations quickly without the abacus [4].
Fig. 1. Sharpe of a Japanese abacus
An abacus is used to understand a basic calculation at classes of primary school. However, they don’t have enough time to study it. Therefore almost students can’t master the mental calculation using abacuses. A lot of students who can make the mental calculation have been to the abacus classroom besides school classes.
Fig. 2. How to show number from 0 to 9
3 The Android Platform 3.1 Overview The Android is a platform that it was developed Google and Open Handset Alliance (OHA) [5]. OHA is a group of forty seven technology and mobile companies. They
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released Android as an open source. We can use Android and a development environment for free. T-Mobile releases G1 [6] as a mobile phone equipped Android. A million units had sold from October 2008 to December 2008 in USA. In addition, Google have sold Android Dev phone that was removed to SIM lock and Hardware lock from G1 since December 2008. There are some features in Android. One of features is using the touch sensor and the acceleration sensor. So, a user can sensuously operate Android with there sensors. And the Android implements OpenGL ES as a 3D graphic function and a database corresponding to SQLite. Moreover, Android can synchronize Google account. Therefore, a user can take the schedule the user made and message of Gmail. 3.2 Execution Environment of Android Applications The Android runs on a Linux operating system. Applications for the Android operate by using Dalvik Virtual Machine (DVM) of Java Virtual Machine (VM) implemented on Linux. DVM is what Google developed originally for the Android, it is suitable architecture for operation on a mobile phone. DVM is different from normally Java VM. Google develops originally for Android. And this is suitable shape to operate on mobile phone.
4 Development of Application for the Android 4.1 Background and Purpose Various teaching materials like the abacus are used in schools. However, it is costly to the purchase of a lot of teaching tools and student can't freely take these teaching materials out of classroom. We developed such a teaching material as application. Students can use a teaching material anywhere by using the teaching material application. Then in this research, we paid attention to the Android platform for mobile phones. The mobile phone is small. So, students can use the application any time and everywhere. Students easily can get the mobile phone for mass-production. The used mobile phone is cheaper than other portable electronic instruments. Therefore, there is a possibility of spreading because people in the poor segment of the population and the developing country can buy it. In addition, Android is free that license fee as for use regardless of the efficient platform. Therefore, there is a good possibility that famous companies sell Android mobile phone and people using other mobile phone use Android. 4.2 Operation Method and the Main Function We develop the simulator of abacus using a touch sensor function. The start screen of a simulator of abacus is shown in Figure 3. It uses like an actual abacus. Students can move a bead to touch it as shown Figure 4. When a leaner touches it, the application emits the sound in which the abacus moves. Also, if the student moves their finger like the arrow shown in Figure 5, all beads are initialized as shown Figure 3. Of course, this operation is the same as an actual abacus. Thus, we expect that the effect of the calculation power improvement as well as an actual abacus to reproduce the operation feeling similar to an actual abacus.
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Fig. 3. Start screen of a simulator of abacus
Fig. 4. An example of beads operations
Fig. 5. Initialization operation
And we developed the function to display number shown with the abacus by numbers to understand expression of peculiar number to abacus as shown Figure 6. Therefore, the inexperienced student to handling the abacus becomes easy to understand expression of numerical value that uses abacus. In addition, we developed the computational problem mode. This mode set questions of the addition. Students can see a problem and current answer at the lower side of screen as shown Figure 7. Students operate numerical values using the abacus. It is possible to become accustomed to the abacus by solving the problem of addition in this function with an abacus, and the calculation ability improvement can expect it.
Fig. 6. Display of numerical value
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Fig. 7. An example of the computational problem mode
5 Conclusion We developed of the simulator of abacus using Android. This simulator achieved similar to an actual abacus by using Android, and students came to be able to use the abacus anytime anywhere. We plan to add the function that students can practice the abacus and the calculation test to use the abacus application. As a practice function of the abacus, we will develop the calculation function that the student listen to the sound reading number and add them and the correction function when students mistake the operation of the abacus. And we will develop an application of Android not only abacus but also other teaching materials. Moreover, we opened the source file of this simulator of abacus to the public because we would like for this application to be used by many students. The application can be improved in the future by taking into account student’s opinions.
References 1. Android, G., http://code.google.com/android/ 2. Hikaru, A.: Mental Arithmetics by Soroban Method and Teachers of Soroban. Annual report of researches in environmental education 11, 97–110 (2003) (in Japanese) 3. Japan Ministry of Public Management: The survey of telecommunications trends in 2007 (2009) (in Japanese) 4. Oskar, Y.M.K., Jesse, C.Y.W., Blake, C.J.Y., Chi-Jen, L., Tak-Wai, C.: Maintaining Student Engagement in Extensive Practice by Implanting Gaming Factor. In: The 16th International Conference on Computers in Education, pp. 721–728 (2008) 5. Open Handset Alliance, http://www.openhandsetalliance.com/ 6. T-Mobile G1 with Google, http://www.t-mobileg1.com/
A Proposal for a Framework for an e-Alumni Program Using SNS Hiroshi Sano Faculty of Foreign Studies, Tokyo University of Foreign Studies 3-11-1 Asahi-cho, Fuchu-shi, Tokyo, 183-8534 Japan [email protected]
Abstract. In Japan, there has been some argument that many academic programs today are often inadequate from the viewpoint of practical education. However, it is difficult for universities to secure enough human resources to satisfy their students’ needs with sufficient service. TUFS, or Tokyo University of Foreign Studies, also faces the same problem as other universities do in Japan. One proposed idea to help solve this problem is to exploit the collective intelligence of alumni who have considerable expertise and experience in the real world. This paper introduces TUFS’s new development of a SNS application on academic education for the purpose of improving its services. A framework of the knowledge management of participants’ collective intelligence is also suggested here. This attempt proposes a general framework of SNS application on practical education of universities. Keywords: SNS, Implicit knowledge, Education.
1 Introduction In Japan, there has been some argument that academic programs today are often inadequate for the various practical needs of students in their education. The Japanese government has been working on this issue by providing several solutions. For example, the Central Council for Education has drafted a list of contemporary skills that university students should have when they graduate [2]. The Ministry of Economy, Trade and Industry, on the other hand, has been outlining guidelines for the needed skills, tentatively named “basic career skills”[3]. However, the realization of sufficient service for students at universities is difficult for the following reasons. 1. In general, university scholars focus on academic research, and there are few instructors who can offer the desirable, practical knowledge for students’ future careers. 2. The needs for contemporary education are so diverse that it is almost impossible to provide adequate programs to cover them all. As is the case with other universities, TUFS has had difficulties providing services for the diverse educational demands of its students. It is here that we proposed the idea that this issue can be solved by exploiting the professional knowledge of TUFS’s alumni who already are contributing to society. The expertise of alumni is a valuable J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 209–216, 2009. © Springer-Verlag Berlin Heidelberg 2009
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resource to bridge the gap between the current situation at TUFS and students’ needs. In order to put this idea into action, a project was initiated to make a supportive alumni network using SNS (Social Networking Service applications for the students’ practical needs. The plan, titled “Student overseas support through an e-alumni program”, has been adopted as a MEXT (the Ministry of Education, Culture, Sports, Science and Technology) financially assisted program of 2008 under the category (or heading?), “Support program for contemporary educational needs” [1]. Though the initial purpose of the e-alumni program was to support students studying abroad, this paper is not limited to presenting TUFS’s experience of creating an alumni knowledge network with SNS. The experience can be fully extended to propose a general framework of SNS applications on practical education of universities. 1.1 Background Since TUFS’s degree programs feature diverse language and culture studies, many of its students study abroad for at least a short term. Since there is a wide variety of destinations for the students’ overseas studies, assistance for the students is acutely needed in addition to offering detailed information on daily life in the countries that they choose. However, it is hard to meet the needs with the limited budget and human resources TUFS has. In other words, the university’s organization alone cannot cover all of the needs of its students. In this dilemma, TUFS has started the “Student overseas support through an e-alumni program”. The project aims at organizing TUFS alumni’s collective knowledge through Information and Communication Technology, or more specifically SNS. The system will facilitate active communication among TUFS, its alumni and students, and enable the exchange of necessary, practical information. 1.2 Overview of the Project The e-alumni program can be described as an experiment to help solve some of the issues that TUFS and most other Japanese universities have. TUFS expects SNS to be
Fig. 1. E-alumni project outline
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applicable to the project because of the following reasons. SNS sites have been extremely popular as a means of sharing information and contents on the Internet. The idea of SNS is often associated with one of the most popular websites in Japan called Mixi. Although SNS sites are considered a kind of circle or community, they are thought to evolve into a virtual world for people who can share their expertise with people in similar fields. There are two points that are discussed in the following sections describing our attempts to make this a successful project. Section 2: A framework of SNS settings for an e-alumni program Section 3: A methodology for e-alumni knowledge management
2 A Framework of SNS Settings for an e-Alumni Program In the course of planning the e-alumni program, we found that an effective alumni network has to meet two needs: 1. Form identifiable specialist groups in a virtual world 2. Provide a usable ubiquitous network environment for users to share technical knowledge in their groups These terms can be met technically, but need to give more consideration to facilitate the use of the network. The points are: 1. Organize user groups, paying careful attention to their expertise, and operate the groups successfully 2. Profile users need to contribute to intended educational purposes so that users can accept and send information effectively 2.1 Organizing Users To organize users, an administrator of TUFS will be in charge of forming an SNS community. When alumni wish to make a new community, the administrator must permit and create the requested community. This is to prevent the SNS from forming Table 1. User permissions
permission community forming
invitation community
to
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alumni users
Students
(under the community guidelines for forming specialists groups)
(partially allowed for the purpose of alumni communications)
(allowed to make a profile for himself )
(under the purpose of committing educational plans for the students)
(partially allowed for the purpose of alumni communications)
(partially allowed for the purpose of user communications)
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unexpected communities which do not suit the university’s purpose of offering its students practical applications. Once the community is prepared, the applicant will take over its management. By making a closed society shown in Table 1, users’ privacy is protected and therefore it facilitates the entry of alumni with expertise and keeps the use of the SNS secure.
Fig. 2. Administrated community
2.2 User Administration User profile information is divided into two categories, “basic information” and “registered information”. When users log in, their home will be a community selected through the use of the basic information. The registered information allows users to search any expert groups that they wish to access. The profiles are used mainly for three types of purposes as follows: 1. To confirm the identification of the community members by each member 2. To confirm the identification of the alumni by the university 3. To confirm the identification of students by the university The following tables are suggested settings for the profile information and the range of disclosure (Tables 2 and 3). Table 2.
classification
administrator read write
person himself read write
other members read write
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optional
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Table 3.
classification 1 2 3
range of disclosure person himself and administrator person himself and MY members All
Fig. 3. Three forms of access to resources
The detailed user profiles allow users to accept and send messages efficiently among special interest groups. Once the network has started its service, the contents that the users create themselves will become part of TUFS’s valuable educational resources. The resources will be accessed in three forms: (1) sharing information in the community, (2) exchanging information between members, and (3) browsing diaries of members mutually. 2.3 Operation of SNS Alumni Network Since the network includes a large amount of personal data, a stringent operation manual will be developed. To secure adequate operation, a server will be placed in the TUFS Information Collaboration Center. A full-time overseas study coordinator will also be posted at the center to be in charge of office matters. TUFS plans to make a test installation of the network in mid-2009.
3 A Methodology for e-Alumni Knowledge Management Along with the SNS network development, it is important to build a methodology for e-alumni knowledge management. Information provided by the alumni has to be effectively stored and has to be ready to be searched through and referenced in order to maximize the use of the expertise. To develop a usable method, two elements have to be considered: 1) to identify the features of the communities, 2) to establish the best way to categorize the knowledge so that it is suitable for the specialized communities.
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3.1 Features of e-Alumni Students at a specialized college like TUFS receive professional education even when they are undergraduate students. Graduates usually engage in highly-specialized work where they contribute to society in various fields. To take TUFS for instance, the Faculty of Foreign Languages has seven (or six?) courses and 26 majors where language study is the main focus. Its purpose is to train language specialists who will work in the international arena. For example, many graduates are involved in various global intellectual professions such as import-export, global sales and marketing, or supervising an overseas subsidiary with their language expertise. 3.2 Organizing Knowledge Once the characteristics of the communities are defined, the next question is how to compile appropriate databases for the prospective knowledge exchanged on the SNS.
Fig. 4. Knowledge management process
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The goal is to give a proper categorization of the specialized BOK, or Body of Knowledge. In the initial stage of usage of the SNS, the users exchange their knowledge based on the provided communities and concepts as described in Section 2. Database design should be started after some period of monitoring and storing the knowledge of the users. Since any gathered body of knowledge will exhibit some tendencies, appropriate categorization should be attempted after monitoring the stored data thoroughly by university professors. After the categorization is carried out, accordant indexes are released to the users through the top of the blog menu. Then the users will be able to follow the indexes when they post new information. The users can give the university feedback on the usability of the indexes, and the university will reform them accordingly. Through the continuous repetition of this process, the indexes will become effective enough in a few years. Actually, these indexes themselves will be a source of valuable knowledge that the university should use.
4 Summary of the Process in Designing the Framework for the e-Alumni Project As described, this project suggests the general framework of a SNS to be used for a university alumni network. The process is summarized here again, so that the concept will be easily understood and reproducible by other universities. 1. A university forms specialized communities that connect alumni and current students following and pursuing its educational policies and goals. 2. The users exchange information through SNS features such as chat, blogging, or Q&A. 3. The university monitors and stores the knowledge for a certain period of time, and its professors categorize the data with appropriate specialized indexes. By using constant feedback and maintenance of the categorization, the indexes will gradually become more sophisticated as time advances. These indexes and the indexing process themselves will serve as unique and valuable knowledge for the university. The indexing itself forms one part of the knowledge management system that the university should value. TUFS will execute this project this year and will experience the creative process involved in this knowledge management system. Then we can expect a specific report of the results that will reveal just how effective our proposed database will be.
5 Conclusion This paper proposed a framework of an alumni network through SNS technologies as a means of practical education. TUFS will inspect the framework thoroughly to prove its efficiency through its actual effort in supporting students with the e-alumni program. With more elaborate observation and development of the framework, it is hoped that practical applications in university education will be improved greatly.
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References 1. Application for 2008 Ministry of Education, Culture, Sports, Science and Technology (MEXT) grant, Support Program for Contemporary Educational Needs ‘Student overseas support through an e-alumni Program’ application form, Tokyo University of Foreign Studies (2008) (in Japanese) 2. The Central Council for Education, daigaku bunkakai seido kyoiku department, gakushi katei kyouiku no kouchiku ni mukete (2008) (in Japanese), http://www.meti.go.jp/press/20080627007/20080627007-4.pdf 3. The Ministry of Economy, Trade and Industry, syakaijin kisoryoku ni kansuru kennkyuukai interim report (2008) (in Japanese), http://www.meti.go.jp/press/20060208001/20060208001.html
Supporting End-User Development of Personalized Mobile Learning Tools Marco de Sá and Luís Carriço LaSIGE & University of Lisbon Campo-Grande, 1749-016, Lisboa, Portugal {marcosa,lmc}@di.fc.ul.pt
Abstract. Mobile devices present great features for the support of pervasive learning and content personalization. This paper presents a framework which takes advantage of these features and supports end-users while creating their customized tools for their students. Additionally, the framework comprises means for teachers to include persuasive and motivational mechanisms and hints, promoting student engagement while pursuing their learning activities. We describe the framework’s architecture, its features, including the supporting guidelines and development process, and detail some of the already developed material and the results that emerged during initial trials and case studies, also stressing their contributions to the field of m-learning. Keywords: Mobile devices, personalization, multimedia content.
1 Introduction With the rapid development of mobile technology and the ever growing amount of capabilities that mobile devices possess, the transition from e-learning to mobile learning has been gradually taking place [8]. Taking advantage of their hardware characteristics, mobile devices are ideal tools to support the learning process, especially given their pervasive nature and personal use. As they are carried with users throughout most of their daily lives, they offer the opportunity to provide support to learning activities regardless of the users’ location and can be used in concert and as a complement to other materials. Moreover, the inclusion of multimedia and multimodalities extend their reach to different domains and users, with different backgrounds and ages and with or without disabilities. With this in mind, there has been a recent momentum towards the development of tools that support mobile learning and in particular mobile evaluation [1,2]. Existing examples range from tests and questionnaires that target specific contents or subjects [3,5], some tutorials, digital books and learning material with augmented content [6, 7]and annotations tools. However, most of these are usually restricted to particular subjects or content [9], do not consider the inclusion of different educational activities and, most importantly, do not offer power-users/teachers the ability to configure the provided material according to different dimensions that better suit the needs of their students. The few tools that provide some degree of flexibility [1] either require connections to remote servers or do not offer the ability to adjust the resulting interfaces J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 217–225, 2009. © Springer-Verlag Berlin Heidelberg 2009
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to students on a dynamic manner, reacting and behaving according to their needs. Globally, despite the great benefits that some of these experiences demonstrated [10,11], there is still the need to provide personalized content and, most importantly, personalized attention and access to the educational material. This paper describes a development framework which supports teachers and educators while creating and defining personalized educational artifacts and tools (e.g., books, tutorials, questionnaires, tests, videos) which can be accessed by their students through personal mobile devices. It aims at tackling the abovementioned shortcomings of existing software by providing means for developers (e.g., teachers) and users (e.g., students) to interact with the same tools but achieving different goals. In general, the framework encompasses a set of modules that support the creation and utilization of different learning tools which range from simple homework forms, to elaborate tests, annotations and multimedia books. The framework also offers the possibility of exchanging information and supports collaboration between teachers and students, including analysis tools and synchronization mechanisms. All the tools take into account users’, devices’ and content requirements, allowing teachers to adjust the final user interface to various dimensions, including content and domain, accessibility features and multimodal capabilities. We address the framework’s various functionalities and features, stressing its architecture and extensibility choices also focusing the inclusion of multimodalities to support universal access to the learning material and to the inclusion of behavior in order to extend the teacher’s presence outside classes. The goal is to arrange persuasive user interfaces that compel and request students to engage in certain endeavors throughout their daily lives or whenever accomplishing their educational tasks. We explain the requirements that emerged throughout the design stage and present the solutions that were created in order to overcome existing challenges. Afterwards, we detail the framework’s functionalities that pertain directly to accessibility, adaptation and persuasion, addressing the issues that are focused and the support that is provided while end-users develop their own material and tools. Finally, as a validation we present two case studies where teachers defined their own content and created the adequate containers, including presentation and interaction dimensions, to support a better learning process for their students.
2 Framework’s Architecture The end-user development framework is divided into several tools, available for two main platforms. The first and main tool is the interface/artifact builder. It allows endusers/power-users (e.g., teachers or tutors) to design and create the educational artifacts, selecting content, arranging the user interface layout and personalizing the overall artifact to several dimensions (e.g., student’s needs, location, content). This tool is available for desktop computers. As a result from the utilization of this tool, and as depicted in figure 1, XML files containing the artifact’s specifications are created and can be later interacted with on the runtime environment. The runtime environment is the tool that allows students to engage on their learning activities while using mobile devices. Globally, it reconstructs the specification of the artifact, contained within the XML file and materializes it into an interactive
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Fig. 1. Overall framework architecture
application which contains the selected content (e.g., images, textual questions, videos, e-books) and allows students to browse the content, respond to questions, take annotations and transfer data to other students as required. Currently, there are runtime environments for Windows Mobile Devices and PalmOS devices. A Windows version was also developed in order to allow students to use their learning material on TabletPCs or laptops. During the utilization of the artifacts on the runtime environment, logs and results are generated, containing information about usage patterns, the student’s selections and answers [3]. These can be exported to a desktop computer and analyzed on the framework’s last tool, the result analyzer. The result analyzer includes means to review logs through a video like mode or to browse results screen by screen or element by element. On a lower level, the framework is divided into several components which support standardization of formats, reutilization of software elements and, most importantly, the framework’s scalability. As shown in figure 2, User Interface guidelines and artifact templates feed the developer tool allowing end-users to utilize them and compose the educational artifacts accordingly. In addition, different element libraries, created for specific contexts/domains (e.g., drawing elements for arts classes; pictorial books for small children; multiple-choice questions for homework) can be used. These are used during development and can be easily arranged and dragged into the educational artifact and are later used on the actual artifacts. Each artifact is composed by a set of screens and each screen is composed by a set of elements (e.g., question and image; video and audio clip). The UI design guidelines and artifact templates can be added to the developing tool as XML files. New element libraries need to be programmatically created but can also be imported into the developing environment.
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Fig. 2. Component Architecture
3 Development Support Given the highly dynamic content, structures and domains that the developed framework targets; its main contribution over previous work is the ability that it provides, for end-users, to create their own educational artifacts. Besides allowing teachers/educators to customize content and the way it is presented and used by students, it also copes with the need to adjust the artifacts whenever required without any intervention by software programmers or designers. However, taking into account that most teachers/tutors do not have any design background or programming skills, the design and development of these artifacts has to be supported, wizard-based and must not require previous programming/UI design knowledge. Accordingly, the developing environment is composed by a wizard-based interface which allows teachers to create screens sequentially, dragging and dropping the selected elements that compose the screen. Figure 3 shows the overall layout for the artifact developing tool. On the top, teachers can select items and elements from the available pool and libraries. Beneath the selection pane, there are the two configuration options. The first allows teachers to configure the artifact’s and elements’ presentation while the second displays the various interaction possibilities. On the right side of the tool, an automatic preview of the resulting screen is presented along with the artifact’s main data. In addition to the various configuration options that pertain to interaction, presentation and content, the developing tool is also able to enforce usability guidelines, which ensure that the resulting artifact will be usable by the end-users. To achieve so, it loads the XML file with the design guidelines as previously detailed. Usability guidelines that pertain directly to the used device and its characteristics (e.g., screen resolution; touch screen or physical keyboard) can also be used (Figure 4).
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Fig. 3. Artifact development wizard. Configuration options and available elements on the left and screen preview on the right.
The guidelines automatically arrange screen elements according to specific values that can be configured and updated according to the targeted domain. Currently integrated guidelines allow the automatic docking and adjustment of elements to screen sizes and layouts. Moreover, the amount of elements per screen, as well as the amount of content per element (e.g., number of sentences within a label, size of an image, number of options within a list) can be limited according to various aspects (e.g., screen resolution, orientation). As a complement for these guidelines, when available, the system is also able to provide suggestions and alternative approaches to the current design. For instance, combo-boxes can be automatically replaced by radio buttons whenever options are longer than 25 characters or vice-versa when the list contains more than 5 items.
Fig. 4. Artifact development wizard. Device related usability guidelines.
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Overall, the entire design and artifact construction process is straightforward and supported by the design guidelines and offered features which help end-users while creating and personalizing the educational material.
4 Accessibility and Persuasion To provide access to different students with different dis/abilities, the framework includes elements that allow teachers to create accessible artifacts. Besides the various configurations and common interaction options that can be used to interact (e.g., text input, multiple-choices) or to visualize the content (e.g., images, video), multimodal elements are also available. These include text-to-speech features which recreate the content through audio output. For instance, a question that was provided through a text-label element can be automatically recreated as an audio file that can be listened to instead of read. Other type of content can also be transformed into audio. For instance, images can be tagged with a description which will be transformed into audio or can contain an audio-only description directly recorded by the developer/teacher. The same principle applies to all other elements that can be used to create the artifact. Gesture-based navigation was also included for situations where eyes-free interaction is necessary. Furthermore, to facilitate eyes and hands-free interaction, the main basic navigation options (e.g., next, previous, play, pause, stop) can also be issued by voice, allowing the artifact to be utilized by, for instance, visually impaired users. Additionally, as a complement to the accessibility features, and in order to create proactive digital learning documents/artifacts that offer hints and aids to users, manuals that omit or show new information according to the user's performance while completing it, and overall motivate students whenever needed, the design framework also includes the customization of the artifacts' behavior. Behavior can be configured through the definition of rules. Rules are composed by time, interaction or content triggers and a consequent action. They can be attached to a specific element or to the entire artifact. On the former, depending on the interaction or usage within a specific element, a certain action can take place. On the latter, the interaction within various elements of the artifact (e.g., sequence of navigation or time to browse through various elements) defines the entire artifact's behavior. Time-based triggers can be configured to prompt warnings or change elements according to the time the user is taking to review/complete them. They can also be used to define alarms that alert users to use or complete an artifact at a given time. Interaction triggers analyze the user's interaction with the device by counting clicks or detecting where on the screen the user has interacted. Content based triggers activate actions depending on the content of the elements. For example, when the user chooses an option from a list or a value within a defined threshold, a certain action can be triggered (e.g., selecting "YES" displays a warning). In concert with the rules that are defined for each item or artifact, four different types of actions can be selected. The first one prompts a message that is composed by the user while the second jumps from the current screen or element to another within the artifact (e.g., first screen, end of the artifact, drawing, previous element). The two remaining actions hide or show elements (e.g., if a user checked a radio button a textbox is shown).
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5 Case Study and Examples The design of the developing framework and the experimentation of the resulting artifacts followed a user centered design approach. Accordingly, throughout the entire process, end-users were involved and participated by experimenting and providing their opinions on both the features and usability of the resulting tools. However, to fully validate its potential and features, the framework was also used to create educational artifacts for young students, for a variety of subjects. The main goal was to provide students with evaluation tests that could be answered on personal mobile devices (e.g., PocketPCs), regardless of their whereabouts. The framework was provided to two teachers in order to create the evaluation tests. Tests included several questions with different input and output elements (figure 5) and were distributed to a group of students. Two different sessions took place. One took place inside the students’ class room and the second outside the class-room, simulating a mobile scenario. All the results were gathered after the class and later reviewed by the teachers. Initial tests, composed by 20 screens/pages each, with two elements per page (e.g., one for output and one for input) took roughly one hour to create. On the second iteration (the tests that were completed outside the class), teachers composed the artifacts with video and audio elements and took between 20 and 40 minutes (figure 5, left). Students were given one hour to complete each test. Log revision showed that most students completed the tests in less than 30 minutes and revised their questions an average number of two to three times before locking their results. On a qualitative analysis, students responded to questionnaires and results showed that they appreciated the fact of conveying within one device their annotations, exams and manuals provided by the teachers. Hints, the varied pictorial content and the visual appeal were also very well received. The ability to respond to their questions through different modalities and access different content through different means was also one of the most highlighted benefits.
Fig. 5. Artifacts on the runtime environment - created with the development environment
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For teachers the major contributions were the ability to configure artifacts according to various dimensions, adjusting them to the students’ needs, subject and content. Additionally, the ground breaking analysis that the log player features provided for class and homework and the inclusion of the persuasion/motivation mechanisms were deemed very important and useful.
6 Conclusions and Future Work The advances within mobile technology allow their utilization on a daily basis for a wide set of activities. As a result, they are now strongly integrated within the lives of a large set of the population and are especially appreciated and used with ease by the young adults, teenagers and children. Moreover, as they features and processing capabilities are further extended, they are becoming multimedia and multimodal devices which offer better support to highly interactive and demanding tasks. Educational activities and the m-learning concept are gradually making use of mobile devices and capitalizing these potentialities to new levels, enhancing both learning and teaching processes. However, the absence of personalized tools which simultaneously cope with the large variety of domains and subjects that are currently taught, added with the limited persuasion and motivational features, still hinder the widespread of m-learning tools. In this paper we presented a tool which supports end-user development, endowing teachers and tutors with the ability to create their own m-learning material. Additionally, the framework includes features which allow users to overcome previous limitations by personalizing content, taking into account accessibility concerns and introducing motivational and persuasive mechanisms to maintain student engagement even while away from classes and their teachers. To facilitate this process, the tool integrates design guidelines and offers a guided development process which, through the case studies has proved to be easy to utilize. Initial results have demonstrated the framework’s potentialities regarding customization and personalization and have inspired teachers to create multimedia and highly interactive educational artifacts that promote cooperation between students. For students, initial trials have also shown promise, especially the ability to receive aid and help from their teachers through a deferred modality and while away from classes. Current and future work is directed toward the definition of new element libraries and the inclusion of new interaction mechanisms (e.g., gesture recognition) and the integration of the mobile device artifacts with large displays, commonly used during classes. The enhancement of the developing and of the analysis tools is also envisioned. In particular, a mobile version of each tool is being designed, allowing the on-the-spot analysis of student’s results and the adjustment of the artifacts on-the-fly, which will be useful for mobile scenarios such as field trips to museums or other locations.
Acknowledgements This work was supported by LaSIGE and FCT, through the Multiannual Funding Programme and individual scholarship SFRH/BD/28165/2006.
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References 1. Virvou, M., Alepis, E.: Mobile educational features in authoring tools for personalised tutoring. Computers & Education 44, 53–68 (2005) 2. Sá, M., Carriço, L.: Handheld devices for cooperative educational activities. In: Proceedings of SAC 2006, Dijon, France (2006) 3. Sá, M., Carriço, L.: Detecting Learning Difficulties on Ubiquitous Scenarios. HumanComputer Interaction. In: Proceedings of HCI Applications and Services, 12th International Conference, HCI International 2007, Part IV, Beijing, China, July 22-27, 2007, pp. 235–244 (2007) 4. Theng, et al.: Mobile G-Portal Supporting Collaborative Sharing and Learning in Geography Fieldwork: An Empirical Study. In: Proceedings of JCDL 2007, Vancouver, Canada, pp. 462–471. ACM, New York (2007) 5. Costabile, et al.: Explore! Possibilities and Challenges of Mobile Learning. In: Proceedings of CHI 2008, Florence, Italy, pp. 145–154. ACM, New York (2008) 6. Sánchez, et al.: Mobile Science Learning for the Blind. In: Extended Abstracts, CHI 2008, Florence, Italy, pp. 3201–3206. ACM, New York (2008) 7. Lindquist, D., et al.: Exploring the Potential of Mobile Phones for Active Learning in the Classroom. In: Proceedings of SIGCSE 2007, Kentucky, USA, pp. 384–388. ACM, New York (2007) 8. Pownell, D., Bailey, G.D.: The next small thing – handheld computing for educational leaders. In: Learning and Leading with Technology, vol. 27(8), International Society for Technology in Education (2000) 9. Kortenkamp, U., Materlik, D.: Geometry teaching in wireless classroom environments using Java and J2ME. Science of Computer Programming 53 (2004) 10. Inkpen, K.M.: Designing handheld technologies for kids. Personal technologies 3, 81–89 (1999) 11. Alford, K.L., Ruocco, A.: Integrating Personal Digital Assistants (PDAs) in a Computer Science Curriculum. Frontiers in Education, Reno (October 2001)
Didactic Models as Design Representations Chris Stary University of Linz, Department for Business Information Systems, Austria [email protected]
Abstract. The contribution focuses on the role of didactic knowledge when designing interactive e-learning environments. Several representational approaches for the preparation of domain content and learning support have been developed. However, for the context-sensitive design of interactive artifacts not only the representation of particular aspects of learning is essential, but rather the propagation of didactic knowledge to functional services and interaction facilities. Such an endeavor requires the explicit representation of relationships between structure and behavior elements. Model-driven design supports the distinctive representation of multiple perspectives while allowing the mutually tuned refinement of design elements. In this paper a model-based approach for self-organized e-learning is presented. It supports the design of learnercentered knowledge acquisition by specifying user roles and learning tasks. We discuss the required enrichments of traditional model-based design approaches, due to the consistent tuning of high-level design elements, and the coherent propagation of task and user information to interaction services. Keywords: model-based design, e-learning, learning management, coherence, consistency, integrated specification.
1 Introduction With the advent of didactic ontologies [5] design representations have become a crucial issue in e-learning. They refer to the pedagogical value of conveyed content and the related interaction features for learning management. They are supposed to capture all information relevant to this type of interactive contextualization and customization. One of the advantages of model-based design is to address different perspectives on development information in a mutually dependent way [1]. As such, user characteristics, content, communication, and interaction can be represented in dedicated models as well as in form of mutually related models. Using this approach, when a user requests a particular piece of content or interaction media for use, it can be delivered in a way that is compatible with individual needs and preferences. Given this context-sensitivity, there are two issues to be solved for development: Firstly, how can elements from one model be related to another at the time of design? Secondly, how can matching between two models be facilitated such that the appropriate information is delivered to the user, based on organizationally relevant roles and personal preferences? Both issues are addressed in the following, as we focus on the role of didactic knowledge when designing interactive e-learning environments. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 226–235, 2009. © Springer-Verlag Berlin Heidelberg 2009
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Although several techniques for guiding the preparation and representation of content and transfer of knowledge have been developed, the benefits of model-based design have barely been explored. However, for context-sensitive design both, the representation and propagation of didactic knowledge to functional services, and the intertwining of model elements and relations, such as between the user and the domain model, are essential. They are discussed revisiting existing model-based approaches and reflecting recent e-learning platform developments.
2 Constructivist e-Learning: The Scholion Project Constructivist approaches to e-learning provide environments to explore information and guide learners actively to build individual mental processes that occur during the construction of mental representations. Active (re-)construction is seen as particularly beneficial for learners as they can pursue their individual interests, while they are motivated to communicate their understanding to others. As we know from studies in constructionism, the situated and public nature of any construction activity is identified as important [3]. Both, the individualized content, and the social aspect of learning processes have to be tackled by learning management. Such an understanding of e-learning is grounded in mathetics, a special science of (scientific) teaching centered on the operational processes of the learning, and dealing in particular with the principal aspects of conceptualization and cognitive organization. Didactics, defined as the strict scientific core of pedagogy, are thought of as inconceivable from any viewpoint other than a mathetic one [13]. Computer technologies for learning have opened up new avenues for designing content. In the sense of mathetics they can trigger active learner participation along knowledge provision and acquisition processes. To meet the requirements for computer-mediated context-sensitive and collaborative learning, it must be possible for learners to explore different categories of information in virtual environments and to communicate, so that meaningful learning of a domain can proceed in tandem with establishing communities of practice. Still, the ultimate goal is to create personally meaningful mental representations [6]. The significance of being able to treat learning as a socially valid exploratory activity, rather than a linear, pre-planned activity in detail, is recognized by coaches and developers step-by-step. One appreciation can be gained through looking at deeper issues than domain-specific structures of knowledge, web-design of user interfaces, or domain-specific methods. It addresses context from different perspectives: (i) the mathetic knowledge that drives the provision and acquisition of knowledge – developers have to look for a proper preparation process, (ii) communication channels utilized for learning and guidance – developers have to look for links of communication entries to content items, and (iii) information beyond the core of domain content, such as cultural issues like ethno-computing in computer science education – developers have to look for additional information to facilitate comprehensive understanding a topic. Our research so far has not only been targeting at mathetically effective content development, but also towards context-rich guidance and situation-sensitive learning ([12], scholion.ce.jku.at, www.blikk.it).
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The frame of reference developed in the Scholion project initially requires the didactically relevant decomposition of learning material into so-called blocks, such as ‘definition’. They serve as focal point in the learning process and might be encoded into different media (text streams, images, videos etc.). Hence, multiple (re)presentations of content (polymorph content) may exist. Hyperlinks between blocks and media are likely, once linear learning material (information) is decomposed and de-linearized. In addition, different levels of detail (LoD) for each block can be specified, e.g., providing a slide for a definition on the top level (LoD 1) based on the full text of the definition on LoD 2, e.g., representing a textbook. Annotations constitute individual views on content items by commenting, linking, or highlighting items, block elements, or enriching content blocks. Some of those annotations can be links to communication entries of the Scholion communication components (chat, forum, infoboard etc.). In this way communication elements are directly linked to content blocks and vice versa. Communication can be established among peers for learning, as well as between learners and coaches. The latter, as quality managers, are responsible for improving content and structures based on learner input and feedback. In Scholion the content is arranged according to the aforementioned didactically relevant information types, conforming to current e-learning standards (cf. www.imsproject.org). They represent leaves in the hierarchy courseÆ moduleÆ learning unit. Currently, 15 generic types of this sort are available as part of an XML schema. They comprise definition, motivation, background, directive, example, self test, and other domain-independent content structures. Domain-specific block types can be added to support dedicated applications, such as proof when handling content from mathematics. Each block type can be visualized in Scholion through a certain layout, e.g., green background for proof. Block types allow learners and coaches to browse content along specific categories using a filter function. The workspace then contains only filtered block types. In this way learners might follow their interests and habits, such as starting to learn with studying background information. In order to establish self-organized learning processes Intelligibility Catchers (ICs) are offered to learners [11]. ICs are assignments made available through the bulletin board in Scholion. They have been designed to foster in-depth understanding of a topic. Their orientation section addresses the stage of capacity building when the IC should be used and what learners can expect when accomplishing the IC tasks. This section should motivate learners. It can be compared to an advanced organizer. The objectives set the scope in terms of the topics that are addressed and the understanding that should result from exploring and processing the topic information. It reflects the didactic value of the concerned learning unit(s), and serves as a means of orientation for learners. The task section contains a list of tasks to be achieved. It comprises a documented work and an intellectual work part. The documented work lays ground for the tasks to be represented in task-based model representations (see next section). It encourages active information search and processing as well as focused communication. The conference section sets the rules for establishing a corresponding community of practice, in particular when meetings or interactions should occur. The reference section provides links to material that helps to accomplish the tasks. The bulletins can be dynamically created, and are available in the Scholion information
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board. They are intended to facilitate the completion of the assignment. Finally, the departmental cuts reveal the estimated individual effort to meet the objectives. It might be expressed in terms of credit points or the estimated IC completion time. The structure combines organizational with subject-specific information. The information is arranged from a mathetically relevant perspective. For instance, the orientation section in the beginning informs coaches and learners when to use this IC, addressing competencies, the content involved, the rationale for choosing this content and for co-constructing mental representations. Initially, the learners are encouraged to identify those blocks of learning units where information is already available, i.e. part of the prepared content. In case of an IC for learning UML this can be design class diagrams. Then the learners are asked to enrich particular content items, e.g., UML class diagrams with task-specific information stemming from a case study of their choice. Typically after some practical work, such as modeling in UML, all results are shared with peers. In Scholion it is enabled by dedicated views on the original content. Views are like transparent slides put on top of the prepared content. They contain all content enrichments, such as comments, individual examples, and various types of links. As such, the content items are directly linked to discussion items according to the learning task, e.g., to develop an understanding about the proper use of UML class diagrams. All results can be validated by the coach through feedback, in order to ensure correct learner representations. The annotation facility of Scholion is considered as the key to individualization. It is based on a flexible hypermedia scheme for the representation of content elements. It enables learners to (i) mark a specific position in a content element for learning, (ii) post questions, answers or comments, and (iii) additionally link the contribution to a discussion theme from the system’s discussion board when working with content. The latter link may guide the user to the adjacent discussions of content. In case of realtime online connections, e.g., chats, the questions and answers can pop up immediately on the displays of all connected users (available in a buddy list). The referenced content elements can be displayed at the same time. In the discussion board topics of discussions can be created either manually by users or triggered by coaches posting a learning input. For the sake of traceability, each discussion contains a vector of contributions, being part of a certain discussion group, and ordered by relevant themes.
3 Model-Based Design Representations In model-based development the identification of models has been dominated by a top-down approach to the design and implementation of user interfaces[8]: The task and domain (object) model is located at the top layer of abstraction, as this model is expected to capture all activities that need to be performed in order to reach user goals. They might be detailed through properties (attributes), and arranged along a hierarchy representing causal or temporal mutual relationships. In addition, this model is expected to capture (business) objects that have to be manipulated in order to perform tasks. The abstract user interface model is located below the top layer, as it contains the logical structure required for task accomplishment at the user interface.
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Abstract elements of interaction styles are captured in their mutual context, e.g., an area for data manipulation in a browser-like way. The relationships to user tasks or goals are encoded, e.g., to indicate that at a certain point in time options for navigating in a task hierarchy have to be offered. The final codality of information for presentation (text, graphics a.t.l.) and user control (modality) are not specified at that layer of abstraction. The concrete user interface model captures the refinements of all abstract interaction elements to more concrete ones. The initial abstract specification of style elements is replaced with one containing concrete attributes and relationships between interaction elements, including the modality of interaction. At that point, platform- and media-specific information is attached, in order to enable physical access to an application. The instantiation of the concrete model leads to an actual user interface, utilizing (standard) programming technologies, such as Java. The envisioned interplay of the models in the course of task-based design can be exemplified as follows: Consider booking a course at the university. It requires several sub tasks, such as finding proper options, selecting class data a.t.l.. This information is kept on the task (model) level, in addition to information for selection and manipulation, such as course. The subsequent abstract user-interface model captures all (categories of) interaction elements that are supposed to support each subtask. For instance, to identify course options an entry field for search has to be provided. Finally, the concrete user-interface model captures all specific interaction elements. For instance¸ in a web interface, search entry fields are supported by text bars after selecting a search engine (and site). The actual user interface can be constructed based on the specification of the concrete user interface model. Such a top-down approach focusing on layered design perspectives facilitates the use of multiple platforms and various arrangements of interaction elements. It encodes rather than makes transparent Gestalt design knowledge - knowledge that is mainly created in the course of mapping the results of user and work analysis (located in the top level task/domain model) to abstract interaction elements. The initially acquired (and represented) context of an interactive application does not directly guide concrete user-interface designs. A contextualized process throughout development requires a shift in model-based design (support), namely (i) a more detailed and flexible representation of users, work tasks, and domain elements, at least to the same extent as user-interface representations, and (ii) explicit conceptual relationships among design elements (inter- and intra-model-specific), considering universal access from a usability and softwareengineering perspective in a more integrative but self-contained way. Such an approach has to take a more networked rather than hierarchic perspective on model-based development. It requires a set of models that still enable the specification of an application model (in the sense sketched above), but details the user- and use-relevant elements, e.g., in terms of a task, user, domain, and an interaction model. The traditional engineering perspective has to be enriched with design variants capturing interactivity before considering functional implementation. The following set of models lays ground for model-based tools that recognize the need for supporting diverse user communities and situations of use [10]. The task model contains details of the organization at hand, the tasks, and the users’ perception of work. Task modeling includes modeling of the objectives
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users want or have to meet using an interactive application, probably in response to particular situations or events, as well as the different activities users have to perform to accomplish their tasks, as, e.g., given by global business processes. The user model contains a role model by reflecting specific views on tasks and data (according to the functional roles of users in organizations). It also captures individual user characteristics, capabilities or specific needs that developers need to take into account. The domain (data) model addresses all data, material, and resources required for task accomplishment in the application domain. The interaction model is composed of device and style specifications that designers need to construct a user interface or to generate a user-interface prototype. Hence, the structure of modalities and its related behavior are captured in that model, both at an abstract, and concrete level. For the developers’ convenience platform-specific specifications can become part of the interaction model. In the case where behavior specifications are missing, the preprogrammed, platform-inherent behavior might restrict the design space. The adaptation model contains all rules that trigger a particular structure and/or behavior of an interactive application. As such it enables interaction adapted to usermodel elements, such as left-hand assignments to interaction media (e.g., mouse buttons) based on consistent representations. It also enables the multiple presentation of task-information for navigation, e.g., tree views and acoustic trees. Since its scope includes all the previously listed models and their relationship, adaptation may concern task, data, interaction elements, and their inter-relationship.
Fig. 1. Model-based specification for e-learning tasks in ProcessLens
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The application model integrates all five models from a static and dynamic perspective. In this way, it defines the entire structure and behavior of an interactive application. For interaction the users’ privileges, preferences, special needs, and tasks to be performed are taken into account when mapped to a concrete device or widgets of the interaction model. The ProcessLens approach [2] also expands the model-based design space, providing a design ontology for task-driven design. It can be used for task-based e-learning design as shown. Figure 2 demonstrates the enrichment to traditional design. It leads to a context-sensitive specification based on the mentioned models. For learning management the task model has to contain the tasks of the documented work-part of the IC for learners (see section 2) and the preparation of the IC by the coach. ‘Capture UML’ is decomposed into ‘IC-Specification’, ‘View Management’ and ‘Discuss’. ProcessLens also shows the role-specific responsibilities through a role-based user model. The coach ‘handles’ the preparation and the view management, whereas the learners handles views and forum entries in the course of discussion (see subtasks of ‘Discuss’ in Figure 2).
Fig. 2. Part of e-learning task hierarchy and roles in ProcessLens
A typical example of a design relationship is ‘handles’ between roles and activities. It binds responsibilities and allows for role-specific interaction domains. ‘Before’ demonstrates a causal relationship that has to be transformed to a set of temporal constraints in the behavior specification. A behavior specification is exemplified in Figure 3. It shows a coherent propagation to problem domain elements for being invited to a discussion. In the course of ‘Discuss’ peers have to be invited to join a certain community of practice. It is done by e-mail which requires to handle e-mails from the task and the problem-domain perspective. As content and communication are of equal importance in e-learning, communication facilities have to be represented in the problem domain model besides the content (decomposed to block types).
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Fig. 3. Model-based behavior coupling in ProcessLens
The interaction model is also decomposed into a structure and behavior part. The latter contains the life cycle of each widget and interaction style as required for device types. For instance, Scholion instances can also be used on web mobiles (see www.mobilearn.at). In ProcessLens the abstract and concrete layer of description is captured within a single model. The coupling of behavior sequences from other models is done analogously to the synchronization shown in Figure 3. Dedicated synchronization relationships have been developed to ensure behavioral consistency of design specifications. In order to implement a user interface for learners, relations have to be set between the task model and interaction model, as well as between the problem domain and the interaction model. The first link is required to navigate according to the tasks of the IC-documented work part. The latter is required to annotate content, and to communicate on the basis of linking content elements to communication entries. For interaction modeling besides generic UML structures (as used in ProcessLens), e.g., for modalities [7], XML derivates, such as USiXML [4] are widely used. They facilitate transformations as well as the dynamic creation of models, relying on various models. For instance, XIML [9] as user-interface description language supports the specification of various (linked) interaction models simultaneously. Its definition allows to capture task, user, presentation and dialog models as well as platform details. However, there is no executable relationship between the various interaction model parts, as provided by ProcessLens.
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4 Conclusions As the pedagogical value of conveyed content and the related interaction features for learning support has become a distinctive factor of e-learning environments, design representations have moved to the center of interest in development. They have to capture the structure and dynamic context of subject items. Model-based design techniques not only allow different perspectives to be addressed, they also allow for capture of mutual relations between design models, both from the structure and the behavior point of view. In this paper we have proposed a model-based frame of reference and a corresponding tool supporting the development of e-learning applications. It focuses on the relationships between model elements to ensure consistent tuning and coherent propagation of design knowledge for self-managed learning processes. Of major importance are learning tasks to be accomplished by learners, as they require dynamic handling of domain content and communication elements at the user interface. Although the proposed adaptation model provides design constructs to represent this system dynamics, there is still research to be performed to achieve algorithmic support for automated model transformation.
References 1. Calvary, G., Coutaz, J., Dâassi, O., Balme, L., Demeure, A.: Towards a new generation of widgets for supporting software plasticity: The ”Comet”. In: Bastide, R., Palanque, P., Roth, J. (eds.) DSV-IS 2004 and EHCI 2004. LNCS, vol. 3425, pp. 306–324. Springer, Heidelberg (2005) 2. Dittmar, A., Forbrig, P., Heftberger, S., Stary, C.: Tool Support for Task Modelling – A ‘Constructive’ Exploration. In: Bastide, R., Palanque, P., Roth, J. (eds.) DSV-IS 2004 and EHCI 2004. LNCS, vol. 3425, pp. 59–74. Springer, Heidelberg (2005) 3. Farmer, R.A., Hughes, B.: A Situated Learning Perspective on Learning Object Design. In: Proc. ICALT 2005. IEEE, Los Alamitos (2005) 4. Limbourg, Q., Vanderdonckt, J.: Addressing the Mapping Problem in User Interface Design with UsiXML. In: Proceedings TAMODIA 2004, pp. 155–163. ACM, New York (2004) 5. Meder, N.: Didaktische Ontologien. In: Ohly, G.R.H.P., Siegel, A., Ergon, W. (eds.) Globalisierung und Wissensorganisation. Neue Aspekte für Wissen, Wissenschaft und Informationssysteme, vol. 6, pp. 401–406 (2000) 6. Norman, D.A., Spohrer, J.C.: Learner-Centered Education. Communications of the ACM 39(4), 24–27 (1996) 7. Obrenovic, Z., Starcevic, D.: Modeling Multimodal Human-Computer Interaction. IEEE Computer 37(9), 65–72 (2004) 8. Paternò, F.: Model-Based Design and Evaluation of Interactive Applications. Springer, Berlin (1999) 9. Puerta, A., Eisenstein, J.: XIML: A Common Representation for Interaction Data. In: Proceedings IUI 2002 International Conference on Intelligent User Interfaces. ACM Press, New York (2002)
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10. Stary, C.: TADEUS: Seamless Development of Task-Based and User-Oriented Interfaces. IEEE Transactions on Systems, Man, and Cybernetics, Part A 30(5), 509–525 (2000) 11. Stary, C.: Intelligibility Catchers for Self-Managed Knowledge Transfer. In: ICALT 2007, 7th International Conference on Advanced Learning Technologies, pp. 517–522. IEEE, Los Alamitos (2007) 12. Stary, C.: Sustainable e-Learning Communities. In: Akoumianakis, D. (ed.) Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis, IGI Global, Hershey, pp. 398–411 (2009) 13. Verpoorten, D., Pumay, M., Ledercq, C.: The Eight Learning Events Model: A Pedagogic Conceptual Tool Supporting Diversification of Learning Methods. Interactive Learning Environments 15(2), 151–160 (2007)
Interactive Learning Panels Ricardo Tesoriero, Habib Fardoun, José Gallud, María Lozano, and Victor Penichet LoUISE Research Group – Computer Science Research Institute (I3A), Campus Universitario S/N, Castilla-La Mancha University, 02071 Albacete, Spain {ricardo,habib,jgallud,mlozano,vpenichet}@dsi.uclm.es
Abstract. New sensing technologies, as RFID readers, are being incorporated into mobile devices to provide users with new interaction experiences. And, the combinations of these new technologies open up new challenging application scenarios. One of the areas that could exploit this potential is the design of interactive solutions for context-aware applications applied to learning environments. This article describes an m-learning environment that is enriched with new interaction features that are, or may, be provided by actual or future mobile device technologies. The proposed gesture based interface allows users to relate ideas and concepts through the improvement of traditional methods. This environment is based on the reuse of existent physical resources, such as the learning panels used in school classes. For instance maps, historical posters, timelines, and so on. These panels are improved with the low cost and widely used RFID technology that enables students to interact with them through mobile devices, encouraging the interest the students applying the constructivist education theory. Keywords: HCI, RFID technology, mobile devices, context awareness, collaborative environment, m-learning, social software.
1 Introduction The application of computing technologies on education starts almost simultaneously to the beginning of computing science itself improving education methods, either formal or informal, and educational mediums, such as online, in-situ or blended. Substantial achievements in this field include: the introduction of new multimedia infrastructure into schools and colleges, such as personal computers connected to the Internet, and the development of new educational software that improve student learning through imaginative software. Nowadays mobile technologies are an essential part of our lives. Teachers, students, workers, and so on are familiarized with this technology using it everywhere anytime. Main advantage of mobile computing is the provision of a communication link not only to people but to computing systems to access or store information. Even more mobile devices also provide users with the ability to take photographs; write ideas, record out thoughts on voice and video, etc. Consequently, the combination of these powerful characteristics this information can be shared among friends, colleagues, teachers, co-workers, companies or the whole world. J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 236–245, 2009. © Springer-Verlag Berlin Heidelberg 2009
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New developments in mobile phone technologies are not only offering rich multimedia experiences to the users, but the possibility to implement new applications that exploits the physical environment of the users; for instance, GPS, accelerometers and RFID technologies among many other. The application of mobile technologies to the learning process is basically named mobile learning. So, from a pedagogical perspective, mobile learning provides a whole new dimension to support either traditional or novel educational processes. Some characteristics of this type of applications described in [1] include: the urgency of learning need, the initiative of knowledge acquisition, the mobility of learning setting, the interactivity of the learning process, the “Situatedness” of instructional activities and the integration of instructional content. These characteristics make mobile learning quite different compared to traditional classroom learning environment, where all the educational activities are carried out at a designated time and place. Although the use of laptops extends the range of education to places where wired connections are available; mobile technologies go beyond wires and take education possibilities to places where wireless connection is feasible. Another issue to take into account is the adaptation of mobile technology to contextual life-long learning, which is defined as the knowledge and skills people need to prosper throughout their lifetime. These activities are not confined to scheduled times and places as traditional education requires that are so difficult to achieve when people finishes formal learning. Thus, mobile technologies become a powerful tool to support contextual life-long learning, by being highly portable, individual, unobtrusive, adaptable to the context of learning, the learner’s evolving skills and knowledge [2]. Our proposal can be seen as an interaction improvement to m-learning systems inheriting m-learning advantages, as long-life learning is. So, mobile learning frees users from being anchored to a specific space, providing the possibility to explore the environment and interact with the world outside the desktop. This is an interesting point to highlight because it restricts student explorations to a fixed place limiting one of the most meaningful ways of building knowledge from a constructivist point of view that encourages the idea of discover to learn. Therefore, the main idea of this proposal is a novel interaction way where users are able to interact with the environment to build knowledge from relationships acquired from the ambient. There are many ways of building these relationships, in this paper we present a new device called the “Interactive Learning Panel” where students relate information that is presented by the mobile application to a physical region of a panel. It is based on the idea of relating concepts with lines, or multiple choice questionnaires. Concretely, we have implemented a PDA web based application where users have to relate a flag to a region on a map. For instance, if a flag is given on the PDA screen, students have to relate it to the country depicted on the map and vice-versa. These panels are equipped with RFID tags that represent concepts on the panel and the PDA is equipped with a RFID reader that is able to read these tags and detect how user relate these concepts through their readings. So, to relate the concepts exposed in the PDA screen to those on the panel, users have to put the reader (mobile device) over the graphical representation in the panel.
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The structure of the article is organized as follows. In Section 2 we present the informal learning concept that is the learning theory foundation of this approach, and then in Section 3 we perform a review to the most related informal learning applications in the field. Section 4 presents the most relevant functional and technological aspects of “Interactive Learning Panels”. Then, in Section 5 a case of study where we expose a fully functional application applying these technologies. Finally on Section 6 we present conclusions and future work.
2 Formal and Informal Learning Combs in [3] defines informal learning as “the spontaneous, unstructured learning that goes on daily in the home and neighborhood, behind the school and on the play field, in the workplace, library and museum, and through the various mass media, informal learning is by far the most prevalent from of adult learning”. As principal features we can mention that it has no place in education to be carried out in normal life or professional practice. There is no curriculum and is not organized professionally instead, originates accidentally, sporadically, and sometimes, depending on the requirements of practical situations. Besides, it is not systematically planned pedagogically according to unconsciously, related to problems in a holistic manner, and related to the situations management. And it is directly experienced in his “natural” role as a tool to live and survive. The concept of informal learning, as used by Dewey in an initial stage and then by Knowles, has experienced a renaissance, especially in the context of development policies. At first, informal learning was bounded on formal school and non-formal learning in courses [3]. From organizational informal learning processes are not formally organized and are not funded institutions [4]. A broader approach is that of Livingstone which is geared towards learning and self-directed and self emphasizes self of the process by the student [5]. The form of learning from people in their informal work is 80%. The workers learn a lot more than look to others, trial and error, asking colleagues for help that formal training. However, defining informal learning is not so simple and is subject of an ongoing debate [6, 7, 8 and 9]. A complete vision is presented in [9] and suggests that informal learning should be defined as a learning process that occurs independently and casually without being tied to a directive or instructive curriculum by presenting a typology. Thus in the intentional informal learning, learning goals and process are explicitly defined by the teacher or the institution. And the learner is the one who defined the goals and the process of the intentional informal learning. On the other hand, in the unintended informal learning targets are not defined beforehand, and there is no prescribed learning process, but can be developed at runtime when a learning occasion arises. There are also hybrid types of learning, such as museums and schools. Although the case study presented in this article is suited to formal learning, it is not limited to it. As reader may have noticed, panels can be placed almost anywhere, for instance bus stops, train stations, museums, libraries, town halls, schools, etc., leading to a every time – everywhere learning environment.
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We have to highlight the fact that in this article we present a new way of interaction to learn, not the learning method itself. Besides, this interaction capability can be applied in both formal and informal education seemingly.
3 Learning Using Digital Technologies in Museums, Science Centers and Galleries This section describes the most relevant aspects of m-learning as part of learning in general. In this case, we relied on the report by Roy Hawkey, from King’s Collage of London. This report describes the experiences in the field of education at the scene, inside museums, science centers and galleries. The goal of this section goal is to show that we can relate ubiquitous computing concepts, through context awareness (mainly location awareness), to the learning activity. Moreover, our intent is to provide specific points of contact on this domain and the collaborative learning networks. 3.1 On-Site Learning The work presented in [10] indicates that there are two types of exhibits, static and dynamic. The later one is divided into three categories: automatic, operational and interactive. According to this classification, this approach suits into the dynamicinteractive category. On the other hand, [11] makes a distinction between exhibit (broadcasts facts) and informal learning. Main difference is the support level of personal interaction among users involved in the system. Participation is an important point in all kinds of social activities. Examples of different types of participation can be observed in: The “In Touch” that allows visitors to create their own page and access it after the visit, or at “Bristol, get connected” where visitors can compare their ideas in a variety of topics. Another example is the “Victoria and Albert Museum” that allows students to create their own digital images. And finally, the “Wish you were here” where visitors can use a digital camera and an editing program to create postcards. The collaboration is an important aspect related to education. The article [12] reveals that there are manly three ways of collaboration in these scenarios: real collaboration between learners (now present in an exhibition), virtual students (online) and in 3D virtual reality environment. Among the most prominent examples are: the “STEM project” [13] promotes the publication of ideas on the part of museum visitors physical or virtual, in an educational use of the National Museum of Science and Industry on the Web [14], and the “Keystone online project” of Franklin Institute, in which the activity-based research and professional development opportunities are combined into a Web site devoted to facilitating the teaching of science-based research. Our approach is based on real collaboration through the Web. Students are able collaborate with their teachers to check practices and even see exam corrections by email automatically. Even more, from this point of view, students are collaborating with their environment. In a producer-consumer scenario, panels play the role of information producers; and students play the role of information consumers.
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3.2 Personalization and Mobility Flexibility is crucial for students to pursue their own paths and can do so in their times. In [2] they have developed the theory of long-life learning through mobile devices such as PDAs and others, considering the hardware, software, communications and the interface design. Among the features of these systems we can mention: y The high portability and availability to anyone who wants to learn. y They should be individually adapted to the learners’ abilities, knowledge and learning styles; and designed to withstand the personal learning, instead of the general office work. y They should be not obstructive, so that we can capture the apprentice situation and retrieve knowledge that the technology clogging the situation. y They should be available on either side, to allow communication between teachers, experts and peers. y They should cater the evolution of knowledge and skills of the apprentice. y They should be able to manage learning over time, in this way the apprentice accumulates resources and knowledge that will be immediately accessible despite changes in technology. For instance, reference work. y They should be intuitive for people who are inexperienced with the technology. The Sparacino article [15] describes a study in the MIT Museum, more specifically in the exhibit “Robots and Beyond” where the system tries to “understand the use and produce an output based on the interpretation of the user context intention”. To do so, it is based on the behavior (places time, visited objects, etc.). On the other hand, the project “The Electronic Guidebook” at the Exploratorium in San Francisco makes effective use of the PDA to make “Bookmarks” materials and then visit them [16] One negative aspect appears in two dimensions, mechanical and cognitive skills. The need to hold the device reduces the activities related with their hands while reading the conversation inhibited demand. The article viewpoint [17] describes the “investigation nomadic” in which the trainees can manipulate the information and conduct research while moving the physical exhibits. In this learning type, is threatening to replace the Excel interaction with gestures “mediated talks with others and cognitively challenging”. Discarding this, which requires a careful design of instruction, trainees may benefit from their mobility within a context of physical objects and without feeling exhibits socially or physically isolated. There are many alternatives of applying this approach. The case study set in this paper is about evaluation. However, the same idea can be applied to retrieve information that may be hidden at first sight. It provides users with the ability to explore information through a learning panel just by going over the panel with the mobile device. For instance, students can easily explore the panel surface discovering or augmenting information that may not fully available for physical space.
4 ILP Interactive Learning Panels This section will explain the implementation details of the system. This description starts with a conceptual description of how the system works, it continues with the
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software system architecture, then it explains the interaction model it was employed, and finally it presents the interface design that has been followed to model the interaction. 4.1 Conceptual Description The System is based on three key elements: the panel, the mobile device and the service provider. The panel acts as a medium to interact between the user and the system. Basically it defines “hot spots” where: commands can be selected from the panel just by the gesture of putting the device near a “hot spot”. For example, in a questionnaire, this gesture may be used to select an answer for a question, to go to the next question, go back to the previous one, to end the questionnaire and so on. On the other hand, the mobile device is a tool that enables users to interact with the panel and perform tasks according to the user behavior. It provides the physical link between a physical representation (in the panel) and information received from service provider. Thus, the service provider: It is responsible for interpreting information of the user (acquired through the mobile device) and the information store into the database system. Although the system can be easily extended, it supports the recovery and playback of multimedia content (audio, text, video, etc.). It also supports a learning specific application, the questionnaire. This tool asks users about information that is represented into the panel, and they have to answer pointing the right graphical representation on the panel. For instance, if users are asked about which region on the map is related to a defined flag, they have to point the region on the map to answer that question. The application will be exposed in detail on Section 5. 4.2 System Architecture Users receive multimedia content on their mobile device through a Web based architecture. As explained on Fig. 1, in a first step, the user perform a simple gesture of bringing their mobile device to the panel, exciting, through the mobile device RFID reader magnetic field, any tag deployed on the reverse of the panel. This action results on the retrieval of the tag unique identifier. Immediately afterwards, the mobile device sends this identifier to the Web server. The server processes this request interpreting this identifier as a command, and generates a response to the action. The
Fig. 1. System Architecture
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answer may result on a resource transfer (video, photography, audio, text, etc.) or information, stored in the database system (for example, the result of a question). Thus, users finally perceive on their mobile devices the result of the interaction between them and the panel. 4.3 Interaction Modeling The system was implemented using the MVC (model-view-controller) architecture depicted on Fig. 2. Through this architecture we mapped the rugged natural gestures of user commands to certain events and actions that are processed by our domain model.
Fig. 2. The distributed Model View Controller implemented by the system
We are facing a distributed system. So, on the client side, the RFIDReader entity signals to the EcoPanelModel entity that a tag was read. The EcoPanelModel transmits the identifier to the server through a proxy represented by the ServerProxy class. This identifier is processed by the server and is mapped to a Command (for instance: next question) or ToolModel (a questionnaire) as necessary. Thus, as a result of the previous process, EcoPanelModel, which is part of the customer, receives the result as a set of serialized instances.
5 Case of Study For the case of study we will present one of the developed projects we made in our research laboratory. It treats the idea of teaching the Geography in the school, the library or any other learning environment. What we want to present is a connection between the student and the material provided by this subject. This material will be presented in such a simple and intuitive way that students can understand and interact with it without the help of any tutor. The goal of the panel is the identification of spatial entities as countries, cities, seas, oceans, etc. in a given map (the panel). On Fig. 3-a the system asks students for personal information and operation modes. Students are free to choose between two operation modes: the exam or a practice. The difference between these two modes lies on whether results are sent to the professor or not.
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Fig. 3. Main application screens
Once an operation mode is selected, a question is displayed. The question may be the identification of a region in the map or a flag corresponding to a defined region on the PDA screen (Fig. 3-b). For instance: “Select a state flag and then locate it into the map”. At the right bottom of the page the user can observe the number of the question he/she is answering and the total number of questions. As mentioned before, to select something, he/she has just to bring the PDA device near to the flag or region image depicted in the panel. It is a simple and clear process to develop. Commands and information retrieval are preformed analogously. Once questionnaire was fulfilled by a student, the results are displayed on the PDA screen (Fig. 3-c). The panel contains the map, flags, and other interactive buttons that the user will need to realize the practice or evaluation process. The next item to describe is the interaction panel based on RFID tags. While Fig. 4-a shows the map panel from the student point of view, Fig. 4-b shows the implementation of the panel based on a RFID tag matrix. On the right of Fig. 4-a we can see the map of the political division of the country and on the left we can see the list of flags that represent all the states of this county. At the bottom of the panel, there should appear a control panel. Usually, they are: the go back or forward panel buttons, to go back and forward through the questions, the confirm and cancel panel buttons to accept or cancel any action, and finally the exit panel button, to exit with or without saving the activity sending results by email.
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(b) Fig. 4. The map panel
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6 Conclusions This article describes an m-learning solution that exploits mobile technologies that are actually available, or will be available in the near future allowing students to interact directly with the materials they have to learn. Besides, ILPs also provide information to teachers about students’ progress. This system is implemented using several technologies, including mobile devices which support communication, RFID technology enabling gestural interaction, and the subject material which is introduced to enhance the student participation. And among main advantages of the system is worth to highlight the following issues: y y y y y y
Implementation of new interfaces for any mobile device. New resources can be introduced in a scalable and open way through the Web. Accessibility features, as audio-text for blind people, are easy to add. Multi-lingual support for resources on the PDA side. Great flexibility due to the panels can be updated quickly and efficiently. Economic deploy, because passive lo priced RFID tags and RFID popularity.
As future work, we can mention the extension of this interfaces to existing social networks to expand the service, for instance to Google Maps. Besides this form of interaction is not limited to retrieving information, instead it allows the execution of parameterized commands that can lead to the creation of active control panels that can evolve dynamically. Acknowledgements: We would like to thank CENIT project (CENIT 2008-1019MIO!) and CICYT project (TIN2008-06596-C02-01) for funding this work.
References 1. Chen, Y.S., Kao, T.C., Sheu, J.P., Chiang, C.Y.: A Mobile Scaffolding-Aid-Based BirdWatching Learning System. In: Milrad, M., Hoppe, H.U. (eds.) IEEE International Workshop on Wireless and Mobile Technologies in Education, pp. 15–22. IEEE Computer Society, Los Alamitos (2002) 2. Sharples, M.: The design of personal mobile technologies for lifelong learning. Computers & Education 34, 177–193 (2000) 3. Coombs, P., Ahmed, H.: Attacking rural poverty. How nonformal education can help, Baltimore (1974) 4. Watkins, K., Marsick, V.: Informal and Incidental Learning in the Workplace (1990) 5. Livingstone, D.W.: Mapping the Iceberg. NALL Working Paper number 54 (2002) 6. Mocker, D.W., Spear, G.E.: Lifelong Learning: Formal, Nonformal, Informal and SelfDirected. Information Series No. 241. ERIC Clearing House on Adult, Columbus (1982) 7. Hawkey, R.: Learning with Digital Technologies in Museums, Science Centres and Galleries. A Report for NESTA Futurelab (Report 9). Future Lab. King’s College, London (2004), http://www.nestafuturelab.org/research/reviews/09_01.htm (Last access 26.08.05)
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8. Sefton-Green, J.: Literature Review in Informal Learning with Technology Outside School (2004), http://www.nestafuturelab.org/research/reviews/07_01.htm (Last access 26.08.05) 9. Vavoula, G.: KLeOS: A Knowledge and Learning Organization System in Support of Lifelong Learning. PhD Thesis, University of Birmingham, UK (2004) 10. Miles, R.S., Alt, M.B., Gosling, D.C., Lewis, B.N., Tout, A.F.: The Design of Educational Exhibits. George, Allen & Unwin, London (1982) 11. Bradburne, J.: A new strategic approach to the museum and its relationship to society. Museum Management and Curatorship 19(1), 75–84 (2001) 12. Galani, A., Chalmers, M.: Can you see me? Exploring co-visiting between physical and virtual visitors. In: Museums and the Web 2002, Archives & Museums Informatics, Pittsburgh (2002) 13. The STEM project, http://www.sciencemuseum.org.uk/education/item 14. Bazley, M.: The internet: who needs it? Journal for Education in Museums 19, 40–43 (1998) 15. Sparacino, F.: The museum wearable: real-time sensor-driven understanding of visitors interests for personalized visually-augmented museum experiences. In: Museums and the Web 2002, Archives & Museums Informatics, Pittsburgh (2002) 16. Semper, R., Spasojevic, M.: Devices and a wireless web-based network to extend the museum experience. In: Museums and the Web 2002 (2002) 17. Hsi, S.: A study of user experiences mediated by nomadic web content in a museum. Journal of Computer Assisted Learning 19(3), 308–319 (2003)
WebELS: A Content-Centered E-Learning Platform for Postgraduate Education in Engineering Haruki Ueno, Zheng He, and Jingxia Yue National Institute of Informatics, Japan 2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo, Japan {Ueno,Hezheng,Yue}@nii.ac.jp
Abstract. This paper proposes a general purpose e-Learning platform WebELS to support higher education in engineering and science especially for PhD education. WebELS consists of three major modules, i.e., Learning for selflearning, Meeting for Internet-based on-line meeting, and Lecture for Internetbased distance lecture, as an “all-in-one” system. Using an easy-to-use authentication interface non-IT users can edit their own e-Learning contents on their personal computer as a series of slides from PPT, pdf, image and video data and upload to the WebELS server for e-Learning. Audio and cursor can be recorded onto each slide and be play-backed in a synchronized manner for helping understanding. WebELS is a Java-based server system and functioning in a low-speed Internet environment. The WebELS software is available as an open source system and is used in universities and industry in Japan and Asian countries. Keywords: e-Learning, Internet, higher education, postgraduate education, engineering education, software platform, open source, Internet meeting, distance lecture.
1 Introduction Recent progress in technology and engineering has been accelerated by high-tech, such as IT and Internet. The acceleration would be increased in the 21st century, since the informatization of society has been progressing. Rapid progress of technology is influencing in reconstructing the education systems as well, such that knowledge learned at universities must become out-of-date in shorter year, and engineers and technologists are required to obtain new knowledge continuously after graduation. Lifelong education is therefore definitely required from the points of views of both individual, and nation [8]. In order to improve the quality and productivity in technology and engineering fostering high-quality of engineers as well as engineering scientists is strongly requested by the society. However, employees who are working in industries have limited opportunities for learning advanced knowledge, because of time-limitation, and location-limitation. Traditional classroom-based education cannot answer to this kind of social demands. Internet-based e-Learning has great possibility to solve this problem, since this glowing education system has a variety of benefits based on the recent progress of, J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 246–255, 2009. © Springer-Verlag Berlin Heidelberg 2009
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such as advanced networking technologies, multimedia information processing technologies, and sophisticated software technologies, at lower cost and higher quality at global scale [2]. The role of universities is requested to change in the circumstance, in such a stream. The traditional model of Engineering Education in university is based on a combination of undergraduate education and graduate education by classroomoriented lecture. Most of Engineering Education in Japan is still in this way. Some universities are trying to introduce Internet-based e-Learning for correspondence courses for working students. This is because most professors are conservative on introducing e-Learning. However, social demand for graduate education in international scale is increasing, that results in a use of Internet-based e-Learning especially in a PhD program. In this paper we propose a general purpose e-Learning platform WebELS to support flexibility and globalizing of higher education in engineering and science especially for PhD education by means of advanced information technology. According to our analysis of PhD education features of e-Learning system should be different from those of undergraduate education. For example, typical lecture style in PhD program is discussion-based meeting. Presentation at an international conference is also a typical style of education. Test for evaluating the quality of knowledge that is one of key functions in undergraduate education is not applied. Standardized texts are not used in lecture. In addition, globalization of higher education in science and technology become strongly important. It should be noted that e-Learning platform should be available not only in advanced countries where high quality Internet is widely in use but also should be available in developing countries such as in Asia and Africa where low speed Internet is normally used. WebELS is designed to provide high quality eLearning environment for higher education in science and technology to meet these demands. Since WebELS is designed as a general purpose e-Learning platform, it is useful not only in education but also for business meeting in institutions and industry. Combined use of WebELS with Moodle [4] is also suitable idea of use such that functions of both systems would be featuring together. WebELS consists of three major modules, i.e., WebELS Learning for self-learning, WebELS Meeting for Internet-based on-line meeting, and WebELS Lecture for Internet-based distance lecture, as an “all-in-one” system. Using an easy-to-use authentication interface non-IT users can edit their own e-Learning contents very easily as a series of slides converted from PPT, pdf, image and video data on their personal computer and upload to the WebELS server for dissemination. Audio and cursor can be recorded onto each slide and be play-backed in a synchronized manner for helping understanding. WebELS is a Java-based server system that consists of Editor, Viewer and Manager, and functioning on a small PC server in a low-speed Internet environment. Every functioning module is downloaded from the server onto a user’s computer automatically as a Java Applet when he/she chooses a specific function in using the system via Internet browser such as IE. The WebELS software is available as an open source system and is used in universities and industry in Japan and Asian countries.
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2 Background Concepts of WebELS WebELS is designed to provide an advanced e-Learning platform for globalizing graduate education in science and technology focusing on authoring and dissemination of multimedia contents, aiming to assist instructors to archive their learning materials on the web for on-demand learning, on-line meeting and on-line lecture. We have analyzed the characteristics of PhD education from the point of views of eLearning [1,6,7]. Some key characteristics are as in the following. 1. PhD students are research partners as well as students, and activities as individual scientists are involved in education. Joining research meetings, presenting at international conferences are typical examples. PPT-based presentation followed by discussions is a typical style. 2. PPT-based lecture is a typical style of classroom lecture, and PPT-based playback with voice and synchronized cursors on a learner’s computer seems to be reasonable for on-demand self learning. High quality PPT slides with voice and cursor are requested to replay in a narrowband Internet. 3. Powerful authoring features for non-IT users are strongly requested so that professors can edit their own educational materials on their personal computers and upload them onto the WebELS server. 4. The e-Learning system must be used on multiple operating systems which include Windows, Mac OS and Linux in a global situation over the Internet. WebELS was designed to meet these requirements mainly for supporting global PhD education as a contents management e-Learning system (CMS). Java programming language was chosen for achieving a multiple OS system to be used in Windows, Mac OS and Linux. WebELS is an all-in-one e-Learning system consisted of three modules, i.e., Learning for self-learning, Meeting for Internet-based on-line meeting, and Lecture for Internet-based on-line distance lecture. PPT contents are converted into a series of image slides in an authoring session using the easy-to-use editor. Then, voice and synchronized cursor are attached to each slide by means of a voice recording function of the editor. Pdf contents are converted to images, i.e., slides as well. Video clip can be inserted into the list of slides by means of specially designed function of the editor. So, it is easy to combine PPT data, pdf data and video data on a user’s computer using the editor. The editor is automatically downloaded from the WebELS server when the user clicks editing function of the contents list as discussed in the following chapters. Image-based contents are easy to maintain and safety for copyright protection. Export and Import functions are available so that the author of specific contents could be moved from a server to a server. This function is useful to maintain WebELS contents in a distributed WebELS server systems environment. Same multimedia contents can be used for three styles of usage in a similar manner. That is, a content edited and uploaded to the WebELS Learning database is able to use for WebELS Meeting as well by copying it within the server by means of the Export-Import function. By means of an embedded voice meeting function it is easy to achieve an Internet meeting and Internet lecture in a narrowband Internet environment with high quality image slides. The quality is accomplished by means of a pre-downloading feature of the system. On-line zooming and cursor pointing functions support
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easy-to-understand slide-based on-line meeting and lecture. It should be stressed that the design concepts as well as key features have been carefully considered by the analysis of users. We are going to keep this policy in the future. An offline-viewing feature, named OFV, was added according to student’s request. By means of OFV a user can download a specific content from the server onto his/her computer and bring it without Internet connection for viewing later in offline. An OFV content is a package of viewer and content. In addition to bring it on user’s computer for personal learning it is possible to send by an e-Mail attachment and insert to another contents list maintained by another platform such as Moodle for distribution. Another policy in developing the system is that the WebELS software should be distributed as an open source. Because of this universities in developing countries will be able to install the WebELS system on their PC server through the Internet with free of cost. We believe that this policy would be one type of international contributions in globalization of higher education in science and technology.
3 Outline of the System Fig.1 shows an overview of the WebELS system. As shown in the figure, WebELS is a server-based system functioning on a Linux server. Every user can use the system over the Internet using a browser, such as IE. The editor is downloaded onto user’s computer by accessing to the server for authoring contents, and viewer is downloaded to user’s computer when he/she access to the server for self-learning, Internet meeting and distance lecture. The editor and viewer are implemented in Java and thus downloaded as Java Applets. Windows users are requested to pre-install JRE (Java Runtime Environment) through the Internet. Java programming language was chosen because it is powerful in developing a variety of functions and a multi-OS system was realized, i.e., the system provides every function for Windows, Mac and Linux users equally. Multi-language feature is another important character of the system to support a global use of e-Learning in science and engineering. The user interface is automatically switched to English or Japanese language by detecting Browser language. It is possible to append other languages in this way. It should be noted that the editor as well as the viewer, i.e., player, is working on a client computer in off-line processing. The processing in the Learning session is monitored by the server for managing the user’s operations that include Login, Logout, Downloading, Uploading, and so on. For on-line meeting and lecturing the server’s role is more. It includes On-line slide changing, On-line cursor positioning, On-line zooming, Voice meeting, and so on. Since PPT-based slides are predownloaded onto every members of a meeting as well as a distance lecture, high quality slide sharing by multiple locations are available in a low-band Internet environment. Downloading time is varying according to the speed of data transmission over the Internet from several seconds to several minutes. Figure 2 shows an example of viewing windows for on-demand self learning of WebELS Learning. Synchronization of sound and cursor makes easy to understand PPT-based lectures on user’s computer in a narrow-band Internet environment [3]. A
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Fig. 1. Overview of the WebELS system
Fig. 2. An example of playback for self-learning (Shimamoto)
content with viewer is downloaded from the server onto the user’s computer in advance, then playback is executed on it offline. The zooming function is available so that a learner can zoom-in at any position of the slide. A voice and cursor synchronization helps him/her in understanding a lecture. A user-friendly editing interface to create the content is installed within the editor as discussed later. Fig. 3 shows an example of two slides in on-line multi-point Internet meeting by using WebELS Meeting module. Several groups are able to organize Internet meetings independently by using the embedded functions such as ad-hoc presenter
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management, embedded voice line, on-line cursor control, on-line zooming. A virtual meeting room is automatically created when several users access to a specific content with specific password. One of the members can obtain the presenter’s right to control presentation just by clicking a presenter bottom on the viewing window. Presenter can be switched to another member by clicking this bottom any time during the session. The server has the monitoring function to manage this kind of multi-point meeting. Since WebELS is a download-based system, every user is requested to download the content onto his/her computer before starting the meeting. During the meeting session only control signals for changing slides and pointing cursor in addition to voice signal are transmitted over the Internet, and then high quality slides can be shared even in a narrow band Internet environment.
Fig. 3. An image of Internet meeting (Bourgeois/UNESCO)
One of the most important functions of WebELS is that easy-to-use authoring interface is available for non-IT users. Users can create their own contents on their own computer from existing PPT, pdf, image and video data by means of a specially designed editing interface. Fig. 4 shows the editing interface of the WebELS system. In creating a new multimedia content a user is requested to click the “Create a New Course” bottom on the contents list window assigned to him/her first. Then the authoring system is downloaded from the server onto the client computer as a Java Applet followed by initialization process to start functioning, and the editing interface appears as in the figure. Editing procedure is quite simple as follows. For a newly creating content, enter the title of a course into the first column, choose a category and subcategory, set a password to protect from unauthorized viewing if needed. Creation of a content is done as in the following procedure. Choose one of four types of data from PPT, pdf, image, and video by clicking a button and press the “Add” button as shown in the
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Fig. 4. Editing interface
figure. Then, choose a data-file on the computer according to the guidance. The identified data are converted to a standardized WebELS slide format and recorded onto the working file for further editing procedure. The slide list appears in the window as in the figure. It is possible to combine four types of data into one content using this interface by means of Add, Remove, Up and Down functions.
Fig. 5. Voice and cursor recording interface
Fig. 5 shows the user interface for recording voice and cursor onto a specific slide that is identified in the editing interface of Figure 4. Choose one in the slide list window, click the “Preview Record” button, then the slide appears as in Figure 5. Recording voice and cursor can be done by quite simple manner. Just click the “Record
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Audio & Cursor” button and recording process begins. Voice recording is achieved just by talking toward a microphone. If a cursor is used during talking, then synchronized record of cursor is done. By clicking the “x” button (erasing-window button) of the window the recorded slide is moved to the working file and a “recorded mark” appears in the front of each slide in the window.
4 Implementation Some key technologies in the implementation of the WebELS system are discussed in this chapter. More discussions are in [3,5]. 4.1 System Configuration In WebELS system, implementation of editor, player and manager is based on a typical Browser/Server (B/S) structure. Under this structure, all user interfaces are implemented on web pages. Main tasks are executed by server side and only small work is carried out on browser side, it will much lighten the loads on client-side computers. Moreover, this kind of system can be accessed and used without downloading or installing other tools beforehand. Fig. 6 describes the architecture of WebELS system.
Fig. 6. Architecture of WebELS system
Web server is responsible for users’ requirements. A customized HTTP server handles web-based user interface that includes HTML and JSP pages. Java Servlets response the interaction with the Java tools on client-side and perform data transformation with database server. Database server is to provide data storage for achieved contents, supports contents editing, manage user information, and verify course dependency. And all user account information is maintained by SQL database server.
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4.2 Voice and Cursor Synchronization In the WebELS system, a cursor file is embedded into each slide of the contents to simulate lectures’ action. Users can edit the slide and point a cursor onto corresponding slide to tip the topic they are talking on, or show the points they want to strengthen. Each slide has its own timeline in order to: !Syntax Error, .) record the cursor positions (x, y) chronologically; ii) store the information (s, f) for the embedded audio stream file simultaneously, in which s is the current state (play or stop) and f is frame numbers.
Fig. 7. Synchronization of cursor positions with audio stream
As in Figure 7, the cursor positions are synchronized with audio stream in each slide file by the time shaft. For examples: i) when t=t0, (s, f)=(play, 0) and (x, y)=(0, 0), the audio stream is started, and there is no cursor action; ii) when t=t1, (s, f)=(stop, f1) and (x, y)=(x1, y1), the audio stream is paused and the cursor is pointed to the location (x1, y1) on this slide; iii) when t=ti, (s, f)=(play, fi) and (x, y)=(xi, yi), the audio stream has processed fi frames and the cursor is pointed to the location (xi, yi) on this slide. Also a continuous audio stream can be dispersed at different cursor positions according to the frame numbers recorded by the timeline. Therefore the duration of audio stream is normally shorter than cursor action although both of the actions are simultaneously recorded. Compared with real-time recording system, the file size of the audio stream which was edited based on timeline was decreased.
5 Concluding Remarks WebELS is designed to provide an all-in-one e-Learning platform to be used in a narrow band Internet to support flexible education and internationalization of graduate education based on the analysis of requirements of Ph.D education in an international situation. WebELS is also useful for such as undergraduate education, employee education, life-long education and online-meeting for international projects. WebELS is available over the Internet at a Web-site such as [9]. Since WebELS is designed as a content-centered e-Learning platform an integrated use with LMS such as Moodle [4] should be useful for under-graduate education.
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Acknowledgement The authors would like to express sincere thanks to all persons who support the WebELS project of NII Japan, especially to Dr. Vuthichay Unpornaranveth for his contributions in designing and implementing the WebELS system, and to Prof. Nobuo Shimamoto for his contributions in concept formation and design of user interface from a point of views of non-IT users. The project is funded by such as Science Research Foundation of Japan, Research Organization of Information and Systems and The Graduate University of Advanced Study. We express sincere thanks to the eLearning project of UNESCO Jakarta office for further collaborations using WebELS.
References 1. Ampornarambeth, V., Zhang, T., Hadiana, A., Shimamoto, N., Ueno, H.: A Web-Based eLearning Platform for Postgraduate Education. In: Proc. the 5th IASTED International Conference on Web-Based Education, pp. 388–393 (2006) 2. Blinco, K., Mason, J., McLean, N., Wilson, S.: Trends and Issues in E-Learning Infrastructure Development. DEST, Australia and JISC-CETIS, UK (2004) 3. He, Z., Yue, J., Ueno, H.: WebELS: A Multimedia E-Learning Platform for Nonbroadband Users. In: Proc. ICCET 2009 (2009) 4. Moodle: http://moodle.org/ 5. Rahman, M.M., He, Z., Sato, H., Ampornaramveth, V., Shimamoto, N., Ueno, H.: WebELS e-learning system: Online and offline viewing of audio and cursor synchronized slides. In: Proc. ICCIT 2007, pp. 1–6 (2007) 6. Rahman, M.M., He, Z., Sato, H., Ampornarambeth, V., Shimamoto, N., Ueno, H.: WebELS E-Learning System: Online and Offline Viewing or Audio and Cursor Synchronized Slides. Proc. ICCIT 2007, 106–110 (2007) 7. Ueno, H.: Role of e-Learning in Engineering Education - Background and Outline of WebELS. In: Proc. International Workshop on Engineering Education (2008) 8. Ueno, H.: Internet-Based Distance Learning for Lifelong Engineering Education - A personal view and Issues. J. of Information and Systems in Education. 1(1), 45–52 (2002) 9. WebELS: Web E-Learning System, http://webels.ex.nii.ac.jp/
A Pen-Based Teaching System for Children and Its Usability Evaluation Danli Wang1, Tingting Ying1, Jinquan Xiong2, Hongan Wang1, and Guozhong Dai1 1
Institute of Software, Chinese Academy of Sciences, Beijing 100090, China 2 Jiangxi Institution of Education, Nanchang 330029, China [email protected]
Abstract. The computer has become more and more important in children’ life and learning. Various issues exist in the application of multimedia edutainment software and courseware. Therefore, we analyze the current situation and requirement of preschool education software, and present the development of pen-based teaching system for children. Lecturing courseware, annotation, adding contents have been provided, which make targeted classroom teaching convenient, and children interactive courseware function has also been provided to arouse their learning initiative and enthusiasm. After analyzing the feedback, we design and develop the improved version of the system, and evaluate the two versions through experiments. Finally, we propose some suggestions for its modification. Keywords: pen-based interaction, children, teaching system, usability.
1 Introduction With the development and popularization of computer, children have opportunities to access to computers. They use computer to learn knowledge, play games. The computer is changing the way of children’ living and studying [1]. Early childhood is the enlightenment stage of their lifetime, children's education in this period will influence the development of their life, and therefore, preschool education is a very important work. There are 1.6 billion preschool children in China, more than 110,000 kindergartens, and 2000 million children in the kindergartens. But now our childhood education still adopts the traditional teaching mode basically, which mainly rely on teachers’ dictation with the instructional aids, pictures, audio and video playing to lecture the teaching contents. In recent years, the investment in the education information both at home and abroad is very considerable, however mainly in the infrastructure construction, network environment construction, and development of multimedia learning software, there are rarely special tools for the classroom teaching [2]. Analyzing relevant teaching software both at home and aboard, the main problems are software which belongs to tool type lacks of target, the efficiency of making courseware is low. A series of teaching courseware cannot be modified and improved in accordance with children and J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 256–265, 2009. © Springer-Verlag Berlin Heidelberg 2009
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teachers’ need. Some software for Intelligence and skill development lacks of systematic, and not suitable for realizing whole classroom teaching. In addition, most of software is using the keyboard and mouse operation basically. Lecture activities need frequent outline, so the keyboard and mouse operation is less free and easy to operate than pen, and against children’s participation in classroom activities. In recent years, pen-based interactive technology has been widely used. Pen-based interaction has great advantage in teaching: the operation is free and simple in keeping with cognitive and operation habit. It will provide an effective means of interaction in teaching activities; In addition, Pen-based interaction is an effective tool to solve the input problem of Chinese characters computers. It is convenient to writing for teachers and helpful to learn Chinese writing for children [3]. According to the current situation of preschool education software and requirement of preschool education, combining with advanced teaching theory, we analyze the characteristics of children, and propose an pen-based teaching system and realize a teaching environment where teachers can fully play a leading role, while children can play more initiative and active, and participate in the teaching in order to promote the teaching effect. Through using the software in kindergarten, software functions and performance have been improved continuously according to the users’ feedback, and moreover based on the earlier version (version 1), a new version(version 2) has been designed and developed. These two versions have been evaluated in usability. We will analyze the evaluation process and results in detail and give the system improvement comments and suggestions.
2 Related Works 2.1 Pen-Based Interaction Technology Natural interaction and human interface is the development trend of human-computer interaction. Pen-based user interface develops with the emergence of pen-based interaction devices like the handwritten pen, the touch screen and so on. The earliest pen-based interaction devices appeared before mouse and graphical user interface, which appeared in the system of Sketchpad in 1963[4]. With the progress of computer software and hardware technology, pen-based computing environment with features of pen-based interaction is rapidly developing. One of the obvious characteristic in pen-based interaction is easy to control, effective to use, natural to outline [5]. Both text and graphics can be naturally outlined and displayed on the screen; therefore, applying pen-based interaction to education has become a new hotspot. It not only makes the full use of natural pen and paper way of working, but also make up for the limit of estimating the position of mouse click on and contents input from keyboard, simply teachers’ operation, reduce controlling difficulties [3]. 2.2 Educational Software for Children Computer technology is affecting the education and learning, especially network and multimedia technology, which is very suitable for helping learning. Computer technology has enough potential to improve students' score. Multimedia electronic
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courseware combined with text, video, and images has completely changed the traditional teaching and learning mode. The multimedia teaching process can be regarded as the process in which teachers make use of multimedia technology to present study materials and let students to obtain information/knowledge. In the learning process by using multimedia, multimedia is not only an information transmission tool, but also means of helping students understand knowledge [6]. Multimedia technology which combines various media such as text, images, audio, video, animation and so on, can attract children's attention, arouse their interest, create the scene atmosphere, arouse their emotional development, enhance the teaching effect through the organic combination of teaching information, promote children's multisensory development through improvement of interpersonal interaction [7]. Currently, many researchers perform in-depth studies in children’s education software, and have developed some education software. Britain’s Sussex University studied the learning environment that supports children’s learning of biological concepts [8]. Carrie Heeter et al. studied software suitable for girls to learn animals [9]. Several large software companies also marketed multimedia course development tools, e.g. Microsoft’s PowerPoint allows users to conveniently produce texts, graphs, adding images, audio, motion pictures, video, etc. It also allows design of presentation effects based on needs. Macromedia’s Authorware is an editing platform based on icons and lines, multimedia production software for developing Internet and on-line learning applications [10]. Software such as Action, Flash provides tools for producing course materials. However, the cost of learning this kind of software is high, the operation is complex, and special training is necessary. Therefore it will take ordinary teachers long time to make courseware, the efficiency is very low. Software are not satisfied with the requirement for preschool education, because of not considering the characteristics of preschool teachers and the situation of children education, therefore, they cannot be used for most preschool teachers. In addition, there are some series of courseware, such as WaWaYaYa etc. [11], which are made according to some teaching materials. Coursewares provide abundant content of courses and multimedia display effect. However, this kind of software does not allow teachers to modify the content of courses and reuse courseware materials, which constraints teachers’ activities. Therefore, developing the teaching system for children is proposed in the paper. It is suitable for Chinese children, convenient to teaching activities for teachers. Simultaneously, allow children to participate in teaching activities, improve their learning enthusiasm and initiative.
3 Design and Realization Pen-Based Interaction System 3.1 Platform Architecture Based on above analysis, we developed a pen-based children teaching system, the framework of which is shown in figure 1. The top layer is pen-based user interface; the middle layer is data processing layer; the lowest layer is system database, primarily comprised of courseware base, resource base, constrain base, gesture base and text base. Users can communicate with system through pen-based user interface. Input
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Fig. 1. Architecture of System
gestures are transmitted into system. The system first analyzes and comprehends the input. Through the support of recognition algorithms, the system obtains the input intents of the user, and performs the corresponding operations. Then the system’s responding results are output to the user interface. 3.2 System Function The function of the system is shown in figure 2. It is divided into four modules: basic operation module, media interaction operation module, handwriting operation module and auxiliary operation module. Among them, the media interaction operation includes pictures interaction, text interaction, audio, Gif animation control, and track-based animation control, all of which have their own interaction properties (such as: click to show, click to hide etc.), and allow users to interact freely.
Fig. 2. System Function
3.3 System Realization The teaching system was developed in VC++ 6 based on our lab existing pen-based software development platform. This platform provides basic pen-based interface and gesture lib. Users go through pen to interact with the system. The system first analyzes and comprehends the input, carry on the according processing and operation, then the system’s responding results are output to the user interface. The system interface of Version 1 is showed in figure 3-4. This system has been provided for more than kindergartens to try out. Analyzing the users’ feedback, we propose an improved version (Version 2), which is showed in figure 5-6.
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Fig. 3-4. Interface of Teaching System (Version 1)
Toolbar in left
Toolbar in bottom
Fig. 5-6. New Interface of Teaching System (Version 2)
4 Usability Evaluation of the Teaching System 4.1 The Evaluation Method Among all of the evaluation methods, user testing and questionnaire are selected to evaluate the teaching system. The tester first finishes a group of tasks according to the requirements, then he or she answers the questions. In order to let the tester learn the teaching software quickly, the training scheme and testing tasks were devised using interface scenarios, and this method has been proven to efficiently improve learning rate of the user and finishing rate of the tasks. 4.2 Evaluation Process Participants and Software The users of our system are mainly teachers who teach students by the teaching system. Therefore, we choose 6 testers three male and three female. All of them are 20 to 30 years old. In addition, some of the testers were ever teachers. The evaluation software is the teaching system developed earlier (to be called version 1 indicated with V1 later), another is the new teaching system in this article (called version 2, indicated with V2 later). The differences between two versions are that we add a dragged function toolbar in the version 2. The purpose of this evaluation is to understand what kind of interface testers like more and test various availability indicators of the teaching system. In this evaluation we adopts contrast experiments for two versions, we will also carry on the contrastive analysis for two versions’ test data.
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Evaluation training The staff member first introduced the purpose and arrangement of this experiment, then explained the usage of the software with a scenario-based method, and offered a demo. Then, the testers had 10 minutes exercise. At last, the instructor introduced the testing requirements and tasks. Testing and questionnaire After the exercise, the testers began to test according to the task requirements. The staff members recorded the errors and other problems during testing. All the errors and problems did not be prompted. After testing, the testers filled out the questionnaires. 4.3 Result Analysis We mainly analyze the test result from two aspects. One is objective aspect, analyze data recorded during the test procedure, such as wrong number, time of finishing tasks and so on; The other is subjective aspect, testers’ questionnaire survey results. Objective data z Integrity Table 1 shows the integrity which the testers finished each task in, and the data is analyzed using statistical method, and the average integrity and deviation of finishing every task were obtained. Table 1. Integrity of finishing tasks (the highest is 1) Task V1 Lesson preparation V1 class begin V2 Lesson preparation V2 class begin
: : : :
Mean 1 0.98 1 0.98
s.d. 0 0.03 0 0.03
From table 1, we can see the achievement of testers in two versions is the same. According to task completion rate, the whole task can be basely finished. In version II, we have joined the dragged toolbar, however from the objective data, it is not difficult for testers to understand and operate. Integrity of the task doesn’t reduce. Therefore, the data shows that testers feel tasks difficult to understand or to implement during the test, and the tasks and operations are within their cognitive workload and operation scope. z The errors During the whole evaluation process, when tester operates, problems may occur. The reason may be the habit of the testers, or the operation error, or it may be that the system produced the errors. The statistical results of the errors are: during the process of finishing tasks for two versions, the numbers of system errors are both 0. It shows that our systems are running stable relatively. The error frequency of operation is also low overall. The number of errors in version 1 is more than that in version 2, such as that the pen attributes Toolbar in version 1 has hidden page turning buttons, thus results in wrong operations. The data is shown in the Table 2.
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Group System error Operation error System error Operation error
V2
Error number 0 2 0 1
The occurrence rate of both in version 1 and version 2, errors are very low. Testers used the teaching system very fluently. It implies that the software has high reliability and naturalness. However, since errors occurred, there were some aspects should be improved in the system. We will focus on these errors, and get the clue of the further perfection. The results of questionnaire For the design questionnaire, the teaching system includes three parts: the first one is the overall evaluation of the teaching system, the second is evaluation of version 1, and the last one is the evaluation of version 2. In the 8 questions of part 1, the 1st, 3rd, 5th and 7th questions are proposed to version 1, the others are proposed to version 2. The average score of version 1 is 2.71, and 3.79 for version 2. Therefore, the synthetic evaluations for version 2 are higher than version 1. Testers prefer to use version 2 which has the dragged function toolbar. The questionnaire is consisted of 18 questions, adopting 5 degree evaluation table. It provides the overall evaluation of our teaching software version 1, including easy-learning, easy use, reliability, naturalness, interaction and satisfaction. The results are shown in Table 3. The usability evaluation score of version 1 shows in figure 7. Table 3. Usability evaluation for version 1
:
V1 questionnaire result Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
Mean 4.17 4.33 4.00 4.33 4.28 4.33 4.24
s.d. 0.71 0.52 0.93 0.52 0.57 0.50 0.62
Fig. 7. Usability evaluation score of version 1
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Similarly, we also evaluate version 2 on easy-learning, easy-use, reliability, naturalness, interaction and satisfaction. The results are shown in Table 4. The usability evaluation score of version 1 shows in figure 8. Table 4. Usability evaluation for version 2
:
V1 questionnaire result Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
Mean 4.17 4.43 4.00 4.50 4.31 4.33 4.29
s.d. 0.64 0.51 0.54 0.52 0.59 0.56 0.56
Fig. 8. Usability evaluation score of version 2
From above data, the average scores of each availability indicator in both versions are more than 4, which are high scores. The standard deviations are also in the normal scope. It shows that the evaluation result of the teaching system is satisfied. Especially in terms of Naturalness, the system has been given higher scores. It is mainly because we fully taken into account the users’ habits during the process of design and realization. Synthesized comparison between two versions is shown in Table 5 and in Finger 9. The scores of two versions are not very different, synthetical score in version 2 is higher. It shows that as a whole, synthesized evaluation for version 2 is higher than version 1. And in easy-learning, easy-use, reliability and satisfaction, the evaluation score in two versions is closed. It shows that joining the dragged toolbar doesn’t make users feel more difficulties. However, the evaluation of version 2 is higher than that of version 1 in two aspects of naturalness and interaction. It shows the dragged function toolbar makes users more convenient when using the teaching system, while in version 1, users cannot drag the toolbar at will. If the position of teachers is distant from the function buttons like page up or page down buttons, then the teacher may have to go to distant locations to find those function buttons, causing a certain amount of inconvenience. The introduction of the dragged function toolbar strengthens interface interaction of the entire system. According to testing situation and questionnaire survey, users authorize this interactive approach of the dragged toolbar.
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Easy-learning Easy-use Reliability Naturalness Interaction Satisfaction Overall Score
V1: synthesized average score 4.17 4.33 4.00 4.33 4.28 4.33 4.24
V2: Synthesized average score 4.17 4.43 4.00 4.50 4.31 4.33 4.29
Fig. 9. Synthesized comparison between two versions
4.4 Overall Evaluation For both version 1 and version 2, the integrity of finishing task is very high. Simultaneously the error rate is also quite low. The testers basically can complete the testing tasks well. Looking from questionnaire survey, testers have given good evaluations in both version 1 and version 2. The improvement that is the dragged function toolbar in version 2 has been approved. In addition to evaluation questionnaires, we have gotten some testers’ ideas from their feedback for the system, such as their favorite functions, improvement points. Testers feel that adding animation in the course of teaching has enhanced the effectiveness of teaching. Whiteboard function is also very appropriate for the system design; teachers can open "white board" for writing at any time. However, through the evaluation process, we have found the shortage of the software design. For instance, the dragged function toolbar can sometimes hide other buttons, or when the dragged toolbar moves to upper boundary, it cannot automatically close the border in accordance with the placing of the border, as well as some users want to operate more naturally and so on. We will improve it and do further research on how to make teachers interact with the teaching system more smooth and natural.
5 Conclusion This paper, focused on the issues in multimedia teaching and the needs of children’s education software, presented the development of a pen-based children courseware system. The platform provided for the teachers a convenient environment for lecturing
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courseware to facilitate multimedia teaching for the teachers, as well as for the children an interactive and interactive environment, where children can be allowed to participate in multimedia courseware explanation to deepen their understanding and memorization of the knowledge, so as to improve their learning results. This paper combined pen-based interface technology and the design of natural user interface to provide for the teacher and the children an easy-to-learn, easy-to-use teaching system. Through the use of system and feedback, we have modified the design of the system and obtain the new software version. Through comparing the new version with the old one, we present some comments and suggestions for improvement. Acknowledgments. The authors would like to acknowledge the support of Zhang Jie, Peng Fang, Wu Guangyu, Xu Li Shuang, among others. This research is supported in part by the National Natural Science Foundation of China (under Grant No. 60373056), and the CAS Pilot Project of the National Knowledge Innovation Program (Grant No. KGCX2-YW-606).
References 1. Mai, N., Neo, T.K.: Multimedia in education: developing a student-centred learning environment in the classroom, http://www.vschool.net.cn/english/gccce2002/lunwen/ gcccelong/41.doc 2. He, K.: The challenges in the development of educational informationalism. China Educational Technology 6, 5–11 (2006) 3. Wang, D., Chiu, S.C., Wu, G., Dai, G., Wang, H.: Pen-Based Children’s Instructional Platform Based on Cognition Theory of Multimedia Learning. In: PDPTA 2008, pp. 742–748 (2008) 4. Sutherland, I.E.: SketchPad: A Man-Machine Graphical Communication System. In: AFIPS Spring Joint Computer Conference, pp. 329–346 (1963) 5. Li, Y.: Research on Pen-based User Interfaces—Theory, Technique and Implementation. PhD dissertation (2002) 6. Mayer, R.E.: Multimedia Learning. Cambridge University Press, Cambridge (2001) 7. Li, X., Atkins, M.S.: Early Childhood Computer Experience and Cognitive and Motor Development. Pediatrics 113(6), 1715–1722 (2004) 8. Michael, S., Yvonne, R., Frances, A., Matt, D.: Designing for or designing with? Informant design for interactive learning environments. In: CHI 1997 (1997) 9. Carrie, H., Brian, M.W., Darcy, D.G.: Theories meet realities: designing a learning game for girls. In: DUX 2005: Proceedings of the 2005 conference on Designing for User Experience (2005) 10. Calvert, Children Journeys Through the Information Age (1999) 11. WaWaYaYa, http://www.wawayaya.net/guide/
Development of a Visualised Sound Simulation Environment: An e-Approach to a Constructivist Way of Learning Jingjing Zhang1, Beau Lotto2, Ilias Bergstom2, Lefkothea Andreou2, Youzou Miyadera3, and Setsuo Yokoyama4 1
Department of Education, University of Oxford, UK [email protected] 2 Lottolab Studio, University College London, UK 3 Division of Natural Science, Tokyo Gakugei University, Japan 4 Information Processing Centre, Tokyo Gakugei University, Japan
Abstract. In this paper, the design and implementation of a visualised sound simulation environment is presented as an initial step to further laboratory experimentation. Preliminary laboratory experiments showed a positive learning curve in human auditory perception. Learning occurred when new information was processed with relevant existing knowledge in this simulation environment. While the work towards the truth of the empirical hypothesis is still under discussion, this project has been expanded beyond the scope that was originally envisaged and the developed environment showed its potential to be adopted on mobile devices for many educational purposes. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning. Keywords: visualisation, simulation, constructivist, learning, mobile, visual, auditory.
1 Introduction John Dewey (1933), the educational philosopher, defined learning as "the continual process of discovering insights, inventing new possibilities for action, and observing the consequences leading to new insights". The classical view of cognition considers humans as processors of knowledge. Knowledge as an object can be transferred from one mind to another. In contrast, the constructivist view of cognition sees humans as constructors of knowledge. Knowledge as a mental representation exists in the human mind, which cannot be moved from one mind to another. Construction plays the role in integrating the new material with relevant existing knowledge in a coherent structure (Mayer, 2003). Despite the battle between cognitivism and constructivism continuing for centuries, we accepted that both approaches have their role to play and took an innovative approach to understanding learning from where the process of learning begins. Gibson (1991, p. 493) argued that the acquisition of knowledge actually “begins with and depends upon knowledge that is obtained through perception, which extracts J.A. Jacko (Ed.): Human-Computer Interaction, Part IV, HCII 2009, LNCS 5613, pp. 266–275, 2009. © Springer-Verlag Berlin Heidelberg 2009
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information from arrays of stimulation that specify the events, layout and objects of the world”. In this paper, we put focus on parts of the learning process that look to be somewhat independent from conscious or critical forms of learning (such as learning to solve a mathematical problem) but that are involved with rather low-level acquisition through the central perception system. Perception has long been considered as a modular function, with the different sensory modalities working separately from each other (Schlottmann, 2000). Recent studies in neuroscience and psychology, however, challenge this view by suggesting that crossmodal interactions are in fact more common than originally thought (Martino & Marks, 2000). A number of experiments involved with cross modality have been carried out (e.g. Butler & Humanski, 1992; Carlile, 1990). Recently, research on sensory perception has become both popular and integrated with fast development of computer simulation technology. However, the fundamental problem for any sensory-guided system (natural or artificial) is that the information it receives from its environment is ambiguous. Particularly, most computer simulated sound systems fail under natural conditions, or when forced to contend with an environment that is not explicitly represented in the system. How natural systems resolve this challenge is currently not known, though one increasingly popular hypothesis is that the problem is resolved empirically. That is, the system encodes the statistics of its experience with past sources of stimuli1. Despite of the increasing support for this view, however, there is currently no one that has tested it. One reason is that to truly test this view we would have to provide someone with a wholly new sensory modality, and then look to see how that person’s brain deals with the underlying ambiguity of the information it receives. This is of course impossible. What is possible, however, is to present one of the senses with a new kind of statistical experience in a simulated environment. Therefore, a visualised sound simulation environment was designed and implemented, as an initial step to further laboratory experimentation. The environment presented the visual stimuli with a new auditory experience in order to prove the ambiguity problem in vision is resolved empirically. Preliminary laboratory experiments showed a positive learning curve in human auditory perception. Learning occurred when new information was process with relevant existing knowledge in this sound simulation environment. While the work towards the truth of the empirical hypothesis is still under discussion, this project is extended beyond its initial establishment and the developed environment shows its potential to be adopted in different real-world educational settings, e.g. a music lesson and a drawing course. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning.
2 Mapping Model A Mapping Model (M) was proposed for translating any pixel in a real 2D image to a unique virtual sound pixel of an imaginary sound panel in two continuous steps. That 1
Constructivists such as Helmholtz H. and Gregory R. argue that external world cannot be directly perceived because of the poverty of the information in the retinal images. Since information is not directly given, we have to interpret the sensory data in order to construct perception.
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is, a real image pixel is mapped to a ‘visual pixel’, which is subsequently converted as a ’sound pixel’ by using this Mapping Model (M). M
=
{R, I, S,
,
}
The elements of Mapping Model (M), are justified as follows: R: a matrix, which represents the real image input (which can be anything from hand drawn images to photographs or streaming video). I: a
matrix, which represents an imaginary visual panel.
S: a a virtual sound panel.
matrix, which symbolises
: a mapping function from R to I. A scaled and projected representation I of the real image R is produced by this mapping function : Map any point , to , by:
: a mapping function from I to S. It creates a sound panel isomorphic to the visual panel: Map any point , to , by:
1 1 1
Fig. 1. Mapping Model - w is the width of the matrix R, while h is the height of the matrix R. xNum is the width of the matrix I; yNum is the height of the matrix I; (panMAX -panMIN) is the width of the matrix S; y(freqMAX -freqMIN) is the height of the matrix S.
As we can see, The Mapping Model shows the process of converting a real image pixel (Pr) in an image R to a visual pixel (Pi) on a visual panel I and then subsequentis a ly mapped to a sound pixel (Ps) on a sound panel S. The mapping function scale formula to trim the input of a real image into a required standard image, which
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can be then mapped to a virtual sound panel. The mapping function then converts , to a sound pixel with an each pixel of the product of the mapping function unique property, such as loudness, frequency, and pan.
3 System Design and Implementation The invention of the screen, either on a computer or a mobile device, has completely changed the traditional work of designing. However, while it adds more interactivity and flexibility into most of our products in the daily life, it also unavoidably brings in complexity and ambiguity. It is said that miscellaneous designs has given most users a difficult time to get used to the interface. Building upon the proposed model, the designed system updated from the first working prototype with pop-up panels to a unique three-tier structure for maximising such seamless translation. The final design was based on and has been further refined by the feedback obtained during the usability testing. The look of such design was thus simple and appealing to users.
Fig. 2. Three Hierarchy Design - - showing the three-tier architecture
The top architectural level of the system was a two part top-and-bottom skeleton (Fig. 2), which included (in the top part) a menu bar and a painting canvas (in the bottom part). The second architectural level within the ‘painting’ canvas also consisted of a top-and-bottom structure. On the top, there was a ‘Space Panel’, which included an ‘Image Space Panel’ and a ‘Sound Space Panel, and at the bottom a ‘Control Panel’ (i.e. an ’Image Control Panel’ and a ’Sound Control Panel’). The third level was outlined as a left-and-right structure contained within the painting canvas, separated as ‘image’ and ‘sound’ (from left to right) in both the ‘Space Panel’ and ‘Control Panel’. That is, on the painting canvas, there were four panels, from top left - an ‘Image Space Panel’, top right - a ‘Sound Space Panel’, bottom left – an
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‘Image Control Panel’ for controlling the ‘Image Space Panel’, bottom right - a ‘Sound Control Panel’ to control the ’Sound Space Panel’. The four panels were independently resizable and can be switched on and off for maximising the screen of any device, such as a computer or a mobile phone. The ‘Image Control Panel’ allowed users to change the resolution of the above image panel and the sound panel. There was also an image colour chooser panel consisted of two parts: the Preview panel and the Colour palette. The Colour Palette consisted of four tabbed panels: Swatches, HSB, RGB, and Gray Scale. The Gray Scale was a slider bar which adjusted the colour intensity of image pixels. The ‘Sound Control Panel’ provided different selections of 128 MIDI sounds and 1 sine sound predefined for sound pixels above with the option to choose Loop or not. The system was implemented in Java, and so can be run as a standalone program on a local computer or an applet on the Web (the interface is shown in 2). The success of the developed system was tested in three methods: Code Reading testing, Black Box testing, and Integration testing. In addition, the system has been used to carry out several experiments to test the empirical hypothesis on nearly 20 subjects. Both the testing of the system and the results of the experiments indicated that the algorithms behind the Mapping Model successfully mapped simple visual images into sound ‘images’. It is suggested that it can be further developed and installed on mobile devices in the future. It is also believed that this sound simulation would work better on a touch screen and could receive better learning outcomes whilst on the move.
Fig. 3. System Interface (two screen captures) - showing the main windows of the user interface, which consists of four split panels with changeable size. They are: Visual Space Panel (on the top left), Sound Space Panel (the top right), the Visual Control Panel (on the bottom left), the Sound Control Panel (on the bottom right). The five menu bars are on the top of the interface: file, experiment, training, subject and help.
4 Laboratory Experiments Early work shows that vision dominates in multi-sensory processing. This means vision is always considered as active, but hearing is usually thought of as passive. However, research has shown that while vision may dominate spatial processing, hearing dominates temporal processing (Guttman, Gilroy, & Blake, 2005). Therefore, the success of testing the ’empirical’ basis of learning possibility by translating visual
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information into auditory information lies in the right design of appropriate experiments, which can take best advantage of the temporal processing of hearing. A series of experimental tasks were developed, and the data from such experiments can be analysed in a great many ways, resulting in the discovery of many unknown aspects of learning. In this paper attention focuses mainly on two sets of experimental tasks accomplished by eleven subjects. There were 6 males and 5 females of them, ranging in age from 20 to 30 years old. The hearing abilities of the 11 subjects were at average level. 4.1 Experiment 1 - Sound Localisation The sound localisation experiment was designed to measure the ability of the brain to process spatial information. This experiment differed from other sound localisation experiments in several ways. Firstly, earlier experiments always used special facilities to organise the experiment such as geodesic spheres housing an array of 277 loudspeakers (e.g. Hartmann & Acoust, 1983). This increased the cost of experiments and decreased the practicality. In contrast, this experiment used a computer simulated system, which can automatically accomplish the experiment without manual input and supervision. In addition, the system was developed in Java and can be easily extended to a mobile device in the future. Secondly, real sound sources (e.g. speakers) were usually used in other experiments earlier whereas our experiments used virtual 2D sound space, in which each ’sound pixel’ represented a unique virtual sound source thereby again saving on cost, practicality and time. Finally, unlike 3D cave-like virtual environments where sound localisation system involved with head-related transfer functions (HRTFs), each image pixel in this developed system was translated directly to a sound pixel. To add more detail, in the horizontal direction, the interaural time difference (i.e. Inter-aural level difference and Inter-aural time difference) was used to determine horizontal position. In the vertical direction, frequency was used to perceive vertical position in this experiment. These two parameters are used to distinguish each ‘sound pixel’ in experiment with respect to the Mapping Model (M). All the mouse-click responses were recorded and stored in a text file. In the series of this experiment, the resolutions of the sound panel increased from 3 × 3, 7 × 7, to 11 × 11. In each one, four different combinations of trials were used to
Fig. 4. Experiment 1 Sound Localisation - the Square with gray colour is the square where the subject clicked to predict the location of the sound
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Fig. 5. Results of Experiment 1 - showing the total number of correct clicks from step 1 to step 5. The step 1 and step 5 were the test stages, while the step 2, 3, and 4 served as the training. The number of correct clicks of the step increased after 3 different kinds of training. The step 4 (adjacent sound with a reference sound) achieved the best results. The number of correct clicks decreased as the sound space dimension increased.
explore a better pattern for identifying sound. Subjects were first introduced to a random sound, and then were given a reference sound from the pixel in the centre of the sound panel followed by a random sound. After this, subjects were given a series of sounds which were adjacent to each other. Then, subjects were given a reference sound followed by an adjacent sound to it. Last, subjects were provided by a random sound again to find out whether learning occurred from the training. As we can see in Fig. 5, the sound localisation ability is clearly improved with training. Subjects were also better able to locate sound if given an initial reference sound. The chart on the right shows that the ability of the subjects to locate sound decreased with increased resolution. By comparing the ability of identifying sound horizontally and vertically, if the space dimension is smaller than 7 × 7, subjects can find the horizontal position of a sound better than its vertical position in the space; if more than 7, it seemed to be easier to identify a sound in the vertical axis. As expected, the subject’s ability to specifically locate sound correctly in the 11 × 11 space was very low. Despite this, as shown in Fig. 6, while the absolute position was incorrect, subjects were very good at finding the relative location of the sound source, given the previous test sound. Thus, in deciding on the location of the pixels in this sound space, subjects used their previous responses to previous stimuli in order to estimate the positions of future test sounds. This indicates that the human auditory system predicts new information based on past information. Thus the past information can be used to aid in the ambiguity that they experience when trying to predict the new test sound, and enhance the current attempt. The positive parts of the experiments have shown that humans are able to learn from the wholly new translated sensory information (as shown by the increasing learning curves from the sound localisation experiment data). We suspect a long-term training process would help to better develop subjects’ visual and audio sense with this new kind of audio-visual experience.
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Fig. 6. Total Number of Correct Clicks (General Pattern of Movement) – The red numbers show the sequential locations of the test sounds sound generated by the experiment. The black numbers represent an example subjects clicking responses.)
4.2 Experiment 2 - Object Recognition While Experiment 1 was based on one sound, the object recognition experiment was further designed to increase the sound sources. Nine 20 × 20 simple black and white images, consisted of the same number of pixels (and therefore of the same overall intensity), were used. The images were randomly loaded from a local folder on a computer. There was the same number of white pixels in each image. Pixels in white were the one able to produce sound simultaneously, while pixels in black were silent ones. Subjects were first introduced by a compound sound from a random image, and asked to pick up a right image to pair with the sound. They were then presented again with a compound sound with feedback. That is, if subjects chose a wrong image, the right image would be highlighted to correct them. Then, an identical image panel would be switch on automatically on the left to allow subjects to mark a small area (in which sound pixels were able to be generated) and navigate to different directions. Sound would be generated if subjects moved onto corresponding white pixels hidden underneath. Last, subjects were presented with a random compound sound from images again to test their learning experiences. It is clear that the ability of object recognition without training was poor (16%). However, their ability to recognise the object increased sharply when they were given the opportunity to explore it (72%), which increased further after four trial explorations (where the subjects were correct 100% of the time). The statistical data also showed that motion aided in recognition of the masked object as opposed to polyphonic compound sounds generated by the static object. That is, motion was easier to recognise than the static object. By moving around, the brain could construct an internal map of the image from experience. Although it is clear that in moving the rectangular window around in a sometimes arbitrary fashion, only a temporary memory was utilised to intuitively construct a mental model of the 2D environment. We believe that without using any exploration of the masked Sound Space to obtain temporary experience and perceptions, the brain instead needs the experience stored in the brain by long-term training.
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Fig. 7. Experiment 2 – the interface on the left shows the object recognition experiment in Step 1, 2 and 4. The interface on the right shows the object recognition with exploration in step 3. There is the masked image panel on the left containing one of the nine images on the right hand side underneath. The subject can drag a rectangle by mouse and move it by pressing the up, down, left, right arrow keys to explore this image. After exploration, the subject clicked the one he/she thought was correct on the right hand side. The red image button then showed the correct answer.
5 From Laboratory to Real World As stated earlier, this study, was at first intended to be a three-year project in a neuroscience laboratory to prove the empirical vision theory, but later expanded beyond the scope that was originally envisaged, as the adoption of this developed sound simulation in real educational settings became increasingly feasible. Especially, when mobile technologies hold out the promise of ubiquitous leverage to this Java-based application, the study moved on to the discussion of the social values of such sound simulation on mobile devices. Statistical data showed that global mobile phone use was set to pass 3.25 billion by 2007 (Reuters, 2007) - around half the world's population. With regard to this, it is widely accepted that mobile and ubiquitous computing can genuinely support learning, but it is crucially important to ask how such simulated environment can be combined with mobile technologies to be immersed into various kinds of learning experiences in different contexts. It is a very complex undertaking to design interfaces for mobile devices. Visual interfaces have unpleasant limitations in small-screen devices, as they have a confined space on which to display information (Rinott, 2004; Smith & Walker, 2005; Walker & Lindsay, 2006). While mobile devices were getting smaller and lighter, this developed environment with its three-tier structures was able to switch on and off four different panels in the real time. That is, it potentially enlarged the small screen four times. Such an interface with layered view also promised seamless switching between different layers to a great extent of graphic rending. More importantly, the designed interface was sonically enhanced, and required less visual attention. The use of audio feedback thus to certain extent augmented the display of a mobile device, and helped users to be able to navigate in unfamiliar interface more easily. Not only can the interface of a mobile device be improved by this developed sound visualisation simulation environment, but also can the created applications widely be used for many educational purposes. Visual and auditory sensory are closely involved with each other. On the one hand, hand drawing exercises with sound in this
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developed environment provided a good opportunity to bring sound or music into the drawing practice. On the other hand, the database of 128 midi music sounds in two dimensions (frequency and pan) enhanced the traditional music teaching. The concise design integrated with drawing function was likely to be of more appeal to learners. More importantly, the environment held a record of every single experiment in the background, and was capable of providing a learning curve or analysis. Furthermore, the possibility to tailor learner-centred experiments by learner themselves gave this environment a great deal of flexibility and openness. It allowed a healthy cycle of further development in the future.
6 Conclusion The developed sound visualisation environment was able, to a certain degree, to translate the visual stimuli into sound stimuli although we did encounter some shortcomings in the experimental implementation. Furthermore, this system is planned to be implemented on mobile devices. It is believed that this sound simulation would work better on a touch screen and could result in better learning outcomes whilst on the move. This initiative not only brings scientists and educators together, but it is also hoped that it represents a possible e-approach to a constructivist way of learning.
References 1. Butler, R.A., Humanski, R.A.: Localisation of Sound in the Vertical Plane with and without High-frequency Spectral Cues. Percept. Psychophys. 51, 182–186 (1992) 2. Carlile, S., King, A.J.: Monaural and Binaural Spectrum Level Cues in the Ferret: Acoustics and the Neural Representation of Auditory Space. Journal of Neurophysiology 71 (1994) 3. Dewey, J.: How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process (New edn.). D.C. Heath, Lexington (1933) 4. Gibson, E.J.: An Odyssey in Learning and Perception. MIT Press, Cambridge (1991) 5. Guttman, S., Gilroy, L., Blake, R.: Hearing What the Eyes See: Auditory Encoding of Visual Temporal Sequences. Psychological Science 16(3), 228–235 (2005) 6. Hartmann, W.M., Acoust, J.: Localisation of Sound in Rooms I. Soc. Am. 74, 1380–1391 (1983) 7. Martino, G., Marks, L.E.: Cross-modal interaction between vision and touch: the role of synesthetic correspondence. In: Perception 2000, vol. 29, pp. 745–754 (2000) 8. Mayer, R.E.: Memory and Information Processes. In: Weiner, I.B. (ed.) Handbook of Psychology, vol. 07. Wiley, Hoboken (2003) 9. Purves, D., Lotto, R.B.: Why We Wee What We Do: An Empirical Theory of Vision (November 2002) 10. Reuters: Global Mobile Phone Use to Pass 3 Billion (2007) 11. Rinott, M.: Sonified Interactions with Mobile Devices. In: Proceedings of the International Workshop on Interactive Sonification, Bielefeld, Germany (2004) 12. Schlottmann, A.: Is perception of causality modular? Cognitive Sciences 4 (2000) 13. Smith, D.R., Walker, B.N.: Effects of Auditory Context Cues and Training on Performance of a Point Estimation Sonification Task. Applied Cognitive Psychology 19(8) (2005) 14. Walker, B.N., Lindsay, J.: Navigation Performance with a Virtual Auditory Display: Effects of Beacon Sound, Capture Radius, and Practice. Human Factors 48(2), 265–278 (2006)
Causal Links of Presence Donghun Chung1 and Chae-Hwan Kim2 1
School of Communication Kwangwoon University 447-1 Wolgye-Dong, Nowon-Gu, Seoul Korea 139-701 [email protected] 2 Department of Mass Communication and Journalism Tongmyoung University [email protected]
Abstract. The purpose of this paper1 is to examine antecedent variables and an outcome variable of presence. Presence has been used to explain the extent to which technology users are immersed and involved in a technology-created experience. In video gaming, gamers frequently don’t distinguish between reality and the game world, and they identify characters with themselves. This comes from a high level of presence. So what makes technology users have greater presence? The present study proposes a causal model which includes attitude and empathy as antecedent variables that lead to a degree of presence and then para-social interaction as an outcome of presence level. The results showed that path analysis of the model was successfully supported. Keywords: Presence, Attitude, Empathy, Para-Social Interaction, Wii.
1 Introduction Presence is a psychological state or subjective perception in which, even though part or all of an individual's current experience is generated by and/or filtered through human-made technology, part or all of the individual's perception fails to accurately acknowledge the role of the technology in the experience [1]. Actually, there are many different conceptual and operational definitions of presence, and scholars both within the same field and in different fields use their own terminologies. Yet these terminologies are for the most part interchangeable. Many scholars commonly agree that presence is, at least on a fundamental level, the perception of non-mediation [2]. Many scholars have examined causes or effects of presence [2][3][4][5][6]. However, only a few studies have revealed causal relationships of presence with some antecedent variables. This is important to know because when we find out reliable variables that increase or decrease the level of presence, we can manipulate them. Consequently, we can find out what outcomes presence influences and how it does so, for presence is not an ultimate outcome itself. Therefore, presence has an important role as a mediated or moderated variable. 1
The present Research has been conducted by the Research Grant of Kwangwoon University in 2008.
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In the development of state-of-the-art video game technology, people are more likely to experience presence. There are a few reasons why gaming is important in presence research. First, gamers are active users. According to uses and gratification theory, most game players have motivations which lead to spending more time playing games and other activities [7][8]. Since they are active players, it is easy to be immersed in the gaming situation. Second, gaming has developed very quickly and dramatically. Many aspects of gaming have increased in depth and complexity, including the game story, graphics, characters, background, and even controllers, and these are all significant factors in influencing the degree of presence. Third, interactivity has been shown to be an important function in gaming. Interaction definitely plays an important role in presence [2]. Fourth, the systems on which games are played have also been developed. For instance, the modern TV set provides game players with clear images, high resolution (even HD quality), big screens, and vivid colors in console games. Computer monitors offer the same advantages in computer games. In addition, modern surround sound stereo systems enable a fully immersive auditory experience with crystal-clear quality. These are all significant factors affecting presence. Finally, based on the previous results, game research has been successfully performed. Many studies have raised presence issues using games; for instance, aggression [9], arousal [5], social relationship [10], violence [11], etc. In the present study, we will investigate causal relationships among attitude, empathy, presence, and para-social interaction in gaming. These variables directly or indirectly linked with one another in the previous literature. More rationales will be described in the next section.
2 Proposed Model Witmer and Singer [6] assert that involvement and immersion are necessary for experiencing presence. Involvement depends on focusing one’s attention and energy on a coherent set of stimuli while immersion depends on perceiving oneself as a part of the stimulus flow. More specifically, involvement is defined as a psychological state experienced as a consequence of focusing one’s energy and attention on a coherent set of stimuli or meaningfully related activities and events. Although immersion is a psychological state like involvement, it is characterized by perceiving oneself to be enveloped by, included in, and able to interact with an environment that provides a continuous stream of stimuli and experiences. They propose that a valid measure of presence should address factors that influence involvement as well as those that affect immersion. Many studies have investigated causes and effects of presence. One of the more interesting studies was Cummins’ dissertation [12] which examined the effects of direct address on empathy, interactivity, presence, and entertainment value in reality television shows. He found significant causal links among empathy, presence and para-social interaction as a partial path model. In his model, he disclosed that empathy as a predictor leads to presence and subsequently para-social interaction in watching television entertainment programs. This model can be applied in the gaming study because gaming also has entertainment value as an ultimate goal. Unlike Cummins’ model, this research has
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attitude as an antecedent variable. A few reasons exist as to why attitude plays an important role. First, as a driving force, attitude works as a predisposition. Although it is hard to have one universal definition of attitude, the central ideas are readiness for response and motivation [13]. This is a preparation for behavior. Second, as an evaluation, attitude leads to involvement or attention. Attitude can be defined as favorableness or unfavorableness which ultimately decides a person’s further psychological disposition or behavior. Lastly, according to previous attitude and empathy literature [14][15], there was a significantly positive relationship between the two variables. From the extensive literature, the present research has the following proposed model