Recommendation of Learning Material through Students´ Collaboration and User Modeling in an Adaptive E-Learning Environment

Author(s):  
Daniel Lichtnow ◽  
Isabela Gasparini ◽  
Amel Bouzeghoub ◽  
José Palazzo M. de Oliveira ◽  
Marcelo S. Pimenta
Author(s):  
Simon Schwingel ◽  
Gottfried Vossen ◽  
Peter Westerkamp

E-learning environments and their system functionalities resemble one another to a large extent. Recent standardization efforts in e-learning concentrate on the reuse of learning material only, but not on the reuse of application or system functionalities. The LearnServe system, under development at the University of Muenster, builds on the assumption that a typical learning system is a collection of activities or processes that interact with learners and suitably chosen content, the latter in the form of learning objects. This enables us to divide the main functionality of an e-learning system into a number of stand-alone applications or services. The realization of these applications based on the emerging technical paradigm of Web services then renders a wide reuse of functionality possible, thereby giving learners a higher flexibility of choosing content and functionalities to be included in their learning environment. In such a scenario, it must be possible to maintain user identity and data across service and server boundaries. This chapter presents an architecture for implementing user authentication and the manipulation of user data across several Web services. In particular, it demonstrates how to exploit the SPML and SAML standards so that cross-domain single sign-on can be offered to the users of a service-based learning environment. The chapter also discusses how this is being integrated into LearnServe.


Author(s):  
Kalla Madhu Sudhana

In an adaptive e-learning environment, the system must respond harmoniously to the changes of learner needs. The traditional e-learning systems provide adaptation based on user preferences only. To improve performance, it is required to incorporate learning context information such as the device and network context to determine the appropriate presentation method along with the user preferences. Mainly this paper discussed about the basic categories of context in e-learning environment and proposed an architectural overview of ontology driven rule-based adaptive system for obtaining effective delivery of learning material.


Author(s):  
László Bognár ◽  
Tibor Fauszt ◽  
Mariann Váraljai

In today’s modern world, the pace of technological development can be con-sidered exponential. Education must constantly adapt to this dynamic devel-opment. It must be able to innovate, to use modern tools and methods that are effectively integrated into the learning process. Education should provide an appropriate learning environment to meet changing needs, one way of which is e-learning. This environment can be an excellent support for the learning process; however, it will hardly be effective without developing the right student learning attitude. The e-learning environment gives freedom and independence to the individual, at the same time. For the learner's individual endeavor to be successfully completed as expected, control and continuous feedback are needed. One way to do this is through self-quizzing. Self-quizzes, divided into units, related to the learning material, with appropriate difficulty and amount, can help to understand and engrave the processed material, and thus improve the effectiveness of learning. Self-quizzes create the opportunity for imme-diate feedback, which is a very important feature of an e-learning environ-ment. According to many scientific research, immediate feedback can greatly help maintain interest and motivation, and quizzes are suitable tools for this purpose. In our research, we sought to answer the question of how the continuous, self-monitoring practice opportunity provided by online quizzes affects stu-dent achievement. In the case of an online course held at the University of Dunaújváros in 2019, we examined whether students who continuously per-form self-quizzes will be more effective by the end of the learning process than their peers who are less receptive to independent self-quizzing. We also addressed the effect of the nature of time spent on self-reflexive quizzing on learning success.


Author(s):  
Torsten Reiners ◽  
Imke Sassen

In this paper we present our e-learning approach and describe the technical and instructional design of an adaptive learning environment. In order to avoid several reasons for distrust or frustration on the learner’s side, we developed an approach called configurable adaptation including the concept of individualized and adaptive learning paths. In cases where a course is offered in various (media) forms, the learner should be able to decide on its own, which one to use for the acquirement of the learning material. We demonstrate different approaches for a holistic learning experience using several learning scenarios like classroom participation and e-learning in a virtual learning environment. A special focus will be set on the description of the didactical paradigm synchronized blended learning, which allows the combination of different learning scenarios and the usage of learning material within all settings. Furthermore, we demonstrate examples how a (virtual) learning environment can be integrated into the course allowing dynamic and adaptive presentation of learning material as well as the direct inclusion of new – generated by algorithms or written by the learner or tutor – content on-the-fly.


2011 ◽  
pp. 481-496
Author(s):  
Gottfried Vossen ◽  
Peter Westerkamp

E-learning environments and their system functionalities resemble one another to a large extent. Recent standardization efforts in e-learning concentrate on the reuse of learning material, but not on the reuse of application or system functionalities. The LearnServe system under development at the University of Muenster builds on the assumption that a typical learning system is a collection of activities or processes that interact with learners and suitably chosen content, the latter in the form of Learning Objects. This enables us to divide the main functionality of an e-learning system into a number of stand-alone applications or services. The realization of these applications based on the emerging technical paradigm of Web services then renders a wide reuse of functionality possible, thereby giving learners a higher flexibility of choosing content and functionalities to be included in their learning environment. In such a scenario, it must, however, be possible to maintain user identity and data across service and server boundaries. This paper presents an architecture for implementing user authentication and the manipulation of user data across several Web services. In particular, it demonstrates how to exploit the SPML and SAML standards so that cross-domain single sign-on can be offered to the users of a service-based learning environment. The paper also discusses how this is being integrated into LearnServe.


Author(s):  
Andreas Christ ◽  
Markus Feißt

Mobile learning increases both flexibility and self-determined learning, often combined with a high degree of context awareness. Flexibility and context awareness includes time and location, as well as the actual individual situation. To achieve such goals, mobile learning is not just a stand-alone and independent learning environment, but is instead embedded in a broader e-learning environment. This is true for the didactic and the pedagogic concepts and the learning (content) management system, as well as the overall software architecture. XML has been proven to be adequate and a powerful technology to store content in a presentation independent manner. By defining an additional attribute inside the XML tags, it is possible to classify the content. At the same time, this will help the author generate learning material for different devices in an efficient and structured way. Also, the content can be used in different formats (XHTML, PDF, etc.) as well as with different technologies (browser, applet, MIDlet, Ajax, etc.). In order to optimise the content presentation on different mobile devices, the content has to be adapted. A necessary precondition for the adaptation process is the identification of the connected device. The classification of the identified mobile device simplifies the mapping between device capabilities and content. The ICAT (Identification, Classification, Adaptation and Tagged XML) framework addresses these issues. The proposed design patterns will help authors to generated content for such a system.


Author(s):  
Panchajanyeswari M Achar

E-learning systems are of no help to the users if there are no powerful search engines and browsing tools to assist them. Most of the current web-based learning systems are closed systems where the courses and the learning material are fixed. The only thing that is dynamic is that the organization of the learning content is adapted to allow individualized learning environment. The learners of web-based e-learning systems belong to different categories based on their skills, background, preferences and learning styles. This paper focuses on personalized semantic search and recommending learning content that are appropriate to the learning environment. The semantic and personalized search of the learning content is based on comparison of the learner profile. The learner profile depends on re individual learning style of the user and learning objects’ metadata. This concept needs to be represented both in the learner profile as well as learning object description as certain data structures. Personalized recommendation of learning objects uses an approach to determine a more suitable relationship between learning objects and learning profiles. Thus, it may advise a learner with most suitable learning objects. Semantic learning objects search is based on the query expansion of the user query and by using the semantic similarity to retrieve semantic matched learning objects.


2019 ◽  
Vol 8 (1) ◽  
pp. 49
Author(s):  
Ronni Lirahman ◽  
Yusnizar Heniwaty Heniwaty

ABSTRACT This research produced a product of the development of Lenggok Mak Inang dance learning through interactive multimedia which included appreciation learning material (Basic Competence 3) and expression (Basic Competence 4) in class X of SMK / SMA. The appreciation material contains the definition of dance, accompaniment music, clothing, patterns, while the expression material contains terms, variety and arrangement of motion in the Lenggok Mak Inang dance. From the test media experts got a score of 4,42 (Very Good), media experts got a score of 4 (Good), user trials which included an initial field trial of 4,08 (Good), main field trial 4,22 ( Very Good) and an operational field trial of 4,53 (Very Good). The results obtained indicate that the development of interactive multimedia learning Lenggok Mak Inang dance is very feasible to use or be used as a learning media for dance.                                                                                    Keywords: Interactive Multimedia, E-Learning, Lenggok Mak Inang Dance.  ABSTRAKPenelitian ini menghasilkan produk pengembangan pembelajaran tari Lenggok Mak Inang melalui multimedia interaktif yang didalamnya terdapat materi pembelajaran apresiasi (Kompetensi Dasar 3) dan ekspresi (Kompetensi Dasar 4) kelas X SMK/SMA. Materi apresiasi berisikan definisi tari, musik pengiring, busana, pola/ garis, sedangkan materi ekspresi berisikan istilah, ragam dan susunan gerak pada tari Lenggok Mak Inang. Dari uji ahli media mendapatkan skor 4,42 (Sangat Baik), ahli media mendapatkan skor 4 (Baik), uji coba pengguna yang meliputi uji coba lapangan awal 4,08 (Baik), uji coba lapangan utama 4,22 (Sangat Baik) dan uji coba lapangan operasional 4,53 (Sangat Baik). Hasil yang diperoleh menunjukkan bahwa pengembangan multimedia interaktif pembelajaran tari Lenggok Mak Inang ini Sangat Layak digunakan atau dijadikan media pembelajaran tari. Kata kunci: Multimedia Interaktif, E-Learning, Tari Lenggok Mak Inang.


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