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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Adaptive Literacy-Aware Integration of Learning Material</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Christian Grévisse</string-name>
          <email>christian.grevisse@uni.lu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Supervisor: Prof. Dr. Ste en Rothkugel, University of Luxembourg</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Luxembourg 6</institution>
          ,
          <addr-line>rue Richard Coudenhove-Kalergi L-1359</addr-line>
          <country country="LU">Luxembourg</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The growing amount of available learning material nowadays requires a signi cant ltering e ort by students for problem solving tasks. In addition, the choice of the appropriate type of learning material di ers depending on the individual learner's preferences. In this work, we suggest to move from a material-centered to a student- and task-centered approach by integrating and suggesting learning material based on the user's literacy and the context of the task to be completed. Data from social networking platforms may both enrich the available learning material and give insights on the user's preferences, to adequately match material and learner in the given context. Finally, computer-based assessment may give insights on the learner's progress and the proposed study material. Adaptive learning; recommender systems; social media; 21st century literacies; computer-based assessment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Students are often confronted with the challenge of
organizing and retrieving documents from a vast collection of
learning material, which needs a signi cant amount of time
and which ultimately may lead to an information overload
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. High-quality resources might even remain undiscovered
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. As these resources are not limited anymore to static,
local les but to the dynamic and widespread content on
the Web, including social platforms, high-quality
information extraction is increasingly complex [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Therefore,
multiple, simultaneous and multidirectional information
channels need to be consolidated while allowing a fast and more
accurate retrieval. In addition, if students are confronted
with a problem solving task and need to retrieve related
information from learning material, context switches are often
needed, which again interrupts their line of thought [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>We propose to move from a material-centered approach
to a student- and task-centered vision. A literacy- and
context-aware recommender system would be able to
adaptively integrate and suggest cross-curricular learning
material to students in problem solving environments. This
way, we could avoid cognitive overload caused by context
switches and information overload caused by vast resource
collections from di erent sources. Corresponding to the
individual user's learning preferences and the context of the
task to be realized, data from social platforms could be used
to enrich her pro le. Finally, computer-based assessment of
the use of the suggested learning material for a certain user
in a given context may improve the suggestions and
provide interesting insights about her learning process and the
material itself. Apart from proposing concepts relying on
strong, interdisciplinary literature and closely collaborating
with the Faculty of Humanities of the University of
Luxembourg, this research would be evaluated through eld tests
and usability studies. As a main use case, we wish to
integrate computer programming-related material in Integrated
Development Environments (IDE) for development projects.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>BACKGROUND &amp; RELATED WORK</title>
      <p>Learning management systems (LMS) can provide learning
modules, such as SCORM packages, which are usually
composed of a static, prede ned and nite set of learning
material. While permitting dynamic content such as quizzes,
they do not adaptively suggest learning material, based on
the individual user's learning preferences, from the dynamic
and vast set of resources available online. The realization
of these intentions requires us to consider many di erent
aspects, which we will now further describe.</p>
      <p>
        Information overload can be reduced, e.g., through
recommender systems. Collaborative ltering (CF) may help to
predict appropriate, cross-contextual and high-quality
learning material based on the experiences of learners with
similar interests and behavior [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Data sparsity and the cold
start problem are inherent limitations of CF, as the
quality of recommendations heavily depends on the quality and
quantity of the information on user behavior. However, user
pro les may sometimes be incoherent, due to a natural
variability in their ratings [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This increases the lower bound of
the recommendation error. Even user pro les with a huge
data set can be uninformative, if the data is not reliable
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. While traditional recommender systems rely on user
preferences retrieved explicitly (e.g. through ratings) or
implicitly (e.g. by mining behavioral data), hybrid approaches
include auxiliary data such as the user's age, gender or
cultural background, the item's metadata or the context of use
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. In addition, user pro les can be enriched through data
originating from social platforms [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. For instance,
recommender systems could bene t from likes, friendship relations
and tags on Facebook. Even better personalized search
results can be achieved when taking into account the
evolution of the user pro le [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Not only the content of social
web interactions, but also their freshness is important. This
temporal reliability thus relies on both recent and persistent
preferences.
      </p>
      <p>
        Social networks do not only provide information on user
preferences, but they are also heavily used by students as a
learning support, either for communication (chatting,
brainstorming, giving feedback) with peers or sharing and seeking
of learning resources. This social literacy may provide
students emotional support and foster their creativity [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Some
rankings even list social platforms like Twitter, YouTube
and Facebook signi cantly higher with respect to
popularity as learning tools than traditional LMS like Moodle [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
In a recent study, while 75% of the students perceived
social networks as a useful learning support, almost half of the
teachers would not respond to this question, which shows
their uncertainty [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        Targeting individuals through an adaptive learning
support may lead to a better performance. Learners' needs,
skills, prior experience, pace and literacy should be taken
into account [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In their seminal 1988 paper, Felder and
Silverman identi ed 32 di erent learning styles based on 5
dimensions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The UNESCO1 coined the term Media &amp;
Information Literacy (MIL), a higher-order thinking skill
which encompasses a set of sub-skills to access, utilize and
create information and media to improve re ective learning
strategies for digital natives through the use of ICT [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
Active learning can be fostered through learning support that
enables experimentation, but current study material often
consists of static content [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In addition, Adaptive
Educational Hypermedia Systems (AEHS) are often seen as an
overhead by teachers. Lopez distinguished two types of
students [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. On one hand, there are students who look at the
material in a periodic and uniform way to enrich their
knowledge and generally do not have issues with the subject. On
the other hand, there are students who only look at
learning material under pressure before a project deadline, which
inherently leads to di culties in most cases.
      </p>
      <p>
        An e cient recommender system for learning material
should also aggregate interdependent relevance dimensions,
such as personal preferences and contextual factors (e.g.
timing, task peculiarities) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. It is impossible to
separate the learner, the learning material and the context [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Learning should be holistic rather than fragmented into
disciplines [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Integrated curricula with connected subjects
better represent real world situations, which usually require
the whole frame of reference. In problem-based learning
(PBL), where students learn knowledge through experiences
in problem solving tasks, the arti cial boundaries between
di erent disciplines, as well as theory and practice, are
blurred and higher-order skills are stimulated [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This way,
interconnections and patterns between learning aspects are
better understood by the human brain. However,
domaingeneral problem-solving skills are still neglected in many
educational systems, although tasks at work are increasingly
cross-curricular [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Computer-based assessment methods may be used to
evaluate these cognitive abilities. For instance, log- le analysis
can bring more insights than classical paper-and-pencil
assessment, such as time spent on a task, which can be an
indicator for student's investment and achievement. Log- le
analysis has also been used to detect, for instance,
devel1http://www.unesco.org/new/en/communication-and-information/
media-development/media-literacy/mil-as-composite-concept/
opers' behavior [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] based on interaction data to enhance
programming work ows through an adaptive UI [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
3.
      </p>
    </sec>
    <sec id="sec-3">
      <title>RESEARCH GOALS</title>
      <p>The following research questions try to holistically address
the main objective of moving from a material-centered to a
student- and task-centered vision.</p>
      <p>RQ1 How can ne-grained and cross-curricular relations
between learning aspects in tasks and the
corresponding learning material be established?
The material may come from di erent sources (e.g.,
lecture notes, slides, Web 2.0 platforms) and traverse
di erent disciplines. The cross-curricular facet may
be bene cial for students who have not seen a certain
topic from a basic course considered as a requirement
in a more advanced course. For instance, concurrent
access on data structures would require basic
understanding of multithreading. Integrating learning
material at a ne-grained level could foster the
divide-andconquer approach to fully explain a piece of code, from
low-level programming language constructs to
highlevel API interconnections or programming patterns.
Di erent approaches for the relation building could be
considered, such as manual, explicitly created
annotations by the teacher, semantic metadata (e.g. tags on
Stack Over ow questions), hyperlinks and linked data
graphs. While this research question is not the most
central one, the described aspects are still needed as a
framework for the remainder of this project. Already
existing approaches will be evaluated and adapted if
needed.</p>
      <p>RQ2 How can learning material be suggested in a
personalized literacy- and context-aware way?
We intend to build a recommender system into a
popular IDE to suggest related learning material in
development tasks. This way, we want to minimize both the
time students spend in resource retrieval and the risk
of them overseeing critical material during the
browsing process. The recommendations shall be adaptive
and aware of the individual user's literacy, learning
needs, skills and personal characteristics. For instance,
while student A might prefer "classical" learning
resources such as books, student B goes for online
tutorials or Stack Over ow questions, and student C might
fancy YouTube videos. These 21st century literacies
shall be taken into account. Collaborative ltering
could also be bene cial to predict material suggestions
based on users with similar preferences. Those users
could already have gone through a curation process
of proposed learning material and could thus
accelerate and improve the ltering for a new user,
indicating how useful a certain resource was to understand
a given aspect. Also, past searches from an
established user can be reused in di erent contexts. For
instance, a programming language issue could arise
again in a more advanced development project,
leading the user back to helpful material from former
experiences. This however would also need to take user
pro le evolution into account, as short- and long-term
preferences might vary. However, local optima in
recommendations should be avoided. From a computer
science point of view, going too far into one
dimension of learning material could lead into a dead end,
if combinations of di erent learning material types are
not considered. From a psychological point of view,
a certain, not too disruptive "surprise e ect" could be
bene cial, such that the learner discovers new
directions and possibilities by thinking outside the box. In
addition, the learning process would be less monotonic.
Finally, the way the suggested resources are embedded
and visualized is also very important, as the material
shall be helpful without causing distractions from the
task at hand.</p>
      <p>RQ3 How may data from social networks be bene cial for
the establishment of an accurate user pro le?
Social media platforms are widely and frequently used,
and the social login mechanism allows to authenticate
users and authorize the handling of their social
networking data on third-party platforms. Depending on
the activities and preferences a user states on his
proles, conclusions might be drawn on the user's literacy
preferences. For instance, if a user expressed more
"likes" for books than for movies, he might prefer
"traditional" material over Web 2.0 resources. This
assumption however would need to be veri ed. Social
data could help our recommender system in the cold
start problem. Of course, this is only possible for the
subset of users who is reliably active on social media.
Otherwise, a questionnaire assessing a user's
preferences could inform about an initial user pro le.</p>
      <p>RQ4 How can the system bene t from computer-based
assessment?
Recommender systems are usually improved through
machine learning techniques. Assessing how individual
or groups of users use the suggested material can give
insights about themselves and the learning material in
the given context. The frequency of accesses might
indicate issues with a certain aspect. The learning
material considered helpful by a group of users might
eventually indicate to the teacher whether her own lecture
notes were appropriate or not. The students'
behavior within the system could indicate whether they are
gaming the system by frequently retrieving material on
recurring aspects to see how it works without caring
to really learn its functioning, or whether they only
occasionally retrieve material to check whether they
are on the right track, even though they actually
understood the aspect. It is critical to understand what
needs to be assessed (user's performance, learning
efciency, workload and frustration, material
appropriateness, contextual factors, : : :) and how (implicit vs.
explicit measures). How can individual assessments be
weighted with respect to group-based insights? Shall
the assessment be shown to the user, and if so, how can
this visualization be achieved in a non-negative way?
Shall repetitive accesses for learning material on the
same aspect be shown to the user to identify learning
issues?</p>
      <p>In summary, the main question is to nd the right resource
at the right time in the right context for the right user,
visualized in the right way.</p>
    </sec>
    <sec id="sec-4">
      <title>4. PLANNED CONTRIBUTION</title>
      <p>The overall objective is to integrate learning material in
problem solving environments. In particular, resources
related to programming should be suggested within an IDE to
improve user experience and learning processes when
confronted with a development project. The underlying
recommender system shall be literacy- and context-aware, tailored
to the user's particular needs and skills. It needs to rely on
the relations between learning material as well as the
creation and evolution of user pro les based on, among others,
social networking preferences. Furthermore, the user
experience should be enhanced by allowing the learner to discover
di erent approaches and by visualizing the suggested
material in an appropriate way. In addition, computer-based
assessment techniques shall enrich the recommender system
and give insights both on the learner's progress and on the
quality of the available learning material within the given
context. We aim at reducing both cognitive and information
overload for development projects while improving the
learning process in programming-based computer science classes.
By providing productive support during the development
instead of relying on receptive or reproductive instructions,
we want to maximize the learning output. While our main
use case focuses on computer programming due to our
background, we aim at nding generalizable results with
potentially bene cial outcomes for other domains, such as writing
poetry or solving math exercises. Analyzing the
transferability and applicability of our approach will show the
limitations which could appear in ill-structured problem solving
tasks.</p>
      <p>We are currently still at the initial stages of this project,
discovering the opportunities from both a computer science
and educational psychology point of view. We aim at
providing high quality ndings for this interdisciplinary eld,
based on a thorough literature review, a strong conceptual
framework and insightful data from usability studies. As
the di erent research questions described above are
holistically interconnected it could be bene cial to base the
de"
velopment on agile principles, allowing short development
cycles with progressive evaluation. In order to assess the
usability of the developed system, it is likely that several
empirical studies will need to be carried out, at di erent
stages of our agile development, focussing on di erent facets
as de ned by our research questions. We expect that
nding the right balance between providing a su ciently
developed prototype at each stage and evaluating its use could
indicate early enough whether the conceptual framework is
practically useful. These usability studies could be realized
in two di erent settings. On one hand, using our system
in class at the University of Luxembourg could demonstrate
the performance of our system when used by computer
science students which already had their rst experiences in
development projects and programming in general. On the
other hand, using the system at high-school level (lycee
classique) in Luxembourg would show how helpful it could be
when mainly used by novices in programming. However, this
would require an introduction to a selected programming
language, to give traditional learning material a fair chance
in comparison to online tutorials. The Faculty of
Humanities of the University of Luxembourg maintains a Usability
Laboratory2, supporting interdisciplinary research activities
2http://wwwen.uni.lu/recherche/ shase/education culture
through state-of-the-art facilities and expert knowledge.
Experiments would assess how good the overall
recommendations of learning material for individual students and groups
of students are, how quickly the system adapts towards the
user's literacy and how insightful the computer-based
assessment results are with respect to the machine learning of the
recommender system and the learning material given by the
teacher. The recommender system can bene t from social
networking preferences and activities of the users, if they are
willing to share this information. In addition, they need to
agree that their utilization behavior within the system gets
captured and analyzed.
cognition and society eccs/research institutes/cognitive science
and assessment cosa/research facilities/usability laboratory</p>
    </sec>
  </body>
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