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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning scorecard: monitor and foster student learning through gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elsa Cardoso</string-name>
          <email>elsa.cardoso@iscte.pt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Diogo Santos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniela Costa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Filipe Caçador</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>António Antunes</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rita Ramos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University Institute of Lisbon (ISCTE-IUL) and INESC-ID, Lisbon, Portugal University Institute of Lisbon (ISCTE-IUL)</institution>
          ,
          <addr-line>Lisbon</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <fpage>39</fpage>
      <lpage>50</lpage>
      <abstract>
        <p>This paper presents the Learning Scorecard (LS), a platform that enables students to monitor their learning progress in a Higher Education course during the semester, generating the data that will also support the ongoing supervision of the class performance by the course coordinator. The LS uses gamification techniques to increase student engagement with the course. Business Intelligence best practices are also applied to provide an analytical environment for student and faculty to monitor course performance. This paper describes the initial design of the LS, based on a Balanced Scorecard approach, and the prototype version of the platform, currently in use by graduate and undergraduate students in the fall semester of 2016-2017.</p>
      </abstract>
      <kwd-group>
        <kwd>Balanced Scorecard</kwd>
        <kwd>Business Intelligence</kwd>
        <kwd>Student learning</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A recurrent problem in Higher Education is the lack of information about the
progress of student learning in “real” time. Various statistics are calculated by Planning
and Institutional Research offices offering a post analysis of academic success for each
semester (e.g., evaluated, approved, and retention rates). Current pedagogic guidelines
also encourage course coordinators to clearly define a set of tasks that students should
perform autonomously additional to the course classes (e.g., exercises to be solved,
basic and complementary bibliography that should be read). However, there is still little
institutional support provided to students and faculty regarding the monitoring of the
student learning experience and ongoing autonomous work completion throughout the
semester. On the one hand, students do not know if they are correctly performing the
proposed autonomous work, that is supposedly “a route to success in the course”. On
the other hand, a faculty has no information regarding the real commitment of students
to the learning experience, apart from his/her experience-based perception of the class
behavior.</p>
      <p>The Learning Scorecard (LS) is a platform that enables students to monitor their
learning progress in a course during the semester, generating the data that will also
support the ongoing supervision of the class performance by the course coordinator.</p>
      <p>The LS was initially developed by a group of students in the context of a course on
Decision Support Systems (DSS) of the master program in Computer Science
Engineering in the 2015-2016 spring semester, at ISCTE – University Institute of Lisbon, a
public University in Lisbon, Portugal. The LS is a tool that helps students with the
planning and monitoring of their learning experience in a course, using gamification
and business intelligence techniques. Gamification was used to foster student
interaction and positive competition. The LS has been initially designed to support the learning
of the Data Warehouse course, which is a core subject of the Computer Science
Engineering and Informatics and Management programs. This is a very demanding course
in terms of study hours and practical assignments; hence, time management is critical
for student success. Due to its characteristics, this course is a good case study to test
the LS functionalities.</p>
      <p>This paper describes the initial design of the LS, based on a Balanced Scorecard
approach, and the prototype version of the platform, currently in use by students in the
fall semester of 2016-2017. The LS is presently the research subject of two master
dissertations in Computer Science Engineering, and new improved versions of the
platform are scheduled to be released in the next two semesters.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Business intelligence in Higher Education</title>
      <p>Business intelligence (BI) and analytics techniques are used for data-driven decision
making. BI encompasses a “broad category of applications and technologies for
gathering, storing, analyzing, sharing and providing access to data to help enterprise users
make better business decisions,” [1]. The ultimate goal of a BI is to measure (i.e., the
data related component), in order to manage, in order to enable a continuous
improvement of an organization or a specific process. Hence, BI is deeply linked with
performance management, requiring a positive and pro-active type of management and
leadership.</p>
      <p>
        An analytical mindset includes the use of data, different types of analysis (e.g.,
methods, approaches), and a systematic reasoning to make decisions [2]. BI and analytics
are widely used in the business context, as well as in Higher Education [
        <xref ref-type="bibr" rid="ref1">3,4</xref>
        ]. Learning
analytics, is a relatively recent research area [
        <xref ref-type="bibr" rid="ref2">5</xref>
        ], focusing on the “the measurement,
collection, analysis and reporting of data about learners and their contexts, for purposes
of understanding and optimizing learning and the environments in which it occurs,” [
        <xref ref-type="bibr" rid="ref3">6</xref>
        ].
      </p>
      <p>
        The Balanced Scorecard (BSC) is a performance management system used to
support strategic decisions. Originally developed by [
        <xref ref-type="bibr" rid="ref4">7</xref>
        ], the BSC has been successfully
applied in many industries, including Higher Education (HE). Most BSC applications
in HE are implemented at the institutional level, providing a performance management
framework linked to the goals and strategic plans of the HE institutions. There are many
examples in the literature reporting the institutional use of the BSC in academia,
predominantly in the United States [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">8,9,10,11</xref>
        ] and United Kingdom [
        <xref ref-type="bibr" rid="ref10 ref9">12,13</xref>
        ], but also in
many different countries [
        <xref ref-type="bibr" rid="ref11 ref12 ref13">14,15,16</xref>
        ]. The use of the BSC approach to strategically
manage academic programs and to support the learning process is less common. Recently,
[
        <xref ref-type="bibr" rid="ref14">17</xref>
        ] discusses the design of a BSC to support student success, in particular for
accounting students, enabling student engagement with the educational process, as well as with
the accounting profession. Other relevant examples are: [
        <xref ref-type="bibr" rid="ref15">18</xref>
        ] discussing the benefits
and potential components of a BSC for an accounting program (US and Canada); [
        <xref ref-type="bibr" rid="ref16">19</xref>
        ]
describing a case study, in which the BSC was applied to the Master of Business,
Entrepreneurship and Technology at the University of Waterloo (Canada); and [
        <xref ref-type="bibr" rid="ref17">20</xref>
        ]
describing the design of strategy maps for program performance measurement in HE. The
Learning Scorecard, presented in this paper, designed according to the best practices of
BI and BSC systems development, aims to measure and manage the performance and
quality of the learning process. Since the LS goal is first and foremost to support
students in their learning experience, it is also a valid application of learning analytics.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Gamification in Higher Education</title>
      <p>
        Gamification is defined as the use of game design elements in non-game contexts
[
        <xref ref-type="bibr" rid="ref18">21</xref>
        ]. Game elements are artifacts regularly used in game design, such as points, levels,
quests or challenges, avatars, social graphs, leaderboard, badges, and rewards.
Gamification, albeit being a recent trend, has been applied in several non-game contexts, such
as productivity, finance, health, sustainability, and also in education [
        <xref ref-type="bibr" rid="ref18 ref19">21,22</xref>
        ]. When
using gamification the designer should keep in mind the following aspects: (1) games are
to experienced voluntarily; (2) games should involve learning or problem solving; and
(3) games should have some structure (i.e., game rules) but the gamer should have the
freedom to explore and have fun. Barata et al. [
        <xref ref-type="bibr" rid="ref20">23</xref>
        ] present an interesting approach to
gamification in education, applied to a master course in the Information systems and
Computer Engineering program. In their experiment, they added a set of game (e.g.,
points, levels, leaderboards, challenges and badges) to the traditional course, and
compared the impact of the introduced gamification on student performance and
satisfaction. After a period of two consecutive years, results were very positive, with increased
student performance in terms of class attendance, number of lecture slides downloads,
and number of post on the course’s forums [
        <xref ref-type="bibr" rid="ref20">23</xref>
        ]. This experiment was inspirational to
the design of the Learning Scorecard, given that the institutional context and student
profile are similar. That is, both projects are realized in Public Universities in Lisbon,
Portugal, with students enrolled in similar programs (i.e., Computer Science
Engineering master programs; although the LS is also being tested by undergraduate students of
Information and Management).
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>The Learning Scorecard</title>
      <p>Effective time management is pivotal for student academic success. Higher
education students need to conciliate their personal and often professional responsibilities
with their academic ambitions. Poor planning of tasks, in terms of effort and scheduling,
often results in failing a course or achieving a lower grade than expected. In this
context, the use of a strategic management tool – like the Learning Scorecard – customized
by the course’s faculty can provide a valuable support to students. The LS enables the
formulation of strategic objectives, performance indicators and targets that support
students with a baseline for the performance in the course that will yield a successful
outcome. The LS also enables students to monitor their performance throughout the
semester in comparison with the average performance of the entire class. This increases
students’ awareness of their leaning efforts, for instance, if they are falling behind the
objectives defined by faculty or if they are in line with the average progression of the
class. Additionally, students will be notified of incoming deadlines and their general
course delay, in a proactive and motivating approach. Gamification techniques were
used to design the LS, since the tool is used voluntarily by students. Gamification
enables the motivation of students in terms of achieving the course goals, and provides a
healthy competition environment towards the best course performance.</p>
      <p>The LS is also a valuable tool for faculty, providing an aggregated view of students’
performance and its evolution throughout the semester. The LS enables the course
coordinator to identify the pain points of the course experienced by students. Namely,
what are the tasks that generally demand an extra effort from students (comparing to
the faculty planning) and how many students are at risk of failing the course. The
analysis of student performance data can be used by the course coordinator to improve the
course syllabus, with the goal of improving the teaching quality and the student learning
experience.</p>
      <p>The specification of LS included the following functional requirements:
• users need to have a profile and authentication credentials
• the LS platform needs to be integrated with the e-learning system (having access to
quiz results, forum participation, downloading of materials, etc.)
• two types of accounts or views: student and course coordinator
• dashboards for monitoring individual student performance (student view)
• dashboards for monitoring class performance (course coordinator)
• automatic course schedule with deadlines and studying guidelines, customized by
the course coordinator
• the LS platform should include game elements (i.e., scores, ranks, quests,
leaderboard)</p>
      <p>The design of the Learning Scorecard platform also encompasses the following
nonfunctional requirements:
• portability across web browsers (Firefox, Google Chrome, Safari, Edge) including
mobile devices
• intuitive and user-friendly interface (input data from students should be kept to a
minimum)
• student identification data must be private (ethical requirements), i.e., the course
coordinator will only have access to aggregated class data, even for the case of at-risk
students.</p>
      <p>The former non-functional requirement can be sensed as a miss-opportunity, since
course coordinators would want to know, individually, which students are at-risk.
However, the LS was mainly designed for students to support their learning experience in
the course. By introducing privacy in student identity, students are more likely to
voluntarily use the Learning Scorecard and experience the benefits of this platform,
without fearing any potential consequences of faculty scrutiny.
4.1</p>
      <p>Strategic design of the Learning Scorecard</p>
      <p>
        The Learning Scorecard was designed according to the BSC methodology proposed
by [
        <xref ref-type="bibr" rid="ref21">24</xref>
        ]. For the purpose of this paper, we will focus on the design decisions of a few
selected steps. In the design of an organizational BSC this step usually entails the
clarification of the strategy to be executed, including a strategic analysis of the
organization, and the definition of mission and vision statements, as well as the organization’s
values. Since the LS is a thematic scorecard, the strategic analysis of the ‘organization’
will not be presented. The mission of the Learning Scorecard is to “to provide Higher
Education students with an analytical environment enabling the monitoring of their
performance in a course, contributing to an enhanced student learning experience.”
Three values encompass the design and implementation of the LS: Pursue Growth and
Learning; Enjoying Participation; and Self-discipline (Make it happen). The vision
statement was defined as follows: “by the end of the academic year of 2017-2018, the
Learning Scorecard application should be used by at least 50% of the enrolled students
in the DSS courses at ISCTE-IUL.” The vision statement complies with the guidelines
proposed by [
        <xref ref-type="bibr" rid="ref22">25</xref>
        ], in which three elements must be clearly defined: a niche (enrolled
students in the DSS courses at ISCTE-IUL), a stretch goal (used by at least 50% of
enrolled students) and a time frame (by the end of academic year of 2017-2018).
      </p>
      <p>Web
Application
Data
privacy
Dashfboorards
personal
monitoring
Products &amp;
services</p>
      <p>Clear learning
milestones
Online
Quiz results</p>
      <p>Online
course
schedule</p>
      <p>
        The Business Model Canvas (BMC) is a strategic tool used to describe, in an
intuitive and accessible language, the business model of an organization [
        <xref ref-type="bibr" rid="ref23">26</xref>
        ], i.e., how an
organization intends to create, deliver and capture value. Nine building blocks
constitute the BMC: customer segments, value proposition, channels, customer relationships,
revenue streams, key resources, key activities, key partnerships, and cost structure. For
the purpose of the BSC design, two building blocks are of importance – customer
segments and the value proposition. In order to effectively design a value proposition,
matching the needs and expectations of the customer segments, [
        <xref ref-type="bibr" rid="ref24">27</xref>
        ] proposed a new
canvas – the Value Proposition Canvas (VPC). In the LS we have to address the needs
and expectations of both students and the course coordinator, hence we need to define
two customer segments. Figures 1 and 2 present the the LS value proposition canvas
for students and course coordinator, respectively. Customer segments are represented
on the right-end side and the value position on the left-hand side of these figures.
      </p>
      <p>Closer
communication
with students</p>
      <p>In the VPC model, customer segments are defined in terms of customer jobs, pains
and gains. The student VPC (see Figure 1) will be used as an example to explain the
model. A customer job is related to what the customer is trying to get done; it can be a
task, a problem or even a basic need (e.g., time management). The pains are the negative
aspects encountered by the customer in his/her current way of dealing with the ‘jobs’;
including negative emotions or hurdles, undesired costs and risks (e.g., lost of time with
irrelevant information). The gains reflect the benefits a customer expects or desires to
achieve with the product or service; it can be translated into, for instance, a functional
utility, positive emotions or cost savings (e.g., perception of the course’s pain points).
The value proposition block in the VPC is described in terms of three components: (1)
products and services (a list of products and services offered and their link to the
customers’ jobs); (2) pain relievers (to eliminate or reduce the customers’ pains); and (3)
gain creators (describing the positive outcomes and benefits that products and services
deliver to customers). An example of these components are, respectively, (1) online
course schedule, (2) well-structured course contents, and (3) clear learning milestones.</p>
      <p>The observation and design of the customer segment profile comes first. Then
follows the design of the value proposition, addressing the most relevant and critical jobs,
pains and gains of the target customers. In this way, the design process of the
product/service is enclosed by the real needs of customers and there is a concrete mapping
with expected benefits. This process is also useful to determine the differentiator factors
of the product/service, which will be useful for the definition of performance indicators
in the BSC.</p>
      <p>
        The strategy map is a design tool [
        <xref ref-type="bibr" rid="ref5">8</xref>
        ] that helps to tell the story of the strategy,
highlighting in a creative way the dependencies, called cause-and-effect relationships,
between the strategic objectives. The map, displayed in Figure 3, has three perspectives:
Students and Faculty (S &amp; F), Internal Processes (IP), and Learning and Growth (L &amp;
G). The financial perspective, the fourth standard perspective in a Balanced Scorecard
is not relevant for the Learning Scorecard, which is focused solely on the student
learning experience. Three strategic themes were also defined to frame the definition of
strategic objectives: Engagement, Information and Learning. These themes are the main
drivers to achieve the vision. That is, if we aim to have the LS platform being used by
at least 50% of all enrolled students, then it is key to foster student engagement, provide
updated information of performance monitoring, and help students to optimize their
learning experience in the course.
      </p>
      <p>The strategy map should be read bottom-up, following the cause-and-effect
relationships between objectives. As can be seen in Figure 3, the final strategic objective (the
ultimate effect) is to improve the student learning experience, which is the central goal
of the Learning Scorecard. Values are included in the strategy map, at the right end side
of the “mobile phone”, a metaphor for the portability of the LS platform, since the
development of a mobile application is contemplated in the near future.</p>
      <p>A crucial part of the balanced scorecard is the definition of performance indicators
to measure the achievement of the intended strategic objectives. In this project, a subset
of these performance indicators will also be used to populate the student and course
coordinator dashboards provided by the LS platform. The key performance indicators
(KPI) of the LS, presented in Table 1, are either measured biweekly or at the end of the
academic semester. As already mentioned, this paper describes the initial version of the
LS platform. More functionalities are being developed in the LS platform, integrated in
two Computer Science Engineering Master dissertations, which will be completed until
September 2017. It is therefore foreseeable that new indicators may be able to be
calculated, depending on new source data.</p>
      <p>The LS platform was developed using Node.js. The front-end was developed using
HTML and CSS. Javascript, specifically Express.js, was used for the back-end
implementation. Several modules were used: Bootstrap, for platform design, Chart.js, for the
implementation of the charts in the LS dashboards, Passport and Crypto, for secure
authentication of students in the LS. The LS pilot also includes a MySQL database that
stores data from the e-learning system and custom data provided by the course
coordinator (input format .csv).</p>
      <p>110 students are currently testing the pilot implementation of the Learning Scorecard
in the Data Warehouse course; in the 2016-2017 fall semester this course is offered to
four different programs. In the LS, students are divided into classes according to their
program. A summary of the leaderboard is always visible (at the left down corner of
Figure 4), presenting not only the top-5 gamers (ordered by points) but also the ranking
of classes in terms of the percentage of active students using the LS. In the ranking
classes are identified by their acronym (in Portuguese): MEI, IGE, IGE-PL, and METI.
Figure 4 presents the initial page of the LS for a student (i.e., a “gamer”). In this page
the student can visualize his/her performance (in points) and receive alerts about
incoming quests deadlines. Since the first LS experiment in ongoing, we opted to display
in Figures 4-6 only test data (no real data is provided). Students begin with zero points,
and are thus encourage to learn to earn points, and increase their game level.</p>
      <p>The planning functionality is developed based on the course syllabus (currently still
in Portuguese). Each semester, the course coordinator needs to customize the set of
quests as well as course’s milestones, and their respective deadlines or due dates. For
instance, the following five milestones were defined for the Data Warehouse course in
2016-2017 fall semester: (1) group and practical assignment theme selection; (2) first
group tutorial meeting; (3) second group tutorial meeting; (4) practical assignment
submission; and (5) practical assignment discussion. Figure 5 presents the current planning
page in the LS platform for the Data Warehouse course. By clicking on each quest in
this list, the student can visualize a pop-up interface with a detailed description of the
quest, aligned with the information of the syllabus, and the number of points that can
be awarded. Quests can be mandatory or optional. It is also possible to customize how
many points students loose if they fail to comply with the quest deadline. For mandatory
quests, the deadline must be met, otherwise no points are awarded. Quests are related
to reading the lecture slides, solving exercises, completing the milestones of the
practical assignment, class attendance, quizzes, participating in the course’s forum, etc.</p>
      <p>The performance functionality in the student view includes three standard
visualizations: radar chart, percentage chart and progress analysis. Figure 6 presents an example
of the performance monitoring visualization currently developed in the student view.
These set of charts enable a progress analysis of the student performance as the semester
evolves; Figure 6 displays (test) data for the first two weeks of the semester (which
comprises 12 weeks).</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and future work</title>
      <p>The use of gamification in Higher Education is a recent technique, in which games
elements are applied to non-game contexts. In this paper, the design and prototype
implementation of the Learning Scorecard was described. Apart from the integration of
game elements, such as points, levels, quests and leaderboard, the LS was also designed
using the best practices of business intelligence. A set of functional and non-functional
requirements were initially defined, which led to the definition of the strategic
management tool – the Balanced Scorecard. The full implementation of the BSC, with
dashboards to visualize the KPIs will be part of the next version of the LS platform, which
will have the course coordinator’s view fully developed. New versions of the platform
are planned for the next two academic semesters, since the LS is the subject of two
master dissertations in Computer Science Engineering that are due September 2017.
Currently, the LS platform is being used by 110 students and is already integrated with
the e-learning platform Blackboard. Future work entails the identification of study
patterns linked to student success, using data mining techniques. The integration with
Blackboard will also be further explored, particularly in terms of collaborative learning
aspects already present in the tool. The gamification part will also be extensively
developed, specifically in terms of visual effects. The LS aims to be a fun tool, that really
makes a difference in the way students learn and collaborate with each other. It is also
planned the design and implementation of student satisfaction questionnaires, to assess
student engagement, motivation, and satisfaction with the course and the LS platform.</p>
    </sec>
  </body>
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