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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antti Knutas</string-name>
          <email>antti.knutas@lut</email>
          <email>antti.knutas@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Granato</string-name>
          <email>marco.granato@unimi.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rob van Roy</string-name>
          <email>Rob.vanRoy@soc.kuleuven.be</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jussi Kasurinen</string-name>
          <email>jussi.kasurinen@xamk</email>
          <email>jussi.kasurinen@xamk.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Timo Hynninen</string-name>
          <email>timo.hynninen@lut</email>
          <email>timo.hynninen@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jouni Ikonen</string-name>
          <email>jouni.ikonen@lut</email>
          <email>jouni.ikonen@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>KU Leuven</institution>
          ,
          <addr-line>Leuven</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Lappeenranta University of, Technology</institution>
          ,
          <addr-line>Lappeenranta</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>South-Eastern Finland, University of Applied Sciences</institution>
          ,
          <addr-line>Kotka</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Milan</institution>
          ,
          <addr-line>Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we present an approach for personalizing gamification to the needs of each individual person. We designed the personalization for computer-supported collaborative learning environments by synthesizing three existing design frameworks: the lens of intrinsic skill atoms, gamification user type hexad and heuristics for effective design of gamification. The result of the design process is a context-aware and personalized gamification ruleset for collaborative environments. We also present a method for translating gamification rulesets to machine-readable classifier algorithm using the CN2 rule inducer and a framework for connecting the produced algorithm to collaborative software. Lastly, we present an example software for personalized gamification that was produced by applying the process presented in this paper.</p>
      </abstract>
      <kwd-group>
        <kwd>Author Keywords gamification</kwd>
        <kwd>adaptive systems</kwd>
        <kwd>personalization</kwd>
        <kwd>computer-supported collaborative learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Collaborative learning is a learning method where students
have a symmetry of action, knowledge and status, and have a
low division of labor [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Computer-supported collaborative
learning facilitates the interaction with software tools and
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      </p>
      <p>Copyright © by the paper’s authors.</p>
      <p>
        GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
increases potential for creative activities and social interaction
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. In recent studies, it has been shown that students can
be guided towards educational goals like collaboration by
using gamification [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], which is the application of game-like
elements to non-game environments [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        However, gamification is not a "one size fits all" solution [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
Early research on the gamification of education concentrated
on exploratory research and proof of concepts, or specifying
the user interface elements by which gamification manifests
in systems [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Recent literature reviews assessing the
potential of gamification in education found several positive
implications, like increased engagement and motivation [
        <xref ref-type="bibr" rid="ref20 ref24">20,
24</xref>
        ], although some studies also link gamification to negative
consequences, like unproductive competition or reward
saturation that leads to demotivation [
        <xref ref-type="bibr" rid="ref10 ref24">10, 24</xref>
        ]. Different authors
have pointed to contextual and personal differences to explain
these mixed results and have called upon future research to
take these characteristics into account [
        <xref ref-type="bibr" rid="ref18 ref2 ref29">2, 18, 29</xref>
        ].
We propose that in order to make gamification more
usercentric and customized to the individual user in
computersupported collaborative learning (CSCL) environments, the
systems should include profiling of users in its design
principles and selectively choose gamification features presented to
each user. In this study, we present the design process for
creating an algorithm to choose challenge-type gamification tasks
in CSCL systems, and a proof-of-concept algorithm. More
specifically, our research goals are:
1. How can personalized gamification features be designed to
address the preferences of different user types?
2. How could customized, profile-based gamification
challenges be assigned to different users in CSCL environments?
In the design process, we use the design heuristics for
effective gamification in education [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] to create a gamification
task ruleset personalized for each user type as defined in the
gamification user type hexad [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. We then use the CN2 rule
induction algorithm [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to create a classifier to identify
different conditions that occur in a CSCL environment as discovered
by Knutas [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and to recommend gamification tasks for the
main CSCL system.
      </p>
      <p>
        GAMIFICATION IN EDUCATION
Approaches that use some elements of gamification have been
shown to increase student collaboration and motivation in
educational settings [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. However, effective gamification is about
using the game elements to foster users’ three innate needs for
intrinsic motivation1 [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], originally adapted from Deci and
Ryan’s self-determination theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. These principles are [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]:
Relatedness, the universal need to interact and be connected
with others; Competence, the universal need to be effective
and master a problem in a given environment; Autonomy, the
universal need to control one’s own life.
      </p>
      <p>
        Studies in the field indicate that gamification methods are
successful in fostering collaboration, especially when
following the principles of self-determination theory [
        <xref ref-type="bibr" rid="ref16 ref27">16, 27</xref>
        ]. At
the same time, individual elements of gamification have been
studied, and recent research concludes that simply applying
a single outward aspect of gamification, like badges or other
repetitive rewards [
        <xref ref-type="bibr" rid="ref13 ref24">13, 24</xref>
        ], does not work, and instead
gamification has to consider the motivation and goals of the course
as a complete system.
      </p>
      <p>
        PERSONALIZATION IN GAMIFICATION
Different authors have pointed to various potential confounds
while aiming to explain the mixed results found in literature.
For example, the unexpected negative effects could be due
to bad gamification design [
        <xref ref-type="bibr" rid="ref10 ref13">10, 13</xref>
        ] or to the particular
interplay between the gamified system and the implementation
context [
        <xref ref-type="bibr" rid="ref29 ref8">8, 29</xref>
        ]. Also, personal characteristics are
hypothesized to impact gamification’s potential [
        <xref ref-type="bibr" rid="ref18 ref2">2, 18</xref>
        ], as such being
a possible explanation for the otherwise-presumed negative
consequences.
      </p>
      <p>
        Research shows that different users interpret, functionalize
and evaluate the same game elements in radically different
ways [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. In much the same way, Koster [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] reasons that
it is impossible to design a universal "fun" game, as different
predispositions and social structures bring a unique,
personalized sense of fun for everyone. To exemplify this personalized
meaning making of game elements, Antin and Churchill [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
theoretically distinguished five different functions a user can
ascribe to a badge. Taken together, these results make an
argument for using gamification that is specifically tailored to its
users, in order for gamification to live up to its full potential
[
        <xref ref-type="bibr" rid="ref23 ref6">6, 23</xref>
        ]. Furthermore, the success of such personalization
techniques has already been proven in other digital contexts, like
persuasive technologies and games (see for example [
        <xref ref-type="bibr" rid="ref14 ref25">14, 25</xref>
        ]).
In this line of reasoning, we argue that player types can be
a valuable tool to personalise gamification. This way, we
build on Monterrat and colleagues’ work [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] in which they
use predefined player types and a player adaptation model in
order to improve the matching of gamification elements to the
preferences of the user.
      </p>
      <p>
        1Intrinsic motivation in gamification literature; autonomous
motivation in self-determination theory literature
Gamification Player Type Hexad
We selected the gamification user type hexad by Tondello et al.
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] as a model for personalized design when creating
gamification approaches. They used a survey with 133 participants
and quantitative methods first to develop and then validate a
response scale for assessing user preferences. This user model
was selected over alternatives because it is evidence-based and
gamification-specific.
      </p>
      <p>The user types are summarized in Table 1. With each user
type we also present intended gamification approach. The
disruptor user type was defined as out of scope in this project.
This user type tends to disrupt the system and is difficult to
address within the context of the system. Instead, they will be
addressed by other types’ autonomy and relatedness -related
challenges and by being involved in the development of the
system.</p>
      <p>
        GAMIFICATION DESIGN PROCESS
Technology designed for changing users’ attitudes or
behavior in online systems is known as persuasive technology [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Oinas-Kukkonen and Harjumaa further define persuasive
software as “computerized software or information systems
designed to reinforce, change or shape attitudes or behaviors
or both without using coercion or deception” [21, p. 486].
Adding gamification features to computer-supported
collaborative learning can be considered persuasive software because
the design intent is to change user behavior.
      </p>
      <p>
        We used the three-element persuasion context framework
defined by Oinas-Kukkonen and Harjumaa [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] to initially frame
the design for the personalized gamification system. The intent
(1) is on the part of the designers is to increase collaboration.
The designers intend to use the principles of gamification first
to affect behavior that leads to positive attitude changes. The
event (2), or the use context, is user activity in the collaborative
system. Their goal is to accomplish course-related tasks. Our
strategy (3) for persuasion is to use gamification elements to
give users personalized, constructive gamification tasks and
motivating feedback through the system.
      </p>
      <p>
        The overall design process followed Deterding’s framework
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] for creating gameful designs. The framework presents
principles to create gameful designs for motivation and
enjoyment, which can be applied to create gamified software.
Using these principles, Deterding states that "in pursuing her
needs, a user’s activity entails certain inherent, skill-based
challenges. A gameful system supports the user’s needs by
both (a) directly facilitating their attainment, removing all
extraneous challenges, and (b) restructuring remaining inherent
challenges into nested, interlinked feedback loops of goals,
actions, objects, rules, and feedback that afford motivating
experiences." [7, p. 315]
Our design process followed the five steps presented in
Deterding’s framework [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], detailed in the following paragraphs.
1. Strategy. Target outcome is increased collaboration between
students and increased engagement in the CSCL platform.
The flexibility of the system is constrained by automatically
measured environmental variables and the functionality of the
platform.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Player type</title>
    </sec>
    <sec id="sec-3">
      <title>Description</title>
      <p>Tasks that channel exploration into sharing resources, and
tasks that acknowledge and reward the joy of discovery.</p>
      <p>Motivated by competence. They seek to progress within a
system by completing tasks, or prove themselves by tackling
difficult challenges.</p>
      <p>Easiest to address within the framework. Tasks that are
competitive or gather around achieving the "next level", e.g.
with points or badges.</p>
      <p>Motivated by extrinsic rewards. They will do whatever to earn
a reward within a system, independently of the type of the
activity.</p>
      <p>
        Similar to achiever’s, except the mix of tasks includes more
tasks that encourage working with others and building a
positive sense of community.
2. Research. The user activity was translated into behavior
chains by analyzing current literature on CSCL and using
principles of persuasive design to frame the event structure. User
needs and motivations were adapted from current literature on
motivation and Tondello’s evidence-based gamification user
type hexad.
3. Synthesis. The principles of self-determination theory
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], collaborative learning [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and heuristics for the design of
gamification in education [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] were used to design challenges
in the form of gamification tasks presented to the users. These
were considered in the context of possible actions that can be
taken in a CSCL system.
4. Ideation was performed in a series of workshops, where a
panel of experts ideated rules with a note-taker translating the
ideas to the skill atom framework and presenting the results
for approval. The panel of experts consisted of three experts
on game design, three experts on gamification and education,
and two software engineers. The ideation process resulted in
a total of 69 gamification tasks for five different player types.
When duplicates were collated, it resulted in 42 individual
tasks.
5. Iterative prototyping, the last step, was performed partly
and left partly for future work. The ruleset and the algorithm
were tested and evaluated. Combining the ruleset with a live
CSCL system is part of future work.
      </p>
      <p>
        Design Heuristics for Gamification
The panel of experts that participated in design workshops
were informed by principles of good collaborative learning
[
        <xref ref-type="bibr" rid="ref12 ref9">9, 12</xref>
        ], gamification user type hexad [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], and the
selfdetermination theory -based design heuristics for effective
gamification of education [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] during the design process of
the ruleset. Below, we present the design heuristics and how
they guided the design process.
#1 Avoid obligatory uses. The computer-supported
collaborative learning environment and especially its gamification
features should be voluntary to use.
#2 Provide a moderate amount of meaningful options. The
user is able to choose which gamification tasks to accomplish,
if any. Furthermore, as the challenges are based on the user’s
characteristics, these challenges are relevant to each person
and as such present meaningful options to the user.
#3 Set challenging but manageable goals. No task is
meaningless or impossible to accomplish. Also, the difficulty level of
the implemented challenges are tuned to the users’ capabilities,
as such keeping the tasks manageable, while at the same time
being challenging.
#4 Provide positive, competence-related feedback. Just as
tasks should be meaningful, the feedback is meaningful and
positive. There should not be any feedback that can be
perceived as a punishment. When presented in a CSCL system,
the feedback should make the user feel capable.
#5 Facilitate social interaction. There are several gamification
tasks that show the positive impact the user’s actions can have
on each other. CSCL systems are social by their nature and
several tasks promote positive interaction.
#6 When supporting a particular psychological need, be wary
to not thwart the other needs. The gamification tasks should
not concentrate on promoting only one aspect over others. For
example, when promoting relatedness and prompting users to
interact, users should not feel that they are forced to, and thus
feel less autonomous.
#7 Align gamification with the goal of the activity in question.
Gamification tasks support both motivation and goal
achievement. CSCL systems should not distract from accomplishing
actual team and learning goals.
#8 Create a need-supporting context. The system should
be voluntary, open and supportive. When the algorithm is
integrated to a CSCL environment, it should be presented as a
supportive feature, not the main feature.
#9 Make the system flexible. The gamification system is
adaptive, providing personalized challenges to different user types.
The adaptive approach is the main novel contribution of this
project for CSCL systems.
      </p>
      <p>
        Structuring Gamification Tasks
Deterding’s framework provides a method to structure
gamification design elements, called the lens of intrinsic skill atoms
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. It uses two elements, skill atoms and design lenses, to
identify challenges in a user’s goal pursuit and restructure
them to afford gameplay-characteristic motivating, enjoyable
experiences. Deterding names this design perspective the lens
of intrinsic skill atoms. Design lenses combine a memorable
name, a concise statement of a design principle and a set of
focusing questions to evaluate game design from a specific
perspective [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Skill atoms originate from an effort to develop
a formal grammar for games, in which skill atoms are the
smallest defined elements, of which the following are used
in gamification: goals, actions, objects, rules, feedback,
challenge, and motivation.
      </p>
      <p>We used this lens of intrinsic skill atoms to structure our
gamification system’s elements. The columns of Table 2 follow
this structure. The table presents one sample gamification task
for each player type.</p>
      <p>Goal: An extra, quest-like challenge that the user needs to
accomplish. Something that is presented to the user by the
system based on the recommendation of the algorithm.
Action: Set of actions that the user can take in the system to
achieve the goal. Defined in columns Task 1 and 2.
Object: What the user can act upon, or the system state. In
this case the conditions of Prerequisite 1 to 3 define which
goals and actions are presented to the user.</p>
      <p>Rules: Specification of what actions the user can take and how
they affect the system. In this system’s case they are inherent
to the functioning of the CSCL environment and the variables
monitored by the system.</p>
      <p>Feedback: Sensory information that informs the user of system
state changes. In this system’s case this is left open for the
implementer of the CSCL environment. However, one minimal
approach is presenting a notification and a badge when a goal
has been achieved by a user’s actions.</p>
      <p>Challenge: The difficulty of achieving the goal, caused by the
difference in system state and user’s perceived current skill.
The tasks should be meaningful and always make the user feel
that he or she made a real contribution to the collaborative
environment.</p>
      <p>
        Motivation: The psychological needs energizing and directing
the user to seek out and engage with the system. In this
system’s case feelings of competence, relatedness, and autonomy.
ALGORITHM FOR ADAPTIVE GAMIFICATION
The algorithm is based on the ruleset presented in the
previous section. It is designed to choose context-dependent,
personalized gamification tasks for users of a specific variety
of a computer-supported collaborative learning system. It is
based on a classifier created with the CN2 rule induction
algorithm [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], which condensed the ruleset into a set of if-else
-conditions. When activated, it uses the environmental
variables to decide which quest-type task should be presented to
the user.
      </p>
      <p>
        In this case, gamification task means tasks that correspond to a
set of goals that need to be met, in a manner that is for example
similar to a quest in a video game. The task assignment,
accomplishment and feedback process follows the "new goal
- rules - action - challenge - feedback - motivation" loop of
the lens of intrinsic skill atoms [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], as presented in the design
section.
      </p>
      <p>
        The algorithm is designed to act as a stateless plugin for a
specific type of computer-supported collaborative learning
environment. It integrates to the CSCL system as presented
in Figure 1. It depends on the system to give it snapshots
of status variables, which it uses to recommend gamification
tasks. The system is responsible for task accomplishment
tracking, feedback, and other interaction features. However,
the ruleset is also presented in a human readable format in the
online appendix and contains some recommendations for task
presentation. The algorithm depends on the CSCL system for
system status as input, such as user gamification type, user
skill, issue tracker task activity and discussion system activity.
The full list is presented in the Online Appendix 2.
1. Interaction
(2). User
behavior
parameters
4. Response and
gamification tasks
(3). Gamification
task proposal, if
conditions match
The algorithm design makes the following assumptions on
the system: 1) The users of the systems are students who
are willing and allowed to help each other, 2) the students
are engaged in collaborative teamwork and have series of
tasks to do, 3) there is a system to track the tasks assigned,
such as GitHub or a CSCL system presented by Knutas [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ],
4) the system tracks when participants work on tasks and
allows external help, and 5) there is a free-form synchronous
discussion system associated with the CSCL environment.
Machine-Format Rule Creation with CN2
The CN2 rule induction algorithm is a basic component of
many machine learning systems. It creates a list of
classification rules from examples using entropy as its search heuristics
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In this case, the examples are the list of prerequisites that
can trigger the conditions for providing personalized
gamification tasks and the classes are individual gamification tasks
the algorithm should offer. The CN2 rule inducer was
originally designed to function in a noisy environment and to find
a minimal number of rules that cover a maximal number of
cases. The list of cases was already pre-vetted by the panel of
2 https://doi.org/10.5281/zenodo.827225
      </p>
    </sec>
    <sec id="sec-4">
      <title>Prerequisite 1 (player type)</title>
      <p>experts, so the CN2 inducer parameters were deliberately set
to cause overfitting in order to cover all of the cases.
The rule induction process from 69 human-defined rules
resulted to 59 machine format if-else rules. For example, the
rules for the third task (Free spirit) in Table 2 was induced
into a following rule: "IF Hexad = Free Spirit AND Chat
Activity != Low AND Ownteam opentasks = high AND
Ownteam task age = high AND Ownteamactivity != high THEN
Challenge_class = 7 (Quality 0.125)". The CN2 rule inducer
was used in unordered mode, which means all the rules are
evaluated and the algorithm does not stop after the first match.
When several rules match, the one with the highest quality is
selected.</p>
      <p>The full list of rules, training data, variables and the algorithm
itself, stored as an Python-based Orange Data Mining classifier
3, are available in the Online Appendix 2. Orange was selected
as the classifier implementation because it provides a
Pythonbased library and enables programmers to load and use the
classifier without in-depth knowledge of machine learning.
The appendix contains a short, interactive program for testing
the classifier.</p>
      <p>
        DISCUSSION AND CONCLUSION
All gamification approaches are not suited for everybody,
which means that for gamification to have more of an impact,
the gamification system should be personalized to respond to
the needs of each individual user. In this paper we presented
an approach to create personalized gamification rulesets
using a framework [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] for creating playful designs and design
heuristics [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] for effective gamification (research goal 1). The
ruleset was induced into machine-format rules that can be used
as a plugin algorithm for computer-supported collaborative
learning environments in order to select personalized
gamification tasks for specific user types and situations (research
goal 2).
      </p>
      <p>
        The presented algorithm can be used to improve collaborative
learning systems that are looking to add or improve
personalized gamification features. Moreover, it makes a distinction
between the interaction environment and interaction rules. The
decoupling between the environment and the ruleset allows
gradual development and improvement of gamification
without having to re-develop the logic of the entire system. It also
allows sharing rulesets as plugins for others to use.
3https://orange.biolab.si
Previous studies indicate that personal characteristics affect
how people respond to game elements [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and this can have
an impact on the effectiveness of gamification [
        <xref ref-type="bibr" rid="ref18 ref2">2, 18</xref>
        ]. The
approach to designing user type specific rules presented in this
paper are one solution to increasing personalization in
gamification. While models and designs have been published (e.g.
[
        <xref ref-type="bibr" rid="ref19 ref3">3, 19</xref>
        ]) for personalization through adaptation in gamification,
to our knowledge this is the first published realization of such
designs in collaborative systems for education.
      </p>
      <p>The approach presented in this paper builds on theoretical work
from the field of gamification research, and existing concepts
from other domains. As future work more testing with the
algorithm will be conducted by implementing a CSCL system,
which can be used to evaluate and validate the algorithm in a
series of tests.</p>
      <p>ACKNOWLEDGMENTS
Research was partially funded by European Union Regional
Development Fund grant number A70554,
"Kyberturvallisuusosaamisen ja liiketoiminnan kehittäminen," administrated by
the Council of Kymenlaakso.</p>
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