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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Resolving Variations in Learning Spaces for Experiential Learning</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Eric Ras Fraunhofer IESE</institution>
          ,
          <addr-line>Fraunhofer-Platz 1, 67663 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Today, systems should react based on explicit demands from the learner or even proactively react based on changes in the working environment. The success of this type of systems depends on their ability to adapt and personalize the learning environment to the learner's needs. This paper presents an approach using a decision model that allows resolving variations in a socalled learning goal structure template by using different types of context information. These adapted templates are then used to create so-called Learning Spaces, which are developed during the process of reusing explicit experience packages in software engineering. The Learning Spaces are delivered in an adapted Wiki called Software Organization Platform (SOP), which integrates knowledge management and e-learning.</p>
      </abstract>
      <kwd-group>
        <kwd>adaptive educational hypermedia system</kwd>
        <kwd>context</kwd>
        <kwd>experiential learning</kwd>
        <kwd>learning space</kwd>
        <kwd>software engineering</kwd>
        <kwd>experience management</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Software engineering is a very knowledge intensive activity and strongly relies on an
individual’s competencies. The short innovation cycles in software engineering lead
to many learning situations where new knowledge is required to solve new challenges
during daily work. In the last thirty years, the fields of software reuse and experience
management (EM) have increasingly gained importance. EM supports the collection,
pre-processing, analysis, and dissemination of experiences.</p>
      <p>
        However, different problems occur when experience documented by experts is
reused by novices. Experience is often documented by domain experts. Expert
knowledge is somehow ‘routine’. This makes it challenging for experts to document
experiences appropriately and to make them reusable for others. Novices lack
software engineering background knowledge and are not able to connect the
experience to their knowledge base. Hence, they often misinterpret or even fail to
understand other people’s documented experience. A more detailed summary of
problems related to understanding and learning from documented experience can be
found, for example, in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Most of our daily learning is, in fact,
experiencebased. Most of the research done in the area of experiential learning is based on the
work of Kolb and Fry [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. They investigate the on-going learning processes when
people learn from their experiences. Ideally, people could learn effectively from
experiences when all four phases of Kolb’s Experiential Learning Circle [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] are
passed. To address the problems, an adaptive educational hypermedia system has
been developed to produce so-called Learning Spaces for enhancing the
understanding and application of experience packages by using the experiential
learning cycle as a basis.
      </p>
      <p>Section 2 lists the different adaptation techniques of Adaptive Educational
Hypermedia Systems. Section 3 explains the process for generating Learning Spaces
by using decision models. Section 4 provides a conclusion and gives information
about upcoming evaluation activities.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Adaptive Educational Hypermedia Systems</title>
      <p>
        Adaptive Educational Hypermedia Systems allow learning to be adapted to specific
user needs and requirements. Brusilovsky, for example, distinguishes between
adaptive navigation and adaptive presentation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]: Adaptive navigation alters the
structure presented to the learner according to the individual learner characteristics.
Adaptive navigation is used to guide the learner through the learning space. Adaptive
presentation refers to content adaptation and alters the way content is visually
displayed to the learner based on a learner model
      </p>
      <p>
        The success of adaptation techniques depends on how good an AHS separates the
content from its structure and its presentation. For example, the so-called closed
corpus problem in adaptive hypermedia states that the systems are working with a
closed set of artifacts (e.g., fine-grained learning objects or documents) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and
that the alterations or modifications are defined in between the documents (e.g., by
using the relation 'required prerequisites'). This makes it difficult to reuse the adaptive
functionality of the system, and does not allow extending the document space or even
work in an open environment like the Web (open corpus). Now, ontologies based on
semantic web technologies are increasingly used for modeling knowledge in adaptive
web systems.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3 Learning Space Generation</title>
      <p>
        A Learning Space follows a specific global learning goal and is created based on
context information about the current situation and the context description of an
experience package. The Learning Space is presented by means of linked Wiki pages
within the Software Organization Platform (SOP). SOP intends to support specific
software engineering activities such as requirements engineering [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], experience
management, and project management. Hence, by integrating the Learning Space
generation and presentation functionality into SOP, knowledge management and
elearning have been merged into one system [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Dey defines context as ”any information that can be used to characterize the
situation of an entity. An entity is a person, place, or object that is considered relevant
to the interaction between a user and an application, including the user and
applications themselves [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].” This approach uses the following context categories
(more details about the derivation of these categories can be found in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]): individual
context (e.g., role, skill and competence profiles, learning preference); group context
(e.g., team size, team members,); process context (e.g., activity); product context
(e.g., type of product, complexity, quality); project context (e.g., size, effort,
resources, customer); and organization context (e.g., competence development
strategies). This context information can be used for adaptive Learning Space
generation where variabilities are resolved by means of queries to the context
ontology.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Basic Concepts and Generation Process</title>
        <p>
          The generation process starts with the adaptation of a so-called generic
LearningSpaceStructureTemplate (this step is elaborated in more detail in subsequent
sections). This template reflects the high-level structure of a Learning Space. Each
LearningSpaceStructureTemplate is refined by a set of LearningGoalTemplates.
These templates reflect a concrete learning activity structure and refer to a learning
goal by using the taxonomy of educational objectives of Anderson and Krathwohl
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], i.e., a LearningGoalTemplate refers to a concrete cognitive process (i.e.,
(remember, understand, apply, analyze, evaluate, create) and a knowledge dimension
(i.e., factual, conceptual, procedural, or meta-cognitive knowledge). For example, a
remember_project template is from the type remember conceptual knowledge because
the objective is to recall a specific project with all related factual concepts such as
individuals, groups, used processes, and customer. Each of these templates is
implemented by a LearningPage (i.e., this corresponds physically to a Wiki page).
Such a page contains several LearningComponents consisting of LearningElements
(see [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] for the details).
        </p>
        <p>Four activities are necessary to produce a context-specific Learning Space (the first
one will be described in more detail): Template Resolving: instantiates a generic
LearningSpaceStructureTemplate by resolving variabilities by means of a decision
model and context information; Template Completion: instantiates entries of the
LearningGoalStructureTemplate by entering concrete topic keywords; Content
Search: uses topic keywords and the relations in the LearningGoalTemplates to search
for concrete learning resources; Content Presentation: entries in the
LearningGoalTemplates are replaced by LearningElements and the templates are
transferred to a presentation format (i.e., Wiki), which results in the LearningSpace.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Decision Models</title>
        <p>
          Decision models come from the domain of product line engineering, which is part of
software engineering. Product line engineering aims at the systematic development of
a set of similar software systems by understanding and controlling their common and
distinguishing characteristics [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. In order to control these so-called variabilities,
they need to be identified, their interrelationships have to be defined, and alternatives
have to be modeled. Going back to Learning Spaces, variabilities could depend on all
context characteristics described previously. For example, project, product, and
process characteristics could have an impact on the navigation and presentation
adaptivity of the Learning Space. The variabilities are defined by means of so-called
optional and alternative variation points, which represent variabilities in the Learning
Space. Optional variation points refer to two choices, with one choice having to be
selected. More than one choice can be selected in case of an alternative variation
point. An example is illustrated in Fig. 1. A LearningSpaceStructureTemplate could
contain variable elements in terms of the used LearningGoalTemplates and/or the
Links between them. A decision model contains a set of decisions (i.e.,
question/choice(s) pairs) that describe and document these variation points. After
answering the decisions, the answers are used to resolve the variation points. If a
decision refers to one variation point, the decision is called a simple decision.
Complex decisions refer to more than one variation point.
Only one LearningSpaceStructureTemplate and one related decision model exist for
creating a Learning Space that enriches a selected experience package. The adaptation
within a Learning Space is done by resolving variabilities in the template by using the
context information and the selected global learning goal level (according to [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]),
which is chosen by the software engineer (see. Fig. 2). After retrieving the
LearningSpaceStructureTemplate and the DecisionModel, the next step resolves the
decisions of the decision model by using information about the CurrentContext, the
ContextOntology, and the GlobalLearningGoalLevel. The latter has been selected by
the developer when he or she decided to use a Learning Space before reusing the
experience package. The context vector refers to concepts of an ontology, which is
available in the OWL-DL format. This resolving step resolves on the higher
abstraction level of adaptivity. The variabilities on the lower content level (i.e.,
LearningComponent and LearningElement) are resolved in the step Template
Completion. For each question in the decision model, a SPARQL query is forwarded
to the ContextOntology in order to answer the different decisions. Queries are built
based on the context information stored in the description of the experience package
and on CurrentContext.
        </p>
        <p>Template Resolving
Retrieve Learning Space Structure and Decision Model</p>
        <p>[TemplateRepository]
[LearningSpaceStructureTemplate]
[DecisionModel]</p>
        <p>[ContextOntology]
Resolve Variabilities</p>
        <p>[GlobalLearningGoalLevel]
[ResolveModel]</p>
        <p>[CurrentContext]
Resolve Learning Space Structure Template</p>
        <p>[LearningSpaceStructureTemplate]
[ExperiencePackage]</p>
        <p>Enter Basic Keywords</p>
        <p>[LearningSpaceStructureTemplate]</p>
        <p>Example question: “Did John work in project xyz, where the experience package
was documented?”: A query will be created that retrieves whether the instance “John”
of the ontology class individual has a relation working_in to the instance “project
xyz” of the class project. If the answer is “no”, then the first LearingGoalTemplate
“Remember_Project” will be deleted. Other decisions on this level are related to the
GlobalLearningGoalLevel and to the competence level of the individual regarding the
product and process addressed by the experience package. The answers, respectively
the decisions, are stored in the ResolveModel. Each choice of a decision (i.e.,
alternatives answers of the query) is related to a set of operations that resolve the
variation points in the LearningGoalStructureTemplate: e.g., delete
LearningGoalTemplate, add Link between specific types of templates, etc. They are
executed in the next step Resolve Learning Goal Structure Template. After this step,
the learning goal templates and the links between them are adapted to the current
context and the experience package. The last step enters a first set of basic keyword
into the templates, which are used for later retrieval of LearningElements. The
LearningGoalStructureTemplate, the LearningGoalTemplates, and the
DecisionModel are stored in XML.
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Work</title>
      <p>
        Decision models promise a better possibility to separate the variabilities from the
structure, content, and its representation. They allow capturing variable characteristics
of the Learning Space and allow attaching operations that perform the adaptation to
the current working context and experience package. In this approach, resolving is
done on two levels. The first one focuses on the level of learning goals and the related
templates with links (presented in this paper). The second step refers to the content
level and its presentation. The usage of decision models addresses the problem of the
closed corpus [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] because the adaptation is not coupled to a fixed set of learning
resources, but to types of Learning Space concepts. A one-factor within-subject
experiment in experience reuse will be conducted in August 2007 with 24 students at
the University of Kaiserslautern. The results will provide a baseline for future
investigations regarding the impact of context-aware Learning Space generation on
knowledge gain and task performance in experience reuse.
      </p>
    </sec>
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