=Paper=
{{Paper
|id=Vol-2816/paper3
|storemode=property
|title=FullBrain: a Social E-learning Platform
|pdfUrl=https://ceur-ws.org/Vol-2816/paper3.pdf
|volume=Vol-2816
|authors=Mirko Biasini,Vittorio Carmignani,Nicola Ferro,Panagiotis Filianos,Maria Maistro,Giorgio Maria di Nunzio
|dblpUrl=https://dblp.org/rec/conf/ircdl/BiasiniC0FMN21
}}
==FullBrain: a Social E-learning Platform==
FullBrain: a Social E-learning Platform
Mirko Biasini1 , Vittorio Carmignani1 , Nicola Ferro2 , Panagiotis Filianos1 ,
Maria Maistro3 , and Giorgio Maria di Nunzio2
1
FullBrain, https://fullbrain.org/
{mirko, vitto, panos}@fullbrain.org
2
University of Padua, Padova, Italy
{ferro,dinunzio}@dei.unipd.it
3
University of Copenhagen, Copenhagen, Denmark
mm@di.ku.dk
Abstract. We present FullBrain, a social e-learning platform where stu-
dents share and track their knowledge. FullBrain users can post notes,
ask questions and share learning resources in dedicated course and con-
cept spaces. We detail two components of FullBrain: a Social Information
Retrieval (SIR) system equipped with query autocomplete and query au-
tosuggestion, and a Leaderboard module to improve user experience. We
analyzed the day-to-day users’ usage of the SIR system, measuring a
time-to-complete a request below 0.11s, matching or exceeding our UX
targets. Moreover, we performed stress tests which lead the way for more
detailed analysis. Through a preliminary user study and log data anal-
ysis, we observe that 97% of the users’ activity is directed to the top 4
positions in the leaderboard.
Keywords: e-learning · social networks · social information retrieval ·
gamification · leaderboards
1 Introduction
E-learning platforms have been improving the quality of education in the digital
sphere, with an increasing popularity over the past two decades. Nevertheless,
the main approach has been to port the offline experience to its virtual analogue,
as in the case of Massive Open Online Course (MOOC) platforms, which offer
video lectures, note taking, quizzes, forums, etc. Well known examples of MOOC
platforms are edX [2], Udemy [3] and Coursera [1]. However, MOOCs struggle
to keep users engaged: approximately 88% of learners do not return after a first
year of usage and on average only 8% of students per cohort are retained [67].
Moreover, we believe MOOC platforms to be structurally lacking. By mimick-
ing the physical education experience, they miss the possibility of providing the
novel experience that the digital medium can offer. A multitude of digital learn-
ing features has been proposed, such as personalization, gamification and social,
Copyright c 2021 for this paper by its authors. Use permitted under Creative Com-
mons License Attribution 4.0 International (CC BY 4.0). This volume is published
and copyrighted by its editors. IRCDL 2021, February 18-19, 2021, Padua, Italy.
connectivist learning, however the attempts to align these elements have been
sparse. In this context, we identify two main challenges.
First, the social component is a fundamental part of the learning process [7,
25, 48, 69], and when this is not provided by e-learning platforms, it is usually
supplemented, in official university courses, by different services, as Slack [71],
Teams [53], Piazza [63], Moodle [55], etc. However, many students consider these
solutions inadequate and, when possible, they prefer to directly contact a peer
they personally know and trust. Between each other, they use makeshift solu-
tions like Facebook Groups or Messenger [20] and WhatsApp [21] group chats.
Students there share the same context and can immediately assist on queries
with understanding of the course requirements. The above, however, force users
to combine a multitude of services to achieve all their goals. Second, a single cen-
tralized and reliable source of learning material is not available for online learn-
ers. Students often search and access to different sources through Web search
engines, however they struggle in determining the quality of each resource, es-
pecially when they do not have enough knowledge to critically review them.
The results are often ordered following an opaque process. The above require
extended time to review learning resources before usage.
The necessity of social e-learning platforms able to address the above challenges
has became evident during the COVID-19 pandemic, when there has been a large
scale transfer of learning activities to online spaces. According to Unesco [77]
over 90% of the world students are confined at home. Providing alternative learn-
ing solutions has become the top priority.
We present FullBrain a social e-learning platform which addresses these chal-
lenges. FullBrain is framed in the context of connectivism theory [26, 70], which
represents learning as a network phenomenon influenced by technology and so-
cialization. FullBrain offers open, dedicated spaces corresponding to university
courses and concepts. It allows students to interact with these spaces, to post
thoughts, ask questions and share, rate and comment online learning resources,
tagging them with instructional metadata. These learning resources are orga-
nized in a crowdsourced ontological structure forming a reviewed digital library.
In this paper, we first present FullBrain’s features and then focus on two funda-
mental components of its architecture: Social Information Retrieval (SIR) Sys-
tem, that powers our search algorithms, and a user leaderboard, that encourages
social connectivity in concept and course spaces. This paper is organised as fol-
lows: Section 2 details the related work; Section 3 introduces FullBrain’s design,
features and system’s architecture; Section 4 and Section 5 present the SIR and
the leaderboard components respectively; Section 6 showcases the prototyped so-
lutions, which are evaluated in Section 7. Finally, Section 8 includes conclusions
and future work.
2 Related Work
FullBrain belongs to the category of social e-learning platforms. Such efforts
rarely have been part of literature and FullBrain stemmed from a few research
papers: Gil and Martin-Bautista [25] propose a connectivist, ontological knowl-
edge support system with a focus on collectivist knowledge building; Liu et
al. [48, 49] propose systems for collaborative relevance assessment with tasks as
context; and Chen and Su [13] propose SAP, an ontology-based social learning
platform with learning paths.
However none of these approaches have been adopted in a larger scale.
edX [2], Coursera [1] and Udemy [3] are MOOC platforms that provide con-
tent, but no immediate social networking tools. In contrast, learning platforms
that offer social learning, as Golden [19] and Expii [18], have a wiki approach to
knowledge. Differently, FullBrain fully integrates the learning and social compo-
nents in a single platform.
In addition to the social networking features, FullBrain offers a SIR Sys-
tem [41], which ranks results using both topical and user similarity. The user
similarity is calculated based on the distance in the social graph between the
searcher and the results [40,42,78]. We propose an architecture of an IRS specif-
ically designed in the context of Online Social Networks [6] able to handle dif-
ferent entities, rather than only users (k-n partite relationships [5]). To the best
of our knowledge such architecture is novel.
Finally, FullBrain exploits gamification approaches through a leaderborad.
Gamification has proven to be beneficial to increase user engagement in numer-
ous contexts [16, 43, 44, 62]. Leaderboards are a workhorse of gamification [45]
and are considered one of the key elements in game design [34]. According to
Zichermann [23], leaderboards can follow two approaches: absolute and relative.
Upon these, leaderboards emphasize continuous performance, status reporting,
comparison, socialization, and competition [8, 14].
3 FullBrain System
In this section we present the elements that comprise FullBrain’s user interface
and system. We start with the description of the main features in Section 3.1, the
underlying social graph in Section 3.2 and the overall architecture in Section 3.3.
3.1 Features
Six entities represent the core of FullBrain’s offering: Posts, Streams, Sources,
Courses, Concepts and User Profiles. We detail them next.
As in any regular Social Network, the users are able to create posts to share
ideas. Also, users can post anonymously and specify if it is a question or a note.
In the foreseeable future, they will be able to mark a question as ‘resolved’ if the
issue was addressed. Posts are feature-heavy: users can like, comment and share
any post they have access to.
Streams refer to collections of consecutive posts in a specific space: in the
context of a course, concept or user profile page. The user home page is an
example of stream, where users receive posts aggregated from streams of the
entities they have included (followed).
An operational definition of source is: a resource to learn one or multiple
subjects which can be freely accessed online. Simply, sources are URL links point-
ing to a destination website which provide learning content. Sources are shared
by members of the FullBrain community. These resources combined with the
user who shared them have a set of metadata that form the source card:
– Name, affiliation and level of the user who shared the resource. The level
is an indicator of the user’s reputation in the platform. It depends on, for
example, user’s interactions or obtained reviews on shared resources. This
will be further addressed in Section 5;
– Learning styles, which can be: watching, reading, practise/exercise, listening,
group activity or tutorial;
– Title which highlights the content of the source;
– Instructions on how to traverse the source. For instance, if the source is a
video, the instructions may be: “watch from minute 2:03 to 5:40 to learn
concept X”;
– Prerequisites: concepts that users have to know in advance to understand the
learning source. Clicking into a prerequisite results in opening the related
concept page;
– Social stats: star reviews and comments allow to express an opinion on the
source relevance for future viewers.
We refer to course as an academic course associated with its respective In-
stitution. Examples can be ‘Machine Learning’ and ‘Database Systems’ at the
University of Padua (Unipd) or ‘Business Management’ at the Copenhagen Busi-
ness School (CBS). Each course has a dedicated space with group features: users
can join and post thoughts and questions. Moreover, students can share learning
resources helpful to pass the course/exam. The course’s sources slightly differ
from the ones in concepts: they do not have prerequisites, but tags, which allow
to label the material based on the purpose: #lecture1, #exams or #exercises.
An operational definition of concepts can be as follows: the smallest unit
of knowledge, idea or process, which can not be divided further without becoming
an other concept or losing utility for the task at hand.
It is important to note that this is a soft definition, a guideline which is open
for interpretation by FullBrain’s members. Every FullBrain member can create
a concept space, which allows post and resource sharing. In that respect inter-
actions are very similar to Course spaces. Concepts are linked through learning
resource prerequisites, forming crowdsourced ontologies. Moderating the validity
of these ontologies is expected to be a social endeavor as well. A user experience
workflow is not proposed currently and is matter of future research.
Each user has a user profile page, which includes the user name, institu-
tional affiliation, description and picture. In addition it shows the list of includers
(followers) and included users (followed users), the lists of the courses and con-
cepts the user has included and a stream of their posts.
contains Playlist
has_source Source
views
has_prerequisite
rates
comments creates
Concept knows
Origin
follows
has_post in_progress
is_from
follows
mentions views has_course
views User
comments follows
follows views
mentions Course
views
creates
likes
Tag
reshares
Post
Tags
mentions has_post
Fig. 1. FullBrain Social Graph with entities as nodes and related relationships as edges.
3.2 Social Graph
A social network can be seen as a graph [17, 56, 57]. Indeed, Elveny et al. [17]
present the users as social actors which interact with each other creating rela-
tionships. In FullBrain, the relationships between users are: asymmetric, explicit,
non-confirmed, regular and unsigned [29, 30].
The FullBrain social graph, shown in fig. 1, can be seen as an extended social
graph with the k-partite definition [5], where nodes can be of different types. We
recognize the main entities in Section 3.1 as nodes. In addition, we find Origins
(institutions), Tags (labels for learning material and posts) and Playlists (public
or private collections of favorite sources created by users). As edges, we can see
all the possible relationships between the various entities (nodes).
3.3 Architecture
Figure 2 displays FullBrain’s architecture. All virtual machines and databases are
hosted in Azure [52]. Cloud services ensure scalability and continuity. We split
FullBrain’s architecture into three main parts: front-end, back-end and databases.
The front-end is the layer in direct contact with the user. When a user nav-
igates through the FullBrain platform, it creates a series of requests. Those are
forwarded from the front-end browser client to the back-end server. The back-end
is in charge of handling those requests, and return back the expected results.
Multiple microservices compose the back-end [51]. To each Microservice (MS)
we assign specific functionalities. MSs can communicate using gRPC [27] (a lan-
guage independent protocol) using Protobuf serialization. Such architecture gives
the possibility of developing each of the MSs in a different programming language
to maximize the performance based on peculiarities and available libraries.
Finally, as we can see in fig. 2, each MS is connected to different databases,
depending on their operations/calls. PostgreSQL [64] maintains most of Full-
Brain’s entities’ fields data, and it ensures integrity between them. Neo4j [59],
Fig. 2. FullBrain Architecture. In orange the Microservices (MS)s that contain the
functions we describe in Section 4 and Section 5.
a graph database, manages the different entity relationships seen in Figure 1.
MongoDB [54] is mostly utilised for logging of user’s activities and requests.
4 Social Information Retrieval (SIR) System
Carmignani [11] describes FullBrain’s SIR system, which resides in the Search
MS (fig. 2). It offers three functionalities: Search, Query Autocomplete (QAC)
and Query Suggestion (QS). Search and QAC estimate relevance by computing
the similarity between the query, the entities and the user, and then order the
results accordingly to such value [46].
The overall similarity S [40] for a query q with respect to an entity e and a
user u (searcher) is calculated as follow:
αST (q, e) + βSU (u, e)
S(u, q, e) = ∈ [0, 1] α, β ∈ R+ (1)
α+β
where ST and SU are, respectively, topical and user similarity. We choose α =
β = 1 to give the same importance to the topical and user components.
The user similarity SU (u, e) in Equation (1) is computed as follows:
d(u, e)
SU (u, e) = 1 − ∈ [0, 1] (2)
max d
where d is the length of the shortest path between u and e in the social graph
(Section 3.2).
For efficiency reasons, we calculate an approximation of d using a modified
version of the landmark embedding method [6,35,50,65,73,75,78]. According to
Lampe et al. [42] “people are more likely to search for other users who are part of
their real life friends-network, rather than other members”. Thus, we modify the
standard algorithm by not saving distances greater than 3 (assuming them as
infinite) as suggested by Vieira et. al. [78], since entities at such distance would
not be relevant for the user. This assumption has saved, in our case, more than
80% of landmarks-nodes stored distances.
The computation of the topical similarity ST (q, e) in Equation (1) differs for
search and QAC. We denote it by SSearch and SQAC respectively. The search
function results include: concepts, users, courses, sources and posts. SSearch , is
computed as a combination of partial [12, 37] and exact match as follows:
SP artial (q, e) + SExact (q, e)
SSearch (q, e) = ∈ [0, 1] (3)
2
For partial matching SP artial (q, e), we employ q-grams [28,32,39,47,58,76]. Given
the query q and an entity name ne (e.g. user or concept name), we apply the
same text operations on q and ne , retrieving their respective set of q-grams, Gq
and Gne :
|Gq ∩ Gne |
SP artial (q, e) = ∈ [0, 1] (4)
|Gq ∪ Gne |
For exact matching SExact (q, e), we use the Vector Space Model [46] and
calculate SExact (q, e) as the cosine similarity of the vector representations q
and e. Specifically for the latter, we use the union of e’s fields, like name and
description (giving weights according to the fields’ importance):
SExact (q, e) = cos(q, eunion ) ∈ [0, 1] (5)
FullBrain’s QAC makes possible to retrieve a Qlist [72] of entities (users,
concepts and courses) that are relevant for the user while typing the query
itself [72]. As demonstrated in a variety of studies [9, 74, 80, 81], such features
improve user satisfaction. The elements that populate the Qlist are ranked with
the overall similarity in Equation (1), where the user similarity is computed as
in Equation (2) and the topical similarity is SQAC (q, e) = SP artial (q, e). We use
only partial matching to not compromise the speed of retrieval required by QAC.
Finally, we describe the Query Suggestion (QS) component. We refer to QSs
as the elements which populate the QList before typing any character into the
query input form. QSs are either past queries (input for search function) or actual
entities (direct link to the related web page). Such elements are retrieved based
on the user’s search history (more recent would result in a higher rank) without
any similarity computation. We also suggest trending queries and entities. Those
are retrieved using a modified version of the Most Popular Completion (MPC)
model [10, 36, 68]; where a time filter is applied following the finding of [74, 79],
which have shown that queries’ popularity is heavily affected by the time.
5 Leaderboard
As previously mentioned, gamification can positively impact users’ interactions
and contributions. Thus, we designed and developed a leaderboard aiming to
increase learners’ engagement in FullBrain. Our platform offers a multitude of
Up Vote Up Vote
Action Add Share Rate Comment Add Share Rate Comment Include
Comment Comment
Entity Source Post User Cou. Con .
Avg Effort 4.4 3.3 1.6 2.5 1.1 2.5 1.4 1.3 2.1 1.7 1.6
Avg Value 4.7 4.5 4.7 3.9 4 4.5 4.4 4.4 4.1 4 3.1
Sum 9.1 7.8 6.3 6.4 5.1 7.0 5.8 5.7 6.2 5.7 4.7
Table 1. Leaderboard points system actions’ scores
actions, which can be performed in different contexts, such as courses and con-
cepts. Combining different sets of actions and goals, a variety of leaderboards
can be generated to address different motivational areas. Upon these, leader-
boards provide learners with elements for reflection, comparison, motivation,
socialization, and competition [8, 14].
Points system and mechanics To be created, leaderboards require a point system.
The point system is a mechanism defining a set of criteria, which are used to
assign points to the users. Through these points, a score is computed. Finally,
users are ranked based on their final score.
As suggested by Jia et. al [38], leaderboards need to provide a sense of fairness
to the users. To generate a points system as fair as possible, we categorized all
available actions based on two parameters: effort and value. The former assesses
the effort required to perform the action, inside and outside the platform. The
latter is an evaluation of the value the performed action provides to the platform.
Among all the possible actions available in FullBrain, 11 were selected to
build the points system. Precisely, add, share, rate, comment, upvote comment
a source, add, share, like, comment, upvote comment a post, and include user/
course/concept. Several users were interviewed to assign an effort and a value
score to each action. Scores were given between 1 and 5. The higher the score,
the higher the effort/value. Next, these were averaged out to generate the final
points. As a result, the final points system was built as shown in table 1. Every
time a user performs one of these actions, the corresponding points are assigned
to the user.
As described above, different types of leaderboards can be generated based on
actions and contexts. To do so, several activity metadata are stored every time
a user performs an action: the user performing the action, the performed action,
the location where the action is performed (e.g. concept, course, user), the object
undergoing the action (e.g. source, post, concept, etc), the date and time the
action is performed, and the corresponding points. Finally, these activities are
filtered based on one or more parameters, to generate the desired leaderboard.
To handle delete actions, such as deleting a post, analogous data are stored
but with a negative score instead. Deleting actions affect only the user who
performs the deleting action. Users who earned points by interacting with the
deleted element remained unaltered. This is done to ensure fairness.
Leaderboard design To be effective, leaderboards need to be designed based
on the audience and the context [15, 33, 38, 45]. In FullBrain, concepts have a
larger and diverse audience compared to courses. Indeed, as courses refer to
a specific university, they are generally restricted to those students who are
currently taking that course. Conversely, concepts are followed by learners all
around the world. To determine the most appropriate design for each scenario,
interviews, A/B tests [61] and thinking-aloud usability evaluations [31] were
conducted aiming to determine four main points.
– Leaderboard design: four different designs were tested: an absolute, a
relative, and two hybrids. The absolute solution focuses on the top players,
whereas the relative is centered on the active user [23,38]. On top of these, we
proposed two hybrid designs, which combine both approaches to exploit their
advantages. Each design affects different motivational areas like reflection,
competition, or socialization.
– Leaderboard items: which and how information should be displayed in the
leaderboards. Here, focus was directed towards users’ scores, to determine
whether showing points is more effective or not.
– Time: Leaderboard points can be calculated based on user activities in-
cluded in a time window of the current week, month, semester etc. We should
determine which time windows provide valuable information to users.
– Leaderboard type: identify which type of leaderboards are more inter-
esting for users. For example, we can have Top Contributor, Top Reviewer
or Top Influencer leaderboards. Each ranks users based on points collected
from a different set of activities.
The results of these experiments led to the final designs described in the following
section. Finally, a specific leaderboard is generated for each concept and course.
Note, the way we store data allows creating general leaderboards, comprising
groups of concepts and/or courses. For example, the top contributors of a specific
university or of a big subject like Machine Learning. More research has been
conducted on that subject by Biasini [4].
6 Prototype
Social Information Retrieval System - Figure 3 displays the results of us-
ing FullBrain’s SIR in the FullBrain main search bar. Figure 3A shows the QS,
where five past queries and entities are suggested together with as many popu-
lar ones. Figure 3B instead, shows a QAC output and how the use of trigrams
permits to retrieve “Vittorio Carmignani” despite the input typos. Lastly, Fig-
ure 3C,D,E show three different example of the search function. In C, q=“pca”,
we can recognize the concept, together with posts and sources. In D, q=“dtu”
(Technical University of Denmark), the results are retrieved even if not present
in the entities’names. This is because we are using additional fields in the search
process. Ultimately, in E, q=“Vittorio Karmignani”, despite the typo we can still
retrieve the results thanks to the use of partial matching in the search function.
A working example of the SIR system is available online4 .
4
https://youtu.be/6YOm-xobCzA
Fig. 3. Example of QS (A), QAC (B) and Search Results (C,D,E) for the user “Vittorio
Carmignani”. Moreover, the legend underneath highlights the different entities.
Leaderboard - We propose two different hybrid solutions as a result of user
interviews, A/B tests and usability evaluations: Hybrid-Absolute Design and Hy-
brid 50-50 Design (fig. 4). We use the hybrid-Absolute design for concepts: an
absolute leaderboard shows the top 10 users and the active user is always shown
at the bottom of the leaderboard, regardless of his/her ranking. For courses we
use the hybrid 50-50 design, a novel approach combining an absolute leader-
board, on the top, with a relative leaderboard centered on the active user, on
the bottom.
In both solutions, users can access top users’ profiles and universities, as
well as include them in their home stream. A time filter allows users to change
the time window used to build the leaderboard. In addition, users can change
the type of the leaderboard choosing between: Top Contributor, which ranks
users accounting for all types of actions, and Top Responder, which ranks users
accounting just for the frequency of their answers and the quality of their com-
ments. Both solutions are partially implemented in the platform and we are
currently working to complete them.
7 Evaluation and Results
Social Information Retrieval System - Carmignani [11] focused on the ef-
ficiency of FullBrain’s IRS. Based on J. Nielsen’s studies [60], he set that the
time to complete a QS, QAC and Search request should be, respectively, 0.1s
(instantly), in [0.1-1]s (small delay without interrupting user’s flow of thought)
and [1-1.5]s (it is not an interactive function). Hence, we have logged the time
to complete a QS, QAC and Search requests on FullBrain from all user clients
using the platform for 3 weeks. The results are shown in the “Day-to-day” us-
age columns in table 2. We can see that all three functions were within
the bounds set. Therefore, we performed stress tests to test the limits of the
architecture. Particularly we made 1000/n requests from n different users in
A B
Time filter Time filter
Top contributors Last month Top contributors Last month Top contributors Last month Top contributors Last month
Last week Last week
Mark Lennon Mark Lennon Mark Lennon Mark Lennon
1 Technical University of Denmark
INCLUDE 1 Technical University of Denmark
INCLUDE
Last month 1 Technical University of Denmark
INCLUDE
Last month 1 Technical University of Denmark
INCLUDE
Last 6 months Current semester
Emma Shiffrin Emma Shiffrin Emma Shiffrin Emma Shiffrin
2 INCLUDE 2 INCLUDE
Last year 2 INCLUDE
All time 2 INCLUDE
University of Padua University of Padua University of Padua University of Padua
All time Select semester
Carlos Rodriguez Carlos Rodriguez Carlos Rodriguez Spring 2020 Carlos Rodriguez
3 Copenhagen Business School
INCLUDE 3 Copenhagen Business School
INCLUDE 3 Fall 2020
Copenhagen Business School
INCLUDE 3 Copenhagen Business School
INCLUDE
Spring 2019
Helen Larsen Helen Larsen John Ligety John Ligety
INCLUDE INCLUDE Fall 2019 INCLUDE INCLUDE
Technical University of Denmark Technical University of Denmark Harvard University Harvard University
Elena Bianchi
University of Verona
INCLUDE Leaderboard type
Elena Bianchi
University of Verona
INCLUDE Leaderboard
Ole Riis
type
Copenhagen Business School
INCLUDE
Ole Riis
Copenhagen Business School
INCLUDE
John Ligety
Top contributors
John Ligety
Last month ...
Top contributors Last month ...
INCLUDE INCLUDE
Harvard University Top contributors
Harvard University Top contributors
Irene Diaz Irene Diaz
Mark Lennon 91 Mark Lennon INCLUDE 91 INCLUDE
1 responders
Top INCLUDE 1 responders
Top University of Barcelona INCLUDE University of Barcelona
Ole Riis Technical
Ole RiisUniversity of Denmark Technical University of Denmark
INCLUDE INCLUDE
Copenhagen Business School Copenhagen Business School
Helen Larsen Helen Larsen
Emma Shiffrin 92 Emma Shiffrin INCLUDE 92 INCLUDE
2 INCLUDE 2 Technical University of Denmark INCLUDE Technical University of Denmark
Irene Diaz University
Irene Diazof Padua University of Padua
{
INCLUDE INCLUDE
University of Barcelona University of Barcelona
3
Carlos Rodriguez
Copenhagen Business School
INCLUDE
93
3
John Butler
Carlos Rodriguez Active user
Technical University of Denmark
Copenhagen Business School
INCLUDE
INCLUDE
93
John Butler
Technical University of Denmark
INCLUDE
Frederik Bruun Frederik Bruun
INCLUDE INCLUDE
Technical University of Denmark Technical University of Denmark
Elena Bianchi Elena Bianchi
Helen Larsen 94 John Ligety INCLUDE 94 INCLUDE
INCLUDE University of Verona INCLUDE University of Verona
Alice Rossi Technical University of Denmark
Alice Rossi Harvard University
INCLUDE INCLUDE
University of Padua University of Padua
Frederik Bruun Frederik Bruun
Elena Bianchi 95 Ole Riis INCLUDE 95 INCLUDE
INCLUDE Technical University of Denmark INCLUDE Technical University of Denmark
} Active user
University of Verona Copenhagen Business School
93
John Butler
Technical University of Denmark
93
John Butler
Technical
John University of Denmark
Ligety
...
See less See less
INCLUDE
Harvard University
Irene Diaz
91 INCLUDE
See less See less University of Barcelona
Ole Riis
INCLUDE
Copenhagen Business School
H l L
Fig. 4. Leaderboard designs for Concept and Course spaces. (A) Hybrid-Absolute de-
sign for concepts. (B) Hybrid 50-50 design for courses.
Fig. 5. Setup for Stress Tests and components specs.
parallel (with n ∈ {1, 2, 4, 8, 16, 32, 64}) using ghz [24]. The test setup is shown
in fig. 5. The functions were applied on a dataset having a total of 5724 entities
and 21512 relationships. The results are shown in the stress test columns in ta-
ble 2. All functions show a similar performance patterns: they all break the set
bounds after n = 4. In contrast, it is important to remark here that, by using
the website, it is not possible to reproduce this kind of loaded environment (with
only these number of users): there would be a delay between two users’ requests
due to the UI and the physical action of submitting them. Although this delay
can be minimal, it can be still valuable since in normal conditions a request is
answered in 0.1s. In contrast, we know that this delay is zero in case of stress
test (since the requests are programmatically made). Thus, we believe that the
system can support far more than 64 parallel users using the platform (admitting
that the tests machine utilized are not suitable for a production environment).
Indeed, between user request submission and its answer computation, there is
a whole structure of microservices and communications that takes place. If the
microservices are the problem, then we could create clones and balance the load
of requests. If the problem is the computation, we need to know if it is due to
physical limits (machine not performant enough) or the actual implementation.
Thus, further analysis would be required to understand exactly in which step
the bottleneck is of the overall process.
Day-to-Day Stress Tests
Avg Time (s) for a Request with
Avg
Count Count n concurrent users
Time
1 2 4 8 16 32 64
QS 8743 0.06s 1000 0.039 0.078 0.159 0.3444 0.614 1.191 2.390
QAC 7599 0.11s 1000 0.506 1.323 0.920 1.912 4.769 7.611 15.029
Search 512 0.10s 1000 0.234 0.555 0.594 1.751 2.135 1.052 7.754
Table 2. Efficiency Study on FullBrain’s SIR based on day-to-day usage on the plat-
form and conducted stress tests.
Leaderboard - During the experiments conducted to determine the final
leaderboard designs, 73% of 15 testers preferred the hybrid-absolute design for
concepts. When asked to justify such a choice, participants claimed that in
broader contexts like concepts, they primarily care about top users. They only
want to see how top users learn and get inspired from them. Conversely, opposite
results were found for courses. Indeed, 75% chose the hybrid 50-50 solution. Here,
users explained that since they have real relationships with other students, they
also want to see similar classmates. This was justified for two reasons. Firstly,
users want to assess themselves compared to the rest of the class. Secondly, users
feel more comfortable to approach similar students rather than top ones [4]. To
validate leaderboards’ effect on users’ engagement, we performed a longitudinal
validation. We collected users activities made through the leaderboards, for a
total of 30 days. Even though the project constraints did not allow us to pro-
duce evidence with statistical significance, preliminary results suggest that users’
activities are mainly focused on top positions. In fact, 55% of the activities ob-
served in the leaderboards occurred in the best users (1st position in the table).
Moreover, more than 97% happened within the first 4 positions.
8 Conclusions and Future work
FullBrain has shown a lot of promise to provide a digital home for learners.
From the release of the social features on FullBrain (October 2020) until the
current publication we have experienced an increase of 146% in new registrations,
totalling at approximately 500 users. In addition, we have described FullBrain’s
Social Information Retrieval System (SIR) and leaderboards. The SIR provides
the following functions: Search, Query Autocomplete and Query Suggestions
(no query input). These permit to explore platform’s content, search through
multiple entities while using the social graph to rank the results themselves.
Moreover, the architecture is able to build the related user’s responses in less than
0.11s. For the Leaderboards, we propose a hybrid-absolute design in concepts and
a hybrid 50-50 design for courses, based on user interviews. Through preliminary
analysis we recognise that Leaderboards produce user activity focused on the top
ranking members with 97% of activity directed to the top 4 positions.
Larger user numbers allow us to experiment with Machine Learning and
Deep Learning systems. Previous work by Filianos [22] has attempted to use
Multigated Mixture of Expert (MMoE) [82] and Mixture of Sequential Experts
(MoSE) [66] models to rank posts in our home page stream. As our user base
grows, we consider FullBrain to be very fertile ground for learning analytics and
user activity dataset research.
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