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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards the Usage of Learning Assessment Goals in Consideration of Qualifications-Based Learning Using Didactical Structural Templates</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Winterhagen</string-name>
          <email>michael.winterhagen@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ramona Srbecky</string-name>
          <email>ramona.srbecky@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simon Wetzel</string-name>
          <email>simon-alexander.wetzel@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Wallenborn</string-name>
          <email>benjamin.wallenborn@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthias Then</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Binh Vu</string-name>
          <email>binh.vu@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wieland Fraas</string-name>
          <email>wieland.fraas@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Dettmers</string-name>
          <email>jan.dettmers@fernuni-hagen.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthias L. Hemmje</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Digitization and IT (ZDI), University of Hagen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Chair of Multimedia and Internet Applications (MMIA), University of Hagen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Chair of Work and Organizational Psychology, University of Hagen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In our previous publications we introduced the concept of Didactical Structural Templates (DST) which are defined as a possibility to describe the didactical structure of a course, a study program or an applied game in an abstract way. The idea of DSTs is based on the structure of IMS Learning Design (IMS-LD), which is a quasi-standard for modelling learning structures. An extension of the concept to support learning analytics, so-called Learning Assessment Goals (LAG) are defined, ofers a way to determine the state execution respectively it is ended successful or not. Furthermore, we will extend the DSTs the way, that they can support LAGs in order to provide every consumer of DSTs the same information. Finally, this paper presents the relevant state of the art, the conceptual modeling, and the relevant implementations. The paper comes to a close with a summary and a list of the remaining challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Didactical Structural Template</kwd>
        <kwd>DST</kwd>
        <kwd>Qualifications Based Learning</kwd>
        <kwd>QBL</kwd>
        <kwd>Learning Assessment Goals</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A central content focus of the module AF A, "Industrial and Organizational Psychology,"
in the bachelor’s degree program in Psychology at the University of Hagen (FUH) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is
industrial psychology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which deals with the efect of work on the working person.
      </p>
      <p>
        The critical teaching of theoretical basics of psychological work design, which is mainly
done by reading and discussing relevant theories and research results, is unfortunately
mostly lacking in the experience of actual work design during studies. This can only be
achieved by experiencing and trying out diferent forms of work design. However, direct
confrontation, one’s own experience and trying out, as well as intensive reflection on
what is experienced is an essential prerequisite for the acquisition of action competencies
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], as they are also demanded within the framework of the recommendations of the
German Psychological Society for the design of psychology studies [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. According to
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the main tasks of work psychology consist of analysis, evaluation, and design of work
activities and systems according to defined human criteria. Accordingly, theories and
models are taught in the study of work psychology that explain and predict the efect
of specific characteristics of work (characteristics of work content, work processes, or
social interactions, [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]) on people, their work performance, their motivation, and their
health (e.g., action regulation theory, job demand-control model, JDR model,
efortreward imbalance, cf. Lehrbrief Modul AF A Grundlagen und Arbeitspsychologie: p.66,
p.126f, p.132f.). The topic has gained relevance due to an increased social focus on
psychological stress at work, which has also been reflected in consideration of the subject
in the Occupational Health and Safety Act. A growing field of work for (industrial)
psychologists has emerged in this area. Psychologically relevant task features (e.g.,
time pressure, work interruptions, information overload, social support, feedback, task
variability) can be systematically manipulated from the outside. After the processing,
the feedback of the results, the own reflection of individual and condition causes for
specific results, and the debriefing with a systematic analysis of the work situation and
the independent derivation of solution suggestions for a better work design takes place.
      </p>
      <p>
        The primary learning objective of the planned didactic innovation is the acquiring
of competencies in occupational psychology in the sense of analyzing, evaluating, and
designing work tasks according to defined human criteria [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In addition, going through
the simulation task and the subsequent reflection should lead to a deeper and better
understanding of the diferentiation between situational and behavioral prevention, which
is central in occupational science, as well as condition- related and person-related
interventions [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Through minor adjustments, other learning objectives can also be focused on
(for example, employees’ leadership, communication organization, and information flow).
Methodological competencies are also developed through a systematic work analysis,
which the students must carry out following a work task they have experienced themselves.
The development of digital technologies in the form of so-called Serious/Applied Gaming
(SG/AG) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] allows the use of computer-based simulations to enable experiences in the
completion of work tasks quasi-virtually, which are typically only possible in actual
practical activities. These experiences are at least like those in real life and allow the
reflection of unexpected or surprising results.
      </p>
      <sec id="sec-1-1">
        <title>1.1. Motivation</title>
        <p>
          The project Gaming-and-Learning-Analytics4QBLM (GALA4QBLM) has the aim to
provide an AG within the so-called Knowledge-Management Ecosystem Portal (KM-EP)
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] in combination with the Learning Management System (LMS) Moodle [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. As
outlined in a previous paper [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] currently, the Qualifications-Based Learning Model
(QBLM) [
          <xref ref-type="bibr" rid="ref13">13, 14</xref>
          ] supports the assignment of Competencies and Qualifications (CQ)
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], which are the achievements of the learning objectives and learning successes of
the game/simulation sequences within an integrated Applied Game (AG) or any other
learning unit. The Learning Management System (LMS) used at the FUH is Moodle [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
and ofers digital learning content at the FUH. Therefore, the already existing LMS will
be used as a basis in this work [15]. A Didactical Structural Template (DST) [16, 17]
supporting QBLM can be used as a starting point to describe the underlying process
and provide the measurement criteria of the success for achieving learning objectives
regarding CQs. This includes the success of training skills on diferent proficiency levels
in a game-based simulation. DSTs represent the didactical structure of a course. and
is able to support a hybrid environment existing of a "classical" course in combination
with applied gaming content , like a pedagogical structure for AG. The AG can be a
web-based computer game or a VR/AR based game. Therefore, one DST can have
diferent modalities [16, 17].
        </p>
        <p>"Good assessment planning begins by identifying learning outcomes for students.
Planning then involves building programs and courses that provide students opportunities to
achieve these learning outcomes. [...] Outcome statements must also be measurable and
must target various skill levels within the cognitive domain." [18] In order to review and
measure CQs, Learning Outcomes (LO) must be defined beforehand, as outlined in the
ifrst step of the Assessment Lifecycle (ALC) [18] (see figure 1). These LOs should detail
which skills, knowledge, abilities and values the learners have after the learning content.
In a next step, the topics and contents to reach the LOs have to be taught to the learners
[18]. "Learning activities must be designed to stimulate learning and to yield assessment
data for the evaluation that follows" [18].</p>
        <p>In a further step, these defined LOs have to be verified with the appropriate assessment
methods [18]. "Assessment gathers data on what students do (what is learned) not on
what instructors do (what is taught)" [18]. Here, direct measurement [18] methods as well
as indirect methods [18] are to be used [18]. In this process, data, the so-called assessment
outcomes, are collected to be analyzed by the teaching staf in the next step [ 18]. After
the ALC, in the last step, it should be shown based on the assessment outcomes, how
the students can improve their performance on the basis of these results.</p>
        <p>Several Problem Statements (PS) can be derived from the objectives and motivation
mentioned above. The first PS1 is that in the context of QBLM the term assessment
goal is not defined in a way that they are machine-readable. In order to analyze the
CQs to be obtained in the GALA4QBLM project, it must be possible, based on the
ACL, for the objectives and outcomes from learning and assessments to be made digital
and machine-readable. PS2 covers the issue that there is no structure within DSTs that
defines the appropriate assessment goals and learning outcomes for each learning unit.</p>
        <p>The PSs mentioned above result in the following Research Questions (RQs). RQ1:
"How can assessment goals be formulated machine-readable for later automated analysis?"
and RQ2: "How can a generic structure for describing assessment goals be implemented
within DSTs for various modalities?"</p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Methodology</title>
        <p>As the basis of our research methodology, the multi-methodological framework of
Nunamaker and Chen [19] is used for the structured research and development of information
systems.</p>
        <p>The framework is divided into four phases supporting diferent methodological strategies:
Observation, Theory Building, System Development, and Experimentation. To achieve
our research goal to answer our research questions, the methodological phases can be
executed repeatedly in any order. It is also possible to return to previous phases.</p>
      </sec>
      <sec id="sec-1-3">
        <title>1.3. Research Questions and Research Objectives</title>
        <p>Based on the research methodology of [19], the following Research Objectives (ROs) were
derived from the RQs. RO1 is assigned to the Observation Phase (OP). This phase
identifies a general approach for learning outcomes and assessment goals. In addition,
suitable systems and tools are identified. RO2 is assigned to the Theory Building Phase
(TBP). A concept is designed that shows what system components and interfaces are
needed. The System Development Phase (SDP) moves the concept into a prototype and
is assigned to RO3. The result of the SDP is evaluated in the Evaluation Phase (EP) in
the context of a Cognitive Walkthrough (CW) [20]. Finally, the EP is assigned to RO4.
In this phase, all RQs are evaluated. The remainder of this paper is structured according
to the ROs. This means that in the State-of-the-Art section, the OP is described. In the
Conceptual Design section, the TBP is described, and the SDP phase is presented in this
paper in the Proof-of-Concept implementation section. Finally, in the Evaluation section,
the EP is presented. Finally, the paper concludes with a summary and indications of
future developments.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Concepts and Technologies</title>
      <p>After describing the research methodology and the research questions the paper wants to
address, we want to show in this section, which concepts already exist to provide some
answers for our questions.</p>
      <sec id="sec-2-1">
        <title>2.1. Didactical Structural Templates</title>
        <p>The so-called Didactical Structural Templates (DST) have been introduced in [21] and
extended in [16]. As described, the DSTs are based on the IMS Learning Design
(IMSLD) [22] and represent the didactical structure of a course and cannot only be used as
didactical structure for creating courses. In fact, the DSTs can also be used as a didactical
structure for a hybrid environment existing of a "classical" course with integrated applied
gaming content just like a pedagogical structure for applied game which can be a
webbased computer game or a VR/AR based game. Therefore, one DST can have diferent
implementations.</p>
        <p>The advantage of this approach is, that learners will be able to switch between diferent
implementations of one DST whenever they want to and they have got the same learning
progress as if they had used only one specific implementation of this DST. This means if
learners like gaming, they can use the applied gaming implementation to work on the
learning content. If it is easier for the learners to answer the self-tests or the final test –
to stay in the exemplary stated pedagogical structure of a course – as e.g. multiple-choice
quizzes, they can switch to a course within an LMS to answer the questions.</p>
        <p>Therefore, the DSTs have the following hierarchical structure (figure 2 shows the
structure in an exemplary DST):</p>
        <p>Method: There are many diferent ways a person can learn or teach. Each learning
method is a sequence of learning processes.</p>
        <p>Play: is a key part of the learning design, which represents a teaching-learning process.
Similar to a theatrical play with a sequence of acts. When an act is completed, the next
act begins until the completion condition is met.</p>
        <p>Act: An Act represents a series of simultaneous activities and activity structures.</p>
        <p>Activity: is one of the core elements of learning design, which relates to many learning
environments.</p>
        <p>Activity Structure: Activities can be combined into an activity structure with sequence
mechanisms or freely select-able structuring.</p>
        <p>To give access to the DSTs, we have provided a RESTful API, which is described in
[23].</p>
        <p>With the DSTs we have a possibility to provide the didactical structure of learning
content in a standard conform way. In the next section we will have a look into a de
facto standard for exchanging learning content between applications.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Assessment and Bloom’s Taxonomy</title>
        <p>The Bologna Reform aims to compare study programs [24]. For this reason, the Bologna
Reform challenges Higher Educational Institutions (HEI) to align or build up their study
programs, the study courses therein, the Learning Units (LU) therein, and the formats in
which the courses are produced in a competence-oriented manner in the future [25]. To
compare the resulting learning success and the acquired Competencies and Qualifications
(CQ) in the courses, the corresponding learning data and results need to be analyzed and
recorded digitally at the course level. In the context of this research, the term CQ will be
used for Qualifications. CQs consist of competencies, skills, and Proficiency Levels (PL).
To be able to measure and assess the CQs acquired by a learner in a course, a course
needs to have clearly described course objective.</p>
        <p>The course consists of learning units, each of which is completed by means of an
assessment or verification of the CQ to be imparted. In order to be able to check the
CQ to be imparted, a course objective must be defined first. A course objective, like
a guideline learning objective, only specifies a learning field to be provided [ 26]. They
simply indicate the area from which learners should draw their knowledge. At the next
level down, the course is broken down into learning units. On the level of the learning
units, certain CQs are conveyed with the help of individual learning units, which are
checked with an assessment. For this purpose, so-called learning objectives are defined at
the level of the learning unit. "The distinction between "learning goals" and "learning
objectives" is actually pretty commonsensical: in this context goals generally refer to
the higher-order ambitions you have for your students, while objectives are the specific,
measurable competencies which you would assess in order to decide whether your goals
had been met" [27]. "Learning objectives can then be broken down into small learning
activities, or assessments" [28]. The learning goals are analogous to the rough learning
goals [26].</p>
        <p>At the assessment review level, each Learning Unit reviews the specific CQs to be
taught. For this purpose, a learning unit can consist of any number of assessments. A
precise assessment objective must be defined for each assessment. An assessment objective
is a sub-objective of a learning objective, analogous to a precision learning objective [26].
On this level, the learning objective is divided into measurable sub-competencies and
activities. Combined, diferent assessment objectives result in a learning objective (see
ifgure 3).</p>
        <p>A common possibility to cluster learning objectives is the taxonomy of Bloom (see
ifgure 4). "Bloom’s Taxonomy [...] uses a multi-tiered scale to express the level of expertise
required to achieve each measurable student outcome. Organizing measurable student
outcomes in this way will allow us to select appropriate classroom assessment techniques
for the course.[...] Bloom’s Taxonomy is a convenient way to describe the degree to which
we want our students to understand and use concepts, to demonstrate particular skills,
and to have their values, attitudes, and interests afected." [29] In terms of QBLM, CBL
and this paper we refer to Bloom’s taxonomy of educational objectives for skill-based
goals [29].</p>
        <p>Before we can use the assessments for our purpose, we have to do some conceptual
work, which will be done in the next section.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conceptual Work</title>
      <p>In this section, we will provide some conceptual work regarding to the open challenges
from the previous section.</p>
      <sec id="sec-3-1">
        <title>3.1. Assessment Goals</title>
        <p>Bloom’s taxonomy divides the level of expertise into 7 categories (Perception, Set, Guided
Response, Mechanism, Complex Overt Response, Adaptation, and Organization). Each
of these levels represents a level of understanding. Linking the objectives for skills-based
goals with the previously described assessment, a level of expertise for a learning unit can
be stated out as an Learning Assessment Goal (LAG). The LAG describes the condition
for a successful conclusion of a learning unit. A list of LAG is to be integrated into the
DST to allow a formulation of finishing conditions for a learning unit respectively a Play,
Act or Activity. It is to be assumed, that multiple LAGs (0-n) with diferent levels of
expertise are part of a condition.</p>
        <p>To determine an LAG is reached, actions of the learner are to be analyzed. The learner
facing application for example a serious game captures the action of the learner and
sends it to the Learning Record Store (LRS) [31]. Afterwards an analytics engine has to
qualify the set of the executed actions of the learner and determine the level of expertise.</p>
        <p>In following section, the concept of describing LAGs and the classification of learner
actions to generate an assessment is described. Each action is to be classified for the
assessment. A procedure for an assessment is inspired by of the software risk assessment
method. ROAM (Resolved, Owned, Accepted, Mitigated) [32] classifies risks into four
categories, which then leads to further actions. Transformed into context of learner
action assessment, each item can be Resolved (executed positive), Avoided (not answered
or skipped), Neutral (nor positive or negative answer) or Miscarried (Wrong answer or
failed quest) (see figure 5).</p>
        <p>The classification follows the quantification of the action (see figure 6). Each action
afects the assessment(s). This means that each action has a learning value behind for each
of the four assessment classifications, which is expressed by achievement points. For each
level, each action defines achievement points to gain. This leads to tuple describing the
points for an action: a-tuple (Resolved points, Avoided points, Neutral points, Miscarried
points). An action has to refer 0-n a-tuple to describe the impact on 0-n assessments.
On the other side, an assessment contains 0-n actions respectively for each action a
classification and achievement points. Summarizing the points compared with the max
amount of points, a performance percentage is calculated. This performance percentage
is to be confronted with the levels of expertise. Depending on the assessment, 100% and
0% represents diferent levels of expertise. The level of expertise is then compared with
the DSTs’ LAG, which is identified by the equal name. If the achieved level of expertise
is equal or higher than the LAG, the learning unit is stated as successfully concluded.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Extension of Didactical Structural Templates</title>
        <p>The DSTs represent the didactical structure of a learning journey, which is has
representation as for example a Moodle course. We can already preset condition- and goal CQPs
for each IMS-LD element. These presets are transfered to the modality (for example
Moodle), which is uses the information to generate a usable course for the learner. Like
the LMS Moodle, a modality AG has access to this presets and can act in its specific
way the provided information.</p>
        <p>In order to deliver a learning analytics tool measurements about the games state, like
the successful conclusions, it is required to transfer this information to all consumers
of the DSTs. Therefore, it is necessary, to extend the DSTs for LAGs. This extension
should also take place for every IMS-LD element. The possible values for the LAGs are
described in the section before in figure 6, assessment classification.</p>
        <p>In [17] it is shown that extention of the IMS-LD via the DST concept is able to
cover the features to support the QBLM approach. In order provide the just described
extension, we have to extend the IMS-LD specification by additional LAGs to cover not
only the presets, but also the evaluation and measurement of learner interaction (changes
are marked in green) shown in figure 7.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and Future Work</title>
      <p>In the context of this paper, a new approach to adding Learning Assessment Goals to the
DST was presented. For this purpose, RQ1 presented in this paper what how Learning
Assessment Goals are to be defined in a learning objective context are and how they are
defined in the context of QBLM. Furthermore, the concepts for RQ2 were presented. In
the future, the concept will be implemented and evaluated and further specified within
the Gala4QBLM research project.
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