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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Personalization Of Mobile Learning Tools For Low-Income Populations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vanessa Frias-Martinez</string-name>
          <email>vanessa@tid.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jesus Virseda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Telefonica Research</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The ubiquitous presence of cell phones in emerging economies has converted them in ideal platforms to cater services for underserved communities in areas like mobile learning. M-learning tools have proved successful in such challenging environments, specially for afterschool and vocational programs. A key component of that success is the personalization of the tools to the community and to particular individual needs. However, in order to tailor contents to the students, we first need a deep understanding of their learning abilities and preferences. Our findings show that there exist statistically significant differences in learning behaviors across gender and age. Finally, we propose a set of design suggestions that, based on the differences observed, attempt to personalize and adapt the mobile learning tool under study to enhance its educational impact in the low-income community.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        There exists a large collection of mobile learning tools for low-income
communities adapted to all types of cell phones, mostly deploying SMS- or Java-based
solutions to deliver educational content [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Our research focuses on the
personalization of such educational tools, which is specially critical in emerging economies
where access to education tends to be more limited and irregular. As a result,
students with similar ages might show very different levels of achievement and
could thus benefit from personalized contents. The delivery of personalized
education is complex because the adaptation to each individuals’ requirements
demands a deep understanding of their abilities and preferences. Related work
in the areas of e-learning and tutoring systems has demonstrated that
demographic factors and learning capabilities play an important role in knowledge
acquisition [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Nevertheless, very little work has been done to understand which
factors impact the learning process in the area of mobile learning for low-income
communities [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In this paper, we present an evaluation of the repercussion that
gender, age and individual learning abilities might have on the successful use
of EducaMovil in a low-income community [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. For that purpose, we carry out
statistical and clustering analyses to reveal specific behavioral traits across the
students in the low-resource school. Additionally, we use these findings to
provide design guidelines for the personalization of our mobile learning tool prior
to a future long-term evaluation of its educational impact.
      </p>
    </sec>
    <sec id="sec-2">
      <title>EducaMovil Architecture</title>
      <p>
        EducaMovil is a system that has two main components: (1) a PC tool for
educational content creation and (2) a mobile game-based educational application
for Java-enabled cell phones [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
2.1
      </p>
      <sec id="sec-2-1">
        <title>PC Tool</title>
        <p>The PC tool allows teachers to create the educational snippets that will be shown
in the mobile game. Each educational snippet is composed of a lesson and a quiz,
although only quizzes are also possible. The lesson typically contains an image
and/or an explanation about a specific concept. A lesson is always followed by a
quiz, which is a test question that the students are required to answer in order
to evaluate their knowledge acquisition. For that purpose, student answers are
compared against the correct quiz answers given by the teachers while creating
the lessons. Additionally, teachers are required to label each educational snippet
with its educational level (1st to 6th in primary school or 1st to 5th in secondary)
and a complexity level (five levels from very easy to very difficult).
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Cell phone Tool</title>
        <p>The mobile phone application that students run on their cell phones consists of
two elements: the game and the educational snippets created by the teachers.
EducaMovil offers the possibility of embedding the educational contents into
different open-source games for cell phones like Snake, Tetris or Rally. The games
are modified to add a module that handles the management of the educational
contents. This module consists of three components: Game Model, Adaptation
Model and User Model.</p>
        <p>The game model is responsible for the interaction between the open-source
game and the educational snippets created by the teachers. The game model is
fired every time an event in the game allows players to win points (or lives) and
introduces the educational snippets as the units that need to be solved before
winning the points. After the student finishes exploring the lesson, s/he will
be prompted with a quiz, which is based on the lesson’s content. If the learner
provides a correct answer to the quiz, s/he receives an award in the form of lives
or points.</p>
        <p>The adaptation model determines the specific educational content that is
going to be shown to the student at each step of the game. Recall that each
educational snippet is labelled with its educational level and a complexity level.
The adaptation model selects, for a specific educational level, the complexity of
the educational snippet that is going to present to the student next, based on the
students’ past learning evolution. In our strategy, students that answer correctly
to at least 60% of the questions for a specific complexity level, are shown quizzes
from the next level until the maximum complexity (very difficult ) is reached. If
the student reaches the maximum level of complexity for her educational grade,
the game ends. Questions for each complexity level are randomly selected across
all academic subjects.</p>
        <p>The user model stores the interactions of the student with the educational
units and the game. The model keeps counters about the lessons explored by the
student, whether the quizzes were answered correctly or not, time invested to
answer quizzes, and the complexity level reached. This model is primarily used
by the adaptation model to determine the complexity level of the lesson/quiz to
be shown next.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Experimental Procedure and Data Collection</title>
      <p>The evaluation of EducaMovil consisted of one-on-one sessions where each
student sat down and received an initial description of the game, its rules, the
educational snippets and how to navigate through these with the cell phone.
After the initial introduction, we let the student play for 20 minutes. During
the session, students were shown educational snippets from their own
educational grade starting with easy lessons which evolved in complexity based on the
adaptation model. A total of 27 students from a low-resource school in Lima
(Peru) tested EducaMovil: 5 from each 1st, 2nd and 3rd years and 6 students
from each 4th and 5th years of the secondary school. These students had ages
between 12 and 16 and in terms of gender, 15 were female and 12 male. At
the end of each session, we collected a user model with the student
interactions and computed a general performance model (GPM) for each student i as
GP Mi = (C, T ) = (100 ∗ (Pjn=0 Aj)/n, (Pjn=0 Tj)/n) where Aj is the answer
given to question j, Tj the time used to answer it and n represents the total
number of lessons explored by the student.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Analysis and Game Design Implications</title>
      <p>
        We carry out two types of analysis: (i) analyze whether there exist differences
in the learning performance of the students based on gender or age and, (ii)
evaluate the types of learning behaviors observed across all students. The first
analysis will give us suggestions for gender- or age-based personalization. As for
the second, it will provide design guidelines to personalize education based on
stereotypes i.e., learning behaviors shared by groups of students [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Although
the results are preliminary and specific to our pilot, the techniques proposed can
be used to guide the personalization of any mobile learning tool.
Gender and Age In order to understand whether gender or age impact the
learning interactions of the students with the tool, we build gender- and
agebased distributions for each performance variable (percentage of correct answers
C and average time per lesson T ) and compute statistical tests to understand
whether the differences we observe are statistically significant or not. Given
that our distributions are small (27 student models), we report results for
nonparametric statistical methods to avoid assuming a normal distribution for a
dataset that might not be sufficiently large. To carry out the gender analysis,
we first compute the female and male distributions separately for each
performance variable C and T . To test the differences between each pair of
femalemale distributions we use the Kolmogorov-Smirnoff test and, given the small
number of samples we have, reject the null hypothesis whenever p &lt;= 0.1. Our
results show that the percentage of correct answers for females is higher than its
male counterpart and statistically significantly different (p = 0.08). Specifically,
the female distribution had an average percentage of correct answers of 58.4%
(σ = 18.3%) and the male had an average of 50.2% (σ = 15.9%). On the other
hand, we also observe that the female average answering time per quiz is also
higher than its male counterpart and statistically significant (p = 0.1). Females
showed an average answering time of 36.4s (σ = 16.3s) and males had an
average time of 24.7s (σ = 13.3s). These numbers show that female students achieve
statistically significant higher percentages of correct answers (≈ 8% more) but
need more time to answer the quizzes (≈ 12s more on average). This fact is not
necessarily bad if it is related to women being more thoughtful, but could be
harmful if connected to a lack of confidence. In an attempt to decrease answering
times while maintaining performance, we suggest to put counters and timers in
the quizzes so as to create a healthy competition between men and women not
only in terms of correct answers but also in terms of answering times.
      </p>
      <p>To perform the age analysis we compute for each performance variable
C and T one distribution per educational level (age). To understand whether
there exist differences in the student performance across educational levels (age
groups), we run Kruskal-Wallis tests for each group of five distributions
representing the five age groups present in the pilot. We reject the null hypothesis
with p &lt;= 0.1. Our results determined that there exists a statistical significant
difference between the percentage of correct answers among some of the five
educational levels with p = 0.05. However, we do not observe any statistically
significant differences on the average answering time. We observe that students
from the 3rd grade outperform all their peers with an statistically significantly
different percentage of correct answers (median = 85%), whereas students from
the first grade show the worst performance with a median value of 29%. This
analysis shows that although students are shown quizzes adapted to their own
educational level, not all groups respond equally. In fact, we observe that students
from educational levels 4th and 5th are statistically significantly outperformed
by the students in the 2nd and 3rd grades. This might be related to learners
in their last school years being allowed to move to the next educational level
without making sure they have acquired the minimum required knowledge. We
suggest to add quizzes from previous educational levels until the students show
an improvement in their performance. This approach will allow them to review
previous contents and to eventually reach their own educational level.
Stereotypes In this section, we use the k-means clustering technique to identify
common learning behaviors (stereotypes), independent of age or gender, among
the students in our study. Given that the final k-means partition highly depends
on the initial seeds selected, we run the algorithm 100 times for each value of
k, and select the cluster distribution with the most compact and well separated
clusters i.e., the one with the minimum cluster validity index computed as the
ratio between the intra-cluster distance and the inter-cluster distance among all
sample. Once the best selection of clusters has been identified for each value of
k, we select the k with the smallest cluster validity index across all partitions
evaluated (from k = 2 to k = 7). In practical terms, we attempt to find
clusters of common performance behaviors across the 27 GPMs. For that purpose,
we normalize across all GPMs, apply k-means and validate for each value of k.
Although the minimum cluster validity index corresponds to k = 2, we discuss
k = 3 since it provides more insight into the learning stereotypes than k = 2.
Larger values of k have larger cluster validity indices and do not provide any
other relevant information after exploration. Figure 1 shows the results for the
clustering of the 27 GPMs with k = 3. Cluster 1 with centroid (73.2%, 65.1s) and
three students represents a group with the highest percentage of correct answers
and the largest answering times. Interestingly enough, this group contains only
female students. Cluster 2 with centroid (65.1%, 24.3s) and 15 students,
represents a group that employs little time to give the correct answers. This cluster
probably groups the best students. Cluster 3 with centroid (29.1%, 26.2s)
represents a group of 9 students that share a low percentage of correct anwers and low
average answering times. This group probably represents students who answer
randomly with their interest devoted to the game instead of the educational
contents. We suggest that when this type of behavior is identified on a specific
student, the game should be slowed and show more than one quiz at a time to
force the student to focus on the quizzes.</p>
    </sec>
    <sec id="sec-5">
      <title>5 Implications for Game Design</title>
      <p>Our analyses have identified learning behaviors that can be used towards the
personalization of EducaMovil. Although these findings cannot be extended to
other low income communities and learning tools, similar analytical techniques
could be used to propose different personalization suggestions. The gender
analysis highlighted that although women tend to perform better than men, they
generally need longer answering times. This fact is not necessarily bad if it is
related to women being more thoughtful, but could be harmful if connected to a
lack of confidence. In an attempt to decrease answering times while maintaining
performance, we suggest to put counters and timers in the quizzes so as to
create a healthy competition between men and women not only in terms of correct
answers but also in terms of answering times. The age analysis showed that
students from the last years of secondary education (4th and 5th) performed worse
than their younger counterparts. This finding could be related to students being
promoted to the next level without having acquired the minimum knowledge
for their current grade. In this sense, we suggest to add quizzes from previous
educational levels until the students show an improvement in their performance.
This approach will allow them to remember or review previous contents and
to eventually reach their own educational level. Finally, the stereotype analysis
revealed, among other things, that there exists a group of students that answer
the quizzes almost randomly so as to advance on the game, without showing any
interest on the educational content (identified as Cluster 1 in our analysis). We
suggest that when this type of behavior is identified on a specific student, more
than one quiz at a time should be shown before going back to the game; and the
game itself should be slowed until it becomes boring and forces the student to
focus on giving better answers to the quizzes.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions and Future Work</title>
      <p>
        A very important component of mobile learning services is the personalization of
the educational tools, specially for low-income communities. Research has shown
that personalization to tailor content and structure highly increases the quality of
the learning tools and enhances the learning process. However, in order to do so,
we need a deep understanding of the abilities and preferences of a learner. In this
paper, we have proposed a series of techniques to model learning performance
and understand the impact that gender, age or learning behaviors might have
on the learning process of the students in a low resource school in Lima, Peru.
For that purpose, we have run a pilot with EducaMovil, a game-based mobile
learning application for afterschool programs in low-income schools [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The pilot
program, which ran for two weeks, allowed us to gather a varied range of student
interactions with the game. We have proposed improvements to the design of
EducaMovil so as to personalize and adapt the tool to the learning behaviors
identified in our analysis. Although these results might not be applicable to other
low-income schools or other socio-economic levels, the set of techniques can be
used across all scenarios. In the future, we will modify EducaMovil to include
the design implications discussed and we will carry out a long-term evaluation
of the learning tool for a large group of students during a full semester.
      </p>
    </sec>
  </body>
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