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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Survival of the Fittest - Utilization of Natural Selection Mechanisms for Improving PLE</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Behnam Taraghi Christian Stickel Martin Ebner</string-name>
          <email>b.taraghi@tugraz.at</email>
          <email>martin.ebner@tugraz.at</email>
          <email>stickel@tugraz.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Graz University of Technology Graz University of Technology Graz University of Technology Social Learning Social Learning Social Learning Steyrergasse 30/I</institution>
          ,
          <addr-line>8010 Graz, Austria Steyrergasse 30/I, 8010 Graz, Austria Steyrergasse 30/I, 8010 Graz</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Measurement</institution>
          ,
          <addr-line>Design, Experimentation</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2006</year>
      </pub-date>
      <volume>506</volume>
      <fpage>125</fpage>
      <lpage>134</lpage>
      <abstract>
        <p>In the current ongoing work we propose the use of tracking and feedback mechanisms in order to improve our Personal Learning Environment (PLE), officially launched in October 2010. The approach can be seen as a necessary prerequisite similar to the darwinistic model of evolution. This means the implemented widgets will be improved (variation) and removed (selection) according to the observations. This paper will describe the backgrounds, methods and some details of the technical implementation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Variation and selection are important mechanisms in the
evolutionary development of organismal life forms. These
mechanisms were extensively examined and described by Charles
Darwin in his famous book on the topic [
        <xref ref-type="bibr" rid="ref4">6</xref>
        ]. He argues that there
is an advantage in the probability to survive for these individuals
and populations which are able to adapt better to their
environment. This is described as fitness or ‘Survival of the
fittest’. Darwin’s theory was later used as base for the so called
evolutionary algorithms (EA), which represent a certain class of
optimization algorithms, able to solve nonlinear, discontinuous
and even multimodal problems. Evolution itself is a very efficient
optimization process, which is able to adapt even pretty complex
organisms to a changing environment in a very short time.
Ernst Mayr, who developed the synthetic theory of evolution,
states that the natural selection is rather a selection process but an
elimination process. Thereby less adapted individuals of every
generation are terminated, while better adapted ones will have a
higher probability to survive [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ].
      </p>
      <p>The interesting question is how evolution theory can help us in the
development of a Personal Learning Environment (PLE). First of
all the concept of PLE is still a new and vaguely explored
concept. From an evolutionary point of view it could be
considered as a new species conquering a still undetermined
territory in an eLearning environment. There is no guarantee of
success resp. survival of the species. More technical it could be
considered as optimization process with undefined specifications
how to solve the problem of helping the learner to overcome the
challenge of managing distributed and potentially unknown but
useful Web resources and Web applications.</p>
      <p>
        The biological evolution would approach this problem by
choosing the r-strategy, which succeeds by a high (r)eproduction
rate. This strategy can usually be found when a species conquers
new space. In case of the PLE we need two different views on the
evolution metaphor, in order to fully apply this strategy. The first
view is macro evolutional, concerning the development of PLEs
as a ‘species’. The question here is about finding the most
appropriate form, which includes the programming language,
deployment, user interface metaphors and value within eLearning
environments (e.g. is it just a link list in an iPhone app or a full
grown web desktop). Therefore a long-time ‘survival’ of the
concept PLE would imply the development of many different
individual solutions in a short period time. The second view to
adopt is the micro evolutional view. In this view the functional
elements of a single PLE solution are considered be individuals,
struggling to ‘survive’ within the PLE. This view solves the
question of adaptation to the user’s needs on a functional level.
Which resources are really needed, which functions are necessary,
which are rarely used and which are never used?
A first prototype of a Personal Learning Environment (PLE) has
been developed and launched in October 2010 at Graz University
of Technology (TU Graz) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Following the main PLE concept it
aims to provide different learning and teaching resources, which
can be personalized by each learner. Learners can decide if they
like to use an application or not and build their own individual
learning environment. This paper will outline our current research
and development of a PLE.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical foundations</title>
    </sec>
    <sec id="sec-3">
      <title>2.1 Evolutional considerations applied</title>
      <p>In order to apply evolutional thinking, it will be necessary to
establish the metaphorical links to the development of the PLE.
The links will be mostly done on afore mentioned micro
evolutional level, as this is more important to the specific
development, however they can be adapted to the macro
evolutional view easily. Evolution theory of natural selection uses
the following relevant factors: reproduction rate and mortality
(cycle for update, replacement and new widgets), population size
(# of widgets), environmental capacity (max. # of widgets in the
system and # of users using the widget).</p>
      <p>
        In order to produce an evolutional pressure upon a population of
individuals, it is necessary to have a limited resource. In our case
there are actually two such resources driving the selection: a) the
limited space within the PLE UI and b) the limited number of
potential users. The first factor can also be described as growth
regulated and limited by population density, which is depicted in
fig.1. A population can’t grow unlimited, as there are limited
resources. The environment has a capacity, which is in our PLE
case represented by the maximum number of widgets.
The second factor b) can be operationalized as selection criteria
by asking the questions: ‘Which widget draws the attention of the
most users?’ and ‘Which widget has the biggest frequency of
usage?’ [
        <xref ref-type="bibr" rid="ref6">8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2 Selection</title>
      <p>So the individuals of a population are forced into a constant
competition for a certain resource against each other and against
potential harmful conditions of the environment, producing
variations for better adaptation. The different probabilities for
survival are the base of the selection mechanism. Indeed selection
is the main controller for the search direction within the
evolutional optimization process. In biological systems it would
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determine which phenotypes reproduce at a higher rate.
Phenotype describes the amount of all observable characteristics
of an individual, expressed by its genes and influence from its
environment at a certain point of time. The natural selection is a
non-deterministic process, as it’s disturbed and interrupted by
random events. Individuals can die, thereby the evolution loses
information which could have represented an optimum solution
(e.g. the Wikipedia widget is dismissed because the company
offering the service wasn’t able to raise enough funds).
Environment and other contextual conditions are ever changing.
According to Solbrig [
        <xref ref-type="bibr" rid="ref7">9</xref>
        ][
        <xref ref-type="bibr" rid="ref8">10</xref>
        ] there are three different modes of
selection 1) stabilizing selection 2) disruptive selection and 3)
directed selection. All these selection modes and evolutionary
pressures aim at increasing the fitness of a population.
1) The stabilizing selection mode (as can be seen in fig.2)
describes that the evolutionary pressure of the environmental
factors is directed at outliers, thus this mode favorites the average,
which will result in a decrease of variability within the population.
Stabilizing selection on micro evolutional level can be done by
analyzing which functions, respectively widgets in the system are
hardly or never used. On a macro evolutional level it would mean
to discontinue ‘excotic’ PLE solutions.
2) The disruptive selection mode (as can be seen in fig.3) is
directed against the average, reinforcing the extremes, thus
splitting a population into two new species. Since our population
(on micro evolutional level) is the quantity of widgets, the
development path would split and result in two new different
solutions for a PLE. On the macro evolutional level this would
mean to dismiss the core idea of a PLE, while generating new
concepts.
3) The directed selection mode (as can be seen in fig.4) can be
found in natural populations quite often. Thereby the selection
works only against individuals on one side of the distribution,
moving the curve to a new optimum. This mode can also be found
when the PLE developers define new functions and user
requirements, resp. conceptual decisions (e.g. we will only
support intranet applications).
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3 r/K selection theory</title>
      <p>
        The terminology of r/K-selection was defined by the ecologists
Robert MacArthur and E. O. Wilson [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ][
        <xref ref-type="bibr" rid="ref10">12</xref>
        ]. The r/K selection
theory states that in the evolution of ecology two major strategic
approaches for reproduction can be found, aiming to increase the
fitness of a species. The strategies are basically a tradeoff between
quality and quantity of the offspring.
      </p>
      <p>Thereby increased quality come with a corresponding increase in
parental nurture, while a focus on quantity would decrease the
amount of parental investment. Each of the strategies is designed
for specific environmental constraints. It is also possible that a
species changes the strategy due to a change in the environment
(e.g. the ecosystem becoming stable for period of time). However
in nature many different mixed forms of these strategies can be
found. In long terms the k-strategy will always be superior, which
means that quality succeeds in the long run over quantity.
The r-selection strategy (also referred to as r-strategy) succeeds in
unpredictable, unstable environments. It is especially useful when
it comes to conquer a new unknown ecosystem. It would be a
waste of energy and time to adapt to circumstances which are still
unknown and will most likely change again. Therefore the
rstrategy is characterized by a high reproduction rate and short
lifespan (see fig.5). Transporting this to the PLE would mean to
provide a mass of functions (in our case widgets) without looking
for quality in the first instance.</p>
      <p>The K-selection strategy (also referred to a K-strategy) succeeds
in stable, predictable environments and describes a growth which
is ruled by population density, usually constant and close to the
maximum capacity of the environment. The adaption process is
slower but the lifespan is longer and it fills more effective the
environmental niche. In case of a PLE the application of this
strategy could mean the increase of quality of a single widget, due
to several update cycles, thus adapting optimal to the user’s needs.
In the example of our PLE we also use a mixed approach. With
the beta ‘generation’ of the PLE a bunch of widgets was provided.
These widgets were then tested for usability issues, corrected and
deployed in the first generation. Last semester a class of students
programmed additional widgets in order to produce a certain
quantity of functions for the users. So the first and the second
generation can be seen as mostly r-strategic. The update process
will be repeated on an annual basis. Most of the students last
semester chose to produce new widgets, while some reused and
optimized existing code (which in turn can be considered
Kstrategic).</p>
    </sec>
    <sec id="sec-6">
      <title>2.4 Variation</title>
      <p>
        The term variation in the evolutional context is usually described
as shift in the genotype or genomic sequence. These shifts occur
through a) mutation and b) recombination and generate new
phenotypes with different probabilities for survival.
a) Mutation is a random process, aiming only at the generation of
new alternatives. Mutation can result in different types of change
in DNA sequences. It can have either no effect, altering the
product of a gene, or prevent the gene from functioning properly
or completely [
        <xref ref-type="bibr" rid="ref11">13</xref>
        ]. According to the optimization theory,
mutation would be considered as a mechanism to overcome local
optima. Which means the evolution doesn’t stop if everything
seems to be nicely adapted. There is still potential to explore new
variants. In case of PLE development mutation can be considered
as slight updates of existing code or UI elements.
      </p>
      <sec id="sec-6-1">
        <title>b) Recombination</title>
        <p>Recombination is also referred to as cross-over. The process is
working somewhere between mutation and selection, thereby
combining and distributing genetic material (DNA, RNA) in a
new way. There’s a random process determining the points where
crossovers occur, however recombination is not a random process
like mutation, as the recombination itself is not random. This
means that the probability is low to separate genes that are close
together or functional linked.</p>
        <p>The code to all widgets in our PLE is open source and so far all
widgets are open for variations by future developers. An open
source policy and continuous development, resp. variation are a
necessity for the ‘species’ PLE to finally succeed.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>2.5 Technical Implementation</title>
      <p>The basic architecture of the PLE is a mashup [4] of widgets. For
each service a widget is provided that follows an extension of the
W3C widget specifications [5]. The PLE, its requirements and its
technological concept are described in detail in MUPPLE09
workshop [3]. Fig. 6 shows the general concept of the PLE as it is
used at Graz University of Technology. The concept follows the
idea to bring together university wide services with applications
on the World Wide Web.</p>
      <p>
        The implemented first prototype of PLE offers centralized access
to various University services [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], like administration system:
TUGraz online, LMS: TU Graz TeachCenter (TUGTC) or
blogospheres: TU Graz LearnLand (TUGLL) [
        <xref ref-type="bibr" rid="ref12">14</xref>
        ] in one
overview. The users can personalize the PLE to their individual
information and learning needs. In addition, public services on
WWW are also offered in the PLE. For each of these services, a
widget has been developed that can be integrated into the PLE.
Widgets are small embeddable applications that can be included
in an HTML-based web page or executed on the desktop. This
client side code can be a simple JavaScript, Java-applets or what
ever can be embedded in a valid HTML or XHTML document. It
contains the functionality to build the GUI of the widget
dynamically and the logic to retrieve or update data from services
provided by the PLE server as well as remote servers. The mashup
of widgets used in PLE can be classified to end-user mashups as
described in [
        <xref ref-type="bibr" rid="ref13">15</xref>
        ]. The PLE contains a widget engine,
implemented in Palette project [16] to load and handle the widgets
according to the W3C widget specifications. While the data
extraction is carried out on the server side, the data flow and
presentation components are handled by the widget engine on the
client side.
      </p>
    </sec>
    <sec id="sec-8">
      <title>2.6 User Interface Structure</title>
      <p>There are many e-Learning services that are already provided by
the TU Graz, including course administrations in TUGraz online,
course learning materials such as e-books, podcasts etc. in
TUGTC and user generated contents as well as user contributions
such as blogs, bookmarks and files posts in TUGLL.</p>
      <p>All these services are going to be integrated in the PLE as
widgets. Therefore it was necessary to design a coherent GUI to
avoid the possible usability and consistency problems that may
occur [3]. The PLE GUI (see fig.7) is a combination of a
traditional UI with a sidebar element and banner for orientation
and navigation. In addition, it offers a widget-based UI with the
so-called ”widget zones”, which require an adjustment by the
user.</p>
      <sec id="sec-8-1">
        <title>2.6.1 Sidebar elements</title>
        <p>Widgets are categorized according to pre-defined topics. Each
widget topic (category) has its own widget zones. The sidebar
elements contain the main widget topics and help the user to
switch between widget zones. The topics are easily extendible if
the number of widgets is increasing. Furthermore, it is planned
that the sidebar also updates the user on the status of the widgets
by means of color and numerical indicators. The sidebar can be
switched off in favor of the unfamiliar widget-based UI and
replaced by another navigation element, which resembles the Mac
Dock menu on the bottom, left, top or right part of widget zones.</p>
      </sec>
      <sec id="sec-8-2">
        <title>2.6.2 Widget Zone</title>
        <p>The widget topics include different areas related to formal and
informal learning, i.e. ”Communication Center” for emails, chats
and news groups, ”TeachCenter” for all services related to the TU
Graz LMS system TUGTC, such as course materials, podcasts
etc., ”LearnLand” for services related to the TU Graz blogosphere
system TUGLL social bookmarking, file sharing, etc. and ”Help
and Support” for the help desk as well as Frequently Asked
Questions (FAQ). These areas are called widget zones. Widget
zones contain widgets and are structured in columns. The users
can switch between widget zones, add, open, close, customize,
position and arrange the widgets in different columns according to
their personal learning preferences.</p>
      </sec>
      <sec id="sec-8-3">
        <title>2.6.3 Widgets</title>
        <p>The widgets consist of a front side and a rear side, where the rear
side contains the widget preferences that can be modified by the
user. If preferences must be changed, the desired widget can be
flipped. By this applied flip-animation the users spatial perception
is undisturbed and makes the GUI more understandable. There are
two kinds of widgets a) system widgets and b) standard widgets.</p>
      </sec>
      <sec id="sec-8-4">
        <title>2.6.4 Personal Desktop</title>
        <p>The users are able to create a mash-up of the most frequently used
interesting widgets from different widget zones in a special
interface called ”personal desktop”. The personal desktop is
always available to the user and can be activated at any time.
When the user activates the personal desktop it overlays the whole
screen from the bottom of the page upwards (see figure 4.2 part
4). The user can add or remove widgets from all widget zones to
his personal desktop and arrange them in columns according to his
personal taste.</p>
        <p>From the very beginning, an appropriate and good usability of the
TU Graz PLE interface was one of the main objectives in the
development process. Therefore during the implementation of the
first prototype several usability tests were conducted, including
heuristic evaluation and thinking aloud tests. The results were
integrated and deployed in the current version.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>3. Hypothesis</title>
      <p>Tracking user behavior, respectively the usage of individual
widgets in combination with a feedback mechanism will provide
empirical evidence for adaptive development.</p>
      <p>Following an evolutional model of developing the PLE, this will
mean a stepwise improvement and rejection of individual widgets
in further iterations of the development cycle.</p>
    </sec>
    <sec id="sec-10">
      <title>4. Methods and Materials</title>
      <p>In order to improve the PLE we needed to consider different
parameters that influence the attractiveness and effectiveness of
the whole system in general as well as individual widgets. To
meet this goal a tracking module was implemented to measure
quantitatively how often the widgets are used and by how many
users. The measurement was operationalized by the means of
tracking individual and overall usage of widgets. In order to
measure the usage of widgets a hidden module in the background
tracked the users' active widgets.</p>
      <p>The widgets that are used in PLE can be classified to three
categories depending on how they interact with other services and
applications on World Wide Web (WWW).</p>
      <p>•
•
•</p>
      <sec id="sec-10-1">
        <title>Widgets that have no interactions with WWW such as widgets representing learning objects.</title>
      </sec>
      <sec id="sec-10-2">
        <title>Widgets that have a server side component to preprocess the data on PLE server such as widgets that integrate university services in PLE.</title>
      </sec>
      <sec id="sec-10-3">
        <title>Widgets that use the PLE built-in proxy to request data</title>
        <p>from remote services such as RSS FEED reader widget.
The client-side tracking module is added to the PLE widget
engine to provide widgets including the possibility to offer
information about user behavior on the client side. In periodic
intervals the information (if any) is captured from all activated
widgets in PLE and sent to the server-side tracking module for
further processing. The server-side tracking module is used also
for second and third widget types to capture information related to
the user behavior in widgets depending on the data traffic on the
server side.</p>
        <p>At the current state of the PLE development there are 912 users in
the system, whereof almost 30% can be said to use the PLE. In the
last semester a group of students developed new widgets, in order
to provide additional functionality as well as improving widgets
from the previous beta stage. The system was introduced to the
students in October 2010. The Tracking module was active since
1st of November 2010. At the current date this is 102 days.</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>5. Discussion</title>
      <p>First the acquired data seem not sufficient to draw any clean
conclusions for improvement. As the feedback module wasn’t
implemented yet, there is no chance of getting qualitative
feedback, without performing another usability test. The analyzed
data are purely quantitative. Nevertheless from the number of
users, who have installed a certain widget, we are able to
determine to top 5 used widgets out of the 30 provided. Actually
theses top 5 are about the universities eLearning services, a mail
widget and a system widget for changing the color styles of the
interface (tugWidget, tccourses, tugllBlogs, mail,
changeThemecolor). Within the top10 we find further a
newsgroup reader, a game, google maps, facebook and the leo
dictionary. From an educational point of view these choices make
perfectly sense as these services are well known and frequently
used even without the PLE.</p>
      <p>Interestingly the most installed widgets are not necessarily the
most used ones. The top 5 with the highest usage rate include
weather forecast, rss reader, twitter, TUG library widget and again
the leo dictionary. Within the top 10 we find here again google
maps, Facebook and tugllBlogs, beside another dictionary and a
currency converter.</p>
      <p>Within the last update cycle, resp. the time when the students
course developed new widgets, the weather widget was replaced
by a new version. Actually this can be seen our current update
strategy. If the outcome of the variation is a widget that fulfills a
function better, then the old one will be replaced.</p>
    </sec>
    <sec id="sec-12">
      <title>6. Conclusion and future works</title>
      <p>According to the hypothesis we expected to get more knowledge
about user behavior, user preferences and derive data, which
would help us to differentiate user behaviors, for instance between
students of first and last semesters or students of different major
of studies, and finally to improve the system in a natural way by
variation and selection. However due to lacking qualitative data
we are not able to falsify the hypothesis.</p>
      <p>
        In order to gather qualitative measures of the user experience
(UX) in future versions, a rating system will be implemented. This
will be done either by a 5 star rating system or alternatively by a
small feedback questionnaire contained in every widget, which
consists of less than ten items of semantic differentials inspecting
the UX quality of the widget, respectively important variables of
evolvability. These would be attractiveness, dependability and
perceived effectiveness. The semantic differentials will be taken
from the reliable UEQ inventor constructed by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The fig. 2
depicts the questionnaire integrated into the widgets backside.
Figure 2. Mockup of questionnaire integrated into the widget GUI
for qualitative measures of the user experience.
      </p>
      <p>In our PLE users can select some widgets from a widget pool and
activate them for personal use. However if the user activates some
widgets it does not necessarily mean that these widgets are
actively used. In future versions the tracking module might be
able to detect an active widget usage und track the usage in detail
as deeply as possible.</p>
      <p>In future works it would also be interesting to classify users
according to their individual needs, for instance users who use
more often only widgets with a strong focus on communication or
users who use PLE more for learning issues, etc.</p>
      <p>In order to meet data privacy considerations, we will implement a
disclaimer, or terms of service (TOS) which needs to be agreed by
the users once in order to use the PLE.</p>
      <p>The tracking module provides sufficient quantitative data about
the usage of the widgets. Bearing in mind that more knowledge
about the learner will help in designing didactical models for
providing learning courses, data gathering must be seen as a first
valuable step. Furthermore these data combined with user profiles
will be a precondition for building a recommender system on
learning objects within PLE.</p>
    </sec>
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