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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Supporting Self-Regulated Learning in Personalised Learning Envrionments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sylvana Kroop</string-name>
          <email>kroop@zsi.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marcel Berthold</string-name>
          <email>marcel.berthold@tugraz.at</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Nussbaumer</string-name>
          <email>alexander.nussbaumer@tugraz.at</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dietrich Albert</string-name>
          <email>dietrich.albert@tugraz.at</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>SRL in Technology-enhanced Learning</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre for Social Innovation</institution>
          ,
          <addr-line>Vienna</addr-line>
          ,
          <institution>Austria. Department, Technology &amp; Knowledge</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Environments</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Knowledge Management, Institute Graz University of, Technology</institution>
          ,
          <addr-line>Graz</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <fpage>47</fpage>
      <lpage>52</lpage>
      <abstract>
        <p>The advantage of Personal Learning Environments (PLEs) is to empower a learner in taking control over his/her own learning process. The shift from just being controlled by a teacher towards taking control by oneself in a selfregulated learning (SRL) way can be basically initialised by providing learning environments that can be personalised and individually adapted or created instead of using 'one size fits all' learning environments. A lot of research and development on this subject has been done in the EU-Project ROLE (role-project.eu). In this context extensive experiments have been conducted with widget-based PLEs. Scenarios have been created, implemented, tested and evaluated in real world settings. The contribution of this paper is the presentation of a) three widget-based PLE scenarios, b) evaluation results on comparing the value of the presented PLE scenarios and c) evaluation results on comparing students and teachers point of views against the presented PLE scenarios including SRL aspects.</p>
      </abstract>
      <kwd-group>
        <kwd>personal learning environments</kwd>
        <kwd>self-regulated learning</kwd>
        <kwd>open educational ressources</kwd>
        <kwd>widgets</kwd>
        <kwd>evaluation results</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION</p>
      <p>Responsive Open Learning Environments (ROLE) are
based on the idea of Personal Learning Environments
(PLEs) by exploiting Cloud Computing Technology
(examples are presented in chapter III). Instead of using
traditional learning environments which provide tools and
content by one single provider and are often owned by
one specific educational organization ROLE exploits all
existing and developing open educational sources
including all popular Web2.0 resources such as
Wikipedia, YouTube or Flickr. Historically the idea of
PLEs is based on the fact that most learning takes place
informally, in different contexts and scenarios, and that
content is not provided by one single provider. Following
this idea ROLE provides a framework essentially
consisting of “enabler spaces” on the one hand and tools,
content, services on the other hand [1]. Using this
equipment everyone is invited to individually create
his/her PLE. In PLE research it is seen as essential to have
a learner challenged by offering him/her to create their
individually controlled and preferred learning
environment in order to trigger and motivate more
selfregulated learning. Moreover this approach has the
potential to enable and facilitate both informal and formal
learning.</p>
      <p>The paper presents three PLE scenarios which have
been developed in the ROLE project. In real world
testbeds learners are confronted with new ways of
learning by working with the provided PLE scenarios.
While the use of any PLE should trigger self-regulated
learning it is especially the third and last PLE scenario
which has been implemented a consequent mechanism to
support SRL.</p>
      <p>This paper investigates the attitudes and reasons for
acceptance of PLE technology by students and teachers.</p>
      <p>II.</p>
    </sec>
    <sec id="sec-2">
      <title>THE CHALLENGES OF SELF-REGULATED LEARNING IN PERSONAL LEARNING ENVRIONMENTS</title>
      <p>In the field of self-regulated learning (SRL) research it
is often pointed to the important role of learners’ strategic
use of cognitive and metacognitive strategies to regulate
their learning [2], [3], [4]. Still many learners show
difficulties in applying concrete metacognitive strategies
such as planning, goal setting, monitoring, evaluating and
as a result perform less successful [5]. For this reason,
much work has been focused on the assessment of
students’ SRL strategies to support the learning behaviour
accordingly. This work is usually bound to highly
controlled learning environment such as intelligent
(tutoring) systems [5], [6], [7]. However, understanding,
scaffolding or/and facilitating students’ SRL skills is
especially important in (responsive) open learning
environments. In such open environments goals are less
clear and obvious; therefore students might not necessarily
be able to predict the outcome of the learning activity or
the optimal learning path.</p>
      <p>Nevertheless, it could be found that PLEs provide
opportunities to enhance SRL skills, especially
metacognitive skills, but learners need additional help and
guidance [5] during the learning process. In this regard the
concept of freedom and guidance comes into play. The
concept of freedom and guidance is important, because
highly motivated learners attain a better learning
performance if they have more control over their learning,
but lower motivated learners attain better learning
performance if they get more guidance [8]. Issing noted
that this is also applicable to hypermedia learning
environments.</p>
      <p>In this regard it should be envisioned to develop
services and learning environments that can be adapted to
the individually degree of guidance and freedom according
to the learner’s needs and therefore offer the learner an
optimal balanced level of control and responsibility for his
or her learning environment [9].</p>
      <p>B.</p>
      <sec id="sec-2-1">
        <title>A Self-Regulated Learning Process Model</title>
      </sec>
      <sec id="sec-2-2">
        <title>Procedure</title>
        <p>
          In PLEs learners are in the position to create their own
learning environment and shape it to their personal needs
and learning objectives. In order to provide support in such
an open learning approach an underlying and
psychopedagogical sound model which represents the theoretical
backbone of open environment learning has been defined,
the Self-Regulated Learning Process Model (SRL PM).
The SRL PM builds on the cyclic self-regulated learning
model proposed by Zimmerman [
          <xref ref-type="bibr" rid="ref12">10</xref>
          ], which describes the
learning process via three learning phases, namely
forethought, learning and self-reflection. In open learning
environments this three learning phase model was
extended to reflect the need of selecting web-based
learning resources, mostly widgets, to build and mash-up a
PLE.
        </p>
        <p>This extension leads to the four phase SRL PM
including the phases of: (1) learner profile information is
defined or revised, (2) learner finds and selects learning
resources, (3) learner works on selected resources, and (4)
learner reflects and reacts on learning strategies,
achievements and usefulness (see Figure 1) [9].
According to this model, especially meta-cognitive
activities are supported by focusing on the
recommendation of learning activities which can be
performed through the usage of learning resources and
therefore enhance self-regulated learning.</p>
        <p>
          ROLE services such as the Mash-Up Recommender
Widget (see Figure 7) offer guidance and help learners by
presenting recommendations and according explanations,
without limiting the degree of freedom, as the learner can
freely choose between the recommendations made by
ROLE services or other alternatives. This concept is
based on an ontology that builds on a connection of
learning phases of a SRL PM to learning strategies,
techniques and activities [
          <xref ref-type="bibr" rid="ref13">11</xref>
          ]. In addition, it is shown
how these SRL entities are linked to tool functionalities
and therefore bridge psycho-pedagogical information and
learning tools like widgets in our presented case studies.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>III. SCENARIOS</title>
      <p>This chapter describes three widget-based PLE
scenarios which were evaluated (see chapter IV to VI).</p>
      <p>In the ROLE project the basic equipment for creating
PLEs has been developed according to the idea of an easy
drag and drop system of widgets. Browser-based
prototypes have been developed like sketched in Figure 2.</p>
      <p>On the one hand a repository (widget store) is
necessary to store and administrate useful widgets. On the
other hand an enabler space (widget space) is necessary to
have learners their individually preferred widgets
integrated, used and managed in their personal style.</p>
      <p>Starting from this provided prototype essentially
consisting of Widget Store and Widget Space the creation
of PLEs has been tested in real world use cases and
scenarios which are described in the following sections.</p>
      <sec id="sec-3-1">
        <title>Scenario I</title>
        <p>
          In the first scenario learners were provided with the
ROLE Widget Store [
          <xref ref-type="bibr" rid="ref14">12</xref>
          ] but they could also make
extended use of widgets by using iGoogle gadgets [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ];
(iGoogle gadgets: here the Google term for widgets).
Furthermore, learners had the choice to either use iGoogle
[
          <xref ref-type="bibr" rid="ref16">14</xref>
          ] or the ROLE sandbox [
          <xref ref-type="bibr" rid="ref17">15</xref>
          ] as an enabler space.
        </p>
        <p>
          In the following the ROLE widget store is described as
well as an example how ROLE widgets have been
integrated and used in iGoogle.
The ROLE Widget Store (Figure 3) is a living system
and repository of open educational resources. It hosts and
offers all kind of learning widgets. For registered
developers and users it is possible to “add a new widget”
(see icon on the upper navigation in Figure 3) whenever
they have found or created a useful widget with
pedagogical value. Everyone interested in these kinds of
open educational resources can make use of it.
Figure 4 [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ] shows one example of a browser- and
widget-based PLE. In this example the iGoogle
environment hosts a PLE. The widgets were added from
the ROLE Widget Store.
        </p>
        <p>
          This scenario had already been tested by students in
2011 at an early stage of development. Results of this
evaluation were already presented and discussed at
PLE2011 conference [
          <xref ref-type="bibr" rid="ref19">17</xref>
          ], [
          <xref ref-type="bibr" rid="ref20">18</xref>
          ].
        </p>
        <p>B.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Scenario II</title>
        <p>
          The following use case is not an implemented
prototype, but a mock-up which has been created as a
consequence of early stage evaluations [
          <xref ref-type="bibr" rid="ref19">17</xref>
          ]. A result of
these early evaluations was the desire of some users to not
be constrained to a browser-based widget-space, but to
use single widgets wherever and whenever they want, e.g.
on a desktop and offline.
        </p>
        <p>The mock-up scenarios presented in Figure 5 and
Figure 6 have been used to discuss and evaluate taking
into account teachers’ and students’ perspectives (see
chapters IV to VI). Both mock-up scenarios are designed
with the idea to be not restricted to use the widgets within
a browser-based widget space like iGoogle. Moreover
instead of using a collection of widgets at the same place
it should also be possible to select and use only one very
specific widget.</p>
        <p>Thus, choosing between several means of
(personalised) integrating and using the offered widgets
should be one distinctive added value of all widgets in the
ROLE Widget Store.</p>
        <p>
          Figure 5 presents the use of the ROLE translator
widget which accesses and displays the results of different
popular resources such as LEO.org, dict.cc, Wikipedia,
Google translator all at the same time for comparisons of
translations [
          <xref ref-type="bibr" rid="ref14">12</xref>
          ].
        </p>
        <p>This kind of PLE is created to efficiently work on a
text document. While reading or writing a text in a
foreign language the ROLE translator widget is always
visible and usable in the desktop-sidebar. A click on the
sidebar-widget-icon will open the widget like sketched in
Figure 5. The widget will stay in the front while copying a
term from the document in the background to transfer this
term to the translator widget. The translation is shown
including the resource of translation (dict.cc, Wikipedia,
Google, etc.). This mean of widget integration should
ensure a very efficient way of learning and working. It
enables the user to learn new terms by using the widget
but without losing sight of the text document. Moreover,
using several resources of Web2.0 based translations
stimulates the user to have a more critical reflection of the
offered translations.</p>
        <p>Figure 6 presents the use of a vocabulary trainer
widget which can be opened in the browser sidebar right
next to the text a user is working on. While reading the
text in a foreign language terms might appear a user is not
familiar with and wants to systematically train them. Then
the terms can be added to the vocabulary trainer widget.</p>
        <p>
          The widget has been implemented a slightly modified
Leitner system [
          <xref ref-type="bibr" rid="ref21">19</xref>
          ]. Thus, vocabulary can be trained
efficiently by using this widget. For translations the same
Web services are used as in the mentioned ROLE
Translator widget. Moreover Flickr is used to suggest
pictures for visualising the terms. The widget has four
functionalities represented by four tabs: “Add”, “List”,
“Train” and “Stats”. A detailed description of this widget
and further widget bundles can be found at the ROLE
Showcase Platform [
          <xref ref-type="bibr" rid="ref22">20</xref>
          ].
        </p>
        <p>Important for the presented evaluation is the fact that
these mock-up scenarios give ideas of some other ways
how to use the offered widgets from the ROLE Widget
Store.</p>
        <p>C.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Scenario III</title>
        <p>Scenario III presents an implemented prototype to
mash-up PLEs which is called “Mash-Up Recommender”
(MR, see Figure 7).</p>
        <p>The unique aspect of the MR is the fact that it
services as a gate and a guide to access the large number
of widgets and gadgets available on the web in a
reasonable self-regulated way. For this purpose the MR
templates are based on learning activities related to the
SRL Process Model described in chapter II.</p>
        <p>
          The main purpose of the MR is to support the
selfregulation of learners in mashing up their learning
environments. Therefore, psycho-pedagogical information
is transferred into applicable recommendation by using the
MR widget. The MR widget can be seen as a filtering
system that provides more or less widgets that can be
added to the PLE depending on the used template. The
MR contains a predefined template called SRL template.
The SRL template can consist of the four basic SRL
phases “Planning”, “Searching”, “Learning” and
“Reflecting” which are displayed in the upper navigation
of the MR (see Figure 7). Each category contains a
number of relevant widgets, e.g. the category “Reflecting”
contains widgets such as recording tools, writing tools,
mind map tools etc. To have the SRL template adequately
working according these four SRL phases a ROLE
ontology [
          <xref ref-type="bibr" rid="ref13">11</xref>
          ] service has been implemented for the
respective functionalities of the SRL entities (learning
strategies, techniques and activities). The ontology
predefines associated widgets which will be returned by
the ROLE Widget Store. Instead of the four SRL phases,
the template can also consist of learning activities on a
finer granularity level, namely learning strategies and
learning techniques. Such templates can be created using a
special authoring tool [
          <xref ref-type="bibr" rid="ref23">21</xref>
          ].
        </p>
        <p>
          The MR can be used to provide guidance on different
levels and for different stakeholders (e.g. teachers,
workplace learners, students, beginners, and advanced
students or experts). A high level of guidance is necessary
for instance for beginners and can be prepared by a
complete predefined PLEs based on a specific template by
a teacher or tutor. Later the tutor can share this PLE with
her students who can use it or modify. A lower level of
guidance can be provided if the teacher just shares the
template with the students, so that they have to create
their own PLE. For example, a teacher could select the
SRL entities goal setting, resource searching, note taking,
and reflecting for a template. Teachers or learners using
this template could easily search these SRL entities for
widgets and include them in a PLE. In this way the PLE
consists of widgets for each SRL entity. Learning
strategies are on a higher abstraction level, which results
in an increased number of widgets that can be
recommended. Learning techniques are on a lower
abstraction level, which leads to a smaller number of
related widgets that can be recommended. While in the
first case the learner gets more widgets recommended and
thus less guidance, in the second case the level of
guidance is higher because of the smaller number of
recommended widgets. For a detailed description of the
MR and its technical background see [
          <xref ref-type="bibr" rid="ref24">22</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. FOCUS GROUPS AND EVALUATION</title>
      <p>
        The evaluation took place equally in two focus groups:
• Teachers: The three scenarios were presented, tested
and evaluated in a teacher workshop taking place at
the Aha-Conference 2012 in Vienna [
        <xref ref-type="bibr" rid="ref25">23</xref>
        ]. In total 8
participants (4 male, 4 female) from Austria and
Germany took part. The age ranged from 27 to 55
(Average age: 40.43). Most of them were teachers at
schools or universities. But there were participants
who also worked as consultant or technical support at
higher education institutions.
• Students: The three scenarios were evaluated in the
same way in a test bed at the University of Vienna
within a course called “Didactical Design” (Sylvana
Kroop). The course was for 25 Master at the Faculty
of Informatics in summer semester 2012. 22 students
(11 male, 11 female) regularly participated in the
prototype evaluation. The age of students ranged from
23 to 48 (Average age: 28.48). They all studied in the
field of computer science. Some of them were teachers
who already taught at schools but still enjoyed their
academic training. Thus, in the discussion some
students evaluated the scenarios from a teacher’s point
of view.
Although quantitative as well as qualitative data were
collected in the evaluation with both focus groups this
paper only presents the quantitative results due to page
limits of this paper.
      </p>
      <p>Quantitative data were essentially collected by a short
questionnaire in the end of testing and discussing the
three scenarios. To investigate the main research question
if and why these PLE scenarios will be accepted or
rejected by students and teachers two more concrete
questions were ask to think about while testing and
discussing each of the three scenarios:
• The first question was on worsening / improvement of
learning outcome;
• the second question on the technical including
cognitive and time-wise burden / ease of personal
learning process.</p>
      <p>The answer categories ranged on a
six-point-Likertscale from 1: worsening to 6: improvement resp. 1:
burden to 6: ease, which means: the higher the value the
better the acceptance of the respective scenario.</p>
    </sec>
    <sec id="sec-5">
      <title>V. RESULTS OBTAINED BY TEACHERS Figure 8 presents the results obtained through the questionnaire teachers filled out after finishing the group discussions at the end of the workshop.</title>
      <p>The graphic shows the mean values and the standard
deviation (in brackets) for the three scenarios. Each of the
scenarios was rated by eight teachers according to the two
evaluation criteria described in chapter IV. Due to the
small number of participants no inference statistical
analyses were conducted.</p>
      <p>The question regarding a possible improvement in
learning was answered most positive in scenario 3: Mean
value of improvement of learning increased from 4.14 in
scenario 1 to 4.67 in scenario 2 up to 5.14 in scenario 3.
The standard deviations show that respondents do not
differ very much in the assessment of the three scenarios
concerning improvement in learning; it ranges from 1.03
to 1.07. It tends to be consensus in this question.</p>
      <p>The question regarding a possible ease of the
personal learning process was altogether also rated most
positive in scenario 3: The mean value is 4.50. But at the
same time there is also the highest standard deviation of
1.41 revealing a wider disagreement among the
respondents in this question. In contrast to scenario 3 the
worst result is displayed for scenario 1 with a mean value
of 2.50. Moreover in this case respondents do agree most
indicated by the lowest standard deviation of 0.93. In
other words: While the teachers come to the agreement
that scenario 1 will tend to be an additional burden instead
of easing the personal learning process scenario 3 is rated
much better by teachers but with a broader variance of
opinions.</p>
      <p>Altogether the results in both questions show a
coherent picture for the three evaluated scenarios: While
scenario 1 can be assumed to be potentially rejected by
teachers scenario 3 tends to be accepted.</p>
    </sec>
    <sec id="sec-6">
      <title>VI. RESULTS OBTAINED BY STUDENTS Figure 9 presents the results obtained through the questionnaire which was filled out by 19 students after finishing their group discussions.</title>
      <p>The question regarding a possible improvement in
learning was again rated best in scenario 3: The mean
value increased from 3.55 in scenario 1 to 4.11 in scenario
2 up to 4.68 in scenario 3. The standard deviation (sd)
shows that the respondents differ most in rating scenario 1
(sd=1.34) followed by scenario 2 (sd=1.20) and scenario 3
(sd=1.11). In other words: Students not only rated
scenario 3 best but also agreed in the answers of this
question in scenario 3 most.</p>
      <p>The question regarding a possible ease of the
personal learning process was also rated best in scenario
3 with a mean value of 4.29. Students also agreed in the
answers of scenario 3 most (sd=1.28) while they had the
broadest variance of opinions in scenario 1 (sd=1.60)
which was rated lowest with the mean value of 3.00.
Considering a significance test scenario 3 is
significantly better than scenario 1 in both questions
(Improvement: F2,36 =5.48, p=0.008; Ease: F2,36 =4.52,
p=0.018). Due to the small sample this can be randomly
and thus is not further discussed.</p>
      <p>Altogether the results in both questions show again a
coherent picture for the three evaluated scenarios: While
the results of scenario 1 neither show a clear tendency to
be rejected nor to be accepted scenario 3 clearly tends to
be accepted by students in this comparison of PLE
scenarios.</p>
    </sec>
    <sec id="sec-7">
      <title>VII. CONCLUSION</title>
      <p>The use of widgets within a widget space such as
iGoogle was evaluated positive in its easy technical
handling but negative in the challenge to efficiently
support daily learning activities. Thus there is neither
acceptance nor a clear rejection of scenario 1.</p>
      <p>Better accepted was the use of single widgets wherever
and whenever learners wants them to use (e.g. in a
desktop-sidebar or browser-sidebar, online and offline)
sketched in scenario 2</p>
      <p>Best accepted was the idea to support self-regulated
learning (SRL) by using a four-phases activity model
while learners are challenged to select widgets from a
wide variety (scenario 3). The idea to connect different
stages of SRL (Planning, Searching, Learning, Reflecting)
with corresponding widgets was seen most needed and
most useful.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENT</title>
      <p>The research leading to these results has received
funding from the European Community’s Seventh
Framework Programme (FP7/2007-2013) under grant
agreement no 231396 (ROLE project).</p>
      <p>Available:</p>
    </sec>
  </body>
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