| Literature DB >> 35789938 |
Wafaa S Sayed1, Ahmed M Noeman2, Abdelrahman Abdellatif3, Moemen Abdelrazek4, Mostafa G Badawy4, Ahmed Hamed2, Samah El-Tantawy1.
Abstract
Effective and engaging E-learning becomes necessary in unusual conditions such as COVID-19 pandemic, especially for the early stages of K-12 education. This paper proposes an adaptive personalized E-learning platform with a novel combination of Visual/Aural/Read, Write/Kinesthetic (VARK) presentation or gamification and exercises difficulty scaffolding through skipping/hiding/ reattempting. Cognitive, behavior and affective adaptation means are included in developing a dynamic learner model, which detects and corrects each student's learning style and cognitive level. As adaptation targets, the platform provides adaptive content presentation in two groups (VARK and gamification), adaptive exercises navigation and adaptive feedback. To achieve its goal, the platform utilizes a Deep Q-Network Reinforcement Learning (DQN-RL) and an online rule-based decision making implementation. The platform interfaces front-end dedicated website and back-end adaptation algorithms. An improvement in learning effectiveness is achieved comparing the post-test to the pre-test in a pilot experiment for grade 3 mathematics curriculum. Both groups witnessed academic performance and satisfaction level improvements, most importantly, for the students who started the experiment with a relatively low performance. VARK group witnessed a slightly more improvement and higher satisfaction level, since interactive activities and games in the kinesthetic presentation can provide engagement, while keeping other presentation styles available, when needed.Entities:
Keywords: Dynamic learner model; Gamification; Learning style; Primary school mathematics; Reinforcement learning
Year: 2022 PMID: 35789938 PMCID: PMC9244108 DOI: 10.1007/s11042-022-13076-8
Source DB: PubMed Journal: Multimed Tools Appl ISSN: 1380-7501 Impact factor: 2.577
Summary of the reviewed papers targeted at school students
| Ref. | Purpose | Design/methodology/approach | Findings/implications/recommendations |
|---|---|---|---|
| [ | Personalize teaching style | Questionnaire (active/reflective learning styles) | Enhanced post-test scores |
| [ | Personalize assessment and annotation | Pre-test (knowledge level) | Enhanced post-test scores |
| [ | Cluster learners | Learner knowledge tracing | Only recommendations to teachers about the role of adaptation |
| [ | Detect the preferred navigation pattern | Questionnaire (MMTIC learning styles) | Dynamic model matches questionnaire |
| - Detect dynamic learner model | Interactions (navigation) | ||
| [ | Detect the preferred learning pattern | Questionnaire (Jackson’s learning styles) | - Only recommend the most chosen pattern and resulting in higher grades, which does not belong to the area of personalization |
| [ | Adapt content | - Pre-test (knowledge level) | - Enhanced post-test scores |
| - Questionnaire (motivation) | - Enhanced motivational scale | ||
| [ | - Allow hints and attempts upon request | - Pre-test (knowledge level) | Enhanced post-test scores |
| - Adapt feedback | - Interactions (Correct/wrong answers and requests) | ||
| [ | - Detect and correct dynamic learner model | Interactions (knowledge level) | Enhanced test scores than control group |
| - Adapt content | |||
| [ | Adapt feedback | Automatic mistakes detection (lexical, syntax and semantic analyzers) | Enhanced post-test scores and compared to control group |
| [ | - Adapt exercises navigation | Expert knowledge structure | Enhanced post-test scores |
| - Adapt feedback | |||
| [ | Adapt exercises navigation | Interactions (score, time, effectiveness) | - Enhanced time |
| - Conserved score and increased effectiveness | |||
| APPEAL | - Detect and correct dynamic learner model | -Interactions (score, time, hints, attempts) | Answers to RQ1-4 in Section |
| - Adapt presentation, exercises navigation and feedback | - DQN-RL | - Enhanced post-test score, learning gain, time, effectiveness and satisfaction | |
| - Compare adaptive personalized VARK presentation to gamification | - Online rule-based decision | - Enhanced post-scores for all students and reaching the most advanced level - Slightly better results for VARK group over gamification |
Fig. 1APPEAL general architecture
Fig. 2Flowchart of the student’s journey through APPEAL
Fig. 3Four different lesson presentation modalities for VARK group
Fig. 4Home, start and help screens for gamification group
Fig. 5Units and lessons navigation and features for gamification group
Fig. 6Lesson (a) explanation and (b) examples samples for gamification group
Fig. 7Structure of the exercises bank per lesson
Fig. 8Sample screenshots from the (a) exercises and (b) feedback to the students in both groups
Fig. 9APPEAL back-end architecture and communication with front-end
Fig. 10RL agent
Fig. 11Pre and post test scores of (a) VARK and (b) gamification groups
Fig. 12NLG of (a) VARK and (b) gamification groups
Fig. 13Pre- and post-tests completion time of (a) VARK and (b) gamification groups
Fig. 14Pre and post LE of (a) VARK and (b) gamification groups
Fig. 15Statistics of pre-and post-test (a) score and (b) time for VARK group
Boxplot summary and relative improvement of pre- and post-test score and time statistics for VARK group
| Metric | Median | Range | IQR | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Pre | Post | Relative Improvement (%) | Pre | Post | Relative Improvement (%) | Pre | Post | Relative Improvement (%) | |
| Score | 89 | 94.39 | 32.22 | 13.485 | 10.4888 | 6.4762 | |||
| Time | 37.315 | 17.2065 | 55.93 | 38.49 | 23.8963 | 19.5915 | |||
Fig. 16Statistics of pre-and post-test (a) score and (b) time for gamification group
Boxplot summary and relative improvement of pre- and post-test score and time statistics for gamification group
| Metric | Median | Range | IQR | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Pre | Post | Relative Improvement (%) | Pre | Post | Relative Improvement (%) | Pre | Post | Relative Improvement (%) | |
| Score | 91.485 | 94.39 | 25.12 | 8.935 | 11.2962 | 3.6750 | |||
| Time | 37.5 | 14 | 61.5 | 39.5 | 28.75 | 17.75 | |||
Students level improvement summary
| ID | Group | Unit 1 | Unit 2 | ||
|---|---|---|---|---|---|
| Pre-test level | Post-test level | Pre-test level | Post-test level | ||
| 1 | VARK | - | - | E | H |
| 2 | VARK | - | - | E | H |
| 6 | VARK | - | - | M | H |
| 9 | VARK | - | - | M | H |
| 15 | Gamification | M | H | M | H |
| 19 | Gamification | - | - | E | H |
| 20 | Gamification | - | - | M | H |
Performance improvement examples from exercises log data
Satisfaction survey results for (a) VARK and (b) Gamification groups
Comparison of the satisfaction level for both groups
| Point of view | VARK | Gamification |
|---|---|---|
| Overall satisfaction | 95% | 85.9375% |
| Presentation style and engagement satisfaction | 94% | 75% |
| Exercises scaffolding, navigation and feedback satisfaction | 95% | 87.5% |
| Both presentation and navigation | 94% | 75% |
| T1-T6 | Bloom’s taxonomy with 6 categories |
| E-M-H | Levels of exercise difficulty: Easy-Medium-Hard |
| Taxonomy category | |
| Pre-test score of each unit | |
| Post-test score of each unit | |
| Difficulty level of the exercise that appear to the student at entry level per | |
| Initial value of | |
| Student grade in the exercise in the interval [0, 1] | |
| Penalized grade that implicitly includes the attempts and hints | |
| Number of hints taken by the student up to the available 4 attempts | |
| Threshold grades corresponding to upgrading, no change, or downgrading | |
| Normalized Learning Gain | |
| LE | Learning Efficiency |
| < | MDP tuple (states, actions, reward, transition probabilities, discount factor) |
| Probability distribution over next states given current state and action | |
| Action value function | |
| Parameters/weights of the online network | |
| Action value function for any set of actions output by the function approximation parameterized by | |
| Action value function for any set of actions output by the target network parameterized by | |
| Parameters/weights of target network | |
|
| Number of steps after which the target network is copied from the online network |
|
| Replay buffer |
|
| Capacity of replay buffer |
|
| Number of episodes |
| Probability of random action selection | |
| RL policy | |
| Experience tuple (state-action-reward-next state) |