Designing a Mediation Vocabulary for Authoring Learning Analytics
Patricia Charlton, Sokratis Karkalas and Manolis Mavrikis
London Knowledge Lab, Institute of Education, University College London, London, U.K.
Keywords: Education, Designing a Mediation Vocabulary, Knowledge Representation, Feedback, Learning Analytics,
Knowledge Integration.
Abstract: This paper provides a knowledge representation process for authoring of learning experiences that capture
feedback designed in the context of learning environments. The paper reports on a year long study with
designers who are creating mathematical teaching and learning resources as part of an EU project (M C
Squared). In this paper we examine the knowledge representation process we used in design and creation of
a mediation vocabulary. The model to be designed has to provide different layers of ‘knowledge integration’
and thus offers insights into the importance of knowledge mediation in the emergence of new learning
environments and experiences. Hence, authoring of designs and feedback through use of ontologies to form
part of the annotating of the learning activities. The annotations form part of the context to be used as part of
the learning analytics.
1 INTRODUCTION
The M C Squared EU (http://www.mc2-project.eu)
project is researching into and creating digital
teaching and learning resources for secondary school
mathematics. The core focus of the project is to
investigate and evaluate social creativity and
creative mathematical thinking (Bokhove et al.,
2014).
Part of the objective of the project is to support
authoring of the activities by the designers and
teachers. Authoring learning activities is not new
and there are many tools and attempts to support
this. However, there are number of problems with
authoring systems (a) they only work for very
specific tasks, (b) the tools often require
considerable technical knowledge, such as the
teacher/designer needing to program complex rules
and (c) they burden the teacher with extra work load
that seldom provides the desired insights.
The increase in the use of e-learning activities
has brought with it the logging of data resulting in
the development of learning environments and tools
to support learning analytics.
The definition of learning analytics set out in the
call for papers of the first international Conference
on Learning Analytics and Knowledge (LAK 2011)
and adopted by the Society for Learning Analytics
Research (SoLAR):“Learning analytics is the
measurement, collection, analysis and reporting of
data about learners and their contexts, for purposes
of understanding and optimising learning and the
environments in which it occurs.”
The definition is typically coupled with two
assumptions: that learning analytics makes use of
machine-readable data, and that its techniques can
be used to handle data in ways that would not be
practicable to deal with manually.
The rationale behind the authoring tools for
feedback and data analytics is that both teachers and
learners require support from different perspectives.
While students require support when interacting
with the learning activities, teachers need to know
when and how to intervene as well as how the
learning activities are being used. Lastly both
teachers and designers can benefit from the
availability of data as it provides potential to lead to
evidence about the student’s learning and eventually
redesign of teaching and learning activities based on
this evidence.
The use of an ontology was designed to reduce
the overhead in authoring of activities and to
potentially improve the value of learning analytics
through the added context. The approach we use to
build the ontology draws from previous experience
of the Learning Designer project (Laurillard et al.,
2013). In the learning designer project we developed
an ontological model to automate the annotation of
learning designs.
Charlton, P., Karkalas, S. and Mavrikis, M..
Designing a Mediation Vocabulary for Authoring Learning Analytics.
In Proceedings of the 7th International Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management (IC3K 2015) - Volume 2: KEOD, pages 223-230
ISBN: 978-989-758-158-8
Copyright
c
2015 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
223
This study provides the design process used to
develop an ontology to model the vocabulary for
authoring feedback to students. The analytics engine
uses the same vocabulary terms set by the designers
when providing results back to the designer.
In this paper we examine the knowledge
representation process used in the design and
creation of a mediation vocabulary. The model to be
designed has to provide different layers of
‘knowledge integration’ and thus offers insights into
the importance of knowledge mediation in the
emergence of new learning environments and
experiences. This approach addresses authoring of
learning activities. The ontology represents the
vocabulary terms used for both authoring learning
activities and for viewing the results of student
engagement.
2 BACKGROUND
2.1 Learning Design and Instructional
Design Theory
The development of “Learning Design” has links
with Instructional Design theory. The recognition of
the need to make theoretical findings readily
available to practitioners led to extensive work on
Instructional Design Theory (Reigeluth, 1999),
which attempted to make learning theories more
operational. However, the later focus on
“constructivist” theories of learning presented more
of a challenge to an operational approach.
Learning Design emerged as the realisation that
the constructivist pedagogical theories were not
easily embedded in the practice of teaching
(Jonassen, 1994). The emphasis on what learners
were doing, and how to support their activities, was
much less constrained by constructivism, and
therefore created a degree of uncertainty about the
way it would work in specific contexts. This
dependence on the context in which learning takes
place required an approach to teaching based on
design principles rather than pre-defined
instructional sequences (Oliver et al., 2002). There
have been attempts to offer “toolkits” or software to
enable ease of entry into pedagogic design and
support non-specialists in engaging with learning
theories. Despite the effort, existing e-learning
systems and authoring tools have limitations in
respect of support provided and usability. They do
not accommodate the needs of teachers who
increasingly look for more intelligent services and
support when designing instruction in order to avoid
cognitive overload (Mizoguchi and Bourdeau,
1999).
In previous research, the authors had found for
designers of learning, developing a tool that
supported learning design vocabulary mediated the
process of authoring designs, sharing their designs
more effectively and adopting and modifying
designs by others (Charlton et al., 2012; Laurillard et
al., 2013). A key finding of the Learning Designer
project (Charlton et al., 2012) was the representation
of learning design knowledge as an explicit
vocabulary supported the creation of learning
designs by designers. The vocabulary is an
approximation of the concepts used by designers.
The knowledge constructs of a learning design used
the shared vocabulary that acted as mediation of
knowledge between the designers. The vocabulary
captured meaning that was relevant to the designers.
This reduced the burden of design sharing and thus
facilitates design re-use.
2.2 Use of Ontologies in Annotation
Ontologies are one of the most important
technologies proposed in the context of the semantic
web. A frequent use of an ontology integrated into
science systems is to support formal information
retrieval of domain concepts and related content.
One of the most successful projects in use of
ontologies in science is the Gene Ontology project
(http://www.geneontology.org). It develops and uses
a set of structured, controlled vocabularies for
community use in annotating genes, gene products
and sequences.
The mediation vocabulary use in the design of
learning activities in authoring feedback is similar to
both the Gene Ontology project and the learning
designer project. It is the annotation use of mapping
a term in text selected by the designer to the
corresponding concept in the ontology. For the M C
Squared project ontologies are created and go a step
further. The annotations formed from the design
form part of the student’s learning context that is
shared back to the designers that now includes the
student’s use.
The students’ interaction creates a change to the
sequences and is in the student’s learning pathway.
The learning designer project and M C Squared
project differ from the Gene Ontology project is the
artefact itself. The instance of every use creates
another artefact (in this case the use of a c-book
creates new insights about the c-book) to be
evaluated within the context of the original design. It
is a dynamic changing artefact and the annotations
KEOD 2015 - 7th International Conference on Knowledge Engineering and Ontology Development
224
Figure 1: The mediation vocabulary for authoring feedback.
structured by the ontology model of the original
artefact provides a reference point for comparison.
So how the activities are used, revealed through
these annotations of design and student usage unveil
the authored analytics of learning in context and thus
offer a potential paradigm shift for both design and
use of learning analytics.
2.3 Design Considerations
While the ontology model designed and used to
automate the annotation process of learning
activities is not necessarily complex from an AI
perspective, other aspects required in order to
incorporate its use effectively are not so
straightforward. Essentially, neither a pure
knowledge engineering nor a software engineering
approach is sufficient in the creation of a mediation
vocabulary. In fact designers and developers of an
ontology for education systems and AI driven
education systems rarely consider this role. The
models are either used only as part of design
(implementation is never used) or are hidden only
given partial access to the model, if at all. Other
education systems that enable rich authoring may
expect designers to understand too much technical
aspects of the tool e.g. formulating rules and
program procedures and content management focus
(e.g.VLEs) This layer of technical engagement
distracts the designer from focusing on creating
learning activities. This increases barriers to
pedagogical annotation and reduces the possibility
of sharing these activities in communities.
Before going into details about the methodology
used and findings from the study we examine
aspects of the project context that needs to be
considered.
2.3.1 Domain of Design
While the learning activities are about mathematics
in secondary school the domain focus is about
creative mathematical thinking. The designers are
creating activities that they categorise as potentially
fostering creative mathematical thinking by the
learners. The design of the authoring vocabulary of
the activities will be formed around a set of formal
creative concepts.
Similar to the learning designer the vocabulary
needs to be ‘good enough’ and map to the designer’s
internal model of design concepts to facilitate the
authoring of creative mathematical thinking for their
students.
2.3.2 Learning Analytics Platform
Integration
Current platforms with learning analytics
functionality only support the common form of
analytics that of task completion analysis, correct
answers and time spent on task. They do not support
‘dynamic’ context of student feedback that we are
referring to and the authoring of this feedback
(Charlton et al., 2013).
The mediation vocabulary will need to facilitate
the integration of ‘relevant data’ between the
different components used when designing learning
activities, support the feedback process, form part of
annotating the student’s pathway and be part of the
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Designing a Mediation Vocabulary for Authoring Learning Analytics
225
data queried for retuning the analytics visually. This
reflects the dilution of the distinction between data
management and data analysis in order to
contextualise the learning experience effectively.
2.3.3 C-book and Vocabulary of Creativity
A core concept of the project is the ‘c-book’. The c-
book is a set of learning activities for learning about
mathematics. A c-book is formed as a digital
interactive book. The ‘c’ stands for creativity. All c-
books are designed using social creativity process
and share an aim of fostering creative mathematical
thinking (CMT) of students (Ruthven, 2008). The
shared vocabulary across the project and community
of interests is focussed on social creativity and
creative mathematical thinking (Silver, 1997; Leikin,
2009). The core model is on supporting the
annotation of learning activities with creativity
concepts defined, understood and shared by the
community.
The M C Squared system (Karkalas et al., 2015)
is based on a generic framework that enables
seamless integration of complex learning objects
with e-book platforms. Authors can use the system
to dynamically query learning objects, identify
elements of interest and configure data logging,
learning analytics and intelligent support.
In Figure 1 we illustrate extending M C Squared
architecture to include mediation vocabulary for
authoring learning analytics and student feedback
through the annotation process. It is distributed
across the c-book components.
The pilot study investigated authoring
vocabulary requirements for the designers using a
design-based methodology. To capture the insights
and expert design knowledge we used ‘role play’ -
thinking aloud strategy to uncover the designer’s
knowledge (deGroot, 1995). Here we report on the
methodology used to determine the vocabulary and
provide a simple example of it being used to author
feedback for students and its use in learning
analytics.
3 METHODOLOGY
The c-book resources have been created to work
both in the classroom and as online independent
learning resources. When designing a c-book a
designer has available many ‘widgets’. A widget is a
distributed set of rich resources about mathematics.
A c-book has access to set of these resources. The
research study worked with four communities of
interest that are participating in the EU project and
creating different c-books based on different areas of
mathematics.
To design the vocabulary required understanding
the designers conceptual requirements and for them
to make their tacit knowledge explicit. The principal
being that if the designers had designed the feedback
with concepts that made sense to them then it was
more likely the results returned in the same context
would be of value. An iterative approach has been
used, using different design artefacts to share ideas
about authoring learning analytics, using
storyboards, knowledge elicitation templates of
different artefacts that included online interviews,
face-to-face workshops and partner meetings.
Role-play technique was used during an
intensive face-to-face workshop. Two specific
methods were adapted to facilitate knowledge
capture from the designers. The first is the use of
value creation stories, which draws on the work by
Wenger (Wenger et al., 2008). These are usually
used after engagement with a community tool or
exchange to capture the value added experience to
the users. The templates have been adapted as part
of a knowledge engineering design process to
capture key points by the designers e.g. using
‘AHA’ moments in conjunction with thinking aloud.
‘AHA’ moments are moments of sudden realization,
inspiration, insight, recognition, or comprehension.
This fits well within the context of creativity context
used for designing the learning activities. Designers
were being asked to ‘imagine’ how they would
respond if the student was in the room with them.
How and why they would respond to a particular
context would form part of the model.
The second approach uses peer review process as
a role-play activity. This provided the designers the
opportunity to: (a) Explain their perspective of
feedback given as a student, designer or learning
analytics about a particular c-book, (b) Give details
of the type of feedback that they felt would be
beneficial depending what role they played and (c)
Provide example concepts of creativity to author
student feedback and identify creative mathematical
thinking in students.
These two approaches meant that the designers
did not focus on mathematical detail but on the
learning experience for the potential students and
what kind of authoring would help the students, as
well as themselves.
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4 MODEL AND KNOWLEDGE
REPRESENTATION
It is possible to currently add feedback in the c-book
design environment. The current feedback is specific
to a particular mathematical concept and cannot be
used across a variety of learning resources about
pedagogical value and creativity.
Using learning about co-ordinates activity a
simple authoring example of creative mathematical
thinking in Figure 2 is provided. The student is
given pathways to explore the learning resources. In
this example if the student is struggling with the
current task then the student is offered a different
style of interaction to facilitate the elaboration
process of thinking. The feedback needs to be
created by the designer and authored as content for
the purposes of elaboration. The content can then be
annotated with these concepts and can later be
explored in context with other data by the designer.
Figure 2: Authoring feedback example.
The flexibility concept here uses a simple timing
constraint to challenge the student. A more elaborate
activity could be created e.g. enabling the students to
create their own travel challenges and the answers to
these.
The concept of creative thinking through fluency
is when engaging fluently and keeping pace with the
task. The student can engage in elaboration or
challenging activities at any point in the learning
pathway.
4.1 Ontology Annotation Model
Using the above example we illustrate the use of the
ontology model in the creation of learning pathways.
We are using protégé to design and test out the
vocabulary before integrating this into the learning
analytics authoring of c-books platform. As a
mediation vocabulary it needs to serve a number of
requirements. Figure 2 indicates the authoring
potential of the c-books. This is where the model
functions to support designers to author feedback by
extending a maths activity. The author/teacher is still
designing but the ontology feature adds the
annotations automatically when feedback is
explicitly added. When a student uses the feedback
or an implicit condition is reached (designed by the
designer) then a feedback pathway is created.
There are two key points when the feedback is
triggered and contributes explicitly to the learning
pathway.
The first point is when the student actively
decides to engage with an elaboration activity or a
flexibility activity. The other is when the students
perceived behaviour authored by the designer is
recognised and feedback is automatically triggered.
Figure 3: Example of annotated student’s learning
pathway.
In the example given about authoring, the student
who encounters ‘elaboration’ feedback, in contrast
to the students’ who requests more challenging
activities, will be engaged in further details and
query about a specific question e.g. exploring the
cheapest flight or ranking the flights further. These
are key data points to be mapped to the common
analytics that takes place. It is not expected that a
student will engage only with one type of feedback
so the learning pathway for any one student may
have a number of different types of authored
feedback. However, this permits a number of
interesting explorations into the data about the
students to be reflected on as the student’s learning
pathway is now annotated with these concepts (see
figure 3). For example, more insight may be possible
if when seeing the results of students who performed
well in later tasks about coordinates, one can explore
which feedback did they seem to benefit from. When
misconceptions prevail, which feedback was used or
not used. Did the results of the student’s interactions
match the expectations of the designer? The learning
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Designing a Mediation Vocabulary for Authoring Learning Analytics
227
analytics tool can now use this knowledge to provide
this feedback to the designers.
5 FINDINGS
Using one of the activities in the c-book called
coordinates we illustrate the process used and a
summary of the initial findings. The c-book unit
‘Coordinates and points’ targeting first-year
secondary school students (12-13 years old),
presents an introduction to the Cartesian coordinate
system and the notion of ordered pairs. An objective
of the c-book is to help students understand points
on a graph. Firstly, students are asked to reason
qualitatively about the meaning of points plotted on
a graph. Secondly, a quantitative notion is
introduced in order to establish connections between
points and to get a preliminary notion of functions.
The students are encouraged to understand
different representations and to interpret the
knowledge that is presented. One of the challenges
for students is to remember and understand the
Cartesian representation (x,y) and the importance of
order. Also, there is the visual representation of
information and categorisation challenge.
General advice and guidance requirements about
supporting the use of the activities emerged. The
designers as students working on a ‘c-book’ that
wasn’t their design encountered challenges. In
certain activities the recognition of correct or
incorrect answers led to the designers articulating
that feedback operates on several levels and this
needs to be recognised and handled. For example at
the c-book level, hinting to a student ‘look at this
other page in a c-book’, another example at
presenting the scores, results, activity used, and
maybe expectations. Also, evaluating if students
correctly use representations etc. This experience for
the designers and knowledge engineers leads to
requirements of the mathematical widgets
capabilities in supporting such knowledge. While
pivotal but for most technical designers an almost
obvious requirement in designs of systems but
difficult to articulate this requirement in such a
complex system.
Reflective points for the designers emerged
requiring the creation of student exploration space/
to work through an answer and not just gaming the
system. Feedback trigger rules could be designed
and further requirements/dependencies of widgets
capabilities where considered (a) Registering
attempts, time and determine what type of feedback
to present based on this, (b) Use delayed feedback,
so allow students to do what they want to do, to
allow for ‘gradual insight’ and (c) After X attempts
enable ‘automatic’ interoperability between widgets:
show where points placed.
Classification of misconception and forming
elaboration pathway for exploration with the
student: (a) For example having a completely wrong
set of coordinates is not the same as mixing up x and
y coordinates, (b) Scaffold the feedback: provide
different levels of feedback e.g. an example, a mode,
an open question (“look at the x and y’s more
carefully”) and (c) Exploration to deeper knowledge
that supports pedagogical completeness and
soundness e.g. After the graph there needs to be a
question about the relationship.
In any activity a student can move between a
state of being (a) over-challenged (e.g. stuck) (b) in
flow or (c) under-challenged (e.g. because the
activity is too easy). The learning pathways emerged
identifying the students demonstrating creative
thinking through elaboration, flexibility and fluency.
This is a key observation and finding. For example,
in the coordinates book the students are given a table
to interact with and to plot co-ordinates. It is
assumed to be prior knowledge. If this is not correct
then maybe feedback referring to where this is
explained and to explain what the student doesn’t
know. This is an elaboration process. At this point
we see that the designers are now mapping ‘an idea’
of designing feedback to match the learner’s
possible ‘creative’ state of learning. Thus to enable
the learning to move on if a student is in an
elaborative learning state then the feedback to
engage with the learner is designed to develop
elaborative learning.
In another example c-book adaptivity was
required to reveal hidden pages, revealed if the
student is struggling or create an extension option
for students who are finding this too easy. The
feedback was designed with both elaborative and
flexibility types of feedback to bridge knowledge
gaps. The extension activities would be other pages
of a c-book revealed under the right conditions.
This led to the designers thinking about self-
reporting by student (for example opinion usefulness
of tool) can be compared with actual user logs etc.
This reflective log provides elements of ‘value
creation stories’. While this is a qualitative
expression of knowledge the design of a quantitative
led inquiry provides three points of data analytics
that the designer can reflect on (a) the learning
pathway (authored through the feedback process)
taken by the student, (b) the actual data from the
tasks completed and (c) the student’s view of their
KEOD 2015 - 7th International Conference on Knowledge Engineering and Ontology Development
228
progress.
Requirements emerged for feedback triggers.
Also, feedback needs to be designed to pose
questions rather than fixed answers. The questions
form part of the feedback leading students through
different learning pathways.
From the initial analysis of the data we define
three of the concepts from a pedagogical perspective
and learning pathway. These definitions may form a
different focus from that of the creativity
perspective:
Elaboration this we define as providing more
detail about the current context and is seen as the
‘easier’ entry point into a problem space. This
pathway is used when a student’s conversation is
frozen (Holmberg, 1983). Elaboration uses the
current context and encourages the student to expand
and investigate the problem space.
Fluency is the production of ideas, alternatives
or solutions. It has been shown that the more ideas
we produce, the more likely we are to find a useful
idea or solution. Here when fluency is in action there
is potential retention of previous
concepts/knowledge that is to be applied to the
problem space. Not only knowing what to use and
draw-upon but also how to apply the knowledge to
this context. This is when the learning pathway is
going in the right direction/as planned by the
designer.
Flexibility is especially important when logical
methods fail to give satisfactory results. Thus a
pathway that starts with elaboration may result in
flexibility occurring and the student uses a novel
(unexpected or not taught or a collection of usual
techniques) to resolve the problem.
6 CONCLUSIONS
Both the design of the conceptual framework to
capture the vocabulary and the use of it to
contextualise learning pathways through feedback
are novel. The added value of ontology driven
education tools through the annotation process can
add context to the artefacts, in this case c-books.
What is challenging in creating AI and learning
analytic solutions in this area is lack of methodology
that identifies the boundaries of the knowledge
representation otherwise the task is too complex.
The complexity arises from the knowledge
integration within systems that are intricate pieces of
software dealing with large sets of structured and
unstructured data. For example in this project there
are complex mathematical widgets that perform
multiple levels of computation supporting the design
of learning activities. Thinking of the knowledge
integration as a mediation task rather than exposing
in depth software operations of the widgets provides
a design of loose software coupling. This in software
engineering is done through for example, APIs.
However, the API level for many designers to use
would require too much technical knowledge. An
API definition is too fine grained and does not
operate at the design level for authoring learning
activities. However, enabling a knowledge
integration of the widgets feedback capabilities is
‘closer to’ the right level for the designers. It
requires ‘extension’ to the software of each widget’s
API but this is relatively minor at a technical level.
Another feature is the authoring of learning
analytics. For example we chose one aspect of
authoring, that of student feedback. Student
feedback has a large body of knowledge and like
creativity or the mathematical widgets we have to
limit the degree of knowledge to what has meaning
to the designers, what will add value to the process
of design, use and reflection. We used the designers
to guide this aspect. Expecting the designers to
author everything would be tedious and no doubt
stop the designers from focusing on their core task
of creating c-books. It is important that the authoring
process brings value in design as well as the use of
the design and the analytics to follow.
We have benefitted from combining two
methodologies of design: knowledge engineering
and design-based method. For example knowledge
representation looks for the explicit concepts ‘for
ontology commitment’ and design-based
methodology uses ‘thinking aloud’ and value
creation stories to express concepts of importance.
Using a vocabulary that is ‘subject matter
agnostic’ in education terms (not knowledge
representation terms) and foster a space to reflect,
such as creativity to author feedback may itself offer
insights into the design process. Creativity concepts
in this context may facilitate the design of more
appropriate activities and feedback. The use of a
digital mediation space illustrates the potential for
designing explicit knowledge in less well defined
domains. A key contribution to how to design
ontologies for education and creativity by combining
knowledge elicitation and design-based methods.
Finally, this design process was to support the
authoring of learning analytics. Does the result of
such a process provide insight for the designers? The
evaluation of embedding the ontology and testing
with designers the automated process is the next
step. It will no doubt reveal more about designing a
Designing a Mediation Vocabulary for Authoring Learning Analytics
229
mediation vocabulary and the potential of the
combined methodologies of design-based and
knowledge representation to advance the scaling up
and re-use of learning activities.
ACKNOWLEDGEMENTS
The research leading to these results has received
funding from the European Union Seventh
Framework Programme (FP7/2007-2013) under
grant agreement N0610467 - project ”M C
Squared”. This publication reflects only the author’s
views and the EU is not liable for any use that may
be made of the information contained therein.
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