Towards an Adaptive Study Management Platform: Freedom
Through Personalization
Amir Dirin
1
and Teemu. H. Laine
2
1
Business Information Technology, Haaga-Helia University of Applied Science, Helsinki, Finland
2
Department of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Skellefteå, Sweden
Keywords: Adaptive Learning, Personalization, Study Management, Data Mining, Higher Education.
Abstract: Technological advancements have brought abundant freedom to our lives. In an educational context, however,
the technology utilization is still relatively low despite recent developments on various learning platforms
such as e-learning, mobile learning, MOOCs, and social networks. The contemporary technological
advancement in smart gadgets enables us to bring learning resources with appropriate content format to the
learners at the right time in the right learning situation. Yet there remains a need for an adaptive study
management solution that would apply data mining algorithms to assist university students both before and
during their studies in a personalized manner. This assistance can be of many kinds, such as campus
orientation to new students, course curriculum recommendations, and customization of study paths. In this
paper, we present the concept and an initial implementation the Adaptive Study Management (ASM) platform
that aims at facilitating a university student’s academic life in different phases by tracing the student’s
activities and providing personalized services, such as a course curriculum recommendation, based on their
behavior and achievements during a period. The ASM platform creates a profile for the student based on their
achievements and competencies. Consequently, the platform aims to grant freedom to students on their study
management, eases teachers’ workloads on assessing students’ performance, and assists teachers and
administrators to follow up students and dropouts. The goal of this platform to increase graduation rates by
personalizing study management and providing analysis services, such as dropout prediction.
1 INTRODUCTION
The use of ICT in education and training has caused
several paradigm shifts, e.g., the Internet has offered
flexible and powerful ways to accomplish a range of
pedagogical goals (Anderson and Dron, 2011).
Higher educational institutes often organize an
orientation week for new students. The orientation
week has significant impact on students
psychologically, sociologically, and for future
learning efficiency. Already in 2002, Murphy, et al.
(2002) utilized a web-based college orientation to
help students to adapt with the new environment.
Orientation week is also important for new employee
in companies. Acevedo & Yancey (2011) designed a
framework which focuses on a Realistic Orientation
Program for new Employee Stress (ROPES).
Furthermore, recent advancements in mobile and
wireless technologies have enabled learners to carry
out educational tasks anywhere at any time. This
trend is evolving, as mobile learning has become
more than an add-on in e-learning platforms.
However, providing learning materials to mobile
devices is associated with design and development
challenges (Dirin, 2016).
Smartphones and other context-sensing
technologies have enabled context-aware learning
experiences. These smart devices may overcome the
traditional educational and classroom constraints,
such as place, time and presence, as they enable
learning to happen anytime, anywhere, with presence
when needed (e.g. via videoconferencing). A range of
context-aware learning systems have been proposed
for different purposes (Schmidt, 2005; Gómez et al.,
2014), but most of them do not tackle the task of
managing one’s academic life in an efficient and
personalized manner.
Bloom (1984) demonstrates that the one-to-one
expert tutoring is more efficient than conventional
classrooms and master learning. It is therefore a
desired feature of an adaptive study management
system to provide one-to-one expert tutoring in a
432
Dirin, A. and Laine, T.
Towards an Adaptive Study Management Platform: Freedom Through Personalization.
DOI: 10.5220/0006788104320439
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 432-439
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
personalized manner. To understand the learner’s
context and thereby achieve personalized one-to-one
expert tutoring, a system must collect and analyze
large quantities of data. Fortunately, there exists an
abundant repertoire of knowledge discovery and data
mining algorithms that can be utilized to achieve this.
In this paper, we propose a novel concept for a
Adaptive Study Management (ASM) platform that
utilizes knowledge discovery and data mining
algorithms to achieve context-awareness to the
student’s individual academic profile, including
academic performance, preferences, behavioral data,
competencies, and study activities. The platform’s
goal is help students efficiently plan and manage their
studies, thus resulting in improved competency.
Through presenting the ASM concept and
implementations of first components of the prototype,
we discuss the advantages and disadvantages of this
future trend of adaptive study management where
academic life is facilitated by seamless context-aware
interaction with classroom and peers.
2 BACKGROUND
2.1 Mining Big Data
Sagiroglu and Sinanc (2013) define big data as
massive data sets which have a complex and varied
structure, with challenges of storing, analyzing, and
visualizing for further processes (e.g. personalization
of learning). Big data are often collected from
multiple autonomous sources. Big data analytics is
the process of identifying patterns among the
collected data, and it has become popular across
industry domains. Big data analytics help develop
new business opportunities for companies (Schultz,
2013), but research and applications of it in the
educational context less common. Wassan (2015)
recommends applying big data anaalytics to
educational contexts, as there are vast amounts of
valuable data involved especially in online courses.
One of the essential methods of big data analytics
is data mining, which refers to the process of
extracting hidden knowledge from a large amount of
data. The generic goal of data mining is to identify
patterns and relationships in the data, which, in turn,
can be used for making predictions of future events
(e.g. student dropouts). There are various approaches
to data mining, such as association rules,
classification, decision trees, clustering, neural
networks, and clustering. Many of these are defined
under the term of machine learning (ML), which is a
family of algorithms making predictions based on
what they have previously been learning of the data.
ML algorithms can be divided into two
categories: supervised and unsupervised. Moreover,
semi-supervised ML algorithms are hybrids of the
two main categories. Supervised ML algorithms are
provided with a set of instructions and a definition of
what the predictions should aim at (James et al.,
2013). For example, a supervised ML algorithm
detecting the learner’s emotions is given a time of
day, the learner’s heart rate and galvanic skin
response, and examples of correct predictions. With
this training data, the algorithm learns to make
accurate predictions using similar data sets in the
future. Supervised ML is useful when the data to be
analyzed is consistent and the number of prediction
classes is reasonably low. In contrast, in unsupervised
learning the input data is unlabeled, and the algorithm
must decide what the appropriate output should be
based on data clustering or association from the
example data (Ghahramani, 2004). Unsupervised
learning is useful in scenarios with a wide range of
acceptable predictions, such as recognizing students
by their facial features.
In the domain of educational applications, as with
many other domains where large amounts of data are
generated, data mining can be used for many
purposes, such as predicting dropouts, personalizing
learning experiences or even increasing security of an
educational platform. Chen, Hsieh, & Hsu (2007)
applied an association rule method – whereby
correlations between variables in the data set are
revealed – for diagnosing the learner’s common
learning misconceptions. As another example,
Romero & Ventura (2013) applied data mining to
gain an insight on how students learn in order to
improve educational outcomes. Almazroui (2013)
conducted a survey to learn about the use of data
mining in the e-learning context.
2.2 IoT and Learning
The Internet-of-Things (IoT) is an emerging
technology that is said to affect the way we live, learn
and play more than the Internet has done so far.
Already today this technology is used in a number of
areas, such as healthcare and education. The IoT is an
extension to the Internet as we known it, through
bringing everyday objects and sensors online. These
IoT devices enable truly smart environments and
applications that finally realize Weiser’s vision of
ubiquitous computing (Weiser, 1999).
With the IoT, it is expected that huge amounts of
data about different entities, like learners and their
Towards an Adaptive Study Management Platform: Freedom Through Personalization
433
environments, will be produced. This means that the
IoT has the ability to become a core technology in
future educational applications that utilize the
analytical power of data mining algorithms. For
example, Njeru et al. (2017) utilized IoT in online
learning to collect and min the data to improve the
course materials and the delivery of their online
courses. De La Guia et al (2016) investigated the
benefits of using wearable and IoT technologies in
providing task-based language learning scenarios.
They demonstrate that by applying these technologies
freeing the instructors oh having to keep records of
the task performed by each student during the class.
Xu et al. (2015) predicts that the application of IoT in
education will increase due to its unique advantages
for improving the quality of education.
2.3 Context-aware Learning
IoT and data mining are essential for developing
context-aware learning solutions, whereby the
learning system is able to detect and act upon the
changes in the learner’s context. Chen (2008) defined
context-aware and ubiquitous learning as a computer-
supported learning paradigm for identifying the
learner’s situations and surrounding context to
provide integrated, interoperable, pervasive and
seamless learning experiences. By this enhancement,
learning contents are not only accessible from
anywhere and anytime, but learning can happen at the
right time and in the right place with the right
resources. To enable this, context-aware learning is
typically supported by mobile devices with sensing
capabilities such as GPS, camera and other sensors.
A context-aware learning space can detect and act
upon changes in the learner's context, thus resulting
in the provision of learning content relevant to the
learner's situation. Context not only includes physical
location but also environmental parameters, states of
the learner's body and mind, social group, and any
other information that constitutes a situation in which
the learner is embedded. The learning system’s
awareness of the learner’s context depends on its
technical capabilities; the requirements for this stem
from the desired experience – what does the learning
space need to know about the context to provide a
purposeful learning experience? It may be enough to
know the learner's location within a geographical area
(Ballagas et al., 2007), or it may be necessary to
detect parameters of the learner's body (Zhang et al.,
2012). All these approaches require technologies
ranging from wireless networking to GPS and from
bodily sensors to environmental sensors. As creating
a highly context-aware learning space requires money
and time, trade-offs are often necessary.
Burns (2002) defines learning as relatively
permanent changes in behavior, with behavior
including both observable activity and internal
processes such as thinking, attitudes, and emotions.
Following the constructivist view, learning is a
process where an individual manipulates information
to create knowledge. This knowledge creation
activity is individual as it happens in the learner’s
brain. Therefore, different learners have different
cognitive processing approaches for learning.
In recent years, the approaches to learning have
significantly changed due to technological advances.
In traditional learning environments, teachers were
the main actors who delivered knowledge to students.
In contrast, in the Internet era, vast amounts of
resources are accessible with small effort to anyone
to learn through smart devices (Dirin, Nieminen and
Kettunen, 2013). Thus, the learner becomes more
active, with a higher degree of freedom to choose
study activities; the teacher becomes a facilitator who
assists the learner in the learning process.
3 TOWARDS AN ADAPTIVE
STUDY MANAGEMENT
PLATFORM
Despite advances in learning technologies that enable
provision of learning content to students in rich
digital formats, most learning environments fail to
provide personalized assistance to students regarding
their study management, such as planning a study
path or helping with competency development
through offering an alternative solution to a
predefined course curriculum. Personalization
requires understanding of the learner’s context, which
can be achieved by applying data mining methods to
the collected data on students’ profile data. In the
following, we describe the concept of a novel
Adaptive Study Management platform, followed by
first implementations of its components.
3.1 The ASM Platform Concept
Figure 1 presents the first phases of a student’s
academic life that the ASM platform supports. In the
first phase, students receive an admission letter with
a QR code. By scanning the QR code with a
smartphone, the student downloads a virtual reality
(VR) orientation game that consists of orientation
activities related to the university premises, the
CSEDU 2018 - 10th International Conference on Computer Supported Education
434
curriculum of the Business Information Technology
(BITe) program, and MyNet, a website with essential
information about the university and studies, such as
available pre-constructed study paths.
In the second phase, the student is eligible to
select and start courses for the first semester. Each
course is divided into weeks, and each week contains
lectures, quizzes and performance reports. The
second phase also includes tools for course
registrations and management of first weeks of
student life at a new academic environment; these are
available for later phases as well.
The third phase commences after the first
semester when the system proposes a study path and
the student makes a choice accordingly. In this phase,
data mining (e.g. machine learning) algorithms are
utilized to adapt the study experience to the student’s
profile, which has been constructed during the first
two phases, and which will be updated throughout the
studies. The student’s competencies, performance
and personal preferences are inputs to the adaptation
algorithms, which then provides personalized study
management services, such as a recommendation on
which study path would be the best, links to
extracurricular courses that would be helpful for
competency development, and adaptation of course
contents to match personal preferences. More phases
(e.g. thesis authoring) can be added later. In this
paper, we merely focus on phases 1 and 2.
Figure 1: Study phases supported by the platform.
Scenario for phase 1
Eric Chan received his acceptance letter from the
HH University in June. He is a freshman student in
the BITe programme. With the letter of acceptance,
Eric also received a barcode to a link to download the
HH Orientation Game. Eric accesses the link and
loads the game to his mobile phone. He can then start
to learn about HH and BITe while playing the game.
Within a few days, Eric has gained visualized
knowledge about his the HH campus, his HH profile,
and teachers, as well as hands-on information about
using campus and online services. By playing the
Orientation Game, featuring a VR tour, Eric now
knows which the service locations (e.g. library,
computer rooms, printers, cafeteria) at the campus.
He is able to use school benefits such as M-Drive,
VDI, Office365, and student discounts. He has also
learned the process of looking for course information
and timetables, registering for courses, creating own
timetables and tracking performance by playing
minigames related to the university’s online services
(MyNet, Asio, WinhaWille).
By the end of the week, Eric has completed all
mini-games within the HH Orientation game that help
plan his studies for the first and second period of his
first semester. He also knows how to access various
services using his school items such as library card,
student credentials, and lunch card.
When the academic year starts, Eric goes to HH and
is able to easily access and use school services right
away. He knows what his planned courses offer
because he has learned about the courses'
introduction through Moodle minigames.
Scenario for phase 2
Eric participates in the User Experience course.
He learned from the course description that the
course’s lectures are compulsory. Therefore, he
checks his mobile and found the lecture room in time.
As soon as he arrived, the teacher asked Eric whether
he is willing to attend the course virtually. By Eric's
confirmation, the teacher asked him to point the
finger to the touchpad and take a photo. The teacher
then introduces the learning application, the course
schedule and the first teamwork assignment.
In order to join the next lecture from home, Eric
opens his laptop's camera and opens the course
webinar app. He learned that some of his team
members already participated in the lecture
physically. Eric and his other three team members
successfully managed to share the teamwork results
with the class both remotely and in-class.
The teacher in the course can see all students’
progress (e.g. answers to quizzes) by one click. He
can also upload links or files and create quizzes based
on the links or documents the students have to study.
Through the mobile app, Eric is not only able to
access learning contents and take lectures remotely,
but also trace his progress at any time. To consolidate
what Eric learned, he uses the mobile app to take
quizzes. With the quiz results, Eric and the teacher
can track his progress in the course. After the
semester, the platform recommends Eric courses that
he should and he could to take next semester.
Towards an Adaptive Study Management Platform: Freedom Through Personalization
435
3.2 Prototype Implementation
Here we describe the first implementations (phases 1
and 2) of the ASM platform. The orientation feature
(phase 1) was implemented as a 3D VR game with the
Unity 3D game engine. The game allows the player
to explore the campus, its lecture rooms, offices, and
classrooms. We used 360-degree video presentations
of the campus through which the user may interact
with the surroundings. Moreover, the phase 1
prototype includes information about the BITe
program and MyNet. The details about the concept
development process, architecture, and applied
technologies are to be presented in a different paper.
Figure 3 presents screenshots of the orientation game.
Figure 2: Samples of phase 1 prototype screenshots.
The implementation of the phase 2 prototype has two
parts: 1. teachers’ tool that enable teachers to create
activities, such as lecture notes, quizzes, and notices;
and 2. students’ application with assignments,
lectures’ activities and course performance. We
utilized a NoSQL database for storing all the data and
a NodeJs/ExpressJs server to connects the front-end
(mobile application and website) to the back-end
(database). The React Native framework was used for
the mobile application implementation. Figure 4
presents sample of screenshots of the students’
application. The database design of the mobile
application is presented in Figure 5 and the overall
architecture is given in Figure 6. Figure 7 shows the
interaction between the learner and the system in the
phase 2 prototype implementation.
Figure 3: Samples of phase 2 prototype screenshots.
Figure 4: Design of the phase 2 database.
The implementation of the system is based on a three-
tier architecture. The details of each tier are
considered to be out of the scope of this paper.
Figure 5: Phase 2 implementation architecture.
4 OPPORTUNITIES AND
CHALLENGES
The ASM platform supports truly context-aware
study management services, which provides freedom
and enhanced learning experiences to students. More,
it aims at facilitating teachers’ work, thus it is
important to discuss the opportunities from teachers’
CSEDU 2018 - 10th International Conference on Computer Supported Education
436
perspective. The opportunities from the student’s and
the teacher’s perspectives are summarized and
discussed in Table 1 and Table 2, respectively.
Table 1: Opportunities from the student’s perspective.
Opportunity Description
Freedom
The student is free to plan and
implement their studies in a
personalized manner.
Portability
Technical portability is enabled
with ubiquitous technologies.
Content of the orientation game is
portable as a story. The lectures are
accessible ubiquitously.
Increased
motivation
The ASM platform aims to be an
all-in-one study management
service where the student may join
a lecture from anywhere (remote
presence), gain ownership through
customization of the service, and
instantly communicate with peers
and teachers. These are likely to
increase student motivation.
Informal and
formal contexts
The platform supports both formal
(e.g. ordinary courses) and informal
(e.g. virtual campus tour) learning
opportunities
Adaptable
content
Services are adapted to match the
student’s profile
Quizzes
Each week the student receives a
quiz, which is based on their profile
(e.g. competence level, previous
performance) to facilitate learning
Performance
The student can follow his / her
progress
Suggestion
The student receives
recommendations from the platform
(e.g. courses to take)
Human touch
The platform provides a
combination of face-to-face and
remote teaching/learning.
Emotional engagement of the
stakeholders is a key factor in the
platform development.
Table 2: Opportunities from the teacher’s perspective.
Opportunity Description
Freedom
The ASM platform provides freedom
to teachers in many ways: 1) it frees
teachers from some parts of the
orientation week; 2)
Teachers are able to upload and
provide the lectures notes at their
convenience; 3) Compulsory presence
become optional for students, thus
making the classroom more
manageable; 4) System records and
manages students’ progress and
performance, hence, less manual
students’ performance assessment.
Portability
The ASM platform enables teachers to
follow students’ performance,
progress, and presence at any time and
any place. Furthermore, through the
ASM platform, teachers may offer
lectures regardless of time and place.
Increased
motivation
The ASM platform aims to be an all-in-
one study management service where
the teacher may provide lectures from
anywhere (remote presence), gain
ownership through customization of
the service, and instantly communicate
with students. Teachers receive visual
feedback on students’ performance and
are therefore able to improve the course
further.
Informal and
formal
contexts
The platform supports both formal (e.g.
ordinary courses) and informal (e.g.
virtual campus tour) learning
opportunities. Hence teachers may
utilize their preferred pedagogical
approaches for course implementation.
Adaptable
content
The platform features are provided as
services. These services are compatible
and adaptable with the existing
Learning Managements System (LMS)
when required. Additionally, the
platform services are adapted to match
the student’s profile
Quizzes
Teachers can create a quiz bank from
which the system picks quizzes to the
student based on their profile (e.g.
competence level, previous
performance) to facilitate learning.
Teachers receive update on the
students’ performance on quizzes.
Performance
The teachers can follow students’
progress and accordingly adjust the
course content and quizzes to gain the
better results.
Suggestion
The teacher receives recommendations
from the system (e.g. additional
content or suitable pedagogical
approaches to use)
Human touch
The ASM platform provides a
combination of face-to-face and remote
teaching and learning. Emotional
engagement of the stakeholders is
among the key factors in the platform
development
There remains challenges to be solved in the
development process, as Table 3 illustrates.
Towards an Adaptive Study Management Platform: Freedom Through Personalization
437
Table 3: Development challenges.
Challenge Description
Content
creation and
sharing
Development of an easy-to-use and
feature-rich content editing system is
challenging in terms of resources. To
alleviate this, an existing content
framework could be adopted.
Novelty effect
Novelty of VR technology and
freedom of participation in
classroom is likely to motivate
students and teachers but it will not
last forever.
Encouraging
performance
indicator
Continuous performance evaluation
may result in disappointment for
students who are not doing well in
the classroom. Moreover, teachers
ignore the indicators in a long run.
Usability and
user experience
The concept is a unique experience
for students and teachers.
Adaptation to the new learning and
teaching environment in the
beginning can be challenging.
Heterogeneous
components
The current prototype components
were implemented separately. It is a
technical challenge to combine these
in a seamless way whilst supporting
extensibility.
Human touch
To make a system that engages the
students emotionally in an efficient
manner is a challenging task.
5 CONCLUSION
The potential of technology is not being fully utilized
in educational processes. In contemporary classroom
and lecture setups, the participation in the lecture is
still often compulsory, and students have to follow
dictated degree program curricula and study paths.
The existing tools such as Moodle mainly help for
durable content management and does not provide
students with freedom to personalize their studies.
The aim of this study was to develop an adaptive
study management platform that efficiently utilizes
various technologies to such freedom to students. The
motivation is to overcome traditional educational
constraints, such as place, time and connectivity. The
platform supports students, teachers and§ educational
institutes from the time that the student receives an
acceptance letter up to their graduation ceremony.
The platform enables the student to take part in a
lecture at any time any place. Furthermore, it helps
the student personalize their study path and courses
based on their individual profile and performance.
The ASM platform enables the teacher to follow
up the student's performance records and activities in
each lecture. The current prototype comprises a main
mobile learning application for students and teachers,
and an orientation game for students.
The proposed concept is a demonstration of
changing requirements for learning and teaching
environments. Consequently, education must be
aligned with students’ expectations. Smart devices
have become parts of our lives, and utilizing these
devices in learning processes is a pedagogical asset.
Learning happens on the student’s own device in a
familiar environment. Soon any device can be
transformed into a learning platform that interacts
with the surroundings for pedagogical purposes.
In the following months, we aim to implement a
phase 3 prototype of the ASM platform with
adaptation features using data mining (e.g. machine
learning algorithms). Afterwards, we plan to evaluate
the implemented prototype components in the BITe
degree program. This evaluation will help us assess
the students’ performance and evaluate the impact of
the ASM platform on their learning processes.
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