Online consumer experiences provide strong evidence that computer scientists are developing
methods to exploit user activity data and adapt accordingly. Consider the experience a consumer
has when using a Movie app to choose a movie. Members can browse app offerings by category
(e.g., Comedy) or search by a specific actor, director, or title. On choosing a movie, the member
can see a brief description of it and compare its average rating by app users with that of other
films in the same category. After watching a film, the member is asked to provide a simple rating
of how much he or she enjoyed it. The next time the member returns to app, his or her
browsing, watching, and rating activity data are used as a basis for recommending more films.
The more a person uses app, the more app learns about his or her preferences and the
more accurate the predicted enjoyment. But that is not all the data that are used. Because many
other members are browsing, watching, and rating the same movies, the app recommendation
algorithm is able to group members based on their activity data. Once members are matched,
activities by some group members can be used to recommend movies to other group members.
Such customization is not unique to Movie app, of course. Companies such as Amazon, Overstock,
and Pandora keep track of users’ online activities and provide personalized recommendations in
a similar way.
Education is getting very close to a time when personalisation will become commonplace in
learning. Imagine an introductory biology course. The instructor is responsible for supporting
student learning, but her role has changed to one of designing, orchestrating, and supporting
learning experiences rather than “telling.” Working within whatever parameters are set by the
institution within which the course is offered, the instructor elaborates and communicates the
course’s learning objectives and identifies resources and experiences through which those
learning goals can be attained. Rather than requiring all students to listen to the same lectures
and complete the same homework in the same sequence and at the same pace, the instructor
points students toward a rich set of resources, some of which are online, and some of which are
provided within classrooms and laboratories. Thus, students learn the required material by
building and following their own learning maps.
Suppose a student has reached a place where the next unit is
population genetics. In an online learning system, the
student’s dashboard shows a set of 20 different population
genetics learning resources, including lectures by a master
teacher, sophisticated video productions emphasizing visual
images related to the genetics concepts, interactive
population genetics simulation games, an online
collaborative group project, and combinations of text and
practice exercises. Each resource comes with a rating of how
much of the population genetics portion of the learning map
it covers, the size and range of learning gains attained by
students who have used it in the past, and student ratings of
the resource for ease and enjoyment of use. These ratings are
derived from past activities of all students, such as “like”
indicators, assessment results, and correlations between
student activity and assessment results.
The student chooses
a resource to work with, and his or her interactions with it are
used to continuously update the system’s model of how
much he or she knows about population genetics. After the
student has worked with the resource, the dashboard shows
updated ratings for each population genetics learning
resource; these ratings indicate how much of the unit content
the student has not yet mastered is covered by each resource. At any time, the student may
choose to take an online practice assessment for the population genetics unit. Student responses
to this assessment give the system—and the student—an even better idea of what he or she has
already mastered, how helpful different resources have been in achieving that mastery, and what
still needs to be addressed. The teacher and the institution have access to the online learning data,
which they can use to certify the student’s accomplishments.
This scenario shows the possibility of leveraging data for improving student performance;
another example of data use for “sensing” student learning and engagement is described in the
sidebar on the moment of learning and illustrates how using detailed behavior data can pinpoint
cognitive events.
The increased ability to use data in these ways is due in part to developments in several fields of
computer science and statistics. To support the understanding of what kinds of analyses are
possible, the next section defines educational data mining, learning analytics, and visual data
analytics, and describes the techniques they use to answer questions relevant to teaching and
learning.
Capturing the Moment of Learning by
Tracking Game Players’ Behaviors
The Wheeling Jesuit University’s Cyber enabled
Teaching and Learning through
Game-based, Metaphor-Enhanced
Learning Objects (CyGaMEs) project was
successful in measuring learning using
assessments embedded in games.
CyGaMEs quantifies game play activity to
track timed progress toward the game’s
goal and uses this progress as a measure
of player learning. CyGaMEs also
captures a self-report on the game
player’s engagement or flow, i.e., feelings
of skill and challenge, as these feelings
vary throughout the game play. In addition
to timed progress and self-report of
engagement, CyGaMEs captures
behaviors the player uses during play.
Reese et al. (in press) showed that this
behavior data exposed a prototypical
“moment of learning” that was confirmed
by the timed progress report. Research
using the flow data to determine how user
experience interacts with learning is
ongoing.
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