Abstract: E-learning platforms, such as Blackboard have two major shortcomings: limited data capture as a result of the limitations of SCORM (Shareable Content Object Reference Model), and lack of incorporation of Artificial Intelligence (AI) and machine learning algorithms which could lead to better course adaptations. With the recent development of Experience Application Programming Interface (xAPI), a large amount of additional types of data can be captured and that opens a window of possibilities from which online education can benefit. In a corporate setting, where companies invest billions on the learning and development of their employees, some learner behaviours can be troublesome for they can hinder the knowledge development of a learner. Behaviours that hinder the knowledge development also raise ambiguity about learner’s knowledge mastery, specifically those related to gaming the system. Furthermore, a company receives little benefit from their investment if employees are passing courses without possessing the required knowledge and potential compliance risks may arise. Using xAPI and rules derived from a state-of-the-art review, we identified three learner behaviours, primarily related to guessing, in a corporate compliance course. The identified behaviours are: trying each option for a question, specifically for multiple-choice questions; selecting a single option for all the questions on the test; and continuously repeating tests upon failing as opposed to going over the learning material. These behaviours were detected on learners who repeated the test at least 4 times before passing the course. These findings suggest that gauging the mastery of a learner from multiple-choice questions test scores alone is a naive approach. Thus, next steps will consider the incorporation of additional data points, knowledge estimation models to model knowledge mastery of a learner more accurately, and analysis of the data for correlations between knowledge development and identified learner behaviours. Additional work could explore how learner behaviours could be utilised to make changes to a course. For example, course content may require modifications (certain sections of learning material may be shown to not be helpful to many learners to master the learning outcomes aimed at) or course design (such as the type and duration of feedback).
Abstract: According to development of communications and
web-based technologies in recent years, e-Learning has became very
important for everyone and is seen as one of most dynamic teaching
methods.
Grid computing is a pattern for increasing of computing power
and storage capacity of a system and is based on hardware and
software resources in a network with common purpose. In this article
we study grid architecture and describe its different layers. In this
way, we will analyze grid layered architecture. Then we will
introduce a new suitable architecture for e-Learning which is based
on grid network, and for this reason we call it Grid Learning
Architecture. Various sections and layers of suggested architecture
will be analyzed; especially grid middleware layer that has key role.
This layer is heart of grid learning architecture and, in fact,
regardless of this layer, e-Learning based on grid architecture will
not be feasible.
Abstract: A key requirement for e-learning materials is
reusability and interoperability, that is the possibility to use at least
part of the contents in different courses, and to deliver them trough
different platforms. These features make possible to limit the cost of
new packages, but require the development of material according to
proper specifications. SCORM (Sharable Content Object Reference
Model) is a set of guidelines suitable for this purpose. A specific
adaptation project has been started to make possible to reuse existing
materials. The paper describes the main characteristics of SCORM
specification, and the procedure used to modify the existing material.
Abstract: The number of framework conceived for e-learning
constantly increase, unfortunately the creators of learning materials
and educational institutions engaged in e-formation adopt a
“proprietor" approach, where the developed products (courses,
activities, exercises, etc.) can be exploited only in the framework
where they were conceived, their uses in the other learning
environments requires a greedy adaptation in terms of time and
effort. Each one proposes courses whose organization, contents,
modes of interaction and presentations are unique for all learners,
unfortunately the latter are heterogeneous and are not interested by
the same information, but only by services or documents adapted to
their needs. Currently the new tendency for the framework
conceived for e-learning, is the interoperability of learning materials,
several standards exist (DCMI (Dublin Core Metadata Initiative)[2],
LOM (Learning Objects Meta data)[1], SCORM (Shareable Content
Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote
Instructional Authoring and Distribution Networks for Europe)[9],
CANCORE (Canadian Core Learning Resource Metadata
Application Profiles)[3]), they converge all to the idea of learning
objects. They are also interested in the adaptation of the learning
materials according to the learners- profile. This article proposes an
approach for the composition of courses adapted to the various
profiles (knowledge, preferences, objectives) of learners, based on
two ontologies (domain to teach and educational) and the learning
objects.