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LEARNING PATTERN DISCOVERY: IMPACT OF

USER-CENTRIC DESIGN APPROACH TOWARDS


ENHANCEMENT OF E-LEARNING SYSTEMS
Kingsley Okoye
School of Architecture Computing and Engineering
University of East London
Docklands Campus, 4-6 University Way, E16 2rd, London, UK
U0926644@uel.ac.uk

ABSTRACT solutions that best fits their particular learning


Purpose: The purpose of this paper is to propose needs (personalization).
a system for automated learning directed towards Practical implications: The work in this paper
discovering and enhancement of the set of considers the implication of the user centered
recurrent behaviours that can be found within a design approach, and to this end, identify some of
learning knowledge base and how they can be the common design problems with e-learning
modelled to enable a more effective reasoning and systems as means to revealing the implications for
tactical strategies for personalized adaptation and designers to stick to user-centric standards when
decision making. developing automated learning systems in order to
Design/Methodology/Approach: The paper ensure learners satisfaction and reliability.
introduces a methodology that makes use of Originality/value: The approach and prototype
information readily available within a learning described in this paper provides an enhanced
process to explore and analyse the data to obtain model for learning which is useful towards the
inference knowledge capable of enhancing development of e-learning systems that are more
individual learning performance. The author intelligent, predictive and robotically adaptive,
valuated this approach through a user-centric which also aid in discovery of new learning
design prototype and a model developed using patterns and enhancement of existing learning
Business Process Model Notations to corroborate processes.
the focus on improving performance of e-learning Keywords: Automated learning, pattern
systems. discovery, learning data, user profiles, e-
Findings: The technological response to learning system.
satisfying the increasing demand for richer and Paper Type: Research Paper
more precise depiction of e-learning applications
capable of providing platforms for pattern 1. Introduction
exploration where users can browse for
knowledge they might consider as interesting is E-learning systems should dynamically support
by providing a personalized adaptive learning different adaptive learning paths and contents to
system for the users. Adoption of such fit learners diverse needs based on the users
technological developments will spark a great profile, background, learning styles and goals.
success for many learners and needed to provide This should take into account the fact that there is
continuous intelligent recommendation, guidance an additional task of matching these persons (user
and feedbacks on learners performance profiling) with solutions that best fits their
especially in achieving the overall learning particular learning needs (personalization). E-
objective. learning systems should enable users to create,
Research limitations/implications: To meet the share and collaboratively edit contents to suit their
overall needs of intended users, there is individual learning needs and styles. Studies have
requirement for e-learning systems to embody shown that challenges in current information-rich
technologies that support learners in achieving world is not only to make information available
their learning goals and this process do not happen for learners at any time or in any form, but should
automatically. Such process should take into essentially offer the right content to the right user
account the fact that there is an additional task of and in the right format (Huang and Shiu, 2012; Yu
matching these persons (user profiling) with et al, 2011). Recent challenges in literature shows

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that contemporary tools for collecting, modelling developed systems fail desolately and users tend
and analyzing of captured learners data are to turn away from the readily available products
proving to be more complex in nature due to the looking for easier-to-use and intuitive e-learning
increasing demand for systems capable of platforms.
providing adaptive platform for pattern In this paper, we propose a learning model
exploration where users can browse for directed towards discovering and improving the
knowledge they might consider as interesting and sets of recurrent behaviours that can be found
useful towards achieving their learning goal within a learning executing environment. The
(Kriegel et al, 2007). This growing complexity is proposed model is developed in order to address
proved by the need for richer and more precise the problem of determining the presence of
description of real-world objects and depiction of different learning patterns within a learning
systems that allows for flexible exploration of knowledge base and how they can be modelled to
learning patterns/data types. According to Kriegel enable a more effective reasoning and tactical
et al (2007) future development will be to find strategies for personalized learning adaptation and
richer patterns by developing systems which decision making. The standpoint for our approach
derive understandable patterns as well as making is based on the following objectives:
the discovered patterns explicable.
The current innovations and challenges is what o To show how user data from learning
motivates software engineers in recent years to processes can be extracted and transformed
provide personalized adaptive e-learning systems into useful harmonization for improved
which takes the advantage of the readily available learning performance.
learning data, as well as how to explore and o Provide a more enhanced model for
analyse the captured data in order to provide learning which is useful towards the
inference knowledge capable of enhancing development of e-learning systems that are
individual learning performance. With such more intelligent, predictive and robotically
system, learners can proceed at their own pace, get adaptive, which also aid in discovering of
recommendations about what learning content new and enhancement of existing learning
best fits their learning needs, practice as much as processes/pattern.
they need on their own, and move ahead to greater
challenges when motivated by interest, or data The focus is on identifying data about
that demonstrates they have mastered a skill. different users within a learning knowledge base
Personalised adaptive e-learning system is and enriching the information values of the
imperative and necessary to provide continuous resulting model based on the captured user
intelligent recommendations, guidance and profiles.
feedback on learners performance. The rest of the paper is structured as follows:
The work in this paper focuses on exploring in the next sections, we identify some of the key
some of the common design problems with e- design criteria considered necessary towards
learning systems performance and user achieving performance and usability in e-learning
requirements that needs to be solved in order to systems, and then propose design principles that
provide a user-centred experience, and effective serves as an effective guide towards the design
use of such systems. We reveal the implications and development of a user-centric adaptive
for developers to stick to certain design standards learning system. Next, we propose an automated
when developing e-learning applications and then learning system that is capable of detecting
propose an adaptive learning model to help changing trends in learning behaviours and
address some of the design problems with present abilities of users in order to help address some of
systems in order to improve learners engagement the design problems with present e-learning
and outcome on performance. This paper further systems. In addition, we discuss the importance
provide road map for future improvements. We of the described design methods and stipulation
look at the determining factors that impact the towards the achievement of an enhanced user
development of an enhanced personalized performance and effectiveness in e-learning
adaptive learning systems based on three probes - systems. In the last section, we discussed and
Accessibility, Presentation Design, and Standard analysed appropriate related works in relation to
Compliance - bearing in mind that if e-learning this area of research, followed by the conclusion
systems developers do not take into consideration and road map for future research.
these factors along with the user experience, most

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2. E-Learning Design Practice and principle for developing educational multimedia
Criteria products (Mayer and Moreno, 2003).
Mayer and Moreno (2003) described
In this section, we determine some of the key presentation design as being a basic and intrinsic
design criteria necessary towards achieving element in the process of learning due to
performance and usability in e-learning systems, interactions among the components of the systems
and then propose some design principles that designed for learning, and that these components
serve as a working guide towards the design and cannot be impaired without affecting the purpose
development of user-centric adaptive e-learning of the system. To this end, an effective
systems. presentation design is relevant to e-learning
systems development and deployment, and is
2.1. Presentation Design expected to efficiently contribute to intellectual
and learning development. E-learning systems
The quality of the components embedded in an e- that have poor presentation design can result in
learning system is highly influenced by the way extraneous information representation, which
the contents are designed and presented (Leacock tends to reduce the quality and amount of
and Nesbit, 2007). Design presentation is relevant information available for learners understanding.
to all expository media with regard to text, The International Standards Organisation
images, sounds, videos, graphics and animations. (ISO) are engaged in developing a new standard
Presentations that are very high in quality called the ISO/AWI 23973 "Software ergonomics
usability standard are expected to incorporate for World Wide Web user interfaces" (Bevan,
aesthetical design values and development of 2005). The organization has been developing
learning information in formats that are efficient, ergonomics standards for over 20 years in the field
consistent with the fundamental essence of of human-system interaction. Most of the set
research, and knowledge of educational standards contain general principles from which
multimedia products by demonstrating standards appropriate interfaces and procedures can be
in the development of e-learning applications. The derived. Their purpose and strategy have been
principle about clear and concise expression for focused on the following aspects of user interface
data graphics and writing style recommended by design: high-level design decisions and design
Tufte back in 90s represents the significance of strategy, content design, navigation and search as
the presentation design subject in the design of e- well as content presentation.
learning products (Tufte, 1997). Further, findings To this end, we propose some design
in support of Tuftes design presentation results principles that can serve as an effective guide to
from the provenance of the abstract quality of the minimizing the extraneous information content
human working memory as expressed by Mayers through:

Fig 1. Presentation Design Framework for Human-System Interaction

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Clear and logical principles that suggest all the components fit together? Also, why not
the excluding of materials that are enable the user to click on the animated
irrelevant and are not needed by the components to find out their part names and
intended users. components? Similarly, an electronic
Contiguity rule that suggests the encyclopedia might use many words to describe
presentation of components that the the sound that parrots make without really
learners can manage and integrate communicating those sounds, but enabling the
rationally in time and space. user to click buttons to hear the sound is a huge
Modality rules in addition to standard benefit.
which suggests explanation of graphics or
animations with some form of audio 2.2. Accessibility Design
narration other than text only (Okoye et
al, 2014a). An indispensable user factor to consider when
building e-learning systems is Accessibility. This
In Fig 1 we propose a design framework is an important feature as learners will not be able
which is useful for software developers to guide to interact and complete tasks if they find it
their design towards an improved performance in difficult to use the learning platform. Studies have
e-learning applications. shown that many e-learning applications do not
There is strong evidence that presentations provide fully sufficient levels of accessibility to
which combine graphics with text, most of the the users (Okoye et al, 2014a; Saldao et al, 2013;
time, tend to intuitively ease and improve learning Ali et al, 2008). These studies suggests that
when compared with text only designs (Saldao et designing and developing a reasonably accessible
al, 2013). Such design approach has been adopted e-learning application should be a priority to the
by the software developers community and has designer as most learners are more satisfied with
proven to be effective towards the design and accessible platforms, attracts more users and are
development of personalized and adaptive e- more likely to make return visits.
learning systems. Designers have to understand The increase in dominance of various
the implication of graphical representation in computer user interfaces results in conditions
presenting speech notions so prominent from their whereby learners with disabilities finds it
more self-explanatory use in presentation of cumbersome to use and access the e-contents.
useful data and informational intellectual maps This group of learners may unintentionally be kept
consisting of nodes, connected by links captioned out from the feasible benefits of e-learning; if
with relational terms serves as powerful designers do not conform or put into consideration
projections or alternatives to presentations with the problems with accessibility of design structure
text only. Such systems need to be designed in a and outcome on performance.
way that makes them intuitive or comprehensive Take for instance, in a situation whereby
enough to impact knowledge or intellect, but users who are hard of hearing or deaf are being
concise enough to be able to allow flexibility and provided with e-learning materials that include
consistency in usage. sound and does not contain texts or captions, or on
Designers should put into consideration how the contrary, e-learning platforms that tends to
the platforms they build make use of text, sounds, exclude users with visual impairments by
conceptual diagrams, videos, animations etc. to presenting the contents only in text or graphical
effectively communicate their ideas or purpose to forms without sound. According to Okoye et al
the intended users. We concur that presentation (2014a) provision of multiple ways to operate the
design that is flexible and consistent in usage, technology and retrieve information so that users
clear, concise, aesthetically pleasing, and which can choose alternatives based on their physical
effectively integrates the various components of capabilities is a great way to help ensure users
multimedia (text, images, graphics, sounds and have an improved accessibility and support for the
videos) in formats that are suitable for the learning learning technologies they use. An example is
platforms can profitably provide an exhaustive ensuring keyboard accessibility and navigation,
and efficient application that is convenient for and providing accessible user interface control
learning. Take for instance, rather than explaining over the font size or page colours. This means that
how to clone a computer system by text only, why a good design practice should provide various or
not have a step by step animation that shows how diverse means of accessing the learning resources.

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The IMS Global Learning Consortium (2006) 2.3. Standard and Compliance Design
provided guidelines for developing accessible e-
learning platforms. They stated specifically that, In e-learning application design, standards
in dealing with e-learning applications, these promote best practice and attitude. This is
guidelines address accessibility issues in tests, important especially for system performance and
interactive exercise, presentation tools, usability. Standards compliance is an essential
repositories, schedule organizers, threaded prerequisite in the development stages of many
message boards and synchronous collaboration software applications including e-learning
tools such as text chat and video conferencing. applications. With the rapid advancement in
They proposed and recommended the use of learning technologies, it is appealing to state that
standard technical formats in providing there is a lot more to proper and ethical design
accessibility for e-learning applications, and that than simply making use of standards. In spite of
in providing accessibility; e-learning application all ideas, usability standards are still critical and
developers require a detailed understanding or plays an essential role in the development of
knowledge about these standards and guidelines. intuitive e-learning systems because the idea of
The International Standards Organisation compliance to standard:
(ISO), in part of ISO 9241 listed in Bevan (2005)
and Travis (2009), provided general o Makes sure consistency is achieved in
recommendations to improve the accessibility of automated learning systems. The
learning technologies. The standard advocates a approach provides measures that assist
conceptual structure for accessibility that comes educational multimedia designers in
in four dimensions: avoiding noise and inconsistencies in user
interfaces.
o Comprehension and specification of o Determines and make clear good design
context to be used focusing on diversity practice and routine.
of the users, the significance of objective, o Helps the designers put into consideration
resources and interface features that the user profiles/requirements and the
impacts accessibility. issues with design of graphical user
o Identify the accessibility requirements for interface.
users, knowing who the intended users
are. Standards compliance is essential in solving
o Designing the model and algorithm for some of the technical problems that affect the
the product considering accessibility. usability of e-learning products. According to
o Evaluating the accessibility of the user Travis (2009), the International Standard
profile and design algorithm of the e- Organization revealed comprehensive design
learning product with the intended user principles that e-learning application developers
group. must put into consideration to ensure the design of
a usable learning platform. The standard consists
From all standard arrangements, we see of five scopes of concept:
without doubt that e-learning application
developers should bear in mind the need and o Design decisions in addition to strategic
requirements of the learners in their context goal designs - What are the objectives of the e-
when designing new learning products. The learning system? How does it meet the
process involves putting into consideration the need and requirement of its intended
requirements and purpose for various users users? Who are the intended learners and
together; including users with diverse educational what are their objectives?
background, capabilities and disabilities. For o Design of content - How is the content
instance, stipulating list of terms and definitions arranged, how would the system handle
or summary of the necessary knowledge the other issues like offering user-specific
learner must have already as to be able to customization and privacy? What is the
accomplish their learning purpose will make the conceptual model of the system?
e-learning product more accessible especially for o Search and navigation - how would the
first time users. Consideration of accessibility content of the e-learning application be
factors is a great way of increasing performance arranged so that learners can navigate the
and usability of e-learning systems. pages with ease? How can the learners

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search for information and contents of the system developers during the development and
e-learning product? evaluation of the system. When the determining
o Presentation of the content - How will the factors (accessibility, presentation design and
individual pages of the system be standard compliance) are narrowed down and put
designed to enable learners in accessing into consideration, it is perceived to assist e-
and in making use of the content or learning system designers to procure a fit for
information in the system? How will the purpose user-centered planning and instructional
links be designed? design. We opine that designers must understand
o General design view - How will the who their targeted audience are before moving
developers design for an international into their design because many learners tends to
audience? How will the system provide turn away from some e-learning systems if they
help? What is the download time? Also, is find it difficult to intuitively use the platform.
it acceptable? Undoubtedly, it may be seen that without
clear standards by which usability in e-learning
To accomplish a high level of standard system is evaluated or measured, it will be
compliance towards solving these common difficult for designers to have knowledge on how
problems, designers of e-learning applications to ensure the system will be comprehensively
should stick to all applicable standards and should usable. We show that the adoption of clear,
make resources available for the intended users. concise and visible guidelines will help both
The quality of how information is described and learners and designers in achieving an exhaustive,
how it closely conform to the learning objective is intuitive and effective use of e-learning
critical in assisting learners advance from technologies. Confidently, with the wide spread of
searching to discovering (Duval and Hodgins, the rate at which these evaluation standards would
2006; Okoye et al, 2014b). be adopted for design, we believe a large scale in
As the prevalence of e-learning applications proportion to e-learning systems will exhibit rich
continue to increase, the significance of a usability and prove effective for learning.
utilitarian, consistent and distributive information
system continue to increase as well. The 3. User-Centric Design Model towards
compliance to/and consistent use of standardized Enhancement of E-learning Systems
means of information representation will and Application.
significantly increase the interactivity of e-
learning depositories. With consistency of data In this section of the paper, we propose a
and information, searching tends to be more personalised adaptive learning system that is
precise and broad, organization of work becomes expected to collect routines and monitor changes
uniform and simple and there is also efficiency in users behaviour during a learning process. This
and accuracy in sharing of information. is to determine which adaptations technique is
Compliance to standards is a good way of suitable or may be required progressively through
assessing the quality of e-learning systems, and time. The learning model is expected to take into
designers must make sure that the combination of account users profile i.e. prior knowledge of
resources associated with the systems complies to learners background, learning behaviour and
the international standards and ascertain whether actions when using the system.
they have completed them with the applicable The system should also be capable to
details and exactness to allow others make use of dynamically update the representation of users
the content in evaluating pertinence of the performance taking into account the changing
resulting systems. state of the leaners and the variations in
To achieve effectiveness in design and information that is relevant to each user
development of e-learning systems, designers considering the fact that there is an additional task
must stick to all relevant standards and of matching such learners (user profiles) with
specifications and should make available to the solutions that best fits their particular learning
intended users the adequate and specific needs/requirement (Nganji et al, 2013).
information required. Considering a situation According to Huang and Shiu (2012) and Nganji
whereby different caption is being provided for et al (2011), the key challenge in developing
the same element e.g. goal vs objective. The automated system for learning is to build
points being raised is that these factors are critical effectively represented user profile, learning
and should be put into consideration by e-learning styles and goal to help support reasoning about

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each learner. Our proposed model is an automated Decision tree learning uses a recursive top-
learning system that is capable of detecting down algorithm expressed in terms of the root
changing trends in learning behaviours and node, r, and all associated instances to the root
abilities of individual users. The goal is to node. Where x = {r}, the set of nodes to be
discover user interaction patterns, and respond by traversed (Van der Aalst, 2011; Han et al, 2008).
making decisions based on adaptive rules centred Thus
on captured user profiles.
The approach described in this paper focuses
IF x = THEN END
on the personalization of learning contents for the
Else
users which makes it possible to efficiently
// Select and extract all the subset of x
generate learning patterns based on the sequence
based on Entropy
or control-flow of each individual learning
patterns/behaviours. The proposed approach uses
X: = X/{x}, where x X (x is a subset of X
process adaptation and discovery technique
based on entropy)
(Okoye et al, 2014b; Van der Aalst, 2011) to allow
for traces not present in an existing learning path
// Check if splitting is possible?
to be discovered, by using adaptive rules to
generalise and allow for behaviours unrelated to
IF X: = THEN END
the ones in the learning knowledge-base to be
Else
observed. According to Han et al (2008), Decision
// create a set of Child nodes Y and Add
Tree Learning (DTL) is one of the scientifically
Y to X
proven technique that focuses on the classification
Y: = X Y
of activities within a learning knowledge-base to
// and Connect x to all Child nodes in Y
predict patterns based on discoverable variables.
End
The technique uses uncompromising
response variables by classifying the learning
Fig 2(a). Decision Tree Learning Algorithm.
activities and arranging the resulting value in form
of a tree. The process consist of nodes that
correspond to the possible values (leaf nodes) and
the predictive variables (non-leaf nodes). Each
learning concept (class) within the tree splits a
given set of node into two or more subsets (sub-
class). In essence, all instances within the tree are
represented as a sub-class of a domain class
referred to as root node.
Based on the attribute of the activities within
the domain class of the learning model tree, the
learning concepts splits into ones that are leaf
nodes and ones that are non-leaf node. Activities
within the learning model are classified according
to their corresponding attributes by ontologically
describing the domain concepts, subclasses and
the associated instances of the various learning
concept classes. Attributes may appear multiple
times within the tree but not twice on the same
path. This is aimed to handle values based on
supposed semantics and to ensure that no class can Fig 2(b). Top-down Flowchart of the Decision
have the same instances, as we show using the Tree Learning Algorithm
Knowledge Interchange Format (KIF) syntax
below: As shown in Fig 2(a) and 2(b), one of the
basic function of the Decision Tree Learning
(forall ( ?X ?Y ) algorithm is to help designers to define how the
(=> (Class ?X ?Y ) sequence flow of the learning activities split and
(not (Instance1 ?X ?Y ) also decide when to stop adding nodes.
(Instance2 ?X ?Y ) ) ) )

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This function is achieved by using the provides itself as a measure that is used to define
//Check if splitting is possible? IF X: = THEN and quantify the diversity in a leaf node to
END, Otherwise, the nodes continues to split determine if splitting is possible or needed. The
through the enabling function; Else //create a set decision tree learning algorithm is useful for
of Child nodes Y and Add Y to X, (Y: = X Y), Learning Pattern Discovery to help locate all
until the value of X: = . decision points in the process model, paths taken,
The algorithm is beneficial in improving the and the attributes of learning activity sets known
resulting nodes or to restrict the learning tree to a at (or prior) the decision point. The observations
certain level. It is necessary in order to determine are further enhanced by revealing the most likely
the variation of the smallest unit (node) within the underlying learning activity that is not invalidated
learning activity sets by splitting the set of by the next set of observations. The important
activities into subsets using the idea of Entropy. aspect of such approach as described in this paper
is that we aim to analyse the sequence of activities
( ). (1) to produce the behaviour of a particular learner
(user profile) and can be used to extract, transform
The more we split a node the lower the and load new and a more enhanced system for
entropy until the overall root node reaches a learning capable of increasing learners
definition value equals to zero. Entropy (eqn. 1) performance or goal in an unswerving path as
shown in Fig 3.

Fig. 3 Architectural Diagram of proposed Personalised Adaptive e-Learning System

In Fig. 3 we show that modelling of data patterns either by generalization of existing


about the learning process is an important tool patterns or by analogy to patterns embedded in
towards unlocking the information value of the other domains. According to Martin and Majidian
various activities within the learning knowledge- (2013), an important prerequisite for the approach
base, by way of finding useful and previously is that we understand the relations within the
unknown links between the activity concepts. The learning data, thereby allowing us to find paths
motivational perspective is the search for that are hidden in the knowledge base and to
explanatory and predictive patterns within the extract novel patterns that can be utilized for
learning process especially with regards to the subsequent modelling and enhancement of the
large volume of users that are involved. Martin learning system.
and Majidian (2013) refers to this tactics as The ability to analyse the learning
Creative Knowledge Discovery which is information and create concepts is fundamental to
concerned with the creation of new and effective representation and modelling of the various

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learning activities and paths that users follow. accessibility requirements for dynamic web
This techniques can be applied towards applications centred around a particular user
automation of learning processes and the group. Through evaluation of collected facts and
extraction of useful models, as we describe below: analysis the authors propose and implement
solutions to the dynamic web accessibility issues
o Create the Learning concepts that will be by designing and deploying a software application
harmonized within the Learning Model. and its implementation for best practice that
o Provide Process Descriptions and pathways informs developers on how best to significantly
to accommodate all user Object and Data and effectively approach the design of e-contents
Types. and applications with accessibility issues in mind
o Create the gateways and conditions for as well as considering the user groups.
activity sequence flows to map the user Niu and Kay (2010) mention that an
objects with the Learning concepts. important pragmatic concern is that it must be
o Check for Consistency of prediction, inexpensive to create e-learning systems and its
monitoring and recommendations for all presentations for different learners. The authors
defined Learners within the Model. argue that e-learning platforms should
dynamically update the representation of
4. Related Work knowledge to take into account the changing state
of the learners and changes in the information that
There has been a combination of factors that affect is relevant to each user over time. They further
learners experience with e-learning systems in suggest that such a system is applicable and
recent years which include the level of efficiency effective especially for users with learning
in use and effortlessness learning, lack of difficulty; to manage their learning progress and
satisfaction with the system, confusing also help improve their activity of daily life,
navigation, slowness in loading and download thereby bridging the gap between such users and
time, frequency of errors and difficulty for first other learners seen as non-disabled.
time users in learning the interface quickly. There In Okoye et al (2014b, 2015, 2016) the
have been recommendations both in theory and in authors used the idea of process mining
practice towards developing standardized and augmented with semantic reasoning and concepts
strategic means of evaluation of e-learning to discover, monitor and improve the set of
applications to accord with the changes in demand recurrent behaviours that can be found within
for users. Accordingly, Okoye et al (2014a) learning processes. The authors utilised the
proposed a theoretical method towards a rich and technique in order to address the problem of
enhanced usability in e-contents and validated the determining the presence of different learning
technological impact by suggesting two types of patterns within a learning knowledge-base. The
methodology; one that suggests the removal of study constructs a semantic learning process
unnecessary and non-essential contents, new model; a User-Oriented Learning Knowledge-
materials to be added to a content repository Base system (UOLKBs) that is of great impact
and/or re-use of already existing contents (the no- and significance in this area to drive learning
frills methodology) - and another which identifies using process mining techniques to discover new
the potential users as well as the content type, rules through semantic reasoning, and adopting
creates prototypes fitting the expected users need web languages such as Ontology Web Language
and finally evaluates the developed product with and Semantic Web Rule Language.
test/heuristics to analyse its impact on the users The result of the research shows that learning
(the Agile methodology). is the flow of activities within a Learning process
There is evidence in the design of e-learning Knowledge-Base (workflow), and being able to
platforms that it is essential to define usability use Description Logics and programming
goals, and to specify the intended context of users languages to automatically compute the class
and that the adoption of clear, visible and concise hierarchy of learning activities is one of the major
guidelines for assessing usability in e-learning benefits of building personalized adaptive e-
products will help both learners and designers to learning systems. Annotation properties are used
achieve an intuitive, in-depth and effective use of to add information (Metadata data about data) to
learning technologies. The work in Okoye et al the classes, individuals and object/data properties
(2014a) puts forward a novel framework for within the learning knowledge base. The outcome
practice that enables a deeper understanding of is relevant in bridging the gap between the levels

45
of learning for different users by providing them relations between the various users within the
with the same learning opportunity; through a knowledge base is a useful approach considering
system that adaptively support the personalisation the fact that most systems constructing large
of contents based on data regarding the users knowledge bases continuously grow without
learning behaviour or actions. containing all facts for each category, resulting in
According to Huang and Shiu (2012) missing value dataset. To resolve this challenge,
searching for suitable learning paths and content the authors developed a new parameter called
for achieving a learning goal is time consuming Modified Support Calculation Measure which
and troublesome especially on dynamic learning generates new and significant rules. They also
platforms. To tackle these problems, the authors developed a structure, based on pruning obvious
propose a User-Centric Adaptive Learning item sets and generalized association rules which
System (UALS) that uses sequential pattern decreases the amount of discovered rules in order
mining to construct adaptive learning paths based to help maintain the large growing knowledge
on users collective intelligence and recorded base and rules.
events, and then employs Item Response Theory In Okoye et al (2016), we mention that
(IRT) with collaborative voting approach to Association Rule Learning aims at finding rules
estimate learners abilities for recommending that can be used to predict the value of some
adaptive materials. response variables that has been identified as
Process discovery, which lately has been seen being important but without focusing on a
as the most important and most visible intellectual particular response variable. This association aims
challenge related to semantic mining of processes at creating rules of the form: If X Then Y, where
e.g learning process, aims to automatically X is often called the antecedent and Y the
construct useful models like Petri net or a BPMN consequent. Thus, X Y. According to the work
model and describes causal dependencies between in Okoye et al (2016) we show that this rule is
learning activities (Van der Aalst, 2011; Fahland similar and can be related to the Semantic Web
and Van der Aalst, 2012). In principle, one could Rule Language, SWRL, which is a useful
use process discovery to obtain a model that language designed for process description
describes learning in reality. The second type of especially to provide an improved learning
process mining is conformance checking where an ontology and enhancement of the learning process
existing learning process model is compared with model. The SWRL rule has the form: atom ^
an event log of the same process to check if in atom (antecedent)... atom ^ atom (consequent).
reality it conforms to the resulting learning model Association rule learning strongly supports the
(Adriansyah et al, 2011; Calders et al, 2009; use of such metrics frequently expressed in the
Munoz-Gama and Carmona, 2011; Rozinat and form of support and confidence.
Van der Aalst, 2008). Conformance check could These expressions help in measurement of
imply that the model does not describe the the strength of the association between learning
executed learning process as observed in reality or objects. Support determines how often a rule is
is being executed in a different order. It could also applicable to a given data set which means the
mean that activities in the model are skipped in the fraction of instances for which both antecedent
log or that the log contains events not described and consequent hold. Hence, a rule with high
by the learning model. Given this drawback, the support is more useful than a rule with low
last type of process mining - model enhancement support. A rule that has low support may occur
- comes into play. Van der Aalst et al (2011) used simply by chance and is likely to be irrelevant
the idea of an enhanced existing model to from a learning perspective because it may not be
maintain compliance and to quantify deviations profitable to monitor, recommend and promote
using information about the actual process learning activities or patterns.
recorded in the event logs from a given process. Elhebir and Abraham (2015) notes that pattern
According to Miani and Junior (2015) most of discovery algorithms use statistical and machine-
the existing techniques for analysing large learning techniques to build models that predict
growing knowledge bases such as Learning behaviour of captured data. According to the
process base focus on building algorithms to help authors, one of the most pattern discovery
the knowledge-base automatically or semi- techniques used to extract knowledge from pre-
automatically extend. The authors note that the processed data is Classification. They observe that
use of an association rule mining algorithm to most of the existing classification algorithms
populate knowledge base and to improve the attain good performance for specific problems but

46
are not robust enough for all kinds of discovery user-centered experience in e-learning systems
problems. The authors in Elhebir and Abraham and provide measures that are of relative
(2015) propose that a combination of multiple importance when considering the performance
classifiers can be considered as a general solution and usability of e-learning systems. The work
for pattern discovery because they obtain better shows that the technological response to
results compared to a single classifier as long as satisfying the increasing learning demands is by
the components are independent or have diverse providing a personalized adaptive learning system
outputs. The approach compares the accuracy of for the users. To this effect, adoption of the new
ensemble models, which take advantage of groups technological developments will result in a great
of learners to yield better results using the Meta success for many learners. It is therefore, of great
Classifier (Staking and Voting) alongside other significance for e-learning system developers to
Base classifiers: Decision Tree algorithm, k- maintain a higher degree of performance and
Nearest Neighbour, Naive Bayesian and usability design standards that is centered on the
BayesNet. Explicitly, the problems of modelling intended users, when developing their systems in
learning processes can be solved by transforming order to ensure learners satisfaction and
ontology population problem to a classification reliability. To prove the mentioned practice, we
problem where, for each entity within the propose an adaptive e-learning model to help
ontology, the concepts (classes) to which the address some of the design problems with present
entities belong to have to be determined i.e, e-learning systems in order to improve learners
classified (dAmato et al, 2008; Okoye et al, engagement and outcome on performance. This is
2014b, 2016). required and necessary to provide continuous
The approach described in this paper builds intelligent recommendation, guidance and
from the related works in several aspects. First, we feedbacks on learners performance as well as in
provide an automated learning system that ensures achieving the overall learning objective.
performance through user-centric design. We Future work could focus on extending the
focus on personalizing learning based on users approach described in this paper by applying the
profile or learning behaviour as opposed to most technique to a different process domain. This will
existing systems that provide guidance based on help in analyzing the streams of activities that are
views of designers or experts. Second, the paper involved in the process in order to produce
also supports e-learning processes bearing in mind inference knowledge, which can then be used to
the design factors that allow for usability and load a more enhanced model within the process
performance from three perspectives; presentation domain.
design, accessibility and standard compliance.
Third, this work is not only intended to Acknowledgments
ensure learners ability to learn or meet their
learning needs but is also expected to be useful in The Author is most grateful to the tutors and
providing a learning path and guidance based on supervisory team at the School of Architecture
individual differences. This is achieved by Computing and Engineering, University of East
collecting users initial capabilities and London, UK, for their wonderful supervision and
preferences on interaction and then determining support.
which adaptations or further assistive measures
are best suited or may be required through time. References
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June 2016] About the author
Rozinat, A. and Van der Aalst, W. M. P., (2008)
Conformance Checking of Processes based KINGSLEY OKOYE received
on Monitoring Real Behaviour. Journal of his Bachelors degree in
Information Systems, Vol 33, No 1, pp 64 Computer Science from
95. Nnamdi Azikiwe University,
Saldao, V. et al, (2013). Web accessibility for Nigeria in 2007, a Masters in
older users: a southern argentinean view. Technology Management at the
Proc. of the Eighth Int. Conf. on Software University of East London, UK in 2011. He is
Engineering Advances ICSEA, 2013. currently a PhD candidate in Software
SWRL: A Semantic Web Rule Lang Engineering at the School of Architecture
http://www.w3.org/Submission/2004/SUB Computing and Engineering, University of East
M-SWRL-20040521/. London. He is MIET member at the Institution of
The ISO Guidance on World Wide Web user Engineering and Technology, UK. Graduate
interfaces [Online] Available at: Member at the Institute of Electrical and
http://www.iso.org/iso/iso_catalogue/catalo Electronics Engineers, IEEE. His Research
gue_tc/catalogue_detail.htm?csnumber=370 interests includes Learning Process Automation,
31 [Retrieved: 11 March 2016] Process Mining, Semantic Technologies, Process
Travis D., (2009) Bluffers Guide to Usability Modelling, Internet Applications and Ontology.
Standards. ISO 9241. [7th Ed.] Userfocus ltd Kingsley can be contacted via his e-mail;
2003-2009. u0926644@uel.ac.uk.

49
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