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GRAPPLE Tutorial

GRAPPLE Tutorial. Paul De Bra Eindhoven University of Technology with contributions from the entire GRAPPLE team. What is GRAPPLE?. EU FP7 STREP Project 15 partners from 9 countries 12 education/research, 3 companies budget 5.3 M€, subsidy 3.85 M€ 3 year project, currently “half way”

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GRAPPLE Tutorial

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  1. GRAPPLE Tutorial Paul De Bra Eindhoven University of Technology with contributions from the entire GRAPPLE team GRAPPLE Tutorial

  2. What is GRAPPLE? • EU FP7 STREP Project • 15 partners from 9 countries • 12 education/research, 3 companies • budget 5.3 M€, subsidy 3.85 M€ • 3 year project, currently “half way” • main goal: delivering an integration between Learning Management Systems and Adaptive Learning Environments GRAPPLE Tutorial

  3. GRAPPLE Consortium user modeling architectures adaptive e-learning TUDelft TU/e DFKI L3S interfaces /server technology authoringmetadata Warwick OUNL TCD standardslearning design VUB ATOS interaction USI GILABS UCL UCAM IMC industrial learning technology open source learning management UniGraz evaluation GRAPPLE Tutorial

  4. GRAPPLE Plans in Detail • Provide a generic adaptive TEL solution that: • works with many different LMSs • has rich authoring tools (independent of LMS) • includes a modular, extensible, general-purpose adaptive learning environment • connects everything through a common event bus and user model framework • Provide documentation and training • evaluation through experience of GRAPPLE in actual use GRAPPLE Tutorial

  5. Simplistic Architecture View Adaptive Learning Environment Service oriented framework Single Sign On facility (SSO) Providing communication channels User modeling facilities User Profile exchange facilities • Adaptation of page content on User Profile • (fore)knowledge • prerequisites • preferences • Adaptation of page content on device • Adaptation of testing tools • Collaborative filtering of resources • Adaptive guidance Manage user Manage enrollments into courses Administrative workflow management Delivery of learning materials Assessment and evaluations Portfolio management GRAPPLE Tutorial

  6. GRAPPLE Components • GRAPPLE Adaptive Learning Environment • Core engine able to provide to the learner adaptive courses: the adaptation is based on the foreknowledge, course prerequisites, user’s preferences and device used. • Can be used stand-alone or in combination with other GRAPPLE components. • GRAPPLE User Model Framework • In charge of managing, storing and providing all the shared User Model information. Core user model ontology, conflicting information reconciliation, issues of privacy and trust, user model representation to allow student to reflect on their own knowledge. GRAPPLE Tutorial

  7. GRAPPLE Components (cont.) • GRAPPLE Authoring Tool • Used by the authors and instructional designers to create an adaptive course (based on the user profile): • DM: Domain model, authoring VR Learning Materials and Adaptive Simulations. • CRT : Conceptual Relation Types • CAM : Conceptual Adaptation Model • GRAPPLE Event Bus • Used by all components to communicate with each other: • Pull: one component querying another components • Push: broadcast updates to all interested parties GRAPPLE Tutorial

  8. GRAPPLE Components (cont.) • Learning Management Systems: • extended to communicate user model data • configured to use single sign-on with other GRAPPLE components • GRAPPLE VISualization • Available to learners, tutors and teachers to monitor the progress of the class(es) or of the single learner. • GRAPPE Additional Components • Virtual Reality extensions: authoring and adaptation of VR learning material • Simulations: authoring and adaptation of simulated dialogs GRAPPLE Tutorial

  9. The GRAPPLE Infrastructure GRAPPLE Tutorial

  10. Tutorial Parts/Topics • Creating conceptual adaptation models • using authoring tools • understanding prerequisites • Creating content (pages) for GALE • using templates and layout definitions • user model operations within pages • Setting up the GRAPPLE infrastructure • combining an LMS with GALE • exchanging user model information GRAPPLE Tutorial

  11. User-Adaptive Systems GRAPPLE Tutorial

  12. The GRAPPLE Domain Model • An application consists of concepts and relationships. • The structure of a DM resembles an ontology. • DM is stored using IMS VDEX. • Each concept has properties and resources. • title, description, … • Relationships are binary and have a type. • typeOf, belongsTo, which can be application-independent • isPlanetOf, isMoonOf, which are application-dependent GRAPPLE Tutorial

  13. Example • “Milkyway” running example • We see the concepts and relationships • Properties are not shown here GRAPPLE Tutorial

  14. The GRAPPLE User Model • The User Model is decentralized/distributed: • The LMS has personal information and results for tests and assignments • The ALE has detailed information about access to learning material • The GRAPPLE User Model Framework (GUMF) is used to store and share UM information • The data structures used by LMS, ALE and GUMF may differ greatly (so conversion is needed) GRAPPLE Tutorial

  15. Application-IndependentUser Characteristics • Background and experience • background = user’s experience outside the application • experience = user’s experience with the application’s hyperspace (but not content) • Preferences • any explicitly entered aspect of the user that can be used for adaptation • examples: media preferences, cognitive style, etc. • Context / environment • aspects of the user’s environment, like browsing device,window size, network bandwidth, processing power, etc.(less stable than the other characteristics) GRAPPLE Tutorial

  16. Determining User Characteristics • Deduce from environment: • which browser, device, network • Deduce from user (browsing) behaviour: • e.g. selection of images  visualizer • e.g. breadth-first / depth-first navigation field-dependent / field-independent • Explicitly entered (through a form): • background, experience, roles, goals, … GRAPPLE Tutorial

  17. Application-DependentUser Characteristics • Knowledge of the user • initialization using stereotypes (beginner, intermediate, expert) • represented in an overlay model of the concept structure of the application • fine grained or coarse grained • based on browsing and on tests • Goals, tasks or interest • mapped onto the applications concept structure • difficult to determine unless it is preset by the user or a workflow system • goals may change often and more radically than knowledge GRAPPLE Tutorial

  18. Modeling “Knowledge” in AES • Moving target: knowledge changes while using the application • scalar model: knowledge of whole course measured on one scale (used e.g. in MetaDoc) • structural model: domain knowledge divided into independent fragments; knowledge measuredper fragment • type of knowledge (declarative vs. procedural) • level of knowledge (compared to some “ideal”) • positive (overlay) or negative information(bug model) can be used GRAPPLE Tutorial

  19. Overlay Modeling of User Knowledge • Domain of an application modeled through a structure (set, hierarchy, network) of concepts. • concepts can be large chunks (like book chapters) • concepts can be tiny (like paragraphs or fragments of text, rules or constraints) • relationships between concepts may include: • part-of: defines a hierarchy from large learning objectives down to small (atomic) items to be learned • is-a: semantic relationship between concepts • prerequisite: study this before that • some systems (e.g. AHA!) allow the definition ofarbitrary relationships GRAPPLE Tutorial

  20. Which types of knowledge values? • Early systems: Boolean value (known/not known) • works for sets of concepts, but not for hierarchies (not possible to propagate knowledge up the hierarchy) • Numeric value (e.g. percentage) • how much you know about a concept • what is the probability that you know the concept • Several values per concept • e.g. to distinguish sources of the information • knowledge from reading is different fromknowledge from test, activities, etc. GRAPPLE Tutorial

  21. Modeling Users’ Interest • Initially: weighted vector of keywords • this mimics how early IR systems worked • More recently: weighed overlay of domain model • more accurate representation of interest • able to deal with synonyms (since terms are matched to concepts) • semantic links (as used in ontologies) allow to compensate for sparsity • move from manual classification of documents to automatic matching between documents and an ontology GRAPPLE Tutorial

  22. Modeling Goals and Tasks • Representation of the user's purpose • goal typically represented using a goal catalog(in fact an overlay model)‏ • systems typically assume the user has one goal • automatic determination of the goal is difficult;glass box approach: show goal, let user change it • the goal can change much more rapidly thanknowledge or interest • Determining the user's goal/task is much easierwhen adaptation is done within a workflowmanagement system GRAPPLE Tutorial

  23. Modeling Users’ Background • User's previous experience outside the core domain of the application • e.g. (prior) education, profession, job responsibilities, experience in related areas, ... • system can typically deal with only a few possibilities, leading to a stereotype model • background is typically very stable • background is hard to determine automatically GRAPPLE Tutorial

  24. Modeling Individual Traits • Features that together define the user as an individual: • personality traits (e.g. introvert/extrovert) • cognitive styles (e.g. holist/serialist) • cognitive factors (e.g. working memory capacity) • learning styles (like cognitive styles but specific to how the user likes to learn) GRAPPLE Tutorial

  25. Modeling Users’ Context of Work • User model contain context features although these are not really all “user” features. • platform: screen dimensions, browser software and network bandwidth may vary a lot • location: important for mobile applications • affective state: motivation, frustration, engagement GRAPPLE Tutorial

  26. Simplified UM View (from GALE) • UM consists of concepts with properties and/or attributes. It’s an overlay model. • concepts are identified using URIs • the user is represented as concept personal • examples: • gale://gale.tue.nl/personal#email(email attribute of the personal pseudo-concept) • gale://grapple-project.org/Milkyway/Star#image?title(title property of image attribute of Star concept in the application Milkyway) GRAPPLE Tutorial

  27. Authoring Overview • domain model,user model andconcept relationship typesused to define theConceptual Adaptation Model (CAM) • adaptation code generated first in GAL (adaptation engine independent), then into GALE (adaptation engine specific rules) GRAPPLE Tutorial

  28. Example: MilkyWay • Shows information about stars, planets, moons, … • The application is densely linked. • Not every path is pedagogically sound GRAPPLE Tutorial

  29. GAT: GRAPPLE Authoring Tool • DM: domain model editor: • concepts, properties, resources • semantic relationships • CRT: concept relationship type editor • to define types of pedagogical relationships • this is not normally used by authors • CAM: conceptual adaptation model editor • to connect concepts by pedagogical relationships (crt) GRAPPLE Tutorial

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  37. GRAPPLE CRT Definition CRT Data Model • general information • unique identifier, author, name, description, creation time, update time, … • pedagogical description (free text) • structural information • definition of sockets which are containers for concepts • graphical representation • color and shape: defines the look of a CRT • adaptation behavior (adaptation code defines the meaning of a CRT) • user model variables and GAL code • constraints of entities • restrictions which concepts are allowed for a CRT and how CRTs can be connected in CAM • domain model relations • relations to relationships between concepts in domain models GRAPPLE Tutorial

  38. CRT: Adaptation Behaviour Adaptation behaviour is defined for each CRT • adaptation behaviour defines the behaviour of the GRAPPLE engine • “pedagogical meaning” is formally expressed • GAL code is used for this definition • GAL code defines adaptive presentation • GAL code also defines user model updates • Examples: • GAL code defines which fragments to show upon access • GAL code defines how access translates to knowledge update • GUL code defines how knowledge propagates to other concepts GRAPPLE Tutorial

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  45. GRAPPLE CAM Definition • The CAM Tool lets you draw a conceptual adaptation model: • copy DM concepts into the sockets of a CRT. • output in visual language: what the “graph” looks like on the author’s screen. • CAM Internal Language: Internal representation of (incomplete) CAM models. (in XML) • CAM External Language: Language for export. Includes DM‘s and CRT‘s used. (in XML) GRAPPLE Tutorial

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  49. Prerequisites Workshop • The figure shows part of our “Milky Way” example. • The different relationship types result in links in the application. • This figure does not show prerequisites. GRAPPLE Tutorial

  50. How to Understand Prerequisites • You should study A before B • “should”: different adaptation techniques either enforce this or give advice • “study”: this can be access or read or take a test; result is a knowledge value • how much knowledge is enough? • are prerequisites transitive? • “before”: this does not imply just before GRAPPLE Tutorial

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