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Innovation in Adaptive Educational Hypermedia Systems

Innovation in Adaptive Educational Hypermedia Systems. Ioana Ghergulescu University POLITEHNICA of Timisoara, Romania Ioana.Ghergulescu@student-partners.com. Education in our age. students use technology for school, work and recreation

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Innovation in Adaptive Educational Hypermedia Systems

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  1. Innovation in Adaptive Educational Hypermedia Systems Ioana Ghergulescu University POLITEHNICA of Timisoara, Romania Ioana.Ghergulescu@student-partners.com

  2. Education in our age • students use technology for school, work and recreation • over 90% use college or university library website, most of the use text messaging(83.6%), course management systems(82.36%), instant messaging (73.8%)[1] • teaching started to use Adaptive Educational Hypermedia Systems(AEHS) – e-learning systems that adapt the content after the user profile and including new component.

  3. AEHS • AEHS architecture consists of: a User Model, a Domain Model and an Adaptation Model • most AEHS are used in research to test and implement new adaptive techniques, but they lack the rich interface for the user or features for collaboration • the level of teaching in e-learning can be increased by using social connectedness or motivation through gaming

  4. Architecture and innovation Webserver Student Adaptation Model AEHS Engine Connect! User Model UM DB PlayLearn Domain Model DM DB

  5. Connect! and PlayLearn Connect! • a standalone component that enables social connectedness • take the knowledge level(KL) from UM, use student’s learning style, tool preferences, digital literacy • use tools like skype, instant live messenger, yahoo messenger, twitter • tested with 18 students at DCU- ODCSSS, Ireland PlayLearn • a standalone component that enables motivation thought gaming • take the KL from UM, use student’s game preferences • use up to 3 type of game: racing, action, adventure • tested with 17 students at UPT, Romania

  6. Conclusion and Future Work Conclusion: • enable social connectedness or motivation by gaming • awareness about the presence of other students in the same learning environment can be increased • the students are felling motivated to continue with learning, with increasing the KL for receiving a new game as a bonus for their effort Future Work: test the 2 component both in secondary schools and third level institutions, extend PlayLearn with personalized games

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