Measuring the difficulty of activities for adaptive learning

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Campo DCValorIdioma
dc.contributorInformática Industrial e Inteligencia Artificiales_ES
dc.contributor.authorGallego-Durán, Francisco J.-
dc.contributor.authorMolina-Carmona, Rafael-
dc.contributor.authorLlorens Largo, Faraón-
dc.contributor.otherUniversidad de Alicante. Departamento de Ciencia de la Computación e Inteligencia Artificiales_ES
dc.date.accessioned2018-07-05T11:22:10Z-
dc.date.available2018-07-05T11:22:10Z-
dc.date.issued2018-06-
dc.identifier.citationUniversal Access in the Information Society. 2018, 17(2): 335-348. doi:10.1007/s10209-017-0552-xes_ES
dc.identifier.issn1615-5289 (Print)-
dc.identifier.issn1615-5297 (Online)-
dc.identifier.urihttp://hdl.handle.net/10045/77119-
dc.description.abstractAn effective adaptive learning system would theoretically maintain learners in a permanent state of flow. In this state, learners are completely focused on activities. To attain this state, the difficulty of learning activities must match learners’ skills. To perform this matching, it is essential to define, measure and deeply analyze difficulty. However, very few previous works deal with difficulty in depth. Most commonly, difficulty is defined as a one-dimensional value. This permits ordering activities, but limits the possibilities of deep analysis of activities and learners’ performance. This work proposes a new definition of difficulty and a way to measure it. The proposed definition depends on learners’ progress on activities over time. This expands the concept of difficulty over a two-dimensional space, also making it drawable. The difficulty graphs provide a rich interpretation with insights into the learning process. A practical case is presented: the PLMan learning system. This system is formed by a web application and a game to teach computational logic. The proposed definition is applied in this context. Measures are taken and analyzed using difficulty graphs. Some examples of these analyses are shown to illustrate the benefits of this proposal. Singularities and interesting spots are easily identified in graphs, providing insights in the activities. This new information lets experts adapt the learning system by improving activity classification and assignment. This first step lays solid foundations for automation, making the PLMan learning system fully adaptive.es_ES
dc.languageenges_ES
dc.publisherSpringer Berlin Heidelberges_ES
dc.rights© Springer-Verlag GmbH Germany 2017es_ES
dc.subjectDifficulty estimationes_ES
dc.subjectDifficulty measurees_ES
dc.subjectLearning activityes_ES
dc.subjectAdaptive learninges_ES
dc.subject.otherCiencia de la Computación e Inteligencia Artificiales_ES
dc.titleMeasuring the difficulty of activities for adaptive learninges_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.peerreviewedsies_ES
dc.identifier.doi10.1007/s10209-017-0552-x-
dc.relation.publisherversionhttps://doi.org/10.1007/s10209-017-0552-xes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
Aparece en las colecciones:INV - i3a - Artículos de Revistas
INV - Smart Learning - Artículos de Revistas

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