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HONOURS PROJECT PROPOSAL Improving student engagement with educational material Deon Takpuie Reitumetse Chaka Supervised by: Professor Sonia Berman
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Page 1: Improving student engagement with educational materialdtakpuie/Project/Proposal/...Improving student engagement with educational material Deon Takpuie Reitumetse Chaka Supervised by:

HONOURS PROJECT PROPOSAL

Improving student engagement with educational

material

Deon Takpuie

Reitumetse Chaka

Supervised by: Professor Sonia Berman

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Contents 1. Project description .................................................................................................................................... 1

Introduction ............................................................................................................................................... 1

Gamification of the Wiki .......................................................................................................................... 1

2. Problem statement ..................................................................................................................................... 1

Research Questions ................................................................................................................................... 1

Front-End .............................................................................................................................................. 1

Back-End............................................................................................................................................... 1

3. Related work ............................................................................................................................................. 2

Wiki .......................................................................................................................................................... 2

Gamification ............................................................................................................................................. 2

Mobile Interfaces .................................................................................................................................. 2

4. Procedures and methods ........................................................................................................................... 2

Development environment ........................................................................................................................ 2

Systems Design ......................................................................................................................................... 2

Wiki....................................................................................................................................................... 3

Heuristics .............................................................................................................................................. 3

Database ................................................................................................................................................ 3

Procedures ................................................................................................................................................. 4

Wiki Tool Implementation .................................................................................................................... 4

Implementing Heuristics ....................................................................................................................... 4

Back-End Integration with Vula ........................................................................................................... 4

Testing ...................................................................................................................................................... 4

5. Ethical, professional and legal issues ........................................................................................................ 5

6. Anticipated outcomes ................................................................................................................................ 5

System Design .......................................................................................................................................... 5

Expected Impact ........................................................................................................................................ 5

Front-End .............................................................................................................................................. 6

Back-End............................................................................................................................................... 6

Key Success Factors ................................................................................................................................. 6

Front-End .............................................................................................................................................. 6

Back-End............................................................................................................................................... 6

7. Project plan ............................................................................................................................................... 6

Table of possible risks to the project ........................................................................................................ 6

Timeline .................................................................................................................................................... 7

Resources required .................................................................................................................................... 7

Deliverables .............................................................................................................................................. 7

Milestones ................................................................................................................................................. 8

Work Allocation........................................................................................................................................ 8

References ..................................................................................................................................................... 8

Appendix A: Gantt chart ............................................................................................................................. 10

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1. Project description

Introduction

The objective of this project is to improve student

engagement with educational material in order to

improve pass rates. In particular, the aim is to

build tools for online learning environments to

achieve this. The only learning environment

considered is the Sakai open source learning

management system as UCT (University of Cape

Town) use a derivative of this called Vula. The

project objective will be achieved with the use of a

pioneering methodology called gamification,

which is defined as the use of game design

elements in non-game contexts (Deterding et al.

2011). An example of gamification in the

education environment is the rewarding of students

with incentives (like bonus marks) to encourage

participation (Bustard et al. 2007). In the context

of the Vula system, students can be awarded for

their participation in wiki tools. The wiki has been

chosen because all user reads and writes are

logged. The wiki tools will not immediately

replace the current ones but will be part of a new

Vula course site that will test the implementation

on a group of students.

Gamification of the Wiki

Students receive points for their participation in

the wiki, different points assigned to different

functions such as creating a new wiki, adding

reviewed and ranked content and peer reviewed

citations. The marks accumulate and give a user

higher roles and level up badges.

Generally this project will be split into the front-

end (essentially putting the gamified Wiki on a

mobile phone) and back-end (involves interacting

with Vula server and the mobile application).

2. Problem statement To improve the pass rates at UCT, it is important

to improve student engagement with Vula tools.

This can be achieved at low financial costs; by

using pre-existing Vula tools to increase student

engagement. Gamification is the chosen method to

achieve this as it improved pass rates in other

universities via educational mobile applications

(Bustard et al. 2011). However, since the front-end

of the project involves software engineering, it is

important to state the shareholders and their needs,

before moving to the research questions.

Clients

The clients are Professor Sonia Berman, computer

science HOD at UCT and also Stephen Marquad,

co-ordinator of Vula UCT. Their interests are to

see an improved wiki developed on a mobile

phone that raises student interests with the tool.

Users

Are university of Cape Town (UCT) students from

any faculty and their objective is to enjoy using the

wiki tool.

Research Questions

The research question aims to see whether

gamification of the Vula wiki can be done

successfully on a mobile phone.

Front-End

Can gamification techniques be successfully

ported from desktop to mobile?

It is ideal for users to want to use Vula tools (i.e.

wiki) quickly and on the go. Given that

gamification techniques have been shown to work

on the desktop, so it is useful to implement them

on mobile. This can be evaluated by seeing

whether users can complete typical tasks properly

and do they find gamified wiki more engaging?

Back-End

Can a back-end provide the right information

for the interface to a gamified mobile Wiki?

An extensive part of developing a Vula tool is the

integration with the current Sakai framework and

to have this done successfully is essential. This can

be evaluated by checking if real users can log on to

Vula and then use the new wiki tool.

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Can heuristics be implemented that will

separate academic content on the wiki from

non-academic content.

Any tool where anyone can contribute (such as the

wiki) could possibly have meaningless content

posted. Therefore, it is desirable to only keep the

meaningful/academic content on the tool. To test

this, there wiki will have to determine out of a

series of article which ones are academically valid.

3. Related work

Wiki

It has been researched that voluntary participation

has a positive influence on learnability (Greitzer et

al. 2007) hence participation within wikis has been

proven a necessity and potential for value to the

students. The context design implementation has

been researched in conflict resolution (Kittur et al.

2007) and peer content review framework (Adler

& Alfaro 2007). This research has demonstrated

how users can have higher preference over others

within wiki edits due to a history of good

contributions. Also, relevant wiki articles can be

nested by frequency of use(e.g. reads and edits), to

enable users quick access to the most popular

articles, by using tree maps (Shneiderman 1992).

Gamification

This trend relates to integration with human

computer interaction heuristics dating back to the

1980s (Malone 1982) which experiments on how

addition of elements inherited from game designs

can enhance interest of an audience. Effects of

gamification on university students has been

investigated in a research (Fitz-walter et al. 2011)

and showed an improvement in interactions with

the system information and completion of tasks.

There is also a study done at UCT that evaluates

the most successful gamification techniques

(Donovan 2012).

Mobile Interfaces

Research of use of mobile device input and display

optimisation Micro-Blog (Gaonkar et al. 2008)

aims to employ a variety of smartphone

technology features as means of input for the

application. It therefore explores alternative means

that can be used for text or other media input

provided by a mobile phone. Content output and

interaction and generation has been explored in

Wheels around the world (Christine et al. 2008)

which enables a user to view web content through

use of rotating icons and screen portions. Lastly,

there has also been a recent mobile oxford online

learning implementation that is basically a

optimized Vula for mobile (Oxford 2012).

4. Procedures and methods

Development environment

The wiki will be redesigned on the websites for

mobile phones using the Sakai Open Source

Architecture. The reason mobile phones are

chosen is that students can use the learning tools

on the go. The development language will be

HTML (Hypertext Mark-up Language) for each

tool, since website enable greater and easier phone

portability than specific mobile languages. The

website will work for smartphones and normal

phones as it uses HTML. JavaScript will be used

to create simple website effects (client-side) and

PHP will do data processing (server-side) with a

local MySQL database (i.e. not related to a real

course). Sakai’s Learning Tools Interoperability is

used to integrate the tools (as they will be designed

externally to Vula) into Vula’s actual framework.

This is since the redesigned tools will not be stable

enough this year to be deployed campus-wide.

Systems Design

The system layering for the redesigned tools will

be built on top of the framework that Vula already

has. On the other hand, the tools will use a

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gamification layer, a context / presentation layer

and a utility / processing layer. The gamification

layer is essentially the game rules that are to be

applied in order to tally user points across the wiki.

It is an abstraction that encompasses the wiki front

end and backend. The context layer deals with the

front-end task like website display whereas the

utility layer deals with back-end tasks such as data

creation and processing. At the systems level, a

Wiki uses a testing database and interacts with the

Sakai framework via the back-end tool-integration

as well as received content editing from the

Artificial Intelligence module. Here is an overall

implementation.

Wiki

The wiki design will be similar to the standard

wiki however optimised for mobile use. The aim is

to enable the user retain functionality traditionally

viewed on a computer web browser to the mobile

medium. Users will be able to create new topics

and contribute to existing threads through edits

and comments. A tree map may be used to show

hierarchical nesting of frequently used wiki

articles, to enable quick user information retrieval.

As an additional layer gamification on the wiki

will allow tracking of user activity thus giving the

user points for positive peer reviews of their

contribution. The result of the points system will

give the users experience levels.

The wiki layer will be designed in three phases

using a modular approach so components can be

tested individually. The first phase is a feasibility

study of the concept which entails porting a simple

gamification concept on to mobile and connecting

to the Vula system successfully. The second phase

will consist of development on gamification

techniques on to the current web desktop version

of the Vula system. Within the last phase the

system will be ported on to mobile and a heuristics

plugin for user contribution validation will be

developed. This application will use the LTI

integration mentioned above. The challenge in the

LTI integration will be interacting with Vula to get

user authentication data (or general security data)

as this requires an in-depth knowledge of the

current Vula architecture. Essentially, the second

and third phases will be tested on the basis of the

research questions of the project.

Heuristics

The heuristics will be used to separate academic

content from non-academic content for the Wiki.

This is necessary because students must be able to

reach the information they are looking for quickly.

These heuristics also necessary to ensure that

students do not make useless posts just for the sake

of getting bonus marks (or gamification points).

Heuristics are implemented for the Wiki to flag

content which is suspect and deny points given

until peer based or administrative review. The

heuristic plugin should allow a setting of how

vigorous the checks should be depending on an

administrator or creator setting.

Database

The database will be hosted locally (i.e. outside of

the Vula environment) and will be a MySQL 5.x

database. The database will consist of but not

limited to two tables called Leaderboard and

UserLog. The Leaderboard table will have:

Student_ID, Points, Level and Bonus Marks. The

Leaderboard table is used to record user points,

also to promote users (students) to the appropriate

level corresponding to their points and then award

them with bonus marks relative to their level.

UserLog (at the conceptual level) table will have 3

fields: Student_Number, Reads and Writes. This

table records user reads and writes on any tool.

The Leaderboard table either gets updated from a

complex event like a student receives a vote (on

wiki) for an answer and needs extra points, or the

table is updated for general events like when a

student writes or reads to a tool.

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Procedures

Wiki Tool Implementation

The design of the tool will be done using JQuery

mobile and WebKit; these are GUI (Graphical

User Interface) tools for designing HTML pages

for mobile phones. This framework creates HTML

pages compatible with all popular smartphones

such as Android, Blackberry and iPhone. The

HTML front-end designed by this tool will interact

with a PHP (server-side) file which will then

interact with the Vula LTI framework and the local

database. An example is when a student posts a

comment in the Wiki, the html file will pass this

event to the PHP file, which will update the user’s

points in the Leaderboard table of the database. In

addition, this user post will also be sent from the

client browser to the server where it will record it

on to the UserLog database. Also, the PHP and

JavaScript files will also be used to interact with

Vula’s LTI environment using REST services. At

this stage, it has just been made known that REST

is simpler to use than SOAP as it is native to the

Vula environment. Finally, the back-end tasks like

authentication and session handling will be done

by Reitumetse whilst the Wiki interactive design

mentioned above takes place.

Implementing Heuristics

As mentioned before, the purpose of heuristics in

the project will be to select what is genuine

academic content and discard irrelevant content in

the Wiki and subsequent comments. Text mining

will be used to classify text according to a fixed

category set (Kao 2005a). The chosen

implementation, which is simple for now, is just to

have a hash table of academic words and scan a

wiki article post to see if the words used occur at

least 50%/some threshold of the time in the

academic words hash table. If this is the case, then

the post is academically viable else it can be

deleted.

Back-End Integration with Vula

Implementation of Sakai will make use of the

REST platform on the server. Authentication of

the users will be carried out through the mobile

Vula login form and all subsequent requests will

use a generated cookie to identify the user. The

wiki module/tool will be added on to the test users

menu as a tool which links to the system

implementation hosted externally to the Vula

server. Because of the same origin policy on web

browsers, some HTML and JavaScript files will

have to be hosted under the Vula domain name for

access on the REST services. The greatest

challenge will be to identify and continuously

authorise the Vula generated session cookie and

maintain security against attacks on such an

implementation.

Testing

Front-end

In order to evaluate the first research question (i.e.

can gamification work on a mobile phone), the

users must see whether they can complete a set of

task successfully on the mobile wiki. Also, in a

post-experiment interview, the users can fill in a

questionnaire to determine whether they found it

enjoyable to use the mobile gamified wiki.

Back-end

The first research question about the back-end was

whether it can actually work properly. This,

the back-end will be evaluated by checking if the

correct information like user sessions, and

database results are being sent to the application

interface. For instance, a user must be able to log

into Vula and then use the new wiki tool (even

though it is external to Vula). Also, if a user adds

content to the wiki, their points need to be updated

in the database and immediately reflected at the

user profile screen.

With regards to heuristics, the wiki will have to

determine out of a series of articles which ones are

academically valid. One example of a metric is

that if the wiki flags content correctly on 10

consecutive test cases the heuristics is working.

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5. Ethical, professional and legal

issues

Within its development and final implementation,

this learning tool intends to iteratively apply target

audience input. Hence, ethical clearance for

evaluations to be carried out on the institutions

members will be required. Our considerations in

the domain of gamification research indicate the

underlying potential of undesirable use such as

causing competition, cheating or any form of

addiction.

With regard to the resulting system, specifications

outlined by the university Sakai implementation

“Vula”, including security considerations will be

adhered to. All the user information provided to

the system in the testing phases will be kept

confidential only to the parties involved.

6. Anticipated outcomes

System Design

On completion of our project we expect to have a

system consisting of a gamified wiki, which will

be for the mobile platform. These systems will be

built apart from the Sakai installation server.

Figure 1 illustrates the modules expected at the

completion of the development. The back end

constitutes of the processing functionality of the

system. Following the Model-View-Controller

architecture; it connects the user requests with the

database and serves the resulting view data back to

the client. The back end which forms the core of

this implementation will interface with the Sakai

system for user authentication and Sakai native

user requests. System data will be stored in a

database external to the main Sakai server. The

back-end will feature a heuristics plugin to process

input data on the wiki (like articles) to filter

academically relevant content.

Figure 1: illustration of the Engage Modules and Sakai

Interface

The design framework is expected to have layers

respective to functionality. The utility layer forms

the underlying processing functionality of the

system on the back end including creation of new

wikis, tools and user listings. Whilst the context

layer refers to user activity on tools on the front

end device such as votes, edits and content

contribution. The context layer information is

logged and translated to the game layer. The game

layer includes usage rules, instructions,

achievements and experience levels.

Expected Impact

Based on the some past results of gamification and

the improvements it has shown in student pass

rates (Donovan 2012) it is believed the

gamification will improve the Vula tools.

If the project is successful, the gamified Vula wiki

has the potential of replacing the actual

corresponding tools in the real Vula courses. For

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each of the research questions, here is the expected

impact:

Front-End

Can gamification techniques be successfully

ported from desktop to mobile?

It is anticipated that it is possible to part

gamification techniques from desktop to mobile as

it has been done before.(Fitz-walter et al. 2011)

Back-End

Can a back-end provide the right information

for the interface to a gamified mobile Wiki?

It should be plausible to create a working back-end

for the mobile gamification application, as there is

abundance of Sakai documentation and even a

current oxford Sakai mobile wiki

implementation(Oxford 2012).

Can heuristics be implemented that will

separate academic content on the wiki from

non-academic content.

The problem of filtering quality from non-quality

data has a lot of associated literature hence should

be deployable for the new wiki.(Kao 2005b)

Key Success Factors

Front-End

Can gamification techniques be successfully

ported from desktop to mobile?

This can be determined by how many tasks the

user is able to complete on the mobile application

(e.g. 70 % success rate might be good) and also

what percentage (possibly aim for 70%) of users

actually enjoy the mobile application.

Back-End

Can a back-end provide the right information

for the interface to a gamified mobile Wiki?

The back-end should fill the database with the

correct values when awarding users points for wiki

contribution and it should be able to allow the

external tool (wiki) to interact with Sakai.

Can heuristics be implemented that will

separate academic content on the wiki from

non-academic content.

One example of a metric is that if the wiki flags

content correctly (academically) on 10 consecutive

test cases the heuristics is working.

7. Project plan

Table of possible risks to the project

Risk Effects Severity Probability Mitigation

Group member falls

ill.

Can have serious

impact if the back-

end integration has

not been shared

between the two

partners.

Medium-

High

Medium Share knowledge

amongst group.

Failure to meet

project deadlines

May lead to

cascading delays

that can result in

project failure

High Medium Good group

communication

and time

scheduling.

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Data loss This can lead to a

delay in the project

and if it is the thesis,

can cost the whole

project/

Medium-

High

Medium Backup data at

many places

including using

cloud storage.

Timeline

This is an illustration of how the workload will

be divided into a number of sections

corresponding to different deliverables and team

member allocation. Refer to the Gantt chart

included as appendix A.

Resources required

Development of the system will require standard

computers with web development software such

as Adobe Dreamweaver along with any standard

integrated development environment and a local

host server. System testing will be carried out on

a remote host that has a database and HTTP

server. Mobile devices with web browsers

capable of running JavaScript and possibly

HTML will be required for user interface

development and testing. For Sakai integration

we will also require access to host some

development script under the Sakai domain

name and also an authentication protocol.

Deliverables

The following Table illustrates a detailed list of

the deliverables necessary for the completion of

this project:

Deliverable Description

Literature Synthesis A study of previous related work

Project Proposal Presentation to supervisor and class.

Project Web Presence Online availability of proposal and project timeline.

Project Poster Poster representation of Project.

Project Web Page Open Availability of Project Webpage.

Project Report A report on the results of the research.

Project Application The actual project.

Final Project Proposal Final copy of Proposal for evaluation.

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Milestones

Milestone Title Date due

Project proposal May 21

Presentation of project proposals May 24

Initial project web presence June 11

Project designs started June 12

Project Feasibility Test June 15

Desktop Gamification June 29

Background/Theory Chapter July 29

Design chapter August 29

First Experimentation and Report Sept 19

Final Experimentation and Report Sept 28

Implementation and Testing

Chapters complete. Coding done.

Oct 3

Outline of complete report. Oct 10

Project Report Draft Completed Oct 24

Final Project Report Hand in Oct 31

Project Poster Nov 3

Project Web Page Nov 7

Project Demonstrations Nov 8

Reflection Paper Nov11

Final Project Presentation Nov18

Work Allocation

Each project member will be allocated certain

tasks. The two major components will be the

front-end and back-end. As shown on the Gantt

chart, the systems modules are interdependent.

Reitumetse will develop the back end which

constitutes of Sakai authentication, database

connection and data processing. He will later

add on heuristics (filtering academic and non-

academic articles). Deon will design and

develop the wiki interface for a mobile device

(and initially desktop) as well as user testing.

Both partners implement gamification,

Reitumetse will calculate points at the back-end

and Deon will display elements such as

leaderboards on the front-end.

References

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Content-Driven Reputation System for

the Wikipedia. In international

conference on World Wide Web. pp.

261-270.

Bustard, D., Black, M. & Charles, T., 2011.

GEL: A generic tool for game-

enhanced learning. , Belfast, UK,

iNEER. Available at:

http://ineerweb.osanet.cz/Events/ICEE2

011/papers/icee2011_submission_105.

doc [Accessed May 14, 2012].

Christine, A., G., H.S. & Andre, M., 2008.

Wheels Around the World : Windows

Live Mobile Interface Design. In

Human factors in computing systems.

pp. 2113-2128.

Deterding, S. et al., 2011. Gamification.

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gaming contexts. Proceedings of the

2011 annual conference extended

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computing systems - CHI EA ’11,

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at:

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Donovan, S.O., Gamification of the Games

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122-125.

Gaonkar, S. et al., 2008. Micro-Blog :

Sharing and Querying Content Through

mobile phones and social participation.

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174-186.

Greitzer, F.L., Kuchar, O.A. & Huston, K.,

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http://www.citeulike.org/group/474/arti

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Malone, T.W., 1982. Lessons from

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ff.pdf [Accessed June 6, 2012].

Shneiderman, B., 1992. Tree visualization

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Appendix A: Gantt chart


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