pedagogically, disregarding whether they are
relevant to the learner's needs or not. To build a
system able to support self-assessment and learning
process personalisation efficiently, we need both a
user interface that will represent learner models
intuitively and a recommender that is able to direct
the right learning object to the right learner.
This paper addresses two questions:
• First, from the perspectives of adaptive learning
and collaborative learning, how to combine an
individual user model with peers’ experience;
• Second, what features are necessary to support
adaptation and personalisation, thus making
learners aware of their progress and able to
understand the path to achieve their learning
goals.
To solve the problems, we propose the
integration of the Open Learner Model (Bull and
Kay, 2010) and the Learner Preference
Pattern(Wang et al., 2007). Open Learner Model
functions as a visual interface guideline, while
Learner Preference Pattern produces
recommendations of suitable materials for learners.
The domain model is implemented with a
cognitively-oriented method (Liang et al., 2012), in
the form of a knowledge graph.
2 RELATED WORK
2.1 Adaptive Educational Hypermedia
Adaptive Educational Hypermedia (AEH), known as
a kind of adaptive learning system, builds a learning
model based on the knowledge, preferences and
goals of the learner. Unlike conventional e-learning
where learners have the same learning object on the
same course, this system can adapt and recommend
a relevant learning object. As a learner's needs,
preferences and goals change, the AEH should
always oversee these changes to update the learner
model. In general, the framework of AEH can be
illustrated below:
Figure 1: Diagram of AEH Framework (Triantafillou et
al., 2003).
2.2 Open Learner Model (OLM)
Open Learner Models are learner models that can be
viewed or accessed in some way by the learner, or
by other users, such as teachers, peers or parents.
Their goals are to visualise knowledge, preferences
and cognitive skills intuitively. This can be done
using an interface designed for the learner or, in
some cases, other people that will help the learning
process.
OLM aims to be helpful to the learner as
identified in the SMILI (Student Model that Invite
the Learner In) OLM Framework as (Brusilovsky et
al., 2011; Bull and Kay, 2010):
• Enabling metacognitive activities, such as
planning and self-monitoring;
• Giving learners greater control and responsibility
in learning processes.
• Supporting collaborative learning;
• Helping learners to interact well with peers,
teachers and parents;
• Providing navigation to suitable materials,
exercises, problems, activities or tasks;
• Supporting formative and summative
assessments.
A former study that implements OLM is
QuizMap (Brusilovsky et al., 2011). It implements a
pedagogically-oriented knowledge model with OLM
that enables learners to know their progress and
which questions they can choose .OLM provides
several concepts that can be implemented on an
effective interface, such as OLMlet that integrates
cognitively-oriented knowledge space with a learner
model(Bull and Kay, 2010).
2.3 Learner Preference Pattern
Personalised recommendation mechanisms which
take into account peers’ experience have been
proposed in a number of previous study (Troussas et
al., 2013; Wang et al., 2007). The method proposed
by Tzone I Wang et al. (Wang et al., 2007)
implements two algorithms, the preference-based
algorithm and the correlation-based algorithm, to
rank the recommended results to advise a learner
concerning the most suitable learning objects. This
model uses a specific ontology of a certain course to
infer which learning objects are needed for a learner.
The inference is based on his/her past studying
histories that are recorded as the learner’s personal
preference pattern.
Another consideration in selecting learning
objects is by referring to the experience of similar
learners (Wang et al., 2007). The similarity of
CombiningLearner'sPreferenceandSimilarPeers'ExperienceinAdaptiveLearning
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