Learner Generated Content
Fostering and Valuing User Generated Content in eLearning using Social Feedback
Gabriel Reimers
Quality and Usability Lab, Technische Universit¨at Berlin, Ernst-Reuter-Platz 7, 10587 Berlin, Germany
1 RESEARCH PROBLEM
User Generated Content (UGC) is any form of con-
tent that is created by the users themselves in order
to make it available to others, usually on an online
platform. When UGC is used in a learning context
and learning material is created by students or learn-
ers in general, we talk about Learner Generated Con-
tent (LGC) as a subset of User Generated Content.
A very common form of LGC are Wikis, but the
concept is not limited to text generation. The term
applies to creative works on all media. For exam-
ple creating videos for YouTube, virtual worlds for
Minecraft or sharing pictures on Flickr, all are forms
of Lerner Generated Content when performed in an
educational context.
Having learners create and share content can be
advantageous in several cases:
creation of large collections of content
peer assessment of content
motivation of learners
When applying the concepts of User Generated
Content, questions in several areas arise:
1.1 Acceptance of LGC
As UGC lives from its users, it is crucial to get
high acceptance by the users. That means, the plat-
form with learner generated content must be accepted
among learners as a valuable source for material, and
a critical mass of learners must be willing to create
and contribute content to the platform.
So the questions are:
How can users be motivated to actively contribute
LGC?
How big is the critical mass of contributors?
What criteria must be fulfilled so users consider a
LGC platform as valuable?
1.2 Measuring Quality
Having lots of users create content is only half the bat-
tle. A learner browsing the repository of learner gen-
erated content must be able to quickly judge which
contributions are valuable to her and which are not.
As there is no central quality control, a community
based system is needed to sort, categorize and rate
each content contribution.
Problems are:
What do learners consider relevant criteria for
quality?
What forms of rating systems are possible and ac-
cepted by users?
How do LGC ratings compare to evaluation by an
expert/teacher?
1.3 The Role of Social Feedback
Some UGC platforms, like Wikis, have no kind of re-
ward or point system. Others are strongly gamified,
like Waze
1
, where every contributor is awarded points
by the system.
StackExchange.com
2
is also gamified, but points are
not received from the system but from other users. As
users rate content, the creators of that content receive
or lose points depending on the rating.
The author believes that such a system of peer as-
sessment can not only be used to efficiently rate con-
tent, but is also a strong factor of motivation. Getting
social feedback by other users is a completely differ-
ent experience than contributing without recognition
(as in Wikis) or receiving automatic, and often mean-
ingless, rewards by the system.
The Self Determination Theory (SDT), developed
by Deci and Ryan, points out three important require-
ments for intrinsic motivation: Autonomy, Compe-
tency and Relatedness. (Deci and Ryan, 2000) User
1
https://www.waze.com
2
http://stackexchange.com
3
Reimers G..
Learner Generated Content - Fostering and Valuing User Generated Content in eLearning using Social Feedback.
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
Generated Content appeals to autonomy as users are
free in how, what, when and whether they create con-
tent. It can also easily be used to foster competency
with any kind of rating system together with user
profiles displaying progress and level of contribution.
Now, adding direct social feedback and peer assess-
ment not only improves the accuracy of the rating
for the competency, but also adds aspects of a social
network. As long as users are not completely anony-
mous, that adds the dimension of relatedness to LGC
and might increase intrinsic motivation of users.
However, it might well be that users perceive social
feedback as social pressure, or that social feedback
actually takes effect as extrinsic motivation, under-
mining intrinsic motivating.
Considering social feedback in learner generated
content leads to the following questions:
Howdo users value social feedback in comparison
to system feedback?
How need social feedback systems be balanced to
prevent abuse like spamming or bullying?
Does social feedback yield higher motivation than
regular systems?
Under what conditions do users consider social
feedback as neutral measure of their competency,
and when do they perceive it as controlling?
1.4 Effect on Learning Success
Collection and sharing of knowledge and content is
probably in most cases the driving reason to use con-
cepts of Learner Generated Content. However, having
a LGC platform is only useful if learners benefit from
it. It is likely that actively creating content results in
better learning success. Making content available to
others should also help those consumers learn more
easily.
These assumptions remain to be proven, and the
following questions arise:
Does creating content yield higher learning suc-
cess?
Can the accessibility of LGC improve learning ef-
ficiency?
Can social feedback make learners adjust and cor-
rect content they created?
2 OUTLINE OF OBJECTIVES
2.1 User Studies
The first step is to develop a questionnaire that can
measure a users attitude towards a LGC in general and
towards specific platforms. That should cover aspects
like why and how often the platform is used, the con-
text in which the user is set, the willingness to create
and share content and especially the effect of social
connection and feedback on that platform.
The questionnaires will be based on interviews led
with users and on existing scales and concepts from
the literature like the Self Determination Theory.
2.2 Implementation
Off-the-shelf Wiki and Question & Answer (Q&A)
systems shall be set up and provided to students of the
courses supervised by the author. This is a cheap and
fast approach to collect impressions and questionnaire
results from students on Learner Generated Content.
However, it is important to not only investigate ex-
isting Learning Generated Content platforms. Testing
of new concepts and detailed tracking of users is only
possible when full access to the technical and edito-
rial components of the platform is guaranteed.
Accordingly, two platforms for LGC are to be devel-
oped within the context of this thesis.
One is PaperMesh, a platform allowing students
to upload and share scientific works they created dur-
ing their studies. For instance a student can upload
her bachelor thesis, seminar presentations or project
reports. These might be valuable, citable sources for
other students. A reliable rating and feedback system
will be essential for that platform.
The other planned project, PearRank, is an LGC
platform which can be used in context of courses to
peer review tasks. As a course instructor, one can cre-
ate rooms for specific topics, which are only acces-
sible to the (invited) course members. Within such a
room, students can post results of assignments in form
of pictures, videos or text. Any submission is visible
to all other participants, who are encouraged to rate
their peers’ submissions. This results in a ranking of
the works and small competition. The platform can
be used for open, creative assignments. For example,
students could be asked to take pictures of wild ani-
mals in their neighborhood and upload it to the LGC
platform. The contribution with the best peer-rating
can then be awarded a little price or bonus points. The
social feedback is expected to increase participation
and also have students retouch their submission if it is
not rated high enough.
2.3 Evaluation
Using the results and tools obtained during the user
studies, continuous iterative evaluation and adjust-
CSEDU2015-DoctoralConsortium
4
ment of the created platforms will be conducted.
The goal is to compare the effect of different feed-
back approaches on motivation and participation on
the platforms as well as measuring the effect on learn-
ing outcome of different LGC concepts.
3 STAGE OF THE RESEARCH
Currently, the development of appropriate question-
naires is ongoing. That includes performing inter-
views with representative users and building a model
of important factors influencing acceptance, motiva-
tion, contribution, quality and learning effect of LGC.
Development of PaperMesh, the LGC platform for
students to share scientific works, has started in win-
ter. An early beta version is expected for summer.
Also, a cooperation with the Berlin based startup
qLearning
3
has been established. The company is of-
fering a learning app, targeted at university students,
and wants to shift content creation to a learner gener-
ated model. The author consults in performing user
studies and will be granted access to study results and
usage data in return.
4 STATE OF THE ART
4.1 LGC Platforms
In classrooms and online courses, wikis and blogs are
a very common form of Learner Generated Content.
They can be used as a sandbox in which students sum-
marize what they learned or create articles on supple-
mental topics. Yet, wikis offer hardly any feedback
to contributors and don’t offer mechanisms to track
quality of content. Blogs usually have a comments
section but are very unidirectional.
To compare acceptance of Wikis with that of plat-
forms applying social feedback, the author will setup
off-the-shelf wikis for courses. Usage of these and of
other existing wikis will be evaluated as a baseline.
StackExchange.com is a collection of several
question and answer (Q&A) sites on topics such
as programming (stackoverflow.com), languages,
physics, math, cooking and many more. Questions
and answers are user generated, and a peer rating sys-
tem is used to rank questions and answers by qual-
ity. Users build up reputation points based on these
ratings and can follow a gamified path of levels and
badges awarded for their engagement. The StackEx-
change sites are very well implemented examples of
3
http://qlearning.de
how social feedback can be used to motivate users and
rank content by user voting.
While content is user generated, the Q&A tech-
nology behind this platform is held by stack exchange
inc. and is not publicly available. Accordingly this
platform cannot be customized or be used in closed
environments like classrooms. StackExchange plat-
forms can be used in institutional learning as a source
of information similar to Wikipedia. They are not pri-
marily designed or generally considered as eLearning
tools, though. Within this work, it is planned to test
the applicability of the Open Source Question An-
swer system (OSQA) in a course context. OSQA is
an open, but no longer maintained, reimplementation
of the StackExchange platform. It shall be measured
if social feedback in such a Q&A system yields better
acceptance or engagement than wikis.
On Graasp.eu
4
users can create private rooms for
their course or group. Within these rooms users pub-
lish text, images, videos or links and can rate others
content. It is intended for use in education contexts,
and its creators of EPFL Lausanne describe it as “a
social media platform, to setup a peer assessment ac-
tivity”. Graasp lacks any form of user profiles or gam-
ification and can be considered a content sharing plat-
form with ratings.
As part of this thesis the peer ranking platform
PearRank will be created, which will offer a similar
room based system as Graasp. In contrast to Graasp,
PearRank will put the social interaction and ranking
in focus. Graasp is more like a portfolio platform on
which users collect and share complementary infor-
mation. PearRank shall be more competitive as all
users upload similar content in response to a specific
task and vote to select the best.
4.2 Research
Wikis have been used and evaluated in various learn-
ing contexts and have become and essential part of
learning platforms such as Moodle. Some small stud-
ies have been done on the use of Wikis in higher edu-
cation courses, reporting positive feedback from stu-
dents, higher engagement and more social interaction
among participants. (Coutinho and Bottentuit Junior,
2007) (Wheeler et al., 2008)
Others argue, in these studies participation was
only achieved by pressure of points or grades, and
that students would not contribute voluntarily. (Ebner
et al., 2008)
Hardly any data is available on what students who
freely create content in Wikis or Blogs, or on how
those who don’t, can be motivated.
4
http://graasp.eu
LearnerGeneratedContent-FosteringandValuingUserGeneratedContentineLearningusingSocialFeedback
5
Q&A platforms, especially StackExchange, have
been researched, too.
At Trinity College Dublin the, now offline, ex-
plore.su analysing tool has been developed. It visu-
alizes user demographics, social interaction and edit-
ing behavior of the SuperUser.com platform (a child
site of the StackExchange ecosystem, for computer
enthusiasts and power users). (McAuley et al., 2012)
Anderson et. al. conducted a detailed big data
analysis on the complete usage data of the StackOver-
flow.com platform and gave insights on how the pro-
cess of question answering takes place and on how
rating of questions and answers can be predicted.
(Anderson et al., 2012)
Both projects conclude that users with higher rep-
utation are more active and that distribution of repu-
tation resembles a pyramid with few very reputable
users and many rather inactive users.
A very interesting insight into the effect of social
feedback on user behavior is given in (Cheng et al.,
2014). Commenting on four major news communi-
ties was investigated, and it was found that users who
received negative voting on their contributions (com-
ments) produced more and worse comments after-
wards. Commentors who received positive feedback
did not change their behavior, whereas those who did
not receive any feedback contributed less afterwards.
It remains to be shown that this pattern can also
emerge on platforms that are more knowledge driven
and not as emotional and political as news comment-
ing is.
5 METHODOLOGY
To obtain real world data, four LGC platforms will
be analyzed in detail. That is the custom peer rating
platform PearRank, the student paper sharing plat-
form PaperMesh, off-the-shelf wikis and Q&A, and
the learning app created by the qLearning startup.
For each of these platforms users will be surveyed
with questionnaires about their usage of LGC and
why they create content or not. Log data will be col-
lected to neutrally measure participation and behav-
ior. Where feasible learning outcome will be mea-
sured on students of TU Berlin in parallel to regu-
lar student assessment. Additionally, learners will be
asked to provide grades or subjective impressions of
their learning success.
While it would be desirable to see positive effects
of LGC combined with social feedback on learning
outcome and motivation, it certainly is not the holy
grail of learning. Therefore, the null hypotheses re-
mains that LGC has no effect on learning outcome,
and social feedback has no effect on motivation or
participation. It might well be that other factors, such
as design, ease of use or personal preferences have
much stronger influence on how users interact with
LGC.
6 EXPECTED OUTCOME
The thesis will provide an overview of existing con-
cepts for Learner Generated Content. A selection of
these concepts will be analyzed on how well they are
accepted by users, how correctly their content is cate-
gorized and rated, and what effect they have on learn-
ers motivation and success.
As a result, certain concepts might proof more effec-
tive than others and factors having strong influence on
acceptance and motivation can be isolated.
A special focus will be put on the effect of social
feedback in terms of peer assessment, voting, rating
or ‘liking’. It is expected to positively affect users’
willingness to contribute content and increase their
intrinsic motivation to learn the topics covered by the
LGC platform. It shall also be shown that user ratings
— in any form — are an ideal tool to measure quality
of learner generated content and can be used to rank
search results on LGC platforms.
Motivation and reasoning of LGC users will be ex-
plored. Factors making users contribute will be iden-
tified, as well as factors that hold users back from par-
ticipating.
It will be investigated if there are any definable groups
of users that are more willing to contribute content
than others. The author assumes that users of UGC
platforms can be characterized by their motivation to
produce or consume content and their disposition to
be social or altruistic. If users can clearly be cate-
gorized, LGC platforms will be able to address users
more concretely.
A toolset of questionnaires and metrics will be
developed to measure motivation, participation and
learning success on LGC platforms. This toolset shall
be as platform independent as possible so it can be
used to by others to investigate different platforms as
well.
While several aspects influencing LGC accep-
tance and success will be uncoveredwithin this thesis,
many more will remain or arise. An important goal of
this work is to be a basis for future research to build
upon.
CSEDU2015-DoctoralConsortium
6
REFERENCES
Anderson, A., Huttenlocher, D., Kleinberg, J., and
Leskovec, J. (2012). Discovering value from com-
munity activity on focused question answering sites:
a case study of stack overflow. In Proceedings of
the 18th ACM SIGKDD international conference on
Knowledge discovery and data mining, pages 850–
858. ACM.
Cheng, J., Danescu-Niculescu-Mizil, C., and Leskovec, J.
(2014). How community feedback shapes user behav-
ior. arXiv preprint arXiv:1405.1429.
Coutinho, C. P. and Bottentuit Junior, J. B. (2007). Collab-
orative learning using wiki: A pilot study with master
students in educational technology in portugal.
Deci, E. L. and Ryan, R. M. (2000). The ’what’ and
’why’ of goal pursuits: Human needs and the self-
determination of behavior. Psychological inquiry,
11(4):227–268.
Ebner, M., Kickmeier-Rust, M., and Holzinger, A. (2008).
Utilizing wiki-systems in higher education classes: A
chance for universal access? Universal Access in the
Information Society, 7(4):199–207.
McAuley, J., O’Connor, A., and Lewis, D. (2012). Explor-
ing reflection in online communities. In Proceedings
of the 2nd International Conference on Learning An-
alytics and Knowledge, pages 102–110. ACM.
Wheeler, S., Yeomans, P., and Wheeler, D. (2008). The
good, the bad and the wiki: Evaluating student-
generated content for collaborative learning. British
journal of educational technology, 39(6):987–995.
LearnerGeneratedContent-FosteringandValuingUserGeneratedContentineLearningusingSocialFeedback
7