Concepts of e-Learning Accessibility Improvement Codes of New
Media Art and User Behavior Study
I. Gintere
1
, V. Zagorskis
2
and A. Kapenieks
3,4
1
Vidzeme University of Applied Sciences, Faculty of Social Sciences, Cēsu iela 4, Valmiera, Latvia
2
Riga Technical University, Faculty of Electronics and Telecommunications, Kaļķu iela 1, Riga, Latvia
3
Vidzeme University of Applied Sciences, Cēsu iela 4, Valmiera, Latvia
4
Riga Technical University, Distance Education Study Centre, Kaļķu iela 1, Riga, Latvia
Keywords: e-Learning, New Media Art, User Behavior, Accessibility Improvement.
Abstract: This article examines our proposed innovative strategies to further improve e-learning and new eBig3 learning
approaches using an e-Ecosystem that is based on a multi-screen concept to support e-learning. Here we
present the data comparison of user behavior in well-known Moodle and EdX learning environments. We
propose the New Media art code analysis as an experimental method for eContent evaluation, and present the
design science research method as a tool for application of e-learning research results. This paper is a part of
a cross-cutting research in the fields of digital / new media art and ICT product innovation. The research is
aimed at finding a path to open up the cache of knowledge situated in the theory of modern art, and to
incorporate the codes of modern art into the field of ICT. The goal of the research is to transfer knowledge of
modern art into areas traditionally not related to contemporary art and its specific academic trends, as well as
to encourage the intersection of these disciplines. Consequently, this research aims to create a new profile of
products that would exemplify modern interdisciplinary and analytic thought.
1 INTRODUCTION
This article reports on our innovations to further
improve the new eBig3 learning approaches using
an eEcosystem that is based on a multi-screen concept
to support e-learning. Here we present our concepts
for eBig3 virtual learning environment extension to
increase accessibility, usability, and decrease drop-
out rate (Kapenieks, et al., 2012).
Our new concepts incorporate codes of the New
Media art and design science research methods.
This paper is a part of a cross-cutting research in
the fields of digital / New Media art and ICT product
innovation. It examines the codes of modern art that
were formed during the period of modernism and still
constitute the basic trends of intellectual culture
today. The research is aimed at finding a path to open
up the cache of knowledge situated in the theory of
modern art, and to incorporate the codes of modern
art into the field of ICT. The focus of this research lies
in experimental products such as eLearning, gaming
and the digital advertisement industry (the last ones
are not represented in this paper, but are a significant
part of this research in general). The goal of the
research is to transfer knowledge of modern art into
areas traditionally not related to contemporary art and
its specific academic trends (although there are
artistic tendencies in gaming and advertising for
sure), as well as to encourage the intersection of these
disciplines. Consequently, this research aims to create
a new profile of products that would exemplify
modern interdisciplinary and analytic thought.
2 DISCUSSION
E-learning opportunities have been significantly
expanded beyond the single (PC) platform, creating
the preconditions for an integrated approach to
technology-enhanced learning. This potential has
also created challenges for e-learning designers due
to the variation of technology requirements across
platforms and the necessity to find solutions for an
integrated technology for e-learning delivery
(Kapenieks, et al., 2014).
Moreover, insufficient in-depth research of
learners’ behavior in a multi-screen environment and
426
Gintere, I., Zagorskis, V. and Kapenieks, A.
Concepts of e-Learning Accessibility Improvement Codes of New Media Art and User Behavior Study.
DOI: 10.5220/0006787304260431
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 426-431
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
limited understanding of how the behavior changes
due to new technology developments, adds
complications to designing an appropriate multi-
screen learning solution (Kapenieks, et al., 2015).
Our position paper intention was to integrate
modern art with e-learning. In this paper, we are
presenting our strategy of integrating the codes of
modern art into e-learning, and eBig3 learning
approach. We examine how integration of the codes
of the New Media art context to enhance e-learning
and eBig3-learning through the context of
Intertextuality, Random Access and Hacking.
The low-level of participation of people in life-
long-learning activities is a critical concern and one
of challenges for the e-learning development
community. The recent years have seen a number of
attempts to make e-learning more acceptable, and
more efficient. The proliferation and availability of
connected computing devices have extended e-
learning delivery opportunities.
The eBig3 approach has the capacity to respond
to the skills and preferences of a large target group
of users that encompasses all age groups of the life-
long learning context. The approach is flexible and
easy to use. It can reach, deliver content, and
learning support to a diverse group of users and does
not require continuous upgrading of technology and
special skills. It matched the requirements of the
target group of eBig3 courses that, of course, was
general public.
Our approach seeks to meet the challenge of
applying e-learning, m-learning and t-learning at the
same time and adjusting them to the habits of users.
To achieve this goal, we use an eEcosystem
approach that is calibrated to user preferences.
The approach efficiently integrates the popular
technologies of television, Internet, and mobile
phones. It is a new way of using technology to support
and encourage engagement in the lifelong learning
process. We compared the user behavior data from
the various presented courses with the number of
learning objects to the number of users. We found that
the multiscreen e-learning approach with eBig3
boosted eContent accessibility and in the selected
courses user motivation in optional courses tend to
reach the motivation level of mandatory courses
(Kapenieks, et al., 2015).
In Figure 1 we present a set of e-learning
approaches (e-learning, eBig3 learning) and a set of
new approaches virtual learning environments
(Moodle, EdX). This article presents a set of new our
approach to extend the accessibility of
technologically enhanced learning.
Figure 1: Set of e-learning technologies evaluated in
relation to the New Media art.
2.1 Design Science Research Method
The design science research method used in this
paper helps boost the efficiency and interest towards
e-learning. Design science research tends to
integrate seemingly distant disciplines and seeks
parallels in different areas in order to gain new
knowledge and adapt fresh concepts. By finding
common aspects in different areas, design science
research fuses areas and invites new trends into a
research field. It creates new visions of handling
problems in research (Pohl, Hadorn, 2007: 59).
A different perspective such as innovations in art
language with its intuition-based and creatively
irrational approach can open new horizons in
traditionally logical and organized fields such as
formal education. E-learning and modern art theory
can be linked as related areas consequently moving
the contemporary art codes closer to life-world and
making e-learning more efficient in the meantime.
Contemporary art, rooted in the modernist tradition
and the Enlightenment paradigm, functions today as a
closed area. It contains brilliant ideas that are worth
importing to life-world. Modern art codes lie in a field
of pure art that has usually no utilitarian function.
This research follows the German Bauhaus
tradition in the sense of integrating modern art and
aspects of a life-world. The modern art theory
comprises a huge intellectual cache that can be used
as modes for activating other fields such as e-
learning. As the design science research is a method
of promotion of common good (Pohl, Hadorn, 2007:
21), it can make the modern art codes function on a
socially important level. By using the art codes as a
tool of supporting e-learning, we translate the codes
situated in area of pure art to a socially relevant
territory. Besides, we gain a new approach to e-
learning that embraces aspects of hacking and
random access, and significantly encourages interest
of the e-learners.
Concepts of e-Learning Accessibility Improvement Codes of New Media Art and User Behavior Study
427
Contemporary art practice that incorporates
digital technologies is called New Media art today.
Historically, it lies in a framework of art theory of
Modernism starting with Cubism, Dadaism and
other avant-garde movements and continuing in a
post-modern scope. The theoretical basis of New
Media art is much like its antecedent Modernism. It
is often coded by its nature as it is conceptually non-
transparent (Eco, 1988: 28). The new artwork is
usually intellectually overloaded. It requires the
spectator to be immersed in its historical and
conceptual context. It is most likely not
understandable at the first glance. It only reveals
itself to its audience when a sufficient information
has been gathered and the audience learns to read it
as a semiotic phenomenon, in other words, the
artwork is coded (Gintere, 2017: 435).
The modern art codes involved in this research of
e-learning strategies are identified as intertextuality,
random access and hacking.
2.2 Intertextuality and Random Access
The eBig3 system embodies the idea of
intertextuality that emerged in the theory of
literature and art (Kristeva, 1980) and that is used to
describe the modern cache of knowledge as a net of
many texts. The structure of Internet is also created
like an intertextual space that links many areas of
information and leaves the individual to wander in
this multi-level area according to one’s own needs.
This principle of free choice is typical to the
contemporary understanding of learning. Our
feeling of how we enter the knowledge cache is non-
linear and rather improvisatory. In other words, we
enter the space of knowledge in different ways,
using each one’s own door because entrances are
innumerable and all of them are equal.
In theory, intertextuality appeared as an art code
described by Julia Kristeva in her book Desire in
Language. It comprises ten essays first published in
her book Séméiotiké (1969). Kristeva refers to the
psychoanalytic and poststructuralist approaches as
well as to authors such as Jacques Lacan, Roman
Jakobson and others. Her original idea was to
characterize the act of writing and reading the
modern literature. Since Kristeva’s first attempt to
define the concept, it has been widely developed and
gained many meta-meanings resulting in a net-like
understanding of the contemporary environment
(Derrida, 1967, and elsewhere).
In the contemporary New Media art world,
intertextuality holds a dominant role. Many digital
artworks carry the idea of a knowledge space with
paths of individual choice. This territory has no
center, and one can choose the entrance of the
knowledge cache. Intertextuality is a concept used
mainly to describe the textual world, nevertheless its
abstract shape is similar to the eBig3 project structure.
The eBig3 uses the principle of a space that has
different entrances and can be accessed by users not
only via computers, but via SMSs and television (see
Table 1). The response shows a significant boost of
registration for eBig3 courses compared to traditional
registration for online courses. It helped decrease the
drop-out rate and guaranteed that users felt
encouraged to stay for the whole duration of the
course (Kapenieks et al, 2014: 325).
The idea of entering the public area by using
three different technologies was possible because the
social knowledge was treated as an intertextual
space that can be potentially opened in several ways.
eBig3 used this structural feature to show that the
social potential of learning can be better activated by
integrating different media. It was possible by
understanding the structure of social mind as a net
that does not have a single entrance but is better
suited for a multi-media approach.
The eBig3 concept implies also the possibility of
random access that is a dominant feature of New
Media art. Its abstract shape recalls the already
classical New Media art principles. Random Access
(1963) by Nam June Paik (1932-2006) is a work made
of an audiotape cut in strips and collated on the wall.
It has an audio system with an extended playback
head. One can play the pieces of tape using the
playback head by creating an original shape of the
given material (Paul, 2003: 15). The example shows
that a piece can be played from any point and one can
gain new insights by using an unconventional
entrance. The authors of eBig3 used this idea to show
how the public space of knowledge can be activated
or “played” (see Table 1). It could be resounded at
home by television or at work by a computer, and it
could also be activated in other public spaces simply
by using an SMS. This approach creates random
access to public knowledge.
2.3 Hacking
The so-called hacking feature is one the New Media
art codes used by eBig3. In the field of New Media
art hacking has been used very actively. There are
many examples such as [domestic] (2003) by Mary
Flanagan, The Third Ear (2015) by Stelarc, The
Intruder (1998-1999) by Natalie Bookchin and
Super Mario Brothers (2002) by Cory Arcangel
(Tribe, 2009: 28-29). In a sense, it is an anarchic
CSEDU 2018 - 10th International Conference on Computer Supported Education
428
trend with a tendency of crossing the red lines of
accepted behavior: entering a space of another
artwork or game, breaking its original identity,
inventing new accents. The aims of hacking are
nevertheless ethical: its goal is the liberation of the
art world from conventions, a constructive criticism
of values and lifestyle, searching for new horizons in
the existing entourage of art.
The history of hacking goes back to Marcel
Duchamp’s and Robert Rauschenberg’s classical
works where they dare to intrude into pieces of other
artists in order to create new ones. Duchamp used a
post card with Leonardo’s Mona Lisa painting and
added a moustache and a beard to it (L.H.O.O.Q,
1919). Rauschenberg in his turn used the drawing by
his colleague Willem de Kooning, erased it and
treated the traces of the drawing media as his own
artwork (Erased de Kooning Drawing, 1953). Those
examples illustrate the tendency of the contemporary
art to rebel against conventional practices in culture
and a wish to assign equal rights to every creative
process (Tribe, 2009: 76).
We have transferred the trend of hacking to the
field of e-learning to show that in the context of
eBig3 new practices, or new horizons emerge when
technologies as an ensemble come into our life-
world. The triple-screen approach combining
computer / internet, television and SMS meet the
needs of learners better than a single screen based e-
learning (Kapenieks et al., 2014: 328). It would be
too harsh to say that eBig3 is a breaking-in activity,
although it works as an ethical hacktivism. It
intrudes in a positive way into the traditional
entourage of knowledge and brings high standard
values such as improvement of studies and
intellectual development (see Table 1). Using
hacktivism, eBig3 has shared a new practice in the
knowledge space creating a social common good.
Moreover, it opens the knowledge space in order to
modify it, to activate and move the intellectual and
practically oriented social potential. With this
demarche, eBig3 demonstrates freedom to edit the
knowledge gaining area and simplify the entrance to
education. It reviews the existing educational values
and uses the three media in a fruitful cross-cutting
perspective.
2.4 User Behavior in EdX and Moodle
The problem of detecting measurable learner out-
comes is receiving considerable attention with the
development of new online learning management
systems (LMS). Ease of use, concise video-based
contents, and simple access from any device are
critical factors from an end user’s perspective. Some
LMS are very popular in use, although, they lack
some features stated as standard nowadays. As a
result, most of the learners complain about
inefficiency and unreliability, as it was evident from
a learners’ study we conducted in two content equal
Basic Business courses at Riga Technical University
in Latvia. The only difference in both experiments
was the kind of LMS. We compared two LMS
MOODLE and Open EdX.
We obtained log files with the learners click
records available for analysis. We applied the method
to reveal learning session length using some
assumptions. The characteristic formulation of
Maximum Session Length (MSL) was implemented
to obtain an algorithm capable of evolving
Cumulative Student Activity (CSA) in learning
course. We further used the Learners Rendered
Activity (LRA) formulation to characterize learner
activity including the number of clicks and activity
time. Data collected from two LMS deployments
gave us new insights into learners’ behavior.
Our first e-learning version is a Moodle site,
linear in its spatial structure. All the materials can be
found by scrolling down the page: the course design
is a list of resources. The content of the site is
transparent, the structure is clear, however it is all
based in a computer environment. EdX in its turn
transgresses this well-arranged homogeneous space
and presents a matrix-like structure.
Study results (Figure 2) demonstrate higher user
activity in EdX virtual learning environment. It
confirms our assumption that codes of New Media art
are motivating learners for activity.
Figure 2: Cumulative number of mouse clicks VS student
time spent in virtual learning environment EdX (o) and
Moodle (x) for Basic Business Course. Each point (o) or (x)
represents the activity data for one student.
Concepts of e-Learning Accessibility Improvement Codes of New Media Art and User Behavior Study
429
Table 1: Modern art codes enhancing e-learning into eBig3-
learning.
Modern art codes
Intertextuality and
Random Access
Hacking
The social space of
knowledge: a net with
several entrances
Intervention in and
transformation of the
knowledge space
Significant boost of
registration
Ethical hacktivism:
intrudes in a positive
way in the traditional
entourage of knowledge
Entered by different
“doors”
Three-pronged
approach (computer /
internet, TV, SMS)
Technologies as an
ensemble entering into
the life-world, simplifies
the entrance to education
Improvement of
accessibility of
eCourses
Reviews the existing
educational values and
uses the three media in a
fruitful cross-cutting
perspective
New approach to
knowledge gaining: the
knowledge cache
activated by extra
possibilities (TV, SMS)
Triple-screen
approach better meets
the needs of learners
Users feel encouraged to
stay the duration of the
course
Social common
good
Drop-out rate decreased
Opens the
knowledge space in
order to activate and
move the intellectual
and practically oriented
social potential
3 CONCLUSIONS
To boost the efficiency of eBig3 eContent, we
suggest the New Media art codes as an experimental
method of cross-cutting the intellectual fields such
as education and art. Analysis and integration of the
New Media art codes is an original method for the
development of e-learning process and other ICT
products. The codes such as Intertextuality, Random
Access and Hacking bring a fresh look to the field of
e-learning and introduce a creative approach to
knowledge acquisition. The art codes turn e-learning
activities into contemporary trends of art of the
recent decades. Namely, e-learning becomes a
platform of common good that is activated by the
three-media ensemble.
With the meta-structure of the New Media art
eBig3 suggests a new e-learning model based on
values of contemporary art. Consequently, eBig3 can
be a way to cross-cut the traditional learning methods
with modern art where intervening is welcome since
it brings new insights and practices. Entering the
social reality and modifying it in a reasonable way
contributes to new creative ideas and fresh aspects of
knowledge.
By comparing the Moodle and EdX e-learning
environments, we conclude that the content in a
matrix-like format is an efficient way to enhance
learning and contribute to more efficient user
behavior. The traditional Moodle version was created
for computer / internet only and it did not succeed as
well as the multi-screen approach. Moreover, by
transferring the elements of modern art theory to the
structure of e-learning we propose to conceptually
unify the contemporary tendencies in the field of ICT.
This theoretical framework is unique as e-learning
and theory of modern art have never been viewed
before as related fields.
ACKNOWLEDGEMENTS
This research has been supported by:
Grant from the European Regional Development
Fund (ERFD/ERAF) project “Leveraging ICT
product innovations by enhancing codes of modern
art” No. 1.1.1.2/VIAA/1/16/106 within the Activity
1.1.1.2 “Post-doctoral Research Aid” of the Specific
Aid Objective 1.1.1 “To increase the research and
innovative capacity of scientific institutions of Latvia
and the ability to attract external financing, investing
in human resources and infrastructure” of the
Operational Program “Growth and Employment”;
ERA-NET research project FuturICT 2.0 “Large
scale experiments and simulations for the second
generation of FuturICT”.
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