A Tool for the Reinforcement of Conceptual Learning: Description
and Use Experiences
Roberto Moriyón
(Escuela Politécnica Superior, Universidad Autónoma de Madrid,
Madrid, Spain
Roberto.Moriyon@uam.es)
Francisco Saiz
(Escuela Politécnica Superior, Universidad Autónoma de Madrid,
Madrid, Spain
Francisco.Saiz@uam.es)
Abstract: In this paper we describe the DeepTest tool, which
is intended to reinforce the conceptual learning of any subject by means
of interactive exercises for the detection of incorrect texts. DeepTest
can be used through Internet. The generic aspects of the tool are analyzed,
and a first report on conclusions from the use of the tool by a group of
students and teachers is presented. The main conclusion is that DeepTest
can be used effectively in assessment tasks and its use is very simple
and intuitive.
Keywords: Authoring tool, interactive exercise, conceptual learning
Categories: K.3.1
1 Introduction
In this paper we describe the DeepTest tool, which can be used through
Internet and is based on a new type of interactive exercises, those designed
for the detection of incorrect texts. This type of exercises is very different
from the usual ones, which are still the same traditional ones generally
solved by means of pencil and paper. The most frequent ones among them
are multiple choice and free answer tests.
The state of the art in this field includes several other types of interactive
exercises that have appeared within the last years, although their use
is not very extended. An introduction to them and a detailed study from
a psychometric perspective are given in [McDonald, 99]
and [Zenisky, 02]. Among these types of tests, we
shall comment on various types. Tests that consist of the selection and
repositioning of graphical objects, which are used to some extent in primary
and secondary schools since students find them attractive due to their
graphical appeal. Tests for the selection of texts, like those described
in [Tomico, 03], are used mainly in courses on reflective
reading. These are especially relevant for this paper. Other types of tests
are also used, like those based on graphical modeling and concept association.
We shall point out the usefulness of tools for the interactive use of semantic
networks, which are especially suited for conceptual learning. Their main
limitation is that their use is inherently decontextualized as a consequence
of the schematic way they represent knowledge.
Apart from the generic tools mentioned in the previous paragraph, nowadays
there are more interactive systems for knowledge evaluation, which are
based on specialized tools for specific subjects, like environments for
the design and execution of mathematical problems, [Diez
04], for simulation and distant access to laboratory equipment, [Dwyer,
97], and for Architecture, [Katz, 88].
The Educational Testing Service of the USA is in charge of evaluating
students and professionals from many different scopes at the state and
federal level. This institution is responsible for the most novel contributions
made to this type of applications and are based on ambitious research plans
that have given rise to several patents and many scientific publications
of the highest level, [Mills, 02].
The scenario described above shows that in spite of the appearance of
new techniques and types of interactive exercises, there is a lack of computer
systems and tools that allow students to reinforce different forms of learning.
In this paper we shall mainly address conceptual learning. By conceptual
learning we refer to deeper, transferable understandings of generalizable,
abstract knowledge; that which has to do with logical thinking, the formation
of scripts, stories, cases, mental models or constructs, concepts, associations,
perspectives and strategies [Roussou, 05]. Conceptual
knowledge includes the incorporation of knowledge that is deduced or explicitly
related to other knowledge, in situations where these deductions or formal
relationships with other concepts are part of the knowledge the student
has to assimilate. Our work is also relevant for the learning of subjects
with significant terminological components such as human or computer languages.
Conceptual learning can be framed in a broader scope on the basis of
the Bloom Taxonomy, [Bloom, 56], which distinguishes
six different dimensions related to the competencies acquired when learning:
knowledge, comprehension, application, analysis, synthesis and evaluation.
Conceptual learning is very closely related to analysis and comprehension
ability, although it is also related to other competencies like application,
since in many cases it is essential to analyze how actions are accomplished
and to understand the mechanisms that govern them in order to learn how
to apply the knowledge acquired.
Exercises for the detection of incorrect texts, EDITs, are documents
that include types of erroneous concepts, reasoning or information that
the students must detect. They can be solved interactively when learning
any subject in any language that uses roman characters. Compared with other
traditional tests, their degree of interactivity improves the learning
process. The main reason is that the use of the tool makes it easier for
students to learn from the mistakes they make. The main limitations of
the tool have to do with the use of mathematical formulae and non standard
characters. These limitations are strictly technical, and future versions
of DeepTest will be able to handle documents based on any alphabet that
can include mathematical formulae.
EDITs present information in the form of interactive documents that
look like static ones, which allows a contextualized work. EDITs designers
have absolute freedom to use arbitrary parts of documents in order to establish
a context for the solving of exercises, and other parts, which are indistinguishable
a priori for the students. In this way students are asked in an implicit
way to check for the correctness of the knowledge they have acquired. DeepTest
includes a tool for the creation of EDITs, and an environment for their
interactive resolution. The authoring tool allows interactive exercises
to be defined starting from arbitrary HTML documents. It also permits teachers
to collaborate by sharing collections of exercises. These aspects are fundamental,
since it is well known that one of the greatest barriers for the expansion
of the use of computers in education is the enormous development cost of
high quality interactive contents.
Since EDITs are based on documents that include text and images, the
appearance of the authoring tool and the exercise resolution environment
is similar to that used with a document editor, thereby reaching a high
level of usability. The evaluation performed with a group of students described
in section 3 below confirms this. In addition, teachers
who use the tool in order to create EDITs do not need any specialized knowledge
about computer usage. Moreover, the user interface for the design of interactive
exercises is very similar to that used for their resolution. This is very
advantageous for teachers when designing exercises, since they can anticipate
the difficulties students are going to find in their work.
The DeepTest system is protected a patent pending from the European
Patent Office, hold by the Universidad Autónoma of Madrid. DeepTest
can be integrated as an additional service in a platform for computer assisted
education, like WebCT, [WebCT, 05] or Moodle, [Moodle,
05], using standards for communication among educational applications
like IMS, or SCORM, [ADLNET, 05].
This paper is organized as follows: the next
section is devoted to the description of the main generic aspects
of DeepTest. The following section describes the
experience of DeepTest being put to use at the Universidad
Autónoma de Madrid by means of a collection of EDITS in a
course on Object Oriented Programming, [Alfonseca,
04]. Finally, ongoing work and future plans
are briefly described.
2 Description of DeepTest
The DeepTest tool is available for use through Internet, [DeepTest, 04]. Users can register and accomplish
their work through courses that include interactive exercises. Each
course includes a group of students that are enrolled in it. In this
context, a teacher can start a program for the design of EDITs to be
integrated with static contents, and the students that are associated
can follow the course and start another program for the resolution of
the exercises.
2.1 Exercises for the detection of incorrect texts
EDITs consist of interactive digital documents related to the subject
under study, which include statements, references or words that are not
correct. These parts of the text can be used to reflect typical fundamental
mistakes. In this way DeepTest can reinforce conceptual learning. By means
of the mouse or the keyboard, students have to detect those parts of the
text where these incorrect statements appear. When finished and while grading
their answers, DeepTest provides them with feedback about their knowledge,
using different colors to show their selections as well as those incorrect
statements that have not been detected, as depicted in figure
1. The colors used to show these parts of the text depend on their
correspondence to incorrect statements or not. A mark is also assigned
on the basis of a positive value associated by the designer to each erroneous
statement or word, which is applied to all the zones properly selected
by the student. A negative value is similarly assigned to each text selection,
which is applied to the inadequate selections. The global mark is the sum
of all positive and negative values.
In addition, all parts of the documents cited previously can include
a link to an explanation about their correctness or incorrectness, which
can be accessed by means of a hypertext mechanism. Moreover, students can
interactively switch the type of information shown to them, like for example
the visualization of the correct/incorrect version of each incorrect/correct
alternative.
Figure 1: Grading of an interactive exercise
Exercises for the detection of incorrect texts are prone to a high degree
of ambiguity. This is especially relevant in portions of the text that
are statements. For example, the statement Nero was born in 150 A.D.
may be a mistake because of the wrong date or the wrong name of the emperor.
Similarly, the statement two plus three equals six can be considered
a mistake in five different ways: either because the word two appears
instead of three, or because plus appears instead of times,
because three appears instead of four, because equals
appears instead of is less than, or because six appears instead
of five. We call this disjunctive ambiguity. In order to cope with
disjunctive ambiguity, designers can use two mechanisms: on the one hand,
they can use the document as a way to define a context for the exercise;
for example, in the first case if the subject of the document is Nero,
the mistake will be in the year and not in the emperor's name. On the other
hand, DeepTest allows designers to create exercises with specific types
of errors like words or sentences exclusively. For example, if the last
exercise above asks for the detection of incorrect sentences, there is
no disjunctive ambiguity.
EDITs can also present what we call cumulative ambiguities. An ambiguity
of this kind also appears in the first example above, even after being
disambiguated by the subject as explained in the previous paragraph. In
this case the student might consider that the region of error is the whole
sentence or just the year. In this case the semantics of the contents of
error are not ambiguous like in disjunction ambiguities, but the exact
location is ambiguous. Once more there are two different mechanisms that
can be used by the designer when dealing with this type of ambiguity: after
defining an incorrect version that corresponds to some correct statement
or work, designers can specify a part of the text that contains it as the
largest acceptance zone, so that any selection by the student that contains
the original mistake (the number 150 in our example) and is contained in
the biggest acceptance zone (the whole sentence would be an appropriate
one in this case) is accepted. Like in the case of disjunctive ambiguities,
the second possibility restricts the type of possible mistakes to sentences
or words.
The main difference between exercises generated by means of DeepTest
and those created by means of other systems is that DeepTest exercises
can be solved by students in a highly interactive context, giving rise
to a clear reinforcement of conceptual learning. This is due to the fact
that besides learning by discovering concepts that may be wrong, they have
to understand in depth the ideas that are expressed in the document as
a consequence of the fact that they do not know where the wrong information
is, or the type of mistakes that are included in the document.
Moreover, the design of EDITs and their resolution are accomplished
in similar environments by using mechanisms that are similar to the ones
used when working with a text processor. The DeepTest design tool is actually
an HTML editor that allows designers to define incorrect parts of documents
by just selecting the corresponding part of the original documents one
by one and activating a command that allows them to be replaced by their
incorrect counterpart. Designers can also assign a value to each correct
or incorrect part of the text, as well as links to explanations that correspond
to correct or incorrect parts of the text. Finally, designers can specify
the biggest acceptance zone that corresponds to an erroneous area by just
activating the corresponding design command and marking the acceptance
zone with the mouse.
2.2 User interface of the authoring tool
The DeepTest authoring tool has a very simple user interface. It consists
of a standard edition area where the document is shown, a lower bar that
shows help messages that are adapted to the working context of the designer
of interactive exercises, and a menu area with the usual menus in an editor,
together with other menus to deal with the specific information on erroneous
areas. As depicted in figure 2, all the editor functions
that correspond to these specific aspects of EDITs are accessible through
the right button of the mouse, by means of contextual menus. This is a
design decision for the user interface that is a key for the usability
of the tool, since users can use the resulting application exactly in the
same way they use a standard editor for HTML documents, which is something
they are used to. Only when dealing with the specific tasks related to
the interactivity of the final exercises do they have to access it through
two menus where all these tasks are available. Thanks to this design, the
excellent results concerning the usability of the tools are shown in section
3.
The contextualized help given to users by DeepTest displays a list of
tasks that can be carried out at each moment in the lower part of the windows
as well as explaining how to do so. In addition, a comprehensive help system
complements the previous mechanism and is available from the help menu
at any moment.
The implementation of the authoring tool is based on an HTML document
editor whose functionality has been extended in order to add the interactivity
that corresponds to interactive exercises to it. The main task designers
can accomplish is the creation of new incorrect alternatives corresponding
to a text that has been selected. When activating this command, the tool
hides the selected text and the designer can introduce the desired incorrect
version.
Figure 2: Design of an interactive exercise
Once an incorrect version has been created, the user can add an explanation
to it, see the corresponding correct alternative, and expand its corresponding
acceptance zone, as explained before. The incorrect alternative can also
be deleted, in which case the corresponding part of the document is restored
to its initial form. All these actions are available through contextual
menus, as shown in figure 2.
2.3 Implementation aspects
The authoring tool represents exercises by means of HTML documents that
include intervals with an associated semantic annotation. The decision
to use semantic annotations associated to parts of documents was based
on the requirement to define extensible mechanisms that can be used in
future types of interactive exercises, like the ones described in the section
on conclusions and future plans at the end of the paper. DeepTest semantic
annotations are data structures that can have an arbitrarily complex structure.
This allows the inclusion of complex semantics, like the syntactic role
played by a part of a sentence. In the case of intervals with erroneous
information, the semantics is represented by a chain of characters ("True"
or "False").
Figure 3: Architecture and working mechanisms of DeepTest
Semantic filters are an essential component in the design of DeepTest.
Filters are formed by semantic structures or patterns of them, together
with associated presentation styles. They are applied to interactive documents,
as depicted in figure 3. They show intervals with semantic
annotations using the presentation styles associated to them. For example,
figure 2 shows an interactive document during its design,
when a filter is applied that shows "False" semantics intervals
with a yellow background and hides those with "True" semantics.
In order to see the correct version of the document instead of the previous
one, a different filter that shows the intervals with "True"
semantics and hides the ones with "False" semantics can be applied.
The use of filters simplifies both the modularization and reuse of the
code related to the reaction of the system under inputs from the user.
The DeepTest tools show a document and apply different semantic annotations
to parts of it depending on the user's actions. Depending on the state
of the tool successive filters can be applied. For example, figure
1 shows the grading of an interactive exercise using a grading filter
that is activated when the system passes on to the corresponding state.
DeepTest was developed in Java 2. Swing and its Model-View-Controller
architecture were used in the development of the editor, while the implementation
of the distributed system is based on J2EE. The main functional requirement
behind this decision was the need for a framework for the definition of
HTML editors that allowed the redefinition of user interaction with several
aspects of visualization. Although it was not critical and its use was
never necessary, we also wanted to have the source code of the framework
just in case we needed to accomplish something that was not possible in
its implementation. After looking for editors that satisfied these requirements,
we ended up with two suitable systems for our needs, and stable enough
to be trusted. These were the Mozilla HTML editor and the HTML editor included
in Java 2 under javax.swing.text.html.
Despite having advantages like covering a more recent version of HTML,
the Mozilla editor is the result of the integration of components written
in different languages, and uses a specific programming language for the
specification of the user interaction, so we decided to use the Swing editor,
which is a pure Java editor. This in turn automatically gave rise to the
use of a rich and elaborated Model-View-Controller architecture.
3 A first experience using DeepTest
DeepTest was tested with a group of 60 students from a second course
on Object Oriented Programming offered by the Higher Polytechnic School
at the Universidad Autónoma of Madrid. The course has three parts:
the first part is devoted to the study of Smalltalk programming language,
the second to the analysis and design of object oriented computer programs,
with a special emphasis on Unified Modelling Language, UML, and in the
third part the computer programming language C++ is studied. Since the
1995-96 academic year both the mid-term and final exams in this course
have always included some questions under the form of Smalltalk or C++
programs that include selected mistakes that the student must detect and
comment on. The resolution of this type of problem is very suitable by
means of DeepTest. The exams given in this course from the beginning can
be found in [Alfonseca, 04]. The test included interactive
exercises made from pre-existing exam questions, and some others designed
specifically using DeepTest. Two teachers were involved in the design work.
The test was carried out at the computer lab during the last week of
classes. The students worked with DeepTest in groups of two. Before starting
to work, the students were given a ten minute explanation of how to use
DeepTest. During the test five people were ready to solve the problems
that might arise.
The goal of the initial test was to detect possible usability problems
with the tool and to check its suitability to reinforce learning in computer
programming courses. The students were asked to fill in a questionnaire
after having solved the problems. Twenty four groups answered the survey.
The most relevant questions are described below, together with the global
results represented in figure 4. The opinions from
the teachers were collected by means of an interview, which allowed us
to analyze in greater detail aspects that were discovered to be more important.
The following subsections show the results of the survey answered by the
students. At the end of this section, the opinions of the teachers are
analyzed.
3.1 Usability related questions
1. Simplicity of use: Seventy per cent of the answers indicated that
the system is very simple to use. Twenty percent indicated that its use
is simple. Five percent indicated that it is complicated.
2. Adequacy of available information: Twenty per cent of the students
missed a systematic explanation of the way the tool should be used. The
rest considered the information given to be adequate. It should be noted
that at the time the survey was taken only the contextual help indicated
in the previous section was available. This problem has been solved with
the comprehensive help system.
3.2 Suitability of DeepTest for knowledge assessment
3. Usefulness of DeepTest for self assessment of acquired knowledge:
The results for this question were very similar to the ones for the first
question. Seventy five percent of the students said DeepTest is very useful
for self assessment, while fifteen percent said it is useful, five percent
claimed it is more or less useful, and five percent did not find it useful.
Two students indicated that the type of exercises posed is closely related
to the information a compiler gives, something they use every day. This
opinion was not shared by other students. We deduce from it that this type
of test needs a more profound design since the mere addition of more or
less random errors does not give the students more information than a compiler
does.
4. Usefulness of DeepTest for assessment by the teacher of the knowledge
acquired by the students: The answers to this question were more diverse.
Thirty five percent of the students thought DeepTest is very useful for
assessment by the teacher, while twenty percent of them considered it is
useful, ten percent moderately useful and should be complemented by other
forms of assessment, five percent considered it not useful and thirty percent
were completely against the use of DeepTest to evaluate their knowledge.
During the next years we are planning to keep using DeepTest at mid-term
and final exams, and we will carry out a more detailed study.
3.3 Suitability of DeepTest for learning reinforcement
5. Adequacy of DeepTest for learning Computer Science subjects different
from computer programs: Once more the answers were varied in this case.
Only half of the students had a clear opinion on this. Sixty percent of
them were very much in favor of using DeepTest in all Computer Science
courses, five percent were in favor of it, five percent of them were moderately
favorable, and thirty percent were completely against it.
6. Adequacy of DeepTest for learning human languages. Eighty percent
of the students were convinced DeepTest would be very useful for learning
languages, five percent thought it would be useful, five percent said it
would be useless, and ten percent that it would be completely useless.
7. Potential interest of DeepTest for the learning other subjects: Half
the students did not express any opinion on this. Seventy percent of those
who did said it would be very interesting, while thirty percent said it
had no interest.
8. Specific aspects that need to be changed: The students made several
proposals, which are indicated below.
Several students complained about selecting a whole instruction as an error
instead of the specific word or token that was erroneous, but the system
did not accept their choice. As explained in section 2.1.
this difficulty can be solved by disambiguating the exercises. It can be
concluded that designers need some training on the use of the authoring
tool from a pedagogical point of view. Students also said they missed the
availability of static contents that can be used to alternate between learning
and exercise solving. This has already been solved.
Figure 4: Students evaluation summary
Hence, the survey gave clear answers to the questions related to the
simplicity of the tool's use and its utility for self assessment. However,
there are divergent opinions about its use for evaluation by the teacher,
in spite of the fact that similar exercises have been used for years. We
should point out that the opinion of the teachers in this respect was very
positive. During the next months, an expert in psychometrics will carry
out a more objective evaluation of the possibilities of DeepTest in order
to distinguish different levels of contents assimilation. The answers to
other questions mentioned above are being contrasted in 2005 with the results
from the teaching innovation project mentioned below.
3.4 Opinions from the designers
There were three different types of experience related to the design
of EDITs used in the test: as already noted, on the one hand a teacher
had designed and used similar exercises solved with paper and pencil for
many years. On the other hand, two teachers used the DeepTest tool to design
additional exercises. Finally, one teacher used the tool to convert the
original paper and pencil exercises into EDITs.
We asked the teachers similar questions to those posed to the students,
with reference to the design task instead of the resolution task. The main
emphasis was on the usability of the tool and enhancement of conceptual
learning and assessment.
There was unanimity about the usability of the design tool, which was
considered to be very high, and the usefulness of DeepTest for different
forms of assessment in courses on computer languages. The opinions were
less unanimous about its use in other Computer Science courses. As a consequence
of this test, the tool is now being used in several subjects related to
Computer Science by a group of teachers including those involved in the
test. No elaborated results are available yet, but the first impressions
are positive. It should also be noted that in general, the teachers found
it necessary to have a more extensive help system that would cover the
subtle aspects of design related to preventing ambiguities, like the definition
of extended acceptance areas. The latest version of DeepTest includes a
renewed help system for the designing tool, and we still have work to do
in order to improve it according to the experiences of designers.
From a teaching point of view teachers consider that two of the most
useful aspects of DeepTest are the possibility to easily know what the
weak points of the knowledge students acquire from a conceptual point of
view are, and the simplicity of designing interactive exercises with the
tool.
4 Conclusions and future plans
Using DeepTest to complement education in the classroom can reinforce
conceptual learning. DeepTest allows teachers to create tests to assess
a deeper knowledge acquired by students than more traditional ones. This
has been proved in the evaluation of the tool reported above. Since the
tool encourages learning by pointing out mistaken concepts, it can be useful
when students learn concepts that are difficult to assimilate correctly.
A teaching innovation project, TRAC, is being conducted during the 2004-05
academic year at the Universidad Autónoma of Madrid. Twenty six
professors are using DeepTest in seventeen courses from different subjects.
A comprehensive study of its usefulness will be carried out at the end
of this experience. The subjects involved in the project are Languages,
Ecology, Biology, Biochemistry, International Law, Didactics of Mathematics,
Design for the Development of Teaching Contents, Biophysics, Civic Education,
Geography, Philosophy, History of Political Theory, Data Bases, Computer
Programming, Chemistry, Automata Theory and Translation and Interpreting.
We have many future plans for the tool, including new types of interactive
exercises. The extensibility of the mechanisms of semantic annotations
we use will allow us to do this while reusing large portions of the work
we have done up to now. More specifically, we are working on a resolution
environment where students can correct the mistakes they find in documents.
The system will use heuristic inference mechanisms in order to detect the
areas of the text that have been corrected appropriately and those for
which there are errors in the correction.
Acknowledgements
The DeepTest environment for the design and resolution of interactive
exercises for the detection of incorrect texts is the result of work in
the HyperTest project, funded by the Fundación General de la Universidad
Autónoma de Madrid, and the Ensenada, TIC 2001-0685-C02-01, and
Arcadia, TIC2002-01948, projects, within the Plan Nacional de Investigación,
Spain.
The design of the tool was made by the authors. A. Andrés, D.
Mellado, S. Jiménez, A. San Martín, M. Pazos, I. Meléndez,
J. Martínez and C. Alonso have collaborated in the development of
DeepTest. Smalltalk and C++ problems used in the test described in section
3 were elaborated by M. Alfonseca.
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