Formal Representations of Learning Scenarios: A Methodology
to Configure E-Learning Systems
Denis Helic
(Institute for Information Systems and Computer Media Graz University of
Technology, Austria
dhelic@iicm.edu)
Abstract: Nowadays, advanced E-Learning systems are generally
pedagogy-aware. Commonly, these systems include facilities for
defining so-called learning scenarios that reflect sophisticated
pedagogical approaches such as collaborative writing or
project-oriented learning. To support different learning activities
from such scenarios the technological infrastructure of these systems
must be appropriately adjusted and configured. Usually, this
configuration process is laced with a number of difficulties. Most of
these difficulties are caused by the fact that scenario capturing is
achieved through informal user-developer dialogues. Typically, the
result of such informal dialogues contains inconsistent and incomplete
information because of misunderstandings and the complexity of the
interactions within a scenario. Consequently, the configuration of the
system is suboptimal and a number of iterations are required in order
to achieve better results. In this paper an approach to improve this
situation is presented. This approach is based on a general formal
representation model for describing learning scenarios. A particular
formal description of a concrete learning scenario is obtained through
a user dialogue with a wizard tool. At the next step, this formal
description might be automatically processed to facilitate
configuration process. The paper is concluded with some experiences
gained by applying this approach in two E-Learning projects.
Keywords: E-Learning, E-Learning system, learning scenario, formal
representation, configuration
Categories: H.1.0,
H.4.0
1 Learning Scenarios in E-Learning
It is our experience that successful E-Learning projects always concentrate
on pedagogical aspects to enable efficient technology-enhanced knowledge
transfer. As such, these projects are far less focused on the technology
itself [Hirumi 2002; Hobbs, 2002;
King and Puntambekar, 2003; Leasure
et al., 2000; Mioduser et al., 2000; Oliver
et al., 2002]. For example, one of such projects was the project called
CORONET (Corporate Software Engineering Knowledge Networks for Improved
Training of the Work Force) that was funded by the European Commission
(IST-1999-11634). The main purpose of the project was to analyze, implement
and evaluate a number of tools for support of collaborative knowledge transfer
processes. Each of such tools utilized the current and advanced Web technology
to facilitate and spread the flow of knowledge from people possessing that
knowledge to people who needed to acquire it by following a particular
collaborative pedagogical approach. Thus, processes such as Web-based tutoring,
Web-based knowledge mining, Web-based collaborative writing, and collaborative
project-oriented learning have been supported.
The evaluation of the project results with respect to the increase of
learning effectiveness by knowledge sharing and collaborative learning
generally indicated improved learning effectiveness [Pfahl
et al., 2004; Helic et al., 2004; Helic
et al., 2005].
One simple strategy to utilize pedagogical aspects in E-Learning is
based on managing so-called learning scenarios. This strategy was successfully
applied in a number of E-Learning projects at the University of Technology
Graz [Helic, 2006; Helic and Durco,
2005; Ebner et al., 2005, Dreher et al., 2004]. In those projects a
learning scenario was defined as a combination of the following components:
- A particular way (i.e. a story) of working with the system to achieve
a particular learning goal. Typically, the story was represented as a collection
of learning activities that need to be carried out to accomplish the goal.
- The user roles that are involved in the story, e.g. teachers, tutors,
students, or learners.
- The system tools, features and services that are needed to support
the activities.
- The educational content relevant to the learning goal.
Using this scenario structure, scenarios such as thematic uploading,
thematic discussion, goal-oriented, or reflective learning were developed
in these projects. Further, one of the important requirements in these
projects was a possibility to introduce new learning scenarios and customize
already existing ones. The systems and technological infrastructure fulfilled
that requirement by providing a generic learning scenario framework. The
framework utilized extensibility and customizability by providing flexible
system configuration possibilities. Thus, supporting a new learning scenario
or customizing an existing scenario was equivalent to providing a new system
configuration or adjusting an existing configuration, respectively.
However, such a general and flexible pedagogy-aware framework is inevitably
technically complex. Therefore, the process of configuring the framework
to reflect the scenarios is related with a number of problems. Typically,
these problems are visible at different stages of such a scenario management
process.
Capturing of scenarios is tedious and error-prone. It is carried
out in informal settings through user-developer dialogues. The results
of such dialogues are scenario requirements documents in a narrative form.
Typically, this final result contains inconsistent and incomplete information
because of misunderstandings or the complexity of the interactions within
the scenario. Basically, this problem is equivalent to a general user requirements
analysis problem in any software and system development process [Meyer,
1985; Jarke et al., 1998].
Technical realization, i.e. configuration, and customization are
extremely difficult because of the rich and complex functionality that
is needed and because of the heterogeneity of the technological environment
in question. Firstly, in order to support sophisticated learning activities
and scenarios the system must provide sophisticated functionality. That
functionality is typically organized in highly complex structures and processes.
For example, collaborative writing scenario includes activities such as
writing, reading, reflecting, commenting, and discussion. These activities
can be mapped onto the system functionality in the following way.
The discussion activity is mapped onto a discussion forum. The writing
activity is mapped onto an editor tool with upload functionality. Additionally,
the editor is associated with a version control system to control different
versions of the documents. The reflecting and commenting activities might
be mapped onto an annotation tool, and all of the activities are connected
to the user authentication and user rights module that decide who can do
what. Thus, even this simple scenario example can lead to a complex development
and configuration process. Moreover, E-Learning systems are typically developed
in a Web-based technological environment, which is a very fast evolving
and ever-changing environment. Obviously, such a dynamic environment increases
the complexity of the development and configuration process of E-Learning
systems.
We believe that one possibility to remedy these problems is by developing
formal specifications of learning scenarios. Such formal specifications
would meet two goals; firstly, inconsistency and incompleteness of a captured
scenario description can be partially or completely avoided; secondly,
strategies and automatic or semi-automatic procedures for supporting system
configuration and customization can be developed on the top of that formalism.
As a consequence of these two goals formal specifications must be:
- Easy to understand and use for all, i.e., the users of the system (e.g.,
teachers, tutors, students, etc.) as well as the developers of the system.
- Sufficiently expressive, yet still simple enough as to allow semi-automatic
or automatic processing and analysis in order to obtain at least a first
prototype of the system at different levels of abstraction and granularity,
e.g., architectural model, component-model, or even automatically generated
configuration scripts or implementation and integration code if needed.
The idea of formal specification of the user requirements (user scenarios,
use cases) is by no means a new idea in software engineering. For many
years now developers and researchers alike have been trying to apply formal
methods in software development in general and user requirements engineering
in particular [Meyer, 1985; Clarke
and Wing, 1996, Hong and Lingzi, 2000]. However,
there exist a number of difficulties related to formal methods in developing
information systems caused by fast changing requirements, user bases, usability
and design issues, or rapidly changing technologies [Land
and Hirschheim, 1983; Avgerou, 1987; Overmyer,
2000; Bolchini and Paolini 2004]. Moreover, such
formal methods are typically applied only for validation and checking purposes
rather than as a system configuration support [German,
2000].
One of the possibilities to reduce the complexity of these problems
is to use domain-specific knowledge in developing a formal representation
model. The domain knowledge can be used not only to support capturing of
the user and scenario requirements but also for automatic or semi-automatic
processing and analysis of the collected scenarios by utilizing the domain-specific
semantics. This approach is very similar to a modern software engineering
approach called Model Driven Architecture (MDA) first proposed by the Object
Management Group (OMG). According to this design approach a system specification
is developed in the form of a formal domain model that can be processed
to automatically generate parts of implementation, integration, or system
configuration code [OMG, 2003].
2 Management of Learning Scenarios
One of the basic problems in capturing scenarios is a mutual lack
of knowledge about the technical and pedagogical aspects on the side
of the users (teachers) and system developers, respectively. On the
one hand, the users of the systems lack the system expertise and
experience, i.e. they have a particular pedagogical approach in mind,
but they do not know if and how that pedagogical approach or at least
part of it is technically feasible. On the other hand, the system
developers have limited understanding of the domain, the subject
matter, and the pedagogy involved in a learning scenario. Thus, there
exists a so-called "impedance mismatch" between the
pedagogical aspects of a learning scenario and its technical
realization. In other words, both the system developers and users are
confronted with input from the other side that is typically inadequate
to them. Let us illustrate this problem with two real-life examples
from some of our recent E-Learning projects.
2.1 Problems with Scenario Management: Case Study 1
The first project in question is Ephras [Helic,
2006; Helic and Durco, 2005], a project that
has been funded by the European Commission under the Socrates/Lingua2
programme (117024-CP-1-2004-1-SI-LINGUA-L2). The goal of the project
was to develop a computer supported phraseology learning material for
students of foreign languages for four European languages - German,
Slovak, Slovenian and Hungarian language.
One of the E-Learning components developed within the project was a
module with 150 interactive tests for selected phrases in those four
languages. Those tests served to check understanding and knowledge of
the phrases in question, as well as for improvement of skills for
producing these phrases in a written and spoken foreign language. As
such they followed a sound pedagocial approach that has been developed
by the pedagogical partners (foreign language teachers) in the form of
an exercise typology. This exercise typology was a result of expertise
and experience of the teachers collected in a number of years in
teaching phraseology in traditional classroom settings. Additionally,
the questions and tests have been aligned according to language,
topic, knowledge, and skill level of the students.
On the technical side, IMS Question & Test Interoperability (QTI)
[IMS QTI, 2005] specification has been applied to
develop the exercise module. The QTI is a de facto standard for cross-platform
representation of questions and tests in Learning Management Systems (LMS)
and there are freely available tools for authoring, running, or result
processing for QTI tests. While developing the exercise module we have
experienced the following problems caused by the above mentioned "impedance
mismatch" between the QTI standard and its concrete application in
a specific subject area such as foreign language teaching. The mismatch
is visible at two levels.
First, the QTI standard is a technical specification which supports
development of questions and tests for various subject domains where the
questions and tests are interoperable at the level of authoring tools,
question/test databases or LMS. As such the QTI standard defines a number
of general question types that might be applied in a number of areas and
does not take into account specific question and test types of a particular
domain [Milligan, 2003]. However, there exist a number
of specific question types which are commonly used in foreign language
teaching but are not reflected in the QTI standard, with crossword puzzles
being only one typical example.
Second, the QTI standard is not concerned with pedagogical issues and,
as a matter of fact, it tries to be as pedagogy neutral as possible [Smythe
and Roberts, 2000]. Yet the basis for development of the interactive
tests in the Ephras project is a sound and successful pedagogical approach
for teaching phrases in foreign languages. This approach includes learning
activities such as phrase recognition, phrase meaning or phrase pragmatics
identification, phrase form and grammar understanding, consolidation and
reflection. Each of these activities is typically represented by a number
of exercise types which are used in accordance with the current context,
as well as the student"s knowledge and skill level. For example, identifying
phrase meaning can be realized with a multiple choice question where the
student needs to select the correct meaning of a phrase from a number of
possible answers, with a short text essay where the student needs to write
down the meaning of the phrase, with a combination of these two question
types, or with a simple drag-and-drop exercise where the student needs
to correlate the phrase meaning with a particular graphical representation
of that phrase (see Figure 1).

Figure 1: Drag-and-drop exercise to support phrase meaning
identification
Basically, development of scenarios was an iterative process with a
number of repeating steps. The whole process required collaborative efforts
on the side of the system developers and the teachers. The iteration steps
of this development process included:
- Initial discussion between the system developers and teachers. The
main goal of this session was to achieve a better understanding of both
the pedagogical requirements for questions and tests and the technical
possibilities offered by the QTI standard. Thus, the teachers explained
the types of questions and tests that are needed, whereas the system developers
explained the features of the QTI standard.
- Preparation of several QTI samples to illustrate the possibilities
of the QTI standard. The prepared samples already dealt with the questions
and tests from the subject matter.
- Agreement on a text-based informal format for defining the questions
and tests by the teachers. Such an informal format was needed because the
teachers were not familiar with creation of formal specifications, i.e.
they had a non-technical background.
- Realization of scenarios by means of QTI standard.
- Test and improvement phase.
Note that some of the steps have been repeated a couple of times to
obtain optimal results. Thus, the sheer amount of the development steps,
as well as the amount of the work needed for communication, testing or
improvement resulted in tedious work. Moreover, because of misunderstandings,
communication problems, or implementation difficulties the whole development
process was error-prone.
The difficulties of the scenario capturing process and their technical
realization can be summarized as follows:
- Learning curve for the QTI standard for the teachers was very steep.
There are no sufficient manuals, help files, tutorials or tools that would
decrease the time needed to learn the standard.
- Informal nature of format for defining the needed scenarios leads to
misunderstanding problems between the teachers themselves. The consequences
of such problems become even more serious with an increasing number of
teachers, because format disparity between different teachers also increases.
- Realization of scenarios using such an informal format is also very
difficult because of misunderstanding problems between the authors and
the systems developers. Again, the disadvantages become more visible as
the number of teachers increases.
2.2 Problems with Scenario Management: Case Study 2
The second project in question is iVISiCE (interactive Visualizations
in Civil Engineering), an E-Learning project to support the study of Civil
Engineering at Graz University of Technology [Ebner
and Holzinger, 2002]. Originally, the aim of the project was to investigate
the possibilities of applying Web technology in education of structural
engineering. Due to the fact that civil engineering students need to obtain
intuitive understanding of structural behaviour the pedagogical approach
is strongly based on visualizations. In addition, communication and interaction
among all participants complete the learning scenario. Consequently, a
great number of Web based animations, visualizations and interactive learning
objects have been developed to visualize and to simulate highly complex
processes [Ebner and Holzinger, 2003]. This content
was implemented in a course management system, which has been made accessible
by the computing department of the University of Technology Graz. The combination
seemed to be quite successful for the first time. Subsequently, the gap
between the sophisticated and up-to-date content [Holzinger
and Ebner, 2003] and an obsolete, rigid content delivering platform
became bigger and led to a dissatisfaction of end users, teachers and students
alike. Finally, the course support team decided to follow a new paradigm
where the content delivering system can be adapted and upgraded in the
same way as content complexity and user engagement are growing up.
For that purpose a novel E-Learning platform called WBT-Master, developed
at the University of Technology Graz, has been chosen [Ebner
et al, 2005].
To fulfill the requirements of the iVISiCE project a WBT-Master component
for management of so-called training objects has been applied (http://coronet.iicm.edu)
[Helic et al., 2004]. A typical example of such training
objects is a simple learning unit (i.e. a number of documents combined
into a reusable, navigable collection), but this is only a single simple
type of available training objects. Discussion forums, chats, quizzes,
virtual laboratories, or project management rooms are also training objects
which can be managed in WBT-Master. Each training object implements a particular
training paradigm. For example, students are supposed to answer questions
if they use an "examination room"; upload and discuss reports,
if they use a "thematic discussion"; follow online/offline step-by-step
explanations of most difficult topics in a "tutoring session"
or in a "mentoring session"; or develop a project in collaboration
with colleagues, if they use a "project management room". Additionally,
training objects can be combined into a new single entity called "training
course". A training course is just a combination of training objects
selected for a particular study that provides also some additional communication,
collaboration, and user administration tools such as evaluation, or grading
tools [Helic et al., 2005a].
If we compare WBT-Master with existing E-Learning solutions one essential
advantage can be recognized and that is the system"s flexibility and
customizability: these features are just as desirable for any other E-Learning
solution but they are an inherent part of the WBT-Master training paradigm.
Any teacher selects just a few components and combines them into a new
training course to provide a required training curriculum and system functionality
[Ebner et al., 2005].
The new pedagogical paradigm in the iVISiCE project supported by means
of WBT-Master was based on the assumption that although learning is an
active cognitive process on the part of the learner, it is also a social
process and develops through conversation [Motschnig-Pitrik
and Holzinger, 2002]. Therefore, interaction, participation and communication
have been recognized as crucial elements for iVISiCE, in which the learning
environment has to enforce the possibility of community building. It should
be pointed out, that the aim of this new paradigm was to compensate for
the lack of communication features. More precisely, the problem was the
missing communication tools developed for a specific user group students
of Civil Engineering. Thus, a new training course has been developed. Besides
content management features and user management facilities this training
course combined a number of communication tools such as [Ebner
et al., 2005]:
- A discussion forum for writing contributions in a structured manner.
- A Web-based whiteboard for synchronous textual and vector graphic based
communication.
- A thematic upload tool to help students upload, manage and discuss
their practical examples for passing the examination. Furthermore, the
tool assists the teachers regarding the correct time management, i.e. upload
was not possible after a predefined time limit (see Figure
2).
- FAQs for exporting frequent questions from the discussion forum and
arranging them into an easily navigable FAQ taxonomy.

Figure 2: Thematic upload tool for management of student
examples
Again, the development process was iterative and span over a number
of terms and student groups with gradual improvements in the pedagogical
approach, but also in the technical infrastructure needed to support that
approach. The typical steps of the development process included:
- Initial discussion between the system developers and teachers, again
to achieve a better understanding of both the pedagogical requirements,
as well as technical possibilities offered by WBT-Master.
- Preparation of a first prototype in the form of a training course to
illustrate the possibilities of WBT-Master.
- Test and improvement phase.
- Deployment and production phase, where the prototype was constantly
improved by adding new training objects, customizing features, or adding
new functionality.
Basically, all of these steps have been iterated at all times, with
the current result achieved after three school years, two different courses,
and a production phase with more than 200 Civil Engineering students.
In this project, the difficulties of the scenario capturing and realization
process are similar to those experienced in the Ephras project: a steep
learning curve for the system in question; the informal nature of scenario
capturing; and complexity of the pedagogical approach - all lead to misunderstanding
problems, incomplete, and inconsistent information.
There is also another difficulty characteristic for the iVISiCE project.
Since the pedagogical approach used in the project was based on interaction,
communication, collaboration, community building, and other social aspects
of learning, the learning environment in question exhibited a highly dynamic
nature. In such an environment the requirements are never stable and change
on a regular basis. As a consequence, the technical infrastructure is in
a constant "beta" state, similar to social applications typical
for Web 2.0 platforms, and needs to be improved, adjusted, and customized
very frequently. This deepens the problem not only for the system developers
who need to react to ever-changing user requirements, but also for the
teachers who manage the student community, and need to provide almost immediate
feedback to students" request.
In many cases, especially when the teachers are already experienced
users of the system and understand the possibilities offered by the system
such problems are easily handled by the teachers themselves. For example,
the teachers might demonstrate to the students how to use a particular
feature in a proper way, point to a system component which might be used
in a particular learning situation, or ask the system developers to extend
the system functionality if there is a need for this. However, in the situation
where the teachers do not posses sufficient system expertise (i.e. in the
initial learning sessions) this can lead to serious problems. On the one
hand, the teachers might reject an excellent student idea for improvement
of the learning environment because they do not believe that the idea is
technically feasible. On the other hand, they might accept an improvement
suggestion for which the technical realization might be very difficult
or even not possible at all.
2.3 Problems with Scenario Management: Conclusions
In both of the case studies scenario management process was related
with a number of difficulties. Besides the common issues related to the
user requirements engineering such as misunderstandings, incomplete and
inconsistent information, or complexity of the domain (e.g. sophisticated
pedagogical approaches), the dynamics of a socially-aware collaborative
learning environment in the second case study introduced another level
of complexity in the process. In both cases, such issues could be only
resolved through an iterative development and management process over a
longer period of time. Thereby, at each new iteration step a new prototype
has been introduced that represented a slightly closer approximation of
what the users really wanted.
These two case studies demonstrate very clearly that scenario management
in E-Learning is inherently complex, i.e. the difficulties exist
at all levels of abstraction or granularity of a learning scenario.
For example, from the pedagogy point of view in the iVISiCE project we
have been working on a higher abstraction level, i.e. the teachers defined
a number of learning activities for their students and the system developers
integrated a number of tools into a training course to support those activities.
The activities included structured discussion, chat, drawing, or preparing
and uploading materials. The teachers did not go into details of these
activities because in this case the details did not have pedagogical relevance
(except for preparing and uploading of materials where details such as
deadlines, format, quantity and quality of material have been defined).
On the other hand, in the Ephras project the teachers worked on a lower
pedagogical abstraction level, i.e. they defined a single learning activity
(exercises) but with a finer granularity. However, in both cases the difficulties
have been present in capturing and technically realizing learning scenarios.
Also, complexity of the management process was inescapable in both cases.
Consequently, if we want to deal with more complex learning scenarios
that work at different pedagogical abstraction levels with a fine granularity
at each of these levels the overall complexity of the learning scenario
management process grows. For example, suppose that in the iVISiCE project
the teachers wanted to conduct an online examination using a question-test
module from the system. For instance, the examinations could follow a common
examination strategy from traditional settings in Civil Engineering education
and include multiple choice questions, fill-in-blank, free essays, calculus
problems, or drawing and designing engineering solutions.
Each of these question types might require additional properties to
be defined, e.g. for a fill-in-blank question the teachers might need to
define how many blanks exist or how many positions each blank has. Obviously,
capturing and realizing these scenario requirements is very similar to
the Ephras project, i.e. we need to deal once more with the same difficulties
at this lower level of abstraction.
Such difficulties are by no means new in the software engineering field
and have been recognized previously. For example, Brooks states that "the
complexity of software is an essential property, not an accidental one"
[Brooks 1987]. As Booch points out the main reason
for that complexity is the complexity of the problem domain [Booch
1993]. Obviously, such a complexity is inherent in pedagogy-aware E-Learning
systems. A common strategy for tackling such difficulties in complex pedagogical
scenarios, as well as in software development is to hide irrelevant details
by working at an appropriate abstraction level and only switch to the next
abstraction level or to a finer level of granularity when there is a need
for it. Therefore, each technical solution for the scenario capturing and
realization problem needs to follow a similar strategy, i.e. it needs to
provide a mechanism for hiding irrelevant details as well as a mechanism
for switching between different abstraction and granularity levels.
3 Representation of Learning Scenarios
As a solution to the above mentioned difficulties a formal representation
model has been developed. The representation model comprises three components:
a meta-model that defines the modeling elements and their semantics; domain
models that represent particular domains and that are developed using the
elements of the meta-model; a formal binding that defines an XML binding
to export domain models. On top of this representation two tools have been
developed: a GUI tool that supports capturing of a particular learning
scenario by displaying the elements of a domain model in a user-friendly
manner and an automatic processing component that processes captured learning
scenarios to infer a corresponding system configuration. Both of these
components work with XML-based representations (that are valid XML documents
in respect to the defined XML binding) of domain models and learning scenarios.
3.1 Meta-model
The above discussion shows that the scenario capturing and realization
difficulties exist at different levels of abstraction and granularity.
Thus, the first requirement for the meta-model is a possibility to represent
these different abstraction and granularity levels. Furthermore, to reduce
the complexity of a domain model it should be possible to hide irrelevant
details of that model as the need arises.
Object-oriented representation seems to be a perfect fit for such a
meta-model because it is a general-purpose domain representation mechanism.
The basic elements of object-orientation include objects, attributes, classes,
instantiation, encapsulation and details hiding, structural relations (i.e.
specialization, generalization and composition), inheritance, and associations.
Let us look now at these basic modeling elements in detail to investigate
how they fit into the above defined requirements.
Objects are used to represent concepts or real-life entities.
Objects typically have one or more attributes that represent the
current state of an object. Similar objects belong to a class of objects
that defines all attributes that these similar objects might have. Usually,
we speak of objects as instances of a particular class that encapsulate
and hide their current state in the form of attributes. The instantiation
property is typically represented by means of an "is-a" relation.
The encapsulation and hiding mechanism is a very important concept that
allows us to hide irrelevant information from the rest of a domain model
and only dive into the details if there is a need for it. In addition,
objects and classes are typically related with other objects and classes.
With structural relations we can express domain knowledge with
differing levels of abstraction and details. There are three typical structural
relations in object-oriented modeling: specialization, generalization (which
can be comprehended as an inverse relation of specialization), and composition.
Specialization reflects a so-called "is-a-kind-of"
relation between two domain classes and states that a particular class
is a special case of another class. For example, the QTI standard defines
questions of type multiple-choice - it is a question type where students
can select one or more answers from a number of answers to a particular
question. Further, the standard defines a number of special cases of multiple-choice
questions regarding the format and type of the answers — there can be only
textual answers (text multiple-choice), image answers (image multiple-choice),
or hotspot multiple-choice where students can select a particular area
of an image as an answer.
Composition reflects a so-called "is-a-part-of" ("part-whole")
relation between two objects. For instance, the QTI standard defines a
notion of a test or a quiz, which is a collection of questions of different
types, i.e. the questions are related with an "is-a-part-of"
relation with the quiz.
Through the mechanism of inheritance we can further utilize specialization
relation. Inheritance means that a special case of a class inherits all
the properties (attributes and relations) of the general class. Further,
the special case can refine and redefine these properties if needed. For
example, typical attributes of a multiple-choice question include the question,
the number of possible answers, the number of correct answers, the number
of answers that students might select, and the answers themselves. One
special case of a multiple-choice question is a standard true/false question,
where all attributes of a general multiple-choice are inherited but the
special case sets the values for those attributes by a definition. Thus,
the number of possible answers is two, the number of correct answers is
one, the number of answers that students might select is also one, and
the answers are "true" and "false". The structural
relations, i.e. specialization and composition and the inheritance mechanism
allow us to create domain models at different abstraction and granularity
levels. We can utilize these different levels by means of a clever user-interface
that will support users in working on a single level of abstraction or
granularity, and only going into details (a lower level of abstraction
or a finer granularity level) when there is a need to describe these details
as well. Such a user-interface would reduce the complexity of scenario
capturing process to a great extent.
By means of associations we might express relations between objects
and classes across the whole model, i.e. across the different levels of
abstraction, across different levels of granularity, as well as across
compositions. Let us here investigate shortly an example from WBT-Master.
Suppose that a special training course should be created supporting a collaborative
writing pedagogical approach. In a typical collaborative writing scenario
students write and comment on a series of documents. The teacher might
provide feedback for the students. In the next step, the learners work
on improving the documents. At the highest abstraction level (at the pedagogical
level) a model of the scenario might include the following student activities:
writing, reading, commenting, reading feedback, improving results. However,
we still need a technical infrastructure that will support these activities
in a learning environment. Thus, that technical infrastructure needs to
be reflected in the model and related to the pedagogical abstraction level.
Obviously, the model of the technical infrastructure is on another abstraction
level and we need to relate objects and classes between these two abstraction
levels to realize the connection between them. For that purpose we might
use associations. For example, we might introduce a "supports"
association to model the fact that a particular tool supports an activity
from the pedagogical level. Thus, we might say that a document viewer "supports"
reading activity; a document editor "supports" writing activity;
or an annotation tool "supports" commenting activity. In addition
to associations between objects and classes from different abstraction
levels, the objects and classes from one and the same abstraction level
might be associated with each other. For example, the document editor that
supports the writing part of the collaborative writing needs to deal with
different versions of the documents. Typically, the editor communicates
with an external version control tool to manage the document versions.
Thus, we can say that the document editor "depends on" the version
control tool. Note here, that such associations are of crucial importance
for the automatic processing phase where associations might be processed
in a number of ways, e.g. to automatically infer the tools that are needed,
to highlight dependencies between the tools, or simply to obtain configuration
settings that might support a particular learning scenario.
For a better understanding object-oriented domain models are commonly
represented in a graphical way. For simplicity we use simple directed labeled
graphs to represent object-oriented models of learning scenarios with the
following definition of graph semantics. All the objects and classes regardless
of abstraction level, as well as all attribute values are represented as
graph nodes. The proper abstraction level and the distinction between the
objects, classes, and attributes are typically visible from the context
of a node. All the structural relations, associations, and attribute names
are represented as directed labeled edges between the nodes. Again, the
distinction between different edges and their semantics is typically trivial
and visible from a wider context of an edge. Figure 3
shows an example of a domain model of QTI that represents quiz, multiple-choice
question and true/false question (a specialization of multiple-choice question).

Figure 3: Graphical representation of a part of a QTI domain
model
Here a short comparison of the presented meta-model with similar modelling
approaches in E-Learning is needed. Recently, an international standard
has been developed called IMS Learning Design (IMS-LD). IMS-LD provides
a formalized way of describing activity-based learning scenarios and expressing
different pedagogical concepts in the form of so-called Units-of-Learning.
Units-of-Learning can be exchanged between different E-Learning systems
for execution. Additionally, IMS-LD Units-of-Learning might refer to the
external learning content (e.g., by linking the content via Web addresses)
or might refer to the tools and services available in an E-Learning system
[Koper and Burgos, 2005]. However, in the current
version of IMS-LD those tools and services are restricted only to four
simple services such as e-mail and discussion forum. Also, IMS-LD totally
lacks the possibilities to express domain knowledge in a form of general
class and composition hierarchies. Basically, an IMS-LD Unit-of-Learning
simply defines a sequence of learning activities at the pedagogical level.
As such IMS-LD does not include a mechanism to map the learning procedure
onto the execution procedure, i.e. onto a system configuration. This means
that this part of the learning scenario is basically unsupported by IMS-LD
and it is up to the implementers of the IMS-LD specification how such a
mapping can be accomplished. This represents a serious drawback of IMS-LD
[Leo et al., 2004; Torres et al.,
2005].
3.2 Domain Models
Using the presented object-oriented meta-model we can now develop a
number of domain models. The domain model development consists of identifying
the key classes, their attributes, and relations with other classes in
a particular domain. Note here that such domain models can be at different
levels of granularity, i.e. one domain model can be a detailed model of
a single class from another model.
The possibility to hierarchically structure different abstraction and
granularity levels provided by the meta-model makes it highly expressive.
However, through the mechanism of encapsulation and information hiding
the domain models are kept simple — this allows a possibility to provide
a mechanism for automatic processing of such domain models.
3.2.1 Domain Model: QTI
The model of the QTI standard is a rather simple one. Note here that
we will not deal with all the features of QTI because that is, obviously,
out of the scope of this paper. Rather, a simple conceptual model of the
QTI standard will be developed only to illustrate modeling capabilities
of the object-oriented meta-model. Thus, in the QTI standard we might identify
the following classes:
- Question is a basic unit of the QTI standard. Each question has the
text of the question, and might have information on response processing,
i.e. feedback for students in the case that the answer was correct, feedback
for students in the case that the answer was wrong, or the number of points
that students get for a correct answer.
- Quiz (Test) is a collection of a number of question instances.
- Multiple-Choice question is a specialization of the question class
that requires from students to choose one or more correct answers from
a number of answers. There are several subtypes of the general multiple-choice
question such as single correct answer, true/false question, or multiple
correct answers. These subtypes provide different default values for some
of the attributes of the general concept. Moreover, different types might
be identified regarding the format of answers such as textual answers,
image answers, image hotspot answers, or mixed answers.
- Fill-in-blank question is another specialization of the question class
where students need to type in a correct answer into allocated space in
the form of a text. Depending on how the text is interpreted different
subtypes of the general concept can be identified. For example, the QTI
standard defines the following interpretations: string, integer, and decimal.
A special case of the fill-in-blank question is a so-called short essay
which defines an alternative way of result processing, namely it allows
students to enter free text, and therefore only provides hints for students
as a response.
- Drag and drop question where students need to drag objects with mouse
to appropriate positions on the screen. Again, there are several subtypes
of this question depending of the kind of the objects that can be dragged
(textual objects or images). Also, depending on the spatial distribution
of objects and spatial direction in which the objects can be dragged a
number of subtypes might be identified. For example, sometimes the objects
might be dragged only in horizontal or vertical direction making that question
a simple objects ordering exercise.
Note here that the QTI standard includes additional question types and
a more detailed specification of their attributes, or result processing
possibilities. However, with the simple model from above and the capabilities
of object-oriented modeling discussed above (i.e. composition, inheritance,
and encapsulation) we have been able to create very sophisticated models
of QTI quizzes and questions that completely covered scenario requirements
in the Ephras project.
3.2.2 Domain Model: WBT-Master
The model of WBT-Master is a rather complex one, since WBT-Master is
a fully-fledged E-Learning system that is based on a wide range of pedagogical
and pedagogical concepts realized with sophisticated and complex technical
infrastructure. For example, the question and test module that is based
on the QTI standard is only a single component of WBT-Master. However,
as mentioned above inheritance and encapsulation might be used to represent
the hierarchical nature of such a system and to hide irrelevant details
from a model. Here we will describe only two higher abstraction levels
of WBT-Master and will not go into details of different modules.
WBT-Master is based on a sound pedagogical approach, i.e. it is based
on collaborative, socio-constructivist, and activity-oriented learning
theory. As such it supports students and teachers in a wide range of activities
that are centered on a community building process. This pedagogical level
is the highest abstraction level of WBT-Master. It includes the following
classes:
- User role refers to different pedagogical roles that users might have
in a learning scenario, e.g. there are students, tutors, trainers, teachers,
or lecturers. Each of these roles is modeled as a specialization of the
user role concept.
- Activity is a single task that is executed by a user with a specific
role. There exist a wide range of activities, each of them reflecting a
particular collaborative learning task. For example, there are activities
such as reading, writing, uploading, testing (recollect that if there is
a need for detailed modeling of this activity we might use the QTI model
from above — similar models might be developed for other activities as
well), or communicating. Some of these activities have subtypes, e.g. communicating
might be discussion, commenting, providing feedback, chatting, collaborative
drawing, and similar.
- Activity pattern is a composite activity that might include a number
of other activities in a single new activity. For example, collaborative
writing is such a composite activity that has as its components writing,
reading, reflecting, and commenting activities.
At the same abstraction level we can identify a so-called learning environment,
but we will look onto it separately for comprehension purposes. The learning
environment contains the following classes:
- Training (learning) object which is a basic unit of learning material
or content. Typically, each activity is associated with one or more training
objects, e.g. a reading activity is associated with a document.
- Training course provides a particular learning context by enclosing
a number of activities and training objects into a coherent learning entity.
In addition, a training course might provide a training curriculum, additional
communication features to enhance community building process (e.g. user
awareness features, group management features, and similar).
Lastly, let us define classes that are related to the technological
infrastructure of the system. Note here that the classes from this abstraction
level are typically related with the classes from pedagogical level by
means of associations, e.g. by means of the "supports" association.
Some of the technological classes include:
- Training object library which is a collection of a number of training
objects that supports the creation of training courses.
- Training object editor that supports authoring, editing, and managing
of training objects.
- Discussion forum which supports asynchronous moderated or non-moderated
discussion and communication.
- Annotation tool which supports commenting and feedback activity.
- Assessment tool which supports grading feedback activity.
- E-Mail which supports asynchronous exchange of messages.
- Instant messaging tool which supports synchronous exchange of messages.
- Chat tool which supports synchronous communication.
- Whiteboard tool which supports synchronous communication enhanced with
possibilities to exchange images, vector graphics, or to draw in a synchronous
manner.
- Quiz/test module that supports authoring, management, and execution
of questions, quizzes and tests.
- Upload tool to support publishing of student results.
- Editor tool that supports writing and editing of documents.
- User management tool that utilizes authentication facilities and user
rights management. Typically, all other tool and modules depend on the
user management tool.
Note here that the list of technological classes does not raise a claim
on completeness — rather it tries to serve only as an illustrative example
of a domain model of the technological infrastructure of an E-Learning
system.
3.3 Formal binding: XML
To export domain models an XML binding has been developed. The basic
XML model is a labeled ordered tree where labels represent node names.
Edges are always directed (to preserve the tree order) and do not have
labels. Additionally, XML supports a referencing mechanism between nodes,
which basically facilitates modeling of arbitrary graphs. In this way directed-labeled
graphs might be represented by means of XML documents. An excerpt from
an XML document that formally represents hierarchy of multiple-choice question
types (see Figure 3) is shown in Listing
1. Note also the representation of attributes.
<model>
<name>QTI</name>
<class id="1">
<name>Question</name>
<attribute key="question_text"
type="string"/>
...
</class>
<class id="11">
<is-a-kind-of refid="1"/>
<name>Multiple Choice</name>
<attribute key="answer_count" type="int"/>
...
</class>
<class id="111">
<is-a-kind-of refid="11"/>
<name>True/False (Text)</name>
<attribute key="answer_count" default="2"/>
...
</class>
...
</model>
Listing 1: XML-based representation of multiple-choice questions
Through the referencing mechanism for XML documents a number of models
might be combined. For example, an XML document that represents WBT-Master
model might simply refer to the QTI representation to provide a model of
its question/test module.
3.4 User Interface
In order to simplify capturing of learning scenarios a user-interface
module has been implemented on the top of the defined XML binding. The
most important requirement for the user-interface module was the usability,
i.e. it should be intuitive and easy-to-use. For that purpose the user-interface
module has been developed in the form of a wizard. The wizard leads the
users in a step-by-step fashion through the model in question. In addition,
it allows them to explore different domain classes in more detail by navigating
through the model"s hierarchical structure, exploring and learning
different model features. For example, the users might retrieve a more
detailed description of a particular class, or compare that class with
other similar classes or with classes from the same abstraction level.
Structural relations ("is-a-kind-of" and "is-a-part-of")
serve as the basis for the navigation direction within the wizard, i.e.
the users investigate at each moment only a single class but are provided
with links to access components of that class or its specializations (see
Figure 4). In the cases of multiple inheritances or
whenever a class belongs to a number of classes a history stack is utilized
to support the users in navigation to the opposite direction.
Additionally, at each navigation step the users might select a particular
class to include it in a current learning scenario. If a particular class
has attributes they are first populated with default and inherited values,
and in addition the users might be asked to enter remaining attribute values
(see Figure 5).
Basically, selecting a class for the scenario and populating its attributes
with values is equivalent to instantiation in object-oriented sense, i.e.
the users create instances of that particular class and define their current
state in this way.

Figure 4: Wizard-like user interface of the QTI model

Figure 5: Setting attributes of a multiple-choice question
Figure 6 depicts the relation between a particular
domain model and a captured learning scenario. The scenario contains a
number of objects that are instances of classes defined in the domain model.

Figure 6: Relation between a domain model and a captured
learning scenario
Lastly, after the users finish their exploration session a simple (formal)
description of the current learning scenario is obtained. That description
lists all of the created class instances together with the values of the
associated attributes. The current learning scenario is also represented
as an XML document. That document is used as the basis for further automatic
processing of the scenario.
3.5 Processing of Scenarios
The formal XML-based representation of a scenario obtained during a
user exploration session might be automatically processed to support system
configuration.
There are several strategies for such an automatic processing — the
choice of an appropriate strategy depends on the degree to which a particular
system or module can be dynamically configured or customized.
Thus, there are two classes of systems — the first one is a class of
systems that are dynamically configurable. For example, a QTI quiz is a
simple collection of a number of questions. Since the QTI standard defines
an XML binding a QTI quiz might be easily represented as a number of valid
XML documents. Obviously, transforming an XML document that captures a
scenario onto a number of standard QTI documents is a trivial task that
can be accomplished by means of different technologies such as XSLT, a
simple transformation script, or a special transformation program.
Note here, that the obtained QTI XML documents might be used as a certain
kind of templates to rapidly produce instances of these questions and quizzes.
The templates might be loaded into a standard compatible QTI editor to
enter the specific question, answers, or feedback. Figure
7 shows such a template that has been used in the Ephras project —
the template is a very simple quiz that combines a short essay and a multiple-choice
question.

Figure 7: Editing of an automatically created QTI quiz
The second class is a class of systems that exhibit a total or
partial lack of possibility for dynamic configuration or
customization. For example, some of the features and functionality in
WBT-Master can be easily customized in the form of a new training
course. However, there are certain features or modules that are
preconfigured and their configuration can not be in any way
dynamically or automatically adjusted. For instance, a discussion
forum in WBT-Master offers a standard possibility to attach a local
file to a posting. There is no technical possibility whatsoever to
remove that feature from a discussion forum in an automatic way
because that feature is hard-coded in the implementation of the
discussion forum. Moreover, WBT-Master offers more than 20 predefined
and preconfigured training courses which reflect a wide range of
common collaborative pedagogical approaches such as project-oriented
learning, collaborative writing, or brainstorming. Again, certain
modules of these training courses are hard-coded and can not be
automatically customized. As a matter of fact, the software
architecture of WBT-Master does not provide a possibility for a
complete dynamic configuration of a training course, i.e. there is
always a need to manually adjust configuration scripts or source code
to implement a completely new training course. It is our experience
that most of the current E-Learning systems exhibit the same behavior,
i.e. it is not possible to configure them dynamically in
full. Obviously, in such cases a partial solution should be
achieved. How such a partial solution looks like depends on a
particular configuration strategy being applied.
Firstly, the system can compare the selections made by the user
with the predefined configurations and try to estimate a best-match
configuration. The estimation can be implemented in a number of
ways. For example, a very simple solution would be to base the
estimation on a Boolean model, i.e. whenever the user selects a
particular scenario feature the system investigates all predefined
configurations and keeps only those where the selected feature is
contained. At the next step the system marks the remaining features
either as selectable or as non-selectable and reflects this via the
user-interface. The selectable features are only those features that
are components of one of the remaining configurations. Finally, the
users obtain an exact match for their requirements; however, they are
restricted in possibilities of what they can select. A slightly better
solution might be to use an algebraic or probabilistic model for
estimation algorithm. In both of these cases the users are not
restricted in what they can select, i.e. they can select any available
feature. At the next step, their current selection is modeled as a
multidimensional vector (an algebraic model) and compared with vectors
representing predefined configurations to obtain an optimal
match. Note here, that the obtained match might include features which
are not selected at all or might miss certain required features,
i.e. it is an approximation of what the users required.
Secondly, the system might simply collect the user requirements
without making a particular estimation on the best or optimal match
for the collected requirements. Rather, the system might try to
produce a prototype configuration which meets the requirements. That
prototype can be seen only as a starting point to obtain the proper
configuration - at the next step the system developers might work on
the prototype to meet the requirements in full.
Thirdly, in some cases even creating a prototype will not be
possible. In those cases the collected requirements might be used to
configure the system manually from scratch. However, one huge
advantage in this case is the fact that the requirements are formally
defined as an XML document.
4 First Experiences with Formal Representations of Learning Scenarios
We have applied the presented method for management of learning scenarios
at the end of the Ephras project. Additionally, we have started a test
phase for the new approach by including the wizard tool into WBT-Master.
Here are in short some of the first experiences gained.
4.1 Experiences from Ephras
In the Ephras project the wizard tool has been presented to the
teachers at the end of the project. Therefore, the teachers had
already some knowledge of what can be expected from the technical
realization of their ideas. Nevertheless, they could deepen their
knowledge about the technical possibilities by simply using the wizard
tool for exploration and reading about different QTI question
types. In addition, a possibility to automatically and immediately
obtain a quiz and define details of questions that have been chosen
for the quiz tremendously improved the understanding of the technical
possibilities of the system. This in turn, influenced the way how the
teachers designed their new exercises from the pedagogical point of
view.
Basically, they focused more on such learning scenarios which are
technically feasible and they also introduced new learning scenarios
which can be characterized as specific learning scenarios for a
computer-aided instruction, i.e., the teachers did not use such
learning scenarios in a traditional classroom settings for paper
exercises because they lacked the interactive possibilities offered by
an E-Learning system.
On the other hand, the system developers got a far better
understanding of the pedagogical requirements within the project. By
analyzing automatically obtained quizzes, question types, and
questions the system developers could identify which question types
are the most important for the teachers and, more importantly, the
system developers could identify the combinations of the questions
which are typically used. For example, one combination that has been
very frequently used was a combination of a larger text where a number
of sentences might be selected with a single correct selection. In
addition, there is a multiple-choice question where a single answer
can be selected to replace the selected a sentence from the text. The
replacement itself is achieved by means of dragging-and-dropping the
selected answer from the multiple-choice question. Technically, this
is a very complex combination, that includes a hot-spot area question
for selecting a sentence form the text (using hot-spot in this
particular case is actually a workaround since QTI does not define a
question type "select a text"), a multiple-choice question,
and a drag-and-drop question. Note that hot-spot area and
drag-and-drop questions include also a spatial component, i.e., the
developer needs to define positions on the screen where the answers
are located or might be dropped with the mouse.
To implement and configure such combinations the developers introduced
so-called templates, i.e. generic implementations of the desired behaviour
that can be used to create instances by configuring it. The configuration
process typically involves setting of a couple of parameters. However,
the problem was how to recognize that the teacher wants to have a particular
template. The solution for the problem is very simple. The developers simply
included the created templates into the domain model for QTI as special
classes that combined a number of questions into a single entity. In this
way the teachers could simply explore a template as any other class from
the model and see its components. If the template fits into their scenario
requirements the teachers simply include it in the scenario. Note how the
meta-model through its extensibility (supported in this case by means of
a composition mechanism) greatly facilitated this problem.
The last difficulty that the system developers have been confronted
with is not directly related to the presented approach but to the QTI
standard and the way the presentation of questions is defined in
QTI. Basically, QTI XML files mix together the content and its
presentation. For each question apart from its actual content the
developer needs to define its presentation, e.g. the coordinates on
the screen where the question will be presented. This is a serious
design flaw since it violates a well-known principle in software
development called separation of concerns [Dijkstra,
1982]. Consequently, whenever the developer modifies the content
of a question its presentation has to be modified as well because the
spatial relations within the question need to be updated. Especially,
creating template instances can be very tedious because of this
difficulty. Referring to the example from above suppose that the text
(from which sentences might be selected) is modified.
This means that the developer needs to update the positions of hot-spot
areas as well as position of areas where replacement sentences might be
dropped. The only way to achieve this when using QTI is to update the template
instance manually either by using a QTI editor or by editing QTI XML files
with an XML editor.
4.2 Experiences with WBT-Master
WBT-Master belongs to the class of systems that cannot be fully dynamically
configured, i.e. the system offers about 20 predefined configurations from
which a single configuration might be selected. Additionally, the system
developers can introduce a new configuration to fit the requirements of
a particular learning scenario by manually creating a new training course.
To select a particular configuration, the users (teachers of Civil Engineering
courses at the University of Technology Graz) operated the wizard tool
to explore the WBT-Master domain model and select the features which fit
into their learning scenario. The system then offered an optimal preconfigured
training course that was the best fit for the selected pedagogical features.
Here two configuration strategies have been applied.
The first strategy was based on a Boolean model, i.e. whenever the users
select a feature all other features not related with the selected one in
any of the existing configurations cannot be selected anymore. However,
the users can still explore all of the existing features and learn in that
way more about the system. This approach has been successful with novel
users of the system because at the end of a learning scenario capturing
session the training course that was configured by the wizard tool was
an exact match of what the users selected.
For more experienced users who were already familiar with
WBT-Master this approach was too restrictive. Therefore, for
experienced users we based the configuration strategy on an algebraic
model (a vector space model). Here, the users could select any feature
to include it in their learning scenarios. The selected features were
then modelled as a multidimensional vector and then compared with
predefined configurations (also modelled as multidimensional vectors)
to find an optimal match. The success of this configuration strategy
depends strongly on the underlying vector space model. In particular,
it depends on the dimensions of the vector space, as well on how these
dimensions are weighted in the model. For WBT-Master we included for
example communication, tutoring, self-initiated learning, testing,
content creation, or student content creation as dimensions in the
vector space model. At the next step each feature has been modelled as
a vector in this vector space, and a particular learning scenario or a
predefined configuration is simply a sum of vectors of all selected
features. Obviously, by selecting appropriate dimension weights it is
possible to emphasize that a particular dimension is more important
than the other one. In the case of WBT-Master the communication
dimension and student content creation dimension have been weighted
the most.
The approach based on non-restrictive selection of pedagogical features
has another important property. Basically, we have used this approach to
collect the data about desired and needed learning scenarios. At the next
step we have analyzed that data and tried to identify certain usage patterns
of pedagogical features, e.g. how pedagogical features are typically combined.
This information has been used to develop a number of new training courses
that reflected the identified patterns. These training courses have been
included in WBT-Master, as well as in its domain model for the wizard tool.
Thus, the system evolution has been facilitated in this way.
5 Conclusions and Further Work
This paper argued that modern E-Learning systems which support pedagogical
aspects of E-Learning are inevitably technically complex. Also, there is
a gap between the pedagogical and technical aspects in such systems. Typically,
this situation leads to suboptimal usage of the systems. To bridge that
gap a huge effort on both sides, i.e. the teacher side as well as the system
developer side is needed. In particular, in order to support pedagogically
sophisticated learning scenarios an iterative system configuration and
management process is needed. The paper presented a possible solution for
this problem based on formal representation of learning scenarios by modelling
the pedagogical as well as technical domain in question. The first results
with the presented solution were positive, especially in such E-Learning
systems where a complete dynamic configuration is possible. In a system
where that is not the case the presented solution tries to estimate an
optimal configuration. Additionally, it supports the system evolution through
the analysis of the user"s needs.
Although the results of the presented approach are encouraging we see
it only as a first step in automatic management of learning scenarios.
Currently, this approach does not take into the account the dynamics of
a learning scenario. Thus, the users select the pedagogical features which
they would like to include in a learning scenario but they cannot impose
a structure on top of these features. For example, for collaborative writing
scenario a user would include activities such as writing, reading, reflecting,
commenting, and discussion. The system would offer a particular configuration
that includes tools to support each of these activities. All of these tools
would be presented to the students in a single user-interface and will
be present at all times. However, there is a certain temporal structure
which can be imposed on the top of these activities, i.e. firstly, the
students need to read a particular document; secondly, the students need
to write their own document; thirdly, the teacher provides comments; lastly,
students are involved in reflecting activity. In parallel, the discussion
activity is carried out. Thus, there is a certain (process-oriented) execution
sequence within this particular learning scenario and that execution sequence
should be also supported by the system. For example, during the writing
activity the students should have at their disposal only a text editor
to write their contributions and a discussion forum to discuss all current
issues with the teacher and their peers. At the next step during the commenting
activity the students can only read the teacher"s comments and do
not have the text editor at their disposal anymore. In this way the learning
process within a learning scenario might be facilitated. Thus, our future
work would include an extension of the presented approach to include management
of the process-oriented aspects of learning scenarios.
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