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Milosz M, Nazyrova A, Mukanova A, Bekmanova G, Kuzin D, Aimicheva G. Ontological approach for competency-based curriculum analysis. Heliyon 2024; 10:e29046. [PMID: 38623249 PMCID: PMC11016605 DOI: 10.1016/j.heliyon.2024.e29046] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2023] [Revised: 03/22/2024] [Accepted: 03/28/2024] [Indexed: 04/17/2024] Open
Abstract
This article is dedicated to the development of a model for competencies within an educational program and its implementation through the use of semantic technologies. The model proposed by the authors is distinctive in that competencies are organized into a hierarchical data structure with arbitrary levels of nesting. Furthermore, the article presents an original solution for modelling the input requirements for studying a course, which is defined in the form of dependencies between the competencies generated by the course and the competencies of other courses. The outcome of this work is an ontological model of a competency-based curriculum, for which the authors have developed and implemented algorithms for data addition and retrieval, as well as for analyzing the consistency of the curriculum in terms of the input requirements for studying a discipline and the learning outcomes from previous periods. The findings presented in the article will prove to be valuable in the development of educational process management information systems and educational program constructors. They will also be instrumental in aligning diverse educational programs within the context of academic mobility.
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Affiliation(s)
- Marek Milosz
- Department of Computer Science, Lublin University of Technology, 36B Nadbystrzycka Str., 20-618, Lublin, Poland
| | - Aizhan Nazyrova
- Faculty of Information Technologies, L.N. Gumilyov Eurasian National University, 2 Satpayev Str., Astana, 010008, Kazakhstan
- Higher School of Information Technology and Engineering, Astana International University, 8 Kabanbay Batyr av., Astana, 010000, Kazakhstan
| | - Assel Mukanova
- Higher School of Information Technology and Engineering, Astana International University, 8 Kabanbay Batyr av., Astana, 010000, Kazakhstan
| | - Gulmira Bekmanova
- Faculty of Information Technologies, L.N. Gumilyov Eurasian National University, 2 Satpayev Str., Astana, 010008, Kazakhstan
| | - Dmitrii Kuzin
- Higher School of Information Technology and Engineering, Astana International University, 8 Kabanbay Batyr av., Astana, 010000, Kazakhstan
| | - Gaukhar Aimicheva
- Faculty of Information Technologies, L.N. Gumilyov Eurasian National University, 2 Satpayev Str., Astana, 010008, Kazakhstan
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Automated Transformation from Competency List to Tree: Way to Competency-Based Adaptive Knowledge E-Evaluation. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12031582] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
E-learning is rapidly gaining its application. While actively adapting student-oriented learning with the competency evaluation model, the standard of competency support in existing e-learning systems is not implemented and varies. This complicated integration of different e-learning systems or transfer from one system to another might be challenging if the student had his or her competency portfolio in list form, while another system supports tree-based competency portfolios. Therefore, in this paper, we propose a transformation model dedicated to converting the competency list to a competency tree. This solution incorporates text processing and analysis, competency ranking based on Bloom’s taxonomy, and competency topic area clustering. The case analysis illustrates the model’s capability to generate a qualitative tree from the competency list, where the average accuracy of competency assignment to appropriate parent competency is 72%, but, in some cases, it reaches just 50%.
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Toward Adaptability of E-Evaluation: Transformation from Tree-Based to Graph-Based Structure. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11094082] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The COVID-19 pandemic and quarantine have forced students to use distance learning. Modern information technologies have enabled global e-learning usage but also revealed a lack of personalization and adaptation in the learning process when compared to face-to-face learning. While adaptive e-learning methods exist, their practical application is slow because of the additional time and resources needed to prepare learning material and its logical adaptation. To increase e-learning materials’ usability and decrease the design complexity of automated adaptive students’ work evaluation, we propose several transformations from a competence tree-based structure to a graph-based automated e-evaluation structure. Related works were summarized to highlight existing e-evaluation structures and the need for new transformations. Competence tree-based e-evaluation structure improvements were presented to support the implementation of top-to-bottom and bottom-to-top transformations. Validation of the proposed transformation was executed by analyzing different use-cases and comparing them to the existing graph-to-tree transformation. Research results revealed that the competence tree-based learning material storage is more reusable than graph-based solutions. Competence tree-based learning material can be transformed for different purposes in graph-based e-evaluation solutions. Meanwhile, graph-based learning material transformation to tree-based structure implies material redundancy, and the competence of the tree structure cannot be restored.
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Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games. INFORMATION 2021. [DOI: 10.3390/info12030101] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Serious Games (SG) provide a comfortable learning environment and are productive for various disciplines ranging from Science, Technology, Engineering, and Mathematics (STEM) to computer programming. The Object Oriented (OO) paradigm includes objects related to real life, and is considered a natural domain that can be worked with. Nonetheless, mapping those real-life objects with basic Object-Oriented Programming (OOP) concepts becomes a challenge for students to understand. Therefore, this study is concerned with designing and developing an SG prototype to overcome students’ difficulties and misconceptions in learning OOP and achieving positive learning outcomes. An experimental evaluation was carried out to show the difference between the experimental group students’ performance, who interact with the developed game, and students of the control group, who learn via the traditional instructional method. The experimental evaluations’ main finding is that the experimental group’s performance is better than the control group. The experimental group’s Normalized Learning Gain (NLG) is significantly higher than the control group (p < 0.005, pairedt-test). The evaluation study results show that the developed prototype’s perceived motivation on the Instructional Materials Motivation Survey (IMMS) 5-point Likert scale resulted in the highest mean score for attention (3.87) followed by relevance (3.66) subcategories. The results of this study show that the developed SG prototype is an effective tool in education, which improves learning outcomes and it has the potential to motivate students to learn OOP.
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