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Gaved, Mark; Jones, Ann; Kukulska-Hulme, Agnes; Scanlon, Eileen; Jones, Jan and Lameras, Petros (2013).
MASELTOV Deliverable Report 7.2: Feedback and Progress Indicators. MASELTOV Consortium, Graz, Austria.
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DELIVERABLE REPORT
D7.2
“Feedback and Progress Indicators”
collaborative project
MASELTOV
Mobile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning
Technologies and Social Network Services
Grant Agreement No. 288587 / ICT for Inclusion
project co-funded by the
European Commission
Information Society and Media Directorate-General
Information and Communication Technologies
Seventh Framework Programme (2007-2013)
Due date of deliverable:
Actual submission date:
Start date of project:
Duration:
June 30, 2013 (month 18)
June 30, 2013 (month 18)
Jan 1, 2012
36 months
Work package
Task
Lead contractor for this deliverable
Editor
Authors
WP 7 – Persuasive Learning Services
Task7.2 Feedback and Progress Indicators
OU
Quality reviewer
Mark Gaved (OU), Ann Jones (OU), Agnes
Kukulska-Hulme (OU), Eileen Scanlon (OU), Jan
Jones (OU), Petros Lameras (COV)
Lucas Paletta (JR)
Project co-funded by the European Commission within the Seventh Framework Programme (2007–2013)
Dissemination Level
PU
PP
RE
CO
Public
X
Restricted to other programme participants (including the Commission Services)
Restricted to a group specified by the consortium (including the Commission Services)
Confidential, only for members of the consortium (including the Commission Services)
MASELTOV – DELIVERABLE D7.2“Feedback and Progress Indicators”
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Contact for feedback on this report to the project coordinator:
[email protected]
Lucas Paletta
DIGITAL – Institute for Information and Communication Technology
JOANNEUM RESEARCH Forschungsgesellschaft mbH
Steyrergasse 17
8010 Graz, Austria
Contact for feedback on this report to the editor:
[email protected]
Mark Gaved
Institute of Educational Technology (IET),
The Open University,
Walton Hall, Milton Keynes,
MK7 6AA, United Kingdom
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© MASELTOV - for details see MASELTOV Consortium Agreement
partner
Organisation
01
JOANNEUM RESEARCH
FORSCHUNGSGESELLSCHAFT MBH
AT
02
CURE – CENTER FOR USABILITY RESEARCH
AND ENGINEERING
AT
03
RESEARCH AND EDUCATION LABORATORY
IN INFORMATION TECHNOLOGIES
EL
04
UNDACIO PER A LA UNIVERSITAT OBERTA
DE CATALUNYA
ES
05
THE OPEN UNIVERSITY
UK
06
COVENTRY UNIVERSITY
UK
07
CESKE VYSOKE UCENI TECHNICKE V PRAZE
CZ
08
FH JOANNEUM GESELLSCHAFT M.B.H.
AT
09
TELECOM ITALIA S.p.A
IT
10
FLUIDTIME DATA SERVICES GMBH
AT
11
BUSUU ONLINE S.L
ES
12
FUNDACION DESARROLLO SOSTENIDO
ES
13
VEREIN DANAIDA
AT
14
THE MIGRANTS' RESOURCE CENTRE
UK
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ctry
Mobile Assistance for Social Inclusion and Empowerment
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CONTENT
1. Executive summary.................................................................................................................. 6
2. Introduction ............................................................................................................................ 7
3. Definitions: key learning terminology....................................................................................... 7
4. Background to the deliverable: literature review ....................................................................... 9
4.1
Importance of feedback and progress indicators to a learner’s journey .......................... 9
4.2
Who gets the feedback? .............................................................................................. 13
4.3
Categories of feedback and progress indicators ........................................................... 13
4.3.1
Cognitive ............................................................................................................. 13
4.3.2
Affective .............................................................................................................. 14
4.3.3
Social ................................................................................................................... 15
4.3.4
Motivational ........................................................................................................ 16
4.4
FPIs for incidental learning ......................................................................................... 16
4.5
Learner analytics and FPI’s ......................................................................................... 17
4.5.1
Learner analytics .................................................................................................. 18
4.5.2
Social Learning analytics ...................................................................................... 18
5. Review of existing approaches ............................................................................................... 19
5.1
Introduction ............................................................................................................... 19
5.2
Types of feedback and progress indicators .................................................................. 19
5.2.1
Learning guides ................................................................................................... 20
5.2.2
Progress bars ....................................................................................................... 21
5.2.3
Levels of difficulty ............................................................................................... 22
5.2.4
Dashboards ......................................................................................................... 22
5.2.5
Assessment tools ................................................................................................. 24
5.2.6
Achievements ...................................................................................................... 26
5.2.7
Reputation and ratings ........................................................................................ 29
5.2.8
Virtual currencies................................................................................................. 30
5.2.9
In-game hints ...................................................................................................... 31
5.2.10
Prompts............................................................................................................... 32
5.3
Review of FPI’s used in language learning.................................................................. 32
6. Challenges.............................................................................................................................. 33
6.1
Assessment of skill levels ............................................................................................ 33
6.1.1
Objective test of skills.......................................................................................... 33
6.1.2
Self assessment .................................................................................................... 34
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6.1.3
Recommendation ................................................................................................ 35
6.2
Ethical issues .............................................................................................................. 35
6.3
Information prioritisation ........................................................................................... 35
6.4
FPI’s for mobile learning ............................................................................................ 36
7. Feedback and progress indicators: our recommendations ...................................................... 36
8. Summary/ conclusions .......................................................................................................... 37
9. References ............................................................................................................................. 39
Appendix A: Review of two web based learning environments: busuu.com and duolingo ......... 43
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1. EXECUTIVE SUMMARY
This document explores the range of feedback and progress indicators (FPIs) that can be used
to support incidental, mobile learning for the target MASELTOV audience, recent immigrants
to the EU. We propose that feedback, and progress indicators (we differentiate between the
two) should play an instrumental role in helping learners reflect upon individual, often
isolated learning episodes mediated by single MASELTOV services, and enable them to
reconceive them as constituting elements of a coherent, larger learning journey. The goal of
feedback and progress indicators is to support the motivation for learning and from this the
social inclusion of recent immigrants.
Our underpinning assumption is that the MASELTOV software designers’ goal should be to
encourage not just resolution of immediate challenges (e.g. finding a doctor, translating a
sign) but a user’s reflection on their continuing progress towards integration into the host
country, including improving their language skills.
We define feedback as responses to a learner’s performance against criteria of quality and as a
means of directing and encouraging the learner; and progress indicators as responses
indicating the current position of a learner within a larger activity or journey (often related to
time). Drawing partly from the worlds of web-based language learning and video games, we
identify which feedback and progress indicators may best support incidental mobile learning,
and the major challenges faced.
For some MASELTOV services, feedback and progress indicators for large scale learning
journeys are less apparent (e.g. TextLens, the MASELTOV tool that enables a user to take a
photo of a sign and convert the image into text, potentially for future viewing or translation),
while some services are explicitly educational (e.g. language lessons). However we see all of
these as potentially part of an ecology of services that can support social inclusion, so all tools
should include FPIs that encourage broader learning goals.
In this document we draw on the Common European Framework of Reference for Languages
as appropriate, and also reflect on learner perspectives (derived from WP2 and WP9 findings)
to identify suitable FPIs, as well as being informed by academic literature. Furthermore, we
recommend FPIs that would be suitable for the MASELTOV tools and services.
The remainder of the deliverable handles the four identified key areas where mobile incidental
learning particularly requires FPIs:
1. encouraging reflection
2. future goal setting
3. planning
4. social learning
It should be noted that this document is a high level review, identifying significant literature
and key examples of FPIs in practice. This document offers recommendations therefore in
general terms. Decisions about specific FPIs to be implemented will be made in coordination
with technical partners to identify which MASELTOV services and tools will support which
specific feedback and progress indicators, and how they will be implemented within the
system.
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2. INTRODUCTION
This deliverable describes our review of Feedback and Progress Indicators, drawing on
academic literature and examples of current practice, and we then recommend best practice to
software and educational developers.
The MASELTOV Description of Work outlines this Task as follows:
“Cognitive, affective, social and motivational outcome measures will be considered, with
due regard to the Common European Framework of Reference for Languages: Learning,
Teaching and Assessment (CEFR) and learner perspectives on what matters most.
Appropriate measures will take account of feedback information from the user in order to
develop ‘progress indicators’ that will help determine the status of the user’s learning
process.”
The authors of this deliverable recognise that this prioritises outcome measures to the users,
though we identify that this can be supported by providing feedback and progress indicators
to other actors (mentors, software developers and maintainers, system administrators). We
note that learning is emphasised, and languages are brought to the fore. We recognise that in
MASELTOV, the tools and services fulfil a wider range of support than just offering language
learning and that a long term learning trajectory may need to be encouraged for users to
enable the goal of social inclusion.
In this document, we offer definitions for key terms and review the academic literature
(Section 3 and 4), identify challenges (Section 5), and review existing examples of practice
(Section 6). We then offer our recommendations for FPIs (Section 7). Finally, we summarise
our work and offer conclusions to inform other work packages (Section 8).
3. DEFINITIONS: KEY LEARNING TERMINOLOGY
For the MASELTOV project, and its software tools and services, we define feedback as
responses to a learner’s performance against criteria of quality and as a means of directing and
encouraging the learner. Nicol and Macfarlane-Dick (2006) emphasise both encouragement
and the learner focus, and also identify that timely feedback can enable progression in
learning. Schön (1983) notes the value of reflection in learning, and we see feedback as a
means of triggering this activity by learners.
We define progress indicators as responses indicating the current position of a learner within
a larger activity or journey (often related to time). While we distinguish these terms in
specific circumstances, we will refer to them collectively in this document where appropriate
using the acronym FPIs. The literature review (see Section 4) will describe cognitive,
affective, social and motivational forms of feedback, and progress indicators.
The Description of Work notes that we should pay due regard to the Common European
Framework of Reference for Languages: Learning, Teaching and Assessment (CEFR).
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This is a framework designed to provide “a comprehensive basis for the elaboration of
language syllabuses [and] curriculum guidelines” (Council of Europe, 2001, p. 1). It aims to
provide “a practical tool for setting clear standards to be attained at successive stages of
learning and for evaluating outcomes in an internationally comparable manner” (English
Australia, 2013). It is of particular interest to MASELTOV as it has been considered
previously as a tool to enable the linguistic integration of adult migrants into Europe and
hence may offer guidance to supporting linguistic integration of the MASELTOV target
audience (Little, 2010).
For this document, we note that the MASELTOV tools and services encompass a broader
range of learning than just language learning, so the CEFR is only appropriate as a guide in
some circumstances. However, its general approach (identifying levels of achievement,
contextual learning, facilitating occupational mobility) is consistent with the wider
MASELTOV learning approach and may inform the support of all tools and services.
Within MASELTOV, there is a wide range of tools and services, and these may present
feedback and progress indicators in very different ways: feedback from a language learning
exercise will be very different from feedback within a serious game, or when using a very
task-oriented tool like TextLens (photographing a sign for text translation). FPIs might be
offered on a very task-specific level, often indicating instrumental aptitude (e.g. registering
whether a button has been correctly pressed to trigger an action such as capturing an image, or
indicating that a video game character has successfully collected a coin), however for this
document we focus on feedback that helps the user of these various tools and services
consider more strategic goals, such as language competency for particular situations or
familiarity with cultural norms surrounding particular environments (e.g. accessing
healthcare, negotiating local bureaucracy). The constituent tools and services in the
overarching MASELTOV app can be used independently, without reference to each other. It
is possible, therefore, that a user might just employ one or two of the tools in a very problemfocussed mode, responding to a specific situation in which they find themselves. For example,
they may use the TexLens tool to capture a photo of a sign and translate it, if they suspect that
it can help them understand the rules indicated. A little while later, they may use the
MASELTOV information service to find out some other local information. The user might
continue their day and not reflect on these events again. We would like to find opportunities
to gather together such apparently isolated events and encourage the user to reconceive them
as fragments that can be gathered together and reflected upon as elements of a larger journey
towards cultural and social inclusion in their new host country. We believe that feedback and
progress indicators could trigger such reflection.
With a broad definition of learning in mind, we think of the MASELTOV user as undertaking
a “learner’s journey” rather than a “learning journey”. The “journey” is a broader experience
which has its widest concerns focussed around moving towards social inclusion in their new
host country, rather than specifically focussed on learning in the formal educational sense of
the word. The MASELTOV audience may not be focussed primarily on educational goals,
and our feedback and progress indicators should reflect that by considering not just feedback
in terms of formal educational modes of response, but in a more general sense to support this
overall ambition (social inclusion).
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4. BACKGROUND TO THE DELIVERABLE: LITERATURE REVIEW
In this section we identify the key literature that informs the MASELTOV perspective on
feedback and progress indicators, and the choice of suitable learner outcome measures.
IMPORTANCE OF FEEDBACK AND PROGRESS INDICATORS TO A LEARNER’S
JOURNEY
4.1
Feedback and progress indicators are part of a developing research agenda in which aspects of
the formal learning process are re-examined and re-designed for effectiveness in a digital and
mobile age, e.g. (Beetham & Sharpe, 2013). Educational research suggests that timely and
appropriate feedback and indicators of progress can motivate learners (Nix & Wyllie, 2009);
which may increase retention and contribute to the completion of programmes of study. As
with our work on the incidental learning framework (see Deliverable D7.1.1 and D7.1.2), we
draw on Kolb’s experiential learning model (Kolb, 1984) which is readily observable as
integrating and including feedback as part of the experiential learning cycle (see Figure 1).
Figure 1: Kolb’s learning cycle: image from (Davies & Lowe, n/d)
Gibbs (1988) also explores reflection, noting that experiences need structured reflection and
analysis, and that an action plan is help put into practice the learning and new understanding
gained. Gibbs identifies seven stages to move from initial response to identifying a plan of
action:
1. Description: What happened? No judgements or trying to draw conclusions; just a
description.
2. Feelings: What were your reactions and feelings? Again don't move on to analysing
these yet.
3. Evaluation: What was good or bad about the experience? Make value judgements.
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4. Analysis: What sense can you make of the situation? Bring in ideas from outside the
experience to help you. What was really going on? Were different people's
experiences similar or different in important ways?
5. Conclusions (general): What can be concluded, in a general sense, from these
experiences and the analyses you have undertaken?
6. Conclusions (specific): What can be concluded about your own specific, unique,
personal; situation?
7. Personal action plans: What are you going to do differently in this type of situation
next time? What steps are you going to take on the basis of what you have learnt?
Gibbs’ model of reflection (see Figure 2) indicates cognitive, affective and social aspects of
the process, and we can see that these could form the basis for feedback prompts to the
MASELTOV user to encourage them to both look back on what they have done, as well as
forward to plan what they might do next.
Figure 2: Gibbs’ model of reflection (1988)
Well-presented feedback can “…enable individuals to reflect on their ‘learning self’ and to
take responsibility for their own learning, while enabling teachers to assess the learning
characteristics of groups and individuals” (Buckingham Shum & Crick, 2012). Feedback can
support learner retention (Yorke, 2001). It is also recognized that learners can take little notice
of feedback from their teachers and so rather than being mere recipients of performancerelated information, it is proposed that they should be actively involved in seeking, generating
and using feedback (Boud & Molloy, 2012). Furthermore, feedback has to be managed
sensitively: “…the effects of feedback on performance are highly variable; under some
conditions, feedback may improve performance, and under other conditions, feedback may
reduce performance (Kluger & DeNisi, 1996)” (Garris 2002).
Within the context of incidental learning (unplanned or unintentional learning) which is the
mode of learning in which we will support the MASELTOV target audience (see Deliverable
D7.1.2 for further details), we see feedback, and progress indicators as fulfilling a number of
key roles:
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enabling independent, isolated uses of MASELTOV tools and services to be
reconceived as elements of a more coherent, longer term journey towards social and
cultural inclusion in their new host country
motivating continued learning
reducing drop out (improving retention)
capturing data on a learner’s activities to enable the software tools to provide
recommendations (the user profile and recommendation system)
capturing data on a learner’s activities to enable software developers to improve
services
providing information to mentors to enable better support of learners
It should be noted that assessment in education is a vast and contested area; for example there
is debate about the relative roles of formative and summative assessment, whether the focus
should be on assessment for learning – or learning for assessment, and the role of the learner
in evaluating their own learning (see e.g. Crick, Broadfoot and Claxton, (2004) or Swaffield,
(2011)). However, there has been consistent evidence for some time that assessment is a big
driver in formal learning, in affecting what learners do, how much they do and how they
prioritise their time (see, e.g. Rowntree (1987)). Whilst some of this research in the area of
formal learning is of limited relevance to informal and incidental learning, research in the
areas of formative assessment, feedback and self regulation, with its emphasis on the learner’s
role in the process is particularly pertinent.
The section below draws on the work of Nicol and MacFarlarne-Dick (2006) which is
particularly relevant to MASELTOV for four reasons:
Firstly their work on feedback and formative assessment is framed within the concept of self
regulated learning. This refers to the learner’s role in regulating their learning activities, for
example in setting their own goals and monitoring their progress. They comment that: “In
practice, self-regulation is manifested in the active monitoring and regulation of a number of
different learning processes, e.g. the setting of, and orientation towards, learning goals; the
strategies used to achieve goals; the management of resources; the effort exerted; reactions to
external feedback; the products produced” (Nicol & Macfarlane-Dick, 2006, p. 199)
Secondly, theoretically, Nicol and MacFarlarne-Dick’s socio-constructivist conceptualisation
is consistent with the socio-constructive view of the learner taken in MASELTOV: “The
student also actively constructs his or her own understanding of feedback messages derived
from external sources …. This is consistent with the literature on student-centred and social
constructivist conceptions of learning (Lea, Stephenson, & Troy, 2003; Palinscar, 1998)”
(Nicol & Macfarlane-Dick, 2006, p. 201).
Thirdly, in considering feedback they go beyond the cognitive realm (which tends to often be
the focus of other research on feedback) arguing the need for: “repositioning formative
assessment and feedback within a wider framework that encompasses self-regulation of
motivation and behaviour as well as of cognition” . This aligns well with MASELTOV’s aim
to consider cognitive, social, affective and motivational feedback, although we do not believe
these sit neatly in separate categories and discuss this in Section 4.3, following.
Fourthly they consider who provides the feedback in relation to how effective it is in
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supporting the learning processes. They argue that feedback should not only be provided by
the teacher but also by peers and by learners themselves, noting that: “Self-regulated learners
also actively interpret external feedback, for example, from teachers and other students, in
relation to their internal goals”(Nicol & Macfarlane-Dick, 2006, p. 200). We find this
argument that feedback is provided by learners and their peers as well as by the teacher or
mentor persuasive, as we believe that one role for feedback and progress indicators in
MASELTOV is to support self-regulated, reflective learning (Gaved et al., 2013). The same
argument for including learners’ own feedback is made by Buckingham-Shum (2012),
described in more detail in Section 4.5 following. So, whilst MASELTOV learners do not
have teachers, we expect them to be actively interpreting the feedback they get from the
MASELTOV system, their peers, and more experienced community members.
Nicol and Macfarlane-Dick note the considerable evidence that effective feedback works (i.e.
it leads to learning benefits) and the role of both self and peer feedback in this process. They
outline seven principles of good feedback practice, drawn from the literature. As the literature
relates to formal learning, we have revised these principles to be applicable to MASELTOV:
Original Good feedback practice:
1. helps clarify what good performance is (goals, criteria, expected standards);
2. facilitates the development of self-assessment (reflection) in learning;
3. delivers high quality information to students about their learning;
4. encourages teacher and peer dialogue around learning;
5. encourages positive motivational beliefs and self-esteem;
6. provides opportunities to close the gap between current and desired performance;
7. provides information to teachers that can be used to help shape how teaching is
provided in the future.
Feedback practice as used in MASELTOV:
1. Encourages goal setting and planning and measurement against peers in a community
of informal learners
2. facilitates the development of self-assessment (reflection) in learning; i.e. helps to
extend “incidents” into a learning journey
3. delivers high quality information to students about their learning;
4. encourages peer dialogue around learning;
5. encourages positive motivational beliefs and self-esteem: this may also involve peer
feedback
6. provides opportunities to close the gap between current and desired performance;
7. provides information to the systems about the learners.
As the MASELTOV service’s overarching goal is to enable the successful social inclusion of
its target audience successfully into their new host country, we consider ‘scaffolding’ and
‘fading’ to be important concepts when considering feedback and progress indicators. These
refer to the idea of providing the learner with additional support from other people, tools or
resources temporarily to enable them to progress further than they could with their own
resources (through “scaffolding”), drawing on Vygotsky’s (1978) notion of the Zone of
Proximal Development (ZPD) so that the learner is able to attain outcomes, but aiming to
gradually reduce this support (‘fading’) as the learner becomes more competent (Luckin,
2010). This concept is also found in gaming, where highly detailed and regular support is built
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into initial game play at easier levels and then becomes sparser and less frequent as the game
player achieves mastery and moves to more challenging levels.
4.2
WHO GETS THE FEEDBACK?
Discussion of feedback and progress indicators is often centred on feedback to learners, the
intended audience of a learning system. In MASELTOV, this is our primary focus when
considering feedback and progress indicators. The provision of FPIs to the addressed audience
aims to enable reflection and continued learning: as Crick et al. note, learning is a continuous
process (Crick et al., 2004). However, we also recognise that feedback to other parties within
the learning system can also enable better outcomes for the learner. Mentors (such as more
experienced peers, other learners and volunteers), system developers and administrators
benefit from understanding the nature and frequency of user engagement and hence can offer
better support. More experienced learners “may share responsibility for welcoming
newcomers, engaging all members and encouraging meaningful participation” (Ferguson &
Buckingham Shum, 2012, p. 29). Peers at the same level or expertise can also enhance the
learning process; from a social constructive perspective, learners can support each other’s
learning through dialogue, asking questions and providing explanations (King, 1999).
Learners’ activities captured by the system can enable automated processes to identify
learners’ capacities, or “dispositions” (Buckingham Shum & Crick, 2012), and hence
recommend resources or courses of action that will stretch the learner (Ferguson &
Buckingham Shum, 2012). This automated capture of learner activity, coupled with the
interactions instigated by the learners themselves, can provided a rich feedback mechanism to
enable the users of the MASELTOV system to reflect on their activities and progress towards
long term goals.
Learner activity data can also be used by systems developers and administrators to identify if
there are problems with the systems themselves (e.g. poor user interface design which means
that users are confused about how to use the tools, or broken functionalities) and allow them
to use this information to improve the tools and services to make them more effective. This is
a common approach in the mobile phone app and gaming world, where close analysis of user
data is used to inform rapid development iterations of services.
4.3
CATEGORIES OF FEEDBACK AND PROGRESS INDICATORS
The MASELTOV Description of Work indicates four types of feedback and progress
indicator and here we describe each, referring to the literature. We note that the division is not
often clear, and that in reality feedback and progress indicators may encompass more than one
category.
4.3.1 COGNITIVE
Cognitive feedback focuses on the learner’s cognitive actions and output. In a real world
language context, where a learner is communicating in the target language, they will get
feedback from the person they are speaking to about whether or not they have been
understood. In MASELTOV when users are learning their target language, feedback provided
by the system would focus on the accuracy of the learner’s input: whether it is about the form
of a verb or vocabulary. Language learning websites, such as busuu and duolingo, use a range
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of these for assessing students’ competencies. Many computer-based assessment systems,
especially when they are making use of multiple choice questions provide essentially
cognitive feedback; see for example, Ross, Jordan and Butcher (2006). We describe these in
more detail in Section 5.2.5 (“Assessment Tools”).
Examples include:
Measuring retention of knowledge (e.g. vocabulary acquisition).
Multiple choice items
Tests (formative assessment) to “ identify knowledge gaps” (Kraiger, Ford, & Salas,
1993, p. 314)
Knowledge organisation
Cognitive strategies
Comprehension
Production
Indicators of lessons completed
Marks gained for exercises
Time to complete a task
Number of errors in a completed task
Cognitive feedback in games, another important element of the MASELTOV services,
may be supported through reflection, debriefing and articulation (Obikwelu & Read,
2012). During reflection the players may compare their own game progress with those of a
peer, of an expert (e.g. a teacher) or with their own cognitive model of expertise.
Debriefing mechanisms may be a key for connecting game experiences and feedback. The
debrief may help players/learners to receive comments and insights about the game
activity and link it with real-world situations. Furthermore, an analysis of
misinterpretations and corrective actions could be realised encompassing strategies for
connecting the gaming activity with other activities performed in face-to-face settings.
The focus here is on progress through efforts which are energised by challenge (Obikwelu
& Read, 2012). Articulation facilitates peer-interaction as means of cognitive growth.
Articulation may be a useful activity especially in Massively Multiplayer Online Games
(MMOGs) where social negotiation of ideas is fundamental for creating an identity,
personal knowledge development and collaborative knowledge creation. Cornillie et al.,
(2012) argue that by using mini game remedial exercises, input enhancements or
corrective feedback for language learning may improve learning outcomes.
Feedback in this domain “enables individuals to understand and improve their judgments,
improve their expertise in the judgment task, and reduce commitment to incorrect judgment
strategies (Hogarth, 1981)”(Balzer, Doherty, & O'Connor, 1989, p. 412). Also see Section 5
“Types of Feedback and Progress Indicators”) for more detailed discussion.
4.3.2 AFFECTIVE
Hurd writes about affect in the very relevant context of independent language
learning: “Affect is about emotions and feelings, moods and attitudes, anxiety, tolerance of
ambiguity and motivation”. For some it is also connected with dispositions and preferences
(Oatley & Jenkins, 1996). It is generally accepted that “the affective domain encompasses a
wide range of elements which reflect the human side of being, and play a part in conditioning
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behaviour and influencing learning”(Hurd, 2008, p. 218).Like other researchers, Hurd also
notes that affective factors such as a learner’s mood, confidence and anxiety have a
significant effect on language learning. Note that here motivation is included as part of affect
and that a learner’s beliefs about their learning capabilities are very important: “Efficacy
expectations determine how much effort people will expend and how long they will persist in
the face of obstacles and aversive experiences. The stronger the perceived self-efficacy, the
more active the efforts” (Bandura, 1977, p. 194).
Examples include:
Attitudes, motivations, goals
Measurement of feelings: what the person likes /dislikes (which could be by selfreflection)
o Direction of emotion (positive/ negative) scale
o How deeply an emotion is felt
Pre- and post- measures
Motivational change
Motivational disposition
Confidence (a key affective concept)
Anxiety
Confidence, lack of anxiety and tolerance of short term failings in the context of long term
success are particularly important for language learning. So an important consideration is
how do we encourage confidence? It is likely that self-reporting of emotional state, perhaps
in a very simple way will be important here, and feedback from the learner themselves about
whether the learning is a positive, pleasant experience Mentors and peers can also play a role
here, for example, by reminding the learner that language learning is a bumpy journey, with
low points as well as high points (Pritchard-Newcombe, 2009) and boosting their confidence
with positive feedback.
Some online learning tools have adopted emotion indicators, e.g. happy, sad (Ferguson &
Buckingham Shum, 2012) which could well be appropriate. Such emoticons are also often
used in gaming.
4.3.3 SOCIAL
The social category refers to interacting with others who may be peers, mentors or may be
friends, members of the learner’s social network or people encountered in daily activities. We
noted that these categories overlap significantly and of course mentors and peers have a
significant role in affecting the learner’s level of confidence. Feedback from others may be
cognitive or affective, or motivational.
Examples include:
Interaction with others (peers, mentors)
Exchange of knowledge (learn about each other’s languages, e.g. via busuu.com
language learning website)
Capturing the quality of interaction with others? (e.g. simple quiz/ report (multiple
choice) on interactions, e.g. Please tick which of following applies: I feel more
confident after talking with X; talking to X helped me towards my goal; etc.)
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Technical use of statistics
Evaluative user rating of the value of the interaction
Social tools or feedback such as Facebook’s “likes” ratings of other users, friending
(Ferguson and Shum, 2012) and/or tagging.
The sense of community, presence and online cooperation are also relevant: “participation is
a way of belonging, where belonging is ‘not only a crucial condition for learning, but a
constituent element of its content’” (Lave & Wenger, 1991, p. 35)
4.3.4 MOTIVATIONAL
“A common classification of motivation is into intrinsic and extrinsic types (Reynolds, 2002);
Intrinsic motivation being commonly described as self-motivation or internal drive to
complete a task, whereas external motivation comes from interactions with individuals such
as tutors, as well as the constructs and structures in place to scaffold the learning
experience.” (Dunwell, Jarvis, & de Freitas, 2011, p. 6)
Over the last twenty years, the most prominent perspective on research on motivation in
learning has been the view that motivation is socially influenced (Zimmerman & Schunk,
2007). Some studies have investigated motivation and/or engagement in game-based contexts,
notably Schwabe and Goth (2005), Huizenga et al. (2009) and Iacovides et al. (2012). Hurd,
writing in the context of online distance learning, notes that “Motivation is the factor most
frequently cited as critical to successful learning by distance learners themselves” (2008, p.
227). Often engagement and motivation are seen as similar or overlapping. Iacovides et al.
(2012), considering the definition from a game based context, suggests that whilst motivation
gets you started, engagement keeps you going. Thus, in MASELTOV it will be important to
consider both of these aspects, and the FPIs considered across Section 4.3 should also
contribute positively to learners’ motivation and engagement.
Examples of motivational indicators and strategies to promote engagement:
Usage statistics give feedback on engagement in terms of persistence
Feedback from other people
Achievements: the award of certificates which can be publicly displayed (for detailed
discussion see Section 5.2.6)
4.4
FPIS FOR INCIDENTAL LEARNING
In this section we indicate the specific characteristics of FPIs for incidental learning. To
determine the particular characteristics of this model of learning, we can identify the types of
feedback available in comparison to other modes of learning.
For example, when considering on how somebody can learn a language we might consider:
a formal, classroom based learning approach (traditional formal)
a more informal yet planned approach, studying via an online language learning
course (planned informal)
the incidental approach of learning through everyday activities (incidental/unplanned)
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Table 1, originally created by Gaved et al. (2013) as part of the MASELTOV explorations of
feedback and progress indicators suitable for incidental learning, describes the different forms
of feedback typically available in these modes of learning.
Type
(examples)
Cognitive
(Quality of
learning, results
recognition)
Traditional Formal
Planned Informal
Externally set
curriculum, formative
assessment (e.g. weekly
tests), summative
assessment (e.g.
accredited certification)
Planned goals,
navigation maps,
structured levels of
difficulty, peer ratings
of exercises completed,
self-assessment of
progress, summative
assessment
(unaccredited
certification)
Mentor feedback, peer
encouragement and
recognition, personal
assessment of learning
(e.g. satisfaction
survey)
Structured feedback
from peers, group
forum
Affective
(Praise,
emotional
reflection)
Teacher feedback,
personal assessment of
learning (e.g.
satisfaction survey)
peer recognition
Social
(Peer support)
Reading group, study
buddies
Incidental/
unplanned
Successful resolution
of incident, reflection
on actions
Personal reflection,
Instigating discussion
of achievement with
peers
Ad hoc / on request
feedback from peers
Table 1: Examples of types of progress and feedback indicators for different modes of learning (derived
from Gaved et al., 2013)
This comparison shows the scarcity of likely feedback resulting from personal, incidental
learning. We can see a lack of goal planning, reflection on improving performance for
specific activities, and structured feedback from peers. We can see that the MASELTOV
system might consider the following areas more closely:
encouraging the learner to look forward and plan how to reconceptualise their
immediate problem solving as part of a larger journey towards social inclusion,
linguistic competence and cultural familiarity
reflecting upon what has been learnt in a situation and how the response might be
improved in future similar scenarios
learning how to engage with and elicit interaction from peers
We now turn to consider how feedback and progress indicators may be represented to the
learners, and consider learner analytics.
4.5
LEARNER ANALYTICS AND FPI’S
This section describes how feedback and progress indicators can be represented to learners,
mentors, educators and system administrators. We refer to the emerging fields of ‘learner
analytics’ and ‘social analytics’. These have grown from an appropriation of the business
world’s ‘data analytics’ approach of gathering and analysing data flows for commercial
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advantage. ‘Learner analytics’ explores how data collected on learners’ educational activities
can be used to support learners’ own development, taking a learner-centred approach, and also
how the collection of this data might help improve the learning environments (e.g. software
tools) in which the learning takes place (Ferguson & Buckingham Shum, 2012, p. 23). They
note that social learning analytics extends this approach to consider “how learners build
knowledge together in their cultural and social settings”. This approach is very suited to
MASELTOV’s focus on supporting incidental learning, occurring informal during everyday
activities often as a social or collaborative activity, and we will consider how it might be
applied to support our target audience’s broader learning goals.
4.5.1 LEARNER ANALYTICS
Learner analytics “is about collecting traces that learners leave behind and using those traces
to improve learning” (Duval, 2012). While using MASELTOV software tools, users’
activities can be captured by the MASELTOV system, for example registering when a tool
was activated, how often each tool is used, what messages are sent and received and answers
given to language quizzes. There are many ‘traces’ left by users when engaging with learning
mediated by technology enhanced learning tools. Recently, learner analytics has begun to
consider context analytics, identifying not only what but also when and where interactions
occur (Aljohani & Davis, 2012; Ferguson & Buckingham Shum, 2012) which is particularly
relevant to the MASELTOV system with its intention of providing services through mobile
phones. This data can be used by developers of the software tools to enable them to improve
their services, but it can also be used by learners and educators: “for the educator[s] to better
evaluate the learning process, as well as for the learners to help them in their learning
endeavour” (Zaïane & Luo, 2001, p. 60). Data collected on user activity can be presented
back to each individual learner as feedback to enable them to reflect on what they have done
in the past, how they might improve, and what they might do in the future.
Learner analytics assumes an underlying engine that can collect and make sense of learner
activity; in the MASELTOV project this role could be undertaken by the Work Package 5
User Profile and Recommendation services. The data then needs to be presented back to the
individual learner as feedback in a form they can interact with and act upon for future
decisions, and often takes the form of a dashboard, one of the potential feedback and progress
indicator representations described in Section 5, following.
4.5.2 SOCIAL LEARNING ANALYTICS
Social learning earning analytics, derives from the social-constructivist view that learning
occurs not only as an individual exercise but is often underpinned and facilitated by social
interactions, an approach that draws from educational theorists such as Dewey (1938) and
Vygotsky (1978). Knowledge is frequently created and made sense of collaboratively, and
often through participation in a community (Wenger, 1998). This ‘socialised’ approach to
learning analytics, focussing “on elements of learning that are relevant when learning in a
participatory online culture” (Ferguson, 2012, p. 307) aims to capture not only an individual
learner’s activities but how they interact within a community. For example, a system might
capture how often a learner posts to a forum, and who they communicate with, in order to
identify isolated learners within a group who may benefit from additional support or potential
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communities that learners might join with to further their goals. The content of the
communications themselves can be explored as these may identify how and where learning or
misunderstandings are happening (De Liddo, Buckingham Shum, Quinto, Bachler, &
Cannavacciuolo, 2011). Social learning analytics “focuses on how learners build knowledge
together in their cultural and social settings” (Ferguson & Buckingham Shum, 2012, p. 23)
and is therefore very suited to the MASELTOV system’s intended audience and their
circumstances. Like learner analytics, social learning analytics argues for learner-centred
design, and aims to present the collected and analysed data for the benefit of the learners
themselves, as well as the educators. As such, it emphasises the use presentation of data as
feedback that will allow learners to make sense of their actions and enable them to become
“better learners” (Zaïane & Luo, 2001, p. 63), and also the collation of this data for educators
and system developers in order to improve the learning tools and intervene in the learning
process as required.
In Section 5, following, we will explore a number of concrete examples of how learner and
social analytics may be presented to the learner. A common form for summarising a learner’s
individual and social actions is the dashboard, described in Section 5.2.4.
5. REVIEW OF EXISTING APPROACHES
5.1
INTRODUCTION
In this section we report on a range of the commonly used feedback and progress indicators
encountered in online environments, with an emphasis on those provided in learning and
gaming environments. We also introduce an ongoing investigation into the use of feedback
and progress indicators in web based learning environments, as an illustration of current
examples in practice.
5.2
TYPES OF FEEDBACK AND PROGRESS INDICATORS
Feedback and progress indicators can be provided in a wide range of forms. These can serve a
number of purposes and support the types of feedback indicated above (cognitive, affective,
social, motivational). We will now describe a number of the most common presentations of
FPI’s and offer examples of their use in practice.
These are:
Learning guides
Progress bars
Levels of difficulty
Dashboards
Assessment tools
Achievements
Reputation and ratings
Virtual currency
In-game hints
Prompts
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5.2.1 LEARNING GUIDES
Learners can be supported by overviews of the learning tasks open to them when engaging
with a tool or service. Novice learners particularly benefit from an organised pathway and the
availability of an overview to refer to (Chalmers, 2003). These can be an indication of tasks
they need to complete, but can also show tasks (or exercises) completed, and also indicate
possible options. Learning guides scaffold the journey through the learning content. These
may be presented as a list, or a visual representation such as a road map or navigation guide.
Like a road map, they may show where the learner can aim towards, where they have
travelled from, what they have achieved, and what options have been made available based on
the exercises they have completed. Figure 1 shows an example from “duolingo”, a language
learning website. This enables learners to review their progress, and also set goals for the
future. These learning guides are also used in video games to indicate possible future actions
and options. Figure 2 shows an example from “Civilization 3”, a strategy game, indicating
what choices the player will make and what future options this will allow them to pursue.
Figure 3: Example of road map or decision tree in web based learning environment. Here, the novice has just
started, but can see what pathways can be taken later and what completed activities further open (duolingo.com)
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Figure 4: Example of a road map in a game: Civilization III technology tree © Firaxis Games
Another form of learning guide used in video games is the ‘navigation map’, which enables a
game player to traverse a playing environment, showing an overview. Like the learning
guides described above, they are used to indicate the player’s location in the current content
and nearby opportunities. However, they are used in a much more interactive manner, more
frequently referred to at a micro level. The additional role these play is to scaffold a player’s
cognitive load, enabling the player to focus on the immediate task in hand (O'Neil, Wainess,
& Baker, 2005). Like the learning guides described above, these can guide a learner as they
progress and be referred to in order to understand choices.
5.2.2 PROGRESS BARS
Progress bars provide a simple, often one dimensional visual acknowledgment of what tasks
have been completed by the user of a tool. A typical example would indicate the progression a
learner has made though a larger learning activity (“20% completed”, or “5 out of 10 tasks
now finished”).
Figure 5: busuu.com language learning website: numerical progress bar indicating elements of an exercise
completed
These take a variety of forms, often quantitative summaries (see Figure 5), but also may show
a more abstract representation, or show a graphical representation based on a metaphorical
visualisation. For example, in the busuu language learning website the learner is shown an
illustration of their “language learning garden” and as they progress, the garden flourishes,
and if they do not continue to progress through the lessons, the garden is seen to ‘dry up’ or
deteriorate (see Figure 6). Progress bars are intended to act as a motivator, showing successful
completion of tasks, and also orientate users to help them understand where they are in a
process.
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Figure 6: busuu.com language learning website: visual indicator of progress using garden metaphor
5.2.3 LEVELS OF DIFFICULTY
Content and activities provided in software and learning environments can be differentiated in
complexity by the use of levels. These provide a framework to distinguish associated content
and activities, graded by the difficulty of task or competency required to complete activities.
These are a commonly used mode of distinguishing content and acting as a progress indicator
in games, where simple tasks provided with high levels of guidance and support are offered to
beginners in initial easy level, to be gradually replaced by more demanding and complex tasks
with less support as the user progresses.
Language learning environments such as busuu.com and duolingo also use a similar approach
to differentiate and structure content and activities, drawing on language levels frameworks
such as the Common European Framework for Languages (Council of Europe, 2001) to guide
the coverage of their learning programmes. This can help create a coherent learning
progression and inform teaching and assessment measures (English Australia, 2013).
The use of explicit levels of difficulty may act as a cognitive progress indicator, and provide
distinct goals to motivate learners.
5.2.4 DASHBOARDS
Many services offer a “progress dashboard” which shows users a report of their progress
across a number of tasks, often as a summary of all their activities. The information in this
dashboard may be presented as a list, or as a graphical representation (e.g. busuu.com’s
‘garden’, see Figure 6) and often contains multiple elements representing different aspects of
tasks achieved. The reporting information presented often consists of data collected by the
system while interactions have taken place (e.g. indicating scores, achievements, frequency of
use) but may also contain user inputted self-assessments, such as their reported emotional
state while engaging with the learning materials. This may be presented in an initial ‘home
page’ for the software or alternatively held on a personal profile page. Such dashboards
enable learners to ‘own’ their user profile and use it as a tool for self-reflection and modifying
future goal planning (Aljohani & Davis, 2012; Ferguson, 2012).
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Figure 7: Personal dashboard: a user’s home page, indicating level of learning, activities completed, badges
achieved, virtual currency awarded and personal learning goal.
In some environments, personal dashboards can be shared in part or in whole with other users,
depending on the access the user gives to others (through configuration of their ‘privacy’
settings). An example is shown in Figure 8. This social aspect may engender communication,
collaboration, competition and encouragement from other learners.
Figure 8: Shared dashboard: example of a user choosing to reveal some information about themselves to other
users of a service, indicating basic details and key achievements: busuu language learning website
Dashboards can identify user progress that has been gathered through software systems’ data
collection of activities, present user entered data, and also present the results of assessment.
We now turn to consider how assessment tools can be used as feedback and progress
indicators.
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5.2.5 ASSESSMENT TOOLS
Assessment of a learner’s competence through structured exercises can be used as the basis
for cognitive and affective feedback, providing concrete progress indicators to learners. This
can encourage the learner and trigger further reflection and goal planning, and hence motivate
them to continue learning. Assessment may occur the first time that a tool or service is used to
assess the appropriate level of content and support to offer a participant. It can also be
activated during use of a tool as ‘formative assessment’ that will “provide feedback on
performance to improve and accelerate learning” (Sadler, 1998, p. 77), and at the conclusion
of use to identify final levels of competency, and to encourage reflection (‘summative
assessment’). Students undertaking formative practice tests have been found to perform better
than students who only take a final summative test (Sly, 1999). Self-assessment can be used,
where learners draw their own conclusions about their level of competency (Ross et al.,
2006), or objective assessment approaches, where learners have to respond to questions and
their responses are rated by another (the software, a fellow learner, or a domain expert such as
a language teacher, or more experienced user of the particular tool or service).
A wide range of media can be used, with tools using audio, text, graphics, and the learner may
be offered the opportunity to respond using a range of media, including spoken answers,
written answers, interaction with graphic elements, and taking a photo or video. The smart
phones intended as the delivery platform for MASELTOV are ideal for these purposes, with a
range of built in sensors that can enable multimedia input and responses, drawing on the
immediate context and situations the learner may find themselves in (e.g. taking photos or
recording audio as evidence of learning).
Assessment tools can include peer-assessment with individualised feedback: these are likely
to have additional value as “feedback that gives information about what is right and wrong,
with hints for further improvement, is more effective than feedback that just tells a student
whether their answer is correct or incorrect” (Jordan, 2012, p. 832). The language learning
website, busuu.com, for example, has a peer-assessment mechanism where each learner can
select up to five other learners to mark their work and offer feedback (see example in Figure
9). However, computer moderated assessment also has its merits, as it can be more costeffective for assessing large numbers of learners, and seen as being free from bias (Jordan,
Jordan, & Jordan, 2012).
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Figure 9: busuu.com peer reviewed assessment: learner has their written exercise corrected by another learner
who offers improved suggestions
A range of assessment methods that have been explored within technology enhanced learning
environments could be incorporated within the MASELTOV tools and services. E-assessment
approaches include completion of diagrams, multiple-choice questions (see Figure 10),
multiple-response, drag and drop of elements to the correct place (see Figure 11 and 12),
clicking on hotspots or those requiring free-text entry of numbers, letters, words and sentences
(Jordan, 2012; Jordan et al., 2012).
Figure 10: busuu.com language learning multiple choice formative exercise
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Figure 11: busuu.com language learning exercise requiring student to drag icons into position to create correct
phrases in correct sequence. Red circle at bottom of screen indicates one incorrect choice made, with three
incorrect choices allowed before exercise is failed
Figure 12: busuu.com language learning exercise requiring student to drag icons into position to create correct
phrases
5.2.6 ACHIEVEMENTS
A traditional form of identifying achievements in formal learning environments is the
awarding of certificates. These are presented to the learner to enable them to confirm to their
peers, future employers and others the level of learning that they have achieved. This concept
has been embraced within the informal learning and video gaming communities with the
concepts of “achievements” or “badging”. Like certificates in formal education, these are
visible representations of learning achievements and indicators of progress made within an
environment that are capable of being displayed publicly. Their goal is to enable a member of
a community to communicate their achievements to others, to act as a form of external
accreditation of their achievements (awarded to them by another body, such as the provider of
the learning service or game), and aim to act as motivators, both to the learner themselves and
also within a social sphere (encouraging others to match a similar level of progress).
Achievements may help self-esteem by enabling learners to recognise they have made
progress and encourage them to continue their engagement with the tool or service.
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In online tools, these are often presented as icons on screen, sometimes in a shared public
space, or in a publicly visible aspect of a user’s profile.
Figure 13: Example of video game presentation of achievements
Figure 14: Example of informal learning presentation of achievements (‘badging’)
Achievements are common in entertainment games to recognise players activities, scaffold
learning activities, monitor progress, and provide direct feedback, and are often applied
external to the game through a platform such as XBox Live or PlayStation Network, allowing
players to readily compare their own achievements to their peers and the wider gaming
community (see Figure 13 for examples). Clear overlap can be seen when considering the
educational application of an achievement system (Dunwell et al., 2012; Heeter, Lee, Medler,
& Magerko, 2011) as a means to provide concrete, gamified learning objectives.
MASELTOV will build on previous work within the EU-funded ALICE project (Dunwell et
al., 2012) to apply these within the MASELTOV system. An approach to achievements that is
gaining interest in the online informal learning world is ‘badging’ – a term taking its lead
from the traditional real world informal learning practice of awarding badges for
achievements.
Badges are being explored by learning environments such as MOOCs (massive online open
courses), as an alternative means of encouraging learning and recognising achievement where
formal accreditation is not offered (see Figure 14 for examples). Cross and Galley (2012),
exploring badging for an Open University online open access course, proposed that
achievements may encourage learning in three key ways: rewarding the attainment of a way
point on a predetermined learning journey (passing a test, completing an activity); rewarding
effort (cumulative or threshold reached, e.g. number of hours committed, exercises
completed); and thirdly, for exploring outside the core material, rewarding deviation from the
main ‘learning arc’ and hence encouraging and rewarding “exploration, deeper learning, and
independence”.
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Cross and Galley identify eleven different roles that ‘badges’ can play within an informal
learning course (see Table 2). These roles would appear to align well with MASELTOV’s
learning goals, and address an audience that has some similarities with the targets for massive
open online courses: informal learners fitting their educational work around everyday tasks, a
loose community that we wish to encourage to interact, a group of learners who may engage
intermittently and need to be encouraged regularly to continue. As such, this table may offer a
framework for considering achievement-based feedback and progress indicators for the
MASELTOV system.
Role of Badge
Benefit of the badge
Receiver (learner)
Creator (awarder)
1. As a motivator /
Greater sense and understanding of
A solution to the 'motivation issue' for open
2. To promote engagement/
achievements, skills learnt and
courses that have no formal (or at least
3. To prevent withdrawal
progress being made. Can set
teacher marked qualification-related
intermediate milestones and
assessment). The drop-out rate for such
waypoints in the learning journey
courses is much higher than for traditional
courses (even up to 90-95% of
registrations).
4. As a meaning maker /
Badges help show learners what the Badges can help describe what is important
5. Signifier of learning
awarder think are most important to and can be constructively aligned with
objectives
the subject/ competency being
learning outcomes. Achievement of a badge
studied. It can give greater meaning may be seen as evidence that an outcome
to the learning
6. As a low-cost option
has also been achieved
The learner does not have to pay for Awarder does not need to mark, moderate,
assessment, nor potentially even
grade or award. This means less to no time
study (or pay for) a course to
spent on assessment and on maintaining the
receive the badge
structures that support assessment and
award
7. As a low-effort option
The learner does not have to enrol
Courses are repeatable with less effort from
in a course if they have previously
the awarder (less to no time required for
done something that demonstrates
assessment)
they meet the badge criteria.
8. As a valuer
In a similar way to a qualification
Both the existence of a badge and uptake of
or certificate, a badge can help the
it by learners, can help confer value to
learner to value what is being learnt something that is clearly import to the
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awarder (otherwise why create the badge)
9. As a symbol of identity /
A shorthand to represent
Helps ties the learner to the awarder and in
10. As a means of
achievement, effort or skills and a
so doing deepens the association between
association
way of associating with, and
them and others holding the badge. For
simultaneously distinguishing
social or political groups for whom the goal
oneself from others
of a qualification/award is not the primary
purpose, badges can provide shared goals
(or other foci) around which badge-seekers
and badge-achievers can associate.
11. As an empower
Enables learner to gain status within Awarder gains status by being seen as an
a group by achieving badges
awarder and, potentially, this may help
deemed of value to the group.
challenge and shift the authority/power to
recognise achievement/skills. The awarder
does not need to have formal qualification
granting powers to create badges. May also
allow individuals to attempt to determine
the identify of a group.
12. As an entrencher
Those learners who can gain badges Institutions, individuals or groups with
sooner (e.g. who already have the
established authority, status, wealth
skills) place themselves at a
or power may use badges to entrench or
competitive advantage over those
even extend this. This privileges 'super-
who cannot. Rather than empower,
players' at the detriment of smal
this may simply entrench an
existing hierarchy or
social/professional structure.
Table 2: Roles of badges. Reproduced from Cross and Galley (2012)
Achievements are related to the social indicator “reputation”, which we will now turn to
discuss.
5.2.7 REPUTATION
AND RATINGS
Reputation is the socially awarded rating of a user’s activities by peers in the same
environment. These are displayed publicly within a social software environment, and act as a
social feedback mechanism. They are found in social environments such as Facebook to
indicate likes or dislikes and approval of posts, to indicate trustworthiness in marketplace
tools like eBay, and as a social feedback mechanism in learning environments (the quality of
a learners’ contributions. These can be used as social motivators, and to offer affective
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feedback. Within the MASELTOV environment, they might be used to offer encouragement
to other learners, and to rate the quality of contributions or the help that volunteers provide.
Such ‘ratings’ models can also be extended to artefacts, for example, users might be given the
opportunity to rate the quality of information articles (see Figure 15). Furthermore, this can be
useful to enable content providers to identify which articles are considered low quality, and so
should be worked on, and also the popular and well received articles, which might indicate an
interest from the users for more articles in the same area.
Figure 15: Wire frame mock-up of a potential MASELTOV information page with feedback tool to enable
users to rate the quality of an article
5.2.8 VIRTUAL CURRENCIES
Virtual currencies are currencies accrued within a virtual environment. They are often
awarded by the system for participants’ achievements, though they may also be transferred
between participants. Virtual currencies are used for purchasing rewards within the
environment that may be cosmetic, affect performance, or allow access to previously locked
content and resources and can increase reported levels of immersion by participants (Nojima,
2007). Virtual currencies can in some cases be displayed publicly to other participants in the
same environment, indicating one’s progress or comparative achievement, introducing an
element of competition and social interaction (Hamari & Lehdonvirta, 2010). Virtual
currencies are used in games, but also in virtual learning environments, such as the busuu.com
web based learning environment’s use of “busuu berries” (see Figure 16). Busuu berries can
be used in the busuu.com language learning environment to purchase virtual goods, can be
displayed to other participants, transferred to friends, and won or lost in competitions with
other learners.
Figure 16: Virtual currency indicator within the busuu.com language learning website, indicating current value
of learner’s reserve of ‘busuu berries’
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Virtual currency has the potential to change real-world behaviour (Wang & Mainwaring,
2008), for example, motivating continued participation in a game or language learning
service, and in MASELTOV we have the opportunity to explore how virtual currencies might
be used across a range of tools and services. One potential avenue of exploration might be to
investigate how currency awarded in one service might benefit use of another service by the
same participant, or whether earned currency could be exchanged between participants.
5.2.9 IN-GAME HINTS
In-game hints are an efficient strategy for providing players with guidance while they are
using a tool or service, to help correct misconceptions or mistakes they have made and are
likely to encounter again during the completion of a current task. Players may get in-game
hints in appropriate moments, such as after losing points, or completing a sub-task. For
example the World of Warcraft provides in-game hints after completing a quest or through
creating a new character. These messages provide information about the current status of the
challenge, and remind the player of what functions they have available or options they can
take (so in a game, ths might be the properties and characteristics of the chosen character and
the tasks they still have to complete, or what errors they have made).
Figure 17: In-Game hint indicating the characteristics of an avatar in the World of WarCraft game
By providing this kind of mini-feedback, designers can be encouraged to reflect on what the
player or learner needs to know in order to achieve a specific learning goal using the tools or
service, and at what times such hints will be appropriate, therefore helping structuring the
feedback and support they provide during tool or service use. Providing timely feedback can
make use of contextual information aware to the device (e.g. GPS sensor providing location
based information, forum software understanding who else is online and may be able to
support the learner with a task). In-game hints can be seen as a specific example of ‘prompts’
to which we now turn.
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5.2.10 PROMPTS
A powerful type of feedback that systems can provide to encourage participation, learning
and reflection is a prompt to the user. Prompts can notify users that action is required, a
change in status, or a request for social interaction. They are widely used in social media,
games software, and learning environments. They make take the form of an active prompt,
such as a message on screen or notification sent via a different medium like SMS or email.
busuu.com, for example, will send users an email if they have not logged in to the language
learning website, and they have found 14% of users will log in to the website immediately
after receiving an email prompt (personal communication May 2013). However, it is
important not to overwhelm users with too many prompts, and more passive modes of
prompting that require user interaction might be more successful at engaging users,
particularly when considering mobile services: audio alerts on mobile phones in the middle of
the night are not popular (Vihavainen & Väänänen-Vainio-Mattila, 2013). Furthermore, there
is evidence that delayed feedback can help learning in some circumstances (Schroth, 1992).
User configuration settings are important to enable users to decide how they will be prompted.
Figure 18 shows the Facebook notification icons that ‘passively’ indicate a number of
prompts that the user can choose to act upon.
Figure 18: Facebook prompts: friend requests from others, notification of messages, and participation in a
thread
Question prompts are common practice in traditional learning environments and are now
being used in online environments(Ge & Land, 2003), identified as “an effective way to elicit
reflection since they provide cognitively complex ways learners think about, feel about, and
make connections in experience” (Wu & Looi, 2012, p. 319). By encouraging reflection,
question prompts can support learners’ planning and evaluation activities (Ge & Land, 2004).
Prompts can be initiated by the system, more advanced learners, or peers.
5.3
REVIEW OF FPI’S USED IN LANGUAGE LEARNING
To inform MASELTOV’s exploration of persuasive learning services (WP7), an expert
evaluator at the Open University has been undertaking a review of two web based learning
environments (busuu.com and duolingo.com). This work focuses on usability, however it has
enabled us to identify the range and categories of feedback and progress indicators employed
within these environments, and provides the MASELTOV project with examples of feedback
and progress indicators in practice. This is an ongoing work, however it has informed the
current document, providing examples of both the range of FPIs and their interaction in a
large scale, informal learning environment. We therefore include as Appendix A an overview
of this work, mapping functionalities across to categories and types of feedback and progress
indicators. The research is not complete and hence this table should be considered a work in
progress.
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6. CHALLENGES
There will be challenges to overcome if the MASELTOV project is to provide effective
feedback and progress indicators to the users of the systems. In this section, we describe a
number of the key issues to be addressed and propose responses.
6.1
ASSESSMENT OF SKILL LEVELS
To provide targeted learner support, it is necessary to understand the software users’
competency levels. This may be achieved through self-assessment, where the learner
estimates their own abilities, or an externally examined objective test, where the learner
undertakes a test that is marked by another (e.g. software system, mentor, domain expert or
educator). Monitoring of user activity by the software by collecting data on how the users are
engaging with the tools can also provide feedback that can be employed to both prompt
feedback and guided support, and provide data that can be analysed to improve the tools
themselves (described in Section 4.5, Learner Analytics and FPI’s).
An alternative and often employed approach is to assume the users of the software are
novices, and they are required to start as a novice, at the beginning of the process, supported
with help guides and other prompting, which may be ‘scaffolded’ to fade into the background
as the user progresses. Short cuts may allow users who are confident of their abilities to
progress more rapidly. This approach (assuming no prior knowledge) is the approach taken by
language learning websites such as busuu.com and duolingo, where the learner is required to
start at absolute beginner level and work through all the elementary content, even if they have
some knowledge of the language. The assumption is that learners will progress rapidly
through the activities they are already competent at, and quickly move to the level which is
appropriate for their learning. This has a disadvantage for advanced learners as they will need
to cover potentially large amounts of material they are already capable of completing, and
hence be seen as demotivating. However, in the MASELTOV situation where we expect
learners to be at lower levels of competency this reviewing process may be seen as a
confidence building exercise, revealing their levels of existing competence (and often
displaying as achievements such as badges).
If assessment is used to direct learners to the appropriate content and activities, it is likely to
be employed at the initial stages of learner engagement. However, it may be used during the
ongoing use of the software to enable continued monitoring and feedback on user
competencies (providing cognitive feedback) and to understand how the learners affective
state (anxious, confident, happy, etc.). Assessment can happen at the completion of content
(“summative assessment”) to identify final levels of competency in engaging with specific
activities, and potentially trigger the awarding of achievements such as badges or certificates.
Assessment can be achieved via an objective test of skills, or self-assessment and we now
describe these in more detail
6.1.1
OBJECTIVE TEST OF SKILLS
An objective test of a learner’s skills is one that is an assessment marked by an external body
(e.g. an educator or software system). This will enable the software system and educators who
may be supporting the learning process to identify which material or content is appropriate for
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the learner. Tests may be devised by the developers of the specific software system, or may
draw on an externally created assessment tools and measures. In language learning, a wellknown assessment framework is the Common European Framework for Languages: the
“CEFR” (Council of Europe, 2001). The framework is a practical framework for describing
“what language learners/users can do at different stages of language acquisition, in a range of
situations, contexts and fields of language use” (English Australia, 2013). Language ability is
measured at six levels, from beginner (A1) through to high levels of proficiency (C2).
Assessment of learner’s ability can be matched against these recognised scales, for example
an A1 beginner is said to be able to “understand and use familiar everyday expressions and
very basic phrases aimed at the satisfaction of needs of a concrete type” while a C2 highly
proficient language student is said to “understand with ease virtually everything heard or
read. Can summarise information from different spoken and written sources, reconstructing
arguments and accounts in a coherent presentation” (Council of Europe, 2001, p. 24). These
are further broken down into key skill categories such as understanding, speaking and writing,
and aspects such as range, accuracy, fluency and coherence.
An analysis of the CEFR framework suggests that the MASELTOV target audience may have
language skills that could be considered “pre-A1”: more in limited their abilities than the
competencies expected of an A1 learner. Hence it will be important to consider how to offer
activities, support, and appropriate feedback for such an audience. This challenge has been
recognised by other researchers, for example Alajärvi and Anttila (2012), exploring
immigrants in Finnish vocational education, and Farinati et al. investigating the learning of
Italian to enable the cultural integration of immigrants (Farinati, Masseroni, & Vimercati,
2012).
An alternative approach to an objective test of ability is to invite the learner to offer their own
opinions about their abilities and capacities: self assessment.
6.1.2 SELF ASSESSMENT
This approach invites the learner undertake a self-assessment of their skills, abilities and goals
as a means of judging the appropriate level of content and activities for their needs. Using this
approach, the learner will be given prompts to elicit:
Their self-assessment of ability
What their learning goals are
What learning they hope to achieve
As with objective assessment, this is likely to be carried out at the beginning of their
engagement with a new tool or service, but could be prompted periodically to encourage
reflection and re-assessment of goals and planning, as well as providing updates that could be
used by educators/mentors and the system to ensure the correct activities are offered at an
appropriate level.
This assessment may be aligned with existing measures for indicating competency, so for the
MASELTOV
project
the
EurLIFE
Quality
of
Life
Indicators
presented
in
the
(http://www.eurofound.europa.eu/areas/qualityoflife/eurlife/index.php),
MASELTOV Description of Work, Table 17, may be appropriate when considering broad
scale social inclusion indicators.Tools for ongoing self-reflection and self-assessment of
learning and capacity have been considered in learning analytics, for example the Effective
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Lifelong Learning Inventory (Buckingham Shum & Crick, 2012; Crick et al., 2004), and these
may be useful for developing the basis of such tools within MASELTOV.
6.1.3 RECOMMENDATION
The simplest solution for the MASELTOV project is to consider all users of services have no
experience of the tools or services, and provide appropriate support for novice users. In this
model all users are treated as a novice and need to progress through the use of the service to
more advanced usage through the same set of steps. It is therefore important to make feedback
on use optional to allow users to choose whether to receive response on their activities, so as
not to slow down their usage.
For services where it is appropriate to offer differentiated levels of service (e.g. beginner/
expert, or CEFR aligned levels of language materials) it may be appropriate to either ask the
user which level of content they require or to set a test that can guide them to the appropriate
level of use. For language learning content, we propose that content is aligned with CEFR
levels.
6.2
ETHICAL ISSUES
The collection of user data to generate feedback and progress indicators raises ethical
challenges particularly when considering the MASELTOV target audience. “In the context of
education, analytics are likely to include sensitive information about identity, status,
background and achievements. Ethical use therefore involves making users aware of the data
that is being collected, how it is being used and who has access to it” (Ferguson &
Buckingham Shum, 2012, p. 31). To offer detailed, targeted recommendations and feedback
will require users to agree to some data being collected, therefore it will be important to foster
trust and have mechanisms in place to give users confidence about how it is being
safeguarded (Dunwell, 2012).
MASELTOV is addressing ethical challenges within Work Package 2. With respect to
feedback and progress indicators, MASELTOV will need to be sensitive towards:
- what is collected, and why
- who has access to the data, and
- allowing users to choose what they share
The challenge of storing user data will be considered closely in Work Package 5, where it is
anticipated that the practical implementation of the feedback systems will be operationalized
(through the User Profile and Recommendation systems). We will have to find a good
solution for storing the data, and the options made available for MASELTOV service users.
6.3
INFORMATION PRIORITISATION
A key pedagogical and user design challenge faced when developing feedback and progress
indicators is to consider how best to present such information to ensure it is effective, rather
than distracting or detrimental to the overall experience. While feedback and progress
indicators are intended to motivate, learners can be “overwhelmed and discouraged by the
amount of information presented to them, confused by being presented with too many
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visualizations” (Ferguson & Buckingham Shum, 2012). Feedback and progress indicators
need to be presented at meaningful points in a learner’s journey, and a decision has to be
made as to what represents a significant change and the appropriate time for this to be
indicated. Timely feedback allows learning in context, however feedback may not be
welcomed during critical incidents, or at inconvenient times (Vihavainen & VäänänenVainio-Mattila, 2013).
FPI’S FOR MOBILE LEARNING
6.4
The challenges of learning on mobile devices have been well described elsewhere, by authors
such as Kukulska-Hulme (2005). These will need to be considered when designing and
implementing feedback and progress indicators for the MASELTOV services, which also
bring in the additional challenge of supporting mobile incidental learning. Key challenges to
be noted are:
Small screen size, limiting the amount of information that can be provided, and hence
affecting the visualisations that can be provided
Connectivity with central services may be sporadic, affecting when feedback can be
provided
Mobility and embedded sensors offer the opportunity for highly contextual feedback:
which may however become outdated as the user moves on
Learning activities might be shorter in length, and more sporadic, carried out between
other daily activities.
These challenges must be considered by pedagogical and user interface designers, as well as
software developers.
7. FEEDBACK AND PROGRESS INDICATORS: OUR RECOMMENDATIONS
In this document we have described cognitive, affective, social and motivational outcome
measures suitable for the MASELTOV tools and services. Through an exploration of
feedback and progress indicators in current practice, we note the following:
Feedback and progress indicators are required for learners (end users), mentors, and
the system.
FPIs should be timely, but not overwhelm the user: “passive” indicators may be more
effective than interrupting presentation, and in some cases delayed feedback may also
be beneficial
FPIs should be considered to support the aspects of learning indicated as potentially
lacking in an incidental learning mode of acquiring knowledge (for more detail on
incidental learning, see deliverables D7.1.1 and D7.1.2), and encourage not only
specific instrumental task completion but reflection on broader social inclusion goals.
We therefore recommend that FPI’s should be integrated into software systems to
support:
o Goal setting
o Planning
o Reflection
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o Structured social learning
We recommend that, where possible, the user profile (collection of data on the user’s
progress) is made as transparent as possible to the user, which means representing the
data collected through a user profile including a summary of actions undertaken and
goals achieved. This should be presented in a mode suitable for the target
MASELTOV audience. Considerations must be given according to their information
presentation requirements (e.g. an option to present all feedback in their preferred
language, not assuming high levels of computer competency).
User profiles could be shared with other MASELTOV community members, with
users having the option to configure the level of information that they share. Work
carried out in learning analytics suggests this may be socially beneficial: to gain
support, to motivate others and to build self-esteem (Ferguson & Buckingham Shum,
2012)
8. SUMMARY/ CONCLUSIONS
In this deliverable we described cognitive, affective, social and motivational outcome
measures suitable for the MASELTOV tools and services. We provided an overview of key
literature in the field, and explained key categories and types of feedback and progress
indicators. We gave examples of these strategies in practice, in informal learning, language
learning and gaming, and identified challenges that the MASELTOV developers should
consider.
This document has provided a level review, identifying significant literature and key
examples of FPIs in practice. The document offers recommendations therefore in general
terms. Decisions about specific FPIs to be implemented will be made in coordination with
technical partners to identify which MASELTOV services and tools will support which
specific feedback and progress indicators, and how they will be implemented within the
system.
Our research has established the importance of learner self-reflection, social and community
interaction, and diverse mechanisms for monitoring progress, all of which can help encourage
continuity of learning and sustained engagement throughout immigrants’ journeys towards
social inclusion. Short-term learning gains and achievements are steps towards social
integration, which is a gradual process but one that we believe can be accelerated through
well designed learning experiences, in which FPI’s play a significant role. Data analytics
approaches offer promising ways to monitor learner activity with a view to shedding light on
its effectiveness.
Key FPIs that should be considered by MASELTOV partners for inclusion in the
MASELTOV tools and services are those that encourage:
Goal setting
Planning
Reflection
Structured social learning
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Learners will benefit from being able to review their progress periodically, and work carried
out in learning analytics has indicated a ‘dashboard’ summarising progress may be a valuable
progress indicator.
MASELTOV services will contribute to the development of their users by providing learning
experiences that should make them more able to self-regulate their learning. It is recognized
that informal, incidental learning requires a good deal of self-motivation and self-direction.
The structuring provided by FPIs should help develop the user’s confidence and support their
transition from a being a learner who is strongly dependent on formal, teacher-led activity to
becoming someone who is capable of recognising a wide range of learning opportunities and
using available feedback and progress indicators to take full advantage of them. This process
is aided by the fortuitous cross-overs between gaming and informal learning, particularly
elements of fun and competition, as well as light-touch rewards such as visually attractive
badges.
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APPENDIX A: REVIEW OF TWO WEB BASED LEARNING ENVIRONMENTS: BUSUU.COM AND DUOLINGO
To inform MASELTOV’s exploration of persuasive learning services (WP7), an expert evaluator at the Open University has been undertaking a
review of web based learning environments. This research has enabled us to identify the range and categories of feedback and progress indicators
employed within these environments, and is therefore included as examples of current practice. The research is not complete and hence this table
should be considered a work in progress.
Function
Form in www.busuu.com
Domain(s)
Type of FPI
Getting started
All new users are sent a
welcome email with links to key
aspects of the website and
encouraging them to take a tour
of the website.
Cognitive
Affective
Social
Prompt
The website uses colour to make
usage appealing. It looks like it
will be fun to interact with.
Form in Duo Lingo
(http://www.duolingo.com)
No welcome email received when users
‘sign up with email’ (i.e. the evaluator)
Domain(s)
Type of FPI
Affective
Prompt,
Learning
guide
The login area of the website has
usability/accessibility issues which are
problematic.
Affective
The website is clearly laid out. The
landing page makes effective use of
colour, i.e. green for growth and the bright
blue sky. The tree growing concept is
used throughout the language learning
process. It is easy to see how you can
sign up either with Facebook or email and
it is easy to see which languages you can
learn with Duolingo.
Affective
It is easy to see where to start learning.
The lesson to be studied is clearly
highlighted in a bright colour
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Prompt,
Learning
guide
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Encourages
continued
learning
The concept of a language
garden and growth. Right from
the start of language learning
users are informed they will
earn gifts for their garden as
they progress.
Affective
Levels of
difficulty,
Achievemen
ts,
Virtual
currencies
The longer term Premium
Membership costs are far more
cost effective than short terms
Memberships.
Cognitive
Reputation
3 main progress indicators are used as
feedback and progress indicators. These
are clearly displayed on a user’s home
page in the right hand menu
Skill points
Users can earn ‘skill points’ (which are
used to track progress). Users earn skill
points every day. They can sign up to a
daily reminder email at a specific time to
remind them to do learning.
New users, who may not wish to
become a Premium Member
straight away (Free Members)
are not provided with access to
the website via a smartphone,
cannot be rewarded with a
busuu.com Certificate, and
cannot access the grammar
units. The can only do the
vocabulary, reading and writing
exercises and the interactive
exams (formative assessment).
Words
A record is kept of how many words users
learn (and what they are) in a separate
Word page (see Vocabulary)
Cognitive
Affective
Social (if
shared)
Cognitive
Affective
Social (if
shared)
Achievements
Prompt
Cognitive,
Affective
Achievement
One (and more) day streaks.
The learner is praised for committing time
to learning on an uninterrupted period of
days (learning 20 days in a row would be
a “twenty day streak”)
As learning activities are
completed within a learning
unit, the colour of the activity
changes from red to green.
The lessons are displayed in a route map
or (‘French skill tree). Users can watch
their tree’ growth as lessons completed
turn from ‘greyed out’ to colour.
Language learning is presented
in a structured pathway enabling
learners to develop language
skills in a systematic way
A positive ring tone can be heard every
time a user gets an answer correct (and
vice versa)
Cognitive
Premium users can select
The claim that language learning is
‘scientifically proven’
Achievemen
t
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Affective
Achievement
Affective
Affective
Learning
guide,
Assessment
tool
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Encourages
continued
learning
vocabulary they wish to keep
and save it as a .pdf file which
they can then print if required.
Personalised activity feeds
showing the Exercises and
Corrections users have done
Social, Cognitive
Assessment
tool,
Progress
indicator
(not
presented as
a progress
bar)
Levels of
difficult,
Dashboard
Reflection
Goal setting
No specific tools could be found
for reflection, but the multimodal approach to language
learning would encourage
reflection.
Users can set their learning goal
on their home page. Access to
Users have to check every answer in each
lesson before they can continue to the next
question. If an answer is wrong, an
explanation is provided. There is no
option to re-do the question, but the
evaluator thinks that errors are used in
subsequent questions to ensure the user
learns correctly.
Affective
Assessment
tool
The multi-modal approach to learning
implicitly encourages reflective thinking,
but a reflective tool could be an additional
benefit if introduced at various stages in
the learning process, for example, at the
end of Lesson 5.
Not found in duolingo
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Cognitive
Prompt
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this feature is easy via an easily
distinguished button in a
specific block in the right hand
menu.
Study planning
Participation
Once set, ‘My goal’, the no. of
units and the number of days
that users have left to achieve
the goal is displayed in the right
hand menu. This allows users
to easily track their progress.
Users can easily change their
goal.
Once a user has set their
learning goal they can see how
long they have left to achieve
their goal and how many units
they have to achieve their goal
so could use the tool to plan
their study. However, no
guidance on planning study is
provided, it is left to users to
work out how to plan their
study.
The website is easy to use.
Cognitive
Progress bar
Cognitive
Affective
Cognitive
It is not intuitive to access the
Friend Request (see Friend
Request)
Progress bar
Users can see their progress in their Skill
tree, so could use this to plan their study,
but no guidance is provided.
The website is easy to use
See also Encouraging continued learning.
Social
Friend requests that match the
language learning needs that
users have identified are
displayed only as numbers and
overlay icons without clear
meanings. However, previous
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Cognitive
Affective
Progress
indicator
Dashboard
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Confidence
building
Confidence
building
Generating a
sense of
community
experience of Facebook tells me
that the red square indicates
significance.
Badges, busuu-berries and starrating (which displays level of
activity on the website) all helps
to develop confidence.
Affective
Premium users can practise
speaking a language and using
the correct pronunciation
through voice-recording.
Cognitive,
Affective
Confidence is built where
patterns of dialogue interaction
are reinforced as higher levels
of language learning are
accessed.
Cognitive
At the end of a learning unit
users can listen to a podcast of
the vocabulary and dialogue
introduced.
The busuu community is via a
network of friends who help one
another to develop their
language skills. Friend requests
are easy to access; to accept or
ignore and a good deal of
information is provided.about
each request, e.g. language they
speak and languages they are
learning, recognition of
Virtual
currencies
Users can see their skill points,
Vocabulary development and streaks
easily.
Affective
Virtual
currencies
A positive ring tone can be heard every
time a correct answer is given and when a
lesson is completed joyful music is
played.
Affective
Progress
indicator
Finding friends at the start of learning is
fairly easy. There are two options: 1) to
invite friends to learn together and 2) to
find friends on Facebook.
Social
Reputation
Levels of
difficulty
Cognitive,
Affective
Levels of
difficulty
Cognitive,
Affective
Social
Reputation
Social
Inviting friends in Duolingo means
personal friends, i.e. friends you have
contact with via email and/or through
Facebook. You can only invite one
friend at a time. These friends are, not
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achievement in the form of starrating, blueberries and badges.
Users can develop their writing
skills by posting a message
which is shared with selected
others. If another user responds
and corrects the message, this
encourages wider participation
in the community.
friends who are already in the Duolingo
community, as occurs in busuu.com.
Social, Cognitive,
Affective
Users can ‘Join the Duolingo family’ by
following people on Twitter or by liking
Duolingo on Facebook. The indicators
suggest there are 41,000 followers on
Twitter and 94,000 on Facebook.
Social, Cognitive,
Affective
Duolingo has a competitive element,
which was not seen in busuu.com.
Clearly visible on the right hand side of
the screen is a section where users can
‘compete with your friends’. The
pedagogy underlining this feature is
unclear and would benefit from
description.
Users can develop dialogue
skills by chatting with other
conversation partners within the
website
Social,
Affective,
(may be
cognitive)
Social,
Affective,
Cognitive
Social,
affective
Cognitive,
social
Prompts
Email prompts are sent to users
who have not accessed the
website for X amount of time.
Affective
Prompts
A tab next to the Skill Tree called
‘Stream’ presents an up-to-date list of a
users’ communications, their level of
study (as it progresses) and the number of
skill points they have acquired.
Social
Users can upload, read and translate
documents posted and give feedback
Social,
Affective
Users can share feedback, present ideas in
the Discussion area.
The tutor agent (displayed as a green owl)
pops up occasionally to remind users that
they can always over a word to see a
Social
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Cognitive
Prompts
Mobile Assistance for Social Inclusion and Empowerment
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translation.
Email prompts are sent to users
when a friend has posted a
message.
Recognition of
achievement
for self
Shared
recognition of
achievement
Fun/enjoyment
The badges and busuu-berries
demonstrate achievements.
Progress towards ‘My goal’ is
easily visible on a user’s home
page.
In a learning unit review users
can self-assess their learning
through a series of Q & A. They
also receive direct feedback
from busuu.com on whether
their answers were correct or
not.
Users badges, busuu-berries and
star ratings are all displayed on
the profile window that pops up
whenever a mouse is over a
learner’s profile.
Users can share their learning
goal on Facebook or Tweet
about it.
The website is colourful and
looks fun to use.
A ‘language garden’ provides
learners with a visual
representation and an affective
dimension to their learning and
Affective
Virtual
currency
Affective,
Cognitive
Reputation
Cognitive,
Affective
Assessment
tool
Affective
Virtual
currency
Duolingo’s algorithm informs users when
they need to practice words they have
learnt so they transfer to long-term
memory
Users can easily view their Skill points;
their progress in the Skills tree, and the
number of words they have learned at
various locations on the website
Cognitive
Prompts
Affective
Social
Reputation
Users can share their learning goal on
Facebook or Tweet about it.
Affective
Social
Reputation
Multi-media approach to learning
Affective,
Cognitive
Affective
Social
Reputation
Affective
The website is appealing
Affective
Learning
guide
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development. It can be very
rewarding to see things grow in
addition to internal recognition.
It is a form of extrinsic
motivation.
Drag and drop quizzes and
multiple choices questions are
presented throughout the
learning activities. Fun and
motivational.
Users can practice their writing,
speaking and listening skills
with native speakers who use
the website.
Affective,
cognitive
Social, affective,
cognitive
Assessment
tools
Reputation
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