20BCE
20BCE
20BCE
Done by
Team NO: 17
MANSI 20BCE2604
1. The paper “EXECUTE: Exploring Eye Tracking to Support E-learning” by Ahsan Raza
Khan et al.
Problems addressed:
The COVID-19 epidemic has disrupted schooling and made remote instruction the norm. Online
teaching and learning include drawbacks, such as the absence of technology to measure student
participation and attentiveness.
This research develops an e-learning framework to capture and analyse student attention during
remote teaching sessions and profile their learning behaviour using eye-tracking data
Methodology:
Accuracy:
The results show that the logistic regression, SVM and polynomial regression have the highest
accuracy of 91.05%, 92.6% and 89.5%, respectively
Teaching and learning need attention monitoring. Remote learning might benefit from an
attention monitoring system that detects student engagement and redirects it. Online learning
lacks visual input for attention monitoring. Recently, pricey commercial-grade eye-tracking
technologies have been employed to measure attention in academic settings, restricting the
research to laboratories. A webcam-based attention categorization system was described in this
study.
Limitation:
Technical limitations:
Complex system requirements
2. The paper “An overview of Machine Learning Technologies and their use in E-learning”
by Ramzi FARHAT et al.
Problems addressed:
Limited understanding of the potential of machine learning technologies for enhancing the
e-learning experience
Methodology:
Various Machine Learning algorithms such as K-means, SVM, and Decision Tree, among others,
were used to improve Technology Enhanced Learning Environments (TELE).
Accuracy:
K-means, SVM, and Naive Bayes algorithms provided 97% accuracy, Backpropagation
algorithm provided 87% accuracy, Decision tree accuracy provided 85% accuracy, and K-modes
clustering provided 89% accuracy.
E-learning researchers have used machine learning to improve learning experience. Since
e-learning centres on the student, this makes sense. To our knowledge, no study has used
learning data to assess and enhance content quality.The major goal is to enable course creators
reengineer education using machine learning and various aspects, including prior learners'
interactions.
Limitation:
Limited Scope
3. The paper “EVALUATING THE ACCEPTABILITY AND USABILITY OF EASEL: A
MOBILE APPLICATION THAT SUPPORTS GUIDED REFLECTION FOR
EXPERIENTIAL LEARNING ACTIVITIES” by Jerry Schnepp et al.
Problems addressed:
To examine the early perceptions (acceptability) and usability of EASEL (Education through
Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts
and content before, during, and after an experiential learning activity
Methodology:
Development of a mobile application that facilitates real-time guided reflection and to determine
the relevant feature set, we conducted a needs analysis with both students and faculty members.
Data collected during this stage of the evaluation helped guide the creation of a prototype. The
user experience of the prototype and interface interactions were evaluated during the usability
phase of the evaluation study.
Accuracy:
Feedback from this study guides our current software development. EASEL is currently in the
alpha phase of development. Much of the core functionality has been implemented. However, the
user interface and user experience still require refinement and testing. The initial results reported
in this work have been immensely helpful to guide our efforts
In the task analysis phase, initial questionnaire data revealed that participants typically did not
reflect on experiences unless a reflection activity was assigned to them. After being introduced to
the concept of EASEL by viewing an animation, most members of a second group of participants
indicated they would recommend including EASEL as a part of an experiential learning activity.
They cited the usefulness of prompts and ease of use as the application’s most valuable features.
Results collected during the usability phase indicated that participants could complete tasks using
an EASEL prototype. They found the application easy to use and most would anticipate using the
system frequently.
Limitation:
Problems addressed:
the learning management systems (LMSs), which, in recent years, have lost prominence because
they are considered by certain institutions as simple repositories. This vision took a drastic turn
due to current circumstances, in which LMS is the medium that allows students to maintain
interaction with their institutions
Methodology:
This objective is outlined in a new normality that seeks robust educational models, where certain
activities are carried out in an online mode, surrounded by technologies that allow students to
have virtual assistants to guide them in their learning.The system after the analysis adjusts the
activities that are presented as an evaluation mechanism and aligns them with the characteristics
and needs of the student.
Accuracy:
The algorithm performed the analysis of 51 instances to identify the reason why the scores in the
evaluations present a performance below the expected. Of the 51 instances, 48 were classified as
correct, with 94.1176%. This value was considered as true to assume the decision of the analysis.
This work allows technology to become the ideal assistant for both students and teachers.
Further, it allows the management of calendars to the students, as well as the generation of
events, reminders, and notifications that indicate to the student what activities must be fulfilled,
and based on its results, it can carry out a continuous accompaniment that allows the student to
improve their performance.
Limitation:
Data Breach
5 .The paper "Analyzing and Predicting Students’ Performance by Means of Machine
Learning: A Review (MDPI)" by Juan et al. (2022)
Problem addressed:
The article aims to analyze the existing literature on the topic, classify the techniques and
objectives into categories, and present the results of the literature review through tables and
graphs. The study considers 64 recent articles (90% published in the last 6 years) from various
online databases and journal sources, with a focus on machine learning techniques. The results
show the most common techniques, objectives, and student levels used in the studies and the
algorithms and methods applied.
Methodology:
A qualitative research study was conducted on 64 recent articles related to techniques for
predicting student behavior.
The papers were filtered based on quality, contribution, peer-review, and impact factor, and 35%
of the analyzed papers were journal articles.
The literature review was mainly classified based on techniques and objectives, and the
techniques were implemented using various algorithmic methods.
The results of the study were presented through graphs and tables that summarize the techniques,
objectives, student level, and algorithms used in the reviewed articles.
Accuracy:
The supervised learning method of Rule Induction produced a 94% result for retention
prediction, while SVM with SMOTE generated a 90.24% outcome. A number of algorithms
were suggested to identify struggling students with 97% accuracy, including Sequential Forward
Selection (SFS), C4.5, Random Forest (RF), K-Nearest Neighbors (KNN), and Naive Bayes
(NB). Out of all the algorithms, Artificial Neural Networks (ANN) and Support Vector Machines
(SVM) showed the highest accuracy.
The conclusion derived from the text is that a qualitative research study was conducted to
analyze the different techniques used for predicting students' behavior. The study was based on
64 recent articles related to the subject and was conducted by reviewing literature from various
online databases. The articles were screened to ensure that only high-quality, peer-reviewed
sources were included. The literature review was then classified into techniques and objectives.
The techniques were analyzed to reach the objectives of each reference and were implemented
through several algorithmic methods. The results showed that the academic level of the students
can play a significant role in predicting their performance and that different datasets built from
students of different levels can have different latent factors.
Limitations :
The study only considered articles from a limited number of online databases and excluded
papers without impact factor or not peer-reviewed.
The study was qualitative in nature and relied on a literature review, rather than original data
collection and analysis.
The study was limited to a specific academic level and may not be applicable to other levels or
contexts.
6 .The paper " e-Learning: Challenges and Research Opportunities Using Machine
Learning & Data Analytics (IEEE) by Abdallah Moubayed et al
Problem addressed:
The problems addressed are the challenges facing the field of e-learning, which include issues
with content transmission and delivery, and the limitations of enabling technologies. The paper
proposes the use of machine learning (ML) and data analytics (DA) techniques as potential
solutions to overcome these challenges, and highlights the importance of these techniques in
improving the learning experience. The text presents several research opportunities for using ML
and DA techniques in e-learning, and provides an overview of the different challenges in the
field, as well as the different machine learning and data analytics techniques.
Methodology:
The methodology of utilizing big data in e-learning is presented in the text. With more students
accessing online education, big data is being generated and machine learning and data analytics
are proposed as solutions. Different types of machine learning algorithms are described,
including supervised, unsupervised, semi-supervised, and reinforcement learning, each having a
unique approach to training..
Accuracy:
According to the study referenced (Hogo,2010) the Fuzzy C-Means (FCM) algorithm was
outperformed by the Kernel Fuzzy C-Means (KFCM) algorithm. The results showed that the
KFCM algorithm had an accuracy rate of approximately 78%, while the FCM algorithm was less
accurate.
.Conclusions and Results:
The growth of data from various devices requires analysis to extract useful information, which
machine learning and data analytics can provide. These algorithms are proving to be beneficial in
fields like healthcare, business, and energy. The field of e-learning, which has gained interest due
to technology proliferation, faces challenges like content delivery and personalization. This
survey explores machine learning and data analytics algorithms, their uses in different fields, and
the e-learning field specifically, including its definitions, challenges, and examples of
implementation. Research opportunities have also been proposed.
Limitations :
The focus of previous works has only been on comparing the delivery mechanisms in terms of
resources rather than their impact on student learning.
The field of e-Learning still requires more research opportunities to personalize the learning
experience for students based on learning preferences.
There is a need for more research to determine the relationships between certain activities and
their impact on students' performance and engagement.
7 .The paper " Eye gaze tracking-based adaptive e-learning for enhancing teaching and
learning in virtual classrooms.” by Rastrollo-Guerrero et al
Problem addressed:
Students today prefer to conceal their questions and avoid approaching their teachers.Especially
in the case of virtual classrooms, the staff has no way of knowing whether or not the material is
tailored to the aptitude of the students.
Methodology:
The EyeTribe Tracker is an eye-tracking system that can determine where a person is looking by
extracting information from their face and eyes. The eye gaze coordinates are calculated relative
to the screen a person is looking at and are represented by a pair of (x, y) screen coordinates.
Accuracy:
The accuracy is not mentioned. However, the marks scored correspond well to the attention paid
by the student.
Problem addressed:
Methodology:
The approach taken in creating the e-Learning system involves two steps: Firstly, obtaining the
open source e-Learning software (PHPBB) from the Internet, and secondly, modifying and
customizing the software to fit the local environment. The development process utilized tools
such as PHP for the front-end, Apache for the middleware, and a MySQL database for the
back-end.In conclusion, the authors have presented a novel approach to e-Learning by
developing an e-Learning class bulletin board that enables virtual interaction between students
and lecturers in an academic setting. The system is unique in its utilization of Free and Open
Source Software (FOSS), which allowed for an efficient and cost-effective solution compared to
using proprietary programming tools. The paper highlights the benefits of using open source for
e-Learning, including its cost-effectiveness, flexibility, and speed of development. The
Conclusions and Results:
authors' aim was to create a system that fosters better interaction among members of the
academic community and provides a low-cost method for disseminating educational resources.
With the growth of Information and Communication Technology (ICT), open source is becoming
a popular choice for e-Learning solutions in developing economies, and the authors hope that
their work will introduce academic communities to e-Learning and online learning.
Limitations:
Other Content Management Systems (CMS) could be able to accomplish some of the
functionalities attained in the built e-Learning application.
The authors' main goal is to construct an e-learning system that is flexible, affordable, and quick
by adapting already-existing open source code, especially when contrasted to trying to
accomplish the same thing using proprietary programming.
Students today
7. [7] prefer to conceal The EyeTribe The author The The main
Rastrollo-G their questions Tracker is an collected effectiveness problem faced
uerrero et al and avoid eye-tracking data locally of learning was ensuring
approaching system that can using their and the accuracy of
their teachers. determine own setups. accessibility the EyeTribe
Especially in the where a person Data of course readings, which
case of virtual is looking by columns materials to could be
classrooms, the extracting include: : the intended affected by the
staff has no way information fixations, audience can students' head
of knowing from their face fixations be enhanced. movements.
whether or not and eyes. The duration Our system Further analysis
the material is eye gaze mean, can also be was also
tailored to the coordinates are complete utilised for required to
aptitude of the calculated fixation business determine the
students. relative to the times at AOI purposes, effectiveness of
screen a person assisting the content.
is looking at companies in
and are gauging the
represented by a allure of
pair of (x, y) advertisemen
screen ts to potential
coordinates. customers.
Electronic Other Content
8 learning The e-Learning Not Included Not Management
(e-Learning), system was Mentioned Systems (CMS)
[8] Azeta, A developed using
which facilitates could be able to
et al. two different
education using accomplish
communications methodologies: some of the
networks, has Start by functionalities
made learning downloading attained in the
possible from PHPBB, a free built e-Learning
anywhere at open source application.
anytime by e-learning The authors'
using the programme, main goal is to
Internet, wide from the construct an
area networks or Internet. e-learning
local area Second, system that is
networks. broaden and flexible,
Notably,Learnin modify FOSS to affordable, and
g applications fit local quick by
which have conditions. adapting
become central Tools like PHP already-existing
to the learning as the front-end, open source
process may be Apache as the code, especially
developed using middleware, when
proprietary and MySQL as contrasted to
programming the back-end trying to
tools. were used to accomplish the
create the same thing
system. using
proprietary
programming.
REFERENCES:
1) Khan, A. R., Khosravi, S., Hussain, S., Ghannam, R., Zoha, A., & Imran, M. A. (2022,
March). Execute: Exploring eye tracking to support e-learning. In 2022 IEEE Global
Engineering Education Conference (EDUCON) (pp. 670-676). IEEE.
2) Farhat, R., Mourali, Y., Jemni, M., & Ezzedine, H. (2020, February). An overview of
Machine Learning Technologies and their use in E-learning. In 2020 International
Multi-Conference on:“Organization of Knowledge and Advanced Technologies”(OCTA)
(pp. 1-4). IEEE.
3) William Villegas-Ch 1,* , Milton Román-Cañizares 1 and Xavier Palacios-Pacheco 2 (4
August 2020 ) Improvement of an Online Education Model with the Integration of
Machine Learning and Data Analysis in an LMS. MDPI .
4) Jerry Schnepp , Christian Rogers ,EVALUATING THE ACCEPTABILITY AND
USABILITY OF EASEL: A MOBILE APPLICATION THAT SUPPORTS GUIDED
REFLECTION FOR EXPERIENTIAL LEARNING ACTIVITIES. JITE.IIP.ORG.
Volume 16, 2022
5) Rastrollo-Guerrero, J. L., Gómez-Pulido, J. A., & Durán-Domínguez, A.
(2020,February). Analyzing and predicting students’ performance by means of machine
learning: A review. Applied sciences, 10(3), 1042.
6) Moubayed, A., Injadat, M., Nassif, A. B., Lutfiyya, H., & Shami, A. (2018,July).
E-learning: Challenges and research opportunities using machine learning & data
analytics. IEEE Access, 6, 39117-39138.
7) Joe Louis Paul, I., Sasirekha, S., Uma Maheswari, S., Ajith, K. A. M., Arjun, S. M., &
Athesh Kumar, S. (2019). Eye gaze tracking-based adaptive e-learning for enhancing
teaching and learning in virtual classrooms. In Information and Communication
Technology for Competitive Strategies: Proceedings of Third International Conference on
ICTCS 2017 (pp. 165-176). Springer Singapore.
8) Azeta, A. A., Oyelami, M. O., & Ayo, C. K. (2008). Development of an e-learning web
portal: The FOSS approach. Turkish Online Journal of Distance Education, 9(2),
186-199.