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learning.
Abstract
The e-learning domain is one of the richest fields of scientific research and has witnessed rapid development and
has become a popular topic since 1990s. In this article, we presented a literature review of the field of e-learning
with a particular interest in concepts: the learning object and recommender systems. Firstly, we present the history
of e-learning, Secondly, we detail the learning objects by focusing on the different proposed definitions, features,
standards, and models. Lastly, the development, evolution, and types of recommender systems are served. This
survey covers the span time from the appearance of each concept to nowadays.
Keywords: E-learning, Learning object, Recommender systems.
1 Introduction
Since the 1990s, the e-learning area has been developed rapidly, (Tom & Michael, 2015), and has become a major
subject and alternative approach in the learning and teaching processes. The online learning market potential will
increase threefold from 2015 to be worth $325 billion in 2025 (Anggrawan & Jihadil, 2018). According to (Justo-
López et al., 2021), in e-learning, it is possible to identify 3 key elements: the educational resources called Learning
Objects (LO), the place which contains them, named Learning Objects Repository (LOR), and the place where
resources are used, known as Learning Environment (LE). Recently LO become one of the most important research
topics in the e-learning community (Benitti, 2018). LO are developed under e-learning specifications and standards
for example Sharable Content Object Reference Model (SCORM) and Instructional Management System (IMS)
Content Package. LE and LO must be created according to the same standards (Valenzuela et al, 2017). (Premlatha
& Geetha, 2015) reviewed the various level adaptation, LO design and model/component of e-learning, (Alarcón
et al., 2015) surveyed the LO definition and classification proposed between 2000 and 2015. The rest of reviews
and surveys are presented in appendix 1, and in appendix 2, we summary some of systems and models proposed
to recommender a LO.
This paper is organized as following: Foremost, we introduce the history and definitions of e-learning. In the second
section, we detail the concept of LO. In the third section, we present recommender systems with a focus on the
different proposed definitions, their types, and we summarize the various challenges and limitations of
recommender systems. We concluded this work in the last section.
2. E-learning
According to (Cross, 2004; Al-Yahya et al., 2015), at the end of 1997, before the existence of the term “e-learning”,
learning guru Elliot Masie told, “Online learning is the use of network technology to design, deliver, select,
administer, and extend learning”.
Depending on (Cross, 2004; Karna, 2017), in 1998, Jay Cross wrote coined the term “e-learning” and he defined
it as “e-learning is learning on Internet Time, the convergence of learning and networks. E-Learning is a vision of
what corporate training can become. E-Learning is to traditional training as e-business is to business as usual”. In
2019, (Rodrigues et al., 2019) defined e-learning as “E-learning is an innovative web-based system based on digital
technologies and other forms of educational materials whose primary goal is to provide students with a
personalized, learner-centered, open, enjoyable and interactive learning environment supporting and enhancing the
learning processes.”, however, (Gupta & Gupta, 2020) described E-learning as the method of learning anywhere,
anytime and as often as you like using PCs or smartphones.
In October 1999, the first usage in a professional environment of the word “e-learning” was during a Computer
Based Training (CBT) Systems seminar. It is described as: “a way to learn based on the use of new technologies
allowing access to online, interactive and sometimes personalized training through the Internet or other electronic
media (intranet, extranet, interactive TV, CD-ROM, and so on), to develop competencies while the process of
learning is independent of time and place” (Karmakar & Asoke, 2014; Carrió-Pastor, 2018).
The principles behind e-learning and early forms of e-learning already existed in the 19th century. Long before the
advent of the Internet, distance courses on specific subjects were offered to students from different countries. Isaac
Pitman, a qualified teacher, educated students shorthand by correspondence in the 1840s (Sivaranjani & Saravana,
2014). Pitman would receive completed assignments from his students through the mail system, and he would then
send them more tasks to complete. The first testing machine, allowing students to assess their information, was
created in 1924 (Sivaranjani & Saravana, 2014). In 1954, Burrhus Frederic Skinner, a Harvard professor, invented
the teaching machine. This machine allowed schools to give programmed instructions to students. The first
computer-based training program, originating at the University of Illinois, was PLATO-Programmed Logic for
Automated Teaching (Sivaranjani & Saravana, 2014). The first e-learning systems were only for the transmission
of information to students. Since the 1970s, they have become more interactive (Klašnja-Milićević et al., 2017).
In the 1980s, a revolution occurred in e-learning with the first MAC computers allowing people to have computers
in their homes (Sivaranjani & Saravana, 2014). At the end of the 1990s, the first Learning Management Systems
(LMS) were widely used. Some universities designed and developed their systems, but the majority of the
educational establishment started with systems off the market. In the 21st century, an important step and success
happened in the e-learning field, many companies around the world started using e-learning to train their
employees. Laborers had the chance to ameliorate their industry knowledge base and develop their skills. At home,
people can access programs that offer them the capacity to obtain online grades and extend their knowledge.
The advantages of e-learning are mainly the flexibility in terms of time, the consideration of the learner's interests,
and the availability of high-quality and free resources. However, the biggest problem with e-learning systems is
information overload (George & Lal, 2019).
3. Learning object
3.1 History of learning object
As a consequence of the increasingly frequent implementation of courses and training – in the classroom or virtual
form – the need for educational materials that could be carried out became evident. One of the ideas that began to
take shape was to break down the contents into small parts that could be reassembled (re-used) in different
activities. Authors, such as (Wiley, 2000a) argue that if teachers receive the material in individual components,
this could increase the speed and efficiency of instructional material development. According to (Gibbons et al.,
2000), this had already been suggested by Gerard in 1969, who wrote “curricular units can be made smaller and
combined, like standardized Meccano [mechanical building set] parts, into a great variety of particular programs
custom-made for each learner”. As per (Fernandez-Manjon & Sancho, 2002) “The idea behind learning objects is
clearly grounded in the object-oriented paradigm: independent pieces of instruction that may be reused in multiple
learning contexts and that fulfil the principles of encapsulation, abstraction and inheritance.” At the beginning of
the 1990s, (Merrill et al., 1991) proposed to represent knowledge as objects called frames (containers). They could
be linked with others to constitute a course.
Twenty-five years after Gerard's proposal, in 1994, Wayne Hodgins used, for the first time, the term “learning
object” to name his group at Computer Education Managers Association (CedMa):” Learning Architectures,
APIs, and Learning Objects” (Wiley, 2000a).
During 1994 and 1995, the company Oracle started the development of the Oracle Learning Application (OLA)
which was an attempt to create authoring software to design materials through LO (Astudillo et al., 2011).
In 1998, (L’Allier, 1998) wrote “The Linking of Occupational Skills Descriptors to Training Interventions”, where
he described small, independent instructional experiences that he called “Learning Objects”.
The Oracle project did not prosper, but Tom Kelly and Chuck Barritts -responsible for the project at Oracle –
continued it at Cisco System and, in 1999, they presented Reusable Learning Objects (RLO). A RLO was created
by combining a view, a summary, an assessment, and between 5 and 7 Reusable Information Objects (RIOs).
The latter are composed of content, activities, and assessments (Barritt et al., 1999).
In the following years, the concept of LO continued to evolve, but this time, it was associated with metadata.
With the emergence of metadata standards and the creation of the first repositories, authors began to include, in
new definitions of (Higgs et al., 2003), the concept of information about the object itself.
Various terms were used to define LOs including (McGreal, 2004):
Fig 1 Emergence of LOs
In June 2002, the LOM metadata standard was approved as an IEEE standard with the reference 1484.12.1. For
this standard, a LO is defined as any entity, digital or non-digital, that may be used for learning, education, or
training (IEEE, 2002).
In July 2003, a LO is defined as “a digital learning resource that facilitates a single learning objective and which
may be reused in a different context.” (Mohan & Brooks, 2003).
In 2004, Wiley redefined a LO as "any digital resource that can be reused to mediate learning" (Wiley et al., 2004).
Also, (McGreal, 2004) defined LO as "any reusable digital resource that is encapsulated in a lesson or a set of
lessons grouped into units, modules, courses, or even programs".
In 2007, Churchill suggested a general definition: “a LO is a representation designed to afford uses in different
educational contexts” (Churchill, 2007).
In 2011 (Astudillo et al., 2011) defined a LO as “a digital didactic unit designed to achieve a simple learning
objective, and to be reused in different Virtual Teaching and Learning Environments, and different learning
contexts. It must also have metadata that facilitates its localization and allows its contextualization”.
In 2015, (Maldonado, 2015) described a LO as “An independent digital didactic unit, whose structure is formed
by a specific learning objective, a content, activities, and a self-assessment, and that can be reused in different
technological (repositories, virtual teaching and learning environments) and educational contexts. In addition, it
has metadata that facilitates its location within the repositories and allows its contextualization.”
In September 2020, the LOM metadata standard was approved as an IEEE standard with the reference 1484.12.1™-
2020 (Revision of IEEE Std 1484.12.1-2002). For this standard, a LO is defined as any entity, digital or non-
digital, that is used for learning, education, or training (IEEE, 2020).
According to (Wiley, 2000a; McGreal, 2004; Hodgins & Marcia, 2000; García, 2005), LO should meet certain
characteristics or properties to be considered as such. According to (Friesen, 2001), the characteristics agreed upon
by the scientific community for LO are: accessibility, reusability, and interoperability. Some authors, such as (Di
Nitto et al., 2006; Valderrama et al., 2005; Berking, & Gallagher, 2013), add durability.
Table 1 shows the set of characteristics that the different authors proposed to describe LO. It is a description of
those that are most widely accepted, and the corresponding consensus.
3.3.1 Accessibility
This characteristic is defined by (McGreal, 2004; Berking, & Gallagher, 2013) as "the ability to locate and access
instructional components in a remote location and distribute them to other locations".
García Aretio, when explaining the characteristics of an LO, defines accessibility as the "ease of being identified,
searched and found thanks to the corresponding labeling through various descriptors (metadata) that would allow
cataloging and storage in the corresponding repository" (García, 2005).
3.3.2 Interoperability
Interoperability is defined as "the ability to take an instructional component from one location, developed with a
particular set of tools, and use it in another location and with a different set of tools or platforms" (McGreal, 2004;
Berking, & Gallagher, 2013).
García Aretio, also, associated the interoperability with platforms and defined this characteristic as "the ability to
be integrated into different structures and systems (platforms)" (García, 2005).
3.3.3 Reusability
The different meanings given by the authors to the concept of reuse will be presented below and classified into
three main groups:
● Using the same LO in different Virtual Learning Environments (VLE) or technology platforms
(Technical reuse):
McGreal considered the reusability as the ability of instructional components to be "incorporated within
multiple applications" (McGreal, 2004).
In introducing the notion of LO (Wiley et al., 2000) spoke about the fact that "LOs can be both used and
reused in different learning contexts".
García Aretio defined the reuse as the "capacity [of a LO] to be used in different contexts and educational
purposes and to be adapted and combined within new learning sequences" (García, 2005).
For (Berking, & Gallagher, 2013) reusability is the "ability to incorporate educational components in multiple
applications and contexts".
It is not possible to leave this section without addressing a topic as controversial for LO as it is sensitive for reuse,
i.e., granularity that represents the size of a LO. " The most difficult problem for LO designers is 'granularity'- how
big should a LO be?" (Wiley, 2000b). There is a general agreement that lower granularity favors reusability. That
is, the smaller the number of topics a LO addresses (low granularity) the greater the chances of reusing the LO.
“The size of a LO is crucial for successful reuse” (Friesen, 2001).
3.3.4 Durability
Berking defined durability as "the ability to withstand technology evolution and change without undergoing costly
redesign, reconfiguration or recoding" (Berking, & Gallagher, 2013).
García Aretio, on the other hand, defined this characteristic of LO as the "validity of the information of the objects,
without the need for new designs" (García, 2005).
McGreal considered it as the ability for "instructional components to be used when base technology changes
without the need to be redesigned or re-coded” (McGreal, 2004).
The IEEE Learning Technology Standards Committee (LTSC) has been working on the development and
maintenance of a metadata standard for LO since 1997 called Learning Object Metadata. This standard is the fruit
of an international effort of the LOM Working Group (or WG12) with members representing more than 15
countries. In June 2002, the IEEE LTSC completed and published the 1484.12.1 LOM data model standard. LOM
is one of the first metadata standards that was specifically designed to describe educational material, particularly
LO.
The model specifies how LO should be described. It has nine categories: General, Life cycle, Meta-Metadata,
Technical, Teaching, Rights, Relationship, Annotation, and Classification. These, in turn, contain sub-categories.
It has a total of 76 elements or fields to fill in -which are also extensible. The complete IEEE LOM hierarchy can
be seen in Fig 2.
Fig 2 Complete IEEE LOM hierarchy (Astudillo et al., 2011).
The IEEE Std 1484.12.1™-2020 (Revision of IEEE Std 1484.12.1-2002) standard on metadata for LOs describes
each category as follows (IEEE, 2020):
A) The General category groups the general information that describes the LO as a whole.
B) The Lifecycle category groups the features related to the history and current state of this LO and those who
have affected this LO during its evolution.
C) The Meta-Metadata category groups information about the metadata instance itself (rather than the LO that the
metadata instance describes).
D) The Technical category groups the technical requirements and technical characteristics of the LO.
E) The Educational category groups the educational and pedagogic characteristics of the LO.
F) The Rights category groups the intellectual property rights and conditions of use for the LO.
G) The Relation category groups features that define the relationship between the LO and other related LOs.
H) The Annotation category provides comments on the educational use of the LO and provides information on
when and by whom the comments were created.
I) The Classification category describes this LO in relation to a particular classification system.
The LOM standard IEEE 2020 identifies four distinct levels of LO aggregation or functional granularity (IEEE,
2020):
A) The smallest level of aggregation, e.g., raw media data or fragments.
B) A collection of level 1 learning objects, e.g., a lesson.
C) A collection of level 2 learning objects, e.g., a course.
D) The largest level of granularity, e.g., a set of courses that lead to a certificate.
Dublin Core is an open organization, started in 1995, which is dedicated to the development of interoperable
metadata standards. The Dublin Core Metadata Initiative (DCMI) standard has a set of 15 semantic definitions that
enable the description and organization of information. It allows the definition of object properties for systems that
are responsible for searching Web-based resources. The 15 elements, that make up the standard are: contributor,
coverage, creator, date, description, format, identifier, language, publisher, relationship, rights, source, subject,
title, and type (DCMI, 2022) (see Fig 3).
Fig 3 Complete DCMI hierarchy (Astudillo et al., 2011).
The Dublin Core Metadata Element Set (version 2020-01-20) describes each category as follows (Dublin, 2022):
The Sharable Content Object Reference Model (SCORM®) was created in 2000 by the Advanced Distributed
Learning (ADL) Initiative to address e-learning interoperability, reusability, and durability challenges. This
research was driven by the challenge that enterprise organizations faced when upgrading systems or switching
vendors, which often required them to abandon expensive content and start from scratch. The most recent release
(2009) is SCORM 2004 4th Edition (SCORM, 2022).
The SCORM specification combines elements of the IEEE LTSC and IMS specifications. The SCORM standard
consists of four main elements (see Fig 4) (Verbert, 2008; Verbert & Duval, 2008):
A) Part 1 provides an overview, comprising high-level conceptual information, the history, current status,
and future directions of ADL and SCORM.
B) Part 2, the SCORM Content Aggregation Model (CAM), describes content components used in a learning
object, how these components are packaged for system-to-system exchange, how these components are
described to enable search and discovery, and how sequencing rules for the components are defined.
C) Part 3 describes how learning objects are sequenced and navigated. It describes how SCORM-compliant
content can be sequenced through a series of learner or system-initiated navigation events for the learner.
D) Part 4 covers the SCORM run-time environment. The runtime environment aims to supply a way for
interoperability between learning content and Learning Management Systems (LMSs). It pictures the
LMS exigencies in managing the run-time environment, such as the content launch process, normalized
communication between content and LMSs, and standardized data model elements used for passing
information pertinent to the learner experience with the content.
Fig 4 SCORM parts (Verbert, 2008).
Nine content models are presented in this section. First, we will introduce the models defined by some major actors
in the e-learning domain, subsequent by those created for academic aims.
The National Education Training Group (NETg), one of the leaders in the design of e-learning solutions, has
proposed a LO model that focuses on course structure (Verbert, 2008).
In NETg, a course is organized as a matrix (Fig 5) partitioned into three main constituents: Units (the vertical),
Lessons (the horizontal), and Topics (the cells).
In the course structure, each unit, lesson, or topic is defined by its relationship to the other components.
(Verbert, 2008):
A) Course: Consisted of units
B) Unit: composed of lessons
C) Lesson: Made up of topics
D) Topic: Contains a unique objective, a learning activity, and an evaluation (see Fig 6).
The Learnativity foundation has developed a content model that supplies a thorough depiction of granularity
(Wagner, 2002).
The model, proposed by Learnativity (Verbert, 2008; Duval & Hodgins, 2003), defines learning content in five
levels (see Fig 7) which are:
A) “Raw” data and media constituents are the smallest level. They are related to contain components that
exist at a pure data level, for example, a single sentence or paragraph, images, and animations.
B) An information object is a combination of raw data and multimedia elements centered on a single unit of
information. Some content is considered as a concept that illustrates a principle or describes a process.
Exercises are considered as information objects;
C) A set of information objects represents the third level and forms application objects. LOs appear, at this
level, according to the level as defined by the LOM standard. LOs are a combination of information
objects and bind to a single learning objective.
D) The fourth level aggregates assemblies that are dealing with larger (ultimate) goals. This level
corresponds to lessons or chapters.
E) The fifth level is a grouping of chapters and lessons to constitute a large collection corresponding to the
courses and programs.
The most widely used set of specifications intended to enable the development of learning content independent of
any particular delivery platform, is the Shared Content Object Reference Model (SCORM). It is a collection of
specifications and standards documented and maintained by the Advanced Initiative for distributed learning.
SCORM comprises a content aggregation model with the following properties (Cardinaels, 2007):
● Assets
● Shareable Content Objects (SCOs)
● Activities
● Content aggregations.
SCORM assets are raw data and media elements and information objects in the Learnativity model. SCOs are
standalone LOs or learning constituents that address additional technical requirements needed to interoperate with
learning delivery platforms. To improve the reusability, a SCO should be independent of its learning context. An
activity groups SCOs and assets to form a high-level lesson that meets high-level learning objectives. Content
Aggregation is a set of learning resources coherently structured within a higher-level entity, such as a course,
chapter, module, etc.
To meet the needs of the “Navy Interactive Learning Environment”, the Navy has refined the SCORM model while
adding more specific definitions of LO content at different levels of granularity (Conkey et al., 2006).
According to the model proposed by the Navy, it should be a clear distinction between Learning Object
Aggregations (LOAs), Terminal Learning Objects (TLOs), Enabling Learning Objects (ELOs), and assets (See
Fig 9) (Conkey et al., 2006; Verbert, 2008):
● A learning object aggregation is the higher-level grouping of relevant content that includes TLOs and
ELOs.
● A TLO is a set of one or more ELOs. A TLO satisfies one end goal and corresponds to an activity in the
SCORM model. Terminal learning objectives are associated with lessons.
● An ELO is a collection of one or more assets. An ELO addresses a single competency objective and
corresponds to a SCORM SCO. Examples comprise illustration and exercises.
● An asset is a single text element or alone media element (e.g., an evaluation object, a video, or other basic
elements)
Fig 9 UML representation of the Navy content model (Verbert, 2008)
Cisco Systems, Inc., built their model based on an object-oriented strategy to develop learning content (Barritt et
al., 1999).
Cisco defines lessons as Reusable Learning Objects (RLOs) and lesson subjects like Reusable Information Objects
(RIOs).
RIOs bind to a lone learning goal and comprise content, practice, and evaluation elements. Cisco furthermore
categorizes every RIO as a concept, fact, procedure, process, or principle (Verbert, 2008). To construct a lesson or
RLO, five to nine (7 2) RIOs are assembled with an overview and summary (see Fig 10) (Verbert & Duval, 2004).
A RIO can act as a standalone learning component that can be accessed by a learner who needs specific information.
A learner can summon an RLO for a deeper learning experience.
RLOs can be sequenced to create a course on a specific topic, and they can be aggregated to create custom RLOs
that meet the needs of individual learners (Hua, 2002).
The dLCMS model defines three aggregation levels (see Fig 11) which are (Verbert, 2008):
A) Assets: They are media components like images, videos, animations, or simulations. They are binary data
objects that cannot easily be broken down into smaller constituents. They comprise pictorial or auditive
information that can be static (image and graphics) or dynamic (video, audio, and animation).
B) Content elements: They are defined as small, modular learning content that: (1) served as the basic
construction blocks of learning content, (2) can be grouped into larger pedagogically sound learning units,
(3) are autonomous, (4) are based on a lone pedagogic content kind, (5) are reusable in several educational
contexts, and (6) can enclose assets. As examples, we can cite: exercises, experiences, questionnaires,
and summaries.
C) A learning unit: It is defined as a collection of content elements presented to the learner. Usually, a
learning unit serves as an online lesson and can be utilized to educate multiple learning objectives. A
learning unit enables a way to set a chapter-like, hierarchical building of nodes. Apiece nodes are partnered
with a content element by reference. The content elements are not copied into the learning unit, however
referred to by links. The component pattern does not define any more levels for the aggregation of learning
units.
The New Economy Didactical Model is the result of a New Economy research project supported by the German
Federal Ministry of Education and Research, developed for academic purposes. The main objective of the project
is the creation of new curricula and the development of online interactive multimedia materials to support MBA
studies. Seven German universities and institutes were involved in this project (Löser et al., 2002; Verbert, 2008).
This model defines eight types of constituents (See Fig 12) which are (Verbert, 2008):
A) An information object: It is outlined as a little LO without complex logical structures which combine
physical media (image, video, and text) into didactically adequate units.
B) A learning component: it is defined as a little LO that merges a limited number of information objects, to
constitute one of the below characteristics: motivation, basic knowledge or theory, example, exercise,
references, further material, open questions, problems, and virtual laboratory.
C) A learning module: It is defined as a logical structure with a didactic purpose, containing single learning
modules. It referred to a Cisco RLO or lesson.
D) A learning unit: It is set as a structure conceived to mediate complex content. A learning unit unifies
learning modules and learning constituents. An example is a case study with three learning modules
combined with a virtual laboratory.
E) A course: It unifies learning modules and learning units and can be elements of a curriculum.
F) A curriculum: It is a set of courses and learning units as per one or several academic specifications.
G) A learning path: It is a structure composed of learning modules and learning units which may be singly
adjusted to the learner.
H) A sequence: It is defined as a result of an individual search in different LO repositories to increase
personal knowledge.
Fig 12 UML representation of the new economy didactical model (Verbert, 2008).
Developed for academic purposes, the Semantic Learning Model (SLM) model aims to support the decomposition
of learning objects (Fernandes et al., 2005; Verbert, 2008).
This model is built around six categories (See Fig 13) which are (Verbert, 2008):
A) The asset: It represents the lowest level of granularity. These assets may be images, illustrations,
diagrams, audio and video files, animations, and text fragments.
B) Pedagogical information: It is defined as a set of assets that describe the same situation or indicate the
same meaning, for example, a figure and its legend.
C) A pedagogical entity: It is set of pedagogical information constituent related to a pedagogical role. Four
roles have been specified to support this definition: a concept, an argument, a solved problem, and a
simple text.
D) A pedagogical context: It is defined as a semantic structure (or network) in which pedagogical entities
are assembled.
E) A pedagogical document: It comprises a pedagogical context, involved with requirements.
F) Several pedagogical documents: They are assembled to form a curriculum. This group is known as the
pedagogical schema.
The Passauer Knowledge Management System (PaKMaS) (Süß et al., 2000) is a multimedia content management
system with functions for searching, editing, evaluating, and exchanging learning materials for learners and
teachers (Verbert, 2008). This system comes from a model of the same name whose structure is defined below (see
Fig 14).
3.5.9.1 PaKMaS: Model Structure
The structure of this model focuses on the differentiation between multimedia objects, content modules, and
structuring modules (See Fig 14) which are (Süß et al., 2000; Verbert, 2008):
A) Media objects: They are at the lowest granularity level and are classed as text, audio, animations, and
pictures.
B) Content modules: They consist of media objects and are categorized as motivations, definitions, remarks,
paragraphs, examples, exercises, and illustrations. They can be organized in lists or tables.
C) Structure modules: They consist of a set of content modules dedicated to several teaching strategies. They
are organized into sections and collections whose categories are: guided tours, collections, glossaries, and
indexes.
In the e-Learning area, ontologies may be utilized to model educational domains and to construct, organize and
update specific learning resources (e.g., LO, learner profiles, learning paths, etc.) (Gaeta et al., 2009). Some
research projects aiming at generating learning objects built more or less on ontologies have emerged.
The Self e-learning Networks (SeLeNe) project investigates the feasibility and the design of a tool to meet the
needs of communities (Teachers/Learners) in learning. It takes documents (DocBook) as input and transforms
them into Los. Then, it offers services for the discovery, sharing, and collaborative creation of these objects,
facilitating syndicated and personalized access to these resources (Keenoy et al., 2004; Zouaq et al., 2007).
Metadata descriptions of learning objects and associated schemas form the repository of information where users
can query to locate resources according to their learning or teaching needs. Users must also define custom views
on this wide range of heterogeneous data (Keenoy et al., 2004; Zouaq et al., 2007).
Fig 15 View of the descriptive scheme of learning objects in SeLeNe (Doukoure, 2014).
3.6.2 Tools for Reusable, Integrated, Adaptable Learning – Systems/Standards for Open Learning Using Tested,
Interoperable Objects and Networking
The general approach is to slice electronic books into elementary learning resources and re-engineer these resources
by refining the slices and annotating the resources with metadata on content, didactic characteristic, and
interoperability interfacing; to allow intelligent retrieval (Buffa et al., 2005). All annotated resources are available
on a Web server, dedicated to teachers and students. Resource search and document publishing tools have been
developed to enable these end-users to search on the server.
The Tools for Reusable, Integrated, Adaptable Learning – Systems/Standards for Open Learning Using Tested,
Interoperable Objects and Networking (TRIAL-SOLUTION) platform integrates three principal services:
automatically extracting and annotating learning resources from electronic books, re-engineering the repository of
learning resources, and retrieving learning resources based on their annotations (Buffa et al., 2005).
The main objective of the Integrated Manuals And Training (IMAT) project was the development of a set of
products to support better and more efficient re-use of technical manual content for educational purposes.
Furthermore, the creation of a structure to facilitate the storage and exchange of experience gained from working
with this material. The approach was to take a technical manual as delivered by the equipment manufacturer, divide
it into small homogeneous fragments and store them. They are indexed meaningfully in an object-oriented
database. This database with fragments can be used to recover materials when creating training material in a user-
selected LO creation environment (De Hoog et al., 2002).
The IMAT project has delivered a collection of interoperable tools which are (De Hoog et al., 2002): A)
A database schema to describe fragments
B) A document analysis tool to analyze fragments and index technical guides
C) A Database Facilities Tool to administer the database, comprising fragment versioning
D) An Authoring Environments Interface Tool to recover fragments from the database and transfer selected
fragments to an authoring environment; likewise utilized for supplemental indexing and annotation of
fragments
E) An Ontology Development Tool to set up ontologies structurally
F) An aggregate of ontologies to describe fragments, both domain-specific and generic, including an
extensive pedagogical ontology
G) An Instructional Scenarios Tool to support the inception of skeletal lessons for maintenance tasks. The
skeletal lessons may be transmitted to the Authoring Environments Interface Tool and utilized to guide
database queries which results can be stocked in the skeletal lesson
Fig 17 Workflow and structure of the IMAT toolset (De Hoog et al., 2002).
The appearance of several standards/ models has generated many terms that often refer to the same thing without
calling it the same way. This very large heterogeneity of learning objects definitions and aggregation levels
represents an obstacle to learning, the reuse of existing content, interoperability on a global scale because it
becomes difficult to know if content can be reused or redirected in a different context than the one for which it was
created (Verbert, 2008). To solve this aspect of the problem in the field of online learning, a new model named
Abstract Learning Object COntent Model (ALOCOM) based on ontologies has been developed to facilitate the
interoperability between certain existing models. Some models have been analyzed and mapped to the generic
ALOCOM model. This method involves three (3) main steps (Verbert, 2008):
● Implementation of a global ontology that covers existing models
● Implementation of a local ontology for each model
● Definition of the mapping between the models.
Fig 18 The ALOCOM aggregation levels (Verbert, 2008).
Recommender systems are “tools and techniques that suggest items that are most likely of interest to a particular
user” (Ricci et al., 2015; Deschênes, 2020). They are considered also as “software tools and techniques that provide
suggestions for items to be of use to a user” (Klašnja-Milićević et al., 2015; Rahayu et al., 2022). In the mid-1990s,
they have become an independent research field (Adomavicius & Tuzhilin, 2005), and a popular subject of research
(Afoudi et al., 2021), especially with the integration of social networks, machine learning, and big data, the field
has been constantly evolving. (Yang et al., 2014) explain that recommender systems are based on several research
areas such as information retrieval, user modeling, machine learning, cognitive science, and human-computer
interaction. As per (Tadlaoui, 2018), among the first recommender systems that appeared in the 1990s: Tapestry
(Goldberget al., 1992) for recommending newsgroup messages, GroupLens (Resnick et al., 1994) for
recommending Usenet articles, and Ringo (Shardanand & Maes, 1995) for recommending music.
Fig 20 Evaluation of recommender systems (Bhareti et al., 2020; George & Lal, 2019).
According to (Abbas et al., 2015; Adomavicius & Tuzhilin, 2005; Isinkaye et al., 2015; Fkih, 2021; Liphoto et al.,
2016; Khusro et al., 2016; Melville & Vikas, 2010; Mustafa et al., 2017; Patel et al., 2017; Najmani et al.,
2019; Deschênes, 2020; Khanal et al., 2020; Biswal et al., 2021; Joy et al., 2021; Singh et al., 2021; Shahbazi &
Byun, 2022; Nam, 2022; Kumar et al., 2021; Sharma & Anju, 2013; Sharma & Gera, 2013; Pagare & Patil, 2014;
Rafsanjani et al., 2013; Souabi et al., 2021; Thomas & Sujatha, 2016), there are mainly three types of recommender
systems: Content-based, Collaborative filtering, and Hybrid-based.
For (Aggarwal, 2016; Rahayu et al., 2022), recommender systems are divided into two types: The basic model of
the recommender system utilizes interaction or attributes data. This model is subdivided into the collaborative
filtering recommender, and the content-based recommender, additionally, Knowledge-based systems (KBS)
recommenders, demographic-based recommenders, and hybrid recommenders.
For (George & Lal, 2019), the recommender systems in e-learning are divided into three types. The first one is
recommender systems that use neither the concept of ontology nor hybridization for example Matrix factorization-
based recommender systems, Machine learning-based recommender systems, User-based recommender systems,
Tag-based recommender systems, and Group-based recommender system. The second type is Ontology-based
recommender systems, and the third one is Hybrid recommender systems.
According to (Sinha & Dhanalakshmi, 2019), recommender systems (Fig 23) have six categories which are:
content-based, collaborative filtering, knowledge-based systems (KBS), demographic systems, community-
based, and hybridized systems.
(Tarus et al., 2018) mentioned 11 recommendation techniques which are content-based CB, collaborative
filtering CF, knowledge-based systems KB, demographic-based DB, utility-based UB, context-aware CA, trust
aware TA, fuzzy-based FB, social network-based SB, group-based GB, and hybrid.
In the following paragraph, we will describe the most popular types of recommender systems in the field of e-
learning
Based on (Anand & Rajender, 2020) in 1962, (Hensley et al., 1962) presented the primary idea of content-based
recommender systems. Content-based recommender systems (CBRS) recommends to the user items similar to
those favored in the past (Adomavicius & Tuzhilin, 2005). In 2015 (Gemmis et al., 2015) proposed architecture of
a content-based recommender system as represented in Fig 26. This architecture contains three components:
Content analyzer, Profile learner, and Filtering component (Gemmis et al., 2015). Later (Boratto et al., 2016)
updated this architecture by adding a fourth component named Profile cleaner, the novel architecture is shown in
Fig 27.
According to (Park et al., 2012), the first emergency of Collaborative Filtering Recommender Systems (CFRS)
was in the mid-1990s in the paper research (Resnick et al., 1994; Shardanand & Maes, 1995). It recommends to
the active user the items that other users with similar tastes previously preferred (Tarus et al., 2018), in other words,
CFRS aids people to make choices based on the evaluations of other people (Resnick et al., 1994). The taste
similarity of two users is calculated based on the similarity in the users' rating history (Schafer et al., 2007). There
are many techniques to implement CFRS see Fig 28. The most popular ways are memory-based collaborative
filtering and model-based collaborative filtering (Abbas et al., 2015; Bhareti et al., 2020; Isinkaye et al., 2015;
Liphoto et al., 2016; Biswal et al., 2021; Kumar et al., 2021; Melville & Vikas, 2010; Rafsanjani et al., 2013;
Sachan & Richariya, 2013), and some authors like (Adomavicius & Tuzhilin, 2005; Nagarnaik & Thomas, 2015;
Najmani et al., 2019; Thomas & Sujatha, 2016; Sinha & Dhanalakshmi, 2019) add a third type named hybrid-
based collaborative filtering. The difference between CFRS and CBRS is shown in Fig 29.
Fig 29 The difference between CFRS, and CBRS. (Mohamed et al., 2019).
4.2.3 Hybrid-based recommender systems
Hybrid-based recommender systems HBRS is a combination of content filtering and content-based (Bhareti et al.,
2020; Javed et al., 2021; Joy et al., 2021; Khusro et al., 2016; Melville & Vikas, 2010; Mohamed et al., 2019;
Rafsanjani et al., 2013; Schein et al., 2002; Sharma & Gera, 2013; Sinha & Dhanalakshmi, 2019; Su &
Khoshgoftaar, 2009; Tarus et al., 2018), which aids to avert some limitations of content filtering and content-based
(Adomavicius & Tuzhilin, 2005; Balabanović & Shoham, 1997; Basu et al., 1998; Claypool et al., 1999; Schein et
al., 2002; Soboroff & Nicholas, 1999; Pazzani, 1999; Rafsanjani et al., 2013; Sridevi et al., 2016; Ungar & Foster,
1998).
As per (Anwar & Uma, 2021; Al Fararni et al., 2020; Burke, 2002; Çano & Morisio, 2017; Ignat’ev et al., 2018;
Isinkaye et al., 2015; Fayyaz et al., 2020; Mohamed et al., 2019; Le et al., 2017; Patel & Patel, 2015; Rafsanjani
et al., 2013; Sinha & Dhanalakshmi, 2019; Sridevi et al., 2016), there are seven approaches of hybrid-based
recommender systems, which are:
A) Weighted approach (O’Sullivan et al., 2004): It combines scores from multiple recommendation
techniques to generate a single recommendation.
B) Switching approach (Condliff et al., 1999): It is based on the current situation, the system switches
between recommendation techniques.
C) Cascade approach (Pazzani, 1999): It uses one recommender to refine another's recommendations.
D) Feature combination approach (Mooney & Loriene, 2000): It merges the characteristics of various
recommendation data sources into a single recommendation algorithm.
E) Feature augmentation approach (Smyth & Paul, 2000): It uses the output of one technique as an input
feature to another.
F) Mixed approach (McSherry, 2002): It presents at the same time recommendations from several
recommenders
G) Meta-level approach (Billsus & Michael, 1999): It uses the model learned by one recommender as input
to another.
The recommender systems have several challenges, and limitations (Abbas et al., 2015; George & Lal, 2019;
Melville & Vikas, 2010; Mohamed et al., 2019; Patel & Patel, 2015; Sharma et al., 2017; Sharma & Anju, 2013;
Sharma & Gera, 2013; Sinha & Dhanalakshmi, 2019; Su & Khoshgoftaar, 2009; Taneja & Anuja, 2018; Thorat et
al., 2015; Zuva et al., 2012). In the following paragraph, we will present some of them, and in Table 2 we will
introduce certain solutions proposed to overcome these issues.
One of the most well-known problems in recommendation systems is the cold start problem (Jeevamol & Renumol,
2021; Lika et al., 2014). The cold start issue concerns the situation where a new user/element enters the system
(Sharma & Anju, 2013; Zuva et al., 2012). It is divided into two categories: Item cold start, and User cold start
(Jeevamol & Renumol, 2021; Melville & Vikas, 2010; Sharma et al., 2017; Sharma & Anju, 2013; Sinha &
Dhanalakshmi, 2019; Taneja & Anuja, 2018; Zuva et al., 2012). It is really very hard to supply recommendation
because in the case of new user, there is very less information about user that is available and as well for a new
item, no ratings are usually available (Sharma & Gera, 2013; Zuva et al., 2012).
4.4.2 Sparsity
The sparsity issue is one of the main problems that recommender systems encounter and data sparsity have a major
impact on the quality of the recommendation (Sharma & Gera, 2013). It ensues because the user interacts with a
small part of items in the particular application area (Natarajan et al., 2020).
4.4.3 Scalability
With the tremendous growing of information over the internet, it is evident that the recommender systems have a
data explosion, and therefore it is a big challenge to cope with tremendously continually growth demand (Sharma
& Gera, 2013). The traditional recommender systems algorithms suffer from serious scalability issues as
computational resources exceed practical or acceptable levels (Su & Khoshgoftaar, 2009; Zuva et al., 2012).
Some of them deal with the computations that increase as the number of users and items (Sharma & Gera, 2013).
In this paper, we detail the e-learning history and surveyed the concept LO, and recommender systems, this review
covers the time span from the emergence of each concept to nowadays. the next article will be a survey on the
learning model in order to propose and develop a recommendation system for learning objects using machine
learning and big data.
Sinha & Evolution of recommender system over the time …………… 142 1992-2019
Dhanalakshmi,
2019.
Jannach et al., Recommender systems in computer science and IEEE Intelligent 330 2006-2011
2012. information systems–a landscape of research Systems
AI Comm.
Jrnl. of Mgt.
Information
Systems (JMIS)
Mgt Information
Systems Quarterly
(MISQ)
Bobadilla et al., Recommender systems survey ……………….. 300 1995-2013
2013.
Mohamed et al., Computational Approaches in Supporting Special IEEE, 36 2009-2017
2017. Education Domain: A Review. ScienceDirect,
Scopus,
Google Scholar,
Springer ACM
digital library.
Tahir et al., 2022. Smart Learning Objects Retrieval for Prototype DRFLO (Dynamic
E-Learning with Contextual Recommendation of
Recommendation based on Collaborative Filtered LOs)
Filtering.
Acknowledgements
The authors declare that they have no known competing financial interests or personal relationships that could have
appeared to influence the work reported in this paper.
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