2018
DOI: 10.1504/ijil.2018.10009639
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Assessment of student competency for personalised online learning using objective distance

Abstract: Like traditional learning, online learning also requires effective personalised learning so that the appropriate feedback can be given individually for the students to achieve their goals. This paper proposes the objective distance which is the measurement representing the distance between current status of student's competency to the satisfied competency level required for accomplishing the entire course. This paper aims to study to what extent the proposed objective distance can be used for effective classif… Show more

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Cited by 4 publications
(6 citation statements)
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“…After initiating the VR game, players' learning log data are instantiated and constantly updated on the database throughout the gameplay session. In addition, the iThinkSmart VR game computes the learners' CT competency by applying Chaichumpa and Temdee's (2018) objective distance (OD) model. The OD model measures the player's competence by applying the formula presented in Eq.…”
Section: Design and Development Of Ithinksmart Vr Game-based Applicationmentioning
confidence: 99%
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“…After initiating the VR game, players' learning log data are instantiated and constantly updated on the database throughout the gameplay session. In addition, the iThinkSmart VR game computes the learners' CT competency by applying Chaichumpa and Temdee's (2018) objective distance (OD) model. The OD model measures the player's competence by applying the formula presented in Eq.…”
Section: Design and Development Of Ithinksmart Vr Game-based Applicationmentioning
confidence: 99%
“…The OD model proposed by Chaichumpa and Temdee (2018) was used to evaluate students' competency while learning in a smart learning environment to enhance digital literacy (Temdee, 2021). OD measures the distance between the expected/satisfactory learner's score ( S i ) and the current learner's score ( C i ), mainly used to provide personalized support and intelligent feedback to a learner.…”
Section: Design and Development Of Ithinksmart Vr Game-based Applicationmentioning
confidence: 99%
“…Recently, personalized learning has become the most popular learning paradigm because it focuses on learners' interests. It is also tailored to promote online learning as personalized online learning [27]. Generally, personalized online learning can be described as the teaching and learning paradigm applying intelligent technology for matching the learners with the content or learning activities accordingly to their proficiency level, learning styles, and interests through different types of learning environments.…”
Section: Personalized Online Learningmentioning
confidence: 99%
“…Many machine learning techniques have been widely applying K-nearest neighbor (KNN) for different purposes such as learning analytics supporting instructor decision [44], predicting successful learning for the learners [45,46], classifying learning patterns [27,47], predicting the learning outcomes from historical learning behavior of each learner [45], etc. Another popular method for pattern classification problem is an artificial neural network (ANN).…”
Section: Machine Learning For Smart Learning Environmentmentioning
confidence: 99%
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