PRE2017 3 Groep14
Student | Student Number |
Abby Berkers | 0951825 |
Dennis van den Berg | 0949036 |
Sophie van den Eerenbeemt | 0954445 |
Christine Ingwersen | 0952530 |
Ellen Mans | 0956433 |
Week 1
Subject
Fun Learning for Kids Enhance knowledge levels of young children through an interactive quiz system. Teachers will be able to tell the system the desired final knowledge level and will be able to see the progress of each child. Furthermore the system has to be able to interact with the children and assess their knowledge levels to create questions on their personal level. In our project we will focus on the quiz and try to create this.
Users
- Children from class 3 - 4 in the Netherlands. The system could later on be changed to fit other age groups that have other knowledge levels, but for this project we focus on this group as the simple math they need to learn here are an easy starting point for the program.
- Parents or guardians of these children as they want to know the progress their child or children has made.
- Teachers that can tell the systems what level of knowledge the entire class needs to reach at the end. They also need to be able to see how far each student has gotten.
User Requirements
children:
- learning through a fun program
- competitive, want the highest reward (number of sheep)
parents:
- want their children to study properly
- want their children to be happy
- want their children to be motivated/interested
- want to have more free time as they do not have to tutor as much anymore
- want to check their children's progress
teachers:
- let the students learn effectively
- the system has to match the curriculum
- easier to check all students' progress
Objective
Develop a smart quiz program for on a computer/tablet/laptop that can assess knowledge levels of its users and ask questions on their personal boundary so they learn effectively.
Approach
Creating the smart quiz and interface in java.
Intelligent Quiz Master
Idea. Use a set of arithmic questions (addition, subtraction, fractions) since then it is easy for us to check if it makes sense. Also, since most children have difficulties with arithmic this is actually useful.
Given a set of questions, the quiz master will test the knowledge of a child, and help the child improve by asking the right questions at the right time. We will build an application that selects the next question to ask the child, based on the previous answers the child gave to previous questions. The quiz will find the knowledge level of the child and ask questions at the child's knowledge boundary so he can still learn from the question but will not be overwhelmed.
The quiz master has to:
- Find out the level of knowledge the child has, and ask questions that are on the 'edge' of a childs knowledge in order to improve their knowledge.
- Optionally invent new questions, similar to the already existing questions.
In order to do so, we must:
- Define distance (or question similarity) between questions, which questions are of similar difficulty. So cluster questions based on their difficulty. Note that this will vary per child.
- Simulate the (increasing/decreasing) knowledge of different children. (To be able to train our app.)
- Construct a (large enough) data set to use parts of it for training and validation.
- Find out what the next right question would be. Our app should do this, based on the question similarity for a certain child. Educational/psychological: what are the best questions to ask?
Milestones
- Finishing planning
- Summarizing SotA
- Quiz
- Teacher can enter category and boundary (knowledge goal that has to be reached)
- Quiz can generate questions inside category
- Quiz can understand the person's input
- Quiz uses input to generate personal level questions
- Quiz gives results
- Interface
- Results are displayed to child/parent/teacher (they each have their own interface)
- Reward system (for the child, parents can see this as well)
Deliverables
Smart quiz program including interfaces for the child who will use the quiz to learn, the parents and the teacher.
State of the Art Literature Study
State of the Art Literature Study
Who will do what? Planning
- Abby focusses on the quiz programming
- Christine focusses on the quiz design
- Dennis focusses on the quiz programming
- Ellen focusses on the wiki
- Sophie focusses on the quiz programming
week 1:
- literature search, SotA summary
- make plan
- setup Git
- update wiki
week 2:
- quiz plan:
- how to make it smart
- which categories
- UML of quiz
- update wiki
week 3:
- implement quiz structure
- quiz has to read input
- start with letting quiz learn from input
- update wiki
week 4:
- quiz has to learn from input
- start with interface for child
- feedback system in quiz
- update wiki
week 5:
- reward system in interface
- child interface has to be finished
- smart quiz has to generate questions inside the categories
- update wiki
week 6:
- teacher program finished
- parent program finished
- smart quiz has to generate questions inside the categories
- update wiki
week 7:
- BUFFER
- final presentation
week 8:
- BUFFER?
Week 2
UML for Quiz
- This includes the categories and how we plan to make it smart.
Clustering
- Knewton did something similar...
- Ideas for defining distance between arithmic questions:
- Number of operators.
- Size of the numbers (number of digits, or a range).
- Create graph of questions, with the weight of an edge between two nodes the number of similarities they have. An edge with weight 0 is not an edge. Then all components are their own cluster, and we can find minimal cuts in this network to construct more clusters.
Week 3
Idea
Klassikaal vragensysteem dat slim vragen gaat bedenken op de gemiddelde knowledge grens. Het geeft feedback aan de leraar over de studenten waardoor hij/zij de boven- en ondergemiddelde studenten apart kan nemen. Op deze manier kunnen de bovengemiddelde leerlingen zelfstandig doorwerken aan de stof terwijl de gemiddelde kinderen leren door middel van de quiz en de ondergemiddelde kinderen extra 'les' krijgen van de leraar. Zo is de leraar veel nuttiger ingezet en krijgen meer kinderen op gepast niveau les. We hebben een open source file gevonden van een soort Kahoot, we willen hier op verder gaan bouwen zodat het AI wordt en zelf vragen genereert en de juiste vragen klassikaal gaat stellen. We willen dit (indien mogelijk qua tijd en materiaal) gaan testen in een groep 3 van een basisschool in Oosterwijk? door de quiz te doen en te kijken of de juiste kinderen in de juiste clusters worden geplaatst (we vergelijken dit met de verwachtingen van de docent). We kunnen meteen vragen naar de meningen van zowel de kinderen als de docenten. We gaan hier DEZE WEEK een brief voor sturen naar ouders (informed consent). We testen of blended learning optimaal werkt, we willen de leraar beter inzetten aangezien het grote tekort aan leraren.
Persoonlijke planning
week 4
- Abby
- Figure out how to work with Toohak.
- Start programming the clustering of the students.
- Put progress on wiki.
- Christine
- Figure out how to work with Toohak.
- Start changing Toohak so that questions can be generated.
- Put progress on wiki.
- Dennis
- Figure out how to work with Toohak.
- Start changing Toohak so that questions can be generated.
- Put progress on wiki.
- Ellen
- Make sure there is a correct informed consent for our study.
- Write a letter to the school and all parents.
- Put progress on wiki.
- Sophie
- Send out letters to school and parents (by giving them to a teacher intern).
- Ask whether we can do the study in a couple of weeks (preferably week 6).
- Ask what level the class is on.
- Put progress on wiki.
week 5
- Abby
- Finish programming the clustering of students.
- Improve quiz design.
- Put progress on wiki.
- Christine
- Finish programming the question generator.
- Translate all visible text to Dutch.
- Put progress on wiki.
- Dennis
- Finish programming the clustering of students.
- Improve quiz design.
- Put progress on wiki.
- Ellen
- Start writing the study report.
- Prepare for test at school.
- Put progress on wiki.
- Sophie
- Prepare for test at school.
- Improve quiz design.
- Put progress on wiki.
week 6
- Abby
- Test in school.
- Put progress on wiki.
- Christine
- Take minutes in school.
- Put progress on wiki.
- Dennis
- Test in school.
- Put progress on wiki.
- Ellen
- Take minutes in school.
- Put progress on wiki.
- Sophie
- Test in school.
- Put progress on wiki.
week 7 who will do the presentation?
- Abby
- (AI programming).
- Put progress on wiki.
- Christine
- Finish study report.
- Make the presentation.
- Put progress on wiki.
- Dennis
- (AI programming).
- Put progress on wiki.
- Ellen
- Finish study report.
- Put progress on wiki.
- Make sure wiki is clear and contains everything.
- Sophie
- (AI programming).
- Put progress on wiki.
week 8
- Abby
- BUFFER
- Christine
- BUFFER
- Dennis
- BUFFER
- Ellen
- BUFFER
- Sophie
- BUFFER