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- i - An Adaptive Computer Based Learning for Key Stage 2 Mathematics Andrew Callander Computing BSc 2006/2007 The candidate confirms that the work submitted is their own and the appropriate credit has been given where reference has been made to the work of others. I understand that failure to attribute material which is obtained from another source may be considered as plagiarism. (Signature of student)________________________________

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An Adaptive Computer Based Learning for Key

Stage 2 Mathematics

Andrew Callander Computing BSc

2006/2007

The candidate confirms that the work submitted is their own and the appropriate credit has been

given where reference has been made to the work of others.

I understand that failure to attribute material which is obtained from another source may be

considered as plagiarism.

(Signature of student)________________________________

- i -

Project summary

Recently the use of computers in schools has become more and more important. This is so

that future generations are computer literate and comfortable learning new computing skills.

Another recent subject of interest is the development of adaptive systems. This is a system

that changes its output and performance for individual users. This has a promising place as

children need not only constant attention but also individual treatment as each one is unique.

The project looks at applying different learning styles to a computer based learning system for

Primary schools that will adapt to fit a user individual learning style. The project aims to look

into the following to do this

1. Background research into Learning Styles, Adaptive Systems and teaching with computers in

Primary School.

2. Design of a prototype to demonstrate he potential of this system for suggesting future exercise

based on a users learning style.

3. Implementing the prototype designed.

4. Evaluation of the final prototype based on results gained and user opinions.

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Acknowledgements This project would not have been possible without input and support from others. This section is my

thanks to them.

I would like to thank my supervisor Andy Bulpitt for this guidance and support throughout the project.

I would also like to thank Vania Dimitrova for her feedback and resources provided on adaptive

systems. Without the positive comments and criticisms this project would not have reached

completion.

This project would also not have been possible without the expertise of Nick Greenop and the

feedback from the teachers and teaching assistants from Woodslea Primary School (present and past).

My family also deserve praise for helping me stay in University and keeping me working all this time.

I would also like to thank my housemates and course mates for their support throughout my time at

University without whom I may not have stayed the course.

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Contents Page

Chapter 1: Introduction ....................................................... 1

1.1 Project Aim ...................................................................................................................... 1

1.2 Minimum Requirements................................................................................................... 1

1.3 Possible Extensions .......................................................................................................... 1

1.4 Deliverables...................................................................................................................... 1

1.5 Project Schedule............................................................................................................... 2

1.6 Problem Area.................................................................................................................... 2

Chapter 2: Project Research................................................ 3

2.1 Learning Styles and Computer Aided Learning............................................................... 3

2.2 User-Adaptive Systems .................................................................................................... 5

2.3 Maths Curriculum ............................................................................................................ 7

2.4 Summary .......................................................................................................................... 8

Chapter 3: Methodology....................................................... 9

3.1 Waterfall Approach .......................................................................................................... 9

3.2 Prototyping ..................................................................................................................... 10

3.3 Chosen Methodology ..................................................................................................... 11

3.4 Integration of Methodology ........................................................................................... 12

Chapter 4: Needs Analysis and Requirements ................. 14

4.1 Techniques ..................................................................................................................... 14

4.2 MuSCoW Analysis......................................................................................................... 16

4.2.1 Must Haves.............................................................................................................. 16

4.2.2 Should Haves........................................................................................................... 16

4.2.3 Could Haves ............................................................................................................ 16

4.2.4 Won’t Haves............................................................................................................ 16

4.3 Functional Requirements................................................................................................ 17

4.3.1 Essential Functional Requirements ......................................................................... 17

4.3.2 Possible Functional Requirements .......................................................................... 17

4.4 Non-Functional Requirements ....................................................................................... 17

4.4.1 Essential Non-Functional Requirements................................................................. 17

4.4.2 Possible Non-Functional Requirements .................................................................. 17

4.5 Business Rules................................................................................................................ 17

4.6 Summary ........................................................................................................................ 18

Chapter 5: System Design .................................................. 19

5.1 System Content .............................................................................................................. 19

5.2 Navigational Structure.................................................................................................... 20

5.3 Visual Design ................................................................................................................. 21

5.4 Technical Design............................................................................................................ 22

5.4.1 Website.................................................................................................................... 22

5.4.2 Database .................................................................................................................. 23

5.5 Summary ........................................................................................................................ 24

Chapter 6: System Implementation................................... 25

6.1 First Iteration Prototype ................................................................................................. 25

6.2 Second Iteration Prototype ............................................................................................. 27

6.3 Third Iteration Prototype ................................................................................................ 30

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6.4 Summary ........................................................................................................................ 30

Chapter 7: Project Evaluation ........................................... 31

7.1 Comparisons to Project Aim and Requirements ............................................................ 31

7.2 Teachers Feedback ......................................................................................................... 32

7.3 Potential Future Additions ............................................................................................. 32

7.4 Evaluation of Project Stages .......................................................................................... 32

7.5 Conclusion...................................................................................................................... 33

References

Appendix A: Personal Experience..................................... 37

Appendix B: Schedule ........................................................ 38

Appendix C: Learning Style Tests..................................... 39

Appendix D: Subjects in Curriculum................................ 41

Appendix E: Current Software.......................................... 42

Appendix F: Example Questions ....................................... 43

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Chapter 1: Introduction

1.1 Project Aim

To investigate the use of learning styles in teaching and assess the possibility of using these learning

styles in a Computer Aided Learning Scheme. The Project will focus on teaching basic number

manipulation in different styles. A user’s style will be assigned based on a user’s performance on set

questions. The system should also have the scope to adapt a user’s style based on their continuing

performance.

1.2 Minimum Requirements

1. An analysis of various Learning Styles developed for children and their place in Computer

Aided Learning.

2. A framework Computer Aided Learning System to demonstrate the uses of different learning

styles in teaching basic primary school number work (addition, subtraction etc).

1. Extensions to the above assigning users a learning style based on the results of a learning

styles test

1.3 Possible Extensions

1. Automatic assigning of tasks to suit the users chosen learning style once the test has been

completed

2. Constant updating of users learning style as they continue to use the system

1.4 Deliverables

There will be two deliverables for this project

1. Project Report

2. A prototype of the system providing basic functionality

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1.5 Project Schedule

A project schedule was drawn up using Microsoft Project. This is shown in Appendix B. The schedule

was kept to in the early stages but as the implementation started problems were encountered. Getting

feedback from the Teachers proved more difficult that expected. As such coding was slowed down as

prototypes waited for evaluation. All work was caught up with eventually and the project reached all

its minimum aims in time.

1.6 Problem Area

The project spans three different areas of research. It looks at learning styles, adaptive computer based

learning and the teaching of mathematics to Primary Schools children.

Learning styles have been researched for decades with no real practical use having been found yet.

The importance of learning has been overlooked for the importance of working. Some jobs now

require a person to take Belbin personality test to establish their place in the team and their generic

personality. Whilst some schools have started looking into profiling children to optimise their learning

there is still a lot or progress to be made.

Adaptive systems are one of the current up and coming ideas in Computing and the research being

done increases the potential for these to advance even further in the coming years. Their use in

learning has become very popular with lots of systems taking their users different needs into account

and supply a variety of services to suit all needs.

The subject matter in Primary School learning is basic and simple to explain to those already in the

know, but conveying this knowledge to children can prove more of a challenge. This is hopefully

where the role of learning styles and curriculum will prove most useful.

I will look relatively briefly into each of these areas as I cannot gain an in-depth knowledge over any

of them in the time available to me. I will have to however research enough to not only justify my

project but also to complete it.

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Chapter 2: Project Research

2.1 Learning Styles and Computer Aided Learning

“Learning is a relatively permanent change in behavioural potentiality that occurs as a result of

reinforced practice “(Kimble, 1967).

There is often a lot of focus given in schools on the way that subjects are taught and less on the way

that students learn (Askew 1997). This has not been such a big issue in the past as there was never a

real solution to offering individual programmes for learning in schools. The class size and varied

individuals in such an environment mean that a teacher could not cater to every different learning

preference. The introduction of computers has changed this but as with most technological advances

society has not yet caught up yet. With a reported 1 million primary school children using e-learning

in class each day (Cabinet Office 2007) the fantasy of individual learning plans is becoming a reality.

A teacher does not have one approach to teaching a child. It is their ability to adapt that gives them

their use; otherwise worksheets and curriculums could easily remove the need for a teacher as

anything other than a supervisor and law enforcer. Teachers vary the material and methods they use

for each individual case. This is to adapt to a child’s personal learning style. Whilst it is not practical

to completely replace the role of a teacher with ICT it has the potential to ease the workload by not

only determining a child’s learning style, but recommending work to be done that would benefit those

in who learn best in a specific learning style. As such this would not be a replacement of a way of

learning but yet another tool to aid in a child’s education, like the interactive whiteboard or a logo

floor turtle.

“Learning styles are complex and frequently misunderstood – they encompass how learners process

information, their sensory preferences and the approaches learners adopt for particular tasks.”(BECTA

2005)

BECTA is the British Educational Communications and Technology Agency. They deal with the UK

Governments ICT strategies and future projects. They give advice on how ICT can be better used in

education. Their report on “Supporting Learning and Teaching in Primary Schools” (2006)

specifically mentions the possibilities of adaptability to different learning styles.

The use of Learning Style profiling is not a new one in schools. An Ofsted report by the government

into Easterside Primary School in Middlesbrough commented on the schools “exciting range of

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teaching and learning styles that challenges pupils’ concepts and extends their knowledge and

understanding.”(Ofsted, 2004)

Studies into different learning styles have been undertaken for decades. The two main theories are

Kolb’s and Multiple Intelligences.

Kolb’s Four Learning Styles (1984) are; Concrete/Reflective, Abstract/Reflective, Abstract/Active and

Concrete/Active. These styles are used in conjunction with various teaching methods by the

Counselling and Career Development Unit at the University of Leeds to help teachers realise the

potential of varied learning styles.

The Concrete/Reflective always wants new challenges and fresh knowledge. Abstract/Reflective

learners are interested in what’s and how’s of a problem preferring a logical explanation and

representation. Abstract/Active stereotypes use a trial and error base to solve the problem and so learn

by doing and from their mistakes. Concrete/Active learners deal best in real-world situation and can

understand a problem better if it can be given some significance to their life.

Multiple Intelligence (Meir, 2002) is a theory by Pachler & Gardner. It stereotypes learners into seven

styles:

Visual/Spatial – Puzzles, Charts/Graphs, Visual Metaphors

Verbal/Linguistic – Words, Explanations, Storytelling

Logical/Mathematical – Problem Solving, Classifying/Categorizing, relationships between items

Bodily/Kinaesthetic – Hand Eye Coordination

Musical/Rhythmic – Patterns, remember things in order

Interpersonal Intelligence – Dual Perspective

Intrapersonal Intelligence – Self Analysis

Above only the aspects applicable to a computer based system are highlighted.

One of the more generic theories by Leask et al (2004) covers opposing styles and how the two sides

demonstrate the polarity between styles.

• Holistic vs. Analytical – Dealing with the problem as a whole or breaking it down into steps.

• Verbal vs. Imagery – Thinking of a problem with reasoning and facts or thinking of a situation

the problem could be applied to.

Support4learning.org.uk (2007) recommends Kolb’s Learning Styles as its introduction to although

this seems to be focused on Further Learning rather than Primary School. The styles given are not

simple enough to be applied to children of this age and this is why most examples of children’s

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learning styles are represented by the Multiple Intelligence guidelines. Whilst the Multiple Intelligence

theory does seem to be focussed on younger learners with its kinaesthetic and tactile options it is not

as suited to Computer Aided Learning system as although a sense of moving objects around can be

achieved via machine it is still not physical which defies the point of having this learning style.

The majority of these learning styles use a questionnaire of sorts to determine a learning style. A

selection of these tests, are shown in Appendix C. These questionnaires tend to use personality based

questions rather than knowledge based ones. This is not very useful as I am looking to use

mathematical questions already in a learning style to determine a user’s preferred style. This is a more

direct approach and should simplify my task allowing it to be completed on schedule.

As none of the learning styles documented are ideal for this situation they are going to have to be used

as guidelines rather than strict rules. Rather than catering for all possible learning styles a system that

caters for those applicable only to Primary School Maths in a practical ICT would be a more useful

example of the potential for a system that provides useful learning styles.

2.2 User-Adaptive Systems

“User-adaptive systems are interactive software systems that spontaneously adapt to their individual

users, for example, to their interests or their work habits.” (Jameson, 2001)

Personalisation and User-Adaptive Systems are the current buzz-words in the AI world. Since the

popularity of Amazon ands it famous recommender system took off more and more companies are

looking to tailor their product to individuals. This is not just happening in the large commercial

companies but everything ranging from small businesses to government bodies. The NHS runs a

system to allow a patient to diagnose themselves online. Whilst it is not perfect it represents a great

step forwards in giving users interactive results suited to their exact situation. The degree to which a

system’s adaptability or its personalisation is more than just an interactive system or user simple user

preferences is debatable. They do not need to be automatic (i.e. a user may still have to provide input

to acknowledge the change) all they have to do is change the working environment so it takes into

account some feature of the user.

Existing Web-based learning systems use different types of adaptation techniques (Brusilovsky,

1996).These techniques vary from the adaptability of presentation, to the actual content. The

presentation can change by varying the navigation options. My system will be a Curriculum

Sequencing system. This is where the system provides the student with the most suitable path through

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the material by altering the sequence the material (examples, questions, problems etc.) is presented in

is individually designed for premium learning.

“A student model is any information which a teaching program has which is specific to the particular

student being taught.” (Tim O'Shea,1983)

This is essentially what will allow an adaptive system to know how best to suit a users needs. If they

have knowledge of a users past use of the system then this can be put to use in determining a users

preferences and personalising the future settings accordingly. Whilst every student will be different in

their learning style and preferences most should be able to fit into or between certain set generic

models.

Adaptation on the whole relies on user modelling. These can be very simple stereotypes that work on

very rough data; others involve many user models that overlay. Weber (1996) points out that, simple

types of curriculum sequencing can be “based on (typically rough) stereotype user models”. This

would be the aim of my project as developing detailed user models for this project would not be

achievable in the time allocated. Weber does however point out that it is the most advanced AI

techniques that create complex user models that are used in intelligent tutoring systems (ITS).

One of the current criticisms of this adaptive technology in tutoring is the way that it can give too

much help. This according to Carole Beale (ISI researcher) is that students can “game” the system

(2006). This idea is that hints and tips are given to readily and so users start to cheat and use the hints

to answer the question rather than their knowledge. This also applies to multiple choice tests as

students can learn the answers form simple guessing and then reuse them. This is not the type of

learning that will help them in the outside world and so must be avoided. This is not one of the major

problems with my proposed prototype but it is still something to be considered. I will more than likely

need to have multiple choice tests for the initial assignment of learning styles but after this I will try

and avoid them so as to provide a more productive learning environment.

There is the potential for a recommender system in this system but I will not look into this at this time.

This would be implemented by having users recommending exercises they found useful to others in

the same learning style bracket as them. This however involves lots of input to provide a variety of

exercises and users to demonstrate this. Instead I will focus on the stereotype method so that users are

simple entities making the system as a whole easier to demonstrate future potential.

Weighting of the learning styles is going to be most efficient way of demonstrating the potential of

this system. In doing this I will alter the values for each style as a user answers a question. This will

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result in the values incrementing as the user becomes more efficient at a topic and the values

decreasing as the user learns new skills for a fresh topic. It will also stop the user’s preferred learning

style being static as these values will be constantly changing. This will cater well to the fact that if a

student is failing to understand a concept in one learning style a change of tact could shed light on the

new subject for them.

There are several commercial and government funded systems out there that deal with adaptive

learning. One of the most prominent from my research is Carnegie Learning’s Cognitive Tutor. I

decided to look at this to see what they incorporated into their system and find their strengths and

weaknesses. As this is a commercial product I was unable to get full details on the working of the

system however.

Cognitive Tutor “monitors the status of the student’s knowledge on a moment-by-moment basis and

tailors course material, based on these continual assessments. IT uses a cognitive model based on John

Andersons ACT theory of human cognition. This is a well renowned theory of how we learn based on

over 20 years of research. Cognitive Tutor constitutes several small systems that offer features from

skills tracking to hints & help when the student is deemed to be in need of it.

Obviously this is all far beyond the scope of this project and I cannot hope to recreate this quality of

system. But it did gain some insights into what I would need to include my system and helped shape

the system.

2.3 Maths Curriculum

The curriculum set in the UK conforms to some very tight guidelines and so is something that has to

be taken into account if this system is designed for a Primary School. The government Education

Standards website details the subjects to be covered and the level at which it should be taught. I have

summarised the Subjects in Appendix D. The area the prototype will cover was an important decision.

It will change the system in how I decide to implement the prototype and also the learning styles I can

incorporate.

To research the real life situation I spoke to the teachers who would benefit from such a system and

also Nick Greenop who is the ICT supervisor for the schools on the Wirral. The teachers’ views were

useful but were too specific to base a system on. They related only to one class in one school. Mr

Greenop’s experience however in organising the systems over a whole county gave a much more

general view in what the current situation is and what the potential for this system is in the future.

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Mr Greenop highlighted the fact that every school varies its ICT usage as there is currently no strong

guidance on this area. Teachers are recommended to use computers in their lesson plans but the degree

to which they do is not set. He also pointed out that the general consensus is that less input is a good

thing as they do not have time to input lots of data. It was however highlighted that this could change

in the future as teachers’ training with computers improves.

Websites are currently the favoured vessel for these systems as the web is a platform independent

system on the whole that can theoretically be used anywhere at any time. The BBC Bitesize website

was highlighted as one of the most popular ones amongst teachers and pupils alike.

When asked what the main advantages and disadvantages of Computer Aided Learning over more

traditional methods Mr Greenop gave a few. He pointed out that the ability to provide direct feedback

was the main advantage as it allowed the teachers and students to assess progress and gave

encouragement. This is something that will have to be considered when the output is being generated

in the prototype. He also highlighted the problems with “gaming” the system and simply guessing the

answers on multiple choice exercises.

I was also given a list of the most popular software used in schools on the Wirral. Some were

government funded others commercial. They varied from game based systems to plain worksheets

designed for easy transition to interactive whiteboards. More details about these are included in

Appendix E.

From this I looked at the current market of Computer Aided Learning for Maths in Primary Schools.

This was not so that I could contend with them but simply so I could see what the expectations are and

the general style and basic feedback given from these systems.

Maths Whiz 1 is a large system that includes over 120 exercises. One of the main features added real

worth to my research was the timed element for the exercises. This gives the potential to not only

mark if a question is answered correctly but also how quickly it was done. This is seen as potential

addition to my prototype so that the weighting of a learning style could be modified based on this extra

factor.

2.4 Summary

Much was learned from this research and despite the variety of it as much as possible must be

implemented into the system design to justify my final prototype.

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Chapter 3: Methodology

For any project be it a relatively small one such as this or a major companies new investment,

guidelines are needed to define the path the project will take. This will help to ensure that the project

follows a schedule and set goals. These stages will prove very helpful but only if the correct

methodology is chosen not only for the project but also the time limits.

I shall look at two major methodologies that present opposing views to how a project should be

approached and planned. The Waterfall model presents a structured inflexible series of stages and the

Prototyping method that represents and iterative informal approach to the planning.

3.1 Waterfall Approach

• Requirements Analysis

• Specification

• Design

• Implementation

• Testing

• Operation Maintenance

Above is a basic outline of the Waterfall Model (Sametinger, 1997). This was originally devised by

W.W.Royce in 1970 as a sequential software development tool. It works by following each of these

steps in order and without progressing until one step is completed.

So the first step would be to discover the requirements of a system by gathering data as to what

previous systems do and what the new one is expected to do. This can be done by interviews with

users and shareholders or by observing the current system in practice. After this a specification can be

drawn up to detail what function the final system will perform. This will involve decisions such as the

platform and minimum requirements to be used as the basis. Once this is completed the system can be

designed so that it covers all the points raised in the specification. The implementation, or coding in

this case then takes place based on the previous steps recommendations. Once all the specifications

have been completed to the design the system is tested against the standards set. The only remaining

step is to provide maintenance and ensure that the system continues to work as it was intended.

The obvious flaw with all of this is the rigidity of the model. This is sometimes also seen as the major

advantage of the model. If these deadlines are set and maintained then the project should run smoothly

and as long as each step is completed perfectly the final product should also be perfect. This is the

earliest model and more recent ones often include a step whereby if the testing shows an unsatisfactory

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outcome or the final product is not what the user wants the process can be restarted from the

specifications stage with these flaws taken into consideration.

Royce himself realised the flaws in this original model and modified it to include the iteration after

testing into what he called a Spiral Model. Despite his observations over the shortcomings of the

original model it is still widely used today as it provides rigid guidelines that can be followed with

little ambiguity.

I do not however feel that this would be the most appropriate method to follow for this system. It

would rely far too much on the first run being near perfect and due to the time constraints and

deadlines for other tasks an iterative approach could provide a better way of assessing the potential of

this system as once a basic version was made it could then be improved on in smaller steps to get as

much potential demonstrated as possible.

3.2 Prototyping

The main feature of this process is the quick creation of a model that can then be changed and added

to, based on the constant testing. The initial stages of requirements analysis and design are still

required but these are not set in stone and so are not only allowed to change but expected to. This

expectance helps to avoid the difficulties and costs of changing the final system as all of these have

been considered in advance.

There are two main forms of prototyping that are widely used. These are Throwaway prototyping and

Evolutionary prototyping. Both of these are fairly generic methods and vary from case to case.

Throwaway prototyping involves creating a model that will not have anything in common technically

with the final working system but will instead show what the system will provide. The priority here is

not the quality but the speed with which the prototype is developed. It is only designed to show what

requirements the final system will fulfil not how they will be.

The design is used to refine the requirements and once this has been done this prototype is discarded.

So all that is taken from this methodology is the requirements which by this point should be as

accurate as possible as the users and shareholders have worked over them in detail with the system

designers. This point is highlighted in Overmyer’s work into Rapid Prototyping.

“Requirements can be identified, simulated, and tested far more quickly and cheaply when issues of

evolvability, maintainability, and software structure are ignored. This, in turn, leads to the accurate

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specification of requirements and the subsequent construction of a valid and usable system from the

user's perspective via conventional software development models.” (Overmyer, 1991)

The form of this prototype can vary in quality. There can be actually GUI’s designed that work with

dummy functionality. This would allow the user to navigate a system that seems to be a fully working

version so they can assess the functions and usability without the actual coding being done. At the

other end of the scale is storyboarding that can remove computers from the equation altogether. This

involves just documenting the different screens planned to be shown throughout the system. These can

then be added to or removed by the users depending on what they want.

Evolutionary prototyping is opposed to Throwaway in that it aims to create a better prototype that has

the potential to be built on and used later in the project. It is still originally created to demonstrate the

future plans and potential for the system. However the way it is made is so that is going to be more

robust and detailed so it can be built on and “evolve” as the project grows.

The main advantage here is that development of a system need never stop. As the prototype is being

constantly assessed the input from users and shareholders can forever be shaping the requirements and

so the system will suited to the users changing needs.

The disadvantages of both these prototyping approaches are that the goals of the project can be lost

along the way. This happens because set requirements are not there to give specific deadlines. There is

also a view that systems based on prototypes are often poorly engineered as they have been designed

around such a simple idea that does not transfer well to a larger scenario.

3.3 Chosen Methodology

The methodology chosen does not shape the project. The methodology is chosen based on the project

type. As such I have looked at the project outline and the above two methodologies and decided that

an evolutionary prototype approach would prove best given the aims and deadlines.

The fact that the projects aim is to assess the potential for a system means that rigid guidelines are not

likely to be productive. Instead this is likely to put too much pressure on the completion of a system.

Alternatively the prototype method allows for a more ad hoc series of events. This will allow for

investigation into how much can be done in the limited time. Also it allows for the system to change to

the recommendations of the users. I have some good contacts with an IT specialist in schools and

teachers, so I can keep getting their input to shape the full functionality.

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As I have already decided to use a web based system for the implementation the prototype approach

also compliments this; “It has been found that prototyping is very effective in the analysis and design

of on-line systems” (Crinnion, 1991)

Also as the system is never planned to be a complete working system the prototype approach means

that my only aim would be to get as many iterations and additions to the project as possible. This

would mean that it represents the desires of the people who would show the main interest in the

system (teachers).

3.4 Integration of Methodology

To deploy this method with my project there are four distinct stages that need to be completed. These

are detailed further in work by Avison et al (2003). I will need to analyse the current environment and

the user’s fundamental needs and requirements. I will need to develop a prototype that conforms to

these needs on a basic level. I will then have to evaluate the prototype and modify the prototype based

on results from this several times. Finally a fully working system can be made based on the prototype.

The analysis stage will involve further discussion with teachers and my ICT expert in schools. From

this I will look at what learning styles would be useful to incorporate and the material that could be

presented within the system. The teachers can help to suggest what material should be covered and in

what styles, whereas Mr Greenop could help to suggest what could be realistically represented and in

what styles. These requirements could be set and put into a MuSCoW analysis to show what the

system Must Have, Should Have, Could Have and Won’t Have.

I can also look at the current systems that are present and what they provide but I do feel that due to

the time constraints I will not be able to recreate anything near their level of interactivity in my

prototype as games are notoriously difficult to program well.

The next stage will be the development of the prototype. This will be primarily based on the

requirements derived from the Must Have section. This will ensure that it meets the minimum

requirements set.

The next stage is the evaluation and modification of this prototype. This will help to build on the

minimum requirements and add to the functionality of the prototype. This will be based on what the

teachers deem as useful additions to the system and also what fits into the projects specification.

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The final stage of a typical prototype methodology is the creation of a final system based on the

success of the prototypes. This however will not be relevant to my project as I do not expect to

complete a final system. Instead I will strive to achieve the most complete prototype possible.

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Chapter 4: Needs Analysis and Requirements

“Software requirements express the needs and constraints placed on a software product that contribute

to the solution of some real-world problem.”(Kotonya, 2000)

A good system is not just a system that works. It also needs to fit the requirements set by the users and

stakeholders. These requirements are the basis on which the whole system is to be made. They are the

reason that the system is required in the first place. So by understanding the old system we can

engineer a new system that not only provides new features but covers the ones already being

performed and possibly improves on them.

4.1 Techniques

One of the main methods to get information about the current system and the users desires from the

new one is to interview the users and ask them what they see as shortfalls of the current system and

what extra tasks they would like the new one to perform.

In this situation the major stakeholders and the children using the system and the teacher’s

incorporating it into their lesson plans. Unfortunately gaining access to children inside school is

becoming increasingly difficulty with new laws being passed. I enquired into the possibility of

interviewing or even having my ideas presented to children in two schools but both had to refuse due

to these laws.

I was however able to get some time to talk to 7 teachers and teacher’s assistants from 3 different

schools and ask them their views on the project and its aims, The majority of the staff saw the

potential for this system although some were wary of the technological risks associated with any

computer based system. They agreed that students needed to receive their own personalised approach

to education and this was often not available on computers.

The majority also showed doubt over the usefulness of stereotyping the children as they felt no simple

test could account for all the diverse behavioural aspects of a child. One Teaching Assistant mentioned

the possibility of assigning learning styles based on a teacher’s judgement solely. They also pointed

out that there would be a need for the system to constantly adapt to the child who grows and changes

constantly also. This would involve the questions modifying the students learning style as well.

- 15 -

Another method of requirements analysis is to look at the outputs and inputs of the current system.

This is done I this situation by looking at exercise sheets and teacher training material to help

understand how they deal with a child’s learning. I took some exercises from the standards website

(Appendix F) and the learning styles course content for a primary school teacher. I took the question

style and wording from the exercises and the learning styles and approaches from the course content

into consideration for my system.

Prototypes are often used to show the potential. As my system was not developed enough to show a

working prototype I instead demonstrated the potential by showing them other learning style tests and

how they could be adapted to their situation. As however the system would be shown to these people

at every possible opportunity their views on the prototype would constantly be received.

Figure A

<<extends>

Register / Login

Determine Learning

Style

Take Learning Style

Test

Answer Personalised

Questions

<<extends>

Student

- 16 -

From the interviews and documentation I was able to develop a basic use case diagram to demonstrate

the basic functions of the system that would satisfy the needs of the end users. This is by no means the

full potential of the system as there is still the option of the personalised questions updating the

learning style as well. This has been left out so the diagram shows only the most basic functions that

need be performed. This is shown above in figure A.

4.2 MuSCoW Analysis

From all of this I can not only identify what features need to be present but also their priority which

will prove very valuable upon starting implementation. The main restrictions on the Won’t Haves are

the time limit that prevents me from adding too much data to the system.

4.2.1 Must Haves

• Learning Style Test to determine at least 2 learning styles

• Ability to generate a learning style

• Questions returned based on generate learning style

4.2.2 Should Haves

• Login/Register Feature to save progress

• Feedback on test results

4.2.3 Could Haves

• Timed feature to aid assessment of test

• Teacher admin rights to allow them to modify the exercises

• Teacher admin rights to allow them access to learning style data for students

4.2.4 Won’t Haves

• Extensive coverage of Learning Styles e.g. tactile, imagery, auditory etc.

• Extensive content in terms of exercises to follow up the system.

I will now look at what the functional and non-functional requirements will be for the system will be.

Rather than being what must and should be in the system this instead looks at which aspect of the

system the feature will address. This can be the functional, which performs a specific task, or the non-

functional, which will not be a major function but merely an aspect that will glue the functions

together. They are based on the analysis completed above. I will also list possible functional and non-

functional requirements. These are not likely to be included in the prototype but should still be taken

- 17 -

into consideration for future developments. The business rules are elements that are not intrinsic to

the learning process but are required in the system.

4.3 Functional Requirements

4.3.1 Essential Functional Requirements

• A Learning Style Test designed to assess a users preferred Learning Style

• Marking of the Test to determine users preferred Learning Style

• Results from the Test to inform the user of their Learning Style

• Questions that conform to the users preferred Learning Style based on the results of the Test

4.3.2 Possible Functional Requirements

• Marking of the Questions to modify users preferred Learning Style

• Administrator rights to allow Teachers to view a students learning style

• Administrator rights to allow Teachers to add their own material to the course and form new

exercises

• Administrator rights to report results of exercises to Staff aiding their monitoring of the

student

4.4 Non-Functional Requirements

4.4.1 Essential Non-Functional Requirements

• Easy to navigate system

• Simple exercises that do not rely on complex concepts

• Uncluttered view to avoid confusion

4.4.2 Possible Non-Functional Requirements

• User friendly attractive GUI

4.5 Business Rules

• All users will need to login to use the system

• Students will register themselves for system use

• Student doe not get access to other student’s accounts

- 18 -

4.6 Summary

The requirements for the prototype have now been established through a process of data gathering

from a Primary School environment. These requirements have then been divided into not only

functional and non-functional requirements by have also been given priorities to show their

importance to the system.

- 19 -

Chapter 5: System Design

The design of a system is very important to ensuring that not only does the final system have all the

required components to demonstrate real world use, but also that it is presented in such way that the

data and features are easily accessible.

Rees (2001) highlights four keys areas to focus the design on in order to cover all the required sections

of a complete system design.

• System Content

• Navigation Structure

• Visual Design

• Technical Design

As, however I am using an evolutionary prototype approach to the system these are merely

suggestions to the design and could be added to depending on progress and responses with the users.

5.1 System Content

Based on my findings from the requirements analysis and the original minimum requirements set in

the introduction there will be two major areas of content. There will be a test to determine the users

learning style and questions to follow this up in a specific learning style.

The material being tested is basic numeracy with addition and subtraction specifically being targeted.

So it makes sense that the test for the best learning style would also be based on this. This also

supports the idea mentioned in the background reading that most of the learning style tests currently

available are not appropriate for young children.

The material must represent at least two different learning styles. I spent a lot of time debating which

two would represent different enough learning styles whilst also being possible to code. I settled on a

logical learning style and a verbal learning style.

The logical learning style is similar to Kolb’s Abstract Reflective style or the Logical Mathematical

learning style from the Multiple Intelligence theory. It favours those who learn from being presented

the facts without any unnecessary distractions. These learners do not need imagery, be it verbal or real,

to demonstrate an idea. They simply need the facts. This will require that the learning styles test

- 20 -

content represents an equal proportion of questions in this style and that there is a selection of

questions afterwards to further teach in this style.

The verbal learning style is similar to Kolb’s Concrete Active or the Verbal/Linguistic learning style

from the Multiple Intelligence theory. It favours those who learn best from real world situations that

they can imagine and solve in this way. They need a scenario and a way to put the problem into this

scenario. From this they can process the problem with greater ease. The facts alone tend to confuse

them as they cannot hold any significance to them without a real world equivalent. This will require

that the learning style test content represents an equal proportion of questions in this style and that

there is a selection of questions afterwards to further teach in this style.

The system will also need to show the results of any test taken. This will keep the users informed of

their progress and help them understand the workings on the system. It also allows them to see their

mistakes and learn from them. This is proven way of learning as it not only gives confidence for every

right answer but also helps them learn their weak points for future exercises.

5.2 Navigational Structure

Even a perfect system needs to allow a user freedom to use it. This comes through good navigation

options. A user must feel like they can not only progress through a system but leave it or revisit pages

as necessary.

This system will incorporate a relatively linear process stream as it is merely a prototype. This means

it will not contain enough content to allow users personal paths through the content.

To achieve this, a good layout is required. This comes best from a hierarchical view of how the user

progresses throughout the system. This is demonstrated below in Figure B.

This diagram shows how the user not only achieves the their learning style (progression down the left

hand branch of the diagram) but also how the next time they use the system they proceed directly to

the learning tasks for their style.

- 21 -

Figure B.

Each page will also have a link at the bottom to allow the user to log out of the system returning them

to the main page. This will stop users accessing other people’s accounts within the system if it is used

on the same machine.

The names for each of the links comply with the tradition that they should be informative but concise

so as to allow the user to understand what they are clicking but also not clutter up their view. (Dix et

al, 2004)

5.3 Visual Design

The majority of users will never see the code or design work that goes into a system, they judge the

system only by the output given to them (Kendall, 2005). This means that the system must show the

output in a way that shows the full potential of the system.

To demonstrate the generic layout of my system I have drawn a template that will be used for the

system. Not all pages will necessarily use this layout as some may have special requirements, but by

using it on the majority of screens it will create a familiar working atmosphere for the users.

I will keep the colours used with the system simple so as not to cause distractions. I will however have

the menu highlighted and the Titles in bold to highlight them to the users attention.

Main Page

Register

Login

Take Learning Style Test Get Learning Style

Get Test Answers

Contacts

Answer Questions

Get Learning Style

Answer Questions

- 22 -

Figure C

5.4 Technical Design

The technical side of the system covers not only how all of the above is presented but also how the

data is stored and manipulated. In this section I shall illustrate my plans for the system.

5.4.1 Website

There was originally debate over the deliverable for the system. There was a possibility for a stand

alone system but after discussions with the intended users it was decided that a web based system

would be preferential. This is because of the portability of the World Wide Web. Teachers suggested

that the ability for children to study at home as well would be a big advantage.

There are a multitude of methods for creating websites nowadays. The main HTML basis still remains

as the most popular standard. This will be used to give the system its shape and structure. However

more will be needed to give it its functionality. To do this I will need to use a scripting language to

handle the forms and exercises.

A scripting language accesses data from a server, in this case a web server, and then returns it to the

webpage. From this I will be able to manipulate users details by connecting to the database.

ME

NU

- 23 -

5.4.2 Database

The database will be a postgres relational database. There will be an accounts table detailing the user’s

details, two tables to deal with the learning style test and results and two tables to deal with the

subsequent questions and results.

Postgres was developed in Berkley in the 1970’s. You can connect to a PostgreSQL sever using a

number of different languages, including C, C++, JDBC, Perl and Python. As such it is a versatile and

can be extended to cover new data types.

The diagram below shows the relationships between the test tables and the accounts table. Each user

will have to take the original learning style test and their results will be stored in the Test Results table

which is compared to the Test table to answer the questions. The same setup will be used with the

Questions in the system.

Figure D

The accounts table will contain a username and password to grant access to the system, two learning

style values to represent the stereotypes being applied and a marker to indicate if a user has completed

the initial learning styles test.

Accounts

Test Results

Test

- 24 -

The test table will contain a series of questions and some multiple choice options for them. This is

only for the original questions, all following ones will not be multiple choice due the “gaming” the

system issues discovered from the background reading. The table will also contain the correct answer

to allow for marking. Each question will also have its own learning style associated with it. This will

mean that when this question is answered the relevant learning style and the correct value in the

accounts table is incremented.

5.5 Summary

As the end result of this project is not an overly complex system, an overly complex programming

language should not be required. As such I have decided to use CGI with embedded HTML. This will

be done using the Python programming language to embed SQL statements and HTML into the CGI

pages.

The HTML will also make use of a CSS file to ensure that the format of the system remains constant

for the reasons stated above.

- 25 -

Chapter 6: System Implementation

I implemented my system using the prototype methodology as detailed in the previous chapter. As

such there were several iterations before the final prototype was completed. Here I have detailed the

steps completed in each individual iteration.

Also, I settled on my technical options. I hosted the website on the School of Computing server using

a postrgres database on their servers also. This was not only the most convenient option open to me as

all of the setup was taken care of in advance for me, but also the safest option. All work is backed up

daily and any technical issues could be quickly dealt with making the system more reliable.

I chose to use Python with CGI embedded in HTML to access the database as I already have

experience programming basic websites with this. This will call SQL statements to the database to

display details.

The first prototype developed is planned to be a design of the system only. It will show the outline and

provide little to no functionally. It will merely demonstrate the navigation and options to be provided

by the system.

The second prototype will incorporate a login system and the learning styles test. It will also mark the

test. This will be the main basis of the system and the questions will be under scrutiny. They will need

to be suitable not only for the level at which they are testing but also for the two learning styles being

used.

After this prototype stages will continue as needed to add to the system.

6.1 First Iteration Prototype

The first iteration was an outline of the system. It contained each of the views that would be presented

to the user as they navigated the system.

The front layer of the website (before you login or register) was setup to contain a short description of

the system and a contacts page so that users may know what the system intends to do and how express

their views on the results. The login page and register page were kept simple so as to make their

purpose clear.

- 26 -

Following the login page the user should be presented with one of two options. If they are new to the

system then they are presented with the learning style test (Screenshot A). After submitting this form

they will be shown the results of their test to keep them informed of their progress (Screenshot B). The

next step is to calculate and inform the user of their learning style according to the test results

(Screenshot C). Any blanks on these screenshots represent data that will be taken from the database.

Screenshot A

Screenshot B

- 27 -

Screenshot C

This skeleton system was shown to as many teachers and teaching assistants as possible, some where

unavailable for comment. They saw the outline as a good idea but wanted to see the next step where

learning material is actually suggested.

One teacher also suggested that users be informed each time there learning style is changed. This they

thought would help the teacher and possibly child understand what was going on. This will be taken

into account for the second iteration prototype.

6.2 Second Iteration Prototype

This is where the functionality of the system was implemented. The database was populated with

enough data to represent the potential of the system. The buttons were given code to call python

functions performing the necessary page or database manipulation.

The Register page was made to take the input from the user for a username and password and store

this in the accounts table. It also initialised data into the Test and Question Results table to set all their

answers to zero; this would be required later when this table was to be updated.

The Login page was made to pass the username to the subsequent pages so that a session was created.

This would ensure that only the data for the user logged in would appear in the system. This is a

method that is very poor security wise but as this is only a prototype system the issue of security is

irrelevant for this area.

- 28 -

The Learning Styles Test page was made to take the questions from the Test table in the database and

show them in a table with radio buttons for each option in the multiple choice test. The function was

also added so that when the button was pressed the users input was sent to Test Results table. This is

shown in Screenshot D.

Screenshot D

The next page displayed the results from the test. This was the user’s results from the previous test

marked against the correct answer in the table. As suggested I added a remark on not only if the

answer was correct but also the affect it had on the users learning style. This is shown in Screenshot E.

- 29 -

Screenshot E

The learning style was then created. In the case of both values, verbal and logical learning style, being

equal a balanced learning style is assigned. This will give a mixture of questions in the follow up

exercise, as demonstrated in Screenshot F.

Screenshot F

For a logical learning style only the first ten questions would be displayed, and in the event of the

users learning style being verbal the last ten questions would be put into the table.

- 30 -

I showed the results of this prototype to as many teachers and assistants as possible again. They liked

the simplicity of the test and agreed it would be suitable for the children to understand. They also

commented on the closeness of the question styles to the curriculum and some agreed that the two

opposite styles represented two possible stereotypes for children they know.

6.3 Third Iteration Prototype

This final iteration took place near the end of the project schedule and consisted mainly of tying up

loose ends and improving the human interaction area of the system.

I added error messages to prevent all questions not being answered. An error now appears if all

questions are not answered and the database is not updated. An error was also setup so that a user has

to enter values into the login screen and register screen. I also made sure that after a test was taken the

user’s test_done value was changed to one after the test is completed so they cannot take it again.

Due to time constraints both on Mr Greenop’s and my schedule, feedback could not be retrieved for

this prototype although all changes had been run by him before implementation began, to assure their

worth.

6.4 Summary

This section assessed the implementation phase of the project. This was a very lengthy stage as it

relied coding which took a while to set up especially with the database and server being hosted by

other people. There were a couple of problems with server downtime but not enough to throw my

project too off schedule.

The responses and evaluation by the Teachers and Teaching Assistants was invaluable to the project

completion as it was their views along with the original research findings that shaped not just the final

prototype, but also the project. The lack of feedback from Mr Greenop was disappointing but

unavoidable.

The completion of the prototype however does not show the success of the project as a whole, merely

its implementation. I will have to evaluate all aspects of the project to assess its success.

- 31 -

Chapter 7: Project Evaluation

The project as a whole will be evaluated not only the responses of the teachers but also by its value.

This can be assessed by comparing the plans for the start of the project with the final outcome.

7.1 Comparisons to Project Aim and Requirements

“To investigate the use of learning styles in teaching and assess the possibility of using these learning

styles in a Computer Aided Learning Scheme.”

The research undertaken in Chapter 2 of this project investigated not only the use of learning styles in

education but also the implementation of this in Computer Aided Learning. It was found that the idea

was around but wide scale implementation was yet to be achieved.

“A user’s style will be based on a user’s performance on set questions.”

This was incorporated into the system by setting a Learning Style Test at the start of the system to

assign the user a learning style.

“The system should also have the scope to adapt a user’s style based on their continuing

performance.”

This option was not implemented but the potential was there for future development. Whereby the

questions set based on the users learning style would also o be used to constantly adapt their learning

style based on the user’s responses.

The three minimum requirements (listed below) where all achieved within the set timeframe. Learning

Styles were investigated ranging from Kolb’s theory to the Multiple Intelligence theory of Meir. Two

styles were then designed for the systems use and material made available in a prototype system. The

users were also assigned one of these learning styles of a “balanced” learning style based on a test

taken upon entering the system.

1. An analysis of various Learning Styles developed for children and their place in Computer

Aided Learning.

2. A framework Computer Aided Learning System to demonstrate the uses of different learning

styles in teaching basic primary school number work (addition, subtraction etc).

3. Extensions to the above assigning users a learning style based on the results of a learning

styles test

- 32 -

The possible additions below where only partially achieved due to time constraints. The automatic

assigning of further tasks was added but the updating of learning styles did not get complete

implementation.

1. Automatic assigning of tasks to suit the users chosen learning style once the test has been

completed

2. Constant updating of users learning style as they continue to use the system

7.2 Teachers Feedback

Feedback throughout the project, from Nick Greenop and the Teachers I had access to, was positive.

They welcomed the idea of such a system, but were of course sceptical of its possible shortcomings. I

made clear to them that this was just a prototype and was by no means a finished system and this

seemed to get their enthusiasm back.

A few teachers did not agree that children could be stereotyped in such a way, although some admitted

that they used such methods in their class to group children together. These teachers did specify that

the groups were too wide and generic and suggested that the system take into account all the child’s

styles, not just the dominant one.

They saw a complete system as something that would definitely be a good addition to their classroom

tools. It would not only be something to aid the child’s learning but also help them quickly assess a

child’s abilities and shortcomings, highlighting the best approach to be taken with them in future.

They were however keen to stress that they could not see it being used as a solitary tool and that it

could not be totally relied on to teach a child.

7.3 Potential Future Additions

The future potential of this project is the development into a full system. This would require a lot more

research and coding to improve the standard. The design of the system would require more scrutiny to

make it not just suitable for children but also appealing. The system would need to cater to a wider

range of learning styles and incorporate elements of imagery, auditory and possibly tactile options of

moving items around on screen.

7.4 Evaluation of Project Stages

Each stage was completed to a satisfactory level and the results found and used from each proved very

useful in the completion of this project.

- 33 -

The research into all the areas proved priceless in planning the later stages as it helped to understand

not only what needed to be accomplished but also what could be accomplished. The methodology and

requirements analysis helped to finalise the goals of the project and put them into an order of events

that could be approached knowing the expected outcome. The system design save d a lot of time later

on as it meant that when it came to creating the prototype the style and technical specifications were

clear and quickly created. By using an evolutionary prototyping method for implementation I was able

to constantly build upon my system based on user feedback.

7.5 Conclusion

The use of computers in education is growing daily. With more and more children in our schools and

fewer teachers this is understandable. Computers coupled with good software can reduce work loads

and help our jobs; this is no different with teachers. The potential for a system of this nature, to help a

teacher not only teach but understand their students more, is obvious.

I feel that the project has been a success based on its completion of minimum requirements and its

compliance to the project aim. All minimum requirements were met and within the timeframe set.

- 34 -

References

1. Arnheim. R, (2004), Visual Thinking, University of California Press

2. Askew, M. Brown, M., Rhodes, V., Johnson, D., Wilian, D. (1997) Effective Teachers of

Numeracy. Report of a study carried out for the Teacher Training agency 1995-1996 by the

school of Education, King’s College London. London: King’s College

3. Avison, D and Fitzgerald. G, (1988) Information Systems Development, Oxford: Blackwell

Scientific.

4. Beale C, (2006), Fitting Software to Students, www.isi.edu/news/print.php?story=142

[25/01/07]

5. BECTA, (2006), Advice and Guidance for E-Learning Content Providers,

http://publications.becta.org.uk/, [07/03/07]

6. BECTA, (2006), Supporting Learning and Teaching Primary Schools,

http://publications.becta.org.uk/, [07/03/07]

7. Bourne. JR and Moore. JC, (2004), Elements of Quality Online Education: Into the

Mainstream, Sloan-C

8. Brusilovsky P (editor), (1996), Multimedia, Hypermedia, and Virtual Reality: Models,

Systems, and Applications, Springer

9. Crinnion J, (1991), Evolutionary Systems Development. Springer

10. Dix, A., Finlay, J., Abowd, G. Beale, R. (2004) Human Computer Interaction 3rd ed. Upper

Saddle River

11. Douglas. K and Douglas. S, (2003), PostgreSQL: the comprehensive guide to building,

programming, and administering PostgreSQL databases, Sams Publishing

12. Cabinet Office, (2007), Minister and experts announce major progress in first year of Transformational

Government strategy, http://www.cabinetoffice.gov.uk/newsroom/news_releases/2007/070110_ciostrategy.asp

- 35 -

[18/02/07]

13. Gardner. H, (1993), Multiple Intelligences: Theory in practice, Basic Books

14. Jameson. A, (2001), User-Adaptive and Other Smart Adaptive Systems: Possible Synergies,

http://www.eunite.org/eunite/events/eunite2001/look_back/13261_P_Jameson.pdf [22/03/07]

15. Kendall. K & Kendall. J. (2005) Systems analysis and design: Prentice Hall.

16. Kimble (editor) (1967) Foundations of conditioning and learning New York : Appleton-

Century-Crofts.

17. Kolb D, (1984), Experiential Learning: Experience As The Source Of Learning And

Development

18. Kotonya. G and Sommerville. I, (2000), Requirements Engineering: Processes and

Techniques, John Wiley & Sons

19. Leask. M and Meadows. J, (2004), Teaching and Learning with ICT in Primary Schools

Routledge Falmer

20. Meir. P and Warren. A, (2002), Integrating Technology in Learning and Teaching, Routledge

21. Ofsted, (2004), Inspection Report for Easterside Primary School Unique Reference 111622

http://www.ofsted.gov.uk/reports/pdf/?inspectionNumber=256026&providerCategoryID=16&

fileName=%5C%5Cschool%5C%5C111%5C%5Cs10_111622_20040610.pdf. [03/03/07]

22. O’Shea. T and Self. J, (1986), Learning and Teaching with Computers - Artificial Intelligence

in Education, Harvester Press Ltd

23. Overmyer, S.P, (1991), Revolutionary vs. evolutionary rapid prototyping: balancing software

productivity and HCI design concerns. In: Proceedings of the 4th International Conference on

Human-Computer Interaction

24. Rees, M White, A White B (2001), Designing Web Interfaces, Prentice Hall

- 36 -

25. Sametinger J, (1997), Software Engineering with Reusable Components, Springer

26. Weber G, (1996), User Modeling and Adaptive Navigation Support in WWW-Based Tutoring

Systems,

- 37 -

Appendix A: Personal Experience

In completion of this project I am pleased with not only the outcome but also my experiences gained. I

enjoyed learning about new subjects that tie in with computing and its real world use. I have learnt not

only about Computing in Primary Schools but also Learning Styles and their use in assessing an

individuals potential.

The magnitude of the task seemed daunting upon undertaking the project and in the latter stages. I

have had experience on large projects but only in groups where the work is shared. I feel that I have

learnt a lot from working on my own as I tested my own abilities and developed many skills. I now

fully appreciate the workload involved with a project of this size.

In hindsight I feel that I could have been better organised for the project and as a result achieved more

by the final deadline. I also feel that my research time could have been spent more productively. I also

wish that I had more time to further develop the project and see it in its later stages.

I learnt a lot about time management and the importance of keeping on schedule. Fitting my normal

modules and this one into my time was a challenge and one that I feel I am now better prepared for in

the future. I also learnt a lot about forming and compiling a report of this nature and hope to have the

chance to do more in future.

Overall I have enjoyed the experience and watching something that was not a group project develop

over time was extremely satisfying. The biggest reward was the feedback from the teachers and their

support.

- 38 -

Appendix B: Schedule

- 39 -

Appendix C: Learning Style Tests

- 40 -

Taken from www.businessballs.com

- 41 -

Appendix D: Subjects in Curriculum

Sets and Sorting

• Attribute Cards

• Guess What…..

• Snap

• Ven Diagrams

• Relations

Counting

• Rhymes/Memory

• Tallys

• Grouping

• Patterns

• Number Lines/Squares

• Number Bonds

• Dice Games

• Guess the Rule/Number in Pocket

• FizzBuzz

Amounts

• Area/Volume

• Money

• Time

- 42 -

Appendix E: Current Software

MathsWhiz 1

• Timed Element

• 120+ Exercises

• Addition/Subtraction (0-1000+)

• Multiplication/Division (2x – 1000’s)

• Decimals/Fractions (including comparison)

• Negatives, Number Line (thermometer)

NumberShark 3

• Attention Span orientated

• 41 games

• Student management system

• Record keeping

• Allows games to be differentiated for individual systems

Government Creative Remote Interactive Teaching Programs:

• Free

• Interactive White Board Compatible

• Not Game Based

• Education (not enjoyment) focus

RM

• Friendlier

• Teachers can create resources

GOAL Software

• SAT’s based

• Analysis of progress

• Subscription based

• Targets based

- 43 -

Appendix F: Example Questions

Year 1 Unit 4 (Autumn term) Resource sheet 4.2 1. There are 10 people on a bus. At the next stop 2 more people get on. How many people are on

the bus now?

2. There are 11 people on the bus. 1 gets off at the next stop. How many are left on the bus?

3. There are 6 children waiting to go down the slide. 2 go down the slide together. How many are

still waiting?

4. A pencil case was £3. In the sale it is £1 less. How much is it now?

5. 2 children are playing on the roundabout. 5 more come to join them. How many are there

altogether?

6. There are 5 children sitting at one table, and 5 children at another. How many children are

there altogether?

7. You roll two dice and get 3 on each dice. What’s the total?

8. You are on number 10 on a number track. You roll the dice and get 2. You move 2 steps.

Which number will you land on?

9. There are 2 pegs at one end of the coat hanger, and 8 at the other. How many are there

altogether?

10. There are 20 birds sitting on a roof. 1 flies away. How many are left?

Year 1 Unit 4 (Autumn term) Activity sheet 4.1

1. 7 - 2 =

2. 7 - 3 =

3. 10 - 1 =

10 - 2 =

10 - 3 =

4. 9 - 1 =

9 - 2 =

9 - 3 =

5. 6 - 1 =

6 - 2 =

6 - 3 =

Taken from

http://www.standards.dfes.gov.uk/primary/teachingresources/mathematics/nns_unit_plans/year1/Y1T1

Unit4Addandsubstract/nns_unitplan050803y1t1unit4.pdf

- 44 -

Appendix G: DB Schema

Table Name Fields

accounts username varchar (12) primary key,

userpword varchar (12),

ls_1 int,

ls_2 int,

test_done int,

date_time timestamp

test test_id serial primary key,

test_question varchar(500),

test_answer1 int,

test_answer2 int,

test_answer3 int,

test_answer4 int,

test_correct int,

test_ls varchar (10)

testresults username varchar (12),

test_id serial,

test_answer int

questions question_id serial primary key,

question_wording varchar (500),

question_ls varchar(10),

question_answer int

questionresults username varchar (12),

question_id serial,

question_answer int