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COURSE GRADE CALCULATION USING FUZZY LOGIC (CGCFL)
NURRIDAYAH BINTI MUHAMAD ZAHARI
A report submitted in partial fulfilment of the requirements for the award
of the degree of Bachelor of Computer Science (Software Engineering)
Faculty of Computer Systems & Software Engineering
Universiti Malaysia Pahang
MAY, 2011
FRPUSTAKAAN UNiVERSTL MALAYSIA PAHANG
No. Peroe a
Tarikh
20 JrYv 2b2
No. Pa Han
'1 • N
Rc-
ABSTRACT
Grade Calculation using Fuzzy Logic System is a system that developed
to calculate the final grade of Data Structure and Algorithms student's more
accurate and valuable result. Nowadays, the calculation of student grade for data
structure subject based on three categories which are cognitive, psychomotor and
affective. However, in the current scenario, the final grade not considered at all
on the categories. Example of the current situation is if the students get low mark
in psychomotor, however the others categories student get excellent, the final
result still show that the student pass the course. To produce high quality of
graduate, these three categories must be considered.
Because of this situation, this system had been developed by implement
new concept using fuzzy logic and use Mamdani inferences to calculate the final
grade student accurately. After done the development and implementation
process, the result show that the system can produces almost 90 % accurate
value. This is because the new techniques of defuzzification had been
implemented which are center of gravity (COG) and mean of maximum (MOM).
However, the problem is there are some value that no really accurate. This
happens because of more techniques need to be used. This system is better than
manual system because it calculates all the value automatically and the three
categories are being considered.
vi
ABSTRAK
'Fuzzy Logic' merupakan salah satu teknik di dalam 'Artificial
Intelligence' di mana ianya semakin meluas penggunaanya di dalam
pembangunan sesuatu sistem hari mi. 'Course Grade Calculation using Fuzzy
Logic System' adalah satu system yang dibangunkan untuk mengira gred markah
bagi pelajar yang mengambil subjek 'Data Structure and Algorithm' untuk
menghasilkan keputusan yang tepat dan logik Pada masa mi, pengiraan nilai
pelajar untuk mata pelajaran 'Data STucture' berdasarkan tiga kategori iaitu
kognitif, amali dan afektif. Namun, dalam senario mi, nilai akhir tidak dikira
semua kategori. Contoh situasi yang dialami oleh UMP ketika mi adalah jika
seseorang pelajar menerima markah yang rendah dalam amali, namun lain
kategori pelajar itu mendapat markah yang tinggi, namun keputusan akhir masih
mernmjukkan bahawa pelajar tersebut telah lulus didalam kursus mi. Pelajar yang
cemerlang seharusnye mempunyai kelulusan yang tinggi di mana ketiga-tiga
kategori harus dipertimbangkan.
Setelah proses pembangunan dan pelaksanaan dilakukan, Keputusan
kajian menunjukkan bahawa sistem mi mampu menghasilkan keputusan hampir
90% nilai yang tepat. Hal mi kerana teknik barn proses 'defuzzificaton' telah
digunakan iaitu merupakan 'centre of gravity (COG)' dan 'mean of maximum
(MOM)'. Namun begitu, masih lagi mempunyai masalah iaitu sesetengah nilai
yang dihasikan adalah tidak benar-benar tepat. Hal mi terjadi kerana teknik yang
lebih efektif perlu digunakan. Walaubagaimanapun, sistem mi lebih balk
danipada sistem manual kerana mampu mengira nilai secara automatik dan tiga
kategori di ambil kira.
vii
TABLE OF CONTENT
CHAPTER TITLE PAGE
TITLE PAGE i
SUPERVISOR'S DECLARATION
STUDENT'S DECLARATION
DEDICATION iv
ACKNOWLEDGEMENT v
ABSTRACT vi
ABSTRAK vii
TABLE OF CONTENT ix
LIST OF TABLES xii
LIST OF FIGURES xiv
LIST OF SYMBOLS xvii
LIST OF APPENDICES Ax
INTRODUCTION 1
1.1 Introduction 1
1.2 Problem Statement 2
1.3 Objectives 2
1.4 Scope 3
2 LITERATURE REVIEW 4
2.1 Overview of Outcomes-Based Education 4
2. 1.1 Theory of Outcomes-Based Education 5
vii'
ix
2.1.2 Level of Outcomes-Based Education 7
2.1.2.1 Program Educational Objectives (PEO) 9
for Bachelor of Computer Science
(Software Engineering)
2.1.2.2 Program Outcomes (P0) for Bachelor of 9
Computer Science (Software Engineering)
2.1.2.2 Course Outcomes (P0) for 10
BCS1093:Data Structure & Algorithm
(Software Engineering)
2.2 Fuzzy Logic 11
2.2.1 History of Fuzzy Logic 11
2.2.2 Fuzzy Theory 13
2.2.3 Fuzzy Inferences 14
2.2.3.1 Structure of Fuzzy Inference Engine 15
2.2.3.2 Fuzzy IF-THEN rules 16
2.2.3.3 Membership Functions 17
2.2.3.4 Classification of fuzzy inference methods 17
2.2.4 Mamdani Inferences 18-39
2.2.4.1 Project Staffing and Project Funding 19-26
System
2.2.4.2 Evaluation of Student Performance in 27-33
laboratory
2.2.4.1 Fuzzy Logic Traffic Light 34-39
3 METHODOLOGY 40
3.1 Introduction 40
3.2 Prototyping Model 41
3.2.1 Phase of Prototyping Model 42
3.2.2 Identify the problem 43
3.2.3 Develop the 2D prototype 44
3.2.3.1 Calculation of the final mark (100%) 45
3.2.3.2 Fuzzification process 46
3.2.3.3 Rule evaluation process 54
3.2.3.4 Aggregation 55
3.2.3.5 Defuzzification process 60
3.2.4 Implement and use prototype 63
3.2.4.1 Mean of Maximum (MOM) 64
3.2.4.2 Testing of 2D input 64
3.2.5 Revise and enhance prototype 66
3.2.5.1 Calculation of the final mark (100%) 66
3.2.5.2 Fuzzy Logic process 69
3.2.5.2.1 Fuzzification of the inputs 70
3.2.5.2.2 Rules evaluation 82
3.2.5.2.3 Aggregation process 85
3.2.5.2.4 Defuzzification process 86
3.2.6 Implement and use prototype 87
3.2.7 Convert to operational system 87
3.3 Development and deployment 87
3.3.1 Hardware and software requirements 88
4 IMPLEMENTATION 89
4.1 Introduction 89
4.2 System implementation environment 89
4.3 System implementation process 90
4.3.1 Main page of CGCFL 91
4.3.2 Input page of CGCFL 92
4.3.3 Fuzzy Logic process 94
4.3.3.1 Fuzzification process 95
4.3.3.2 Rules evaluation 100
4.3.3.3 Aggregation 103
4.3.3.4 Defuzzification 105
4.4 Testing Result 107
X
xi
S RESULT AND DISCUSSION 108
5.1 Introduction 108
5.2 Analysis of result 109
5.2.1 Objectives achievement 109
5.3 Project Constraint 110
5.3.1 Development constraint 111
5.3.2 System constraint 111
5.4 Advantages and disadvantages of CGCFL 112
5.4.1 Advantages of the system 112
5.4.2 Disadvantages of the system 113
5.5 Suggestion and improvement 113
5.6 Assumption 114
6 CONCLUSION 115
REFERENCES 117
APPENDICES 120
LIST OF TABLES
TABLE TITLE PAGE
NO.
2.1 Fuzzy set of variables and its range 19
2.2 Rules of this application 20
2.3 Fuzzy set for each variables and its range 28
2.4 Fuzzy set of output variable. 29
2.5 25 rules for the variables 30
2.6 Exam scores and calculated performance 32
2.7 Fuzzy variables for input 35
3.1 Example of activities for cognitive and psychomotor domain 45
3.2 Formulae to convert the mark into 100% 45
3.3 Fuzzy set of cognitive domain 47
3.4 Fuzzy set of psychomotor domain 47
3.5 Table of equations for cognitive 50
3.6 Table of equations for psychomotor 51
3.7 Each fuzzy set have five rules 55
3.8 25 Rules in 2D Prototype 55
3.9 The grade for each mark 62
3.10 Percentages of sub categories of cognitive, psychomotor and 66
affective.
3.11 Formulae to convert the mark into 100% 67
3.12 Linguistic variable of cognitive input, x 70
3.13 Linguistic variable of psychomotor input, y 70
xli
3.14 Linguistic variable of affective input, zI 71
3.15 List of the equations for fuzzy set of cognitive 75
3.16 List of the equations for fuzzy set of psychomotor 76
3.17 List of the equations for fuzzy set of affective 77
3.18 Expected output for fuzzification process 82
3.19 Hardware requirements in development of the system 88
3.20 Software requirements in development of the system 88
xlii
LIST OF FIGURES
FIGURE TITLE PAGE
NO.
2.1 Different level of OBE 7
2.2 The percentage domains for Data structure & algorithm 8
course
2.3 Structure of fuzzy inferences 15
2.4 IF-THEN rules 16
2.5 Types of fuzzy inferences method 17
2.6 Step of fuzzification of crisp input 20
2.7 Formulae of OR operator 21
2.8 Formulae of OR operator 21
2.9 Rule evaluations 22
2.10 Aggregations of rule consequents 23
2.11 Formulae of COG 23
2.12 Calculate the COG by using the formulae 24
2.13 Graph of defuzzification 25
2.14 Interface of the application with the final input 26
2.15 Membership functions of Exam and Exam2 28
2.16 Membership functions of Exam and Exam2 29
2.17 Defuzzification functions for performance value 31
2.18 Membership functions for Queue 35
2.19 Membership functions for Arrival 36
2.20 Membership functions for Extension 36
2.21 Example rules for the application 37
2.22 Internal view of Mamdani inference 38
xlv
2.23 Design of traffic light interface 39
3.1 Steps in Prototyping Model 42
3.2 Example of the interface and expected output of mark 46
calculation
3.3 Graph of degree of membership for cognitive domain 48
3.4 Graph of degree of membership for psychomotor domain 49
3.5 Formulae to find the gradient 49
3.6 Crisp input xl 52
3.7 Crisp input yl 53
3.8 Expected output for defuzzification 54
3.9 Rule evaluation for rule number 17 57
3.10 Rule evaluation for rule number 21 58
3.11 Aggregation of rules sequence 59
3.12 Expected output of aggregation process 59
3.13 Expected output for final grade by using formulae COG 60
3.14 Expected output on the defuzzification graph 61
3.15 Expected output on the interface of the system 62
3.16 Interface of the output when using MOM (weak) 64
3.17 Interface of the output when using MOM (excellent) 65
3.18 Interface of the output when using COG (average) 65
3.19 Example of the interface and calculation of student mark 68
3.20 Process to get the student mark based on fuzzy logic concept 69
3.21 Graph of degree of membership for cognitive input. 72
3.22 Graph of degree of membership for psychomotor input. 73 3.23 Graph of degree of membership for affective input 74 3.24 Graph of degree membership of cognitive with the value of 78
0.6 and 0.4
3.25 Graph of degree membership of psychomotor with the value 79
of 0.5
3.26 Graph of degree membership of affective 80
xv
xvi
3.27 Expected output for fuzzification process that show in the 81
interface of application
3.28 Rule evaluation for rule number 57 83
3.29 Rule evaluation for rule number 62 84
3.30 Rule evaluation for rule number 62 84
3.31 Rule evaluation for rule number 87 85
3.32 Aggregation of rules sequence 85
3.33 Output from defuzzification process
4.1 Flow Chart for CGCFL 86
4.2 Home page of CGCFL 90
4.3 Input page of CGCFL 91
4.4 Source code of mark calculation and formula to convert in 92
100% 93
4.5 Interface of the result form where all the value are displayed
4.6 Interface of fuzzification process 94
4.7 Source code of fuzzification for cognitive input 95
4.8 Source code of fuzzification for psychomotor input 97
4.9 Source code of fuzzification for affective input. 98
4.10 Interface of evaluation rules show that the rules had been 99
fired are rules 57, 62, 82 and 87 100
4.11 Source code of rule 57
4.12 Source code of rule 62 101
4.13 Source code of rule 82 101
4.14 Source code of rule 87 102
4.15 Source code of aggregation of weak 102
4.16 Source code of aggregation of average 103
4.17 Source code of aggregation of good 104
4.18 Source code of COG function 104
41.9 Source code of condition to use the MOM function 105
4.20 Source code of condition to use the MOM1 function when 106
very weak area is largest. 106
xvii
4.21 Source code of condition to use the MOM2 function when
excellent area is largest. 107
LIST OF SYMBOLS
OBE - Outcomes-Based Education
COG - Centre of Gravity
PEO - Program Education Objectives
P0 - Program Outcomes
CO - Course Outcomes
CGCFL - Course Grade Calculation using Fuzzy Logic
MOM - Mean of Maximum
xviii
LIST OF APPENDICES
APPENDIX TITLE PAGE
A Gantt Chart 120
B List of 125 rules 122
C Test result 128
D User manual 134
xix
CHAPTER 1
INTRODUCTION
1.1 Introduction
Nowadays, education in Universiti Malaysia Pahang (UMP) has been facing a
problem which include measuring level of how educated theft student. The level of
student is measured based on three categories which are cognitive, psychomotor and
affective. Each subject has their own learning outcomes that apply those categories for
final grade. However, in the current scenario, the student level in final grade does not
comply with all those categories.
Through the development of the project, the main objective of this project is to
implement Artificial Intelligence (Al) concept by using fuzzy logic techniques approach
to calculate the final course grade. The intelligence of the system can be show that the
system will considered all the categories to measure the student's level. Then, the
objective of university to produce not just excellent also can communicate well with
others is achieved.
2
1.2 Problem Statement
Nowadays, the calculation of student grade for data structure subject based on
three categories which are cognitive, psychomotor and affective. However, the final
grade not considered all of the categories. The percentages of student grade are 50%
cognitive, 45% psychomotor and 5% affective. Cognitive category is covered for final
and quizzes. Psychomotor category is present as a technical skill such as hands on test
(HOT). Then, for affective category consist of online participation. For example, for
Data Structure & Algorithm course, let said that student get zero in effective, he or she
still pass in the final course grade. This happens to all of the subjects in the program.
As a conclusion, the course outcomes and program outcomes for all the evaluation are
not achieved.
The new concept here is to implement fuzzy logic so that all the learning
outcomes must be achieved to determine the course grade of student by considered the
entire categories which are cognitive, psychomotor and affective.
1.3 Objectives
The objectives of the system are:
(i) To develop a prototype to calculate the course grade by using fuzzy logic.
(ii) To implement new concept of grade course calculation which integrate all
the learning outcomes categories.
3
1.4 Scope
The scopes of the system are:
(i) The prototype will be test for BCS1093:Data Structure & Algorithm Course
(ii) The prototype will be implement fuzzy logic concept.
(iii)The program outcomes will be category into three domains which are
cognitive, psychomotor and affective.
(iv)Input and output of fuzzy logic will be categories into five fuzzy set
categories which are excellent, good, average, weak and very weak.
CHAPTER 2
LITERATURE REVIEW
2.1 Overview of Outcomes-Based Education (OBE)
Outcomes-based education (OBE) is an educational process. Outcomes-based
education (OBE) is one Of the methods of teaching which focuses on what student is can
actually do after they are taught [1]. Directed and focussed at achieving certain
specified outcomes in terms of individual student learning. Outcomes are key things
student should understand and be able to do or qualities they should develop. All
curriculum and teaching decisions are made based on how best to facilitate the desired
outcome. The educational structures and curriculum in the Program Bachelor of
Computer Science & Software Engineering are design to achieve those qualities and
capabilities and they are regarded as means not end.
Outcomes-Based Education (OBE) is important in education because the desired
outcome is selected first and the curriculum, instructional materials and assessment are
created to support the intended outcome. The outcomes-based education had been
introduced because of the deficiencies of traditional education which are provides
students with a learning environment with little attention to whether or not students ever
learn the material Other than that, students are given grades and rankings compared to
each other. The students become exam oriented or CGPA driven. Graduates are not
5
completely prepared for the workforce. Lack of emphasis on soft skills needed in jobs
communication skills, interpersonal skills, analytical skills and others skills [8].
2.1.1 Theory of Outcomes-Based Education (OBE)
A recent definition of outcome-based education comes from James Towers. He
wrote, "Education that is outcome-based is a learner-centered, results-oriented system
founded on the belief that all individuals can learn"[l]. Towers (1996) listed four points
to the OBE system that are necessary to make it work [2]:
. What the student is to learn must be clearly identified.
• The student's progress is based on demonstrated achievement.
• Multiple instructional and assessment strategies need to be available to meet
the needs of each student.
• Adequate time and assistance need to be provided so that each student can
reach the maximum potential.
William Spady (1994,) who is still widely regarded as OBE's leading advocate,
explained outcomes-based education as focusing and organizing everything in the
education system around what is essential for all students to be able to do successfully at
the end of their learning experiences. This means starting with a clear picture of what iS
important for students to be able to do, then organizing the curriculum, instruction and
assessment to make sure that learning ultimately happens [3].
William Spady and Kit Marshall wrote (1994), outcomes are clear, observable
demonstrations of student learning that occur after a significant set of learning experiences. They are not values, attitudes, feelings, beliefs, activities, assignments,
6
goals, scores, grades, or averages, as many people believe. Typically, these
demonstrations, or performances, reflect three things [1]:
. What the student knows
• What the student can actually do with what he or she knows
• The student's confidence and motivation in carrying out the demonstration.
Another theory of OBE system concept is in Wikipedia( the free encyclopedia),
where it's explained that outcomes-based education (OBE) is a model of education that
rejects the traditional focus on what the school provides to students, in favor of making
students demonstrate that they "know and are able to do" whatever the required
outcomes are. It reflects a belief that the best way for individuals and organizations to
get where they're going is first to determine where they are and where they want to be
then plan backwards to determine the best way to get from here to there. Outcome-
based education (OBE) is a recurring education reform model. It is a student-centered
learning philosophy that focuses on empirically measuring student performance, which
is called outcomes [4].
Another set of outcome-based education theorists are Floyd Boschee and Mark
Baron. They defined outcomes as future oriented, publicly defined, learner-centered,
focused on life skills and contexts that characterized by high expectations of and for all
learners, and sources from which all other educational decisions flow. Further they
defined learning as facilitated carefully toward achievement of the outcomes,
characterized by its appropriateness to each learner's development level, and active and
experienced-based (Bosehee and Baron, 1994) [1].
7
2.1.2 Level of Outcomes-Based Education (OBE)
There are three levels in OBE, which are program educational objectives (PEO),
program outcomes (P0) and COUrSe outcomes (CO). The Figure 2.1 shows the level of
OBE [5].
PROGRAM EDUCATIONAL OBJECTIVES (PEO) Few years after graduation
Figure 2.1: Different level of OBE [5].
Program Educational Objectives (PEO) is statements that describe the expected
accomplishments of graduates during the first several years following graduation. The
concept that must be always remember to create the PEO: [6]
• Should they be practitioners in the profession of the discipline?
• Should they have entered the work force prepared for entry-level jobs?
• Should they be in a graduate or professional degree program?
• Should they have passed a licensure or certification exam in the field?
Program Outcomes (P0) is focus on those abilities that are measurable at the
SUCCeSSfIjI end of a student's academic program [5]. Other definitions of programme outcomes are statements describing what students are expected to know and be able to
perform or attain by the time of graduation, and shall [7]. These relate to the skills, Cognitive, and behaviours that student acquire through the programme, and are linked to the Programme educational outcomes.
8
Course outcomes (CO) describe what discipline faculty agrees are the most
important abilities, cognitive, values, and attitudes that students should acquire as a
result of successfully completing the course, regardless of where the course is taught,
how it is delivered, or who teaches it. in developing course outcomes it often helps to
think in terms of three domains which are [8]:
• Cognitive abilities - what does the student know?
• Psychomotor- what can the student do?
• Affective -what does the student care about?
Figure 2.2 shows the domain of course outcomes (CO) and its type [9]. In Data
Structure & Algorithm course course also includes the three domains and each have their
percentage to evaluate the performance student in different activities. We can conclude
that the cognitive is a knowledge skill, psychomotor is a technical skill and affective is a
soft skill.
Course Outcomes (CO) (100%)
Cognitive (50%)
Psychomotor (45%)
Affective (5%)
- Cognitive domains -
Involves cognitive and the
devtlo5,ñeñt of intulleerual
Skills Example of
cognitive in Data Structure
& Algorithms course:
• Final Exam (40%)
• Quizzes (10%)
- Psychomotor domain -
includes physical movement,
coordination & use of the
motor skill areas. Example of
cognitive in Data Structure &
Algorithms course:
• Hands on Test (45%)
- Affective domain - includes manner
we deal with things emotionally
(eiuuplc feelin5s, interests, auirudes,
appreciation, enthusiasms, motivations)
- that might result from
instruction).Example of cognitive in
Data Structure & Algorithms course:
Online participation (5%)
Figure 2.2: The percentages of domains for Data Structure & Algorithm course.
9
2.1.2.1 Program Educational Objectives (PEO) for Bachelor of Computer Science
(Software Engineering)
Bachelor of Computer Science (Software Engineering) program has stated the
program educational objectives that are consistent with the vision and mission of the
Universiti Malaysia Pahang as follows [10]:
PE01 801/o of our graduates should be employed in national, multinational or
government organizations within 5 years in ICT related fields.
PE02 60% of our graduates will be promoted to a senior level within 5 years.
2.1.2.2 Program Outcomes (P0) for Bachelor of Computer Science (Software
Engineering)
Performance skills and abilities are emphasized throughout the three year and
half undergraduate program in order to prepare students to be successful engineers and
to meet the university's program outcomes. Upon completion of the Bachelor of the
Computer Science (Software Engineering) program at Universiti Malaysia Pahang,
graduate will be able to [10]:
P01 Able to demonstrate cognitive and understanding o the theory and principles
of Computer Science specializing in Software Engineering
P02 Able to apply appropriate techniques, skills and tools in Computer Science
Practices specializing in Software Engineering
P03 Able to identify problems and produce innovative solutions that comply
with principles of Computer Science practices specializing in Software
Engineering