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A Platform that Integrates Quizzes into Videos<br />
Robin Woll, Sven Buschbeck, Tino Steffens, Pascal Berrang, Jörn Loviscach<br />
Observations Made During the Beta<br />
Test<br />
The platform is currently used for 89 Khan-style videos<br />
(heavily edited to remove slips of the tongue, mistakes,<br />
repetitions and pauses; total playing time: 8.5 hours) with<br />
450 embedded quizzes, to be found under www.capira.<br />
de. This content formed the basis of a remedial course<br />
in mathematics for approximately 350 stu-dents at the<br />
last author’s institution. The course was conducted in<br />
flipped-classroom style (Loviscach, 2013) with face-toface<br />
sessions of at most 15 participants working with a<br />
student tutor. The course was offered on different parallel<br />
schedules: two weeks with three hours of daily face-toface<br />
time (Monday through Friday) or four weeks with 1.5<br />
hours of daily face-to-face time.<br />
The Google AppEngine smoothly served every traffic<br />
spike (we saw a maximum of eight requests per second)<br />
without any noticeable increase in the latency of requests.<br />
We expect the AppEngine to work smoothly with a much<br />
higher traffic load.<br />
When we interviewed the students about their experience<br />
after two weeks of using our system, the majority<br />
con-firmed that the embedded quizzes helped them to<br />
stay focused while watching the videos. The quizzes may<br />
feel annoying at times; however, questions that occur naturally<br />
within a video - such as asking about the result of an<br />
algebraic transformation currently being applied - were<br />
received well.<br />
Almost all of the students watched the videos with embedded<br />
quizzes on our platform rather than without quizzes<br />
on YouTube, even though we have pointed them to<br />
both sources. Those students who used YouTube direct-ly<br />
were mostly confined to a smartphone. About 5% of the<br />
students complained about our lack of support for mobile<br />
devices. This percentage is comparable to the current<br />
(end of 2013) percentage of views of the last au-thor’s<br />
YouTube videos on smartphones (8%) and tablets (6%).<br />
In an anonymous survey among the students, three<br />
quarters of the participants said they watched more than<br />
half of the videos; almost the same number said they did<br />
not skip more than half of the quizzes in the videos they<br />
watched. Only 5% of the participants reported to have<br />
only watched up to one quarter of the videos, but 20% indicated<br />
the same level of use for the quizzes in the videos<br />
they watched. We found a correlation between the reported<br />
percentage of use of the quizzes and the students’<br />
appraisal of the difficulty of the problem sets handed out<br />
to do in the face-to-face sessions: Students who experienced<br />
these problems as easy took virtually all of the<br />
embedded quizzes; students who reported the difficulty<br />
of these problems to be appropriate or difficult took far<br />
fewer embedded quizzes.<br />
In an open-ended part of our interviews, the majority of<br />
the students told us they like learning by teaching and encouraged<br />
us to build in features to support this in further<br />
versions.<br />
Open Questions<br />
How can we get more quizzes into the videos<br />
We learned that the efficiency of the author’s workflow<br />
is crucial. Equipping the videos of the remedial mathe-matics<br />
course with five to ten quizzes each, required about 70<br />
hours of work. This is still too much for our target of one<br />
quiz every 30 seconds at a cost that is manageable for a<br />
small institution. Hence, our next development cycle will<br />
focus on lecture recording and quiz authoring in front of a<br />
live audience, on further increasing the editor’s efficiency,<br />
and on enabling crowed-sourced quiz authoring. The latter<br />
requires a user-role system, a version manager, and a<br />
workflow for quality assurance, similar to the system employed<br />
by Wikipedia.<br />
What is the right web development framework for our<br />
purposes<br />
There are literally hundreds of other web development<br />
frameworks, ranging from Adobe AIR to Microsoft ASP.<br />
Since our core team was already experienced in building<br />
large-scale applications in GWT and we wanted to implement<br />
our proof-of-concept quickly, we did not focus on<br />
finding the “best” framework for our purposes. For our<br />
next version we are currently pursuing deeper research<br />
in particular on dart lang and AngularJS since they are<br />
strongly supported by Google (which indicates a minimum<br />
degree of longevity), support more modern features<br />
like data binding and web components, and in total get<br />
along with much less development overhead.<br />
How can we integrate aspects of gamification in a<br />
meaningful fashion<br />
We are currently supporting some simple aspects of<br />
gamification. For instance, the quizzes are timed, to further<br />
focus the user’s attention. Gamification, however,<br />
has much more depth and breadth (and comes with a load<br />
of issues as well). In terms of content, for instance, it is important<br />
to steer on a fine line between too easy and too<br />
stressful, that is: to be challenging but not too much. In<br />
terms of support by the platform one may think of dif-ferent<br />
ways of showing his or her progress to the learner in<br />
a playful way. Here, we are researching ways to mo-tivate<br />
learners but not demotivate them (think about the effects<br />
of bad grades in school.) Another central area of gamification<br />
is when to give which kind of reward. Our platform<br />
includes (simple as this may be) “optimistic” sounds for<br />
correct responses, but this may only be the start. In any<br />
case, we want to make sure that the detri-mental effects<br />
of such external motivation are kept under control.<br />
Research Track |158