The 15th International Scientific Conference eLearning and Software for Education Bucharest, April 11-12, 2019 10.12753/2066-026X-19-029 On Using ADDIE/SAMR Methodology to Improve the Performance in Blended Learning Grigore ALBEANU, PhD. Scientific Research Centre in Mathematics and Computer Science, "Spiru Haret" University, 13 Ion Ghica Str., Bucharest, Romania g.albeanu.mi@spiruharet.ro Florin POPENTIU-VLADICESCU, PhD. Politehnica University, Bucharest & Academy of Romanian Scientists, Bucharest, Romania popentiu@imm.dtu.dk Abstract: In large, blended learning combines the usage of online educational resources with traditional classroom approaches. However, blended learning exists on a continuum between 100% face-to-face and 100% online for training, student participation, and course delivering/accessing. Establishing the percent of blend is compulsory. The performance of blended learning classroom can be improved not only by technology mediation, but also developing well suited educational resources to be integrated during learning tasks. ADDIE/SAMR methodology deals with the development strategy of blended learning-oriented courses according to the life-cycle steps (Analysis, Design, Development, Implementation and Evaluation) taking into account SAMR transformation model by the following operations: Substitution, Augmentation, Modification, and Redefinition. The methodology was used to develop a computational intelligence course for a master program in modern technologies in information system engineering. The learning environment is supported by Blackboard platform, where communication is mediated by e-mail, and forum. The perceptions and satisfaction of students enrolled on platform to participate in the blended manner to the course were registered and analysed. The following data were collected: Educational resources format; Educational resources usability; Educational resources clarity; Educational resources accessibility; Calendar of meetings in class; Interaction maturity in class/online; Teams development; The adequacy level of assignments; Comparison of work in class / assignments; Preference for traditional courses. Computer-based assessment practices proved value in increasing the student participation and motivation and to provide feedback to students in a timely manner to help them to identify weaknesses, reflect on their strong behaviour, and improve their learning strategy. Results are presented through a comparison against traditional version of the course. Moreover, details on student performance, tutor rating, student self evaluation are obtained and discussed. Keywords: ADDIE; SAMR; blended learning; performance; computational intelligence. I. INTRODUCTION Recently, education started new models for teaching and learning [2, 3, 4, 6, 10]. The continuum "Traditional classes - Augmented traditional classes - Augmented Virtual Classes - Virtual classes" is used, with different degrees of augmentation by training companies, schools, and universities. In large, blended learning combines the usage of online educational resources with traditional classroom approaches. Blended learning exists on such a continuum between 100% face-toface and 100% online for training, student participation, and course delivering/accessing. Establishing 215 the percent of blend is not only recommended by experts in education, but also can be established during the analysis step when one organization starts a training program. The paper discusses the usage of an integrated model of instructional design based on ADDIE [2, 5, 9] and SAMR existing models [18, 19]. Details on implementation and evaluation of a course in computational intelligence for software engineering developed using ADDIE/SAMR approach are given after a short description of the mentioned model. II. ON ADDIE/SAMR APPROACH ADDIE/SAMR methodology deals with the development strategy of blended learning oriented courses according to the life-cycle steps (Analysis, Design, Development, Implementation and Evaluation) taking into account SAMR transformation model by the following operations: Substitution, Augmentation, Modification, and Redefinition [18, 19, 23, 29]. The ADDIE model is based on the original Instructional System Design [29], and helps the instructional designer to learn about the future students, to understand the ecosystem (generation type: X, Y, Z, ALPHA; job orientation; organizational objectives), to better define the learning objectives, to identify a suitable set of methods, techniques and technologies that fit the skills, ecosystem and objectives, to identify the best infrastructure, software and platform to assure the most exciting experience to learners, and to monitor and evaluate professional development activities and, if necessary, a decision to redesign will be considered [2]. The SAMR aim is the transformation both of educational materials and training methods. Moreover, the trainer will be transformed by professional development actions [18]. The integration of ADDIE and SAMR models will help the instructional designer to produce modern study curriculum, syllabus, educational content, and evaluation items according to the needs of current generation of learners. 2.1 The ADDIE instructional design model Scientists and practitioners agreed that ADDIE is the most used instructional model which integrates pedagogy, learning theories, and other instructional design principles [2, 9, 29]. The objectives of the first ADDIE' s phase are directed to describe requirements concerning the front-end units, the state of the art in the field, data collection and analysis methods for needs assessment, data collection and analysis methods for performance analysis, milestones identification and reliability solutions. Once the analysis is complete, the design phase starts by developing program mission and objectives, and concludes by establishing specific teaching objectives, assessment strategy and the societal trends influencing education and training. The design has been described what will be accomplished, but the development phase will describe how to fulfill the mission and educational objectives. Mostly, the development is a detailed design process describing the basis for selection of methods and media, and estimate development time for various instructional options taking into account the trends in educational technology. During implementation, the instructional developer will work closely with one or more content/subject matter expert and with production team members (digital photographers, hypertext writers, web programmers, video specialists, web designer, social communicators and marketers). The main implementation objectives are related to project planning and management, Gantt charts and PERT networks creation, monitoring and analysis, keeping budget in accepted limits and selection of suitable implementation strategies, including communication protocols between actors involved during project implementation. The evaluation step should provide information on the fulfilling level of learning objectives according to some model, like revised Bloom pyramid, or the contract-based quality indicators of the training program. In a Blended learning context [20, 24, 27], a number of different learning modes that are important to be considered: Face-to-face (F2F) workshops, typically facilitated by the trainer/expert, that include a range of different tasks, such as lectures, group activities, and individual work; Virtual 216 learning (VL), such as individual e-learning (single-channel system) or participation in virtual groups (multi-channel system, groups on Facebook, WhatsApp, Google etc.), including by mobile-learning; Work-based learning (WbL), during practical tasks, project development, and graduation/dissertation thesis elaboration through face-to-face dialogue between student and supervisor, or participating to communities of practice. The design and development phases of ADDIE model are responsible with the tailoring of F2F+VL+WbL according to the program goals and objectives. F2F should be based not only classical lectures or digital presentations, but also on digital simulations, audio or video demonstrations in order to increase the teaching value and the learner knowledge and skills. VL is planned in such a way that small units of information will be offered to learner, and formative evaluation will be used after a small number of such units. WbL is planned whenever a project-based teaching is most suited to be used as a learning model. The course on Computational Intelligence has been designed to provide fundamental theory, concepts and applications of computational intelligence methods in software engineering, in particular neural networks (from basic neuron to spike neural networks and deep learning), fuzzy computing based systems, evolutionary algorithms, and nature-inspired collaborative learning. 2.2 The SAMR transformation model The SAMR model was created by Dr. Ruben Puentedura [18] and provides a way of seeing how computerized technology has an impact on improving the teaching and learning process. The model name comes from S - Substitution (Computer technology is used to perform the same task as before using computers), A - Addition (Computer technology provides an effective tool for performing common tasks), M - Modification (This is the first step over the line between classroom improvement and classroom transformation), R - Redefinition (Computer technology allows new tasks that were unthinkable so far). The first two levels are called Improvement, and technology helps to achieve traditional tasks. However, sometimes these levels may not be necessary when we look at all the possibilities offered by technology. The other two levels are called Transformation. Here is the real metamorphosis of the classroom, and the technology allows creative tasks that are very different from those found in traditional classrooms/lectures [19]. Hence, the SAMR model provides instructors with a continuous review of the practice to make the best use of technology [23]. According to the four letters, there are four ways to integrate technology with learning. Technology enters the student world and installs lifelong learning habits. For example, if the task is to find a place in an atlas, then the four modes of action allow us the following developments [18, 19]. Substitution: We use Google Earth to identify locations. As a result, technology helps us without any functional change. Addition: We use Google Earth tools to measure the distance between two places. Result: The technology acts as a direct replacement of the instrument, but with a functional improvement. Modification: Use Google Earth layers like Panoramio or 360 cities to identify locations. Result: The technology allows a significant reconfiguration of the task. Redefinition: We create a guide using Google Earth and publish it online. Result: Technology allows for tasks that were previously unthinkable. Moreover, we can imagine the usage of technology with artificial intelligence algorithms to optimize various tasks, like logistic activities, tourism, and transportation. 2.3 The integrated ADDIE/SAMR instructional design model Developing a training program can benefit of ADDIE model, but when a reengineering of an existing training program is necessary, the integration of ADDIE and SAMR is a good solution. Continuously, SAMR can be used in all steps of ADDIE. The final product is a high quality training program, high quality training materials, high quality F2F lectures, high quality VL, and highly improved WbL. This kind of integration was used to upgrade an already existing course on "Soft Computing Methodologies (SCM)" to an updated and extended course "Computational Intelligence for Software Engineering (CI4SE)". Moving for the theoretical approach SCM to the more applied oriented CI4SE, was possible as a result of existing technology. The VL part of the course is supported by the Blackboard platform, while F2F and WbL make use of classic approaches mediated by technology. 217 III. EXPERIMENTAL RESULTS 3.1 On the content of the CI course Based on ADDIE, after the first three steps and taking into account the SAMR model, the training needs was identified, designed new parts, and redesigned already existing parts, and developed the front-end of every item program. Short details are presented, in the following, about the trained subject. According to [7, 11, 12, 22, 32], the main fields of Artificial Intelligence considered as special topics for CI are: Artificial Neural Networks (ANN) [12, 30, 31], Fuzzy Systems [12, 35], Evolutionary Computation [12, 34, 36], and Nature-Inspired Computation [37]. Inspired by the biological network of neurons, ANNs can be used as nonlinear models to classify data or to solve input-output relations [12, 31]. The mathematical model of ANN is represented by a weighted directed graph, having three types of vertices (neurons) - input, hidden and output. The ANN results depend on three functions for every processing unit: network input fin, neuron activation fact, and network output fout. If the associated graph is acyclic then ANN is called feed forward network, otherwise is mentioned as recurrent network. The weights of the network are obtained after a training process. The first kind of learning task, called fixed, uses a set of pairs training patterns - (x, y), where x is an input vector, and y is the output vector produced by ANN when received as input the vector x. Both x and y can be multivariate with different dimensions. The learning process is evaluated by some metric, like square root of deviations of actual results from desired output. Another kind of learning task, called free, uses only input vectors, the objective of ANN being to solve a clustering / classification problem. A similarity measure is necessary to identify the prototypes. The power of ANN depends on the activation model of neurons, and the number of hidden layers. When the inputs are fuzzy [31, 35], intuitionistic fuzzy [1], or of neutrosophic type [21], the activation process is based on defuzzification/deneutrofication procedures. Fuzzy systems make use of fuzzy sets, fuzzy numbers, and fuzzy logic. An intelligent FS is a knowledge based system used to answer to questions/queries formulated by a user according to a linguistic variables language. The natural language processing based interface is responsible on fuzzification/neutrofication procedure. Neutrosophic thinking for engineering applications is based on three indicators: one for truth/membership degree (T), one for the degree of indeterminacy (I), and one for false/nonmembership degree (F). If F +T = 1, and I=0, then the fuzzy framework [31] is considered. If F+T<1, and I = 1 - (F + T), then the intuitionistic-fuzzy theory of Atanassov is obtained [1]. The neutrosophic framework considers 0 ≤ T + I + F ≤ 3, with 0 ≤ T, I, F ≤ 1. Defuzzification can be obtained easy by the centroid method. Converting an intuitionistic-fuzzy entity or a neutrosophic entity to a crisp value is not so easy. Firstly, an indicator function, denoted by H, used to estimate the overall degree of truth/membership should be computed (as in fuzzy representation), and this function will be used to compute a crisp value. The indicator function can be computed by H = F for every item from universe of discourse. The parameters and are positive numbers, in decreasing order, with their sum is 1 (unity). The method was proposed by Wang et al. [25], and the parameters should be determined based on the available information about the problem under treatment. Evolutionary computation is an area of research covering genetic algorithms, evolutionary strategies, and genetic programming. The techniques are based on a population of individuals and the following operations [12]: reproduction (crossover/recombination), random variation (mutation, hypermutation), competition, and selection. The objective of any evolutionary algorithms is to optimize the searching process in a robust and intelligent manner, as inspired by biological reproduction schemes. 3.2 On assessment method and results The learning environment is supported by Blackboard platform, where communication is mediated by e-mail, and forum. The perceptions and satisfaction of students enrolled on platform to participate in the blended manner to the course were registered and analyzed. 218 The following data were collected and processed: a) the format of educational resources (text, pdf, presentation, audio, video, demonstrative software); b) the usability level of educational resources (low, medium, high); c) the clarity level of educational resources (very low, low, medium, high, excellent); d) the accessibility of educational resources (only from the campus, accessible from anywhere as private user, accessible from everywhere as public user); e) the calendar of meetings in class (F2F lessons, virtual classroom); deadlines for online assignments (note review, essay, multi-choice etc.) are suitable, underestimated, overestimated. f) the maturity of interaction in class/online (how active/interested is someone in a subject: F2F debates, e-mail messages, forum threads); g) the teams' size (for group oriented applications/projects); h) the adequacy level of assignments (easy, medium, difficult, very difficult, research); i) comparison of work in class / online assignments (better, similar); j) the preference for traditional courses (a degree of truth in [0, 100]). Computer-based assessment practices proved value in increasing the student participation and motivation and to provide feedback to students in a timely manner to help them to identify weaknesses, reflect on their strong behavior, and improve their learning strategy. Results are checked through a comparison against the traditional version of the course. The number of students enrolled for both MSC (version 2017-2018) and CI4SE (version 2018-2019) was 20. The students of CI4SE found a more interesting course due to the following reasons: CI4SE is an applied course, and CI4SE provide more multimedia material, demonstrative software, and real life applications. Also, both the trainer and tutor described an improved experience during F2F and VL classes, with the new CI4SE. The confidence in CI4SE was 80% (students), respective 90% (trainers). Such results are realistic when thinking that CI4SE was designed for adult education. IV. 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