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CONTENTS
ABSTRACT vi
1. INTRODUCTION 1
2. LITERATURE SURVEY 5
EDUCATIONAL SYSTEMS 5
MIXED-INITIATIVE DIALOGUE 6
3. SYSTEM ANALYSIS 17
3.1 EXISTING SYSTEM 17
4. FEASIBILITY STUDY 20
4.1 ECONOMICAL FEASIBILITY 20
5. SYSTEM REQUIREMENTS 22
6. SYSTEM DESIGN 24
7. IMPLEMENTATION 33
7.1 MODULES 33
8. SYSTEM TESTING 39
10. SCREENSHOTS 44
11. FUTURE WORK 51
12. CONCLUSION 52
13. BIBLOGRAPHY 53
ABSTRACT
The importance of affective states in learning has led many Intelligent Tutoring
Systems (ITS) to include students’ affective states in their learner models. The
adaptation and hence the benefits of an ITS can be improved by detecting and
responding to students’ affective states. In prior work, we have created and
validated a theory-driven model for detecting students’ frustration, as well as
identifying its causes as students interact with the ITS. In this paper, we present a
strategy to respond to students’ frustration by offering motivational messages that
address different causes of frustration. Based on attribution theory, these messages
are created to praise the student’s effort, attribute the results to the identified cause,
show sympathy for failure or obtain feedback from the students. We implemented
our approach in three schools where students interacted with the ITS. Data from
188 students from the three schools collected across two weeks was used for our
analysis. The results suggest that the frustration instances reduced significantly
statistically (p < 0.05), due to the motivational messages. This study suggests that
motivational messages that use attribution theory and address the reason for
frustration reduce the number of frustration instances per session.
1. INTRODUCTION
learning content to students based on their needs and preferences. An ITS consists
of the learning content, the learner model, and the adaptation engine. Learner
models are constructed from the log files available in the ITS. The students’
interaction with ITS, such as responses to questions, the number of attempts at a
task, and the time taken for various activities (such as responding or reading) are
captured in the ITS log file. Learner models also typically contain information such
as the students’ previous knowledge and background [1], from which it is possible
to infer the students’ cognitive states. The adaptation engine personalizes the
learning content based on the data from the learner model. It is now well
established that the learning process involves both cognitive and affective
processes [2], [3], and the consideration of affective processes has been shown to
achieve higher learning outcomes [4], [2]. The importance of a student’s affective
component in learning has led ITS to include students’ affective states such as
frustration, boredom, confusion, flow, curiosity, and anxiety in their learner
models. In this research work, we focus on the response to students’ frustration.
2. LITERATURE SURVEY
2.1 User Models for Adaptive Hypermedia and Adaptive Educational Systems
Abstract:
This paper investigates how frequent conversation patterns from a mixed-initiative
dialogue with an intelligent tutoring system, AutoTutor, can significantly predict
users' affective states (e.g. confusion, eureka, frustration). This study adopted an
emote-aloud procedure in which participants were recorded as they verbalized their
affective states while interacting with AutoTutor. The tutor-tutee interaction was
coded on scales of conversational directness (the amount of information provided
by the tutor to the learner, with a theoretical ordering of assertion > prompt for
particular information > hint), feedback (positive, neutral, negative), and content
coverage scores for each student contribution obtained from the tutor's log files.
Correlation and regression analyses confirmed the hypothesis that dialogue features
could significantly predict the affective states of confusion, eureka, and frustration.
Standard classification techniques were used to assess the reliability of the
automatic detection of learners' affect from the conversation features. We discuss
the prospects of extending AutoTutor into an affect-sensing intelligent tutoring
system.
Python 2.0 was released in 2000, and the 2.x versions were the prevalent releases
until December 2008. At that time, the development team made the decision to
release version 3.0, which contained a few relatively small but significant changes
that were not backward compatible with the 2.x versions. Python 2 and 3 are very
similar, and some features of Python 3 have been back ported to Python 2. But in
general, they remain not quite compatible.
Both Python 2 and 3 have continued to be maintained and developed, with periodic
release updates for both. As of this writing, the most recent versions available are
2.7.15 and 3.6.5. However, an official End of Life date of January 1, 2020 has been
established for Python 2, after which time it will no longer be maintained. If you
are a newcomer to Python, it is recommended that you focus on Python 3, as this
tutorial will do.
Python is still maintained by a core development team at the Institute, and Guido is
still in charge, having been given the title of BDFL (Benevolent Dictator For Life)
by the Python community. The name Python, by the way, derives not from the
snake, but from the British comedy troupe Monty Python’s Flying Circus, of which
Guido was, and presumably still is, a fan. It is common to find references to Monty
Python sketches and movies scattered throughout the Python documentation.
DJANGO
Django is a high-level Python Web framework that encourages rapid
development and clean, pragmatic design. Built by experienced developers, it takes
care of much of the hassle of Web development, so you can focus on writing your
app without needing to reinvent the wheel. It’s free and open source.
Django's primary goal is to ease the creation of complex, database-driven websites.
Django emphasize reusability and "pluggability" of components, rapid
development, and the principle of don’t repeat yourself. Python is used throughout,
even for settings files and data models.
If you’re going to write programs, there are literally dozens of commonly used
languages to choose from. Why choose Python? Here are some of the features that
make Python an appealing choice.
Python is Popular
Python has been growing in popularity over the last few years. The 2018 Stack
Overflow Developer Survey ranked Python as the 7th most popular and the number
one most wanted technology of the year. World-class software development
countries around the globe use Python every single day.
According to research by Dice Python is also one of the hottest skills to have and
the most popular programming language in the world based on the Popularity of
Programming Language Index.
Due to the popularity and widespread use of Python as a programming language,
Python developers are sought after and paid well. If you’d like to dig deeper
into Python salary statistics and job opportunities, you can do so here.
Python is interpreted
Many languages are compiled, meaning the source code you create needs to be
translated into machine code, the language of your computer’s processor, before it
can be run. Programs written in an interpreted language are passed straight to an
interpreter that runs them directly.
This makes for a quicker development cycle because you just type in your code and
run it, without the intermediate compilation step.
Python is Free
The Python interpreter is developed under an OSI-approved open-source license,
making it free to install, use, and distribute, even for commercial purposes.
A version of the interpreter is available for virtually any platform there is,
including all flavors of Unix, Windows, macOS, smart phones and tablets, and
probably anything else you ever heard of. A version even exists for the half dozen
people remaining who use OS/2.
Python is Portable
Because Python code is interpreted and not compiled into native machine
instructions, code written for one platform will work on any other platform that has
the Python interpreter installed. (This is true of any interpreted language, not just
Python.)
Python is Simple
As programming languages go, Python is relatively uncluttered, and the developers
have deliberately kept it that way.
A rough estimate of the complexity of a language can be gleaned from the number
of keywords or reserved words in the language. These are words that are reserved
for special meaning by the compiler or interpreter because they designate specific
built-in functionality of the language.
Python 3 has 33 keywords, and Python 2 has 31. By contrast, C++ has 62, Java has
53, and Visual Basic has more than 120, though these latter examples probably
vary somewhat by implementation or dialect.
Python code has a simple and clean structure that is easy to learn and easy to read.
In fact, as you will see, the language definition enforces code structure that is easy
to read.
But It’s Not That Simple For all its syntactical simplicity, Python supports most
constructs that would be expected in a very high-level language, including complex
dynamic data types, structured and functional programming, and object-oriented
programming.
Python accomplishes what many programming languages don’t: the language itself
is simply designed, but it is very versatile in terms of what you can accomplish
with it.
Conclusion
This section gave an overview of the Python programming language, including:
Python is a great option, whether you are a beginning programmer looking to learn
the basics, an experienced programmer designing a large application, or anywhere
in between. The basics of Python are easily grasped, and yet its capabilities are
vast. Proceed to the next section to learn how to acquire and install Python on your
computer.
Python has a very easy-to-read syntax. Some of Python's syntax comes from C,
because that is the language that Python was written in. But Python uses
whitespace to delimit code: spaces or tabs are used to organize code into groups.
This is different from C. In C, there is a semicolon at the end of each line and curly
braces ({}) are used to group code. Using whitespace to delimit code makes Python
a very easy-to-read language.
places. Sometimes only Python code is used for a program, but most of the time it
is used to do simple jobs while another programming language is used to do more
complicated tasks.
Web development
Scientific programming
Desktop GUIs
Network programming
Game programming
3. SYSTEM ANALYSIS
EXISTING SYSTEM:
The review paper [18] discusses the research works in responding to learners’
affective states. In this section, we focus on the systems (ITS and Educational
games) which detect and address the students’ affective states while they interact
with the system. We describe five such systems in this section. To study the effect
of three types of responses to frustration – ignore students’ frustration, collect
feedback from students, and provide messages – an affect-support. computer game
[4], induces frustration by freezing the screen when the students play the game. The
first type “Ignore students’ frustration” provides no motivational messages and
does not collect feedback from the users. The second type “Collect feedback”
collects the student feedback in terms of how they feel, but and does not provide
any motivational messages. In the third type, the system provides feedback
messages and sympathy messages whenever the user reports frustration. The
impact of responses provided to the students was analyzed using data from 71
students. Students’ frustration is identified by self-reporting using questionnaires.
According to the reported analysis, students felt significantly less frustrated when
playing the game without freezing than the game playing with freezing. The
students who got feedback message and empathy messages played the game for
significantly more time than the students who got no messages implying that
responding to frustration by providing motivation has an impact on students‘
frustration.
DISADVANTAGES:
It is not secured process.
Over under traction is invents
Download files, time is invited
PROPOSED SYSTEM:
In this subsection, we describe the step 8 in Figure 2 of our approach, that is the
algorithm to display motivational messages. For the events listed in Table 2, that is
for each goal failure, we show the messages based on the student’s response time in
answering the questions from Mindspark, and question type. We restrict the
number of messages per Mindspark session to three. This is to limit the number of
interventions to the students during their interaction with Mindspark and avoid
students not to focus on feedback messages. The algorithm to display a message
based on frustration instance is shown in the condition to display messages for
second and third instances of frustration is described in the algorithm 1. In next
section we describe the research design and impact of motivational messages
provide to students. To determine the impact of the motivational messages, we use
the within-groups research design (repeated measures) that is comparing the results
of our approach to responding to frustration against a control condition.
The experimental condition is that students receive motivational messages based on
our proposed model and schools were chosen to represent different cities in India
have minimum 100 class 6 students. The theoretical model to detect frustration was
developed using data from class six students, hence we collected the data of class
six student from three schools. We collected data from 769 class six students.
ADVANTAGES
• Compelling and relevant content will grab the attention of potential
customers and increase brand visibility
ECONOMICAL FEASIBILITY
TECHNICAL FEASIBILITY
SOCIAL FEASIBILITY
ECONOMICAL FEASIBILITY
This study is carried out to check the economic impact that the system will have on
the organization. The amount of fund that the company can pour into the research
and development of the system is limited. The expenditures must be justified. Thus,
the developed system as well within the budget and this was achieved because most
of the technologies used are freely available. Only the customized products had to
be purchased.
TECHNICAL FEASIBILITY
This study is carried out to check the technical feasibility, that is, the technical
requirements of the system. Any system developed must not have a high demand
on the available technical resources. This will lead to high demands on the
available technical resources. This will lead to high demands being placed on the
client. The developed system must have a modest requirement, as only minimal or
null changes are required for implementing this system.
SOCIAL FEASIBILITY
The aspect of study is to check the level of acceptance of the system by the user.
This includes the process of training the user to use the system efficiently. The user
must not feel threatened by the system, instead must accept it as a necessity. The
level of acceptance by the users solely depends on the methods that are employed
to educate the user about the system and to make him familiar with it. His level of
confidence must be raised so that he is also able to make some constructive
criticism, which is welcomed, as he is the final user of the system.
5. SYSTEM REQUIREMENTS
REQUIREMENT ANALYSIS
The project involved analyzing the design of few applications so as to make
the application more users friendly. To do so, it was really important to keep the
navigations from one screen to the other well-ordered and at the same time
reducing the amount of typing the user needs to do. In order to make the
application more accessible, the browser version had to be chosen so that it is
compatible with most of the Browsers.
REQUIREMENT SPECIFICATION
Functional Requirements
Graphical User interface with the User.
Software Requirements
For developing the application, the following are the Software
Requirements:
1. Python
2. Django
2. Windows 7 Ultimate.
a. User
b. Admin
6.2 UML DIAGRAMS:
a. User
b. Admin
CLASS DIAGRAM:
a. User
b. Admin
ACTIVITY DIAGRAM:
Activity diagrams are graphical representations of workflows of stepwise activities
and actions with support for choice, iteration and concurrency. In the Unified
Modeling Language, activity diagrams can be used to describe the business and
operational step-by-step workflows of components in a system. An activity
diagram shows the overall flow of control.
a. User
b. A
d
m
in
7. IMPLEMENTATION
7.1 MODULES:
There are three modules can be divided here for this project they are listed as below
• Session Model
• Motivational Model
• Non-Motivational Model
• Graphical Model
From the above three modules, project is implemented. Bag of discriminative
words are achieved.
1. Session Model
The session model is processing the user select the examination and tutorial
sessions is providing the various exam sets in the students for coverts the message
and non-motivational messages is send to the exam points of view in students for
the various students is associating the sessions.
2. Motivational model
3. Non-Motivational Message
4. Graphical Representations
The number of frustration instances in 188 sessions are visually represented using
the box plot in. The frustration instances without and with motivational messages.
As seen in the box plots, the number of frustration instances after implementing
motivational messages is reduced. The circle indicates outliers; this means that the
number of frustration instances per session being equal to six is only two after
implementing motivational messages to mitigate frustration.
7.2 SAMPLE CODE-feedback page
{% extends 'user/design.html' %}
{% block userblock %}
{% load staticfiles %}
<style>
.feedback{
position: absolute;
top:30px;
left:130px;
padding:10px;
width:500px;
}
.feedback table{
width:30em;
text-align:center;
//border-collapse:collapse;
border-spacing:1px;
background:;
}
8. SYSTEM TESTING
SYSTEM TEST
TYPES OF TESTS
Unit testing
Unit testing involves the design of test cases that validate that the
internal program logic is functioning properly, and that program inputs produce
valid outputs. All decision branches and internal code flow should be validated. It
is the testing of individual software units of the application .it is done after the
completion of an individual unit before integration. This is a structural testing, that
relies on knowledge of its construction and is invasive. Unit tests perform basic
tests at component level and test a specific business process, application, and/or
system configuration. Unit tests ensure that each unique path of a business process
performs accurately to the documented specifications and contains clearly defined
inputs and expected results.
Integration testing
Integration tests are designed to test integrated software
components to determine if they actually run as one program. Testing is event
driven and is more concerned with the basic outcome of screens or fields.
Integration tests demonstrate that although the components were individually
satisfaction, as shown by successfully unit testing, the combination of components
is correct and consistent. Integration testing is specifically aimed at exposing the
problems that arise from the combination of components.
Functional test
Functional tests provide systematic demonstrations that functions
tested are available as specified by the business and technical requirements, system
documentation, and user manuals.
Functional testing is centered on the following items:
System Test
System testing ensures that the entire integrated software system
meets requirements. It tests a configuration to ensure known and predictable
results. An example of system testing is the configuration-oriented system
integration test. System testing is based on process descriptions and flows,
emphasizing pre-driven process links and integration points.
Test objectives
Features to be tested
Integration Testing
Software integration testing is the incremental integration testing of
two or more integrated software components on a single platform to produce
failures caused by interface defects.
Acceptance Testing
User Acceptance Testing is a critical phase of any project and requires significant
participation by the end user. It also ensures that the system meets the functional
requirements.
Test Results: All the test cases mentioned above passed successfully. No defects
encountered.
9. INPUT DESIGN AND OUTPUT DESIGN
9.1 INPUT DESIGN:
The input design is the link between the information system and the user. It
comprises the developing specification and procedures for data preparation and
those steps are necessary to put transaction data in to a usable form for processing
can be achieved by inspecting the computer to read data from a written or printed
document or it can occur by having people keying the data directly into the system.
The design of input focuses on controlling the amount of input required, controlling
the errors, avoiding delay, avoiding extra steps and keeping the process simple. The
input is designed in such a way so that it provides security and ease of use with
retaining the privacy. Input Design considered the following things:
What data should be given as input?
How the data should be arranged or coded?
The dialog to guide the operating personnel in providing input.
Methods for preparing input validations and steps to follow when error
occur.
OBJECTIVES:
1. Input Design is the process of converting a user-oriented description of the input
into a computer-based system. This design is important to avoid errors in the data
input process and show the correct direction to the management for getting correct
information from the computerized system.
2. It is achieved by creating user-friendly screens for the data entry to handle large
volume of data. The goal of designing input is to make data entry easier and to be
free from errors. The data entry screen is designed in such a way that all the data
manipulates can be performed. It also provides record viewing facilities.
3. When the data is entered it will check for its validity. Data can be entered with
the help of screens. Appropriate messages are provided as when needed so that the
user will not be in maize of instant. Thus, the objective of input design is to create
an input layout that is easy to follow.
9.2 OUTPUT DESIGN:
A quality output is one, which meets the requirements of the end user and presents
the information clearly. In any system results of processing are communicated to
the users and to other system through outputs. In output design it is determined
how the information is to be displaced for immediate need and also the hard copy
output. It is the most important and direct source information to the user. Efficient
and intelligent output design improves the system’s relationship to help user
decision-making.
1. Designing computer output should proceed in an organized, well thought out
manner; the right output must be developed while ensuring that each output
element is designed so that people will find the system can use easily and
effectively. When analysis design computer output, they should Identify the
specific output that is needed to meet the requirements.
2. Select methods for presenting information.
3. Create document, report, or other formats that contain information produced by
the system.
The output form of an information system should accomplish one or more of the
following objectives.
Convey information about past activities, current status or projections of the
Future.
Signal important events, opportunities, problems, or warnings.
Trigger an action.
Confirm an action.
10. SCREENSHOTS
SCREENSHOTS
MOTIVATIONAL MESSAGE
ADMIN LOGIN PAGE
FEEDBACK PAGE
NOTIFICATION PAGE
HOME PAGE
MY DETAILS PAGE
SESSION ANALYSIS
11. FUTURE ENHANCEMENT
In this subsection, we describe the step 8 in Figure 2 of our approach, that is the
algorithm to display motivational messages. For the events listed in Table 2, that is
for each goal failure, we show the messages based on the student’s response time in
answering the questions from Mindspark, and question type. We restrict the
number of messages per Mindspark session to three. This is to limit the number of
interventions to the students during their interaction with Mindspark and avoid
students not to focus on feedback messages. The algorithm to display a message
based on frustration instance is shown in the condition to display messages for
second and third instances of frustration is described in the algorithm 1. In next
section we describe the research design and impact of motivational messages
provide to students. To determine the impact of the motivational messages, we use
the within-groups research design (repeated measures) that is comparing the results
of our approach to responding to frustration against a control condition.
The experimental condition is that students receive motivational messages based on
our proposed model and schools were chosen to represent different cities in India
have minimum 100 class 6 students. The theoretical model to detect frustration was
developed using data from class six students, hence we collected the data of class
six student from three schools. We collected data from 769 class six students.
12. CONCLUSION
13. BIBLIOGRAPHY
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