fitped priscilla engThe educational micro-learning platform Priscilla was created in accordance with the objectives of the project. The platform uses the following state-of-the-art approaches to education:

  • provides content through micro-lessons with immediate verification of understanding of the content in the form of various types of interactive tasks,
  • provides automated control of student feedback programs,
  • contains a mechanism for implementing gamification (earning badges for achieving set goals, displaying rankings, competitiveness),
  • promotes learning in the community through peer-to-peer assessments and comments micro-learning elements,
  • enables switching between the languages of the participating partners,
  • obtains feedback in the form of evaluation of the provided content directly by students,
  • analyses educational data following current approaches of Learning Analytics to support decision-making and select the appropriate form of intervention.

 

The platform is based on the ideas of several existing solutions and is unique in its scope. The overall concept and architecture were published in the research papers, the list of which is published on the project website.
flyerThe following categories and courses were created in the Priscilla platform during the project realization:

  • programming languages (three programming languages, nine courses, 1733 lessons, 1280 programs),
    • O2 - Java,
    • O3 - C/C++,
    • O5 - Python, 
  • web languages (four programming languages, five courses, 937 lessons and 530 programs),
    • O6 - HTML,
    • O7 - CSS,
    • O8 - Javascript,
    • O9 - PHP,
  • data manipulation languages (one programming language, 1course, 210 lessons and 138 programs),
    • O4 - SQL and Database Desing,
  • testing and git (two courses, 210 lessons and 138 programs),
    • O10 - Git and Testing,
  • frameworks (two thematic areas, seven courses, 1063 lessons and 162 programs),
    • O11 - Android Mobile Application Development,
    • O12 - iOS Mobile Application Development,
    • O13 - Front-end Web Application Development,
    • O14 - Back-end Web Application Development,
  • data mining (one course, 293 lessons and 84 programs)
    • O15 - Data Mining.

The platform represents a complex of software applications consisting of:

  • server part containing a database of educational content, users, their results, and logged activities,
  • jail-server providing control of the correctness of programs based on source codes, test classes and/or input / expected output test pairs,
  • a web part of the application providing a friendly user interface for communication with an educational content server and a server for automated testing of the programs,
  • a web application intended for content creation (micro-lessons, interactive micro-activities, program assignments, correct programs, tests and test data for programs, analysis of collected educational data).

The platform brings the following innovations:

  • micro-learning - module on interactive delivery of content in small units with immediate feedback,
  • automated source code checking module for checking the correctness of written programs in terms of syntactic, logical, and functional correctness and immediate feedback binding,
  • gamification - module ensuring the integration of elements of competitiveness and achieving goals,
  • personalization – module ensuring monitoring of the user's activity and responding to his/her activities, mistakes, habits;
  • the responsibility for managing the learning process is transferred to the student in line with current trends,
  • learning in the community - module providing elements of the social network, discussion on specific problems or tasks.

Content and platform testing took place in the target group of students in the academic year 2019/20, during classes, university open days and programming contests. The subsequent evaluation and was realized in academic year 20/21.
The realization of the project and the deployment of the micro-learning platform Priscilla has the following impact:

  • on the target group in the short term - the platform has increased the quality of training and reduced the percentage of students at risk of educational failure, while involved students have achieved a better classification,
  • for the target group in the long term - the platform allowed to reach a higher level of knowledge and skills required by the labour market,
  • regional impact - participating universities have increased their competitiveness by offering an innovative, practice-based approach to training future IT professionals,
  • educational impact - the contribution of new methodologies and approaches using microlearning and automated testing for the field of teaching IT subjects in the university environment,
  • technological impact - designed and implemented concept can also be used for other areas,
  • research impact - the platform implements standards, which are based on xAPI Learning Analytics for the collection and evaluation of educational data,
  • social impact - the platform reduces the number of students who leave the study due to educational failure.

Potential transfer:

  •  the principles, methodologies and processes used can be applied to other areas of education (languages, mathematics, natural and technical sciences) and training activities,
  • new types of activities can be integrated into e-learning environments.