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UNIVERSIDAD DE INVESTIGACIÓN DE TECNOLOGÍA EXPERIMENTAL YACHAY Escuela de Ciencias Matemáticas y Computacionales TÍTULO: Non-predictive and predictive models to recognize the learning style of the students: A case study Trabajo de integración curricular presentado como requisito para la obtención del título de Ingeniero en Tecnologías de la Información Autor: Torres Molina Richard Tutores: Ph.D Guachi Guachi Lorena Ph.D Ortega Zamorano Francisco Urcuquí, agosto 2019

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UNIVERSIDAD DE INVESTIGACIÓN DE

TECNOLOGÍA EXPERIMENTAL YACHAY

Escuela de Ciencias Matemáticas y Computacionales

TÍTULO: Non-predictive and predictive models to recognize

the learning style of the students: A case study

Trabajo de integración curricular presentado como requisito para

la obtención

del título de Ingeniero en Tecnologías de la Información

Autor:

Torres Molina Richard

Tutores:

Ph.D Guachi Guachi Lorena

Ph.D Ortega Zamorano Francisco

Urcuquí, agosto 2019

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Dedicatoria

Dedico este trabajo de integración curricular a DIOS y a mi madre, ALMIRA MOLINA, por

creer siempre en mí y estar presente en los momentos más difíciles de mi vida. A los profesores

por su apoyo en mi formación como ingeniero, y a mis compañeros de clase en esta etapa de

mi vida.

Richard Andrés Torres Molina

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Agradecimiento

Quiero agradecer a mis supervisores de investigación Lorena de los Ángeles Guachi Guachi

Ph.D., y Francisco Ortega Zamorano Ph.D. en el desarrollo de la tesis. Asimismo, al director

Juan Vázquez, a la maestra Silvia Díaz y al personal administrativo de la escuela “Teodoro

Gómez de la Torre” (Ibarra-Ecuador) que han contribuido en los datos recopilados de este

trabajo.

Al mismo tiempo, me gustaría agradecer a mi comité, incluidos los profesores Zenaida del

Castillo Ph.D., e Israel Pineda Ph.D. La profesora Zenaida Castillo fue mi profesora de primer

año en Yachay Tech, quien me permitió ser su asistente de investigación en la implementación

de cuestionarios en Maple T.A. a los estudiantes de nivelación. Aunque no he tenido la

oportunidad de trabajar con el profesor Israel Pineda, sus clases me han ayudado a estar

preparado en mi carrera para elegir el lenguaje de programación adecuado en un contexto de

investigación o empresa. En estos cinco años, tengo que agradecer a muchas personas, a el

profesor Rigoberto Fonseca Ph.D., el profesor Ernesto Ponsot Ph.D., Gerardo Alvarado Ph.D.

y al personal administrativo. A la vez agradezco a mis amigos y compañeros de clase,

especialmente a Andrés Riofrío y Andrés Banda. Yachay Tech, fue una de las mejores

decisiones que he tomado en mi vida, y estaré siempre agradecido por la oportunidad de ser

parte de esta comunidad.

Richard Andrés Torres Molina

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Resumen

Por la falta de personalización en la educación, los estudiantes obtienen un bajo rendimiento

en diferentes materias en la escuela, particularmente en matemáticas. Por lo tanto, la

identificación del estilo de aprendizaje es una herramienta crucial para mejorar el rendimiento

académico. Aunque los métodos tradicionales, como los cuestionarios, se han utilizado

ampliamente para la detección de estilos de aprendizaje en jóvenes y adultos por su alta

precisión, produce aburrimiento en los niños y no ajusta el aprendizaje automáticamente a las

características y preferencias de los estudiantes con el tiempo. En esta investigación, se han

utilizado cuatro técnicas, dos modelos no predictivos de estilos de aprendizaje: cuestionario

CHAEA-Junior y Mini-Juegos; y dos modelos predictivos de estilos de aprendizaje: Redes

Neuronales Artificiales y Redes Bayesianas. En primer lugar, para identificar los porcentajes

en los estilos de aprendizaje en cada estudiante, se utilizó el cuestionario CHAEA-Junior y las

preguntas matemáticas de los Mini-Juegos (Competidor, Soñador, Lógico, Estratega) basados

en la teoría de aprendizaje de Kolb. Luego, los datos recopilados del cuestionario y los Mini-

Juegos se usaron en los dos modelos predictivos. Las pruebas experimentales muestran que la

herramienta óptima en el reconocimiento general del estilo de aprendizaje para los estudiantes

de la escuela “Teodoro Gómez de la Torre” (Imbabura - Ecuador) son los Mini-Juegos basados

en estilos de juego ADOPTA, seguidos de Redes Neuronales Artificiales y Redes Bayesianas

para el reconocimiento del estilo de aprendizaje, como instrumentos de investigación para

brindar un aprendizaje personalizado a los estudiantes ecuatorianos.

Palabras Clave:

Detección de estilos de aprendizaje, Reconocimiento Automático, Red Neuronal Artificial,

Video Juegos.

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Abstract

By the lack of personalization in education, students obtain low performance in different

subjects in school, particularly in mathematics. Therefore, learning style identification is a

crucial tool to improve academic performance. Although traditional methods such as

questionnaires have been extensively used to the learning styles detection in youths and adults

by its high precision, it produces boredom in children, and it does not adjust learning

automatically to student characteristics and preferences over time. In this research, four

techniques have been used, two non-predictive learning styles detecting models: CHAEA-

Junior questionnaire and Mini-Games; and two predictive learning styles detecting models:

Artificial Neural Networks and Bayesian Networks. Firstly, to identify the percentages in

learning styles in each student, it was used CHAEA-Junior questionnaire, and mathematical

questions from the Mini-Games (Competitor, Dreamer, Logician, Strategist) based on Kolb's

learning theory. Then, the gathering data from the questionnaire and the Mini-Games were

used in the two predictive models. The experimental tests show that the optimal tool in the

overall learning style recognition for students of the school “Teodoro Gómez de la Torre”

(Imbabura - Ecuador) are, the Mini-Games based on ADOPTA playing styles, followed by

Artificial Neural Networks and Bayesian Networks for learning style recognition, as research

instruments to provide personalized learning to Ecuadorian students.

Key Words:

Learning Style Detection, Automatic Recognition, Artificial Neural Network, Video Games.

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Contents

1 Introduction 5

1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

1.2 Scope of the thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

1.3 Dissertation overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

2 Theoretical Framework 10

2.1 Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

2.1.1 Non-Predictive Learning Styles Detecting Models . . . . . . . . . . . . . . . . . . . 10

2.1.2 Predictive Learning Styles Detecting Models . . . . . . . . . . . . . . . . . . . . . . 11

2.2 Learning Styles Detecting Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

2.3 Non-Predictive Learning Styles Detecting Models . . . . . . . . . . . . . . . . . . . . . . . . 12

2.3.1 Questionnaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

2.3.2 Video Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

2.4 Predictive Learning Styles Detecting Models . . . . . . . . . . . . . . . . . . . . . . . . . . 25

2.4.1 Artificial Neural Networks (ANN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

2.4.2 Bayesian Networks (BN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

3 Techniques for Learning Style Detection 32

3.1 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

3.2 Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

3.2.1 CHAEA-Junior Questionnaire (CHAEA-JQ) . . . . . . . . . . . . . . . . . . . . . . 34

3.2.2 Mathematical Mini-Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

3.2.3 Artificial Neural Networks (ANN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

3.2.4 Bayesian Networks (BN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

3.3 Experiment Set-up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

3.3.1 Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

3.3.2 Participants and procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

3.3.3 Data Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

3.3.4 Quality Metrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

3.3.5 Experiment Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

1

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4 Results, Discussion and Conclusion 54

4.1 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

4.2 Restrictions for high precision in learning style identification . . . . . . . . . . . . . . . . . . 59

4.3 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

References 63

Appendices 67

A Appendix 1. 67

2

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List of Figures

1 Kolb’s Learning Styles [1]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

2 Relationship between learning styles based on LSI [2]. . . . . . . . . . . . . . . . . . . . . . 15

3 The four ADOPTA playing styles together with the learning styles of Honey and Mumford and

of Kolb [3]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4 General block steps to detect the learning styles. . . . . . . . . . . . . . . . . . . . . . . . . . 33

5 Detail steps to detect the learning styles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

6 CHAEA-Junior Block Diagram. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

7 (a) Architecture and (b) Deployment Diagrams in the Web Application. . . . . . . . . . . . . 36

8 Screenshot from the CHAEA-Junior Questionnaire. . . . . . . . . . . . . . . . . . . . . . . . 36

9 Screenshot from the Competitive Mini-Game Style. . . . . . . . . . . . . . . . . . . . . . . . 38

10 Screenshot from the Dreamer Mini-Game Style. . . . . . . . . . . . . . . . . . . . . . . . . . 39

11 Screenshot from the Logician Mini-Game Style. . . . . . . . . . . . . . . . . . . . . . . . . . 40

12 Screenshot from the Strategist Mini-Game Style. . . . . . . . . . . . . . . . . . . . . . . . . 41

13 Top-level architecture of the artificial neural network approach. . . . . . . . . . . . . . . . . . 42

14 Initial state Bayesian Network diagram. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

15 Bayesian Network updated after the student answers the question. . . . . . . . . . . . . . . . 45

16 Reflector Learning Style Percentage vs. Learning Styles Detecting Models. . . . . . . . . . . 56

17 Overall Error Percentage vs. Learning Style Detecting Models. . . . . . . . . . . . . . . . . . 58

3

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List of Tables

1 Summary Table about questionnaire’s to learning styles detection. . . . . . . . . . . . . . . . 18

2 Summary Table about video games to learning styles detection. . . . . . . . . . . . . . . . . . 25

3 Summary Table about Artificial Neural Networks and Bayesian Networks to learning styles

detection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

4 Average of percentages learning styles based on CHAEA-JQ, Mini-Games, Artificial Neural

Networks, and Bayesian Networks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

4

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1 Introduction

1.1 Motivation

Every learner acquires information in different ways known as “learning styles” based on its cognitive, affec-

tive, and psychological factors. These factors determine how a person perceives, interacts, and responds to

the learning environment [4]. Being some recommendable activities depending on the learning styles: Activist

(brainstorming, problem-solving), Reflector (interviews, self-analysis questionnaires), Theorist (model analy-

sis, background information), and Pragmatist (case studies, problem-solving discussion). However, the current

learning system implemented in primary level schools, has a lack of providing customized learning to students

in different areas of knowledge, due to only a few educators have started to identify learning styles to improve

learning and teaching techniques. Notably, one of the challenges is given on the study of mathematics in stu-

dents worldwide [5], where different studies suggest that learning mathematics is difficult; therefore, students

performance is unsatisfactory [6]. Being Latin America with one of the lowest performance worldwide [7].

To overcome this limitation, static and automatic approaches for identifying learning styles have emerged over

time.

In the past years, questionnaires have been the most common approach to identify learning styles, char-

acterized by its excellent reliability and validity on undergraduate students, business administration students

and even doctors [8], [9], [10]. In any case, they have also been subjected to some criticism considering that

a questionnaire is a static approach, where their results are no longer valid over time, while learning styles

change continuously. As well as, in the majority of cases, the filling out a questionnaire produces boredom in

children. Besides, students are not aware of the importance of the survey for the future uses, which may tend to

pick answers self-assertively. Even in some cases, students can be influenced by the questionnaire formulation

to give answers perceived as more appropriate. To overcome its difficulties such as boredom, recent proves had

established a correlation between playing styles that match with learning styles applied on entertainment games

in education.

The learning style identification has also been investigated in technical fields like mechanical engineering,

for example in [11], [12] the impact of negative knowledge is discussed and implemented as a way to pre-

vent and improve competency in computer-aided-design modeling. In [13], practical experience is linked to

theory to help the novice in improving their theoretical results, and in [14] categories of skills and knowledge

are defined for defining questions and related significant scores. Besides, in the most recent years, some au-

tomatic approaches have been introduced in the learning style identification [15], [10], [16]: Decision Trees,

Genetic Algorithms, Artificial Neural Networks, Bayesian Networks, etc. Since automatic approaches tend to

be more accurate and less error-prone, they are focused on educational systems that adjust learning to student

5

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characteristics and preferences over time.

Although numerous static and dynamic approaches for learning style identification have been introduced

with high accuracy, several primary educational systems in Ecuador, mainly for learning mathematics, is still

a challenge. Being the primary goal of this proposal to diminish the lack of adaptive learning in mathematics

primary educational level of Ecuadorian students through the identification of the most accurate technique to

detect their learning styles.

6

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1.2 Scope of the thesis

This thesis aims to introduce the following contributions: a) Discussion about existing non-predictive learning

styles detecting models: CHAEA-Junior questionnaire and Mini-Games; and predictive learning styles detect-

ing models: Artificial Neural Networks and Bayesian Networks. b) Propose two new Artificial Intelligence

design models for automatic learning style recognition. c) Introduce two tools in non-predictive learning style

identification (web system for the CHAEA-Junior, and mathematical Mini-Games based on ADOPTA playing

styles). d) Comparison of the proposed four approaches: CHAEA-Junior questionnaire, Mini-Games, Artificial

Neural Networks, and Bayesian Networks.

The experiment took place with a group of children of 11 and 12 years old of seventh grade primary educa-

tion from the school “Teodoro Gomez de la Torre” (Ibarra-Ecuador). The gathering data from the questionnaire

and the Mini-Games were used in two Artificial Intelligence techniques proposed in this work, which are the

Back Propagation algorithm, and the Bayesian Networks. The data correspond to 100 students from the school

state before, divided randomly into two data sets, 80% for training and 20% for the testing phase. The four

methods, CHAEA-Junior questionnaire, Mini-Games, Artificial Neural Networks, and Bayesian Networks,

were evaluated on the testing set.

The CHAEA-Junior was implemented in a web system composed of 24 randomly questions from the 44

questions corresponding to the four learning styles: Active, Reflector, Theorist, and Pragmatist. The Mini-

Games were developed based on ADOPTA styles: Competitor, Dreamer, Logician, and Strategist. The goal of

the Mini-Games was to solve basic mathematical operations (sum, subtraction, multiplication, and division) ac-

cording to the rules in each Mini-Game. For instance: shooting rockets to the correct answer in the Competitor

style, pressing a puzzle piece to the right answer after hearing an avatar in the Dreamer Style, pressing a card to

the correct answer in the Logician Style, and with an avatar that jumps and sends bubbles to the correct answer

in the Strategist style. Each playing style has three levels: easy, medium, and difficult.

The percentages of learning styles are the “output” in the four techniques obtained from metrics in the

questionnaire and/or the Mini-Games. Meanwhile a particular “input”, is used in each model as follows: a)

binary answers captured from web site are used in the CHAEA-Junior questionnaire, b) the gaming scoring

achieved is used in the Mini-games at the first playing session, c) the CHAEA-Junior answers in Artificial

Neural Networks, and d) Mini-Game Score and Answer in the Bayesian Networks algorithm at the second

playing session.

The students took an initial mathematics test of 96 questions using the different Mini-Games stated before

with the various levels; then they answered 24 questions related to the questionnaire. The data was applied

in the Back Propagation algorithm to predict the student learning style. Finally, they played the Mini-Games

7

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embedded with the Bayesian Networks algorithm in a 21 minutes game session.

The restrictions in this research were the sample size, room equipment, and time, reasons by it were possible

to extract data from only 100 students to be part of the experiment. So, this work is an observational study with

non-probabilistic sampling.

8

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1.3 Dissertation overview

The thesis is organized in 4 chapters as follows: Chapter 2 presents the theoretical framework explaining

important concepts and studies related to learning style recognition with the use of static methods such as

questionnaires and video games, and dynamic methods such as Artificial Neural Networks and Bayesian Net-

works. Then, Chapter 3 depicts the description and analysis of the proposal chosen techniques, metrics used for

comparison purposes and experimental setup. Finally, Chapter 4 finishes with the obtained results, discussion,

restrictions for high precision in learning style identification, and conclusions remarks.

9

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2 Theoretical Framework

A problem facing students in the classroom nowadays, is the lack of personalized learning in different subjects,

being one of the most challenging, the study of mathematics in students worldwide. As an outcome, the student

performance is deficient in that area, being Latin America with the lowest performance in comparison with

developed countries.

One of the keys to filling the gaps in the learning experience is the detection of learning styles in the student.

Therefore, specific models for learning style identification are used for decades. These learning styles detecting

models can be classified into non-predictive and predictive ones. The first ones related to questionnaires and

video games. The other ones related to prediction techniques based on Artificial Intelligence models to detect

the individuals learning styles. Thus, this chapter will be divided into two sections: critical concepts linked to

this research and learning styles identification models.

2.1 Concepts

2.1.1 Non-Predictive Learning Styles Detecting Models

• ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment)

Family of playing styles correlated with learning styles based on Kolb’s learning theory. They are related

as: Competitor⇔ Activist, Dreamer⇔ Reflector, Logician⇔ Theorist, and Strategist⇔ Pragmatist.

• “Cuestionario Honey-Alonso de Estilos de Aprendizaje” (CHAEA)

Modification of the Learning Style Inventory, used in universities and translated to Spanish. This ques-

tionnaire classifies students as the Learning Styles Questionnaire.

• CHAEA-Junior Questionnaire (CHAEA-JQ)

Adapted CHAEA version to elementary and secondary education students, with ages between nine to

fourteen years old.

• Index of Learning Style (ILS)

Questionnaire to diagnose learning styles build on Felder and Silverman’s model. Where two learning

styles were defined for each of the four dimensions: Sensing /Intuitive, Visual/Verbal, Active/Reflective,

Sequential/Global.

• Learning Styles

10

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Defined as the combination of many biological and experimentally characteristics that allow an individual

to perceive information and acquire knowledge.

• Learning Style Inventory (LSI)

Questionnaire created by Kolb to measure and understand a student unique individual style of learning.

The LSI identifies four distinct learning styles: Diverging, Assimilating, Converging, and Accommodat-

ing.

• Learning Styles Questionnaire (LSQ)

Questionnaire developed by Honey and Mumford, an instrument derived directly from Experimental

Learning Theory. It presents four learning styles: Activist, Reflector, Theorist, and Pragmatist.

• Questionnaire

A research instrument composed of a set of questions to find specific characteristics in a person.

• Video games

An electronic game with a user interface to generate visual feedback in a computer monitor, arcade

machine, or mobile phone.

2.1.2 Predictive Learning Styles Detecting Models

• Artificial Intelligence (AI)

Field related to how machines can learn and solve tasks in a trusted manner. It is divided into two groups:

Symbolic-Deductive Intelligence, and Computational Intelligence.

• Artificial Neural Networks (ANN)

Computational model in AI to tries to simulate the neural connections in the brain, to solve problems in

regression and classification.

• Back Propagation (BP)

An algorithm in AI that propagates back the derivative of the error function, from the end to the start

of the network. The weights are initialized randomly, where the error function gradient is applied to the

initial weights correction.

• Bayesian Networks (BN)

11

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AI computational model with an acyclic graph that consists of nodes and arcs representing correlations

between variables, and the calculation of probabilities among them.

• Decision Trees

An algorithm used in AI composed by nodes and with arcs between them. It is used to classification

problems.

• Genetic Algorithms

A search-based optimization technique that is based on the process of natural selection in evolutionary

algorithms.

2.2 Learning Styles Detecting Models

Learning styles allow characterizing a student cognitively and psychologically. Different theories have detected

learning styles according to certain features. Hence, the following sections explore non-predictive and predic-

tive learning styles detecting models. Non-predictive models are integrated by questionnaires and video games,

whereas the predictive models related to AI models. So, it is provided a review of relevant works related to

each model.

2.3 Non-Predictive Learning Styles Detecting Models

A broad number of instruments have been developed to learning styles detection. In most of the cases are

static methods, being the most relevant, questionnaires and video games. Questionnaires are composed of a

set of questions based on cognitive styles theories [17]. The common questionnaires are Learning Style Inven-

tory, Learning Styles Questionnaire, Learning Styles Questionnaire, “Cuestionario Honey-Alonso de Estilos

de Aprendizaje” (CHAEA), and CHAEA-Junior Questionnaire. The answers given in these instruments allow

calculating the learning styles by the scoring in each one.

Although, questionnaires are the traditional method of learning styles recognition. It has some weaknesses

related to its static nature by time-consuming and boredom in students [18]. So, an innovate approach has

been developed by using video games [2]. Where the metrics in the game are retrieved from a web or mobile

system to recognize the learning style of the students respectively. For these reasons, it has been selected

the CHAEA-Junior Questionnaire, a questionnaire to testing purposes in children, and Mini-Games based on

ADOPTA playing styles.

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Figure 1: Kolb’s Learning Styles [1].

2.3.1 Questionnaires

Curry [19] defines learning styles in how learners interact with, perceive and respond to the learning environ-

ment with specific cognitive, affective, and psycho-social behaviors. Since decades, various theories had to

emerge to identify learning styles, each one with a questionnaire. The first researcher to propose a way to

identify the learning styles was Kolb. He built the Learning Style Inventory (LSI), a questionnaire based on

experiential learning theory (ELT) created as a curriculum development project from MIT. ELT defines learn-

ing, as the acquisition of knowledge done by the experience, and it is related to how the individual assimilates

information and takes decisions. The ELT is perceived as a four-stage cycle as seen in Fig. 1, that is divided

on:

• Concrete experience (CE) or “feeling”: learning is determined by experience, where the individual keeps

excellent social relations.

• Reflective observation (RO) or “observing”: learning is determined by observation and listening.

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• Abstract Conceptualization (AC) or “thinking”: learning in a theoretical and systematic way with the

adoption of concepts and theories.

• Active Experimentation (AE) or “doing”: learning by practice in doing work that requires decision taken.

The initial LSI [19] was composed of nine questions and extended to twelve questions in 1985. Each

question had four different options to be ranked by the respondent from 1 to 4. After the poll is answered, each

learning stage (CE, RO, AC, and AE), it is given a score. Then, by mixing the scores from the LSI as seen in

Fig. 1, it was classified the students in four learning styles as follows:

• Diverging (CE/RO): Individual that perceives situations with different points of view by listening, observ-

ing, and exchange new ways to solve problems. At the same time, they are eager to recollect information

with an imagination tendency and understanding to their peers. They are emotional with a tendency to

arts and cultural interest.

• Assimilating (AC/RO): Individual that prefers to use information logically and concisely. This kind of

people is more interested in ideas and abstract concepts rather than establish social relationships. They

are more theoretical rather than practical with preference to lectures, theoretical and analytic models, and

scientific careers.

• Converging (AC/AE): Individual that finds a practical approach in ideas and theories. These learners

have solving problems capacity and decision making. At the same time, they prefer to work on technical

issues (careers related to technology) rather than interpersonal relationships. The people with this style

wants to obtain adequate information in experimenting with new ideas, laboratory tasks, and practical

applications.

• Accommodating (CE/AE): Individual that learns with practical experience to new challenges. The people

with this style makes decisions based on “intuition” rather than logical analysis. They depend on other

people to obtain information that its technical analysis. They are more adequate to careers on sales and

marketing, with preference in teamwork to do tasks, work on the field, and test different methods to solve

a problem.

The LSI questionnaire has different versions since its creation from 1971 until 2005. LSI has been used in

art college students, psychology, and business students with strong reliability in diverse populations. The LSI

has been tested in teens and adults with not intended for younger children [1]. The LSI has been translated into

many languages including Arabic, Chinese, French, Japanese, Italian, Portuguese, Spanish, Swedish, and Thai.

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Figure 2: Relationship between learning styles based on LSI [2].

Kolb’s work was examined by Honey and Mumford’s to create the Learning Styles Questionnaire (LSQ)

[19], an instrument derived directly from ELT. LSQ recognizes four learning styles based on people main

characteristics. Fig. 2 shows the learning styles, and are described as follows:

• Activist: Open minded individual to new experiences and challenges. The main activities for these

learners are brainstorming, and problem-solving.

• Reflector: Individual that consider the problem in different perspectives by analysis to obtain conclu-

sions. They tend to reflect the situation and listen before taking a decision. The main activities for these

individuals are interviews and self-analysis questionnaires.

• Theorist: This learner uses logic to build relations and incorporate all details into a problem with a

tendency to be perfectionists. The main activities for these learners are model analysis and background

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information.

• Pragmatist: Learner that applies theories and techniques in a practical manner, whose ultimate goal is

to try on a real scenario. The main activities for these individuals are case studies and problem-solving

discussion.

The questionnaire was initially designed with 80 dichotomous items in four groups of 20 items for each

of the four learning styles. The respondent answered each question with “agree” or “disagree” with the state-

ment related to the learning style. This instrument showed excellent test reliability in learning style detection;

intended to academy and industry.

Alonso, Gallego, and Honey developed a Spanish version of LSQ, named “Cuestionario Honey-Alonso

de Estilos de Aprendizaje” (CHAEA). The CHAEA was designed to be applied in university students. This

questionnaire is consisted of eighty questions as LSQ with four groups of twenty questions, corresponding to

the four learning styles distributed randomly. To each one of the learning styles, there are a set of charac-

teristics associated skills. For instance, active people have a tendency with innovation, creativity, experience,

leadership, desire to learn, and idea generation. Reflective people are more receptive, patient, eager to research,

and observation. Theoretical people are logical with clear objectives to make models, concepts, and theories

connections. Pragmatic people are realistic, efficient in decision making, enjoy experiment simulations on real

problems.

Then, Felder and Silverman [19] interested in the performance of engineering students decided to develop

a learning model based on two successive phases: reception and processing of information. In the reception

phase, the senses captured by external information and internal information in a thoughtful way is accessible

in the individual by selecting the specific knowledge and avoid the rest. On the other hand, processing may

involve reasoning or memorization. In the Felder and Silverman model, two learning styles were defined for

each of the four dimensions (sensing / intuitive, visual/verbal, active/reflective, sequential/global). A more

broad definition of each dimension is defined as:

• Perception: Sensing individuals are more practical in solving real-world problems. They are careful

in detail and prefer to learn from evidence and explicit material. While the intuitive individual adopts

concepts and theories seeing connections creatively and innovatively.

• Input: Visual individuals learn by seeing, images, flowcharts, or diagrams. Verbal individuals learn in a

textual representation in an oral or written form.

• Processing: Active individuals like to develop experiments or implement them, with preference to talk to

other members of the group. Reflective individuals think individually in the learning material.

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• Understanding: Sequential individuals that learn linearly. Global individuals that learn randomly and

even skip steps to find the solution.

Furthermore, it was created a questionnaire based on the Felder and Silverman [19] model named Index

of Learning Style (ILS). It is composed of 44 questions, where every question is focused on determining the

different learning styles of each. The scale for each learning style starts from the integer value between -11

and +11. For example, if a learner has a visual preference, it adds to the dimension related to the interaction of

information, while an answer for verbal subtracts to that dimension.

The majority of questionnaires are from testing purposes in adults, but to testing the learning styles in

children, it was created a new poll called CHAEA-Junior [20] to students in elementary education level and first

year of high school. This test detects the learning style of the students taken into consideration the psychological

children characteristics between nine and fourteen years old. The language was adapted to be understood by

the children and then tested to 258 students from Spain. At the first trial, it was selected 40 items from the

80 items from the CHAEA, 10 for each learning style scale. Then, for the second trial, it was increased the

questionnaire to 44 questions in a sample of 1594 students. The results proved the reliability of the CHAEA-

Junior questionnaire (CHAEA-JQ), and in a reciprocal way to the CHAEA itself. A summary related to the

literature review about the detection of learning styles using questionnaires is in the following Table 1.

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Methods Main Application Pros Cons

Kolb Learn-

ing Style

Inventory -

Version 3.1,

[1], 2005

Identification for

learning styles

based on Kolb

Learning Style

Inventory - Version

3.1

Strong reliability in art

college students, psychol-

ogy and business students

Not intended for children

Questionnaires

based on

psycholog-

ical traits,

[19], 2013

Comparing differ-

ent questionnaires

to identify learning

styles

No available No available

CHAEA

Junior Ques-

tionnaire,

[20], 2014

Learning style

detection using the

CHAEA-Junior

Questionnaire

in primary level

education and

first levels of high

school

Test evaluated in children No available

Table 1: Summary Table about questionnaire’s to learning styles detection.

2.3.2 Video Games

Video games have been used as entertainment to young generations in most of the cases. Although, video

games [21] can be used in the educational field to improve cognitive abilities, visual short-memory, spatial cog-

nition, boot memory capacity, promoting arithmetic performance, and mathematical skills enhancement. These

benefits are primordial to primary level students, between the age of four and twelve years old. Hence, in Bel-

gium, it was taken into consideration how second graders react by using a mathematics test, working memory,

and visuomotor skills in pre and post sessions; a comparison between two methods with a mathematical video

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game and paper exercises were taken into consideration. The experiment was done with 52 children divided

into two groups to test each method. During three weeks, the first group used the mathematical video game

named Monkey Tales, and the other group, math exercises in the paper. The module of the video used was

“Museum of Anything” determined to children in the third grade to test what the student learn in the second

grade. The game did not teach arithmetic skills, instead, motivated the student. It used an algorithm to be aware

of the learning curve and increase the difficulty of the exercises as it progresses. The mechanics of the games

were neutralizing a laser or shoot rockets. The presentation of the arithmetic problems and type of questions in

the mini-games were with the same level of difficulty than the paper’s exercises. At the same time, the students

were asked about how was the experience in the game with a scale of 12 items with components such as “great”,

“tiring”, “boring”, and “difficult”.

To the data analysis, it was calculated socio-demographic variables of each group, the variables group (gam-

ing vs. paper exercises), and session (pre-test vs. post-test). As results, after the mathematics test was done,

it showed that the students using video games obtained, working memory scores twice as better than the tradi-

tional approach. If the improvement was more significant in their working memory, the children finished faster

the post-test session. At the same time, there is a slight correlation between reaction times on the mathematics

test and working memory scores. The most attractive characteristic of this work is the students’ enjoyment

in using the mathematical video game in comparison with the children who practice traditional methods. In

spite of these findings, the researchers, due to the small sample size, failed in the correlation between enjoy-

ment scores and cognitive measures scores. Therefore, future research must be continued done to find evidence

between improvement in learning and enjoyment.

To enhance the mathematical skills in children, a group of researchers [22] proposed a serious Arabic game

to grant learning improvement in mathematics, and secure the pupils’ amusement. The video game main idea is

by single elimination of correct answers, a game environment, main character, and items in the game scene. In

the educational game, there is an adaptation by gaming rules to provide mathematical questions to the learner

with enjoyable activities in the gaming environment. For that purpose, three games were developed to promote

knowledge and competence. In this sense, the young pupils played the game with diverse content suggested

by the Ministry of Education from Saudi Arabia. The three games are: a) About the studied of integer and

decimal numbers (integer identification, multiple of 5 and 3, divisor of 9 and 4), by moving a helicopter to the

circles which serve as the right answers; b) About to perimeters and area calculations in geometric shapes; and

c) About units and measurement of lengths, weights, surfaces and volumes (multiples and fractions of each

measure and physical signification), where the right answers are selected by shooting them with a helicopter in

the game. The answers to the questions were represented with numbers on bubbles showing random trajectories

moved by arrow keys and mouse orientation. The game incorporated a starting number of lives that regulate

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the numbers of intents with sound effects responses to boost the player. The player needs to follow a certain

amount of rules to accomplish the game goal. The Arabic game learning environment has shown that it is a

way to develop cognitive level and mathematical skills in children to increase learning growth. However, the

game itself did not pretend to be an automatic diagnostic system, but it was a diagnostic assistance system.

So, the majority of games has been applied to enhance the mathematical skills of the alumni; however, at

that moment there was no exist a learning style recognition technique to provide a custom learning experience.

Therefore, a group of scientists [23] investigated about the learning style differences and attitudes between dig-

ital game-based learning among users with mobile phones. To collect the data, they used different instruments:

LSI, a digital game-based learning attitude instrument, and fun-flow experiences to study how participants re-

act to it. It was found that the users who use their mobile phones had a positive attitude regarding game-based

learning. These learners have better communication between their peers which grant problems solving skills,

faster thinking and better education. However, they need to be taking into account the knowledge about indi-

vidual differences to be linking to the design process. The game based learning environment, it is not just a fun

experience, but it should complement the diverse range of learning styles.

Figure 3: The four ADOPTA playing styles together with the learning styles of Honey and Mumford and of

Kolb [3].

Notably, a question arises of whether there exists a correlation between learning styles and playing styles to

the recognition of both of them. So, a group of researchers [2] developed a project named ADOPTA, outlined a

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family of playing styles games (Competitor, Dreamer, Logician, and Strategist) based on Kolb’s experimental

learning theory. In Figure 3, it is presented an explanation of each one of them as follows:

• Competitor: Players related to the Activist learning style, who prefer shooting and action games focused

on the competition. They can take risks and have fleeting thought in deciding tactics in the game. Also,

they are characterized by being open-minded and perceptive.

• Dreamer: Players related to the Reflector learning style, who prefer playing roles in a fantasy world of

avatars and observe the game-play. These players listen to the arguments of others by social interaction

and negotiation.

• Logician: Players related to the Theorist learning style, who prefer to analyze and solved patterns prob-

lems. They have efficient spatial awareness and contextual thinking. Each decision is taken in a rational

form by following the game rules, facts assimilation, and details precisely.

• Strategist: Players related to the Pragmatist learning style, who solves difficult tasks to find the most

efficient solution. They search to plan a strategy to test a hypothesis and take decisions. These players

do not enjoy shooting without reason.

Hence, ADOPTA focused on individual gameplay preferences can be used in the courseware adaption,

applying these game playing styles along with the learning styles of Honey and Mumford. To the identification

of critical features in the ADOPTA game playing styles, there was employed two questionnaires: i) ADOPTA

PSQ, a survey consisted of 40 dichotomous questions divided into four groups of 10 questions, corresponding to

the four playing styles; and ii) Honey and Mumford LSQ with 40 dichotomous questions, to expect correlations

of ADOPTA playing styles with the Honey and Mumford’s learning styles.

The experiment was done in 2015 with 315 Bulgarian respondents’ students at Sofia University “St Kl.

Ohridski”, Technical University of Sofia, and Plovdiv University “P. Hilendarski”. It was used the two ques-

tionnaires LSQ and ADOPTA PSQ, and two other surveys to stored information about the students’ demogra-

phy, and gaming experience. It was found that the most preferred types of games were: strategy, serious games,

RPG and puzzles, and the results for playing styles are similar to learning styles as being that both style families

are based on Kolb’s experimental learning theory.

Mainly, they concluded that Competitors tend to like fighting and shooter games, Dreamers play more

puzzles than other gamers, Strategists prefer strategy games and RPG, and Dreamers, Logicians, and Strate-

gist appreciate playing serious games. So, there exists a strong correlation between ADOPTA playing styles

and Honey and Mumford’s learning styles in a reliable analysis. Though, the research must be improved by

increasing the sample size of respondents and add more items in the ADOPTA PSQ.

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Several study cases have been performed using a set of questionnaires in papers or web-based learning.

Nevertheless, one obstacle is that the students are bored easily and likely to give answers randomly without

taking into consideration the meaning of the question, obtain it an inaccurate classification. But, as nowadays

children and teens played video games for a significant amount of time with a noticeable attraction of them.

A group of researchers [24] decided to develop an entertainment video game named “The Adventure Hero”.

It is based on ILS in two dimensions: (Visual/Verbal) and (Active/Reflective), where the game decisions are

retrieved from the students’ answers in the game, a tool to develop understanding and learning style recognition.

“The Adventure Hero” was structured in two phases corresponding to the learning styles dimensions. It

allows students enjoying in the interactive game story with different situations, and learning personal recom-

mendation to improve its performance. The learning style could be diagnosed by the collection of the selected

responses on a series of quests. The game was developed of 11 questions with two answers to choose. The

obtained results were supported by five experts in education and game design to improve the mechanics in

the video game. The excellent property of this game is that it uses the main character in the story named Mr.

Hero, representing the student. While the avatar is walking in different adventures, it needs to communicate

with several aspects to retrieve the answer from the quest, by a selection in one of the icon responses. After the

game was finished, the 11 quests items were analyzed to diagnose the learning style intensity. The experimental

results were based on 79 first-year undergraduate students by completing the original ILS and then playing the

video game. The data stored in the experiment were the responses, time spent on the original ILS, time spend

on the game, learning style results, and a point scale questionnaire for perceptions and acceptance towards the

game.

Besides, it was found that the engaging game story “The Adventure Hero” could be used as a tool for

any student struggling with learning at school or university, and as a new way to bring changes in teaching

methods. This game obtained high accuracy in the detection of two dimensions of learning styles as a reliable

tool for learning style measurements. Despite, there are certain limitations such as lack of covering other ILS

dimensions, and in-depth research in gender differences, behavior patterns, and post-learning performance.

Also, another study [25] proposed the learning style detection in the ILS perception dimension in a video

game by tracking specific metrics (results obtained, the time elapsed, and levels) related to the student per-

ception recognition in a puzzle game named “Equilibrium”. The educational environment was personalized

immediately after the style detection and the monitoring in the game allowed to update in the system. The

puzzle rules were related to the placement of some figures (balloons and weights) in a balance such that the

torque of the figures was zero. The torque was given by multiplying the weight of the figure by the distance

from the balance’s center to the cell in which it was placed.

The experiment was done with a group of 63 junior Computing Science students in the context of courses

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such as Exploratory Programming, Artificial Intelligence, and Software Engineering. The students were asked

to play different games, being one of them, the game “Equilibrium”. Precision detection was high in analyzing

how the student interacted with games, the researchers were able to predict the students who prefer to solve

complex problems and adopt detailed information. But one disadvantage was the sensitive detection to students,

who played a few times. As a result, little information could be retrieved to provide an accurate classification.

In that sense, a researchers group proposed an innovate approach to recognize the playing styles based

on the Kolb’s experiential learning theory [3]. This approach provided the opportunity to predict the learning

style of the player by multiple linear regression taken into consideration metrics in the game (task result, task

efficiency, and task difficulty), and self-report by the ADOPTA PSQ. Tasks as shooting, puzzle solving, and

discovering can be applied in the Competitor, Dreamer and Logician style, during fast decision making and

strategic vision in the Strategist style. The game was created to detect the playing styles, and it was known as:

“Rush for Gold”. The tasks are shooting, discovering gold bars or puzzle solving applied in the Competitor,

Dreamer and Logician style, while planning and problem solving was used in the Strategist style. As well,

emotions were inferred using Electrical Design Automation (EDA) signal to record facial expressions. The

main goal of the game was automatic recognition of playing and learning styles, in an educational maze about

business management.

To the research validation, it was done the first trial with 34 volunteers with the game demonstration, game

sessions, ADOPTA 40 items PSQ, and a post-game questionnaire. As a result, the research found that there

was a strong correlation of playing styles reported by ADOPTA PSQ with learning styles measured by Honey

and Mumford’s LSQ. The method of linear regression had higher accuracy than structured interviews. There-

fore, both methods were capable of not only recognize the ADOPTA playing styles but Honey and Mumford’s

learning styles. Although, improvement is to estimate another family of playing styles with other explanatory

variables, and to enhance the performance metrics of the game by using the emotional state. A summary re-

lated to the literature review about the detection of learning styles using video games is in the following Table 2.

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Methods Main Application Pros Cons

Game based

on learning

to mobile

users, [23],

2006

Investigation of

Learning Style

Differences and

Attitudes toward

Digital Game-

based Learning

among Mobile

Users

Positive attitude toward

the digital game-based

learning

Lack in accommodating

learning styles

Mathematical

digital

games and

paper exer-

cises, [21],

2014

Comparing the ef-

fects of a math-

ematics game and

paper exercises

Significant correlation be-

tween the gains in the

working memory scores

and the changes in the

time required to complete

a computer mathematics

test

Enjoyment scores were

not significantly corre-

lated with the gains in the

cognitive measures

Video

Games and

Naive Bayes

Classifier,

[25], 2014

Detecting students’

perception style by

using games and

Naive Bayes Clas-

sifier

High precision in the per-

ception style of the stu-

dent

Sensitive detection to stu-

dents who played few

times

Serious

games in

mathemat-

ics, [22],

2016

Enhancing young

children’s math-

ematics skills

using serious game

approach

Help students improve

their cognitive level and

accelerate the learning

process

The game is not an auto-

matic diagnostic system

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Methods Main Application Pros Cons

Story-based

Mobile

Game, [24],

2017

Diagnosing Learn-

ing Style and

Learning Sugges-

tion based on ILS

with an interac-

tive Story-based

Mobile Game

Application

High-level recognition on

two dimensions of learn-

ing styles

Cover just two ILS di-

mensions

Playing and

learning

styles ques-

tionnaires,

[2], 2018

Recognizing play-

ing styles based on

experiential learn-

ing theory

Strong correlation be-

tween ADOPTA playing

styles and Honey and

Mumford’s learning

styles in a reliable

analysis

Small sample size of re-

spondents

Adaptive

video game,

[3], 2018

Recognition of

playing and learn-

ing styles

High accuracy automatic

recognition of both play-

ing and learning styles

based on the Kolb’s the-

ory of experiential learn-

ing

Estimation of only one

family of playing styles

Table 2: Summary Table about video games to learning styles detection.

2.4 Predictive Learning Styles Detecting Models

Learning styles play a critical role to determine an efficient learning environment. In the traditional model has

been done by questionnaires, although they have been reliable in the detection. There is a problem, the lack

of enthusiasm by the students. For this reason, new approaches had emerged, such as video games, a potential

tool for learning style detection. It has an advantage in comparison with questionnaires since the information

to the detection is found by the student’s interaction with the system, instead of answering several questions on

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paper. So, it has been used data-driven techniques that are more familiar with computer science researchers to

promote detection and improvement [10].

These techniques are Decision Trees, Genetic Algorithms, Neural Networks, Bayesian Networks, among

others. Decision trees are a classifier method able to be understandable by human beings. Two stages compose

this technique: building and pruning, being the most common algorithms for learning style recognition ID3,

C4.5, J48, and NBTree. At the same time, genetic algorithms can detect the learning style where each gen rep-

resents a student action in the system with new populations that show the student’s learning styles. Notably, the

most popular methods with accurate results have been ANN and BN. ANN is reliable in the speed of execution,

the ability to update extra parameters and generalize from specific examples. ANN approach often has been

presented with one input layer that contains the answers from questionnaires [26], interactions in a web system

[27], or data from Conversational Intelligent Tutoring System [15]; one hidden layer compounded of a differ-

ent number of neurons; and the output layer represented by learning styles based on Honey and Mumford, or

Felder and Silverman theories [28]. Meanwhile, BN is required as natural representation in a probabilistic way

with efficiently in encoding uncertain expert knowledge to learning style detection. This approach commonly

has been compounded by specific characteristics in the parent node; and in the children node, the learning

styles. BN have used the interactions in a Web-based education system to track for instance: how much time

the student takes to review a quiz or to finish an assignment [29], [30]. Also, BN can provide with an initial

information adaption related to the learning style and students’ preferences by the user interactions [31]. These

are the reasons that in this work have been used, these two predictive learning styles detecting models [10].

2.4.1 Artificial Neural Networks (ANN)

Artificial Neural Networks are computational models that simulate the neurons in the brain and had been applied

in the learning style recognition. The input layer is used to track the student behavior, the hidden layer to

the processing, and the output layer to the learning style detection. One approach proposed was the Fuzzy

Cognitive Maps (FCM) [32], a combination of fuzzy logic and neural networks techniques according to the

Kolb classification of learning styles. The inner layer takes the four learner profiles, while the output represents

the measurable learning activities to be diagnosed by the machine. Through this development, the researchers

were able to obtain a procedure to the learner’s profile and afterward provided to the student with its custom

material. By the machine appropriate diagnostic tests, it produced membership in fuzzy sets to the learning

style recognition. One disadvantage was human experts dependency and learner’s responses.

So, learning styles are essential in educational hypermedia systems. Hence, a group of researchers [27] used

a scheme composed by browsing behavior in a web-based educational system. The input layer represented the

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learners’ browsing behavior. The factors used were: usage of embedded support devices, link types selection

and navigation between visited/unvisited nodes; while the number of outputs is equivalent to the number of

learning styles. The system was tested by answered 36 items from a questionnaire on 121 undergraduate stu-

dents majoring in Information Management of Chung-Hua University, Taiwan. As a result, the researchers were

capable of identifying the learning styles by using ANN with data extracted from the web-system. However,

one disadvantage was the small sample and the target population.

Even, that approach could be used in an adaptive user interface for e-Learning by learning style recognition.

For instance, a group of researchers [33] adopted ANN to recognize the learning styles in the users. The data

was gathered from the users’ logs during website navigation to find potential patterns in learning style acqui-

sition. The data was captured and stored in a database called Learning Repository, used in the Classification

Manager to provide with the appropriate user interface. The outcome was an automatic mechanism for style

recognition to the students.

At the same time, another study [15] used ANN to learning style prediction by using data from a Con-

versational Intelligent Tutoring System (CITS). The CITS is named Oscar, a live online system that tried to

emulate a human tutor by natural language tutorial. CITS predicts the learning style based on a set of rules

based on the Felder-Silverman model. However, a more robust model could be used depending on the inter-

actions with the system. The students’ answers and behaviors in the platform were captured, along with the

score given by the CITS. Therefore, they found specific attributes to put in the ANN related to the Processing

and Understanding dimension from Felder and Silverman. They obtained a high accuracy in the percentage

learning style detection, but further research to the other dimensions must be done to recognize the individual’s

learning style. Also, in [34], it was used the ANN technique to the identification of learning styles based on

the Felder-Silverman model using the four dimensions. The inputs were behavior data in a university course,

and the target was the learning style identified with the ILS questionnaire. They obtained the data from 127

computer science undergraduate students and found a high precision in learning style detection. This technique

can be applied as information to teachers to improve the learning style information to their students.

2.4.2 Bayesian Networks (BN)

Bayesian Networks have been applied to learning styles detection in the network precision to classify students.

BN represents a particular probability distribution and is associated with a set of conditional probability tables

(CPT) and nodes that represent learning style with specific characteristics. In [29], features were extracted

from the Web-based education system, with the relationship between each one of the nodes. The values of the

probabilities and CPT were obtained from the expert knowledge and experimental results with a mathematical

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model based on Bayes’ theorem. For instance, factors analyzed as: whether the students revise the exams, and

how long the revision takes if it is considered the perception of the student. The probabilities were updated

parameters based on student behavior until it reaches an equilibrium. Therefore, it was evaluated 27 users in an

Artificial Intelligence course taken by Computer Science Engineering students to their learning style detection.

As an outcome, it was found a high precision in determining the perception style of the student. But, there were

mismatches in the understanding and processing dimension by the small sample size.

As well, Bayesian Networks can be used in expert systems to detect the learning style of the students.

In [35], the students answered a questionnaire, and they choose the answer in a randomly way. It takes im-

provement in choosing BN on an expert system that takes under consideration learner’s responses to the LSI

questionnaire to the classification of learners. The model was built on a set of learning styles corresponding

to a class, with a set of user responses in a binary way “yes” or “no”. Meanwhile, the conditional probability

was equivalent to the ratio of users who answers the questionnaire and after classified to a class. There was a

training of the BN by a classification via the LSI questionnaire. Then the application was tested, although it

was not used with real users.

Besides, a new Bayes model [31] was developed to adapt the initial information based on the learning style

and students’ preferences by observing the user system interactions. It was used as a learning style model and

decision model. The learning style model was represented with a BN, based on Felder and Silverman ILS.

In the decision model, was a BN Classifier to provide the right material to the student. It was composed by

selecting the appropriate objects to the learning style according to the characteristics of the students, prediction

of learning objective by BN, and the adequate knowledge to enhance the learning goals. A list of variables

represents the learning style with possible values such as the Input dimension equivalent to visual or verbal.

The model was able to obtain the recommendable learning object and the learning styles characterization of the

students. At the same time, generated data was managed to verify the classification of the initial model.

At the same time, to promote a better prediction in the learning style of students. A study [30] tackled

an uncertainty model developed in the LMS Moodle based on Felder-Silverman Learning Styles and Bayesian

Networks. The research was done with two groups of students from the Universidad Nacional de Loja and the

Universidad Internacional del Ecuador. It was established the Bayesian Network modeling in the virtual system

according to the resources and activities in the web-system. Being the parent nodes the web system interaction

and the children nodes to the learning style dimension such as perception or input. It was created a course related

to the “Bayesian networks introduction” to test the interaction in the system with 27 Ecuadorean undergraduate

students. Finally, the study allowed to predict the students’ learning styles by the Felder-Silverman theory.

One task that can be improved is the definition of the resources and activities variables in the virtual learning

environment in LMS Moodle. A summary related to the literature review about the automatic learning styles

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detection using Artificial Neural Networks and Bayesian Networks is in the following Table 3.

Methods Main Application Pros Cons

Combination

of Fuzzy

Logic and

Neural

networks

techniques,

[32], 2004

Learner’s Style and

Profile Recognition

via Fuzzy Cogni-

tive Map according

to Kolb classifica-

tion

Direct use of machine

diagnostic test to the

learner’s style recognition

Dependence on human

experts and the learner’s

responses

Multi-layer

feed for-

ward, [27],

2005

Learning styles

recognition of

learners by ob-

serving browsing

behavior through a

neural network

Learning style identifica-

tion with an acceptable

level

Small sample size and

tested in college students

Bayesian

Networks,

[29], 2007

Detecting students’

learning styles by

using Bayesian

Networks in the

Felder and Silver-

man learning styles

model

High precision in de-

termining the perception

style of the student

Mismatches were found

in the understanding and

processing dimension

Expert sys-

tem based

on Bayesian

Networks,

[35], 2007

Learning styles’

estimation using

Bayesian Networks

New Bayesian Network

classification model to

learning styles

No tested with real learn-

ers.

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Methods Main Application Pros Cons

Bayesian

Model, [31],

2009

Update in the

learning styles

based on the stu-

dent Bayesian

model and its

preferences

Adaptive learning envi-

ronment applying learn-

ing styles

No tested with real users,

generated data

An artificial

neural net-

work with

an adaptive

user inter-

face, [33],

2010

Learning style

identification using

Artificial Neu-

ral Network and

Felder and Sil-

verman Learning

Styles for adaptive

user interface in

e-learning

Automatic mechanism for

style recognition

No information about the

users that test the systems

Multilayer

Perceptron

Artificial

Neural Net-

work with

a conver-

sational

intelligent

tutoring

system, [15],

2013

Profiling learning

styles from a con-

versational tutorial

using a multilayer

perceptron in the

Felder and Sil-

verman learning

model

Test with real captured

data with the conversa-

tional tutorial

Used only two Felder Sil-

verman dimensions

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Methods Main Application Pros Cons

Bayesian

Networks,

[30], 2014

Students Learning

styles’ prediction

using Bayesian

Networks in virtual

environments

Efficient accuracy Improvement in the con-

ditional probabilities ta-

bles

Artificial

intelligence

models to

automatic

learning

style recog-

nition, [10],

2015

Literature review

about methods

to allow auto-

matic detection of

learning styles

No available No available

Artificial

Neural Net-

works, [34],

2015

Learning styles

identification using

Artificial Neural

Networks in the

Felder and Silver-

man learning styles

model

Efficient accuracy in arti-

ficial neural network ap-

proach to identify student

learning styles

Small sample size and tar-

get population

Table 3: Summary Table about Artificial Neural Networks and Bayesian Networks to learning styles detection.

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3 Techniques for Learning Style Detection

The majority of techniques used to detect learning style recognition have been static methods such as question-

naires, and in most of the cases, it has been applied to undergraduate students. However, children in their early

years in the schools are the primary population to future career development. In that sense, it was chosen as a

static method, the CHAEA-JQ, by its reliability in educators and academic counselors to test children [20].

Certainly, CHAEA-JQ has been a technique used in decades by has been a tool that produces boredom in the

student assessment. For this reason, to provide entertainment in the evaluation of learning style identification,

in recent years, has been used video games. Being the reason that in this work, it has been developed video

games to recognize the learning style focused on ADOPTA playing styles based on Kolb work [36].

The previous techniques are non-predictive ones, in that sense, new research in Artificial Intelligence tech-

niques for learning styles detection have emerged to provide automatic learning style recognition. ANN [37]

was chosen as being recognized as a reliable technique in the speed of execution and the updating of parame-

ters. Such that the input in the network are variables related to the characteristics of the students based on their

questionnaire answers, and the output is represented as the percentages from the game’s score. Also, to obtain

the relation between certain variables such as parent nodes (Mini-Games and Answer Time) with the children

node (Learning Styles), it was chosen BN [29] to represent the relation between them. So, four techniques, two

non-predictive (CHAEA-JQ, video games), and predictive ones (ANN, BN) have been selected to gathering

data to recognize the students learning style.

This chapter presents a brief overview of the methodology used in this work, and next, it is divided into

four subsections: CHAEA-JQ, mathematical Mini-Games, ANN, and BN.

3.1 Methodology

The general process in this work can be seen in Fig 4. The first step was the research about related works that

detect students learning styles with the use of questionnaires, video games, and artificial intelligence techniques.

Then, it was targeted a sample of 100 students from primary level education level from the school “Teodoro

Gomez de la Torre” (Ibarra-Ecuador). Besides, it was started the development of the tools used in this research

that will explain after on, and finally, after the student was tested with the different learning styles models, it is

possible to detect the learning style of each student.

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Figure 4: General block steps to detect the learning styles.

A detail explanation about the learning styles models detection can be seen in Fig. 5. After the imple-

mentation of the CHAEA-JQ in the web-system, mathematical Mini-Games in C# programming language, BP

algorithm in Matlab and BN in C# programming language. It was done the first trial, where the students an-

swered the CHAEA-JQ and played the mathematical Mini-Games to gather data to be applied in the BP. In the

second trial, the CPT tables were created based on the data obtained before. Then the students played the math-

ematical Mini-Games where it was included the BN algorithm. To finally, with the four techniques obtained

the learning styles percentages in the testing sample from the students.

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Figure 5: Detail steps to detect the learning styles.

3.2 Methods

3.2.1 CHAEA-Junior Questionnaire (CHAEA-JQ)

CHAEA-Junior is a questionnaire to students in the elementary education level and first years of high school.

It is based on Honey and Mumford learning model. The test identifies the learning styles preference of the

students (output) by a set of questions written according to the psychological children characteristics (input).

It is characterized by its usability, and speed, both in its application and in its correction by counselors and

teachers.

The standard questionnaire is presented in a single folio sheet consisted of 44 questions, distributed ran-

domly, with four groups of 11 items corresponding to the four learning styles: Activist, Reflector, Theorist, and

Pragmatist. The absolute score obtained in each style is a maximum of 11, showing the level reached in each of

the four Learning Styles. The student needs to answer by drawing a circle in the item that he/she agreed. Oth-

erwise, it can leave the item without surrounding. On the back of the folio, four columns of numbers belonging

to each of the four Learning Styles are presented to define the student’s preferred learning profile.

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Figure 6: CHAEA-Junior Block Diagram.

In Fig. 6 shows that to this research it was selected randomly 24 questions from the standard question-

naire due to time constraints in the experiment, and to avoid boredom in children. Each group of 6 questions

represents a learning style, and it was not used a folio sheet as the standard version. Instead, the questions

were written in a web system to this research purposes. The questionnaire was developed using Unity 3D, C#

programming, and MySQL database, as seen in Fig. 7 to a better description of the client/server architecture. In

Fig. 8 there is an example from the web-system. It is composed of interactive questions, entertainment music,

an animated green avatar in the right-bottom screen, colorful background, and clear font size. A “next button”

was added that is activated after 5 seconds to verify that the student has a recommendable time to answer the

twenty-four questions.

The student needs to check in a check-box if he/she is agreed with that question, this will be equivalent to

increase the score in that corresponding learning style. Otherwise, if he/she disagrees, the check-box will be

empty and equivalent to no increase in the score in that learning style. Then, these answers are represented in

a binary way, 1 (agreed) and 0 (no agreed) to apply a binary sum to recognize the learning style of the student.

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(a) Architecture Diagram (b) Deployment Diagram

Figure 7: (a) Architecture and (b) Deployment Diagrams in the Web Application.

Figure 8: Screenshot from the CHAEA-Junior Questionnaire.

3.2.2 Mathematical Mini-Games

This method is compounded by four mathematical Mini-Games. That identifies as output the learning styles

percentage of the students. This method is composed of a set of 96 mathematical questions, being 24 questions

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designed according to each Mini-Game playing style. The input is represented by the game scoring achieved

in each mathematical Mini-Game at the first playing session.

For this work, it was developed 2D mathematical Mini-Games using the Unity 3D engine, C] programming

language, PHP, MySQL, and sprites with different colors representing the avatars in the game. The Mini-Games

were embedded in a Web Application, the software architecture can be seen in Fig. 7. The objective is to solve

basic mathematical operations: sum, subtraction, multiplication, and division. Each mathematical operation is

composed of two numbers and the symbol to represent that operation. Taken into account the topics in the book

from the “Ministerio de Educacion del Ecuador en Matematicas”, and advice from different teachers from the

school “Teodoro Gomez de la Torre” (Ibarra-Ecuador). The Mini-Games are integrated by three levels, in the

following way:

• Level 1: number 1 (1 - 30), number 2 (1 - 15)

• Level 2: number 1 (31 - 60), number 2 (16 - 30)

• Level 3: number 1 (61 - 100), number 2 (31 - 50)

Each Mini-Game was designed based on ADOPTA playing styles based on Kolb’s learning styles. At the

same time, each one of them has an interactive and friendly user interface for the children with specific colors

and engaging music. The student played four mathematical Mini-Games (Competitor, Dreamer, Logician, and

Strategist).

The Competitive game as seen in Fig. 9 has the mathematical question in the upper part of the screen with

a spaceship avatar. The avatar shoots to the correct answer between three possible answers, at this moment is

heard a sound with the rocket exploiting.

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Figure 9: Screenshot from the Competitive Mini-Game Style.

In the Dreamer game as seen in Fig. 10 it was developed a puzzle game, the mathematical operation is in

the middle of the screen with a missing piece. The answer to the mathematical operation must be chosen from

the three possible answers on the right side of the screen. Also, there is an interactive green avatar that opens

and closes the mouth to mimic an avatar talking being a characteristic that attracts the Dreamer style.

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Figure 10: Screenshot from the Dreamer Mini-Game Style.

As seen in Fig. 11 the Logician game was designed with cards games. At the screen center, there is the

mathematical operation with two numbers, and in the bottom, there are three possible answers. The Logician

has a preference to answer in a step by step process reason, so the student has to see the question and then press

the correct answer.

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Figure 11: Screenshot from the Logician Mini-Game Style.

In Fig. 12 is shown the Strategist game composed in an RPG format, first-person video games with obsta-

cles. In this sense, the mathematical operation is in the upper part of the screen, and the green avatar must walk

and jump to shoot bubbles to the correct answer. The three possible answers are in different blocks to challenge

the student.

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Figure 12: Screenshot from the Strategist Mini-Game Style.

3.2.3 Artificial Neural Networks (ANN)

This work proposes an Artificial Neural Network design compounded by three kinds of layers: an input layer,

hidden layers, and output layer as it is depicted in Fig. ??. Where the input layer contains the neurons that

receive as entry data the CHAEA-Junior answers of the 24 questions from the questionnaire, and the target are

the percentage of each learning style obtained from the mathematical Mini-Games based on ADOPTA styles.

To calculated this percentage, after the student answer the questions in each Mini-Game, it was measured the

percentage of each one by the division between the score obtained in each Mini-Game divided by the maximum

score between them, which have been applied to the training students’ group. The output layer contains the

neurons that provide the prediction of the student learning style which is correlated with ADOPTA styles.

The network learning process takes the input neurons and the expected output neurons, in order to update the

weights on the internal neurons of the one hidden layer layers until getting the most likely computed output

neurons with respect to the target. The network learning process uses the BP algorithm in order to propagate

back the derivative of the error function from the end to the start of the network. The difference between the

result from the target and the output of the BP is used as a back propagation error.

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Figure 13: Top-level architecture of the artificial neural network approach.

The BP main equation is given by equation 1, where oi is the output of the neuron belonging from the

hidden ni, p represents the synaptic potential, wij are the synaptic weights between neuron i in the current

layer and the neurons of the previous layer with activation oj . Therefore, the sigmoid activation function is

computed as shown in equation 2.

oi = s(n∑j=1

wij · oj) = s(p) (1)

s(x) =1

1 + e−βx(2)

The BP algorithm objective is to reduce the error obtained by modifying the synaptic weights, to get a

minimum difference between targets and network outputs. The error is given by equation 3, where the first sum

is computed on the p patterns of the data set and the second sum is calculated on the N output neurons. ti(r) is

the target value for output neuron i for pattern r, and oi(r) is the response network output.

E =1

2

p∑r=1

N∑t=1

(ti(r)− oi(r))2 (3)

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The synaptic weights between two last layers of neurons are given by 4, where η is the learning rate and

s′ is the derivative of the sigmoid function oi, and the other weights are modified according to deltas (δ) that

propagate the error.

4 wij(r) = −η∂E

∂wij(r)= η[ti(r)− oi(r)]s′i(pi)oj(r) (4)

For this work, code routines in Matlab were developed for the calculations of the neural network output,

deltas, weight updated, and transfer function. The code was implemented based on the standard formulas

from the BP algorithm. Data from the database of the binary CHAEA-JQ answers, and the scoring of the

mathematical mini-games was saved in a .csv format file. This data was used in the BP algorithm to the

training and testing procedures for the algorithm. The implementation is hosted on [38].

3.2.4 Bayesian Networks (BN)

This work proposes a Bayesian Networks design composed of nodes and arcs that represent the relationship

between them, with parent nodes and a children node. The parent nodes are the Mini-Games and Answer Time

(input), while the children node represents the Honey and Mumford Learning Styles (output).

In this sense, a BN model shows the relationship between the learning styles with the respective features.

The BN is shown in Fig. 14, where the parent node known as Mini-Games has four states: Competitive,

Dreamer, Logician, and Strategist based on ADOPTA playing styles. In the initial state has a value of 25%

each one of them. The values are changed depending on the answers of the mathematical questions in the

Mini-Games. The parent node named Answer Time has two states: High (0-6.5 seconds), and Low (6.6 - 13

seconds). Each one has a value of 50% at the beginning phase. Then, the children node denominated Learning

Styles has all the possible combinations of learning styles values: Activist, Theorist, Pragmatist, Reflector,

Activist/Reflector, Activist/Theorist, etc. At the initial stage, each one of them starts with 0% and it increases

according to the interactions between the student and the web-based games system by analysis of the answers

from the mathematical questions using the different Mini-Games and the Answer Time that took to resolve them

with the various levels. After, a certain amount of time, the nodes are updated as is shown in Fig. 15. Each

parent node has a CPT table calculated from expert knowledge (CHAEA-JQ) by identifying qualitative problem

aspects, such as direct relationships between the problem variables, and experimental results. CHAEA-JQ and

the results obtained from the interaction with the system are used in the training phase respectively.

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Figure 14: Initial state Bayesian Network diagram.

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Figure 15: Bayesian Network updated after the student answers the question.

Bayesian Networks are based on the Bayesian rule P (H|E) = P (E|H)P (H)P (E) , where:

• H is a probability variable that denotes a hypothesis existing before evidence.

• E is a probability variable that expresses observed evidence.

• P(H) is the prior probability, the hypothesis’ initial value.

• P(H | E), represents the conditional probability of H given E, which is called posterior probability. P(E

| H) is the conditional probability of occurring evidence E when the hypothesis is true. Where, the

likelihood ratio is P(E | H) / P(E), but P(E) is a constant value. So, it can be considered P(E | H) as a

likelihood function of H with an E fixed.

• P(E) is the probability of occurring evidence E with all mutually exclusive hypotheses cases.

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In a general setting for probabilistic inference is defined a set L of propositional variablesL = {L1, L2, ..., LN}.

The evidence are the variables in a subset E of L which have certain definite values, E=e (true or false). To

calculate the conditional probability, P(Li=li |E = e), it is defined that any variable Li has value li, given the

evidence. This process is called probabilistic inference. Since Li has the value true or false, there are two

conditional probabilities, P(Li = true | E=e) and P(Li = false | E=e). Using the definition for conditional

probability, it is found:

P (Li = true|E = e) = P (Li=true,E=e)P (E=e)

P (Li = true|E = e) is obtained by using the rule for calculating joint probabilities:

P (Li = true,E = e) =∑

Li=true,E=e P (L1, ..., Lk)

So the marginal probability values of the learning style node are found with the values of independent

nodes. For example, if the student has the learning style activist as the dominant learning style, the probability

is P(LS=Activist |Mini-Games, Answer Time). The general form in the equation can be formulated as:

PLSBN = p(LS = K |MG,AT ) = p(LS = K |MG = C,AT = H)p(MG = C)p(AT = H) +

p(LS=K

|MG = C,AT = L)p(MG = C)p(AT = L) + p(LS = K |MG = L,AT = H)p(MG = L)P (AT =

H)+p(LS = K |MG = L,AT = L)p(MG = L)p(AT = L)+p(LS = K |MG = S,AT = H)p(MG =

S)p(AT = H) + p(LS = K |MG = S,AT = L)p(MG = S)p(AT = L) + p(LS = K |MG = D,AT =

H)p(MG = D)p(AT = H) + p(LS = K |MG = D,AT = L)p(MG = D)p(AT = L)(5)

The variables can be represented as LS (Learning style), Mini-Games (MG), Answer Time (AT), Compet-

itive (C), Logician (L), Strategist (S), Dreamer (D), High (H), Low (L); and where K could be replaced by

Activist, Theorist, Pragmatist, Reflector, or any combination of each learning style and the web-based games

system.

The proposed algorithm calculates the learning styles probabilities, taken into account the prior Mini-Game

probability and prior Answer Time probability. Each one initializes on a certain value, and the posterior learn-

ing style probability is initialized in zero. There are an increment and decrement of an established quantity

according to the answers applied of the student to update the percentage in the Mini-Games and Answer Time.

Finally, after answering questions, the posterior learning style probability is updated and the level of the video

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game is increased. The game session with BN was twenty-one minutes, where the values of the nodes are

updated.

This algorithm was developed in C# programming, and embedded in the Mini-Games based on ADOPTA

playing styles. Where the posterior probability was updated based on the parent nodes. The implementation is

hosted on [38].

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3.3 Experiment Set-up

In the experimental set-up were considered certain conditions, availability in the primary school, time in data

recollection, and resources for this project. So, this subsection is divided in the instruments used, participants,

data recollection and preparation to then be calculated by specific metrics.

3.3.1 Instruments

To identify the percentages of learning styles in each student, it was used the 24 questions related to the

CHAEA-JQ, and 24 mathematical questions based in each Mini-Game. The total game session was composed

of 96 mathematical questions of four basic operations (addition, subtraction, multiplication, and division). The

data from the CHAEA-JQ and the Mini-Games was used in the BP algorithm. Finally, a game session was ap-

plied to the students in 21 minutes. The school computer laboratory was composed of twenty DELL computer

machines, with 512GB, 8GB RAM and Operating System Windows 10.

3.3.2 Participants and procedure

The participants in the experiment were 100 students in seven-grade from the school “Teodoro Gomez de la

Torre”. The students were divided into groups of 20 students to be part of the experiment given by the laboratory

capacity. In the beginning, a presentation of 10 minutes was given to the students in order to prepare them to

understand the mechanics or questions in the Mini-Games. Then, it was necessary two trials, in the first trial,

the students took the interactive CHAEA-JQ in the web-system, and play the Mini-Games based on ADOPTA

playing styles. These data were used in the BP algorithm, and to train the BN. In the second trial, it was selected

20 students randomly to test the algorithm based on BN in a 21 minutes game session.

3.3.3 Data Preparation

Experiments were carried out over collected data of 100 students between 11 and 12 years old of the school

“Teodoro Gomez de la Torre” (Imbabura-Ecuador), which are divided randomly into two data sets, 80% for

training and 20% for testing phase. The four methods, CHAEA-JQ, Mini-Games, ANN, and BN, were evalu-

ated on the testing set.

3.3.4 Quality Metrics

The ability to identify the percentage of each learning styles that have a student was measured through met-

rics such percentage for learning style recognition for CHAEA-JQ (PLSJQ), Mini-Games (PLSMG), ANN

(PLSANN ) and BN (PLSBN ). PLSANN corresponds to the output of the network in equation 1, PLSJQ for

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each learning style is given by equation 8, PLSMG for each learning style based on ADOPTA playing styles

is given by equation 11, and finally PLSBN it can be found with the equation 5. PLSJQ takes into account

the Summatory of Each Learning Style (SELSL), and the Summatory of all questions related to the Learning

Styles (SLSJQ).

SELSL =

6∑j=1

qLj (6)

where qLj = 1 if it is check the checkbox, and qLj = 0 if it is not check the checkbox.

SLSJQ =

24∑j=1

qj (7)

PLSJQ =SELSLSLSJQ

(8)

PLSMG is calculated with the Summatory of each Learning Style based on ADOPTA playing style (SELSADOPTA)

in each Mini-Game level, and the Summatory of all the scores related to the Learning style based on ADOPTA

playing style (SLSADOPTA).

SELSADOPTA =

3∑level=1

8∑m=1

qADOPTAlevel,m (9)

where qADOPTAlevel,m = 1 if it chosen the correct answer in the Mini-Game, and qADOPTAlevel,m = 0 if it is chosen

the incorrect answer in the Mini-Game.

SLSADOPTA =

96∑j=1

qj (10)

PLSMG =SELSADOPTASLSADOPTA

(11)

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3.3.5 Experiment Description

It is assessed the quality metrics achieved by the four analyzed methods. Several experimental tests have been

performed in a group of children by answer the questions in the CHAEA-JQ and by answering mathematical

questions in the Mini-Games. An example of one of the questions to the Theoretical learning style is:

� Estoy seguro de lo que es bueno y lo que es malo, lo que esta bien y lo que esta mal.

To test CHAEA-JQ, each student answered 24 questions in an interactive web-system. The answers are

captured in the system, with 1 corresponding to agree (checked checkbox) and 0 correspondings to disagree

(empty/unchecked checkbox). An example of data captured in one student will be:

101 · · · 11111

where each number represent the answer of the 24 questions. By using (PLSL), it can be found the

percentage of learning style with the CHAEA-JQ. An example of one student will be:

0.00 | 0.50 | 0.17 | 0.33

where each value represents learning styles percentage in the questionnaire, like 0.00 it means the percent-

age of the Activist learning style, meanwhile 0.50 represents the Reflector learning style. Then, the student

played four mathematical Mini-Games (Competitor, Dreamer, Logician, and Strategist). The goal of the Mini-

Games is to solve basic mathematical operations according to the rules in each one. If the student answers

the question correctly, the score is increasing at one point in that Mini-Game, otherwise, there is not a score

increment. After the student finished playing the four Mini-Games, the data was captured in the system. An

example of the scoring results of one student will be:

120 | 100 | 130 | 200

Each value in the expression represents the score in one of the Mini-Games. For instance, 120 represent the

score of the Competitive style; meanwhile 200 represent the score of the Strategist style. Then, it is calculated

the percentage of the learning style based on the scores from the Mini-Games. The percentage is calculated by

dividing the score of each game by the sum of the scores of all the Mini-Games, obtained as a result:

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0.22 | 0.18 | 0.24 | 0.36

Therefore, the binary answers from the CHAEA questionnaire were used as input in the BP, and the tar-

get was the percentage calculated from the mathematical Mini-Games based on ADOPTA playing styles, as

explained before.

For the training and testing processes, ANN uses η = 0.05 and β = 1/2, using 1000 for the maximum

number of iterations as the parameters that best fit the model in different experimental tests. Besides, different

architectures were utilized with the calculation of the Mean Square Error (MSE), the best performance with

one hidden layer of 10 neurons.

The BN adaptive algorithm takes as nodes each Mini-Games and Answer Time with edges that are con-

nected to the Learning Styles node. The data collected of 80 students will be used in the training phase to build

the CPT learning styles tables based on the students’ answers with 24 questions related to the CHAE-JQ, and

the Mini-Games results.

Around 20 students played the Mini-Games using the adaptive algorithm with BN after the game session is

finished, the system detected the posterior learning styles probability percentages of each student. Algorithm 1

depicts how as the student is playing the game the posterior learning probabilities are updating (UpdateProba-

bilitiesBN), that is calculated similarly by the equation 5. An example of one student will be:

0.18 | 0.19 | 0.11 | 0.03 | 0.00 | 0.02 | 0.00 | 0.10 | 0.02 | 0.06 | 0.02 | 0.00 | 0.25 | 0.02 | 0.00

In the previous expression, the posterior probability of each combination of the student learning style is

calculated. For instance, the value 0.18 represents the posterior probability of being an Activist given the Mini-

Games scores and the Answer Time p(LS=Activist |Mini-Games, Answer Time). Meanwhile, 0.02 in the fifth

position represents the percentage of being an Activist/Theorist. However, in this study is going to be used the

four posterior probabilities from the learning styles: Activist, Reflector, Theorist and Pragmatist by weighted

the sample to be one hundred percent.

In that way, the four techniques were evaluated on the testing set, finding the error between the percentages

in the learning styles calculations and comparing with the CHAEA-JQ. Therefore, the error (∈) between the

CHAEA-JQ and other technique for the four Learning Styles (N=4) was calculated by the equation 12.

∈=

∑N1

abs(PlsX−PlsJQ)PlsJQ

N(12)

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where X can be represented with the values of Artificial Neural Networks, Mini-Games or Bayesian Net-

works.

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4 Results, Discussion and Conclusion

The results achieved by CHAEA-JQ, Mini-Games, ANN, and BN for learning style identification are presented.

This chapter is distributed in three sections: results and discussion, restrictions for high precision in learning

style identification, and conclusions.

4.1 Results and Discussion

Each technique is compared concerning the CHAEA-JQ to evaluate the precision reachable to recognize the

learning styles, which during decades has been considered as the most reliable by teachers and counselors.

The learning styles percentages in the student testing group were calculated by PlsJQ, PlsMG, PlsANN and

PlsBN , then the percentages were averaged as shown in Table 4, where the first column represents the learning

styles. In the second column is described the percentage of learning style from the CHAEA-JQ, in the third

column the percentage calculated from the scores in the Mini-Games, the fourth column represents the output

in ANN, and in the last column the percentage of learning styles based on the algorithm using BN.

Table 4: Average of percentages learning styles based on CHAEA-JQ, Mini-Games, Artificial Neural Networks,

and Bayesian Networks.

Learning Styles PlsJQ PlsMG PlsANN PlsBN

Activist 18.82% 24.29% 23.44% 34.67%

Reflector 32.45% 31.24% 29.91% 37.76%

Theorist 22.33% 24.15% 26.70% 21.45%

Pragmatist 26.39% 20.33% 20.07% 6.13%

According to Table 4 taking the CHAEA-JQ as the most precise method in learning style. It is shown

that from the four learning styles models, the higher percentage in learning style is the Reflector, followed by

the Pragmatist, Theorist, and Activist. The Reflector learning style states that most of the students learn in

processing information by thinking before any further decision. This type of learning style adapts in how the

students learn in the classroom with the traditional educational system. The Reflector is a learning style, where

the student tries to obtain conclusions by seeing the problem in different perspectives, and interact with an

animated green avatar as a fun activity in this research. At the same time, the Theorist fits in third place in the

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percentage recognition between the CHAEA-JQ, Mini-Games, and BN. Being that this type of student acquires

knowledge in a step by step process.

In order to determine how much the identification given by the evaluated models varies. It is essential

to mention that the results found in the CHAEA-JQ have a standard deviation of 5.85%. The variation in

this technique states a considerable difference in the dispersion between the data. The reason is the highest

percentage found in the Reflector learning style with a value of 32.45% in comparison with the other learning

styles. This predominance in this learning style is due to the psychological evolution in children by following a

traditional educational system, where the students need to adapt to that learning style since their early stages of

life. Being this tendency to this learning style to listen first, then act to conclude, and to create solutions; with

a tendency to be thoughtful and cautious. The students with a higher-level Reflector learning percentage do not

learn when they are forced to take a leadership position in a group and doing tasks without prior preparation.

The Mini-Games have a standard deviation of 4.55% as it can be seen in Table 4 with the lowest value in

the Pragmatist learning style and the highest value in the Reflector learning style. There is no higher amount

of dispersion of data due to how the data is ordered. The ANN approach has a standard deviation of 4.23%,

meaning that the spread of the information is more uniform, as it is depicted in Table 4 starting from the lowest

percentage style which is 20.07% in Pragmatism learning style until the most significant value with 29.91%

in the Reflector learning style. The BN has the highest standard deviation of 14.43% among the three other

methods due to the 6.13% found in the Pragmatist learning style, and the Reflector as the dominant learning

style with a value of 37.76%.

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0

10

20

30

40

50

60

29.9131.24 32.45

37.76

Learning Styles Detecting Models

Refl

ecto

rLea

rnin

gSt

yle

Perc

enta

ge

ANN Mini-Games CHAEA-JQ BN

Figure 16: Reflector Learning Style Percentage vs. Learning Styles Detecting Models.

Fig. 16 depicts information about the percentage found in the Reflector percentage with each one of the

techniques for learning style identification. In the x-axis are represented the Learning Styles Detecting Models,

and in the y-axis the Reflector Learning Style Percentage. The minimum percentage in the recognition is ANN

with a value of 29.91%, then it follows the Mini-Games with 31.24%, CHAEA-JQ with a measure of 32.45%,

and the highest result is achieved by BN with 37.76%.

The CHAEA-JQ will differ if the 24 questions were selected different from the 44 items and if the ques-

tionnaire is presented with graphical representation in each question. It will produce an increase or decrease

in the learning style percentage in the student. Although, the recommendable main improvement is boosting

interactivity in the questionnaire to amuse the students to answer the question self-aware. Because even that

the survey is the most common approach, the student could lie, producing an unreliable classification.

Meanwhile, in the Mini-Games, there were not similar results in the Activist and Pragmatist in comparison

with the CHAEA-JQ. It is due to the mechanics in the game, in the Activist style related to the Competitive

playing style, characterized by quick and risk thinking to shoot rockets to the correct answer. Some students

answered the questions randomly without trying to solve the item correctly. On the other hand, one the problem

with the Pragmatist style related to the Strategist playing style is that the students were confused in jumping

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the avatar correctly to throw away bubbles to the correct answer. Where the primary goal to this learner is the

functionality of the game.

Likewise, ANN only fits in the Reflector style percentage in comparison with the CHAEA-JQ. It happens

because in the Theorist related to the Logician playing style, the students were confused with pressing the card

center in the correct answer selection. As an outcome some questions could not be answered by the students.

By fixing some components in the game, the data gathering will be more effective in the prediction of learning

styles percentages.

Finally, when it was used the BN algorithm, the most prominent percentage was the Reflective style that

fits in the learning style recognition from the CHAEA-JQ, followed by the Theorist style. The other learning

styles do not correlate with the CHAEA-JQ. One of the reason in the Activist style it was by game mechanics.

Some students answer the question randomly at the moment the rockets were shooting. So, by the relationship

between the parent node Mini-Games, and children node Learning Style, according to the answer to the question

causes that the children node is updated. That being said, it is the cause that with the BN algorithm, the outcome

is that the Activist has the most significant percentage. Meanwhile, the Pragmatist style is related that the

students do not understand clearly how to jump and throw away a bubble to the correct answer in the game.

It is essential to mention that, the CHAEA-JQ is a static method, so it cannot be dynamic to adapt to

recognize the learning style of the student. Even it is not useful in providing a specific type of video game

related to ADOPTA playing styles because it is calculated by agreement or disagreement in the set of questions

answered by the students.

Instead, the ANN approach can be modified according to the input in the network, and even the capabilities

prediction can be faster and reliable to learning style identification based on playing styles with educational en-

tertainment games. The data collected from the CHAEA-JQ and the scoring from the mathematical mini-games

based on ADOPTA playing styles is recommendable to be used on research about learning style identification

based on Honey and Mumford theory. Also, BN played an essential role in learning style recognition, estab-

lishing nodes that have a relation between them in using data from Mini-Games and Answer Time; with a CPT

filled up with expert knowledge and experimental results.

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0

10

20

30

40

50

60

15.9818.97

45.32

Learning Styles Detecting Models

Ove

rall

Err

orPe

rcen

tage

Mini-Games ANN BN

Figure 17: Overall Error Percentage vs. Learning Style Detecting Models.

The results depicted in Fig. 17 shows the error between the CHAEA-JQ comparing with Mini-Games,

ANN, BN. The better tool in the overall learning style recognition is the method that uses the Mini-Games

(blue bar) with an error of 15.98% characterized by its reliability and validity. Followed by ANN (red bar), an

alternative tool with an error of 18.97% using the architecture of one hidden layer and ten neurons as the best

performance; and BN (brown bar) with 45.32%.

The error in the Mini-Games is related to the mechanics involved in them, as explained before. The error

in ANN is by the amount of data that was collected because according to the input in the network and the

scoring in the Mini-Games, it will improve drastically the learning style percentage prediction. Data gathered

from the mechanics in the game, for instance, in the Activist style related to the Competitive playing style. The

students attracted by the game, shoot to an answer randomly without trying to solve the question correctly. On

the Pragmatist style related to the Strategist playing style, the students were confused in jumping the avatar

precisely to throw away bubbles to the correct answer. In the Theorist style, related to the Logician Style, the

students were confused with pressing the card center in the right answer selection. Those behaviors generated

that some students did not answer some questions. Also, the reliability in learning style detection can be

enhanced by sample size amplification because twenty students compounded the testing group in this work.

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Furthermore, in the adaptive algorithm using BN, the detection has some inaccuracies. One of the reasons

to improve is increasing more parent nodes to the learning style detection, and updating parameters. Where the

posterior probability was calculated given the parent nodes are based on how many correct answers the student

had, and the time that took to answer them. At the same time, the selection of the decision in presenting the

mathematical question to the student. Besides, the algorithm implemented in this research was the first attempt

because in the majority of cases is used BN in web sites to tackle the interactions in the system. Interactions

such as how much time the student clicked a specific button in a website, or how much was the time that the

student took in read a paragraph related to a topic. But, using Mini-Games related to ADOPTA playing styles

with BN, have not been implemented in this context.

Notably, that the errors in the different Learning Styles Detecting Models will diminish if is considering cer-

tain characteristics for high precision learning style identification such as the number of questions, sample size,

game metrics, game types, student mental state, different games, game experience, demography, computational

resources, and environment.

4.2 Restrictions for high precision in learning style identification

This work was done in four stages: research, sample selection, development, and testing, as it was depicted in

Fig 4. The sample selected was students from seventh grade from the “Unidad Educativa Teodoro Gomez de

la Torre”, by administrative agreements and time constraint it was possible to recollect data from 100 students

in three weeks. Results found in Table 17 show the error in learning style detection in each method. However,

high precision can be accomplished if it is considered the following conditions:

• Number of questions: The students answered the CHAEA-JQ composed by twenty-four questions re-

lated to Honey and Mumford work. However, the reliability in learning style detection can be enhanced

by amplified the sample size as explained in [39]. He recommended that the number of questions must

be at least five times greater than the number of variables.

• Sample size: It was chosen 80% for training and 20% for testing in both artificial intelligence techniques

ANN and BNN. So, a prior statistical analysis is recommendable to an accurate sampling size. Besides,

the sample size tends to be small in the field of learning style automatic recognition in the majority of

studies [19],[24],[2],[3], there exists criticism related to its efficiency. An increment in the population

size will enhance the learning predictive capabilities and reliability in using the BP algorithm and BN.

• Game metrics: In the mathematical Mini-Games based on ADOPTA playing styles, can be improved by

selecting new metrics in each as suggested by [3]. Parameters such as task efficiency and task difficulty

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in each of the explanatory variables in each game.

• Game types: The Mini-Games can be developed without taking into consideration the mathematical

performance by the implementation of new games to recognize the learning style of each student. For

instance, in [3], it was developed a unique game with different tasks such as collecting and shooting gold

bars in an interactive environment.

• Student mental state: The initial mental state of the student could be taken into consideration by the

use of electrodermal device activity (EDA). The student could spend two minutes in relaxation with

electrodes placed at the middle and ring fingers while listening to calm music [3].

• Different games: The use of games with different game scenarios and avatars according to student

preference. It can be used dynamic difficulty adjustment (DDA) taken into consideration the player’s

emotions such as in [40] with specific threshold values [41]. For instance, this can increase user engage-

ment by the emotional state to discover hidden places in the game, and obtain better results in detecting

the learning style of the student.

• Game experience: Take into consideration the gaming experience related to the time spent in playing

games. The time that each student used per week, month, year; and preference in a game type: RPG,

strategy, simulations, shooters, and serious games [2].

• Demography: Player’s demography can be studied further, including the sex and age of the student

because there exists evidence that boys tend to have more enjoyment in video games than girls [42].

• Computational resources: The computational available resources to test the techniques in the popu-

lation. For instance, the computers have the same specifications such as resolution screen, processor,

RAM, storage, audio, keyboard, and operative system.

• Environment: The environment restrictions in the equipped rooms to test the game, without distractions.

A recommendation was given by a group of researchers who applied the game “Monkey Tales”, that in

three months of game playing, the parents cannot help the student, and children cannot play other video

games in this elapsed time [21].

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4.3 Conclusions

Learning style recognition is the core to provide personalized education. By the inefficiency in its recognition,

the outcome is poor performance in the students in different subjects. Being one of the most challenging

subjects, mathematics, that is the reason that Latin American countries have one of the lowest scorings in the

international mathematical examination named PISA [7], in comparison with developing countries. By lack of

accessibility to excellent and personalized training in teaching mathematics to children and the motivation that

takes part in it. The use of ICT has been an advantage, but the customized content to each student according to

its learning style is still a challenge. However, finding the best method to learning style detection to the student

it can be a useful tool to diminish this problem.

By the comparison between the four methods: CHAEA-JQ, Mini-Games, ANN, and BN. It was found

that Mini-Games provides percentages close to the most effective traditional one (CHAEA-JQ) to recognize

the most dominant learning style, with an average error ∈= 15.98%, followed by ANN ∈= 18.97%, and

BN ∈= 45.32%. In the same sense, the four techniques show that the Reflector style is the most accurate

in learning style detection, describe as the type of learner that adapts to the traditional educational system.

The error in each technique in this work is by the mechanics in the game mostly, and sample size due by

time constraints. Even other factors such as student mental state, game experience, demography, computational

resources, and environment should be considered to improve the results in this research. Also, dynamic tutorials

in the game, animated avatars in each question in the CHAEA-JQ, and levels in the mathematical Mini-Games

can be improved.

In the predictive technique, the ANN input can be modified by new parameters such as the emotional state

of the student where the target acts as the learning styles percentages using a conventional questionnaire and the

adoption of a new architecture. In the BN, its architecture can be changed and optimize the algorithm to obtain

more validation in the data set. Another fact to take into account is the sample size, due to time constraint in the

project execution. The learning style theory used in this research is based on Kolb’s work. But, further analysis

can provide using the learning style models in another learning theory such as Felderman and Silverman. The

Mini-Games in the learning style detection could be designed to new environments where the student is eager

to play.

As an overall conclusion, the method that recognizes learning styles in comparison with the CHAEA-Junior

questionnaire was the Mini-Games, ANN, and BN in that order. As future work, it is necessary to validate the

experimental design before the testing to provide an accurate probabilistic sampling of the students to support

the results. Besides, the learning styles of detecting models can provide information to provide personalized

content according to the skills of the students by using Mini-Games to increase the mathematical skills in

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Ecuadorean students.

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Appendices

A Appendix 1.

• Tengo fama de decir lo que pienso claramente y sin darle vueltas al asunto.

• Estoy seguro de lo que es bueno y lo que es malo, lo que esta bien y lo que esta mal.

• Muchas veces hago las cosas sin pensar en las consecuencias.

• Me interesa saber como piensan los demas y por que motivos actuan.

• Valoro mucho cuando me hacen un regalo que sea de gran utilidad.

• Procuro enterarme de lo que ocurre en donde estoy.

• Disfruto si tengo tiempo para preparar mis trabajos y hacerlo lo mejor posible.

• Siempre me gusta seguir un orden, en las comidas, en los estudios y hacer ejercicio fısico.

• Prefiero las ideas originales y novedosas aunque no sean muy practicas.

• Acepto y me apego a las normas solo si sirven para lograr lo que me gusta.

• Me gusta mas escuchar que hablar.

• Casi siempre tengo mis cosas ordenadas, porque me disgusta el desorden.

• Antes de hacer algo estudio con cuidado sus ventajas e inconvenientes.

• En las actividades escolares pongo mas interes cuando hago algo nuevo y diferente.

• En una discusion me gusta decir claramente lo que pienso.

• Si juego, dejo los sentimientos por mis amigos a un lado, pues en el juego es importante ganar.

• Me siento a gusto con las personas divertidas aunque a veces me den problemas.

• Expreso abiertamente como me siento.

• En las reuniones y fiestas suelo ser el mas divertido.

• Me gusta analizar las cosas para lograr su solucion.

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• Prefiero las ideas que sirven para algo y que se puedan realizar, a sonar o fantasear.

• Tengo cuidado y pienso las cosas antes de sacar conclusiones.

• Intento hacer las cosas para que me queden perfectas.

• Prefiero oır las opiniones de los demas antes de exponer la mıa.

• En las discusiones me gusta observar como actuan los demas participantes.

• Me disgusta estar con personas calladas y que piensan mucho todas las cosas.

• Me angustia si me obligan a acelerar mucho el trabajo para cumplir un plazo.

• Doy ideas nuevas y espontaneas en los trabajos en grupo.

• La mayorıa de las veces creo que es preciso saltarse las normas, mas que cumplirlas.

• Cuando estoy con mis amigos hablo mas que escucho.

• Creo que, siempre, deben hacerse las cosas con logica y de forma razonada.

• Me ponen nervioso/a aquellos que dicen cosas poco importantes o sin sentido.

• Me gusta comprobar que las cosas funcionan realmente.

• Rechazo las ideas originales y espontaneas si veo que no sirven para algo practico.

• Con frecuencia pienso en las consecuencias de mis actos para prever el futuro.

• En muchas ocasiones, si deseo algo, no importa lo que se haga para conseguirlo.

• Me molestan los companeros y personas que hacen las cosas a lo loco.

• Suelo reflexionar sobre los asuntos y problemas.

• Con frecuencia soy una de las personas que mas animan las fiestas.

• Los que me conocen suelen pensar que soy poco sensible a sus sentimientos.

• Me cuesta mucho planificar mis tareas y estudiar con tiempo para mis examenes.

• Cuando trabajo en equipo me interesa saber lo que opinan los demas.

• Me molesta que la gente no se tome las cosas en serio.

• A menudo me doy cuenta de otras formas mejores de hacer las cosas.

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