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Introduction
Current institution
Mohammed V University in Rabat
Publications
Publications (117)
In social learning platforms, community detection algorithms are used to identify groups of learners with similar interests, behavior, and levels. While, recommendation algorithms personalize the learning experience based on learners' profile information, including interests and past behavior. Combining these algorithms can improve the recommendati...
Social online learning is gaining prominence with the emergence of social media and networks. In the presence of recommendation systems, the learner has access to several educational contents and elements proposed according to his interaction, profile, dynamics and other parameters. Our proposal revolves around an intelligent recommender system for...
COVID-19 pandemic has impacted all aspects of our lives including learning. With the particular growth of e-learning, teaching approaches are being implemented at a distance on online platforms due to this pandemic. In this context, to make student involved throughout the online course, it is recommended to create an efficient platform similar to t...
Social learning is one of the most prevalent disciplines in terms of e-learning. To handle learning resources within social environments, recommendation systems are gaining tremendous prominence based on a series of criteria such as the rate of learner interaction with the learning environment. On the basis of this, we highlight an overriding issue...
Online learning environment is defined as new paradigm that has emerged to overcome traditional learning challenges and provides new opportunities. The concept of adaptive educational systems is an increasing research area. Learners tend to have better performances when the course is designed with respect to his/her learning preferences. One most p...
E-learning, one of the newest forms of learning, derives its appeal from being able to learn at one’s own pace on a variety of knowledge. However, e-learning requires learning materials, a teacher or instructor to conduct the course online and a good internet connection. All these requirements must be taken into account in an appropriate way in ord...
Community detection in social networks is an interesting topic that attracts the attention of several researchers in the last few years. In this context, several methods that adopt different modelling choices have been proposed in the literature; modularity optimization, agglomerative and divisive techniques, and random walks models are the promine...
Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive, and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educati...
The development of mobile technologies and wireless networks encourages more research on Mobile Learning. Reviewing irregular verbs on a bus or organizing a training schedule on a Smartphone is becoming more common today. Mobile learning complements and enhances existing learning systems. Its development has been slowed in the early 2000s by both t...
E-learning is renowned as one of the highly effective modalities of learning. Social learning, in turn, is considered to be of major importance as it promotes collaboration between learners. For properly managing learning resources, recommender systems have been implemented in e-learning to enhance learners' experience. Whilst recommender systems a...
The context of our work falls within the context of social learning networks, particularly recommendation systems. A recommendation system generally consists of proposing objects and items that meet users' needs and expectations. Within social learning, recommendation systems are of paramount importance as they guide learners in their learning path...
Massive data is generated due to the intensive use of social networks by learners. Thus, various applications in different domains such as education are conducted to understand the relationships among actors. Generally, learners create learning communities according to their levels, interests, and skills. A large number of approaches have been prop...
In the current era, multiple disciplines struggle with the scarcity of data, particularly in the area of e-learning and social learning. In order to test their approaches and their recommendation systems, researchers need to ensure the availability of large databases. Nevertheless, it is sometimes challenging to find out large-scale databases, part...
Social learning is considered one of the most prevalent disciplines within e-learning. To handle learning resources within social environments, recommendation systems are gaining tremendous prominence based on a series of criteria such as the rate of learner interaction with the learning environment. On the basis of this, we highlight an overriding...
In e-learning, recommendation systems have proven to be highly efficient for improving learners' performance and knowledge. They can manage the different pedagogical resources and simplify the workload for the instructor and learners as well. Throughout the years, recommendation systems in e-learning have wit-nessed a major evolution since the 2000...
The genetic algorithm is regarded as one of the foremost evolutionary algorithms, especially in optimization problems. In addition to optimization problems, genetic algorithms can contribute to solving other problems. In the context of social learning, particularly recommendation systems, researchers are usually faced with a problem of lack of data...
E-learning, among the most prominent modes of learning, offers learners the opportunity to attend online courses. To improve the quality of online learning, social learning through social networks promotes interaction and collaboration among learners. As part of the learning process management in these environments, the implementation of recommenda...
Over the last years, there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing students’ motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner’s modeling is a prerequisite when it comes to adaptive learning; it i...
The principle of gamification is very simple: it is a matter of using the game or its principles to facilitate learning. In our case, we are talking about mobile serious games (MSG), and more specifically the creation of scenarios to succeed this MSG. We present you the vision of our Easy course pack. This pack consists of several MSGs. Easy html i...
Social learning is seen as one of the widespread types of learning designed to engage learners to be more collaborative and interactive. In the context of social networks and media, it has become easier to interact with peers, particularly in terms of education and learning. To better cope with social learning platforms, recommendation systems prov...
For effective learning, students must set learning objectives and adopt the ad hoc cognitive behavior to achieve them. Our research work aims to ensure good scaffolding by offering tutors the opportunity to observe learners’ cognitive behaviors, especially their cognitive engagement. In this respect, we propose in the present work an automatic syst...
Social networks are a powerful and efficient tool for e-learning promoting collaboration between learners. Thus, to better manage the learning process within these environments, it is imperative to use recommendation systems which take a very significant role in suggesting interesting material adapted to the different needs of learners. To model th...
Competency framework are widely used by human resources managers in their recruitment process and by educators to design training plans aligned to labor market demand. However, data available in competency frameworks are structured and stored in website or published as pdf files. For instance, computer processing of these information remains diffic...
The context of this work is around social learning networks through recommendation approaches based on community detection. Indeed, Community detection is considered to be one of the most frequent problems in the social network. Thus, the scope of social networks has known a significant evolution in the last decade, and community detection has emer...
We propose in this paper a new approach of designing of intelligent tutoring systems that is based on serious games and adaptive workflows. Our objective is to implement a system that allows the intervention of the human tutor to follow up the student progress and solve blocking situations. We also aim to motivate students and make learning fun and...
Learning community detection in social networks has an important role to understand and to analyze the network structure. The main objective of our study is to evaluate learning communities based on interactions between learners. To meet this goal, we propose a new algorithm called Community Detection and Evaluation Algorithm (EDCA). This algorithm...
The social learning network is regarded as one of the most widespread types of online learning due to its collaborative and interactive properties. Recommendation systems contribute significantly in delivering relevant contents on social networks. However, learners are not consistently engaged. It is inescapable to develop a strategy for providing...
In this paper, a new approach of integrating serious games in intelligent tutoring systems is proposed. The objective is to propose new evaluation methods to increase learner’s motivation and encourage them to learn. The idea is to replace standard evaluation process with Serious Games that are generated automatically from a game base. Thus, succee...
Competency-based Assessment (CBA) is the measurement of student's competency against a standard of performance. It is a process of collecting evidences to analyze student's progress and achievement. In higher education, Competency-based Assessment puts the focus on learning outcomes to constantly improve academic programs and meet labor market dema...
This article aims to present a new method of evaluating learners by communities on Facebook groups which based on their interactions. The objective of our study is to set up a community learning structure according to the learners' levels. In this context, we have proposed a new algorithm to detect and evaluate learning communities. Our algorithm c...
In recent years, gamification has emerged as a new approach to increasing learner engagement. It covers a very wide range of games with very different purposes and with many fields of application. However, most of the gamification solutions proposed do not adopt the same modeling approach and little attention has been paid to mobile serious games (...
In this paper, a new approach of intelligent tutoring systems based on adaptive workflows and serious games is proposed. The objective is to use workflows for learning and evaluation process in the activity-based learning context. We aim to implement a system that allow the coexistence of an intelligent tutor and a human tutor who could control and...
Due to the lack of face to face interaction in online learning environment, this article aims essentially to give tutors the opportunity to understand and analyze learners’ cognitive behavior. In this perspective, we propose an automatic system to assess learners’ cognitive presence regarding their social interactions within synchronous online disc...
The field of adaptive e-learning is continuously developing. More research is being conducted in this area as adaptive e-learning aims to provide learners with adaptive learning paths and content, according to their individual characteristics and needs, which makes e-learning more efficient and effective. The learner model, which is a representatio...
Differences in the learners' personality have an impact on their learning outcomes and achievements. Therefore, there is a need to automatically predict and identify their personalities in an unobtrusive way, and build the learner model accordingly. In this paper, we try to identify the learner's personality dimensions, according to the big five pe...
The disparity of educational technologies, pedagogies and learning styles implies a problem of variability when modeling E-learning systems. Furthermore, the current learning context, which has become very open and heterogeneous, raises the problem of automating the modeling, development and maintenance of personalized E-learning systems based on v...
Nowadays, Facebook is considered like an online learning tool. It is an integral part of users' daily routine, whether teachers or learners. The idea of this article is to evaluate learners by communities in Facebook groups based on their interactions via comments and like. In order to achieve our goal, we will proceed in two steps, the first one c...
The marked interest of educational environments for the use of Serious Games (SG) promotes learning. The connected generation nowadays is influenced by the new practices of their use. Hence the integration of mobility that facilitates access to games. A learner focuses on training through the accessibility at all times, the quality of content, and...
Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educatio...
Background: Video games are very well known for their intrinsic adaptivity; as they adapt the gameplay to the player’s preferences and rhythm. In addition to adapting the gameplay, educational games should also adapt the learning content to match the learner’s competencies, preferences, playing and learning styles. Determining the playing style in...
MOOC have opened up learning opportunities to a wide public. With these advantages, they have emerged in the development, promotion, and delivery of courses from leading American universities. Nevertheless, in parallel with this potential, several problems have arisen. The dropout of learners is the most common problem. Therefore, this chapter high...
In this paper, a new approach for automatic composition of instructional units based on a new variant of Harmony Search Algorithm is proposed. The purpose is to solve curriculum sequencing issue by designing and arranging learning content in a suitable sequence. By suitable sequence we mean a learning sequence that fits learner level and presents t...
Video games are ostensibly adopted in the education field thanks to their engaging, immersive and adaptive capacities. The greatest problematic in educational games design is how to create a ludic and adaptive experience without neglecting the learning objectives. To create an adaptive educational game modeling the player/learner is a must. In fact...
In this paper, we propose a flexible and efficient approach that supports modeling of differentiated instruction within MOOC. The diversification of learners' needs is a fact, taking them into account is an abstraction. For such a need, the theoretical framework is based on differentiated instruction as regards the technical framework is covered by...
One of the biggest challenges of Adaptive e-learning systems is learner modelling. The learner model should represent the learner's characteristics as faithfully as possible in order to provide adaptive learning. Among these characteristics, the learner's knowledge is considered to be the core characteristic of the learner model, as adaptive e-lear...
In academic process, engagement represent one of the important success' factor. This paper proposes a predictive system for learners' cognitive engagement based on their online discussion forums participation. In the first level the ontology OWL and the LSA method are used to perform a semantic classification system of the threads according to a sp...
Giving the mobile technologies increasing adoption in Morocco, the authors explore students' intention to use mobile learning in their learning and teaching processes. A survey has been purposely designed targeting final year students from different Moroccan universities. Technology Acceptance Model (TAM) is used to determine students' intention to...
Recently, serious games have become a crucial strategy that is devoted to improve e-learning. Nowadays, they play an important role in attaching player and learner to learn by having fun and to retain as much pedagogical information as possible. As a result, it is necessary to extend the life cycle of an SG, enriching it with important educational...
Diversifying learning practices and situations helps learners to better regulate their learning with deep understanding, which improves learning outcomes. Accordingly, this paper presents our vision of a differentiation system of learning paths within MOOC. Promising beginning point for this vision would be to determine new factors that directly af...
Recent advances in Educational technology changed drastically the way we teach and learn and leads to new educational approaches overcoming the traditional obstacles of time and space. Indeed, one of the ongoing issues regarding today’s educational technology is supporting learners in the way they learn. For instance, learners have different backgr...
This paper proposes a learners’ classification system according to their levels of cognitive engagement based on their activity in online discussion forums. To achieve this classification, Text mining is applied to two types of data: the posted threads and learners’ participation in forums. In order to increase the efficiency and the response time...
This meta-analysis has two aims: a) to address the main effects of social constructivist mobile learning environments on learners’ knowledge acquisition and their academic achievements b) to address potential factors regarding design principles and instructional methods for successful social constructivist mobile environments in a blended learning...
Although e-learning is increasingly used in higher education, but some students find it difficult to adapt because they need direct interactions with the instructors. On the contrary, traditional course always keeps the face-to-face communication. Therefore Blended learning system offers the best of both worlds; it improves student participation, e...
Video games are ostensibly adopted in the education field thanks to their engaging, immersive and adaptive capacities. The greatest problematic in educational games design is how to create a ludic and adaptive experience without neglecting the learning objectives. To create an adaptive educational game modeling the player/learner is a must. In fact...
An actor in an online learning system produces knowledge via events taking place in the platform. Stored in various places, such knowledge is of different types (Tutors, Learners) and formats. This article proposes a conceptual Framework for extraction of ontology based knowledge of educational actors through integrating knowledge management (KM) i...
The notion of profile and style preferences are the kernel of adaptive and personalized learning system. To personalize learner path during online courses, several parameters must be taken into account such as his background and his professional experience. Hence, we suggest a profile model and we integrate it with Felder and Silverman model of lea...
In this paper, an evolutionary algorithm is applied to tackle Intelligent Curriculum Sequencing issue. The purpose is to align educational technology, for instance, curriculum sequence to: students' characteristics and subject-matter coherence. The algorithm considers both technical and pedagogical point of view. Results show that the proposed Evol...
Engagement is one of the important key of success in academic process, the present article aims to model the classification system of learners in Massive Open Online Course (MOOC) based on their engagement levels. In this scope, our mission is to define the notion of engagement as well as establish its different levels. This will enable us to prese...
Adaptive Teaching Learning Sequence requires the organization and sequencing of content in a way that conveys its structure to learner. It should be learner-centered more flexible and helps students achieve a standard of performance. In this paper, two issues are addressed: curriculum design and curriculum sequencing. The first aims to design a cur...
Competency-based Assessment (CBA) is the measurement of student's competency against a standard of performance. It is a process of collecting evidences to analyze student's progress and achievement. In higher education, Competency-based Assessment puts the focus on learning outcomes to constantly improve academic programs and meet labor market dema...
Video games are very well known for their engaging and immersive capacities as well as motivation enhancement. Recently, we have witnessed their use in different serious areas such as education. Educational games must ensure an effective educational experience as well as an entertaining gameplay for each kind of player/learner. Most commercial vide...
Evaluation is a key element in the pedagogical strategy of all learning environments, especially Massive Open Online Courses (MOOC) since it allows quality improving of educational content and training tools. Recently, MOOC have proven the need for diagnostic and evaluation in terms of huge amount of potential data. In this context, this present pa...
The development of the analytics is a direct consequence of the intensive manipulation of e-learning environments in general and of MOOC (Massive Online Open Courses) in particular. Recently, the use of MOOC is emerged as a new paradigm in education. In this context, the use of analytics becomes more necessary in an attempt to handle the large amou...
Nowadays, with the challenge of the twenty first century and the effects of globalization, educational systems become constantly under pressure. The resort to face-to-face teaching and learning no longer quenches the thirst and the adaptation to the fast development of technological tools becomes crucial. The needs to serve the learners, become urg...
This paper aims to present an online placement test. It is based on the Item
Response Theory to provide relevant estimates of learner competences. The
proposed test is the entry point of our e-Learning system. It gathers the
learner response to a set of questions and uses a specific developed algorithm
to estimate its level. This algorithm identifi...
In this paper, we tackle the issue of inventory of digital resources within institutions of higher education in Morocco. We also raise the issue regarding the lack of centralization, sharing, and archiving of resources among these institutions. We aim to create a model of a Moroccan bank of digital resources. We then present a solution detailing th...
RESUME. Le présent article a pour objectif d'exposer un exemple d'apprentissage qualifié de collaboratif et social offert par les MOOC. Ces derniers représentent un espace de travail collaboratif susceptible de réformer les pratiques techno-pédagogiques et ce dans le but de favoriser à la fois l'implication des individus et la construction commune...
The notion of competence and learner model is the kernel of the Competency-Based Approach (CBA). However, as of today there is not a commonly learner model or ontology for competencies, we have presented in this paper our ontology-based representation in order to define the CBA. This representation provides a baseline for an e-learning adaptive sys...
While games have been used throughout human history mainly for pure entertainment, they are now entering serious areas such as education. Serious games may serve as excellent tools to engage and motivate their players/learners. However, the number of serious games that have emerged in the industry is still low. To design a good serious electronic g...
Inspired by the theory of activity, the context model and previous researches, this paper proposes a model bringing together the key concepts of a mobile learning environment based on the concept of contextualization, major advantage of mobile learning. It details the learning mobile environment, its main components, its characteristics and the dif...
educational systems have several difficulties related to inadequate learning pedagogies, lack of learners' motivation, and especially the evolution of their social habits in an opposite way of that of learning systems. Mobile learning integrates mobile technologies and wireless networks in the current learning processes. It offers great opportuniti...
Mobile learning seems to meet the growing need for communication, collaboration and obtaining relevant information at the appropriate time. It introduces new activities from real world through the use of mobile and wireless technologies in educational contexts. Thus, reviewing irregular verbs on a bus or organizing a training schedule on Smartphone...
The evolution of ICT promotes researchers in e-learning to integrate in the author system, the ability to design custom learning paths, tailored to the needs of users in e-learning platforms. The scenario of learning activities is one of techniques available to teachers, in order to customise and to adapt learning paths. The authors of educational...
Learning scenario is an important product of the instructional engineering process. It enables to plan learning situations. However, instructional scripting is not invented by instructional engineers. It is a common practice for teachers, long time ago, but in a more intuitive and artisanal way than instructional engineers. Thus, several research p...
The success of an e-learning system is highly dependent on the quality of its educational content and how effective, complete, and simple the design tool can be for teachers. Educational modeling languages (EMLs) are proposed as design languages intended to teachers for modeling diverse teaching-learning experiences, independently of the pedagogica...
The pedagogy project has been proven as an active learning method, which is used to develop learner's skills and knowledge.The use of technology in the learning world, has filed several gaps in the implementation of teaching methods, and online evaluation of learners. However, the project methodology presents challenges in the assessment of learner...
Mobile Learning or learning that takes place using mobile devices is a recent concept that has been taken so long to bloom because of multiple technical barriers in the early 2000s. Today, the phenomenal growth of mobile Internet and devices has revived research with stronger foundations and promising prospects. However, the maturity of this concep...
Teachers need to be supported during the creation of
digital contents. Existing authoring tools do not offer the adapted
support to teachers. This is why we create an authoring tool with two
support mechanisms for the design task: the base of scenario models
and the pedagogical validation. We implement this tool using the
graphical modeling framewo...
The adoption of project based pedagogy in the traditional learning has always serves to enhance the knowledge of learners and develop their disciplinary and cross-curricular skills. In e-learning field, the use of this pedagogy presents even several challenges to the accomplishment of educational goals, in terms of design, planning, implementation...