Social Learning 
Presented to : Dr. Abeer El Korany 
Presented by : Yomna Hassan
Content 
● What is Social Learning 
● Over the years 
● Why Social Learning 
● Research Trends 
● Potential Future Research
What is Social Learning? 
● Not a New Trend 
● Story Telling and Sharing Experiences 
● Internet -> no time/ place barriers 
● Social Networks
Social Learning [1]
Over the years [1]
Why social learning? 
● Motivation to Learn 
● Encouraging distant learning -> greater content 
availability 
● Social Presence of student as real people -> enhance 
learning [2]
Motivation- Analytical Hierarchical Process 
on EFL case study [3] (2013)
Current Research Trends 
Social 
Learning 
Computer Psychology 
Sciences
Current Research Trends 
● Gamification 
● Identification of hierarchy of relationships 
(Ontology) 
● SNA
Gamification
How to Identify Award System[1] (2012) 
Promoting Certain Behaviour of Learning Through Gaming 
Game Elements Game Mechanics 
Points Rewards 
Levels Status 
Trophies Badges 
achievements achievements 
virtual goods self expression 
leaderboards competition 
virtual gifts Alturism
Gamification for Learning in Healthcare [4] 
(2013) 
- Patient recognize the behaviors that might compromise her/his 
health 
- Train non-specialist medical and paramedical staffs on the 
procedures for diagnosis and patients follow-up 
- UBICARE project-> de-hospitalization of patients suffering from 
peritoneal dialysis and chronic heart failure. 
- The Edugames are simulations that, using the learning-by-doing 
approach allow specific skills related to both treatment protocols 
and the possible actions to take in emergency situations to be 
acquired. 
- User Profile is matched to existing cases by DSS
Social -Learning - Software Engineering[5] 
(2014) 
- Continuous social screencasting is a promising technique for sharing and 
learning about new software development tools. 
- Steps: 
- Individuals perform a software engineering task. 
- Information about that task is recorded, even if that record is only a 
memory. 
- Another person later performs or plans to perform a new software 
engineering task. 
- Elements of the new task are compared against the record of prior 
tasks. 
- Relevant elements of the prior tasks are extracted and presented to 
the person performing the new task in the form of a recommendation, 
improving the accomplishment of that task or future tasks.
Ontology for E-Learning
Ontology for E-Learning [6] (2013) 
- Social network analysis (SNA) is treating the students' 
interaction merely as node and edge with less meaning. 
- Ontology structure of e-learning Moodle that can enrich 
the relationships among students, as well as between 
the students and the teacher.
Classification of Learning Material [7] (2014)
SNA and Learning
SNA and Learning [8] (2014) 
1. Performance Analysis 
2. Drop-off rate 
3. Recommendation - Courses, study groups 
4. Personalization - Individualization
Social Networks Adapting Pedagogical 
Practice[9] (2009) 
- Network Visualization Tool 
- Allows academic staff to identify patterns of 
student behaviour and facilitate appropriate 
interventions as required
Recommendation of Material[10] (2011) 
- Clustering algorithm (neighborhood estimation , 
prediction of users interest) 
- The recommendation is based on the tags defined by 
the network learners and the items to be recommended 
include not only contents but also social connections 
that could enrich the user’s learning process. 
- suggest new learning activities, users, and discussion 
groups according to the user’s learning and knowledge 
needs.
Influence of Relationships[11] (2011) 
-Positive/ Negative Influence (not only PIDS) 
-Selection algorithm named Weight Positive Influence Dominating Set (WPIDS)
Recommendation of Material[7] (2014) 
● Based on Profile, context 
and Level of Interaction and 
collaboration 
● According to students needs 
and feedback 
● Data is seen as important: 
relevance, 
presentation, context, accessibility
Content Recommendation 
Service by Exploiting Mobile Social Interactions [12] (2014) 
Individual learning content is able to be recommended according to the 
behavioral characteristics of the response message of individual learners in the 
community
Potential work 
- Drop-off reasons and rates analysis 
- IoT Integration (for personalization) 
- Storage Overhead (Characterising important 
factors in mobile environments) 
- Standardization
References 
[1]Social Learning: the organization learns how to learn, Social Business Manifesto, May 2012. 
[2]N. Adman et. al, Online Social Learning Model , International Conference on Teaching and Learning in Computing and Engineering,2014.. 
[3]Hsu, Liwei. "Leveraging Interactivities on Social Networking Sites for EFL Learning." International Journal of English Language Education 1.3 
(2013): pp-244. 
[4]Simões, Jorge, Rebeca Díaz Redondo, and Ana Fernández Vilas. "A social gamification framework for a K-6 learning platform." Computers 
in Human Behavior 29.2 (2013): 345-353. 
[5]Murphy-Hill, Emerson. "The Future of Social Learning in Software Engineering." (2014): 1-1. 
[6] N.Yusof et al., Ontology Development of e-Learning Moodle for Social Learning Network Analysis , World Academy of Science, Engineering 
and Technology Vol:7 2013-06-21 
[7]Di Bitonto, P., et al. "Distance Education and Social Learning in e-Health." International Journal of Information and Education Technology 4.1 
(2014): 71-75. 
[8]Brinton, Christopher G., and Mung Chiang. "Social learning networks: A brief survey." Information Sciences and Systems (CISS), 2014 48th 
Annual Conference on. IEEE, 2014. 
[9]Bakharia, Aneesha, Elizabeth Heathcote, and Shane Dawson. "Social networks adapting pedagogical practice: SNAPP." Same Places, 
Different Spaces. ascilite 2009 (2009). 
[10]Di Bitonto, Pierpaolo, Teresa Roselli, and Veronica Rossano. "Recommendation in e-learning social networks." Advances in Web-Based 
Learning-ICWL 2011. Springer Berlin Heidelberg, 2011. 327-332. 
[11]Wang, Guangyuan, et al. "Positive influence dominating set in e-learning social networks." Advances in Web-Based Learning-ICWL 2011. 
Springer Berlin Heidelberg, 2011. 82-91. 
[12]Chao, H., et al. "A M-Learning Content Recommendation Service by Exploiting Mobile Social Interactions." (2014): 1-1.

Social Learning

  • 1.
    Social Learning Presentedto : Dr. Abeer El Korany Presented by : Yomna Hassan
  • 2.
    Content ● Whatis Social Learning ● Over the years ● Why Social Learning ● Research Trends ● Potential Future Research
  • 3.
    What is SocialLearning? ● Not a New Trend ● Story Telling and Sharing Experiences ● Internet -> no time/ place barriers ● Social Networks
  • 4.
  • 5.
  • 6.
    Why social learning? ● Motivation to Learn ● Encouraging distant learning -> greater content availability ● Social Presence of student as real people -> enhance learning [2]
  • 8.
    Motivation- Analytical HierarchicalProcess on EFL case study [3] (2013)
  • 9.
    Current Research Trends Social Learning Computer Psychology Sciences
  • 10.
    Current Research Trends ● Gamification ● Identification of hierarchy of relationships (Ontology) ● SNA
  • 11.
  • 12.
    How to IdentifyAward System[1] (2012) Promoting Certain Behaviour of Learning Through Gaming Game Elements Game Mechanics Points Rewards Levels Status Trophies Badges achievements achievements virtual goods self expression leaderboards competition virtual gifts Alturism
  • 13.
    Gamification for Learningin Healthcare [4] (2013) - Patient recognize the behaviors that might compromise her/his health - Train non-specialist medical and paramedical staffs on the procedures for diagnosis and patients follow-up - UBICARE project-> de-hospitalization of patients suffering from peritoneal dialysis and chronic heart failure. - The Edugames are simulations that, using the learning-by-doing approach allow specific skills related to both treatment protocols and the possible actions to take in emergency situations to be acquired. - User Profile is matched to existing cases by DSS
  • 14.
    Social -Learning -Software Engineering[5] (2014) - Continuous social screencasting is a promising technique for sharing and learning about new software development tools. - Steps: - Individuals perform a software engineering task. - Information about that task is recorded, even if that record is only a memory. - Another person later performs or plans to perform a new software engineering task. - Elements of the new task are compared against the record of prior tasks. - Relevant elements of the prior tasks are extracted and presented to the person performing the new task in the form of a recommendation, improving the accomplishment of that task or future tasks.
  • 16.
  • 17.
    Ontology for E-Learning[6] (2013) - Social network analysis (SNA) is treating the students' interaction merely as node and edge with less meaning. - Ontology structure of e-learning Moodle that can enrich the relationships among students, as well as between the students and the teacher.
  • 19.
    Classification of LearningMaterial [7] (2014)
  • 20.
  • 21.
    SNA and Learning[8] (2014) 1. Performance Analysis 2. Drop-off rate 3. Recommendation - Courses, study groups 4. Personalization - Individualization
  • 22.
    Social Networks AdaptingPedagogical Practice[9] (2009) - Network Visualization Tool - Allows academic staff to identify patterns of student behaviour and facilitate appropriate interventions as required
  • 24.
    Recommendation of Material[10](2011) - Clustering algorithm (neighborhood estimation , prediction of users interest) - The recommendation is based on the tags defined by the network learners and the items to be recommended include not only contents but also social connections that could enrich the user’s learning process. - suggest new learning activities, users, and discussion groups according to the user’s learning and knowledge needs.
  • 26.
    Influence of Relationships[11](2011) -Positive/ Negative Influence (not only PIDS) -Selection algorithm named Weight Positive Influence Dominating Set (WPIDS)
  • 27.
    Recommendation of Material[7](2014) ● Based on Profile, context and Level of Interaction and collaboration ● According to students needs and feedback ● Data is seen as important: relevance, presentation, context, accessibility
  • 28.
    Content Recommendation Serviceby Exploiting Mobile Social Interactions [12] (2014) Individual learning content is able to be recommended according to the behavioral characteristics of the response message of individual learners in the community
  • 31.
    Potential work -Drop-off reasons and rates analysis - IoT Integration (for personalization) - Storage Overhead (Characterising important factors in mobile environments) - Standardization
  • 32.
    References [1]Social Learning:the organization learns how to learn, Social Business Manifesto, May 2012. [2]N. Adman et. al, Online Social Learning Model , International Conference on Teaching and Learning in Computing and Engineering,2014.. [3]Hsu, Liwei. "Leveraging Interactivities on Social Networking Sites for EFL Learning." International Journal of English Language Education 1.3 (2013): pp-244. [4]Simões, Jorge, Rebeca Díaz Redondo, and Ana Fernández Vilas. "A social gamification framework for a K-6 learning platform." Computers in Human Behavior 29.2 (2013): 345-353. [5]Murphy-Hill, Emerson. "The Future of Social Learning in Software Engineering." (2014): 1-1. [6] N.Yusof et al., Ontology Development of e-Learning Moodle for Social Learning Network Analysis , World Academy of Science, Engineering and Technology Vol:7 2013-06-21 [7]Di Bitonto, P., et al. "Distance Education and Social Learning in e-Health." International Journal of Information and Education Technology 4.1 (2014): 71-75. [8]Brinton, Christopher G., and Mung Chiang. "Social learning networks: A brief survey." Information Sciences and Systems (CISS), 2014 48th Annual Conference on. IEEE, 2014. [9]Bakharia, Aneesha, Elizabeth Heathcote, and Shane Dawson. "Social networks adapting pedagogical practice: SNAPP." Same Places, Different Spaces. ascilite 2009 (2009). [10]Di Bitonto, Pierpaolo, Teresa Roselli, and Veronica Rossano. "Recommendation in e-learning social networks." Advances in Web-Based Learning-ICWL 2011. Springer Berlin Heidelberg, 2011. 327-332. [11]Wang, Guangyuan, et al. "Positive influence dominating set in e-learning social networks." Advances in Web-Based Learning-ICWL 2011. Springer Berlin Heidelberg, 2011. 82-91. [12]Chao, H., et al. "A M-Learning Content Recommendation Service by Exploiting Mobile Social Interactions." (2014): 1-1.