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Towards a narrative-oriented framework for designing mathematical learning
This paper proposes a narrative-oriented approach to the design of educational activities, as well as a CSCL system to support them, in the context of learning mathematics. Both Mathematics and interface design seem unrelated to narrative. Mathematical language, as we know it, is devoid of time and person. Computer interfaces are static and non-linear. Yet, as Bruner (1986; 1990) and others show, narrative is a powerful cognitive and epistemological tool. The questions we wish to explore are –
Author(s): Mor Yishay,Noss Richard

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Event-Driven Interoperability Framework For Interoperation In E-Learning Information Systems - Monit
Enormous efforts are put in both directions of the area of e-learning technologies- information and learning aspects. On one hand, there are new challenges in learning technologies, which tends to be in focus of research of the community of practise. On the other hand, there are learning specifications developments, which are technology oriented. And last, but not least new exciting technologies appear on the web. In order to achieve the primary goal in technology-enhanced learning - better lear
Author(s): Petrov Milen

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Managing complexity of e-learning administration in ARCADE
ARCADE (Architecture for Reusable Courseware Authoring and DElivery) is a Webbased e-learning platform specially targeted to the needs of distant education in universities and schools. This paper presents ARCADE in two aspects: as a system for distance learning and as a virtual university. The authors put accent on the way of organization of the education process as a whole while showing the power of the ARCADE platform. Moreover, there is discussed in details the administration of courses and s
Author(s): Aleksieva Adelina,Petrov Milen,Bontchev Boyan

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Knowledge management and learning in the organizational context
In the last decades, learning and knowledge have become key success factors for international competitiveness with the result that intangible and immaterial resources have overtaken physical and tangible assets in order of importance. The introduction of knowledge management (KM) practices and initiatives has provided companies with new opportunities to maximize the value of the knowledge they possess. It has helped as well to increase their capacity to learn and adapt quicker to the environment
Author(s): Antonova Albena,Gurova Elisaveta,Nikolov Roumen

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Usability and Pedagogical Design: are Language Learning Websites Special?
This paper explores the usability of e-learning websites, with particular reference to foreign language learning. Notions and concepts of usability are analyzed, and a definition of ‘pedagogical usability’ is proposed. The key issue is whether there are aspects of pedagogical usability that are discipline-specific. The paper examines the way in which language learning and teaching, in particular Technology Enhanced Language Learning (TELL), has approached usability as an area worthy of consi
Author(s): Kukulska-Hulme Agnes,Shield Lesley

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Futurelab: Personalisation and Digital Technologies
The 'Personalisation and Digital Technologies' report moves the personalisation debate forward by focusing specifically on the potential of digital technologies in four key areas: enabling learners to make informed educational choices; diversifying and acknowledging different forms of skills and knowledge; creating diverse learning environments; and developing learner-focused forms of assessment and feedback. The report also contains a Learner's Charter, which sets out a series of entitlements t
Author(s): Green Hannah,Facer Keri,Rudd Tim,Dillon Patrick,Hu

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Futurelab: What if...? Re-imagining learning spaces
We are currently witnessing a massive investment in the design and build of new schools to equip the UK education system for the 21st century. The economically and architecturally ambitious Building Schools for the Future (BSF) programme is setting out to rebuild or renew every secondary school in England over the next 10 to 15 years. But how much of this effort has been inspired by an equally wide-reaching educational vision?,Research report
Author(s): Rudd Tim,Gifford Carolyn,Morrison Jo,Facer Keri

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Futurelab: Games and learning
There's an increasing interest in the potential role of computer and video games to support young people's learning. Although most research has focused on out-of-school contexts, recent studies have begun to ask how games might be used or adapted for use in schools. This new handbook reports on some of the latest developments in the design of bespoke educational games, and asks whether and how schooling should be adapted to accommodate the use of games.,Research report
Author(s): Sandford Richard,Williamson Ben

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Futurelab: Learning with handheld technologies
This handbook offers a guide and resource for those considering exploring handheld technologies for teaching and learning purposes. Four case reports show how different schools, LAs and individuals have attempted to tap the potential of handheld technology for learning, while a wider survey of handheld learning projects gives a sense of the range of work going on, along with contact information.,Research report
Author(s): Faux Fern,McFarlane Angela,Roche Nel,Facer Keri

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Implementation of ICT in Higher Education as Interacting Activity Systems
Implementation of ICT in higher education is not a trivial process. It is however a process leading to a number of challenges and problems. The paper develops a theoretical model of the implementation of ICT in higher education based on activity theory and on a case study in a Danish university. The model suggest that implementation in itself is an activity system. The implementation activity is composed of three processes: Selection of ICT; adaptation of ICT and change of practice with ICT. Fur
Author(s): Nyvang Tom

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ICTs and the South African Higher Education Landscape
This report is a mapping exercise, which describes and explores the landscape of ICTs and higher education in South Africa since 2000. Broadly delineating the terrain, the focus is on teaching and learning within higher education. This study sets out to answer five questions: 1. How are ICTs understood and described by practitioners and researchers? 2. What policies and structures for ICTs exist nationally and institutionally? 3. What does the emerging domain of enquiry look like? 4. How do prac
Author(s): Czerniewicz Laura,Ravjee Neetha,Mlitwa Nhlanhla

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Automatically generated exercise pages
In order to generate an exercise page on a particular knowledge, exercises have to be indexed according to the knowledge useful to solve them. Hence, the main idea of this project is to use a problem solver, Argos, to help us deal with this indexation. Argos aims not only at solving geometry problems, but also writes their proofs just as a teacher or a pupil would. Consequently, the meaningful data have to be extracted from the proofs found by the solver. Argos automatically generates rules from
Author(s): Hibou Mathieu,Labat Jean-Marc,Spagnol Jean-Pierre

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Designing for Collaboration and Mutual Negotiation of Meaning – Boundary Objects in Networked Learn
This paper addresses the issue of collaborative learning and networked learning within continuing professional development. Collaborative learning is defined as the meeting of specific differences and dependencies among participants and practices within and across communities, afforded and constrained by the pedagogical design. The study explores how boundary objects serve as resources to support collaborative learning as a means of representing, learning about, and transforming knowledge. Based
Author(s): Dirckinck-Holmfeld Lone

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Vers une approche déclarative pour les logiciels de dessins géométriques
Cet article est consacré à la conception d'un environnement d'apprentissage de la géométrie orienté vers la manipulation directe de figures géométriques. À travers deux exemples d'activités, proposées en classe, on distingue les notions de construction géométriques, de spécification, et de manipulation directe. Dans le cadre ainsi défini, nous présentons notre approche. Elle consiste à intégrer des mécanismes et la méthodologie de l'intelligence artificielle dans un logic
Author(s): Bouhineau Denis

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Learning Patterns for the design and deployment of Mathematical Games: Literature review
This literature review is intended as an introduction to the issues that arise when trying to capture the process of designing and developing mathematical games. It offers a perspective on the range of approaches available. Design patterns are suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. These patterns are termed learning patterns, and they will be available as an outcome of this project.,Research repo
Author(s): Childs Mark,Mor Yishay,Winters Niall,Cerulli Miche

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Didactical complexity of computational environments for the learning of mathematics
How a microworld is used by students is crucially influenced by the teacher, who has the responsibility of organising the classroom setting in which learning takes place. For this reason this paper focuses on the teacher as a manager of the learning situation, in relation to the students’ construction of meaning. A model of teaching which takes into account interactions between teacher, students and computer is outlined. Although the focus of this paper will be on the teacher, the teacher w
Author(s): Sutherland Rosamund,Balacheff Nicolas

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Adaptive learning scenarios for detection of misconceptions about electricity and remediation
Our main objective is to model the knowledge used by learners in order to solve problems about electricity. We are searching means to do a diagnosis about student's activity based on a microworld of electric circuits. Once the diagnosis realized, we try to provide the learner with the most relevant remediation with regard to his/her misconceptions.
Author(s): Michelet Sandra,Adam Jean-Michel,Luengo Vanda

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The Metaphor of Networks in Learning: Communities, Collaboration and Practice
This paper explores the use of the network metaphor and the way in which it relates to Computer Supported Collaborative Learning (CSCL) and Communities of Practice. The idea of networked learning stresses the interactopn of learners, tutors and their resources through networks. The arguments put in this article are firstly that learning technology needs to take account of the wider debate about networks and secondly that research in this field needs to address the theoretical and practical issue
Author(s): Jones Chris,Esnault Liliane

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Interdisciplinary approach for the design of a learning environment
This paper presents our interdisciplinary approach for the design of a technology-based learning environment for orthopaedic surgery. We present how the didactical analysis of teaching and learning in workplace gives a framework to build the computational representation of knowledge. This analysis is shown within the context of the apprenticeship of concepts of anatomy and orthopaedic surgery.
Author(s): Vadcard Lucile,Luengo Vanda

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Is There a Policy for Networked Learning?
Networked learning is part of an emergent networked society. As such networked learning forms part of a wider debate concerning the nature of social processes, power and culture and their relationships with technology. The literature surrounding networked learning still reflects a technological determinist view. This paper takes issue with this view of the relationship between technology and social forms. The context of higher education has been changing alongside the introduction of new technol
Author(s): Jones Chris

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