Dialectics for collective activities: an approach to virtual campus design
This contribution is an attempt to systematise our approach to the design of a virtual campus. Activities in the recently started TECFA virtual campus rely on Internet tools, but they concern both distance teaching and presential interactions. Designing learning activities is relatively easy when the learning goal is an activity in itself. In this contribution, we explain how we extend the “learning by doing” approach to the acquisition of declarative knowledge. After fulfilling a pseudo-task,
An approach to distance learning curriculum appropriation
The work presented aims at supporting distance learning students in their appropriation of a curriculum. We propose an approach that consists in helping students to construct individual projects. We dissociate different aspects (planning, evaluation and regulation) that can be useful for this purpose, propose a technological approach (epiphyte system, ontology-based model) and example of tools currently provided by the Saafir framework.
Directions to Acknowledge LearnersÂ’ Self-organization in CSCL Macro-scripts
In this article we present a conceptual analysis of the notion of learnersÂ’ self-organization in CSCL macro-scripts. We highlight that taking into account self-organization as an emergent feature of activity requires considering issues such as conceptual and technological tools to support learnersÂ’ self-organization, maintenance of coherence between the script pedagogical objective and the emergent organization and between the technological setting and the emergent activity.
Enhancing the Adaptivity of an Existing Website with an Epiphyte Recommender System
In this paper we propose an approach to enhance the adaptivity of an existing Website by plugging on top of it (“epiphyte approach”) a recommender system that displays additional
tips and functionalities in a separate window. The recommender system analyzes the way the user browses through the Website according to predefined prototypical ways of using the Website (“models of use”) and then proposes information or functionalities that appear useful according to this model of use. Different mo
Using mobile technologies for multimedia tours in a traditional museum setting
Mobile technology was used to deliver learner-centred experiences to visitors at a geology museum without compromising the museumÂ’s aesthetic appeal. Two Flash-based multimedia tours were developed for the Hypertag Magus Guide system and trialled with 25 visitors in November 2005. Trial participants found the system fun and easy to use, though they requested headphones in order to hear the audio clearly. Several suggestions were provided to improve the tours including creating stronger links b
Reflections on Success: A retrospective of the mLearn conference series 2002-2005
mLearn is now in its fifth year. Although mobile learning has a much longer history, the
inauguration of a conference for learning in the mobile age marked an important point in its
development. This paper takes a retrospective look at the mLearn conferences from 2002
through to 2005; reflecting on our progress in order to facilitate the transition of mobile learning from a novel research concept into a viable means of providing meaningful learning
opportunities “across generations and cultures
Student Modeling and Machine Learning
After identifying essential student modeling issues and machine learning approaches, this paper examines how machine learning techniques have been used to automate the construction of student models as well as the background knowledge necessary for student modeling. In the process, the paper sheds light on the difficulty, suitability and potential of using machine learning for student modeling processes, and, to a lesser extent, the potential of using student modeling techniques in machine learn
Sequence effects in solving knowledge-rich problems: The ambiguous role of surface similarities
Sequence effects are said to occur whenever the problem solving performance varies as a function of the order in which problems are solved. We present a framework that explain sequence effects as a result of (a) learning during solving a problem and of (b) transferring the learned content on succeeding problems. In two experiments we studied the ambiguous influence of surface similarities among structurally dissimilar knowledge-rich problems on sequence effects. These experiments demonstrate tha
New tools in Social Practice: Learning, Medical Education and 3D Environments
Learning with different kinds of ICT-based tools is an important issue in todayÂ’s society. In this article we focus on how design of technology rich environments based on state of the art learning principles can give us new insights about how learning occur, and how we can develop new types of learning environments. Medical education constitutes the subject domain. There has been a considerable effort to develop 3D technologies in this field, and the article provides a careful review of how the
Gridcole: a tailorable grid service based system that supports scripted collaborative learning
This paper introduces Gridcole, a new system that can be easily tailored by educators in order to support the realization of scripted collaborative learning situations. To do so, educators can provide a script specifying the sequence of activities to be performed by learners as well as the tools and documents required to support them. Gridcole can then search for these tools in a service-oriented grid in order to integrate them so that they are available for users during the realization of the s
Mentoring, Metacognition and Music: Interaction Analyses and Implications for Intelligent Learning E
This paper reports on an empirical study of the interactive means by which a human teacher supported higher-order, musical thinking in learners. The aim of the work presented here was to create guidelines on how to make practical use of empirical research in teaching agent development. The research overview given in the introduction is followed by an illustrative example of mentoring interactions in musical learning. An elaboration of a musical education problem is then given and a description o
Component-Based Construction of a Science Learning Space
We present a vision for learning environments, called Science Learning Spaces, that are rich in engaging content and activities, provide constructive experiences in scientific process skills, and are as instructionally effective as a personal tutor. A Science Learning Space combines three independent software systems: 1) simulations in which experiments are run and data is collected, 2) representation construction tools in which data is analyzed and conceptual models are expressed and evaluated,
Achieving Affective Impact: Visual Emotive Communication in Lifelike Pedagogical Agents
Lifelike animated agents for knowledge-based learning environments can provide timely, customized advice to support learnersâ problem-solving activities. By drawing on a rich repertoire of emotive behaviors to exhibit contextually appropriate facial expressions and emotive gestures, these agents could exploit the visual channel to more effectively communicate with learners. To address these issues, this article proposes the emotive-kinesthetic behavior sequencing framework for dynamically seque
Building a Research University Ecosystem: the Case of Software Engineering Education at Sofia Univer
This paper analyses the specifics and the tendencies in building of the knowledge society and the role of the universities in this process. Some European policies and programs dedicated to the new role of the universities in realizing the Lisbon Strategy are analysed as well. It is emphasized on the importance of integration of the ‘knowledge triangle’ (education, research and innovation) into a research university and on the urgent need to re-design the university activities according the new
Challenges of implementing CSCL designs in the Greek classrooms
not available,Paper presented at the 10th Biennial Conference of the European Association for Research on Learning and Instruction (EARLI), 2003, Padova, Italy.
Understanding weblog communities through digital traces: a framework, a tool and an example
Often research on online communities could be compared to archaeology [16]: researchers look at patterns in digital traces that members leave to characterise the community they belong to. Relatively easy access to these traces and a growing number of methods and tools to collect and analyse them make such analysis increasingly attractive. However, a researcher is faced with the difficult task of choosing which digital artefacts and which relations between them should be taken into account, and h
PRAXIS - Pervasive Rehabilitation of Aphasia with an eXtensible Interactive System
This thesis describes computer-assisted (CA) methods for the treatment of acquired language impairment in adult aphasics. A key design objective of this project was the elimination of the indirect manipulation of keyboard and mouse (in CA speech language therapy sessions) in favour of the direct manipulation of virtual and physical objects afforded by touchscreen display and radio frequency identification technology (RFID).
While computer-assisted treatment of aphasia has been used since the 196
What Research Has to Say About Gender-Linked Differences in CMC and Does Elementary School ChildrenÂ
This paper first reviews the literature on computer mediated communication (CMC) to examine whether claims about gender-linked differences in specific attitudes, styles and content in CMC have been validated. Empirical studies were limited, with considerable variation in audiences, tasks, and contexts that was related to varied outcomes. The paper next describes an empirical study on the e-mail communication of elementary school children from ten Dutch classrooms. No gender-linked preference for
Open Distance Inter-University Synergies Between Europe, Africa and the Middle East (ODISEAME)
The challenge facing new technologies is whether they can contribute to a qualitative step up and to education for all as a process of facilitating the development of creative people with the ability to think critically and to engage in socially relevant decision making. In this paper, we describe a project whose purpose is to develop a learning environment that takes into account current expertise in learning theory in order to facilitate productive collaboration in a way that leads to active c
Teachers' attitudes to and beliefs about web-based collaborative learning environments in the contex
This paper reports the conceptions of teachers from four European countries of the
Innovative Technologies for Collaborative Learning project tools for collaborative
learning. Fifty six teachers were interviewed about different aspects of the CLE (Webbased
Collaborative Learning Environment) implementations and about their own
evaluations of the CLE implementations in their classrooms. Their answers were analysed using categories based on a model from cultural-historical activity theory
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