La sélection collaborative de pages Web pertinentes
A l'aide d'une étude expérimentale, nous avons testé les impacts d'un dispositif informatique simple pouvant aider à la recherche collaborative de pages Web pertinente chez les étudiants. Dans l'une des conditions expérimentales, les membres d'un même groupe d'étudiants pouvaient avoir des indications quant aux pages Web déjà visitées par les autres membres de leur groupe. Plusieurs indicateurs comportementaux et de performances des utilisateurs (nombre de pages consultées, temps pou
Hitler and the Third Reich
This is a module framework. It can be viewed online or downloaded as a zip file.
As taught in Spring Semester 2010.
The Third Reich is one of the most notorious, discussed and horrific periods of our age and although it is also very well researched, still raises many questions: How could a man like Hitler gain so much power? How could a whole nation ‘fall’ for the Nazi ideology? Why the Jews ..?
In this module we will aim to deal with these and other questions about the time between 1933
Private Universe Project in Mathematics: Workshop 4: Thinking Like a Mathematician
What does a mathematician do? What does it mean to think like a mathematician? This program parallels what a mathematician does in real life with the creative thinking of students.,How a Mathematician Approaches Problems - Fern Hunt, a mathematician at the National Institute for Standards and Technology, is seen as she collaborates with colleagues to solve difficult technical problems. Using the metaphor of the childrens game Towers of Hanoi, she explains her approach to solving problems. 15
Knowledge Convergence in Computer-Supported
Collaborative Learning: The Role of External Representat
This study investigates how two types of graphical representation tools influence the way in which learners use knowledge resources in two different collaboration conditions. In
addition, the study explores the extent to which learners share knowledge with respect to
individual outcomes under these different conditions. The study also analyzes the relationship between the use of knowledge resources and different types of knowledge.
The type of external representation (content-specific vs. conten
Epistemic and Social Scripts in Computer-Supported Collaborative Learning
Collaborative learning in computer-supported learning environments typically means that learners work on tasks together, discussing their individual perspectives via text-based media or videoconferencing, and consequently acquire knowledge. Collaborative learning, however, is often sub-optimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. One possibility to improve collaborative learning environments is to conceptuali
Interview de Christina KOULOURI (video)
Description not set
Computer-Supported Collaborative Video Analysis
Video can serve as a powerful medium for analyzing interactions involved in learning activities, for capturing records of teaching for uses in professional development, and for learners to construct or interact with videos expressively, but there have been many barriers to its collaborative uses. The DIVER Project is tackling core problems in advancing computer-supported collaborative video analysis. DIVER establishes a unique video platform for users to control a “virtual camera window” on
WILD for learning: Interacting through new computing devices anytime, anywhere
We use the acronym WILD to refer to Wireless Interactive Learning Devices1. WILD are powerful and small handheld2 networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low
Emerging Social Engineering in the Wireless Classroom
Code It! fosters mathematics learning environments where pre-algebra students use handheld technologies to confidently and enjoyably explore and learn about functions. The resources we developed—server-based and handheld software and paper-based student and teacher texts—were packaged as a 20-session unit on code making and breaking and designed to boost students’ understanding of mathematical functions and their facility with the multiple representations of tables, graphs and symbols. We
Private Universe in Project in Mathematics: Workshop 6: "Possibilities of Real Life Problems"
Students come up with a surprising array of strategies and representations to build their understanding of a real-life calculus problembefore they have ever taken calculus.,In a voluntary two-week summer workshop, high school seniors from Kenilworth and New Brunswick work on a real-life problem ("The Catwalk") based on Eduard Muybridge's sequence of 24 photographs of a cat in motion. The question, How fast is the cat moving in frame 10 and frame 20?, deals with some of the fundamental idea
CML - The ClassSync Modeling Language.
The ClassSync Modeling Language (CML) addresses the problem of creating a controlling overlay to classroom learning activities, or e-leaming workflows. Our aim is to allow authors and teachers to generate a mapping from activity design to its implementation in a wirelessly networked classroom with ubiquitous use of handheld computers for information exchange. CML models e-learning workflows with three major components: actors, data objects, and interaction networks. Actors are the diverse perfon
Transformative communication as a cultural tool for guiding inquiry science
Inquiry-based science instruction offers great promise as a means of actively engaging students in authentic scientific problem solving, including consideration of research design issues. At the same time, inquiry introduces some difficulties. In particular, familiar "cultural tools" for classroom discourse, such as Initiation-Reply-Evaluation sequences, are no longer appropriate because they are premised on known answers and teacher-driven activity. To help support productive open-ended science
SAP "disappointed" by Oracle damages
Germany's SAP says it's "disappointed" by a U.S. jury's decision that it has to pay Oracle $1.3 billion for software theft - damages which could be the largest-ever for copyright infringement.
Using the World Wide Web to Build Learning Communities in K- 12
Social accounts of learning and human knowledge have led to attempts to reorganize schools as learning communities. This paper examines the utility of World Wide Web (WWW) for aiding in the construction of school-based and work-based learning communities An ordered list of interactions is provided to characterize the depth of students entry into new learning communities. Current offerings on the WWW are then surveyed in terms of these categories. Finally, proposals are advanced for enhancing the
Constructivism in the Collaboratory
Great attention has been paid recently to the capabilities of computers to provide environments in which active learners can construct their own understanding through open-ended interaction. Yet discussion of constructivist learning environments has commonly focused on the learner as an individual, learning in isolation from other learners. For example, Perkins (1991) characterizes a learning environment as being composed of five facets: information banks, symbol pads, construction kits, phenome
Functional analysis
As taught in 2006-2007 and 2007-2008.
Functional analysis begins with a marriage of linear algebra and metric topology. These work together in a highly effective way to elucidate problems arising from differential equations. Solutions are sought in an infinite dimensional space of functions.
This module paves the way by establishing the principal theorems (all due in part to the great Polish mathematician Stefan Banach) and exploring their diverse consequences. Topics to be covered will inclu
Experiences with Writing Grid Clients for Mobile devices
This paper describes our attempts to write GRID clients for Mobile Devices, such as a PDA, which have restrictive computational and storage facilities. Our experiences are based on an implementation of a mobile GRID client for Finesse, an existing web-based e-learning system.
At this stage of our work we are not looking to novel applications of mobile learning, but rather are exploring the feasibility of mobile devices as GRID platforms, with novel learning applications as our future aim. We ex
Global University System with Globally Collaborative Environmental Peace Gaming Project
The Global University System (GUS) [1] [Utsumi, et al, 2003] is a worldwide initiative to create advanced telecommunications infrastructure for access to educational resources across national and cultural boundaries for global peace. GUS aims to create a worldwide consortium of universities to provide the underdeveloped world with access to 21st Century education via broadband Internet technologies. The aim is to achieve education and healthcare for all, anywhere, anytime and at any pace.
Creatures of Habit: A Computational System to Enhance and Illuminate the Development of Scientific T
Creatures of Habit is a computer-based microworld designed to engage middle-to-high school students in the process of scientific inquiry. The system depicts a universe of interacting programmable “creatures” whose individual behavior is guided by simple rules that may model naive psychology, physical laws, chemical affinities, and other domains. Students can create or revise creature rules and explore the resulting (and often surprising) emergent behaviors within “artificial ecosystems”;













