Learning design based on graphical knowledge-modeling
This chapter states and explains that a Learning Design is the result of a knowledge engineering process
where knowledge and competencies, learning design and delivery models are constructed in an integrated
framework. We present a general graphic al language and a knowledge editor that has been adapted to
support the construction of learning designs compliant with the IMS-LD specification. We situate LD
within a taxonomy of knowledge models , namely the multi-actor collaborative system. We move
From usage analysis to automatic diagnosis: The case of the learning of algebra
User modelling is a significant part of usage analysis. We present a case
study in the field of the learning of algebra that aims at producing automatic
diagnosis rules, based on the analysis of tracks of students solving algebra exercises
within the Aplusix learning environment. We present two experiments that were
conducted among 8th and 9th grade students. Manual analyses performed on the data
made it possible to contribute to the construction of a library of rules aiming at
modelling student
Læring i praksis - fremstruktureringen af et
handlingsorienteret perspektiv
Introduktionen præsenterer afhandlingens emnemæssige baggrund, problemformulering og
metode. Den traditionelle angelsaksiske erkendelsesteoretiske opfattelse af viden hævdes at
have komplementære modpoler i læringsteorierne behaviorisme og kognitivisme. Disse
positioner problematiseres med eksempler fra hverdagsmæssige sammenhænge såvel som
med en række forskningsmæssige resultater. På baggrund heraf fremsættes problemformuleringen,
som lyder:
Er det muligt at udvikle et begreb om vi
Technical Infrastructure: The WebReports site
The WebReports website allows children to create text-based and interactive content that is accessible on line and to comment on each otherÂ’s work, thereby being provided with opportunities to collaboratively build knowledge around a range of different learning domains. In this document we first summarise our key findings. We then provide an account of the evolution of the system during the three years of the project, giving the rationale for our major changes. Finally, we describe the function
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
ATI Portal for Technology Enchanced Learning
The presented paper describes development of Advanced Training Institute (ATI) portal for Technology Enhanced Learning (TEL). The ATI portal is an interactive tool presenting FP6 NoE Kaleidoscope project competences to potential users - people who want to receive training for achieving the competences shown. The main purpose of ATI is to establish an efficient broadcast/response mechanism to propagate specific TEL request to the Kaleidoscope community and to identify existing matching competenci
Assessing Students' Performance in
Distance Education Courses
ARCADE is a project aimed to develop an integrated software platform for authoring and
delivery of Internet-based distance courses covering the university needs. Unified Modeling Language (UML)
and Unified Software Development Process were applied as a basis for the project development. The
Assessments and Assignments package provides computer supported instructional feedback (tests, projects,
essays, problems). The IMS Question and Test Interoperability specification (QTI) defines the basic
str
Harnessing Technology: Transforming Learning and Children's Services
This document is the Department for Education and Skill's first cross-sector e-learning strategy. The strategy focuses on what the technology can do for informing and advising citizens, for supporting children and learners of all ages in their encounters with the system, and for transforming the experience of learning. To make this happen, it identifieds six priorities, to provide:
• An integrated online information service for all citizens
• Integrated online personal support for children
Exigences épistémologiques des recherches en EIAO
De par l'objectif poursuivi, l'évaluation d'un environnement d'apprentissage EIAO ne peut être réalisée sur le seul plan informatique, elle doit poser et répondre à la question de la nature des connaissances construites par l'apprenant au cours de l'interaction avec le dispositif informatique. Cette évaluation est complexe et ne saurait se limiter à rendre compte de comportements. C'est la signification de ces comportements qui est en question, c'est-à -dire ce qu'ils témoignent des re
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
An Advisory QoS Service for GRID Based Learning Environments
This paper argues that the assumption of end-to-end QoS provision for use in Grid based applications is unsafe. We present an architecture which provides an adaptive QoS service for GRID applications which are prepared to adapt rather than assume the best and then suffer the worst.
This is particularly relevant to Internet based GRIDs. An example application from the field of collaborative learning environments is given, featuring adaptive QoS for Real Time Protocol (RTP) based audio and visual
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
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
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
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
Didactic Decision-Making Process
In a Surgery Learning Environment
In this paper we present our model of the didactic decision-making process and our
method to define the apprenticeship utility function. This model is embedded in a computer-based
learning environment dedicated to orthopedic surgery. The decision model allows the production
of feedback relevant to the user’s knowledge during her/his activities with the learning
environment.
The surgical knowledge in the learning environment is represented with Bayesian Networks and
the decision-making process
Baghera Assessment Project, designing an
hybrid and emergent educational society
The Baghera Assessment Project (BAP) has the objective to ex plore a new avenue for the design of e-Learning environments. The key features of BAP's approach are: (i) the concept of emergence in multi-agents systems as modelling framework, (ii) the shaping of a new theoretic al framework for modelling student knowledge, namely the cK¢ model. This new model has been constructed, based on the current research in cognitive science and education, to bridge research on education and research on the
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
Mobile
technologies: prospects for their use in learning in informal science
settings
Recent developments in mobile technologies have offered the potential to support learners
studying a variety of subjects. In this paper we explore the possibilities related to science
learners and in particular focus on science learners in informal settings and reflect on a
number of recent projects in order to consider the prospects for such work. The debate on
informal learning acknowledges the complexity of the area and the difficulty of defining
informal learning. One view is to consider the
A Model for Determining the Size of Learning Objects
The Dutch six-part series Leerobjecten in de praktijk (Learning objects in practice) is about six divergent and difficult problems that occur frequently in working with learning objects. Based on research into existing practice, guidelines are offered to policy makers, educational technology consultants, teachers, educational designers and developers of digital learning materials who are struggling with these problems in higher education.
The size of learning objects is a conference paper, whi













