Self-regulated Learning in Technology Enhanced Learning Environments: A European Review
The study was carried out in the KALEIDOSCOPE seed project "Self-regulated Learning in Technology Enhanced Learning Environments" and reports the results of desktop studies carried out by KALEIDOSCOPE members from eight European countries.,Research report
Can Language and Culture Go Hand in Hand?
Cross- Linguistic Influence in the L2 Acquisition Process
Can Language and Culture go Hand in Hand? Using examples of Japanese as L1 and English as L2, we seek to demonstrate how transfer and interference from ones native language can impact expression in a language being acquired. We make some suggestions as to how to tackle transfer and interference, and briefly discuss the potential of further research to this effect in CALL.
Surmonter linterférence culturelle et linguistique à laide de CALL
This research project aims to design a CALL system (Computer-Assisted Language Learning). The goal of the system is to help users overcome cross-linguistic difficulties, that is to say, transfer and interference stemming from a native language (L1) in the process of acquiring a second or foreign language (L2). It is built following an ontological engineering methodology, which is well-known in the artificial intelligence community. In this article, we describe what is cross-linguistic influence,
Designing Instructional Examples to Reduce Intrinsic Cognitive Load: Molar versus Modular Presentati
It is usually assumed that successful problem solving in knowledge-rich domains depends on the availability of abstract problem-type schemas whose acquisition can be supported by presenting students with worked examples. Conventionally designed worked examples often focus on information that is related to the main components of problem-type schemas, namely on information related to problem-category membership, structural task features, and category-specific solution procedures. However, studying
When are powerful learning environments effective? The role of learner activities and of students
The goal of this chapter is to outline a theoretical and empirical perspective on how learners conceptions of educational technology might influence their learning activities and thereby determine the power of computer-based learning environments. Starting with an introduction to the concept of powerful learning environments we outline how recent developments in information and communication technologies might be used to implement these environments technologically. In the next step we refer t
Implementing the Challenge Based Learning in Classroom Scenarios
Our Challenge Based Learning (CBL) method can be described as a special form of problem-based learning, in which the problems are of realistic, open-ended nature. Additionally, CBL contains features of experiential and project-based learning approaches. CBL is supported by the provision of Digital Experimentation Toolkits (DExTs) which comprise materials, initial instructions, references to web resources and specific software tools. Within the COLDEX project, a number of remote sites which gener
Model-based Design of Activity Spaces for Collaborative Problem Solving and Learning
It is investigated how the design of external representations, namely, concept maps, can be based on a simulation model, how model-based concept maps can be utilized in an instructional and collaborative problem solving setting and how they can be taken advantage of in a computerized environment for collaborative problem solving and learning. With respect to the first goal, we made use of a cognitive simulation model to develop two instructional units. One unit teaches qualitative aspects of cla
Analysis Methods for Collaborative Models and Activities
A classification of analysis methods for CSCL systems is presented which uses as one dimension the distinction into summary analysis and structural analysis and as another distinction different types of raw data: either user actions or state descriptions. The Cool Modes environment for collaborative modeling enables us to explore the whole spectrum of analysis methods. Action logging is based on the MatchMaker communication server underlying Cool Modes. Example instances for several analysis met
The Remote Control Approach An Architecture for Tutoring in Pre-existing Collaborative Applicatio
In this paper we present an architecture for the integration of tutoring and process scaffolds into existing collaborative applications. The architecture allows to combine existing research results concerning collaborative processes and their formalization, and existing and tested collaborative learning environments. The architecture allows controlling the learning environments either by a human or a pedagogic agent. Both types of tutors are using the same set of primitives either via an intu
Processing and Transforming Collaborative Learning Protocols for Learner's Reflection and Tutor's Ev
This paper discusses the potential of processing and analysis of collaborative learning protocols, which in the first place are represented as low-level logfiles of actions in collaborative learning environments. These protocols can be abstracted, analysed, and augmented to provide the users with feedback about the collaboration process. We present several techniques we implemented which may be combined to support learner s self-reflection as well as tutors in evaluating the process.
Knowledge convergence in computer-mediated learning environments. Effects of collaboration scripts
One important aspect of collaborative learning environments is the convergence of participants of one learning group with respect to learning outcome. Studies show that learners rarely construct shared knowledge together. This experimental study analyzes two collaboration scripts that aim to facilitate knowledge convergence. A social script that prescribes different roles with specific, sequenced interactions and an epistemic script that prescribes different activities and their sequence with re
Gemeinsame Wissenskonstruktion in computervermittelter Kommunikation: Welche Kooperationsskripts fö
Goal of this study is the facilitation of participation and knowledge acquisition in cooperative, computer-mediated learning environments. Two cooperative scripts with respect to discourse contents and interaction were developed to pre-structure communication. Both scripts were analyzed with respect to their influence on participation and application-oriented knowledge in computer-mediated learning environments. The factors "content-related cooperative script" and "interaction-related cooperativ
The use of NLP tools for Basque in a multiple user CALL environment and its feedback
In this article, we present a Computer Assisted Language Learning (CALL) environment for Basque. The environment has different aims: on the one hand, to offer the users (teachers, learners and computational linguists) different tools and language resources to clarify the linguistic doubts they might have about the language, and on the other hand, to store information about language learners, deviations and errors as the basis for further studies in CALL and Natural Language Processing (NLP). The
Quelles machines pour enseigner la langue ?
This paper first presents a history of Computer-Assisted Learning (CAL), setting its origins in the 1920s with the invention of mechanical learning machines. The use of the computer then allowed the development of different types of language learning activities: comprehension tasks, simulations, etc. However, without the contribution of natural language processing (NLP), these activities are of limited use. We address the problem of the integration of NLP in CALL systems while summing up the cha
Graphical Jogthrough: expert based methodology for user interface evaluation, applied in the cas
Walkthrough and Jogthrough techniques are well known expert based methodologies for the evaluation of user interface design. In this paper we describe the use of Graphical Jogthrough method for evaluating the interface design of the Network Simulator, an educational simulation program that enables users to virtually build a computer network, install hardware and software components, make the necessary settings and test the functionality of the network. Graphical Jogthrough is a furth
Reducing cognitive load and fostering cognitive skill acquisition: Benefits of category-avoiding exa
In this paper, we provide evidence against the common idea that worked examples should be designed to convey problem categories and category-specific solution procedures. Instead we propose that instructional examples should be designed in a way that supports the understanding of relations between structural problem features and individual solution steps, i.e. relations that hold below the category level. We illustrate in the domain of probability word problems how category-avoiding instructiona
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 Learners Self-organization in CSCL Macro-scripts
In this article we present a conceptual analysis of the notion of learners 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 learners 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