Children's mental models of recursive logo programs
Children who had a year of Logo programming experience were asked to think-aloud about what brief Logo recursive programs will do, and then to predict with a hand-simulation of the programs what the Logo graphics turtle will draw when the program is executed. If discrepancies arose in this last phase, children were asked to explain them. A prevaient but misguided "looping" interpretation of Logo recursion was identified, and this robust mental model persisted even in the face of contradiction be
Symbol Systems and Thinking Skills: Logo in Context
A Method for Creating Collaborative Mobile Learning Trails
In this paper I report results from recent trials in which students used mobile devices to collaboratively create, edit and share trails. These included 9- to 10-year-olds as well as adult diploma students, in the subject of horticulture in botanic gardens. Findings indicate that a narrow subject focus and a manageable amount of data capture are appropriate in most cases; trails are most effective when framed with structured tasks and a narrow focus. Structure can be introduced through the use o
On-line learning networks: Framework and scenarios
The idea of using the internet as a platform to mediate social interactions and learning at different levels has progressively affirming itself, and this has given rise to a huge number of spontaneous and planned collectives, which are often described as on-line learning networks. On-line learning networks create value through the combination of content and people's knowledge. They can vary widely in the strength and permanence of their connections and the resources necessary to maintain them. A
Randomness and LEGO robots
This paper reports on a long term experiment concerning the introduction of 7th grade pupils to the concept of randomness. Pupils are involved in activities with Lego robots, and in the joint enterprise of writing an Encyclopaedia. The main lines of the experiment are provided, together with experimental data, highlighting how some specific elements of the chosen educational approach influenced the evolution of pupils' mastery of the concept of randomness.
A micoworld to implant a germ of probability
This paper reports on the third part of a long term experiment concerning the introduction of 12-13 years old pupils to the concept of randomness and probability. In the first parts, the pupils analysed the concept of randomness, in daily life and with LEGO-RCX robots. The third part is based on the Random Garden Game (within the programming environment ToonTalk). The pupils are guided towards the concepts of equivalence of sample spaces and of classical probability, through temporary and person
Uso di manipolatori simbolici nell'introduzione all'algebra: realizzazione e sperimentazione di un p
The thesis presents the theoretical background and the main ideas underlying the design, development and experimentation of L'Algebrista, a prototype of symbolic manipulator to introduce pupils to algebra as a theory. The main theoretical framework refers to the theories of Anna Sfard concerning objectification in mathematics.,Unpublished graduation thesis
Multimedia and the learner's experience of narrative
This paper reports on research findings which show that the narrative structure of multimedia programs, or sometimes the lack of it, affects learners' comprehension, often adversely [1,2]. It also reports on initial findings from our current research which aims to develop a theoretical understanding of the forms and functions of narrative in interactive media, based on empirical research, and capable of informing instructional design.
Geometry: dynamic intuition and theory
Geometry is a school subject, but also and primarily geometry is a mathematical domain. As mathematical educators we are interested in geometry from both perspectives, as well as we are interested in the relationship between them. First of all, geometry is a formalized theory, within the broader frame of mathematical theories. Actually, geometry pervades (permeates) a large part of mathematics, even some of its very recent developments, influencing and affecting both their origin and their evolu
Case Study of Virtual Organization Learning and Knowledge Testing Environments
The proposed web-based knowledge assessment is based on flexible educational model and allows to implement adaptive control of learning process as well as to implement knowledge testing environment according to the requirements of student's knowledge level, their personal abilities and his subject learning history. The learner knowledge model can be constructed as a sub graph of the global knowledge domain graph. The paper presents the architecture of student self-evaluation and on-line assessm
Shaping e-Learning Applications for a Service Oriented GriD
The paper discusses technical issues related to establishment of e-learning services on a grid. The XML based technology for implementation of e_learning application in the form of web service is analyzed from the perspective of making an application grid-aware. The special e_learning repository service is proposed as a technique for coordinated use of distributed e_learning resources through the access and invocation of web services.
Towards Collaborative Learning via Shared Artefacts over the Grid
The Web is the most pervasive collaborative technology in widespread use today; and its use to support eLearning has been highly successful. There are many web-based Virtual Learning Environments such as WebCT, FirstClass, and BlackBoard as well as associated web-based Managed Learning Environments. In the future, the Grid promises to provide an extremely powerful infrastructure allowing both learners and teachers to collaborate in various learning contexts and to share learning materials, lea
Adaptive E-Learning Grid Platform
Many analysts believe that more and more organizations are looking to introduce e-learning as a way to solve critical business problems and as a vital component of an integrated approach to their training solutions. So we are introducing our next generation, e-learning grid platform to meet the evolving needs of the market, which include technology, content and services. This platform will define a new mode of service interaction and application creation. It proposes a user-friendly method for
Scénariser l'enseignement et l'apprentissage : une nouvelle compétence pour le praticien?
27 research papers about using scenarios for computer based learning environments,Workshop proceeding
Collaborative Concept Mapping in Education: Major Research Trends
Since the late eighties, more and more researchers have been exploring the potential of collaborative concept mapping to support learning. In those studies, students construct concept maps in pairs or in small groups. This paper presents a review of research trends on collaborative concept mapping in education. We present an overview of the theoretical framework, methodology and main results of 39 published studies investigating this topic.
Literature Review in Science Education and the Role of ICT: Promise, Problems and Future Directions
Today, what "counts" as science and science teaching is in a state of flux. This, however, is not new - for 150 years there have been debates about the purpose, nature and role of science education in our society. Any designer of resources and tools for the teaching of science therefore needs to be able to understand these debates, and to be aware of the origins and reasons for the changes that are currently taking place.,A NESTA Futurelab Research report - report 6
Resource-adaptive Selection of Strategies in Learning from Worked-Out Examples
Most tasks can be pursued by using different strategies (Logan, 1985; Reder & Schunn, 1998). In this paper we focus on strategies of learning from worked-out examples. Within a resourceoriented framework these different strategies can be classified according to their costs and benefits. These features may determine which strategy will be selected for accomplishing a task in situations with certain resource limitations. We investigate specific hypotheses about strategic adaptations to resource li
Domain Modelling To Support Educational Web-based
This paper describes an approach to web-based authoring of educational material. We define a model for the class of subjects of our interest (those including both theoretical and practical issues). From this model, specific content outlines can be derived as subclasses and then instanced into actual domains. The last step consists in generating interactive documents, which use the instanced domain. Students can explore these documents through a web browser. Thus, an interactive learning scenario
Effectiveness of Reading and Mathematics Software Products: Findings from the First Student Cohort
Congress posed questions about the effectiveness of educational technology and how effectiveness is related to conditions and practices. The study identified reading and mathematics software products based on prior evidence of effectiveness and other criteria and recruited districts, schools, and teachers to implement the products. On average, after one year, products did not increase or decrease test scores by amounts that were statistically different from zero. For first and fourth grade read
Component Exchange Community: A model of utilizing research components to foster international colla
One-to-one technology enhanced learning research refers to the design and investigation of learning environments and learning activities where every learner is equipped with at least one portable computing device enabled by wireless capability. G1:1 is an international research community coordinated by a network of laboratories conducting one-to-one technology enhanced learning. The concept of component exchange community emerged as a means of realizing one of the missions of G1:1 - peeding up