Quality of Service Requirements for the e-Learning Grid
In the same way that the Web has evolved from being a technology designed to aid scientific collaboration to one which is employed extensively in e-business and increasingly in e-learning, the Grid is also evolving from its original concept as a highly distributed dynamic source of computing resources "on tap", like the power grid, for e-science, to a means of supporting enterprise computing across heterogeneous, distributed, virtual organisations.
However, even the most recent ideas associated
Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final R
Over the last few years have witnessed a growing recognition of the educational
potential of computer games. However, it is generally agreed that the process of
designing and deploying TEL resources generally and games for mathematical
learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns
for the design and deployment of mathematical games", aims to investigate this
problem. We work from the premise that designing and deploying games for
mathematical learning re
A Model for Interoperability in Computer Supported Collaborative Learning
Computer Supported Collaborative Learning
activities involve combination of complex software
tools that often need to interoperate in a wider context
of learning. This paper proposes a data model that
accommodates requirements of typical collaborative
learning situations and facilitates interoperability of
tools and interchange of products of collaboration and
evaluation data. The model has been tested against
various typical tools used for both synchronous and
asynchronous collaboration of grou
Using online role play to teach internet safety awareness
This paper reports on an evaluation of Net-Detectives, a creative online role play activity aimed at 9–12 year olds. Net-Detectives forms part of Kidsmart, an Internet awareness programme aimed at school children. It was evaluated through a multiple method data collection using questionnaire surveys, follow up telephone interviews with teachers and observation in use in three UK schools during the summer term of 2003.
All sources of data collected agreed that a number of benefits arise from p
The Seven, no eight, nine C's of Mobile Learning
This paper was presented at the Mobile Learning Workshop at the Kaleidoscope Alpine Rendez-Vous 2007. It identifies theories from the fields of cognition and educational psychology that can usefully be employed to explain the interactions between the user and their mobile device in a variety of mlearning contexts. The theoretical approaches that appear to be most relevant to mlearning are those that stem from the constructivist approach to learning, involve learner control and challenge by setti
Affordances – a Merleau-Pontian Account
In this paper, the concept of ‘affordance’ is given an ontological and epistemological explication building on a
Merleau-Pontian view of human being as always already being-in-the world in a non-thematized, pre-reflective
correspondence of body and world in the concrete activity. A dynamic, agent-centred, cultural-, experience- and
skill-relative, but perception-independent, ontology is proposed for affordances. It is argued that this is more in
line with the original Gibsonian understanding
Learning about Users from Observation
Many approaches and systems for recommending information,
goods, or other kinds of objects have been developed
in recent years. In these systems, machine learning methods
are often used that need training input to acquire a user
interest profile. Such methods typically need positive and
negative evidence of the user’s interests. To obtain both
kinds of evidence, many systems make users rate relevant
objects explicitly. Others merely observe the user’s behavior,
which yields positive evidence
Design Issues of a Distance Learning Course on Business on the Internet
The paper presents the main design issues of a distance learning course on Business on the Internet. The instructional design is based on a learner centered instructional stratedy allowing learners get opportunity to construct their own knowledge while solving real business problems and transfer their knowledge to other learners. They learn autonomously taking the responsibility for their learning and following their individual cognitive styles, interests, preferences. The learners have access t
Remote or close control of students’ knowledge in ARCADE
Assessment of students’ knowledge and instructors’ feedback are among the
most important elements of education. This paper describes the Arcade Test System that is
used to check and assess students’ knowledge. The Arcade Test System is a dual-purpose online
testing environment that gives the instructor an opportunity to control the level of knowledge
the students have acquired during taking a particular course delivered by the system. On the
one hand, it gives students a way to check their
ARCADE Assessment Framework
The boom in development of learning management tools in recent years stimulates creation of relevant standards, while
acceptance of such standards helps system interoperability worldwide. The paper aims in presenting an assessment
framework based on the recent IMS standards and built into ARCADE - Architecture for Reusable Courseware
Authoring and DElivery. The information model of the assessment tool has been designed with a view to efficient test
authoring, management and evaluation of student
A Robot in Kindergarten
These thought are the result of work in progress, started in 1999, within the scope of the
Trás-os-Montes Digital/SCETAD, project (sub-project: ICEI – Computers in Early
Childhood Education Contexts). The work took place in Portuguese kindergarten
rooms, with children aged 3, 4, 5 and 6.
The ICEI sub-project aims to promote the use of ICT in a playful but pedagogical way,
be it free or directed. This use is intended to occur within the scope of activities
developed for the micro-spaces of the
Designing for Collaboration and Mutual Negotiation of Meaning Boundary Objects in Networked Learn
This paper addresses the issue of collaborative learning and networked learning within continuing professional
development. Collaborative learning is defined as the meeting of specific differences and dependencies among
participants and practices within and across communities, afforded and constrained by the pedagogical design.
The study explores how boundary objects serve as resources to support collaborative learning as a means of
representing, learning about, and transforming knowledge. Based
Implementing Learning Design to support web-based learning.
In this paper we consider an initial implementation of a system for managing and using
IMS Learning Design (LD) to represent online learning activities. LD has been suggested
(Koper & Olivier, 2004) as a flexible way to represent and encode learning materials,
especially suited to online and web-based learning while neutral to the pedagogy that is
being applied. As such it offers a chance to address a gap in the preparation of learning
materials and their eventual use by students by providing a
An analysis of learner arguments in a collective
This contribution analyses the arguments of students in a learning activity entitled "Argue Graph".
This activity is intended to make students understand the relationship between learning theories and design
choices in courseware development. The analysis of arguments is centered on the effects of discussion and
opinion conflict on the elaboration of arguments. We then use an adaptation of a collective intelligence model
to describe the knowledge flow among people and artifacts during the learni
Re-engineering of collaborative e-learning systems: evaluation of system, collaboration and acquired
This paper relates an experimentation of a collaborative e-learning system.
In this kind of system, tracks arising from communication tools allow to build useful
indicators for all system actors. We show how tracks are analyzed and how this
analysis is useful for reengineering purposes.
On-line Learning Networks: Frameworks and Scenarios
Progressively the idea of using the internet as a platform to mediate social interactions and learning at different levels has
affirmed 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 from a combination of content and people
knowledge. They can vary widely in the strength and permanence of their connections and resources necessary to maintain
them. Aspects both
La evaluación social e individual en la era de la educación a distancia en la globalización
En la globalización tan ampliamente fomentada, especialmente por la educación a distancia, debemos cuestionarnos sobre los valores que vivimos en nuestras culturas locales. La evaluación que instauramos dentro de nuestros cursos puede también convertirse en otro mecanismo de homogenización. Para contrarrestar estas desventajas y poder construir juntos sociedades distintas pero solidarias, propongo un análisis de la evaluación como vehículo ideológico de perpetuación de la distribución
Group Reflection Tools for Virtual Expert Community - REFLEX Project
The aim of this project is to improve work quality, creativity and performance in various professional communities of knowledge-intensive companies by integrating teamwork and learning in collectively designed information spaces. This project will provide a pedagogical model for building and sharing expert knowledge within physically distributed teams that have a need to collaborate and co-ordinate information. The project will utilize latest information and communication technologies in develop
Computational Representation of Collaborative Learning Flow Patterns Using IMS Learning Desing
The identification and integration of reusable and customizable CSCL (Computer Supported Collaborative Learning) may benefit from the capture of best practices in collaborative learning structuring. The authors have proposed CLFPs (Collaborative Learning Flow Patterns) as a way of collecting these best practices. To facilitate the process of CLFPs by software systems, the paper proposes to specify these patterns using IMS Learning Design (IMS-LD). Thus, teachers without technical knowledge can p
Working in ToonTalk with 4- and 5-year olds
We aim to find ways, tools and/or techniques that allow children in this age span to use programming language concepts to express rules and play with them. ToonTalk, with its visual, animated environment, and program-by-example methodology, seemed a very nice tool to start with. On this paper, we will present our experience using Portuguese ToonTalk with 7 children (5 were 4-year olds, 2 were 5- year olds), in Vila Real (Portugal) kindergartens, from May to June of 2000. The most encouraging res













