Socioemotional orientation as a mediating variable in teaching learning interaction: Implications fo
In this paper we argue that many of the design decisions of modern
pedagogical solutions are made unconsciously without articulated view of the
issues being addressed by the complex relationship of student’s social,
emotional and motivational interpretations in learning. We present a
theoretical framework for analysing them and discuss of the two empirical
experiments, where individual students’ social and motivational
interpretations were analyzed in a cognitive apprenticeship based
technol
Livre blanc sur les standards du e-learning
L’article suivant propose un tour d’horizon sur les différents standards émergents du secteur
de l’eLearning.
Comme toute nouvelle technologie, l’eLearning et ses différentes fonctionnalités doivent
pouvoir disposer d’un schéma de référence standard. L’existence d’un tel standard est
indispensable au développement d’une nouvelle technologie, en le sens qu’il permet
l’interopérabilité de ressources vouées autrement à être incompatibles. L’interopérabilité est
Generating reports of graphical modelling processes for authoring and presentation
Today's computer supported modelling environments could provide much
more information about the users’ actions and problem solving processes than they
usually store for later usage. Thus, relevant information about learning processes
which could be used for reflection and analysis is lost.
This paper describes an approach to tackle this issue by generating “reports”, in the
sense of augmented summaries of states and action traces from modelling processes.
This approach includes a) gatherin
Using Perspective in Narrative Learning Environments
Several empathic applications have been developed over the last years but
can we redirect that empathy to specific characters? This paper focuses on the intention
to induce empathy in children and stimulate role taking by presenting a narrative
through the perspective of a specific character. The use of perspective is achieved by
showing the events that happen in the story but without impartiality.
We will describe a narrative-based application designed to help children cope
with bullying situat
Developing Self-Regulated Learning in ICT-based Narrative Environments
Based on the analysis of a plain narrative learning environment (NLE), in
this paper we discuss what features of NLEs can support the development of selfregulated
learning (SRL) abilities in primary school children. The analysis is
performed by means of a tool developed within the European project TELEPEERS,
aiming to evaluate the potential to support SRL of technology-enhanced learning
environments. We evaluate the considered NLE as granting an average support to
SRL. We spot several aspects wh
Data Recording and Usage Interaction Analysis in Asynchronous Discussions: The D.I.A.S. System.
This paper describes the development and the implementation of a new
Asynchronous Discussion Forum Software, called DIAS. While evaluating several
corresponding software, we came to the conclusion that they seem to be inadequate
to support the use of this activity (asynchronous discussion) as a substantial part of
the learning process. Most actual forums, that incorporate interaction analysis
functions, support mainly administrators, or teachers, while offer only basic
awareness functions to the
An Advanced E-learning Community Proposal Using MS Sharepoint Portal Server
In order to implement e-learning, quite often simple Internet technologies are used, usually without any clear pedagogical approach. Unfortunately this is not quite effective, it restricts learners' exchanges, while influence the quality of resulted knowledge construction. More sophisticated environments are needed when we vision e-learning as taken place in a rich and flexible Learning Community context, for young students or even for adults and professionals. Our proposal consists of an Electr
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.
EMLs : case study in distance learning education
After a short characterization of what an educational modeling language should be, we will deal
with the respective interest of two EML proposals : one proposed by OUNL (OUNL/EML and
IMS/LD which is derived from it) and one proposed by UNED (PALO). We will then identify
reasons that lead us to choose OUNL/EML for experimentation in distance learning education in
order to model our scenario. Finally we will present some limitations or extensions we have
identified.
Investigating multimodal interactions for the design of learning environments: a case study in scien
This thesis focuses on multimodal interactions for the design of a learning environment.
The process of designing such systems involves studying the benefits of multimodal
interactions in learning. Therefore, it analyses the structure of the interactive space
between the learner and the content to be learnt, and introduces and tests a framework
to structure it. It proposes that multimodal interactions can encourage rhythmic cycles of
engagement and reflection that enhance learners’ meaning con
Understanding the structure of the set of rational numbers: a conceptual change approach.
In the present article, we argue that the conceptual change approach to learning can apply in the case of mathematics, taking into consideration the particular nature of mathematical knowledge and the neurobiological bases of mathematical cognition. In the empirical study that is reported in this article, we investigated ninth graders' understanding of algebraic and structural properties of rational numbers, from a conceptual change perspective. We make
the point that understanding rational numb
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
COW, a Flexible Platform for the Enactment of Learning Scenarios
Open and Distance Learning platforms are more than system delivering pedagogical ressources. They require mechanisms for the enactment and coordination of pedagogical modules and learning activities. A common solution to express learning paths in learning management systems (LMS) can be the use of Educational Modelling Languages (EML). The next step will be the enactment of these models. For that purpose, workflow management system can be used. These systems formerly reserved for highly structur
Over-scripting CSCL: The risks of blending collaborative learning with instructional design.
Free collaboration does not systematically produce learning.
One way to enhance the effectiveness of collaborative learning is to
structure interactions by engaging students in well-defined scripts. A
collaboration script is a set of instructions prescribing how students
should form groups, how they should interact and collaborate and how
they should solve the problem. In computer-supported collaborative
learning (CSCL), the script is reified in the interface of the learning
environment. This co
Avaliação e evolução de um ambiente de suporte à aprendizagem de programação
O ensino da programação através dos métodos tradicionais, onde a leccionação de conceitos dinâmicos é realizada utilizando principalmente materiais de índole estática, não se tem revelado muito eficaz. Neste documento é apresentado um ambiente, o SICAS, que de forma dinâmica, interactiva e apelativa permite a construção e simulação de algoritmos. De forma a medir a eficácia do ambiente desenvolvido e a procurar formas de o melhorar foram realizadas experiências. As sugestões
Organisational patterns for e-learning centres
In this paper we explore the notion of using organisational patterns in educational design for the development of e-learning centres. We are using patterns to discuss some of the key aspects concerning the implementation of an e-learning centre within an institution, with an emphasis on the purposes and pedagogical principles that will help to successfully support such an initiative. The research approach which informed our pattern development work includes use of a qualitative survey of a set o
Student's modelling with a lattice of conceptions in the domain of linear equations and inequations
We present a student's modelling process in algebra which consists of two phases. The first phase is a local diagnosis where a student's transformation of an expression A into an expression B is diagnosed with a sequence of rewriting rules. A library of correct and incorrect rules has been built for that purpose. The second phase uses a lattice of conceptions built for modelling students more globally. Conceptions are attributed to students according to a mechanism using the local diagnoses as i
Approche auteur pour les Situations Actives d'Apprentissage : Scénarios, Suivi et Ingénierie
Not available,Mémoire d'Habilitation à Diriger des Recherches, spécialité informatique, Université Joseph Fourier – Grenoble 1, Laboratoire CLIPS- IMAG, Grenoble, 22 Octobre 2005
Interaction between learner's internal and external representations in multimedia environment: a sta
Not available,Research report of the Kaleidoscope Network of Excellence (IST 507838), Deliverable 21.1.1.
Integration of virtual players into a pedagogical simulator
The development of learner activity is a key element in the improvement of ITS (Intelligent Tutoring Systems). In business simulation, the learner is stimulated by competition with other learners. In practice, it is not always possible to find enough participants, hence the idea of virtual player participation. The SIMPLUS system proposes a generic approach to this end and creates virtual players within a business simulation without modifying the simulation itself.













