Futurelab: Social software and learning
This report explores the relationship between the emergence of social software and the personalisation of education. It suggests that there is a changing view of what education is for, with an emphasis on the need for young people to develop the skills necessary for today's evolving global knowledge economy. Alongside this development is the rapid growth of social software, characterised as software that supports group interaction, and by combining these two trends there is significant potential
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
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
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in schools, we tend to think of computers, keyboards, sometimes laptops, and more recently whiteboards and data projectors. These tools are becoming part of the familiar educational landscape. Outside the walls of the classroom, however, there are significant changes in how we think about digital technologies - or, to be more precise, how we don’t think about them, as they disappear into our clothes, our fridges, our cars and our city streets. This disappe
Web Based Simulations for Virtual Scientific Experiment: Methodology and Tools
In this paper we want to present the tools and a methodology to realize web based simulations according to the didactic model defined for the Virtual Scientific Experiment. The strategy that we suggest intends to satisfy all the requirements for the actors involved in the learning process according to the adopted didactic model. These requirements provide that: the tools for building the simulations have to serve a teacher instead of a programmer of web based simulations; the simulation outputs
Mathematics and E-Learning: A conceptual framework
This paper starts from the study of the epistemological statute of the didactics of the mathematics (Henry, 1991; D'Amore, 1999), which faces the phenomenon of learning from the point of view of fundaments, in order to give useful and specific considerations for e-learning environments. Investigations on how the triangle teacher-pupil-knowledge changes are presented. Then the model of a-didactic situations (Brousseau, 1997) is analysed in the context of e-learning platforms.
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
Choosing for learning objects: The possible deployment of learning objects with eight educational am
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. Choosing for learning objects discusses eight education
How internal and external scripts guide argumentative knowledge construction in a web-based collabor
Collaboration scripts are a powerful means to improve collaborative inquiry learning. More specifically, they can be designed to support argumentative knowledge construction, a core activity in inquiry learning. However, not only externally induced collaboration scripts but also the learners’ internal scripts on collaborative argumentative knowledge construction influence the way they argue with scientific concepts and evidence, thereby affecting what kind of knowledge is acquired during colla
The Virtual Mobius Strip: access to and use of ICTs in higher education
This report is a regional study into the access to and use of Information and Communication Technologies (ICTs) in five higher education institutions in the Western Cape, South Africa. The investigation surveyed 6577 students and 515 academic staff. The framework for understanding access is based on a “thick” concept which understands access to four kinds of resource groupings: technological, personal agency, social and content. It considers how access is differentiated for different demogr
Socio-cognitive engineering is a framework for the human-centred design of technology-based systems to enhance human knowledge working, decision making, collaboration and learning. Like user-centred design, it draws on the knowledge of potential users and involves them in the design process. But it extends beyond individual users to analyse the activity systems of people and their interaction with technology, including their social interactions, styles and strategies of working, and language and
Work and Power: Waterwheel
Investigating a waterwheel illustrates to students the physical properties of energy. They learn that the concept of work, force acting over a distance, differs from power, which is defined as force acting over a distance over some period of time. Students create a model waterwheel and use it to calculate the amount of power produced and work done.
ODP-RM : Un cadre de réingénierie des systèmes de formation
Les spécifications candidates au statut de standards, proposées récemment dans le domaine des technologies éducatives, interrogent les communautés de conception d'EIAH sur leurs mises en pratique. Les travaux récents en ingénierie des modèles montrent qu'il est nécessaire pour la communauté EIAH de se définir un cadre de travail qui formalise l'utilisation de ces spécifications tout en assurant la qualité des productions. Cet article est une discussion sur l’opportunité pour la c
Designer integration in training cycles : IEEE LTSA model adaptation
This paper describes an architecture centered on a component model for the course cycle. This model guides a re-engineering process based on the observed use scenarii. It is applied in an institutional framework and uses learning devices provided by the open source community. The architecture integrates the latest works on learning technology standards.
Design patterns for recording and analysing usage of learning systems: State of art of tracking and
This document presents a state of art according to three aspects: use analysis in a wide point of view, tracking and analysing usages and what's on Design Pattern. The objective of this state of art is to synthetise actual works about tracking and analysing usages in order to isolate possibilities of patterns, that's the aim of DPULSE Jeirp. The work on the state of art has been organised as a collaborative task of the DPLUS members. A lot of papers and projects on this topic have been studied.
The Missing Teacher: Contradictions and Conflicts in the Experience of Online Learners
A nationwide Swedish distance education programme, SÄL, was offered to adults with previous higher education studies working as teachers in K-12. A smaller study conducted among this group of students at Göteborg University, Göteborg, revealed concerns regarding teacher performance online. A follow-up and larger study using a questionnaire survey was used to reveal possible conflicts and contradictions in the programme. An analysis suggests that there is a contradiction between how the progra
Students come to understand static electricity by learning about the nature of electric charge, and different methods for charging objects. In a hands-on activity, students induce an electrical charge on various objects, and experiment with electrical repulsion and attraction.
La programmation logique par contraintes pour l'aide à l'enseignant
Prise en compte de l'enseignant pour invalider des production d'apprenant par construction automatique de contre-exemples.
Vers une approche déclarative pour les logiciels de dessins géométriques
Cet article est consacré à la conception d'un environnement d'apprentissage de la géométrie orienté vers la manipulation directe de figures géométriques. À travers deux exemples d'activités, proposées en classe, on distingue les notions de construction géométriques, de spécification, et de manipulation directe. Dans le cadre ainsi défini, nous présentons notre approche. Elle consiste à intégrer des mécanismes et la méthodologie de l'intelligence artificielle dans un logic
An Evolutionary Approach to Prototyping Pedagogical Agents: From Simulation to Integrated System
We have developed and integrated software agents with two educational groupware systems (TeamWave Workplace and FLE), using evolutionary prototyping and empiricalbased design as development techniques. The resulting prototypes of pedagogical agents (CoPAS, SA-Agent and RuleEditor) provide learners and teachers with increasingly domain-specific support for distributed collaborative learning activities. Employing the evolutionary approach has enabled us to build and evaluate early prototypes of co