Multimodality in Online Language Learning Environments : Looking for a methodology
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Author(s): Lamy Marie-Noëlle

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Blended Learning Technologies in Lifelong Education: Lessons Learned from a Case Study
The combination of the traditional form of education and e-learning activities (blended learning) constitutes an important possibility for the higher education, so that they reach the flexibility which is considered to be necessary for their adaptation to the trainees’ needs within the frame of socio-cognitive needs created by the information society. We present the principles of the application of blended lesson designs in graduate level and of its evaluation by the students. Based on our expe
Author(s): Liotsios Konstantinos,Demetriadis Stavros,Pomborts

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Bridging the Contextual Distance: The e-CASE Learning Environment for Supporting Students’ Context
Supporting students’ awareness of the complex way that contextual issues affect knowledge application in authentic situations is a critical instructional mission and can lead to improved problem solving in the workplace. In this work we present the design of e-CASE (Context Awareness Supporting Environment), which is a case based learning environment for supporting instruction in the domain of software development. In designing e-CASE we employ a model for context which further guides the use o
Author(s): Demetriadis Stavros,Papadopoulos Pantelis,Tsoukala

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“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
Author(s): Demetriadis Stavros,Karoulis Athanasios,Pombortsis

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Innovative pedagogical and psychological perspectives of podcasts
Podcasting, being a new form of audio distribution offering the possibility to be loaded on personal mobile devices from teachers’, student’, university’s websites and blogs, is discussed as an activity with potential in learning and teaching. The existing and potential varieties of podcasts represent sources for learning, converging, socializing. In this paper, podcasting is supported as an innovative approach to stimulate university students’ reflection, specifically on epistemic quest
Author(s): Kirschner Paul A.,Popova Anguelina

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Δραστηριότητες Μοντελοποίησης με χρήση Η/Υ στη Β’θμια
Η εργασία αυτή επιχειρεί να αναδείξει την επιστημολογική αξία των μοντέλων, το ρόλο των Η/Υ στη σύγχρονη επιστημονική μοντελοποίηση και τις δυνατότητες διδακτικής αξιοποίησής τους. Σημειώνεται η έλλειψη σαφούς ανάδειξης της έννοιας του μοντέλου στη διδασκαλία των θετικώ
Author(s): Fessakis George,Dimitracopoulou Angelique,Kalabasi

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Component-Based Construction of a Science Learning Space
We present a vision for learning environments, called Science Learning Spaces, that are rich in engaging content and activities, provide constructive experiences in scientific process skills, and are as instructionally effective as a personal tutor. A Science Learning Space combines three independent software systems: 1) simulations in which experiments are run and data is collected, 2) representation construction tools in which data is analyzed and conceptual models are expressed and evaluated,
Author(s): Koedinger Kenneth R.,Suthers Daniel,Forbus Kenneth

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Co-Lab, design considerations for a collaborative inquiry learning environment
Co-Lab is a learning environment for collaborative inquiry learning in which learners can experiment, make models, consult background information and discuss their findings. The complex learning processes in such an environment need to be supported by appropriate features in the software. In this paper we report on how, based on existing literature and specific user and usability studies, we developed a set of design guidelines that were implemented in the software.
Author(s): Savelsbergh Elwin,de Jong Ton,Van Joolingen Wouter

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A Framework for Assessing Self, Peer and Group Performance in e-Learning
In this chapter we propose a framework that supports the analysis and assessment of collaborative learning of online groups of students working on a complex task (software project, or case study) in a real web-based, distance learning context. On the one hand, our approach is based on principled evaluation criteria that involve and measure a variety of elements and factors as well as on a combination of a basic qualitative process and a quantitative method that provide a grounded and holistic fr
Author(s): Daradoumis Thanasis,Xhafa Fatos,Juan Perez A.

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Pour une meilleure intégration de l’utilisateur dans le processus de conception et d’évaluation
Le système TELOS intègre un ensemble d’architectures, de méthodes et d’outils appelés à transformer en profondeur le fonctionnement institutionnel et les pratiques professionnelles en matière de conception, de production et de diffusion de cours et d’apprentissage en ligne. TELOS suppose non seulement l’appropriation de nouveaux outils technologiques, mais aussi un nouveau modèle de travail qui prend appui sur une ingénierie pédagogique rigoureuse et sur l’accès à des banques d
Author(s): Henri France,Maina Marcelo

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Extending the Scope of Asynchronous Collaboration: a Matter of Being Autonomous and Self-sufficient
Asynchronous collaborative applications and systems have to deal with complexities associated with interaction nature, idiosyncrasy of groups and technical and administrative issues. Inclusion of requirements derived from them is costly (in time, resources and economically). Existing solutions addresses asynchronous collaboration via simplification of requirements and by using centralized models. In this paper we present LaCOLLA, a fully decentralized infrastructure for building collaborative ap
Author(s): Marquès Joan Manuel,Navarro Leandro,Daradoumis Th

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Using a Grid Platform for Enabling Real Time User Modeling in On-line Campus
User modelling in on-line distance learning is an important research field focusing on two important aspects: describing and predicting students’ actions and intentions as well as adapting the learning process to students’ features, habits, preferences, and so on. The aim is to greatly stimulate and improve the learning experience. Indeed, on the one hand, students’ intentions may change during the realization of learning activities and thus their actions evolve accordingly as the learning pr
Author(s): Caballé Santi,Xhafa Fatos,Daradoumis Thanasis,Est

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Efficient Embedding of Information and Knowledge into CSCL Applications
This study aims to explore two crucial aspects of collaborative work and learning: the importance of enabling CSCL applications, on the one hand, to capture and structure the information generated by group activity and, on the other hand, to extract the relevant knowledge in order to provide learners and tutors with efficient awareness and support as regards collaboration. To this end, we first identify and define the main types of information generated in online group activity and then propose
Author(s): Caballé Santi,Daradoumis Thanasis,Xhafa Fatos

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Investigating human computer interaction issues in designing efficient virtual learning environments
Today, when an enormous number of computer-based systems exist, the human activities are being computer mediated. Usually, in designing the interface to those systems, the human-computer interaction is left behind without consideration. In this paper, a literature in human-computer interaction is to be reviewed and the technology aspect of human computer interaction is to be analyzed. Also, general design principles are to be reviewed. According to all these issues, recommendations to designing
Author(s): Fetaji Majlinda,Loskoska Suzana,Fetaji Bekim,Ebibi

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E-learning environments in medical education: how pervasive computing can influence the educational
As pervasive computing is integrated incrementally with all facets of everyday life, it is reasonable to expect that its further proliferation may influence educational activities as well. Several such arguments have been thoroughly discussed in literature and several projects have been developed. However, little work has been done to investigate how pervasive computing can influence the medical educational process using e-learning platforms, and the prerequisites for such endeavours. In this pi
Author(s): Konstantinidis Stathis,Bamidis Panagiotis D.

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Enabling Students to Construct Theories of Collaborative Inquiry and Reflective Learning: Computer S
To develop lifelong learning skills, we argue that students need to learn how to learn via inquiry and understand the sociocognitive and metacognitive processes that are involved. We illustrate how software could play a central role in enabling students to develop such expertise. Our hypothesis is that sociocognitive systems, such as those needed for collaborative inquiry and reflective learning, can best be understood as a community of interacting agents, who each have expertise in accomplishin
Author(s): White Barbara Y.,Shimoda Todd A.,Frederiksen John

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Toward Computer-Based Support of Meta-Cognitive Skills: a Computational Framework to Coach Self-Expl
We present a computational framework designed to improve learning from examples by supporting self-explanation ö the process of clarifying and making more complete to oneself the solution of an example. The framework is innovative in two ways. First, it represents the first attempt to provide computer support to example studying instead of problem solving. Second, it explicitly coaches a domain-general, meta-cognitive skill that many studies in cognitive science have shown to greatly improve le
Author(s): Conati Cristina,VanLehn Kurt

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ActiveMath: A Generic and Adaptive Web-Based Learning Environment
ActiveMath is a generic web-based learning system that dynamically generates interactive (mathematical) courses adapted to the student's goals, preferences, capabilities, and knowledge. The content is presented in a semantic XML-based format. For each user, the appropriate content is retrieved from a knowledge base and the course is generated individually according to pedagogical rules. Then the course is presented to the user via a standard web-browser. One of the exceptional features of Active
Author(s): Melis Erica,Andres Eric,Budenbender Jochen,Frischa

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Exploitation of data modeling for database design in secondary education learning activities: A case
Data models are representation systems for structural modelling of physical systems. Data models application results in databases that are amenable to computation enabling the modeller to interact with them for information retrieval, hypotheses testing, comparisons etc. In this paper we initially approach the didactic and learning value of data modelling for database design in terms of the features related to students’ involvement in the related learning activities. In order to clarify the prop
Author(s): Fessakis George,Dimitracopoulou Angelique

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Designing Virtual Learning Centers
Virtual universities and work-place virtual institutes are seen, more and more, as a solution to the huge education demand of the knowledge society. I will limit my subject here to the design of Virtual Learning Centers, seen as the pedagogical heart of a virtual educational institution. This is where courses or learning events are designed, constructed and delivered using the Internet and its many communication possibilities. Many models are available for these learning events. High-tech classr
Author(s): Paquette Gilbert

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