A bootstrapping scenario for elicitating CSCL services within a GRID virtual community
Amongst the various eLearning techniques, Computer Supported Collaborative Learning (CSCL) is of growing interest within the academic world. However, during the first phase of the EleGI project, a noticable fact has been the difficulty to match the user needs with the potentiality of the GRID services. Thus, through a fictive scenario, this article proposes to walk the path between the idea of creating a new virtual community and the realisation of this objective. This scenario takes the situat
A Grid Services Implementation for a Virtual Research Environment
In the past, virtual learning and research environments have typically been implemented as monolithic systems. Current research focuses on creating such environments from selected Grid and Web services. In this paper we describe the Virtual Orthopaedic European University, which was created to support Higher Surgical Trainees to provide evidence for their learning contracts by carrying out experiments and publishing the results. We use this environment as a case study for the re-implementation
Technology and pedagogy for collaborative problem solving as a context for learning
This workshop, sponsored jointly by CSCW'92 and the Centre for Applied Cognitive Science at the Ontario Institute for Studies in Education (OISE), was organized to bring together researchers with interests in the emerging area of Computer Support for Collaborative Learning (CSCL). It was held at OISE on the weekend preceding CSCW'92 and was attended by 27 participants from academia and industry.
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.
First set of case studies in Narrative Learning Environments
This research report describes and analyses a set of case studies of Narrative Learning Environments. It also provides a summary with the classification of each application according to four dimensions (knowledge domain, role of the user towards the story, learning approach and technological means).,Research report - Report number D13.3.3
Designing Assessment Tools in a Service Oriented Architecture
Assessment is an important component of formal learning, and Computer Assisted Assessment (CAA) is a well established component of most online learning. However, technical issues such as interoperability and security, and pedagogic reservations as to its effectiveness still remain barriers to the uptake of CAA. In this paper we examine a number of current assessment projects, predominantly emanating from the UK, to consider how a service oriented architecture can facilitate the implementation o
Virtual Reality for Learning: Sharing Experiences rather than Resources
Virtual Reality is becoming a major candidate for embodying immersive learning environments. Whereas in the two preceding decades learning has been conceptualized as situations where students are guided rather than elicited to undertake actions, it is now the right time to explore the other side or the continuum.
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
Dynamic Learning Agents and Enhanced Presence on the Grid
Human Learning on the Grid will be based on the synergies between advanced software and Human agents. These synergies will be possible to the extent that conversational protocols among Agents, human and/or artificial ones, can be adapted to the ambitious goal of dynamically generating services for human learning. In the paper we highlight how conversations may procure learning both in human and in artificial Agents. The STROBE model for communicating Agents and its current evolutions shows how
The Challenge of Change: Reducing Conflict in Implementing e-Learning
This paper calls for the design of the European Grid for Learning to take note of important issues which have arisen in previous e-learning cycles in the UK. In particular, low take-up of products and services by lecturers has been explained in terms of techno-fear, or ignorance of e-learning potential. These claims are unsubstantiated. Other explanations are possible for the observed resistance of the educational specialist to the use of educational technology. Rather than ignore possible area
A Learning Grid for the multichallenge school ECP
The aim of this presentation is to try to define the requirements of a European Learning Grid that would fit best with the challenges and today and future practices of Ecole Centrale Paris. In a first part, after a brief presentation of Ecole Centrale Paris, we describe the actual challenges today practices and the interest of an e-learning GRID. In a second part we describe some potential cases of such system and the associated requirements.
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
Studying participation networks in collaboration using mixed methods
This paper describes the application of a mixed-evaluation method, published elsewhere, to three different learning scenarios. The method defines how to combine social network analysis with qualitative and quantitative analysis in order to study participatory aspects of learning in CSCL contexts. The three case studies include a course-long, blended learning experience evaluated as the course develops; a course-long, distance learning experience evaluated at the end of the course; and a synchron
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
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
Evaluation of ITS Design: The Case of Shiva-géographe
This paper analyses the relationships between a conceptual analysis from the point of view of geographers and the conceptual organisation resulting from the ECAL processing of the implemented specifications of the SHIVA-géographe authors.
An investigation of using the computer for reading and writing in the English classroom in secondary
This paper presents an investigation of using the computer in English teaching at the secondary school in the UK, particularly in respect of reading and writing skills. Many studies suggest that the computer brings significant possibilities for promoting the teaching of reading and writing in the English classroom. The computer can enhance the development of reading and writing. This study adopted interviews as research technique and some student teachers in a university and some English teacher
Pedagogical approaches for technology-integrated science teaching
The two separate projects described have examined how teachers exploit computer-based technologies in supporting learning of science at secondary level. This paper examines how pedagogical approaches associated with these technological tools are adapted to both the cognitive and structuring resources available in the classroom setting. Four teachers participated in the first study, undertaken as part of the InterActive Education project in Bristol; all of them used multimedia simulations in thei
A pedagogical approach to the design of Learning Objects
In this paper we describe an approach to the design of learning objects (LOs) suitable to support learning in complex domains at university level. Our proposal is centred on a costructivist approach where learning is viewed as resulting from personal activity and comparison with the activity of others. Our pedagogical approach to knowledge acquisition and to the use of technological tools is realized by means of didactical units which can be implemented as Learning Objects (LOs) with a variety o
Ambienti narrativi per l’apprendimento
Le storie sono una forma di comunicazione e rappresentazione molto diffusa e familiare, usata in ogni cultura a scopo sia ludico che formativo, e possono favorire l’apprendimento in modo naturale. A partire dai primi lavori sul valore educativo e formativo della narrativa sviluppati nell'ambito della psicologia cognitiva (in particolare gli studi di J. Bruner degli anni ‘90), anche la ricerca sulle tecnologie didattiche ha iniziato a concentrare la sua attenzione sull’uso di forme narrativ