Processing and Transforming Collaborative Learning Protocols for Learner's Reflection and Tutor's Ev
This paper discusses the potential of processing and analysis of collaborative learning protocols, which in the first place are represented as low-level logfiles of actions in collaborative learning environments. These protocols can be abstracted, analysed, and augmented to provide the users with feedback about the collaboration process. We present several techniques we implemented which may be combined to support learner s self-reflection as well as tutors in evaluating the process.
CSCL Scripts: Modelling Features and Potential Use
The design of collaboration scripts is a new focus of research within the CSCL community. In order to support the design, communication, analysis, simulation and even execution of collaboration scripts, a general specification language to describe collaboration scripts is needed. In this paper, we analyse the suitability and limitations of IMS LD for modelling collaborative learning processes. Based on the analysis, we propose a CSCL scripting language. This paper presents the conceptual framewo
Facilitating Knowledge Convergence in Videoconferencing Environments: The Role of External Represent
The study analyzed how two types of graphical representation tools influence the way in which dyads use shared and unshared knowledge resources in different collaboration scenarios, and how learners represent and transfer shared knowledge under these different conditions. We varied the type of graphical representation (content-specific vs. contentunspecific) and the collaboration scenario (videoconferencing vs. face-to-face). 64 university students participated. Results show that learning partne
Analyzing Sequential Data in Computer-Supported Collaborative Learning
Representations and changes between them play a major role in cognitive development (e.g., Vosniadou, & Brewer, 1992) and education (e.g., Hewson, Beeth, & Thorley, 1998). By definition, change of representations is also indispensable for collaborative work since a common understanding or shared knowledge can only be achieved by a partial convergence of the knowledge structures of the collaborating subjects. This articles presents and discusses knowledge tracking (KT), viz., an approach to analy
Using the Internet to Improve University Education: Problem-oriented Web-based Learning with MUNICS
A principled approach to the design of problem-oriented, web-based learning at the university level is presented. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via ICT, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to help students of computer science to apply their co
Intelligent CALL: The magnitude of the task
The quality of most CALL programs is not well balanced with respect to the use of computer technology and of language content and processing. This imbalance can be explained by a number of constraints pulling CALL developers in diverging directions. For commercial CALLware the poor learner fit and lack of feedback is a serious impediment. So far ICALL approaches trying to overcome this have not been of a sufficiently high quality due to the vast distance between most learner language and the tex
Using Interaction Analysis to reveal Self-Regulated
Learning in Virtual Communities
Aim of this paper is to analyse whether Interaction Analysis can help
investigate the practice and development of Self-Regulated Learning (SRL) in Virtual Learning Communities (VLC). Interaction analysis is increasingly used to study learning dynamics within online activities. It proceeds by searching expressions that reveal the aspects under study in the written messages exchanged by the learners. To this end, we devised and classified a number of indicators suggesting the existence of self-re
Capitalisation dÂ’une ressource en or : le dictionnaire
The goal of this paper is to explore extensions to electronic dictionaries. Adding certain functions could considerably extend the range of tasks for which they could provide support. Putting the needed information at the distance of a mouse click would allow for active reading. This would require tight coupling of the dictionary with a text editor: all the information in the dictionary should be accessible via a mouseclick. Dictionaries combined with a flashcard system and an exercise generator
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 traineesÂ’ 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
Bridging the Contextual Distance: The e-CASE Learning Environment for Supporting StudentsÂ’ Context
Supporting studentsÂ’ 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
“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
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 teachersÂ’, studentÂ’, universityÂ’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 studentsÂ’ reflection, specifically on epistemic quest
The use of a computerized brain atlas to support knowledge-based training in radiology
Trainers of radiologists face the particular challenges of teaching normal and abnormal appearance for a variety of imaging modalities, providing access to a large appropriately-indexed case library, and teaching a consistent approach to the reporting of cases. The computer has the potential to address these issues, to supplement conventional teaching of radiology by providing case-based tutoring and diagnostic support based on a large library of images of normal and abnormal anatomy, fully desc
Un modèle informatique de scénario fondé sur des pratiques réelles d'enseignement et une théori
La conception de scénarios pour un EIAH nécessite la mise en oeuvre de théories didactiques, de pratiques réelles, de modèles et de théories informatiques afin de prendre en compte les contraintes didactiques nécessaire à la modélisation de scénarios d'apprentissage. La modélisation de scénario devient ainsi une problématique pluridisciplinaire. La contribution principale de cet article est de proposer un modèle informatique de scénarios prenant effectivement en compte des contrai
Towards a classification of Narrative Learning Environments
In this paper, we highlight why narrative can support learning, drawing from the literature. Then we describe what are NLEs, mentioning a few examples. We also discuss NLEsÂ’ characterizing aspects - user role, technological means and educational approach - stressing their importance in determining the learning afforded by an environment. We conclude by pointing out what issues need to be tackled to advance the field.,Research report
Supporting information comparisons in example-based hypertext environments
Global comparisons of learning from hypertext and traditional text have yet failed to show major advantages concerning the effectiveness of hypertext learning. In the current paper it is proposed that an effective hypertext design needs to be based on thorough cognitive task analyses with regard to structures, processes, and resources that are required to benefit from a specific learning approach. This claim is illustrated by two experiments, in which we investigated two methods for supporting e
The IRIS Shell: "How to Build ITSs from Pedagogical and Design Requisites"
The goal we pursue in our research is to build a shell for helping human instructors to develop intelligent teaching-learning systems in a wide range of domains. We aim to provide a system where a previously defined architecture can be adapted automatically into a new tutor using a set of instructor-generated requirements. Trying to provide a sound basis for this tool, we use a theory of instruction that integrates cognitive processes, instructional events and instructional actions within a thre
A Programming by Demonstration Authoring Tool
for Model-Tracing Tutors
Model-tracing tutors have consistently been among the most effective class of intelligent learning environments. Across a number of empirical studies, these tutors have shown students can learn the tutored domain better or in a shorter amount of time than traditionally taught students (Anderson et al., 1990). Unfortunately, the creation of these tutors, particularly the production system component, is a time-intensive task, requiring knowledge that lies outside the tutored domain. This outside k
Anchored Interactive Learning Environments
Advances in computer technology and multi-media systems have led to widespread interest in computer-based instruction and learning environments. The use of video, animation, graphics, and simulation allow the presentation of material in realistic contexts, thus addressing the problems of inert knowledge while promoting constructive and generative learning. But the true potential and benefits of these systems are yet to be realized. Cognitive studies on learning and transfer suggest that concepts
Using A Simulated Student for Instructional Design
In this paper, I describe how a cognitive model was used as a simulated student to help design lessons for training circuit board assemblers. The model was built in the Soar cognitive architecture, and was initially endowed with only an ability to learn instructions and prerequisite knowledge for the task. Five lessons, and a total of 81 instructions for teaching expert assembly were developed by iteratively drafting and testing instructions with the simulated student. The resulting instructions













