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Knowledge Management: As a Mechanism for Large-Scale Technological and Organizational Change Managem
Organizational and Technological changes in Israeli universities are taking place without a clear and well-planned model for managing those changes. Universities must adapt to daunting social and educational challenges, in which technology is playing a bigger role than ever before. The model we propose is implementing knowledge management strategies for achieving change management at universities in order to facilitate university's transformation. By doing that, we are establishing a well planne
Author(s): Perry Milly,Shoham Snunith

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Efficient object based streaming framework for web-based education
An efficient moving object extraction algorithm suitable for real-time content-based multimedia streaming systems is proposed in this paper. A Motion Vector (MV) based object extraction is used to dynamically detect the objects. To utilize the bandwidth efficiently, the important object can be real time detected, encoded, and transmitted with higher quality and higher frame rate than those of background. In order to meet the real-time requirement, no computationally intensive operation is includ
Author(s): Ahmad Ashraf M. A.,El-Seoud Samir A.

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Capitalisation d’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
Author(s): Zock Michael

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Learning to collaborate: Designing collaboration in a 3-D game environment
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. eScape is a design experiment, comprising both the process of designing a collab
Author(s): Hämäläinen Raija,Manninen Tony,Järvelä Sanna,

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Reflections on Success: A retrospective of the mLearn conference series 2002-2005
mLearn is now in its fifth year. Although mobile learning has a much longer history, the inauguration of a conference for learning in the mobile age marked an important point in its development. This paper takes a retrospective look at the mLearn conferences from 2002 through to 2005; reflecting on our progress in order to facilitate the transition of mobile learning from a novel research concept into a viable means of providing meaningful learning opportunities “across generations and cultures
Author(s): Naismith Laura,Corlett Dan

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Μελέτη των μεταγνωσιακών και συνεργατικών χαρακτηρισ
A learning environment for the Teaching of the Natural Sciences in the 6th grade of Primary school will be presented. The learning environment combines the use of new technologies with collaborative learning. It has been based on general learning principles derived from research on the fields of Psychology and Physics Education. The effects of the learning environment on the students’ cognitive, metacognitive and cooperative performance have been thoroughly studied through the use of various me
Author(s): Kollias Vassilis,Vlassa Marina,Mamalougos Nectario

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Using visualizations to teach problem-solving skills in mathematics: Which kind of visualization wor
In the experiment described in this paper we investigated the effects of different kinds of computer-based visualizations on the acquisition of problem-solving skills in the domain of probability theory. Learners received either purely text-based worked examples, text plus an instruction to mentally imagine the examples’ contents, or they could retrieve either static pictures or concrete animations that depicted the problem statement and the problem states achieved by applying a specific solut
Author(s): Scheiter Katharina,Gerjets Peter,Catrambone Richar

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Cognitive processes in solving variants of computer-based problems used in logic teaching
The effect of two instructional variables, visualisation and manipulation of objects, in learning to use the logical connective, conditional, was investigated. Instructions for 66 first-year social science students were varied in the computer-based learning environment Tarski's World, designed for teaching first-order logic (Barwise & Etchemendy, 1992. The language of first-order logic: including the Microsoft Windows program Tarski's World 4.0 for use with IBM-compatible computers. Stanford, CA
Author(s): Eysink Tessa,Dijkstra Sanne,Kuper Jan

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Embedded Training for Complex Information Systems
One approach to providing affordable operator training in the workplace is to augment applications with intelligent embedded training systems (ETS). Intelligent embedded training is highly interactive: trainees practice realistic problem-solving tasks on the prime application with guidance and feedback from the training system. This article makes three contributions to the theory and technology of ETS design. First, we describe a framework based on Normanâs "stages of user activity" model for d
Author(s): Cheikes Brant A,Geier Marty,Hyland Rob,Linton Fran

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Building a Research University Ecosystem: the Case of Software Engineering Education at Sofia Univer
This paper analyses the specifics and the tendencies in building of the knowledge society and the role of the universities in this process. Some European policies and programs dedicated to the new role of the universities in realizing the Lisbon Strategy are analysed as well. It is emphasized on the importance of integration of the ‘knowledge triangle’ (education, research and innovation) into a research university and on the urgent need to re-design the university activities according the new
Author(s): Nikolov Roumen,Ilieva Sylvia

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Progressive computer-supported modelling as a learner activity: A tool for understanding
Recently, computer modelling has been added as a new topic in final examination programmes for physics and mathematics in the Netherlands. It involves constructing, running, evaluating, and extending simulation models. Currently, we are developing curriculum materials to support this new topic. In the course of our work, we became convinced that computer-supported modelling should be an integrated part of the curriculum from early on. Constructing a model involves identifying components, propert
Author(s): Savelsbergh Elwin,Mooldijk Ad

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Embedding email in primary schools: developing a tool for collective reflection
Reflection is an important aspect of learning in groups. In collective moments of reflection, learners can share and compare their ideas with others, and by doing so can reach an articulated and personal understanding of a learning task and domain. In the research presented here, e-mail is examined as a means for reflection in the context of group learning. In two design experiments, an e-mail tool is developed that seeks to (1) support collective reflection, and (2) overcome practical problems
Author(s): de Vries Bregje,Van der Meij Hans,Boersma Kerst,Pi

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Providing Efficient Event Information Management to CSCL Applications
This work aims to explore the importance of carrying out an efficient management of the event information generated from CSCL applications during the collaborative learning process. The achievement of this task first involves the design of a conceptual model of collaborative learning interaction that captures and distinguishes several high-level collaborative learning processes, which in turns leads to a computational model. To achieve that, we first define the main types of event information ge
Author(s): Daradoumis Thanasis,Caballé Santi,Xhafa Fatos

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Regulative support during inquiry learning with simulations and modeling
Many factors impact learning; the environment and resources available, the domain, how much prior-knowledge a student has, and how well they make use of their metacognitive skills, all of these factors impact new knowledge creation. The series of studies described in this dissertation focuses on the latter; i.e. the metacognitive skillfulness of students. Known collectively as self-regulation, planning, monitoring, and evaluation, when applied appropriately will enhance learning. Students who m
Author(s): Manlove Sarah

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Open Distance Inter-University Synergies Between Europe, Africa and the Middle East (ODISEAME)
The challenge facing new technologies is whether they can contribute to a qualitative step up and to education for all as a process of facilitating the development of creative people with the ability to think critically and to engage in socially relevant decision making. In this paper, we describe a project whose purpose is to develop a learning environment that takes into account current expertise in learning theory in order to facilitate productive collaboration in a way that leads to active c
Author(s): Nicolaou Christiana Th.,Constantinou Constantinos

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Stagecast Creator™ and Webct™: An integrated use of computer programming and a virtual learning en
This paper reports on an effort to use Stagecast Creator™ as a means for developing modelling skills among undergraduate students taking an introductory course in science that took place in a virtual learning environment (WebCT™). An inquiry-based curriculum was implemented, which guided students working in small groups to collect and study moon observations and construct a series of successive models of the moon phases using Stagecast Creator™. Students’ reflective journals and reports of s
Author(s): Nicolaou Christiana Th.,Constantinou Constantinos

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An examination of two types of timeline, linear vs. staggered: a mixed method approach
This study conducted as follow-up study to evaluate effects of two different time-based interfaces, linear and staggered. This study also tries to reveal users’ preferences when they look for information in two different computer-based timeline. Explanatory mixed method design was implemented. In the first part, quantitative, there were 42 subjects. Results shows no significant difference between two types of computer-based time-line in terms of task completion time and answer accuracy. In the
Author(s): Kursun Engin,Cagiltay Kursat

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Applying IDWBL methodology at the national high school of mathematics and science
The Innovative Didactics via web Based Learning project accents on an innovative methodology of web use in the classroom. During the project realization a repository, containing IDWBL scenarios was developed. Teachers of the National High School of Mathematics and Science were acquainted with the methodology through the cascade approach. After that the IDWBL methodology was experimented in the classrooms in regular classes. The current paper comments the results of the teacher trainings and the
Author(s): Nikolova Nikolina

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Development of an electronic course based on the i*teach methodology with the use of the ims learnin
The paper is a demonstration of the use of active methods of learning and IMS Learning design (IMS LD) specification for the development of portable and reusable electronic course. It demonstrates how Information and Communication Technologies (ICT) can enhance the process of teacher training, and how this can be used for Lifelong Competence Development of teachers. The paper shows how units of learning developed according to the IMS LD specification can integrate the contemporary active methods
Author(s): Naskinova Irina

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Learning a New Game: Usability, Gender and Education
This research study aims to investigate the usability issues of a computer game; regarding how people learn a new game. Because the user characteristic and the strategies they use while learning a new tool are important factors for usability, they were also taken into account in the study. Both qualitative and quantitative methods were used in the study. 16 participants played the computer game. They were also observed and their eye-movements were recorded by an eye tracking device. Results show
Author(s): Sancar Hatice,Karakus Turkan,Cagiltay Kursat

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