Modélisation de scénarios pédagogiques collaboratifs
Cet article part du besoin d'exprimer des scénarios d'apprentissage collaboratif par les enseignants animant des classes virtuelles afin de favoriser la réutilisation et le partage des pratiques pédagogiques. Il propose une démarche conduite par les modèles conformément aux préconisations du Model Driven Architecture de l'OMG. Il présente un méta-modèle basé sur IMS-LD mais enrichi pas les concepts du modèle de participation afin de capturer la richesse des interactions inhérentes a
On Determinism from the course History of Information
This course explores the history of information and associated technologies, uncovering why we think of ours as 'the information age.' We will select moments in the evolution of production, recording, and storage from the earliest writing systems to the world of Short Message Service (SMS) and blogs. In every instance, we'll be concerned with both what and when and how and why, and we will keep returning to the question of technological determinism: how do technological developments affect socie
Foundations and opportunities for an interdisciplinary science of learning
In this chapter, we argue that the learning sciences are poised for a "decade of synergy." We focus on several key traditions of theory and research with the potential for mutually influencing one another in ways that can transform how we think about the science of learning, as well as how future educators and scientists are trained.
The CoVis Project: Building a Large-Scale Science Education Testbed
This paper describes the construction and research program of the Learning Through Collaborative Visualization (CoVis) Project. a testbed for exploring science education reform with telecommunications technology. The CoVis testbed is contrasted with other forms of cducational research in an "ecolo~yo f paradigms." which argues that testbeds are in fact a new setting for research with different requirements and challenges for the researcher. Two extended examples of telecommunications research ar
Using the World Wide Web to Build Learning Communities in K- 12
Social accounts of learning and human knowledge have led to attempts to reorganize schools as learning communities. This paper examines the utility of World Wide Web (WWW) for aiding in the construction of school-based and work-based learning communities An ordered list of interactions is provided to characterize the depth of students entry into new learning communities. Current offerings on the WWW are then surveyed in terms of these categories. Finally, proposals are advanced for enhancing the
Constructivism in the Collaboratory
Great attention has been paid recently to the capabilities of computers to provide environments in which active learners can construct their own understanding through open-ended interaction. Yet discussion of constructivist learning environments has commonly focused on the learner as an individual, learning in isolation from other learners. For example, Perkins (1991) characterizes a learning environment as being composed of five facets: information banks, symbol pads, construction kits, phenome
The Semantic Aspects of e-Learning: Using the Knowledge Life Cycle to Manage Semantics for Grid and
The aim of bringing semantics to learning content and services is to enable large scale collaboration of e-learning activities over the Grid infrastructure. As machines and software applications will be ubiquitously involved in enabling and facilitating this collaboration, it requires a common understanding of the domain, in particular at the conceptual level, so that both computers and human participants of the e-learning activities understand and are able to communicate among themselves thoug
Computers and Excellence in the Future of Education
Creatures of Habit: A Computational System to Enhance and Illuminate the Development of Scientific T
Creatures of Habit is a computer-based microworld designed to engage middle-to-high school students in the process of scientific inquiry. The system depicts a universe of interacting programmable “creatures” whose individual behavior is guided by simple rules that may model naive psychology, physical laws, chemical affinities, and other domains. Students can create or revise creature rules and explore the resulting (and often surprising) emergent behaviors within “artificial ecosystems”;
On the cognitive effects of learning computer programming
This paper critically examines current thinking about whether learning computer programming promotes the development of general higher mental functions. We show how the available evidence, and the underlying assumptions about the process of learning to program, fail to address this issue adequately. Our analysis is based on a developmental cognitive science perspective on learning program, incorporating developmental and cognitive science considerations of the mental activities involved in progr
Teaching Reading To Students with ADD/H
This Advice sheet is aimed at children with Special needs (Attention Deficit Disorder). It offers strategies for developing these children's' reading skills.
An innovative teaching and learning environment for school mathematics
The paper presents the main characteristics, the background reference, and educational aims of an innovative teaching and learning environment designed and implemented for promoting arithmetic problems solving skills in children of compulsory school. The project is partially funded by the European Community Research and Development Project ITALES "Innovative Teaching and Learning Environments for Schools" (IST 2000-23356). The research addresses a sector (that of arithmetic problem solving) whi
Using the Washing Machine
This activity outlines the skills taught in preparing students for independent use of a household appliance. It is suitable for students in the Moderate / Mild Special Needs range.
Sequenced PE Activity
A sequenced Physical Education activity giving opportunities to explore gross motor skills. Suitable for students with mild/moderate special needs.
Italian Reading Comprehension 1
Journalistic passage dealing with some contemporary issues (poor job prospects, difficulties in finding accommodation, etc.) with questions to test comprehension skills.
Developing a Service Based Architecture in the Mobilearn E-Learning Project
Mobilearn is a project within the 5th Framework Programme of the European Union. Its objective is, to investigate the use of mobile technologies in different learning contexts. In order to achieve this, a service based software architecture is developed. In the following paper we describe the architectural approach taken within the Mobilearn project and some of the experiences gained. The author is a member of the Mobilearn Project Management Board. His institute maintains the Mobilearn Softwar
A holistic approach to gross motor skills in a social context. Apart from the growth of confidence in the particular motor skills, ball games are an easy way of becoming more integrated into the peer group. Skills in this area also bring a growth in self-esteem and the opportunity to become involved on teams and in inter-school events.
Theoretical Foundations for E-Learning Environments Direct to Virtual Scientific Experiments
In this work we want to put in evidence the necessity to integrate theoretical, methodological and didactical aspects with innovative e-learning systems, in order to hypothesize possible learning models able to facilitate and qualify the e-learning world. Specifically, our aim will be direct to theoretical learning models of Virtual Scientific Experiments to be implemented inside the platforms. Therefore, the result to be achieved comes from the interaction of two different "macro-environments"
ELeGI: The European Learning Grid Infrastructure
The purpose of this paper is to describe the ELeGI Project1. ELeGI has the ambitious goal of developing software technologies for effective human learning and promoting and supporting a learning paradigm shift. A new paradigm focused on knowledge construction using experimental based and collaborative learning approaches in a contextualised, personalised and ubiquitous way will replace the current information transfer paradigm focused on content and on the key authoritative figure of the teache
Towards Collaborative Learning via Shared Artefacts over the Grid
The Web is the most pervasive collaborative technology in widespread use today; and its use to support eLearning has been highly successful. There are many web-based Virtual Learning Environments such as WebCT, FirstClass, and BlackBoard as well as associated web-based Managed Learning Environments. In the future, the Grid promises to provide an extremely powerful infrastructure allowing both learners and teachers to collaborate in various learning contexts and to share learning materials, lea