Computational Mathetics: Towards a Science of Learning Systems Design
The aim of this report is simply to help put the design of computer-based systems to support learning on a more scientific footing. The aim is simply stated, but its achievement is more difficult. For one thing, it is not at all obvious what "more scientific" means in this context. However, it is essential for AI-ED research to take better account of the concepts of 'situation', 'context', 'community', 'discourse', 'social learning', and so on, but these terms need to be defined, not used as man
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.
A device helping learners to self-assess themselves
In this paper, we introduce the architecture of an environment, which aims at helping learners in their self-assessment process. We show how we integrated three systems to build an experimental device based on this architecture. We then present the experiment we conducted to
show the utility of this device and also to validate our hypothesis that it is easier for learners to self-assess themselves from an exercises-point of view than from a knowledge-point of view.
Elearning: Bringing Reflective Practice and Self-Development Learning Activities Online
Reflective practice is in vogue as a tool in many parts of the educational economy, though the efforts to support its development often lag behind the promotion of the practice itself. Some of the issues relating to the development of this competency, and barriers to the same, are covered in my Teaching and Learning Optional Paper "Teaching and Supporting the Development of Reflective Practice". As momentum builds for the introduction of reflective practice, the educational and management worlds
Reusing IMS-LD Formalized Best Practices in Collaborative Learning Structuring
Designs of CSCL (Computer Supported Collaborative Learning) activities should be flexible, effective and customizable to particular learning situations. On the other hand, structured designs aim to create favourable conditions for learning. Thus, this paper proposes the collection of representative and broadly accepted (best practices) structuring techniques in collaborative learning. The paper also proposes the formulation of these techniques as patterns: the so- called CLFPs (Collaborative Le
First version of Amaya offering a template mechanism
This deliverable is the first release of the Amaya authoring tool that supports template-driven editing based on the XTiger-language. Its purpose is to demonstrate the main features of this nex editing mode.,PALETTE deliverable - report number D.INF.02
Teaching and Learning: Research Briefing
An important aspect of schooling is to enable students to enter new knowledge worlds, such as the world of history, of English, of foreign languages, of science, of music, or of mathematics. In the InterActive Education project we have worked in partnership with
primary and secondary school teachers, to investigate ways in which information and
communications technology can be used to enhance learning, with a particular focus
on improving subject knowledge.,Research briefing
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
Making Distance Education Collaborative through Internet
The research presented in this thesis is located within the concept of Computer Supported distributed Collaborative Learning (CSdCL). CSdCL, developed by Annita Fjuk and Lone Dirckinck-Holmfeld, is a focused study within the field Computer Supported Collaborative Learning (CSCL). One approach to CSdCL, in particular practiced under the conditions of distance education, focuses on communication processes between distance learners and distance learners and teachers. The pedagogical model in this a
What makes the subject matter matter? Contrasting probeware with Graphs & Tracks
Previous research has established probeware as an effective tool in science instruction. Less is known, however, about the reasons for its success. In this study, we investigate this issue further by contrasting the use of probeware with the use of a simulation called Graphs & Tracks. By carrying out an in-depth analysis of pre-service teachers interaction, we want to demonstrate that the two environments despite many structural similarities afforded different contexts for learning. When
Case studies: technology enhanced public spaces for intergenerational learning
This deliverable undertakes the analysis of four case studies in the three key dimensions of La Piazza: intergenerational learning,
ICT and physical spaces. The report shows the common characteristics of the cases, good practices as well as issues for further
research, in order to facilitate the planning of the co-design seminars, that will follow next in the project. The report includes in the
Annexes the individual case reports of the cases.,research report - deliverable number : D38.3.1
Learning design based on graphical knowledge-modeling
This chapter states and explains that a Learning Design is the result of a knowledge engineering process
where knowledge and competencies, learning design and delivery models are constructed in an integrated
framework. We present a general graphic al language and a knowledge editor that has been adapted to
support the construction of learning designs compliant with the IMS-LD specification. We situate LD
within a taxonomy of knowledge models , namely the multi-actor collaborative system. We move
Pedagogical text indexation and exploitation for language learning
In this article we present the MIRTO platform -under development at the University Stendhal of Grenoble- and how it addresses common flaws of CALL software. This platform led to another project: the creation of a pedagogically indexed text base. We introduce here the notion of pedagogical indexation, and confront the particular case of pedagogical indexation for language learning with the existing pedagogical
resource description standards, before proposing leads towards the implementation of th
Виртуална лаборатория за интегрирано изучаване на мат
"not available"
WebLabs: Virtual collaborative learning experience for researchers, teachers and students
The paper presents experiences from a 3 year international project, WebLabs: New representational infrastructure for e-learning, in which researchers, teachers and young students from UK, Bulgaria, Cyprus, Sweden, Portugal and Italy participated. The project explored innovative pedagogy based on the integration of constructionist learning approach and virtual co-learning. For the purposes of the project a visual programming environment, Toon Talk, and a virtual collaborative system, Wplone, were
Data Driven User Requirements Specification in the UNITE Project
This paper describes the process of user requirements specification in UNITE
project. The main goal of the project is to develop an integrated system for
authoring and delivery of high quality eLearning activities for the secondary
school students. The UNITE system consists of three main components: 1)
Software Platform – integrating state of the art learning management systems
(LMS), content management systems (CMS), and mobile learning (mLearning)
capabilities; 2) Pedagogical Framework – s
Læring i praksis - fremstruktureringen af et
handlingsorienteret perspektiv
Introduktionen præsenterer afhandlingens emnemæssige baggrund, problemformulering og
metode. Den traditionelle angelsaksiske erkendelsesteoretiske opfattelse af viden hævdes at
have komplementære modpoler i læringsteorierne behaviorisme og kognitivisme. Disse
positioner problematiseres med eksempler fra hverdagsmæssige sammenhænge såvel som
med en række forskningsmæssige resultater. På baggrund heraf fremsættes problemformuleringen,
som lyder:
Er det muligt at udvikle et begreb om vi
A note on organizational learning and knowledge sharing in the context of communities of practice
The knowledge management (KM) literature emphasizes the impact of human factors forsuccessful implementation of KM within the organization. Isolated initiatives for promoting learning organization and team collaboration, without taking consideration of the knowledge sharing limitations and constraints can defeat further development of KM culture. As an effective instrument for knowledge sharing, communities of practice (CoP) are appearing to overcome these constraints and to foster human collabo
The Kaleidoscope Scientific Vision for Research in Technology Enhanced Learning
The objective for this document is to develop a reference text for the Network's scientific development, and for communication to others of the shared perspective of its participants. For its internal focus, it will lead to a stronger integration of the disciplines and cultures represented by the scientific communities within the Network. For its external focus it will contribute to promoting and clarifying the understanding of technology enhanced learning (TEL) in the European Research Area.
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Futurelab: The potential of open source approaches for education
Free, Libre, Open Source Software (FLOSS) refers to any software distributed under a licence that allows users to change or share the software source code. Futurelab's interest in this area stems from the belief that FLOSS provides an example of peer-production which is driven by collaborative, social modes of interaction and knowledge exchange. This paper discusses some of the potential ways in which the approaches that characterise FLOSS might be applied in educational contexts.,Research repor













