Basic Trigonometry
An introduction to the trigonometric functions of sine, cosine, and tangent. In an easy conversational tone, the instructor uses the computer screen as his 'blackboard' and different colors to emphasis his points. For high school students.
EMERGING COMMERCIALIZATION OF ELEARNING
Technology innovation drives the current elearning market but recent events suggest this model is failing economically.
Alternately a market driven by learners, rather than technology is more likely to be competitive and profitable. We examine
elearning within the context of a developing academic and skills educational market to pose the question: do existing
suppliers (old and new) meet the new market needs? Using PorterÂ’s competitive environment model to analyse the current
market position of
ICT-enhanced Teacher training for Lifelong Competence
Development
In this paper we are giving an example of 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. We show how one particular methodology for teaching
and training soft skills can be further enhanced by the use of ICT. We show how the use of
Learning Design centred software platform for lifelong competence development can enhance
the in-service training of teachers.
Learning Production Management with
”The Clock Manufacturing Game”
Purpose: Design a business game to provide hands-on training on processes, related to production
management
Methodology: A stepwise approach is taken. First learning goals, existing approaches and constraints
are considered. As a next step a system of conceptual models is developed and finally the model is
formalized to the level of detail, necessary for real implementation
Findings: The methodology is applied for goals of common interest among teachers in industrial
management. Constraints and
DISTANCE EDUCATION IN SCHOOLS: REALITIES AND PERSPECTIVES
This chapter discusses the role of ICT as a catalyst of a new global educational reform in
schools aimed to break the monopoly of the print and paper based educational system. Some
basic definitions are given although it is emphasized that the area is very dynamic and the
definitions are still evolving. The main conclusion related to the ongoing educational reform
is that it is based on designing and using different virtual learning environments which do not
put clear boundary between physical a
DESIGNING A TOOLSET FOR THE PRIME
VIRTUAL BUSINESS ENVIRONMENT
The PRIME (Providing Real Integration in Multi-disciplinary Environments) project1
aims in modeling, creating and evaluation of a Virtual Business Environment (VBE) for
learning the entire life cycle of products and processes for all involved stakeholders and for
gaining practical experience in strategic manufacturing through serious gaming. The paper
presents the overall architecture of the PRIME system. Further it discusses in more detail the
design of the game toolset, which provides the user
Towards University 2.0: A Space where Academic
Education Meets Corporate Training
The paper analyses the need of an institutional change of the universities in order to adapt to the
current requirements of networked and knowledge economy. The e-Learning phenomenon and the ICT
driven global educational reform are analysed as well in parallel with the needs of implementing new
pedagogy models. Some university models are briefly described, such as: Research University,
Enterpreneurial University, eUniversity and Corporate University. The paper puts its attention also on
the Web
Design of an eLearning System for Accreditation of
Non-formal Learning
This paper deals with issues related to the non-formal learning in vocational
education, and the role of ICT for providing appropriate accreditation model in such
education. The presented conclusions are based on the Leonardo da Vinci project
LeoSPAN. The paper emphasises on the development of a model and a prototype
of an adaptive eLearning system that ensures the pre-defined learner outcomes.
One of the advantages of the eLearning system is the flexibility for people who
upgrade and improve th
Extended architecture of knowledge management system with Web 2.0 technologies
Knowledge management systems (KMS) become increasingly important in periods of crises and
economic slowdown, as many organizations are forced to lay off people, to reduce research and ICT
budgets, to restructure departments and to optimize their costs. Subsequently, organizational knowledge
assets, and mainly the existing tacit knowledge are threatened. This raises the importance of
technologies that could assist organizational efforts to capture the existing knowledge and to mobilize it in
orde
Classify students' conceptions about the mutation's site to anticipate their knowings' mobilization
In high school, students have difficulties to understand and to learn genetics in general and DNA structure and mutations in particular. These difficulties are partly due to the different biological levels. Several studies showed that students have difficulties to differentiate these levels and that they are not able to order them in the right biological hierarchy. We studied students' conceptions on a specific question to get knowledge on their misunderstanding of these levels. To do that we as
Connecting theoretical frameworks: the telma perspective
In this text, we report on a research project developed within the European research team TELMA (Technology Enhanced Learning in MAthematics) of the Kaleidoscope network of excellence created in 2004. We describe the conceptual and methodological tools we have progressively built for allowing productive research collaboration and overcoming the difficulties resulting from the diversity and heterogeneity of our respective theoretical backgrounds. We also show how these tools have contributed to g
Researching Mobile Learning: Frameworks, Tools and Research Designs
This edited collection sets out the issues and requirements for mobile learning research, and presents recent efforts to specify appropriate theoretical frameworks, methods and tools. Through their accounts of projects, leading researchers present their experiences and approaches to key aspects of mobile learning research such as data capture and analysis, and offer structured guidance and suggestions on adopting and extending these approaches.
Harmonization methodology for metadata models
Metadata allows systems, applications and users to manage and access resources without a need for interaction with the resource itself. For this reason, the administration and exchange of metadata is a central activity in systems that manage learning objects. Metadata considerations are fundamental when creating interoperable e-learning tools, and metadata standards have been among the very first learning technology standards to mature.
This deliverable analyses a number of existing metadata spe
Organization and Usage of Learning Objects within Personal Computers
To promote the integration of Desktop related Knowledge Management and Technology Enhanced Learning this deliverable aims at increasing the awareness of Desktop research within the Professional Learning community and at familiarizing the e-Learning researchers with the state-of-the-art in the relevant areas of Personal Information Management (PIM), as well as with the currently on-going activities and some of the regular PIM publication venues.,Research report of the ProLearn Network of Excellen
Åbne læringsressourcer - mod en sociokulturel teori om læringsressourcer
Afhandlingen behandler spørgsmålet om, hvordan it-baserede læringsressourcer udvikles med udgangspunkt i et læringsteoretisk grundlag. Læringsressourcer forstås som alle typer af ressourcer eller materialer, der anvendes til at understøtte læreprocesser. Formålet med afhandlingen at opstille et teoretisk begrebsapparat, der kan anvendes til forståelse og udvikling af it-baserede læringsressourcer. Ud fra en sociokulturel teoriretning udvikler afhandlingen først en forståelse af lær
Some "Lessons Learned" on Social Software for Professional Learning
This deliverable's Conclusion lists some lessons learnt regarding the use of social software for professional learning. The conclusion is based upon experiences and insights reported by PROLEARN members, and also the following three recent items: A report about a workshop conducted at the European conference on Computer-Supported Cooperative Work in Limerick, Ireland tackling the gap between CSCW and Social Software; a report about a track at the Professional Training Facts in Stuttgart, Germany
Participatory design in open education: a workshop model for developing a pattern language
Technologically enhanced learning environments raise complex challenges for their designers, developers and users. Design patterns and pattern languages have recently emerged as a potential framework for addressing some of these challenges. However, the uptake of design patterns has been slow outside of the computer science community. We argue that this is largely a consequence of a weak positioning of pattern languages, as a form of delivering expert knowledge to layperson, and suggest an alter
Conducting a Joint Course on Software Engineering Based on Teamwork of Students
For the previous six years, under the auspices of the ``Stability Pact of South-Eastern Europe'' and DAAD, a joint project for developing a course in ``Software Engineering'' has been conducted. The intention of the project was to enable usage of shared materials for software engineering courses at a wide range of universities in participating countries. During school-year 2004/05, for the first time the same course, with the same case study, and the same assignments has been conducted at the Hu
Why Web 2.0 is Good for Learning and for Research: Principles and Prototypes
The term "Web 2.0" is used to describe applications that distinguish themselves from previous generations of software by a number of principles. Existing work shows that Web 2.0 applications can be successfully exploited for technology-enhance learning. However, in-depth analyses of the relationship between Web 2.0 technology on the one hand and teaching and learning on the other hand are still rare. In this article, we will analyze the technological principles of the Web 2.0 and describe thei
Patchworking as a Metaphor for Learning –
Understanding youth, learning and technology
On basis of a close empirical examination of a Danish team of 'Power Users' and their work on a self-chosen learning challenge this thesis argues how we can theoretically understand, analyse and methodologically approach learning processes through the metaphorical lens of ‘patchworking’.
The metaphor of patchworking highlights how
learning processes can be seen as processes of stitching and weaving together different ‘patches and pieces’ into something new. The patches and pieces may not













