Symbol Systems and Thinking Skills: Logo in Context
not available
Technology and pedagogy for collaborative problem solving as a context for learning
This workshop, sponsored jointly by CSCW'92 and the Centre for Applied Cognitive Science at the Ontario Institute for Studies in Education (OISE), was organized to bring together researchers with interests in the emerging area of Computer Support for Collaborative Learning (CSCL). It was held at OISE on the weekend preceding CSCW'92 and was attended by 27 participants from academia and industry.
Museology and the Problem of Interiority
Museum and culture studies traditionally approach social issues related to national museum narratives by critically analyzing the historical development and orderings of collections and their functions. Studies may investigate museums' representational practices in interpretations of the 'other,' for example, or the role of official and state narratives in history museums' constructions of national identity, or scientific paradigms in natural history museums' orderings and material culture. Ofte
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 micoworld to implant a germ of probability
This paper reports on the third part of a long term experiment concerning the introduction of 12-13 years old pupils to the concept of randomness and probability. In the first parts, the pupils analysed the concept of randomness, in daily life and with LEGO-RCX robots. The third part is based on the Random Garden Game (within the programming environment ToonTalk). The pupils are guided towards the concepts of equivalence of sample spaces and of classical probability, through temporary and person
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.
Informaticiens et didacticiens peuvent-ils
travailler ensemble ?
Au cours du développement de lEIAH APLUSIX, il y a eu de nombreuses occasions dun travail partagé entre informaticiens et didacticiens. Quelques-unes sont décrites succinctement, illustrant différentes formes de collaborations selon des schémas producteur consommateur.
Lors de la mise en place de patrons dexercices et dune carte de tests, une coopération plus approfondie a été possible, tout en respectant les disciplines de chacun.
Cette mise en place de patrons dexercices et d
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
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
A Model for Interoperability in Computer Supported Collaborative Learning
Computer Supported Collaborative Learning
activities involve combination of complex software
tools that often need to interoperate in a wider context
of learning. This paper proposes a data model that
accommodates requirements of typical collaborative
learning situations and facilitates interoperability of
tools and interchange of products of collaboration and
evaluation data. The model has been tested against
various typical tools used for both synchronous and
asynchronous collaboration of grou
Cognitive factors related to user involvement with computers and their effects upon learning from an
Cognitive theories proposed to explain the high motivation to use, and deep involvement with computers, often found in schoolchildren suggest three main factors. They are: desire in the user to control the computer; the user responds to a perceived challenge from the computer; and the user wishes to explore the complexity of the computer software. The paper describes an experiment using a specifically developed piece of software to investigate these factors and to assess their effects on involve
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
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
Incorporating e-learning into a Local Government Authority Context: Evaluating Developers' Perspecti
In this paper, we describe the evaluation of an e-learning project. The Learning Ladder developed a number of elearning modules for local government staff on recurrent working practices. The modules feature the use of short video clips as a means to support and encourage organisational learning.
We report on one part of the evaluation: namely, the qualitative analysis of data from developers. We focus on three aspects: developers perceptions of video clips for learners to reflect upon example
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













