Review of Technology Solutions for Knowledge Management
The present paper focuses on Knowledge Management (KM) as a new managerial discipline emerging in the last few years of the 20th century. The main emphasis of the paper is on the technological solutions applied in the organizations at different stages of the KM life cycle. It makes a classification of the types of technologies described in the theory and practice based on the main KM processes. Finally, are presented survey data on the real application of various knowledge management technologie
Gap Analysis Report
The aim of this document is to: a) provide a description of the Gap Analysis framework and the methodology we have used in PROLEARN roadmap (section 1: Methods) and b) present the Gap analysis results (section 2: Implementations).,Research report of the ProLearn Network of Excellence (IST 507310), Deliverable 12.12
The distributed developmental network - d2n: a social configuration to support design pattern genera
DiSessa et al. (2004) conducted a comparative study of how research teams design, develop and evaluate TEL software, in the context of component-based educational programming. They identified the issue of the social configuration of the production team as a critical family of issues that are easily marginalized (p.117). These social configurations are loosely equivalent to what Activity Theorists refer to as the rules and division of labour (Engeström, 1987) in the activity system of TEL pr
EyA system: Automated audio-video-slide recordings
We discuss on an innovative system developed in-house to archive and share scientific lectures carried out using modern presentations (PPT, PDF, animations, etc) or, alternatively, the commonly used traditional chalkboards found in classrooms. The system -named "Enhance your Audience" (EyA), allows to widening the audience for such activities with little efforts. The technologies employed are low-cost.
Collaborative learning - New learning models and applications
Distance education defined as education that takes place when the learner and the instructor are in separate location is undergoing changes throughout the world. The teaching environment is undergoing a major shift as more and more programs are offering classes online. This shift is due to rising costs in education, enrollment management issues, and an evolution in the use of distance learning.
Remote engineering implies a new strategy of assessment?
When we spoken about remote engineering as a new methodology used in the cyberspace with the final goal of the teaching/learning improvement and cost sharing, we are obliged to approach all of the process sides. Assessment is one of these sides and there is considered the most powerful tool for illustration, in the qualitative and quantitative ways, the learners responds at educational objectives offered by the remote engineering learning environment. In the present paper the authors have the in
Information technology in forming cognitive skills
In the authors opinions, the most important role of education process is forming developed cognitive skills, such as interdisciplinary critical thinking, problem solving, decision making, but enabling role of information technology in forming cognitive skills is not estimated enough. Accomplishing the investigation of the forming cognitive skills authors discovered similarity between study modules method and work with information.
Lifelong learning for the Italian Public Administration: the MarchE-Learning Project
This paper describes a local experience for the development of a framework program to set up a Continuous Learning System for Public Administration employees of Marche Region, in Central Italy. Such program belongs to a greater national program, aimed at modernizing the Italian Public Administration by means of the application of ICTs. This program is also part of Italian participation in the European Unions Lisbon Strategy, aimed at turning Europe into one of the most competitive knowledge-ba
Virtual Pedagogical Agents as Aids for High School Physics Teachers
The Pathway project is improving the quality of physics teaching and the number of available physics teachers by providing virtual expert help on issues of pedagogy and content. The project combines Carnegie Mellons Synthetic Interviews and state-ofthe- art digital video library technology with pedagogical advances developed at Kansas State University, and materials contributed by master teachers. The Synthetic Interview is a technology and technique that creates an anthropomorphic interface i
The Influence of Game Features on Collaborative Gaming: A Process-oriented approach
Game technology and design are creating powerful collaborative gaming experiences that can be exploited pedagogically. Building on a research trends from various fields, a process-oriented model is adopted to evaluate the instructional potential of games, considering both their surface and deep structure. Two experimental approaches are adopted. Through reflective evaluation the Neurocognitive skills employed, Perceived Competence Facilitation and Perceived usefulness of games are determ
Special Session OER: Integrating OER and Instructional Design Towards a more holistic view
Instructional Design (ID) has been introduced as a fundamental approach to design learning environments with a strong focus on media usage. In this regard, recent transformations in the realm of ICT have gained an increasing influence on learning and teaching practices, thus challenging conventional methods. Advocators of sophisticated web-based tools such as Weblogs, Wikis, or e-portfolios which are at the heart of the Open Educational Resources (OER) movement proclaim a new dimension of le
Make Engineering Students Collaborate
Even today, the majority of university courses still consist of lectures complemented with exercises. Lectures serve to convey theoretical knowledge, whereas in exercises students work on assignments to consolidate the knowledge they have acquired during lectures, and to relate their knowledge to daily practice. Cooperative Knowledge Spaces will support natural learning scenarios in a virtual environment. This paper describes the experiences of a study held to evaluate a cooperative knowledge sp
Designing and application of E-portfolio for teacher training
Portfolio is not just a magic word but it is mandatory for everyone in today's free market. Some companies started their own portfolios for employee assessment. Other has them for optimization purposes or even education. Each of us first encounter portfolio in schools. Big books with grades and other useful data were in them. In the teacher education we also have portfolios and the most important is teacher training portfolio. Based on this portfolios employees decide who to hire or not. With th
Implementing the Challenge Based Learning in Classroom Scenarios
Our Challenge Based Learning (CBL) method can be described as a special form of problem-based learning, in which the problems are of realistic, open-ended nature. Additionally, CBL contains features of experiential and project-based learning approaches. CBL is supported by the provision of Digital Experimentation Toolkits (DExTs) which comprise materials, initial instructions, references to web resources and specific software tools. Within the COLDEX project, a number of remote sites which gener
Building Bridges within Learning Communities through Ontologies and "Thematic Objects"
Communication through artefacts, in the sense of objects (co-)constructed by learners, is a well known mechanism in synchronous shared workspace environments. In this article, we explore the potential of extending this principle to heterogeneous, anonymous and asynchronous learner communities by drawing on existing work, e.g. in the areas of "social navigation" and recommender systems. A new ingredient is the description and provision of "thematic objects" embedded in a task/activity context. De
Analysis Methods for Collaborative Models and Activities
A classification of analysis methods for CSCL systems is presented which uses as one dimension the distinction into summary analysis and structural analysis and as another distinction different types of raw data: either user actions or state descriptions. The Cool Modes environment for collaborative modeling enables us to explore the whole spectrum of analysis methods. Action logging is based on the MatchMaker communication server underlying Cool Modes. Example instances for several analysis met
The Remote Control Approach An Architecture for Tutoring in Pre-existing Collaborative Applicatio
In this paper we present an architecture for the integration of tutoring and process scaffolds into existing collaborative applications. The architecture allows to combine existing research results concerning collaborative processes and their formalization, and existing and tested collaborative learning environments. The architecture allows controlling the learning environments either by a human or a pedagogic agent. Both types of tutors are using the same set of primitives either via an intu
Reducing cognitive load and fostering cognitive skill acquisition: Benefits of category-avoiding exa
In this paper, we provide evidence against the common idea that worked examples should be designed to convey problem categories and category-specific solution procedures. Instead we propose that instructional examples should be designed in a way that supports the understanding of relations between structural problem features and individual solution steps, i.e. relations that hold below the category level. We illustrate in the domain of probability word problems how category-avoiding instructiona
A Programming by Demonstration Authoring Tool
for Model-Tracing Tutors
Model-tracing tutors have consistently been among the most effective class of intelligent learning environments. Across a number of empirical studies, these tutors have shown students can learn the tutored domain better or in a shorter amount of time than traditionally taught students (Anderson et al., 1990). Unfortunately, the creation of these tutors, particularly the production system component, is a time-intensive task, requiring knowledge that lies outside the tutored domain. This outside k
Anchored Interactive Learning Environments
Advances in computer technology and multi-media systems have led to widespread interest in computer-based instruction and learning environments. The use of video, animation, graphics, and simulation allow the presentation of material in realistic contexts, thus addressing the problems of inert knowledge while promoting constructive and generative learning. But the true potential and benefits of these systems are yet to be realized. Cognitive studies on learning and transfer suggest that concepts