TELMA Cross Experiment Guidelines
This document contains the guidelines developed by members of TELMA as a means for planning, conducting, and analysing a cross experiment aimed at contributing to the construction of a shared research perspective among TELMA teams . This is the product of the PhD students and young researchers that brought forward the whole activity. The actual experimental phase was proceeded by a reflective phase in which an agreement was achieved on what research questions to address during the experiment. O
Reusability of eLearning Objects in the context of Learning Grids
This paper examines the requirements of eLearning Object Metadata, in order to appropriately support pedagogic and economic goals as well as service oriented architectures like the Grid.
The standard IEEE LOM is being tested against these requirements. In conclusion, it can be said that while current eLearning practices are well supported by the standard, the main insufficiencies concern a) the adequate description of ELOs that are services and not downloadable self-contained programs and b) th
Literature Review of E-assessment
The authors of this review provide a compelling argument for the central role of assessment in shaping educational practice. They outline the challenges and opportunities posed by the changing global world around us, and the potential role of technologies in our assessment practices. Both optimistic and practical, the review summarises existing research and emergent practice, and provides a blueprint for thinking about the risks and potential that awaits us in this area.,A NESTA Futurelab Resear
Literature Review in Creativity, New Technologies and Learning
This paper maps out the different perspectives on creativity, and the teaching and learning of creativity, and brings together latest thinking in this field. It is a rich resource of examples of the way that technology is currently used to support creativity through encouraging learners to make connections, develop ideas, create meaning, collaborate and communicate. It also highlights some of the key questions concerning assessment and creativity.,A NESTA Futurelab Research report - report 4
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
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
Harnessing Technology: Transforming Learning and Children's Services
This document is the Department for Education and Skill's first cross-sector e-learning strategy. The strategy focuses on what the technology can do for informing and advising citizens, for supporting children and learners of all ages in their encounters with the system, and for transforming the experience of learning. To make this happen, it identifieds six priorities, to provide:
• An integrated online information service for all citizens
• Integrated online personal support for children
Futurelab: Games and learning
There's an increasing interest in the potential role of computer and video games to support young people's learning. Although most research has focused on out-of-school contexts, recent studies have begun to ask how games might be used or adapted for use in schools. This new handbook reports on some of the latest developments in the design of bespoke educational games, and asks whether and how schooling should be adapted to accommodate the use of games.,Research report
Futurelab: Learning with handheld technologies
This handbook offers a guide and resource for those considering exploring handheld technologies for teaching and learning purposes. Four case reports show how different schools, LAs and individuals have attempted to tap the potential of handheld technology for learning, while a wider survey of handheld learning projects gives a sense of the range of work going on, along with contact information.,Research report
Designer integration in training cycles : IEEE LTSA model adaptation
This paper describes an architecture centered on a component model for the course cycle. This
model guides a re-engineering process based on the observed use scenarii. It is applied in an
institutional framework and uses learning devices provided by the open source community. The
architecture integrates the latest works on learning technology standards.
Two Years Of Use Of The Aplusix System
APLUSIX is a learning environment for helping students to learn algebra. This system is designed and developed in the IMAG-Leibniz laboratory. Its basic training mode consists of letting the students perform their owns calculations, thanks to a two-dimensions editor of algebraic expressions, providing feedback on the correctness of the calculations and on the end of the resolution.
APLUSIX has now been used for two years at school, in different contexts. One use was made by four teachers during
Designing for cross-cultural web-based knowledge building
This paper describes the iterative design of a web-based collaborative workspace used in educational practice, called WebReports. The system’s unique feature is that it allows participants to discuss mathematical and scientific concepts using programmed animated and interactive models of their ideas. Rather than focusing on the specific features of the collaboration tool, we analyze it as part of a constructionist activity system. We describe the context in which the system was developed an
Interdisciplinary approach for the design of a learning environment
This paper presents our interdisciplinary approach for the design of a technology-based learning environment for orthopaedic surgery. We present how the didactical analysis of teaching and learning in workplace gives a framework to build the computational representation of knowledge. This analysis is shown within the context of the apprenticeship of concepts of anatomy and orthopaedic surgery.
Exploring the mathematics of motion through construction and collaboration.
In this paper we give a detailed account of the design principles and construction of activities designed for learning about the relationships between position, velocity and acceleration, and corresponding kinematics graphs. Our approach is model-based, that is, it focuses attention on the idea that students constructed their own models – in the form of programs – to formalise and thus extend their existing knowledge. In these activities, students controlled the movement of objects in a prog
The role of roles in the analysis of interactions in collaborative environments
Analysis of interactions has become a basic function in the field of collaborative learning, as a means for supporting both students' self-regulation as well as formative evaluation processes. However, we observe a lack of methods and tools for the analysis of interactions in CSCL that considerer the different roles implied in collaboration management processes, both from the point of view of the actors that take part in a typical CSCL scenario:
teachers, students or the system
The role of interactive visualizations in the development of concepts of logic.
The main objective of the experiments described in this paper is to examine whether
instructional variables often used in learning empirical sciences can also be used to facilitate the
development of knowledge and skills in the formal sciences, particularly in learning logic. In
learning empirical sciences, many positive effects have been reported which can be accounted for
by the use of visualisation techniques, multiple representations and possibilities for the learners to
interact with repres
Integrating Traditions. Communication Revisited
"Technology-enhanced Learning" gains special importance if we look closely at the concept of technology on the one hand, and learning activity placed into the framework of communications technology on the other. The importance of communications technology has been emphasized by many Hungarian scholars in the first third of the 20th century and due to historian István Hajnal technology has become deeply integrated into the framework of human activities. I'd like to delineate the main sources of
Constructing structure in number sequences
This paper reports on a design experiment in the domain of number sequences conducted in the course of the WebLabs project1. In this study, we designed and tested a set of activities in which 13-14 year old students use the ToonTalk programming environment to construct models of sequences and series, and then use the WebReports web-based collaboration system to share these models and their observations about them. We utilise a design pattern (programming method) called "Streams" which enables st
Thinking in Progress
This article tells the story of 11-14 year- o l d students using a rather new and relatively untested programming system to represent and discuss some deep mathematical ideas. There is one caveat: we have chosen the episodes to indicate the possibilities that can emerge when children are given new ways to talk and think about mathematics. We cannot lay claim to any generality: we would invite the reader to look where we are pointing, not at our fingers!













