Event-Driven Interoperability Framework For Interoperation In E-Learning Information Systems - Monit
Enormous efforts are put in both directions of the area of e-learning technologies- information and learning
aspects. On one hand, there are new challenges in learning technologies, which tends to be in focus of research
of the community of practise. On the other hand, there are learning specifications developments, which are
technology oriented. And last, but not least new exciting technologies appear on the web. In order to achieve the
primary goal in technology-enhanced learning - better lear
Knowledge based tool for modeling dynamic systems in education
Dynamic systems are often used in education: in physics, chemistry, biology, history, etc. This paper describes a programming tool for modelling dynamic systems which can assist the teaching and training process. The tool aims at supporting the creation of computer models which can be used for educational games and simulations. The tool is built using the logic programming language Prolog.
ARCADE Assessment Framework
The boom in development of learning management tools in recent years stimulates creation of relevant standards, while
acceptance of such standards helps system interoperability worldwide. The paper aims in presenting an assessment
framework based on the recent IMS standards and built into ARCADE - Architecture for Reusable Courseware
Authoring and DElivery. The information model of the assessment tool has been designed with a view to efficient test
authoring, management and evaluation of student
10 issues to think about the future of research on TEL
This document is a contribution to the workshop organized by the European Commission on February the 15th an 16th with the objective of identifying key questions for the future of research on Technology Enhanced Learning. It is based on the contributions and ideas of team leaders from the FP6 Network of Excellence Kaleidoscope (noe-kaleidoscope.org).,"Les Cahiers Leibniz", n°147
Futurelab - Teachers Learning with Digital Technologies: A review of research and projects
If we are interested in changing education, we need more than ever to be interested in teacher education, teacher knowledge and teacher learning. If we want to encourage different approaches to teaching and learning, and new relationships between pupils and teachers, we need to understand the ways in which teachers come to learn, adapt and make such new approaches a reality. This review aims to provide an overview of the research on teacher education, and a roadmap for how this might best be sup
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in
schools, we tend to think of computers,
keyboards, sometimes laptops, and more
recently whiteboards and data projectors.
These tools are becoming part of the
familiar educational landscape. Outside
the walls of the classroom, however,
there are significant changes in how we
think about digital technologies - or, to be
more precise, how we don’t think about
them, as they disappear into our clothes,
our fridges, our cars and our city streets.
This disappe
Didactic Decision-Making Process
In a Surgery Learning Environment
In this paper we present our model of the didactic decision-making process and our
method to define the apprenticeship utility function. This model is embedded in a computer-based
learning environment dedicated to orthopedic surgery. The decision model allows the production
of feedback relevant to the user’s knowledge during her/his activities with the learning
environment.
The surgical knowledge in the learning environment is represented with Bayesian Networks and
the decision-making process
Socio-cognitive Engineering
Socio-cognitive engineering is a framework for the human-centred design of technology-based systems to enhance human knowledge working, decision making, collaboration and learning. Like user-centred design, it draws on the knowledge of potential users and involves them in the design process. But it extends beyond individual users to analyse the activity systems of people and their interaction with technology, including their social interactions, styles and strategies of working, and language and
Design patterns for recording and analysing usage of learning systems: State of art of tracking and
This document presents a state of art according to three aspects: use analysis in a wide point of view, tracking and analysing usages
and what's on Design Pattern.
The objective of this state of art is to synthetise actual works about tracking and analysing usages in order to isolate possibilities of
patterns, that's the aim of DPULSE Jeirp.
The work on the state of art has been organised as a collaborative task of the DPLUS members. A lot of papers and projects on this
topic have been studied.
Vers une approche déclarative pour les logiciels de dessins géométriques
Cet article est consacré à la conception d'un environnement
d'apprentissage de la géométrie orienté vers la manipulation directe de figures
géométriques. À travers deux exemples d'activités, proposées en classe, on distingue les
notions de construction géométriques, de spécification, et de manipulation directe. Dans
le cadre ainsi défini, nous présentons notre approche. Elle consiste à intégrer des
mécanismes et la méthodologie de l'intelligence artificielle dans un logic
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 systemâs 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
Tutorial planning : Adapting course generation to todays needs.
Most of today's course generation does not allow an in-depth, generic representation of pedagogical knowledge. However, supporting
individual learners with different goals requires an elaborate representation
of pedagogical expertise. In this paper, I describe a framework that adapts existing approaches for representing and using pedagogical knowledge to meet today's needs. Furthermore, I will show how in this
framework several of today's problems are solved, such as the integration of distribut
Is There a Policy for Networked Learning?
Networked learning is part of an emergent networked society. As such networked learning forms part of a wider debate concerning the nature of social processes, power and culture and their relationships with technology. The literature surrounding networked learning still reflects a technological determinist view. This paper takes issue with this view of the relationship between technology and social forms. The context of higher education has been changing alongside the introduction of new technol
For a renewed academy industry research partnership
The joint venture between the academic research on learning technology and industry along the past decade shares similarity with the gold rush: great effort for a too small outcome. From all the energy spent, “acadustry” has emerged; a chimerical community of practice, merging academic and industry objectives and traditions. The relevance and fruitfulness of this new community is questionable. This presentation will suggest revisiting the orientation of the eLearning research policy, taking
Socrates Mailbox - Rapport de Synthèse
Le projet Mailbox (1996-1998) est un projet d’observation sur deux ans qui s'est déroulé dans le cadre du sousprogramme
Enseignement Ouvert et à Distance — Open and Distance Learning (EOD-ODL) du Programme
SOCRATES de la Direction Générale XXII de la Commission européenne. Lancé en septembre 1996 ce projet a
pour objectif d’étudier par une approche ethnographique l’utilisation des systèmes de communication
électronique dans l'enseignement primaire et secondaire. Dix-sept école
An analysis of learner arguments in a collective
This contribution analyses the arguments of students in a learning activity entitled "Argue Graph".
This activity is intended to make students understand the relationship between learning theories and design
choices in courseware development. The analysis of arguments is centered on the effects of discussion and
opinion conflict on the elaboration of arguments. We then use an adaptation of a collective intelligence model
to describe the knowledge flow among people and artifacts during the learni
Using Perspective in Narrative Learning Environments
Several empathic applications have been developed over the last years but
can we redirect that empathy to specific characters? This paper focuses on the intention
to induce empathy in children and stimulate role taking by presenting a narrative
through the perspective of a specific character. The use of perspective is achieved by
showing the events that happen in the story but without impartiality.
We will describe a narrative-based application designed to help children cope
with bullying situat
Investigating multimodal interactions for the design of learning environments: a case study in scien
This thesis focuses on multimodal interactions for the design of a learning environment.
The process of designing such systems involves studying the benefits of multimodal
interactions in learning. Therefore, it analyses the structure of the interactive space
between the learner and the content to be learnt, and introduces and tests a framework
to structure it. It proposes that multimodal interactions can encourage rhythmic cycles of
engagement and reflection that enhance learners’ meaning con
Integration of virtual players into a pedagogical simulator
The development of learner activity is a key element in the improvement of ITS (Intelligent Tutoring Systems). In business simulation, the learner is stimulated by competition with other learners. In practice, it is not always possible to find enough participants, hence the idea of virtual player participation. The SIMPLUS system proposes a generic approach to this end and creates virtual players within a business simulation without modifying the simulation itself.
De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek
Not available,Sligte, H.W., Simons, P.R.J., Kral, M., van den Berg, E. (2005). De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek. [The value of Grassroots. Final report GrassRoots evaluation]. Amsterdam: SCO-Kohnstamm Instituut.













