Comprehensive Object-Oriented Learning: The Learner's Perspective
The object-oriented paradigm is increasingly being integrated in computer science education as well as in industry. There is a high demand for understanding the learner’s actions, strategies and thoughts while solving object-oriented problems. Little is known about these processes. Aimed at both teachers and researchers involved in teaching object-oriented technologies, this book reports findings from four case studies, two design experiments and three controlled experiments, with a total of 1
The Grid Shared Desktop: a bootstrapping environment for collaboration
The paradigm shift from an information sharing infrastructure (i.e., the Web) to a resource sharing infrastructure (i.e., the Grid) has boosted the development of a new generation of online services. In particular, Grid services are stateful, dynamic and operate in a secure environment. Therefore they offer capabilities that are essential to remote collaboration. In this paper, we tackle the problem of bootstrapping and supporting a collaborative environment over a Grid infrastructure. As we tar
Selected Papers from the Kaleidoscope Convergence Workshop
To foster synergy between research on collaborative, mobile and inquiry learning and between different scientific and methodological perspectives (namely, educational design, psychology and computer science) and to strengthen the cohesion of the community, the Kaleidoscope network has decided to organise a âConvergence Workshopâ in conjunction with the 2006 Contractors' General Assembly in Amsterdam, Dec. 4-6.
The two fields of collaborative and inquiry learning have bee
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
14-19 and Digital Technologies: A review of research and projects
The 14-19 debate goes to the heart of a number of core questions: What is education for? Who should benefit? What attributes do we value and need in our young people as workers, as learners? Where does learning happen? What role should young people themselves play in shaping their education? By outlining the key issues in these debates and reviewing the evidence, the authors of this review map out a framework within which we can create a coherent strategy for the design and use of digital techno
Lower Intermediate Lesson #11 - Have you tried Mate de Coca?
Learn Spanish with Spanishpod101.com! And that’s not all apparently…Join Kathy and Ana as they bring their Spanish to the highlands of Peru asking, “Have you ever tried coca tea?” Now, in case you were wondering, yes, that coca. There is a difference though, so come and find out what it is! So as you get [...]
First Version of the Dynamic Digital Artrefacts
This document is the fourth deliverable of the ReMath project and deals with the first
version of the Dynamic Digital Artefacts.
The document is divided in two parts; the first one is a description of the work
progress for each DDA and the second part is an updated specification of each DDA.,Remath deliverable - report number D4 - 124 pages
SCORM and the Learning Grid
The Sharable Content Object Reference Model (SCORM) is a profile of several elearning specification to ensure the reusability and interoperability of elearning content in web based Learning Management Systems (LMSs). Learning grids - learning environments built on the technology of grid services - are a promising new approach to enhance quality of elearning by overcoming the page oriented structure of the web.
This paper investigates how SCORM can be used in conjunction with learning grids. Aft
Building Assessment Web Service from Question Type Learning Objects
In this paper we discuss the TestTool system as an established testing system model, the one that is being used in real educational settings and supports self-assessment as well as testing learning practices.
We then elaborate how this learning object-based system is being re-engineered and extended within the context of Web service oriented architecture. Testing Web service implementation along with considerations regarding how e-learning services from distributed Learning Objects could be com
Virtual Reality for Learning: Sharing Experiences rather than Resources
Virtual Reality is becoming a major candidate for embodying immersive learning environments. Whereas in the two preceding decades learning has been conceptualized as situations where students are guided rather than elicited to undertake actions, it is now the right time to explore the other side or the continuum.
Constructive Interactions
The new paradigm of "knowledge construction using experiential based and collaborative learning approaches" is an outstanding opportunity for interdisciplinary research. This document is an attempt to introduce and exemplify as much as possible using the lexicon of "social sciences", considerations and tools belonging to "artificial intelligence" (eg.:the machine learning tradition).
In the paper we first draw a conceptual framework for rational agents in conversational interaction; then we use
Software Interoperability Problems and E-Learning
Grid applications are special cases of networking applications. In order to investigate potential applications of Grid technologies to e-learning we discuss in the following some current applications of network technologies in e-learning as they have occurred at the University Koblenz-Landau.
At the appropriate points we shall indicate demands that our e-learning applications pose to the underlying network services and mention, how they might benefit from resource sharing as potentially offered
What is really learned at university?: The SOMUL Project - conceptualisation and design
The project is attempting to bring together psychological and sociological conceptions of university learning and relate both to conceptions derived from current higher education policy and practice, disciplinary cultures and students. The focus of the empirical part of the project will be on student conceptions of learning but at this stage we are concerned to explore the conceptual relationships between different theoretical approaches to ‘what is learned’.
Within a highly differentiated
Kid Meteorologist
ZOOM guest Amy wants to be a meteorologist and volunteers at a weather observatory. In this adapted video segment, she shows us instruments used to predict the weather and describes how air pressure affects weather patterns.
Combining qualitative evaluation and social network analysis for the study of classroom social inter
Studying and evaluating real experiences that promote active and collaborative learning is a crucial field in CSCL. Major issues that remain unsolved deal with the merging of qualitative and quantitative methods and data, especially in educational settings that involve both physical and computer-supported collaboration.
In this paper we present a mixed evaluation method that combines traditional sources of data with computer logs, and integrates quantitative statistics, qualitative data analysis
It's About Interactive Learning
This paper draws on results of a research project InterActive Education: Teaching and Learning in the Information Age. The overall aim of the project is to examine the ways in which new technologies can be used in educational settings to enhance learning. To this end the project centres around the design and evaluation of teaching and learning initiatives for pupils from the age of eight to eighteen. Within this paper we report on our work with teachers and pupils, who have developed learning i
Discovery of Ideas and Ideas about Discovery : The influence of prior knowledge on scientific discov
Context of this research project.
The empirical studies that were carried out for this thesis were performed in the context of the project 'Inductive Learning’,which was funded by the Dutch Organization for Scientific Research
(NWO). The inductive learning project aimed at ‘clarifying the major constraints of inductive knowledge development’ (as stated in the research proposal). The constraints of inductive knowledge that were specifically studied in the project were prior knowledge, disc
Hiding and showing construction elements in a dynamic geometry software: a focusing process
This paper draws on a study investigating the use dynamic geometry software in the context of open geometry problems requiring conjecturing and proving at secondary school level. After setting the context and main result of the study, the paper will focus in particular on the analysis of the hide/show tool available in Cabri. The way students exploit the possibility of hiding and showing the construction elements of a configuration at stake was revealed to play a fundamental role in the developm
Using online role play to teach internet safety awareness
This paper reports on an evaluation of Net-Detectives, a creative online role play activity aimed at 9–12 year olds. Net-Detectives forms part of Kidsmart, an Internet awareness programme aimed at school children. It was evaluated through a multiple method data collection using questionnaire surveys, follow up telephone interviews with teachers and observation in use in three UK schools during the summer term of 2003.
All sources of data collected agreed that a number of benefits arise from p
Reuse of Digital Learning Resources in Collaborative Learning Environments
With background in the proliferation of Information- and Communication Technologies
(ICTs) in educational institutions, there is a growing interest in deploying ICT that complies
with specifications and standards for learning technologies in these institutions. A key
to obtaining the benefits of cost-efficiency and quality that motivate this interest is reuse of
digital learning resources. Despite the significant efforts being made in design and deployment
of learning technology standards facili













