The Home Energy Saver
The Home Energy Saver is designed to help consumers identify the best ways to save energy in their homes, and find the resources to make the savings happen. The Home Energy Saver was the first Internet-based tool for calculating energy use in residential buildings. The project is sponsored by the U.S. Department of Energy (DOE), as part of the national ENERGY STAR Program for improving energy efficiency in homes, with previous support from the U.S. Environmental Protection Agency (EPA), the US D
Cas d'utilisation d'ontologies hétérogènes dans les EIAH
La compréhension d'un texte documentaire par cent vingt élèves du CM2 (5e année primaire) a été évaluée dans quatre conditions expérimentales, en faisant varier d'une part le type de notes d'aide (notes explicitant la « base de texte » vs. notes aidant à construire le « modèle de situation »), d'autre part le support (présentation sur papier vs. présentation hypertextuelle sur ordinateur). La condition où des notes « modèle de situation » sont proposées sur écran d'ordinat
Décrire l'accompagnement des apprenants Proposition d'une extension du langage de modélisation pé
L'objectif de cet article est de proposer une modification du langage de modélisation pédagogique IMS-Learning Design en termes de description d'une activité d'accompagnement des apprenants et de la spécification des rôles des acteurs participant à cette activité. Les modifications apportées s'appuient sur un modèle d'organisation du tutorat que nous avons défini. Ce modèle a pour objectifs (1) d'organiser les tâches entre les acteurs tuteur et apprenants, (2) d'assurer auprès des a
Software Engineering for Web Applications
Teaches basics of designing a dynamic web site with a database back end, including scripting languages, cookies, SQL, and HTML with the goal of building such a site as the main (group) project Emphasizes computer-human interface and the graphical display of information. Crucial to the project is the identification of a client with whom the group must work with throughout the month, designing specifications, implementing them, reviewing and evaluating, and testing. This is a real-life client who
Intermédiations Multicanales et Multimodales pour l'E-Formation : l'Architecture du Projet Ubi-Lear
Le projet Ubi-Learn est un projet d'infrastructure ouverte et flexible pour l'intermédiation entre les apprenants en e-Formation, dans le cadre de leurs contextes locaux d'interaction, et des services supports au processus d'apprentissage. Cette intermédiation est complexe car il y a une infinité de contextes, liés notamment à la grande variété aujourd'hui des plates-formes utilisateurs, du PC au téléphone mobile enrichi, en passant par des assistants personnels avec communications sans
Foundations and opportunities for an interdisciplinary science of learning
In this chapter, we argue that the learning sciences are poised for a "decade of synergy." We focus on several key traditions of theory and research with the potential for mutually influencing one another in ways that can transform how we think about the science of learning, as well as how future educators and scientists are trained.
Narratives and their significance for childrens communication about their world
In this article I will give a description and a definition of narrative through historical review. This forms a background to my other purpose, to describe and discuss the importance of using storytelling as a tool for meaning making for the individual. In this text I will also raise the significance of stories as a tool for society to mediate culturally important messages to the individual and thereby shed light upon the dialectics between the individual and the collective.,part of Kaleidoscope
Computer-Supported Collaborative Video Analysis
Video can serve as a powerful medium for analyzing interactions involved in learning activities, for capturing records of teaching for uses in professional development, and for learners to construct or interact with videos expressively, but there have been many barriers to its collaborative uses. The DIVER Project is tackling core problems in advancing computer-supported collaborative video analysis. DIVER establishes a unique video platform for users to control a “virtual camera window” on
The evolution of research on collaborative learning
For many years, theories of collaborative learning tended to focus on how individuals function in a group. More recently, the focus has shifted so that the group itself has become the unit of analysis. In terms of empirical research, the initial goal was to establish whether and under what circumstances collaborative learning was more effective than learning alone. Researchers controlled several independent variables (size of the group, composition of the group, nature of the task, communication
Emerging Social Engineering in the Wireless Classroom
Code It! fosters mathematics learning environments where pre-algebra students use handheld technologies to confidently and enjoyably explore and learn about functions. The resources we developed—server-based and handheld software and paper-based student and teacher texts—were packaged as a 20-session unit on code making and breaking and designed to boost students’ understanding of mathematical functions and their facility with the multiple representations of tables, graphs and symbols. We
Reactive Learning Objects for Distributed e-Learning Environments
We present a concept of reactive learning objects that goes away from the hydraulic view of e-learning and gives to students activity a central place. First experimentations suggest that this concept should be enlarged to include distributed computation, distributed storage and Web services.
Urinary Catheterization - Female
This video demonstrates the urinary catheterization procedure in a 63 year old female patient admitted to hospital with a complaint of urinary retention. The specific procedure shown is the two-way, indwelling Foley catheter. The video covers the patient interview, preparing oneself for the procedure following all universal precautions, preparation of the equipment tray, insertion of the catheter using and maintaining sterile technique, catheter removal and appropriate disposal of all used equip
Augmenting the Discourse of Learning with Computer-Based Learning Environments
Computer tools for learning are often thought of as providing practice in working with symbolic representations. We exemplify a different perspective in which the technology augments the kinds of learning conversations that can take place. Research from the Optics Dynagrams Project illusmates contributions from this perspective. I will describe pre-intervention learning environment characteristics and student learning, our design strategy for new activities and technologies to address problems w
Synthesizing instructional technologies and educational culture: exploring cognition and metacogniti
This research was initiated to examine instructional technologies and educational cultures in relation to identified cognitive and metacognitive strategies uses in school tasks. The project involved activities from the social studies curricula that were presented through two new software programs intended to support the development of problem-solving and reasoning strategies - IDEA [Interactive Decision Envisioning Aid, Pea (76)] Notecards (34) - and through instructional approaches bases upon "
Gathering Requirements for a Grid-based Automatic Marking System
This paper reports on our experiences using a Creative Requirements  workshop approach to elicit requirements for a Grid-based automatic marking system. The research was conducted for ELeGI, an EU funded project whose goal is to provide a European Learning Grid infrastructure to promote a learning paradigm shift from a teacher-centred approach to a learner-centred approach. The automatic marking system uses Latent Semantic Analysis (LSA) to assess the meaning of essays written by computer sc
Global University System with Globally Collaborative Environmental Peace Gaming Project
The Global University System (GUS)  [Utsumi, et al, 2003] is a worldwide initiative to create advanced telecommunications infrastructure for access to educational resources across national and cultural boundaries for global peace. GUS aims to create a worldwide consortium of universities to provide the underdeveloped world with access to 21st Century education via broadband Internet technologies. The aim is to achieve education and healthcare for all, anywhere, anytime and at any pace.
Computers and Excellence in the Future of Education
Creatures of Habit: A Computational System to Enhance and Illuminate the Development of Scientific T
Creatures of Habit is a computer-based microworld designed to engage middle-to-high school students in the process of scientific inquiry. The system depicts a universe of interacting programmable “creatures” whose individual behavior is guided by simple rules that may model naive psychology, physical laws, chemical affinities, and other domains. Students can create or revise creature rules and explore the resulting (and often surprising) emergent behaviors within “artificial ecosystems”;
This interactive resource, adapted from NASA's S'COOL Project Tutorial, explains how you can classify and identify various types of clouds.
On the cognitive effects of learning computer programming
This paper critically examines current thinking about whether learning computer programming promotes the development of general higher mental functions. We show how the available evidence, and the underlying assumptions about the process of learning to program, fail to address this issue adequately. Our analysis is based on a developmental cognitive science perspective on learning program, incorporating developmental and cognitive science considerations of the mental activities involved in progr