Authenticity in learning game: how it is designed and perceived
A key concern in game-based learning is the level of authenticity games require in order to match what learners can expect in the real world, what keeps them engaged in the game, and what they need to learn. We examined authenticity or credibility in a game from the learner’s perspective. There are very few studies on this aspect. We propose that authenticity is the result of a compromise between external authenticity (perceived likeness with real life reference), internal authenticity (perceiv
Author(s): Gonçalves Celso,Croset Marie-Caroline,Ney Muriel,

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Description of six scenarios and of the results of six validated trials
This deliverable aims at presenting and analysing the processes of elaboration and validation of the PALETTE scenarios. After having defined these two processes and situated them into the PALETTE methodology, the scenarios are presented. For each scenario, the specific methodology of elaboration and validation is described with a special focus on the participation of the concerned Communities of Pratcice (CoPs). Then the results of the validation are presented as well as the reports of their tec
Author(s): Boukottaya Aida,Buffa Michel,Charlier Bernadette,D

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Virtual Continent in the Classroom: Teaching e-Business Integration Issues with Web-based Technologi
In this extended abstract we outline a Web-based learning approach for e-Business integration issues. We present a virtual toolbox, including an advisable open source tool and Web Service Application Programming Interfaces (WS APIs). By applying a collaborative learning model and by incorporating Web 2.0 features such as Web services, operating with the SOAP protocol, we were able to increase the motivational background as well as the learning success of our students significantly.
Author(s): Flieder Karl,Fraiß Mario,Korat Michael,Schindling

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The framework for easy intelligent tutor programs creation
In this paper the framework for intelligent tutor programs creation is described. It separates the logical part of tutor program and technical parts like user interface, database connectivity, etc. The intelligent program is built in specially developed graphical tool by means of performing primitive actions to create task model as a graph with states and conditional transitions. So it may be composed by a teacher with base programming skills.
Author(s): Kulik Anatoly,Chukhray Andrey,Symon Vitaly

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Participatory Design for Developing Web Services Supporting Learning in Communities of Practice: the
The paper aims at showing how Participatory Design contributes to the understanding of learning processes related to Communities of Practice (CoPs) and, at the same time, to the design and implementation of Web Services to support organisational and individual learning in CoPs. This research builds on the European PALETTE project.
Author(s): Charlier Bernadette,Esnault Liliane,Henri France,V

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RO-i2010, Promoting ICT in Education in Romania
This paper will present the RO-i2010 project based the partnership of three Romanian (RO) universities: University of Bucharest, University of Craiova and University Transilvania of Brasov. The project is aiming to increase the visibility of the RO scientific community and research programs in the field of ICT for education, in order to better correlate and integrate into European and international educational and research programs. The resulting activities of the RO-i2010 project are aiming at
Author(s): Logofatu Bogdan,Logofatu Michaela,Burdescu Dumitru

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Learning through investigative games and internet on-line activities
Internet is an important phenomenon in our society and already become one of the mostly used media around the world. In human history this is the first media, which is broadly used in so little time. Obviously, it plays an important role also in the life of our children. They use it for communication with each other (chat, email), they use it for finding new information to school, and they search the web or even create their own websites. The investigative games on internet are competitions, thr
Author(s): Gálik Zoltán

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Conception de protocoles expérimentaux : comprendre l'actualité récente en paléontologie.
21st September 2006, the most of the internationals media shows the child of Dikika as a discover in Ethiopia : a three age old Australopithecus. The craniums pictures were similar as this we used in a labwork we proposed to pupils in French high school.
Author(s): Marzin Patricia,Devallois Daniel,Monod-Ansaldi Ré

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Using Interaction Analysis to reveal Self-Regulated Learning in Virtual Communities
Aim of this paper is to analyse whether Interaction Analysis can help investigate the practice and development of Self-Regulated Learning (SRL) in Virtual Learning Communities (VLC). Interaction analysis is increasingly used to study learning dynamics within online activities. It proceeds by searching expressions that reveal the aspects under study in the written messages exchanged by the learners. To this end, we devised and classified a number of indicators suggesting the existence of self-re
Author(s): Dettori Giuliana,Persico Donatella

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Using A Simulated Student for Instructional Design
In this paper, I describe how a cognitive model was used as a simulated student to help design lessons for training circuit board assemblers. The model was built in the Soar cognitive architecture, and was initially endowed with only an ability to learn instructions and prerequisite knowledge for the task. Five lessons, and a total of 81 instructions for teaching expert assembly were developed by iteratively drafting and testing instructions with the simulated student. The resulting instructions
Author(s): Mertz Joseph S.

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Reflections on Success: A retrospective of the mLearn conference series 2002-2005
mLearn is now in its fifth year. Although mobile learning has a much longer history, the inauguration of a conference for learning in the mobile age marked an important point in its development. This paper takes a retrospective look at the mLearn conferences from 2002 through to 2005; reflecting on our progress in order to facilitate the transition of mobile learning from a novel research concept into a viable means of providing meaningful learning opportunities “across generations and cultures
Author(s): Naismith Laura,Corlett Dan

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Student Modeling and Machine Learning
After identifying essential student modeling issues and machine learning approaches, this paper examines how machine learning techniques have been used to automate the construction of student models as well as the background knowledge necessary for student modeling. In the process, the paper sheds light on the difficulty, suitability and potential of using machine learning for student modeling processes, and, to a lesser extent, the potential of using student modeling techniques in machine learn
Author(s): Sison Raymund,Shimura Masamichi

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New Media and Open and Distance Learning: New challenges for Education in a Knowledge Society
The "digital society" provides not only with new technology, but also with new concepts. Information plays a central role and becomes a valuable good, but knowledge cannot be reduced to information, and one aim for educators is to contribute in a "knowledge society", not only an "information society". A knowledge society is structured in networks, enriching the traditional hierarchies; a knowledge society promotes a kind of "collective intelligence". In such a society, open and distance learning
Author(s): Cornu Bernard

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Cross-border collaboration between greece and bulgaria: the use of ict in improving social medicine
Cross-country-border collaboration exists in various fields as regions are facing similar social and economic challenges. Many countries of South-East Europe experience a lack of knowledge, especially in topics of social medicine. Improved collaboration across the borders can develop the appropriate conditions for enhanced knowledge sharing and ICT can effectively contribute to this aim. The system proposed in this paper is the combination of a database and a Geographic Information System that a
Author(s): Marolov Slobodan S.,Konstantinidis Stathis,Bamidis

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Learning a New Game: Usability, Gender and Education
This research study aims to investigate the usability issues of a computer game; regarding how people learn a new game. Because the user characteristic and the strategies they use while learning a new tool are important factors for usability, they were also taken into account in the study. Both qualitative and quantitative methods were used in the study. 16 participants played the computer game. They were also observed and their eye-movements were recorded by an eye tracking device. Results show
Author(s): Sancar Hatice,Karakus Turkan,Cagiltay Kursat

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Using just-in-time information to support scientific discovery learning about geometrical optics in
Many problems that learners regularly encounter during discovery learning with computer-based simulations have been identified. A number of studies have examined different ways of support for discovery learning by facilitating the learning process. This study examines the effect of facilitating access to prior knowledge through just-in-time information. It is expected that access to just-in-time information will foster learning but will not interfere with it. To test these hypotheses, an experim
Author(s): Hulshof Casper,de Jong Ton

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An Algebra Subsystem for Diagnosing Students' Input in a Physics Tutoring System
To help a student in an introductory physics course do quantitative homework problems, an intelligent tutoring system must determine information of an algebraic nature. This paper describes a subsystem which resolves such questions for Andes2. The capabilities of the subsystem would be useful for any ITS which deals with problems involving complex systems of equations. This subsystem is capable of 1) solving the systems of equations at the level of introductory physics problems, 2) checking the
Author(s): Shapiro Joel A.

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Supporting peer interaction in online learning environments
This paper reports two studies into the efficacy of sentence openers to foster online peer-to-peer interaction. Sentence openers are pre-defined ways to start an utterance that are implemented in communication facilities as menu’s or buttons. In the first study, typical opening phrases were derived from naturally occurring online dialogues. The resulting set of sentence openers was implemented in a semi-structured chat tool that allowed students to compose messages in a free-text area or via se
Author(s): Lazonder Ard

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Les technologies éducatives standards : un nouvel éclairage sur l'approche qualité d'un système
Cet article montre l'opportunité pour la communauté EIAH de disposer d'un cadre de référence proposé par l'ISO sur les systèmes ouverts et distribués. Ce travail s'inscrit dans le domaine de l'ingénierie pédagogique qui met en œuvre les principaux projets sur les technologies éducatives normées. En effet, instancier un tel modèle de référence nous amène à appréhender la vision systémique, l'approche qualité, et le rôle des concepteurs dans un système de formation à distan
Author(s): Corbière Alain

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Formation sur des réseaux professionnels : Listes de diffusion pour enseignants du premier degré
Les listes de diffusion pédagogiques permettent aux enseignants de mutualiser des ressources, de coopérer, de rompre leur isolement. Nous sommes allés à la rencontre de 25 instituteurs ou professeurs des écoles afin d'examiner si, et le cas échéant dans quelle mesure, l'adhésion et la participation à des listes de diffusion pour enseignants du premier degré concourent à leur formation professionnelle continue. Avec l'enquête par entretien semi directif, méthodologie qualitative à
Author(s): Turban Jean-Marc

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