An approach to distance learning curriculum appropriation
The work presented aims at supporting distance learning students in their appropriation of a curriculum. We propose an approach that consists in helping students to construct individual projects. We dissociate different aspects (planning, evaluation and regulation) that can be useful for this purpose, propose a technological approach (epiphyte system, ontology-based model) and example of tools currently provided by the Saafir framework.
Author(s): Rasseneur Rasseneur,Jacoboni Pierre,Tchounikine Pi

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From MASK Knowledge Management Methodology to Learning Activities Described with IMS – LD
In this paper we present how the way knowledge capitalized using the Knowledge Management Mask methodology can be used to design E-learning activities by matching Mask models and the concepts proposed by the IMS-Learning Design modelling language. Our study consists in highlighting the e-learning aspects encapsulated in these MASK models carried out around a domain of activity, via a writing these elements in the description language IMS - Learning Design; in a preoccupation of reusability and r
Author(s): Benmahamed Djilali,Ermine Jean-Louis,Tchounikine P

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Problems and Opportunities of Learning together in a Virtual Learning Environment
This chapter explores new ways of collaborative learning in a virtual learning environment based on our acquisition of knowledge from previous experience. We identify both the problems faced in real collaborative learning practices and the ways these problems can be overcome and become opportunities for more efficient learning. These issues concern pedagogical, organisational and technical elements and constraints that influence the successful application of collaborative learning in distance ed
Author(s): Daradoumis Thanasis,Xhafa Fatos

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Decentralized Service Deployment for Collaborative Environments
In this paper we present the design of a system which allows service deployment in a small-sized group of computers distributed through the Internet. These groups are formed by users who share a common interest, and voluntarily yield their own resources for the achievement of the collaborative activities of the group. Having enough resources contributed by the members of the group, our system guarantees service availability and the fact that the deployment and execution of the services is carrie
Author(s): Lazaro Iglesias Daniel,Marquès Joan Manuel,Jorba

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Collaboration Activity Function: An interaction analysis’ tool for Computer Supported Collaborative
During the last years, an increased interest has been observed on tools analyzing collaborative interactions that could be useful for researchers, teachers, or even students. The paper presents such a tool, based on the formally defined collaborative activity function (CAF). The empirical evaluation of CAF is also presented. The evaluation is focused on teachers using CAF during and after sessions of synchronous collaborative problem solving among students.
Author(s): Fessakis George,Petrou Argyroula,Dimitracopoulou A

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The “Blakkat” Software for Tagging Online Language Learner Corpora: Issues in SLA Assessment and R
This paper aims at showing, through a case study, one possible application of Computer Learner Corpus (CLC) to Network Based Language Teaching (NBLT). Research has shown how CLC can be used both for Second Language Acquisiton (SLA) research and Foreign Language Teaching (FLT), especially if they are tagged, that is, if interpretative annotations are added to the corpus (e.g. error annotations). Online learning generally takes place inside virtual environments where learners exchange mainly writt
Author(s): Torsani Simone

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Simulating Human Tutor Dialog Moves in AutoTutor
This purpose of this paper is to show how prevalent features of successful human tutoring interactions can be integrated into a pedagogical agent, AutoTutor. AutoTutor is a fully automated computer tutor that responds to learner input by simulating the dialog moves of effective, normal human tutors. AutoTutorâs delivery of dialog moves is organized within a 5-step framework that is unique to normal human tutoring interactions. We assessed AutoTutorâs performance as an effective tutor and conve
Author(s): Person Natalie K.,Graesser Arthur C.,Kreuz Roger J

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The integration of computer simulation and learning support: an example from the physics domain of c
Discovery learning is generally seen as a promising but demanding mode of learning that, in most cases, can only be successful if students are guided in the discovery process. The present article discusses a study on discovery learning with a computer simulation environment in the physics domain of collisions. In the learning environment, which is called Collision, students learned about collisions where two particles move in the same direction and interact via a conservative force in such a way
Author(s): de Jong Ton,Martin Ernesto,Zamarro Jose-Miguel,Esq

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Fostering collaborative knowledge construction with visualization tools
This study investigates to what extent collaborative knowledge construction can be fostered by providing students with visualization tools as structural support. Thirty-two students of Educational Psychology took part in the study. The students were subdivided into dyads and asked to solve a case problem of their learning domain under one of two conditions: 1) with content-specific visualization 2) with content-unspecific visualization. Results show that by being provided with a content-specific
Author(s): Fischer Frank,Bruhn Johannes,Gräsel Cornelia,Mand

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Can research on science learning and instruction inform standards for science education?
We contrast the current science education reform effort with the reforms of the 1960s and suggest how the current effort could be enhanced. We identify insights from recent research that we believe can inform the reform process, in particular, to reach all science students and also impart a cohesive view of science. We propose an ldquoalternative modelsrdquo view of scientific explanation and show how this view would contribute to reforms of (1) course goals, (2) social aspects of science learni
Author(s): Linn Marcia,diSessa Andy,Pea Roy D.,Songer Nancy B

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Students' activity in computer supported collaborative problem solving in mathematics
The purpose of this study was to analyse secondary school students' (N=16) computer-supported collaborative mathematical problem solving. The problem addressed in the study was: What kinds of metacognitive processes appear during computer-supported collaborative learning in mathematics? Another aim of the study was to consider the applicability of networked learning in mathematics. The network-based learning environment Knowledge Forum (KF) was used to support students' collaborative problem sol
Author(s): Hurme Tarja-riitta,Järvelä Sanna

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Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final R
Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning re
Author(s): Pratt Dave,Winters Niall,Alexopoulou Efi,Bligh Jam

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Domain Modelling To Support Educational Web-based authoring
This paper describes an approach to web-based authoring of educational material. We define a model for the class of subjects of our interest (those including both theoretical and practical issues). From this model, specific content outlines can be derived as subclasses and then instanced into actual domains. The last step consists in generating interactive documents, which use the instanced domain. Students can explore these documents through a web browser. Thus, an interactive learning scenario
Author(s): Mayorga José Ignacio,Verdejo Maria Felisa,Rodríg

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Learning design based on graphical knowledge-modeling
This chapter states and explains that a Learning Design is the result of a knowledge engineering process where knowledge and competencies, learning design and delivery models are constructed in an integrated framework. We present a general graphic al language and a knowledge editor that has been adapted to support the construction of learning designs compliant with the IMS-LD specification. We situate LD within a taxonomy of knowledge models , namely the multi-actor collaborative system. We move
Author(s): Paquette Gilbert,Leonard Michel,Lundgren-Cayrol Ka

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Web-based youth communities in the light of cyberspace psychology
The internet new media creates new types of communities - online or web-based communities in virtual reality. Everyone, to a certain degree, is involved in building and creating online communities. The main aim of this study is to make an overview of cyberspace technology and to extrapolate the influence of computers, technology and virtual environments on the psychology of Bulgarian students (individuals and groups). This study is focused on the chief features of web-based life in web-based com
Author(s): Kovatcheva Eugenia,Kommers Piet

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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
Author(s): Jones Chris

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Is support really necessary within educational games?
Games can be powerful learning devices because of their interactive and multimedia capabilities, and their abilities to keep students motivated, active, deeply immersed and engaged for sustained periods of time. Yet the extent to which this translates into more effective knowledge and skill acquisition is not clear from the research reported so far. Several researchers have stressed that support tools should be added to game environments to ensure that learning takes place. In this paper we will
Author(s): Leemkuil Henny,de Hoog Robert

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Interpreting Electrospray Mass Spectra
This site is a tutorial on interpretation of electrospray mass spectra of multiply charged molecules. It provides a simple explanation of the electrospray process and the potential for the creation of multiply charged species, especially when working with peptides. The mathematics of determining the charge state and molecular weight of the peptide is also explained. Although this site provides a good foundation on electrospray MS of peptides, students requiring an advanced understanding of MS
Author(s): Ion Source

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Copyright 2000 IonSource

Uncertainty and Ambiguity in American Fiscal and Monetary Policies
Combining an historical approach with macroeconomic theory, Thomas Sargent will discuss ways of thinking about American fiscal and monetary policies - exploring how contradictions have developed and how they have been resolved. Thomas Sargent is professor of economics at New York University and senior fellow at Hoover Institution at Stanford University.
Author(s): No creator set

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Wind energy : energy from moving air
This resource focuses on the renewable resource of wind energy. This brief overview of wind energy explores how moving air is managed when it is formed. This resource will address such topics as (1) What is Wind?, (2) The History of Wind, (3) Windmill Mechanics, (4) Wind Machines Today, (5) Types of Windmills, (6) Wind Power Plants, (7) Wind Resources, (8) Wind Production, (9) Wind Energy Economics, (10) Wind and the Environment, and (11) the Future of Wind. Copyright 2005 International Technolo
Author(s): US Department of Energy (DOE). Energy Information

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