Mobile Usability in Educational Contexts: What have we learnt?
The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of
Six Years of Knowledge Networking in Learning Sciences and Technologies
This report presents a series of in-depth reflections about the work of the Center for Innovative Learning Technologies (CILT) from 1997 until 2004. Each member of the CILT team (Principal investigator, postdoctoral scholar, project coordinator and manager) provided their personal reflections on what they, and all of us as a group, have learned from the attempt to stimulate the development and implementation of important, technology-enabled solutions to critical problems in K-14 STEM learning in
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
The Collaborative Visualization Project
Categorisation in Knowledge building
In this paper we explore how students talk and reason when they were exposed to a set of categories taken from scientific discourse. The scientific categories are built into a web-based discussion forum (Fle) as part of a pedagogical and technological design. The scientific categories are based on the concepts of the progressive inquiry model for knowledge building. Socio-cultural theory with a focus on concepts like categories and prompting is our theoretical framework. In the DoCTA NSS proje
Learning Objects 4: Applications, Implications, & Future Direction
This is the fourth and final book of this series on Learning Objects (LO). Whereas the first three books were essentially concerned with current developments in the field, this book presents a wide-ranging series of discussions of potential and probable developments in the field. Part I encompasses Chapters 1 through Chapter 5. The focus is upon LO within the context of e-learning and online learning. We realize that our authors (like us) often use the terms "e-learning" and "online learning" in
La natura della mediazione offerta dai sistemi basati su micromondi all’apprendimento della matema
In questo articolo prenderemo in esame il sistema ARI-LAB che abbiamo realizzato per sostenere gli alunni nello sviluppo di capacità nel problem solving aritmetico e cercheremo di descrivere alcune caratteristiche che questo software rende disponibile con il fine di valutarne le potenzialità sul terreno didattico. Nel fare ciò assumeremo due riferimenti: da una parte l'analisi della natura del sapere coinvolto nel problem solving aritmetico, descritta nella prima parte di questo lavoro, dall'
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
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
Studying participation networks in collaboration using mixed methods
This paper describes the application of a mixed-evaluation method, published elsewhere, to three different learning scenarios. The method defines how to combine social network analysis with qualitative and quantitative analysis in order to study participatory aspects of learning in CSCL contexts. The three case studies include a course-long, blended learning experience evaluated as the course develops; a course-long, distance learning experience evaluated at the end of the course; and a synchron
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
Evaluation of ITS Design: The Case of Shiva-géographe
This paper analyses the relationships between a conceptual analysis from the point of view of geographers and the conceptual organisation resulting from the ECAL processing of the implemented specifications of the SHIVA-géographe authors.
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
Formalismes pour une mémoire de formation à base d’annotations : articuler sémantique implicite
Cet article a pour objet de présenter les formalismes définis pour des mémoires de formation à base d’annotations au sein du projet MICA. Il explicite les objectifs de la recherche et les exigences que cela apporte sur les outils visés. Une étude des travaux de la littérature sur les annotations et leurs formalismes montre qu’ils ne couvrent que de façon très limitée nos objectifs. Nous présentons alors les formalismes que nous avons développés, en structurant l’objet d’anno
Semantic Annotation Tools for Learning Material
This paper aims at providing the specification for semantic annota-tion tools for e-learning. From the specific requirements of annotating learning material, we categorize and evaluate the existing annotation tools, mainly gen-eral purpose ones. We illustrate two research prototypes of annotation tools we developed, and evaluate to what extend the specific requirements of annotating learning material are reached by these research prototypes.
APLUSIX, A learning environment for algebra, actual use and benefits
After a presentation of the APLUSIX system, a learning environment for formal algebra, we describe the use of this system in a French class of grade 10, in particular a sequence devoted to factorisations and equations, and an analysis of the students' work during this sequence. This study exhibits the influence of the tools provided by the software on the construction of competences in algebra. We also report the opinion of a teacher who used the APLUSIX system during one year with this class.
Ambienti narrativi per l’apprendimento
Le storie sono una forma di comunicazione e rappresentazione molto diffusa e familiare, usata in ogni cultura a scopo sia ludico che formativo, e possono favorire l’apprendimento in modo naturale. A partire dai primi lavori sul valore educativo e formativo della narrativa sviluppati nell'ambito della psicologia cognitiva (in particolare gli studi di J. Bruner degli anni ‘90), anche la ricerca sulle tecnologie didattiche ha iniziato a concentrare la sua attenzione sull’uso di forme narrativ
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
Interoperability framework for Assessment Authoring
Current paper presents a research in the area of e-learning interoperability, and more concrete in assessment area. As first there is reviewed state-of-the-art in specifications, managed by IMS consortium. Next there are discussed relations between these specifications and rationale behind assessment specifications evolution. Next is presented Assessment Interoperability Bus (AIB), as a skeleton for further facilitation of presentation in assessments interoperability. As result there are present
Mathematics and E-Learning: A conceptual framework
This paper starts from the study of the epistemological statute of the didactics of the mathematics (Henry, 1991; D'Amore, 1999), which faces the phenomenon of learning from the point of view of fundaments, in order to give useful and specific considerations for e-learning environments. Investigations on how the triangle teacher-pupil-knowledge changes are presented. Then the model of a-didactic situations (Brousseau, 1997) is analysed in the context of e-learning platforms.