Patchworking as a Metaphor for Learning
Understanding youth, learning and technology
On basis of a close empirical examination of a Danish team of 'Power Users' and their work on a self-chosen learning challenge this thesis argues how we can theoretically understand, analyse and methodologically approach learning processes through the metaphorical lens of patchworking. The metaphor of patchworking highlights how learning processes can be seen as processes of stitching and weaving together different patches and pieces into something new. The patches and pieces may not
Open source information society from beginners to advanced in the Hungarian education - The poss
These days, special emphasis has been put on the importance of the ICT competencies in the teacher training. The most effective way of developing these competences is to integrate well the proper technologies into education. In our Institutions we have used the Moodle Learning Management System for years. This presentation points out the potentialities of Moodle including other open source and web based learning applications.
The methodical approach to e-portfolio content formation
The paper develops a methodical approach to e-portfolio content formation. It includes several positions: application e-portfolio for different users category; substantiation of criteria for e-portfolio formations; design of curriculum and materials structure, which adequate to criteria set; developing complex project for realizing practical competences.
Partners in Learning in Australian Schools
Elevating teachers Information and Communication Technologies (ICT) skills to integrate technology into the curriculum is of crucial importance. It helps educators align technology with students learning goals, and to more actively engage students in the learning process. Charles Sturt University (CSU) has developed a Graduate Certificate course aimed at enhancing the ICT skills of teachers for this purpose. A substantial part of the program is based on the Microsoft Partners in Learning (Pi
Web-based course design on the basis of eduWeaver and advancements
EduWeaver is a courseware tool that should enable instructors to create digital learning objects, which are conform to didactical standards, and to eventually combine them to a whole course. The course structure of course models, which were designed in eduWeaver, is hierarchically classified into four different layers. Via the export functionality in eduWeaver that relies on current standards, the course can be used in diverse learning management systems or within another environment as e.g. HTM
Evaluate the interactive and reusable service in adaptive on demand applications
In this paper, the researcher based on the open platforms and tools for personalized learning idea, with the Interactive & reusable function in UI design model, directly dealing with Knowledge on demand (KOD) service from the aspect-oriented and object-oriented issue. Moreover, to propose the KOD combine with VOD (Video on Demand); AOD (Audio on Demand); COD (Course on Demand) and IOD (Information on Demand in Global index searching) in diversity of hypermedia metadata.
CAS for Mathematics E-Learning - a European Perspective
We report on activities and progress in a European (Comenius 2.1) project "LTMLearning Tools for Mathematics" that creates multilingual learning units on the basis of Mathematica and M@th Desktop. A customized user-interface based on palettes is optimized for use in class, and notebooks provide associated math content with a strong emphasis on visualization. The multilingual nature of the learning units makes them useful for transnational school collaboration projects, as has been demonstrated i
Towards a multidimensional model for learning objects and learners
This paper presents a multi-dimensional learning style model and a system specification to automatically generate adaptive courses using the aspect oriented technique.
Academic research for schools
Academic subjects are usually extremely far from actual problems and questions of academic research. Material at school is often presented as a sum of fixed, immovable facts one has to learn, although in the world of research these facts may be regarded as questionable or even disproved. On the other hand, pupils rarely have an understanding of how facts are developed and understood. As it is impossible to bring a researcher to every school, we are working on the project that would help research
Designing Instructional Examples to Reduce Intrinsic Cognitive Load: Molar versus Modular Presentati
It is usually assumed that successful problem solving in knowledge-rich domains depends on the availability of abstract problem-type schemas whose acquisition can be supported by presenting students with worked examples. Conventionally designed worked examples often focus on information that is related to the main components of problem-type schemas, namely on information related to problem-category membership, structural task features, and category-specific solution procedures. However, studying
Analysis Methods for Collaborative Models and Activities
A classification of analysis methods for CSCL systems is presented which uses as one dimension the distinction into summary analysis and structural analysis and as another distinction different types of raw data: either user actions or state descriptions. The Cool Modes environment for collaborative modeling enables us to explore the whole spectrum of analysis methods. Action logging is based on the MatchMaker communication server underlying Cool Modes. Example instances for several analysis met
The Remote Control Approach An Architecture for Tutoring in Pre-existing Collaborative Applicatio
In this paper we present an architecture for the integration of tutoring and process scaffolds into existing collaborative applications. The architecture allows to combine existing research results concerning collaborative processes and their formalization, and existing and tested collaborative learning environments. The architecture allows controlling the learning environments either by a human or a pedagogic agent. Both types of tutors are using the same set of primitives either via an intu
Cooperation scripts for learning via web-based discussion boards and videoconferencing
Computer-supported collaborative learning often means that locally distant learners discuss a task via text-based discussion boards or videoconferencing. Collaborative learning, however, is often suboptimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. Collaborative learning environments may be improved by scripts that structure epistemic activities and social interactions of learners. Two studies are being reported t
Bridging the Contextual Distance: The e-CASE Learning Environment for Supporting Students Context
Supporting students awareness of the complex way that contextual issues affect knowledge application in authentic situations is a critical instructional mission and can lead to improved problem solving in the workplace. In this work we present the design of e-CASE (Context Awareness Supporting Environment), which is a case based learning environment for supporting instruction in the domain of software development. In designing e-CASE we employ a model for context which further guides the use o
Graphical Jogthrough: expert based methodology for user interface evaluation, applied in the cas
Walkthrough and Jogthrough techniques are well known expert based methodologies for the evaluation of user interface design. In this paper we describe the use of Graphical Jogthrough method for evaluating the interface design of the Network Simulator, an educational simulation program that enables users to virtually build a computer network, install hardware and software components, make the necessary settings and test the functionality of the network. Graphical Jogthrough is a furth
Task and Interaction Regulation in Controlling a Traffic Simulation
In collaborative problem solving, metacognition not only covers strategic reasoning related to the task but also reasoning related to the interaction itself. The hypothesis underlying this work states that regulation of the interaction and regulation of the task are closely related mechanisms and that their co-occurrence facilitates collaborative problem solving. These assumptions are tested experimentally with a traffic simulator. The results show that co-occurrence of task and interaction regu
Directions to Acknowledge Learners Self-organization in CSCL Macro-scripts
In this article we present a conceptual analysis of the notion of learners self-organization in CSCL macro-scripts. We highlight that taking into account self-organization as an emergent feature of activity requires considering issues such as conceptual and technological tools to support learners self-organization, maintenance of coherence between the script pedagogical objective and the emergent organization and between the technological setting and the emergent activity.
Making the abstract concrete: Visualizing mathematical solution procedures
This paper reports on an experiment investigating the effects of different kinds of computer-based visualizations on the acquisition of problem-solving skills in the domain of probability theory. Learners received either purely text-based worked examples, text plus an instruction to mentally imagine the examples contents, or the possibility of retrieving either static pictures or concrete animations that depicted the problem statement and the problem states achieved by applying a specific solu
Gridcole: a tailorable grid service based system that supports scripted collaborative learning
This paper introduces Gridcole, a new system that can be easily tailored by educators in order to support the realization of scripted collaborative learning situations. To do so, educators can provide a script specifying the sequence of activities to be performed by learners as well as the tools and documents required to support them. Gridcole can then search for these tools in a service-oriented grid in order to integrate them so that they are available for users during the realization of the s
Cognitive tools for discovery learning
Cognitive tools, defined here as instruments that support or perform cognitive processes for learners in order to support learning, can bridge the difference between open learning environments, like discovery learning environments and traditional supportive instructional environments. This article discusses a definition of the concept of cognitive tool and its use in learning. Two examples of cognitive tools for discovery environments are presented, and it is made clear how these tools can serve