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
A Parallel Grid-based Implementation for Real Time Processing of Event Log Data in Collaborative App
Collaborative applications usually register user interaction in the form of semi-structured plain text event log data. Extracting and structuring this data is a prerequisite for later key processes such as the analysis of interactions, assessment of group activity, or the provision of awareness and feedback. Yet, in real situations of online collaborative activity the processing of log data is usually done offline since structuring event log data is, in general, a computationally costly process
Gridifying IBM's Generic Log Adapter to Speed-Up the Processing of Log Data
Problem determination in today's computing environments consumes between 30 and 70% of an organizationÂ’s IT resources and represents from one third to one half of their total cost of ownership. The first step to cutting down costs in this area and to enable autonomic computing systems is to have all parts of the system report status in a common log data format and semantics in order to be able to exploit the status information of the system as a whole. The Generic Log Adapter (GLA) is a generic
Efficient Embedding of Information and Knowledge into CSCL Applications
This study aims to explore two crucial aspects of collaborative work
and learning: the importance of enabling CSCL applications, on the one hand,
to capture and structure the information generated by group activity and, on the
other hand, to extract the relevant knowledge in order to provide learners and
tutors with efficient awareness and support as regards collaboration. To this
end, we first identify and define the main types of information generated in online
group activity and then propose
Normalising Geometrical Constructions: A Context for the Generation of Meanings for Ratio and Propor
This paper describes aspects of 13 year-olds’ activity in mathematics as emerged during the implementation of proportional geometric tasks in the classroom. Pupils were working in pairs using a piece of software specially designed for multiple representation (symbolic and graphical) of the variation in parametric procedures with dynamic manipulation of variable. In this paper we discuss children’s use of normalising, an activity in which children ‘correct’ the geometrical figures while devel
Shared conceptualisations in weblogs
In this paper we investigate how conceptualisations can be identified in weblogs using language technology (automated text analysis). We focus on getting a handle on both the concepts bloggers use and the way they think these concepts are related. The analysis of these conceptualisations can then be applied to a single weblog, resulting in a visualisation of potential conceptualisations the blogger wants to share with the outside world. Another type of analysis is to determine the overlap, or sh
Quelle est la nature des expériences vécues par les étudiants en Travaux Pratiques : analyse de d
Le but de cet article est de faire le lien entre les expériences vécues par des étudiants durant les TP et les activités conçues et décrites par l’enseignant. Nous tentons donc de déduire la nature des expériences d’apprentissage vécues par les étudiants en TP, à partir du discours des enseignants sur ce qu’ils font et ce qu’ils demandent aux étudiants de faire. Nous introduisons un cadre théorique que nous utilisons pour caractériser des Travaux Pratiques : selon leurs buts et
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
The Social and Technological Dimensions of Scaffolding and Related Theoretical Concepts for Learning
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CML - The ClassSync Modeling Language.
The ClassSync Modeling Language (CML) addresses the problem of creating a controlling overlay to classroom learning activities, or e-leaming workflows. Our aim is to allow authors and teachers to generate a mapping from activity design to its implementation in a wirelessly networked classroom with ubiquitous use of handheld computers for information exchange. CML models e-learning workflows with three major components: actors, data objects, and interaction networks. Actors are the diverse perfon
Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design
Inquiry experiences can provide valuable opportunities for students to improve their understanding of both science content and scientific practices. However, the implementation of inquiry learning in classrooms presents a number of significant challenges. We have been exploring these challenges through a program of research on the use of scientific visualization technologies to support inquiry-based learning in the geosciences. In this article, we describe 5 significant challenges to implementin
Educational Software Components of Tomorrow (ESCOT)
Prior research and development demonstrates that dynamic notations and multiply-linked representations can enable ordinary students to achieve extraordinary learning of scientific and mathematical concepts (Kaput, 1992). However, prior techniques for building such software have resulted in expensive, incompatible, and inflexible products (Roschelle & Kaput, 1996). The vast majority of educational software projects, many of which are funded by the public sector, show promising results in small te
Learning Objects 2: Standards, Metadata, Repositories, and LCMS
This book is the second in a four-volume series. It builds upon the first volume by taking an extended and in-depth look at theorists' and practitioners' efforts to consolidate current knowledge and praxis. This consolidation centers around conceptual and technological issues related to standards, metadata, repositories, and the concept of the LCMS (Learning Content Management System). Part I contains six chapters that focus upon LO concepts vis-Ã -vis architecture. A discussion of syntax, seman
Uncertainty-reducing cooperation scripts in online learning environments
Online learning courses can create new interaction situations for participants who have not previously worked with each other. Initially, there is some degree of uncertainty between participants in these interaction situations. According to the uncertainty reduction theory, low uncertainty increases theamount of discourse and decreases information seeking. Thus, uncertainty may influence online discourseand learning. However, the relation of uncertainty reduction to learning outcomes has not yet
Remote or close control of students’ knowledge in ARCADE
Assessment of students’ knowledge and instructors’ feedback are among the
most important elements of education. This paper describes the Arcade Test System that is
used to check and assess students’ knowledge. The Arcade Test System is a dual-purpose online
testing environment that gives the instructor an opportunity to control the level of knowledge
the students have acquired during taking a particular course delivered by the system. On the
one hand, it gives students a way to check their
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
Towards a product for teaching formal algebra
This paper describes a research work whose objective is to help students to learn algebra with a computer. Firstly, we summarise the theoretical foundations and we describe a prototype devoted to the factoring problem. With this prototype, the student solves problems without making the calculations. The student can also observe the system solving a problem and providing explanations. Secondly, we summarise several experiments we carried out with students and we describe the results we got. Last,
Computer-Supported Scripting of Interaction in Collaborative Learning Environments: Framework on mul
Collaboration scripts aim to facilitate effective interaction patterns for collaborative learning that do not occur spontaneously. So far,
diverse non-generic scripts have been conceptualized and investigated in CSCL environments. The specification of collaboration
scripts aims to provide a common terminolgy for describing scripts and to abstract the core design principles of scripts to better
understand effects and mechanisms of collaboration scripts and to apply and re-apply collaboration scri
Introducing E-Learning in a Norwegian Service Company with Participatory Design and Evolutionary Pro
Over a 2-year period, we have participated in the introduction of e-learning in a
Norwegian service company, a gas station division of an oil company. This company has
an advanced computer network infrastructure for communication and information
sharing, but the primary task of the employees is serving customers. We identify some
challenges to introducing e-learning in this kind of environment. A primary emphasis has
been on using participatory design techniques during the planning stages and
ev
Advanced Educational Technologies : Knowledge Revisited
Advanced Educational Technology (AET) R&D cannot avoid the question of the nature of knowledge which is at the core of both learning and teaching or training. The way this problem can be handled for the purpose of design and implementation of systems supporting human learning, the question of knowledge representations for the purpose of computational models as well as the question of the place of knowledge in person/machine interactions suggest that knowledge should be revisited in the light o













