Dealing with abstraction: case study generalisation as a method for eliciting design patterns
Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a produc
Learning aware environment: a Laboratorium of epidemiological studies
One challenge of the Laboratorium is to have the capacity to recognize and capture relevant events from observing the human activity, the ability to understand the learning needs and then to provide the adequate feedback in whatever form. Another challenge is the mapping of inaccessible phenomena into the sensible and temporal space of the classroom. Our design combines gaming situations and ambient technologies in the context of learning bio-statistics. This paper presents a method and a formal
Promoting Different Kinds of Learners towards Active Learning in the Web-Based Environment
According to many recent studies the effect of learning style on academic performance has been found to be significant and mismatch between teaching and learning styles causes learning failure and frustration. Thus balancing the teaching style and the students' learning style is very important. When emphasizing the individual learning processes, web-based learning offers a good opportunity for differentiating ways of learning. So far the aim of this study is to describe different learners (categ
Mathematical Reasoning in a Technological Environment
Dynamic geometry software has been accused of contributing to an empirical approach to school geometry. However, used appropriately it can provide students with a visually rich environment for conjecturing and proving. Year 8 students who were novices with regard to geometric proof were able to exploit the features of Cabri Geometry II to assist them in formulating and proving in the context of Cabri simulations of mechanical linkages.
Student-Centered Support Systems to Sustain Logo-Like Learning
Conventional wisdom attributes the lack of effective technology use in classrooms to a shortage of professional development or poorly run professional development. At the same time, logo-like learning environments require teachers to develop more expertise not only in technology but also in pedagogy.
This paper proposes that the perceived lack of technology professional development is a myth and that traditional professional development is ill-suited to teaching teachers how to create logo-like
Description et exploitations des traces du logiciel dalgèbre Aplusix
Cet article porte sur lemploi de traces dans un contexte éducatif et sur leur utilisation dans un EIAH. La première partie présente le logiciel Aplusix, un micromonde pour l'apprentissage de l'algèbre qui permet lenregistrement de productions délèves, comme celles obtenues dans l'environnement classique papier, mais comportant de plus d'autres informations, comme le temps, les hésitations, les corrections. Ce recueil produit une trace brute qui représente une modélisation comporte
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
Infantile Multimedia Environment - An Early Digital Inclusion
Children are recognized as individuals with rights, constituted by multiple human dimensions that can be excited by several activities and several Medias (books, videos, computers, etc.). And the Medias are understood as the tools to qualitatively contribute to the childrens development, giving them opportunity to improve their creativity and imagination, enriching their cultural repertoire. This paper aims to describe the results of a special project implemented in a public day-care centre in
Information Technology Education in the Sri Lankan School System: Challenges and Perspectives
Introduction of Information Technology into the secondary school curriculum in Sri Lanka is a very recent development. The subject General Information Technology (GIT) was included for G.C.E. Advanced Level Examination in 2005 while plans are afoot to introduce Information Technology as a subject for G.C.E. Ordinary Level from 2008. Results of the first GIT examination held in 2005 clearly show poor performance by students. Considering the large amount of money spent for Information Technology e
The comparative study of the ICT collaborative environments in master courses ITC Euromaster and A/E
ICT collaborative environments surpasses old practices with drawing learning closer to a real life with interactivity and authenticity of real world problems in learning and consequently reducing de-contextualization in the learning process. Contemporary educational ICT usage in learning processes is student-centred. In 1993 University of Stanford (USA) started an ICT supported distance learning course named Architecture/Engineering/Construction Computer Integrated Global Teamwork Course (AEC Gl
Proposal for convergence of e-learning systems for t-learning
This article presents considerations about viability on reutilize existing web based e- Learning systems on Interactive Digital TV environment according to Digital TV standard adopted in Brazil. Considering the popularity of Moodle system in academic and corporative area, such system was chosen as a foundation for a survey into its properties to create a specification of an Application Programming Interface (API) for convergence to t-Learning characteristics that demands efforts in interface des
Digital literacy towards a re description of literacy for the digital learning environments
The concepts of digital literacy and digital competence are the focus in this paper. The paper will argue that the traditional concepts regarding literacy need to be re described and augmented when faced with the challenges and affordances of the digital learning environments. The paper will suggest a theoretical framework for how to understand the ways in which young people include digital technologies into their social and cultural practices. Some examples from the empirical material w
Streaming media as an alternative to direct student instruction for performing science experiments
In the present paper a comparison between the ideas of two groups of students, both of which were taught the same physics laboratory curriculum but using two different instruction approaches is presented. The experimental group was asked to watch some videos including the associated links to Physics theory explaining the phenomena to be observed, gather the information needed and then perform the experiments involved, while the control group followed the traditional lab teaching practice. The ai
Intelligent Computer Teacher in E-Learning Systems
Intelligent computer teacher and appropriate simulated learning environment were elaborated ensuring high quality individualization of learning process. Individualization of learning process is realized in two ways. Learners can use node points structure for selection of their own learning path ensuring individualization of learning process. Intelligent computer teacher ( by the use of artificial intelligence means) can adapt to learners knowledge and abilities ensuring also individualization of
XML and Databases for E-Learning Applications
XML has become a standard format in information exchange and integration on the Web. Much research has been conducted in recent years on XML technology, which has led to new developments in this field. The effective combination of XML and relational databases for portable Internet data exchange and data management is the technology platform of choice for the Internet Applications. Our paper describes the relationship between XML and relational databases and its potential as an enabling technolog
Motor-Manipulatory Behaviours and Learning: an Observational Study
In this paper we investigated the role of motor-manipulatory behaviour in the learning modalities of thirty-five primary school children interacting with a Lego MindStorms kit. In particular, by means of an observational taxonomy of childrens behaviour, we analysed the video records of two observational sessions regarding the learning activities during the building of a small robot. Our results demonstrated that motormanipulatory behaviours are strictly linked to cognitive processes, and that
Mashing The MUVE - A Mashup Model for Collaborative Learning in Multi-User Virtual Environments
Mashup technologies offer opportunities for students to become proactive, collaborative and engaged. However the primary metaphors are asynchronous, allowing reflexive and expansive dialogue (Palloff & Pratt 1999) but limit dynamic collaborative learning. This paper will present a model being evaluated at the Open University using a mashup immersive learning environment to offer collaborative learning in a situated, constructivist context. The pilot project will be used to map pedagogy and learn
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
E-Learning Strategies in Academia-Industry Knowledge Exchange
The information and communication technologies are transforming the way people learn. E-learning system not only provides new possibilities for personalized learning at home or workplace, but also reduces the requirements of the expensive classroom training and introduces new innovative forms of knowledge transferring. In this paper, we describe an e-learning platform developed during the first year of the CoMSON European project.
An Interactive, Multimedia Environment for Exploring Tonal Pitch Space
Because they depict relations among musical pitches, chords, and key, charts in Fred Lerdahls Tonal Pitch Space can be rendered more accurately and vividly with multimedia authoring software. My renderings enable a user to orient charts toward any specific key, trace any of numerous possible paths, determine the depth of embedding of any element in any tonal context, and compute distances between elements. Lerdahls analyses can be depicted more vividly by synchronizing graphic images with th













