Putting knowledge to use
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Creatures of Habit: A Computational System to Enhance and Illuminate the Development of Scientific T
Creatures of Habit is a computer-based microworld designed to engage middle-to-high school students in the process of scientific inquiry. The system depicts a universe of interacting programmable “creatures” whose individual behavior is guided by simple rules that may model naive psychology, physical laws, chemical affinities, and other domains. Students can create or revise creature rules and explore the resulting (and often surprising) emergent behaviors within “artificial ecosystems”;
Technology and pedagogy for collaborative problem solving as a context for learning
This workshop, sponsored jointly by CSCW'92 and the Centre for Applied Cognitive Science at the Ontario Institute for Studies in Education (OISE), was organized to bring together researchers with interests in the emerging area of Computer Support for Collaborative Learning (CSCL). It was held at OISE on the weekend preceding CSCW'92 and was attended by 27 participants from academia and industry.
Supporting Conceptual Awareness with Pedagogical Agents
This paper describes a series of efforts in building and conceptualizing software agents
for distributed collaborative learning. The agents are referred to as pedagogical agents.
We have integrated pedagogical agents within two collaborative environments,
TeamWave Workplace and Future Learning Environment. The role of agents in these
environments differs from past work on software agents in their function as extended
awareness mechanisms, focusing on task and concept awareness (conceptual a
Super Users and Local Developers: The Organization of End User Development in an Accounting Company
The paper presents a case study following the activities of super users and local developers during the adoption of a new business application by an accounting firm in Scandinavia (referred to as the Company). The Company launched a program to train super users to help with this process because of the complexity of the new system, a generic, multi-purpose application system replacing several older, non-integrated systems. The system, Visma Business (VB) is a comprehensive financial and accountin
Digital case methodology: A study of student teachers' co-construction of professional knowledge
Case pedagogy has a growing position in inquiry oriented teacher education programmes as means of bridging gaps between every-day and professional conceptions of teaching and learning and enhancing contextual and collaborative learning. The paper look at how a CSCL environment may enforce and improve collective thinking and professional reflection by the use of a cased based learning model in pre-service teacher education. The study is based on computer-supported learning resources developed at
The Complexity of Distributed Collaborative Learning: Unit of Analysis
The problem area of this paper is manifested in the new conditions that characterise distributed collaborative learning. The core argument is that distributed collaborative learning implies an interconnected complexity that can only be properly understood by extending the unit of analysis from technology and pedagogy themselves to real-life social contexts in which networked computers are being used. Experiments and small-scale field trials are only steps towards a deeper understanding of how co
Learning Objects 3 and Instructional Design
Learning Objects and Instructional Design is focused upon the art and the science of producing learning objects that meet educational standards and needs as well as technological and functional criteria. Written by educators from across the globe, the book emphasizes two critical, strategic factors: 1) form follows function, and 2) learning objects must address the needs and desires of learners within their learning or educational context. The book integrates issues such as multimedia for instru
Advanced Principles of Effective e-Learning
With the global academic community currently focused on student learning outcomes achievement, assessment, and continuous improvement, e-learning strategies provide effective measures than can assist educators and educational administrators in the satisfaction of key objectives. Whether it is creating and incorporating simulations, building courses and curriculum, engaging in virtual team building, managing online programs, concept mapping, developing an electronic portfolio program, creating ac
La natura della mediazione offerta dai sistemi basati su micromondi all’apprendimento della matema
Questo lavoro analizza il ruolo che ambienti basati sull’uso del calcolatore, ed in particolare i micromondi, possono assumere nelle attività di insegnamento e apprendimento di conoscenze matematiche.
Il lavoro parte dallo studio di alcuni risultati significativi che si sono avuti in questo campo a livello internazionale. Tale studio viene utilizzato come quadro di riferimento per situare e analizzare una ricerca specifica che abbiamo svolto in questo settore.
Tale ricerca riguarda la proge
Mobile Notes: Mobile Devices in Creative Discussions
The trendy notion of “mobile learning” has different connotations: On the one hand, it can be understood as “learning on the move” – often referred to as “learning any time anywhere”. Of course this interpretation relies on specific kinds of technological enabling, but the definition aims at the general setting of learning activities. Particularly, it includes informal learning settings (cf. [1]). A second interpretation sees mobile learning somewhat more pragmatically as learning
A Method for Creating Collaborative Mobile Learning Trails
In this paper I report results from recent trials in which students used mobile devices to collaboratively create, edit and share trails. These included 9- to 10-year-olds as well as adult diploma students, in the subject of horticulture in botanic gardens. Findings indicate that a narrow subject focus and a manageable amount of data capture are appropriate in most cases; trails are most effective when framed with structured tasks and a narrow focus. Structure can be introduced through the use o
Mind games, reasoning skills, and the primary school curriculum
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working methodology adopted. It then focuses on some of the cognitive abilities activated by the games. Finally, some pedagogical considerations derived from the study
First Version of the Dynamic Digital Artrefacts
This document is the fourth deliverable of the ReMath project and deals with the first
version of the Dynamic Digital Artefacts.
The document is divided in two parts; the first one is a description of the work
progress for each DDA and the second part is an updated specification of each DDA.,Remath deliverable - report number D4 - 124 pages
Designing Assessment Tools in a Service Oriented Architecture
Assessment is an important component of formal learning, and Computer Assisted Assessment (CAA) is a well established component of most online learning. However, technical issues such as interoperability and security, and pedagogic reservations as to its effectiveness still remain barriers to the uptake of CAA.
In this paper we examine a number of current assessment projects, predominantly emanating from the UK, to consider how a service oriented architecture can facilitate the implementation o
The use case specification of actions in the goal oriented knowledge based learning environment
The proposed goal oriented knowledge acquisition and assessment are based on the flexible educational model and allows to implement an adaptive control of the enhanced learning process according to the requirements of student's knowledge level, his state of cognition and subject learning history.
The enhanced learner knowledge model specifies how the cognition state of the user will be achieved step by step. The use case actions definition is a starting point of the specification that depends o
Prise en compte du contexte algébrique dans la modélisation des connaissances d’un élève. Le c
Nous nous intéressons à la modélisation des connaissances des élèves dans le domaine de l’algèbre. Notre travail utilise les traces des actions des élèves recueillies dans l’environnement informatique Aplusix. Pour capturer une connaissance, il est essentiel de
tenir compte de la persistance et de la stabilité d’une action que ce soit dans la durée ou
dans la situation. Cependant, deux actions peuvent paraître, de prime abord, contradictoires. Associées au contexte dans lequel
Virtual Reality for Learning: Sharing Experiences rather than Resources
Virtual Reality is becoming a major candidate for embodying immersive learning environments. Whereas in the two preceding decades learning has been conceptualized as situations where students are guided rather than elicited to undertake actions, it is now the right time to explore the other side or the continuum.
Design Considerations for an ELeGI Portal
ELeGI, the European Learning Grid Infrastructure, has the ambitious goal of fostering effective learning and knowledge construction through the dynamic provision of service-based contextualised and personalised learning environments.
The success of this venture will depend to a considerable extent on the usability of such environments, and their usability in turn will depend on a successful strategy for the dynamic integration and maintenance of sets of services.
The concept of the portal is t
Shaping e-Learning Applications for a Service Oriented GriD
The paper discusses technical issues related to establishment of e-learning services on a grid. The XML based technology for implementation of e_learning application in the form of web service is analyzed from the perspective of making an application grid-aware.
The special e_learning repository service is proposed as a technique for coordinated use of distributed e_learning resources through the access and invocation of web services.













