A model for negotiation in teaching-learning dialogues
Despite the fact that a number of researchers from a wide variety of theoretical perspectives have claimed that negotiation in dialogue is fundamental in learning, little research has been based on a precise notion of what negotiation is and how it relates to learning. This paper describes a model for negotiation, based on analysis of teacher-student and learner-learner dialogues. After discussion of illustrative examples and review of related research, negotiations are defined in terms of four
Mixing Microworld and Cas Features in Building Computer Systems that Help Students Learn Algebra
We present the design principles for a new kind of computer system that helps students learn algebra. The fundamental idea is to have a system based on the microworld paradigm that allows students to make their own calculations, as they do with paper and pencil, without being obliged to use commands, and to verify the correctness of these calculations. This requires an advanced editor for algebraic expressions, an editor for algebraic reasoning and an algorithm that calculates the equivalence of
A pedagogical approach to the design of Learning Objects
In this paper we describe an approach to the design of learning objects (LOs) suitable to support learning in complex domains at university level. Our proposal is centred on a costructivist approach where learning is viewed as resulting from personal activity and comparison with the activity of others. Our pedagogical approach to knowledge acquisition and to the use of technological tools is realized by means of didactical units which can be implemented as Learning Objects (LOs) with a variety o
Selection and use of domain ontologies in Learning Networks for Lifelong Competence Development
A general problem in life-long learning is how to develop flexible and adaptive learning content, and how to choose and deliver the most appropriate learning activities for the learner. In order to solve this problem, we need to have the proper knowledge model, and clear interpretation how to use it. One possible solution is to use IMS Learning Design for modelling the learning process and ontologies for representing the domain knowledge and competencies. In this paper we present one specific ap
Case studies: technology enhanced public spaces for intergenerational learning
This deliverable undertakes the analysis of four case studies in the three key dimensions of La Piazza: intergenerational learning, ICT and physical spaces. The report shows the common characteristics of the cases, good practices as well as issues for further research, in order to facilitate the planning of the co-design seminars, that will follow next in the project. The report includes in the Annexes the individual case reports of the cases.,research report - deliverable number : D38.3.1
Supporting teachers when diagnosing their students in algebra
In this paper we will describe our current work on the Lingot project. We will focus on the description of a software called « Pépite », the objective of which is to help teachers diagnose their students' algebra competencies. Then we will show how different uses of Pepite by teachers lead us to define several types of diagnosis in order to fit better various users' needs.
Computer skills development by children using
'hole in the wall' facilities in rural India
Earlier work often referred to as the "hole in the wall" experiments has shown that groups of children can learn to use public computers on their own. This paper presents the method and results of an experiment conducted to investigate whether such unsupervised group learning in shared public spaces can improve children's performance in school examinations. The experiment was conducted with "hole in the wall" (minimally invasive education, or MIE) kiosks in the rural Sindhudurg District of Mahar
The Aplusix-Editor: A New Kind of Software for the Learning of Algebra
The first part of the paper presents our conception of a new kind of software for helping students to learn algebra. Such software has three main characteristics. First it includes an advanced editor that allows the student to build easily algebraic expressions. Second it reifies the student's reasoning as a tree. Third it verifies the student's calculations. In the second part, we present the Aplusix-Editor, a system of that kind that we have realised, and we describe the first tests of this sy
Виртуална лаборатория за интегрирано изучаване на мат
Educational Knowledge Based Environment
In this paper a knowledge based environment is represented which facilitates easy creation and preparation of wide range of educational software. The heart of the environment is the knowledge representation tool providing a hybrid knowledge representation formalism combining frames, production rules and logic. The environment is built on the basis of the logic programming language Prolog.
Computing Ontology Creation
In this paper an approach for the development of an Ontology for the domain of Computing Education is presented. This approach was applied in the FP5 IST Project DIOGENE - A Training Web Broker for ICT Professionals. I am outlining our work on the Computing Ontology creation, and am giving some guidelines and hints for further usage of the Ontology.
User Interfaces for a Virtual Learning Environment: Two Study Cases
A recent powerful idea in the design of Web-based learning environments is the usage of virtual places. The employment of interface metaphors is one of the approaches enabling inexperienced users to feel comfortable in such virtual environments. We have designed a Virtual Environment for Distance Education and Training (VEDET), which provides basic virtual spaces, resources, and services. In this paper we discuss the user interface of two Web-based distance learning courses Business on the Inter
Towards a narrative-oriented framework for designing mathematical learning
This paper proposes a narrative-oriented approach to the design of educational activities, as well as a CSCL system to support them, in the context of learning mathematics. Both Mathematics and interface design seem unrelated to narrative. Mathematical language, as we know it, is devoid of time and person. Computer interfaces are static and non-linear. Yet, as Bruner (1986; 1990) and others show, narrative is a powerful cognitive and epistemological tool. The questions we wish to explore are –
Distance Education Standards and Legal Issues - Computing Education Perspective
This paper aims to examine the legal issues related to the recognition of professional ICT qualifications amongst countries in EU, as well as international and European standards for education and training, certification and validation of distance training courses, etc. At the end we are proposing a course structure, certificate format, as well as the educational standards to be followed in the design process.
A First Step Mapping IMS Learning Design and Moodle
Mapping the specification IMS Learning Design and the Course Management System Moodle is a logical step forward on interoperability between eLearning systems and specifications in order to increase the best acceptance of the specifications into the widespread world of the eLearning systems and to ensure the standardization of the outputs from the systems to be used in others. IMS Learning Design and Moodle look for a common understanding focused on the integration of information packages modelle
Learning Content and Interoperability
In the era of Internet and new information and communication technologies one of the most important things is appropriate use of technologies in order to achieve desired results. In present paper, they are compared two case studies – on one hand there they are presented research results about interoperability in two open-source learning environments developed in Sofia University, Bulgaria and, on other hand, there are given results from “South West Wales Interoperability Project”, sponsore
Question and test interoperability - organization, reuse and management of assessments' contents
One of the modern trends in nowadays e-learning technologies and system development is toward creation of standards-based distributed computing applications. The presented paper examines ways of creation, organization, packaging, storage management and usage of e-learning courseware, regarding these modern elearning standards and technologies. It puts a special accent towards development and management of assessment contents. After a short overview and comparison of the standards and ways of the
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
Managing complexity of e-learning administration in
ARCADE (Architecture for Reusable Courseware Authoring and DElivery) is a Webbased e-learning platform specially targeted to the needs of distant education in universities and schools. This paper presents ARCADE in two aspects: as a system for distance learning and as a virtual university. The authors put accent on the way of organization of the education process as a whole while showing the power of the ARCADE platform. Moreover, there is discussed in details the administration of courses and s
Development of Adaptive e-Learning System Based on Learning Objects
This paper discusses Adaptive Educational Hypermedia (AEH), which is at present a hot topic of research and an important aim for e-Learning systems. The presented approach is knowledgebased. The domain ontology and the learning objects play a central role as resources structuring the learning content and supporting flexible adaptive strategies for navigation through this content.