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
Interoperability framework for Assessment Authoring
Current paper presents a research in the area of e-learning interoperability, and more concrete in assessment area. As first there is reviewed state-of-the-art in specifications, managed by IMS consortium. Next there are discussed relations between these specifications and rationale behind assessment specifications evolution. Next is presented Assessment Interoperability Bus (AIB), as a skeleton for further facilitation of presentation in assessments interoperability. As result there are present
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
Organizational scenarios for the use of learning objects
The Dutch six-part series Leerobjecten in de praktijk (Learning objects in practice) is about six divergent and difficult problems that occur frequently in working with learning objects. Based on research into existing practice, guidelines are offered to policy makers, educational technology consultants, teachers, educational designers and developers of digital learning materials who are struggling with these problems in higher education. Organizational scenarios presents the following three s
Building theories: working in a microworld and writing the mathematical notebook
In the framework of a long term teaching experiment we present an Educational approach based on the use of a dynamic geometry software and a symbolic manipulator. Here we present the general ideas of the followed approach focusing on how meanings can originate from phenomenological experience and evolve under the guidance of the teacher. In particular we will focus on meanings related to the ideas of theory, axiom and theorem.
Role of Assistance in Computer-mediated Communication in Higher Education
This paper reports preliminary findings of a small scale study that address the role of assistance in computer-mediated communication (CMC) in Higher Education. In particular, this study investigates whether the type of assistance in such environments is affected by the type of task used to initiate the CMC, and to see whether the instructors and students offer more or less assistance according to task type. We examine courses which use CMC in the adjunct mode i.e. students used CMC as an option
Design patterns for recording and analysing usage of learning systems: State of art of tracking and
This document presents a state of art according to three aspects: use analysis in a wide point of view, tracking and analysing usages and what's on Design Pattern. The objective of this state of art is to synthetise actual works about tracking and analysing usages in order to isolate possibilities of patterns, that's the aim of DPULSE Jeirp. The work on the state of art has been organised as a collaborative task of the DPLUS members. A lot of papers and projects on this topic have been studied.
Designing for Collaboration and Mutual Negotiation of Meaning Boundary Objects in Networked Learn
This paper addresses the issue of collaborative learning and networked learning within continuing professional development. Collaborative learning is defined as the meeting of specific differences and dependencies among participants and practices within and across communities, afforded and constrained by the pedagogical design. The study explores how boundary objects serve as resources to support collaborative learning as a means of representing, learning about, and transforming knowledge. Based
An Evolutionary Approach to Prototyping Pedagogical Agents: From Simulation to Integrated System
We have developed and integrated software agents with two educational groupware systems (TeamWave Workplace and FLE), using evolutionary prototyping and empiricalbased design as development techniques. The resulting prototypes of pedagogical agents (CoPAS, SA-Agent and RuleEditor) provide learners and teachers with increasingly domain-specific support for distributed collaborative learning activities. Employing the evolutionary approach has enabled us to build and evaluate early prototypes of co
Didactical complexity of computational environments for the learning of mathematics
How a microworld is used by students is crucially influenced by the teacher, who has the responsibility of organising the classroom setting in which learning takes place. For this reason this paper focuses on the teacher as a manager of the learning situation, in relation to the students’ construction of meaning. A model of teaching which takes into account interactions between teacher, students and computer is outlined. Although the focus of this paper will be on the teacher, the teacher w
Design approaches in technology enhanced learning
Design is a critical to the successful development of any interactive learning environment (ILE). Moreover, in technology enhanced learning (TEL), the design process requires input from many diverse areas of expertise. As such, anyone undertaking tool development is required to directly address the design challenge from multiple perspectives. We provide a motivation and rationale for design approaches for learning technologies that draws upon Simon's seminal proposition of Design Science (Simon,
Academic Use of Digital Resources: Disciplinary Differences and the Issue of Progression
This paper examines the use of digital resources by academics in UK Higher education. The explosive growth of the Internet and in particular the Web has led to a growth in speculation about networked and e-learning (Steeples and Jones 2003, Brown and Duguid 2000). Increasingly researchers have become aware of the ways the university resists such changes and provides a 'resourceful constraint' to the changes surrounding the introduction of networked learning (Brown and Duguid 2000, Cornford 2002)
Exploring the mathematics of motion through construction and collaboration.
In this paper we give a detailed account of the design principles and construction of activities designed for learning about the relationships between position, velocity and acceleration, and corresponding kinematics graphs. Our approach is model-based, that is, it focuses attention on the idea that students constructed their own models – in the form of programs – to formalise and thus extend their existing knowledge. In these activities, students controlled the movement of objects in a prog
A Metadata Based Web Distance Learning Platform
Distance Learning is acquiring a role that becomes more and more important with the huge diffusion of the Internet and related technologies. Consequently, the investigation for adequate architectures and platforms supporting flexible Distance Le arning engines and solution is nowadays of great interests in the Scientific Community. The present paper introduces a platform based on the adoption of Metadata concepts and on the use of a “processorlike” behavior of the Web Course Delivery engine
Applying Competence Structures for Peer Tutor Recommendations in CSCL Environments.
Competence structures of the content and competence modelling of the learners provide well-suitable means for finding appropriate peer tutors in CSCL based on asynchronous messaging and annotations. Various criteria for the appropriateness of potential peer tutors can be discussed. An internet-based system used as a large scale Web experiment can then also deliver data for evaluating such criteria.
Overview of e-learning standards
The following article presents an overview of the different standards developing in the eLearning sector. As any new technology, eLearning and its various functionalities need to be underpinned by a standard reference schema. The existence of such a standard is mandatory for the development of a new technology, as it allows the interoperability of resources that would otherwise be incompatible. Interoperability is the keyword here, and its lack is the main barrier to resource exchange and sharin
DIANE, a diagnosis system for arithmetical problem solving
We hereby describe DIANE an environment that aims at performing an automatic diagnosis on arithmetic problems depending on the productions of the learners. This work relies on results from cognitive psychology studies that insist on the fact that problem solving depends to a great extent on the construction of an adequate representation of the problem, which is highly constrained. DIANE allows large-scale experimentations and has the specificity of providing diagnosis at a very detailed level of
Using Perspective in Narrative Learning Environments
Several empathic applications have been developed over the last years but can we redirect that empathy to specific characters? This paper focuses on the intention to induce empathy in children and stimulate role taking by presenting a narrative through the perspective of a specific character. The use of perspective is achieved by showing the events that happen in the story but without impartiality. We will describe a narrative-based application designed to help children cope with bullying situat
What do you mean by collaborative learning?
An Advanced E-learning Community Proposal Using MS Sharepoint Portal Server
In order to implement e-learning, quite often simple Internet technologies are used, usually without any clear pedagogical approach. Unfortunately this is not quite effective, it restricts learners' exchanges, while influence the quality of resulted knowledge construction. More sophisticated environments are needed when we vision e-learning as taken place in a rich and flexible Learning Community context, for young students or even for adults and professionals. Our proposal consists of an Electr