The roles of models in Artificial Intelligence and Education research: a prospective view
In this paper I speculate on the near future of research in Artificial Intelligence and Education (AIED), on the basis of three uses of models of educational processes: models as scientific tools, models as components of educational artefacts, and models as bases for design of educational artefacts. In terms of the first role, I claim that the recent shift towards studying collaborative learning situations needs to be accompanied by an evolution of the types of theories and models that are used,
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
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.
Компютърните игри – новата медия в образованието
Компютърните игри са сред най-популярните забавления не само за младите, а и за хората в по-напреднала възраст. Въпросът, който ние често си задаваме е - дали те са само забавление или могат да ни научат на нещо полезно. За децата такива игри са първия им контакт с компютрите.
Learning about Users from Observation
Many approaches and systems for recommending information,
goods, or other kinds of objects have been developed
in recent years. In these systems, machine learning methods
are often used that need training input to acquire a user
interest profile. Such methods typically need positive and
negative evidence of the user’s interests. To obtain both
kinds of evidence, many systems make users rate relevant
objects explicitly. Others merely observe the user’s behavior,
which yields positive evidence
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.
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
An Advisory QoS Service for GRID Based Learning Environments
This paper argues that the assumption of end-to-end QoS provision for use in Grid based applications is unsafe. We present an architecture which provides an adaptive QoS service for GRID applications which are prepared to adapt rather than assume the best and then suffer the worst.
This is particularly relevant to Internet based GRIDs. An example application from the field of collaborative learning environments is given, featuring adaptive QoS for Real Time Protocol (RTP) based audio and visual
Futurelab: The potential of open source approaches for education
Free, Libre, Open Source Software (FLOSS) refers to any software distributed under a licence that allows users to change or share the software source code. Futurelab's interest in this area stems from the belief that FLOSS provides an example of peer-production which is driven by collaborative, social modes of interaction and knowledge exchange. This paper discusses some of the potential ways in which the approaches that characterise FLOSS might be applied in educational contexts.,Research repor
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in
schools, we tend to think of computers,
keyboards, sometimes laptops, and more
recently whiteboards and data projectors.
These tools are becoming part of the
familiar educational landscape. Outside
the walls of the classroom, however,
there are significant changes in how we
think about digital technologies - or, to be
more precise, how we don’t think about
them, as they disappear into our clothes,
our fridges, our cars and our city streets.
This disappe
Choosing for learning objects: The possible deployment of learning objects with eight educational am
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.
Choosing for learning objects discusses eight education
Interactive learning of nanophysics phenomena
This paper describes a new method of teaching and experimenting nanophysics effects using a nanomnipulator. This nano-manipulator is formed by a multi-sensory platform connected to an AFM and/or to virtual nano-scenes produced by a real-time simulator. The first objective of this work is the evaluation of a custom-made nanomanipulator compared to the use of a classical Atomic Force Microscope (AFM) interface. These instruments are used to teach one-dimensional nano-physical phenomenon, the appro
How internal and external scripts guide argumentative knowledge construction in a web-based collabor
Collaboration scripts are a powerful means to improve collaborative inquiry learning. More
specifically, they can be designed to support argumentative knowledge construction, a core
activity in inquiry learning. However, not only externally induced collaboration scripts but
also the learners’ internal scripts on collaborative argumentative knowledge construction
influence the way they argue with scientific concepts and evidence, thereby affecting what
kind of knowledge is acquired during colla
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
Framework for Computer Programming in Preschool and Kindergarten
This thesis aims to be a contribution to the integration of activities with computer programming into preschool education contexts. It is based on experiences and observations of children aged 3, 4, and 5 years olds programming computers, using an animated programming language, ToonTalk, held between 2000 and 2004 in seven different settings, typically in weekly session held over the course of several months in each year, involving approximately 150 children and 10 educators, including early chi
Developing Interactive Learning Environments that can be used by all the classes having access to co
Our research team has developed and experimented software for the learning of algebra, named Aplusix, with the idea of being usable and useful for all the classes having access to computers, and of helping teachers to teach the curriculum. In this paper, we list 19 principles that we consider relevant to this goal and we briefly describe the Aplusix system. This system is distributed in France since early 2005 and will be distributed in many countries from 2006. It has proven to be efficient (st
Tutorial planning : Adapting course generation to todays needs.
Most of today's course generation does not allow an in-depth, generic representation of pedagogical knowledge. However, supporting
individual learners with different goals requires an elaborate representation
of pedagogical expertise. In this paper, I describe a framework that adapts existing approaches for representing and using pedagogical knowledge to meet today's needs. Furthermore, I will show how in this
framework several of today's problems are solved, such as the integration of distribut
Clustering Students to help Evaluate Learning
In this paper we show how clustering techniques can be applied to
student answers generated from a web-based tutoring tool. In particular we
are interested in extracting clusters of students based on the mistakes
they made using the tool, with the aim of obtaining pedagogically
relevant information and providing this feedback to the teacher. The data we used comes from the Logic-ITA, a web-based tutoring tool to practice formal proofs currently in use in the School of Information Technologies at
Understanding and analysing activity and learning in virtual communities
The purpose of this study is to provide a preliminary framework
to observe, analyse and evaluate both activity and learning in virtual
communities. So various types of virtual communities will be studied by
examining their relationship to socialisation and learning. After a
presentation of the main ideas of Wenger’s social learning theory, the
principal components of the social context of the emergence and evolution
of virtual communities will be described. It will show how taking this
context
For a renewed academy industry research partnership
The joint venture between the academic research on learning technology and industry along the past decade shares similarity with the gold rush: great effort for a too small outcome. From all the energy spent, “acadustry” has emerged; a chimerical community of practice, merging academic and industry objectives and traditions. The relevance and fruitfulness of this new community is questionable. This presentation will suggest revisiting the orientation of the eLearning research policy, taking













