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Learning a New Game: Usability, Gender and Education
This research study aims to investigate the usability issues of a computer game; regarding how people learn a new game. Because the user characteristic and the strategies they use while learning a new tool are important factors for usability, they were also taken into account in the study. Both qualitative and quantitative methods were used in the study. 16 participants played the computer game. They were also observed and their eye-movements were recorded by an eye tracking device. Results show
Author(s): Sancar Hatice,Karakus Turkan,Cagiltay Kursat

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Combining Knowledge Awareness and Information Filtering in an Open-ended Collaborative Learning Envi
Knowledge awareness (KA) has been proposed to increase collaboration opportunities in an open ended and collaborative learning environment. To encourage collaboration, an individual userâs agent called KA-Agent autonomously informs the learner about up-to-the-minute activities from other learners. For instance, a message might be ãsomeone is looking at the same knowledge that you are looking at.ä Although this message, called active KA, is very useful to create real-time collaboration, a larg
Author(s): Ogata Hiroaki,Yano Yoneo

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LaCOLLA: Middleware for Self-Sufficient Online Collaboration
The LaCOLLA middleware makes it possible for collaborators to interact using their own resources and not depend on a centralized regime. By contributing their own resources, group members can organize and communicate using a federated peer-to-peer model. Utilizing LaCOLLA middleware, the group can function regardless of whether a member removes resources and despite network or node failures or disconnection. This capacity for self-organization, together with location transparency, lets applicati
Author(s): Marquès Joan Manuel,Vilajosana Xavier,Daradoumis

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A Generic Platform for the Systematic Construction of Knowledge-based Collaborative Learning Applica
This study aims to explore the importance of efficient management of event information generated from group activity in collaborative learning practices for its further use in extracting and providing knowledge on interaction behavior. The essential issue here is how to design a platform that can be used for real, long-term, complex collaborative problem-solving situations and which enables the instructor to both analyze group interaction effectively and provide an adequate support when needed.
Author(s): Caballé Santi,Daradoumis Thanasis,Xhafa Fatos

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Simulating Human Tutor Dialog Moves in AutoTutor
This purpose of this paper is to show how prevalent features of successful human tutoring interactions can be integrated into a pedagogical agent, AutoTutor. AutoTutor is a fully automated computer tutor that responds to learner input by simulating the dialog moves of effective, normal human tutors. AutoTutorâs delivery of dialog moves is organized within a 5-step framework that is unique to normal human tutoring interactions. We assessed AutoTutorâs performance as an effective tutor and conve
Author(s): Person Natalie K.,Graesser Arthur C.,Kreuz Roger J

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Analysing Educational Dialogue Interaction: Towards Models that Support Learning
The motivation for this special issue on analysing dialogue interaction was provided by the one-day workshop with the same title held at AI-Ed '99 in Le Mans. From this workshop a number of common themes and issues emerged. The call for papers for this special issue was based around these themes: * valid and reliable approaches to identifying dialogue structures and features * the role of dialogue in learning as evidenced by dialogue analysis * computational models of dialogue in Intelligent Edu
Author(s): Pilkington Rachel

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ML Tutor: An Application of Machine Learning Algorithms for an Adaptive Web-based Information System
One problem that commonly faces hypertext users, particularly in educational situations, is the difficulty of identifying pages of information most relevant to their current goals or interests. In this paper, we discuss the technical feasibility and the utility of applying machine learning algorithms to generate personalised adaptation on the basis of a userÕs browsing history in hypertext, without additional input from the user. In order to investigate the viability of this approach, we develo
Author(s): Smith-Atakan A. Serengul,Blandford Ann

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Confronting ideas in collaborative scientific discovery learning
This study investigated how collaborative knowledge construction within a scientific discovery (or inquiry)learning environment can be assisted with tools that aim to support students’ proposition generation and testing processes. Sixty-six fourth year pre-university education students participated in a kinematics learning task. The instructional goal of the learning activity was to develop students’ understanding of one dimensional kinematics. All students completed a proposition test in whic
Author(s): Gijlers Hannie,de Jong Ton

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Student Modelling based on Belief Networks
Belief networks provide an important way to represent and reason about uncertainty – significant factors for modelling students. These networks provide a way of structuring such models, and allow a system to use a systematic approach when gathering information about the scope of the student’s knowledge. This work also provides a theoretically-sound way to update the student model, based on the concept of a dynamic belief network. The relationship to related research is discussed. Finally, the
Author(s): Reye Jim

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Rôle des ontologies en ingénierie des EIAH : cas d’un système d’assistance au design pédagogiq
The thesis illustrates the role that Ontological Engineering (OE) can play in the design of Technology Enhanced Learning (TEL) for supporting learning/instructional designers and environments.,Ph. D. Thesis in cognitive informatics, Department of computer sciences, Unversité du Québec à Montréal (UQÀM), Canada
Author(s): Psyché Valéry

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Minimalist instruction for learning to search the World Wide Web.
This study examined the efficacy of minimalist instruction to develop self-regulatory skills involved in Web searching. Two versions of minimalist self-regulatory skill instruction were compared to a control group that was merely taught procedural skills to operate the search engine. Acquired skills were tested on Web search tasks and search tasks in an online library catalogue. Self-regulatory skill instruction was found to increase practice time by 25%. However, it did not enhance search perfo
Author(s): Lazonder Ard

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Self-directed learning in simulation-based discovery environments
SIMQUEST1 is an authoring system for designing and creating simulation-based learn-ing environments. The special character of SIMQUEST learning environments is that they include cognitive support for learners which means that they provide learners with support in the discovery process. In SIMQUEST learning environments we try to find the balance between direct guidance of the learning process and sufficient free-dom for learners to regulate the learning process themselves. In this article we de-
Author(s): de Jong Ton,Van Joolingen Wouter,Swaak Janine,Veer

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Supporting peer interaction in online learning environments
This paper reports two studies into the efficacy of sentence openers to foster online peer-to-peer interaction. Sentence openers are pre-defined ways to start an utterance that are implemented in communication facilities as menu’s or buttons. In the first study, typical opening phrases were derived from naturally occurring online dialogues. The resulting set of sentence openers was implemented in a semi-structured chat tool that allowed students to compose messages in a free-text area or via se
Author(s): Lazonder Ard

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Effects of pictures, age and experience on learning to use a computer program
This study examines the effects of pictures of screen captures and input devices on documentation for older novices. There was no main effect of pictures, but there were statistically significant interactions between the type of picture and the factors of age and computer experience. As predicted, the most optimized designs—the ones presenting screen captures—moderated the negative effects of age. We argue that screen captures help reduce two problems in the cognitive area that are especially
Author(s): Van der Meij Hans,Gellevij Mark

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Le rôle de l’ingénierie ontologique dans le domaine des EIAH
Dans cet entretien, Riichiro Mizoguchi nous révèle ses pensées les plus profondes sur le rôle que joue l’Ingénierie Ontologique (IO) dans le domaine des EIAH. Il insiste sur la nature conceptuelle d’une ontologie, faite pour pouvoir partager des connaissances entre humains et ordinateurs, et entre ordinateurs. Conceptualisation, partage et réutilisation sont donc les concepts-clés d’une ontologie. Dans le domaine des EIAH, le rôle de l’IO n’est pas de modéliser les connaissances po
Author(s): Mizoguchi Riichiro,Bourdeau Jacqueline

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New authoring frameworks for integrating collaborative learning technologies
This workshop is intended for CSCL researchers and/or their technologists who are interested in designing and then actually creating rich, interactive learning materials in a technology-enhanced environment. The workshop will present the work of two complementary approaches to the design of environments for collaborative, productive and open ended learning, such as collaborative inquiry learning and learning by design. Participants bring in their own issues and work on the design of learning env
Author(s): Aleahmad Turadg,Slotta James,Van Joolingen Wouter

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Apport de l’ingénierie ontologique aux environnements de formation à distance
Cet article explore le potentiel de l’ontologie et de l’ingénierie ontologique pour augmenter l’intelligence dans les environnements de formation à distance, ainsi que dans la conception de ces environnements. Il contient une introduction à l’ontologie avec ses origines dans la philosophie occidentale, une discussion des relations entre l’intelligence artificielle et l’ingénierie ontologique, suivie d’une description des méthodologies et des outils d’ingénierie ontologique. Plusieu
Author(s): Psyché Valéry,Mendes Olavo,Bourdeau Jacqueline

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Herzberg : une simulation multimédia à interactivité variable
Herzberg est un environnement de simulation multimédia permettant de visualiser et d’explorer la vibration et la rotation des molécules. Il permet de créer des documents formés d’un ensemble de pages affichant une ou deux molécules dans des configurations prédéfinies; un texte et une voix d’explication peuvent être associés à chaque page. Il est possible de fixer pour chaque document le niveau d’interactivité. On peut également, sans effectuer de programmation, ajouter de nouvell
Author(s): Couture Marc

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OMAGE : Outils et Méthode pour la spécification des connaissances au sein d'un Atelier de Génie E
Les nouvelles technologies de l'information sont entrées au cœur de notre société et provoquent de profonds changements dans notre vie quotidienne, notamment dans le monde du travail. Or le métier d'enseignant n'a pas vraiment évolué, même si les méthodes éducatives changent, car toute tentative d'introduction de l'informatique se heurte à la méfiance des enseignants qui ont peur de perdre leur liberté de choix éducatifs. De plus, les avancées technologiques n'ont d'intérêt que
Author(s): Marquesuzaà Christophe

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CEPIAH, a method for Evaluation and Design of Pedagogical Hypermedia
We are working on a method, called CEPIAH. We propose a web based system used to help teachers to design multimedia documents and to evaluate their prototypes. Our tool integrates two modules such as EMPI (Evaluation of Multimedia Pedagogical and Interactive software), and SP/UL/FC, a method for designing pedagogical hypermedia. The EMPI module is used to evaluate multimedia software used in educational context. We structured a knowledge base composed of a list of evaluation criteria, grouped th
Author(s): Trigano Philippe,Pacurar Giacomini Ecaterina

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