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
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
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
Two Years Of Use Of The Aplusix System
APLUSIX is a learning environment for helping students to learn algebra. This system is designed and developed in the IMAG-Leibniz laboratory. Its basic training mode consists of letting the students perform their owns calculations, thanks to a two-dimensions editor of algebraic expressions, providing feedback on the correctness of the calculations and on the end of the resolution. APLUSIX has now been used for two years at school, in different contexts. One use was made by four teachers during
Learning Design Engines as Remote Control to Learning Support Environments.
Context: Chapter 5 of the Learning Design book describes the operational model of a learning design engine based on the concept of finite automata with output alphabet. We rely on this event concept to include pre-existing learning tools in flexibe and rich learning designs. Contribution: We sketch an approach for the integration of complex learning environments in learning designs. Interactive learning support environments, such as argumentation or modelling tools are pre-existent and have a hi
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
The role of roles in the analysis of interactions in collaborative environments
Analysis of interactions has become a basic function in the field of collaborative learning, as a means for supporting both students' self-regulation as well as formative evaluation processes. However, we observe a lack of methods and tools for the analysis of interactions in CSCL that considerer the different roles implied in collaboration management processes, both from the point of view of the actors that take part in a typical CSCL scenario: teachers, students or the system
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
Understanding the structure of the set of rational numbers: a conceptual change approach.
In the present article, we argue that the conceptual change approach to learning can apply in the case of mathematics, taking into consideration the particular nature of mathematical knowledge and the neurobiological bases of mathematical cognition. In the empirical study that is reported in this article, we investigated ninth graders' understanding of algebraic and structural properties of rational numbers, from a conceptual change perspective. We make the point that understanding rational numb
On-line Learning Networks: Frameworks and Scenarios
Progressively the idea of using the internet as a platform to mediate social interactions and learning at different levels has affirmed itself, and this has given rise to a huge number of spontaneous and planned collectives, which are often described as on-line learning networks. On-line learning networks create value from a combination of content and people knowledge. They can vary widely in the strength and permanence of their connections and resources necessary to maintain them. Aspects both
From ER to VR: Analysing interaction in a Collaborative Virtual Environment
Not available,PhD thesis of the University of Bergen, Norway
De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek
Not available,Sligte, H.W., Simons, P.R.J., Kral, M., van den Berg, E. (2005). De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek. [The value of Grassroots. Final report GrassRoots evaluation]. Amsterdam: SCO-Kohnstamm Instituut.
OCTOPUS: A Technological Model for Online Resource Centre in Environmental Education
The communication focuses on the implementation of an innovative model for creation of online resources and e-learning activities on a web platform dedicated to environmental education. All activities take place in the frame of Minerva project OCTOPUS: "Transnational on-line resource centre". The resource centre implements a mechanism of multilevel knowledge development and information retrieval system using modern electronic tools. This model is dynamic by its technological structure and also f
Networked Management Learning for Managers of Small and Medium Enterprises
This paper argues that networked management learning might have specific relevance for SME management development since this model recognizes the importance of social relations and the associated relational dialogue that underpin knowledge and innovation in specific business contexts. Indeed NML reinforces the centrality of networking entrepreneurs and other relevant actors at the local level to increase the effectiveness of their actions and also helps integrate the different components of the
Tópicos sobre programação de computadores como método educativo no jardim-de-infância
Temos vindo a explorar a possibilidade de utilizar a programação de computadores no jardim-de-infância, no âmbito da metodologia construcionista desenvolvida por Seymour Papert. Para o efeito, recorremos à linguagem ToonTalk, que permite a realização de programação de computadores sob a forma de animação, dispensando a leitura e a escrita. Este artigo dá conta das estratégias que utilizámos e das constatações que efectuámos por observação e experimentação.
Working in ToonTalk with 4- and 5-year olds
We aim to find ways, tools and/or techniques that allow children in this age span to use programming language concepts to express rules and play with them. ToonTalk, with its visual, animated environment, and program-by-example methodology, seemed a very nice tool to start with. On this paper, we will present our experience using Portuguese ToonTalk with 7 children (5 were 4-year olds, 2 were 5- year olds), in Vila Real (Portugal) kindergartens, from May to June of 2000. The most encouraging res
Current and future usages of E-learning metadata and ontologies.
The purpose of this report is to provide an overview on current and future usages of annotations, metadata and ontologies in the e-learning projects of the JEIRP partners. The first section of this article defines a methodology based on user roles which allows for a structured presentation of the usages. The methodology is used for the description of several current usage scenarios in Section 2. Additionally, this methodology allows identifying open research questions. These are described in det
Do partners care about their mutual location? Spatial awareness in virtual environments
This paper reports on four experimental studies concerning regard to how people use space so as to solve problems collaboratively in virtual environments. Prior to presenting the results, it summarizes the wide range of literature concerning social uses of spatiality in human interactions. The experiments we conducted revealed that virtual space modifies and improves collaborative processes such as division of labor, grounding, communication, coordination, as well as the performance to the task.