Data Driven User Requirements Specification in the UNITE Project
This paper describes the process of user requirements specification in UNITE
project. The main goal of the project is to develop an integrated system for
authoring and delivery of high quality eLearning activities for the secondary
school students. The UNITE system consists of three main components: 1)
Software Platform – integrating state of the art learning management systems
(LMS), content management systems (CMS), and mobile learning (mLearning)
capabilities; 2) Pedagogical Framework – s
Design Issues of a Distance Learning Course on Business on the Internet
The paper presents the main design issues of a distance learning course on Business on the Internet. The instructional design is based on a learner centered instructional stratedy allowing learners get opportunity to construct their own knowledge while solving real business problems and transfer their knowledge to other learners. They learn autonomously taking the responsibility for their learning and following their individual cognitive styles, interests, preferences. The learners have access t
Landfills: Building Them Better
Waste disposal has been an ongoing societal problem since medieval times. In this lesson, students learn about the three methods of waste disposal in use by modern communities. They also investigate how engineers design sanitary landfills to prevent leachate from polluting the underlining groundwater.
Implementation of ICT in Higher Education as Interacting Activity Systems
Implementation of ICT in higher education is not a trivial process. It is however a process leading to a number
of challenges and problems. The paper develops a theoretical model of the implementation of ICT in higher
education based on activity theory and on a case study in a Danish university. The model suggest that
implementation in itself is an activity system. The implementation activity is composed of three processes:
Selection of ICT; adaptation of ICT and change of practice with ICT. Fur
Didactic Decision-Making Process
In a Surgery Learning Environment
In this paper we present our model of the didactic decision-making process and our
method to define the apprenticeship utility function. This model is embedded in a computer-based
learning environment dedicated to orthopedic surgery. The decision model allows the production
of feedback relevant to the user’s knowledge during her/his activities with the learning
environment.
The surgical knowledge in the learning environment is represented with Bayesian Networks and
the decision-making process
Advanced Solid State Physics
This course is about the electronic properties of materials and contains lectures about scattering, transport in metals, phonons and superconductivity. Study Goals: The goal of the course is twofold: to present modern concepts of the electronic properties of the materials, and to develop he ability to read (and understand) scientific papers. The first goal will be achieved through a series of lectures and sets of exercises. A considerable attention is devoted to superconductivity, not only becau
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.
Harnessing Wind
This lesson introduces the ways that engineers study and harness the wind. Students will learn about the different kinds of winds and how to measure wind direction. In addition, students will learn how air pressure creates winds and how engineers build and test wind turbines to harness energy from wind.
A modelling challenge : untangling learner knowledge
For now about three decades, systematic research on students learning of science and mathematics has evidenced a great variety of the possible understanding for a given notion, as well as an important sensitivity of these understandings to contexts. Students' knowing appears as a tangle of local conceptions of which we have a very partial and unorganised picture. We present here the outlines of the modelling tool we have developed, and of its framework, in order to give account of learners' know
Designing Mixed Reality: Principles, Projects and Practice
Mixed Reality is an increasingly prevalent technology that merges digital simulations with physical objects or environments. This paper presents principles for the design of mixed reality compositions. The principles are illustrated by projects and experiments by the author involving architecture and robotics.
Cynergies: Technologies that Hybridize Physical and Cyberspaces
This paper presents ways in which cybrids depend for their technology upon three existing models of architectural hybrid: display space, environmental computing, and augmented/mixed reality. Cybrids bring these techniques together into a synergistic whole that depends as much on the observer for its consistency as it does on its comprising technologies. This synergy is a product of corroborative behavior between different modes, which provide cybrid users with a coherent social/spatial experienc
Pollution Solutions
To develop an understanding of modern industrial technologies that clean up and prevent air pollution, students build and observe a variety of simple models of engineering pollutant recovery methods: scrubber, electrostatic precipitator, cyclone and baghouse. In an associated literacy activity, students become more aware of global environmental problems and play a part in their solution by writing environmental action campaign letters.
Turtles, fairy tales and pen-friends - Enhancing socialisation, self-reliance and creativity in an I
The following is the story of a journey undertaken in the first months of 1997 in a small
primary school in the village of Panico, 20 kilometres south of Bologna, in Italy. It is a very
modern story, with a beginning, and with an open end. The story stops when the traveller
has to abandon her journey, so that she can tell others the story of her journey. Actually,
the story is not even a story, but an impressionistic journal seeking to capture the everchanging
movements of a complex universe. It
State Your Position
To navigate, you must know roughly where you stand relative to your designation, so you can head in the right direction. In locations where landmarks are not available to help navigate (in deserts, on seas), objects in the sky are the only reference points. While celestial objects move fairly predictably, and rough longitude is not too difficult to find, it is not a simple matter to determine latitude and precise positions. In this activity, students investigate the uses and advantages of modern
Floodplain Modeling
Students explore the impact of changing river volumes and different floodplain terrain in experimental trials with table top-sized riverbed models. The models are made using modeling clay in an aluminum baking pans placed on a slight incline. Water added “upstream” at different flow rates and to different riverbed configurations simulates different potential flood conditions. Students study flood dynamics as they modify the riverbed with blockages or levees to simulate real-world scenarios.
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
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
SALL: Specifying a system to Support Academics' Lifelong Learning
This project focuses on the specification of a system to support academics during the
lifelong learning process. The initial data collection involved conducting interviews and a
survey amongst academics from several disciplines. The collected data was combined
with learning theories to reveal the ways in which technology could support academics.
Subsequently, the needs that would be addressed by the proposed system were
considered. Accordingly, the guided metaphor of the system was decided to be
The Big Mo
Momentum is not only a physical principle; it is a psychological phenomenon. Students learn how the “Big Mo” of the bandwagon effect contributes to the development of fads and manias, and how modern technology and mass media accelerate and intensify the effect. Students develop media literacy and critical thinking skills to analyze trends and determine the extent to which their decisions may be influenced by those who manipulate a few opinion leaders. Note: The literacy activities for the Me
Designing to facilitate learning through networked technologies: factors influencing the implementat
Recent advances in computers and telecommunications have allowed networked learning to play a significant role to play across the complete spectrum of higher education teaching. One of the most significant UK government initiatives to date has been the development the Information Environment (IE) originally called as the Distributed National Electronic Resource (DNER), which is aiming to create a managed environment for accessing quality assured information resources on the Internet (IE, 2004).













