Calculators, graphs, gestures and the production of meaning
In this paper we report an analysis of a teaching sequence in which Grade 11 students were asked to produce some graphs corresponding to the relationship between time and distance of a cylinder moving up and down an inclined plane. The students were also asked to carry out the experience using a TI 83+ graphic calculator equipped with a sensor, and to discuss and explain the differences between their own graphs and the ones obtained with the calculator. We analyze the students' processes of mea
On-line learning networks: Framework and scenarios
The idea of using the internet as a platform to mediate social interactions and learning at different levels has progressively affirming 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 through the combination of content and people's knowledge. They can vary widely in the strength and permanence of their connections and the resources necessary to maintain them. A
Towards Short Term Content Adaptation
Recent works in the E-Learning field tend to focus on the learner, leaving the representation and treatment of contents in the background. One of the principal actors that contribute on this focus shift is the adoption of adaptive techniques that profile learners and adjust the contents according to the inferred profiles. In contrast with most adaptive approaches, this work introduces a short-term adaptive strategy whose aim is to capture the instantaneous interests of users. The proposed model
Structuring and merging Distributed Content
A flexible approach for structuring and merging distributed learning object is presented. At the basis of this approach there is a formal representation of a learning object, called attribute structure. Attribute structures are labeled directed graphs representing structured information on the learning objects. When two or more learning objects are merged, the corresponding attribute structures are unified, and the unified structure is attached to the resulting learning object.
EnCOrE (Encyclopédie de Chimie Organique Electronique): an Original Way to Represent and Transfer K
EnCOrE is an original proposal which is expected to allow to share and transfer knowledge in organic chemistry. The system will use MIDES a software, with a peer-to-peer architecture, which will allow to set up a technological and methodological frame to allow collaborative building of knowledge in between chemists. Learning GRID's services will help for Experimental electronic laboratory "LabCOrE" as well as for predictive computational tools.
A Learning Grid for the multichallenge school ECP
The aim of this presentation is to try to define the requirements of a European Learning Grid that would fit best with the challenges and today and future practices of Ecole Centrale Paris. In a first part, after a brief presentation of Ecole Centrale Paris, we describe the actual challenges today practices and the interest of an e-learning GRID. In a second part we describe some potential cases of such system and the associated requirements.
A device helping learners to self-assess themselves
In this paper, we introduce the architecture of an environment, which aims at helping learners in their self-assessment process. We show how we integrated three systems to build an experimental device based on this architecture. We then present the experiment we conducted to show the utility of this device and also to validate our hypothesis that it is easier for learners to self-assess themselves from an exercises-point of view than from a knowledge-point of view.
Metacognition in joint discussion: an analysis of the patterns of interaction and the metacognitive
The aim of this study was to examine metacognition in computer-supported collaborative problem solving. The subjects of the study were 13-year-old Finnish secondary school students (N=16). The Knowledge Forum learning environment was used to support student pairs’ problem-solving task involving polygons in a geometry course. The data consist of the student pairs’ posted computer notes (n=95). To examine metacognition in a social context in the networked discussions, the features and patterns
Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final R
Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning re
Domain Modelling To Support Educational Web-based
This paper describes an approach to web-based authoring of educational material. We define a model for the class of subjects of our interest (those including both theoretical and practical issues). From this model, specific content outlines can be derived as subclasses and then instanced into actual domains. The last step consists in generating interactive documents, which use the instanced domain. Students can explore these documents through a web browser. Thus, an interactive learning scenario
Combining qualitative evaluation and social network analysis for the study of classroom social inter
Studying and evaluating real experiences that promote active and collaborative learning is a crucial field in CSCL. Major issues that remain unsolved deal with the merging of qualitative and quantitative methods and data, especially in educational settings that involve both physical and computer-supported collaboration. In this paper we present a mixed evaluation method that combines traditional sources of data with computer logs, and integrates quantitative statistics, qualitative data analysis
Personalisation Services for Self e-Learning Networks
This paper describes the personalisation services designed for self e-learning networks in the SeLeNe project. A self e-learning network consists of web-based learning objects that have been made available to the network by its users, along with metadata descriptions of these learning objects and of the network's users. The proposed personalisation facilities include: querying learning object descriptions to return results tailored towards users' individual goals and preferences; the ability to
Informaticiens et didacticiens peuvent-ils
travailler ensemble ?
Au cours du développement de lEIAH APLUSIX, il y a eu de nombreuses occasions dun travail partagé entre informaticiens et didacticiens. Quelques-unes sont décrites succinctement, illustrant différentes formes de collaborations selon des schémas producteur consommateur. Lors de la mise en place de patrons dexercices et dune carte de tests, une coopération plus approfondie a été possible, tout en respectant les disciplines de chacun. Cette mise en place de patrons dexercices et d
Reusing IMS-LD Formalized Best Practices in Collaborative Learning Structuring
Designs of CSCL (Computer Supported Collaborative Learning) activities should be ﬂexible, effective and customizable to particular learning situations. On the other hand, structured designs aim to create favourable conditions for learning. Thus, this paper proposes the collection of representative and broadly accepted (best practices) structuring techniques in collaborative learning. The paper also proposes the formulation of these techniques as patterns: the so- called CLFPs (Collaborative Le
Discovery of Ideas and Ideas about Discovery : The influence of prior knowledge on scientific discov
Context of this research project. The empirical studies that were carried out for this thesis were performed in the context of the project 'Inductive Learning’,which was funded by the Dutch Organization for Scientific Research (NWO). The inductive learning project aimed at ‘clarifying the major constraints of inductive knowledge development’ (as stated in the research proposal). The constraints of inductive knowledge that were specifically studied in the project were prior knowledge, disc
First version of Amaya offering a template mechanism
This deliverable is the first release of the Amaya authoring tool that supports template-driven editing based on the XTiger-language. Its purpose is to demonstrate the main features of this nex editing mode.,PALETTE deliverable - report number D.INF.02
Teaching and Learning: Research Briefing
An important aspect of schooling is to enable students to enter new knowledge worlds, such as the world of history, of English, of foreign languages, of science, of music, or of mathematics. In the InterActive Education project we have worked in partnership with primary and secondary school teachers, to investigate ways in which information and communications technology can be used to enhance learning, with a particular focus on improving subject knowledge.,Research briefing
A Model for Interoperability in Computer Supported Collaborative Learning
Computer Supported Collaborative Learning activities involve combination of complex software tools that often need to interoperate in a wider context of learning. This paper proposes a data model that accommodates requirements of typical collaborative learning situations and facilitates interoperability of tools and interchange of products of collaboration and evaluation data. The model has been tested against various typical tools used for both synchronous and asynchronous collaboration of grou
Internet safety in emerging educational contexts
Concern has arisen for the safety of children using the Internet to support their education outside the school context. Inappropriate material such as pornography, inflammatory and racist writings can be accessed both by accident and with deliberate intent to view. Children are also perceived to be at risk from approaches by strangers, particularly in web-based chat rooms. A survey of the international literature in this area highlighted worldwide concern for the safety of young Internet users
Using online role play to teach internet safety awareness
This paper reports on an evaluation of Net-Detectives, a creative online role play activity aimed at 9–12 year olds. Net-Detectives forms part of Kidsmart, an Internet awareness programme aimed at school children. It was evaluated through a multiple method data collection using questionnaire surveys, follow up telephone interviews with teachers and observation in use in three UK schools during the summer term of 2003. All sources of data collected agreed that a number of benefits arise from p