MP3 players have changed the way in which people enjoy music. The music files are so small that you can keep many audio files on your music players. Files are digitally compressed so you can save more. (1:16)
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Private Universe in Project in Mathematics: Workshop 6: "Possibilities of Real Life Problems"
Students come up with a surprising array of strategies and representations to build their understanding of a real-life calculus problembefore they have ever taken calculus.,In a voluntary two-week summer workshop, high school seniors from Kenilworth and New Brunswick work on a real-life problem ("The Catwalk") based on Eduard Muybridge's sequence of 24 photographs of a cat in motion. The question, How fast is the cat moving in frame 10 and frame 20?, deals with some of the fundamental idea
The CoVis Project: Building a Large-Scale Science Education Testbed
This paper describes the construction and research program of the Learning Through Collaborative Visualization (CoVis) Project. a testbed for exploring science education reform with telecommunications technology. The CoVis testbed is contrasted with other forms of cducational research in an "ecolo~yo f paradigms." which argues that testbeds are in fact a new setting for research with different requirements and challenges for the researcher. Two extended examples of telecommunications research ar
Using the World Wide Web to Build Learning Communities in K- 12
Social accounts of learning and human knowledge have led to attempts to reorganize schools as learning communities. This paper examines the utility of World Wide Web (WWW) for aiding in the construction of school-based and work-based learning communities An ordered list of interactions is provided to characterize the depth of students entry into new learning communities. Current offerings on the WWW are then surveyed in terms of these categories. Finally, proposals are advanced for enhancing the
Augmenting the Discourse of Learning with Computer-Based Learning Environments
Computer tools for learning are often thought of as providing practice in working with symbolic representations. We exemplify a different perspective in which the technology augments the kinds of learning conversations that can take place. Research from the Optics Dynagrams Project illusmates contributions from this perspective. I will describe pre-intervention learning environment characteristics and student learning, our design strategy for new activities and technologies to address problems w
Global University System with Globally Collaborative Environmental Peace Gaming Project
The Global University System (GUS)  [Utsumi, et al, 2003] is a worldwide initiative to create advanced telecommunications infrastructure for access to educational resources across national and cultural boundaries for global peace. GUS aims to create a worldwide consortium of universities to provide the underdeveloped world with access to 21st Century education via broadband Internet technologies. The aim is to achieve education and healthcare for all, anywhere, anytime and at any pace.
Beyond Amplification: Using the Computer to Reorganize Mental Functioning
Computers are classically viewed as amplifiers of cognition. An alternative conceptualization is offered of computer as reorganizer of mental functioning. Software analyses illuminate the advantages of the latter approach for new visions of the potential cognitive benefits of computers. A new result emerges: Because the cognitive technologies we invent serve as instruments of cultural redefinition (shaping who we are by changing, not just amplifying, what we do), defining educational values beco
On the cognitive effects of learning computer programming
This paper critically examines current thinking about whether learning computer programming promotes the development of general higher mental functions. We show how the available evidence, and the underlying assumptions about the process of learning to program, fail to address this issue adequately. Our analysis is based on a developmental cognitive science perspective on learning program, incorporating developmental and cognitive science considerations of the mental activities involved in progr
The Three Little Wolves and the Big Bad Pig
This lesson plan focuses on a English Language Arts objectives: similarity and difference. Students compare the story "The Three Little Pigs" and "The Three Little Wolves and the Big Bad Pig" by Eugene Trivizas.
The Complexity of Distributed Collaborative Learning: Unit of Analysis
The problem area of this paper is manifested in the new conditions that characterise distributed collaborative learning. The core argument is that distributed collaborative learning implies an interconnected complexity that can only be properly understood by extending the unit of analysis from technology and pedagogy themselves to real-life social contexts in which networked computers are being used. Experiments and small-scale field trials are only steps towards a deeper understanding of how co
Introducing pupils to theoretical thinking: the case of algebra
Within the theoretical framework of Vygotsky’s theory, the paper presents a teaching experiment concerning the introduction of pupils to algebraic theoretical thinking. Starting from the results of a previous study project concerning the use of Cabrì Gèométre to introduce pupils to geometry theory, the experiment is based on the use a algebra microworld “L’Algebrista”. Outlines of the classroom experimentation are followed by the analysis of some protocols, according the Vygotskian th
Selected Papers from the Kaleidoscope Convergence Workshop
To foster synergy between research on collaborative, mobile and inquiry learning and between different scientific and methodological perspectives (namely, educational design, psychology and computer science) and to strengthen the cohesion of the community, the Kaleidoscope network has decided to organise a âConvergence Workshopâ in conjunction with the 2006 Contractors' General Assembly in Amsterdam, Dec. 4-6. The two fields of collaborative and inquiry learning have bee
An innovative teaching and learning environment for school mathematics
The paper presents the main characteristics, the background reference, and educational aims of an innovative teaching and learning environment designed and implemented for promoting arithmetic problems solving skills in children of compulsory school. The project is partially funded by the European Community Research and Development Project ITALES "Innovative Teaching and Learning Environments for Schools" (IST 2000-23356). The research addresses a sector (that of arithmetic problem solving) whi
Competence-based Knowledge Structures for Personalised Learning
The ELeGI project focuses on integrating technology-enhanced learning methodologies into a pedagogy-driven and service-oriented architecture based on Grid technology. It aims at a system that is capable of realising personalised, adaptive, and experiential learning. This requires to have available a framework that, on the one hand, allows for representing existing domain knowledge, and, on the other hand, provides a representation of the learner's current state of knowledge. It is shown that a
SCORM and the Learning Grid
The Sharable Content Object Reference Model (SCORM) is a profile of several elearning specification to ensure the reusability and interoperability of elearning content in web based Learning Management Systems (LMSs). Learning grids - learning environments built on the technology of grid services - are a promising new approach to enhance quality of elearning by overcoming the page oriented structure of the web. This paper investigates how SCORM can be used in conjunction with learning grids. Aft
Prescribed Novel 1 - A Ciascuno il Suo
Information and headings under which to study Sciascas novel "A Ciascuno il Suo". A good knowledge of Italian is required to read the novel in the original, but also well worth reading in translation for the insights it gives into Sicilian culture and Italian attitudes generally.
Case Study of Virtual Organization Learning and Knowledge Testing Environments
The proposed web-based knowledge assessment is based on flexible educational model and allows to implement adaptive control of learning process as well as to implement knowledge testing environment according to the requirements of student's knowledge level, their personal abilities and his subject learning history. The learner knowledge model can be constructed as a sub graph of the global knowledge domain graph. The paper presents the architecture of student self-evaluation and on-line assessm
Reusability of eLearning Objects in the context of Learning Grids
This paper examines the requirements of eLearning Object Metadata, in order to appropriately support pedagogic and economic goals as well as service oriented architectures like the Grid. The standard IEEE LOM is being tested against these requirements. In conclusion, it can be said that while current eLearning practices are well supported by the standard, the main insufficiencies concern a) the adequate description of ELOs that are services and not downloadable self-contained programs and b) th
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.
Theoretical Foundations for E-Learning Environments Direct to Virtual Scientific Experiments
In this work we want to put in evidence the necessity to integrate theoretical, methodological and didactical aspects with innovative e-learning systems, in order to hypothesize possible learning models able to facilitate and qualify the e-learning world. Specifically, our aim will be direct to theoretical learning models of Virtual Scientific Experiments to be implemented inside the platforms. Therefore, the result to be achieved comes from the interaction of two different "macro-environments"