The methodical approach to e-portfolio content formation
The paper develops a methodical approach to e-portfolio content formation. It includes several positions: application e-portfolio for different usersÂ’ category; substantiation of criteria for e-portfolio formations; design of curriculum and materials structure, which adequate to criteria set; developing complex project for realizing practical competences.
The Influence of Game Features on Collaborative Gaming: A Process-oriented approach
Game technology and design are creating powerful collaborative gaming experiences that can be exploited pedagogically. Building on a research trends from various fields, a process-oriented model is adopted to evaluate the instructional potential of games, considering both their surface and deep structure. Two experimental approaches are adopted. Through reflective evaluation the Neurocognitive skills employed, ‘Perceived Competence Facilitation’ and ‘Perceived usefulness’ of games are determ
Real remote physics experiments across Internet - inherent part of Integrated E-Learning
Implementation of the real remote experiments across the Internet into teaching process, up till now not available, enables introduction of Integrated e-Learning, composed of three components: the real remote experiments across the Internet, the simulation applets and the electronic interactive textbooks. We present here the prospective remote laboratory system with data transfer using Intelligent School Experimental System (ISES) as hardware and ISES WEB Control kit as software. This approach e
“Cultures in negotiation”: teachers’ acceptance/resistance attitudes considering the infusion of
A teachersÂ’ training project, employing teacher-mentored in-school training approach, has been recently initiated in Greek secondary education for the introduction of Information and Communication Technology (ICT) into the classroom. Data resulting from this project indicate that although teachers express considerable interest in learning how to use technology they need consistent support and extensive training in order to consider themselves able for integrating it into their instructional pra
Promoting Self-Directed Learning in Simulation Based Discovery Learning Environments Through Intell
Providing learners with computer-generated feedback on their learning process in simulation-based discovery environments cannot be based on a detailed model of the learning process due to the "open" character of discovery learning. This paper describes a method for generating adaptive feedback for discovery learning based on an "opportunistic" learning model that takes the current hypothesis of the learner and the experiments performed to test this hypothesis as input. The method was applied in
Analysing the mechanisms of common ground in collaborative web-based interaction
The ideas presented in this paper are challenged especially by the certain critical questions concerning web-based interaction and the qualitative analysis of such interaction and learning. The question arises whether the students from different contexts and countries are able to reach such interaction that would lead them to educationally relevant higher-level discussion and learning in web-based environments. Furthermore, as this field of study is fairly novel, there is a shortage of establish
Constructing knowledge through a role-play in a web-based learning environment
This study aimed to find out how and on what level the students of two separate secondary schools shared and constructed knowledge on imperialism by interacting through historical role characters in a Web-based environment. Furthermore, the study aimed to find out how social and contextual features affected the nature of knowledge sharing and construction. The data about the history project were gathered by various means in order to validate the findings of the case study. The results demonstrat
Toward a Learning Technologies Knowledge Network
The National Science Foundation-funded Center for Innovative Learning Technologies (CILT) is designed to be a national resource for stimulating research and development of technology- enabled solutions to critical problems in K-14 science, math, engineering and technology learning. The Center, launched at the end $1997, is organized around four themes identg5ed as areas where research is likely to result in major gains in teaching and learning, and sponsors research across disciplines and instit
Design Spaces for Multimedia Composing Tools
not available
Logo Programming and Problem Solving
not available,technical report, 10 pages
Mind games, reasoning skills, and the primary school curriculum
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working methodology adopted. It then focuses on some of the cognitive abilities activated by the games. Finally, some pedagogical considerations derived from the study
Distance learning meets Open Source
Most of the current German concepts for distance learning are still based on written study material with complementary face-to-face sessions. Modern e-learning tools are not as frequently in use as one might think or as it is often demanded.
This article focuses on the obstacles that occur in the daily work with e-learning tools and which hinder the further spreading of e-learning on college level. One of the main problems is that study material as well as concepts have to be transformed in a w
Scripting argumentative knowledge construction in computer-supported learning environments
Computer-supported collaborative learning (CSCL) environments may encourage
learners to engage in argumentative knowledge construction. Argumentative
knowledge construction means that learners work together to elaborate on
concepts by constructing arguments and counterarguments. This is achieved
through discourse with the goal of acquiring knowledge within a specific domain.
However, learners may encounter problems relating to one of three dimensions
of argumentative knowledge construction. Firs
Selection and use of domain ontologies in Learning Networks for Lifelong Competence Development
A general problem in life-long learning is how to develop flexible and adaptive learning content, and how to choose and deliver the most appropriate learning activities for the learner. In order to solve this problem, we need to have the proper knowledge model, and clear interpretation how to use it. One possible solution is to use IMS Learning Design for modelling the learning process and ontologies for representing the domain knowledge and competencies. In this paper we present one specific ap
Understanding and analysing activity and learning in virtual communities
The purpose of this study is to provide a preliminary framework
to observe, analyse and evaluate both activity and learning in virtual
communities. So various types of virtual communities will be studied by
examining their relationship to socialisation and learning. After a
presentation of the main ideas of Wenger’s social learning theory, the
principal components of the social context of the emergence and evolution
of virtual communities will be described. It will show how taking this
context
Report on theoretical framework on selected core issues on conditions for productive learning in net
This report contains three parts. Part one presents the conclusions from the work in the JEIRP and contains the following chapters: - Identification of core issues, theoretical approaches and empirical findings - State of the Art - CSCL The next ten years - a European perspective - A theoretical framework for analysing conditions for productive learning in networked learning environments Part two presents all the case studies brought into the JEIRP by the participants, and part three presents ar
New e-learning services based on mobile and ubiquitous computing: Ubi-learn project
Ubiquitous and mobile learning concerns building applications in highly dynamic and heterogeneous environments to bring computation into the real, physical world. This paper presents UbiLearn a distributed Learning platform with Nomads Objects and new e-learning services based on.
Supporting Teachers Intervention in Collaborative Knowledge Building
In the context of distributed collaborative learning, the teacher's role is different from traditional teacher-centered environments, they are coordinators/facilitators, guides, and co-learners. They monitor the collaboration activities within a group, detect problems and intervene in the collaboration to give advice and learn alongside students at the same time. We have designed an Assistant to support teachers intervention in collaborative knowledge building. The Assistant monitors the collabo
SMECTRA - An European network for online counselling on the application of new media in enterprise t
This communication introduces the objectives and the innovative approaches proposed in the frame of the Leonardo da Vinci pilot project SMECTRA: "Small and Medium Enterprises Counselling and TRAining network for the efficient application of new media". More specifically, it focuses on the evaluation of the status of vocational training and e-Learning in Small and Medium Enterprises emphasising that the technology and the content are not sufficient to implement successful e-Learning programmes, b
Project Newsletter No 1
Progress report showing the profile of learners participating in the project and some of the information we are gathering.,16,19