An adaptive learning environment in DICE system with TDD model
We introduce an adaptive learning environment named DALM (DICE adaptive learning model) based on DICE test-driven development (TDD) model that was implemented in a parse-tree based automatic on-line grader. In our opinion, there are three variables in DALM. The individual differences (I) classify the learners into several groups. The training method (T) that equivalent to TDD model in DICE can be controlled by DICE system. The learning outcome (O) presents the learning performance of learners wi
Telstra's Next G Network: Event Management of Australia-Wide Wireless Network Training Solutions
The Next G™ network is Telstra's next generation wireless broadband network, bringing high-speed broadband to mobile phones and laptops across Australia. All Telstra mobile customers - city or country - will have access to the same retail suite of services, whether it is the traditional mobile phone call, new video and entertainment services, or wireless broadband internet.
One of the major challenges for Telstra in successfully rolling out the new national network is the ability to successful
Efficient object based streaming framework for web-based education
An efficient moving object extraction algorithm suitable for real-time content-based multimedia streaming systems is proposed in this paper. A Motion Vector (MV) based object extraction is used to dynamically detect the objects. To utilize the bandwidth efficiently, the important object can be real time detected, encoded, and transmitted with higher quality and higher frame rate than those of background. In order to meet the real-time requirement, no computationally intensive operation is includ
Mixed Reality Environment for Web-Based Laboratory Interactive Learning
This paper presents a web-based laboratory for distance learners by incorporating simulation and hardware implementation into web-based e-learning systems. It presents a development consisting of laboratory course through internet based on mixed reality technique to setup, run and manipulate set of experiments. Each experiment has been designed in a way that allows the learner to manipulate the components and check if it works properly in order to achieve the experiment objective. The proposed l
The Use of Multiple Student Modeling to Parameterize Group Learning
Recent criticism of ITS research for neglecting social aspects of learning is constructively answered by a practical attempt to extrapolate student modeling and intelligent learning support to group situations. The central focus is on using individually assessed student models to anticipate and parameterize group learning situations. This requires the integration of knowledge from individual models. Aspects of system architecture and dialogue design are discussedbased on an example of a replicat
Building and Maintaining the Common Ground in Web-Based Interaction
In this paper, the main purpose is to explore how participants establish and maintain the common ground in the computer-based conferences. Previous studies assume that before the participants can reach the deeper level interaction and learning, they have to gain an adequate level of common ground (Dillenbourg, 1999; Baker et al., 1999; Veerman, 2000). Subjects were 68 pre-service teachers and 7 mentors from three universities who participated in the web-based conferencing course for eight weeks.
Cooperation scripts for learning via web-based discussion boards and videoconferencing
Computer-supported collaborative learning often means that locally distant learners discuss a task via text-based discussion boards or videoconferencing. Collaborative learning, however, is often suboptimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. Collaborative learning environments may be improved by scripts that structure epistemic activities and social interactions of learners. Two studies are being reported t
Facilitating Knowledge Convergence in Videoconferencing Environments: The Role of External Represent
The study analyzed how two types of graphical representation tools influence the way in which dyads use shared and unshared knowledge resources in different collaboration scenarios, and how learners represent and transfer shared knowledge under these different conditions. We varied the type of graphical representation (content-specific vs. contentunspecific) and the collaboration scenario (videoconferencing vs. face-to-face). 64 university students participated. Results show that learning partne
Analyzing Sequential Data in Computer-Supported Collaborative Learning
Representations and changes between them play a major role in cognitive development (e.g., Vosniadou, & Brewer, 1992) and education (e.g., Hewson, Beeth, & Thorley, 1998). By definition, change of representations is also indispensable for collaborative work since a common understanding or shared knowledge can only be achieved by a partial convergence of the knowledge structures of the collaborating subjects. This articles presents and discusses knowledge tracking (KT), viz., an approach to analy
Using the Internet to Improve University Education: Problem-oriented Web-based Learning with MUNICS
A principled approach to the design of problem-oriented, web-based learning at the university level is presented. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via ICT, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to help students of computer science to apply their co
Intelligent CALL: The magnitude of the task
The quality of most CALL programs is not well balanced with respect to the use of computer technology and of language content and processing. This imbalance can be explained by a number of constraints pulling CALL developers in diverging directions. For commercial CALLware the poor learner fit and lack of feedback is a serious impediment. So far ICALL approaches trying to overcome this have not been of a sufficiently high quality due to the vast distance between most learner language and the tex
Effective Teaching and Learning: Using ICT
Findings and recommendations on effective teaching practice - with the aim of providing material for improving the quality of teaching and learning and for informing developments in initial teacher education and continuing development.,Research report for NRDC
Using Interaction Analysis to reveal Self-Regulated
Learning in Virtual Communities
Aim of this paper is to analyse whether Interaction Analysis can help
investigate the practice and development of Self-Regulated Learning (SRL) in Virtual Learning Communities (VLC). Interaction analysis is increasingly used to study learning dynamics within online activities. It proceeds by searching expressions that reveal the aspects under study in the written messages exchanged by the learners. To this end, we devised and classified a number of indicators suggesting the existence of self-re
A Programming by Demonstration Authoring Tool
for Model-Tracing Tutors
Model-tracing tutors have consistently been among the most effective class of intelligent learning environments. Across a number of empirical studies, these tutors have shown students can learn the tutored domain better or in a shorter amount of time than traditionally taught students (Anderson et al., 1990). Unfortunately, the creation of these tutors, particularly the production system component, is a time-intensive task, requiring knowledge that lies outside the tutored domain. This outside k
Using A Simulated Student for Instructional Design
In this paper, I describe how a cognitive model was used as a simulated student to help design lessons for training circuit board assemblers. The model was built in the Soar cognitive architecture, and was initially endowed with only an ability to learn instructions and prerequisite knowledge for the task. Five lessons, and a total of 81 instructions for teaching expert assembly were developed by iteratively drafting and testing instructions with the simulated student. The resulting instructions
Elaborating new arguments through a CSCL scenario
The CSCL community faces two main challenges with respect to learning and argumentation. The scientific challenge is to understand how argumentation produces learning, that is to discover which cognitive mechanisms, triggered by argumentative interactions, generate new knowledge and in which conditions. The engineering challenge is to determine how to trigger productive argumentation among students. These two challenges are often investigated in parallel, but this contribution focuses on the lat
Learning to collaborate: Designing collaboration in a 3-D game environment
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. eScape is a design experiment, comprising both the process of designing a collab
Designing and evaluating collaboration in a virtual game environment for vocational learning
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop studentsÂ’ skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of the script developed for this game, as well as the empirical study with multiple data collection methods, data analysis, results and conclusions for
An approach to distance learning curriculum appropriation
The work presented aims at supporting distance learning students in their appropriation of a curriculum. We propose an approach that consists in helping students to construct individual projects. We dissociate different aspects (planning, evaluation and regulation) that can be useful for this purpose, propose a technological approach (epiphyte system, ontology-based model) and example of tools currently provided by the Saafir framework.
Redefining the Turn-Taking Notion in Mediated Communication of Virtual Learning Communities
In our research on social interactions taking place in forum-type tools that virtual learning communities use, we have found that the users have the following particular temporal behavior: they answer generally some messages situated in different threads in a very short time period, in a digest-like way. This paper shows this work pattern through a quantitative study and proposes an integration of this work pattern in a Forum-type tool developed for supporting the interactions of virtual learnin