7,224 research outputs found
A Didactic-based Model of Scenarios for Designing an Adaptive and Context-Aware Learning System
Nowadays, technology-enhanced learning systems must have the ability to take into account the context and to allow dynamic adaptation to different learners based on substantial advances in pedagogical theories and knowledge models. The main issue is to design a generic scenario which can deal with the broadest range of learning situations. From a generic scenario, the learning system will compute on the fly a particular scenario dedicated to the current learner and its learning situation. The main contribution of this paper is a semantic and didactic-based model of scenarios for designing an adaptive and context-aware learning system. The scenario model is acquired from: i) the know-how and real practices of teachers ii) the theory in didactic anthropology of knowledge of Chevallard [1]; iii) a hierarchical task model
Adaptive and context-aware scenarios for technology-enhanced learning system based on a didactical theory and a hierarchical task model
Among the main issues of future technology-enhanced learning systems, we can mention the following ones: the ability to reuse learning resources (learning objects, tools and services) from large repositories, to take into account the context and to allow dynamic adaptation to different learners based on substantial advances in pedagogical theories and knowledge models. In our framework, the goal of scenarios is to describe the learning and tutoring activities to acquire some knowledge domain (for instance physics) and know-how to solve a particular problem. The main contribution of this paper is an adaptive and context-aware model of scenario based on a didactical theory and closely related to a domain model, a learner model, a context model. These models are acquired from: i) the know-how and real practices of teachers in a problem-based learning approach in a particular framework: an institution IUFM, different categories of probationary teachers, a course about ?the air as gas in its static and dynamic aspects: properties, theory and applications?; ii) the theory in didactic anthropology of knowledge of Chevallard [1]; iii) a hierarchical task model
Technical and didactic knowledge of the moodle LMS in Higher Education: beyond functional use
Higher education institutions at the international level have seen
the need to adopt and integrate information and communication
technologies to meet the opportunities and challenges of innovation
in teaching and learning processes. This logic has led to the
implementation of virtual learning environments called âLearning
Management Systemsâ, the functionalities of which support
flexible and active learning under a constructivist approach.
This study measured didactic and technological use of Moodle
and its implications in teaching from a quantitative approach
by administering a questionnaire to a sample of 640 higher
education teachers. Some guiding questions were as follows:
Are teachers using the Moodle platform for didactic purposes?
What strategies, resources and tools are teachers using, and
what do they contribute to student-centred teaching? Are teaching
strategies that are focused on collaboration, interaction and
student autonomy promoted? The results coincide with those of
other studies, confirming an instrumental and functional use of the
platform, which is mainly being used as a repository for materials
and information, while its pedagogical use remains limited. This is
becoming a problem in higher education institutions, something
that requires debate and reflection from a systemic perspective on
the adoption and integration of technology in the classroo
Collaborative hybrid agent provision of learner needs using ontology based semantic technology
© Springer International Publishing AG 2017. This paper describes the use of Intelligent Agents and Ontologies to implement knowledge navigation and learner choice when interacting with complex information locations. The paper is in two parts: the first looks at how Agent Based Semantic Technology can be used to give users a more personalised experience as an individual. The paper then looks to generalise this technology to allow users to work with agents in hybrid group scenarios. In the context of University Learners, the paper outlines how we employ an Ontology of Student Characteristics to personalise information retrieval specifically suited to an individualâs needs. Choice is not a simple âshow me your hand and make me a matchâ but a deliberative artificial intelligence (AI) that uses an ontologically informed agent society to consider the weighted solution paths before choosing the appropriate best. The aim is to enrich the student experience and significantly re-route the studentâs journey. The paper uses knowledge-level interoperation of agents to personalise the learning space of students and deliver to them the information and knowledge to suite them best. The aim is to personalise their learning in the presentation/format that is most appropriate for their needs. The paper then generalises this Semantic Technology Framework using shared vocabulary libraries that enable individuals to work in groups with other agents, which might be other people or actually be AIs. The task they undertake is a formal assessment but the interaction mode is one of informal collaboration. Pedagogically this addresses issues of ensuring fairness between students since we can ensure each has the same experience (as provided by the same set of Agents) as each other and an individual mark may be gained. This is achieved by forming a hybrid group of learner and AI Software Agents. Different agent architectures are discussed and a worked example presented. The work here thus aims at fulfilling the studentâs needs both in the context of matching their needs but also in allowing them to work in an Agent Based Synthetic Group. This in turn opens us new areas of potential collaborative technology
Morality Play: A Model for Developing Games of Moral Expertise
According to cognitive psychologists, moral decision-making is a dual-process
phenomenon involving two types of cognitive processes: explicit reasoning and
implicit intuition. Moral development involves training and integrating both types of
cognitive processes through a mix of instruction, practice, and reflection. Serious
games are an ideal platform for this kind of moral training, as they provide safe spaces
for exploring difficult moral problems and practicing the skills necessary to resolve
them. In this article, we present Morality Play, a model for the design of serious games
for ethical expertise development based on the Integrative Ethical Education framework
from moral psychology and the Lens of the Toy model for serious game design
Virtual pedagogical model: development scenarios
info:eu-repo/semantics/publishedVersio
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Proceedings of the 6th Workshop on Awareness and Reflection in Technology Enhanced Learning. In conjunction with the 11th European Conference on Technology Enhanced Learning: Adaptive and Adaptable Learning.
Awareness and reflection are viewed differently across the disciplines informing Technology-Enhanced Learning (CSCW, psychology, educational sciences, computer science and others). The ARTEL workshop series brings together researchers and professionals from different backgrounds to provide a forum for discussing the multi-faceted area of awareness and reflection. 2016 was the 6th workshop in this series.
Through the last ARTEL workshops at EC-TEL the topic has gained maturity and questions addresses are converging towards the usage of awareness and reflection in practice, its implementation in modern organisations, its impact on learners and questions of feasibility and sustainability for awareness and reflection in education and work. To reflect the growing maturity of research in ARTEL over the years in conjunction with the latest trends in TEL, this year's topic particularly invited contributions that deal with the contribution and impact of Learning Analytics on awareness and reflection. The motto of the workshop this year was:
'Learning Analytics for Awareness and Reflection: How can Learning Analytics methodologies and tools support awareness and reflection in different learning contexts?
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 â October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions
This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
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