8 research outputs found

    The added value of implementing the Planet Game scenario with Collage and Gridcole

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    This paper discusses the suitability and the added value of Collage and Gridcole when contrasted with other solutions participating in the ICALT 2006 workshop titled “Comparing educational modelling languages on a case study.” In this workshop each proposed solution was challenged to implement a Computer-Supported Collaborative Learning situation (CSCL) posed by the workshop’s organizers. Collage is a pattern-based authoring tool for the creation of CSCL scripts compliant with IMS Learning Design (IMS LD). These IMS LD scripts can be enacted by the Gridcole tailorable CSCL system. The analysis presented in the paper is organized as a case study which considers the data recorded in the workshop discussion as well the information reported in the workshop contributions. The results of this analysis show how Collage and Gridcole succeed in implementing the scenario and also point out some significant advantages in terms of design reusability and generality, user-friendliness, and enactment flexibility

    Orchestrating learning activities using the CADMOS learning design tool

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    This paper gives an overview of CADMOS (CoursewAre Development Methodology for Open instructional Systems), a graphical IMS-LD Level A & B compliant learning design (LD) tool, which promotes the concept of “separation of concerns” during the design process, via the creation of two models: the conceptual model, which describes the learning activities and the corresponding learning resources, and the flow model, which describes the orchestration of these activities. According to the feedback from an evaluation case study with 36 participants, reported in this paper, CADMOS is a user-friendly tool that allows educational practitioners to design flows of learning activities using a layered approach

    Evaluation of a MOOC design mapping framework (MDMF): experiences of academics and learning technologists

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    With the increasing strategic importance of Massive Online Open Courses (MOOCs) in higher education, this paper offers an innovative approach to advancing discussions and practice around MOOC learning design, in the context of staff development. The study provides a deeper understanding of staff (academic and learning technologists') experience when designing MOOCs, through the evaluation of a novel MOOC design mapping framework (MDMF) at one higher education institution. The MDMF was developed to enhance the MOOC design process for staff involved, providing dedicated, tailored support in this area. This study considers and contributes to the literature on learning design, differences between face-to-face and online learning and the role played by academic staff and learning technologists in the design of MOOCs. The study is based on rich qualitative data drawn from 12 semi-structured interviews with nine academics and three learning technologists who used the framework for constructing MOOCs. This study evaluates: (1) how the framework was used and supported; (2) benefits of the framework to support good practice in learning design and the design process; and (3) limitations of the framework. We also considered suggested enhancements to the framework. The study highlighted new areas that could influence the design process, such as the importance of the learning technologist as a facilitator of the MDMF, the benefits of the visual aspects of the framework, technological challenges, and users’ level of digital literacy

    Evaluation of a MOOC design mapping framework (MDMF): experiences of academics and learning technologists

    Get PDF
    With the increasing strategic importance of Massive Online Open Courses (MOOCs) in higher education, this paper offers an innovative approach to advancing discussions and practice around MOOC learning design, in the context of staff development. The study provides a deeper understanding of staff (academic and learning technologists') experience when designing MOOCs, through the evaluation of a novel MOOC design mapping framework (MDMF) at one higher education institution. The MDMF was developed to enhance the MOOC design process for staff involved, providing dedicated, tailored support in this area. This study considers and contributes to the literature on learning design, differences between face-to-face and online learning and the role played by academic staff and learning technologists in the design of MOOCs. The study is based on rich qualitative data drawn from 12 semi-structured interviews with nine academics and three learning technologists who used the framework for constructing MOOCs. This study evaluates: (1) how the framework was used and supported; (2) benefits of the framework to support good practice in learning design and the design process; and (3) limitations of the framework. We also considered suggested enhancements to the framework. The study highlighted new areas that could influence the design process, such as the importance of the learning technologist as a facilitator of the MDMF, the benefits of the visual aspects of the framework, technological challenges, and users’ level of digital literacy

    Digital anthropology and educational eGames: learning through behavioural patterns in digital, game-based contexts

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    The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before

    Technology-Enhanced Learning y Model-Driven Development: Revisión Sistemática de la Literatura

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    Dado que usando MDE se puede modelar cualquier concepto de la vida real, y debido a que en el grupo de investigació Mejora del Proceso Software y Métodos Formales (SPI&FM, o Software Process Improvement and Formal Methods en inglé) es un punto importante dentro de los estudios que llevan a cabo, MDE y el aprendizaje potenciado o basado en la tecnología (en inglés, Technology–Enhanced Learning, o su acrónimo TEL) son elementos que se desarrollaran a lo largo del Trabajo de Investigación como si fueran uno sólo, combinados para así entender lo que MDE puede aportar. Dicho esto, los objetivos de este trabajo son básicamente tres: Describir los distintos conceptos que rodean a MDE y TEL, Presentar el estado actual de esta metodología Revisión sistemática de la literatura

    Empowering Learners for Lifelong Competence Development

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    Sligte, H. W., & Koper, R. (2008). Empowering Learners for Lifelong Competence Development: pedagogical, organisational and technological issues. Proceedings of the 4th TENCompetence Open Workshop. April, 10-11, 2008, Madrid, Spain: SCO-Kohnstamm Instituut, Amsterdam, The Netherlands.These proceedings consist of the peer reviewed papers presented at the Fourth TENCompetence Open Wokrshop. This workshop was organised by the EU 6th Framework integrated project TENCompetence, and took place in the Hotel Santo Domingo, Madrid, Spain, on the 10th and 11th of April 10 2008. The objective of the workshop was to identify and analyse current research and technologies in the fields that provide design guidelines and evidence for powerful interfaces, interaction and navigation support, and tailormade competence development opportunities for individual learners, teams and organisations. These actors and organisations (will) use open source infrastructures that contain all the services to (further) develop their competences, using all the distributed knowledge resources (including actors), learning activities, units of learning and learning routes/ programmes that are available online. The main theme of this workshop is to provide an overview on current research on support and empowerment of learners in relation to their competence development. The papers are grouped in the following thematic sections: 1) Pilots & Practices; 2) The Integrated Architecture; 3) Group interaction and group learning; 4) Assessment.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org

    A Framework for the Conceptualization of Approaches to “Create-by-Reuse ” of Learning Design Solutions

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    Abstract: IMS Learning Design (IMS LD) is an interoperable and standardized language that enables the computational representation of Units of Learning (UoLs). However, its adoption and extensive use in real practice largely depends on the extent to which teachers can design and author their own UoLs according to the requirements of their educational situations. Many of the proposed design processes for facilitating the creation of UoLs are based on the reuse of complete or non-complete learning design solutions at different levels of granularity. This paper introduces a comparison framework that conceptually analyzes and classifies reusable learning design solutions and processes that drive the creation of ready-to-run UoLs. The framework provides a comprehensible representation of such processes and units of reuse over two dimensions, namely granularity and completeness. It also offers a frame for discussing issues, such as the proper level of reuse, of existing and forthcoming proposals. Finally, it opens the path to other strands for future research such as providing language independence of learning designs or proposing approaches for the selection of the reusable solutions
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