3,783 research outputs found

    An authoring tool for structuring and annotating on-line educational courses : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University

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    This thesis studies the design and prototype implementation of a new web-based course authoring system for the Technology Integrated Learning Environment (TILE) project. The TILE authoring system edits the course structure and allows the author to annotate the course structure with meta-data. It makes extensive use of XML technology to communicate structured data across the Internet, as well as for both local and web-side databases. The Authoring tool is designed to support development by multiple authors and has check-in and check - out, as well as version control facilities. It also provides an interface for adopting other multimedia tools such as AudioGraph. The tool has an easy-to-use graphical user interface. The technical problems that have been solved in this project include issues such as cross-platform support, drag and drop functionality using JDK l.l.8, etc. System environments, such as relational database set up, XML database set up, Java swing set up in Mac also have been discussed. The authoring system interface analysis, database analysis and function analysis have been completed for the complete the system as specified. An intermediate system, designed to a reduced specification, has been implemented as a prototype and details of this system, which can work independently of the TILE delivery system, are included. The Full TILE authoring system including InstantDB database access also has been partially implemented. The prototype application has also has been tested on the PC platform

    Asynchronously Replicated Shared Workspaces for a Multi-Media Annotation Service over Internet

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    This paper describes a world wide collaboration system through multimedia Post-its (user generated annotations). DIANE is a service to create multimedia annotations to every application output on the computer, as well as to existing multimedia annotations. Users collaborate by registering multimedia documents and user generated annotation in shared workspaces. However, DIANE only allows effective participation in a shared workspace over a high performance network (ATM, fast Ethernet) since it deals with large multimedia object. When only slow or unreliable connections are available between a DIANE terminal and server, useful work becomes impossible. To overcome these restrictions we need to replicate DIANE servers so that users do not suffer degradation in the quality of service. We use the asynchronous replication service ODIN to replicate the shared workspaces to every interested site in a transparent way to users. ODIN provides a cost-effective object replication by building a dynamic virtual network over Internet. The topology of this virtual network optimizes the use of network resources while it satisfies the changing requirements of the users

    A story environment for learning object annotation and collection : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Palmerston North, New Zealand

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    With the increase in computer power, network bandwidth and availability, e-learning is used more and more widely. In practice e-learning can be applied in a variety of ways, such as providing electronic resources to support teaching and learning, developing computer based tutoring programs or building computer supported collaborative learning environments. Nowadays e-learning becomes significantly important because it can improve the quality of learning through using interactive computers, online communications and information systems in ways that other teaching methods cannot achieve. The important advantage of e-learning is that it offers learners a large amount of sharable and reusable learning resources. The current approaches such as Internet search and learning object repository does not effectively help users to search for appropriate learning objects. The original story concept introduces a new semantic layer between collections of learning objects and learning material. The basic idea of the story concept is to add an interpretative, semantically rich layer, informally called 'Story' between learning objects and learning material that links learning objects according to specific themes and subjects (Heinrich & Andres, 2003a). One motivation behind this approach is to put a more focused, semantic layer on top of untargeted metadata that are commonly used to describe a single learning object. Speaking from an e-learning context the stories build on learning objects and become information resources for learning material. The overall aim of this project was to design and build a story environment to realize the above story concept. The development of the story environment includes story metadata, story environment components, the story browsing and authoring processes, and tools involved in story browsing and authoring. The story concept suggests different types of metadata should be used in a story. This project developed those different metadata specifications to support story environment. Two prototypes of tools have been designed and implemented in this project to allow users to evaluate the story concept and story environment. The story browser helps story readers to read the story narrative and look at a story from different perspectives. The story authoring tool is used by the story authors to author a story. The future work of this project has been identified in the area of adding features of current tools, user testing and further implementation of the story environment

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, Kühme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    MOT meets AHA!

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    MOT (My Online Teacher) is an adaptive hypermedia system (AHS) web-authoring environment. MOT is now being further developed according to the LAOS five-layer adaptation model for adaptive hypermedia and adaptive web-material, containing a domain -, goal -, user -, adaptation – and presentation model. The adaptation itself follows the LAG three-layer granularity structure, figuring direct adaptation techniques and rules, an adaptation language and adaptation strategies. In this paper we shortly describe the theoretical basis of MOT, i.e., LAOS and LAG, and then give some information about the current state of MOT. The purpose of this paper is to show how we plan the design and development of MOT and the well-known system AHA! (Adaptive Hypermedia Architecture), developed at the Technical University of Eindhoven since 1996. We aim especially at the integration with AHA! 2.0. Although AHA! 2.0 represents a progress when compared to the previous versions, a lot of adaptive features that are described by the LAOS and the adaptation granulation model and that are being implemented into MOT are not yet (directly) available. So therefore AHA! can benefit from MOT. On the other hand, AHA! offers a running platform for the adaptation engine, which can benefit MOT in return

    An evaluation of Digital Chisel 3.0 as a multimedia authoring tool in a year seven classroom

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    Most commercial interactive multimedia authoring packages are designed to be used by teachers and trainers to build commercial training or classroom teaching applications (Handler, Dana, Peters & Moor, 1995; Magel, 1997). The evolution of interactive multimedia technologies however, has made it possible for students to become actively involved in creating their own interactive multimedia projects, and in so doing, gain considerable learning benefit (Lehrer 1993). Facilitating this in the classroom and particularly at the Year Seven level, requires the use of a cost-effective, purpose-built authoring tool. Digital Chisel 3.0 (DC3), was developed by Pierian Spring Software (1997), as just such a product. This study was a summative product evaluation, utilising qualitative methodology that assessed the effectiveness of DC3, as a multimedia authoring tool for student use in a Year Seven classroom. Two adult expert reviewers and four Year Seven students assisted with the evaluation. The sources of evidence for this study included the use of participant observation, conversational and semi-structured interview, video recording, questionnaire and anecdotal field notes. The process of analysis was inductive, using the Analytic Framework suggested by Le Compte, Millroy & Preissle, (1992, pp. 763-766). Digital Chisel 3.0 was packaged with an easy to read printed manual and a useful audio/visual library on CD-ROM. With WYSIWYG display and drag-and-drop visual programming environments, the students found the component routines in DC3 relatively easy to learn. The use of the Microsoft style of interface and edit conventions allowed the previous learning of the students to be readily transferred to this product. The students also found constructing complex interactions in the Workbench relatively easy to master, as no scripting was required. DC3 was also customisable to three learning/school levels. Probably the most outstanding problem with this application was the amount of RAM it required to run efficiently. In it\u27s former configuration, it did not allow \u27room\u27 for multi-tasking and definitely did not run smoothly at the recommended 32 Megabytes of RAM. This both lowered the efficiency of operation, and severely challenged the motivation of all the users. The Table facility was almost totally unusable, as it failed to hold inserted elements and remained unstable through all attempts to use it. Although the intention for DC3 was to allow for cross-platform application, this function was not evident at the time it was evaluated. However, despite its shortcomings, Digital Chisel 3.0 proved to be well received by the students. They expressed enthusiasm for the extra freedom that this product\u27s features provided
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