48,993 research outputs found

    Active support for instructors and students in an online learning environment

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    By opening the learner model to both the learner and other peers within an e-learning system, the learner gains control over his or her learner model and is able to reflect on the contents presented in the model. Many current modeling systems translate an existing model to fit the context when information is needed. This thesis explores the observation that information in the model depends on the context in which it is generated and describes a method of generating the model for the specific user and purpose. The main advantage of this approach is that exactly the right information is generated to suit the context and needs of the learner. To explore the benefits and possible downsides of this approach, a learner model Query Tool was implemented to give instructors and learners the opportunity to ask specific questions (queries) of the content delivery system hosting several online courses. Information is computed in real time when the query is run by the instructor, so the data is always up-to-date. Instructors may then choose to allow students to run the query as well, enabling learner reflection on their progress in the course as the instructor has defined it. I have called this process active open learner modelling, referring to the open learner modelling community where learner models are accessible by learners for reflective purposes, and referring to the active learner modelling community which describes learner modelling as a context-driven process. Specific research questions explored in this thesis include "how does context affect the modelling process when learner models are opened to users", "how can privacy be maintained while useful information is provided", and "can an accurate and useful learner model be computed actively"

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    Supporting active database learning and training through interactive multimedia

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    The learning objectives of a database course include aspects from conceptual and theoretical knowledge to practical development and implementation skills. We present an interactive educational multimedia system based on the virtual apprenticeship model for the knowledge- and skills-oriented Web-based education of database course students. Combining knowledge learning and skills training in an integrated environment is a central aspect of our system. We show that tool-mediated independent learning and training in an authentic setting is an alternative to traditional classroom-based approaches

    Learner modelling in exploratory learning for mathematical generalisation

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    Exploring participative learner modelling and its effects on learner behaviour

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    scholarship 64999/111091The educational benefits of involving learners as active players in the learner modelling process have been an important motivation for research on this form of learner modelling, henceforth referred to as participative learner modelling. Such benefits, conceived as the promotion of learners' reflection on and awareness of their own knowledge, have in most cases been asserted on the grounds of system design and supported only by anecdotal evidence. This dissertation explores the issue of whether participative learner modelling actually promotes learners' reflection and awareness. It does so by firstly interpreting 'reflection' and 'awareness' in light of "classical" theories of human cognitive architecture, skill acquisition and meta-cognition, in order to infer changes in learner abilities (and therefore behaviour) amenable to empirical corroboration. The occurrence of such changes is then tested for an implementation of a paradigmatic form of participative learner modelling: allowing learners to inspect and modify their learner models. The domain of application centres on the sensorimotor skill of controlling a pole on a cart and represents a novel type of domain for participative learner modelling. Special attention is paid to evaluating the method developed for constructing learner models and the form of presenting them to learners: the former is based on a method known as behavioural cloning for acquiring expert knowledge by means of machine learning; the latter deals with the modularity of the learner models and the modality and interactivity of their presentation. The outcome of this research suggests that participative learner modelling may increase the abilities of learners to report accurately their problem-solving knowledge and to carry out novel tasks in the same domain—the sort of behavioural changes expected from increased learners' awareness and reflection. More importantly perhaps, the research suggests a viable methodology for examining the educational benefits of participative learner modelling. It also exemplifies the difficulties that such endeavours will face

    Modelling benefits-oriented costs for technology enhanced learning

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    The introduction of technology enhanced learning (TEL) methods changes the deployment of the most important resource in the education system: teachers' and learners' time. New technology promises greater personalization and greater productivity, but without careful modeling of the effects on the use of staff time, TEL methods can easily increase cost without commensurate benefit. The paper examines different approaches to comparing the teaching time costs of TEL with traditional methods, concluding that within-institution cost-benefit modeling yields the most accurate way of understanding how teachers can use the technology to achieve the level of productivity that makes personalisation affordable. The analysis is used to generate a set of requirements for a prospective, rather than retrospective cost-benefit model. It begins with planning decisions focused on realizing the benefits of TEL, and uses these to derive the likely critical costs, hence the reversal implied by a 'benefits-oriented cost model'. One of its principal advantages is that it enables innovators to plan and understand the relationship between the expected learning benefits and the likely teaching costs

    Coherence compilation: applying AIED techniques to the reuse of educational resources

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    The HomeWork project is building an exemplar system to provide individualised experiences for individual and groups of children aged 6-7 years, their parents, teachers and classmates at school. It employs an existing set of broadcast video media and associated resources that tackle both numeracy and literacy at Key Stage 1. The system employs a learner model and a pedagogical model to identify what resource is best used with an individual child or group of children collaboratively at a particular learning point and at a particular location. The Coherence Compiler is that component of the system which is designed to impose an overall narrative coherence on the materials that any particular child is exposed to. This paper presents a high level vision of the design of the Coherence Compiler and sets its design within the overall framework of the HomeWork project and its learner and pedagogical models

    An active learning and training environment for database programming

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    Active learning facilitated through interactive, self-controlled learning environments differs substantially from traditional instructor-oriented, classroom-based teaching. We present a tool for database programming that integrates knowledge learning and skills training. How these tools are used most effectively is still an open question. Therefore, we discuss analysis and evaluation of these Web-based environments focusing on different aspects of learning behaviour and tool usage. Motivation, acceptance of the learning approach, learning organisation and actual tool usage are aspects of behaviour that require different techniques to be used
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