161 research outputs found

    Knowledge Cartography for Open Sensemaking Communities

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    Knowledge Cartography is the discipline of visually mapping the conceptual structure of ideas, such as the connections between issues, concepts, answers, arguments and evidence. The cognitive process of externalising one's understanding clarifies one's own grasp of the situation, as well as communicating it to others as a network that invites their contributions. This sensemaking activity lies at the heart of the Open Educational Resources movement's objectives. The aim of this paper is to describe the usage patterns of Compendium, a knowledge mapping tool from the OpenLearn OER project, using quantitative data from interaction logs and qualitative data from knowledge maps, forums and blog postings. This work explains nine roles played by maps in OpenLearn, and discusses some of the benefits and adoption obstacles, which motivate our ongoing work

    AI as a Methodology for Supporting Educational Praxis and Teacher Metacognition

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    Evidence-based practice (EBP) is of critical importance in education where emphasis is placed on the need to equip educators with an ability to independently generate and reflect on evidence of their practices in situ – a process also known as praxis. This paper examines existing research related to teachers’ metacognitive skills and, using two exemplar projects, it discusses the utility and relevance of AI methods of knowledge representation and knowledge elicitation as methodologies for supporting EBP. Research related to technology-enhanced communities of practice as a means for teachers to share and compare their knowledge with others is also examined. Suggestions for the key considerations in supporting teachers’ metacognition in praxis are made based on the review of literature and discussion of the specific projects, with the aim to highlight potential future research directions for AIEd. A proposal is made that a crucial part of AIEd’s future resides in its curating the role of AI as a methodology for supporting teacher training and continuous professional development, especially as relates to their developing metacognitive skills in relation to their practices

    A Systematic Review of the Impact on Students and Teachers of the Use of ICT for Assessment of Creative and Critical Thinking Skills

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    First paragraph: The review reported here was prompted by the rapid changes associated with the ‘information age’. New technologies have created both the need for education toprovide students with what are described as ‘higher level thinking skills’ and the opportunity to teach and assess these skills. There is also evidence from two previous reviews of assessment (Harlen and Deakin Crick, 2002; Black and Wiliam, 1998) that, on the one hand, what is assessed for summative purposes is what is valued in the curriculum, and, on the other hand, that formative assessment of what is taught leads to improved learning. It follows that, if valued goals of education are to be taught effectively, they need to be assessed effectively for both formative and summative purposes. The reported neglect of creative and critical thinking in assessment (Harlen and Deakin Crick, 2000) is therefore a cause for concern, given the prominence it is accorded in currentdiscussion of the education that students need in preparation for life in a rapidly changing society and for life long learning

    Reflections on reflection: blogging in undergraduate design studios

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    In this paper we describe our experiences introducing weblogs as an online design journal into two design-based IT degrees. We introduced weblogs to support reflection by the students within a studio process. We view this introduction as successful and we have continued using blogs in the subsequent academic year, although we have made some changes to take account of problems with scale, sophistication and effort

    Mobile Learning Content Authoring Tools (MLCATs): A Systematic Review

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    Mobile learning is currently receiving a lot of attention within the education arena, particularly within electronic learning. This is attributed to the increasing mobile penetration rates and the subsequent increases in university student enrolments. Mobile Learning environments are supported by a number of crucial services such as content creation which require an authoring tool. The last decade or so has witnessed increased attention to tools for authoring mobile learning content for education. This can be seen from the vast number of conference and journal publications devoted to the topic. Therefore, the goal of this paper is to review works that were published, suggest a new classification framework and explore each of the classification features. This paper is based on a systematic review of mobile learning content authoring tools (MLCATs) from 2000 to 2009. The framework is developed based on a number of dimensions such as system type, development context, Tools and Technologies used, tool availability, ICTD relation, support for standards, learning style support, media supported and tool purpose. This paper provides a means for researchers to extract assertions and several important lessons for the choice and implementation of MLCATs

    Participatory pattern workshops: a methodology for open learning design inquiry

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    In order to promote pedagogically informed use technology, educators need to develop an active, inquisitive, design-oriented mindset (Laurillard, 2008). Design Patterns have been demonstrated as powerful mediators of theory-praxis conversations (Goodyear et al., 2006) yet widespread adoption by the practitioner community remains a challenge. Over several years, the authors and their colleagues have facilitated many workshops in which participants shared experiences, captured these as design narratives, extracting design patterns and applied them to novel teaching challenges represented as design scenarios (Winters &Mor, 2009; Mor &Winters, 2008). This paper presents the core elements of the methodology that emerged from these workshops: the Participatory Patterns Workshops (PPW) methodology

    Design-Grounded Assessment: A Framework and a Case Study of Web 2.0 Practices in Higher Education

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    This paper synthesises three theoretical perspectives, including sociocultural theory, distributed cognition, and situated cognition, into a framework to guide the design and assessment of Web 2.0 practices in higher education. In addition, this paper presents a case study of Web 2.0 practices. Thirty-seven online graduate students participated in a small-group collaborative concept mapping activity using Web 2.0 applications (e.g. Webspiration) to construct sophisticated understanding of instructional design processes. The analysis of this case focuses on different assessment strategies adopted to ensure students\u27 successful participation in such technology-rich collaborative context. This case study concludes that a shared goal needs to be in place to establish a purpose of collaboration. The collaborative nature of learning afforded by Web 2.0 applications needs to be acknowledged through the award of grades. That is, both the processes and products of collaborative knowledge construction need to be assessed and formally graded at individual and group levels. This paper also suggests several potential assessment strategies that may enhance smoother Web 2.0 practices, and discusses some possible challenges associated with those strategies

    ImpacT2 project: preliminary study 1: establishing the relationship between networked technology and attainment

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    This report explored teaching practices, beliefs and teaching styles and their influences on ICT use and implementation by pupils. Additional factors explored included the value of school and LEA policies and teacher competence in the use of ICT in classroom settings. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 816 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of IC

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Design of interactive visualization of models and students data

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    This document reports the design of the interactive visualizations of open student models that will be performed in GRAPPLE. The visualizations will be based on data stored in the domain model and student model, and aim at supporting learners to be more engaged in the learning process, and instructors in assisting the learners
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