4,247 research outputs found
Web-Mediated Education and Training Environments: A Review of Personalised Interactive Learning.
This chapter reviews the concept of personalised eLearning resources in relation to integrating interactivity into asynchronous learning. Personalised eLearning resources are learning resources which are selected to suit a specific student or traineeâs individual learning requirements. The affordance of personalised eLearning would provide educators with the opportunity to shift away from eLearning content that is retrieved and move towards the provision of personalised interactive content to provide a form of asynchronous learning to suit students at different degree levels. A basic introduction to the concept of ePedagogy in online learning environments is explored and the impacts these systems have on students learning experiences are considered. Issues, controversies, and problems associated with the creation of personalised interactive eLearning resources are examined, and suggested solutions and recommendations to the identified issues, controversies, and problems are reviewed. Personalised interactive asynchronous learning resources could potentially improve studentsâ learning experiences but more research on the human computer interface of these authoring tools is required before personalised eLearning resources are available for use by non-technical authors
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences
This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation
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Designing for change: mash-up personal learning environments
Institutions for formal education and most work places are equipped today with at least some kind of tools that bring together people and content artefacts in learning activities to support them in constructing and processing information and knowledge. For almost half a century, science and practice have been discussing models on how to bring personalisation through digital means to these environments. Learning environments and their construction as well as maintenance makes up the most crucial part of the learning process and the desired learning outcomes and theories should take this into account. Instruction itself as the predominant paradigm has to step down.
The learning environment is an (if not 'theĂŻÂżÂœ) important outcome of a learning process, not just a stage to perform a 'learning play'. For these good reasons, we therefore consider instructional design theories to be flawed.
In this article we first clarify key concepts and assumptions for personalised learning environments. Afterwards, we summarise our critique on the contemporary models for personalised adaptive learning. Subsequently, we propose our alternative, i.e. the concept of a mash-up personal learning environment that provides adaptation mechanisms for learning environment construction and maintenance. The web application mash-up solution allows learners to reuse existing (web-based) tools plus services.
Our alternative, LISL is a design language model for creating, managing, maintaining, and learning about learning environment design; it is complemented by a proof of concept, the MUPPLE platform. We demonstrate this approach with a prototypical implementation and a â we think â comprehensible example. Finally, we round up the article with a discussion on possible extensions of this new model and open problems
Collaborative Authoring of Adaptive Educational Hypermedia by Enriching a Semantic Wikiâs Output
This research is concerned with harnessing collaborative approaches for the authoring of Adaptive Educational Hypermedia (AEH) systems. It involves the enhancement of Semantic Wikis with pedagogy aware features to this end. There are many challenges in understanding how communities of interest can efficiently collaborate for learning content authoring, in introducing pedagogy to the developed knowledge models and in specifying user models for efficient delivery of AEH systems. The contribution of this work will be the development of a model of collaborative authoring which includes domain specification, content elicitation, and definition of pedagogic approach. The proposed model will be implemented in a prototype AEH authoring system that will be tested and evaluated in a formal education context
Requirements for an Adaptive Multimedia Presentation System with Contextual Supplemental Support Media
Investigations into the requirements for a practical adaptive multimedia presentation system have led the writers to propose the use of a video segmentation process that provides contextual supplementary updates produced by users. Supplements consisting of tailored segments are dynamically inserted into previously stored material in response to questions from users. A proposal for the use of this technique is presented in the context of personalisation within a Virtual Learning Environment. During the investigation, a brief survey of advanced adaptive approaches revealed that adaptation may be enhanced by use of manually generated metadata, automated or semi-automated use of metadata by stored context dependent ontology hierarchies that describe the semantics of the learning domain. The use of neural networks or fuzzy logic filtering is a technique for future investigation. A prototype demonstrator is under construction
Integrating Human Factors and Semantic Mark-ups in Adaptive Interactive Systems
This paper focuses on incorporating individual differences in cognitive processing and semantic mark-ups in the context of adaptive interactive systems. In particular, a semantic Web-based adaptation framework is proposed that enables Web content providers to enrich content and functionality of Web environments with semantic mark-ups. The Web content is created using a Web authoring tool and is further processed and reconstructed by an adaptation mechanism based on cognitive factors of users. Main aim of this work is to investigate the added value of personalising content and functionality of Web environments based on the unique cognitive characteristics of users. Accordingly, a user study has been conducted that entailed a psychometric-based survey for extracting the users' cognitive characteristics, combined with a real usage scenario of an existing commercial Web environment that was enriched with semantic mark-ups and personalised based on different adaptation effects. The paper provides interesting insights in the design and development of adaptive interactive systems based on cognitive factors and semantic mark-ups
Applying digital content management to support localisation
The retrieval and presentation of digital content such as that on the World Wide Web (WWW) is a substantial area of research. While recent years have seen huge expansion in the size of web-based archives that can be searched efficiently by commercial search engines, the presentation of potentially relevant content is still limited to ranked document lists represented by simple text snippets or image keyframe surrogates. There is expanding interest in techniques to personalise the presentation of content to improve the richness and effectiveness of the user experience. One of the most significant challenges to achieving this is the increasingly multilingual nature of this data, and the need to provide suitably localised responses to users based on this content. The Digital Content Management (DCM) track of the Centre for Next Generation Localisation (CNGL) is seeking to develop technologies to support advanced personalised access and presentation of information by combining elements from the existing research areas of Adaptive Hypermedia and Information Retrieval. The combination of these technologies is intended to produce significant improvements in the way users access information. We review key features of these technologies and introduce early ideas for how these technologies can support localisation and localised content before concluding with some impressions of future directions in DCM
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