2,466 research outputs found

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    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

    Blueprint model and language for engineering cloud applications

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    Abstract: The research presented in this thesis is positioned within the domain of engineering CSBAs. Its contribution is twofold: (1) a uniform specification language, called the Blueprint Specification Language (BSL), for specifying cloud services across several cloud vendors and (2) a set of associated techniques, called the Blueprint Manipulation Techniques (BMTs), for publishing, querying, and composing cloud service specifications with aim to support the flexible design and configuration of an CSBA.

    Mastering the requirements analysis for communication-intensive websites

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    Web application development still needs to employ effective methods to accommodate some distinctive aspects of the requirements analysis process: capturing high-level communication goals, considering several user profiles and stakeholders, defining hypermedia-specific requirements (concerning navigation, content, information structure and presentation aspects), and reusing requirements for an effective usability evaluation. Techniques should be usable by both stakeholders and the design team, require little training effort, and show relative advantage to project managers. Over the last few years, requirements methodologies applied to web-based applications have considered mainly the transactional and operational aspects typical of traditional information systems. The communicational aspects of web sites have been neglected in regards to systematic requirements methods. This thesis, starting from key achievements in Requirements Engineering (hereafter RE), introduces a model (AWARE) for defining and analyzing requirements for web applications mainly conceived as strategic communication means for an institution or organization. The model extends traditional goal and scenario-based approaches for refining highlevel goals into website requirements, by introducing the analysis of ill-defined user goals, stakeholder communication goals, and a hypermedia requirement taxonomy to facilitate web conceptual design, and paving the way for a systematic usability evaluation. AWARE comprises a conceptual toolkit and a notation for effective requirements documentation. AWARE concepts and notation represent a useful communication and analysis conceptual tool that may support in the elicitation, negotiation, analysis and validation of requirements from the relevant stakeholders (users included). The empirical validation of the model is carried out in two ways. Firstly, the model has been employed in web projects on the field. These case studies and the lessons learnt will be presented and discussed to assess advantages and limits of the proposal. Secondly, a sample of web analysts and designers has been asked to study and apply the model: the feedback gathered is positive and encouraging for further improvement.Lo sviluppo di applicazioni web necessita di strumenti efficaci per gestire alcuni aspetti essenziali del processo di analisi dei requisiti: l'identificazione di obiettivi di comunicazione strategici, la presenza di una varietà di profili utente e di stakeholders, le definizione di requisiti ipermediali (riguardanti navigazione, interazione, contenuto e presentazione), e il riuso dei requisiti per una pianificazione efficace della valutazione dell'usabilità. Sono necessarie tecniche usabili sia dagli stakeholders che dai progettisti, che richiedono un tempo breve per essere appresi ed usati con efficacia, mostrando vantaggi significativi ai gestori di progetti complessi. La tesi definisce AWARE (Analysis of Web Application Requirements) - una metodologia per l'analisi dei requisiti specifica per la gestione di siti web (ed applicazioni interattive) con forti componenti comunicative. La metodologia estende le tecniche esistenti dell''analisi dei requisiti basate su approcci goal-oriented e scenario-based, introducendo una tassonomia di requisiti specifica per siti web (che permette di dare un input strutturato all'attività di progetazione), strumenti per l'identificazione e l'analisi di obiettivi ill-defined (generici o mal-definiti) e di obiettivi comunicativi e supporto metodologico per la valutazione dell'usabilità basata sui requisiti dell'applicazione. La metodologia AWARE è stata valutata sul campo attraverso progetti con professionisti del settore (web designers e IT managers), e grazie ad interventi di formazione in aziende specializzate nella comunicazione su web

    Techniques for fostering collaboration in online learning communities

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    Collaboration is, to date, extensively adopted for supporting learning processes, both in face-to-face and in virtual learning contexts. However, technology profoundly changes the nature of human interactions and, consequently, also changes the nature of the collaborative learning process, yielding a range of new potentialities and problems. "Techniques for Fostering Collaboration in Online Learning Communities: Theoretical and Practical Perspectives" provides a focused assessment of the peculiarities of online collaborative learning processes by looking at the strategies, methods, and techniques used to support and enhance debate and exchange among peers. Offering an extensive discussion of the design, management, monitoring, and evaluation of learning processes, this work reviews issues from both a theoretical and practical viewpoint and includes methodological contributions as well as perspectives on real experiences

    The art and science of learning design: Editoral

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    Editorial for the "art and science of learning design" supplement. Introduces the learning design approach, considers some of the grand challenges associated with it, and presents the papers in this supplement

    Synthesizing design and informing science rationales for driving a decentralized generative knowledge management agenda

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    CITATION: Schmitt, U. & Gill, T. G. 2019. Synthesizing design and informing science rationales for driving a decentralized generative knowledge management agenda. Informing Science: the International Journal of an Emerging Transdiscipline, 22:1-18, doi:10.28945/4264.The original publication is available at https://www.informingscience.orgAim/Purpose: In a world of rapidly expanding complexity and exponentially increasing data availability, IT-based knowledge management tools will be needed to manage and curate available information. This paper looks at a particular tool architecture that has been previously proposed: The Personal Knowledge Management System (PKMS). The specific focus is on how the proposed architecture conforms to design science principles that relate to how it is likely to evolve. Background: We first introduce some recent informing science and design science research frameworks, then examine how the PKMS architecture would conform to these. Methodology: The approach taken is conceptual analysis. Contribution: The analysis provides a clearer understanding of how the proposed PKMS would serve the diverse-client ambiguous-target (DCAT) informing scenario and how it could be expected to evolve. Findings: We demonstrate how the PKMS informing architecture can be characterized as a “social machine” that appears to conform to a number of principles that would facilitate its long-term evolution. Future Research: The example provided by the paper could serve as a model future research seeking to integrate design science and informing science in the study of IT artefacts.https://www.informingscience.org/Publications/4264?Source=%2FJournals%2FInformingSciJ%2FArticles%3FVolume%3D22-2019Publisher's versio
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