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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May â 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISCâs Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Mapping the e-Learning Assessment Domain: Concept Maps for Orientation and Navigation
Concept or Topic Maps have long been used as a method of categorizing and organizing information about a domain. Building them can help people conceptualize an area and spot trends or gaps, and as a presentation method they quickly provide an overview and general impression of a space. We are currently constructing a Reference Model of the Assessment Domain that takes the form of a highly interlinked dynamic website. This represents the assessment domain via the software, projects, standards and use cases of which it is composed. In this paper we present our efforts to create complimentary concept maps of the assessment domain, not as an overview, but for navigation and orientation within the domain. These concept maps, which model resources and activities independently, have been corroborated with practitioners in the e-learning community
An Ontological Basis for Design Methods
This paper presents a view of design methods as process artefacts that can be represented using the function-behaviour-structure (FBS) ontology. This view allows identifying five fundamental approaches to methods: black-box, procedural, artefact-centric, formal and managerial approaches. They all describe method structure but emphasise different aspects of it. Capturing these differences addresses common terminological confusions relating to methods. The paper provides an overview of the use of the fundamental method approaches for different purposes in designing. In addition, the FBS ontology is used for developing a notion of prescriptiveness of design methods as an aggregate construct defined along four dimensions: certainty, granularity, flexibility and authority. The work presented in this paper provides an ontological basis for describing, understanding and managing design methods throughout their life cycle.
Keywords:
Design Methods; Function-Behaviour-Structure (FBS) Ontology; Prescriptive Design Knowledge</p
CF4BPMN: a BPMN extension for controlled flexibility in business processes
The need for flexibility in business process languages and tools has evolved over the past few decades, from totally rigid approaches, to totally flexible ones. The need to allow process designers to control this flexibility has risen due to the fact that, in the everyday practice, people do not wish for total flexibility. They rather prefer to be guided, even when they feel the need to change some part of business process. In this paper we propose CF4BPMN, a BPMN language extension to allow modeling and execution of controlled flexibility in business processes. Using this extension, process designers can express how a certain process element can or cannot be changed in execution time, taking into account their experience or other organizational restriction. Then, other process participants can visually learn and follow the advised changes onto a business process in a controlled manner. (C) 2015 The Authors. Published by Elsevier B.V.info:eu-repo/semantics/publishedVersio
Knowledge-based systems and geological survey
This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records
Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms
The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent âdevicesâ, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew âcognitive devicesâ are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
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