1,703 research outputs found

    Developing Interoperable Collaboration Services to Sustain Activities of Communities of Practice

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    Communities of Practice (CoPs) have attracted the interest of professionals and researchers as successful environments for enhancing, developing and improving practices through collaboration between their members. More and more, CoPs are choosing virtual environments and services to support their activities. However, recent research has underlined the lack of adequate scaffolding in terms of technical support and appropriate use of technology for communication and collaboration. The paper argues in favour of a collaborative design methodology for the development of services based on new technologies, open-source or open-source minded . Producing interoperable, evolutionary, flexible and truly collaborative services appears of major interest to sustain activities of distributed CoPs. The paper uses as a case study the description of collaboratively designed services addressing the needs of distributed CoPs within the European Project PALETTE. The example of PALETTE shows that in complex project situations, collaborative design sustained by Actor-Network Theory is a helpful framework to reach the goals of the project

    The co-design of scenarios for a didactic-based E-learning system viewed as an adaptive virtual document

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    The design and engineering of E-learning systems must be considered as a transdisciplinary problem requiring the integration of different scientific approaches. The design process of E-learning systems needs to consider several theories, models and artifacts – the e-learning system. We claim it is essential to ensure the traceability and the interpretation of phenomena related to the use of artifacts in studying precisely the relationships between theories, models and artifacts. Consequently, we develop a co-design methodology to deal with these goals. The main contribution of this paper is to describe a methodological approach enabling the co-design of problem-based learning scenarios in sciences which are based on teacher real practices acquired by means of the theory in didactic anthropology of knowledge and to show why we can formalize them in a hierarchical task model to design an adaptive E-learning system

    Community-driven & Work-integrated Creation, Use and Evolution of Ontological Knowledge Structures

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    Apperceptive patterning: Artefaction, extensional beliefs and cognitive scaffolding

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    In “Psychopower and Ordinary Madness” my ambition, as it relates to Bernard Stiegler’s recent literature, was twofold: 1) critiquing Stiegler’s work on exosomatization and artefactual posthumanism—or, more specifically, nonhumanism—to problematize approaches to media archaeology that rely upon technical exteriorization; 2) challenging how Stiegler engages with Giuseppe Longo and Francis Bailly’s conception of negative entropy. These efforts were directed by a prevalent techno-cultural qualifier: the rise of Synthetic Intelligence (including neural nets, deep learning, predictive processing and Bayesian models of cognition). This paper continues this project but first directs a critical analytic lens at the Derridean practice of the ontologization of grammatization from which Stiegler emerges while also distinguishing how metalanguages operate in relation to object-oriented environmental interaction by way of inferentialism. Stalking continental (Kapp, Simondon, Leroi-Gourhan, etc.) and analytic traditions (e.g., Carnap, Chalmers, Clark, Sutton, Novaes, etc.), we move from artefacts to AI and Predictive Processing so as to link theories related to technicity with philosophy of mind. Simultaneously drawing forth Robert Brandom’s conceptualization of the roles that commitments play in retrospectively reconstructing the social experiences that lead to our endorsement(s) of norms, we compliment this account with Reza Negarestani’s deprivatized account of intelligence while analyzing the equipollent role between language and media (both digital and analog)

    Addressing drop-out and sustained effort issues with large practical groups using an automated delivery and assessment system

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    The acquisition of programming skills specially in introductory programming courses poses an important challenge for freshmen students of engineering programs. These courses require students to devote a sustained effort during the whole course and a failure to do so may contribute to not passing the course. However, it is difficult for the teaching staff to deploy measures to enforce a pattern of continuous work without significantly increasing the required management tasks. A significant reduction of this workload can be achieved with the automation of time consuming tasks such as the delivery of activities or submission grading. This paper presents a case of study where a technology based orchestration of learning scripts was applied in a large enrollment course to promote student sustained effort through the course and keep the workload on teaching staff within reasonable margins. The orchestration system, based on IMS Learning Design and Generic Service Integration, automatically evaluated the student submissions and gradually unlocked the following activities depending on the received results. Such system was used during a semester supporting 425 students and 8 instructors. The analysis of the case of study followed a mixed method based on qualitative and quantitative data, and revealed a significant reduction of the orchestration workload on the teaching staff, allowing the strategy of continuous work to be applied in a course with high enrollment. Additionally, the application of these techniques show statistically significant differences in the drop out rate with respect to previous editions of the course.Work partially funded by the EEE project, “Plan Nacional de I+D+I TIN2011-28308-C03-01” and the “Emadrid: Investigación y desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” project (S2009/TIC-1650)

    Dealing with abstraction: Case study generalisation as a method for eliciting design patterns

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    Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a productive 'way into' the process for participants. We reflect on a 1-year interdisciplinary pan-European research project involving the development of almost 30 cases and over 150 patterns. We provide example cases, detailing the process by which their associated patterns emerged. This was based on a foundation for generalisation from cases with common attributes. We discuss the merits of this approach and its implications for pattern development

    How Can Inquiry-Based Learning Be Successfully Implemented In The Secondary Mathematics Classroom

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    The research question addressed in this project was, how can inquiry-based learning by successfully integrated in the secondary mathematics classroom? It documents one teacher’s creation of a set of inquiry-based curriculum modules intended for use in AP Calculus AB and Precalculus courses. The curriculum created by the author aims to guide students to construct new knowledge through a process of settling doubt within a community of learners; a process known as an inquiry cycle. He analyzes both the intended use and flexibility the curriculum modules, discusses how to measure their effectiveness, and how to adopt different strategies in the case of failure

    Integrating art and AI: Evaluating the educational impact of AI tools in digital art history learning

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    This study delves into the burgeoning intersection of Artificial Intelligence (AI) and art history education, an area that has been relatively unexplored. The research focuses on how AI art generators impact learning outcomes in art history for both undergraduate and graduate students enrolled in Ancient Art courses, covering eras from ancient Mesopotamia to the fall of Rome. Utilizing a mixed-methods approach, the study analyzes AI-generated artworks, reflective essays, and survey responses to assess how these generative tools influence students’ comprehension, engagement, and creative interpretation of historical artworks. The study reveals that the use of AI tools in art history not only enhances students’ understanding of artistic concepts but also fosters a deeper, more nuanced appreciation of art from the periods studied. The findings indicate that engaging with AI tools promotes critical thinking and creativity, which are crucial competencies in the study of art history. Survey data further suggest that the integration of AI in art history positively influences students’ perceptions of the discipline, aligning well with contemporary digital trends. One of the significant outcomes of the study is the varied experiences of students with AI tools. While some faced challenges with the technology, particularly in accurately capturing complex artwork details and crafting effective prompts, others found success in using AI to generate detailed and creative interpretations of historical pieces. These experiences underscore the potential of AI as a valuable pedagogical tool in art history and humanities education, offering novel insights into teaching methodologies
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