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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
Toward Optimal Feature Selection in Naive Bayes for Text Categorization
Automated feature selection is important for text categorization to reduce
the feature size and to speed up the learning process of classifiers. In this
paper, we present a novel and efficient feature selection framework based on
the Information Theory, which aims to rank the features with their
discriminative capacity for classification. We first revisit two information
measures: Kullback-Leibler divergence and Jeffreys divergence for binary
hypothesis testing, and analyze their asymptotic properties relating to type I
and type II errors of a Bayesian classifier. We then introduce a new divergence
measure, called Jeffreys-Multi-Hypothesis (JMH) divergence, to measure
multi-distribution divergence for multi-class classification. Based on the
JMH-divergence, we develop two efficient feature selection methods, termed
maximum discrimination () and methods, for text categorization.
The promising results of extensive experiments demonstrate the effectiveness of
the proposed approaches.Comment: This paper has been submitted to the IEEE Trans. Knowledge and Data
Engineering. 14 pages, 5 figure
Methodological issues in using sequential representations in the teaching of writing
This study looks at a specific application of Ainsworthâs conceptual framework for learning with multiple representations in the context of using multiple sequential graphic organizers that are studentâgenerated for a processâwriting task. Process writing refers to writing that consists of multiple drafts. It may be a process of reâwriting without feedback or reâwriting based on feedback where the teacher or peers will provide feedback on the original draft and then the students will revise their writing based on the feedback given. The objective was to explore how knowledge of studentsâ cognitive processes when using multiple organizers can inform the teaching of writing. The literature review analyzes the interaction of the design, function and task components of the framework; culminating in instructional approaches for using multiple organizers for classes with students of different writing abilities. Extended implications for designers of concept mapping tools based on these approaches are provided
On the role of pre and post-processing in environmental data mining
The quality of discovered knowledge is highly depending on data quality. Unfortunately real data use to contain noise, uncertainty, errors, redundancies or even irrelevant information. The more complex is the reality to be analyzed, the higher the risk of getting low quality data. Knowledge Discovery from Databases (KDD) offers a global framework to prepare data in the right form to perform correct analyses. On the other hand, the quality of decisions taken upon KDD results, depend not only on the quality of the results themselves, but on the capacity of the system to communicate those results in an understandable form. Environmental systems are particularly complex and environmental users particularly require clarity in their results. In this paper some details about how this can be achieved are provided. The role of the pre and post processing in the whole process of Knowledge Discovery in environmental systems is discussed
Reusable Knowledge-based Components for Building Software Applications: A Knowledge Modelling Approach
In computer science, different types of reusable components for building software applications were proposed as a direct consequence of the emergence of new software programming paradigms. The success of these components for building applications depends on factors such as the flexibility in their combination or the facility for their selection in centralised or distributed environments such as internet. In this article, we propose a general type of reusable component, called primitive of representation, inspired by a knowledge-based approach that can promote reusability. The proposal can be understood as a generalisation of existing partial solutions that is applicable to both software and knowledge engineering for the development of hybrid applications that integrate conventional and knowledge based techniques. The article presents the structure and use of the component and describes our recent experience in the development of real-world applications based on this approach
Advances in knowledge-based software engineering
The underlying hypothesis of this work is that a rigorous and comprehensive software reuse methodology can bring about a more effective and efficient utilization of constrained resources in the development of large-scale software systems by both government and industry. It is also believed that correct use of this type of software engineering methodology can significantly contribute to the higher levels of reliability that will be required of future operational systems. An overview and discussion of current research in the development and application of two systems that support a rigorous reuse paradigm are presented: the Knowledge-Based Software Engineering Environment (KBSEE) and the Knowledge Acquisition fo the Preservation of Tradeoffs and Underlying Rationales (KAPTUR) systems. Emphasis is on a presentation of operational scenarios which highlight the major functional capabilities of the two systems
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