196 research outputs found

    Fostering participation in learning networks by using reward systems and face-to-face meetings

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    Accepted as short paper for the ICALT 2006 Conference, Kerkrade, The Netherlands, 5-7 July 2006.This paper investigates conditions for increasing participation in learning networks, focusing on the influence of incentive mechanisms and face-to-face meetings on participation in the LN4LD (Learning Network for Learning Design. Repeated measurements show that the levels of both passive (accessing and reading information) and active participation (posting, replying and rating) are indeed significantly increased as a result of both interventions

    The added value of implementing the Planet Game scenario with Collage and Gridcole

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    This paper discusses the suitability and the added value of Collage and Gridcole when contrasted with other solutions participating in the ICALT 2006 workshop titled “Comparing educational modelling languages on a case study.” In this workshop each proposed solution was challenged to implement a Computer-Supported Collaborative Learning situation (CSCL) posed by the workshop’s organizers. Collage is a pattern-based authoring tool for the creation of CSCL scripts compliant with IMS Learning Design (IMS LD). These IMS LD scripts can be enacted by the Gridcole tailorable CSCL system. The analysis presented in the paper is organized as a case study which considers the data recorded in the workshop discussion as well the information reported in the workshop contributions. The results of this analysis show how Collage and Gridcole succeed in implementing the scenario and also point out some significant advantages in terms of design reusability and generality, user-friendliness, and enactment flexibility

    Apporter de la flexibilité dans l'observation d'une activité pédagogique

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    International audienceCe travail concerne l'observation d'activités pédagogiques dans un environnement numérique de travail. Le comportement de l'utilisateur est observé au moyen de traces numériques brutes obtenues durant son activité. Dans cet article nous présentons une approche d'observation flexible à base d'agents logiciels distribués. Afin de permettre le changement de l'objectif d'observation en cours de déroulement de l'activité pédagogique, nous avons défini plusieurs types d'agents observateurs ainsi qu'un langage de configuration des agents adapté à l'observation. Cette approche a été mise en oeuvre dans le cadre d'une expérimentation dont nous nous servons pour illustrer notre article

    A hybrid method for the analysis of learner behaviour in active learning environments

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    Software-mediated learning requires adjustments in the teaching and learning process. In particular active learning facilitated through interactive learning software differs from traditional instructor-oriented, classroom-based teaching. We present behaviour analysis techniques for Web-mediated learning. Motivation, acceptance of the learning approach and technology, learning organisation and actual tool usage are aspects of behaviour that require different analysis techniques to be used. A hybrid method based on a combination of survey methods and Web usage mining techniques can provide accurate and comprehensive analysis results. These techniques allow us to evaluate active learning approaches implemented in form of Web tutorials

    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

    Dynamic learning need reflection system for academic education and its applicability to intelligent agents

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    This paper suggests a new concept DLNR (Dynamic Learning Need Reflection) and its system practically used in the education at Japanese University. The effects, particularly on the learning of software agents, are analyzed. DLNR’s goal is to increase students' learning motivation through dynamically clarifying and reflecting their learning need. To achieve this goal, DLNR includes “prerequisite conditions”, “no compulsory subjects”, “payment for each learning subject”, and “GPA (Grade Point Average)” for estimating learning results. Using a tool developed for realizing DLNR, students design their learning need, namely their own graduation timeline by themselves to achieve their academic goal towards their job after graduation. Through taking classes, students dynamically modify the timeline reflectively according to the intermediate results such as shown by GPA. DLNR’s effects are evaluated. Particularly, DLNR was found applicable to the learning of software agents for intelligent system assistants, through incorporating more general tool such as Story board

    TENCompetence: Construyendo la Red Europea para el Desarrollo Continuo de Competencias

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    Burgos, D., Herder, E., & Olmedilla, D. (2007). TENCompetence: Construyendo la Red Europea para el Desarrollo Continuo de Competencias. Inteligencia Artificial, Revista Iberoamericana de Inteligencia Artificial (AEPIA).El proyecto TENCompetence (The European Network for Lifelong Competence Development) apoya a personas e instituciones europeas en el desarrollo de competencias profesionales más allá de la formación reglada oficial. El desarrollo de habilidades específicas y competencias laborales que enriquecen un curriculum y mejoran la valoración del individuo y sus capacidades profesionales centran el núcleo del proyecto. Como tal, existen dos áreas de trabajo principales: por un lado la implementación e integración de una estructura de servicios; por otro, la investigación de nuevas soluciones y técnicas a los problemas habituales en la materia. Específicamente, en referencia a la investigación, existen cuatro áreas complementarias de actuación, con diferente grado de granularidad: 1) Compartición y Administración de Recursos de Conocimiento, 2) Actividades y Unidades de Aprendizaje, 3) Programas de Desarrollo de Competencias, y 4) Redes para el Desarrollo de Competencias. Este artículo presenta los principales problemas por resolver para el desarrollo contínuo de competencias y describe las líneas de investigación definidas en el proyecto TENCompetence para abordarlos, incluyendo las principales técnicas en uso o de aplicación inmediata.This work has been sponsored by the EU project TENCompetence [www.tencompetence.org

    PLE in formal education: challenges for openness and control

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    This short comment reflects on a critical account of educational tech- nology and makes reference to the chapter by Vieritz et al. about the use of widget bundles for formal learning in higher education

    Scénariser les 4 piliers de la pédagogie

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    International audienceLa scénarisation des activités pédagogiques constitue un domaine de recherche stimulant à la croisée de l'informatique et des sciences humaines. Nous constatons que les activités pédagogiques traditionnelles relèvent de plusieurs niveaux de préoccupation : l'organisation générale de l'activité, les étapes d'apprentissage proprement dit, l'observation des comportements des apprenants et de leur appropriation des enseignements, et enfin de l'évaluation de l'activité autant sur le plan des connaissances acquises ou confortées, que des méthodes de travail mises en jeu pour cela ou de la façon de collaborer pour y parvenir. Nous formulons l'hypothèse que les activités pédagogiques en ligne peuvent être modélisées de façon modulaire selon ces quatre piliers fondamentaux « organisation, apprentissage, observation et évaluation » et qu'en corollaire il est possible d'exprimer ces différents points de vue avec un seul et même langage de modélisation pédagogique, LDL répondant pour sa part à cette proposition
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