776 research outputs found
COLLAGE: a collaborative Learning Design editor based on patterns
CSCL (Computer-Supported Collaborative Learning) constitutes a significant field that has drawn the attention of many researchers and practitioners (Dillenbourg, 2002). This domain is characterized by the coexistence of very different expectations, requirements, knowledge and interests posed by both collaborative learning practitioners and experts in information and communication technologies. In other words, CSCL is an intrinsically interdisciplinary field that implies a need for mutual understanding among the implied stakeholders. This need demands the active participation of all these stakeholders during the whole development cycle of CSCL solutions. Participatory Design (PD) approaches (Muller & Kuhn, 1993) propose a diversity of theories, practices, etc. with the goal of working directly with users and other stakeholders in the design of social systems. That is, PD methodologies define processes where users and developers work together during a certain period of time, while they identify the requirements of an application. In the CSCL case, it has been shown that it is not efficient enough to simply perform the identification and analysis of requirements for the development of CSCL solutions that support effective ways of learning. Collaborative learning practitioners also become active players in the process of customizing technological solutions to their particular needs in every learning situation. PD poses a new requirement that CSCL developers should tackle: how to obtain technological solutions for collaborative learning capable of being particularized/customized by practitioners that usually do not have technological skills
Orchestrating learning activities using the CADMOS learning design tool
This paper gives an overview of CADMOS (CoursewAre Development Methodology for Open instructional Systems), a graphical IMS-LD Level A & B compliant learning design (LD) tool, which promotes the concept of “separation of concerns” during the design process, via the creation of two models: the conceptual model, which describes the learning activities and the corresponding learning resources, and the flow model, which describes the orchestration of these activities. According to the feedback from an evaluation case study with 36 participants, reported in this paper, CADMOS is a user-friendly tool that allows educational practitioners to design flows of learning activities using a layered approach
A model-driven development approach for learning design using the LPCEL Editor
Complex learning scenarios are represented using Educational Modeling Languages (EMLs). Different people with specific skills usually design these scenarios. The IMS LD is a commonly used EML for which some visual editors are being created in order to assist the authoring process. However, these editors have a limited level of expressiveness and do not provide the facilities for designers to collaborate in the design process. The LPCEL Editor provides a broad level of expressiveness and facilitates the authoring process with an editor that includes: (1) Visual Elements, (2) Intermediate Representation, (3) Learning Patterns, (4) Collaboration tools and (5) Web Services. In order to verify that the components are sufficient, we conducted a user evaluation to analyze their perspective regarding the level of functionality of the tools
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
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
Representing the learning design of units of learning
In order to capture current educational practices in eLearning courses, more advanced learning design capabilities are needed than are provided by the open eLearning specifications hitherto available. Specifically, these fall short in terms of multi-role workflows, collaborative peer-interaction, personalization and support for learning services. We present a new specification that both extends and integrates current specifications to support the portable representation of units of learning (e.g. lessons, learning events) that have advanced learning designs. This is the Learning Design specification. It enables the creation of a complete, abstract and portable description of the pedagogical approach taken in a course, which can then be realized by a conforming system. It can model multi-role teaching-learning processes and supports personalization of learning routes. The underlying generic pedagogical modelling language has been translated into a specification (a standard developed and agreed upon by domain and industry experts) that was developed in the context of IMS, one of the major bodies involved in the development of interoperability specifications in the field of eLearning. The IMS Learning Design specification is discussed in this article in the context of its current status, its limitations and its future development
Design Patterns for Complex Learning
A complex view of learning recognises that learning cannot be
pre-determined by teaching, but is as much defined by circumstances and
context as pre-defined learning objectives. Learning designs that accept
uncertainty help us to envision classrooms and curricula that are open,
dynamic and innovative. Architect Christopher Alexander’s patterns and
pattern language offer a means for researchers, practitioners, learners, and
technologists to capture and share the emergent processes of complex
learning. This paper examines the unique properties of patterns that support
complex design tasks and suggests a design-based research framework for
operationalising its practice. Through the thoughtful explication, mining and
construction of patterns, all participants can contribute to a richer learning
system
InstanceCollage: a tool for the particularization of collaborative IMS-LD scripts
Current research work in e-learning and more specifically in the field of CSCL (Computer Supported Collaborative Learning) deals with design of collaborative activities, according to computer-interpretable specifications, such as IMS Learning Design, and their posterior enactment using LMSs (Learning Management Systems). A script that describes such collaborative activities is typically designed beforehand in order to structure collaboration, and defines the features that determine the behavior of the LMS, for instance, the sequence of activities or the groups/role distribution. In CSCL settings, group management and composition are especially relevant and affect the chances of achieving the expected learning outcomes. This paper presents a software tool, named InstanceCollage, which aims at facilitating the configuration and population of groups for IMS-LD scripts created with the authoring tool Collage, and discusses the implications of the IMS-LD specification with respect to this task. InstanceCollage is designed to process collaboration scripts based on CLFPs (Collaborative Learning Flow Patterns). Using this type of patterns, InstanceCollage focuses on the importance of understanding the function of groups within the learning strategy of the script. This paper describes the approach taken in InstanceCollage to facilitate this understanding for non-expert users. Additionally, two case studies are presented, which represent complex authentic collaborative learning scenarios, as a proof of concept of the functionality of this tool. The case studies are also used to illustrate the requirements of group configuration tools and to show that InstanceCollage complies to such requirements
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Towards a social learning space for open educational resources
We identify a number of meanings of “Open”, as part of the motivating rationale for a social media space tuned for learning, called SocialLearn. We discuss why online social learning seems to be emerging so strongly at this point, explore features of social learning, and identify some of the dimensions that we believe characterize the social learning design space, before describing the emerging design concept and implementation
Supporting orchestration of blended CSCL scenarios in distributed learning environments
El diseño y gestión en tiempo real de escenarios de aprendizaje colaborativo soportado por ordenador (en inglés, CSCL) es una tarea compleja y difícilmente realizable por profesores no expertos, que en los últimos años ha dado en denominarse "orquestación". La presente tesis doctoral profundiza en este concepto de orquestación, y de hecho la primera contribución de la tesis es un marco conceptual para caracterizar la orquestación, destinada a su uso por científicos en el campo del CSCL, validado mediante dos paneles de científicos del CSCL. La tesis también propone los "patrones atómicos" como herramientas conceptuales para que profesores no expertos realicen dicha orquestación, y que se han validado mediante cuatro talleres con profesores de educación primaria y superior. Finalmente, se propone GLUE!-PS, una infraestructura tecnológica para el despliegue y gestión en tiempo real de escenarios CSCL, validada a través de talleres y experiencias auténticas con profesorado universitario.Departamento de Teoría de la Señal y Comunicaciones e Ingeniería Telemática2012-11-2
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