157,054 research outputs found
Mapping web personal learning environments
A recent trend in web development is to build platforms which are carefully designed to host a plurality of software components (sometimes called widgets or plugins) which can be organized or combined (mashed-up) at user's convenience to create personalized environments. The same holds true for the web development of educational applications. The degree of personalization can depend on the role of users such as in traditional virtual learning environment, where the components are chosen by a teacher in the context of a course. Or, it can be more opened as in a so-called personalized learning environment (PLE). It now exists a wide array of available web platforms exhibiting different functionalities but all built on the same concept of aggregating components together to support different tasks and scenarios. There is now an overlap between the development of PLE and the more generic developments in web 2.0 applications such as social network sites. This article shows that 6 more or less independent dimensions allow to map the functionalities of these platforms: the screen dimensionmaps the visual integration, the data dimension maps the portability of data, the temporal dimension maps the coupling between participants, the social dimension maps the grouping of users, the activity dimension maps the structuring of end users–interactions with the environment, and the runtime dimensionmaps the flexibility in accessing the system from different end points. Finally these dimensions are used to compare 6 familiar Web platforms which could potentially be used in the construction of a PLE
Cloud services within a ROLE-enabled Personal Learning Environment
The ROLE project (Responsive Open Learning Environments) is focused on the next generation of Personal Learning Environments (PLE). In this paper, we first describe the engineering process used to create either a new widget bundle, a group of applications or service widgets. The widgets integrated in a ROLE PLE consist of two cloud-based services, a social networking and a mind-mapping tool, where learners can perform and collaborate on learning activities. We also modified other widgets to create a complete learning experience. The whole platform is running on a cloudcomputing infrastructure and one of the services is using a cloud-based database. Additionally, we describe the initial experiences from using this cloud education environment in Galileo University, Guatemala, in a web-based course with students from three different Latin-American countries. We measured emotional aspects, motivation, usability and attitudes towards the environment. The results demonstrated the readiness of cloud-based education solutions, and how ROLE can bring together such an environment from a PLE perspective
Cloud services, interoperability and analytics within a ROLE-enabled personal learning environment
The ROLE project (Responsive Open Learning Environments, EU 7th Framework Programme, grant agreement no.: 231396, 2009-2013) was focused on the next generation of Personal Learning Environments (PLEs). A ROLE PLE is a bundle of interoperating widgets - often realised as cloud services - used for teaching and learning. In this paper, we first describe the creation of new ROLE widgets and widget bundles at Galileo University, Guatemala, within a cloud-based infrastructure. We introduce an initial architecture for cloud interoperability services including the means for collecting interaction data as needed for learning analytics. Furthermore, we describe the newly implemented widgets, namely a social networking tool, a mind-mapping tool and an online document editor, as well as the modification of existing widgets. The newly created and modified widgets have been combined in two different bundles that have been evaluated in two web-based courses at Galileo University, with participants from three different Latin-American countries. We measured emotional aspects, motivation, usability and attitudes towards the environment. The results demonstrated the readiness of cloud-based education solutions, and how ROLE can bring together such an environment from a PLE perspective
weSPOT: A personal and social approach to inquiry-based learning
weSPOT is a new European initiative proposing a novel approach for personal and social inquiry-based learning in secondary and higher education. weSPOT aims at enabling students to create their mash-ups out of cloud based tools and services in order to perform scientific investigations. Students will also be able to share their inquiry accomplishments in social networks and receive feedback from the learning environment and their peers. This paper presents the research framework of the weSPOT project, as well as the initial inquiry-based learning scenarios that will be piloted by the project in real-life educational settings
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OpenLearn and knowledge maps for language learning
This chapter presents new methodologies designed to facilitate language acquisition in open learning communities via open educational resources and knowledge mapping. It specifically focuses on the OpenLearn project developed by the Open University. This offers a virtual learning environment based on Moodle platform with free educational materials and knowledge media tools such as the instant messaging MSG, the video webconference FlashMeeting and the knowledge mapping software tool Compendium. In this work, these technologies and mapping techniques are introduced in order to promote open language learning. Ways in which teachers and students can make use of these OpenLearn tools and resources are discussed and some benefits fully described
New trends in education: the use of ICT in different ways
In the 21st century and due to the exponential growth of the Internet and Information and Communication
Technologies (ICT), people live in a technological age, in all areas and in all contexts, we have daily
contact with technology, with access to Information. This dynamic requires a constant update of the
services and technological tools that change the method that we study, work, communicate and socialize
on an unprecedented scale. These constant changes force everyone, regardless of age, gender or
profession, to possess a range of functional and critical thinking skills, such as information literacy,
media literacy and technological literacy. The evolution of technologies, forces the promoters of
education, to always be aware of the changes that society is introducing outside the classroom. Today,
students don't have the same pattern as before, regardless of age, they are very active and are no
longer the same introverted child who studied a few years ago in the classroom. According to this,
students are eager for different forms of motivation inside and outside the classroom, they need the
learning and teaching process to move along with changes in society and ICT. To ensure the success
of today's students, it is important to provide them with the technological skills to make the correct use
of ICTs, to perform tasks essential to their learning process, such as researching and selecting
information, creating content, information sharing, use of collaboration tools or environment simulation
tools. The main objective of this chapter is to show how ICT tools that can be used in educational
environments to help students, helping them develop key skills in their training process, is also relevant
to show how these tools can help teachers achieve these goals in daily activities with their students
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
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A case of web-based collaborative inquiry learning using OpenLearn technologies
We describe and discuss the implementation of “WOPP in Cyberculture”, an elective discipline of the Erasmus Mundus’ European Master Program on Work, Organization and Personnel Psychology (WOPP), offered by the Faculty of Psychology, University of Coimbra, in 2008. We adopted a web-based collaborative inquiry-learning model supported by UK Open University’s OpenLearn technologies: a community-led virtual learning environment based on Moodle called LabSpace, and a knowledge mapping software called Compendium. Rubrics were used to assess students’ maps and presentations. To assess students’ satisfaction and opinion, at the end of the course we applied an evaluation questionnaire. Results indicate that the implementation of the web-based inquiry-learning model we have proposed was relatively successful and adequate to the learning setting. Rubrics’ scores point to an overall improvement of students’ maps and presentations. Reports on students’ satisfaction with different aspects of the course were positive. Nevertheless, further investigation on the validity and reliability of the rubrics is required
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Fostering Open Sensemaking Communities by Combining Knowledge Maps and Videoconferencing
In this paper, our aim is to investigate the role of Compendium maps for both learners and educators to share and debate interpretations in FlashMeetingTM (FM) videoconferences in the context of OpenLearn, an online environment for open learning. This work is based on a qualitative study of knowledge maps and web videoconferencing interactions, and quantitative data presented in diagnostic reports about both tools. Our theoretical approach is based on the sensemaking concept and an existing framework for three learning scenarios. Our findings describe four applications of knowledge maps in videoconferencing: (i) Mind Maps for a FM virtual lecture (transmission scenario); (ii) Learning Path Map which integrates a FM conference (studio scenario); (iii) Concept Maps during a peer-to-peer event (negotiation scenario) and (iv) Web Maps for a FM replay (assessment scenario)
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