47,931 research outputs found

    Problem-based learning supported by semantic techniques

    Get PDF
    Problem-based learning has been applied over the last three decades to a diverse range of learning environments. In this educational approach, different problems are posed to the learners so that they can develop different solutions while learning about the problem domain. When applied to conceptual modelling, and particularly to Qualitative Reasoning, the solutions to problems are models that represent the behaviour of a dynamic system. The learner?s task then is to bridge the gap between their initial model, as their first attempt to represent the system, and the target models that provide solutions to that problem. We propose the use of semantic technologies and resources to help in bridging that gap by providing links to terminology and formal definitions, and matching techniques to allow learners to benefit from existing models

    Case-based reasoning approach to adaptive modelling in exploratory learning

    Get PDF

    From conditioning to learning communities: Implications of fifty years of research in e‐learning interaction design

    Get PDF
    This paper will consider e‐learning in terms of the underlying learning processes and interactions that are stimulated, supported or favoured by new media and the contexts or communities in which it is used. We will review and critique a selection of research and development from the past fifty years that has linked pedagogical and learning theory to the design of innovative e‐learning systems and activities, and discuss their implications. It will include approaches that are, essentially, behaviourist (Skinner and GagnĂ©), cognitivist (Pask, Piaget and Papert), situated (Lave, Wenger and Seely‐Brown), socio‐constructivist (Vygotsky), socio‐cultural (Nardi and Engestrom) and community‐based (Wenger and Preece). Emerging from this review is the argument that effective e‐learning usually requires, or involves, high‐quality educational discourse, that leads to, at the least, improved knowledge, and at the best, conceptual development and improved understanding. To achieve this I argue that we need to adopt a more holistic approach to design that synthesizes features of the included approaches, leading to a framework that emphasizes the relationships between cognitive changes, dialogue processes and the communities, or contexts for e‐learning

    Overcoming Troublesome Knowledge in Threshold Concepts Learning: The Case of Theoretical Reasoning in Undergraduate Political Studies

    Get PDF
    This paper investigates the challenges posed by troublesome knowledge in undergraduate politics learning. Theoretical reasoning is taken as the chief example of troublesome threshold concept in politics, and the problem of crossing the ‘liminal space’ is discussed. The pedagogy of games is offered as a model for overcoming the learner’s anxiety in crossing the threshold. A literature review on the pedagogy of games suggests that games make the liminal space less problematic. First, during a game the tacit rules of reasoning are uncovered and become the rules of the game itself. Second, the humorous environment reduces learners’ anxiety in dealing with troublesome knowledge. Reflective analysis on two episodes in an undergraduate class corroborates the finding of the literature, and highlights one further element of game and playfulness that makes the rite of passage more pleasant and productive: games are also a gateway for social cohesion and reciprocal trust, increasing the intimacy among students through playful teasing and imagination. The paper concludes that teaching styles that encourage reciprocal approachability are most effective in helping learners to comprehend threshold concepts.Final Published versio

    Bringing activity into E-Learning – the development of online active learning and training environments

    Get PDF

    A Boxology of Design Patterns for Hybrid Learning and Reasoning Systems

    Full text link
    We propose a set of compositional design patterns to describe a large variety of systems that combine statistical techniques from machine learning with symbolic techniques from knowledge representation. As in other areas of computer science (knowledge engineering, software engineering, ontology engineering, process mining and others), such design patterns help to systematize the literature, clarify which combinations of techniques serve which purposes, and encourage re-use of software components. We have validated our set of compositional design patterns against a large body of recent literature.Comment: 12 pages,55 reference

    Values ethics and legal ethics: the QLD and LETR recommendations 6, 7, 10, and 11

    Get PDF
    The LETR Report recommended increased attention to ethics and values and to critical thinking. These aims could be achieved jointly through teaching ethical thinking: not as theory but as part of developing the capacity for ethical conduct. Such a pedagogy has the potential to become a QLD signature pedagogy supporting "life-narratives" of students. The LETR Report recommends a review of the QLD emphasising legal values and ethics. Concern with values and ethics is linked to concern with professional conduct. Maintaining the law degree as a general or liberal qualification is also strongly desired. These potentially conflicting drivers generate ambivalence towards legal ethics as a subject for study, especially if legal ethics is perceived as teaching the professional codes. Resolution of this tension is achievable through recognising the potential role of ethical teaching as part of an identity apprenticeship. Developing ethical character is as much a liberal as a professional aim. Ethics teaching can play an integrative role in the QLD. Formation of student identity is a central part of Higher Education taking colouration from being situated in legal education. In this context teaching legal ethics becomes the use of a salient example for carrying out the broader project of developing ethical capacity

    A conceptual architecture for interactive educational multimedia

    Get PDF
    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
    • 

    corecore