520 research outputs found

    A meta-modeling approach for capturing recurrent uses of Moodle tools into pedagogical activities

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    International audienceTeacher's expertise on using Learning Management Systems (LMS) is tightly coupled to how they design their online courses. The GraphiT project aims to help teachers in specifying of pedagogically sound learning scenarios that can be technically executable for automatically setting-up the related LMS course. We intend to provide teachers with LMS-specific instructional design languages and editors. To achieve this goal, we have to raise the LMS semantics in order to enrich the pedagogical expressiveness of the produced models. We propose a specific LMS-centered approach for abstracting the low-level parameteriza-tions and turning these semantics into higher-level pedagogical building blocks. We present and illustrate our propositions focused on Moodle. In this paper, we focus on the first abstraction level: identifying pedagogical activities according to recurrent uses of Moodle activities

    Some Research Questions and Results of UC3M in the E-Madrid Excellence Network

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    32 slides.-- Contributed to: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010.-- Presented by C. Delgado Kloos.Proceedings of: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010Universidad Carlos III de Madrid is one of the six main participating institutions in the eMadrid excellence network, as well as its coordinating partner. In this paper, the network is presented together with some of the main research lines carried out by UC3M. The remaining papers in this session present the work carried out by the other five universities in the consortium.The Excellence Network eMadrid, “Investigación y Desarrollo de Tecnologías para el e-Learning en la Comunidad de Madrid” is being funded by the Madrid Regional Government under grant No. S2009/TIC-1650. In addition, we acknowledge funding from the following research projects: iCoper: “Interoperable Content for Performance in a Competency-driven Society” (eContentPlus Best Practice Network No. ECP-2007-EDU-417007), Learn3: Hacia el Aprendizaje en la 3ª Fase (“Plan Nacional de I+D+I” TIN2008-05163/ TSI), Flexo: “Desarrollo de aprendizaje adaptativo y accesible en sistemas de código abierto” (AVANZA I+D, TSI-020301- 2008-19), España Virtual (CDTI, Ingenio 2010, CENIT, Deimos Space), SOLITE (CYTED 508AC0341), and “Integración vertical de servicios telemáticos de apoyo al aprendizaje en entornos residenciales” (Programa de creación y consolidación de grupos de investigación de la Universidad Carlos III de Madrid).Publicad

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Designing the Didactic Strategy Modeling Language (DSML) From PoN: An Activity Oriented EML Proposal

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    [EN] This paper presents the design of the didactic strategy modeling language (DSML) according to the principles of Physics of Notations (PoN). The DSML is a visual and activity-oriented language for learning design characterized by the representation of different activities according to the nature of the task. Once the language is designed, a blind interpretation study is conducted to validate the semantic transparency of the learning activity iconography. The results of the paper allow to refine the icons. In addition to this, an authoring tool for DSML, which is integrated to an LMS, is presented. As a result, a model driven course was designed as a DSML pre-validation.Ruiz, A.; Panach Navarrete, JI.; Pastor López, O.; Giraldo-Velásquez, FD.; Arciniegas, JL.; Giraldo, WJ. (2018). Designing the Didactic Strategy Modeling Language (DSML) From PoN: An Activity Oriented EML Proposal. IEEE-RITA: Latin-American Learning Technologies Journal. 13(4):136-143. https://doi.org/10.1109/RITA.2018.2879262S13614313

    Scaling up and zooming in: Big data and personalization in language learning

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    Service-oriented flexible and interoperable assessment: towards a standardised e-assessment system

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    Free-text answers assessment has been a field of interest during the last 50 years. Several free-text answers assessment tools underpinned by different techniques have been developed. In most cases, the complexity of the underpinned techniques has caused those tools to be designed and developed as stand-alone tools. The rationales behind using computers to assist learning assessment are mainly to save time and cost, as well as to reduce staff workload. However, utilising free-text answers assessment tools separately form the learning environment may increase the staff workload and increase the complexity of the assessment process. Therefore, free-text answers scorers have to have a flexible design to be integrated within the context of the e-assessment system architectures taking advantages of software-as-a-service architecture. Moreover, flexible and interoperable e-assessment architecture has to be utilised in order to facilitate this integration. This paper discusses the importance of flexible and interoperable e-assessment. Moreover, it proposes a service-oriented flexible and interoperable architecture for futuristic e-assessment systems. Nevertheless, it shows how such architecture can foster the e-assessment process in general and the free-text answers assessment in particular

    More Than Just Dictionaries: Exploring the Incorporation and Use of Linguistically Inclusive Materials in a Middle School Library Media Center

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    The school library media center (SLMC) is a space in schools that can be overlooked when trying to reach students. The English language learner (ELL) population is a sector of the student population that is growing in the United States, and growing at faster rates in the state of South Carolina. With a growing population of ELL students, there are also misconceptions about the incorporation of native language materials in the academic setting. Being able to offer ELL students the opportunity to utilize their home languages can encourage the use of the SLMC. This study implemented an intervention to determine if the incorporation of native language materials for ELL students increased their participation in the SLMC. This study implemented a convergent parallel design with a mixed methods approach. The study included an observation of a middle school library media center to track movements through spaces created by the library media specialist (LMS). This study also relied on interviews with critical stakeholders in the school and circulation data for the SLMC\u27s literary collection, specifically the native language materials checked out during the observation. I also utilized a parental survey with ELL parents to include the perspective of this important population

    Open Source and Open Standards

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    Publication reference: Koper, R. (2008). Open Source and Open Standards. In J. M. Spector, M. Merrill, J. van Merriënboer & M. P. Driscol (Eds.), Handbook of Research on Educational Communications and Technology (3rd ed., pp. 355-368). New York: Routledge.The objective of this chapter is to create an understanding of the importance of open source software and open standards (OSS/OS) for e-learning research. Open source is a fundamental new way to develop software, and open standards are needed to make software components work together. It is argued that OSS and OS can improve the convergence of knowledge in the e-learning field, improve the general quality and interoperability of e-learning applications, and improve collaboration between researchers and users. All of these are beneficial and necessary requirements for e-learning research. After a general introduction into basic OSS and OS concepts, the following questions will be answered: a) How does OSS/OS facilitate the technological activities of the researchers in terms of methodology, collaboration and dissemination of results? b) How does OSS/OS facilitate the development of technological knowledge in the field? c) How does OSS/OS facilitate the development of technological artifacts in the field? The development and use of the open standard “IMS Learning Design” (a formal design language for online courses), and the open source applications that are developed to run and present IMS Learning Design courses will be used as an example to demonstrate the use of OSS/OS in e-learning research. In the concluding section we provide some practical information for researchers how to get involved in OSS and OS and how to use it in e-learning research
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