131,283 research outputs found

    Shared knowledge: The result of negotiation in non-hierarchical environments

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    The knowledge building can be seen as a collaborative process of which negotiation is a fundamental aspect. The use of technology to support this process has been attempted in various groupware systems. However, there is no adequate support system for the process of negotiation, which generally relies on voting as the element for reaching agreement in decision-making. On the other hand, the best approaches to this problem have been formalised in learning environments where there is a clear hierarchical structure. When the environment is not hierarchical, new problems arise which require special attention. This article presents a model of knowledge building that has negotiation as its basis in a group that is non-hierarchical in its structure. The model is implemented on a prototype tool named ShaKnoMa, which is tested on common tasks in an environment such as that proposed here. For the knowledge representation, concept maps are used which act a scaffolding to classify, index and search the information

    Distributed learning of energy contracts negotiation strategies with collaborative reinforcement learning

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    The evolution of electricity markets towards local energy trading models, including peer-to-peer transactions, is bringing by multiple challenges for the involved players. In particular, small consumers, prosumers and generators, with no experience on participating in competitive energy markets, are not prepared for facing such an environment. This paper addresses this problem by proposing a decision support solution for small players negotiations in local transactions. The collaborative reinforcement learning concept is applied to combine different learning processes and reached an enhanced final decision for players actions in bilateral negotiations. The reinforcement learning process is based on the application of the Q-Learning algorithm; and the continuous combination of the different learning results applies and compares several collaborative learning algorithms, namely BEST-Q, Average (AVE)-Q; Particle Swarm Optimization (PSO)-Q, and Weighted Strategy Sharing (WSS)-Q and uses a model to aggregate these results. Results show that the collaborative learning process enables players' to correctly identify the negotiation strategy to apply in each moment, context and against each opponent.DOMINOES - Smart Distribution Grid: a Market Driven Approach for the Next Generation of Advanced Operation Models and Services (771066)info:eu-repo/semantics/publishedVersio

    Moving from theory to practice in the design of web-based learning from the perspective of Constructivism

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    This paper describes the design of a web-based learning module according to a framework drawing on constructivist theories. The aim was to operationalize concepts such as authenticity, collaborative knowledge sharing, sense-making and viewing multiple perspectives as they relate to the design of e-learning opportunities. The prototypical module was designed for practitioners such as teachers and structured around interpreting and responding to a problem. The module consists of a problem model and relies on use of a discussion forum and a shared workspace to support negotiation of interpretation and experience. Also included are 60 streamable video segments presenting multiple perspectives on the problem. Results of the design process provide insight into ways in which constructivist principles and concepts can be translated into practical solutions for the provision of e-learning content. The module illustrates a way in which learning experiences can inform and be informed by practice

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Project Management Learning in a Collaborative Distant Learning Context - An Actual On-going Experience

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    The goal of this paper is to show the results of an on-going experience on teaching project management to grade students by following a development scheme of management related competencies on an individual basis. In order to achieve that goal, the students are organized in teams that must solve a problem and manage the development of a feasible solution to satisfy the needs of a client. The innovative component advocated in this paper is the formal introduction of negotiating and virtual team management aspects, as different teams from different universities at different locations and comprising students with different backgrounds must collaborate and compete amongst them. The different learning aspects are identified and the improvement levels are reflected in a rubric that has been designed ad hoc for this experience. Finally, the effort frameworks for the student and instructor have been established according to the requirements of the Bologna paradigms. This experience is developed through a software-based support system allowing blended learning for the theoretical and individual?s work aspects, blogs, wikis, etc., as well as project management tools based on WWW that allow the monitoring of not only the expected deliverables and the achievement of the goals but also the progress made on learning as established in the defined rubri

    Computer support for collaborative learning environments

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    This paper deals with computer support for collaborative learning environments. Our analysis is based on a moderate constructivist view on learning, which emphasizes the need to support learners instructionally in their collaborative knowledge construction. We will first illustrate the extent to which the computer can provide tools for supporting collaborative knowledge construction. Secondly, we will focus on instruction itself and show the kinds of advanced instructional methods that computer tools may provide for the learners. Furthermore, we will discuss the learners’ prerequisites and how they must be considered when constructing learning environments.Dieser Bericht behandelt die Unterstützung kooperativer Lernumgebungen durch den Einsatz von Computern. Der theoretische Hintergrund greift auf einen moderaten Konstruktivismus zurück, der die Notwendigkeit einer instruktionalen Unterstützung für die gemeinsame Wissenskonstruktion betont. Darauf aufbauend beschreibt der Bericht in einem ersten Schritt, wie der Computer Werkzeuge zur gemeinsamen Wissenskonstruktion bereitstellen kann. Im zweiten Teil steht die Instruktion für das kooperative Lernen im Vordergrund. Dabei werden Methoden instruktionaler Unterstützung vorgestellt, die computerbasierte Werkzeuge für die gemeinsame Wissenskonstruktion bereitstellen, insbesondere Skripts und inhaltliche Strukturvorgaben. Darüber hinaus beschreibt der Bericht, inwieweit individuelle Lernereigenschaften, wie z.B. das Vorwissen, einen Einfluss auf die Realisierung von Lernumgebungen haben
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