2,849 research outputs found

    S-COL: A Copernican turn for the development of flexibly reusable collaboration scripts

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    Collaboration scripts are usually implemented as parts of a particular collaborative-learning platform. Therefore, scripts of demonstrated effectiveness are hardly used with learning platforms at other sites, and replication studies are rare. The approach of a platform-independent description language for scripts that allows for easy implementation of the same script on different platforms has not succeeded yet in making the transfer of scripts feasible. We present an alternative solution that treats the problem as a special case of providing support on top of diverse Web pages: In this case, the challenge is to trigger support based on the recognition of a Web page as belonging to a specific type of functionally equivalent pages such as the search query form or the results page of a search engine. The solution suggested has been implemented by means of a tool called S-COL (Scripting for Collaborative Online Learning) and allows for the sustainable development of scripts and scaffolds that can be used with a broad variety of content and platforms. The tool’s functions are described. In order to demonstrate the feasibility and ease of script reuse with S-COL, we describe the flexible re-implementation of a collaboration script for argumentation in S-COL and its adaptation to different learning platforms. To demonstrate that a collaboration script implemented in S-COL can actually foster learning, an empirical study about the effects of a specific script for collaborative online search on learning activities is presented. The further potentials and the limitations of the S-COL approach are discussed

    Generating collaborative systems for digital libraries: A model-driven approach

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    This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    An e-learning platform for delivering educational contents in a school environment

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    Learning is a continuous process, without end, which takes place throughout life, and is the result of the interaction of an individual with a physical external environment, a social context or with herself. In what new technologies may help improving and making more effective the interaction of an individual during his learning process? This paper describes the use of a platform for delivering educational contents to students, to put theories into practice through the use of an LMS and highlight the strengths and weaknesses that have these learning tools in a school environment, in which - besides its formative aspect - upbringing is important.learning management system, digital contents.

    Adaptive e-Learning Environment Design

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    Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning.Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features.Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials.Virtual Learning Environments and Adaptive Learning Systems correspond to distance learning solutions that seek to meet the promise of individualized learning.Technological innovation, nevertheless, is not sufficient to ensure high learning outcomes. While the number of distance learning packages multiply in the market, it is important to consider their pedagogical use, instead of focusing on listing and describing their features.Catering for diversity in learners is also not enough for the design of quality solutions that can efficiently support the learning process. It is necessary to acquire knowledge regarding individuals’ different and real learning needs, through a human-centered design process. That is the challenge for designers of e-learning environments and materials

    ¿Estå la generación en línea preparada para el aprendizaje en línea? Un estudio de percepciones de auto-eficacia sobre las tecnologías on line como predictores del éxito académico en programas de formación virtual

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    Students’ perceptions regarding their online self-efficacy skills were investigated in order to determine whether self-efficacy serves as an indicator of success in virtual environments. Student self-efficacy was measured using the Online Technologies Self-efficacy Scale (OTSES). The survey was administered to students from a large urban school district, simultaneously enrolled in a magnet high school and online courses with Florida Virtual School (FVS). Findings from the study revealed that the statistical majority of students felt very confident with their online technologies skills regardless of their standing in the FVS, that is, failed or passed and, course drop versus course completion. However, half of the respondents claimed that online courses are more difficult than traditional face to face classes.Se han investigado las percepciones de los estudiantes en cuanto a sus habilidades con respecto a la auto-eficacia para determinar si la auto-eficacia es vĂĄlida como indicador del Ă©xito en entornos virtuales. Se midiĂł la auto-eficacia de los estudiantes utilizando la escala de auto-eficacia de las tecnologĂ­as en lĂ­nea (OTSES). La encuesta fue administrada a los estudiantes de un gran distrito escolar urbano, que simultĂĄneamente se matricularon en una escuela de secundaria comprensiva y en cursos en lĂ­nea en la Escuela Virtual de Florida (FVS). Las conclusiones del estudio revelan que la mayorĂ­a estadĂ­stica de los estudiantes se sintiĂł muy confiada con sus conocimientos sobre tecnologĂ­as en lĂ­nea independientemente de sus resultados en la FVS, es decir, suspenso o aprobado, abandono del curso frente a curso finalizado. A pesar de ello, la mitad de los encuestados afirmĂł que los cursos en lĂ­nea son mĂĄs difĂ­ciles que las clases presenciales tradicionales

    Social navigation

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    In this chapter we present one of the pioneer approaches in supporting users in navigating the complex information spaces, social navigation support. Social navigation support is inspired by natural tendencies of individuals to follow traces of each other in exploring the world, especially when dealing with uncertainties. In this chapter, we cover details on various approaches in implementing social navigation support in the information space as we also connect the concept to supporting theories. The first part of this chapter reviews related theories and introduces the design space of social navigation support through a series of example applications. The second part of the chapter discusses the common challenges in design and implementation of social navigation support, demonstrates how these challenges have been addressed, and reviews more recent direction of social navigation support. Furthermore, as social navigation support has been an inspirational approach to various other social information access approaches we discuss how social navigation support can be integrated with those approaches. We conclude with a review of evaluation methods for social navigation support and remarks about its current state

    Building Robust E-learning Software Systems Using Web Technologies

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    Building a robust e-learning software platform represents a major challenge for both the project manager and the development team. Since functionalities of these software systems improves and grows by the day, several aspects must be taken into consideration – e.g. workflows, use-casesor alternative scenarios – in order to create a well standardized and fully functional integrated learning management system. The paper will focus on a model of implementation for an e-learning software system, analyzing its features, its functional mechanisms as well as exemplifying an implementation algorithm. A list of some of the mostly used web technologies (both server-side and client-side) will be analyzed and a discussion over major security leaks of web applicationswill also be put in discussion.E-learning, E-testing, Web Technology, Software System, Web Platform
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