508 research outputs found

    A multi-fold assessment framework for virtualized collaborative and social learning scenarios

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    Proposem un procés de virtualització de sessions col·laboratives en directe a partir de fòrums de discussió i xats web amb l'objectiu de produir recursos d'aprenentatge en línia interactius per a ser utilitzats pels alumnes i generar un efecte positiu en la participació de l'alumne. Per tal de millorar encara més la implicació de l'aprenentatge, vam dotar al nostre procés de virtualització d'un marc d'avaluació múltiple que proporciona la consciència efectiva i la retroalimentació constructiva als alumnes de la col·laboració original amb interaccions entre els membres del grup. La investigació presentada es centra en l'avaluació electrònica d'aprenentatge col·laboratiu i social i s'estén amb analítiques d'aprenentatge i tècniques d'anàlisi de xarxa social que són capaces d'analitzar i representar les interaccions cognitives i socials amb sessions de col·laboració en viu subjacents.Proponemos un proceso de virtualización de sesiones colaborativas en directo a partir de foros de discusión y chats web con el objetivo de producir recursos de aprendizaje en línea interactivos para ser utilizados por los alumnos y generar un efecto positivo en la participación del alumno. Con el fin de mejorar aún más la implicación del aprendizaje, dotamos a nuestro proceso de virtualización de un marco de evaluación múltiple que proporciona la conciencia efectiva y la retroalimentación constructiva a los alumnos de la colaboración original con interacciones entre los miembros del grupo. La investigación presentada se centra en la evaluación electrónica de aprendizaje colaborativo y social y se extiende con analíticas de aprendizaje y técnicas de análisis de red social que son capaces de analizar y representar las interacciones cognitivas y sociales con sesiones de colaboración en vivo subyacentes.We propose a virtualization process of live collaborative sessions from Web discussion forums and chats with the aim to produce interactive and attractive online learning resources to be used by learners, thus having a positive effect in learner engagement. In order to enhance further learning engagement, we endow our virtualization process with a multifold assessment framework that provides effective awareness and constructive feedback to learners from the original collaborative interactions among group members. The research presented focuses on e-assessment of collaborative and social learning and extends it with Learning Analytics and Social Network Analysis techniques that are able to analyse and represent cognitive and social interactions underlying live collaborative sessions

    Collaborative Complex Learning Objects in Support for Social and Collaborative Just-in-Time Networking

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    Two types of networks are considered with special interest for e-learning environments: social and collaborative networks. There is no consensus about the frontiers dividing the two types, though a set of common interrelated characteristics is found during any learning experience, such as social identity, interaction and empowerment. These and other characteristics may greatly influence the e-learning process when combined and addressed appropriately as well as overcome important limitations of current e-learning systems. For instance, isolation is a critical problem found in many virtual environments and it is directly associated with the lack of the learners' social identity and a low level of collaborative interaction with the environment. Isolation can thus be minimized by an innovative use of both types of networking in just-in-time fashion. These and other factors are considered and addressed in this paper to create adequate systems and tools to enable intelligent networking for e-learning. To this end, the requirements of virtual learning environments are analysed in order to meet social and collaborative needs. As a result, a newly-created tool called Virtualized Collaborative Session is described that includes and executes a new type of Learning Object called Collaborative Complex Learning Objects that allow learners to benefit from live sessions of networking with others and in turn leverage the knowledge constructed collaboratively. Eventually, this approach becomes an attractive learning resource so that learners become more motivated and engaged in the learning process

    An application framework for the systematic construction of multimedia-based Collaborative Complex Learning Resources

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    Aquest treball de tesi proposa aportar una infraestructura de programari per donar suport a nous tipus de metodologies i recursos d'aprenentatge col·laboratiu augmentats pedagògicament i a través d'una plataforma d'aplicació innovadora anomenada Plataforma de Virtualització de Sessions Col·laboratives (VCSF de l'angles Virtualized Collaborative Sessions Framework). El VCSF ajuda a satisfer els requisits pedagògics exigents de l'aprenentatge col·laboratiu en línia d’avui en dia, com ara augmentar la participació de l'estudiant i millorar el rendiment de l'aprenentatge durant la col·laboració. Al seu torn, l'aplicació sistemàtica de la plataforma VCSF, enriquida amb tecnologies semàntiques, permet als desenvolupadors d'e-learning aprofitar experiències d'aprenentatge col·laboratiu prèvies a través de la reutilització de programari, estalviant temps de desenvolupament i esforç. La plataforma ha sigut prototipada i provada amb èxit en entorns reals, el que demostra la capacitat de reutilització del programari i els beneficis pedagògics de l'enfocament VCSF.Este trabajo de tesis propone aportar una infraestructura de software para apoyar a nuevos tipos de metodologías y recursos de aprendizaje colaborativo aumentados pedagógicamente ya través de una plataforma de aplicación innovadora llamada Plataforma de Virtualización de Sesiones Colaborativa (VCSF del inglés Virtualized Collaborative Sessions Framework). El VCSF ayuda a satisfacer los requisitos pedagógicos exigentes del aprendizaje colaborativo en línea de hoy en día, tales como aumentar la participación del estudiante y mejorar el rendimiento del aprendizaje durante la colaboración. A su vez, la aplicación sistemática de la plataforma VCSF, enriquecida con tecnologías semánticas, permite a los desarrolladores de e-learning aprovechar experiencias de aprendizaje colaborativo previas a través de la reutilización de software, ahorrando tiempo de desarrollo y esfuerzo. La plataforma ha sido prototipada y probada con éxito en entornos reales, lo que demuestra la capacidad de reutilización del software y los beneficios pedagógicos del enfoque VCSF.This thesis project aims to provide a software infrastructure to support new types of pedagogically augmented collaborative learning methodologies and resources by means of an innovative application framework called Virtualized Collaborative Sessions Framework (VCSF). The VCSF helps meet challenging pedagogical requirements in online collaborative learning, such as increasing students' engagement and learning performance during the collaboration. In turn, the systematic application of the VCSF platform, enriched with semantic technologies, enables e-learning developers to leverage successful collaborative learning experiences through software reuse, saving in both development time and effort. The framework has been prototyped and successfully tested in real environments, thus showing the software reuse capability and the pedagogical benefits of the VCSF approach

    Cloud Manufacturing Model to Optimise Manufacturing Performance

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    Being predicted as the future of modern manufacturing, cloud-based manufacturing has drawn the attention of researchers in academia and industry. Researches are being done towards transforming every service in to cloud based service-oriented manufacturing mode in the manufacturing industry. There are many challenges that would arise when travelling towards this paradigm shift which is being addressed by researchers, but there are very few researches that concentrate on the elastic capability of cloud. Elastic capability makes this paradigm unique from all the other approaches or technologies. If elasticity is not achievable then the necessity of migrating to cloud is unnecessary. So, it is imperative to identify if at all it is necessary to adopt cloud-based manufacturing mode and discuss the issues and challenges that would arise to achieve elasticity when shifting to this emerging manufacturing paradigm. This research explores the importance of adopting cloud-based manufacturing mode to improve manufacturing performance based on the competitive priorities such as cost, quality, delivery and flexibility and proposes an elasticity assessment tool to be included in the cloud-based manufacturing model for the users to assess the challenges and issues on the realisation of elasticity on the context of manufacturing, which is the novelty of this research. The contribution to knowledge is a clear understanding of the necessity of cloud based elastic manufacturing model in the manufacturing environment for the manufacturing SMEs to gain a competitive advantage by achieving the competitive priorities such as low-cost, high-quality, and on-time delivery. Finally, the research suggests the best combination of manufacturing parameters that has to be emphasised to improve the manufacturing performance and gain a competitive advantage

    Towards a Cyber-Physical Manufacturing Cloud through Operable Digital Twins and Virtual Production Lines

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    In last decade, the paradigm of Cyber-Physical Systems (CPS) has integrated industrial manufacturing systems with Cloud Computing technologies for Cloud Manufacturing. Up to 2015, there were many CPS-based manufacturing systems that collected real-time machining data to perform remote monitoring, prognostics and health management, and predictive maintenance. However, these CPS-integrated and network ready machines were not directly connected to the elements of Cloud Manufacturing and required human-in-the-loop. Addressing this gap, we introduced a new paradigm of Cyber-Physical Manufacturing Cloud (CPMC) that bridges a gap between physical machines and virtual space in 2017. CPMC virtualizes machine tools in cloud through web services for direct monitoring and operations through Internet. Fundamentally, CPMC differs with contemporary modern manufacturing paradigms. For instance, CPMC virtualizes machining tools in cloud using remote services and establish direct Internet-based communication, which is overlooked in existing Cloud Manufacturing systems. Another contemporary, namely cyber-physical production systems enable networked access to machining tools. Nevertheless, CPMC virtualizes manufacturing resources in cloud and monitor and operate them over the Internet. This dissertation defines the fundamental concepts of CPMC and expands its horizon in different aspects of cloud-based virtual manufacturing such as Digital Twins and Virtual Production Lines. Digital Twin (DT) is another evolving concept since 2002 that creates as-is replicas of machining tools in cyber space. Up to 2018, many researchers proposed state-of-the-art DTs, which only focused on monitoring production lifecycle management through simulations and data driven analytics. But they overlooked executing manufacturing processes through DTs from virtual space. This dissertation identifies that DTs can be made more productive if they engage directly in direct execution of manufacturing operations besides monitoring. Towards this novel approach, this dissertation proposes a new operable DT model of CPMC that inherits the features of direct monitoring and operations from cloud. This research envisages and opens the door for future manufacturing systems where resources are developed as cloud-based DTs for remote and distributed manufacturing. Proposed concepts and visions of DTs have spawned the following fundamental researches. This dissertation proposes a novel concept of DT based Virtual Production Lines (VPL) in CPMC in 2019. It presents a design of a service-oriented architecture of DTs that virtualizes physical manufacturing resources in CPMC. Proposed DT architecture offers a more compact and integral service-oriented virtual representations of manufacturing resources. To re-configure a VPL, one requirement is to establish DT-to-DT collaborations in manufacturing clouds, which replicates to concurrent resource-to-resource collaborations in shop floors. Satisfying the above requirements, this research designs a novel framework to easily re-configure, monitor and operate VPLs using DTs of CPMC. CPMC publishes individual web services for machining tools, which is a traditional approach in the domain of service computing. But this approach overcrowds service registry databases. This dissertation introduces a novel fundamental service publication and discovery approach in 2020, OpenDT, which publishes DTs with collections of services. Experimental results show easier discovery and remote access of DTs while re-configuring VPLs. Proposed researches in this dissertation have received numerous citations both from industry and academia, clearly proving impacts of research contributions

    The Use of Learning Analytics Interactive Dashboards in Serious Games: A Review of the Literature

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    The learning analytics in serious games, corresponds to a subject in increasing demand in the educational field. In this context, there is a need to study how data visualizations found in the literature are adopted in learning analytics in serious games. This paper presents a Systematic Literature Review (SLR) on how the evolution of studies associated with the use of learning analytics interactive dashboards in serious games is processed, seeking to investigate the characteristics of using dashboards for viewing educational data. A bibliometric analysis was carried out in which 75 relevant studies were selected from the Scopus, Web of Science, and IEEExplore databases. From the data analysis, it was observed that in the current literature there is a reduced number of studies containing the main actors in the learning process, as follows: teachers/instructors, students/participants, game developers/designers, and managers/researchers. In the vast majority of investigated studies, data visualization algorithms are used, where the main focus takes into account only actors, such as teachers/instructors and students/participants
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