5,717 research outputs found

    Software Construction of an Authoring Tool for Adaptive E-learning Platform

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    In last decade, more and more platforms for elearning content delivery provide adaptability towards learners goals, styles and performance. Usually, such platforms rely on own authoring tool or use external one in order to create learning materials. Usually, these tools follow modern e-learning standards but are rather complicated to be used and miss interoperability features. In this paper, we present software construction of an authoring tool, which is a part of a platform for building edutainment (education plus entertainment) services – ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). This authoring tool is designed by using Java EE 5 platform and provides inheritance mechanisms for learning object metadata descriptions, metadata for semantic ontology graphs, and good integration with instructor tool for creation of adaptive courseware

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    MASTERING ADAPTIVE HYPERMEDIA COURSEWARE

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    One of the still open gaps in modern e-learning platforms is the lack of adaptation of learning process regarding well-structured learner models. The paper presents an adaptive model of hypermedia learning courseware and the processes of its construction and delivery. Next, it sketches the software architecture of an adaptive hypermedia system (AHS) being under development at Sofia University, Bulgaria. Unlike other AHS, the present one does support of adaptive navigation, presentation and content selection without defining complex rules for controlling narrative storyboards. There are discussed authoring and instructional design of hypermedia courseware for adaptive delivery, and the work process of the adaptive engine for delivering learning objects in a way adapted to a well-structured learner model. In order to illustrate our prototype, we provide UML use case diagrams of the authoring and instructor’s application and, as well, explanation of the workflow of the adaptation engine

    Towards automatic construction of adaptable courseware storyboards

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    In last twenty years, researchers have conducted intensive research in the area of principal models, software architectures and practical system development of adaptive e-learning platforms. Brains are fascinated by great opportunities for radical improvement of the teaching process by means of applying adaptability at different levels. There are two general issues of adaptive e-learning – enabling different educational content delivered to different individuals or groups and, as well, differently formed sequencing and presentation of that content delivery. This paper presents two approaches for creating and delivering training courses adaptable to learners with different learning styles. The first one is implemented within a platform for building edutainment (education plus entertainment) services called ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). By means of ADOPTA, e-learning courses can be created manually by an instructor as directed storyboard graphs. Another feasible approach is to generate them automatically on-the-fly by the adaptive engine. The article discusses advantages and drawbacks of these two approaches for adaptive e-learning course constructio

    Model-driven transformation and validation of adaptive educational hypermedia using CAVIAr

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    Authoring of Adaptive Educational Hypermedia is a complex activity requiring the combination of a range of design and validation techniques.We demonstrate how Adaptive Educational Hypermedia can be transformed into CAVIAr courseware validation models allowing for its validation. The model-based representation and analysis of different concerns and model-based mappings and transformations are key contributors to this integrated solution. We illustrate the benefits of Model Driven Engineering methodologies that allow for interoperability between CAVIAr and a well known Adaptive Educational Hypermedia framework. By allowing for the validation of Adaptive Educational Hypermedia, the course creator limits the risk of pedagogical problems in migrating to Adaptive Educational Hypermedia from static courseware

    Courseware Adaptation to Learning Styles and Knowledge Level

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    A generic architecture for interactive intelligent tutoring systems

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed. On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified

    Academics\u27 Views on Personalised e-Learning in Higher Education

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    The challenges for academics in meeting the learning requirements of students are many and varied. This research focuses on the concept of personalised learning, where activities are specifically selected to suit the learning requirements of individual students. The creation of personalised learning activities to suit every student’s learning needs, are not easily achieved. A survey was conducted in June 2012 to determine academics awareness of, and views on, the ‘novel teaching approach’ of personalised e-learning in higher education. Forty academics participated in this study. 60% of academic respondents agreed with the statement: “There is a need to personalise e-learning to suit individual student’s learning requirements”. 85% of respondents agreed that e-learning can enhance the learning experience of students, and 70% were of the opinion that the use of personalised e- learning activities would enhance the learning experience of students. 43% of respondents agreed that they would use an authoring tool for personalising e-learning if one was available, and 43% did not know if they would use one or not. ‘Prior knowledge’ was perceived as the most important student characteristic on which to base personalisation and the easiest to achieve, and ‘web navigational behaviour’ was seen as the least important and most difficult to achieve. This study contributes to existing research into the development of authoring tools to facilitate the creation of personalised e-learning activities by non-technical authors

    Feedback authoring for exploratory learning objects: AuthELO

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    This paper presents a tool for the configuration of logging and authoring of automated feedback for exploratory learning objects (ELOs). This tool has been developed in the context of a larger project that is developing a platform for authoring interactive educational e-books. This platform comprises an extendable set of diverse widgets that can be used to generate instances of exploratory activities that can be employed in various learning scenarios. AuthELO was designed and developed to provide a simple, common and efficient authoring interface that can normalise the heterogeneity of these widgets and give the ability to non-experts to easily modify — if not program themselves — the feedback that is provided to students based on their interaction. We describe the architecture and design characteristics of AuthELO and present a small-scale evaluation of the prototype that shows promising results
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