29 research outputs found

    Applying Model Driven Engineering Techniques and Tools to the Planets Game Learning Scenario

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    24 pagesInternational audienceCPM (Cooperative Problem-Based learning Metamodel) is a visual language for the instructional design of Problem-Based Learning (PBL) situations. This language is a UML profile implemented on top of the Objecteering UML Case tool. In this article, we first present the way we used CPM language to bring about the pedagogical transposition of the planets game learning scenario. Then, we propose some related works conducted to improve CPM usability: on the one hand, we outline a MOF solution and an Eclipse GMF solution instead of the UML profile approach. On the other hand, we propose some explanations about transforming CPM models into LMS compliant data, and tool functionality

    Applying Model Driven Engineering Techniques and Tools to the Planets Game Learning Scenario

    Get PDF
    CPM (Cooperative Problem-Based learning Metamodel) is a visual language for the instructional design of Problem-Based Learning (PBL) situations. This language is a UML profile implemented on top of the Objecteering UML Case tool. In this article, we first present the way we used CPM language to bring about the pedagogical transposition of the planets game learning scenario. Then, we propose some related works conducted to improve CPM usability: on the one hand, we outline a MOF solution and an Eclipse GMF solution instead of the UML profile approach. On the other hand, we propose some explanations about transforming CPM models into LMS compliant data, and tool functionality.Editors: Laurence Vignollet (Université de Savoie, France)

    Ingénierie pédagogique des systèmes d'enseignement supérieur

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    Our works are set in the field of higher-education systems pedagogical engineering. Our early works deal with the modeling of university practices. We expressed a conceptual framework for the evolution of acquiring knowledge modules to integrate the acquisition of high-level cognitive skills and professional competencies. Next, we have defined a frame to help define pedagogical scenarios more formally. The challenge was to get pedagogical scenarios that favored a higher pedagogical expressiveness compared to existing standards such as IMS-Learning Design (IMS-LD), while begin formal enough to be implemented, at least semi-automatically, on different e-learning platforms. This approach was validated thanks to the Assistance for Contextualized MoDeling of learning systems (ACoMoD) method. Finally, we developed a project-based learning pedagogical method, Multi-Role Project, applied to the teaching of Science, Technology, Engineering, and Mathematics (STEM). One goal is to project our results in Massive Open Online Courses (MOOC), which raise challenges of their ownNos travaux s'inscrivent dans le domaine de l'ingénierie pédagogique des systèmes d'enseignement supérieur. Nos premiers travaux se sont portés sur la modélisation des pratiques universitaires. Nous avons ainsi dégagé un cadre conceptuel d’évolution d’acquisition de connaissances disciplinaires en vue d'intégrer l’acquisition de compétences cognitives professionnelles et de haut niveau. Ensuite, nous avons travaillé à définir un cadre de définition de scénarios pédagogiques plus formel. L'enjeu était d'obtenir des scénarios pédagogiques qui permettent une expressivité pédagogique qui dépasse celle des standards existants tels IMS-Learning Design (IMS-LD) tout en étant suffisamment formalisé pour se prêter à un traitement informatique et être implémenté, au moins semi automatiquement, dans différentes plateformes de e-learning. Cette approche a été validée en utilisant la méthode Assistance for Contextualized MoDeling of learning systems (ACoMoD). Enfin nous développons une méthode de pédagogie par projet, Multi-Rôles Project, autour des problématiques de l'enseignement en Science, Technology, Engineering, and Mathematics (STEM). Un des buts est de projeter nos résultats dans l'implémentation des Massive Open Online Courses (MOOC) qui pose des défis particuliers

    Montage As A Participatory System: Interactions with the Moving Image

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    Full version unavailable due to 3rd party copyright restrictionsRecent developments in network culture suggest a weakening of hierarchical narratives of power and representation. Online technologies of distributed authorship appear to nurture a complex, speculative, contradictory and contingent realism. Yet there is a continuing deficit where the moving image is concerned, its very form appearing resistant to the dynamic throughputs and change models of real-time interaction. If the task is not to suspend but encourage disbelief as a condition in the user, how can this be approached as a design problem? In the attempt to build a series of design projects suggesting open architectures for the moving image, might a variety of (pre-digital) precursors from the worlds of art, architecture and film offer the designer models for inspiration or adaptation? A series of projects have been undertaken. Each investigates the composite moving image, specifically in the context of real-time computation and interaction. This arose from a desire to interrogate the qualia of the moving image within interactive systems, relative to a range of behaviours and/or observer positions, which attempt to situate users as conscious compositors. This is explored in the thesis through reflecting on a series of experimental interfaces designed for real time composition in performance, exhibition and online contexts

    Software defined radio for GPS

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    Projecte realitzat en col.laboració amb el centre Centre Tecnològic de Telecomunicacions de Catalunya (CTTC)This project describes the implementation of a software defined radio (SDR) Global Navigation Satellite System (GNSS) receiver completely real-time. The receiver is based on Global Positioning System (GPS) L1 C/A receiver. Also, the project describes the implementation and shows the improvement of a Double Delta Correlator (DDDLL) respect a typical Delay Locked Loop (DLL) of a real-time software defined Global Positioning System (GPS) receiver on a multipath environment.A theoretical analysis of the DLL and DDDLL has been done, and compared their performance over a simulated multipath scenario at radiofrequency. Then the same simulation but in a experimental mode is done with a channel emulator. The double delta correlator exploits the Single Input Multiple Data (SIMD) instructions to achieve real-time performance. The GPS software receiver uses open source libraries including GNURadio, and is capable of running in real-time on standard PC. In another hand, the receiver has been equipped with toolkit positioning system to compute the user position by different algorithms. This is done thanks to the open source GPS toolkit (GPStk). To be able to connect the receiver with the GPStk, a module with a Receiver Independent Exchange Format (RINEX) output has been adde

    Étude d’un Dispositif Pédagogique Instrumenté Complexe et de ses propriétés. Une approche épistémique et méthodologique, le cas d’une université brésilienne.

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    In this thesis, we are working to solve an enigma by implementing a “research in action”: how has complex instrumented educational dispositif – CIED – become complex instrumented educational service – CIES? And more specifically: what are the ingredients that have participated in the effectiveness of the coupling of a university and a learning management system and how can we study the modes of emergence and existence in a meso organizational and decisional register and at the mesosystem class?This enigma is solved by mobilizing the CIED as a boundary object and epistemological and methodological tools such as: the dispositive approach, the ecological / systemic approach and activity theory. The analysis involves achieving a holistic reading of history. This methodological approach highlights the propensity of a dispositif to generate objects defined as related objects. The exploration of the properties of these related objects shows that it is possible to define a historical continuum and undo the discontinuities of the activity inherent in the computer traces.Dans cette thèse, nous œuvrons à résoudre une énigme en implémentant une recherche en cours d’action : comment un dispositif pédagogique instrumenté complexe – DPIC – est devenu un service pédagogique instrumenté complexe – SPIC ? Et plus précisément : quels sont les ingrédients qui ont participé à l’effectivité du couplage d’une université et d’un environnement numérique de formation et comment étudier ces modes d’émergence et d’existence dans un registre méso organisationnel et décisionnel au niveau du mésosystème ? Cette énigme est résolue en mobilisant le DPIC comme un objet frontière et des outils épistémiques et méthodologiques tels que l’approche dispositive, l’approche écologique/systémique et la théorie de l’activité. L’analyse consiste à réaliser une lecture holistique de l’histoire. Cette approche méthodologique met en évidence la propension d’un dispositif à générer des objets définis comme connexes. L’exploration des propriétés de ces objets connexes démontre qu’il est possible de définir un continuum historique et de défaire les discontinuités inhérentes aux traces informatiques laissées par l’activité

    History of Computer Art

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    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)

    E-Portfolio an der Schnittstelle von Studium und Beruf

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    Im Zentrum des Bandes steht die Leitfrage: Welche Funktionen muss ein webbasiertes Portfolio im Studium und im Übergang zum Berufsfeld erfüllen, damit es als Mehrwert gegenüber der bisherigen Praxis wahrgenommen wird? Das bedeutet auch: Welche bestehenden Probleme hilft es zu lösen und welchen Anforderungen der Praxis muss es genügen, um von den Akteuren als nützlich und lohnenswert bewertet zu werden? Diese Publikation fokussiert Konzepte und Erfahrungen im Umgang mit E-Portfolios an Hochschulen sowie beim Übergang vom Studium in die Berufstätigkeit. Die beteiligten Personen sind Dozierende und Studierende, aber auch Fachpersonen, die den Wechsel ins Berufsleben professionell begleiten oder bei einer beruflichen Neuorientierung und bei einem Stellenwechsel Unterstützung in Form von Coaching anbieten. Es werden Software-Plattformen, Technologien und Dienstleistungsangebote vorgestellt, die eine Nutzung von E-Portfolios an Hochschulen sowie für Privatpersonen technisch ermöglichen. (Verlag

    La administración electrónica como herramienta de inclusión digital

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    ¿Puede ser la administración electrónica una herramienta de inclusión digital? ¿Qué puede aportar la administración electrónica para avanzar en la inclusión digital? ¿Qué podemos hacer, cada uno desde nuestra actividad, para favorecer la inclusión digital? Estas son algunas de las preguntas que se formulaban los participantes en las III Jornadas sobre Derecho y Tecnología así como al XI Encuentro de Gobierno Electrónico e Inclusión Digital, celebrados en Zaragoza los días 23 y 24 de mayo de 2011. Cada uno, desde su perspectiva, trató de aportar ideas en esa línea que marcamos en la convocatoria del evento: «La administración electrónica como herramienta de inclusión digital». Estas aportaciones están recogidas en este libro, agrupadas en tres bloques diferentes. En el primero, bajo el título Políticas de inclusión digital desde la perspectiva de la administración electrónica, tienen cabida aquellas reflexiones sobre qué hacer para favorecer la inclusión digital desde la administración electrónica, con enfoques concretos en Brasil o Iberoamérica, o de tipo general, aplicable en cualquier país. En el segundo, el título Casos reales de inclusión digital desde la perspectiva de la administración electrónica reúne experiencias concretas llevadas a cabo en España y Brasil. Por último, y no menos importante, el título Inclusión digital desde las aulas universitarias recoge propuestas para fomentar la inclusión digital desde las aulas universitarias

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
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