首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
2.
3.
One of the most useful ways to enhance collaboration is to create scenarios where learners are able to interact more effectively. Nevertheless, the design of pedagogically sound and well-thought-out collaborative learning scenarios is a complex issue. This is due to the context of group learning where the synergy among learners’ interactions affects learning processes and, hence, the learning outcome. Although many advances have been made to support the designing of collaborative learning scenarios through technology, a more systematic approach is lacking. With the limitations of the current designing methods and tools, it is difficult to develop intelligent authoring systems that can guide users in order to produce more effective collaboration. One of the main difficulties with creating a more consistent (computer-understandable) approach to designing collaboration is the necessity of proposing better ways to formalize the group learning processes. In this paper, we present an innovative approach that uses ontologies and concepts from learning theories to create a framework that represents collaborative learning and its processes. Ontologies provide the necessary formalization to represent collaboration, while learning theories provide the concepts to justify and support the development of effective learning scenarios. Such an approach contributes to establish the foundations for the development of the next generation of intelligent authoring systems referred to as theory-aware systems. To verify the viability and usefulness of our proposed ontological framework in the context of systematic design, the development and use of an intelligent authoring tool for CSCL design is presented. This system is able to reason on ontologies to give suggestions that help users to create theory-compliant collaborative learning scenarios. We carried out several experiments with teachers in a geometry drawing course and the results indicate that the system helps teachers to create and interchange their scenarios more easily and facilitates the selection of important pedagogical strategies that influence positively the designing and effectiveness of group activities.  相似文献   

4.
Despite the apparent maturity of the learning design field, and the variety of tooling available to support it, adoption among the teacher community (one of its alleged main targets) is still low. There is a lack of research on teachers' perception and use of different technological learning design tools, as existing evaluations are often restricted to a single tool. In order to explore whether there are common factors hampering teacher adoption, and which tool features might appeal to different teachers, more studies involving multiple authoring tools are needed. This paper provides a first step in this direction, describing a mixed methods study performed around a professional development workshop with 18 university teachers from multiple disciplines. This workshop exposed teachers to two different authoring tools (WebCollage and EDIT2), as they learned to create computer-supported collaborative learning (CSCL) designs and implement them. The findings of our interpretive study (which included questionnaires, observations, or group discussion recordings) support the idea that there is no single tool or set of features that are globally perceived as better, although our evidence also highlights certain factors as important for participant teachers – amongst others, the integration of learning designs with the ICT platforms for enactment, as well as with other tools that they already use in their everyday practice.  相似文献   

5.
Two important challenges that teachers are currently facing are the sharing and the collaborative authoring of their learning design solutions, such as didactical units and learning materials. On the one hand, there are tools that can be used for the creation of design solutions and only some of them facilitate the co-edition. However, they do not incorporate mechanisms that support the sharing of the designs between teachers. On the other hand, there are tools that serve as repositories of educational resources but they do not enable the authoring of the designs. In this paper we present LdShake, a web tool whose novelty is focused on the combined support for the social sharing and co-edition of learning design solutions within communities of teachers. Teachers can create and share learning designs with other teachers using different access rights so that they can read, comment or co-edit the designs. Therefore, each design solution is associated to a group of teachers able to work on its definition, and another group that can only see the design. The tool is generic in that it allows the creation of designs based on any pedagogical approach. However, it can be particularized in instances providing pre-formatted designs structured according to a specific didactic method (such as Problem-Based Learning, PBL). A particularized LdShake instance has been used in the context of Human Biology studies where teams of teachers are required to work together in the design of PBL solutions. A controlled user study, that compares the use of a generic LdShake and a Moodle system, configured to enable the creation and sharing of designs, has been also carried out. The combined results of the real and controlled studies show that the social structure, and the commenting, co-edition and publishing features of LdShake provide a useful, effective and usable approach for facilitating teachers' teamwork.  相似文献   

6.
Technology Enhanced Learning is a research field that has matured considerably over the last decade. Many technical solutions to support design, authoring and use of learning activities and resources have been developed. The first datasets that reflect the tracking of actual use of these tools in real-life settings are beginning to become available. In this article, we present an exploratory study that relies on these datasets to support semi-automatic assembly of learning activities and resources for specific contexts. Starting from learning designs and other online sources that describe well designed learning experiences as they were used in practice, we derive sequencing patterns that capture re-occurring patterns of activities. A semi-automatic assembly framework uses these patterns to support teachers in the design and authoring of course activities. We present a case study that integrates recommendation support for sequencing activities as well as associated resources in the LAMS learning activity environment. Results indicate that the perceived usefulness is high: both teachers with expertise in the use of learning design tools as well as teachers with no background knowledge in the area indicate that the recommendations helped them in the authoring process. In addition, they feel more confident using learning design tools when support is provided that is driven by best practice knowledge.  相似文献   

7.
Web-based education is particularly appropriate for remote teaching and learning at any time and place, away from classrooms and does not necessarily require the presence of a human instructor. The need for time and place independence is even greater in some cases, such as for medical instructors who are usually doctors that have to treat patients on top of their tutoring duties. However, this independence from real teachers and classrooms may influence negatively the students who may feel deprived of the benefits of human–human interaction. In this paper we describe a novel approach for incorporating affective characteristics into e-learning through an authoring tool. The authoring tool incorporates and adapts principles of a cognitive theory for modeling possible emotional states that a tutoring agent may use for educational purposes. Medical instructors may use this authoring tool to create their own educational characters that will interact affectively with their students in the e-learning environment.  相似文献   

8.
This paper presents a pattern-based framework for developing tool support to detect software anomalies. The use of a pattern-based approach is important because it provides the flexibility needed to address domain-specific needs, with respect to the types of problems the tools detect and the strategies used to inspect and adapt the code. Patterns can be used to detect a variety of problems, ranging from simple syntactic issues to difficult semantic problems requiring global analysis. Patterns can also be used to describe transformations of the software, used to rectify problems detected through software inspection, and to support interactive inspection and adaptation when full automation is impractical. This paper describes a part of the Knowledge Centric Software (KCS) framework that embodies the pattern-based approach and provides capabilities for addressing different languages and different application domains. While only the part of the framework relevant to code inspections is addressed in this paper, in future, we also expect to address UML analysis and design models. As an application of the research, we present an overview of an inspection tool being developed for high assurance software for avionics systems.  相似文献   

9.
Providing tools that make visualization authoring accessible to visualization non‐experts is a major research challenge. Currently the most common approach to generating a visualization is to use software that quickly and automatically produces visualizations based on templates. However, it has recently been suggested that constructing a visualization with tangible tiles may be a more accessible method, especially for people without visualization expertise. There is still much to be learned about the differences between these two visualization authoring practices. To better understand how people author visualizations in these two conditions, we ran a qualitative study comparing the use of software to the use of tangible tiles, for the creation of bar charts. Close observation of authoring activities showed how each of the following varied according to the tool used: 1) sequences of action; 2) distribution of time spent on different aspects of the InfoVis pipeline; 3) pipeline task separation; and 4) freedom to manipulate visual variables. From these observations, we discuss the implications of the variations in activity sequences, noting tool design considerations and pointing to future research questions.  相似文献   

10.
The REDEEM authoring environment was developed to allow educators with no programming knowledge to design learning environments (simple Intelligent Tutoring Systems) for their students in a time-effective manner. The success of this approach depends on two key factors. Firstly, on the extent to which the authoring tool is usable by its intended author population (classroom teachers, university lecturers, adult trainers), and secondly, whether the resulting systems are effective at supporting learning. In this paper, a five year program is reviewed that evaluated the extent to which REDEEM has met these goals. The conclusion of the research is that in many ways REDEEM has exceeded the initial expectations for it, but that improvements to its design could further enhance its functionality.  相似文献   

11.
Few teachers include information and communication technology in the classroom, despite their potential for increasing attention and motivation for students. Educational authoring tools are intended to turn teachers into designers and deliverers of technology-enhanced educational content, and increasing the adoption of these tools is a key element for speeding up this transformation. This paper emphasizes the importance of learnability for preventing rejection or abandonment by of such an authoring tool, and how acceptance is deeply affected by the interaction paradigm and the creation metaphor used in the tool. We present an analysis comparing two design paradigms: the widespread menu-based and choice-guided interaction paradigm versus a consistent metaphor with direct manipulation. The latter was implemented in DEDOS-Editor, a novel authoring tool that allows the creation of diverse educational activities that can be performed on different devices, such as PCs, digital blackboards, tablets, and multitouch surfaces. An experimental study shows the tremendous impact that interface choices have on the tool's learning curve. The results provide the first mapping of the choice of a direct-manipulation interface and its effect on the learning curve's entry point, as well as a consistent interaction metaphor with smoother and fast-growing learning curves. This allows users to complete more tasks and gain more knowledge through experience, in contrast to menu-based interfaces. The initial use of the tool is thus made easier for users with no experience or information about the tool, and the advantages of experience and expertize in facing new challenges are facilitating. This work also highlights the appropriateness of learning curves as a tool for measuring learnability.  相似文献   

12.
This paper introduces research that investigates how human experience influences people's understandings of product usability. It describes an experiment that employs visual representation of concepts to elicit participants' ideas of a product's use. Results from the experiment lead to the identification of relationships between human experience, knowledge, and context-of-use - relationships that influence designers' and users' concepts of product usability. These relationships are translated into design principles that inform the design activity with respect to the aspects of experience that trigger people's understanding of a product's use. A design tool (ECEDT) is devised to aid designers in the application of these principles. This tool is then trialled in the context of a design task in order to verify applicability of the findings.  相似文献   

13.
14.
This paper presents a Web 2.0 Learning Environment, for a systematic creation of adaptive and intelligent tutoring systems. Authoring contents is made by a community of users including teachers and students. The tutoring systems adapt the contents according to the best learning style using self-organizing maps (SOMs). The SOM was trained for classifying Felder–Silverman learning styles. The most important advantage of these unsupervised neural networks is that they do not require an external teacher for presenting a training set. The approach was implemented under an authoring tool that allows the production of personalized learning material to be used under collaborative and mobile learning environments. The tutoring systems together with the neural network can also be exported to mobile devices. We present different results to the approach working under the authoring tool.  相似文献   

15.
《Computers & Education》2013,60(4):1257-1272
Technology Enhanced Learning is a research field that has matured considerably over the last decade. Many technical solutions to support design, authoring and use of learning activities and resources have been developed. The first datasets that reflect the tracking of actual use of these tools in real-life settings are beginning to become available. In this article, we present an exploratory study that relies on these datasets to support semi-automatic assembly of learning activities and resources for specific contexts. Starting from learning designs and other online sources that describe well designed learning experiences as they were used in practice, we derive sequencing patterns that capture re-occurring patterns of activities. A semi-automatic assembly framework uses these patterns to support teachers in the design and authoring of course activities. We present a case study that integrates recommendation support for sequencing activities as well as associated resources in the LAMS learning activity environment. Results indicate that the perceived usefulness is high: both teachers with expertise in the use of learning design tools as well as teachers with no background knowledge in the area indicate that the recommendations helped them in the authoring process. In addition, they feel more confident using learning design tools when support is provided that is driven by best practice knowledge.  相似文献   

16.
17.
Precision and consistency are important prerequisites for class models to conform to their intended domain semantics. Precision can be achieved by augmenting models with design constraints and consistency can be achieved by avoiding contradictory constraints. However, there are different views of what constitutes a contradiction for design constraints. Moreover, state-of-the-art analysis approaches for proving constrained models consistent either scale poorly or require the use of interactive theorem proving. In this paper, we present a heuristic approach for efficiently analyzing constraint specifications built from constraint patterns. This analysis is based on precise notions of consistency for constrained class models and exploits the semantic properties of constraint patterns, thereby enabling syntax-based consistency checking in polynomial-time. We introduce a consistency checker implementing these ideas and we report on case studies in applying our approach to analyze industrial-scale models. These studies show that pattern-based constraint development supports the creation of concise specifications and provides immediate feedback on model consistency.  相似文献   

18.
We designed and implemented an edutainment platform, Dreamware. It effectively helps education, sensibility treatment and intelligence training for children with developmental disability. We developed special toy-like hardware and software tools: a content authoring tool that makes a variety of multimedia content operating on the hardware, a management tool that provides training results to instructors, and a real-time monitoring tool to observe the current state of learning. The hardware is designed to consider the characteristics of children with developmental disability. It can provide sensibility training, such as visual, auditory, and tactile senses to them. The easy-to-use authoring tool enables teachers and non-specialists to make educational content conveniently. In addition, the real-time monitoring tool helps observe the user’s status, even outside the classroom. The management tool stores training results and provides the result for further steps. Efficient repetitive training is possible without restriction of time and location using this platform. We can recognize that our system is effective in improving their concentration and learning.  相似文献   

19.
《Computers & Education》2003,40(3):271-284
Two major attributes influence a project aimed at developing educational software: user interactivity and graphic design. These two attributes are not easily found within the same development tool. Moreover, sometimes the development tool is either very expensive to acquire or too difficult to use. This article aims to present a solution to the creation of educational development tools which emphasize the conjunction between interactivity and graphic design. The authors propose a methodology based on Web technology and an association between the Java programming language and the authoring tool Flash. In addition to fostering interactivity, Java offers development packages at no cost. The authoring software Flash is inexpensive and allows the creation of finely crafted Web pages with graphic animations and sound editing. This article describes the methodology that enables the association between Java and Flash components. This methodology was conceived during the development of a structural analysis educational software product specially geared to undergraduate engineering students. In order to ensure the understanding of our proposal, a specific example was created, along with sample pages that illustrate this methodology.  相似文献   

20.
MediaTouch is a visual based authoring tool for creating MHEG-5 applications. It is based on the native approach, which enables the author to operate at the level of MHEG-5 objects, in order to get the most out of the standard's features. Specialized editing functions facilitate the author's work, especially when setting properties such as the hierarchical structure of an application, dynamic behavior and appearance of objects. The paper introduces the problem of authoring multimedia applications, motivating the adoption of a standard solution, and explaining the functionality of MediaTouch, and in so doing, providing an example of use.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号