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Mash‐Up Personal Learning 
Environments
TENcompetence Winter School, 
February 2nd, 2009, Innsbruck


                                Fridolin Wild
                                Vienna University of Economics 
                                and Business Administration
(created with http://www.wordle.net)




                                       <2>
Structure of this Talk
                Preliminaries
                Critique: Flaws of Personalisation
     Problem
                Personal Learning Environments (F.I)
Fundamentals
                End-User Development (F.II)
                Activity Theory (F.III)
                A Mash-Up PLE (MUPPLE.org)
    Solution
                   The Rendering Engine
                   The Scripting Language
                   The Prototype
                   An Example Activity
                   Sharing Patterns
                Conclusion

                                                       <3>
Preliminaries
                <4>
Learning Environments
 = Tools that bring together people and
 content artefacts in activities that
 support in constructing and processing
 information and knowledge.




... Are probably around us ever since
the ‚homo habilis‘ started to use
more sophisticated stone tools
at the beginning of the Pleistocene
some two million years ago.
                                          <5>
Assumption I.

 Learning environments are inherently networks:
   encompass actors, artefacts, and tools
   in various locations
   with heterogeneous affiliations,
   purposes, styles, objectives, etc.
 Network effects make the network exponentially
 more valuable with its growing size




                                                  <6>
Assumption II.

 Learning Environments
 are learning outcomes!
 not an instructional control condition!
   For example, a learner may prefer to email an expert
   instead of reading a paper: Adaptation strategies go
   beyond navigational adaptation through content artefacts
   Setting up and maintaining a learning environment
   is part of the learning work: future experiences will be
   made through and with it
   knowing tools, people, artefacts, and activities (=LE)
   enables
                                                              <7>
Assumption III.

 Learning to learn, while at the same time learning
 content is better than just (re-) constructing
 knowledge.
   Acquisition of rich professional competences such as
   social, self, and methodological competence
   ... is superior to only acquiring content competence
   (i.e. Domain-specific skill, facts, rules, ...)
   Due to ever decreasing half-life
   of domain-specific knowledge
   Construction != Transfer!


                                                      <8>
Assumption IV.

 Designing for Emergence
 ... is more powerful than programming by instruction
 Emergent behaviour:
   observable dynamics show unanticipated activity
   Surprising: the participating systems have not been
   instructed to do so specifically (may even not have
   intended it)
 Why? Because models involved are simpler while
 achieving the same effect
 Example: Walking Robot
                                                         <9>
Flaws of Personalisation
                       <10>
Flaws of Personalisation

 Claim:

   Instructional design theories and
   adaptive & intelligent technologies
   do not support or even violate
   these assumptions!



                                         <11>
Instr. Des. Theories
                       <12>
Instructional Design Theories

 ... offer explicit guidance to help people learn better
 But: Environment = instructional control condition
 (cf. e.g. Reigeluth, 1999)
 But: Environment = separate from
 desired learning outcomes (cf. e.g. Reigeluth, 1999)
 Even in constructivist instructional theories:
 LE is created by instructional designer
 (cf. e.g. Mayer, 1999; Jonassen, 1999)
 Appear in applied research in two flavours:
 with and without strong AI component
                                                           <13>
Strong AI Position

= system intelligence monitors,
  diagnoses, and guides automatically
  Inherently ill-defined:
  cannot monitor everything
  Constantly overwhelmed:
  what is relevant
  Computationally expensive:
  or even impossible
  Even if: no understanding
  (cf. Searle’s Chinese Room)
                                    (from: modernlove.comicgenesis.com)
                                                                   <14>
Weak AI Position

 mixture of minor automatic system adaptations
 along a coarse-grain instructional design master
 plan engineered by a teacher or instructional
 designer
 Learning-paths are fine-tuned along learner
 characteristics and user profiles to conform to trails
 envisioned (not necessarily proven) by teachers
 But: No perfect instructional designer
 In fact: most instructors are only domain-experts,
 not didactical ones
                                                          <15>
Weak AI Position (2)

 Furthermore: planned adaptation takes away
 experiences from the learner:
   External planning reduces challenges
   Thus reduces chances to become competent
   Learners are not only sense-makers
   instructed by teachers along a predefined path
   Learners need to actively adapt
   their learning environments
   so that they can construct the rich professional
   competences necessary for successful learning
   (cf. Rychen & Salganik, 2003)
                                                      <16>
Instructional Design Theories

  Locus of control only with the instructional designer
  or with the system
  Not (not even additionally) with the learner
  But: Learners are not patients
  that need an aptitude treatment.


=> Shortcoming of ID Theory!



                                                          <17>
ADAPTATION TECHN.
                    <18>
Adaptation Technologies

 Varying degree of control:
 Adaptive ←      fluent segue                           → Adaptable
 System adapts ←                                     → User adapts
 (Oppermann, Rashev, & Kinshuk, 1997; Dolog, 2008)

 Three important streams:
     Adaptive (educational) hypermedia
     Learning Design
     Adaptive Hypermedia Generators



                                                                  <19>
Adaptive (Educational) Hypermedia
 Generic Types:
   adaptive navigation support: path and link adaptation
   adaptive presentation support: presentation of a
   content subset in new arrangements
   Education Specific Types:
   Sequencing: adaptation of the navigation path
   through pre-existing learning material
   Problem-solving: evaluate the student created
   content summatively or formatively through the
   provision of feedback, etc.
   Student Model Matching: collaborative filtering to
   identfy matching peers or identify differences
                                (Brusilovsky, 1999)     <20>
Adaptive (Educational) Hypermedia

 Main Problems of AEH:
   Lack of reusability and interoperability
   Missing standards for
   adaptation interoperability
   primarily navigation through content
   (=represented domain-specific knowledge)
   Processing and construction activities
   not in focus
   Environments are not outcomes,
   do not support environment design
          (cf. Henze & Brusilovsky, 2007; Holden & Kay,
          1999; Kravcik, 2008; Wild, 2009)                <21>
Learning Design
 Koper & Tattersell (2005):
 learning design = instructional design
 Specht & Burgos (2007):
 adaptation possibilities within IMS-LD:
   Only pacing, content, sequencing,
   and navigational aspects
   environment is no generic component that can be
   adapted (or tools/functions/services), nor driving
   factor for informaiton gathering nor method for
   adaptation
 Towle and Halm (2005): embedding adaptive
 strategies in units of learning
                                                        <22>
Learning Design

 Services postulated to be known at design time
 (LD 1.0 has four services!)
 Services have to be instantiated through formal
 automated procedures
 But: Van Rosmalen & Boticario:
 runtime adaptation (distributed multi-agents added
 as staff in the aLFanet project)
 But: Olivier & Tattersall (2005): integrating learning
 services in the environment section of LD


                                                          <23>
LD continued

 Targets mainly instructional designers
 (see guidelines, see practice)
 But: Olivier & Tattersall (2005) predict application
 profiles that enhance LD with service provided by
 particular communities, though interoperability with
 other players than is no longer given
 But: Extensions proposed (cf. Vogten et al., 2008):
 formalisation, reproducability, and reusability of LDs
 can also be catalyzed through the PCM that
 facilitates development of learning material through
 the learners themselves.
                                                        <24>
LD Shortcomings

 Services != Tools
 Perceivable surface of a tool makes a difference (cf.
 e.g. Pituch and Lee (2004): the user interface of
 tools influences the processes pursued with them
 Agreement on sharing services can always only be
 the second step after innovating new services
 Specifying services at design time is inflexible




                                                     <25>
Adaptive Hypermedia Generators

 LAG: language for expressing information on
   assembly,
   adaptation
   and strategies
   plus procedures
   of intelligent adaptation applications
 Hypertext Structure
 Rule-based path adaptation

                  (Cristea, Smits, & De Bra, 2007)
                                                     <26>
Adaptive Hypermedia Generators

 WebML + UML-Guide:
   client-side adaptation of web applications (Ceri et al.,
   2005)
   WebML: follows hypertext model
   UML-Guide (modified state diagrammes): user
   navigation through a system can be modelled
   Both together can generate personalised apps
 But: restricted to content and path design,
 And: expert designer recommended


                                                          <27>
Summary of the Critique


 The prevailing paradigm is
 ‚rule‘, not ‚environment‘!


 Learners are executing along minor adaptations
 what instructional designers (mostly teachers)
 have foreseen.
 No real support for learning environment design (=
 constructing and maintaining learning
 environments).
                                                      <28>
PLEs
       <29>
Personal Learning Environments

 Not yet a theory and no longer a movement
 In the revival of the recent years: starting as
 opposition to learning management systems
 Common ground:
   all projects envision an empowered learner capable
   of self-direction for whom tightly- and loosely-coupled
   tools facilitate the process of defining outcomes,
   planning their achievement, conducting knowledge
   construction, and regulating plus assessing
   (van Harmelen, 2008)

                                                         <30>
History of PLEs
 Early Work: Focus on user- and conversation
 centred perspective (Liber, 2000; Kearney et al.,
 2005)
   personal space
   used for developmental planning
   and aggregating navigational as well as
   conversational traces
 Next Phase: interoperability issues (RSS/ATOM,
 service integration via APIs, …) (Downes, 2005;
 Wilson, 2005; Wilson, 2005; Wilson et al., 2007)
 Today: heterogeneous set of implementation
 strategies
                                                     <31>
PLE Implementation Strategies

 Coordinated use
   e.g. with the help of browser
   bookmarks to involved web apps
 Simple connectors for data exchange
 and service interoperability
 Abstracted, generalised connectors that form so-
 called conduits
   e.g. those supported by the social browser Flock
   e.g. by the service-oriented PLE Plex

                 (Wilson et al., 2007)
                                                      <32>
Augmented Landscapes: VLE+PLE

             individuals
         use subsets of
     tools and services
               provided
          by institution


     actors can choose
        from a growing
     variety of options


   gradually transcend
institutional landscape


      actors appear as
          emigrants or
           immigrants


          leave and join
institutional landscape
for particular purposes



                                 <33>
EUD
      <34>
End-User Development

 Deals with the idea that
   end-users
   design their environments
   for the intended usage
 Evolve systems from ‘easy to use’
 to ‘easy to develop’
 For example: Excel Scripting
 For example: Apple Script


                                     <35>
End-User Development

 Shifting the locus of control from
 developer to (power) user
 Coming from modern project management and
 software development methods (agile, XP, ...)
 Via User-centred design from HCI:
 dates back at least to the 1970ies: dedicates
 extensive attention to the user in each step of the
 design process, but no development
 ... and a rather recent research stream
 (cf. Lieberman et al., 2006)
                                                       <36>
Mash-Up?
 The ‘Frankensteining’
 of software artefacts
 and data
 Opportunistic Design
 (Hartmann et al.,
 2008; Ncube et al.,
 2008)
 ‘Excel Scripting for
 the Web’
 Various Strategies (cf.
 Gamble & Gamble,
 2008)
                        <37>
End-User Development




 Let’s activate the long tail of
 software development:
 let’s develop applications
 for five users!


                                   <38>
AT
     <39>
Activity Theory

 Structuring Change with Activities


 Activity is shaped by surroundings
   E.g. tools have affordances (like a door knob
   lends itself to opening)
 Activity shapes surroundings!
   Activities can result in construction of a tool


 Long tradition (Leont’ev, 1947; Scandinavian AT:
 Engeström, 1987)
                                                     <40>
MUPPLE
         <41>
Layers of Interoperability




                             (Wild, 2007)
                                            <42>
Web-Application Mash-Up
     { do s.th. } { for an output }        share bookmarks
     { using http://… }                    using distance.ktu.lt/scuttle




                                                       RSS
                                                       feed




                                                 summarize papers
                                                 using teldev.wu-wien.ac.at/xowiki

                find papers
                using www.objectspot.org




                                                                                     <43>
Mash-Up PLE (MUPPLE)




 PLE: change in perspective, putting the learner
 centre stage again, empower learners to construct
 and maintain their learning environment
 Mash-Ups: Frankensteining of software
 artefacts and data


                                                     <44>
Mash-Up PLE (MUPPLE)
Set of Web-Based Tools for learning,      “Mupples were small furry creatures that were
                                          imprisoned at the Umboo Lightstation when
client-sided aggregation
                                          Mungo Baobab, C-3PO and R2-D2 rescued
(= ‘web-application mashup’)              them. Some considered Mupples a delicacy.”

Recommend tools for specific activities
                                                  -- http://starwars.wikia.com/wiki/Mupple
    through design templates
    through data mining
                                                           Mash-UP
Scrutable: give learner full control
over learning process
                                                           Personal
Track learner interaction
& usage of tools and refine
                                                           Learning
recommendations
                                                           Environments



                                                                                   <45>
Layers of Interoperability (2)




(iX 10/2008, Enterprise Mashups, p. 99)
                                          <46>
Example Mash-Up PLE




                      <47>
RENDERING
            <48>
Rendering Engine


 OpenACS module
 based on XoWiki
 and Prototype
 Windows library
 Combine tool
 mashup and Wiki
 content
 Provide templates
 for pre-defined
 learning activities




                       <49>
SCRIPTING with LISL
                      <50>
LISL Design Decisions


Natural Language Like, Learnability
learners do not need to know a lot about the syntax
Extensibility
learners may define and use own actions
Semantics, Recommendations
for each activity the system offers a landscape of tools
Scrutability, Controllability
learners receive information about system decisions,
but can always change and customize
Interoperability, Exchangeability
learners can export parts of their ‘learning script’ to hand it over to others
Logging
tool interactions can be tracked using ‘invisible’ logging commands




                                                                                 <51>
Semantic Model




                   MUPPLE
                 loves LISL !




                            <52>
LISL Interpreter




                   <53>
LISL Demo Script

1> define action compose with url http://[...]?action=create
2> define action browse with url http://[...]/%%peers%%
3> define action bookmark
4> define action ‘self-description’
5> define object ‘peers’ with value ‘group_a’
6> define object ‘selected descriptions’
7> define tool VideoWiki with url http://videowiki.icamp.eu
8> define tool Scuttle with url http://scuttle.icamp.eu
9> connect tool VideoWiki with tool Scuttle


10> compose object ‘self-description’ using tool VideoWiki
11> browse object ‘peers’ using tool VideoWiki
12> bookmark object ‘selected descriptions’ using tool VideoWiki
13> drag tool VideoWiki to column 1
                                                                   <54>
Statements

 Support Statements:
   ‚Define‘ Statements:
   use placeholders to bind object values to a url
   ‚Lay-Out Interaction‘ Statements:
   ‚Connect‘ Action:
   using the FeedBack Specification to connect tools
 ‚Action‘ Statements: Always a natural language
 ‚sentence‘:
   (I will) browse bookmarks using scuttle
   (Subject) (predicate) (object) (instrument)

                                                       <55>
Side Note: FeedBack


                         1 OFFER



                           REQUEST
                         2 update
                           notifications




                         3   NOTIFY



    => „Buffered Push“
                                           <56>
Side Note: Blogofolio Process




                                <57>
Prototype mupple.org




                       <58>
Example:
Collaborative Paper Writing




                              <59>
Sharing Patterns




                   <60>
Details: Pattern Sharing




                           <61>
Accessibility

 A question of which activity you want to pursue and
 what outcome you want to have
 Not a question of the tool you use
 Patterns can be adapted by exchanging tools


 Not every activity can be replaced lossless
 But graceful degradation is possible



                                                       <62>
Conclusion
             <63>
Conclusion

 Learning environments and their construction as
 well as maintenance makes up a crucial part of the
 learning process and the desired learning
 outcomes.
 Learning environment design is the key to solve
 shortcomings of today’s theory and practice.
 ... and mash-up personal learning environments are
 one possible solution for this.



                                                      <64>
EOF. ACK?
            <65>

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Mash-Up Personal Learning Environments (MUPPLE

  • 1. Mash‐Up Personal Learning  Environments TENcompetence Winter School,  February 2nd, 2009, Innsbruck Fridolin Wild Vienna University of Economics  and Business Administration
  • 3. Structure of this Talk Preliminaries Critique: Flaws of Personalisation Problem Personal Learning Environments (F.I) Fundamentals End-User Development (F.II) Activity Theory (F.III) A Mash-Up PLE (MUPPLE.org) Solution The Rendering Engine The Scripting Language The Prototype An Example Activity Sharing Patterns Conclusion <3>
  • 5. Learning Environments = Tools that bring together people and content artefacts in activities that support in constructing and processing information and knowledge. ... Are probably around us ever since the ‚homo habilis‘ started to use more sophisticated stone tools at the beginning of the Pleistocene some two million years ago. <5>
  • 6. Assumption I. Learning environments are inherently networks: encompass actors, artefacts, and tools in various locations with heterogeneous affiliations, purposes, styles, objectives, etc. Network effects make the network exponentially more valuable with its growing size <6>
  • 7. Assumption II. Learning Environments are learning outcomes! not an instructional control condition! For example, a learner may prefer to email an expert instead of reading a paper: Adaptation strategies go beyond navigational adaptation through content artefacts Setting up and maintaining a learning environment is part of the learning work: future experiences will be made through and with it knowing tools, people, artefacts, and activities (=LE) enables <7>
  • 8. Assumption III. Learning to learn, while at the same time learning content is better than just (re-) constructing knowledge. Acquisition of rich professional competences such as social, self, and methodological competence ... is superior to only acquiring content competence (i.e. Domain-specific skill, facts, rules, ...) Due to ever decreasing half-life of domain-specific knowledge Construction != Transfer! <8>
  • 9. Assumption IV. Designing for Emergence ... is more powerful than programming by instruction Emergent behaviour: observable dynamics show unanticipated activity Surprising: the participating systems have not been instructed to do so specifically (may even not have intended it) Why? Because models involved are simpler while achieving the same effect Example: Walking Robot <9>
  • 11. Flaws of Personalisation Claim: Instructional design theories and adaptive & intelligent technologies do not support or even violate these assumptions! <11>
  • 13. Instructional Design Theories ... offer explicit guidance to help people learn better But: Environment = instructional control condition (cf. e.g. Reigeluth, 1999) But: Environment = separate from desired learning outcomes (cf. e.g. Reigeluth, 1999) Even in constructivist instructional theories: LE is created by instructional designer (cf. e.g. Mayer, 1999; Jonassen, 1999) Appear in applied research in two flavours: with and without strong AI component <13>
  • 14. Strong AI Position = system intelligence monitors, diagnoses, and guides automatically Inherently ill-defined: cannot monitor everything Constantly overwhelmed: what is relevant Computationally expensive: or even impossible Even if: no understanding (cf. Searle’s Chinese Room) (from: modernlove.comicgenesis.com) <14>
  • 15. Weak AI Position mixture of minor automatic system adaptations along a coarse-grain instructional design master plan engineered by a teacher or instructional designer Learning-paths are fine-tuned along learner characteristics and user profiles to conform to trails envisioned (not necessarily proven) by teachers But: No perfect instructional designer In fact: most instructors are only domain-experts, not didactical ones <15>
  • 16. Weak AI Position (2) Furthermore: planned adaptation takes away experiences from the learner: External planning reduces challenges Thus reduces chances to become competent Learners are not only sense-makers instructed by teachers along a predefined path Learners need to actively adapt their learning environments so that they can construct the rich professional competences necessary for successful learning (cf. Rychen & Salganik, 2003) <16>
  • 17. Instructional Design Theories Locus of control only with the instructional designer or with the system Not (not even additionally) with the learner But: Learners are not patients that need an aptitude treatment. => Shortcoming of ID Theory! <17>
  • 19. Adaptation Technologies Varying degree of control: Adaptive ← fluent segue → Adaptable System adapts ← → User adapts (Oppermann, Rashev, & Kinshuk, 1997; Dolog, 2008) Three important streams: Adaptive (educational) hypermedia Learning Design Adaptive Hypermedia Generators <19>
  • 20. Adaptive (Educational) Hypermedia Generic Types: adaptive navigation support: path and link adaptation adaptive presentation support: presentation of a content subset in new arrangements Education Specific Types: Sequencing: adaptation of the navigation path through pre-existing learning material Problem-solving: evaluate the student created content summatively or formatively through the provision of feedback, etc. Student Model Matching: collaborative filtering to identfy matching peers or identify differences (Brusilovsky, 1999) <20>
  • 21. Adaptive (Educational) Hypermedia Main Problems of AEH: Lack of reusability and interoperability Missing standards for adaptation interoperability primarily navigation through content (=represented domain-specific knowledge) Processing and construction activities not in focus Environments are not outcomes, do not support environment design (cf. Henze & Brusilovsky, 2007; Holden & Kay, 1999; Kravcik, 2008; Wild, 2009) <21>
  • 22. Learning Design Koper & Tattersell (2005): learning design = instructional design Specht & Burgos (2007): adaptation possibilities within IMS-LD: Only pacing, content, sequencing, and navigational aspects environment is no generic component that can be adapted (or tools/functions/services), nor driving factor for informaiton gathering nor method for adaptation Towle and Halm (2005): embedding adaptive strategies in units of learning <22>
  • 23. Learning Design Services postulated to be known at design time (LD 1.0 has four services!) Services have to be instantiated through formal automated procedures But: Van Rosmalen & Boticario: runtime adaptation (distributed multi-agents added as staff in the aLFanet project) But: Olivier & Tattersall (2005): integrating learning services in the environment section of LD <23>
  • 24. LD continued Targets mainly instructional designers (see guidelines, see practice) But: Olivier & Tattersall (2005) predict application profiles that enhance LD with service provided by particular communities, though interoperability with other players than is no longer given But: Extensions proposed (cf. Vogten et al., 2008): formalisation, reproducability, and reusability of LDs can also be catalyzed through the PCM that facilitates development of learning material through the learners themselves. <24>
  • 25. LD Shortcomings Services != Tools Perceivable surface of a tool makes a difference (cf. e.g. Pituch and Lee (2004): the user interface of tools influences the processes pursued with them Agreement on sharing services can always only be the second step after innovating new services Specifying services at design time is inflexible <25>
  • 26. Adaptive Hypermedia Generators LAG: language for expressing information on assembly, adaptation and strategies plus procedures of intelligent adaptation applications Hypertext Structure Rule-based path adaptation (Cristea, Smits, & De Bra, 2007) <26>
  • 27. Adaptive Hypermedia Generators WebML + UML-Guide: client-side adaptation of web applications (Ceri et al., 2005) WebML: follows hypertext model UML-Guide (modified state diagrammes): user navigation through a system can be modelled Both together can generate personalised apps But: restricted to content and path design, And: expert designer recommended <27>
  • 28. Summary of the Critique The prevailing paradigm is ‚rule‘, not ‚environment‘! Learners are executing along minor adaptations what instructional designers (mostly teachers) have foreseen. No real support for learning environment design (= constructing and maintaining learning environments). <28>
  • 29. PLEs <29>
  • 30. Personal Learning Environments Not yet a theory and no longer a movement In the revival of the recent years: starting as opposition to learning management systems Common ground: all projects envision an empowered learner capable of self-direction for whom tightly- and loosely-coupled tools facilitate the process of defining outcomes, planning their achievement, conducting knowledge construction, and regulating plus assessing (van Harmelen, 2008) <30>
  • 31. History of PLEs Early Work: Focus on user- and conversation centred perspective (Liber, 2000; Kearney et al., 2005) personal space used for developmental planning and aggregating navigational as well as conversational traces Next Phase: interoperability issues (RSS/ATOM, service integration via APIs, …) (Downes, 2005; Wilson, 2005; Wilson, 2005; Wilson et al., 2007) Today: heterogeneous set of implementation strategies <31>
  • 32. PLE Implementation Strategies Coordinated use e.g. with the help of browser bookmarks to involved web apps Simple connectors for data exchange and service interoperability Abstracted, generalised connectors that form so- called conduits e.g. those supported by the social browser Flock e.g. by the service-oriented PLE Plex (Wilson et al., 2007) <32>
  • 33. Augmented Landscapes: VLE+PLE individuals use subsets of tools and services provided by institution actors can choose from a growing variety of options gradually transcend institutional landscape actors appear as emigrants or immigrants leave and join institutional landscape for particular purposes <33>
  • 34. EUD <34>
  • 35. End-User Development Deals with the idea that end-users design their environments for the intended usage Evolve systems from ‘easy to use’ to ‘easy to develop’ For example: Excel Scripting For example: Apple Script <35>
  • 36. End-User Development Shifting the locus of control from developer to (power) user Coming from modern project management and software development methods (agile, XP, ...) Via User-centred design from HCI: dates back at least to the 1970ies: dedicates extensive attention to the user in each step of the design process, but no development ... and a rather recent research stream (cf. Lieberman et al., 2006) <36>
  • 37. Mash-Up? The ‘Frankensteining’ of software artefacts and data Opportunistic Design (Hartmann et al., 2008; Ncube et al., 2008) ‘Excel Scripting for the Web’ Various Strategies (cf. Gamble & Gamble, 2008) <37>
  • 38. End-User Development Let’s activate the long tail of software development: let’s develop applications for five users! <38>
  • 39. AT <39>
  • 40. Activity Theory Structuring Change with Activities Activity is shaped by surroundings E.g. tools have affordances (like a door knob lends itself to opening) Activity shapes surroundings! Activities can result in construction of a tool Long tradition (Leont’ev, 1947; Scandinavian AT: Engeström, 1987) <40>
  • 41. MUPPLE <41>
  • 42. Layers of Interoperability (Wild, 2007) <42>
  • 43. Web-Application Mash-Up { do s.th. } { for an output } share bookmarks { using http://… } using distance.ktu.lt/scuttle RSS feed summarize papers using teldev.wu-wien.ac.at/xowiki find papers using www.objectspot.org <43>
  • 44. Mash-Up PLE (MUPPLE) PLE: change in perspective, putting the learner centre stage again, empower learners to construct and maintain their learning environment Mash-Ups: Frankensteining of software artefacts and data <44>
  • 45. Mash-Up PLE (MUPPLE) Set of Web-Based Tools for learning, “Mupples were small furry creatures that were imprisoned at the Umboo Lightstation when client-sided aggregation Mungo Baobab, C-3PO and R2-D2 rescued (= ‘web-application mashup’) them. Some considered Mupples a delicacy.” Recommend tools for specific activities -- http://starwars.wikia.com/wiki/Mupple through design templates through data mining Mash-UP Scrutable: give learner full control over learning process Personal Track learner interaction & usage of tools and refine Learning recommendations Environments <45>
  • 46. Layers of Interoperability (2) (iX 10/2008, Enterprise Mashups, p. 99) <46>
  • 48. RENDERING <48>
  • 49. Rendering Engine OpenACS module based on XoWiki and Prototype Windows library Combine tool mashup and Wiki content Provide templates for pre-defined learning activities <49>
  • 51. LISL Design Decisions Natural Language Like, Learnability learners do not need to know a lot about the syntax Extensibility learners may define and use own actions Semantics, Recommendations for each activity the system offers a landscape of tools Scrutability, Controllability learners receive information about system decisions, but can always change and customize Interoperability, Exchangeability learners can export parts of their ‘learning script’ to hand it over to others Logging tool interactions can be tracked using ‘invisible’ logging commands <51>
  • 52. Semantic Model MUPPLE loves LISL ! <52>
  • 54. LISL Demo Script 1> define action compose with url http://[...]?action=create 2> define action browse with url http://[...]/%%peers%% 3> define action bookmark 4> define action ‘self-description’ 5> define object ‘peers’ with value ‘group_a’ 6> define object ‘selected descriptions’ 7> define tool VideoWiki with url http://videowiki.icamp.eu 8> define tool Scuttle with url http://scuttle.icamp.eu 9> connect tool VideoWiki with tool Scuttle 10> compose object ‘self-description’ using tool VideoWiki 11> browse object ‘peers’ using tool VideoWiki 12> bookmark object ‘selected descriptions’ using tool VideoWiki 13> drag tool VideoWiki to column 1 <54>
  • 55. Statements Support Statements: ‚Define‘ Statements: use placeholders to bind object values to a url ‚Lay-Out Interaction‘ Statements: ‚Connect‘ Action: using the FeedBack Specification to connect tools ‚Action‘ Statements: Always a natural language ‚sentence‘: (I will) browse bookmarks using scuttle (Subject) (predicate) (object) (instrument) <55>
  • 56. Side Note: FeedBack 1 OFFER REQUEST 2 update notifications 3 NOTIFY => „Buffered Push“ <56>
  • 57. Side Note: Blogofolio Process <57>
  • 62. Accessibility A question of which activity you want to pursue and what outcome you want to have Not a question of the tool you use Patterns can be adapted by exchanging tools Not every activity can be replaced lossless But graceful degradation is possible <62>
  • 63. Conclusion <63>
  • 64. Conclusion Learning environments and their construction as well as maintenance makes up a crucial part of the learning process and the desired learning outcomes. Learning environment design is the key to solve shortcomings of today’s theory and practice. ... and mash-up personal learning environments are one possible solution for this. <64>
  • 65. EOF. ACK? <65>