A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks. 12 février 2021. Mini-cours. NeuroMod Institute. Université Côte d'Azur.
Romero, M., Davidson, A.-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. In CIDUI proceedings. Learning and teaching innovation impacts. Barcelona, Spain: ACUP.
In this webinar, Prof Hendrik Drachsler will reflect on the process of applying learning analytics solutions within higher education settings, its implications, and the critical lessons learned in the Trusted Learning Research Program. The talk will focus on the experience of edutec.science research collective consisting of researchers from the Netherlands and Germany that contribute to the Trusted Learning Analytics (TLA) research program. The TLA program aims to provide actionable and supportive feedback to students and stands in the tradition of human-centered learning analytics concepts. Thus, the TLA program aims to contribute to unfolding the full potential of each learner. It, therefore, applies sensor technology to support psychomotor as well as web technology to support meta-cognitive and collaborative learning skills with high-informative feedback methods. Prof. Drachsler applies validated measurement instruments from the field of psychometric and investigates to what extent Learning Analytics interventions can reproduce the findings of these instruments. During this webinar, Prof Drachsler will discuss the lessons learned from implementing TLA systems. He will touch on TLA prerequisites like ethics, privacy, and data protection, as well as high informative feedback for psychomotor, collaborative, and meta-cognitive competencies and the ongoing research towards a repository, methods, tools and skills that facilitate the uptake of TLA in Germany and the Netherlands.
Romero, M., Davidson, A.-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. In CIDUI proceedings. Learning and teaching innovation impacts. Barcelona, Spain: ACUP.
In this webinar, Prof Hendrik Drachsler will reflect on the process of applying learning analytics solutions within higher education settings, its implications, and the critical lessons learned in the Trusted Learning Research Program. The talk will focus on the experience of edutec.science research collective consisting of researchers from the Netherlands and Germany that contribute to the Trusted Learning Analytics (TLA) research program. The TLA program aims to provide actionable and supportive feedback to students and stands in the tradition of human-centered learning analytics concepts. Thus, the TLA program aims to contribute to unfolding the full potential of each learner. It, therefore, applies sensor technology to support psychomotor as well as web technology to support meta-cognitive and collaborative learning skills with high-informative feedback methods. Prof. Drachsler applies validated measurement instruments from the field of psychometric and investigates to what extent Learning Analytics interventions can reproduce the findings of these instruments. During this webinar, Prof Drachsler will discuss the lessons learned from implementing TLA systems. He will touch on TLA prerequisites like ethics, privacy, and data protection, as well as high informative feedback for psychomotor, collaborative, and meta-cognitive competencies and the ongoing research towards a repository, methods, tools and skills that facilitate the uptake of TLA in Germany and the Netherlands.
Computational Participation: Towards a National EducationPolicy in Uruguay ...@cristobalcobo
L@S: Fourth Annual ACM Conference on Learning at Scale
April 20 – 21, 2017 @ Massachusetts Institute of Technology
organized with the Association for Computing Machinery (www.acm.org).
In 2007, Plan Ceibal became the first nationwide ubiquitous educational computer program in the world based on the 1:1 model. It is one of the most important programs implemented by Uruguay’s Government to minimize digital divide and is based upon three pillars: equity, learning and technology. As of 2007, Plan Ceibal has covered public schools, providing every student and teacher in kindergarten, primary and middle school with a laptop or tablet and internet access in the school, as well as a comprehensive set of educational software platforms.
Plan Ceibal reached 85% of the students in Uruguay (100% of public education 1 to 9 grades students) reducing significantly the digital divide between the “have” and the “have-nots”.
After the massive deployment of devices, platforms and connectivity, as well as educational resources, now the focus is particularly on teachers training, development of new pedagogies as well as a new culture for understanding teaching and learning (i.e. new pedagogies for deep learning). This presentation summarize the "computational thinking" and the "maker culture" promoted by this public policy in Uruguay.
http://www.fundacionceibal.edu.uy/en/page/about-us
by @cristobalcobo
Engineering active learning: LEGO robots & 3D virtual worldsMichael Vallance
Robot -mediated Interaction (RMI)
Research: Design an evidence-based framework of learning when undertaking tasks of measurable complexity in a 3D virtual world.
The students’ aim is to communicate solutions to problems which involve the programming of a robot to navigate specific circuits.
# Experiences lead to personal strategies for teamwork, planning, organizing, applying, analyzing, creating and reflection.
# Measured as Essential Skills for Wales Baccalaureate Qualification, UK.
Evidence required by UK Education Authority for post-16 qualification.
Keynote presentation of Yannis Dimitriadis at Intelligent Tutoring Systems 2022: Human-Centered Learning Analytics: Designing for balanced human and computational agency
Are we currently moving from the age of mobolism to age of artificail intelli...Jari Laru
The 13th annual International Technology, Education and Development Conference, INTED2019,IValencia (Spain). 11th-13th of March, 2019. Special Learning Technology Accelerator (Lea) Horizon 2020 project session: Innovation procurement to steer user-driven innovations for digital learning.
Presentation by Tunde Varga-Atkins at the Methods@Manchester Methods Fair on Creativity in Social Science Research, recorded session available on YouTube (https://www.youtube.com/watch?v=E9tF0C-75A8)
The evolution and adoption of Learning Analytics (LA) participates in the debate about the ethical challenges associated to technological advancement and the need to provide responsible technology. This debate in the field of educational technology focuses on the tension between the potential of LA to achieve more effective education and its impact on human behavior and well-being. In this talk I will present examples of solutions based on learning analytics proposed in the TIDE research group of Pompeu Fabra University - Barcelona (https://www.upf.edu/web/tide) that try to meet requirements of human-centred design, support for human agency, transparency, or human well-being. Examples include systems with LA components to support the design and orchestration of active learning activities, especially collaborative learning activities.
Go-Lab is an European project devoted to promote STEM education by means of pedagogical guidelines based on blended Inquiry-Based Learning (IBL), authoring tools for rich open educational resources, and online labs. In such a framework, we have analysed the orchestration needs of expert teachers in inquiry learning and STEM, and provided a set of Learning Analytics (LA) apps to address them. This document reports on three LA apps -Online Users, Student Time Spent, and Submitted Reports- which, based on the context description, provide visualisations of the student activity to support teacher awareness and reflection.
Computational Participation: Towards a National EducationPolicy in Uruguay ...@cristobalcobo
L@S: Fourth Annual ACM Conference on Learning at Scale
April 20 – 21, 2017 @ Massachusetts Institute of Technology
organized with the Association for Computing Machinery (www.acm.org).
In 2007, Plan Ceibal became the first nationwide ubiquitous educational computer program in the world based on the 1:1 model. It is one of the most important programs implemented by Uruguay’s Government to minimize digital divide and is based upon three pillars: equity, learning and technology. As of 2007, Plan Ceibal has covered public schools, providing every student and teacher in kindergarten, primary and middle school with a laptop or tablet and internet access in the school, as well as a comprehensive set of educational software platforms.
Plan Ceibal reached 85% of the students in Uruguay (100% of public education 1 to 9 grades students) reducing significantly the digital divide between the “have” and the “have-nots”.
After the massive deployment of devices, platforms and connectivity, as well as educational resources, now the focus is particularly on teachers training, development of new pedagogies as well as a new culture for understanding teaching and learning (i.e. new pedagogies for deep learning). This presentation summarize the "computational thinking" and the "maker culture" promoted by this public policy in Uruguay.
http://www.fundacionceibal.edu.uy/en/page/about-us
by @cristobalcobo
Engineering active learning: LEGO robots & 3D virtual worldsMichael Vallance
Robot -mediated Interaction (RMI)
Research: Design an evidence-based framework of learning when undertaking tasks of measurable complexity in a 3D virtual world.
The students’ aim is to communicate solutions to problems which involve the programming of a robot to navigate specific circuits.
# Experiences lead to personal strategies for teamwork, planning, organizing, applying, analyzing, creating and reflection.
# Measured as Essential Skills for Wales Baccalaureate Qualification, UK.
Evidence required by UK Education Authority for post-16 qualification.
Keynote presentation of Yannis Dimitriadis at Intelligent Tutoring Systems 2022: Human-Centered Learning Analytics: Designing for balanced human and computational agency
Are we currently moving from the age of mobolism to age of artificail intelli...Jari Laru
The 13th annual International Technology, Education and Development Conference, INTED2019,IValencia (Spain). 11th-13th of March, 2019. Special Learning Technology Accelerator (Lea) Horizon 2020 project session: Innovation procurement to steer user-driven innovations for digital learning.
Presentation by Tunde Varga-Atkins at the Methods@Manchester Methods Fair on Creativity in Social Science Research, recorded session available on YouTube (https://www.youtube.com/watch?v=E9tF0C-75A8)
The evolution and adoption of Learning Analytics (LA) participates in the debate about the ethical challenges associated to technological advancement and the need to provide responsible technology. This debate in the field of educational technology focuses on the tension between the potential of LA to achieve more effective education and its impact on human behavior and well-being. In this talk I will present examples of solutions based on learning analytics proposed in the TIDE research group of Pompeu Fabra University - Barcelona (https://www.upf.edu/web/tide) that try to meet requirements of human-centred design, support for human agency, transparency, or human well-being. Examples include systems with LA components to support the design and orchestration of active learning activities, especially collaborative learning activities.
Go-Lab is an European project devoted to promote STEM education by means of pedagogical guidelines based on blended Inquiry-Based Learning (IBL), authoring tools for rich open educational resources, and online labs. In such a framework, we have analysed the orchestration needs of expert teachers in inquiry learning and STEM, and provided a set of Learning Analytics (LA) apps to address them. This document reports on three LA apps -Online Users, Student Time Spent, and Submitted Reports- which, based on the context description, provide visualisations of the student activity to support teacher awareness and reflection.
Learning Environments Research Group - Media Lab HelsinkiTeemu Leinonen
Portfolio of prototypes designed and researched at the Learning Environment Research Group at the Media Lab Helsinki, Aalto University School of Arts, Design and Architecture. The earliest prototypes are from 1998 and the latest from 2018.
The presentation starts with some historical examples from the later 1990's and early 2000. The latest examples are from mobile learning and workplace learning. The idea of open education is present in all the projects.
The presentation ends with a description of current technology and learning mega-trends that are intertwined.
Paper presented at the 1st International Conference on Technology and Innovation in Learning, Teaching and Education (TECH-EDU 2018), June 20-22, 2018, Thessaloniki, Greece.
Read more at: http://bit.ly/techedu4
Davinia Hernandez-Leo, from University Pompeu Fabra of Barcelona the 6th of march from 14h to 16h for a conference entitled "Learning design technologies: supporting collective and inclusive approaches".
Davinia Hernández-Leo is Full Professor at the Department of Information and Communications Technologies Department (DTIC) at UPF, the head of the Interactive and Distributed Technologies for Education group (TIDE) and Commissioner for Research in Educational Innovation at UPF. She has published extensively and received several awards, has been Vice-President of the European Association for Technology-Enhanced Learning, a Associate Editor of the IEEE Transactions of Learning Technologies, and is currently an elected member of the CSCL Committee within the International Society of the Learning Sciences and member of the Steering Committee of the European Conference on Technology-Enhanced Learning. Her research activity is broadly centered on the domain of learning technologies, spanning fields such as learning design technology, computer-supported collaborative learning (CSCL), community platforms, learning analytics, and architectures and devices for learning.
She will present how an overview of how the educational technologies research conducted by the TIDE research group of the Information and Communication Technologies Department at Universitat Pompeu Fabra in Barcelona (http://www.upf.edu/web/tide @TIDE_UPF) is involved in reflective and collaborative dispositions for teachers professionnal development. The overview will be articulated around the perspective, central to TIDE work, of supporting teachers and teacher communities in the design of the best possible (technology-enhanced) learning activities considering their students and their contexts. Main research contributions that will be presented include a community platform for integrated learning design (ILDE), including multiple authoring tools and the use of data analytics. A special focus will be put in a case that considers voice inclusive pedagogy, which urges the incorporation of children’s voices within their teaching practice. The case is a customized version of ILDE (BLENDI) which includes an authoring tool that facilitates the co-design of blended learning lesson plans between teachers and students.
Crafting Hackerspaces with Moodle and Mahara: The Potential of Creation based...Jingjing Lin
Associated keynote talk can be found on YouTube: https://www.youtube.com/watch?v=slIITVfOhXg&t=1433s
On February 18, 2022, I delivered a rather interesting and important talk online to a group of 60ish educators, researchers, and practitioners on teaching with Moodle in MoodleMoot Japan 2022. If the following keywords interest you, you should not miss this video: ontology, epistemology, psychology, educational paradigms, learning theories, and pedagogy. This video also for the first time introduces an original untested learning theory called by me "creation-based learning (CBL)". I embrace the learning paradigms of #constructivism and #connectivism. I also am a strong fan of constructionism. I hope CBL will be one step further to promote active learning online. In this video, I also raised the idea of "sustainable learning behaviors" and raised the attention of the public towards sustainable learning behaviors of creating, maintaining, recycling, renewing, and sharing knowledge using networked digital technologies.
Empowering girls and women in STEAM education !
Autonomisation des filles et des femmes dans l’éducation STIAM !
https://www.researchgate.net/publication/344852818_Vibot_the_robot
20220106 Enjeux éducatifs à l’ère de l’IA : Compétences, dispositifs de form...Margarida Romero
Les processus d'enseignement et d'apprentissage sont très complexes, et notre compréhension de ce qui est l'intelligence humaine est encore limité. Dans ce contexte, ce qui est dénommé "intelligence artificielle" peut-elle apporter quelque chose aux élèves ? aux enseignants ? à la recherche en sciences de l'éducation det la formation ?
Quelques questionnements que j'ai partagé dans le cadre de la 3e journée Enseignement et Formation en IA « IA pour l’enseignement » de l’Association Française pour l’Intelligence Artificielle (AFIA) : "Enjeux éducatifs à l’ère de l’IA : Compétences, dispositifs de formation et opportunités pour la recherche en éducation" dans le cadre des travaux développés dans le GTnum #Scol_IA, l'ANR #CreaMaker (tâche #CreaCube), MSc. Smart Ed Tech - Université Côte d'Azur, Otesia, l'action exploratoire Inria "Artificial Intelligence Devoted to Education", Let's STEAM, Cai-community et les actions de médiation scientifique avec Terra Numerica.
Résolution créative des problèmes : seul, en équipe ou de manière participati...Margarida Romero
20201127 Nuit européenne des chercheur.e.s.
Résolution créative des problèmes : seul, en équipe ou de manière participative ?
La résolution de problème est l’une des compétences les plus importantes pour notre développement comme citoyen.ne.s mais aussi comme professionnels. Mais, est-il préférable de résoudre des problèmes seuls ou avec d’autres ?
20200603 Activités technocréatives à l'école primaireMargarida Romero
Activités technocréatives à l'école primaire
Au programme:
-échanges avec
@margaridaromero
, chercheuse en #SciencesDeLeducation
-étude de cas: l’école J-M Hyvert à Nice avant, pendant, après confinement
Index pointant vers la droitehttps://reseau-canope.fr/service/se-former-activites-technocreatives-en-relation-avec-les-parents.html
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Pollock and Snow "DEIA in the Scholarly Landscape, Session One: Setting Expec...
A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks
1. A learning scientist approach to modeling human cognition
in individual and collaborative problem solving tasks
@margaridaromero
Margarida.Romero@unice.fr
Dir. Laboratoire d’Innovation et Numérique pour l’Education (LINE)
12 février 2021. Mini-cours
2. What is your current mood ?
1
2
4
3
5 6 7
8 other
moods...
3. Some references in relation to this workshop
Romero, M., Alexandre, F., Roux, L., Giraudon, G., & Viéville, T. (2020). From computational neuroscience to computational learning science : Modeling the brain of the learner and the
context of the learning activity. SophIA-summit 2020. https://hal.inria.fr/hal-03018617
Romero, M., Viéville, T. & Heiser, L. (accepted). Analyse d'activités d'apprentissage médiatisées en robotique pédagogique. Dans Alberto, B., Thievenaz, J. (in press). Traité de méthodologie
de la recherche en Sciences de l’Éducation et de la Formation.
https://www.researchgate.net/publication/344151929_Analyse_d'activites_d'apprentissage_mediatisees_en_robotique_pedagogique
Leroy, A., Romero, M., & Cassone, L. (2021). Interactivity and materiality matter in creativity: educational robotics for the assessment of divergent thinking. Interactive Learning Environments,
1-12.
Kalmpourtzis, G., & Romero, M. (2020, December). Artifactual Affordances in Playful Robotics. In International Conference on Games and Learning Alliance (pp. 316-325). Springer, Cham.
Roux, L., Romero, M., Alexandre, F., Viéville, T., & Mercier, C. (2020). Développement d’une ontologie pour l’analyse d’observables de l’apprenant dans le contexte d’une tâche avec des
robots modulaire. Inria. 2020, 48. https://hal.archives-ouvertes.fr/LINE/hal-03013685v1
Romero, M., & Chevré, A. M. (2020). ANR-18-CE38-0001-OpenAccess-20201201-Rapport Intermédiaire.
https://www.researchgate.net/publication/346629855_ANR-18-CE38-0001-OpenAccess-20201201-Rapport_Intermediaire
Cassone, L., Romero, M., & Basiri, S. (2020). Group processes and creative components in a problem-solving task with modular robotics, Journal of Computing in Education.
https://doi.org/10.1007/s40692-020-00172-7
Romero, M. (2019, July). Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes. In International Conference on Human-Computer Interaction (pp. 545-553).
Springer, Cham.
Romero, M., DeBlois, L., & Pavel, A. (2018). Créacube, comparaison de la résolution créative de problèmes, chez des enfants et des adultes, par le biais d’une tâche de robotique modulaire.
MathémaTICE (61).
Romero, M., David, D., & Lille, B. (2018, December). CreaCube, a Playful Activity with Modular Robotics. In International Conference on Games and Learning Alliance (pp. 397-405).
Springer, Cham.
Romero, M., & Loos, E. F. (2018). Playing with robotic cubes: age matters. Intergenerationality in a digital world: Proposals of activities. Publisher: Edições Universitárias Lusófonas.
Romero, M. (2017). CreaCube, analyse de la résolution créative de problèmes par le biais d’une tâche de robotique modulaire. Journées Nationales de la Recherche en Robotique, JNRR
2017. https://jnrr2017.sciencesconf.org/167023/document
ANR CreaMaker website
https://creamaker.wordpress.com/
4. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
5. European PhD (cotutelle) UAB-UT2
(Extraordinary Thesis Award at UAB)
Multimedia
Project Management
Graduate studies
Master in Computer Sciences
(Knowledge engineering)
Master in Psychology of
Education
Master studies
2009-2013 Associate professor on psychology
of education
2013-2017 Associate professor on educational
technology (tenured in 2015)
Since 2017 Full professor on learning sciences
Academic career
Laboratoire d’Innovation et Numérique pour
l’Education director
6. “Epistemological pluralism recognizes that, in any given
research context, there may be several valuable ways of knowing, and that accommodating this
plurality can lead to more successful integrated study” (Miller et al. 2008)
“methodological tribalism” vs
“pluralistic coexistence” as a way to foster dialogue and '”innovative
methodological cross-fertilization'” in the spirit of “openness” and “constructive criticism'” (Lamont
& Swidler 2014)
Lamont, M., & Swidler, A. (2014). Methodological pluralism and the possibilities and limits of interviewing. Qualitative Sociology, 37(2), 153-171.
Miller, T. R., Baird, T. D., Littlefield, C. M., Kofinas, G., Chapin III, F. S., & Redman, C. L. (2008). Epistemological pluralism: reorganizing interdisciplinary
research. Ecology and Society, 13(2).
7. Romero, M., & Belhassein, D. (2019). Interdisciplinarité et usages co-créatifs du numérique en éducation. Dans Darbellay, F. (Ed.). L'interdisciplinarité à
l'école: succès, résistance, diversité. Alphil.
8. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
10. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
13. Learning sciences
How we learn ? Learning process as contextual, multilevel (intrapsychological,
interpsychological) in interaction with agents and artefacts
17. In primary
education, what are
the most important
aspects to learn in
mathematics ?
What we can do for
improving
mathematics
education ?
Performances en mathématiques, classe de CM1. Etude TIMSS 2019. (TIMSS / DEPP)
25. Team activity : creation of a problem solving model
https://docs.google.com/presentation/d/1RVaYtYNxkHjubOwEchqyadLNAaDF6zT9C
As9iBwOXwA/edit?usp=sharing
29. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
30. Learning activity as a unit of analysis
For Conole and Fill (2005), the notion of a learning activity (LA) is composed of three elements:
● The context of the activity: e.g. subject, level of difficulty, intended learning outcomes and the
environment within which the activity takes place.
● The learning and teaching approaches: including theories and models.
● The learning tasks: This includes type of task, techniques used, associated tools and
resources, interaction and roles of those involved and learner assessment.
33. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
34. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity
6. Research program
36. Problem
“Build a vehicle moving from a red point to a black point”
CreACubE @ aIde How we solve problems with technology ?
Material to solve the problem
Solution ?
37. Problem
“Build a vehicle moving from a red point to a black point”
CreACubE @ aIde How we solve problems with technology ?
Material to solve the problem
Solution ?
Norman (1986) designates as the gulf of execution, the distance between the
user's goals and the means of achieving them through the system.
What we can do ?
Explore the material
Be creative (association). Use the material in an
alternative way (AUT, Guilfort, 1967)
Learn about the material
features and exploit it
Evaluate solutions before
recombining in order to
inhibit unsuccessful ideas
38. CreACubE @ aIde How we solve problems with technology ?
Information inputs
Instructions
State of the system
(unitary and system
level)
Mental model of
the situation
Mental model of
the solution
Behaviors (grasp,
turn, explore…)
Goals :
performance
play/explore
41. Having new ideas is not enough; creativity as a means of
finding different useful solutions (divergent + convergent +
critical thinking) for a given problem-situation.
F07
F06 F08
F01
F02
F11
42. Plan
1. Prior knowledge and expectancies
2. How learning happens ? How we solve problems ?
3. Analysis of activities
4. Play !
5. Analysis of the activity : modeling the activity
6. Research program
43. Learning
task
Analysis of the
activity
Task
model
Ontology
and data
model
Learner
model
Learning
activity
Traces of interaction
(learning analytics) generated
in the technological
environments
Data from coding schemas
(video, observations, etc.)
Memory
Goals
Technological environment
Stimulii
Affordances
Actions
44. CreACubE @ aIde How we solve problems with technology ?
Which observables (and grammar) for analysing exploratory and exploitation analysis ?
47. Creative problem solving with interactive robotic cubes
CreACubE @ aIde How we solve problems with technology ?
Exploration
Explotation
At the unitary level (cubes)
At the system level (figure)
48. Creative problem solving with interactive robotic cubes
CreACubE @ aIde How we solve problems with technology ?
49. Creative problem solving with interactive robotic cubes
CreACubE @ aIde How we solve problems with technology ?
50. Creative problem solving with interactive robotic cubes
CreACubE @ aIde How we solve problems with technology ?
51. CreACubE @ aIde How we solve problems with technology ?
● Exploration (at the unitary level, at the figure level) and exploitation (testing specific features
at the unitary level, testing certain figures) should be combined.
● Which combination of exploratory and exploitation behavior happens in the
problem solving task ?
● Which states can be defined within the task ?
● Which observables (and grammar) for analysing exploratory and exploitation
analysis ?
53. Older adults EHPAD
Action exploratoire Artificial Intelligence Devoted to
Education (AIDE)
Lifelong learning ⇒ ANR #CreaMaker 7 to 107 years
Critical thinking
Transformative agency
Computational thinking
Learning sciences research lab INRIA project-team in computational neurosciences
Adults
Children
54. A learning scientist approach to modeling human cognition
in individual and collaborative problem solving tasks
@margaridaromero
Margarida.Romero@unice.fr
Dir. Laboratoire d’Innovation et Numérique pour l’Education (LINE)
12 février 2021. Mini-cours
61. AIDE tasks
Learning in specific tasks
CreACubE @ aIde How we solve problems with technology ?
Problem solving tasks engaging technological knowledge
(computational thinking)
62. CreaCube
Component 1: Organize & model the situation
Component 2: Identify problems
Component 5: Devise a solution
Component 6: Adopt an iterative process
Component 3: Hone formal systems (e.g. coding, maths, logic)
Component 4: Integrate physical systems
COMPO1
Understanding the
problem-situation
Concept of autonomous
vehicle
COMPO2
Imagining the use of the
cubes for meeting the task
objectives
COMPO3
Importance of the order of a sequence (system behaviour
defined by the order of the cubes)
COMPO4
Magnets
Sensors
Actuatuors
Electric circuit
Cubes assembled as a system
COMPO5
Creating a solution by
assembling by inverting the
distance sensor signal
COMPO6
Solution anlysis for improvement
through a new figure
63. Model of the task
(ontologie)
Modèles
neurosciences
computationnelles
(Mnémosyne)
CreACubE @ aIde How we solve problems with technology ?