Abstract
This paper gives an overview of the CADMOS learning design tool that promotes the concept of “separation of concerns” during the design process. CADMOS is a graphical IMS-LD Level A & B compliant learning design tool. According to the feedback from an evaluation case study with 36 participants, CADMOS is a user friendly tool that allows educational practitioners to design flows of learning activities from different perspectives and in different layers.
This presentation shows the philosophy of the CADMOS learning desing tool which has a graphical user interface and exports designs in IMS LD format.It This presentation was made at Iadis2011 conference in Rome.
MODULAR AND DIDACTIC COMPILER DESIGN WITH XML INTER-PHASES COMMUNICATIONijcseit
In Compiler Design courses, students learn how a program written in high level programming language
and designed for humans understanding is systematically converted into low level assembly language
understood by machines, through different representations. This article presents the design, educative
characteristics and possibilities of a modular and didactic compiler for a Pascal-like programming minilanguage that is super-set of Niklaus Wirth's PL/0. The main feature is that it implements the compiling
phases in such a way that the information delivered to each next one may be reflected as an XML
document, which can be studied separately. It is also shown that its design is suitable for being included as
learning tool into compiler design courses. It is possible to implement a compiler in a high-level language
like Python.
This presentation shows the philosophy of the CADMOS learning desing tool which has a graphical user interface and exports designs in IMS LD format.It This presentation was made at Iadis2011 conference in Rome.
MODULAR AND DIDACTIC COMPILER DESIGN WITH XML INTER-PHASES COMMUNICATIONijcseit
In Compiler Design courses, students learn how a program written in high level programming language
and designed for humans understanding is systematically converted into low level assembly language
understood by machines, through different representations. This article presents the design, educative
characteristics and possibilities of a modular and didactic compiler for a Pascal-like programming minilanguage that is super-set of Niklaus Wirth's PL/0. The main feature is that it implements the compiling
phases in such a way that the information delivered to each next one may be reflected as an XML
document, which can be studied separately. It is also shown that its design is suitable for being included as
learning tool into compiler design courses. It is possible to implement a compiler in a high-level language
like Python.
The application of computer aided learning to learn basic concepts of branchi...ijma
This paper reviews how to create an application based on Computer Aided Learning (CAL), which is the
use of computers to deliver instructional materials and involve students / learners are active. This CAL
application consists of 5 multimedia modules. Module 1 contains the basic concepts of data processing.
Module 2 discusses the concept of flowcharts. Module 3 contains the testing applications using a flowchart.
Module 4 contains the concept of nested selection. While the tutorial module 5 contains the concept of
arrays and study case practice . To support this, CAL application is made as attractive as possible, by
combining multimedia files, such as image files, sound files, and video files. With the CAL is equipped with
modules of algorithms, students are expected to take computer courses, especially in STMIK STIKOM
Surabaya can improve learning outcomes at the course logic algorithms.
Computer programming is the heart of computing education. It is a fundamental skill that all computing students are required to learn. However, programming courses are generally considered among the most difficult course and often have the highest dropout rates. The main concern is what concerns of computing faculty is to improve students’ motivation in getting involved in meaningful programming activities. This requires special skills to teach programming. A teacher training workshop was arranged at Directorate of Staff Development for newly inducted Computer Science teachers. The workshop covers various approaches proposed in literature for teaching computer programming. Some useful guidelines have also been suggested. These are the slides of this workshop.
Bc0057 object oriented analysis and designsmumbahelp
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Development of a Modular Unit of a Higher Level Framework or Tool for Basic P...TELKOMNIKA JOURNAL
This paper reports about the development of a modular unit of a higher level framework or tool whose intended objective is the creation of animated lessons for basic programming (CS1) course in computer science discipline with visual aids. The goal of such lessons is to address the difficulties faced by the novice programmers in CS1 course.This module here after referred to as ‘type writer’allows instructors to render programmes or code snippets in a live typing manner as opposed to their sudden or en-block placement on the presentation area like a Power Point Slide; a commonly used approach in the present day eLearning.This project is planned to be executed in two stages and ‘type writer’ is the outcome of the first stage. This would be combined with another two modules that are planned to be developed in the second stage, to make the complete tool. The entire tool would be developed in Action Script 3.0 language that works on Adobe Flash Platform.
Mit301– object oriented analysis and designsmumbahelp
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Introduction to Software Engineering, Software Process, Perspective and Specialized Process Models – Introduction to Agility – Agile process – Extreme programming – XP process - Estimation-FP,LOC and COCOMO I and II,Risk Management, Project Scheduling.
INTERFACE BASED PROGRAMMING ASSIGNMENTS AND AUTOMATIC ASSESSMENT AND GRADING ...ijiert bestjournal
As the knowledge base in the Computer Science is gr owing,many new programming languages are being introduced. On one hand the software industry,whil e hiring a computer programmer,expects him to be a proficient in computer programming. But on other ha nd there is deficiency of computer programmers who are skilled in programming. So to bridge this gap it�s crucial to assess the programming abilities of stud ents. Testing and grading programming assignments manuall y requires more time and are less efficient as far as its correctness is concerned. Today,many software systems are available for cond ucting choice based assessment that are capable of assessing a student�s knowledge but not his skills. We have implemented system for assessment which is based on programming assignments that are submitted by students. The system in turn compiles these programs online. After compiling it successfully th e teacher of the corresponding subject can test it using this system,and grades it based on how many tasks have been accomplished. This paper reports about the des ign and implementation of automatic assessment of progr amming assignments. Report of the sample usage of t his software system is included.
The application of computer aided learning to learn basic concepts of branchi...ijma
This paper reviews how to create an application based on Computer Aided Learning (CAL), which is the
use of computers to deliver instructional materials and involve students / learners are active. This CAL
application consists of 5 multimedia modules. Module 1 contains the basic concepts of data processing.
Module 2 discusses the concept of flowcharts. Module 3 contains the testing applications using a flowchart.
Module 4 contains the concept of nested selection. While the tutorial module 5 contains the concept of
arrays and study case practice . To support this, CAL application is made as attractive as possible, by
combining multimedia files, such as image files, sound files, and video files. With the CAL is equipped with
modules of algorithms, students are expected to take computer courses, especially in STMIK STIKOM
Surabaya can improve learning outcomes at the course logic algorithms.
Computer programming is the heart of computing education. It is a fundamental skill that all computing students are required to learn. However, programming courses are generally considered among the most difficult course and often have the highest dropout rates. The main concern is what concerns of computing faculty is to improve students’ motivation in getting involved in meaningful programming activities. This requires special skills to teach programming. A teacher training workshop was arranged at Directorate of Staff Development for newly inducted Computer Science teachers. The workshop covers various approaches proposed in literature for teaching computer programming. Some useful guidelines have also been suggested. These are the slides of this workshop.
Bc0057 object oriented analysis and designsmumbahelp
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
help.mbaassignments@gmail.com
or
call us at : 08263069601
Development of a Modular Unit of a Higher Level Framework or Tool for Basic P...TELKOMNIKA JOURNAL
This paper reports about the development of a modular unit of a higher level framework or tool whose intended objective is the creation of animated lessons for basic programming (CS1) course in computer science discipline with visual aids. The goal of such lessons is to address the difficulties faced by the novice programmers in CS1 course.This module here after referred to as ‘type writer’allows instructors to render programmes or code snippets in a live typing manner as opposed to their sudden or en-block placement on the presentation area like a Power Point Slide; a commonly used approach in the present day eLearning.This project is planned to be executed in two stages and ‘type writer’ is the outcome of the first stage. This would be combined with another two modules that are planned to be developed in the second stage, to make the complete tool. The entire tool would be developed in Action Script 3.0 language that works on Adobe Flash Platform.
Mit301– object oriented analysis and designsmumbahelp
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
“ help.mbaassignments@gmail.com ”
or
Call us at : 08263069601
Introduction to Software Engineering, Software Process, Perspective and Specialized Process Models – Introduction to Agility – Agile process – Extreme programming – XP process - Estimation-FP,LOC and COCOMO I and II,Risk Management, Project Scheduling.
INTERFACE BASED PROGRAMMING ASSIGNMENTS AND AUTOMATIC ASSESSMENT AND GRADING ...ijiert bestjournal
As the knowledge base in the Computer Science is gr owing,many new programming languages are being introduced. On one hand the software industry,whil e hiring a computer programmer,expects him to be a proficient in computer programming. But on other ha nd there is deficiency of computer programmers who are skilled in programming. So to bridge this gap it�s crucial to assess the programming abilities of stud ents. Testing and grading programming assignments manuall y requires more time and are less efficient as far as its correctness is concerned. Today,many software systems are available for cond ucting choice based assessment that are capable of assessing a student�s knowledge but not his skills. We have implemented system for assessment which is based on programming assignments that are submitted by students. The system in turn compiles these programs online. After compiling it successfully th e teacher of the corresponding subject can test it using this system,and grades it based on how many tasks have been accomplished. This paper reports about the des ign and implementation of automatic assessment of progr amming assignments. Report of the sample usage of t his software system is included.
OpenEducation Challenge Finalists' Workshop: Design Thinking SessionYishay Mor
http://openeducationchallenge.eu/
The purpose of this workshop is to help the candidates crystallize and articulate the educational value of their innovation.
By the end of this workshop, you will be able to articulate:
* Who are your potential users, stakeholders, and beneficiaries
* What is the context in which they operate
* What are their needs that your innovation addresses
* What are the current alternatives, and why they do not suffice
* What is the essence of your innovation, and why you are confident that it will address your potential users needs in their context.
How to ruin a MOOC? JISC RSC Yorkshire & the Humber Online Conference 2013Yishay Mor
The Open Learning Design Studio MOOC: Learning Design for a 21st Century Curriculum (http://www.olds.ac.uk/) was the first ever project-based MOOC on learning design. This ambitious MOOC ran for 9 weeks in early 2013. Its structure was based on a design inquiry model, where designers identify a (learning/curriculum) design challenge, explore it to gain an understanding of its context and driving forces, generate possible solutions, implement a solution and reflect on the process as a whole and its outputs. The MOOC exposed participants to a wide range of voices, approaches, representations, and tools for learning design. It incorporated a host of innovations in pedagogy and technology including Badges (http://www.olds.ac.uk/badges). Over 2000 people registered, over 1000 participated in the first week, and several hundred were active thoughout. OLDS MOOC adopted a radically open approach - registration was optional, and all the MOOC resources were made available as OERs. This session will reflect on what went well, what not so much, and what lessons can be learned.
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Learning design is the act of devising new practices, plans of activity, resources and tools aimed at achieving particular educational aims in a given situation. Learning design breaches the divide between research and practice by projecting theoretical insights into concrete contexts, and abstracting transferable knowledge from practical experience.
The Metis learning design workshops are designed to guide educators in applying a critical and inquisitive approach to issues and concerns that matter the most to them and their students. We begin by exploring the context in which you work and the challenges you are faced with, then provide methods and tools to help you identify solutions for these challenges. Finally, you will be able to deploy the designs you produce to a VLE at the click of a button. These workshops are supported by the ILDE, a bespoke environment for co-design of learning, developed by the Metis project.
Metis project deliverable D3.2: Draft of pilot workshopYishay Mor
This deliverable represents the analysis of best practices and workshop design from the first cycle of the METIS project methodology. Alongside this report a prototype is provided to allow access to the package of resources representing a workshop structure developed from the preliminary analysis of best practices in teacher training reported in Deliverable D3.1. Section 2 provides an account of the review of best practices, the process, current status and outcomes, and plans for the future. It also lists risks and challenges and implications to and from WP 2 and 4.
http://www.ld-grid.org/workshops/design-inquiry2013
Learning Design, to be effective, should be informed and evaluated by teacher inquiry, or, should itself be a process of inquiry. Teacher Inquiry into Student Learning should help to optimise the design of activities and resources.
The objectives of this workshop are to establish a new strand of inquiry aimed at the synergy of LD and TISL, solidify its theoretical foundations, propose methodological instruments which build on these foundations and consider tools and representations which support these instruments.
http://altc2012.alt.ac.uk/talks/28031
Our era is distinguished by the wealth of open and readily available information, and the accelerated evolution of social, mobile and creative technologies. These offer learners and educators unprecedented opportunities, but also entail increasingly complex challenges. Consequently, the role of educators needs to shift from distributors of knowledge to designers for learning. Educators may still provide access to information, but now they also need to carefully craft the conditions for learners to enquire, explore, analyse, synthesise and collaboratively construct their knowledge from the variety of sources available to them. The call for such a repositioning of educators is heard from leaders in the field of TEL and resonates well with the growing culture of design-based research in Education. Yet, it is still struggling to find a foothold in educational practice.
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Asld2011 katsamani retalis
1. CADMOS Learning Design tool
Mary Katsamani1, Symeon Retalis2
Department of Digital Systems, University of Piraeus
M.Karaoli & A.Dimitriou 80, 18534
Piraeus, Greece
1
marykatsamani@gmail.com, 2retal@unipi.gr
Abstract— This paper gives an overview of the CADMOS learning design tool that promotes the concept of “separation
of concerns” during the design process. CADMOS is a graphical IMS-LD Level A & B compliant learning design tool.
According to the feedback from an evaluation case study with 36 participants, CADMOS is a user friendly tool that
allows educational practitioners to design flows of learning activities from different perspectives and in different layers.
Keywords— learning design, learning design tools, CADMOS, separation of concerns
I. INTRODUCTION
“Design for learning” has been defined as the process of “designing, planning and orchestrating learning activities as
part of a learning session or programme” (Koper, 2005). A “learning design” (LD) is the outcome of this design process.
An educational practitioner (i.e. teacher as designer, with basic computer skill and not expert in learning design
specifications like IMS LD) may create a learning design for a simple activity, for a course lasting one or a few hours, for
a course lasting a few weeks or even months or for a curriculum, meaning a whole year teaching program me (Britain,
2004).
The literature of design for learning is very rich and includes several models such as the Caladine’s Learning
Activities Model (LAM), the AUTC model, the T5 models and more recently the ELM, IMS LD and LAMS model have
appeared in the literature (Brown, 2006; Botturi and Stubbs, 2008). Research studies stress that it is very helpful for
practitioners to create learning designs by "dragging and dropping" activities, putting the items in a sequence and linking
them to learning objects and learning tools (Laurillard, 2008). A practitioner is called to describe and orchestrate the
learning activities that s/he thinks the students should perform in order to accomplish the desired learning objectives. S/he
might also need to specify the resources and tools that will be related to these activities, i.e. if a student will be asked to
study theory on a topic, the practitioner must define the learning objects that will contain the theoretical concepts which
could be of some form e.g. a hyper document, a video, a flash application etc. The practitioner should also be able to
determine in which order the students should perform the activities and any conditions, preconditions or rules that might
exist, i.e. a student must study the theory before doing a self-assessment or the student must score at least 70% before
proceeding with another activity. Additionally there must be flexibility when creating the leaning design. A practitioner
should be able to revise the design and add or remove activities if s/he thinks that so far hasn’t been fulfilled the scope of
the course an activity if s/he thinks that eventually doesn’t provide something to the learning process or change the rules
or the execution order of the activities.
Visual learning design languages or visual learning design tools aid practitioners in designing. On the one hand the
LD languages (i.e. E2ML, coUML, PCeL, PoEML) advocate the use of a specific notation (symbols and rules) for
creating a design without the support of a specialized learning design tool practitioner. On the other hand, the existing LD
tools such as COMPENDIUM, MOT+, LAMS, OPEGLM and COLLAGE are based on specific design principles and
philosophy and support the practitioner during the design process. Obviously, languages and tools have advantages and
disadvantages that determine their widespread usage.
Taking for granted that practitioners need usable and flexible means for creating their learning designs (Lejeune et al.,
2009), we have created a graphical design tool called CADMOS. The innovative issue of the tool is that it promotes the
concept of “separation of concerns” which means that the practitioner builds the learning designs in two different layers:
i) the conceptual structure of the learning activities, and ii) the flow of these activities.
The structure of the paper is as follows. In the next section we briefly specify the main characteristics of CADMOS
which is a blend of the characteristics of well known visual instructional design languages and graphical learning design
tools. In the third section the CADMOS tool is briefly presented via an example in order to more clearly illustrate the
separation of concerns concept. Then the evaluation remarks that derived when a group of practitioners tested the tool are
presented. Finally, the paper ends with some concluding remarks and the plans for future work.
II. CADMOS MAIN CHARACTERISTICS
CADMOS has adopted characteristics from visual instructional design languages and graphical design tools. There are
several visual instructional design languages that someone can use in order to design a lesson. Botturi & Stubbs (2008)
made a comparison of the most popular languages according to criteria such as user skills, formalization, stratification,
elaboration, perspective and notation. E2ML is the only language that is suitable for users with basic knowledge of
learning design and basic computer skills. PCeL and coUML demand intermediate skills, while POEML demands users
who know well the language. E2ML, PCeL and coUML are semi-formal languages while POEML is formal. From the
point of stratification, only E2ML is flat, which means that designs the learning activities are presented only from one
point of view and not in different layers as the other languages do. POEML is also the language that helps the user design
2. the learning activities in detail, while the other languages are more conceptual. On the other hand, PCeL is a language
that presents the activities only from one perspective.
With regards to the learning design tools, it is well documented that practitioners prefer the ones that allow the
practitioner to specify the learning activities and orchestrate them according to some rules/principles via a graphical
user interface. Table 1 briefly shows the results from the comparison of five popular LD tools according to the
following criteria: user skills, guidance, templates/design patterns, export IMS-LD A, B, C, editing of a readymade
IMS-LD package. The comparison in Table 1 shows that MOT+ must be used by practitioners with specialized
knowledge of the learning design (LD) standards. In particular, MOT+ demands its users to know well the underlying
modeling approach. COLLAGE is the only tool that offers guidance to the practitioner during the design process. The
practitioner decides which learning strategy to use (in the format of learning activity flow patterns) and then follows a
set of steps on how to organize the course. A similar approach, but not fully exploited, has been promoted by OPEN-
GLM.
TABLE II. COMPARISON OF LEARNING DESIGN TOOLS
CRITERIA COMPENDIUM MOT+ COLLAGE LAMS OPEN-GLM
User Skills Basic Expertise Basic Basic Basic
Guidance - - + - +
Layered Approach - - - - -
Templates / Design Patterns + - + - +
Exports IMS-LD A,B,C - IMS-LD A IMS-LD A IMS-LD A +
Editing of IMS-LDs - - - - -
COMPENDIUM, COLLAGE and OPEN-GLM have embedded learning design patterns, which practitioner can
choose to use or not. MOT+ allow the user to export a lesson in the standard IMS-LD Level A, while LAMS and
COMPENDIUM are not IMS LD compliant. COLLAGE and OPEN-GLM exports learning design as IMS LD level A, B
& C. Finally, none of the tools offers the practitioner the possibility to import an existing IMS-LD lesson for editing via a
graphical user interface.
Taking into consideration the main characteristics of these language and tools, we decided to develop the CADMOS
visual LD editor that:
1. is appealing to novice designers who do not have specialized knowledge of the learning design (LD)
specification
2. guides the practitioner through the design process
3. allows the practitioner to design learning activities from different perspectives and in different layers
4. has a formal graphical notation
5. extracts designs in IMS-LD format
6. supports reverse engineering of IMD LD compliant learning designs Neumann and Oberhuemer, 2009), i.e. a
designer can import an IMS LD to CAMDOS tool for further editing
III. THE CADMOS TOOL VIA A SHORT EXAMPLE
CADMOS (CoursewAre Development Methodology for Open instructional Systems) proposes the “separation of
concerns” for the design of learning process. This concept stems from the principles of web engineering (Papasalouros et
al., 2004; Rossi et al., 2008) and argues that the designer builds the design in layers, and creates two design sub-models:
the conceptual and the flow model:
• The Conceptual Model defines the learning activities that students and teachers will be engaged in during the
instructional process of a specific subject. Each learning activity may be simple or composite. The composite
learning activity consists of two or more simple learning activities but is addressed only to one role, student or
teacher. Additionally in this model are defined the type of the resources that correspond to these activities.
• The Flow Model defines the navigational patterns (orchestration) of the learning activities.
CADMOS advocates that in case a practitioner wants to add navigational rules, s/he can change the flow model,
keeping intact the conceptual model. Thus with the same set of learning activities different practitioners can produce
variations of learning activity flows according to their own instructional philosophy and learning context. For example,
one practitioner might decide that the students must study the syntax and the semantics of a higher-level programming
language as well as access various problem solving examples, before trying to do practice with the assignments or the
student may not be allowed to take the final assignment, before having performed all the suggested learning activities
(e.g. study theory and examples and submit assignments). It is obvious that a practitioner can change a learning object
(resource) which is linked to a learning activity in the conceptual model, without changing anything to the flow model.
On the other hand if the practitioner adds or deletes a learning activity in the conceptual model, the flow model must
embody these changes.
3. CADMOS tool has been created in order to be used by novice learning designers, i.e. practitioners with basic
computer skills and knowledge of learning standards. The whole design process supported by the CADMOS tool is
considered to be incremental. The practitioner first defines the learning activities and then moves to the definition of their
orchestration. If s/he wants to add or remove an activity s/he can return to the conceptual model, do the changes and then
revise the flow model accordingly. S/he can also edit only the flow model, i.e. add rules and conditions in the navigation
between the activities without making any changes to the learning activities or the learning resources that are linked to
those learning activities.
In the following paragraphs we show how a practitioner can create a learning design using the CADMOS tool. The
exemplar design concerns a learning session named “Programming Fundamentals” which normally occurs at the last
grade of high school. First at the conceptual level, the practitioner needs to make an overall design of the learning
activities and specify the learning objects/services that will be used by the students. For this specific example, this
learning session consists of four (4) main learning activities according to the IEEE/ACS computer science curriculum.
One activity concerns the demonstration of the different representations of algorithms. The second activity is divided into
three sub activities: i) the presentation of theory about the syntax and the semantics of a higher-level language, ii) the
demonstration of the algorithmic problem solving process using a higher-level language and iii) the students’ practice via
a set of problems. Then there is a self assessment activity at the end of the session with open and closed questions that the
students should submit so that the teacher sends feedback comments to them. The above three activities are all addressed
to students. In the last activity the teacher is asked to correct the students’ tests.
The first activity is practically a simple learning activity of “theory” type, which is linked to a hypermedia learning
object. The second activity is a composite activity which consists of i) a “theory” activity, which is linked to a
hypermedia resource that presents the basic commands of algorithms, ii) an “example” activity, which is linked to a
flash-based learning object and iii) an “assessment” activity, which is a quiz learning service. The third activity is an
“assessment” activity, which is linked to a quiz learning service. The last activity is a “feedback” activity, which is
linked to a “hypertext” resource. Figure 1 shows the LD conceptual model designed using the CADMOS tool.
Figure 1. The LD Conceptual Model of the course “Programming Fundamentals”
Table I. The meaning of the icons in the navigational design
Course name Composite Activity Simple Activity Resource
The largest part of the tool is the white workspace/canvas, where the practitioner can create the LD. On the top of the
workspace the pressed button named “LD ConceptualModel”, indicates that we design the conceptual model. In the left
side of the workspace there is the toolbar, which consists of the schemata that define a composite activity, a simple
activity and a resource. Also there is a “Links” part which consists of an arrow that connects the title of the course with
composite and simple activities and composite with simple activities and a dashed line that connects a simple activity
with a resource. When the practitioner presses the button of an activity or a resource, the corresponding icon appears on
the workspace. Then s/he has to define the properties of each object, in order to complete the design. A practitioner can
relate several specific learning objects or services to a learning activity.
After having created the conceptual model, the practitioner moves to the next layer, i.e. specification of the flow
model, which concerns the orchestration of the learning activities. Pressing on the “LD FlowModel” button, CADMOS
tool creates automatically this model, by putting the activities of the conceptual model, the one after the other as the
activities have been specified in the conceptual model from left to the right. Figure 2 shows the model that is created
4. assuming that there are no rules in the navigational between the different activities. This means that the student can do
them in a linear way (linear navigational pattern). As we can see there are two different swim lanes, one for the student’s
activities and one for the teacher’s activities. The idea of swim lanes can also be found in the CompendiumLD tool
(Conole, 2008).
Figure 2. The LD Flow Model of the course “Programming Fundamentals” with rules
A different toolbar appears on the left side of the “LD flow model” workspace layer. The practitioner specifies the
navigation rules, i.e. orchestrate the learning activities specified at the LD conceptual model. As we can see in Figure 2,
the toolbar at the left of the design area of the LD flow model is different. It also contains the “Rules” element which
consists of three different types of rules.
The “User Choice” rule shows that a specific activity will be completed when its actor wants to.
The “Time Limit” rule shows that an activity should be completed by a specific time.
The score condition rule helps the designer define which activity will be done if the score of an activity is
above a threshold or not.
In the current version 1.6 of CADMOS (http://cosy.ds.unipi.gr/cadmos) apart from the aforementioned rules the
designer may add “comments” next to the learning tasks, if s/he wants to explain other rules. In the future more rules
will be added to the tool. Also the teacher could divide the learning tasks into “phases”. The “comments” icon gives the
designer the opportunity to add comments about the activities’ flow, such as navigational rules. The “phases” part is a
way to divide the flow into different sections. The idea of dividing the flow in sections can be found in the
representation of learning flow patterns (Hernández-Leo et al., 2010).
After having created the flow model the learning design can be saved in CADMOS’s format or exported as an
IMS/LD level A & B xml manifest file so as to be reused by other IMS/LD editors or players. Finally, the tool has the
possibility to import an existing IMS/LD level A manifest file and represent it in its own model.
IV. USER EVALUATION
CADMOS tool has already been systematically evaluated by 36 MSc students attending a programme on e-learning
technologies. 25 of them were teachers (20 of them were high school teachers and 5 of them were elementary school
teachers). 5 of them did not have experience in learning design and the rest of them had used LAMS tool. The
evaluation case study consisted of two phases:
• Phase 1: presentation of the tool in a laboratory where the students used the CADMOS tool to create the
learning design of a prescribed learning scenario given in a narrative form (3 hours)
• Phase 2: the students were asked to submit two learning designs using CADMOS; one was a learning
scenario given in a narrative form and another design of a learning unit of their choice (1 week).
When teachers finished their creative tasks, they answered a questionnaire of 25 questions about the tool. The
questions were about four criteria: completeness, pedagogical expressiveness, personalization and compatibility (Koper
2006). In general the comments were positive. 70% claimed that were satisfied from both the approach and the tool. All
of them said that the use of CADMOS was simple and that were able to complete the learning design easily and quickly.
69% of them stated that were highly satisfied with the guidance that was provided to them. All of them said that the
design approach via the two models was very helpful. At the open ended questions, teachers commented that CADMOS
tool could facilitate the communication of various stakeholders involved into a design process (if needed) thanks to the
visual notation. They reported as extremely useful the fact that they could export their learning designs in IMS LD level
format and open it in any LD player, as well as import an IMS LD level A manifest that had been made by another tool,
5. into CADMOS tool and edit it. As expected, they mentioned some software bugs during the use of the tool which had
been fixed. Finally, they mentioned that it would be very useful to integrate in the tool ready-to-use design templates.
V. DISCUSSION AND FUTURE WORK
This paper has presented CADMOS tool, a graphical LD editor that is intended to be used by practitioners with basic
computer skills and without any technical knowledge of the IMSLD. It allows the easy creating of learning designs by
specifying and structuring the flow of learning activities and their interrelated learning objects/services in two separate
but interrelated models. CADMOS tool is under continuous software quality testing in order to solve software bugs and
offer a stable publicly available first release. Our next step is to enrich the tool so that i) it can be compatible with
IMS/LD level C, ii) it includes ready-to-use design templates based known learning strategies (i.e. brainstorming, TPS),
and iii) to export the learning design in Moodle format.
ACKNOWLEDGEMENTS
This work has been partially supported by the “PAKE Attikis & Stereas Elladas” project: “Teachers Professional
Development on the use of educational technologies in classroom practice” funded by the Greek Ministry of Education.
The tool can be found at: http://cosy.ds.unipi.gr/cadmos
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