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CNIE- Canadian Network for Innovation in Education
                  Banff -2008
ENJEUX-S: A Synchronous
Teaching Environment for
   Distance Education
             Louis Villardier
             Wilfried Probst
              Louise Sauvé

 CNIE- Canadian Network for Innovation in
         Education - Banff 2008




  Financed par CANARIE Inc.
What is SAVIE?
• The Society for Lifelong Learning
  (Dr. Louise Sauvé, Director)
• Ten years’ experience with web-based games
• More than 150 active international and 600
  Canadian partners
• Partners include public education institutions,
  community organizations, business concerns,
  etc.
What is SAGE?
• A $3 million, 4-year, SSHRC INE Collaborative
  Research Initiative (2003-2007)
• Bilingual research network (Start: October,
  2003) with 30 researchers from 10 universities
  and 30 partners, including SAVIE
• Studying how new-technology games and
  simulations can support learning; ENJEUX-S is
  one of its projects
What is ENJEUX-S?
The ENJEUX-S Project:
– Funded by CANARIE for two years ($370K)
– Offers an online multiplayer platform
– Allows players to:
   - see each other (Webcam)
   - talk to each other (VOIP)
   - play on a shared screen
What is ENJEUX-S? (2)

Functional, easily accessible and highly user-
friendly, ENJEUX-S implements Web Services
for the management and operation of online
games and simulations, as well as real-time
communication services (videoconferencing,
audio and keyboard chat) to support a
collaborative work environment between users.
What is ENJEUX-S? (3)

• The ENJEUX-S interface allows participants to
  interact in real-time.
• The only equipment required is a Web camera,
  headphones and a high-speed Internet
  connection to be transported into a virtual
  world of games, simulations and many other
  applications. No downloading of special
  software is required.
Why ENJEUX-S?


Just About Everyone
   Has a Computer
  and Access to the
      Internet ...
Dimensions of the ENJEUX-S project
• To develop a collaborative working environment
  offering real-time functionalities and using a Web
  Services architecture adaptable to a number of
  teleservice situations.
• To provide our learning and teleconferencing
  environment (ENvironnement évolué de JEUX
  éducatifs et de Simulations en ligne, or ENJEUX-
  S) with multimedia communication components in
  real-time dialogue mode, based on a Web Services
  model that offers instant access to multi-station
  users via the wideband CAnet*4 network.
Collaborative Learning
• Collaborative or group learning refers to situations
  where students are encouraged or required to work
  together on academic tasks.
• Working in groups allows learners to share ideas
  and develop new, authentic solutions to problems
  they are trying to solve while acquiring useful
  knowledge of theories and concepts.
• Learning is thought to occur through collaborative
  social interaction and the social construction of
  knowledge.
Objectives of ENJEUX-S
• Develop an integrated synchronous communi-
  cations platform supporting an advanced real-time
  collaborative work environment.
• Define new standards in the use of synchronous
  applications.
• Explore new avenues in pedagogy and distance
  education.
Target Audiences

•   Health professionals
•   Managers
•   Professors, Teachers
•   Students
•   Community Workers
•   General Public
Application Domains
         • Multipoint Conferences in Real-time
                • Interactive Presentations
              • Seminars, Virtual Workshops
 Applications
                  • Application Sharing

                                                       Services

          E-learning    Telemarketing
                                        Telemedecine


Educational Games Telelaboratory E-government
                                                 E-commerce
  and Simulations
Emergence of new concepts

   UBIQUITY
 Distributed Informatics   TELEPRESENCE




    WEB SERVICES
                             GROUPWARE
The ENJEUX-S Pyramid

             Application   1
              Domains



                                  2
         Generic Applications
         Web Services Layer



                                      3
     Real-time Multimedia Layer




                                          4
     CAnet*4 Telecommunications
          Layer (Canarie)
Functional Elements of the Architecture
Networking Aspects
• ENJEUX uses the advances of the CAnet*4
  technology in the domain of fiber optics and
  high speed links, with the possibility of entirely
  optical routing via User-Controlled Light Paths
  (UCLP) and optical bridges that allow the
  experimentation of new services enabling
  instantaneous et simultaneous data exchanges.
Home Page
Management Functions - 1
Management Functions - 2
Examples of Shared Functionalities
 Task Bar                           Word


              Game multi-players




PowerPoint                         Navigator
Barre d’outils
                                         Tool Bar
                                         Barre d’outils
                                        Barre d’outils


                       Scrolling Menu
                                                             Shared Tools




                  ea
               Ar
          ia
       ed
      m
  lti                                                 ea collaboratif
Mune       i                     Zone de travail  A
                                                    r
                           Zone de travail collaboratif
Zo tim  éd                                     rk
                                             o
 Mu                                        W
                                         d
   a                                   rede
                                  hae l
                                 S n
                                  o vai é
                                 Z a          g
                                    t r rta
                                        Pa
ENJEUX-S Functionalities

√ Audio/Videoconference    (all, team)
√   Chat
√   PowerPoint Presentations
√   Application Sharing
√   Display Mode and Moderator Tool Bar
√   List of Participants or Players
√   Profile of the Participants
√   Profile of the Organizations
√   Agenda
    Calendar of Room Availabilities
√
    Game Planning Form
√
    Choice of Games
√   Choice of Game Partners
√   Invitation E-mail
√   Join a Game (or Conference)
√
Video Formats
Menu




                                           Large Screen



             Multiple Format


                               Medallion
             Double Screen
Advantages of the Synchronous
     Mode in Distance Education
•   Spontaneity in the Pedagogical Discourse
•   Flexibility and Instantaneity in the Exchanges
•   Face to Face Pedagogy (Presential Teaching Model)
•   Variety of Pedagogical Scenarios (simulations, case studies,
    seminars, forums, etc.)
•   Based on a Direct Exchange Mode (dialogue mode -
    interpersonal exchanges)
•   Collaborative Work (team work, telecollaboration, remote
    help, teleconsulting)
•   Telepresence – Real-time distant communication.
•   Temporal Ubiquity (always and anywhere)
•   Based on a multimedia communications model
Future Developments
Pedagogy
• Development of pedagogical scenarios in
   distance education that integrate the
   telepresence dimension
• Bench test with a virtual class environment
Technology
• Fully immersed environment
• 3D Interface
Networking
• Integration of entirely optical routing using
   User-Controlled Light Paths (UCLP) and optical
   bridges (CAnet*4 technology)
• Integration of the new IP-V6 protocol.
Research Team
Louis Villardier                             Michael Power
Professor in Educational                     Professor in Educational
Technology                                   Technology
Télé-Université                              Université Laval
SAVIE                                        Researcher in Educational
/SYNCHROMÉDIA                                Technology, SAGE project
Researcher                                   michael.power@fse.ulaval.ca
lvillard@teluq.uqam.ca     Louise Sauvé
                           Professor in Educational
                           Technology
                           Télé-Université
                           Director of SAVIE (Lifelong
                           Learning Services)
                           Co-director of the SAGE for
                           Learning project
                           Director of the ENJEUX-S project
                           lsauve@teluq.uqam.ca
  Wilfried Probst
Professor in Computer Science
Université du Québec à
Montréal (UQAM)                                          Víctor Germán Sánchez Arias
Researcher at SAVIE                                      Chief Researcher in Computer
probst.wilfried@uqam.ca                                  Engineering at CADET, Mexico
Research Team (contin.)
David Kaufman
• Professor in Education Sciences
  Simon Fraser University
 Director of the Learning & Instructional
  Development Centre
 Principal Researcher of the SAGE for
  Learning Project (3M$ over 4 years)


                      Gary Boyd
                       Professor of Education (Educational
                        Technology) at Concordia University
                       Associate Researcher at SAVIE
Development Team



                              Gilles      Jérémie   Jean-François
         Pascal     Louis                 Charest
         Boutin    Poulette   Simard                    Paré




Marc-André         Andrea        Annie          Jean-Simon
  Girard          Rodriguez    Lachance           Marquis
To learn more about ENJEUX-S

          Enjeux-S Web Site

        http://enjeux2.savie.ca

               E-mail
         enjeux@savie.qc.ca
Partners
www.savie.qc.ca
                                                  enjeux.savie.ca




                       www.apprentissage-jes.ca
Questions


Who dares?


   Qui ose ?
© Tous droits réservés à SAVIE
             2006

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Cnie Projet Enjeux S Diaporama Banff 2008 Va

  • 1. CNIE- Canadian Network for Innovation in Education Banff -2008
  • 2. ENJEUX-S: A Synchronous Teaching Environment for Distance Education Louis Villardier Wilfried Probst Louise Sauvé CNIE- Canadian Network for Innovation in Education - Banff 2008 Financed par CANARIE Inc.
  • 3. What is SAVIE? • The Society for Lifelong Learning (Dr. Louise Sauvé, Director) • Ten years’ experience with web-based games • More than 150 active international and 600 Canadian partners • Partners include public education institutions, community organizations, business concerns, etc.
  • 4. What is SAGE? • A $3 million, 4-year, SSHRC INE Collaborative Research Initiative (2003-2007) • Bilingual research network (Start: October, 2003) with 30 researchers from 10 universities and 30 partners, including SAVIE • Studying how new-technology games and simulations can support learning; ENJEUX-S is one of its projects
  • 5. What is ENJEUX-S? The ENJEUX-S Project: – Funded by CANARIE for two years ($370K) – Offers an online multiplayer platform – Allows players to: - see each other (Webcam) - talk to each other (VOIP) - play on a shared screen
  • 6. What is ENJEUX-S? (2) Functional, easily accessible and highly user- friendly, ENJEUX-S implements Web Services for the management and operation of online games and simulations, as well as real-time communication services (videoconferencing, audio and keyboard chat) to support a collaborative work environment between users.
  • 7. What is ENJEUX-S? (3) • The ENJEUX-S interface allows participants to interact in real-time. • The only equipment required is a Web camera, headphones and a high-speed Internet connection to be transported into a virtual world of games, simulations and many other applications. No downloading of special software is required.
  • 8. Why ENJEUX-S? Just About Everyone Has a Computer and Access to the Internet ...
  • 9. Dimensions of the ENJEUX-S project • To develop a collaborative working environment offering real-time functionalities and using a Web Services architecture adaptable to a number of teleservice situations. • To provide our learning and teleconferencing environment (ENvironnement évolué de JEUX éducatifs et de Simulations en ligne, or ENJEUX- S) with multimedia communication components in real-time dialogue mode, based on a Web Services model that offers instant access to multi-station users via the wideband CAnet*4 network.
  • 10. Collaborative Learning • Collaborative or group learning refers to situations where students are encouraged or required to work together on academic tasks. • Working in groups allows learners to share ideas and develop new, authentic solutions to problems they are trying to solve while acquiring useful knowledge of theories and concepts. • Learning is thought to occur through collaborative social interaction and the social construction of knowledge.
  • 11. Objectives of ENJEUX-S • Develop an integrated synchronous communi- cations platform supporting an advanced real-time collaborative work environment. • Define new standards in the use of synchronous applications. • Explore new avenues in pedagogy and distance education.
  • 12. Target Audiences • Health professionals • Managers • Professors, Teachers • Students • Community Workers • General Public
  • 13. Application Domains • Multipoint Conferences in Real-time • Interactive Presentations • Seminars, Virtual Workshops Applications • Application Sharing Services E-learning Telemarketing Telemedecine Educational Games Telelaboratory E-government E-commerce and Simulations
  • 14. Emergence of new concepts UBIQUITY Distributed Informatics TELEPRESENCE WEB SERVICES GROUPWARE
  • 15. The ENJEUX-S Pyramid Application 1 Domains 2 Generic Applications Web Services Layer 3 Real-time Multimedia Layer 4 CAnet*4 Telecommunications Layer (Canarie)
  • 16. Functional Elements of the Architecture
  • 17. Networking Aspects • ENJEUX uses the advances of the CAnet*4 technology in the domain of fiber optics and high speed links, with the possibility of entirely optical routing via User-Controlled Light Paths (UCLP) and optical bridges that allow the experimentation of new services enabling instantaneous et simultaneous data exchanges.
  • 21. Examples of Shared Functionalities Task Bar Word Game multi-players PowerPoint Navigator
  • 22. Barre d’outils Tool Bar Barre d’outils Barre d’outils Scrolling Menu Shared Tools ea Ar ia ed m lti ea collaboratif Mune i Zone de travail A r Zone de travail collaboratif Zo tim éd rk o Mu W d a rede hae l S n o vai é Z a g t r rta Pa
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  • 26. ENJEUX-S Functionalities √ Audio/Videoconference (all, team) √ Chat √ PowerPoint Presentations √ Application Sharing √ Display Mode and Moderator Tool Bar √ List of Participants or Players √ Profile of the Participants √ Profile of the Organizations √ Agenda Calendar of Room Availabilities √ Game Planning Form √ Choice of Games √ Choice of Game Partners √ Invitation E-mail √ Join a Game (or Conference) √
  • 27. Video Formats Menu Large Screen Multiple Format Medallion Double Screen
  • 28. Advantages of the Synchronous Mode in Distance Education • Spontaneity in the Pedagogical Discourse • Flexibility and Instantaneity in the Exchanges • Face to Face Pedagogy (Presential Teaching Model) • Variety of Pedagogical Scenarios (simulations, case studies, seminars, forums, etc.) • Based on a Direct Exchange Mode (dialogue mode - interpersonal exchanges) • Collaborative Work (team work, telecollaboration, remote help, teleconsulting) • Telepresence – Real-time distant communication. • Temporal Ubiquity (always and anywhere) • Based on a multimedia communications model
  • 29. Future Developments Pedagogy • Development of pedagogical scenarios in distance education that integrate the telepresence dimension • Bench test with a virtual class environment Technology • Fully immersed environment • 3D Interface Networking • Integration of entirely optical routing using User-Controlled Light Paths (UCLP) and optical bridges (CAnet*4 technology) • Integration of the new IP-V6 protocol.
  • 30. Research Team Louis Villardier Michael Power Professor in Educational Professor in Educational Technology Technology Télé-Université Université Laval SAVIE Researcher in Educational /SYNCHROMÉDIA Technology, SAGE project Researcher michael.power@fse.ulaval.ca lvillard@teluq.uqam.ca Louise Sauvé Professor in Educational Technology Télé-Université Director of SAVIE (Lifelong Learning Services) Co-director of the SAGE for Learning project Director of the ENJEUX-S project lsauve@teluq.uqam.ca Wilfried Probst Professor in Computer Science Université du Québec à Montréal (UQAM) Víctor Germán Sánchez Arias Researcher at SAVIE Chief Researcher in Computer probst.wilfried@uqam.ca Engineering at CADET, Mexico
  • 31. Research Team (contin.) David Kaufman • Professor in Education Sciences Simon Fraser University  Director of the Learning & Instructional Development Centre  Principal Researcher of the SAGE for Learning Project (3M$ over 4 years) Gary Boyd  Professor of Education (Educational Technology) at Concordia University  Associate Researcher at SAVIE
  • 32. Development Team Gilles Jérémie Jean-François Pascal Louis Charest Boutin Poulette Simard Paré Marc-André Andrea Annie Jean-Simon Girard Rodriguez Lachance Marquis
  • 33. To learn more about ENJEUX-S Enjeux-S Web Site http://enjeux2.savie.ca E-mail enjeux@savie.qc.ca
  • 34. Partners www.savie.qc.ca enjeux.savie.ca www.apprentissage-jes.ca
  • 36. © Tous droits réservés à SAVIE 2006