Presented at the CALRG Annual Conference, June 2015. http://www.open.ac.uk/research-groups/calrg/conferences/annual-conference
Abstract
Over the past three years we have been developing a framework intended to facilitate both the occurrence and evaluation of incidental learning. This work has been part of the MASELTOV project, supported by the European Commission, eInclusion programme FP7-ICT-7. The project intends to exploit the potential of mobile services for promoting integration and cultural diversity in Europe, and is focusing on support for immigrants with particular needs e.g. those who have not learned foreign languages, and who have a cultural background that contrasts with that of their host country.
The goal of the Incidental Learning Framework is to facilitate the creation of technology rich learning opportunities which emanate from incidental learning i.e. learning that is spontaneous and unplanned. As a design tool its use should encourage links and triggers to structured and reflective learning to back up and deepen learning that happens incidentally. The framework is a descriptive mechanism that enhances analysis and evaluation of incidental learning, and a generative tool to support discussions around software system design. It facilitates the communication of learning design ideas both visually and textually.
Initial work was presented at the CALRG conference in 2012, and the framework has been under development since that time (Brasher et al., 2012, Gaved et al., 2013, Kukulska-Hulme et al., in press). Development of the framework has included expert evaluation, and changes in response to data acquired from field trials of a mobile app intended to support language and cultural learning. In this paper we describe the development, use and evaluation of the framework to date, and reflect on lessons learnt.
Supporting integration through incidental learningAndrew Brasher
The Maseltov project (“Mobile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services”, http://www.maseltov.eu/ ) project recognises major risks for social exclusion of immigrants and identifies the potential of mobile services for promoting integration and cultural diversity in Europe.
The project intends to exploit the potential of mobile services for promoting integration and cultural diversity in Europe, and is focusing on support for immigrants with particular needs e.g. those who have not learned foreign languages, and who have a cultural background that contrasts with that of their host country.
We will present the first iteration of an incidental learning framework developed within the Maseltov project. This framework is intended to facilitate the coordination of existing technologies, content, pedagogies, processes and practices into learning services that can be used effectively by immigrants, their networks and mentors so as to increase immigrants’ ability to function in an unfamiliar society. When fully developed, the framework is intended to support the design of learning experiences which show
(i) how incremental, opportunistic, social and game-based learning can be applied to immigrants problems, (ii) which content areas can be offered and combined (from among language, culture, information access, mobility, health care, etc.), and (iii) which technologies are best suited for each type of content and interaction.
A full description of the Incidental Learning Framework is provided by Brasher et al (2012).
Brasher, Andrew; Dunwell, Ian; Akiki, Oula and Gaved, Mark (2012). MASELTOV Deliverable D7.1.1: Incidental Learning Framework. MASELTOV Consortium, Graz, Austria. http://oro.open.ac.uk/39524/1/MASELTOV_D7.1.1_2012-09-02_IncidentalLearningFramework_final.pdf
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...Martha Kamvisi
iLRN 2015 Short Paper Presentation: Experiences of Collaborating and Learning through Collab3DWorld by Martha KAMVISI , Styliani KLEANTHOUS, and Louis NISIOTIS
Abstract:
Collaboration is an activity that is considered important during the learning process.
Good communication between group members is essential to achieve quality output.
Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL).
In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences.
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...Louis Nisiotis
iLRN 2015 Short Paper Presentation: Experiences of Collaborating and Learning through Collab3DWorld by Martha KAMVISI , Styliani KLEANTHOUS, and Louis NISIOTIS
Abstract:
Collaboration is an activity that is considered important during the learning process.
Good communication between group members is essential to achieve quality output.
Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL).
In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences.
eTwinning as a support instrument for interactive teachingalexandra tosi
This presentation was delivered during the eTwinning Serbian national event in Nic, 23-11-2016. Why to choose interactive learning, the importance of group working, collaborating in eTwinning, good examples from Italian prices.
Supporting integration through incidental learningAndrew Brasher
The Maseltov project (“Mobile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services”, http://www.maseltov.eu/ ) project recognises major risks for social exclusion of immigrants and identifies the potential of mobile services for promoting integration and cultural diversity in Europe.
The project intends to exploit the potential of mobile services for promoting integration and cultural diversity in Europe, and is focusing on support for immigrants with particular needs e.g. those who have not learned foreign languages, and who have a cultural background that contrasts with that of their host country.
We will present the first iteration of an incidental learning framework developed within the Maseltov project. This framework is intended to facilitate the coordination of existing technologies, content, pedagogies, processes and practices into learning services that can be used effectively by immigrants, their networks and mentors so as to increase immigrants’ ability to function in an unfamiliar society. When fully developed, the framework is intended to support the design of learning experiences which show
(i) how incremental, opportunistic, social and game-based learning can be applied to immigrants problems, (ii) which content areas can be offered and combined (from among language, culture, information access, mobility, health care, etc.), and (iii) which technologies are best suited for each type of content and interaction.
A full description of the Incidental Learning Framework is provided by Brasher et al (2012).
Brasher, Andrew; Dunwell, Ian; Akiki, Oula and Gaved, Mark (2012). MASELTOV Deliverable D7.1.1: Incidental Learning Framework. MASELTOV Consortium, Graz, Austria. http://oro.open.ac.uk/39524/1/MASELTOV_D7.1.1_2012-09-02_IncidentalLearningFramework_final.pdf
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...Martha Kamvisi
iLRN 2015 Short Paper Presentation: Experiences of Collaborating and Learning through Collab3DWorld by Martha KAMVISI , Styliani KLEANTHOUS, and Louis NISIOTIS
Abstract:
Collaboration is an activity that is considered important during the learning process.
Good communication between group members is essential to achieve quality output.
Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL).
In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences.
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...Louis Nisiotis
iLRN 2015 Short Paper Presentation: Experiences of Collaborating and Learning through Collab3DWorld by Martha KAMVISI , Styliani KLEANTHOUS, and Louis NISIOTIS
Abstract:
Collaboration is an activity that is considered important during the learning process.
Good communication between group members is essential to achieve quality output.
Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL).
In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences.
eTwinning as a support instrument for interactive teachingalexandra tosi
This presentation was delivered during the eTwinning Serbian national event in Nic, 23-11-2016. Why to choose interactive learning, the importance of group working, collaborating in eTwinning, good examples from Italian prices.
PPT presentation on the ViTAAL project at the WorldCALL 2008 Conference at Fukuoka, Japan. Experiments with virtual worlds for promotion and assessment of oral skills in modern language education.
Expanding MALL outside the Classroom: Real-Life Context-Dependent and Context-Independent Language Activities. Agnieszka examined out-of-class language learning opportunities drawing on the learners' own context and personal experiences. She discussed a range of MALL activities, both individual and collaborative that take advantage of the affordances of mobile devices and the context affordances mediated by the mobiles.
Aga Palalas shares her perspective on the vital elements of the mobile learning ecosystem. See a corresponding video at https://www.youtube.com/watch?v=KnOecJu4BjQ&feature=player_detailpage
Automata Toys have much to offer education. Arts and game based activities around the construction and understanding of automata will provide pedagogical paths for teachers to enhance children's 'learning to learn' capabilities and reinforce key transversal competences and basic skills.
See more at: http://www.clohe-movingtoys.eu
PPT presentation on the ViTAAL project at the WorldCALL 2008 Conference at Fukuoka, Japan. Experiments with virtual worlds for promotion and assessment of oral skills in modern language education.
Expanding MALL outside the Classroom: Real-Life Context-Dependent and Context-Independent Language Activities. Agnieszka examined out-of-class language learning opportunities drawing on the learners' own context and personal experiences. She discussed a range of MALL activities, both individual and collaborative that take advantage of the affordances of mobile devices and the context affordances mediated by the mobiles.
Aga Palalas shares her perspective on the vital elements of the mobile learning ecosystem. See a corresponding video at https://www.youtube.com/watch?v=KnOecJu4BjQ&feature=player_detailpage
Automata Toys have much to offer education. Arts and game based activities around the construction and understanding of automata will provide pedagogical paths for teachers to enhance children's 'learning to learn' capabilities and reinforce key transversal competences and basic skills.
See more at: http://www.clohe-movingtoys.eu
[EADTU OPEN VM WEBINAR] Presentation Christian Stracke / Sanna Juutinen / Pan...EADTU
Virtual Mobility: A Joint Educational Product presented by Christian Stracke, Sanna Juutinen, Panu Forsman, Kate Holubinka and Cathrin Vogel on Thursday 18 June 2020
navigating the future of education is given by Mike Sharples, formerly of the Learning Sciences Research Institute, University of Nottingham, and now at the Open University. Facilitated by Diane Brewster (Consultant).
Jisc conference 2011
Presentation at MATURE Workshop on User Centred Requirements Processes for E-Learning and Knowledge Management – A European-Wide Perspective (#MUCRP09) July 2009 http://tinyurl.com/mod9l9
Self regulation elements in the adult literacy blended learning solutionDr. Norine Wark
Literacy adult courses are traditionally delivered as synchronous face-to-face courses. Mobile technology introduced into literacy education enables a blended approach to learning by allowing for time and place flexibility. Literacy Uplift is a research project that aims to define design guidelines and principles for a mobile adult literacy learning system. Tabuenca, Kalz, Drachsler, and Specht (2015) explore the importance of tracking and monitoring time devoted to learning with mobile tools and their effect on self-regulated learning. Their work shows that there is a positive correlation between self-regulated learning and monitoring study-time, as well as between self-regulated learning and study-time planning. These authors also noticed that complexity of the tool has a negative impact on a learner’s ability to use and integrate the tool into their schedule, hence forfeiting the benefits of the monitoring. With tools such as Experience API (xAPI) integrated into the system, time monitoring and logging can be done automatically without additional actions from the learner beyond giving one-time permission. Time spent on learning as well as other learner analytics can be visualized using various tools. These tools can not only show individual progress, but can also present the learner’s situation within the context of a group when possible. Such information, combined with positive reinforcement through notifications and reminders, can be very motivating. As reported by Tabuenca et al. (2015), notifications and reminders have a positive impact on learner results. These authors suggest that notifications containing learning analytics and generic tips on self-regulation may positively influence time management skills and, as a result, improve the learner’s ability to incorporate learning episodes into everyday life. Such reminders create occasional “stop and think” moments that, if containing adequately contextualized messages, can support learners in the capacity of learning to learn, especially when these notifications are combined with suitable visualizations. Tang and Kay (2014) claim that rewards and reward schedules are powerful techniques that can engage users in self-monitoring and reflection. Providing possibilities for the learner to see how they do in comparison to other learners in their course can encourage the learner to self-monitor more closely, and develop the habit to maintain this behaviour over time (Zichermann & Cunningham, 2011). In this presentation, we analyze the design guidelines for a mobile adult literacy learning solution, focusing on the self-regulation and self-motivation elements required for successful learning using a blended learning approach. The analysis also points to potential technological solutions that can support implementation of these guidelines. Time tracking and reminders, visualization tools, and gamification elements as motivation and guidance tools in self-regulated learning are also discussed.
GI Learner: A project to develop geospatial thinking learning lines in second...Karl Donert
Almost all aspects of our economy and society are based on geoinformation and geotechnologies. People are tracking, mapping and communicating geographically on an unprecedented scale. Citizens can be empowered by geospatial technologies and open geodata. The sector is booming, however there has been a clear mismatch between workforce demand and supply. Study programmes focus more on informatics than on the scientific background of spatial thinking.
This presentation seeks to introduce a newly EU funded project titled, GI-Learner: Developing a learning line on GIScience in school education. This project aims to support the introduction of GI Science in secondary (high school) education, by addressing policy developments and deliver materials with the capacity and capability to raise awareness of the GI sector, create a geospatially literate workforce and citizens who can benefit from these developments.
Enhancement of e-learning in geomatics by the integration of dynamic mathemat...adeshogues
- Develop innovative resources for teaching the fundamentals in engineering geomatics.
- Improve e-learning tools with a focus on calculus exercises, saving on office hours (teaching staff).
- Increase the students’ autonomy in learning and in doing exercises by themselves.
- Facilitate the creation of datasets for the exercises.
User Experience Design and Usability Testing for Mobile Technology Support in...Renée Schulz
This is the virtual presentation used at EduLearn21.
BLENDED & MOBILE LEARNING
Event: EDULEARN21
Track: Digital & Distance Learning
Session type: VIRTUAL
Abstract: https://iated.org/concrete3/view_abstract.php?paper_id=88226
Proceedings of EDULEARN21 Conference
5th-6th July 2021
ISBN: 978-84-09-31267-2
pages 1056-1066
These are my slides from the presentation I made at the FIMS Student Conference in 2012. I discussed Learning Objects for Information Literacy Instruction, what a learning object is, suggested some products that can be used, provided an overview on my review of the literature, discussed design principles using the ADDIE model, suggested some best practices and reviewed some sharing repositories.
Open SUNY NDLW: Using open source virtual-reality environments for community...Erin Maney
Immersive, 3-D environments have offered opportunities for distance participants to share in any number of activities. With the advent of open source environments that are low-cost and that come either pre-configured or easily configured, this instructor has used these environments in class activities including: presentations, discussions, poster sessions, team meetings within a class, and shared activities (such as visiting other islands or testing 3-D building). Using action research the effectiveness of these environments on community building has been studied and published; students have overcome the isolation of discussion-board-driven online environments and been able to form more effective academic and personal relationships within courses.
The Christopher Stevens Youth Network/CE2.0 –iEARN Jordan Workshop
February 23rd, 2013
iEARN-Jordan conducted a training workshop on February 23rd, 2013 as part of the Christopher Stevens Youth Network: Global Connections 2.0. Fifteen educators from Jordan, Kuwait and the USA participated in the workshop. Ms. Khitam Al-Utaibi, iEARN-Jordan Representative delivered the training on two parts. The first part of the workshop was about learning what is iEARN and take a tour in some of the 300 online projects. After teachers were introduced to iEARN, they had hands on training on some of the essential aspects in Project-Based Learning as well as engaging teachers in some activities related to building skills in grouping strategies, debate strategies and tuning protocols in projects. iEARN International celebrates this year its 25th Anniversary and iEARN-Jordan celebrated this occasion with all participants in the presence of all attendees with a cake that has the logos of the US Department of State, iEARN-Jordan, GCE and the iEARN International logo for the 25th Anniversary.
Activity level Learning Design representations to enhance curriculum designAndrew Brasher
This exploratory study builds on existing approaches in using Learning Design representations in order to enhance curriculum design processes. Our lightning presentation reports on the first stage of the project, which aims to develop and test paper and software-based tools. These tools are envisaged to enable teams to design students’ learning journeys in detail, at activity level, with clear links to assessment and learning outcomes. In the lightning presentation we will showcase a first draft of the prototype tools, and discuss the strategies developed in order to iteratively design and evaluate these tools.
How to design Collaborative Learning activitiesAndrew Brasher
A hands-on workshop exploring tools and techniques for designing successful online collaborative learning activities in higher education.
In this workshop you will work in a small team to design a collaborative online learning activity. You will have the opportunity learn about the principles involved, experiment with tools that can help you structure and analyse your ideas and learn from case studies of successful activities tried and tested on Open University modules. At the end of the workshop you will have produced an initial design which you can then develop further to be used in your online teaching activities.
This workshop has been created by the Metis Project, and it is one of three workshop structures that have been developed for different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE. The overall design of this workshop is based on a meta-design template produced by the Metis project http://metis-project.org/.
How to design Collaborative learning activitiesAndrew Brasher
In this workshop you will work in a small team to design a collaborative online learning activity. You will have the opportunity learn about the principles involved, experiment with tools that can help you structure and analyse your ideas and learn from case studies of successful activities tried and tested on Open University modules. At the end of the workshop you will have produced an initial design which you can then develop further to be used in your online teaching activities.
The workshop is being offered as part of the Metis Project (http://www.metis-project.org/), and it is one of three pilot workshops being run across different educational sectors across Europe. You will use several paper-prototyping tools and the Integrated Learning Design Environment (ILDE), a bespoke environment for the co-design of learning, developed by the Metis Project. The ILDE aims to support practitioners in completing the "learning design" lifecycle from conceptualising designs to deploying them in virtual learning environments (VLEs) for enactment and eventual redesign. In particular, you will use WebCollage, an online tool specifically designed to assist you in creating collaborative learning activities ready to run in a VLE.
Please keep in mind that this is a pilot workshop and the ILDE is a prototype. We look forward to your critical feedback in assisting the project to further improve the production of this prototype into a working system.
Other resources used in this workshop are available from a pilot version of the ILDE: http://ilde.upf.edu/ou/v/b37 .
Learning lessons of innovation from MOOCs, OER and crowdsourcing environments.
A presentation from the Open Educational Innovation and Incubation project funded by the EU Lifelong Learning Programme.
Presented by Patrick McAndrew at OER13 http://www.medev.ac.uk/oer13/128/view/ and discussed by the Times Higher http://www.timeshighereducation.co.uk/news/us-mooc-platforms-openness-questioned/2002938.article
A few slides to prompt Open University staff to think about how to facilitate and exploit mobile learning within OU courses. This slideshow has been put together for the OU's 'Mobile Learning Winter Festival' http://cloudworks.ac.uk/cloud/view/4967.
Note that some of the links are accessible to Open University staff only.
Social Networking for Student and Staff LearningAndrew Brasher
This slideshow describes a project aimed at working out practical teaching and learning scenarios for social bookmarking and RSS feeds
in order to get OU teachers to use these tools in their courses and student support
Funded by
The Open University Practice Based Professional Learning Centre for Excellence in Teaching and Learning: http://www.open.ac.uk/pbpl
This slideshow describes some features of CompendiumLD which can help you lay out and manage your learning designs.
It shows how you can
- Add timing information
- Drag and drop files
- Lay out maps
- Save and share designs
- Hide/show menu options
- Manage maps & designs using workspaces and the outline view
Getting Started With CompendiumLD (version 1)Andrew Brasher
This slide show describes how to get started using CompendiumLD, a tool for creating visual representations of learning activities.
Teachers and media developers go through a complex decision making process when designing new learning experiences – working towards an effective pedagogical mix, combining resources, tools, student and tutor support.
For an individual media developer or teacher, the process of creating a visual map of a learning activity clarifies their own understanding of the mix. For teams comprised of individuals focused on different aspects, a visual representation supports communication about issues that need to be resolved before the activity is delivered to students.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Embracing GenAI - A Strategic ImperativePeter 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.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. www.maseltov.eu Maseltov project
“Mobile Assistance for Social Inclusion and
Empowerment of Immigrants with Persuasive
Learning Technologies and Social Network
Services” www.maseltov.eu
Joanneum Research, Austria
CURE - Centre for Usability Research &
Engineering, Austria
University of Applied Sciences, FH Joanneum,
Austria
Athens Information Technology, Greece
busuu.com -, Spain
Universitat Oberta de Catalunya, Spain
Open University, UK
Coventry University, UK
Czech Technical University, Czech Republic
Telecom Italia SpA, Italy
Fluidtime Data Service GmbH, Austria
Fundacian Desarrollo Sostenido, Spain
Verein Danaida, Austria
Migrants Resource Centre, UK
Pearson Publishing, UK
3. www.maseltov.eu Contents
• Overview of the Incidental Learning Framework
• Evaluation & use
– Workshop at plenary meeting
– expert researchers
– Iliinsky’s work
• Challenges
–Use in evaluation: analysis of MK trial data
• Conclusions
5. www.maseltov.eu
Goals of the Incidental
Learning Framework
• to facilitate the creation of technology rich learning
opportunities which emanate from incidental
learning
i.e. learning that is spontaneous and unplanned;
• to encourage links and triggers to structured and
reflective learning to back up and deepen learning
that happens incidentally;
• to enhance analysis and evaluation of incidental
learning;
• to support discussions around software system
design;
• to facilitate the communication of learning design
ideas both visually and textually.
6. www.maseltov.eu Review of frameworks
• Design frameworks
–to support the planning and instantiation of new
learning events and situations
• Analytical frameworks
–for analysing, understanding and evaluating
learning events
• Learner models
–to describe the state of the learner so that a
system can react appropriately
8. www.maseltov.eu Examples of frameworks
Analytical
• Theory of Learning for
the Mobile Age
(Sharples et al., 2007)
• A Pedagogical
Framework for Mobile
Learning
(Park, 2011)
Design
• Ecology of Resources
design framework
(Luckin, 2010)
• Four dimensional
framework
(de Freitas et al., 2010)
• Language learning
defined by time and
place
(Kukulska-Hulme, 2012)
Learner model
• Advances in learner &
skill modeling in
intelligent learning
environments
(Desmarais and Baker, 2011)
10. www.maseltov.eu ILF version 1
Outcomes
Social
Tasks
Tools
Plac
e
Learner’s journey
Time
Incident:
understandi
ng notice
board
Language
tool
Start
TextLens
Task:
finding
station
Task: asking
directions
Reflect/plan
Structured
learning
Language
Tool/Social
Task:
navigating
Navigation
tool
Language
Tool
Language
Tool/Social
14. www.maseltov.eu Evaluation
The framework
• “generates helpful discussions about the learner
journeys which immigrants might make”
• Exposes “misunderstandings and different
interpretations of the same problem space
through different domain experts views”
• The current representation was sufficient to
engage participants and encourage discussion.
(Gaved et al., 2013)
15. www.maseltov.eu Evaluation
• Ordering of dimensions was questioned
• Outer dimension of “learner’s journey” was
debated:
- too general?
- how to show e.g. social inclusion in to a new
community
(Gaved et al., 2013)
16. www.maseltov.eu Extension ideas (1)
Visualisation of specific learner journeys, showing opportunities for planned and
incidental language learning
Gaved et al. (2012)
17. www.maseltov.eu
Extension ideas (2)
Visualisation of the range of affordances that may be associated with particular places
that a MASELTOV service user is likely to encounter during their daily activities
18. www.maseltov.eu Extension ideas (3)
Visualisation of the range of dimensions associated with motivation and concerns
that might be felt by the service user while engaging with mobile situated language
learning
20. www.maseltov.eu Place
• Not just a location - also contextual information.
• ‘A Place is a geographical and historical context for
Names and Locations’ (Gillies, 2011).
• a ‘Place’ has a name and a location, and each may
be applicable for a particular time period.
“Andrew’s workplace”
currently has
- Name: “Jennie Lee
Building”
- Location: map
reference SP 88626
37058
22. www.maseltov.eu Linear view
Place
Task
Tools
Outcomes
Social
Time Evening
Language learning
Practise work related vocabulary
Understand work related vocabulary
Sleep/Break
19.00 23.00 07.00
Language learning
Practise past tense
Communicate
successfully in work
related situation
Breakfast
08.00
23. www.maseltov.eu Data gathering
• Pre trial questionnaire:
paper
• Post trial interviews:
face-to-face
E.g.
Lesson
access
duration:
2’39s
Synchronous
& located
with MApp use
• Event data from
the MApp
• Usage of other
apps
• Geo contextual
data
Asynchronous
& not located
with MApp useWeekly survey:
online
24. www.maseltov.eu
Participant’s use of Mapp
services
I have really liked the English course,
it is very practical for the times when
you have to use English for different
occasions..it has helped me a lot The
second is the translation tool
because now I take a photo of
everything I don't understand and at
that moment I know what it says ... It
has helped me a lot.
I have
learned a
lot more
English
language
I have learned
to develop
myself in
different aspects
of speaking
English with the
help of the
course
26. www.maseltov.eu Conclusions
• Development of ILF as a design tool
–Work to do is guided by literature and
experimental findings
• Development of ILF as an analytical tool
–Data available complex and multi-faceted;
–Initial experiments started;
–Transfer of design view not straightforward?
–Learner models?;
–Suggestions welcome!
Levels of
abstraction?
Level of
detail?
27. www.maseltov.eu To do
• Include stuff from conclusions slide from 2012 Calrg
presentation
• …feedback from eval D7.12.
• Other stuff….
• Issues – learning outcomes can be shown at gps
locations, but need to show learning journey
• To point to new developments – show new version
29. www.maseltov.eu References
• de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G. & Poulovassilis, A. 2010.
Learning as immersive experiences: Using the four-dimensional framework for designing and
evaluating immersive learning experiences in a virtual world. British Journal of Educational
Technology, 41, 69-85.
• Desmarais, M. C. & Baker, R. S. J. D. 2011. A review of recent advances in learner and skill
modeling in intelligent learning environments. User Modeling and User-Adapted Interaction,
22, 9-38.
• Kukulska-Hulme, A. 2012. Language learning defined by time and place: A framework for
next generation designs. In: D´ıAZ-VERA, J. E. (ed.) Left to My Own Devices: Learner
Autonomy and Mobile Assisted Language Learning.
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