Authors:Fridolin Wild, Felix Mödritscher, Steinn E. Sigurdarson.
Institutions for formal education and most work places are equipped today with at least some kind of tools that bring together people and content artefacts in learning activities to support them in constructing and processing information and knowledge. For almost half a century, science and practice have been discussing models on how to bring personalisation through digital means to these environments.
John Sweller's cognitive load theory focuses on the limitations of working memory during instruction. It describes three types of cognitive load - intrinsic, extraneous, and germane - that instructional design should seek to manage. The goal is to reduce extraneous load and increase germane load in order to not overwhelm working memory and optimize learning. Technology can help apply this theory by integrating multiple information sources and providing worked examples, but instructors must avoid distracting elements that increase extraneous load.
Cognitive load refers to the amount of mental resources used in working memory to process new information. Working memory can only hold 5-9 items at once and can only process 2-4 items simultaneously. Intrinsic cognitive load is required to transfer information to long-term memory, while extraneous cognitive load creates distractions. Germane cognitive load facilitates deep processing. Designers can manage cognitive load by reducing extraneous load through focus, experience, and working memory limitations. Effective design principles include modality, split attention, redundancy, expertise reversal, and worked examples.
Mind the gap: bridging gaps between mlearning theory and practicegeoff stead
This document discusses mobile learning theory and practice. It begins by noting there is no single unifying theory of mobile learning. It then summarizes several key mobile learning frameworks and theories. The document advocates for an iterative approach to mobile learning design and implementation that allows for flexibility, resilience to technological changes, and a focus on the learner experience. It provides examples of effective mobile learning implementations in various contexts like the workplace, the military, and formal education.
This article proposes a framework called technological pedagogical content knowledge (TPCK) for understanding the knowledge teachers need to effectively integrate technology into their teaching. The framework builds on Shulman's idea of pedagogical content knowledge by adding an additional component of how content, pedagogy, and technology interrelate and influence each other. The authors argue that developing TPCK is important for transforming teacher education, training, and professional development related to educational technology integration. Over five years of research, the authors have studied how teachers develop TPCK and how this framework can guide research on technology integration.
The concept of ubiquitous computing is notoriously documented and successfully applied as society at large
has blissfully accepted and heavily relies upon the pervasive and omnipresence of the online network to
wirelessly connect and seamlessly access the massive knowledge-base and social media. On the other hand,
smart environments are a complex research area that require meticulous attention and in-depth
investigation before being employed as they interact directly with the users. When both these areas come
together within an educational environment, the necessity and exigency of ensuring safe and sound
conditions escalate even more. In this paper, we present ubiquitous learning as one of a number of elearning
affordances within a new learning model as it factors in to addresses one particular aspect of a
smart classroom. The justifications, challenges, and recommendations of embodying our philosophical
concept within a working model are also put forward in what could potentially be the next generation
model of physical classrooms.
The document discusses the impact of technology on constructivist learning theory. It provides background on constructivism, which emphasizes active learning where students construct knowledge based on their experiences. A key part of constructivist learning environments is ill-structured problems for students to solve. The document argues that technology can support constructivism by providing simulations, related case studies, information resources, cognitive tools, and tools to enable collaboration - all of which help students actively engage in authentic problem-solving.
John Sweller's cognitive load theory focuses on the limitations of working memory during instruction. It describes three types of cognitive load - intrinsic, extraneous, and germane - that instructional design should seek to manage. The goal is to reduce extraneous load and increase germane load in order to not overwhelm working memory and optimize learning. Technology can help apply this theory by integrating multiple information sources and providing worked examples, but instructors must avoid distracting elements that increase extraneous load.
Cognitive load refers to the amount of mental resources used in working memory to process new information. Working memory can only hold 5-9 items at once and can only process 2-4 items simultaneously. Intrinsic cognitive load is required to transfer information to long-term memory, while extraneous cognitive load creates distractions. Germane cognitive load facilitates deep processing. Designers can manage cognitive load by reducing extraneous load through focus, experience, and working memory limitations. Effective design principles include modality, split attention, redundancy, expertise reversal, and worked examples.
Mind the gap: bridging gaps between mlearning theory and practicegeoff stead
This document discusses mobile learning theory and practice. It begins by noting there is no single unifying theory of mobile learning. It then summarizes several key mobile learning frameworks and theories. The document advocates for an iterative approach to mobile learning design and implementation that allows for flexibility, resilience to technological changes, and a focus on the learner experience. It provides examples of effective mobile learning implementations in various contexts like the workplace, the military, and formal education.
This article proposes a framework called technological pedagogical content knowledge (TPCK) for understanding the knowledge teachers need to effectively integrate technology into their teaching. The framework builds on Shulman's idea of pedagogical content knowledge by adding an additional component of how content, pedagogy, and technology interrelate and influence each other. The authors argue that developing TPCK is important for transforming teacher education, training, and professional development related to educational technology integration. Over five years of research, the authors have studied how teachers develop TPCK and how this framework can guide research on technology integration.
The concept of ubiquitous computing is notoriously documented and successfully applied as society at large
has blissfully accepted and heavily relies upon the pervasive and omnipresence of the online network to
wirelessly connect and seamlessly access the massive knowledge-base and social media. On the other hand,
smart environments are a complex research area that require meticulous attention and in-depth
investigation before being employed as they interact directly with the users. When both these areas come
together within an educational environment, the necessity and exigency of ensuring safe and sound
conditions escalate even more. In this paper, we present ubiquitous learning as one of a number of elearning
affordances within a new learning model as it factors in to addresses one particular aspect of a
smart classroom. The justifications, challenges, and recommendations of embodying our philosophical
concept within a working model are also put forward in what could potentially be the next generation
model of physical classrooms.
The document discusses the impact of technology on constructivist learning theory. It provides background on constructivism, which emphasizes active learning where students construct knowledge based on their experiences. A key part of constructivist learning environments is ill-structured problems for students to solve. The document argues that technology can support constructivism by providing simulations, related case studies, information resources, cognitive tools, and tools to enable collaboration - all of which help students actively engage in authentic problem-solving.
Typologies of learning design and the introduction of a “ld type 2” case exampleeLearning Papers
Author: Eva Dobozy
This paper explores the need for greater clarity in the conceptualisation of Learning Design (LD). Building on Cameron’s (2010) work, a three-tiered LD architecture is introduced. It is argued that this conceptualisation is needed in order to advance the emerging field of LD as applied to education research.
Daniel Burgos: IMS Learning Design next move: extensions and improvements on personalisa-tion and interoperability
http://www.ld-grid.org/workshops/ASLD11
Integrating an intelligent tutoring system into a virtual worldParvati Dev
The project goal was to provide effective training to medical professionals on the SALT Triage Protocol, and to improve communication between medical professionals and military during disaster situations.
Knowledge Maturing - a different perspective on learningAndreas Schmidt
This document discusses knowledge maturing, a perspective on learning that views it as a continuous social process occurring across different levels. It characterizes knowledge maturing as the increasing teachability, contextualization, and legitimacy of knowledge over time. The document analyzes how disruptions can occur in the maturing process and proposes introducing a more dynamic perspective, moving beyond top-down approaches. It presents a model of the knowledge maturing process and discusses applying the perspective to design processes and competence development.
Intelligent tutoring systems (ITS) for online learningBrandon Muramatsu
The document summarizes an presentation about adding intelligent tutoring systems (ITS) to online courses to improve quality. An ITS can make exercises more complex and dynamically scaffolded. It also replaces traditional assessments with stealth assessment based on a model of the student's competencies. Research shows that tutoring which provides more frequent interaction, such as feedback on substeps of problem solving, is generally more effective than less interactive tutoring like feedback only on answers. An ITS aims to keep students operating within their zone of proximal development by continuing instruction until mastery is achieved. However, ITS also have limitations like not being suitable for all learners and having high initial development costs.
Two case studies are described that used design research to explore how mobile devices and social media can support informal learning. The first case involved developing location-based mobile tours to support task-conscious learning about urban education and language learning. Evaluations found the tours promoted active learning. The second case involved developing a "people tagging" tool within a social network for a career guidance organization to help people find expertise within the organization. Both cases showed promise but raised issues about scaling the approaches to support learning on a larger scale.
The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Edu...Tatainteractive1
http://www.tatainteractive.com/ : We should recognize the porous borders that compartmentalize different subjects. We should acknowledge the differences in aptitude and provide room for each child to build on his or her strengths. Visit http://www.tatainteractive.com/ for more.o the complexity and choices.
The document introduces the Multiple Learning Experiences (M-LExTM) instructional model developed by Tata ClassEdge for K-12 schools. The model is based on the premises that learning has multiple dimensions and should involve multisensory activities. It aims to make the teaching-learning process more experiential and inquiry-oriented. Key aspects of the M-LExTM model include designing multisensory activities to promote different learning dimensions; incorporating group activities and projects; including differentiated activities; and using multimedia judiciously as a teaching aid rather than the primary mode of instruction. The goal is to make classrooms more engaging for students and less focused on passive transfer of information.
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...Omar Sosa-Tzec
This document describes a narrative-based pedagogical approach for teaching human-computer interaction design (HCI/d) in a studio-based course. It proposes using oral and multimedia stories to convey "content-independent concepts" that can promote reflection among students. These stories would become part of a "narrative cloud" that represents the distributed cognition occurring in the classroom as concepts are shared. The goal is to help students develop a "computer imagination" and understand technology's potential to benefit humans.
Does artificial neural network support connectivism’s assumptions?Alaa Al Dahdouh
Connectivism was presented as a learning theory for the digital age and connectivists claim that recent developments in Artificial Intelligence (AI) and, more specifically, Artificial Neural Network (ANN) support their assumptions of knowledge connectivity. Yet, very little has been done to investigate this brave allegation. Does the advancement in artificial neural network studies support connectivism’s assumptions? And if yes, to what extent? This paper addresses the aforementioned question by tackling the core concepts of ANN and matching them with connectivist's assumptions. The study employed the qualitative content analysis approach where the researcher started with purposely selected and relatively small content samples in connectivism and ANN literature. The results revealed that ANN partially supports connectivism’s assumptions but this does not mean that other learning theories such as behaviorism and constructivism are not supported as well. The findings enlighten our understanding of connectivism and where it may be applied.
The document discusses research on how people learn and implications for software learning experiences. It covers learning domains, theories like behaviorism and constructivism, and cognitive apprenticeship. Research suggests guidance can hinder learning if it replaces internalization and reflection. Autodesk is exploring visualizing knowledge and using command data to highlight undiscovered functions. The goal is to facilitate learning acquisition and emergence through interactive tutorials and workflow visualization that encourage reflection.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
KnowledgeTree is an architecture for adaptive e-learning that aims to bridge the gap between learning management systems and adaptive web-based educational systems. It takes a distributed and component-based approach, allowing different adaptive activities and content to be hosted on separate servers and assembled into courses. This addresses issues with current adaptive systems by providing integration, allowing different functions to be supported in one system, and enabling reuse of activities and content between courses. The goal is to provide an open, integrated platform that supports adaptive learning as well as addressing the needs of teachers, students, and administrators.
The document proposes a model for e-education that involves extending teaching spaces and learning spaces through technology integration. [1] It defines different roles for teachers in instruction, training, initiation and induction and how learning spaces can be used for knowledge acquisition, application, and construction with dialogue and reflection. [2] The model is presented as a way to take advantage of technology's ability to make teaching and learning more flexible and accessible beyond the classroom. [3] It suggests e-education can support higher-order thinking skills and active, collaborative learning tailored to individual needs.
Effective or Active Learning Environment for ScienceAmdeselassie Amde
Training on Active Learning Environment: Lecture-based Model, offered to (1) science instructors, from 2009 - 2012 at ADRC, Univ. of Gondar, and (2) participants of the 3rd Gondar School of Science & Technology, December 2012, at Univ. of Gondar.
This document discusses integrating technology, pedagogy, and content knowledge in teacher preparation programs. It examines the technological pedagogical content knowledge (TPCK) framework for integrating technology into teaching and learning. Examples are presented of learning activities that could be incorporated across a physical education curriculum. A project-based learning experience is described as an alternative for preparing pre-service teachers. The purpose is to develop activities that emulate real-world problems and promote learning through construction and reflection with technology tools.
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Social Software and the Establishment of Virtual Communities of Practice in t...eLearning Papers
Authors: Klaus Reich, Christian Petter, Kathrin Helling.
The concept of Communities of Practice can be seen as a central model that supports informal learning processes especially in workplace surroundings. Based on the assumption that Social Software tools and models are well suited to support collaboration within virtual networks, this paper aims to present and analyse the experiences made in the process of establishing Virtual Communities of Practice in small and medium-sized enterprises (SMEs) of the tourism sector in Europe (involving the application of Social Software tools).
Typologies of learning design and the introduction of a “ld type 2” case exampleeLearning Papers
Author: Eva Dobozy
This paper explores the need for greater clarity in the conceptualisation of Learning Design (LD). Building on Cameron’s (2010) work, a three-tiered LD architecture is introduced. It is argued that this conceptualisation is needed in order to advance the emerging field of LD as applied to education research.
Daniel Burgos: IMS Learning Design next move: extensions and improvements on personalisa-tion and interoperability
http://www.ld-grid.org/workshops/ASLD11
Integrating an intelligent tutoring system into a virtual worldParvati Dev
The project goal was to provide effective training to medical professionals on the SALT Triage Protocol, and to improve communication between medical professionals and military during disaster situations.
Knowledge Maturing - a different perspective on learningAndreas Schmidt
This document discusses knowledge maturing, a perspective on learning that views it as a continuous social process occurring across different levels. It characterizes knowledge maturing as the increasing teachability, contextualization, and legitimacy of knowledge over time. The document analyzes how disruptions can occur in the maturing process and proposes introducing a more dynamic perspective, moving beyond top-down approaches. It presents a model of the knowledge maturing process and discusses applying the perspective to design processes and competence development.
Intelligent tutoring systems (ITS) for online learningBrandon Muramatsu
The document summarizes an presentation about adding intelligent tutoring systems (ITS) to online courses to improve quality. An ITS can make exercises more complex and dynamically scaffolded. It also replaces traditional assessments with stealth assessment based on a model of the student's competencies. Research shows that tutoring which provides more frequent interaction, such as feedback on substeps of problem solving, is generally more effective than less interactive tutoring like feedback only on answers. An ITS aims to keep students operating within their zone of proximal development by continuing instruction until mastery is achieved. However, ITS also have limitations like not being suitable for all learners and having high initial development costs.
Two case studies are described that used design research to explore how mobile devices and social media can support informal learning. The first case involved developing location-based mobile tours to support task-conscious learning about urban education and language learning. Evaluations found the tours promoted active learning. The second case involved developing a "people tagging" tool within a social network for a career guidance organization to help people find expertise within the organization. Both cases showed promise but raised issues about scaling the approaches to support learning on a larger scale.
The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Edu...Tatainteractive1
http://www.tatainteractive.com/ : We should recognize the porous borders that compartmentalize different subjects. We should acknowledge the differences in aptitude and provide room for each child to build on his or her strengths. Visit http://www.tatainteractive.com/ for more.o the complexity and choices.
The document introduces the Multiple Learning Experiences (M-LExTM) instructional model developed by Tata ClassEdge for K-12 schools. The model is based on the premises that learning has multiple dimensions and should involve multisensory activities. It aims to make the teaching-learning process more experiential and inquiry-oriented. Key aspects of the M-LExTM model include designing multisensory activities to promote different learning dimensions; incorporating group activities and projects; including differentiated activities; and using multimedia judiciously as a teaching aid rather than the primary mode of instruction. The goal is to make classrooms more engaging for students and less focused on passive transfer of information.
Building the Narrative Cloud: Reflection and Distributed Cognition in a Desig...Omar Sosa-Tzec
This document describes a narrative-based pedagogical approach for teaching human-computer interaction design (HCI/d) in a studio-based course. It proposes using oral and multimedia stories to convey "content-independent concepts" that can promote reflection among students. These stories would become part of a "narrative cloud" that represents the distributed cognition occurring in the classroom as concepts are shared. The goal is to help students develop a "computer imagination" and understand technology's potential to benefit humans.
Does artificial neural network support connectivism’s assumptions?Alaa Al Dahdouh
Connectivism was presented as a learning theory for the digital age and connectivists claim that recent developments in Artificial Intelligence (AI) and, more specifically, Artificial Neural Network (ANN) support their assumptions of knowledge connectivity. Yet, very little has been done to investigate this brave allegation. Does the advancement in artificial neural network studies support connectivism’s assumptions? And if yes, to what extent? This paper addresses the aforementioned question by tackling the core concepts of ANN and matching them with connectivist's assumptions. The study employed the qualitative content analysis approach where the researcher started with purposely selected and relatively small content samples in connectivism and ANN literature. The results revealed that ANN partially supports connectivism’s assumptions but this does not mean that other learning theories such as behaviorism and constructivism are not supported as well. The findings enlighten our understanding of connectivism and where it may be applied.
The document discusses research on how people learn and implications for software learning experiences. It covers learning domains, theories like behaviorism and constructivism, and cognitive apprenticeship. Research suggests guidance can hinder learning if it replaces internalization and reflection. Autodesk is exploring visualizing knowledge and using command data to highlight undiscovered functions. The goal is to facilitate learning acquisition and emergence through interactive tutorials and workflow visualization that encourage reflection.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
KnowledgeTree is an architecture for adaptive e-learning that aims to bridge the gap between learning management systems and adaptive web-based educational systems. It takes a distributed and component-based approach, allowing different adaptive activities and content to be hosted on separate servers and assembled into courses. This addresses issues with current adaptive systems by providing integration, allowing different functions to be supported in one system, and enabling reuse of activities and content between courses. The goal is to provide an open, integrated platform that supports adaptive learning as well as addressing the needs of teachers, students, and administrators.
The document proposes a model for e-education that involves extending teaching spaces and learning spaces through technology integration. [1] It defines different roles for teachers in instruction, training, initiation and induction and how learning spaces can be used for knowledge acquisition, application, and construction with dialogue and reflection. [2] The model is presented as a way to take advantage of technology's ability to make teaching and learning more flexible and accessible beyond the classroom. [3] It suggests e-education can support higher-order thinking skills and active, collaborative learning tailored to individual needs.
Effective or Active Learning Environment for ScienceAmdeselassie Amde
Training on Active Learning Environment: Lecture-based Model, offered to (1) science instructors, from 2009 - 2012 at ADRC, Univ. of Gondar, and (2) participants of the 3rd Gondar School of Science & Technology, December 2012, at Univ. of Gondar.
This document discusses integrating technology, pedagogy, and content knowledge in teacher preparation programs. It examines the technological pedagogical content knowledge (TPCK) framework for integrating technology into teaching and learning. Examples are presented of learning activities that could be incorporated across a physical education curriculum. A project-based learning experience is described as an alternative for preparing pre-service teachers. The purpose is to develop activities that emulate real-world problems and promote learning through construction and reflection with technology tools.
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Social Software and the Establishment of Virtual Communities of Practice in t...eLearning Papers
Authors: Klaus Reich, Christian Petter, Kathrin Helling.
The concept of Communities of Practice can be seen as a central model that supports informal learning processes especially in workplace surroundings. Based on the assumption that Social Software tools and models are well suited to support collaboration within virtual networks, this paper aims to present and analyse the experiences made in the process of establishing Virtual Communities of Practice in small and medium-sized enterprises (SMEs) of the tourism sector in Europe (involving the application of Social Software tools).
Authors: Pedro Leão Ramos Ferreira Neto, Margarida Amaral.
This case study was conducted by the senior lecturer in charge of the Computer Architectural Aided Design (CAAD) course, with the support and active collaboration of Instituto de Recursos e Iniciativas Comuns da Universidade do Porto (IRICUP). CAAD is an optional course for fifth-year students at the Faculty of Architecture of the University of Porto (FAUP).
Author:Tapio Varis.
Modern European university traditions during the last 500 years face major challenges in the 21st century. During the Enlightenment and the spirit of Kant, the emphasis was on the logic of human rationality. The Humbold tradition during the 19th century promoted culture and civilisation, a holistic idea of human beings as the ultimate goal of higher education.
Distance training of teachers in a rural area in KenyaeLearning Papers
This document discusses a distance learning project for teachers in rural Kenya. It provides background context on technology and education in Kenya. Access to technology is limited in rural areas, with few having access to computers or the internet. Education also faces challenges, including high dropout rates and lack of teacher training opportunities. The project aims to provide distance training to address these issues, while being culturally sensitive to the local context.
Observing the e-Learning phenomenon: The case of school education. Analysing ...eLearning Papers
Author: Nikitas Kastis.
Over the past 25 years, the school sector has been the promising area for public policies and funding activities, as well as for commercial interests, to increase the availability of ICT in education.
Inclusive education: helping teachers to choose ICT resources and to use them...eLearning Papers
Authors: Vincenza Benigno, Stefania Bocconi, Michela Ott.
This paper looks at the issue of school inclusion by referring to the concept of Universal Access to Education. It focuses on the strong potential Information and Communication Technologies (ICT) provide to avoid any kind of discrimination among students. The paper also argues that teachers play a fundamental role in capitalising the opportunities offered by new technologies to support the full inclusion of all students in mainstream education systems.
Technology Enhanced Textbook - Provoking active ways of learningWolfgang Neuhaus
This document describes a technology enhanced textbook (TET) being developed to promote active learning. The TET allows students to conduct experiments using sensors on mobile devices, participate in virtual experiments, and communicate with other students online. Focus groups provided feedback that informed the development of the TET's toolbox, communication, and portfolio functions. Learning scenarios involve using sensors to measure sound speed and centripetal force. Virtual experiments let students interact with realistic lab simulations. A portfolio lets students store experiments, virtual labs, and other content to build individualized textbooks. The goal is an interactive textbook that stimulates curiosity and active learning through physical and virtual experiences.
This document describes a learner modeling approach built upon an ontology for computing environments for human learning (CEHL). The proposed learner ontology includes concepts for the learner, learner profile, pedagogical activity, and pedagogical assistance. The learner concept includes personal data, type of learner, cognitive level, and degree setting. The learner profile concept includes behavior, knowledge, skills, interactions, and conception. The pedagogical activity concept includes pre-tests to assess learner level and appropriate learning methods. Pedagogical assistance is then provided related to the chosen pedagogical content and activity.
1) The presentation discusses Inspiring Science Education, an initiative to bring real scientific work into school classrooms.
2) It emphasizes the important role of teachers in renewing science education and discusses how teacher networks can enhance professional development and motivation.
3) The presentation proposes methods for facilitating change among teachers, including establishing a purpose to believe in, providing reinforcement, ensuring teachers have the necessary skills, and using role models to demonstrate that change is possible.
Didactic architectures and organization models: a process of mutual adaptationeLearning Papers
This document discusses the evolution of didactic architectures for online learning. It analyzes four architectures: web-based training, eLearning 1.0, online education, and eLearning 2.0. eLearning 1.0 uses learning management systems focused on content delivery, while eLearning 2.0 is based on social software and connects learners in a network. The document also examines four organizational models and their relationship with didactic architectures, asserting that more flexible eLearning 2.0 approaches are best suited for modern networked organizations.
This document provides an overview of Intelligent Tutoring Systems (ITS). ITS are computerized learning environments that incorporate models from cognitive science to closely mimic individualized human tutoring. The document discusses that ITS track students' knowledge and skills in detail through student modeling. It also describes the typical architecture of an ITS which includes domain models to represent expert knowledge, student models to track individual learners, tutoring models to determine instructional interactions, and interfaces to interact with students. Examples of ITS like Cognitive Tutors and Andes physics tutor are also briefly mentioned.
Authors: Roni (Aharon) Aviram, Yael Ronen, Smadar Somekh, Amir Winer, Ariel Sarid.
This article reviews the development process of the pedagogical vision and model of iClass, a self-regulated personalized learning project (SRPL) aimed at developing an innovative system adapted to the needs of individuals. The conceptual methodology that guided this process is unique in its attempt to structure the development for attaining coherent pedagogical results.
This document describes the implementation of a Learning Design system called the Learning Activity Management System (LAMS). LAMS allows teachers to design sequences of collaborative learning activities for students and manage their implementation. It provides tools for administering user accounts, delivering activity sequences to students, and monitoring student progress. The document outlines an example learning activity sequence on the topic of "What is Greatness?" consisting of 4 weeks of activities including discussion forums, reviewing content, online chatting in small groups, and individual reporting. LAMS is designed to operationalize the concept of Learning Design and help teachers recreate and adapt learning activity sequences.
This document describes the Learning Activity Management System (LAMS), which implements the concept of learning design. LAMS allows teachers to sequence collaborative learning activities that involve groups of learners interacting across different environments. It also includes tools for administering user accounts, delivering activity sequences to students, and monitoring student progress. The document provides an example learning activity sequence on the topic of "What is Greatness?" that progresses over four weeks and includes discussion forums, reviewing content, online debates, and individual reporting. LAMS is designed to illustrate learning design and aims to support reuse and adaptation of multi-learner activity sequences.
This portfolio discusses the student's experience taking an educational technology course. It provides an overview of key concepts in educational technology including how technology can be used as an informative, constructive, co-constructive, and situating tool. The portfolio also examines four conceptual models of learning - meaningful learning, discovery learning, generative learning, and constructivism. It reflects on how the educational technology course helped the student learn to incorporate technology to facilitate projects and better communicate with students.
The document discusses flaws in personal learning environments and existing adaptive technologies, and proposes a mash-up personal learning environment (MUPPLE) that allows learners to combine various web tools and services to design their own learning environment through a scripting language called LISL. MUPPLE includes a rendering engine to combine tools and wiki content, and the LISL scripting language is designed to be natural language-like and give learners full control over customizing their learning process.
The document discusses personalization in technology-enhanced learning and the changing educational context. It notes that personalization refers to endowing something with individual qualities or characteristics to meet individual needs. Emerging technologies are enabling more personalized, mobile, and socially connected learning environments. The document outlines seven dimensions of personalized learning and provides examples of how new pedagogical models are needed to combine the affordances of personalization and technologies.
This document discusses several learning theories and paradigms that guide educational technology: behaviorism, cognitivism, and constructivism. Behaviorism focuses on observable stimulus-response relationships and uses techniques like programmed instruction. Cognitivism examines internal mental processes and draws from theories like information processing. Constructivism emphasizes that learners construct knowledge through authentic experiences and social interactions. The document also notes that different theories may be more appropriate depending on learners' prior knowledge and the complexity of the task. While technology can deliver instruction, the instructional methods are more important than the media itself in determining learning effectiveness.
1) The document describes a graduate course in archaeology that utilized an innovative learning environment called Wallenberg Hall at Stanford University to accelerate innovations in teaching and learning.
2) Wallenberg Hall features state-of-the-art classrooms and collaboration spaces designed to support collaborative meaning-making and knowledge building through digital tools and artifacts.
3) The archaeology course made use of these new technologies and spaces to provide students with hands-on experience in archaeological modeling and data analysis through project-based learning and collaborative exploration of digital artifacts.
The document discusses the need for teachers to have access to examples of alternative teaching practices through digital libraries of lesson videos. It describes how teachers were surprised to learn from international studies that there is little variation in how subjects are taught in the US. The LessonLab project aims to create online libraries of lesson videos linked to other teaching resources to help teachers learn from examples of different practices and improve their own teaching over time, as the medical profession has done through accumulating and sharing knowledge.
This article proposes a framework called technological pedagogical content knowledge (TPCK) for understanding the knowledge teachers need to effectively integrate technology into their teaching. The framework builds on Shulman's idea of pedagogical content knowledge by adding an additional component of how content, pedagogy, and technology interrelate and influence each other. The authors argue that developing TPCK is important for teacher training programs, professional development, and educational research on technology integration. They have studied the development of TPCK through a design-based research project working with teachers.
A Framework For A Cyber Classroom Towards A Human-Centric Virtual ClassroomMichele Thomas
This document describes a project called the Dynamic Education project that aimed to reduce the information gap between on-campus and off-campus students. The project was conducted over three phases: Phase 1 focused on capturing classroom teaching digitally; Phase 2 aimed to increase student interaction; and Phase 3 sought to develop a fully virtual human-centric classroom. Outcomes of Phase 1 showed capturing classroom sessions was time-consuming, and technologies like tablet PCs were most effective for digital note-taking while lecturing. The goal of reducing information inequities between on- and off-campus students guided the project.
This document describes a research project that uses intelligent agents to support self-directed learning on the Moodle learning management system. The agents adaptively generate quizzes for students based on their activity logs and detailed competence ontologies. The agents use a tuple space as a blackboard to communicate. The approach was implemented and tested in an online genetics course at the Open University of Colombia.
Mash-Up Personal Learning Environments (MUPPLE) aims to provide a solution to the flaws of personalization in current learning environments by allowing learners to design their own learning environments. MUPPLE uses a rendering engine and scripting language to allow learners to mash up various tools, content, and activities into personalized learning environments. It also supports sharing patterns of activities between learners.
Context-Aware Workplace Learning Support - Concepts, Experiences, and Remaini...Andreas Schmidt
The document discusses context-aware workplace learning support, which aims to provide individualized learning resources and connections to experts based on a learner's current context and situation. It describes two main types of support - content-based recommendations of learning materials, and communication-based connections to informal teachers. Prototypes of both approaches have been implemented and evaluated positively. Remaining challenges include developing robust user context models and balancing the needs of learners and potential teaching experts.
This document summarizes observations from trainings led by Stacey Kayden on using the assistive technologies Inspiration and Kurzweil 3000. The trainings focused on how these programs can help address common problems students with learning disabilities face. Kayden emphasized that the technology should support students' needs, and created a comfortable environment where participants could freely ask questions. She demonstrated the programs' functions through repeated practice and discussion of real student case studies. Participants then worked on practical projects applying the technologies to their own work helping students. Kayden's expertise comes from her experience using the tools with students and continuing to learn new applications herself.
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Designing for Change: Mash-Up Personal Learning Environments
1. Designing for Change:
Mash-Up Personal Learning Environments
Fridolin Wild, Felix Mödritscher and Steinn Sigurdarson
Institute for Information Systems and New Media,
Vienna University of Economics and Business Administration
Summary
Institutions for formal education and most work places are equipped today with at least some kind of
tools that bring together people and content artefacts in learning activities to support them in
constructing and processing information and knowledge. For almost half a century, science and
practice have been discussing models on how to bring personalisation through digital means to these
environments. Learning environments and their construction as well as maintenance makes up the
most crucial part of the learning process and the desired learning outcomes and theories should take
this into account. Instruction itself as the predominant paradigm has to step down.
The learning environment is an (if not ‘the’) important outcome of a learning process, not just a stage
to perform a ‘learning play’. For these good reasons, we therefore consider instructional design
theories to be flawed.
In this article we first clarify key concepts and assumptions for personalised learning environments.
Afterwards, we summarise our critique on the contemporary models for personalised adaptive
learning. Subsequently, we propose our alternative, i.e. the concept of a mash-up personal learning
environment that provides adaptation mechanisms for learning environment construction and
maintenance. The web application mash-up solution allows learners to reuse existing (web-based)
tools plus services.
Our alternative, LISL is a design language model for creating, managing, maintaining, and learning
about learning environment design; it is complemented by a proof of concept, the MUPPLE platform.
We demonstrate this approach with a prototypical implementation and a – we think – comprehensible
example. Finally, we round up the article with a discussion on possible extensions of this new model
and open problems.
Keywords: Personalised Learning; Environments; Design, LISL, MUPPLE approach
1 Introduction: Most Important Concepts, Key Arguments, Structure of the Article
Within this article, we are looking back at this history of personalised, adaptive learning to formulate a
critique on the contemporary models and theories, while at the same time proposing a new approach
which puts learners centre stage again. We will argue that this approach is more apt to explain
adaptive personalisation in technology-enhanced learning and is more helpful in guiding (even end-
user driven) engineering and maintenance of personalised learning environments. The approach we
propose has been developed within the scope of the European IST project ‘iCamp’ (Kieslinger et al.,
2006).
In particular, we are going to show that learning environment design is the missing link, able to avoid
the flaws of prior adaptation theories in technology-enhanced learning. This is strongly based on
three assumptions.
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2. First, we assume that learning to learn while at the same time learning content is a better approach
than just (re-)constructing domain-specific knowledge. In other words, we believe that the acquisition
of social, self, and methodological competence (i.e. transcompetences) prior to or in addition to
professional competence is superior to only acquiring professional competence (i.e. domain-specific
skills, facts, rules, and the like). This is not only justified through the added value, but additionally by
the decreasing half-life of professional knowledge. We deliberately say ‘constructing’ as in
constructivist theory a ‘transfer’ of knowledge does not exist: knowledge can only be created from
within the minds of the learners, though of course influenced on sensory experiences provided by
their environment.
Second and consequently, we presuppose that establishing a learning environment, i.e. a network of
people, artefacts, and tools (consciously or unconsciously) involved in learning activities, is part of the
learning outcomes, not an instructional condition. Adaptation strategies go beyond navigational
adaptation through content artefacts along a predefined path: for example, some learners may prefer
to email an expert instead of reading an online paper. Adaptation has to take place along
individualised activities performed in these environments. Inherently, these learning environments are
always networks: they encompass actors, artefacts, and tools in various locations with
heterogeneous affiliations, purposes, styles, objectives, and the like. Network effects make the
network exponentially more valuable with its growing size.
Third and finally, we consider emergence of behaviour as an unavoidable and natural phenomenon of
complex networks. By emergent behaviour we mean that the observable dynamics show surprising
activity, surprising in so far as the participating systems have not been instructed to do so (they may
even not have intended it). Designing for emergence is in our view more powerful than ‘programming’
by rules as the models involved are simpler while achieving the same effect.
Based on these assumptions, we are going to sketch a new model for personalised adaptive learning
which strongly focuses on learning environment design. We discuss representational aspects of this
model by proposing a learning interaction scripting language with which environment design can be
formalised. Furthermore, we demonstrate the feasibility and illustrate our approach with two
examples performed with our research prototype ‘mupple’.
The rest of this paper is organised as follows. First, we summarise our critique on the contemporary
models for personalised adaptive learning. Then, we propose our alternative, i.e. the concept of a
mash-up personal learning environment that provides adaptation mechanisms for learning
environment construction and maintenance. Third, we demonstrate our approach with a prototypical
implementation and a – we think – comprehensible example. Finally, we round up this article with a
discussion on possible extensions of this new model and (still) unresolved problems.
2 Personalisation: Why Instructional Design Theories Fail and Why Current Adaptation
Technologies are Defective by Design
Classically, the field of personalised adaptive learning bases on instructional design theories and
utilises adaptive and intelligent technologies for personalisation.
Instructional design theories aim at offering explicit guidance to help people learn better and,
consequently, they treat learning environments (the tools!) as an instructional condition and separate
from the desired learning outcomes (cf. Reigeluth, 1999). Even in more constructivist instructional
theories, the learning environment is assumed to be created by an instructional designer (Mayer,
1999; Jonassen, 1999). In applied research, these design theories appear in two different flavours:
with and with-out a strong artificial intelligence component.
Theories incorporating a strong AI viewpoint are inherently ill-defined as they need to take into
account all context variables that may influence the learning process of the learners. Invested in this
approach, however, is a naive objectivist assumption that it is possible to create an omniscient
artificial system which knows everything (or in a weaker form ‘everything important’) about the current
context variables influencing a learner in his information processing and learning work. This is not
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3. possible. Learners are not sitting in a glass-box where a teacher can monitor which Wikipedia pages
they are reading, to whom they are talking in the hallways, and whether their childhood experiences
influence them to prefer reading to watching television. Even iff a learner would have lived his whole
life in a glass-box, still it would not be possible to distinguish the relevant from the irrelevant
environmental influences and the resulting representational model(s) would have the same
complexity as the original learner. By itself it already would require an infinite amount of adaptation
work, even growing exponentially with the number of people participating in a learning network. And
still – like in Searle’s famous Chinese room –, even if a system could number-crunch a problem of this
complexity, it would never truly understand what the learner is thinking.
Contemporary instructional design theories, however, have abandoned this goal of a strong artificial
intelligence monitoring and guiding automatically a long time ago. Usually, they foresee a mixture of
minor automatic system adaptations along a coarse-grain instructional design master plan
engineered by a teacher or instructional designer. So-called ‘learning paths’ are fine-tuned along
learner characteristics and user profiles to conform to trails envisioned, not necessarily proven by
teachers.
There are two good reasons, why these weak AI theories have to be rejected, when applied for
personalisation. First (and less important), there is no ‘perfect’ instructional designer: an environment
can only be planned for the average learner, not the individual. Even good instructional designers had
to gain their experience, had to make errors in the past to built up effective and efficient strategies.
Moreover, in practice instructional designers are most often ‘only’ domain experts for a particular field
of knowledge, no didactical experts. Second (and more important), planned adaptation takes
experiences away from the learners: external planning keeps them from becoming competent, as it
takes chances to self-organise away and personal discovery is prevented. Learners, however, are not
only sense-makers instructed by teachers along a predefined path. Learners need to actively adapt
their learning environment to their needs so that they can construct the competences necessary for
successful learning. And facilitators can coach them on this way.
The learning environment is an (if not ‘the’) important outcome of a learning process, not just a stage
to perform a ‘learning play’. For these good reasons, we therefore consider instructional design
theories to be flawed. Learners are not patients that need an aptitude treatment. They proactively
have to (and of course already do) take account of their learning environment.
Adaptation technologies can vary in their degree of control: how much are end-users (learners!)
involved in adaptation. Oppermann, Rashev, and Kinshuk (1997) therefore differentiate between
adaptive and adaptable systems with a fluent transgression from the one to the other. Systems are
considered to be adaptable if the users initiate the adaptation (and vice versa). Similarly, Dolog
identifies two perspectives through which adaptation can be seen: adaptations can be performed by
humans to cope with changed requirements of the participating stakeholders. Alternatively,
adaptation can be a dynamic system adaptation to changed parameters in the environment or context
(Dolog, 2008).
Three important streams of research can be identified as relevant for personalised adaptive learning:
technologies from adaptive (educational) hypermedia, learning design technologies, and adaptive
hypermedia generators.
On a finer level, adaptive and intelligent technologies can be distinguished into curriculum
sequencing and problem-solving support technologies (Brusilovsky, 1999). Whereas sequencing
deals with adapting the navigational path through pre-existing learning material, problem-solving
support technologies deal with evaluating the student created content representations either
summatively or – in interactive support technologies – formatively even during the learning process
itself through the provision of feedback or by presentation of related examples. Furthermore, in the
more generic adaptive hypermedia area, adaptive navigation support and adaptive presentation
support can be distinguished (Brusilovsky, 1999). Both deal with adapting pre-existing content:
navigation support with path and link adaptation (though in a more open setting – the web), the latter
with the presentation of a subset in new arrangements of the available content. Additionally, a third
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4. class of approaches is mentioned by Brusilovsky (1999), which deals with student model matching:
they try to make use of collaborative filtering aspects (either by identifying matching peers or by
identifying differences to avoid problems).
Henze and Brusilovsky (2007) identify the lack of reusability and interoperability as a major problem
in personalised adaptive learning. When applying adaptation in the web, this results in the ‘open
corpus problem’ which can (at least partially) be compensated by gaining more interoperability. For
adaptation interoperability, however, standards are still missing (Henze and Brusilovsky, 2007;
Kravcik, 2008).
Holden and Kay (1999) postulate that scrutability has to become a key characteristic in
personalisation strategies: evidence accreated (i.e. collected) from various sources is resolved (i.e.
assessed) at request time while providing control over the input as well as output streams and
providing inspection capabilities for the processing mechanisms. Though this offers triggers for
reflective activities, these activities are not part of the modelled user activities. They merely are
performed outside the system, thereby neither supported nor hindered by the system.
Although these adaptive (educational) hypermedia technologies all differ, they share one
characteristic: they deal primarily with the navigation through content, i.e. the represented domain
specific knowledge. Information processing and knowledge construction activities are not in the focus
of these approaches. Consequently, they do not treat environments as learning outcomes and they
cannot support learning environment design.
Koper and Tattersell (2005) state that in their learning design introduction they will be using ‘learning
design’ synonymously with ‘instructional design’, though there may be a slightly different accent in the
meaning of both. Specht and Burgos (2007) elaborate on the adaptation possibilities in general and
particularly within IMS-LD. However, among the generic components of educational systems that can
be adapted, they list only pacing, content, sequencing, and navigational aspects. Neither does the
environment (not even tools) appear in this list, nor is it a driving factor for information gathering, nor
method of adaptation (Specht and Burgos, 2007). Towle and Halm (2005) discuss how adaptive
strategies can be embedded with units of learning by filtering or reordering resources, changing
methods, slotting learners into roles (and scaffolding role transitions), or by changing activities. Van
Rosmalen and Boticario (2005) investigate how – besides design time – also run-time adaptation can
be realised with LD, thereby interfacing LD with distributed multi-agent systems. They tweak LD to
incorporate agents (by adding them as ‘staff’). Though, adaptation of the environment only takes
place to a very limited degree: The aLFanet project does not foresee to help in managing a complex
set of tools and services out of an even more complex, not determined portfolio at run time. Olivier
and Tattersall (2005) explain the possibilities of integrating learning services in the environment
section of LD. Besides the already mentioned restriction that these components both in practice and
in the guidelines are only touched by instructional designers, the services are postulated to be known
at design time: they are approved in the specification (LD 1.0 has four services!), and additionally
they have to be instantiated through formal automated procedures. From the perspective of
standardisation, Olivier and Tattersall predict application profiles that enhance LD with the services
provided by particular communities, though interoperability to other LD players then no longer will be
given. Within the TENcompetence project, extensions have been proposed that allow for more
bottom-up oriented authoring of the units of learning (Vogten et al., 2008): formalisation,
reproducibility, and reusability of learning designs can also be catalyzed through the use of a
personal competence manager that facilitates the development of learning materials through learners
themselves.
Though in principle people, activities, artefacts, and services (not tools!) are constituting components
of LD, the standard does not offer support for communication and reflection on technology use on a
higher granular level, nor facilitates environment building and maintaining. Moreover, LD is based on
the assumption that the services that can be deployed in an environment have to be shared by all
executing software players. Hereby, ‘services’ differ in so far from ‘tools’, as tools relate additionally to
the perceivable surface of a learning network. Both interface human activity with machine
communication (i.e. digital thus manipulable information). However, tools also incorporate their user
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5. interfaces and their design influences the processes pursued with them, as has been shown for
example by Pituch and Lee (2004). Additionally, agreement on the standardisation of services can
always only be a second step after innovating new services. We have to state that also current LD
(together with the available authoring tools and players) fails to support competence achievement in
learning environment design, also is the environment set-up and maintenance not part of the learning
activities.
A third block of research can be identified in the group of adaptive hypermedia generators (Ceri et al.,
2005). Cristea, Smits, and De Bra (2007) report on LAG, a language used to express information on
assembly, adaptation, and strategies plus procedures of intelligent adaptation applications. It was
developed specifically for adaptive educational hypermedia. LAG follows the structure of hypertexts
and expresses rule-based path adaptation (the ‘adaptation dynamics’) for automatically adapting
course contents. WebML in combination with UML-Guide has been deployed to realise client-sided
adaptation of e-learning web-applications (Ceri et al., 2005). WebML follows a generic hypertext
model and contains the structural elements of site views, areas, pages, and content units. A site view
is a hypertext consisting out of areas which again can integrate sub-areas and pages. Pages are the
actual containers for information to be given to the user. They consist out of elementary content units
that extract data with queries from data sources. By combining it with slightly extended UML state
diagrams (UML-Guide), user navigation through a system can be modelled, and – through both –
personalised applications can be generated (Ceri et al., 2005). Though in principle not restricted the
environmental aspects of a typical design process are recommended to be executed by a designer
rather than a learner. The environment design itself, however and again, is restricted to content and
path design.
Though especially the generator technologies could take account of more recent developments on
end-user development (the long tail of software development, cf. Lieberman et al., 2006), all of the
approaches are focused on the classical instructional design paradigm: learners are executing along
minor adaptations what instructional designers (mostly teachers) have foreseen. Consequently,
emergence does not play a significant role in these approaches. It is ‘rule’, not ‘environment’!
3 The Concept of a Mash-Up Personal Learning Environment
Considering the learning environment not only a condition for but also an outcome of learning, moves
the learning environment further away from being a monolithic platform which is personalisable or
customisable by learners (‘easy to use’) and heading towards providing an open set of learning tools,
an unrestricted number of actors, and an open corpus of artefacts, either pre-existing or created by
the learning process – freely combinable and utilisable by learners within their learning activities
(‘easy to develop’). Often the generic direction of research behind this is called end-user development
(Lieberman et al., 2006).
In this section we describe the development of a technological framework enabling learners to build
up their own personal learning environments by composing web-based tools into a single user
experience, get involved in collaborative activities, share their designs with peers (for ‘best practice’
or ‘best of breed’ emergence), and adapt their designs to reflect their experience of the learning
process. This framework is meant to be a generic platform for end-user development of personal
learning environments taking into account the paradigm shift from expert-driven personalisation of
learning to a design for emergence method for building a personal learning environment. In the
following we introduce our approach to learning environment design, consisting out of a learner
interaction scripting language (LISL) and its prototypical implementation called Mash-UP Personal
Learning Environment (MUPPLE).
Repenning and Ioannidou (2006) elaborated that a language for end-user development has to
consider thirteen design guidelines (DG1 to DG13). Each of these guidelines is referenced in the
upcoming paragraphs whenever it is relevant for a design decision. Following DG4, i.e. to “make
domain-oriented languages for specific end-user development”, we specified the so-called Learner
Interaction Scripting Language (LISL) to empower learners with capabilities to construct and maintain
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6. their personal learning environment: they can specify actions and interactions with others, with
artefacts, and with tools.
The development steps and important design principles of this personal learning environment design
language are highlighted in the following.
First of all, LISL has to reflect the semantics of its underlying, generic pedagogical model, thereby
following DG5 to “introduce meta-domain orientation to deal with general end-user development”. To
be independent of a subject domain, we applied activity theory in a similar way as manifested for the
INCENSE system (Akhras and Self, 2000). Thus, we derived a simplified learner interaction model
shown in Figure 1. Basically, we break down the learning context into situations which describe the
physical and social environment of learners. In such a situation, a learner is engaged in a so-called
activity which consists of actions and includes tools, artefacts, and other actors (facilitators or peers).
In contrast to instructional design, these actions represent more prominently commands for self-
organising the learning process.
Figure 1. Semantic model behind MUPPLE, including
the exemplary activity ‘Getting to Know Each Other’.
An activity consists of list of actions which the learner can perform sequentially, utilising tools for an
action. Such a learning activity is meant to be our basic entity in which learners make their
experiences and develop competence actively. Moreover, this notion of a learning activity is simple
and understandable for learners, thereby helping to direct and scrutinise systemic behaviour (Kay,
2000). Learners use the language constructs to define actions and artefacts, integrate new tools, and
perform what they planned by following the self-instruction coded in action statements, expected
outcomes, and objectives.
To enable reflective learning (Boud, Keogh, and Walker, 1985), we decided to bind each action to
one specific object (artefact) and at least one tool in order to produce one outcome. Although different
actors can work on the same action and also produce outcomes, each learner primarily sees his own
behaviour and results. Moreover, these action-object-tool triples are recommended to peers when
defining and executing new actions. Collaborative as well as coexisting LISL scripts form a learning
network of actors, artefacts, and activities (Koper, Rusman, and Sloep, 2005): the MUPPLE platform
thereby serves as a meeting point (DG13: “build community tools”).
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7. In the field of usability engineering (cf. Nielson, 1993), learnability deals with the easiness for novice
users to accomplish basic tasks on encountering a design for the first time while efficiency refers to
how quick expert users can perform tasks. LISL allows experienced users to script their learning
activities efficiently, while novices use the web-based widgets and dialogues of MUPPLE for creating
their learning environment, which is materialised into LISL statements by the platform. LISL has a
natural language like syntax, so progressing to the level of an expert should be relatively quick for
novices.
The ‘easy to learn’ objective of LISL empowers learners not only to write their own scripts, but
additionally to modify existing ones shared by others: LISL is considered extensible, it satisfies the
postulate of DG6 to “support incremental development”. Furthermore, LISL is designed for actions,
objects, and tools to be personal, as requested by DG11: “allow immersion”.
This support LISL has for exchangeability of learning scripts, means it facilitates the emergence of
best-of-breed solutions, i.e. by learners creating activity patterns from their own learning activities,
sharing them with others who in turn may modify and re-share to “scaffold typical designs” (DG12).
The example learning activity ‘Getting to know each other’ mentioned in the last figure is used to
explain the most important concepts of LISL. In the first three lines of Figure 2 three actions are
defined, whereby ‘publish’ and ‘bookmark’ have fixed URLs (a REST call for creating a page within
the Wiki tool and the call for bookmarking a Wiki page). On the other hand, ‘browse’ comprises an
action which can be used for different tools, so a specific URL is not needed here.
Figure 2. LISL code for the exemplary learning
activity ‘Getting to know each other’.
Concerning the four objects used in this scripting example (lines 4 to 7), two of them (‘all self-
descriptions’, ‘my list of self-descriptions’) are defined as static objects with a fixed URL. The other
two (‘self-description’, ‘selected self-description’) are not specified at all, which means they represent
a reference (placeholder) for self-descriptions created or selected by a user. Thus, patterns using this
LISL scripts have to be additionally personalised by learners in the way that these unspecified objects
reflect their individual values. The lines 8 and 9 define the two web-based tools used in this learning
activity, namely the ‘VideoWiki’ tool and the social bookmarking tool ‘Scuttle’. Both are expected to
have their own URLs that are used in MUPPLE if no action or object URL is given.
Finally, the last four lines of this LISL code example describe the actions of this activity. Thereby,
‘publish’ is a typical action being associated with one object (‘self-description’) and one tool
(‘videowiki’), prescribing that the learner should create a self-description with that tool. Furthermore,
‘browse’ is used twice, once for going through the self-descriptions of the peers and again for
browsing the list of collected self-descriptions. For both actions the VideoWiki tool is recommended.
The ‘bookmark’ action, however, is more complicated, as it requires VideoWiki to work together with
Scuttle in the way that a user can send links of VideoWiki recordings (selected self-descriptions) to
the bookmarking tool. This kind of ‘channel’ between these two tools has to be realised through an
API in the backend, e.g. by implementing a REST-based API or using a feed management API such
as FeedBack (Wild and Sigurdarson, 2008) to base the channel on a feed.
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8. Analogous to the field of compiler construction, we consider our web-based prototype MUPPLE to be
a runtime environment for LISL scripts. Thus, the execution of LISL code ‘runs’ the personalised web
application thereby realising the semantics of a learning activity expressed in the scripts. This runtime
environment consists of three parts: (1) the activity model which already was addressed in the last
subsection, (2) an integrative infrastructure for web-based tools, and (3) the LISL interpreter.
In the technological infrastructure for the presentation layer of MUPPLE, we build upon the web 2.0
paradigm of mash-ups, more specifically in our case a web-application mash-up. While a mash-up in
the traditional sense combines data streams from multiple sources into an integrated user
experience, a web-application mash-up is more focused on aggregating user interfaces together with
data. A solution approach like our XoMashup component (cf. Mödritscher et al., 2008) has to consider
certain issues, as explained in the following.
Figure 3. Personal learning environment generated by MUPPLE for
the learning activity ‘Getting to know each other’: header (top), control
elements (left), and content area (middle).
Concluding from mash-up visualisation techniques (Spoerri, 2007), displaying different applications
next to each other requires some scaffolds for users to reduce the cognitive load while working with
the system. Similar to iGoogle, MyYahoo, Netvibes, and other providers of personalised websites, we
realised a portal-like OpenACS component which allows users to arrange tools along a layout grid
(see also content area in Figure 3). The tools and objects presented in the windows are again part of
the language elements (cf. DG3, “use objects as language elements”). Every action-object-tool triple
in fact a quadruple, as it (theoretically) also includes the subject of this instruction: the person who
builds this personal learning environment. Action statements can always be seen as from a ego
perspective: ‘I (should) publish this self-description’. This “encourage[s] syntonicity” (DG10).
In sum, the web application mash-up solution allows learners to reuse existing (web-based) tools plus
services. It forms the technological infrastructure for our MUPPLE approach. Although we still face
technological restrictions like a lack of system interoperability, web application mash-ups are very
flexible and, therefore, useful for other application areas.
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9. [a]
[b]
[c]
[d]
Figure 4. Output of the LISL interpreter for the exemplary activity
‘Getting to know each other’, including errors (line 3 and 11).
Next to the mash-up preview, our first prototype also includes an interpreter shell for the LISL scripts
and guiding click-through dialogues to produce extensions, as requested by DG9, “integrate
development tool with web service”. As shown in Figure 4, section [a], tabs are used to switch
between the mash-up space (preview), the interpreted LISL code of the current MUPPLE page (log),
and a code authoring mode (code) to “Provide multiple views with incremental disclosure” (DG8). In
the interpreter shell (log) users may enter new LISL statements, and test their way along which
“facilitate[s] decomposable test units” (DG7). If the entered LISL statements do not throw errors, they
are appended to the LISL code of the page, which helps a bit to “make syntactic errors impossible”
(DG2). Figure 4, section [c] also demonstrates how invalid statements within the persisted script are
visualised, as is indicated with the errors in line 3 and 9, which helps at least a bit to “make syntactic
errors hard” (DG1).
Finally, LISL code is also added to the page content if the user is working with the control widgets in
the preview-mode. Here, changes of the semantic model, e.g. creating a new action or moving on to
another one, and user changes of the visual appearance, like dragging portlets to another position in
the lay-out grid, are simply appended to the end of the script.
As a personal learning environment design language, LISL supports the full life-cycle of users’
interactions in their learning environments, reaching from defining activity models over specifying
action steps, involved or produced artefacts, collaboration with others, and the deployment of tools.
Additionally, best-of-breed sharing is supported. Particularly for attracting new users, the success of
MUPPLE also depends on recognisable benefits for learners. Therefore we encourage sharing of
activity scripts, to facilitate for the emergence of best-of-breed patterns. Similar to the idea of scripting
collaborative activities (Dillenbourg and Jermann, 2007), the LISL scripting language is able to
describe these activity patterns. Thus, learners can export parts of their learning scripts in order to
publish activity patterns and consume learning experiences of others by creating learning activities
from available patterns.
The network effect dictates that the value of being in the network increases exponentially with the
number of participants, or connected nodes to the network. MUPPLE leverages the network effect
first and foremost by encouraging the sharing and modifications of existing learning patterns,
additionally the system aims to provide learners with increased benefits from the network by
recommending widely used patterns, tools and actions. These recommendations are not only
interesting from an adaptive perspective, but also from a social network perspective, as they provide
a surface to the network which may trigger change in learner behaviour. In this respect, the
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10. recommendations themselves are not important, rather the way they may produce a network effect on
learner behaviour.
To support learners in defining and executing own actions, the bottom-up approach of MUPPLE also
allows automatic analysis of former learning scripts in order to personalise different aspects of
learning. So far, we implemented a service for recommending action-object-tool triples to
inexperienced learners. However, the LISL scripts can be understood as user profiles distributed over
the activities a learner is involved in. Therefore, it is also thinkable that these profiles are analysed
automatically and reasoning on learning behaviour is conducted, so that additional support can be
provided to learners.
4 Example: Collaborative Paper Writing
To illustrate the utilisation of the design language we introduced in the previous section, the following
part describes an in-depth scenario and an outline of how the personal learning environment
constructed in this scenario can be reflected with a LISL script. For this example we will assume that
some of our authors are using MUPPLE as their LISL platform. Reaching beyond the before-
mentioned activity ‘Getting to Know Each Other’, we focus on a typical activity in the field of higher
education: collaborative paper writing.
In the following scenario, a learner wants to collaborate with experts from other organisations in
writing a paper. With a few clicks, she creates a personal learning environment for this activity that
consists out of six steps encompassing actions on identifying and sharing literature, subsequently
summarizing the state of the art with the help of this literature, distributing chapter assignments to the
collaborators, and finally elaborating the text of the assigned parts. She benefits from earlier users of
the system who already configured several of the tools she is going to use, most notably Scuttle, a
social bookmarking tool: MUPPLE already knows how particular actions can be executed in specific
tools and which specific url’s address these actions. Without really noticing, as she is using the
guiding menus of the graphical user interface, MUPPLE added a couple of additional lines to her new
activity script (see Figure 5). Most of the lines 1-5 and 6-11 have been added by the system
automatically according to her intended use of the actions that are reflected in lines 12-18 of the
depicted script.
As the famous peer-to-peer paper search engine ObjectSpot was not known to the system, she
added the tool conveniently while specifying the new action ‘find’ with the object ‘literature’ in the
dialogues.
Figure 5. LISL script for the activity ‘collaborative paper writing’.
She decides to share this activity as a pattern with her collaborators, so that they can instantiate it
and customise it to their needs. Subsequently, each participant of the planned paper writing activity
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11. instantiates his activity from the pattern and personalises it by adding, removing, or reconfiguring
actions contained in the pattern script depending on their own relevance judgements for this task.
The first author probably uses all actions, particularly the action on ‘assigning chapters’ as her role is
to manage the activity. Co-authors might focus more on identifying and sharing literature and
elaborating the paper parts.
One of them later-on discovers that a review could benefit the writing project, so he adds an
additional action to ‘review’ the ‘paper’ (see line 19 of Figure 5).
Now most of the co-authors start simultaneously collecting bookmarks on the papers they found in
ObjectSpot. As they add these bookmarks to Scuttle one by one and as the script foresees that they
all use the same tag ‘literature’ (see line 7), the portlet displaying the bookmark lists (initiated by line
15) fills slowly with data aggregated from all participants. They start summarizing the state of the art
from these bookmarks using the XoWiki page started by line 17. At a point in time, the manager has
the impression that she can distribute the writing work of the core piece and informs her collaborators
about their assignments (see line 16) using a webmail client. Later-on all elaborate the core piece
using the tool deployed by line 18. As it is a wiki, versioning is guaranteed and collaboration
facilitated. A final review by one of the collaborators initiates another revision cycle till the paper is
finished.
Figure 6 displays the mash-up of web applications MUPPLE creates when executing the LISL script
of Figure 5.
Figure 6. The rendered script in MUPPLE.
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12. 5 Conclusions and Outlook
Hannafin, Land, and Oliver (1999) have stressed the fact that with the expected growth of both
information and technology, new models for instructional design have to be sought: an information-
age paradigm of instruction. Given our analysis of today’s instructional design theories and
adaptation technologies, we go even further: learning environments and their construction as well as
maintenance makes up the most crucial part of the learning process and the desired learning
outcomes and theories should take this into account; instruction itself as the predominant paradigm
has to step down.
Classical instructional design theories assume that the environment should more or less
automatically adapt to the user. But it should be the other way around: the user should easily adapt
the environment to her needs. It is not about learning design it is all about learning environment
design. Managing distributed cognition (Poirier and Chicoisne, 2006) through manipulating the
learning environment is a key competence for successful learning in the web 2.0.
Within this contribution we have proposed our alternative: LISL is a design language model for
creating, managing, maintaining, and learning about learning environment design. It is complemented
by a proof of concept, the MUPPLE platform. In our new approach, we particularly tried to avoid the
problematic aspects of expert-driven, content-model based, instructional adaptation strategies.
Personalisation of the learning process takes place through customisation of the learning
environment, network effects on collaborating with peers, and recommendations and support given
by MUPPLE. It may comprise a new generation of personalised learning environments, the future will
show.
Despite of the possibilities and strengths of our MUPPLE approach, a few disadvantages have to be
outlined here. Primarily, these problems concern technological issues. First of all, it could be even
nicer to have a high degree of interoperability between web applications, which now is not always the
case. This specifically relates to single-sign-on procedures and communication channels to transfer
both data and events from one application to the other. For example, XoWiki as well as our webmail
client require authentication, so learners right now have to log-in separately in each application (not
that they were not used to it). Regarding communication channels, we have proposed (Wild and
Sigurdarson, 2008) a specification how to realise distributed feed networks with buffered-push
capabilities. We intend to further investigate these means and will see how they can be incorporated
into LISL (maybe with additional ‘connect’ statements between tools). We can think of other
approaches, though, and we do not have a solution for the efficient communication of events.
Secondly, the utilisation of iframes causes problems in cross-domain scripting (cf. Jackson and
Wang, 2007). Finally, we are also aware that LISL and MUPPLE still lack important functions,
especially in the area of regulating collaboration and privacy.
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15. Authors
Fridolin Wild
Scientist
Institute for Information Systems and New Media
Vienna University of Economics and Business Administration
fridolin.wild@wu-wien.ac.at
Felix Mödritscher
Scientist
Institute for Information Systems and New Media
Vienna University of Economics and Business Administration
felix.modritscher@wu-wien.ac.at
Steinn Sigurdarson
Researcher
Institute for Information Systems and New Media
Vienna University of Economics and Business Administration
steinn.sigurdarson@wu-wien.ac.at
Copyrights
The texts published in this journal, unless otherwise indicated, are subject to a
Creative Commons Attribution-Noncommercial-NoDerivativeWorks 2.5 licence. They
may be copied, distributed and broadcast provided that the author and the e-journal that publishes
them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full
licence can be consulted on http://creativecommons.org/licenses/by-nc-nd/2.5/
Edition and production
Name of the publication: eLearning Papers
ISSN: 1887-1542
Publisher: elearningeuropa.info
Edited by: P.A.U. Education, S.L.
Postal address: C/ Muntaner 262, 3º, 08021 Barcelona, Spain
Telephone: +34 933 670 400
Email: editorial@elearningeuropa.info
Internet: www.elearningpapers.eu
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eLearning Papers • www.elearningpapers.eu •
Nº 9 • July 2008 • ISSN 1887-1542