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2008 Eighth IEEE International Conference on Advanced Learning Technologies最新文献

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Primary Preschool Experiences with Computers in the Classroom 小学学前班在课堂上使用电脑的经验
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.270
M. Trella, B. Barros, R. Conejo
This paper presents some experiences of learning with computers in a preschool setting. The MEDEA framework (a Spanish acronym of Methodology and Tools for the Development of Intelligent Environments of Teaching and Learning) is used to define the activities and construct the user models. The result is an environment that has been installed in the classroom as a new resource and which has been used in conjunction with traditional learning tasks. The system has been successfully evaluated with children from different countries and cultures.
本文介绍了在学前班使用电脑学习的一些经验。MEDEA框架(智能教学环境开发的方法论和工具的西班牙语首字母缩写)用于定义活动和构建用户模型。其结果是在教室中安装了一个环境,作为一种新的资源,并与传统的学习任务结合使用。该系统已经成功地对来自不同国家和文化的儿童进行了评估。
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引用次数: 2
Towards Demonstrating Limited Cognitive Reception Bandwidth 对有限认知接收带宽的论证
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.173
Eshaa M. Alkhalifa
Limited cognitive load has come up frequently in literature especially with respect to learning. It provides an explanation to a number of phenomena that are observed in learning. However, it does not explain how experts learn better from diverse sources while novices learn better from a clear limited source of information. Nor does it explain how sequential presentation of a cognitively demanding task is accomplished with ease compared to a split-attention presentation on the same screen of the same task. This paper, introduces a small addition to existing theory by suggesting a limited cognitive reception bandwidth. This implies that students are limited by how much information transfer can take place in parallel. This informs technology based systems in particular these that are capable of parallel information presentation through multiple windows.
有限认知负荷在文学中经常出现,尤其是在学习方面。它为学习中观察到的许多现象提供了一种解释。然而,它并没有解释专家如何从不同的来源学得更好,而新手如何从明确有限的信息来源学得更好。它也没有解释,与在同一屏幕上进行同一任务的分散注意力的展示相比,如何更容易地完成一项认知要求较高的任务。本文通过提出有限的认知接收带宽,对现有理论进行了一个小小的补充。这意味着学生受限于并行信息传递的数量。这为基于技术的系统提供了信息,特别是那些能够通过多个窗口并行显示信息的系统。
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引用次数: 1
Reframing Teachers' Conceptions of Accessible E-Learning Designs 重构教师无障碍电子学习设计的概念
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.179
Éric Bel, E. Bradburn
This paper presents the results of a small-scale research project carried out in an English Higher Education institution which aimed to identify teachers' understanding of 'accessible designs' in relation to pedagogical situations where electronic resources play a significant role. Initial research suggests that, whilst programmes of learning tend to be 'constructively aligned', 'accessibility' will be designed into educational resources, with a focus on learners with specific needs, rather than creating truly 'inclusive' learning opportunities. This is not a surprise since supporting learners with disabilities has become a socio-political issue, after having been essentially a medical one. Thus, guidance to teachers was found to be mainly targeted towards technical accessibility, with little support provided on 'inclusive 'pedagogy. The research advocates a paradigm shift in relation to the way accessibility is conceptualised. A simple model is proposed, which emphasises effective learning as the primary objective of any design algorithm. The needs of learners and the resources selected to support learning are important, but so are the teachers' approaches when attempting to implement non-discriminatory practices; as well as their support needs, which are discussed in this paper, leading to a suggested educational framework for reframing teachers' conceptions of accessible e- learning design.
本文介绍了在英国高等教育机构开展的一项小规模研究项目的结果,该项目旨在确定教师对电子资源发挥重要作用的教学情况下的“无障碍设计”的理解。最初的研究表明,虽然学习计划往往是“建设性的一致”,但“可访问性”将被设计成教育资源,重点放在有特殊需求的学习者身上,而不是创造真正的“包容性”学习机会。这并不奇怪,因为支持残疾学习者在本质上是一个医学问题之后,已经成为一个社会政治问题。因此,对教师的指导主要针对技术可及性,而对“包容性”教学法的支持很少。该研究提倡在可访问性概念化的方式上进行范式转变。提出了一个简单的模型,强调有效学习是任何设计算法的首要目标。学习者的需求和选择支持学习的资源很重要,但教师在尝试实施非歧视性做法时的方法也很重要;以及他们的支持需求,这在本文中进行了讨论,导致一个建议的教育框架,以重新构建教师的无障碍电子学习设计的概念。
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引用次数: 7
Improving English Lab Classes Using Sony PSP (PlayStation Portable) 利用索尼PSP (PlayStation Portable)改进英语实验课
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.10
M. Shirali-Shahreza
After the emergence of modern technologies in recent years, learning methods have attained a new form. Using game consoles as educational tools is a new idea which is gained attracted by some researchers. This paper proposes a new method for improving English lab classes using Sony PSP (PlayStation portable) handheld game consoles especially for iranian schools.
随着近年来现代技术的出现,学习方法获得了新的形式。将游戏机作为教育工具是一种新的理念,受到了一些研究者的关注。本文提出了一种利用索尼PSP (PlayStation portable)掌上游戏机提高伊朗学校英语实验课教学质量的新方法。
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引用次数: 6
Modeling Beer Game as Role-Play Collaborative Learning via Fuzzy Constraint-Directed Agent Negotiation 基于模糊约束导向Agent协商的角色扮演协同学习啤酒博弈建模
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.107
Chung Cheng Tseng, C. Lan, K. R. Lai
This paper presents a fuzzy constraint-directed approach to the development of agent-based business simulator for supporting collaborative learning. The advantages of this approach can be summarized in two folds: it provides (1) a general purpose framework for the knowledge representation and problem solving in business simulation, and (2) a fully distributed computational model along with a negotiation algorithm that can be easily built to mimic more closely to the real-world scenario of collaborative strategic planning and decision making. To demonstrate the usefulness of the proposed framework, we have prototyped a business simulator, MANAGE, and applied successfully to build a beer game for collaborative learning.
本文提出了一种模糊约束导向的方法来开发支持协同学习的基于agent的业务模拟器。这种方法的优点可以概括为两方面:它提供了(1)一个通用的框架,用于商业模拟中的知识表示和问题解决;(2)一个完全分布式的计算模型,以及一个协商算法,可以很容易地构建,以模仿更接近现实世界的协作战略规划和决策场景。为了证明所提出的框架的实用性,我们制作了一个商业模拟器MANAGE的原型,并成功地应用于构建一个用于协作学习的啤酒游戏。
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引用次数: 4
A Flexible Agent-Based Observation Solution for Educational Platforms 基于智能体的教育平台灵活观测解决方案
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.126
Gligor-Calin Loghin, J. Marty, T. Carron
The work reported here deals with the observation of pedagogical activities in educational platforms. Userspsila behavior is observed through the traces of their activity. In this paper we present a flexible observation solution based on a set of dedicated software agents that enables the teacher to dynamically adapt his/her observation scenario during the learning session. A multi-agent system with a dedicated agent configuration language is described.
这里报告的工作涉及对教育平台上的教学活动的观察。用户的行为是通过其活动的痕迹来观察的。在本文中,我们提出了一种基于一组专用软件代理的灵活观察解决方案,使教师能够在学习过程中动态地适应他/她的观察场景。描述了一个具有专用代理配置语言的多代理系统。
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引用次数: 3
Towards the Combined Use of Metadata to Improve the Learning Experience 元数据的组合使用改善学习体验
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.131
Martin Memmel, Rafael Schirru, M. Wolpers, Eleftheria Tomadaki
Today, users do not only access learning resources stored in traditional repositories. They use any kind of digital resource, often generated in the context of social media platforms. When trying to improve the learning experience, it is crucial that all resources that are potentially useful are accessible; and that the resources are described in a way that allows to identify what is relevant. We suggest enriching learning resource descriptions by combining metadata generated by experts, user interactions, observation components and machine-generated metadata. We give a brief example of the compilation of rich metadata sets by integrating the social media platform ALOE with resources and metadata from the Ariadne knowledge pool and public FlashMeeting replays.
今天,用户不仅可以访问存储在传统资源库中的学习资源。他们使用任何一种数字资源,通常是在社交媒体平台的背景下产生的。当试图改善学习体验时,至关重要的是所有潜在有用的资源都是可访问的;并且资源的描述方式允许识别哪些是相关的。我们建议通过结合专家生成的元数据、用户交互、观察组件和机器生成的元数据来丰富学习资源描述。我们给出了一个简单的例子,通过将社交媒体平台ALOE与来自阿里阿德涅知识库和公共FlashMeeting重播的资源和元数据集成来编译丰富的元数据集。
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引用次数: 2
Instructor-Oriented Authoring Tools for Educational Videogames 面向教师的教育电子游戏创作工具
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.177
J. Torrente, P. Moreno-Ger, Baltasar Fernandez-Manjon, J. Sierra
Digital games are becoming a rising trend in e-Learning due to their potential educational benefits. However, their application is hindered by issues such as their high production costs and the difficulty of getting instructors involved in the development process, a required aspect in order to achieve educational value. In this paper we propose to tackle those issues by developing new, instructor-oriented, authoring tools for educational videogames. These principles are carried out in the platform: a complete instructor-oriented authoring toolkit for educational point-and-click adventure videogames.
由于其潜在的教育效益,数字游戏正在成为电子学习的一个上升趋势。然而,它们的应用受到诸如高生产成本和难以让教师参与开发过程等问题的阻碍,而开发过程是实现教育价值的必要方面。在本文中,我们建议通过为教育电子游戏开发新的、面向教师的创作工具来解决这些问题。这些原则在平台中得以实现:一个完整的面向教师的创作工具包,用于教育类点击冒险电子游戏。
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引用次数: 62
Students' Tracking Data: An Approach for Efficiently Tracking Computer Mediated Communications in Distance Learning 学生跟踪数据:一种有效跟踪远程学习中计算机媒介通信的方法
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.53
M. May, S. George, P. Prévôt
This paper presents an approach for closely observing the different levels of human and computer interactions during studentpsilas communication activities on computer mediated communication (CMC) tools. It focuses on how to efficiently track learnerspsila activities, along with their outputs, and to exploit the collected tracking data in order to assist participants, both learners and teachers, in the learning process. Three experiments using the system and the result analysis are also presented.
本文介绍了一种利用计算机中介通信(CMC)工具近距离观察学生心灵交流活动中不同层次的人机交互的方法。它的重点是如何有效地跟踪学习者的活动及其输出,并利用收集到的跟踪数据,以便在学习过程中帮助学习者和教师等参与者。最后给出了该系统的三个实验和结果分析。
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引用次数: 3
The Long Way towards Workplace-Integrated Learning 通往职场整合学习的漫漫长路
Pub Date : 2008-07-01 DOI: 10.1109/ICALT.2008.170
K. Tochtermann, Gisela Granitzer
In this contribution the history of technology enhanced learning is examined, starting with early learning machines and ending with new concepts for workplace learning solutions. One difference between traditional e-Learning solutions and workplace integrated learning is that in the first case knowledge workers are sent to the ldquolearningrdquo while in the second case the ldquolearningrdquo is brought to the knowledge workers working environment. This allows workplace integrated learning to better cope with the gap between individual demands of a learner and the demands of an organization. Two of our own projects are selected to illustrate the key ideas we have to support workplace-integrated learning. After this illustration it becomes clear that workplace-integrated learning is still at an early stage. Therefore, we identify the main challenges for future research in this area.
在这篇文章中,研究了技术促进学习的历史,从早期学习机器开始,到工作场所学习解决方案的新概念结束。传统的e-Learning解决方案与工作场所集成学习的一个不同之处在于,前者将知识工作者送到ldquolearning环境中,后者将ldquolearning环境带到知识工作者的工作环境中。这使得工作场所整合学习能够更好地处理学习者个人需求与组织需求之间的差距。我们选择了我们自己的两个项目来说明我们支持工作场所集成学习的关键思想。在此说明之后,很明显,工作场所整合学习仍处于早期阶段。因此,我们确定了该领域未来研究的主要挑战。
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引用次数: 8
期刊
2008 Eighth IEEE International Conference on Advanced Learning Technologies
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