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Improving the Interaction and Communication through the LMS Open eClass in Blended LearningKartaloglou, Elissavet, Fyntanoglou, Despina January 2015 (has links)
Learning Management Systems (LMSs), in a blended learning educational environment, support face to face education and enable enhanced communication and interaction among instructors and students as well as among students. However, Technology-Enhanced Learning (TEL), which improves the learning process, does not come without challenges. The aim of this research is double fold. Firstly, it aims to explore users’ –instructors and students- perceptions on how the LMS Open eClass, in TEI of Athens Greece, supports and facilitates their communication and interaction. Secondly, based on users’ needs and desires, the study aims to formulate suggestions for improving communication and interaction through the platform. The study adopts an interpretivist stance and is built upon an inductive qualitative approach. Firstly, users’ perceptions are solicited through semi-structured interviews and the collected data are analyzed through the thematic analysis method. Subsequently, the study adopts Soft Systems Methodology (SSM) to capture the complexity of the situation, derived from the different worldviews of instructors and students in their association with Open eClass and emerge suggestions for improvements. The results indicate that Open eClass is used to facilitate instructors convey material and information to students, while neither meaningful communication and interaction nor collaboration is performed adequately through the platform. However, the users have expressed a positive disposition towards utilizing these capabilities of the platform, as they recognize their fundamental importance to learning, especially during an economic crisis which constraints the physical presence of many students in classes. Therefore, the study proposes three, accommodating to all, systemically desirable and culturally feasible changes that could improve the situation, mainly based on pedagogy. Overall, this research contributes to existing knowledge about the usage of LMS regarding interaction and communication in a blended learning environment by providing a holistic view on users’ perceptions and identifying changes capable to bring about improvements.
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Apprentissage automatique à partir de traces multi-sources hétérogènes pour la modélisation de connaissances perceptivo-gestuelles / Automatic knowledge acquisition from multisource heterogeneous traces for perceptual-gestural knowledge modelingToussaint, Ben-Manson 12 October 2015 (has links)
Les connaissances perceptivo-gestuelles sont difficiles à saisir dans les Systèmes Tutoriels Intelligents. Ces connaissances sont multimodales : elles combinent des connaissances théoriques, ainsi que des connaissances perceptuelles et gestuelles. Leur enregistrement dans les Systèmes Tutoriels Intelligents implique l'utilisation de plusieurs périphériques ou capteurs couvrant les différentes modalités des interactions qui les sous-tendent. Les « traces » de ces interactions –aussi désignées sous le terme "traces d'activité"- constituent la matière première pour la production de services tutoriels couvrant leurs différentes facettes. Les analyses de l'apprentissage ou les services tutoriels privilégiant une facette de ces connaissances au détriment des autres, sont incomplets. Cependant, en raison de la diversité des périphériques, les traces d'activité enregistrées sont hétérogènes et, de ce fait, difficiles à modéliser et à traiter. Mon projet doctoral adresse la problématique de la production de services tutoriels adaptés à ce type de connaissances. Je m'y intéresse tout particulièrement dans le cadre des domaines dits mal-définis. Le cas d'étude de mes recherches est le Système Tutoriel Intelligent TELEOS, un simulateur dédié à la chirurgie orthopédique percutanée. Les propositions formulées se regroupent sous trois volets : (1) la formalisation des séquences d'interactions perceptivo-gestuelles ; (2) l'implémentation d'outils capables de réifier le modèle conceptuel de leur représentation ; (3) la conception et l'implémentation d'outils algorithmiques favorisant l'analyse de ces séquences d'un point de vue didactique. / Perceptual-gestural knowledge is multimodal : they combine theoretical and perceptual and gestural knowledge. It is difficult to capture in Intelligent Tutoring Systems. In fact, its capture in such systems involves the use of multiple devices or sensors covering all the modalities of underlying interactions. The "traces" of these interactions -also referred to as "activity traces"- are the raw material for the production of key tutoring services that consider their multimodal nature. Methods for "learning analytics" and production of "tutoring services" that favor one or another facet over others, are incomplete. However, the use of diverse devices generates heterogeneous activity traces. Those latter are hard to model and treat.My doctoral project addresses the challenge related to the production of tutoring services that are congruent to this type of knowledge. I am specifically interested to this type of knowledge in the context of "ill-defined domains". My research case study is the Intelligent Tutoring System TELEOS, a simulation platform dedicated to percutaneous orthopedic surgery.The contributions of this thesis are threefold : (1) the formalization of perceptual-gestural interactions sequences; (2) the implementation of tools capable of reifying the proposed conceptual model; (3) the conception and implementation of algorithmic tools fostering the analysis of these sequences from a didactic point of view.
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L'apprentissage du français langue étrangère facilité par la technologie (French)Watt, Liezl-marie 18 February 2003 (has links)
This thesis will concentrate on previous and current learning methods of French as a foreign language. This understanding will help to plot the rapidness of evolution within foreign-language teaching. In conjunction with this evolution the thesis will also give a brief overview of the exponential development of technology. It will focus specifically on how technology created a new way of learning. The aim of this thesis is to depict whether there is a need to adapt the French language classroom with the current learning technologies in use. The thesis will also show that since people are different and since each generation differs in its learning preference, that technology can help to bridge the ever-growing gap between the learner and the learning material since people learn work on different ways. According to the proof that generations differ from each other and that the current young generation is referred to as the Net-generation, it will be clearly shown that this generation prefers to learn with technology. The correct mix of learning methods, learning technologies and different learning styles is one that is humanly impossible to achieve in a conventional way. It is on this basis then that the thesis will show that the correct e-learning technology should form an integral part of the new language classroom as it is the only solution to ensure that learning stays current and adaptive, and that it keeps on playing an important part in the evolution of mankind. Furthermore, a brief study will be conducted on the current and prospective use of e-learning technologies in the French language classroom of South Africa. / Thesis (MA (French))--University of Pretoria, 2004. / Modern European Languages / unrestricted
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Community-based Service-Learning and Digital Media: A Teaching Practice Report on a Flipped-Classroom-based Crowdfunding Course for Social PedagoguesArnold, Maik 16 December 2019 (has links)
This teaching practice report looks ahead to the learning experiences of students relating to the use of digital media and their collaborative knowledge work within a service-learning project. This project takes into account the increasing digitalisation in higher education, in particular, its didactic-methodical, technological, and organisational implementation, as well as their integration into appropriate learning management systems. Undergraduate students initiated a crowdfunding campaign for young people aged between 12 and 18 in a rural town under the authors’ direction in the bachelor’s degree program “Social Pedagogics and Management” at a University of Applied Science in the Free State of Saxony, Germany. The two-semester course included a flipped classroom concept linked to a community-based learning approach that not only allowed for development of students’ digital literacy skills and a deepening of their theoretical knowledge in the field of alternative financing possibilities in human service organisations but also helped to enhance students’ social engagement. In this context, the learning management system ILIAS provided not only an appropriate digital knowledge architecture for the service-learning project but also offered a wide range of eLearning opportunities, a platform for multi-local project work, and the documentation of ePortfolios. This practice report aims at a short description of the teaching project itself, its implementation, and the results of the mentioned learning scenario and will conclude by summarising how the quality of technology-enhanced higher education pedagogy could be improved in future.
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Towards a Development Methodology for Adaptable Collaborative Audience Response SystemsKubica, Tommy, Shmelkin, Ilja, Schill, Alexander 13 May 2022 (has links)
The use of Audience Response Systems (ARSs) for tech-enhanced learning scenarios has proven to address issues occurring within higher education, e.g. the missing interaction between the lecturer and the students. Since the majority of these systems relies on a single supported didactic concept and therefore has a limited set of provided functions, ARSs are currently restricted to support classic content-based as well as enquiry-based learning. The support of more advanced didactic concepts in order to investigate studio-based learning is currently not possible due to the lacking collaborative and cooperative functionality. This paper presents a unified (meta-)model which is able to express various scenarios, targeting the holistic support of content-based, enquiry-based and studio-based learning. The created model is evaluated within a user study to reason about the applicability of its underlying concept as well as the defined function blocks. In addition, this paper purposes ideas for a future graphical editor, which will support the modeling process, and provides concrete details for a possible implementation of a system on top of the (meta-)model. Index Terms—audience response systems, collaborative learning, adaptability, meta-model, domain-specific language, highereducation, technology-enhanced learning
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Mining Behavior of Citizen Sensor Communities to Improve Cooperation with Organizational ActorsPurohit, Hemant 01 September 2015 (has links)
No description available.
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Different Contributions to Cost-Effective Transcription and Translation of Video LecturesSilvestre Cerdà, Joan Albert 05 April 2016 (has links)
[EN] In recent years, on-line multimedia repositories have experiencied a strong
growth that have made them consolidated as essential knowledge assets, especially
in the area of education, where large repositories of video lectures have been
built in order to complement or even replace traditional teaching methods.
However, most of these video lectures are neither transcribed nor translated
due to a lack of cost-effective solutions to do so in a way that gives accurate
enough results. Solutions of this kind are clearly necessary in order to make
these lectures accessible to speakers of different languages and to people with
hearing disabilities. They would also facilitate lecture searchability and
analysis functions, such as classification, recommendation or plagiarism
detection, as well as the development of advanced educational functionalities
like content summarisation to assist student note-taking.
For this reason, the main aim of this thesis is to develop a cost-effective
solution capable of transcribing and translating video lectures to a reasonable
degree of accuracy. More specifically, we address the integration of
state-of-the-art techniques in Automatic Speech Recognition and Machine
Translation into large video lecture repositories to generate high-quality
multilingual video subtitles without human intervention and at a reduced
computational cost. Also, we explore the potential benefits of the exploitation
of the information that we know a priori about these repositories, that is,
lecture-specific knowledge such as speaker, topic or slides, to create
specialised, in-domain transcription and translation systems by means of
massive adaptation techniques.
The proposed solutions have been tested in real-life scenarios by carrying out
several objective and subjective evaluations, obtaining very positive results.
The main outcome derived from this thesis, The transLectures-UPV
Platform, has been publicly released as an open-source software, and, at the
time of writing, it is serving automatic transcriptions and translations for
several thousands of video lectures in many Spanish and European
universities and institutions. / [ES] Durante estos últimos años, los repositorios multimedia on-line han experimentado un gran
crecimiento que les ha hecho establecerse como fuentes fundamentales de conocimiento,
especialmente en el área de la educación, donde se han creado grandes repositorios de vídeo
charlas educativas para complementar e incluso reemplazar los métodos de enseñanza tradicionales.
No obstante, la mayoría de estas charlas no están transcritas ni traducidas debido a
la ausencia de soluciones de bajo coste que sean capaces de hacerlo garantizando una calidad
mínima aceptable. Soluciones de este tipo son claramente necesarias para hacer que las vídeo
charlas sean más accesibles para hablantes de otras lenguas o para personas con discapacidades auditivas.
Además, dichas soluciones podrían facilitar la aplicación de funciones de
búsqueda y de análisis tales como clasificación, recomendación o detección de plagios, así
como el desarrollo de funcionalidades educativas avanzadas, como por ejemplo la generación
de resúmenes automáticos de contenidos para ayudar al estudiante a tomar apuntes.
Por este motivo, el principal objetivo de esta tesis es desarrollar una solución de bajo
coste capaz de transcribir y traducir vídeo charlas con un nivel de calidad razonable. Más
específicamente, abordamos la integración de técnicas estado del arte de Reconocimiento del
Habla Automático y Traducción Automática en grandes repositorios de vídeo charlas educativas
para la generación de subtítulos multilingües de alta calidad sin requerir intervención
humana y con un reducido coste computacional. Además, también exploramos los beneficios
potenciales que conllevaría la explotación de la información de la que disponemos a priori
sobre estos repositorios, es decir, conocimientos específicos sobre las charlas tales como el
locutor, la temática o las transparencias, para crear sistemas de transcripción y traducción
especializados mediante técnicas de adaptación masiva.
Las soluciones propuestas en esta tesis han sido testeadas en escenarios reales llevando
a cabo nombrosas evaluaciones objetivas y subjetivas, obteniendo muy buenos resultados.
El principal legado de esta tesis, The transLectures-UPV Platform, ha sido liberado públicamente
como software de código abierto, y, en el momento de escribir estas líneas, está
sirviendo transcripciones y traducciones automáticas para diversos miles de vídeo charlas
educativas en nombrosas universidades e instituciones Españolas y Europeas. / [CA] Durant aquests darrers anys, els repositoris multimèdia on-line han experimentat un gran
creixement que els ha fet consolidar-se com a fonts fonamentals de coneixement, especialment
a l'àrea de l'educació, on s'han creat grans repositoris de vídeo xarrades educatives per
tal de complementar o inclús reemplaçar els mètodes d'ensenyament tradicionals. No obstant
això, la majoria d'aquestes xarrades no estan transcrites ni traduïdes degut a l'absència de
solucions de baix cost capaces de fer-ho garantint una qualitat mínima acceptable. Solucions
d'aquest tipus són clarament necessàries per a fer que les vídeo xarres siguen més accessibles
per a parlants d'altres llengües o per a persones amb discapacitats auditives. A més, aquestes
solucions podrien facilitar l'aplicació de funcions de cerca i d'anàlisi tals com classificació,
recomanació o detecció de plagis, així com el desenvolupament de funcionalitats educatives
avançades, com per exemple la generació de resums automàtics de continguts per ajudar a
l'estudiant a prendre anotacions.
Per aquest motiu, el principal objectiu d'aquesta tesi és desenvolupar una solució de baix
cost capaç de transcriure i traduir vídeo xarrades amb un nivell de qualitat raonable. Més
específicament, abordem la integració de tècniques estat de l'art de Reconeixement de la
Parla Automàtic i Traducció Automàtica en grans repositoris de vídeo xarrades educatives
per a la generació de subtítols multilingües d'alta qualitat sense requerir intervenció humana
i amb un reduït cost computacional. A més, també explorem els beneficis potencials que
comportaria l'explotació de la informació de la que disposem a priori sobre aquests repositoris,
és a dir, coneixements específics sobre les xarrades tals com el locutor, la temàtica o
les transparències, per a crear sistemes de transcripció i traducció especialitzats mitjançant
tècniques d'adaptació massiva.
Les solucions proposades en aquesta tesi han estat testejades en escenaris reals duent a
terme nombroses avaluacions objectives i subjectives, obtenint molt bons resultats. El principal
llegat d'aquesta tesi, The transLectures-UPV Platform, ha sigut alliberat públicament
com a programari de codi obert, i, en el moment d'escriure aquestes línies, està servint transcripcions
i traduccions automàtiques per a diversos milers de vídeo xarrades educatives en
nombroses universitats i institucions Espanyoles i Europees. / Silvestre Cerdà, JA. (2016). Different Contributions to Cost-Effective Transcription and Translation of Video Lectures [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/62194
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Rôle d'un espace de travail numérique privé dans une activité d'édition collaborative de cartes conceptuelles : Cas d'étude en lycée / The role of a private digital workspace in a collaborative activity based on concept maps : Case study in high school / El rol de un espacio de trabajo digital privado en una actividad de edición colaborativa de mapas conceptuales : Estudio de caso en institutoGracia-Moreno, Carolina 11 December 2017 (has links)
L'utilisation des artefacts numériques pour la réalisation d'activités d'apprentissage reste le plus souvent individuelle, faute de disposer d'environnements adaptés, tant du point de vue du matériel que des applications et des pratiques pédagogiques. Cette recherche rend compte de l'expérience d'usages de différents artefacts dans une activité collaborative d'élaboration de cartes mentales et conceptuelles proposée en cours d'histoire de seconde. L'objectif principal est l'étude du rôle de l'espace de travail privé pour l'édition collective de cartes mentales et conceptuelles. Plus précisément, l'objectif est d'évaluer si le recours aux artefacts numériques lors de l'édition collective de cartes mentales et conceptuelles favorise les processus de confrontation cognitive constitutifs de la collaboration. Pour répondre à cet objectif, deux itérations (expérimentation pilote et expérimentation) ont été réalisées avec deux prototypes de dispositif numérique de collaboration qui permettent aux élèves de différencier leur espace de travail individuel de l'espace collectif. La première expérimentation pilote a été réalisée en 2015 avec un prototype de cartes mentales existant avant l'étude. Elle a consisté à valider le protocole expérimental de la recherche et à préciser les questions de recherche et les hypothèses. La deuxième expérimentation, quant à elle, a été réalisée au cours de l'année 2016 via un prototype de cartes conceptuelles conçu et développé dans le cadre de cette recherche. Cette expérimentation a eu pour but d'éprouver les trois hypothèses formulées, qui s'inscrivent dans la théorie de l'apprentissage social de Bandura (1980) et portent à la fois sur des déterminants environnementaux, cognitifs et comportementaux. La première hypothèse (déterminants environnementaux) suppose tout d'abord que la médiation instrumentale d'une activité d'apprentissage collaborative a une influence sur la participation des élèves. La deuxième hypothèse (déterminants cognitifs) quant à elle, soutient que l'adjonction d'un espace de travail personnel de l'élève à un espace d'interaction collectif favorise des processus cognitifs présents dans la collaboration : le conflit sociocognitif (Doise et Mugny, 1997; Perret-Clermont, 1979), l'étayage (Bruner, 1997) et la vicariance (Bandura, 1980; Pentland, 2015). Enfin, la troisième hypothèse (déterminants comportementaux) suggère que la participation individuelle des élèves sur l'élaboration d'une carte conceptuelle collective est influencée par la culture affective du groupe. Afin de vérifier ces 3 hypothèses, un plan expérimental multifactoriel croisé a été mis en place, ce qui a permis de tester les variables indépendantes simultanément auprès de 7 groupes de lycéens de seconde en classe d'histoire. L'analyse de données effectuée est centrée sur la nature des interactions orales et numériques des élèves, ainsi que sur leurs productions écrites et leurs réponses aux entretiens collectifs et aux questionnaires individuels. Les résultats montrent la tendance du dispositif numérique de collaboration (artefacts, organisation de l'activité, scénario pédagogique) à favoriser le processus d'étayage et vicariance suite aux échanges nécessaires à la coordination des tâches techniques d'édition de la carte conceptuelle. Les résultats indiquent qu'après l'utilisation d'un espace privé numérique, les élèves ont des conflits sociocognitifs significatifs lors du travail en groupe, les entraînant à accepter les réponses les plus ouvertes afin d'éviter la confrontation. / The use of digital artifacts for learning activities usually remains individual, as there are no suitable environments, from the point of view of materials, applications and teaching practices. This research reports on the experience of using different artefacts in a collaborative activity to elaborate mental and conceptual maps proposed in a history class in the eleventh grade. The aim is to study the role of a private workspace for the collective edition of mental and conceptual maps. More specifically, the goal is to assess whether the use of digital artifacts in the collective edition of mental and conceptual maps promotes the processes of cognitive confrontation that constitutes collaboration. To meet this objective, two iterations (pilot experimentation and experimentation) were carried out with two digital collaborative prototypes that allow students to differentiate their individual workspace from the collective space. The first pilot experiment was conducted in 2015 with a prototype of mental maps existing prior to the study. It consisted of validating the experimental protocol of the research and clarifying research questions and hypotheses. The second experiment, meanwhile, was carried out in 2016 via a prototype of concept maps designed and developed as part of this research. The purpose of this experiment was to test the three hypotheses formulated, which fit into Bandura's (1980) theory of social learning and address environmental, cognitive and behavioral determinants. The first hypothesis (environmental determinants) assumes that the instrumental mediation of a collaborative learning activity has an influence on the student participation. The second hypothesis (cognitive determinants), for its part, argues that the addition of a personal workspace of the student to a collective interaction space favors cognitive processes present in collaboration: sociocognitive conflict (Doise and Mugny Perret-Clermont, 1979), supporting (Bruner, 1997) and vicariance (Bandura, 1980, Pentland, 2015). Finally, the third hypothesis (behavioral determinants) suggests that the individual participation of pupils in the elaboration of a collective concept map is influenced by the affective culture of the group. In order to verify these 3 hypotheses, a crossed multifactorial experimental plan was put in place, which made it possible to test the independent variables simultaneously with 7 groups of high school students in history class. The data analysis carried out focuses on the nature of students' oral and digital interactions, as well as their written outputs and their responses to group interviews and individual questionnaires. The results show the trend of the digital collaboration device (artifacts, organization of the activity, pedagogical scenario) to favor the supporting and vicariance process as an explanation of the exchanges needed to coordinate the technical tasks of editing the concept map. The results indicate that after using a digital private space, pupils have significant sociocognitive conflicts during group work, leading them to accept the most open responses in order to avoid confrontation. / El uso de artefactos digitales para la realización de actividades de aprendizaje sigue siendo principalmente individual, por falta de entornos adecuados, desde el punto de vista del material, de las aplicaciones y de las prácticas pedagógicas. Esta investigación cuenta la experiencia de uso de diferentes artefactos en una actividad colaborativa de elaboración de mapas mentales y conceptuales propuestos en el transcurso de una clase de historia de cuarto de educación secundaria. El objetivo principal es el estudio del rol del espacio de trabajo privado para la edición colectiva de mapas mentales y conceptuales. Más específicamente, el objetivo es evaluar si el uso de artefactos digitales en la edición colectiva de mapas mentales y conceptuales promueve los procesos de confrontación cognitiva que constituyen la colaboración. Para cumplir este objetivo, se realizaron dos iteraciones (experimentación piloto y experimentación) con dos prototipos de dispositivos digitales colaborativos que permiten a los estudiantes diferenciar su espacio de trabajo individual del espacio colectivo. El primer experimento piloto se llevó a cabo en 2015 con un prototipo de mapas mentales existente antes del estudio. Consistió en validar el protocolo experimental de la investigación y aclarar preguntas e hipótesis de investigación. El segundo experimento, mientras tanto, se llevó a cabo en 2016 a través de un prototipo de mapas conceptuales diseñados y desarrollados como parte de esta investigación. Este experimento fue diseñado para verificar las tres hipótesis formuladas, que se ajustan a la teoría del aprendizaje social de Bandura (1980) y abordan los determinantes ambientales, cognitivos y conductuales. La primera hipótesis (determinantes ambientales) supone que la mediación instrumental de una actividad de aprendizaje colaborativo influye en la participación del alumno. La segunda hipótesis (determinantes cognitivos), por su parte, sostiene que la adición de un espacio de trabajo personal del alumno a un espacio de interacción colectivo promueve procesos cognitivos presentes en la colaboración: el conflicto socio-cognitivo (Doise y Mugny Perret-Clermont, 1979), el apoyo (Bruner, 1997) y la vicarianza (Bandura, 1980, Pentland, 2015). Finalmente, la tercera hipótesis (determinantes conductuales) sugiere que la participación individual de los alumnos en la elaboración de un mapa conceptual colectivo está influenciada por la cultura afectiva del grupo. Para verificar estas 3 hipótesis, se puso en marcha un plan experimental multifactorial cruzado, que permitió probar las variables independientes simultáneamente con 7 grupos de estudiantes de cuarto de secundaria en la clase de historia. El análisis de datos realizado se centra en la naturaleza de las interacciones orales y digitales de los estudiantes, así como en sus resultados escritos y sus respuestas a entrevistas grupales y cuestionarios individuales. Los resultados muestran la tendencia de los dispositivos digitales de colaboración (artefactos, la organización de la actividad, escenario pedagógico) a promover el proceso de apoyo y vicariedad tras las conversaciones necesarias para coordinar las acciones técnicas para publicar en el mapa conceptual. Los resultados indican que después de usar un espacio privado digital, los estudiantes tienen conflictos sociocognitivos significativos durante el trabajo en grupo, lo que los lleva a aceptar las respuestas más abiertas para evitar el enfrentamiento.
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Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational contextHarpur, Patricia-Ann 12 November 2013 (has links)
Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated.
This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handheld devices, features a synthesized framework of categories and criteria, and determines the nature and scope of an emergent digital divide.
A design-based research model suited to the context of the study is implemented, gathering quantitative and qualitative data from experts and learners by survey questionnaires. Analysis of data highlights usability and UX problems, provides insight into an emergent digital divide and suggests guidelines specific to the design of m-learning implementations. / Educational Studies / M. Sc. (Information Systems)
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Processus unifié pour la personnalisation des activités pédagogiques : méta-modèle, modèles et outils / Unified process for personalization of pedagocal activities : meta-model, models and toolsLefèvre, Marie 01 December 2009 (has links)
Cette thèse en informatique se situe dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Dans ce cadre, nous avons abordé la question de la personnalisation de l’apprentissage. Nos travaux de recherche consistaient à identifier un processus qui permette à la fois de personnaliser des séances de travail sur papier et des séances de travail sur des logiciels pédagogiques. Nous souhaitions que ce processus permette de prendre en compte les spécificités de chaque apprenant en s’appuyant sur son profil, mais qu’il prenne également en compte les buts et les habitudes pédagogiques des enseignants. Enfin, nous souhaitions que ce processus soit implémentable dans un système externe aux logiciels à personnaliser. Notre problématique s’est donc décomposée en trois points : comment exploiter les profils d’apprenants pour prendre en compte les individualités des apprenants ? Comment adapter une activité pour prendre en compte les besoins et habitudes pédagogiques d’un enseignant ? Et enfin, comment attribuer une activité à un apprenant ? Pour répondre au premier point, nous avons proposé le modèle cPMDL. Ce complément du langage de modélisation des profils PMDL permet de contraindre les profils des apprenants afin de sélectionner ceux ayant les caractéristiques requises par les contraintes. cPMDL nous permet donc d’exploiter les informations contenues dans les profils au sein du processus de personnalisation. Pour répondre au deuxième point, nous avons proposé l’approche GEPPETO. Cette approche s’appuie sur des modèles et des processus génériques permettant d’adapter les activités en fonction des intentions pédagogiques des enseignants grâce à la définition de contraintes sur les activités. Nous avons décliné cette approche pour permettre l’adaptation des activités papier (GEPPETOP), ainsi que pour l’adaptation des activités logicielles et de la configuration des environnements qui les supportent (GEPPETOS). Pour répondre au troisième point, nous avons proposé le modèle PERSUA2 qui permet de lier les contraintes sur profils de cPMDL aux contraintes sur activités de GEPPETO. Ces liens, nommés règles d’affectation, sont ensuite hiérarchisés selon leur degré de priorité pour former une stratégie pédagogique qui sera associée { un ou plusieurs contextes d’utilisation. Nous avons mis en oeuvre ces différentes contributions théoriques dans Adapte, un module de l’environnement informatique du projet PERLEA. Le rôle de cet environnement est d’assister l’enseignant dans la gestion de profils créés par l’enseignant lui-même ou issus de logiciels pédagogiques. Adapte est l’une des exploitations possibles des profils : le module réalisé permet de fournir à chaque apprenant des activités adaptées à son profil tout en respectant les choix pédagogiques de son enseignant. Ces activités peuvent être des activités papier proposées par le système ou des activités logicielles personnalisées par Adapte, mais effectuées dans un autre EIAH. Ce module, pleinement opérationnel, a montré la faisabilité technique de nos contributions théoriques et nous a permis de conduire des mises à l'essai auprès d'enseignants / This thesis in computer science belongs to the field of Interactive Learning Environments (ILE). In this context, we have addressed the issue of personalization of learning. Our research has consisted in identifying a process allowing one to personalize both paper working sessions and working sessions on educational software. Our goal was to design a process able to take into account the specificities of each learner, based on their profiles, but also to take into account the pedagogical goals and habits of teachers. Moreover, we had to design this process such as it could be easily implemented in a software external to the system being personalized. Our problem was therefore decomposed into three points: how to use learners’ profiles to take the individuality of learners into account? How to adapt a pedagogical activity to take the teaching needs and habits of a teacher into account? And finally, how to assign an activity to a learner? To answer the first point, we have proposed the cPMDL model. This complement of the profiles modelling language PMDL allows one to constrain the learners’ profiles to select those with the characteristics required by the constraints. cPMDL allows us to exploit the information contained in the profiles during the personalization process. To answer the second point, we have proposed the GEPPETO approach. This approach relies on generic models and processes to adapt activities according to the teachers' intentions, by defining constraints on activities. We have instantiated this approach to enable on the one hand the adaptation of paper activities (GEPPETOP) and on the other hand to enable the adaptation of software activities and the adaptation of configuration of environments that support them (GEPPETOS). To address the third point, we have proposed the PERSUA2 model which links cPMDL constraints on profiles with GEPPETO constraints on activities. Next, these links, called assignment rules, are organized into a hierarchy according to their priority degree in order to form a pedagogical strategy. This pedagogical strategy is then associated with one or more contexts of use. We have implemented these different theoretical contributions in Adapte, a module of the environment associated to the PERLEA project. The role of this environment is to assist teachers in the management of profiles created by themselves or coming from pedagogical software. Adapte is one of the possible uses of profiles: the module developed provides each learner with activities suited to their profiles, while respecting the teaching choices of the teacher. These activities may be paper activities proposed by the system or software activities personalized by Adapte but made within another ILE. This module, fully operational, has demonstrated the technical feasibility of our theoretical contributions and has allowed us to conduct experiment with teachers.
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