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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Information communication technologies to enhance teaching and learning in higher education : a survey of teaching staff at Rhodes University

Mostert, Markus 24 November 2009 (has links)
Only an Afrikaans abstract is available. Die astronomiese ontwikkeling van informasie kommunikasie tegnologie (IKT) hou verreikende gevolge in vir elke lewensfeer in die twintigste eeu. Spesifiek op die terrein van produksie en oordrag van kennis, twee kernfunksies van hoer onderwys, hou IKT nie net ‘n bedreiging in vir die tradisionele wyse waarop hierdie kernfunksies vervul word nie, maar bied ook moontlik die uitdagings van toegang, koste, buigsaamheid en kwaliteit waarmee universiteite gekonfronteer word. Waar die toepassing van tegnologie in afstandsonderrig reeds help om bogenoemde uitdagings aan te spreek, is dieselfde resultate meer ontwykend in tradisionele residensiële universiteite soos Rhodes Universiteit. Verder is universiteite meer geneë om IKT in navorsing en administratiewe prosesse te gebruik, as in onderrig en leer. Hierdie opstel fokus dus op die behoeftes en verwagtings van onderrigpersoneel aan Rhodes Universiteit om IKT te gebruik om die onderig-en-leerproses te verryk. Die rasionaal vir die gebruik van IKT fokus op die veranderende omgewing waarin hoër onderwys fungeer, die veranderende konsepte van kennis en kennisproduksie, en die oënskynlike potensiaal van IKT om onderwys te verbeter. Daarteenoor word die wyse waarop IKT gebruik word bespreek teen die agtergrond van voorvereistes vir suksesvolle integrasie en praktiese toepassings van tegnologie in onderrig en leer. / Dissertation (MEd)--University of Pretoria, 2009. / Curriculum Studies / Unrestricted
42

Modélisation outillée d'une stratégie contextualisée d'observation dans le cadre d'un environnement d'apprentissage / Models and tools for a contextualized observation strategy in a TEL environment

Ouali, Mohand Akli 01 February 2016 (has links)
Toute situation d’apprentissage est conçue dans le but de répondre à des objectifs pédagogiques spécifiques. Les enseignants-concepteurs évaluent la corrélation entre cesobjectifs et le déroulement réel de la situation d’apprentissage en pratiquant une activité d’observation. Pour être efficace, cette activité a besoin d’être organisée. Le but de ce travail de recherche est de fournir des outils et des méthodes afin d’améliorer cette activité. C’est la raison pour laquelle nous avons proposé le concept de Stratégie d’Observation. Le but est d’apporter aux acteurs d’un système d’apprentissage, et particulièrement à l’enseignant-concepteur, un ensemble d’outils pour 1/ définir des stratégies d’observation et 2/ calculer et restituer les résultats à l’aide d’une interface de visualisation ergonomique et intuitive. Ces deux outils séparés, mais communiquant, sont conçus pour être utilisés avant, pendant et/ou après les sessions d’apprentissage. Le premier outil permet aux enseignants-concepteurs de spécifier la manière dont ils veulent organiser l’observation en utilisant un langage proche de leur langage pédagogique habituel. Ceci en manipulant des indicateurs prédéfinis et des moyens de perception mis à leur disposition, etc. Un tel langage permet de s’abstraire de l’environnement d’apprentissage et de ses éléments qui pourraient restreindre le potentiel de réutilisation des stratégies définies (traces, données brutes, moyens d’observation, etc.). Le destinataire des résultats de l’observation peut utiliser le deuxième outil pour visualiser les indicateurs dans un format adéquat et correspondant à la stratégie spécifiée. / Every learning situation is designed according to specific instructional objectives. Instructional designers evaluate the correlation between the objectives and the real progress of the learning session by practicing an observation activity. In order to be efficient, the observation must be organized. Our goal in this work aims to provide tools and methods to support the observation activity. That is why we propose the concept of Observing Strategy. Our research aims to provide the actors of a learning system (especially the instructional designers), with a homogeneous set of tools for 1/ defining observation strategies and 2/ calculating and displaying observation results with an ergonomic and intuitive visualization interface. These two tools are designed to be used before, during and/or after the learning sessions. The underlying idea is to propose two separated, but communicating, tools allowing the formalization of observation strategies independent from the chosen TEL system. With the first tool, instructional designers can specify the organization of the observation by using a language and semantics close to their pedagogical practices, handling pre-defined indicators, and available visualization tools etc. Such observation strategy language will not deal with TEL-systems-dependent elements that could restrict the potential reuse of strategies (tracks/raw data, observed data, observing means, etc.).The receiver of the observation results can use the second tool to visualize the results of the indicators’ calculation with the right format and according to the chosen strategy specification.
43

Enforcing Customization in e-Learning Systems: an ontology and product line-based approach

Ezzat Labib Awad, Ahmed 06 November 2017 (has links)
In the era of e-Learning, educational materials are considered a crucial point for all the stakeholders. On the one hand, instructors aim at creating learning materials that meet the needs and expectations of learners easily and effec-tively; On the other hand, learners want to acquire knowledge in a way that suits their characteristics and preferences. Consequently, the provision and customization of educational materials to meet the needs of learners is a constant challenge and is currently synonymous with technological devel-opment. Promoting the personalization of learning materials, especially dur-ing their development, will help to produce customized learning materials for specific learners' needs. The main objective of this thesis is to reinforce and strengthen Reuse, Cus-tomization and Ease of Production issues in e-Learning materials during the development process. The thesis deals with the design of a framework based on ontologies and product lines to develop customized Learning Objects (LOs). With this framework, the development of learning materials has the following advantages: (i) large-scale production, (ii) faster development time, (iii) greater (re) use of resources. The proposed framework is the main contribution of this thesis, and is char-acterized by the combination of three models: the Content Model, which addresses important points related to the structure of learning materials, their granularity and levels of aggregation; the Customization Model, which con-siders specific learner characteristics and preferences to customize the learn-ing materials; and the LO Product Line (LOPL) model, which handles the subject of variability and creates matter-them in an easy and flexible way. With these models, instructors can not only develop learning materials, but also reuse and customize them during development. An additional contribution is the Customization Model, which is based on the Learning Style Model (LSM) concept. Based on the study of seven of them, a Global Learning Style Model Ontology (GLSMO) has been con-structed to help instructors with information on the apprentice's characteris-tics and to recommend appropriate LOs for customization. The results of our work have been reflected in the design of an authoring tool for learning materials called LOAT. They have described their require-ments, the elements of their architecture, and some details of their user inter-face. As an example of its use, it includes a case study that shows how its use in the development of some learning components. / En la era del e¿Learning, los materiales educativos se consideran un punto crucial para todos los participantes. Por un lado, los instructores tienen como objetivo crear materiales de aprendizaje que satisfagan las necesidades y ex-pectativas de los alumnos de manera fácil y efectiva; por otro lado, los alumnos quieren adquirir conocimientos de una manera que se adapte a sus características y preferencias. En consecuencia, la provisión y personaliza-ción de materiales educativos para satisfacer las necesidades de los estudian-tes es un desafío constante y es actualmente sinónimo de desarrollo tecnoló-gico. El fomento de la personalización de los materiales de aprendizaje, es-pecialmente durante su desarrollo, ayudará a producir materiales de aprendi-zaje específicos para las necesidades específicas de los alumnos. El objetivo fundamental de esta tesis es reforzar y fortalecer los temas de Reutilización, Personalización y Facilidad de Producción en materiales de e-Learning durante el proceso de desarrollo. La tesis se ocupa del diseño de un marco basado en ontologías y líneas de productos para desarrollar objetos de aprendizaje personalizados. Con este marco, el desarrollo de materiales de aprendizaje tiene las siguientes ventajas: (i) producción a gran escala, (ii) tiempo de desarrollo más rápido, (iii) mayor (re)uso de recursos. El marco propuesto es la principal aportación de esta tesis, y se caracteriza por la combinación de tres modelos: el Modelo de Contenido, que aborda puntos importantes relacionados con la estructura de los materiales de aprendizaje, su granularidad y niveles de agregación, el Modelo de Persona-lización, que considera las características y preferencias específicas del alumno para personalizar los materiales de aprendizaje, y el modelo de Línea de productos LO (LOPL), que maneja el tema de la variabilidad y crea ma-teriales de manera fácil y flexible. Con estos modelos, los instructores no sólo pueden desarrollar materiales de aprendizaje, sino también reutilizarlos y personalizarlos durante el desarrollo. Una contribución adicional es el modelo de personalización, que se basa en el concepto de modelo de estilo de aprendizaje. A partir del estudio de siete de ellos, se ha construido una Ontología de Modelo de Estilo de Aprendiza-je Global para ayudar a los instructores con información sobre las caracterís-ticas del aprendiz y recomendarlos apropiados para personalización. Los resultados de nuestro trabajo se han plasmado en el diseño de una he-rramienta de autor de materiales de aprendizaje llamada LOAT. Se han des-crito sus requisitos, los elementos de su arquitectura, y algunos detalles de su interfaz de usuario. Como ejemplo de su uso, se incluye un caso de estudio que muestra cómo su empleo en el desarrollo de algunos componentes de aprendizaje. / En l'era de l'e¿Learning, els materials educatius es consideren un punt crucial per a tots els participants. D'una banda, els instructors tenen com a objectiu crear materials d'aprenentatge que satisfacen les necessitats i expectatives dels alumnes de manera fàcil i efectiva; d'altra banda, els alumnes volen ad-quirir coneixements d'una manera que s'adapte a les seues característiques i preferències. En conseqüència, la provisio' i personalitzacio' de materials edu-catius per a satisfer les necessitats dels estudiants és un desafiament constant i és actualment sinònim de desenvolupament tecnològic. El foment de la personalitzacio' dels materials d'aprenentatge, especialment durant el seu desenvolupament, ajudarà a produir materials d'aprenentatge específics per a les necessitats concretes dels alumnes. L'objectiu fonamental d'aquesta tesi és reforçar i enfortir els temes de Reutilització, Personalització i Facilitat de Producció en materials d'e-Learning durant el procés de desenvolupament. La tesi s'ocupa del disseny d'un marc basat en ontologies i línia de productes per a desenvolupar objec-tes d'aprenentatge personalitzats. Amb aquest marc, el desenvolupament de materials d'aprenentatge té els següents avantatges: (i) produccio' a gran esca-la, (ii) temps de desenvolupament mes ràpid, (iii) major (re)ús de recursos. El marc proposat és la principal aportacio' d'aquesta tesi, i es caracteritza per la combinacio' de tres models: el Model de Contingut, que aborda punts im-portants relacionats amb l'estructura dels materials d'aprenentatge, la se-ua granularitat i nivells d'agregació, el Model de Línia de Producte, que ges-tiona el tema de la variabilitat i crea materials d'aprenentatge de manera fàcil i flexible. Amb aquests models, els instructors no solament poden desenvolu-par materials d'aprenentatge, sinó que també poden reutilitzar-los i personalit-zar-los durant el desenvolupament. Una contribucio' addicional és el Model de Personalitzacio', que es basa en el concepte de model d'estil d'aprenentatge. A partir de l'estudi de set d'ells, s'ha construït una Ontologia de Model d'Estil d'Aprenentatge Global per a ajudar als instructors amb informacio' sobre les característiques de l'aprenent i recomanar els apropiats per a personalitzacio'. Els resultats del nostre treball s'han plasmat en el disseny d'una eina d'autor de materials d'aprenentatge anomenada LOAT. S'han descrit els seus requi-sits, els elements de la seua arquitectura, i alguns detalls de la seua interfície d'usuari. Com a exemple del seu ús, s'inclou un cas d'estudi que mostra com és el desenvolupament d'alguns components d'aprenentatge. / Ezzat Labib Awad, A. (2017). Enforcing Customization in e-Learning Systems: an ontology and product line-based approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515 / TESIS
44

Supporting Lecturers in Properly Using Digital Learning Environments: The stARS Approach

Kubica, Tommy 04 February 2022 (has links)
In recent years, the adoption of digital learning environments has been proven as a suitable complement to traditional lectures, allowing to involve students more actively. However, current approaches lack at supporting both lecturers' individual teaching scenarios and collaborative activities. Thus, this thesis introduces an adaptable collaborative learning environment that enables lecturers to model and execute customized teaching scenarios. In addition to expressive means of adaptation, it includes collaborative functions which support group and peer interactions. The approach was implemented in a role-based prototype called scenario-tailored Audience Response System (stARS), demonstrating its applicability through seven well-known teaching scenarios. Furthermore, a thorough evaluation based on various user studies and lecture experiments confirmed the ability to support lecturers' individual teaching scenarios and integrate advanced collaborative activities into digital learning environments.
45

Enhancing Learning Outcomes with Pure Question-Based Learning : A Study on the Effectiveness of the Method in a Primary School Environment

Andraszek, Dominik January 2023 (has links)
In light of technological progress, companies, and public entities must remain aware of the significant opportunities presented by new technologies in terms of accelerating and optimizing knowledge acquisition. This research paper investigates the impact of pure question-based learning (pQBL) on academic performance in a primary school environment. The pQBL method involves learning only through interactive questions. Students receive formative feedback after each answer. The study aims to assess the effectiveness of pQBL in improving knowledge acquisition and retention among students and evaluate students' perceptions of the method. The study was conducted at Botlhale Cambridge International School in Gaborone, Botswana. The research employed a quasi-experimental design, with two classes receiving the pQBL treatment while a control group received traditional instruction. Pretests and posttests were administered to evaluate students' knowledge levels before and after the intervention, and the data were analyzed using the difference-in-difference (DiD) method and a regression model. The findings revealed that pQBL positively impacted academic performance in the subject of properties of substances in the two test group classes, resulting in improved knowledge retention compared to the control group. The results were statistically significant at a 10% level for both classes (P = 0.062 and 0.064, respectively). The survey conducted in the final stage of the study revealed that students responded favorably to the pQBL method. 73% of the students believed that the course helped them understand the course material, while approximately 50% found the course to be of moderate difficulty. Students appreciated the interactive nature of the course, finding it enjoyable and beneficial for those who required additional time to finish the course. However, some students pointed out that certain course parts could have been improved. The study results suggest that pQBL can be a promising strategy for enhancing academic performance and promoting active learning among primary school students in science classes. By capitalizing on the interactive nature of questions and providing timely feedback, pQBL can create an engaging and effective learning environment. However, more research needs to be conducted to assess the method's efficiency in different learning settings and subjects. / I takt med teknologiska framsteg behöver företag och offentliga aktörer vara medvetna om att nya teknologier ger stora möjligheter att förvärva kunskap snabbare och mer effektivt. Denna forskningsstudie undersöker effekterna av rent frågebaserat lärande (pQBL) på akademisk prestation i en grundskolemiljö. pQBL-metoden innebär inlärning endast genom interaktiva frågor. Eleverna får formativ återkoppling efter varje svar. Studien syftar till att bedöma effektiviteten av pQBL för att förbättra kunskapsförvärv bland elever, samt utvärdera elevernas uppfattning och åsikter om metoden. Studien genomfördes vid Botlhale Cambridge International School i Gaborone, Botswana. Forskningen använder en kvasi-experimentell design, där två klasser fick pQBL-behandlingen, medan en kontrollgrupp fick traditionell undervisning. För- och eftertester genomfördes för att utvärdera elevernas kunskapsnivåer före och efter ingripandet, och datan analyserades med hjälp av difference-in-difference-metoden (DiD) och en regressionsmodell. Resultaten visade att pQBL hade en positiv effekt på akademisk prestation i ämnet ämnets egenskaper i de två testgruppklasserna, vilket ledde till förbättrad kunskapsbehållning jämfört med kontrollgruppen. Resultaten var statistiskt signifikanta på en 10% nivå för båda klasserna (P = 0.062 och 0.064, respektive). Enkäten som genomfördes i den sista fasen av studien visade att studenterna reagerade positivt på pQBL-metoden. 73% av eleverna ansåg att kursen hjälpte dem att förstå kursmaterialet, medan cirka 50% av eleverna tyckte att kursen var av måttlig svårighet. Eleverna uppskattade kursens interaktiva natur och fann den rolig och givande för dem som behövde extra tid för att slutföra kursen. Dock påpekade vissa elever att vissa delar av kursen kunde ha förbättrats. Sammanfattningsvis antyder studieresultaten att pQBL kan vara en lovande strategi för att förbättra akademisk prestation och främja aktivt lärande bland grundskoleelever i naturvetenskapsklasser. Genom att dra nytta av frågornas interaktiva natur och ge tidig återkoppling kan pQBL skapa en engagerande och effektiv inlärningsmiljö. Mer forskning behöver dock genomföras för att bedöma metodens effektivitet i olika inlärningsmiljöer och ämnen.
46

Screening for misconceptions and assessing these by using metacognition in a mathematics course for N2 engineering students at a Northern Cape FET college / Susan Cecilia Beukes

Beukes, Susan Cecilia January 2015 (has links)
This study investigated misconceptions in Algebra of students enrolled for a N2 Engineering certificate at a Further Education and Training College. The study aimed to investigate these students’ misconceptions relating to Algebra which prohibited them to successfully complete their artisanship. The purpose of the research was to determine (i) the nature of these misconceptions, and (ii) the value of screencasts as a technology-enhanced learning (TEL) tool to improve instruction. The research gap that the researcher addressed related to the Mathematics misconceptions that the N2 students had, and whether these misconceptions could be adequately addressed by screencasts. The study method used was a case study design and methodology while simultaneously collecting quantitative and qualitative data. The findings encompassed the determining of main Mathematics misconceptions, producing screencasts, and assessing the screencasts with the intended target group. The study followed a four-phase strategy of testing, interviewing and analysing, and reflection based on qualitative and quantitative research strategies. During the quantitative research the research participants completed a biographical questionnaire, as well as a customised diagnostic Algebra test. The study sample comprised two groups from different trimesters at a rural FET college in the Northern Cape in Kathu, South Africa. The total population of full-time N2 Engineering students related to 113 participants. The diagnostic test comprised twelve questions from the three main Algebra concepts relating to: (i) exponents, (ii) equations, and (iii) factorisation. The same customised diagnostic test confirmed the misconceptions within the same group. Six questions from the customised diagnostic test identified the central misconceptions. The researcher consequently designed, developed, implemented and evaluated screencasts with the intended student population according to the design principles identified during the study. The six questions formed the basis of a second diagnostic test, which was used in phase three with interviews of ten research participants as part of phase 4 of the evaluation of the screencasts. At the end of the second trimester students were ask to complete a questionnaire regarding their use and perceptions of the screencasts—23 participants completed this voluntary questionnaire. At the end of the trimester ten participants were asked to explain their method of calculations during a walk-through evaluation while answering Algebra problems. The results indicated a number of misconception categories: (i) The main reason for misconceptions relating to equations was the participants’ inadequate understandings of the basic concepts of multiply methods used in equations; (ii) Index laws seemed to be the biggest misconception where participants demonstrated insufficient understanding of the laws; and (iii) The participants did not comprehend the basic concepts of factorisation—they could not identify which method to use while factorising. The qualitative findings indicate that the participants found the screencasts valuable when they prepared for tests and examinations, as well as when they did not understanding a basic Mathematics concept. Access to technology in rural areas remains an obstacle to integrate technology learning tools on a large scale at the FET College. / MEd (Curriculum Development), North-West University, Potchefstroom Campus, 2015
47

Screening for misconceptions and assessing these by using metacognition in a mathematics course for N2 engineering students at a Northern Cape FET college / Susan Cecilia Beukes

Beukes, Susan Cecilia January 2015 (has links)
This study investigated misconceptions in Algebra of students enrolled for a N2 Engineering certificate at a Further Education and Training College. The study aimed to investigate these students’ misconceptions relating to Algebra which prohibited them to successfully complete their artisanship. The purpose of the research was to determine (i) the nature of these misconceptions, and (ii) the value of screencasts as a technology-enhanced learning (TEL) tool to improve instruction. The research gap that the researcher addressed related to the Mathematics misconceptions that the N2 students had, and whether these misconceptions could be adequately addressed by screencasts. The study method used was a case study design and methodology while simultaneously collecting quantitative and qualitative data. The findings encompassed the determining of main Mathematics misconceptions, producing screencasts, and assessing the screencasts with the intended target group. The study followed a four-phase strategy of testing, interviewing and analysing, and reflection based on qualitative and quantitative research strategies. During the quantitative research the research participants completed a biographical questionnaire, as well as a customised diagnostic Algebra test. The study sample comprised two groups from different trimesters at a rural FET college in the Northern Cape in Kathu, South Africa. The total population of full-time N2 Engineering students related to 113 participants. The diagnostic test comprised twelve questions from the three main Algebra concepts relating to: (i) exponents, (ii) equations, and (iii) factorisation. The same customised diagnostic test confirmed the misconceptions within the same group. Six questions from the customised diagnostic test identified the central misconceptions. The researcher consequently designed, developed, implemented and evaluated screencasts with the intended student population according to the design principles identified during the study. The six questions formed the basis of a second diagnostic test, which was used in phase three with interviews of ten research participants as part of phase 4 of the evaluation of the screencasts. At the end of the second trimester students were ask to complete a questionnaire regarding their use and perceptions of the screencasts—23 participants completed this voluntary questionnaire. At the end of the trimester ten participants were asked to explain their method of calculations during a walk-through evaluation while answering Algebra problems. The results indicated a number of misconception categories: (i) The main reason for misconceptions relating to equations was the participants’ inadequate understandings of the basic concepts of multiply methods used in equations; (ii) Index laws seemed to be the biggest misconception where participants demonstrated insufficient understanding of the laws; and (iii) The participants did not comprehend the basic concepts of factorisation—they could not identify which method to use while factorising. The qualitative findings indicate that the participants found the screencasts valuable when they prepared for tests and examinations, as well as when they did not understanding a basic Mathematics concept. Access to technology in rural areas remains an obstacle to integrate technology learning tools on a large scale at the FET College. / MEd (Curriculum Development), North-West University, Potchefstroom Campus, 2015
48

Learning to be at a distance : structural and educational change in the digitalization of medical education

Pettersson, Fanny January 2015 (has links)
As an expression of current challenges faced by contemporary societies, past decades have witnessed heavy demands for higher education to change and transform. One key question here has been the increased digitalization of higher education. Within this wider setting, this thesis deals with an attempt to handle the increasing shortage of physicians in Sweden by way of digitalizing medical education. The aim of this explorative and longitudinal thesis is to describe and analyze structural and educational transformation work in medical education during the digitalization of the program and the transition from face-to-face to distance education. This thesis focuses on teachers, students and management, who are all heavily involved in this transition of the medical program. Two questions guide the research: (1) what are teachers’ and students’ expectations pending the transition, and what are the influences of already established tools and activities on the program and (2) in what ways do conflicts and changes occur over time, and how do teachers, students, and management deal with these as part of the transition? Cultural-historical activity theory (CHAT) serves as the theoretical framework of the thesis. In particular, the concepts of dominant and non-dominant activities, conflicts, transitional actions, and levels of learning inform the analysis. The data are generated by surveys (N = 108), logging of actors’ activity patterns (N = 100 teachers and 100 students), field studies (65 hours), and interviews (N = 62). The data cover teachers’, students’ and management’s roles in the transition. The analysis shows that the way of theoretically understanding the transition – from a dominant face-to-face activity to a new and unproven non-dominant distance activity – have proved to contribute to deeper understanding of the process of digitalizing medical education. The analysis further displays how the transition from face-to-face to distance education creates considerable conflicts that over time force teachers, students and management into structural and educational transformation work. This type of work successively renders new educational design solutions and new flexible ways of organizing distance medical education. This thesis discusses how the structural and educational transformation work forces actors to collectively engage in the transition by experimenting with new suitable methods and designs, as digital technologies and technology-enhanced learning (TEL) could make sense to teachers and students when they are at a distance.
49

Systèmes à base de traces modélisées : modèles et langages pour l'exploitation des traces d'interactions / Modelled trace-based systems : models and languages for exploiting interactions traces

Settouti, Lotfi 14 January 2011 (has links)
Ce travail de thèse s'inscrit dans le cadre du projet < personnalisation des environnements informatiques pour l'apprentissage humain (EIAH) > financé par la Région Rhône-Alpes. La personnalisation des EIAH est essentiellement dépendante de la capacité à produire des traces pertinentes et exploitables des activités des apprenants interagissant avec un EIAH. Dans ce domaine, l'exploitation des traces relève explicitement plusieurs problématiques allant de sa représentation de manière normalisée et intelligible à son traitement et interprétation en temps différé ou en temps réel au moment même de l'apprentissage. La multiplication des pratiques et des usages des traces requiert des outils génériques pour soutenir leurs exploitations. L'objectif de cette thèse est de définir les fondements théoriques de tels outils génériques permettant l'exploitation des traces d'interaction. Ceci nous a amené à définir la notion de Systèmes à Base de Trace modélisées : une classe de systèmes à base de connaissances facilitant le raisonnement et l'exploitation des traces modélisées. L'approche théorique proposée pour construire de tels systèmes s'articule autour de deux contributions : (1) La définition d'un cadre conceptuel définissant les concepts, l'architecture et les services mobilisés par les SBT. (2) La définition d'un cadre formel pour les systèmes à base de traces modélisées. Plus précisément, la proposition d'un langage pour l'interrogation et la transformation de trace modélisées à base de règles permettant des évaluations ponctuelles et continues. La sémantique formelle de ce langage est définie sous forme d'une théorie des modèles et d'une théorie de point fixe, deux formalismes habituellement utilisés pour décrire la sémantique formelle des langages de représentation de connaissances / This thesis is funded by the Rhône-Alpes Region as a part of the project < Personalisation of Technology-Enhanced Learning (TEL) Systems >. Personalising TEL Systems is, above all, dependent on the capacity to produce relevant and exploitable traces of individual or collaborative learning activities. In this field, exploiting interaction traces addresses several problems ranging from its representation in a normalised and intelligible manner to its processing and interpretation in continuous way during the ongoing TEL activities. The proliferation of trace-based exploitations raises the need of generic tools to support their representation and exploitation. The main objective of this thesis is to define the theoretical foundations of such generic tools. To do that, we define the notion of Trace-Based System (TBS) as a kind of Knowledge-based system whose main source of knowledge is a set of trace of user-system interactions. This thesis investigates practical and theoretical issues related to TBS, covering the spectrum from concepts, services and architecture involved by such TBS (conceptual framework) to language design over declarative semantics (formal framework). The central topic of our framework is the development of a high-level trace transformation language supporting deductive rules as an abstraction and reasoning mechanism for traces. The declarative semantics for such language is defined by a (Tarski-style) model theory with accompanying fixpoint theory
50

Modèles et outils pour la conception de Learning Games en Réalité Mixte / Models and Tools for Designing Mixed Reality Learning Games

Orliac, Charlotte 20 September 2013 (has links)
Les Learning Games sont des environnements d’apprentissage, souvent informatisés, qui utilisent des ressorts ludiques pour catalyser l’attention des apprenants et ainsi faciliter leur apprentissage. Ils ont des atouts indéniables mais présentent également certaines limites, comme des situations d’apprentissage trop artificielles. Ces limites peuvent être dépassées par l’intégration d’interactions en Réalité Mixte dans les Learning Games, que nous appelons alors des Mixed Reality Learning Games (MRLG). La Réalité Mixte, qui combine environnements numériques et objets réels, ouvre de nouvelles possibilités d’interactions et d’apprentissage qui gomment les limites précédentes et qu’il faut repérer et explorer. Dans ce contexte, nous nous intéressons au processus de conception des MRLG. Dans un premier temps, nous présentons une étude sur l’utilisation de la Réalité Mixte dans les domaines de l’apprentissage et du jeu, incluant un état de l’art des MRLG. Cette étude montre que, malgré de nombreux atouts, la conception des MRLG reste difficile à maîtriser. En effet, il n’existe ni méthode ni outil adapté à la conception de ce type d’environnements. Dans un second temps, nous analysons et modélisons l’activité de conception des MRLG à travers la littérature et des expériences de conception, dont une menée dans le cadre du projet SEGAREM. Cette démarche révèle des verrous spécifiques tels que l’absence d’aide à la modélisation (ou formalisation), à la créativité et à la vérification de la cohérence des idées. Nous éclairons nos réponses à ces besoins par un recensement des outils utilisés dans les domaines liés aux MRLG : situations d’apprentissage, jeux et environnements de la Réalité Mixte. Ceci nous amène à proposer deux outils conceptuels : un modèle de description de MRLG (f-MRLG) et des aides à la créativité sous la forme de propositions puis de recommandations. Le modèle de description a pour objectif de formaliser l’ensemble des éléments constituant un MRLG, mais aussi d’être un moyen d’identifier les éléments à définir, de structurer et de vérifier les idées. Les listes de propositions et recommandations ont pour but d’aider le concepteur à faire des choix cohérents par rapport à la situation d’apprentissage visée, en particulier en ce qui concerne les types de jeux et les dispositifs de Réalité Mixte. Une première évaluation de ces propositions a conduit à leur amélioration. Ces propositions sont à l’origine de la conception et du développement d’un outil auteur informatisé : MIRLEGADEE (Mixed Reality Learning Game DEsign Environment). MIRLEGADEE est basé sur LEGADEE, un environnement auteur pour la conception de Learning Games. Une expérimentation auprès de 20 enseignants et concepteurs de formation a validé le bienfondé de cet outil qui guide effectivement les concepteurs dans les phases amont du processus de conception de MRLG malgré des limites pour l’accompagnement de tâches complexes. / Game-based learning is one efficient pedagogical concept that uses game principles to incite learners to engage into learning activities. Learning Games (LG) are commonly known as digital environments. They have undeniable assets but also some limits, such as the artificiality of the learning context. In the mean time, new technologies have been increasingly developed, thus providing new perspectives in game-based learning. In particular, Mixed Reality (MR) technologies merge both real and digital worlds. Mixed Reality Learning Games (MRLG) offer real benefits for teaching: they enable active pedagogy trough the physical immersion of learners, “in situ” information while practicing and authentic context. In our work, we focus on the design process of MRLG. The first part of the thesis presents how Mixed Reality is used for educational and gaming purposes. An analysis of existing MRLG shows both their assets and the complexity of their design. MRLG designers have to cope with all the difficulties of learning design, game design and mixed reality design at the same time, and with the integration of all aspects in a coherent way. Besides, there is a lack of specific tool or methodology. In order to understand the specific needs of MRLG designers, we analyze and model the MRLG design activity from MRLG design processes described in papers and existing methodologies for LG and MR. We also illustrate and clarify MRLG design needs with the observation of a MRLG design activity in the SEGAREM project. We highlight some needs for modeling, creativity, and verification of coherence. To meet the identified needs, the third part is dedicated to a state of the art of tools available for learning design, game design and Mixed Reality design. This study leads us to three solutions to assist MRLG design: a model, a set of tools for creativity, and an authoring tool. We first propose a model called f-MRLG to describe fully and clearly a MRLG. f-MRLG is a support to MRLG design as it helps designer to organize their ideas and to identify which elements must be described. It also reinforces mutual comprehension in a team. Our second proposal is a set of tools for creativity: lists of possibilities, examples and suggestions for game types and Mixed Reality systems choices. We conducted a first experiment on the two proposals, which led to their improvement. These two proposals drove to the design and development of an authoring tool, named MIRLEGADEE (MIxed Reality LEarning GAme DEsign Environment), to support the MRLG design. This tool is an extension of LEGADEE, which already supports the design of learning games using a computer. An experiment with 20 teachers and training designers validated that MIRLEGADEE successfully guides the designers in the MRLG design process, in spite of limits for the support of complex tasks.

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