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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 BeukesBeukes, 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
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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 BeukesBeukes, 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
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Learning to be at a distance : structural and educational change in the digitalization of medical educationPettersson, 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.
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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 tracesSettouti, 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
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Modèles et outils pour la conception de Learning Games en Réalité Mixte / Models and Tools for Designing Mixed Reality Learning GamesOrliac, 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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Technology and L2 writing : EFL student perspectives on electronic feedback using online learning logsZareekbatani, Alireza January 2015 (has links)
The use of instructional technology has opened up new avenues in education with broad implications in the foreign or additional language (L2) learning context. One of the research priorities is to explore student perceptions of the use of such modern means in their education which otherwise might not be anticipated. The present study aimed to determine (a) the perceived affordances as well as limitations of the information and communication technology (ICT) pedagogical application in coded corrective feedback (e-feedback) provision on L2 writing, (b) English as a foreign language (EFL) learners’ perspectives on using e-feedback to reduce their local and global mistakes, and (c) the type of self-regulated learning (SRL) behaviours, according to EFL students’ self-reports, electronic feedback and learning logs called forth in cognitive, affective, and metacognitive domains. The participants (n=48) were high-intermediate to advanced EFL learners from four cohorts enrolled on an International English Language Testing System (IELTS) preparation course in a branch of the Institute of Science and Technology in Tehran. Each cohort went through 84 face-to-face tutorial sessions in four months. During this period, they also wrote essays and received e-feedback on 12 IELTS Writing Task 2 prompts with a minimum of drafting work three times for each on an e-learning platform (www.ekbatani.ir) specially designed for this study. The data from all four cohorts were collected over the course of 11 months, using semi-structured interviews, online structured and unstructured learning logs, and an open-ended questionnaire to provide an in-depth picture of student perceptions of this technology mediation. Through a purely qualitative research design, the log, interview, and open-ended questionnaire data were analysed, categorised and coded. The findings represented students’ perceptions of the benefits of the e-feedback and learning logs as (i) offering a motivating and empowering means of providing EFL writing support, (ii) enhancing the thinking and problem-solving processes, (iii) a flexible and fast scaffolding approach for L2 writing improvement, and (iv) encouraging student writers’ active knowledge construction by helping them notice mistakes, focus on writing specifics, overcome the fear of writing, and grow confidence in L2 learning. The self-reported data indicated perceived limitations including (i) the time-consuming nature of the e-feedback processes, (ii) the occasional need for face-to-face discussions, peer feedback addition, providing supplements to e-feedback such as on-demand e-tutorials, and (iii) increased workload for the teacher in proportion to the number of students. Specific writing improvement was perceived to be locally in the use of punctuation signs and grammar, in spelling skills and the scope of vocabulary; and globally in organising ideas, finding ideas in the form of blueprints, and developing ideas into full-length essays. The student perceptions demonstrated that the learner-centred e-feedback environment created different affordances for students’ cognitive, affective, and metacognitive behaviours: (i) cognitively, it assisted the use and development of various learning strategies, enhanced student EFL writing experience, and increased awareness of error patterns in their essays; (ii) affectively, it supported students’ motivational processes, ability to appraise their progress, restore, and sustain positivity, and greater perceived self-efficacy beliefs in their own L2 writing skills; finally, (iii) metacognitive affordances included the ability to rethink and amend their plans as well as seek out support, ability to reflect on the writing processes holistically, ability to self-monitor to remain on course, and ability to devise and implement a plan of action mostly by finding a strategy to deal with mistakes and by taking greater caution in writing their future drafts. Despite arising from a particular contextual framework with the experience of particular cohorts of students, the findings can hopefully be of value to researchers and practitioners in the fields of online language pedagogy, second language acquisition (SLA), EFL writing, and computer-assisted language learning (CALL) with communication uses. The findings can assist language courseware designers, e-feedback platform developers, and L2 writing course administrators to support and enhance their practices and decisions, especially in providing and implementing ICT and SRL initiatives in EFL writing.
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Assistance à la réutilisation de scénarios d’apprentissage : une approche guidée par l’évaluation du contexte d’usage à base d’indicateurs / Assistance in the reuse of educational scenarios : an approach guided by the evaluation of the usage context based on indicatorsChaabouni, Mariem 16 May 2017 (has links)
Les travaux de thèse s'inscrivent dans le domaine des Environnements Informatiques pour l'Apprentissage Humain (EIAH). Ils portent sur la proposition de processus, méthodes et outils pour assister les enseignants et les formateurs dans la réutilisation et la capitalisation des scénarios d'apprentissage. L'approche proposée nommée CAPtuRe a pour objectif de modéliser, évaluer et exploiter les informations contextuelles relatives à un scénario en se basant sur des observations effectives de ce dernier pour améliorer la réutilisation.Les problématiques étudiées concernent : (1) l'expression et l'analyse du contexte d'usage, (2) l'évaluation de la pertinence du scénario dans un contexte précis, (3) l'indexation des contextes sur la base de critères de réussite et d'efficacité du scénario pour la définition de son périmètre de réutilisation et (4) la suggestion proactive de réutilisation.Nous avons commencé par la spécification d'un cadre global d'ingénierie et de réutilisation de scénarios d'apprentissage. Dans ce cadre, nous avons défini un processus qui spécifie le cycle de vie du scénario explicitant la dimension contextuelle et son utilisation dans un environnement de "conception par la réutilisation". Pour opérationnaliser ce processus, nous avons défini une approche générique de modélisation de l'information contextuelle enrichie par les indicateurs, une méthode d'indexation et un algorithme de calcul de similarités contextuelles pour la sélection et la recommandation de scénarios appropriés à une situation d'apprentissage cible. Ces contributions ont été implémentées sous la forme d'une plateforme logicielle et appliquées sur des cas d'usage de scénarios hybrides. / The work presented in this thesis is a part of the Technology Enhanced Learning domain. It focuses on the proposal of processes, methods and tools that assist teachers and trainers in the reuse and the capitalization of educational scenarios. The objective of the proposed approach named CAPtuRe is to model, evaluate and exploit the contextual information related to a scenario based on its effective observations with the aim to enhance reuse. The main concerns are: (1) the expression and the analysis of the usage context, (2) the evaluation of the relevance of the scenario in a specific context, (3) the indexing of the contexts based on criteria of success and effectiveness of the scenario to define its reuse scope and (4) the proactive suggestion of reuse. We started by specifying a global framework for the engineering and the reuse of educational scenarios. In this context, we have defined a process specifying the scenario lifecycle introducing the contextual dimension and its utilization in a "design by reuse" environment. In order to operationalize this process, we define a generic approach to model the contextual information of a scenario that is enriched by the indicators, an indexing method and an algorithm calculating contextual similarities for the selection and the recommendation of appropriated scenarios to a target learning situation. These contributions are implemented as a software platform and applied to hybrid scenarios usage cases.
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T2/ediT2 : un modèle / système flexible et facile à utiliser pour l'édition et mise en oeuvre de scénarios d'apprentissage / T2/ediT2 : a flexible and easy-to-use model/system for editing and operationalizing learning scenariosSobreira, Péricles de Lima 26 June 2014 (has links)
La question générale envisagée dans cette recherche est le développement d'une représentation de scénarios d'apprentissage adaptable et facile à utiliser sous la forme d'une table (considéré comme un artefact de facile manipulation par les enseignants), associée à un modèle informatique sous la forme d'en arbre (comme un moyen d'intégrer des services avancés). Cette représentation permet à des enseignants sans entraînement méthodologique et ayant des compétences technologiques de base d'éditer et mettre en œuvre des scénarios d'apprentissage à partir d'une interface graphique intuitive et flexible. Bien que cette thèse soit centrée sur des scénarios collaboratifs, l'approche basée sur un modèle table-arbre (nommé T2) que nous proposons présente un intérêt plus général. Dans une première phase, nous avons développé à partir de ce modèle un éditeur de scénarios d'apprentissage (nommé ediT2) proposant des notions de modélisation utilisées dans les scénarios collaboratifs. Dans une seconde phase, nous avons considéré des questions de généralisation à travers l'extension de l'implémentation initiale, de telle manière à permettre aux utilisateurs d'éditer les notions et leurs attributs. Nous avons examiné à travers des études et expériences comment des enseignants ont utilisé notre proposition en tenant en compte comme objectifs/critères d'évaluation: (1) son expressivité pédagogique, i.e., si des éditeurs basés sur tables peuvent représenter une large gamme de scénarios d'apprentissage ; (2) sa facilité et son intuitivité ; (3) son expressivité informatique, i.e., si l'approche permet l'implémentation de services demandant des manipulations informatiques complexes ; et (4) sa flexibilité informatique, i.e., s'il est facile d'adapter l'éditeur à des besoins locaux. / The general issue considered in this research is the development of an adaptable and easy-to-use representation of learning scenarios in the form of a table (considered as an artefact of easy manipulation by teachers) associated with a computational model as a tree (as a way to integrate advanced services). In this way, teachers with basic technological skills and without methodological training can edit and operationalize learning scenarios from flexible and friendly graphical interfaces. Although this thesis has its focus on CSCL scripts, the table-tree-based approach (named T2) presents a more general interest. In a first moment, we implemented from this model a learning scenario editor (named ediT2) using notions from CSCL scripts. In a second moment, we considered generalization issues through the extension of the initial implementation, in order to allow teachers to edit their own notions and respective attributes. We investigated from different studies and experiments how teachers used our proposal considering as objectives/evaluation criteria the following features: (1) pedagogical expressiveness (can table-based editors represent a wide range of learning scenarios?); (2) usability (do teachers find the editor easy to use and intuitive?); (3) computational expressiveness (does the approach allow implementation of advanced services?), and; (4) computational flexibility (is the editor easy to adapt to local needs?).
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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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