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Next
issue (August 2008)
Monographic
section dedicated to
"EUCIP: A Model for Definition and Measurement of ICT
Skills"
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Vol. IX,
issue no. 3,
June 2008
Technology-Enhanced Learning
Published
on behalf
of CEPIS by Novática
(ATI, Spain)
|
Guest
Editors:
Carlos
Delgado-Kloos and Fridolin Wild
|
Contents
|
Editions
of the monograph in other
languages
- Spanish,
by Novática (full
edition printed -- already
available--;
summary and presentation
online -- soon available)
|
Editorial
Team of Upgrade
Chief
Editor: Llorenç
Pagés-Casas, <pages AT ati DOT
es>
Deputy Chief
Editor:
Francisco-Javier Cantais-Sánchez
Associate Editor: Rafael Fernández
Calvo
(E-mail
addresses
written with anti-spamming disguise)
Acrobat
Reader is required to display PDF files
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Technology-Enhanced
Learning
|
UPENET
(UPGRADE European
NETwork)
A
paper from
the
British
journal
"ITNOW"
|
CEPIS News
CEPIS
Projects
|
Monograph: Technology-Enhanced
Learning
Published
on behalf
of CEPIS by Novática
(ATI, Spain)
Guest
Editors: Carlos
Delgado-Kloos and Fridolin Wild
Presentation
Technology-Enhanced Learning: Supporting Learning in the
21st Century [HTML] [PDF: 4 pages, 369 KB]
Carlos Delgado-Kloos and Fridolin Wild
Abstract:
The guest
editors comment on the monograph
of UPGRADE and Novática and
briefly introduce the papers it consists of. A set
of useful
references about the matter is included too.
Technology-Enhanced Learning: Supporting Learning
in
the 21st Century [PDF: 2 pages, 48 KB]
Pat Manson
Abstract: Technology-Enhanced
Learning may not flow readily off the tongue or be easily translated as
a brand name, but it very consciously reflects what it is: using
Information Communication Technologies (ICT) to secure advancements in
learning. By taking advancements as the objective, we go beyond the
attempt to reproduce classical ways of teaching via technologies.
Technology-Enhanced Learning combines but places equal emphasis on all
three elements: on technologies, on learning and on enhancements or
improvements in learning. This will help us in devising ICT-based
solutions which motivate and inspire learners and teachers, engaging
them in meaningful learning and teaching experiences.
Integrating
Web-Based and 3D Learning Environments: Second Life Meets Moodle [PDF:
7 pages, 322 KB]
Daniel
Livingstone and Jeremy Kemp
Abstract:
There has been a recent explosion of interest from academics across a
wide range of disciplines in the use of Multi-User Virtual Environments
for education, driven by the success of platforms such as Second Life.
As these platforms are used more often as environments for teaching and
learning, there is increased need to integrate them with other
institutional systems, Web-based Virtual Learning Environments (VLE) in
particular. In this paper we outline the open source Sloodle project,
which is working on integrating learning and teaching across Second
Life and Moodle, a popular open source VLE. We review the history and
current status of Sloodle, and present results from user surveys which
highlight the benefits educators hope to reap from this integration.
Game-Based
Learning in e-Learning Environments
[PDF:
6
pages, 100 KB]
Pablo
Moreno-Ger, José-Luis Sierra-Rodríguez, and Baltasar
Fernández-Manjón
Abstract: The
use of videogames as a part of educational processes is becoming one of
the most progressive trends in the field of educational technologies.
In our opinion, the integration of videogames and e-Learning
environments is a critical aspect in the promotion of this trend, due
to the importance of e-Learning in 21st century educational processes.
In this article we identify two aspects that are critical in bringing
about that integration: (i) the introduction of authoring methods that
will cut development costs and help instructors take an active part in
that process, and (ii) the development of models to integrate
videogames into e-Learning platforms that will facilitate a two-way
exchange of information and dispel the perception of games as mere
black boxes. This article provides an example of these aspects with
<e-Adventure>, an environment for the authoring of educational
graphic adventures and the integration of the resulting games into
on-line learning environments.
Use of Folksonomies
in the Creation of Learning Experiences for Television [PDF: 6
pages, 208 KB]
Marta
Rey-López, Rebeca P. Díaz-Redondo, Ana
Fernández-Vilas, and José J. Pazos-Arias
Abstract: The
use of digital television as a way of delivering distance courses may
be a solution to the problem of how to bring education to the less
privileged classes. In previous articles we presented our solution to
the creation of learning experiences for this medium, based on an
appropriate combination of television programmes and educational
elements via the use of ontologies. In this article we aim to improve
the algorithms responsible for establishing relationships between the
two types of content, by exporting collaborative tagging systems,
successfully used on the Internet, to the field of digital television,
and using folksonomy-based reasoning to detect the above mentioned
relationships.
Fostering Open
Sensemaking Communities by Combining Knowledge Maps and
Videoconferencing [PDF:
10
pages, 515 KB]
Alexandra
Okada, Eleftheria Tomadaki, Simon Buckingham Shum, and Peter J. Scott
Abstract: In
this paper, our aim is to investigate the role of Compendium maps for
both learners and educators to share and debate interpretations in
FlashMeetingTM (FM) videoconferences in the context of OpenLearn, an
online environment for open learning. This work is based on a
qualitative study of knowledge maps and web videoconferencing
interactions, and quantitative data presented in diagnostic reports
about both tools. Our theoretical approach is based on the sensemaking
concept and an existing framework for three learning scenarios. Our
findings describe four applications of knowledge maps in
videoconferencing: (i) Mind Maps for a FM virtual lecture (transmission
scenario); (ii) Learning Path Map which integrates a FM conference
(studio scenario); (iii) Concept Maps during a peer-to-peer event
(negotiation scenario) and (iv) Web Maps for a FM replay (assessment
scenario).
Mobile Social Software for Professional
Communities [PDF:
7 pages, 198 KB]
Ralf Klamma and Matthias Jarke
Abstract:
Professional Communities start to make extensive use of Web 2.0 tools
and platforms to enhance their knowledge work. But, with the Web 2.0
and the new computing capabilities in the mobile ubiquitous Internet,
the relationship between professionals in their closed communities and
amateurs in the Web 2.0 is debated again. We show here a living
community around the United Nations Educational, Scientific and
Cultural Organization (UNESCO) world heritage of the Bamiyan Valley in
Afghanistan which tries to find an intermediary position between highly
trusted work in the cause of cultural preservation and protection on
the one side, and communication with a public audience and investors in
the sustainable development of the Bamiyan Valley on the other. Our
mobile Social Software scenario Virtual Campfire assembles some tools
we developed for this community in a common research and development
framework.
Applying
"Scruffy" Methods to Enable Work-Integrated Learning [PDF:
7
pages, 160 KB]
Stefanie
N.
Lindstaedt, Tobias Ley, Peter Scheir, and Armin Ulbrich
Abstract: This
contribution introduces the concept of work-integrated learning which
distinguishes itself from traditional e-Learning in that it provides
learning support (i) during work task execution and tightly
contextualized to the work context, (ii) within the work environment,
and (iii) utilizes knowledge artefacts available within the
organizational memory for learning. We argue that in order to achieve
this highly flexible learning support we need to turn to "scruffy"
methods (such as associative retrieval, genetic algorithms, Bayesian
and other probabilistic methods) which can provide good results in the
presence of uncertainty and the absence of fine-granular models. Hybrid
approaches to user context determination, user profile management, and
learning material identification are discussed and first results are
reported.
Distributed
Feed Networks for Learning [PDF: 6
pages, 156 KB]
Fridolin
Wild
and Steinn E. Sigurdarson
Abstract:
Recent studies indicate that blogs are the breakthrough user
application of this decade. Yet, the blogosphere in its current form is
suffering from various problems. The fuzziness of the audience,
disconnectedness, fragmentation, and lack of conversational coherence
may have their roots not only in sociological factors but also in
technological shortcomings of the current infrastructure. These
problems hinder an effective deployment of blogs in collaborative
learning activities. Within this contribution, an interface
specification for user-centred distribution of feed aggregation
activities is proposed which is both a prerequisite and basic
infrastructure for blog-based collaboration. By presenting an overview
on the current state of the art in feed and interaction standards, a
clear lack of support for active network management will be elaborated.
The design requirements for a solution to fill this gap will be
sketched and complemented by a step by step description of the
communication process of the proposed "FeedBack" specification.
Preliminary results from a trial with a reference implementation for
WordPress provide a proof of concept.
Contextualized
Attention Metadata in Learning Environments [PDF:
5
pages, 66 KB]
Martin
Wolpers
Abstract: This
paper presents the notion of Contextualized Attention Metadata (CAM) in
learning environments. CAM describes observations about the handling of
digital information in relation to the context in which the respective
activities took place. The usage of CAM is exemplified in three
scenarios: (i) using CAM to support the learning process of employees
in agile business process execution, (ii) enriching learning resource
description with CAM and (iii) identifying usage patterns of
architectural learning resources with CAM. CAM helps to individualize
the learning experience by providing detailed information about the
learner’s way of dealing with digital information which can be used,
for example, to target the information provision to the learners needs
by helping them to focus on the learning activities rather than on
information management.
Free
/ Libre Open Source Software (FLOSS) Communities as an Example of
Successful Open Participatory Learning Ecosystems [PDF:
7
pages, 538 KB]
Andreas
Meiszner, Rüdiger Glott, and Sulayman K. Sowe
Abstract: This
paper examines participatory knowledge creation and transfer in the
Open Educational Resource (OER) movement from the viewpoint of the Free
/ Libre Open Source Software (FLOSS) community. In more recent years
FLOSS communities gained attention for their community production and
support models and regarding their way of knowledge creation and
learning. From the "FLOSS perspective" it becomes obvious that the OER
movement falls short in some points. Most strikingly, the traditional
way of resource creation using the traditional role distribution models
that clearly distinguishes between educators as creators and learners
as consumer is still predominant. As a result even the most prominent
examples within the OER movement are rather static repositories than
open participatory learning ecosystems (OPLE). This paper illustrates
how FLOSS communities function as open participatory learning
ecosystems, focusing on the aspects content, support and underlying
tools. We will also try to show differences between the FLOSS case,
current OER initiatives and education at large.
New
Objects in Formal Professional Learning: Replaying Meetings to
Learn [PDF:
7
pages, 217 KB]
Linda
Castañeda, Eleftheria Tomadaki, and Peter J. Scott
Abstract: This
paper explores the possibilities of on-line meetings in the context of
a formal learning initiative, and how replays of these meetings have
been used as Learning Objects to improve the professional learning
experience. We report on a study of preparation meetings in
professional learning in a formal context (pre-Doctoral Summer School),
exploring how a formal learning group has used the videoconferencing
system FlashMeeting™ and more specifically the Learning Objects
generated by this tool. We investigate the resu lts from a
quantitative analysis of server logs and user feedback. We aim to
provide insights into improving the use of Technology-Enhanced Learning
in different environments, not only inventing new ways to learn but
also enhancing traditional ones.
UPC’s
Moodle Platform: A Study on Architecture and Performance [PDF:
5
pages, 212 KB]
Marcos
Montero-Torres
Abstract: This
article describes a design and implementation project for a Moodle
architecture capable of providing service to a community of 30,000
users under criteria of scalability, performance, and high
availability. In addition to the design of the architecture, we look at
the design and development of a series of performance tests which allow
us to enhance the efficiency of the system and reliably establish the
validity of the platform in terms of environment dimension sufficiently
in advance of its actual implementation. The aim is also to be able to
repeat this type of performance analysis on a regular basis ahead of
future modifications of the Moodle platform.
IFIP
and TC 3 [PDF: 3
pages, 95 KB]
Jan
Wibe
Abstract:
Presentation and summary of the main activities and achivements of the
Technical Commitee 3 (TC 3) of the International Federation for
Information Processing (IFIP), focused on Education.
The Guest
Editors
Carlos Delgado-Kloos
received his degree in Electrical Engineering from the Universidad
Politécnica de Madrid in 1978 and his Ph.D. in Computer
Science
from the Technische Universität
München (Technical University
of Munich) in 1986. He is currently Full Professor of Telematic
Engineering at the Universidad Carlos III de Madrid, where he is
director of the online Master’s programme in e-Learning
<http://learn.uc3m.es> and director of the Nokia Chair at the
same university <http://www.it.uc3m.es/nokia/>. He is also
Associate Vice-Rector of International Relations and Cooperation. Among
his main interests are Internet-based applications, such as electronic
publishing, e-Learning and e-Commerce. He has been involved in more
than 20 projects with European (Esprit, IST, @LIS, eContentPlus),
national (Spanish Ministry), and bilateral (Spanish-German and
Spanish-French) funding. He has been the coordinator of the European
funded project E-LANE <http://www.e-lane.org> on e-Learning and
is a member of the Board of Directors of the .LRN Consortium
<http://dotlrn.org>, an open source educational platform. He has
published almost 200 articles in national and international conferences
and journals. He has also written one book and co-edited five. He holds
or has held various posts in national and international bodies. In
relation to e-Learning, it should be mentioned that he is the Spanish
representative at IFIP TC3 on Education. He has been programme
committee member or chair at more than 100 conferences and workshops,
including vice programme chair of the IFIP’92 World Computer
Congress,
programme chair of DATE’2002, Telecom I+D 2003, EduTech2004, and
EUNICE2005 and reviewer for several journals and research programmes
(at a Spanish level, at a European level, at an EU-USA level, etc.).
<cdk@it.uc3m.es>.
Fridolin Wild M.A. is researching within ProLearn, the
EU
Network of Excellence (NoE) for technology enhanced professional
learning, and additionally within the EU IST funded iCamp project,
where he is the technical manager and leads a work package on
interoperability of social software tools for learning. Fridolin is the
treasurer of the European Association of Technology-Enhanced Learning
(EATEL). He works as a scientist at the Institute of Information
Systems of the Wirtschaftsuniversität
Wien (Vienna University of
Economics and Business Administration).
<fridolin.wild@wu-wien.ac.at>.
UPENET
(UPGRADE
European NETwork) [PDF: 2 pages, 64 KB]
From ITNOW
(BCS, United Kingdom)
Ethics in Computing
Robosoldier
David Evans
This
paper was first published, in English, by ITNOW (Volume 50, issue # 3,
May 2008, pp. 4-5). ITNOW, a UPENET partner, is the member magazine for
the British Computer Society (BCS),
published, in English, by Oxford
University Press on behalf of the BCS. To access the full May 2008 issue of ITNOW click here.
Abstract:
Can software be more ethical than a human? The use of technology in
warfare is often controversial, just like war itself, the author
explores the issues.
Back to
top of the page
CEPIS NEWS [PDF:
3 pages, 69 KB]
CEPIS Projects
Harmonise
Outcomes
Peter Weiß
Abstract: The
Harmonise project has been officially approved by the European
Commission and received a highly positive rating. The purpose of the
Harmonise project was to review the existing qualification and
certification schemes for ICT professionals in Europe, and to clarify
the underlying schemes, profiles, terminology and curricula. We are
pleased to present this extract from the Executive Summary which
includes the results of the survey and summarises the main findings of
the analysis.
Selected CEPIS News
Fiona Fanning
Monograph:
Technology-Enhanced
Learning
Presentation
Next
Generation Technology-Enhanced Learning [PDF: 3 pages, 69 KB]
(includes a set of useful
references about the
matter)
Carlos Delgado-Kloos and Fridolin Wild
Learning is
change and the field of education is one which, by its very nature, has
always been open to technological innovation. Today the emerging
interdisciplinary field of Technology-Enhanced Learning (TEL) as a
whole can be seen to be moving forward rapidly. In recent years in
particular, major breakthroughs have been achieved, with significant
support from European Commission IST funding, major national
initiatives, and the enthusiastic dedication of organizations and
individuals alike.
Research and development in TEL takes place at the boundary between
education and technology to "provide socio-technical innovations (also
improving efficiency and effectiveness) for learning practices,
regarding individuals and organizations, independent of time, place and
pace" [1]. Rather than "e-Learning", it is about technology support for
learning activities.
Prolearn, the international network of excellence for
Technology-Enhanced Learning, has drafted six vision statements (see
Figure 1) that define future directions in the field. From the
perspective of the individual, "everyone […] should be able to learn
anything at any time at any place" to "increase [their own]
employability", i.e.
increasing job-flexibility through more competence
and more professional choice while at the same time ensuring
job-security through improved on-the-job performance. From the
viewpoint of businesses and industry, learning must be "a means to
support and enhance work performance"
and "innovation, creativity, and
entrepreneurship at work" need to be promoted. To facilitate a
competitive yet innovative market, take-up needs to be "consumer-driven
[…], based on increased market transparency and the availability of a
wider range of offers". Finally, to extend the knowledge-based society
as such, "access to professional learning for all" must be secured (all
statements cf. to [2]).
Novática
and UPGRADE published special
issues on educational
technologies five and ten years ago (and earlier as well). Looking back
at those issues, we believe that today the field is much more
established and that exciting recent developments promise a bright
future. It will be interesting to see whether these promises will be
fulfilled. However, while in the last special issue (UPGRADE IV/5 and
Novática
165, 2003) the focus was on platforms, interoperability
and standards, the view today has broadened further: within this issue
we present a wide range of contributions with which we aim to cover
both recent advances and emerging future topics.
Issue Summary
This issue is framed by two invited contributions. It is opened by
a contribution from Pat Manson,
Head of the Unit of Cultural
Heritage
& Technology Enhanced Learning at the European Commission.
Thanks
go to both ERCIM News, from which this contribution is reprinted with
permission, and Pat Manson. As the person responsible
for the strategy
of research projects on Technology-Enhanced Learning at the European
Commission, Pat Manson’s views on where the subject
should be heading
are interesting to read. The paper gives a definition to the concept of
Technology-Enhanced Learning
and therefore serves as a good
introduction to the issue as a whole. Jan Wibe’s contribution
closes
this special issue. Jan chairs IFIP Technical Committee TC 3, which is
the TC devoted to education. In his article, Jan
explains the
objectives and history of the Technical Committee, as well as some of
its activities in the near future.
Occasionally advances in technology suddenly open up possibilities to
the public at large that were previously restricted to a closed group
with specialized equipment. For example, 3D visualizations are not new;
there is a long tradition of immersive and 3D technologies. Now,
however, they are executable on anyone’s computer. And with this subtle
change new applications arise, ones that previously no one dared to
even think about. The paper by D. Livingstone and J.
Kemp entitled
"Integrating Web-Based and 3D Learning
Environments: Second Life Meets
Moodle" presents the open source Sloodle
project, which combines
Moodle, one of the most successful open source learning management
systems, with Second Life,
the popular 3D multi-user virtual
environment that has attracted so many headlines lately. We believe
that this integration effort will be just one of many to include 3D
visualization in a virtual learning environment. Watch out for many
more interesting developments to follow.
Multi-user virtual environments have often been connected to games, but
this is not (necessarily) an aspect pursued in Second Life.
Nevertheless, for educational purposes, games can be highly attractive.
In fact, the so called serious
games offer a high learning
potential. P. Moreno-Ger, J.L. Sierra-Rodríguez, and B.
Fernández-Manjón have studied this trend and
identify in
their paper "Game-Based Learning in e-Learning
Environments" two
critical aspects needed to achieve the integration of videogames and
e-Learning environments; namely the existence of adequate authoring
methodologies and the definition of integration models that allow a
bidirectional exchange of information between videogames and e-Learning
platforms.
In the future e-Learning will not only take place on a computer screen.
There are many other devices that can deliver digital learning
experiences. By M-Learning we
mean learning through mobile devices and
by T-Learning we mean
learning using television. Each device has its
own advantages and disadvantages and range of preferred application. In
their paper entitled "Use of Folksonomies for the
Creation of Learning
Experiences for Television" M. Rey-López and
co-authors describe
some algorithms that relate TV programs and learning objects by using
folksonomies.
A. Okada, E. Tomadaki, S. Buckinham Shum, and P. Scott report
in
"Fostering Open Sensemaking Communities by Combining
Knowledge Maps and
Videoconferencing" on how visual thinking technologies can be used
to
create knowledge structures about and for conversations mediated
through videoconferencing. Their qualitative and quantitative
investigation identifies the four generic scenarios in the learning
processes under examination: transmission, studio, negotiation, and
assessment.
R. Klamma and M. Jarke outline how "Mobile
Social Software for
Professional Communities" can be researched and supported with the
help
of Web 2.0 enabled Social Software with a strong focus on highly mobile
settings. In their contribution they first define Social Software and
Web 2.0 in the context of knowledge work and professional communities.
In the next two chapters they outline the context and current
shortcomings. Following this, a research framework is outlined,
consisting of social network analysis supported by visualizations on
the basis of actor-network theory and with the help of the high-level
goal-oriented modelling formalism i*. The accompanying application
framework is illustrated with the example of an international,
professional preservation community of a UNESCO world-heritage site in
Afghanistan which is supported by a social software package for mobile
communities called Virtual Campfire.
S. Lindstaedt, T. Ley, P. Scheir, and A. Ulbrich
delve into new
technological approaches for workplace learning in their article
"Applying 'Scruffy' Methods to Enable
Work-integrated Learning". After
defining their understanding of learning at the workplace, the authors
summarize the shortcomings and technological challenges of current
training approaches. They go on to argue in favour of hybrid approaches
that combine "neat", coarse-grain models with "scruffy", applied
methods based on behaviour data and natural language processing. This
hybrid approach is demonstrated by three application examples taken
from the projects APOSDLE and DYONIPOS: automatic extraction of user
context information from behaviour data, automated inferences about
user competency profiles, and the automated matching of learning
material based on their semantic similarity.
With their article "Distributed Feed Networks for
Learning", F. Wild
and S. Sigurdarson describe how modern social
software technologies can
be utilized in distributed learning applications. Through an extensive
analysis of existing blogging standards and their support in today’s
applications, they spot a shortcoming in the support facilities for
active networking and networked collaboration which can be filled by
the proposed "Feedback" specification. FeedBack provides easy-to-de