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Ejemplos de aplicaciones colaborativas Nelson Baloian.

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Presentation on theme: "Ejemplos de aplicaciones colaborativas Nelson Baloian."— Presentation transcript:

1 Ejemplos de aplicaciones colaborativas Nelson Baloian

2 Principles for designing educational environments Authentic Activities: modeling of activities and tools derived from professional practices Construction: learners create and share artifacts within their communities Collaboration: educational environments should be designed to facilitate a close collaboration between learners and with an expert

3 COLDEX Project European IST program U. Duisburg, U. Chile, Politecnica Madrid, U. Saarland, UNED, U. Vexjö, Aims at designing innovative learning environment in order to support a wide range of global open learning activities within scientific domains Combining challenge-based learning with modeling tools and experimental scenarios

4 Challenge-Based Learning Discovery- based Problem- based Experiential learning Challenge- based Cognitive focus Knowledge inquiry Knowledge construction To grasp and transform experience Knowledge interpretation, inquiry and construction Role of student Detective, picking up clues Participant, searching Active participant, choosing Active constructor/ designer Role of teacher “As mystery writer” CoachFacilitatorCoach, co- experimenter and designer

5 Modelling tool (stochastic)

6 Modelling tool (system dynamics)

7 DExTs Digital Experimental Toolkits Experimental instructions Scientific background information Modeling and simulation tools Access to real scientific data Formulation of initial challenges

8 The Seismo Scenario

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10 The Moon Scenario

11 The Maze Scenario

12 The Astro Scenario

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14 The Computer-integrated Calassroom

15 Students’ attention problem in a Computer-integrated Calassroom Students frequently lose the focus of attention if too much information is displayed The students get distracted if the teacher has to spend too much time in entering commands, searching for files, changing between programs

16 Coping with the Students’ attention problem Automatize frequently performed action –Distribute assignments, learning material –Collect results –Share documents for collaborative use Use integrated environments –For avoiding context changes Promote the use of as few windows as possible

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18 The Teacher’s inerface

19 The Students’ interface

20 Participatory simulations Role-playing activity oriented towards learning complex and dynamic systems –Mapping real world problems to simulated context and behaviors –Knowledge and patterns emerge from local interactions among users Highly effective in large groups –Simple to set up and interact with –Simple decision process: Analyze information, exchange information, make decisions and see the outcomes –It allows to relate actions and their consequences Highly motivating even in large groups –Participation and collaboration increase the understanding of the simulated reality and problem-solving abilities –Mobility has positive effects in engagement –Can be integrated in a whole classroom –learning by doing

21 The Framework should help: Networking –Discover participants, build connections, synchronize information Define and assign roles –Which kind of actors and what they will represent Define and assign objects –Which kind of objects will be exchanged between participants Specify rules –How will objects be exchanged (still not very automatic) Teacher support –The conductor must ensure all participants play an active role in the simulation

22 HCI Principles considered Pen-Based User Interface –offers a more natural and intuitive interface enabling the sharing and exchange so as to improve efficiency Gestures –most frequent actions are deleting, selecting and moving –an efficient as a form of interaction –easy to learn, utilize and remember Mobility and exchange of objects on the fly –handhelds provide high mobility and portability –and easy way for creating ad-hoc networks through peer-to-peer connections –such network allows deliberate information exchange between users as well as to automatically interaction between devices: Proximity detection is done with infrared sensors (IrDA) combined with Wi-Fi

23 Designing (creating) roles &Items Example: A Trust building rules learning scenario

24 Designing Items Example: Diseases, symptoms and treatments ab

25 Exchanging Items: Proximity+ IrDA

26 Exchanging Items ( Example:shares )

27 Teacher support to oversee the activity

28 The Technological Base TCP/IP connections manager Multicast discovery manager Active partners list Communication Node TCP/IP connections to other applications for transmitting/receiving objects Multicast UDP traffic for discovering and discarding partners

29 Integration of formal and informal Learning Integration of classroom learning and learning “in the wild” Lack of common data platform to exchange data Different interaction rules in each application Motivation

30 A platform which offers a collaborative environment for learning and teaching a learner-centered design of educational technologies (PDAs and whiteboards) a seamless integration of interaction design inside and outside of formal learning environments. CIC

31 PDAs provide for a unique interface and a seamless transition between the learning environments of the classroom, outside “in the wild,” and at home. CIC

32 McSketcher overview of different types of documents (instructions, material and personal work) that may be shared with other participants CIC

33 McSketcher – interaction The user drags one node (basement) to a student and another one to the teacher CIC

34 System architecture Decentralized architecture –No central server Replicated architecture –All uses have their own copy of the data and the application State-based synchronization –The current state of the objct is used for sincroniztion Trans-Platform –Object exchange between java and.NET Support for gesture-based interaction –Providing a reusable library for gesture recognition CIC


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