171 resultados para Learning Ability
Resumo:
Informal Learning is present in everyone's life but its awareness only recently has been reported. The need to keep track of the knowledge acquired this way is increasing as its sources diversity also increases. This work presents the pilots trials on the use of a tool developed to help keeping track of the learners’ informal learning, within a number of companies spread out in three countries. This tool developed through the European Commission funded project TRAILER, is still under development, which will allow integrating the set of improving suggestions obtained from users during the piloting phase. The overall idea of managing one’s informal learning was well accepted and welcomed, which validated the emerging need for a tool with this purpose.
Resumo:
Informal learning is becoming more and more important: Nowadays people learn more this way, through the Internet, than in schools or normal trainings. But they don’t get any certificateswhich attest this fact. So they can't show the employer or teacher etc. that they have learned something. TRAILER project aim is to solve this problem by developing a special tool for managing of all competences and skills acquired through informal learning experiences. Both from the perspective of the user and the perspective of an institution or a company. We’ll present the IT tool to show how people can make their informal learning outcomes visible. TRAILER helps users to gather all information about process and outcomes of their informal learning. Users can share this with friends, colleagues or their employees, teachers and so on. They can create an interactive e-portfolio which can be attached to their CV, cover letter or Knowledge Management system etc. After the presentation of the tool we will discuss possible areas and fields to use this tool. Also we would like to discuss all possible use of the tool by the participants and another needs in this area. Moreover we want to discuss other problems in informal learning process, ways to solve the problems and discuss other ideas of different IT tools which could help in informal learning process. During the discussion we’ll use an interactive respond system which can be used on mobile devices: it makes possible for participants to share their opinions individually before knowing another persons' opinion.
Resumo:
People do not learn only in formal educational institutions, but also throughout their lives, from their experiences, conversations, observations of others, exploration of the Internet, meetings and conferences, and chance encounters etc. However this informal and non-formal learning can easily remain largely invisible, making it hard for peers and employers to recognize or act upon it. The TRAILER project aims to make this learning visible so that it can benefit both the individual and the organization. The proposed demonstration will show a software solution that (i) helps the learners to capture, organize and classify a wide range of ’informal’ learning taking place in their lives, and (ii) assists the organization in recognizing this learning and use it to help managing human resources (benefiting both parts). This software tool has recently been used in two phases of pilot studies, which have run in four different European countries.
Resumo:
The evolution of new technology and its increasing use, have for some years been making the existence of informal learning more and more transparent, especially among young and older adults in both Higher Education and workplace contexts. However, the nature of formal and non-formal, course-based, approaches to learning has made it hard to accommodate these informal processes satisfactorily, and although technology bring us near to the solution, it has not yet achieved. TRAILER project aims to address this problem by developing a tool for the management of competences and skills acquired through informal learning experiences, both from the perspective of the user and the institution or company. This paper describes the research and development main lines of this project.
Resumo:
Recent trends show an increasing number of weblabs, implemented at universities and schools, supporting practical training in technical courses and providing the ability to remotely conduct experiments. However, their implementation is typically based on individual architectures, unable of being reconfigured with different instruments/modules usually required by every experiment. In this paper, we discuss practical guidelines for implementing reconfigurable weblabs that support both local and remote control interfaces. The underlying infrastructure is based on reconfigurable, low-cost, FPGA-based boards supporting several peripherals that are used for the local interface. The remote interface is powered by a module capable of communicating with an Ethernet based network and that can either correspond to an internal core of the FPGA or an external device. These two approaches are discussed in the paper, followed by a practical implementation example.
Resumo:
Na atualidade, está a emergir um novo paradigma de interação, designado por Natural User Interface (NUI) para reconhecimento de gestos produzidos com o corpo do utilizador. O dispositivo de interação Microsoft Kinect foi inicialmente concebido para controlo de videojogos, para a consola Xbox360. Este dispositivo demonstra ser uma aposta viável para explorar outras áreas, como a do apoio ao processo de ensino e de aprendizagem para crianças do ensino básico. O protótipo desenvolvido visa definir um modo de interação baseado no desenho de letras no ar, e realizar a interpretação dos símbolos desenhados, usando os reconhecedores de padrões Kernel Discriminant Analysis (KDA), Support Vector Machines (SVM) e $N. O desenvolvimento deste projeto baseou-se no estudo dos diferentes dispositivos NUI disponíveis no mercado, bibliotecas de desenvolvimento NUI para este tipo de dispositivos e algoritmos de reconhecimento de padrões. Com base nos dois elementos iniciais, foi possível obter uma visão mais concreta de qual o hardware e software disponíveis indicados à persecução do objetivo pretendido. O reconhecimento de padrões constitui um tema bastante extenso e complexo, de modo que foi necessária a seleção de um conjunto limitado deste tipo de algoritmos, realizando os respetivos testes por forma a determinar qual o que melhor se adequava ao objetivo pretendido. Aplicando as mesmas condições aos três algoritmos de reconhecimento de padrões permitiu avaliar as suas capacidades e determinar o $N como o que apresentou maior eficácia no reconhecimento. Por último, tentou-se averiguar a viabilidade do protótipo desenvolvido, tendo sido testado num universo de elementos de duas faixas etárias para determinar a capacidade de adaptação e aprendizagem destes dois grupos. Neste estudo, constatou-se um melhor desempenho inicial ao modo de interação do grupo de idade mais avançada. Contudo, o grupo mais jovem foi revelando uma evolutiva capacidade de adaptação a este modo de interação melhorando progressivamente os resultados.
Resumo:
This paper describes a communication model to integrate repositories of programming problems with other e-Learning software components. The motivation for this work comes from the EduJudge project that aims to connect an existing repository of programming problems to learning management systems. When trying to use the existing repositories of learning objects we realized that they are mainly specialized search engines and lack features for integration with other e-Learning systems. With this model we intend to clarify the main features of a programming problem repository, in order to enable the design and development of software components that use it. The two main points of this model are the definition of programming problems as learning objects and the definition of the core functions exposed by the repository. In both cases, this model follows the existing specifications of the IMS standard and proposes extensions to deal with the special requirements of automatic evaluation and grading of programming exercises. In the definition of programming problems as learning objects we introduced a new schema for meta-data. This schema is used to represent meta-data related to automatic evaluation that cannot be conveniently represented using the standard: the type of automatic evaluation; the requirements of the evaluation engine; or the roles of different assets - tests cases, program solutions, etc. In the definition of the core functions we used two different web services flavours - SOAP and REST - and described each function as an operation for each type of interface. We describe also the data types of the arguments of each operation. These data types consist mainly on learning objects and their identifications, but include also usage reports and queries using XQuery.
Resumo:
Learning management systems are routinely used for presenting, solving and grading exercises with large classes. However, teachers are constrained to use questions with pre-defined answers, such as multiple-choice, to automatically correct the exercises of their students. Complex exercises cannot be evaluated automatically by the LMS and require the coordination of a set of heterogeneous systems. For instance, programming exercises require a specialized exercise resolution environment and automatic evaluation features, each provided by a different type of system. In this paper, the authors discuss an approach for the coordination of a network of eLearning systems supporting the resolution of exercises. The proposed approach is based on a pivot component embedded in the LMS and has two main roles: 1) provide an exercise resolution environment, and 2) coordinate communication between the LMS and other systems, exposing their functions as web services. The integration of the pivot component in the LMS relies on Learning Tools Interoperability (LTI). This paper presents an architecture to coordinate a network of eLearning systems and validate the proposed approach by creating such a network integrated with LMS from two different vendors.
Resumo:
Web-based course management and delivery is regarded by many institutions as a key factor in an increasingly competitive education and training world, but the systems currently available are largely unsatisfactory in terms of supporting collaborative work and access to practical science facilities. These limitations are less important in areas where “pen-and-paper” courseware is the mainstream, but become unacceptably restrictive when student assignments require real-time teamwork and access to laboratory equipment. This paper presents a web-accessible workbench for electronics design and test, which was developed in the scope of an European IST project entitled PEARL, with the aim of supporting two main features: full web access and collaborative learning facilities.
Resumo:
The corner stone of the interoperability of eLearning systems is the standard definition of learning objects. Nevertheless, for some domains this standard is insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. On the other hand, a standard definition of learning objects in not enough to ensure interoperability among eLearning systems; they must also use a standard API to exchange learning objects. This paper presents the design and implementation of a service oriented repository of learning objects called crimsonHex. This repository is fully compliant with the existing interoperability standards and supports new definitions of learning objects for specialized domains. We illustrate this feature with the definition of programming problems as learning objects and its validation by the repository. This repository is also prepared to store usage data on learning objects to tailor the presentation order and adapt it to learner profiles.
Resumo:
The ultimate goal of this research plan is to improve the learning experience of students through the combination of pedagogical eLearning services. Service oriented architectures are already being used in eLearning but in this work the focus is on services of pedagogical value, rather then on generic services adapted from other business systems. This approach to the architecture of eLearning platforms raises challenges addressed by this work, namely: conceptual modeling of the pedagogical eLearning services domain; interoperability and coordination of pedagogical eLearning service; conversion of existing eLearning systems to pedagogical services; adaptation of eLearning services to individual learners. An improved eLearning platform will incorporate learning tools adequate to the domains it covers and will focus on the individual learner that uses it. With this approach we expect to raise the pedagogical value of eLearning platforms.
Resumo:
This paper presents the design of a user interface for repositories of learning objects. It integrates several tasks, such as submission, browse, search, and comment/review of learning objects, on a single screen layout. This design is being implemented on the web front-end of crimsonHex, a repository of specialized learning objects, developed as part of the EduJudge, a European project that aims to bring automatic evaluation of programming problems to eLearning systems.
Resumo:
The present generation of eLearning platforms values the interchange of learning objects standards. Nevertheless, for specialized domains these standards are insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. To address this issue we extended an existing learning objects standard to the particular requirements of a specialized domain, namely the automatic evaluation of programming problems. The focus of this paper is the definition of programming problems as learning objects. We introduce a new schema to represent metadata related to automatic evaluation that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; or the roles of different assets - tests cases, program solutions, etc. This new schema is being used in an interoperable repository of learning objects, called crimsonHex.
Resumo:
Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue we extended existing learning object standards to the particular requirements of a specialized domain. We present a definition of programming problems as learning objects that is compatible both with Learning Management Systems and with systems performing automatic evaluation of programs. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the valuation engine; and the roles of different assets - tests cases, program solutions, etc. We present also the EduJudge project and its main services as a case study on the use of the proposed definition of programming problems as learning objects.
Resumo:
Learning systems are evolving from component based and centralized architectures towards service oriented and decentralized architectures. The standardization of e-learning content and interoperability is a powerful force in this evolution. In this chapter we put in perspective the evolution of e-learning systems and standards, and argue that specialized services will play an important role in future learning systems, especially in those targeted for competitive learning.