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IGUAL Innovation for Equality in Latin American University (Innovacin para la iGualdad en la Universidad de America Latina) DCI-ALA/19.09.01/10/21526/245-315/ALFAHI (2010)123) Alfa III programme
TABLE OF CONTENTS 2 3 12 22 32 From the Editors Learning/teaching a Computer Programming Course. Camilo Jimnez, Jorge Villalobos Localization of Learning Objects. Cristian Cechinel, Sandro da Silva Camargo. Sharing and Recommending Learning Materials. Xavier Ochoa. Mental Models, Strategies and Metacognition in Programming, and its relation to Verbal Protocols as a learning mechanism. Carlos Argelio Arvalo Mercado, Lizeth Itziguery Solano Romo Learning Designs: Concepts, Standards and Software Tools. Luis A. lvarez-Gonzlez, Erick A. Araya Araya and Jorge Morales Vilugrn
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INTRODUCTION
For the last twenty years, several challenges in Computer Programming Education (CPE) have been identified (Woodley, 2007), most of them grounded in indicators such as high drop-out rates, students low motivational sense, and low course grade point averages (Biggers, 2008) (Denning, 2005) (Jenkins, 2001) (Ma, 2008) (McCracken, 2001) (Robins, 2003). This situation has conducted Computer Science (CS) institutions to consider alternative pedagogical approaches (Gearailt, 2002) (BlueJ, 2008) (Robocode, 2008) (Alonso, 2009) (Conole, 2009) (Scheard, 2009). Unfortunately , rather than finding a sustainable solution that satisfies students, teachers, and CS institutions in the same way, these approaches have focused in solving specific requirements of isolated challenges to each of these stakeholders. This becomes a problem itself since their role in CPE is deeply related. As an example, neither it is sufficient to design and implement a tool for increasing the students motivation if it is not aligned with the teachers personal strategies, nor designing a way to improve teaching strategies without considering the students attitude to those strategies. Every decision towards solving specific challenges in Computer Programming Education is extremely related with other kind of challenge. This way, solutions to CPE challenges must first consider and understand all of them in an integrated way. On this behalf, it is firstly essential to comprehend that Computer Programming Education involves different stakeholders each one with different needs. Contrary to conventional teacher-centered approaches, which have been found to be not motivating and not effective for students (Lea, 2003), a good educational model should not focus exclusively on teachers and their process of teaching (Govindasamy, 2002). It should also concentrate on students and their learning process (Alonso, 2010), as well as on CS institutions and their process of managing knowledge around computer programming courses (Govender, 2009). It is important to recognize that Computer Programming Education is also highly dynamic. Along with technology, computer programming languages, tools, techniques, and even computer programming paradigms are constantly changing and evolving (Robins, 2003). Since conventional approaches are focused on covering programming fundamentals (Woodley, 2007), this changing situation has generated several difficulties due to the significant and continuous amount of effort required from teachers to keep up-to-date with the latest available technology (Villalobos 2009a, 2009b). Computer Programming Education is also massive. Just at our university, basic computer programming courses (CS1, CS2 and CS3) receive approximately 1,200 students per semester hiring more than 40 teachers including
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The interrogative of how to manage these factors adequately in a learning solution has motivated the emergence of various learning theories. These theories are usually the base of the solutions we call holistic in Computer Programming Education. The most popular of these theories is called Active Learning. According to (Robins, 2003), active learning suggests focusing not on the instructor teaching, but on both the student learning and the effective communication between the two of them. On the one hand, the main goal is to foster deep learning of principles and skills, and to create independent, reflective, life-long learners. On the other hand, the methods involve clearly stated course goals and objectives, stimulating the students interest and involvement with the course, actively engaging students with the course material, and appropriate assessment and feedback. Another popular learning theory is Problem-based Learning (PBL). PBL requires students to become responsible for their own learning. The PBL teacher is a facilitator of student learning, and his/her interventions diminish as students progressively take on responsibility for their own learning processes. This method is characteristically carried out in small, facilitated groups and takes advantage of the social aspect of learning through discussion, problem solving, and study with peers (Hmelo-Silver, 2004). The facilitator guides students in the learning process, pushing them to think deeply, and models the kinds of questions that students need to be asking themselves, thus forming a cognitive apprenticeship (Collins et al., 1989). In PBL this facilitator must be able to model good strategies for learning and thinking, rather than providing expertise in specic content. This role is critical, as the facilitator must continually monitor the discussion, selecting and implementing appropriate strategies as needed. As students become more experienced with PBL, facilitators can fade their scaffolding until nally the learners adopt much of their questioning role. Student learning occurs as students collaboratively engage in constructive processing. Both active learning and PBL are widely used in approaches that aim to support the teaching and learning of computer programming holistically. Particularly, authors in (Villalobos, 2006) propose a learning solution called Cupi2, that is based in an active learning pedagogical model that is grounded in four main components that allow the construction of a balanced solution (FIGURE 2). These components (see FIGURE 2) engage students as the main role in the learning process. Firstly, by working as an Active Learning approach, teachers in this approach act less as instructors and more as promoters of activities that ensure the generation of relevant skills to analyze problems and model solutions. Secondly, by using Problem Based Learning, students continually face problems that reflect real world challenges. In this way, concepts on a subject are explained through their relation with specific parts of these problems. The third component in the model is Incremental Learning, whereby students are able to generate skills and acquire knowledge distributed in separated levels. Cupi2 structures 18 levels from the beginning of CS1 to the end of CS3. The levels allow the instruction of CS concepts from the fundamentals to gradually more complex structures. In this way, students continuously reinforce knowledge and skills developed incrementally through each level. The last component is the Learning by Example approach in which students have access to examples of best practices and common solutions.
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As an active learning approach, there are 3 relevant topics that must be considered in order to perform learning. Firstly a learning environment is established incrementally following 18 levels of knowledge. Thus, students are confronted with a frequent reinforcement of previous subjects. Secondly, activities of different kind such as: classroom activities, extraclass activities, collaborative and individual laboratory practices, and homework asignments, are defined to guide students in a constructivist path to learning programming. Thirdly, since each of these activities needs to be setup differently, an appropriate set of learning objects (artifacts built to support activities) was developed. Learning objects inside Cupi2 were classified considering the kind of work they support. In this way teachers are able to design lecture classes or labs using the most appropriated resources. Cupi2 was successfully evaluated (Villalobos, 2006) (Villalobos, 2009a) (Villalobos, 2009b) and it has conducted the project to be recognized by important regional institutions in two different occasions. In the first occasion, Cupi2 was awarded the 2007 Colombian Informatics Award by the Association of Colombian Computer Engineers (ACIS), based on the quality of its learning objects and its academic impact in more than 30 universities in Colombia. In the second occasion, Cupi2 obtained the first place in the 10th prize of Educational Informatics 2009 by the Iberoamerican Network of Educational Informatics (RIBIE), based on its academic and research quality, its social incidence, and the number of students and faculty members benefited from it. In (Alonso, 2006) an instructional model that combines three learning theories is proposed. These learning theories, namely behaviorism (Good & Brophy, 1990), cognitivism (Anderson, 1996), and constructivism (Jonassen,1991), form the base of what they call a moderate constructivist e-learning pragmatic model that is based in six cognitive principles (Alonso, 2009). Firstly, if a visual structure is provided and maintained throughout the courses, students will be able to differentiate and identify the content type and the perception processes will be automated. Secondly, when designing instructional contents, methods that optimize the attention process by easing the selection of important material should be included. Formulating the right questions, clearly establishing learning objectives, and addressing students personally and informally improves their conscious attention and, consequently, the effectiveness of the working memory. Thirdly, methods should be used that reduce the foreign cognitive load not related to the content type. For example, incrusting text in pictures (principle of contiguity) reduces the effort required to retain the information presented in the text and then locate it in the picture. Fourthly, information presented as text and illustrations can be better recalled than information that is presented as text only. The use of conceptual maps and process diagrams is recommended for the adequate construction of mental models. Fifthly, to improve learning, contexts with which students are familiar should be provided. As coding specificity determines the retrieval process, the examples should be as close as possible to the context to which the learning is to be transferred. Finally, it is important to further the knowledge that students have of their own thought processes by means of strategies of reflection. Checklists can be used, as well as forums and dialogues with tutors to check what they have learned and correct mistakes. The results of applying the model in (Alonso, 2006) indicate that, while it is true that the effort required on the part of the learner in terms of learning time is higher for distance learning with the proposed instructional model, the overall performance and level of learner satisfaction is similar to courses taught face-to-face in a classroom, whereas it has the advantage of cutting costs considerably (Alonso, 2009). Similarly to (Alonso, 2009), Moreno et al propose a constructivist and collaborative methodological learning approach in (Moreno, 2005). The methodology is supported by both a Moodle platform and a simulator called SIMDE that provides an interactive environment for students to learn. Above all, their proposal is based on a theoretical framework that states some procedures to follow when adopting their model. Firstly, as an alternative to memorization, learning contexts should be based on constructivism. This permits to build knowledge, doing
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CONCLUDING REMARKS
From the previous state of the art, we conclude that current challenges in Computer programming Education (CPE) has led traditional educational methods to change towards a pedagogical culture more focused on learning instead on teaching, where the students are taking more responsibility for their own learning. In general, there is a growing interest in reflective teaching and learning, moving the focus from a procedural approach, to thoughts, reflections and conversation for gaining understanding and perception of the real world. Instead of stimulus and response, there should be insight and action. With this in mind, as a concluding remark we describe a set of principles we think must be accomplished in a current learning solution. Principle 1. Due to the fundamental and universal nature of CPE, programmers need to understand that problem solving is not necessarily limited to technology troubleshooting, which relies only on knowledge and experience. There is also a need for them to understand that complex problems are usually systemic and chronic in nature and may require a logical organized and systematic approach to their solution. (Felder, 2000) and (Rugarcia, 2000) noted that it is becoming apparent that there is an increasing need to improve the quality and focus of engineering education. Apart from acquiring technical content knowledge and skills, students require competence in the applications of engineering design and operations and vital skills such as systems thinking and problem solving. Our first principle states that a learning solution should be focused on developing high level learning skills (See FIGURE 3) rather than on specific contents around some particular knowledge. In fact, these thinking skills help students to construct knowledge more effectively in the end.
Principle 2. (Felder, 2003) noted that the only way high-level skills are developed in students is practice. But to make students practice, learning must shift its focus from the teacher to the student. Active learning enable the student to
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REFERENCES
Alonso, F., Manrique, D., Vies, J. A moderate constructivist e-learning instructional model evaluated on computer specialists Computers and Education 53 (2009) 57 65. Alonso, F., Lopez, G., Font, J. M., Manrique, D. Learner satisfaction when applying an instructional model in elearning. Proceedings of the 2nd International Conference on Computer Supported Education (CSEDU), Spain, April 2010. Anderson, N. H. (1996). A functional theory of cognition. New Jersey: Lawrence Erlbaum Associates. BlueJ. The Interactive Java Environment, available at: http://www.bluej.org/. (Accessed May 28th 2008). Bonwell, C. C., and Sutherland, T. E., The Active Learning Continuum: Choosing Activities to Engage Students in the Classroom, in Sutherland, T. E. and Bonwell, C. C., (Eds.), Using Active Learning in College Classes: A Range of Options for Faculty, New Directions for Teaching and Learning, No. 67, Jossey-Bass, San Francisco, CA, 1996 Felder, R. & Brent, R. (2003). Learning By Doing. Chemical Engineering Education, 37(4), 282 283. Collins, A., Brown, J. S., & Newman, S. E. (1989). Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. In L. B. Resnick (Ed.), Knowing, learning, and instruction:Essays in honor of Robert Glaser (pp. 453-494). Hillsdale NJ: Erlbaum. Conole G., Culver, J. The design of Cloudworks: Applying social networking practice to foster the exchange of learning and teaching ideas and designs Computers and Education 54 (2009) 679 - 692. Crescenzi, P., and Nocentini, C. Fully Integrating Algorithm Visualization into a CS2 Course. A two-year experience. ITiCSE07 Proceedings, Dundee, Scotland, (June 23-27) Denning, P. J., and McGettrick, A. 2005. Recentering computer science. Communications of the ACM, 48, 11, pp1519. Dodge B., Active Learning on the Web, San Diego State University, URL: ttp://edweb.sdsu.edu/people/bdodge/active/ActiveLearningk-12.html, accessed August 7, 2003 Felder, R.M., Woods, D.R., Stice, J.E. & Rugarcia, A. (2000). The future of Engineering Education Teaching Methods That Work. Chemical Engineering Education, 34(1), 2639 Gearailt, A., 2002. Teaching with Java: Using Java to increase active learning in programming courses. Proceedings of the inaugural conference on the Principles and Practice of programming, Dublin, Ireland 2002. Good, T. L., & Brophy, J. E. (1990). Educational psychology: A realistic approach (4th ed.). New York: White Plains. Govindasamy, T., 2002. Successful Implementation of elearning Pedagogical Considerations. Internet and Higher Education, 4, 287-299. Hmelo-Silver, C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 235-266 Hmelo-Silver, C. E., & Barrows, H. S. (2006). Goals and strategies of a problem-based learning facilitator. Interdisciplinary Journal of Problem based Learning, 1, 2139. Jenkins T., 2001. The motivation of students of programming. Proceedings of the 6th annual conference on Innovation and technology in computer science education, Canterbury, United Kingdom, 2001. Jonassen, D. H. (1991). Objectivism versus constructivism: Do we need a new philosophical paradigm? Educational Technology and Research and Development, 39, 514. Law, K. M. Y., Lee, V. C. S., Yu, Y. T., Learning Motivation in E-learning Facilitated Computer Programming courses, Computers & Education (2010), doi: 10.1016/j.compedu.2010.01.007. Lea, Susan J. , Stephenson, David and Troy, Juliette (2003) 'Higher Education Students' Attitudes to Student-centred Learning: beyond 'educational bulimia'?', Studies in Higher Education, 28: 3, 321 334. Li-Ping, T., Jill Austin, M. (2009) 'Students perceptiones of teaching technologies, application of technologies, and academic performance', Computers & Education (53), 1241 1255.
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INTRODUCTION
The Learning Object (LO) concept has emerged as a new paradigm of computer technologies for teaching and learning in the middle of the 90s and can be considered as the cornerstone for the widespread development of elearning initiatives over the globe. According to (L'Allier, 1997), a Learning Object can be defined as the smallest independent instructional structure containing an objective, a learning activity and an evaluation. In this sense, a LO consists of a component basis of a course or a class which can be used and reused to create new unique instructional structures. Other authors present different definitions for Learning Objects, for instance, (Polsani, 2003) defines LO as an independent and self-standing unit of learning that is predisposed to reuse in multiple instructional contexts, McGreal(2004) characterizes LO as any reusable digital resource that is encapsulated in a lesson or assemblage of lessons grouped in units, modules, courses, and even programmes; and (Churchill, 2007) stands that a LO is a representation designed to afford uses in different educational contexts. As pointed by David Wiley, it seems that the number of definitions for learning objects is as huge as the number of people employing it (Wiley, 2000); in fact, even the terminologies used to describe the field vary according to the context in which they are inserted. Just to mention some of them, it is possible to find in the literature references to learning objects as: reusable learning objects (Polsani, 2003), knowledge objects (Merrill, 1999), educational objects (Friesen, 2001), reusable information objects (Barritt, Lewis, & Wieseler, 1999), and learning resources, among others. According to (Saum, 2007), sometimes some of the different terms are used interchangeably and other times they are independent from each other, but the term learning objects remains as the most widely recognized one. In any case, and despite all the disagreement around the theme, it seems clear that the concept of learning objects always brings together the implicit expectation of reusability (Duncan, 2009). This property, defined by (Sicilia & Garcia, 2003) as the possibility and adequacy for the object to be usable in prospective educational settings, is the cornerstone of learning objects concept and one of the main responsible for the widespread success of such technologies. In fact, most of the issues that arise when one deals with the concept of learning objects (metadata, granularity,
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In computing, locale refers to a subset definition of environment variables that is stored at a separate and external file and that depends on language and culture conventions (IEEE & Group, 2004 ). Among the categories that are normally addressed by locale, one can mention (IEEE & Group, 2004 ).: 1) character classification definition of some attributes of the character, such as for instance, if it is a lowercase or an uppercase letter, a numeric digit, a punctuation character, a printable character; 2) collation order defines the sequence of collating elements so that can be used for the OS in other tasks, such as, for instance in the task of sorting character string data; 3) monetary formatting - describes the local currency as well as the rules and symbols to format monetary information, e.g., the character that delimiters decimal numbers, the character that represents the local currency symbol; 4) numeric (non-monetary) formatting describes the format of numeric information such as the character that delimitates the decimals and thousands; 5) date and time definition of the format of date and time, such as the use of 24 or 12 hours, the name of the week days and the order and format of appearance of day, month and year. (Dagiene & Jevsikova, 2009) point out that there are other cultural aspects which are human-sensitive elements and that are not necessarily described in locale. These elements (such as for instance, color scheme, hand signals, symbols, usage of sounds and videos) are often ambiguous, difficult to identify, and not formally defined by normative documents. The next section will describe some proposed approach for the Localization of learning objects that specifically address these kinds of elements. Translation and adaptation of the interface refers to the localization of the interface and components texts such as menus and buttons. For instance, it is known that the same sentences in different languages can vary significantly in size thus requiring different screen spaces. In order to ease localization of the interface, (EPIC, 2010) recommends to minimize the text on the screen (thus leaving room for longer languages), and avoid longer words and phrases on menus and dialog boxes. It is also recommended to provide options for the user dynamically configure the system interface settings (such as the font size and type, the colors of the interface components, or even the size of the windows, buttons and dialogs). According to (Dagiene & Zilinskiene, 2009), the translation of the documentation is the last step of the Localization. In here, there are three main components to localize: the help of the system, the license and the metadata. The authors highlight that the translation of the help (along with the interface) is the task that normally most consume time and effort due to the huge amount of text. The license refers to the special copyright conditions
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CULTURAL ASPECTS
Different countries, regions and localities can make distinct associations with and can take distinct messages and understandings from certain words, symbols, colors, gestures, behavioral patterns, phrases and sentences. Adapting a LO to provide some intended effect may require, beyond internationalization and localization, the selection and adaptation of other elements, such as symbols, images or colors. In this scope, the translation of LO language is not sufficient, and a deeper level of culture must be addressed (Yeo, 2003), i.e., the LO must be culturalized. Considering that the scope of culture is very complex and the term has many different meanings, for the context of our work we deal with the following definition: culture is learned behavior consisting of thoughts, feelings and actions (Hoft, 1996). In order to illustrate cultural distinctions, a well known example can be mentioned: the MS-Windows folder icon. This icon shows a yellow rectangular object with a tab which suggest, at least to western users, that apparently it is a file folder used to organize and protect loose papers. This object is rarely seen in some other countries, like China. Folders used in China are usually made from thick brown paper without tabs. In this scope, Chinese users are forced to associate this unfamiliar object to folders. Surely, associating unfamiliar objects should not be the intention of using icons and symbols (Marcus, 1996).
http://creativecommons.org/
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As it can be seen in the figure, Learning Objects shall be localized according to the main dimensions previously mentioned in the paper. In here, we are considering the Internationalization/Localization of the Locale and the Interface as the first layers of adaptation that must be observed. Information related to locale dimensions (language, collation, date and time format), as well as textual information displayed on the interface will be stored in external files (for instance, XML files, or regular locale text files). This is consistent with the recommendation given by (McBrien), who stands that all localizable text should be put in external resources files. A second layer of Internationalization/Localization will deal with information related to the adaptation of cultural aspects, more precisely those that are not possible to automatically adapt through the use of regular locale files. If possible, cultural information will also be put available in external files in a similar manner that was implemented by (Altuner & Turker, 2006). In that work, the authors described how localization can be applied for the benefit of personalized adaptation of e-learning by providing ways of adapting the face of the character used in the animation of a given learning object. The architecture of each LO will vary depending on the chosen
2
http://cnx.org/
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An Example
Learning Objects that will be developed and culturally localized under the IGUAL Project scope will focus on helping students on basic computer programming topics. Such resources normally contain information related to the source code of programs that are developed in specific languages, such as, C, Python, or JAVA. Let us consider a small LO containing a C code that calculates the average grade of a given student and informs if this student was approved or has failed in the course. For this given scenario the average grade for approval is 6.0. The main goal of the LO would be of putting in order the given code in C so that the program could perform the proposed task. Figure 3 presents the interface of this LO with the lines of the code in C all mixed up. The user has basically the following options: 1) shuffling the lines of the code, 2) checking if the order of the code is correct, 3) resetting the code (i.e., putting its lines in the correct order), and 4) changing the order of a given line (up and down). In order to change the order of some line, the user has to click over it and click in the desired direction (up or down).
FIGURE 3. LO interface.
The adaptation of this LO could be done in terms of the language by putting all text information inside external XML locale files. For instance, for the case of the program code, the items that could change from one language to another would be the names of the
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FIGURE 4. Internal structure of content.pt_br.xml (left side) and interface.pt_br.xml files (right side)
As mentioned before, languages occupy differently the space on the screen, so, it is possible that the text translated to the target language does not fit in the current objects of the interface. This would be the case of allowing the user to change the interface settings accordingly to the current language needs. Moreover, at a first glance, it may seem that the cultural adaptation of this resource would be restricted to the language and interface, however, if we think about the context of the problem that this simple C program is trying to solve, it is possible to raise some other aspects that could be culturally adapted, if desired. For instance, it is known that there are differences in the way students are evaluated in different institutions and countries. The final grades can be calculated through different formulas, and the minimum grade required for approval can significantly vary. A LOCA strategy for this LO would allow for the modification of the way the final grade is calculated and how this grade should be evaluated to know if the student is approved. In addition, a LOMA strategy would provide some basic explanations about the giving context where the current evaluation technique is taking place.
FINAL REMARKS
Considering aspects of localization and internationalization during the process of development of learning objects is crucial to ease further adaptation of these resources to different cultures and contexts of usage, and thus to foster reusability. The present work has shown some of the main aspects of localization that must be considered in order to
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ACKNOWLEDGMENTS
The work presented here has been funded by the European Commission through the project entitled IGUAL Innovation for Equality in Latin American University (code DCI-ALA/19.09.01/10/21526/245-315/ALFAHI (2010)123) of the ALFA III programme.
REFERENCES
Altuner, E. M., & Turker, M. A. (2006). Learning Designs Supporting Localisation Personalised and Adaptive ELearning. In Proceedings of Adaptive Hypermedia. Dublin, Ireland. Amiel, T., Orey, M., & West, R. (2011). Open educational resources (OER): models for adaptation and localization. ETD - Educao Temtica Digital, 12, 112-125. Amiel, T., Squires, J., & Orey, M. (2009). Four Strategies for Designing Instruction for Diverse Cultures: Context and Localization of Learning Objects. Educational Technology Magazine: The Magazine for Managers of Change in Education, 49(6), 28-34. Barritt, C., Lewis, D., & Wieseler, W. (1999). Cisco systems reusable information object strategy: Definition, creation overview, and guidelines. A CISCO Whitepaper. Churchill, D. (2007). Towards a useful classification of learning objects. Educational Technology Research and Development, 55(5), 479-497. Currier, S., Barton, J., O'Beirne, R., & Ryan, B. (2004). Quality assurance for digital learning object repositories: issues for the metadata creation process. ALTJ: Research in Learning Technology, 12(1), 5-20 Dagiene, V., & Jevsikova, T. (2009). Cultural elements in internet software localization. Revue d'Intelligence Artificielle, 23(4), 485-501. Dagiene, V., & Zilinskiene, I. (2009). Localization of Learning Objects in Mathematics. In L. P. A. Rogerson (Ed.), 10th International Conference on Models in Developing Mathematics Education (pp. 129-133). Dresden, Saxony, Germany. Duncan, S. M. (2009). Patterns of Learning Object Reuse in the Connexions Repository. EPIC. (2010). EPIC white paper on the Localisation and e-learning [White paper]. Esselink, B. (2000). A Practical Guide to Localization: John Benjamins Pub Co. Esselink, B. (2003). The Evolution of Localization. In Multilingual Computing & Technology: (Jul/Aug ed., pp. 47). Guide to Localization 2003: MultiLingual Computing, Inc. Friesen, N. (2001). What are educational objects? Interactive Learning Environments, 9(3), 219230. Geser, G. (2007). Open educational practices and resources: OLCOS Roadmap 2012. Revista de Universidad y Sociedad del Conocimiento, 4(1), 1-9. Hoft, N. L. (1996). Developing a cultural model. In International users interface (pp. 41-73): John Wiley and Sons, Inc. IEEE, & Group, O. (2004 ). IEEE Std 1003.1. In: The Open Group Base Specifications Issue 6. Jevsikova, T. (2006). Localization and Internationalization of Web-Based Learning Environment. In R. Mittermeir (Ed.), Informatics Education The Bridge between Using and Understanding Computers (Vol. 4226, pp. 310-318): Springer Berlin / Heidelberg.
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SOCIAL SHARING OF LEARNING RESOURCES Cur rent Definition of Learning Object Repositories
Learning Objects can be shared in several ways. They can be just published on the web, made available in online forums or even pass personally from user to user. This study, concentrate in the most formal way of learning object sharing: Learning Object Repositories. To share an object in this way, the object is indexed in what is called a Learning Object Repository (LOR). In their most common form, LORs usually store the learning object itself and the metadata instances associated with it. These LORs provide some sort of indexation facility, where users can add new learning objects together with their metadata. Also, some sort of search or browsing facility is provided to provide access to the content of the repository. An important sub-type of LORs are the Learning Object Referatories. These only store the metadata, while the object itself is stored elsewhere, usually on a server on the Web. The most popular examples of Learning Object Repositories are: ARIADNE Knowledge Pool System1 [? ]: It originated from a European project to create a repository of learning materials in the region. It is based on a distributed architecture that enables each node to keep control of its own materials. With almost 12 years of existence, it can be considered one of the oldest still operative repositories. Connexions2 [? ]: A repository born from the need to share materials for Digital Signal Processing that has expanded to other fields. It can be considered to be one of the newest and, currently, most successful repositories. It is based on a Creative Commons [? ] license. This license enables the free sharing and adaptation of the material. Maricopa Learning Exchange 3 : A small size repository belonging to a small group of institutions. The focus of this repository is to provide packaged objects that can be easily reused in Learning Management Systems. The contributor base is restricted only to faculty of Maricopa Community Colleges.
1 2 3
MERLOT4 [? ]: A USA initiative to catalog learning material on the web. It is one of the oldest referatories.
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These LORs describe themselves as Learning Object repositories or referatories. However, due to the fuzziness of the concept of Learning Object, what can be considered a Learning Object Repository is also not clear-cut. Current Open Courseware (OCW) initiatives provide digital material that can be reused in a learning setting. However OCW sites do not identify themselves as Learning Object Repositories, even if they comply with the definition given at the beginning of this subsection. Learning Management Systems also store a great amount of learning material that is shared in a small community of the teacher and the students of a course. Even if they are not open, these systems can also be considered as LORs. Finally any type of digital library, such as Institutional Repositories, where digital learning material can be stored, could also be considered under this definition. During this dissertation LORs, OCWs, LMSs and IRs are considered as Learning Object Repositories. As conclusion, in the context of this study, a LOR is consider in its widest definition. Any system that stores digital learning material and that provides some sort of indexing and searching or browsing interface for those materials.
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However, the answer to this question is not that simple. The size is not Normally distributed, meaning that the average value cannot be used to gain understanding of the whole population. It is not strange to find repositories several orders of magnitude bigger or smaller than the average. Sampling biases aside, the distribution of learning objects among repositories seems to follow a Lotka or Power Law distribution with an exponent of 1.75. The main implication of this finding is that most of the content is stored in few big repositories, with a long, but not significant tail. Administrators of a big repository would want to federate [? ] their searches with other big repositories in order to gain access to a big proportion of the available content. On the other hand, it makes more sense for small repositories to publish their metadata [? ] for a big repository to harvest it in exchange for the access to their federated search. It seems, through an initial reading of this finding, that a two (or three) tiered approach mixing federation and metadata harvesting is the most efficient way to make most of the content available to the wider audience possible using the current infrastructure. How many learning objects are typically used in a course? The simplest answer is 20. That is the amount of learning objects that, in average, are present in common aggregation of learning objects (courses) in LORs, OCWs and LMSs. However, a heavy-tail distribution, Weibull, reduces the meaning of this value. An instructor normally strives to have between 15 to 35 objects in her course. This number can be related to the number of lessons or sections of the course (Probably 1 or 2 objects per lesson). There is a considerable amount of courses that have from 1 to 20 objects and small fraction of the courses that can have more than 200 objects. The main implication of this finding is that if OCWs and LMSs are decomposed and converted into repositories, they can be considered very large LORPs. The fact that LMSs are a widely deploy technology [? ] and that these systems are not accessible for external visitors make us think of the learning objects present in LORs as just the "tip of the iceberg". The bigger part of learning resources is hidden behind login pages. This finding validates the effort of the OCW Consortium and OER Commons [? ]. If we want to create a really functioning Learning Object Economy, we must start opening the door of our LMSs. How repositories grow over time? Linearly. This is a discouraging finding. Even popular and currently active repositories grow linearly. Even if we add them all together, we will still have a faster linear, but no exponential. The main reason for this behavior is the contributor desertion. Even if the repository is able to attract contributors exponentially, it is not able to retain them long enough to feel the effect. The value equation, how the contributor benefits from contributing to the repository, is still an unsolved issue in most repositories. Several researches have suggested incentive mechanism [? ] [? ] comparable to scientific publication, in order to provide the professor with some type of reward for their contribution. Another interesting result in the growth analysis was to find that all repositories went through an initialization with usually a very low growth rate. The length of this stage varied from 1 to 3 years (shortening for more recent repositories). After this period, a more rapid expansion begins caused by (or that cause) an increase in the number of contributors joining the repository. Having knowledge of these phases could help repository administrators to not discard slow growing repositories too soon. What is the typical number of contributors a repository has? Is it related to its type? We can estimate, from the analysis in section 3, that medium LORs have a base of 500 to 1500 contributors. This number is similar also for OCWs and LMSs contributor bases. On the other hand, IRs, being targeted also to students, have contributor bases one order of magnitude bigger. The size of the contributor base, however, is not always related to the size of the repository. Merlot contributors, being outnumbered 1 to 10, produce a comparable amount of objects as MIT IR contributors. Moreover, the title to the most productive contributors in the study goes to the OCWs and LMSs professors (Table ??) with around 40 objects in average. This results also support the idea that LMSs are the most effective type of repository, given that they provide a clear value into the publishing step (students not asking for copies of the material, for example). Given the relatively small size of the communities that build repositories, it would be an interesting experiment to measure the impact that the introduction of social networks could have in the sharing of material. For example, users would be interested in knowing when a colleague in his same field has published new learning objects [? ]. This social networks can be created explicitly (a l Facebook) or implicitly (relationship mining) [? ]. The deployment of these types of networks could also help to solve the lack of engagement problem. How the number of contributors grows over time? Most of them linearly, but surprisingly three of them Connexions,
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CONTEXT-AWA RE RECOMMENDERS
Traditionally, collaborative, content-based, knowledge-based and hybrid recommender systems deal with two types of entities, users and items. As discussed in Section 2.1.1, TEL applications have inherent additional complexities and may not fit well into the traditional two-dimensional user/item approach based on ratings only. Of interest for TEL recommenders is the incorporation of additional information about learners and teachers and
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Explicit context capturing relies on manual input by users. Registration modules are often used to capture information of users or rating modules are used to retrieve interests and preferences. Implicit context capturing methods capture contextual information automatically from the environment, for instance by obtaining the current location or device type. Contextual information can also be inferred by analyzing user interactions with tools and resources, for instance to estimate the current task of the user.
Several paradigms have been proposed to incorporate contextual information in the recommendation process. A first recommendation via context-driven querying and search approach uses contextual information to query or search a certain repository of resources (e.g., restaurants) and presents the best matching resources (e.g., nearby restaurants that are currently open) to the user. A second contextual preference elicitation and estimation approach is a more recent trend in context-aware recommender system research. This approach attempts to model and learn contextual user preferences. These recommender systems are built on knowledge of partial contextual user preferences and typically deal with data records of the form <user, item, context, rating>. Each record therefore captures how much a user liked a particular item in a specific context (e.g. weekend or weekday). Three approaches have been identified to deal with such contextual preferences. In a contextual pre-filtering ap- proach, contextual information is used to filter the dataset before applying a traditional recommendation algorithm. In a contextual post-filtering approach, recommendations are generated on the entire dataset. The resulting set of recom- mendations is adjusted using the contextual information. Contextual modeling approaches use contextual information directly in the recommendation function as an explicit predictor of a rating for an item. Whereas contextual pre-filtering and post-filtering approaches can use traditional recommendation algorithms, the contextual modeling approach uses multi-dimensional recommendation algorithms. Examples of heuristic-based and model-based approaches have been described in [4]. Several contextual recommender systems have been developed that use these paradigms in various application domains. Examples include context-aware recommender systems that suggest gas stations to a driver of a car [8] and contextualized media delivery systems such as CoMeR (COntext-aware Media Recommendations) [130] and CA-MRS (Context-Aware Music Recommendation System) [84]. Context-aware recommendation technologies are also researched for building intelligent tourist guides [5]. For example, COMPASS (COntextaware Mobile Personal ASSistant) [116] is a context-aware recommendation system that uses a context-driven querying and search approach to provide a tourist with relevant information, such as nearby monuments, hotels and nearby people. In an evaluation experiment, time and location were used to contextualize recommendations. Interestingly, the authors report that last time visited had a negative influence on the perceived usefulness of the recommender system. These results illustrate that careful analysis of data that is taken into account is necessary when deploying contextualization algorithms. The influence of various parameters on the recommendation process is therefore currently of major interest. This challenge has been identified by several authors. Yujie and Licai [131] outline that is difficult to describe clearly and uniformly what types of contexts are truly needed in CARS because of the variety of application scenarios and user needs. Discovering valid context types and instances and then implementing them are therefore serious challenges that CARS should face and resolve. Adomavicius et al. [5] identify the development of highperforming context-aware recommender systems and testing them on practical applications as an important challenge. They argue that most work on context-aware recommender systems has been conceptual, where a certain method has been developed, tested on some (often limited) data, and shown to perform well in comparison to certain benchmarks. Among others, they argue that there has been little work done on developing novel data structures and new systems architectures for CARS that incorporate context sensors and various filters and converters in a modular fashion. A third important challenge is the evaluation and lack of publicly available datasets of CARS. In order to assess the impact of various contextual parameters, datasets are needed that contain contextual data. The interest in this area is reflected by the organization of several workshops and challenges
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Mental Models, Strategies and Metacognition in Programming, and its relation to Verbal Protocols as a learning mechanism3.
Carlos Argelio Arvalo Mercado, Lizeth Itziguery Solano Romo
Department of Information Systems, Autonomous University of Aguascalientes Av. Universidad 940, CP 20131, Mxico. carevalo@correo.uaa.mx, lisolano@correo.uaa.mx Abstract. Learning to program is difficult for many first year undergraduate students. Instructional strategies of traditional programming courses tend to focus on syntactic issues and assigning practice exercises using the presentation-examples-practice formula and by showing the verbal and visual explanation of a teacher during the step by step process of writing a computer program. Cognitive literature regarding the mental processes involved in programming suggests that the explicit teaching of aspects such as mental models, strategic knowledge and metacognitive abilities, are critical issues of how to write and assemble the pieces of a computer program. Related to these three aspects, also from cognitive sciences, Verbal Protocols are often used as a technique to record the short term cognitive process of an expert in problem solving scenarios. With this background, this paper reports the seminal papers, as well as the most recent studies regarding Mental Models, Strategies, and Metacognition in basic programming and in others contexts, and tries to establish a link between these and Verbal Protocols as a mean to effectively transfer basic programming skills.
Key words: programming, mental models, strategies, Metacognition, verbal protocols.
INTRODUCTION
The programming context The difficulties many undergraduate students face when learning programming are still a common topic in cognitive, educational and technological research literature. The problem has been approached from many angles, such as the study of the cognitive behavior of novices and experts (Fixx et al. 1993; Ma et al. 2007; George 2000) some creative pedagogical strategies (Dagdilelis 2004; Hagan 1998; Jenkins 1998), the cultural environment of the student (Bruce 2004; Booth 2001), and of course the use of software tools (McIver 1999; Kujansuu 2006; Conway 1997; McKeown 2004). In developing countries such as Mexico, programming skills are relevant for undergraduate students, given the increasing trends of first world economies to outsource programming, information technology and software related jobs (de Raadt et al. 2003; Koong et al. 2002; Litecky et al. 2006).
3
The themes discussed in this paper will be extended and explored with support of a three year European Commission ALFA III project grant (DCI-ALA/19.09.01/21526/245-315/ALFAHI(2010)/123), IGUAL Innovation for Equality in Latin American University beginning January 2011.
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MENTAL MODELS
Norman (1983) introduced the term Mental Model and defined it as the conceptualization that a user has of a target system. A mental model can be seen as the internal representation of a task or complex system (George 2000). Its construction allows the subject to predict and comprehend the function of that system or task. Factors that affect the development of a mental model includes the preceding technical knowledge of the user, previous experience with similar systems and the persons own knowledge structure patterns. Also, it is explained that in problem solving, in the absence of a previous mental model, the human brain has a tendency to use general problem solving strategies (for example, means-ends analysis) that seem to apply in principle to most systems or problems, but that demand for more cognitive effort (J. Sweller et al. 1998). So, the mental model serves as a quick reference to the user to predict the state of a system.
For example, Cognitive Tutors have been very successful at teaching Algebra to High School students in the United States.
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So, it is understood that to write a program a person has to have many and very diverse mental models, referring, for example, as to how a loop, a data structure or decision structure behaves (Johnson-Laird 1983). Winslow (1996) notes that the existence of a wide range of valid mental models is critical (but not enough) for the novice to acquire the ability to write programs, and if these mental models are not explicitly taught, the student will anyway create its own, of dubious quality and effectiveness. Another line of research regarding mental models in programming, that started in the 1990s and has continued in the 2000s, has to do with comparing the performance of experts an novices, an thus, their mental models. And so it has been found that in the subject of mental models, experts: (Fixx et al. 1993; Hegarty 1993; Ma et al. 2007; Ramalingam 2004) a) Have well organized schemas or structures of specialized knowledge. b) Organize their knowledge according to functional characteristics (such as the nature of the underlying algorithm, instead of the low level details of syntax). c) Combine general as well as specific problem solving strategies. d) Are flexible in the use of strategies and can abandon hypothesis that turn out to be false during problem solving. e) Use bottom up strategies to decompose and comprehend programs. As it can be seen, the concept of mental model, and the notion of strategy are closely linked during the process of programming, as it will be discussed in the following section.
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METACOGNITION
(Flavell 1979) described Metacognition as awareness of a persons own cognitive process. While strategies allow a programmer to solve problems, Metacognition allows him to monitor its progress, apply his knowledge to new situations, and identify its own limitations. (Gourgey 1998) indicates that through Metacognition a student can define the nature of a problem or task, select useful mental models, use the most pertinent strategy to implement them and put attention to feedback as to how he or she is making progress towards the solution. In the context of programming, favorable results have been reported through the use of instructional strategies that explicitly focus on Metacognition, such as pair programming (Williams & Upchurch 2001), that is, a pair of novice programmers monitor each others progress, with constant feedback; and the use of think-alouds (Arshad 2009), that consists of instructing the students to verbally reproduce their thought process when writing a program, thus explicitly making such students aware of the decisions, and problem solving strategies they are applying. These are clear examples of Metacognition in the programming context. Wilson & Bai (2010, p. 271) state that since metacognition is key to comprehension, it must be a valued component in literacy instruction. Such instruction must address student background knowledge, knowledge and
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This, in the programming domain, can be interpreted as the concept of mental model, which has to do with predicting how a system or operation will work.
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VERBAL PROTOCOLS
Verbal protocols, as a method of representation and analysis of a persons thought processes, have a solid tradition in the context of cognitive psychology (Ericsson & Simon 1993; Newell & Simon 1972; Russo et al. 1989). As a technique, verbal protocols were initially developed to analyze a sample of a persons short term memory processes (to what things they are paying attention to, and in what order, when given a certain task?), and find patterns of behavior. In time, this technique has been extensively used in other disciplines such as usability studies (Knox et al. 1989; Nielsen et al. 2002), software task analysis (Vessey & Conger 1994), and more recently in programming teaching (Arshad 2009). According to the classic work of Ericsson & Simon (1993), the premise behind Verbal Protocols is that of viewing humans as information processors, in which information enters the mind, it is processed in a series of ordered stages in short term memory, additional information is retrieved from long term memory, and the results of cognitive processing are outputs and/or saved in long term memory. A central characteristic of this approach is knowing that human cognitive resources are limited (Hungerford et al. 2004); therefore, complex tasks may overload these resources and decrease the quality and/or quantity of outputs. Aspects such as Attention, corresponds to the elements of human cognition that the subject can process simultaneously at a given time, and it is a limited resource, whether viewed as a singular or multiple-channel. Focalization, is concentration of consciousness to one particular discrete cognitive element. It implies withdrawal (not paying attention to) from some things in order to deal more effectively with others. Therefore, problem solvers selectively direct their attention to stimuli and their processing, and the patterns of that focalization reveal systematic and unique ways of working on tasks. And so, Verbal protocols document (by means of transcribed audio and/or video recordings) the mental behavior of a subject, when he or she is asked to think aloud, while performing a previously designed task. Later, the transcribed documents that is, the protocols are analyzed to be used in whatever research objective is needed (traditionally, to find patterns and common structures of behavior). A brief summary of the process of producing a verbal protocol can be as follows (adapted from Nielsen et al. 2002). a) Transcription. With the advent of new technology, came the possibility of transcribing a recorded audio (and visual) session with a series of subject. But Ericsson & Simon (1993) warn that data do not speak for itself, especially in the human memory system where it is difficult (if not impossible) to have first
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In Software Engineering this may not be the case: the focus point is a software artifact or diagram being tested or analyzed. But still, when the objective of the research is interpretative or predictive, verbal data needs something to be contrasted against.
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FINAL REMARKS
As previously seen, verbal protocols can be used as a mechanism to record the cognitive process of a programming instructor, when he or she is writing a program. Therefore we propose that a significantly varied set of verbal protocols can be used to explicitly show a student: 1. What mental models a programming expert is using. 2. What type of problem the expert has recognized (and why), and the strategies that he or she has applied (the interlinked nature of metacognition and strategy). 3. How the programming expert identifies when he or she has made a mistake and has to backtrack to correct it (monitoring). These three components are the elementary cognitive aspects discussed in previous sections of this paper, and schematized in Figure 1. With this in mind, an audio-visual form of experts verbal protocols could be recorded, transcribed, edited, produced and later shown to students, in the form of worked examples (Gerjets et al. 2004; Gerjets et al. 2004; Ward & J. Sweller 1990; J. Sweller & Cooper 1985; Moreno 2006). A recording session would consist of asking an expert programmer to write a program to solve a basic and typified problem, while verbalizing his or her thought process. The actual process of recording can be done using common available video capture software, to not only record the verbal (think-aloud) data, but also the behavior of the expert programmer in the act of writing code. Taking the idea one step further, the resulting set of protocols could be loaded into a software tool designed to visualize them, in order to reduce cognitive load (J. Sweller et al. 1998; J. Sweller 1988; John Sweller 1994), even though the pedagogical strategy of worked examples must be applied carefully, for its limitations (Kalyuga et al. 2001; Moreno 2006; van Merrienboer & Krammer 1990). The effectiveness of this tool can be tested in controlled environments, contrasting the performance of students in contexts of traditional teaching methods, against students using this protocol visualizing tool. It is intended that this proposed tool will be designed, tested developed and integrated with a set of learning solutions, in the context of the Alfa III funded IGUAL project8
REFERENCES
Aleven, V. & Koedinger, K., 2002. An effective metacognitive strategy: learning by doing and explaining with a computer-based Cognitive Tutor. Cognitive Science, 26, p.147179. Aleven, V. et al., 2006. Rapid authoring of intelligent tutors for real-world and experimental use. En International Conference on Intelligent Tutoring Systems (ITS 2006). Berlin, pp 61-70. Aleven, Vincent et al., 2006. The Cognitive Tutor Authoring Tools (CTAT): Preliminary evaluation of efficiency gains. En Intelligent Tutoring Systems Conference. Maceio, Brazil. Anderson, J.R., Corbet, A.T. & Koedinger, K.R., 1995. Cognitive Tutors, Lessons Learned. The Journal of Learning Sciences, 4(2), pp.167-207. Anderson, J., Bothell, D. & Byrne, M., 2004. An Integrated Theory of the mind. Psychological Review, 111(4), pp.1036-1060. Arshad, N., 2009. Teaching Programming and Problem Solving to CS2 Students using Think-Alouds. ACM SIGCSE Bulletin, 41(1), pp.372-376. Bayman, P., 1983. A diagnosis of beginning programmers misconceptions of BASIC programming statements. Communications of the ACM, 26(9), pp.677 - 679. Booth, S., 2001. Learning to program as entering the datalogical culture: a phenomenographic exploration. En Fribourg Switzerland, August 2001. Bornat, R. & Dehnadi, S., Simon, 2008. Mental models, Consistency and Programming Aptitude. En 20th Annual Workshop. Psychology of Programming interested Group (PPIG). Boyle, T., 2003. Improved success rates for students studying Programming. Investigations in university teaching and learning, 1(1), pp.52-54.
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INTRODUCTION
The main challenge in education is how to help students to learn in an effective and efficient way. This question is so difficult, because the answers depend on specific situation. The solution X will work best for student Y. In other word, is necessary to have different learning designs for different situation. According to this, a leaning design can defined as an application of a pedagogical model for a specific learning objective, target group, and a specific context or knowledge domain [10]. From ICT point of view, as a response to this definition, there is a standard given by IMS, and several software tools as RELOAD, CompendiumLD and LAMS. To build learning designs, there are basically three ways: 1. Instructional Design. Based on the three main categories of learning theories: behaviorism, cognitivism and constructivism. 2. Best Practices. Basically used by lecturers without pedagogical background, but with good pedagogical strategies. 3. Pedagogical Patterns (see http://www.pedagogicalpatterns.org). Oriented to capture experts knowledge in the practice of teaching and learning. All these forms of knowledge are based on capturing a greater or lesser extent on the Vygotsky's social constructivist theory [15]. The general principles of constructivist theory suggests that learning is an active process, motivation is key, experience plays a critical role, must be contextualized and is a social activity. On the other hand from the student perspective, they shall become responsible for their own learning, and the teacher is the facilitator and guide. FIGURE 1 shows graphically the general principles, the roles of teacher and learner and the goals of social constructivism. In other words, to create a good learning design, some knowledge about of Social Constructivism Theory is required. In the other hand, the IMS Global Consortium Inc. (IMS) works in several specifications, one of them is the IMS Learning Design Specification [9], originally developed at the Open University of Netherland (OUNL). There some software tools to implement learning design under this specification.
LEARNING DESIGNS
A learning design is defined as applying of learning design knowledge, when developing a concrete unit of learning, e.g. a course, a lesson, a curriculum, a learning event. To do this, it is assumed that the quality of learning depends on the quality of design [10]. The vision is broader than a single learning object, because it contemplates
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FIGURE 4. Constructivist learning: Goals, general principles, role of students and role of lecturers. The building of a learning design is made by a designer, from a set of learning outcomes. The designer, does not necessarily teach. A simple example is a design for introductory course on computer programming languages, in this course the students will learn to convert binary numbers to digital numbers. To develop an effective course, the designer must consider the context, e.g. should make different designs for teaching of programming to different careers. To do this you must follow design rules. The construction of learning designs consists of a set of rules, with the following structure [10]:
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FIGURE 2. : The construction rules for learning designs The method M describes the learning-teaching process, which is carried on an environment, where teachers and students interact. To describe the learning-teaching process (method M) and environment, a lesson plans is used. The metaphor of a script of a theatrical play is used to write a lesson plan. So, the lesson plan has basically metadata and acts, (see FIGURE 2). TABLE.1 shows a lesson plan to teach how to convert a binary number to its decimal representation. The learning design, like the theatrical script can be repeated many times as needed in different scenarios, with different actors. In other words, it is reusable. The designer as well as the theatrical script writer, is not necessary the director of the theatrical play or one of the actors.
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TABLE 1. A Lesson Plan to teach how to convert a binary number to its decimal representation Title: Converting a Binary to Decimal Number. Author: Jennifer Alejandra Flaig Seplveda University/Faculty: Universidad Austral de Chile / Facultad de Cs. De la Ingeniera. Fecha: 27- April - 2011 Level: First Semester Subject: Introduction to Programming / Computer Architecture -----------------------------------------------------------------------------First Act The lecturer explains the subject of the activity, also the importance and the properties of the binary system. The lecturer explains step by step the converting process, doing basic examples. The lecturers apply a diagnostic test to the students. Second Act The lecturer forms working group of three students. The lecturer gives four binary numbers to each group. The number must be of three digits or less. The students have 15 minutes to complete the task. To verify the solution, the students use a learning objet. Third Act The lecturer asks the students to write a program in Java, to convert a binary number (with five digits or less) to their decimal representation. When all the groups are finished, each program is tested with any binary number. Forth Act The lecturer applies a final assessment to verify that all the students can convert binary number to their decimal representation.
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The IMS LD 1.0 specification can be found in http://www.imsglobal.org/learningdesign/index.cfm, where three documents can be found. 1. IMS Learning Design Best Practice Guide. It is the most narrative of the three Specification documents which describe how to implement an IMS Specification. 2. IMS Learning Design Information Binding. Provides detailed descriptions of each of the elements in the Specifications (XML) binding. 3. IMS Learning Design Information Model. Describes the data structures of the Specification. The specification is divided in three parts, knows as Level A, Level B and Level C. Level A contains the bulk of the IMS LD constructs, including activities, environments, plays, acts, roles, services etc; Level B adds Properties and Conditions to level A, which enable personalization and more elaborate sequencing and interactions based on learner portfolios. Properties can be used to direct learning activities as well as record outcomes. Level C adds notifications to Level B. A notification is triggered by an outcome and can make a new activity available for a role to perform. In the FIGURE 3, you can see graphically the three levels of the IMS LD specifications. IMS Learning Design level C
Notifications
Method
FIGURE 3. : The levels of the IMS Learning Design specification [14]. A Unit of Learning is a complete and independent unit, such as a course, a lesson or module. Creating a Unit of Learning involves the creation of a Learning Design as well as the inclusion of all needed resources such as files, references, websites, evaluation or educational material. Given this, it is necessary to have a packaging mechanism to condense everything into a single element, so it is recommended to use the IMS Content Packaging.
Content Package
A content package is a single package file that contains a file called manifest and content files. The manifest file includes the content package structure, which is described in the organizations section, also includes the list of files contained in the resources section. In the Metadata section the package is described. This is shown in
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FIGURE 4. a) The structure of a Content Package. b) The location of the learning-design element in a Content Package c) The basic structure of the learning-design element (source http://www.imsglobal.org/learningdesign/ldv1p0/imsld_infov1p0.html)
The learning-design has a title, objectives, prerequisites, components and metadata (see FIGURE 3 c).) . The Component section includes roles, activities and learning environment. In the Environment section there are links to resources and services used by activities. In the Method section is the learning flow. A play has one or more acts and each act contains one or more role-parts.
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SOFTWARE TOOLS
There are several project regarding with learning design, however, there are not many software tools to implement learning designs. The most used are: Reload, is a project focused to develop tools based on IMS LD specification. They develop the Learning Design Editor and Learning Design Player. This project is managed by the University of Bolton. CompendiumLD is a tool developed by the Open University in London and is a form of mind mapping, with a set of icons to create maps to describe argumentations, communications, etc. LAMS is a tool for designing, managing and delivering online collaborative learning activities. Its developed by LAMS International.
Reload
Reload is an acronym for Reusable eLearning Object Authoring & Delivery. Reload is a project that focuses on the development of tools that are based on interoperability specifications for learning technologies. It aims to facilitate the creation, distribution and reuse of learning objects. Is an editor of learning designs, learning content packaging and metadata, learning design player IMS LD and SCORM packages player [http://www.reload.ac.uk]. The learning design editor is based on the IMS LD and lets you create reusable templates where you can define the objectives, activities and learning environments. Reload supports all levels of IMS-LD. With the editor you can import and export content packages according to the IMS Content Package. The runtime environment, also based on IMS-LD allows you to run a unit of learning by selecting and implementing any activity in accordance to the sequence of performances, events, activities and environments associated with that role in the learning design [13]. The FIGURE 6 a) shows a screen of the Reload Learning Design Editor, you can see the tabs Roles, Environments, Activities, Method, and Resources, according the IMS LD specification. FIGURE 6 b) shows the Reload Learning Design Payer, used by student to follow the LD. The LD shown in the FIGURE 6., is the implementation of the lesson plan of the TABLE 1.
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LAMS
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CompendiumLD
CompendiumLD is developed by Compendium Institute (http://compendium.open.ac.uk/institute/index.htm), its a software tool to builds learning design as mind mapping [6], to do this it provides a set of icons for creating maps to describe argumentation, and for communication issues. (see e.g. Shum & Okada, 2008). A user can drag and drop the icons onto CompendiumLDs user interface so creating nodes which may be linked and labelled. The three classes of nodes objects within CompendiumLD that are of interest with respect to learning design are: Node Summary - this holds the information about the node, including its label, image, and descriptive textual information added by a user . Link node - this holds information about a link from a source node to a destination node.
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CONCLUSIONS
The most of the teachers design a lesson based on knowledge transmission [12]. When preparing a lesson, they think in content (text, figures, tools, etc.). In this way, the Learning Design are oriented to the process, the same way that the learning objects are oriented to contents. The Learning Designs dont follow any learning style, neither learning theories. In other words, you can build learning designs to any group of student or you build personalized learning design. The teachers are using learning design for ever and ever, according to their experience or following some learning theory. To do that, IMS-LD offers a semantic notation to describe an educational scenario in a formal way The IMD LD specification is a formalization of the traditional learning design in the sense of use the theatrical script, ie., acts, stakeholder, enviroments, resources, etc. The authoring tools, follows in this sense the the learning design specification. IMS-LD specification come from 2003, several authoring tools, to implement the specification are developed, some of this tools are CoSMoS (Collaboration Script Modelling System) [11], ALFANET [1], CopperAuthor [8] and ReLoad. However the authoring tools under IMD-LD specification are still at an immature stage. Reload Learning Design Editor / Player is the most development, but are not sufficient friendly to teachers. The use of Learning Design by teachers, depends of how much easy to use are the authoring tools. In this sense CompendiumLD is easy to use, is based in mind maps, but do not give any information to teachers about the progress of the students. LAMS is the most mature of the authoring tools; there is a community of teachers and developers, every year organise a conference to share experiences and results, etc.;, in fact, is a platform to management learning sequences, users, lessons, classes, etc. The teachers can ask the students porfolio, at any instant of the lesson, to know the progress of each one or everyone, and finaly is very easy to use.
ACKNOWLEDGMENTS
Financial support for this work gratefully acknowledge from EuropeAid Cooperation Office Latin America, European Commission, trough project CRIS: 245-315 Alfa III 2nd call, entitled IGUAL: Innovation for Equality in Latin American University, and also thanks to Research and Development Office of the Universidad Austral de Chile. Additional thanks to the valuable comments of all members of the Research Group on Learning Technologies of the Universidad Austral de Chile (www.gita.cl)
REFERENCES
1. ALFANET home page. Retrieved from http://alfanet.ia.uned.es/
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6. 6.Andrew Brasher, Grinne Conole, Simon Cross, Martin Weller, Paul Clark, Juliette White (2008). CompendiumLD a tool for effective, efficient and creative learning design. Institute of Educational Technology, The Open University. Available in http://lams2008.lamsfoundation.org/proceedings.htm.
7. Britain, S. (2004). A review of Learning Design: Concept, Specifications and Tools. A report for the JISC Elearning Pedagogy Programme.
9. IMS Learning Design Specification http://www.imsglobal.org/learningdesign/ 10. Koper, Rob, Learning Design: A Handbook on Modelling and Delivering Networked Education and Training. Chapter
1.An Introduction to Learning Design. Colin Tattersal (Eds.) Spinger.
11. Yongwu Miao (2006). CoSMoS: Facilitating Learning Designers to Author Units of Learning Using IMSLD. Institute of Computer Science and Interactive Systems, University of Duisburg-Essen, Germany. Availaible in http://www.collide.info/Members/admin/publications/ICCE05.260.pdf. 12. Ton Mooij (2007) Education and ICT-based self-regulation in learning: Theory, design and implementation. Heerlen: Open Universiteit Nederland 13. Baltasar Fernndez Manjn (2006) Editor de Learning Design. Facultad de Informtica. Universidad Complutence de Madrid. Reload. Available in http://eprints.ucm.es/9010/1/TC2006-28.pdf. 14. 14.Van Rosmalen, P. (2008). Supporting the tutor in the design and support of adaptive e-learning, Heerlen: Open Universiteit Nederland. ISBN 978-90-79447-01-5
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