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The Software Engineering learning, as one of the main subjects of Computer Engineering degree, requires constant technological innovation. New tools must be added to the subject. But this is not easy with present LMS (Learning Management System). Faced with this situation we will try to open the platform used in the subject to personalized learning environments, using a service-oriented architecture...
This document is part of a research done from Master Science in Telecommunications Engineering program of the Universidad Nacional de Colombia, that links three strategies for interconnection which aim is to rescue the culture in the country from the schools. The current document shows a development model to be incorporated in Colombian education and describes three fundamental axes for its implementation...
Children with dyslexia and attention deficit disorders often have problems in short term memory, yet can benefit from learning strategies for remembering. In this paper, we describe the design of a multimedia educational game called Memory Challenge to help children with Specific Learning Difficulties (SpLDs) learn strategies for memory and to develop their cognitive skills. We focus in our approach...
An agent-oriented pervasive system supporting a context-aware and personalized mLearning services provision within an InfoStation-based University network is presented. The InfoStation's middleware architecture facilitating the users' mobile (WiFi) access to services is described. The agents' interaction is explained in detail. An extended system architecture supporting the service personalization...
In an enterprise context, competencies are often dispersed across different teams. A specific need within the enterprise could not be satisfied only because of a lack of awareness about real competencies owned by employees. The aforementioned problem involves two main critical aspects: the difficulty to manage employees' competencies in order to constantly keep them up-to-date and the ability to agilely...
In this article we present an infrastructure for creating mash up visual representations of the user profile that combines data from different sources. We explored this approach in the context of Life Long Learning, where different platforms or services are often used to support the learning process. The system is highly configurable and adaptive: data sources, data aggregations, and visualizations...
This paper addresses questions of contextual learning experience sharing among users in personal learning environments. As learning environments has become personal and user oriented, a user can acquire knowledge and learning experiences anywhere and anytime by reading public or personal online learning resources aggregated by a set of provided tools. In this paper, we propose a system allowing a...
In this article we illustrate and discuss a techno-centric aspect of re-engineering realized on an existent TEL system: the Apprenticeship Electronic Booklet. Although this system has been designed with end-users following a participatory process, the first version had also been found too rigid in regard to the roles management and to the underlying academic structures. In order to improve this TEL...
Tens of thousands of universities are today educating students with different methods for a vast variety of majors. This paper aims to introduce Knowledge Tree (KT) as an integrated virtual structure to be used in the educational systems. A collaborative structure is utilized to define a universal curriculum for various university majors worldwide to maximize e-learning capabilities. Then, a collaborative...
The aim of this article is to contribute to the debate on PLEs in order to enrich the conceptual framework elaborated by educators and used by PLE developers. By doing so, we put the emphasis on how PLEs can contribute to enhance the users' ability to learn and suggest research orientations to study the learning processes supported by PLEs. Firstly, we review the main components of the PLE concept...
Recent advances in mobile, wireless, and sensor technologies provide new possibilities for supporting learning activities that can be spatially distributed and incorporate different physical and environmental sensory data. In this paper, we present our technical efforts in relation to the design and implementation of mobile and web applications that integrate sensory data used to support inquiry-based...
This paper discusses the adoption of bottom- up social software tools in formal learning environments. This is believed to enhance the learning experience of today's young generation characterized by being technology savvy and keen on social networking. As a first step towards this objective, the 3A interaction model that aims at aiding the design of personal and collaborative learning platforms is...
In adaptive learning environments, this exchange of online presence data cannot be considered isolated from the overall learning context. However, there is yet no systematic solution to exchanging and integrating online presence data from diverse instant messaging and social networking applications. To address this issue, we propose an ontology-based approach to sharing online presence data in adaptive...
Runesinger is a demo of a PC videogame to speak and spell Korean. The player practices a few nouns and verbs by serving food to hungry villagers during a North Korean famine. Inspired by melodic intonation therapy, the player sings a jingle. On each musical note, a ball bounces on an iconic syllable. Through a spelling puzzle, the player composes each syllable in Hangul, which is the phonetic alphabet...
Sketching user interface and virtual reality (VR) techniques to education application has become popular, promising to make the teaching and learning experience more natural and efficient for users. The adaptive support can improve the intelligence during the interaction process between user and systems to emphasize the individual needs. In this paper, we present the sketching user interface for geometry...
With the massive use of the Web, numerous sites proposing exercises have appeared. The great difficulty for teachers and students is to find suitable exercises for the discovery of a new subject, training, revision or evaluation. On the basis of the teachers' reflections, on how they determine the exercises which they need, we extracted the characteristics which seemed to us the most important and...
The aim of the paper is to discuss the potential of social software to enhance self-learning. The paper suggests the use of both individual and group e-portfolios in order to extend the usage of shared resources in learning. The concept and implementation of the shared space and group portfolio using free open source software (FOSS), aggregation and collection of social networks information and services...
Teaching and learning software design patterns (DPs) is not an easy task. Apart from learning individual DPs and the principle behind them, students should learn how to apply them in real-life situations. Therefore, to make the learning process of DPs effective, it is necessary to include a project component in which students, usually in small teams, develop a medium-sized software application. Following...
Most of the online courses nowadays are offered mainly in asynchronous mode, enabling students with the freedom of time and distance. Nonetheless, the drop-out rate for online courses is high. With online synchronous instruction students have both freedom of distance and punctuality of regular progress and the drop-out rate is found to be greatly reduced. However, there is a lack of online synchronous...
Requirements analysis is a fundamental phase in the development of digital tools and concentrates essentially on computational aspects consisting on the identification of input and output flows as well as processing. Nevertheless, requirements analysis is difficult to conduct when contents and relations are complex and dynamic. Recently, the ecosystem approach has been used to understand and model...
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