• Aucun résultat trouvé

Designing for Learning: Patterns, Architectures and Tools

N/A
N/A
Protected

Academic year: 2022

Partager "Designing for Learning: Patterns, Architectures and Tools"

Copied!
1
0
0

Texte intégral

(1)

Designing for Learning: Patterns, Architectures, and Tools

Keynote Talk

Yannis Dimitriadis

School of Telecommmunications Engineering, University of Valladolid Paseo Belén 15, Valladolid, 47011, Spain

yannis@tel.uva.es

Abstract. Technology enhanced learning (TEL) has not always delivered on its promises. In spite of the widespread deployment of ICT resources in education, their pedagogical exploitation has not been effective, especially with respect to innovative pedagogies, such as those related to collaborative and inquiry learn- ing. On the other hand, teachers have not received sufficient support in order to be able to orchestrate a physical or virtual technology enhanced classroom. This talk provides an overview of the design for learning (Learning Design) field with special focus on ways to overcome the barriers of an effective and efficient classroom orchestration of innovative pedagogies. Several design approaches and proposals are presented, which aim to support teachers, such as pedagogical design patterns (Collaborative Learning Flow Patterns), architectures (Glue!) or computing environments and tools (Integrated Learning Design Environment).

Specific illustrating examples of the design issues and the corresponding solu- tions in real-world case studies are provided.

Keywords. Technology enhanced learning, collaborative learning, inquiry learning, virtual technology enhanced classroom, learning design, classroom or- chestration, pedagogical design pattern

Références

Documents relatifs

The Six Thinking Hats technique can be used effectively in practical creativity group meetings, as it provides a way of understanding and accepting different thinking styles that

[11] Thus, at this point based on these rather abstract task, user and object models, a dialog, a presentation and a layout model are derived to reveal some implementation details

This paper has a threefold goal: (a) introduce a new representation application of E²ML – Educational Environment Modeling Language for describing pedagogical patterns;

Taking stock of some of the main points made in this section in our study of the mathematical case, we need to say that: (i) we must distinguish between object and structure; (ii)

// vérifie l’état du jeu pour savoir s ハ ’il existe un gagnant, dont la référence est retournée. // Null est retourn é si

Problème : on souhaite pouvoir créer dynamiquement des familles d'objets apparentés (par exemple des instances d'une même classe), tout en permettant de reporter certaines

La traduction de l’arbre syntaxique en code intermédiaire est réalisée via un visiteur (TranslateVisitor), mais cette phase doit être précédée du calcul des escapes.. Le calcul

We propose a set of design patterns to describe a large vari- ety of systems that combine statistical techniques from machine learning with symbolic techniques from