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Web-based Learning Solutions for Communities of Practice

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And here is where new technologies come<br />

in the picture. The tools they <strong>of</strong>fer are necessary<br />

<strong>for</strong> their communication, <strong>for</strong> the delivery<br />

<strong>of</strong> courses, <strong>for</strong> finding educational material. The<br />

ODL course we propose here can combine hard<br />

and s<strong>of</strong>t knowledge in one piece and it is an alternative<br />

<strong>for</strong>m <strong>of</strong> educational material <strong>based</strong> on<br />

new technologies that is ideal <strong>for</strong> use <strong>for</strong> long<br />

distance learners. The course itself <strong>of</strong>fers concrete<br />

in<strong>for</strong>mation, whilst the future plan is that in the<br />

background artificial intelligence techniques will<br />

capture the navigational patterns <strong>of</strong> users through<br />

the material, incorporating additional in<strong>for</strong>mation<br />

such as the time they spent in each unit, repeated<br />

visits, non-visited material, in general a student’s<br />

behavior <strong>of</strong> study in a course that <strong>of</strong>fers more than<br />

just the directly related material. In a sense it is<br />

an ef<strong>for</strong>t to capture the practice <strong>of</strong> the community<br />

by identifying the learning patterns and not only<br />

the navigational evidence, just a plain sequence<br />

<strong>of</strong> visits. Although the users do not necessarily<br />

and consciously interact to exchange experiences<br />

and benefit by the direct observation <strong>of</strong> others, the<br />

instructor might discover (Karacapilidis & Tzagarakis,<br />

2007) interesting nuggets <strong>of</strong> behavioral<br />

similarities by using the results returned by the AI<br />

techniques employed in the course. Such results<br />

can refer to how the students proceed through it and<br />

even yet how their online communication or other<br />

parameters may affect their patterns through time.<br />

Furthermore the patterns can reveal weaknesses<br />

and strengths <strong>of</strong> the original structure as well as<br />

the context that can assist to the improvement <strong>of</strong><br />

the original design. The learners, without even<br />

realizing it, are <strong>of</strong>fering valuable in<strong>for</strong>mation<br />

about the way they are exploiting the material in<br />

the course and the instructor can use it in order <strong>for</strong><br />

them to view an improved version <strong>of</strong> the course,<br />

<strong>based</strong> on their own unconscious usage <strong>of</strong> it.<br />

From that viewpoint, it is not difficult to expect<br />

that every tutor group that collaborates on a subject<br />

will be able to elect one person from that group to<br />

attempt to post-process the tutors’ collaboration<br />

results in order to extract useful abstracts that will<br />

58<br />

Using Graphs in Developing Educational Material<br />

allow the whole group to efficiently summarize<br />

their collaboration fruits. An infrastructure that<br />

allows the gathering and processing <strong>of</strong> navigational<br />

in<strong>for</strong>mation is a rich source <strong>of</strong> input <strong>for</strong><br />

any educational intelligence project; however, it<br />

is always up to a human entity to be eventually<br />

responsible <strong>for</strong> structuring the knowledge that<br />

resides in collaboration workspaces.<br />

A LEARNER’S ODL COURSE<br />

AS A MODEL FOR THE<br />

EDUCATIONAL PROCESS<br />

A graph-theoretic model <strong>of</strong> a Learner’s ODL<br />

course is a computational model. It builds on top<br />

<strong>of</strong> some basic components which are elaborated<br />

below and it involves, at several points, activities<br />

<strong>of</strong> the stakeholders as described above.<br />

A learning object is any piece <strong>of</strong> (multimedia)<br />

data or program whose purpose (intention) is to<br />

be used <strong>for</strong> learning. A learning object can be<br />

recursively defined as a set <strong>of</strong> learning objects.<br />

Examples <strong>of</strong> learning objects are the following:<br />

the text <strong>of</strong> Odyssey, MS Word, Sketchpad, a video<br />

lecture, a set <strong>of</strong> multiple choice questions, a Euclidean<br />

geometry high school textbook, an MS<br />

PowerPoint presentation <strong>of</strong> organic compounds.<br />

A learning task is a task whose purpose is<br />

learning. Examples <strong>of</strong> learning tasks are the following:<br />

read, solve an exercise, write a program,<br />

practice a musical instrument, draw a picture,<br />

design a database, make a summary, think over,<br />

correct, argue <strong>for</strong>/against.<br />

A learning activity is an ordered pair: (learning<br />

object, learning task). Examples <strong>of</strong> learning<br />

activities are the following:<br />

•<br />

•<br />

Write a program to add two numbers (learning<br />

task) using a C++ compiler (learning<br />

object)<br />

Write down (type to the computer) what<br />

you hear (the learning object is a digitized<br />

dictation) and then check the spelling errors

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