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Design, implementation and application of a reusable component framework for interactive mathematical eLearning sites

机译:交互式数学电子学习站点的可重用组件框架的设计,实现和应用

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摘要

This thesis presents an eLearning framework that allows to interactively work and experiment with mathematics; applications using this framework therefore open an intuitive perspective on mathematics and its practical use. The thesis is mainly organised in four chapters, each of which documents a step in the development process of the framework. The first chapter discusses the technical and practical foundations of web based learning and analyses existing solutions in the field of mathematics. The second chapter then takes a look at didactical concepts that are helpful for designing the framework and presents a didactical design process. The third chapter in turn describes the implementation of a component framework which meets the requirements stated in the first two chapters, and the last chapter describes the application and evaluation of the framework in a wide range of learning scenarios. Technical Concepts and Existing Solutions Taking a look at the constraints of web based learning reveals the sharp distinction between micro (client-based) and macro (server-based) level applications that leads to the specific structure of existing technical solutions in this field of eLearning software. Additionally, it can be seen that the content of an eLearning site is strongly determined by the underlying role model. This is illustrated by the analysis of two exemplary eLearning sites, which vary not only in terms of interactivity but also by the stakeholders (student, author, tutor, etc.) they address. It is shown that an increase of interactivity and reusability may be achieved on the one hand by extending the role model and on the other hand by adding further levels of development on the micro-level. Didactical Model After discussing the differences of learning models and their relation to the concept of interactivity, we use Bruner's Theory of Representations to design a suitable content model in mathematical eLearning. This content model is complemented on the methodic level by the taxonomy of Bloom. Combined with the discussion of some aspects of learner orientation, this leads to a comprehensive didactic design process for mathematical eLearning media. The Component Framework Based on the technical and didactical requirements, the resulting implementation is described, consisting primarily of two frameworks: The MathletFactory, a framework for mathematical applets, and the TestletFactory a framework for interactive tests. While both of these offer a high amount of flexibility and reusability to students and authors, the MathletFactory additionally has a specific interface, allowing application programmers to rapidly develop new mathlets by simply adding mathematical entities to an applet and by specifying their displayed representation and update behaviour. Applications and Outlook A focus of this work is put on the evaluation of the framework in several courses and training activities, leading to further didactical insights and to substantial technical improvements of the framework. For example, in response to discovered misconceptions, further user information like the domain of mathematical expressions are added. Also, the teacher's and author's perspective on the framework is illuminated, leading to a higher degree of flexibility and reusability of the framework and eventually even to its transferability to extra-mathematical contexts. The outlook finally provides a view on possible integration paths leading towards a mathematical eLearning/-Teaching/-Research (eLTR) infrastructure as well as to an improved integration into the university's local eLearning network.
机译:本文提出了一个电子学习框架,该框架允许交互式地进行数学实验和实验。因此,使用此框架的应用程序可以打开有关数学及其实际用途的直观视图。论文主要分为四章,每一章记录了框架开发过程中的一步。第一章讨论了网络学习的技术和实践基础,并分析了数学领域中的现有解决方案。然后,第二章介绍了有助于设计框架的教学概念,并介绍了教学设计过程。第三章依次描述了满足前两章所述要求的组件框架的实现,而最后一章则描述了该框架在各种学习场景中的应用和评估。技术概念和现有解决方案通过查看基于Web的学习的限制,可以发现微观(基于客户端)和宏(基于服务器)级别的应用程序之间的明显区别,从而导致了电子学习领域中现有技术解决方案的特定结构软件。此外,可以看出,电子学习网站的内容很大程度上由基础角色模型决定。这是通过对两个示例性电子学习网站的分析来说明的,这两个网站不仅在交互性方面有所不同,而且在所解决的利益相关者(学生,作者,导师等)上也有所不同。结果表明,一方面可以通过扩展角色模型来实现交互性和可重用性的提高,另一方面可以通过在微观级别上进一步提高开发水平来实现。教学模型在讨论了学习模型的差异以及它们与交互性概念的关系之后,我们使用布鲁纳的表示理论设计了一个合适的数学电子学习内容模型。 Bloom的分类法在方法级别上对该内容模型进行了补充。结合对学习者导向的某些方面的讨论,这导致了针对数学电子学习媒体的综合教学设计过程。组件框架基于技术和教学要求,描述了最终的实现,主要包括两个框架:MathletFactory,一个用于数学小程序的框架,以及TestletFactory,一个用于交互式测试的框架。虽然这两种都为学生和作者提供了很大的灵活性和可重用性,但MathletFactory还具有特定的接口,允许应用程序程序员通过简单地将数学实体添加到applet中并指定其显示的表示形式并更新行为来快速开发新的Mathlet。 。应用程序和展望这项工作的重点是在几个课程和培训活动中对框架进行评估,从而获得更多的教学见解和框架的实质性技术改进。例如,响应于发现的误解,添加了其他用户信息,如数学表达式的域。此外,教师和作者对框架的看法也得到了阐明,从而提高了框架的灵活性和可重用性,最终甚至使其可移植到数学以外的环境中。该展望最终提供了关于可能的通往数学电子学习/教学/研究(eLTR)基础结构以及与大学本地电子学习网络的集成度更高的集成途径的观点。

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    Paehler Tim;

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  • 年度 2005
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