Memorias Conferencia Universidad Galileo
Transcripción
Memorias Conferencia Universidad Galileo
1 Departamento de Investigación y Desarrollo Universidad Galileo MEMORIAS 2ª. Conferencia Internacional E-Learning Integral 2.0 Y 6ª. Conferencia Internacional de OpenACS y .LRN Guatemala, 12 al 15 de febrero de 2008 0 ISBN 978-99922-2-434-2 Comité del Programa 2a. Conferencia Internacional E-Learning Integral 2.0 Rocael Hernández, Universidad Galileo, Guatemala. (Director de Comité del Programa) Carl Blesius, M.D., MGH Lab of Computer Science / Harvard, U.S.A. Jesús G. Boticario, Ph.D., aDeNu Research Group, UNED, España. Carlos Delgado Kloos, Ph.D., UC3M, España. Gustaf Neumann, Ph.D., University of Economics and Business Administration, Vienna, Austria. Abelardo Pardo, Ph.D., UC3M, España. Rafael Pastor, Ph.D., Innova, UNED, España. Olga C. Santos, aDeNu Research Group, UNED, España Dr. Cyrano Ruiz, Ph.D., Universidad Galileo. Dr. Bernardo Morales, Ph.D., Universidad Galileo. Inga. Stephany Orozco, Universidad Galileo. Ing. Rodrigo Baessa, Universidad Galileo. Program Committee OpenACS and .LRN Conference Carl Blesius, MGH Lab of Computer Science (MIT / Harvard), U.S.A. Jesús G. Boticario, aDeNu Research Group, UNED, Spain. Carlos Delgado Kloos, UC3M, Spain. Alfred Essa, U.S.A. Rocael Hernández, Galileo University, Guatemala. Raúl Morales, Innova, UNED, Spain. Gustaf Neumann, University of Economics and Business Administration, Vienna, Austria. Abelardo Pardo, UC3M, Spain. Rafael Pastor, Innova, UNED, Spain. Emmanuelle Raffenne, aDeNu Research Group, UNED, Spain. Olga C. Santos, aDeNu Research Group, UNED, Spain. 1 INDICE El rol del e-learning en el proceso electoral 2007 Guatemala Experiencia Tribunal Supremo Electoral – Corporate Learning………… E-Learning en Galileo, Acceso e Innovación para todos……………….. Calidad en elearning: Criterios de calidad en el aprendizaje virtual – la experiencia de la URL………………………………………………… Scrutinising Competencias: Retraceable Clouds of Learning Goals In the APOSDLE System……………………………………………….. Open Source Collaborative eLearning………………….………………. Educación Nacional Apoyada por Ciencia y Tecnología……………….. Usability in e-Learning Platforms: heuristicscomparison between Moodle, Sakai and dotLRN…………………………………………….. Monitoring of Learning Performance: From Eye-Tracking Support to Explicit Feedback………………………………………………………. Playing Games with Business: History, Theory and Examples…………… A Web Application Mashup Approach for E-Learning ………………….. Web Content Creation Tool for dotLRN…………………………………... Automatic Limited- Choice and Completion Test Cration, Assessmente and feeback in modern Learning processes………………… Transnational Educational Technology ………………….……………… Ajax, Listbuilder, and Dynamic Types…………………………………… Web Storage Website: AJAX & OpenACS ……………………………… Ajax interfaces inside OpenACS…………………………………………. Xowiki as CMS?........................................................................................... A General Tracking and Auditing Architecture for the OpenACS Framework…………………………………………………………………. Management of standard-based User Models and Device Profiles in OpenACS…………………………………………………………………… Dynamic support in OpenACS/dotLRN: Technological Infrastructure for providing dynamic recommendations for all in open and standard-based LMS ………………………………… Galileo´s Infrastructure……………………………………....................... Diseño y Evolución del Clúster de E-Learning (.LRN) en la Universitat de València…………………………………………………….. Proyectos de e-Learning desarrollados en Universidad Galileo 2006-2007… Arquitectura .LRN………………………………………………………….. 8 17 28 34 47 59 76 87 98 106 114 126 134 142 148 162 172 180 190 198 209 212 214 216 2 ISBN 978-99922-2-434-2 INDICE DE AUTOR Aguilar, Maria José Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN 76 Aguilar, Vivian Arquitectura de .LRN 216 Aust, Ronald Open Source Collaborative eLearning 47 Transnational Educational Technology 134 Bauer, David Ajax, Listbuilder, and Dynamic Types 142 Beham, Günter Scrutinising Competencias: Retraceable Clouds of Learning Aposdle Goals in the System 34 Boticário, Jesús G. Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN A General Tracking and Auditing Architecture for the OpenACS framework Management of standard-based User Models Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations Clavería, César Web Storage Website: AJAX & OpenACS Couchet, Jorge A General Tracking and Auditing Architecture for the OpenACS framework Cuartero, Adrián Management of standard-based User Models De La Roca, Mónica Modelo Educativo de e-Learning implementado en Universidad Galileo Finkel, Meir 76 180 190 198 148 180 190 214 EDUCACIÓN NACIONAL APOYADA POR CIENCIA Y TECNOLOGÍA Furman, Rich Transnational Educational Technology García Izaguirre, Sonia Modelo Educativo de e-Learning implementado en Universidad Galileo 214 García-Barrios, Victor Manuel Scrutinising Competencias: Retraceable Clouds of Learning Aposdle Goals in the System 59 134 34 3 Monitoring of Learning Performace: From Eye- Tracking Support Explicit Feedback A Web Application Mashup Approach for eLearning Giorgis de Orozco, Nidia to 87 106 Calidad en E- Learning: Criterios de Calidad en el Aprendizaje Virtual Granado, Jorge Management of standard-based User Models Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations Guerra, Victor M. Ajax interfaces inside OpenACS Web Content Creation Tool for dotLRN Gütl, Christian Automatic Limited-Choice and Completion Test Cration, Assessment and Feedback in modern Learning Processes Hernández, Rocael 28 190 198 162 114 126 E learning en Galileo Acceso e Innovación Para Todos 17 Web Content Creation Tool for dotLRN 114 Web Storage Website: AJAX & OpenACS 148 Ajax Interfaces inside OpenACS 162 XOWIKI AS CMS 172 Galileo Infraestructure 209 Kump, Bárbara Scrutinising Competencias: Retraceable Clouds of Learning Aposdle Goals in the System 34 Linares, Byron H. Web Content Creation Tool for dotLRN 114 Manrique, Daniel A General Tracking and Auditing Architecture for the OpenACS framework 180 Martin, Ludivine Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN 76 Meeks, Carolina Playing Games with Business: History, Theory, and Example Mödritscher, Felix A Web Application Mashup Approach for eLearning 106 Morales, Miguel 17 E learning en Galileo Acceso e Innovación Para Todos Modelo Educativo de e-Learning implementado en Universidad Galileo Neumann, Gustaf A Web Application Mashup Approach for eLearning Quesada, Allen Open Source Collaborative eLearning Transnational Educational Technology Raffenne, Emmanuelle A General Tracking and Auditing Architecture for 98 214 107 48 135 4 the OpenACS framework Management of standard-based User Models Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations Revilla, Olga 181 191 199 Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN 77 Rodríguez, Alvaro XOWIKI AS CMS Roldán Martinez, David 173 Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN 77 Santos, Edgar El Rol de E- Learning en el Proceso Electoral 2007 Guatemala Santos, Olga C. Usability in e-Learnig Platforms: heuristics comparison between Moodle, Sakai and dotLRN A General Tracking and Auditing Architecture for the OpenACS framework Management of standard-based User Models Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations for all in open and standard-based LMS Wild, Fridolin A Web Application Mashup Approach for eLearning 8 77 181 191 199 107 5 MENSAJE DEL ORGANIZADOR Poner en marcha un evento, de carácter internacional es un reto, pero a su vez un deber dentro de nuestro contexto educativo en Guatemala. Un especial agradecimiento a todas las autoridades de la Universidad Galileo que nos apoyaron e hicieron posible este evento, de igual forma extiendo cordiales agradecimientos a los colegas de diversas instituciones Nacionales, en Estados Unidos, Europa y Latino América que también colaboraron en la realización del mismo. Por último, pero igualmente importante, es de reconocer y agradecer el esfuerzo, entusiasmo y apoyo de todo el Departamento de Investigación y Desarrollo, GES, cuya labor ha sido fundamental para el evento. En esta segunda edición de nuestra conferencia de E-learning Integral (la cual se transformó de foro a conferencia) decidimos adoptar un programa amplio en el cual se cuenta con una sesión plenaria de ponencias, una sesión de stands y pósters, y 2 tutoriales, todo relacionado al tema de la Conferencia: Acceso e Innovación en el Elearning. Se decidió adoptar este título - tema para la conferencia porque es importante mostrar las innovaciones en el campo, y a su vez hablar del acceso al Elearning en general, especialmente dentro de nuestro contexto latinoamericano a nivel académico, gubernamental, etc. El mayor reto fue evaluar las propuestas de trabajos de investigación que se recibieron, tan diversos e interesantes, para luego producir este libro electrónico que tiene un número ISBN que le permite ser referenciado internacionalmente y provee un elemento de prestigio adicional para las conferencias. Todo esto nos ha dejado una enorme experiencia que iremos incorporando en las siguientes ediciones de la Conferencia. Por otra parte, ha sido una gran responsabilidad ser la sede de la 6a. Conferencia de .LRN & OpenACS. Fue idóneo organizar ambos eventos de forma continua, y ambas Conferencias se vieron beneficiadas por esta sinergía. Se proyecta continuar con más ediciones del evento de E-learning Integral para seguir creando un espacio y ambiente en el cual a través de los diversos participantes se conozca, comparta, discuta y exponga lo más reciente del E-learning en Latinoamérica y el mundo, creando así, un impacto positivo en los asistentes, y en general para nuestro país, especialmente en este momento, donde la Sociedad del Conocimiento es una realidad. 6 Todos debemos ser participes de los cambios que la tecnología esta provocando en los procesos educativos, transformar a nuestros estudiantes en ciudadanos de este mundo plano y digital, con las competencias necesarias para triunfar profesionalmente. Deseo que este material sea de mucho provecho para sus actividades educativas y profesionales. Ing. Rocael Hernández Rizzardini Organizador del Evento Director Desarrollo, Depto. de Investigación y Desarrollo. Director Galileo Educational System (GES), E-campus, E-learning & Diseño Instruccional. Universidad Galileo Torre Galileo, oficina 413 Guatemala. 7 El rol del e-learning en el proceso electoral 2007 Guatemala Experiencia Tribunal Supremo Electoral – Corporate Learning Edgar Santos Tema: Experiencias y Mejores Prácticas Ponencia. 1. ANTECEDENTES El Tribunal Supremo Electoral, instaló más de 600 puntos de votación a nivel nacional y se llegó a lugares recónditos del país con el objetivo de que toda la población emitiera su voto, múltiples municipios del país contaron con mesas de votación. Para el conteo de las boletas de votación se tenía el objetivo de emplear 2,000 personas encargadas de digitar las boletas mediante un sistema implementado por el Tribunal Supremo Electoral, la selección y entrenamiento se debía realizar en el mes de agosto y contar con personal capacitado en el puesto, que conociera bien los procedimientos de digitación y conteo así como el envió respectivo de los reportes, además de saber de la responsabilidad que cubre al tomar este puesto tanto el compromiso adquirido con la institución como para el país, ósea una reflexión de valores ciudadanos. 2. EL RETO Llevar la capacitación a más de 2,000 personas para digitar las boletas de digitación. El TSE realizó una convocatoria donde tuvieron una afluencia de más de 10,000.00 personas que en un término de una semana deberían ser evaluados con equipo de computo en un salón de Parque de La industria y 2 centros en el interior del país, con el fin de elegir a cada persona que esté interesada en participar en la jornada de trabajo que el TSE convoca, que cumpla los requisitos y complete satisfactoriamente la capacitación y así mismo las evaluaciones correspondientes. 3. LA SOLUCIÓN El Tribunal Supremo Electoral en conjunto con Corporate Learning, empresa especializada en soluciones de e-learning, realizaron un contenido e-learning de 8 aproximadamente una hora de capacitación con practicas interactivas tanto del uso de el programa de Ingreso de datos o boletas así como un contenido de Valores, además de un examen. La utilización de la metodología Corporate Learning para la realización de contenido, Exámenes y perfil de participantes permitió capacitar y clasificar entre 10,000 personas las 2000 personas que apoyaron el proceso electoral 2007 en Guatemala. Fig. 1 Pantalla inicial del contenido del curso e-learning para la capacitación en las elecciones generales 2007 Tribunal Supremo Electoral Integrando La Tecnología En Su Capacitación. g. Edgar Santos, Gerente General Fig 2. Pantalla del contenido del curso e-learnning, Opciones del sistema para ingresar un acta. 9 Tribunal Supremo Electoral Integrando La Tecnología En Su Capacitación. 4. CONTEXTO GENERAL El Tribunal Supremo Electoral como en cada proceso de elecciones tiene grandes retos entre ellos el realizar el conteo de los votos en el menor tiempo posible y con certeza, para esto se valió de un sistema de información que le permitiera captar y transmitir los datos de distintos centros de votación distribuidos en el país. Al involucrar un sistema de información trae varios retos: 1. Reclutar a 2,000 personas con habilidades de digitación y usos de sistemas de información. 2. Seleccionar entre más de 10,000 personas 3. Garantizar que el personal que se selecciona pueda rápidamente adecuarse al sistema. 4. El personal está distribuido geográficamente en el país y no todos los candidatos tienen acceso a Internet. 5. Coordinar actividades de capacitación en conjunto con toda la logística del proceso electoral. 10 5. CAPACITACIÓN TRADICIONAL VRS. CAPACITACIÓN ELEARNING En el caso del TSE si se hubiera querido hacer un proceso de capacitación con 2,000 personas se hubiese necesitado logística como: salones de clase, instructores, instalación de equipos, manejo de horarios, traslados, suponiendo que en una capacitación tradicional un salón de 12 personas es adecuado para el manejo de 1 instructor, en este caso se hubieran necesitado 167 grupos de alumnos de clase para dar capacitación en 4 horas, además que la restricción que se tenía era en 2 semanas o 10 días hábiles para realizarlo esto da un total de 17 salones. Una de las ventajas del e-learning, es la combinación de diferentes elementos multimedia, como sonido, videos y simulaciones, permite enfocar en los alumnos en decirle como se hace, luego el alumno hace el mismo ejemplo de manera guiada, esto logro reducir la capacitación a 1 hora. Aprovechando este ahorro de tiempo también se decidió agregar una evaluación con el objetivo de medir la eficiencia y eficacia del candidato, es decir se creó un simulador del software, al candidato se le entrega una copia de actas reales llenas con datos, estas debían ser digitadas dentro del simulador, al finalizar de introducirla el sistema hacía un cálculo automático de nota donde evaluaba tiempo de introducirla vrs. Los errores cometidos, es decir eficiencia y eficacia. Esto permitió que el tribunal pudiera seleccionar a las mejoras notas de los candidatos. Como se puede ver en la tabla 2 de selección de personal, se tuvieron más de 10,000 candidatos a la plaza temporal, en la capacitación tradicional se hubiera tenido que hacer una revisión de los curriculums y seleccionar a los 2,000 basado en documentos. Si se hubiera querido capacitar y luego examinar se hubiera requerido aproximadamente 83 salones de 12 personas. En el caso real se tuvieron salones con mayor número de personas hasta 150 personas, y se requirieron 3 salones únicamente en 3 puntos del país. 11 TABLA 1 TABLA 2 6. METODOLOGÍA IMPLEMENTADA CORPORATE LEARNING: Se utilizó la metodología ―Mentored Learning‖ en la capacitación del sistema de ―EscrutinioElecciones Generales 2007‖. Esta metodología combina las clases presénciales con cursos de auto estudio. Para lograr capacitar y seleccionar a los 10,000 candidatos, se realizaron 3 pasos: 12 1) Anuncio de Prensa 2) Asistencia al curso 3) Selección de Candidatos Cada uno de los pasos fue crucial para lograr reclutar y capacitar a los diferentes aspirantes. Anuncio en Prensa: Aproximadamente 1 mes antes de la capacitación se convocó en los diarios de mayor circulación del país el anuncio en prensa en el cual se convocaba a la capacitación, además de darlos detalles correspondientes al puesto de trabajo. Asistencia a Curso: El curso de ―Escrutinio Elecciones Generales 2007‖, se impartió con una metodología de ―Mentored Learning‖. Esta metodología combinó los principales beneficios de las clases presénciales y los cursos de auto estudio. Entre los beneficios obtenidos en esta capacitación podemos mencionar: Enfoque en el estudiante: cada estudiante recibió su capacitación a su propio ritmo, lo cual le permitió enfocarse en aquellos temas que más demandaron su atención. Instrucción Uno-Uno: siempre se contó con por lo menos un Mentor dentro del salón de clases, el cual era un experto en cada uno de los temas del curso. Su función principal fue guiar al estudiante y aclarar cualquier tipo de duda. La capacitación de cada aspirante, se puede dividir en 5 etapas: Asistencia a los salones de clase Se contó con 3 salones de clases distribuidos de la siguiente forma: 13 Principios y Valores El compromiso con Guatemala que cada aspirante tendría al ser contratado por el Tribunal Supremo Electoral era muy alto, ya que el trabajo que tendría seria de ingresar los resultados de las votaciones en el sistema central de cómputo. Por tal motivo al inicio de su capacitación se hizo conciencia de los principios y valores que rigen a todos los colaboradores del Tribunal Supremo Electoral, así como, hacerle ver la importancia de su labor dentro del proceso electoral 2007. Lección El curso fue dosificado en 16 lecciones, las cuales enseñaron al estudiante todos los lineamientos y forma de utilización del sistema de ―Escrutinio Elecciones Generales 2007‖. Este curso se realizo con contenidos multimedia interactivos que permitieron al estudiante escuchar la voz de su instructor, al mismo tiempo que iba realizando todos los procedimientos que el instructor le pedía hacer. El estudiante siempre tuvo visible el sistema de ―Escrutinio Elecciones Generales 2007‖, con el objetivo de estar familiarizado con la interfaz de este. Practica Luego que el estudiante recibió la lección y realizó todos los pasos que el instructor le pidió, pasó a una fase de práctica, donde se encontró con una simulación real del sistema de ―Escrutinio Elecciones Generales 2007‖. Aquí se le pedía al estudiante 14 que realizara las tareas enseñadas con el fin de asegurarse del entendimiento de la lección. ng. Edgar Santos, Gerente General El estudiante tuvo la oportunidad de repetir las veces que fueran necesaria cada lección antes de pasar a la fase del examen. Durante esta fase el estudiante podía consultar al Mentor cualquier duda o inquietud. Examen Al finalizar la capacitación por parte del estudiante, este pasó a la fase del examen en donde se simuló un ingreso de 4 juegos de actas al sistema de ―Escrutinio Elecciones Generales 2007‖. Las actas se le proporcionaron en papel y debía utilizar el sistema para ingresar dichas actas. En este examen se valuaron 2 aspectos: - Eficiencia, Tiempo para el ingreso de las actas - Efectividad en los datos ingresados, número de errores ingresados 7. SELECCIÓN DE CANDIDATOS Todos los candidatos, antes de iniciar el examen, llenaron un formulario con la información necesaria para que el Tribunal Supremo Electoral pudiera contactarlos en caso de ser seleccionados. Todas las notas de los estudiantes quedaron almacenadas en una base de datos centralizada en la cual se filtro para seleccionar a los mejores 2,000 punteos. Estos fueron contratados por el Tribunal Supremo Electoral. 5.1 Autores: Edgar Santos, Ingeniero en Ciencias y Sistemas Universidad de San Carlos de Guatemala, Master in Business Administration de la Universidad Francisco Marroquín, Gerente General Corporate Learning. Director del proyecto de e-learning del sistema de escrutinios para el Tribunal Supremo Electoral 2007. Sofia Posada, Licenciada en Diseño Gráfico con especialización en multimedia, Master en Nuevas tecnologías orientadas a la educación titulada por las universidades de Alicante de Madrid, Carlos Tercero Barcelona de España, Especialista en metodología y multimedia del contenido del proyecto de e-learning del sistema de escrutinios para el Tribunal Supremo Electoral 2007. 15 E-Learning en Galileo, Acceso e Innovación para todos 16 Rocael Hernández, Miguel Morales Universidad Galileo (roc, amorales)@galileo.edu RESUMEN Se explorara el trabajo realizado por parte del Departamento de Investigación y Desarrollo en el área de e-Learning, el mismo realizado de manera integral dentro de la Universidad Galileo, partiendo de elementos básicos como la transmisión sistemática de conocimientos acerca de producción e implantación de cursos eLearning, la simplificación continua del sistema, la introducción de nuevas tecnologías y herramientas, para finalizar en las líneas de trabajo de cara al futuro. 1. INTRODUCCIÓN Desde hace más de 8 años la universidad Galileo cuenta con soporte en Internet para sus cursos, a través del sistema conocido como GES (Galileo Educational System), y durante los últimos años se ha expandido el alcance de este sistema y sus procesos a casi toda la universidad, contando con más de 100,000 usuarios registrados en el sistema. Parte de los objetivos actuales son simplificar los procesos e interfaz del LMS (Learning Management System), hacerlos de fácil acceso para los catedráticos y estudiantes. De igual forma es necesario incorporar métodos y prácticas de como utilizar mejor la tecnología en la educación y para ello es fundamental crear procesos para poder duplicar estos conocimientos y buenas prácticas. A continuación describimos el caso GES / Galileo que implementa un e-Learning integral (que involucra tanto tecnología, como metodologías, mejores prácticas y procesos de entrenamiento en estas áreas) con el que se pretende brindar mayor acceso al e-Learning, y a su vez realizar innovaciones durante dicho proceso. 2. ACCESO E INNOVACIÓN EN LA TECNOLOGÍA En la universidad Galileo se utiliza como sistema de administración de aprendizaje (LMS por sus siglas en íngles, Learning Management System) llamado .LRN (pronunciado dot-learn), que puede ser obtenido gratuitamente en www.dotlrn.org. El sistema es conocido como GES (Galileo Educational System) el cual es una instalación y adaptación del LMS .LRN, dicha instalación ha sido adaptada a las necesidades de la Universidad Galileo siendo además de un LMS, un sistema que integra diversos servicios que son de importancia para el estudiante y catedrático. 17 Se ha abordado el trabajo para simplificar, unificar y mejorar la interfaz de usuario, para lo cual se ha trabajado en diversas fases, tales como la realización de una nueva imagen gráfica, unificación de aplicaciones, simplificación y automatización de procesos, y otros. Para ello se ha utilizado los principios de Diseño de Interacción de Usuario [1] con el objetivo de reducir la fricción cognitiva que todo sistema informático conlleva para el usuario [2], en donde se elabora un escenario en base a las metas que el usuario tiene hacia la utilización del sistema. Como complemento necesario en varias partes del sistema se utilizó la tecnología llamada AJAX que ayuda a hacer la interfaces mas interactivas para ambientes web, los siguientes son los principales trabajos realizados. 2.1. Nueva interfaz gráfica: Se diseño una nueva interfaz gráfica en la cual se trabajaron 2 áreas, una es la visualización gráfica, de colores e iconografía. Se realizo un diseño gráfico mas ajustado al web 2.0, donde se uso tonalidades apropiadas para las diversas áreas del sistema, efectos visuales minimalistas tales como sombras, 3D, líneas divisorias. Por otra parte, en cuanto a la navegación, se crearon 4 pestañas superiores, que en todo momento indican la posición en donde se encuentra dentro del sistema. Las áreas son: mi portal (refleja el mismo contenido que siempre se ha tenido para el área de portal personal, pero con la diferencia de que esta accesible siempre), cursos (un elemento directo para acceder al listado de cursos desde cualquier parte del sistema), Mi cuenta (acciones administrativas para mi curso), y la pestaña para cada curso (donde se encuentra las secciones para navegar en los recursos del curso). 2.2. Sistema de copiado de elementos entre clases: Se creó un proceso integrado para copiar elementos de un curso a otro(s). El proceso se simplifico a 3 pasos: 1) seleccionar de que curso deseo copiar elementos, 2) seleccionar elementos que deseo copiar (tales como tareas, examenes, documentos, graficas, etc.), y 3) seleccionar curso o cursos destino de la copia. Se utilizó AJAX para las interfaces gráficas proveyendo una forma fácil de navegal entre los cursos y contenido, de una forma interactiva. 2.3. Estructuración de interfaz administrativa y de reportes del subsistema de evaluación: 18 El ordenamiento, organización y simplificación de acceso a la información es necesario en todo sistema, en el caso del LMS .LRN y su versión GES de Galileo contamos con un sistema para administración de un determinado curso por parte de profesor, este sistema permite la creación de diversos categorías de asignaciones, tales como exámenes, tareas, laboratorios, etc, y adicionalmente contar con elementos en cada uno, por ejemplo tareas tendría tarea 1, tarea 2, etc. Cada uno de estos elementos debe de ser evaluado por el profesor. Se agrupo la interfaz administrativa para cada asignación a través de secciones (tabs): Información, Evaluados, No Evaluados, Evaluar con Excel. Adicionalmente para la entrega de asignación por Internet existe un tab adicional: Sin entregar. Anteriormente todas estas secciones estaban integradas en una sola página. Ahora se unen en un sistema de tabs que combina AJAX e historial de navegación en el browser [3]. De igual forma se trabajo con los reportes de asignaciones, se agruparon por secciones (tabs) y se les incluyo AJAX para una navegación mas sencilla, ya que no hay necesidad de recargar la página para servir el contenido, eso permite la consistencia visual de los tabs y reduce costo cognitivo de utilizar la interfaz ya que es una interfaz similar utilizada en diversas partes del sistema y que es muy parecida a la utilizada en diversos sitios web. 2.4. Herramienta de contenidos: Es una herramienta sencilla que con un solo clic crea páginas que serán desplegadas en .LRN, conteniendo las mismas, texto, imágenes, flash, videos, audio, o cualquier otro recurso que se pueda visualizar en un navegador. Provee una plantilla básica que ayuda a agrupar la información por capítulos o unidades didácticas, temas y subtemas (representados por tabs). Adicionalmente provee una navegación lineal entre páginas de un mismo tema. Como navegación opcional provee un árbol dinámico que refleja toda la estructura del contenido. 3. ACCESO E INNOVACIÓN EN EL E-LEARNING Desde hace ya un tiempo, la explosión del Internet y las tecnologías de la información y la comunicación (TIC) han generado intensas transformaciones sociales y culturales. Para el GES (Galileo Educational System) todos estos avances tecnológicos implican grandes desafíos y oportunidades. El principal desafío es la exigencia de nuevas competencias para los estudiantes, competencias cuyo aprendizaje y desarrollo deben ser satisfechos por nuestro sistema. El e-learning es una tendencia mundial en el campo de la educación, tanto dentro del contexto académico como empresarial. El enfoque más fuerte ha sido en el tema de tecnología dejando de lado los aspectos igualmente importantes como lo son los modelos y metodologías educativas a utilizar. El e-learning representa de fondo una 19 innovación en la forma de enseñanza, donde ahora el curso gira alrededor del estudiante que aprende y no del que enseña. 3.1. Producción de Cursos: Se creó un proceso integral para el desarrollo de cursos, el cual involucra varios roles, el del experto, encargado de crear todo el material, el rol del ensamblador, encargado de trasladar todo el material creado por el experto al formato web utilizando la herramienta de creación de contenido, también se cuenta con el diseñador grafico y el diseñador instruccional, el primero se encarga de crear todo el material audiovisual para el curso y el segundo es el asesor pedagógico, encargado de velar porque el material este diseñado de tal manera que el estudiante pueda adquirir conocimientos, desarrollar aptitudes y competencias. 20 3.2. Acceso a contenidos Dentro del campo de los cursos virtuales se han desarrollado cursos de diferentes niveles, clasificados por su aplicación, implementación de elementos interactivos, uso de metodologías de moderación en línea, etc. En este marco hay que resaltar la importancia de crear materiales accesibles, no hay que olvidar que lo principal es que el alumno aprenda mediante la tecnología de Internet y no forzosamente aprenda la tecnología Internet. El que se utilicen herramientas externas para generar contenido que posteriormente se insertaran en la plataforma (por ejemplo antes de contar con la herramienta de edición de contenido, se trabaja con HTML) lleva a que se pierda la uniformidad de los contenidos (tipos de letra, colores, tamaños, etc). Otro aspecto a considerar es el uso de términos informáticos, especialmente porque no todos los usuarios están acostumbrados a ellos y podrían significar cualquier cosa. Los usuarios deben de saber perfectamente cuál es el camino a seguir en cada unidad didáctica y donde encontrar todos los recursos. Es necesario indicar de una forma muy clara el camino a seguir y no dar lugar a ningún error. En general esos son algunos de los factores que consideramos a la hora de preparar un curso online. 3.3. Cursos Desarrollados A continuación se listan algunos de los cursos desarrollados: 3.3.1. Maestría en Confiabilidad/ Curso Pensamiento Sistémico Escenario: Estudiantes de toda la República de Guatemala. Tipo de Educación: Totalmente en Línea. Fecha y Duración (de elaboración): Enero-Marzo 2008 Cantidad de Alumnos: 12 Estudiantes en Promedio por Edición. Cantidad de moderadores: 1 por Edición. Este curso se desarrollo para la maestría en Confiabilidad, con una duración de 10 semanas, se identifica como curso de categoría uno, por el uso del témplate Web, adicionalmente es uno de los primeros cursos donde se incluye moderación en línea, bajo el modelo constructivista obteniendo así un mejor resultado en la implementación de dicho curso. 3.3.2. Diplomado de ENRED 2005, 2006, 2007 Escenario: Estudiantes de toda la República de Guatemala. Tipo de Educación: Totalmente en Línea. Duración: 10 Semanas, organizado por módulos Cantidad de Alumnos: 1150 Estudiantes en Promedio por Edición. 21 Cantidad de Cursos desarrollados: 1 Cantidad de moderadores: 20 en Promedio por Edición. Diplomado dirigido a estudiantes preuniversitarios a nivel nacional, con el objetivo de desarrollar en los participantes las habilidades y destrezas necesarias para generar y administrar sitios Web, el proyecto se desarrolla en 10 semanas, y se premian con becas estudiantiles a los 5 mejores proyectos elaborados, se cuenta con la participación de moderadores quienes colaboran a lo largo del diplomado. Este curso incluye elementos interactivos, audio, videos que permiten al participante desarrollar las capacidades necesarias para el desarrollo de sus sitios Web. Una característica importante a resaltar es el uso frecuente que se le da a los foros, donde se llevan a cabo un sinfín de actividades. 3.3.3. Curso de Actualización para Peritos Contadores Escenario: Estudiantes de toda la República de Guatemala. Tipo de Educación: Totalmente en Línea. Duración: 5 Meses, organizado por módulos Este curso se caracteriza por la calidad que se logro obtener al utilizar una plantilla tipo Web, donde se incluía por cada modulo, la guía de estudio (Programa del Curso), Actividades(Ejercicios, Tareas, Foros), Lecturas Complementarias, Glosario, Anexos con compendios de leyes en materia tributaria, una de las características principales de este curso, debido al perfil del curso, es que cuenta con una serie de ejercicios interactivos y casos prácticos, desarrollados en su totalidad para que se aprenda de una forma autodirigida. Adicionalmente se incluyo el programa, objetivos y descripción del curso dentro del mismo modulo de estudio, con lo cual se obtuvo mas versatilidad y facilidad de uso para el usuario final. Este curso fue realizado, como parte de una serie de proyectos canalizados a la actualización académica de los peritos contadores, desarrollado por especialistas en materia tributaria y con la completa colaboración del Departamento GES, prestando asesoría en e-Learning, capacitación, diseño gráfico, creación de elementos interactivos, ensamblaje de cursos, etc. El curso cuenta con 7 módulos de estudio y un modulo introductorio donde se explican aspectos generales acerca de la metodología, estructura del curso, elementos de evaluación, etc. Este curso ya se encuentra disponible en www.galileo.edu, colocando únicamente en usuario y contraseña: usuariosat. 3.3.4. Curso de Desarrollo y organización personal – FISICC Escenario: Estudiantes de toda la República de Guatemala. Tipo de Educación: Blended Learning (Mixto, Presencial/Virtual) 22 Cantidad de Alumnos: 50 Estudiantes en Promedio por Edición. Cantidad de moderadores: 2 por Edición. Duración: 6 Meses, organizado por módulos Descripción del proyecto: Curso en modalidad Blended Learning (Un periodo Presencial y dos en línea a la semana) con una duración de 16 semanas de clases efectivas mas 3 semanas de evaluación, creado con la aplicación de creación de contenido, incluyendo material audiovisual, animaciones interactivas e implementando el modelo de moderación en línea (Construcción de más de 20 actividades que se desarrollaran en línea). Actualmente se está implementado. 3.3.5. Maestría en Planificación y Gestión de Políticas y Programas de Alimentación Infantil – ESCISA Escenario: Estudiantes de América Latina. Tipo de Educación: Totalmente en Línea Cantidad de Alumnos: 15 Estudiantes en Promedio por Edición. Cantidad de moderadores: 2 por Edición. Duración: 2 años, organizado por módulos Descripción del proyecto: Es una alternativa innovadora en materia de pediatría, la Maestría pretende contribuir a mejorar la salud de mujeres y niñas y niños en la Región de América Latina y el Caribe a través de la optimización de las prácticas de alimentación infantil. Tipo de enseñanza y metodología e-Learning La Maestría será dictada íntegramente en el sistema ―e-Learning‖ debido a dos motivaciones principales: Llegar a toda la Región de América Latina y el Caribe, y aún España y el resto del mundo Poder contar con un grupo de expertos de excelencia en un tema muy especializado, ya que no existen en el mundo desde nuestro conocimiento antecedentes de una maestría de características similares Los cursos en línea (cursos virtuales) son un concepto educativo que integra soporte tecnológico, didáctico y administrativo para extender y transferir el conocimiento en cualquier rama del saber. Este tipo de cursos están basados en la aplicación de las nuevas Tecnologías de la Información y las Comunicaciones, que permiten el 23 aprendizaje sin las limitaciones del lugar, tiempo, ocupación o edad de los estudiantes. E-aprendizaje NO ES e-lectura. Así: El alumno deja de ser un ente pasivo- para ser el protagonista del proceso Lo importante pasa a ser cómo aprenden los alumnos y no cómo enseña el profesor El tutor desempeña el rol de guía No es apto para todos los niveles educativos porque requiere de mucha disciplina, mayor madurez y mayor compromiso El aprendizaje debe acercar al estudiante a su realidad Aplicación inmediata 3.4. Programa Académico de Certificación en E-Learning Objetivos Generales • Capacitar a los participantes en la gestión de ambientes de aprendizaje virtual mediante el uso de un LMS (Plataforma GES) • Brindar a los participantes conocimiento de los conceptos, modalidades y teorías de aprendizaje que fundamentan e-Learning. • Preparar a los participantes en diseño instruccional para el desarrollo correcto de cursos virtuales. • Formar a los participantes para actuar como moderadores en ambientes de aprendizaje virtual. • Incursionar en la creación de material bajo estándares internacionales. • Desarrollar en los participantes un conjunto de competencias que le capaciten para enfrentar las exigentes demandas de educación en la actualidad, específicamente en el campo de e-Learning. El programa está estructurado en 5 módulos, con una duración de 175 horas. Cada uno de los módulos esta diseñado de tal manera que le proporcionara al participante las mejores prácticas en metodología y tecnología para la implementación de cursos e-Learning. • Módulo I: Manejo de un LMS (GES) La finalidad de este módulo es enseñar a utilizar de manera eficaz las distintas herramientas que posee un LMS, específicamente las que proporciona la 24 herramienta GES y entienda el propósito de cada una así como la importancia de las mismas dentro del desarrollo de su curso. • Módulo II: Fundamentos del E-learning Este módulo pretende profundizar en los fundamentos de la Educación virtual, a través de una aproximación teórica y práctica, analizando las diversas teorías acerca de esta modalidad, sus características, elementos y la importancia de los estándares • Módulo III: E-Moderación Este módulo pretende desarrollar las destrezas necesarias en los encargados de impartir un curso virtual, que le permita llevar a cabo las funciones de moderador y gestor del conocimiento, a través de la implementación de actividades de trabajo colaborativo, y la correcta aplicación de un modelo desarrollado específicamente para entornos virtuales [4]. • Módulo IV: E-Actividades El módulo analiza la importancia de las actividades en el aprendizaje virtual, la preparación y gestión de actividades en línea con éxito y finalmente, propone un modelo concreto de enseñanza - aprendizaje en línea [5]. • Módulo V: Diseño Instruccional Éste modulo pretende desarrollar en el participante las competencias necesarias para el diseño, implementación y ejecución de cursos e-Learning en cualquier disciplina, a través del planteamiento de una metodología de diseño curricular, desarrollo de contenidos y evaluación enfocados al e-Learning. 4. CONCLUSIONES Y FUTURO En Galileo vemos la necesidad de seguir trabajando en la unificación y simplificación de diversas interfaces dentro de .LRN con vistas a reducir la fricción cognitiva implicita. La incorporación paulatina del uso de AJAX ayudará a interactuar más fácilmente con la herramienta. La educación virtual (e-leraning) es un complemento perfecto para ahorrar tiempo presencial, rebajar costos, o dar libertad total de horarios, pero para la mayoría de las 25 ocasiones resulta complicado trabajar únicamente con esta opción. Para el futuro, algunas herramientas que podrían suplir estas carencias podrían ser: 1. Videoconferencias de Grupo 2. Escritorios remotos y demostraciones al momento. 3. Equipos de trabajo distribuidos 4. Exámenes y evaluaciones con un control más directo Vemos como futuro inmediato el trabajar en integrar con herramientas y servicios en Internet disponibles hoy en día, los cuales son populares entre los usuarios finales. Tales como google search, flickr, second life y otros tantos. Es necesario integrar con tecnologías especializadas que brindan servicios que de otra forma sería costoso en tiempo y recursos desarrollar. Por tanto, las metodologías didácticas serán más favorables a la lógica de lo abierto en la medida en que potencien las colaboraciones, apoyos, agrupaciones de y entre estudiantes, con los contenidos en la Web y el docente apoyando el proceso como expertos en organización, síntesis y resolución de problemas basados en informaciones abiertas. REFERENCIAS [1] Alan Cooper, Robert Reimann, About FACE 2.0, 2003 [2] Alan Cooper, The Inmutes Are Running the Asylum, 1999. [3] The Yahoo! User Interface Library (YUI), http://developer.yahoo.com/yui/ [4] Gilly Salmon, E-moderating, second edition, 2004 [5] Gilly Salmon, E-tivities, 2002 26 27 Calidad en elearning: Criterios de calidad en el aprendizaje virtual – la experiencia de la URL Nidia Giorgis de Orozco Directora del Departamento de Educación Virtual Universidad Rafael Landívar Vista Hermosa III, Campus Central, Zona 16 Oficina H-330 Teléfono: 2426- 2626 ext. 212 [email protected] o [email protected] La definición de calidad en la educación superior causa polémica y discusiones. Esto es aún mayor en ambientes virtuales y de aprendizaje en línea. A pesar de ello, algo tiene que hacerse para medir la calidad del elearning en nuestras instituciones. Al final, el usuario es quién decide y mide la calidad de la educación que obtiene. En esta ponencia se expondrán algunas ideas acerca de cómo evaluar la calidad de los servicios de elearning que ofrecen nuestras instituciones y cómo garantizar a los alumnos que recibirán lo que esperan. Algunos puntos a tratar son: Establecimiento de criterios acerca de la calidad Instrumentos de Evaluación Cómo investigar y determinar niveles de calidad No se trata de replicar los errores en el aula presencial (potenciados) en las aulas virtuales. Es de aprovechar esta oportunidad para reflexionar qué estamos haciendo bien y qué estamos haciendo mal en las aulas presénciales, determinar las diferencias entre un aula presencial y una virtual, y potenciar lo que se hace bien. Además, aprovechar nuestras fortalezas para atacar o contrarrestar lo que se está haciendo mal. Como bien expone Frydenberg, Jia (2002), no se trata de inventar el agua azucarada. Al investigar el entorno mundial, Frydenberg, Jia (2002) determinó 9 elementos a tomar en consideración para evaluar la calidad de los programas virtuales: 1. Compromiso institucional 2. Infraestructura tecnológica 3. Servicios estudiantiles 4. Diseño instruccional y el desarrollo de los cursos 5. Enseñanza y servicios al profesor 6. Entrega o ―delivery‖ 7. Finanzas 8. Reglamentación y cumplimiento con leyes 9. Evaluación 28 A continuación, se estudiarán los criterios propuestos por la autora de esta ponencia para evaluar la calidad de estos programas. Estos, no están escritos en piedra y pueden enriquecerse con su discusión ante la comunidad experta en el tema. ETAPA CRITERIOS Diagnóstico Identificación de Filosofía o marco Diseño Identificación de objetivos Curricular Cohesión entre objetivos y filosofía o marco filosófico Aspectos técnicos considerados Completo Cohesión con diseño curricular Estructura del diseño Aspectos técnicos considerados Divido en módulos Diseño incluye trabajar con conceptos fundamentales (no solo a través de lecturas) Facilidad de acceso a actividades y materiales para participantes Sistemática Participativa Diseño de actividades Flexible Coherente con objetivos (competencias ) Rol del docente y alumno plenamente identificado Tiempo suficiente (temporalización) Promueven el pensamiento crítico, evaluación del estudiante Promueven la construcción del conocimiento 29 ETAPA CRITERIOS Orientan el aprendizaje del estudiante Se contempla horario de apoyo didáctico de tutores Productos de actividades claramente definidos Presentación uniforme Relevantes Materiales apoyo suficientes y pertinentes Guías y ayudas suficientes Comprensibles Motivantes Materiales Disponibles oportunamente / Recursos Accesibles (el alumno cuenta con herramientas (software) necesario) Variado ( Video, audio, imágenes, VC, guías, laboratorios, simulaciones, etc.) considerando el aspecto tecnológico de usuarios Comprobación de que enlaces están activos y que los materiales son accesibles Respeto del derecho de autor Sistemática Objetiva Participativa Evaluación Flexible Criterios claramente establecidos Relación directa con objetivos (consistente y coherente) Motivadora Continua 30 ETAPA CRITERIOS Reglas para retroalimentación constante y clara por parte de tutores Calendario de evaluación Esquema de evaluación CONCLUSIONES 1. No existe acuerdo respecto al concepto de calidad en los entornos virtuales, sin embargo, se han realizado avances respecto a la selección y descripción de criterios a considerar para su evaluación. 2. Es posible y necesario medir la calidad de los programas virtuales 3. Es importante, aprovechar que esta modalidad está relativamente empezando, para repensar qué estamos haciendo bien y qué estamos haciendo mal en las aulas presenciales, determinar las diferencias entre un aula presencial y una virtual, y potenciar lo que se hace bien. Se incluyen algunas preguntas de reflexión al respecto: 1.1. ¿Quiénes serán nuestros alumnos virtuales? 1.2. ¿Tendrán el autocontrol y la disciplina necesaria para salir adelante en su tarea de aprendizaje? 1.3. ¿El recurso humano docente estará capacitado para enfrentar esta nueva modalidad que absorberá nuestro ambiente educativo? REFERENCIAS Duart, J. y Martínez, M. (2001). Evaluación de la calidad docente en entornos virtuales de aprendizaje. Encontrado en: <http://www.uoc.edu/web/esp/art/uoc/0109041/duartmartin.html> [mayo, 2006] Frydenberg, Jia (2002). Quality Standards in e-Learning: A matrix of analysis. Irvine Distance Learning Center University of California. Visitado en Red el 30 de noviembre del 2007 en: http://www.irrodl.org/index.php/irrodl/article/viewArticle/109/189 31 Santoveña, S. (2005) Criterios de Calidad para la Evaluación de los Cursos Virtuales. Unidad de Virtualización Académica. Universidad Nacional de Educación a Distancia (UNED). Publicación en línea. España: Granada. Año II, Nº4 Encontrado en: ttp://www.ugr.es/~sevimeco/revistaeticanet/numero4/Articulos/Formateados/calidad.p df#search=%22Sonia%20M%C2%AA%20Santove%C3%B1a%20Casal%2B%20CR ITERIOS%20DE%20CALIDAD%20PARA%20LA%22 Salas, I. (2006). Condiciones que favorecen la calidad de los cursos en Línea. Universidad Estatal a Distancia. San José. 32 33 Scrutinising Competencies: Retraceable Clouds of Learning Goals in the APOSDLE System Victor Manuel García-Barrios1, Günter Beham2, Barbara Kump3 1 Institute for Information Systems and Computer Media, Graz University of Technology, Inffeldgasse 16c, 8010 Graz, Austria [email protected] Know-Center, Knowledge Management Institute, Graz University of Technology, Inffeldgasse 21a/II, 8010 Graz, Austria [email protected], [email protected] 2 3 Abstract. The APOSDLE research project aims at developing an integrated framework of tools to support work-place learning. The resulting system will assist workers during their tasks by connecting and optimising their working, learning and collaboration activities. For this purpose, the system needs complex models for the representation of workflows, competencies, knowledge domains as well as user profiles and interactions, among others. In that context, this paper focuses on the critical aspects that arise from conveying to system users how their individual task history, competence-based learning goals and learning activities are interrelated. As a result, a solution approach is presented, which places learning goals at the centre of a user profile visualisation tool. The solution approach follows the principles of dynamic lists and tag-clouds in order to improve the scrutability of individual user profiles and to overcome the difficulty of conveying in a human-readable form the usage of complex models. Keywords: Work-integrated Learning, Cloud-based Visualisation, Learning Goals, Competence Management, Scrutability, User Profiling. 1. INTRODUCTION In general terms, the development of personalisation-pertinent systems is conducted under the premise of one size does not fit all. The end-users of such systems are aware of the increasing amount of well‐tailored information they may access for their particular needs or goals. Moreover, they are aware of the fact that in the majority of cases, they have to pay the price or hazard the consequences of delivering personal data to ensure those services. According to the results of several surveys, most of the users are willing to do so; e.g. as stated in [1], 76% of the survey subjects expressed strong interest in receiving personalised content, and 45% were more likely to visit Web sites that provide personalised recommendations than sites without them. The high relevance of these systems can be identified in various application areas, such as e-commerce, recommender systems and adaptive e-learning ([2] [3]). Thus, rather than a trend, there exists a need for personalisation‐pertinent systems in distinct 34 situations of modern life [4], e.g. in work-place learning in order to increase or optimise the individual competence level of corporate workers. But apart from the fact that personalisation continuously gains interest within the research and end-user communities, the success and efficiency of a personalised service depends strongly on its technological implementation. The core components of such systems have to deal with high accuracy when assuming to know their users’ interests and goals, i.e. the applied reasoning methods, the needed model representations as well as the acquired (or inferred) information in the individual user profiles are critical issues from the point of view of system developers. Against this background, one of the biggest challenges met by developers of personalisation-pertinent systems is making it easy comprehensible to users how and why the system has delivered a personalised service as well as which information in the individual user profile has been used, but at the same time, hiding the level of computational complexity behind the user interfaces. Thus, the information in the user individual profiles should be easily scrutable [5]. In general terms, the difficulty of conveying to end-users the structure, state, meaning and usage of an abstract model increases with e.g. the complexity of its internal representation and computation, the degree of its evolution, the lack of its human-readable descriptors, as well as the loss of the usability of its visualisation. Within the context of personalised services of work-integrated learning systems, this paper presents a visualisation solution approach that deals with the high and dynamic complexity of competence-related models in the first prototype solutions of the APOSDLE system. The work and ideas presented in this paper are the outcome of the APOSDLE research project (Advanced Process-Oriented Self-Directed Learning Environment). As stated in [6], the APOSDLE system offers personalised learning support to their users while working with existing corporate-associated information and contributing with new information to the corporate knowledge repository. Within the scope of the research project, these persons are called knowledge workers and include engineers, researchers, software developers, consultants and designers. The APOSDLE project follows a Learn@Work approach, i.e. learning takes place in the immediate working environment and context of the system user. In contrast with traditional e-learning systems, the system offers integrated support for the three roles of a knowledge worker at work-place: worker, learner and expert. The topics driving the reminder of this paper can be summarised as follows. The practical scope of the APOSDLE project is defined by the integrated support of the main activities of knowledge workers: working, learning and collaborating. Thus, the (semi)automatic identification of their task-based learning goals plays a central role in the system. In order to fill a competence gap in a working situation, the APOSDLE system personalises its services for the user and recommends documents, learning events or collaboration possibilities with experts. Due to the complexity of the models behind this functionality and taking into account that the users of the system need a view on the personalisation-pertinent behaviour of the system, a simple and efficient visualisation of the relationships among the interacting models is required. Chapter 3 deals with this problem and gives an overview on the proposed solution approach. The paper concludes making references to related work as well as underlining open issues and future work. 35 2. WORKING, LEARNING, COLLABORATING This chapter gives an overview on the research ideas and goals of the APOSDLE project. It introduces into relevant terminology as well as presents the general aspects of the overall system architecture and of its first prototype implementation (section 2.1). The focus in this chapter is set on the notion of a learning goal. An overview on the competence-based model of learning goals is introduced, and based on that, main requirements for the visualisation of an individual chronology of applied & acquired learning goals are defined. This central point of attention is described in section 2.2. 2.1 Process Oriented Self-Directed Learning Within the scope of the APOSDLE project, and according to [8], the activities of a knowledge worker are mainly defined by overall goals and expected results instead of predefined task procedures. Thus, a knowledge worker may organise the structure of her activities with certain autonomy in terms of their timing and sequencing. As a consequence, a knowledge worker may switch to different tasks or domains in her workflows. This switching reflects the dynamics in a so called user context, wherein a knowledge worker switches to different roles in her working situations (e.g. from worker to learner, or from learner to expert). In APOSDLE, the notion of learning refers to the advancement of knowledge and skills of knowledge workers, and includes the following characteristics: (a) workplace learning is integrated in the current working tasks of knowledge workers and utilises existing resources; (b) work-place learning activities aim at enhancing the performance of working tasks; (c) from the point of view of knowledge workers, work-place learning may occur spontaneously or unintentionally; (d) the learning needs and goals of APOSDLE users are derived from the tasks they currently perform; (e) learning activities emerge either from making use of available knowledge sources or in the creation of new knowledge (e.g. during collaboration events); (f) the results of learning activities (i.e. acquired knowledge and skills) may be directly transferable to the worker‘s working situation. [8] The general system architecture of APOSDLE‘s first prototype, shown in figure 1 (top side), depicts its central software parts and their interrelations (APOSDLE Tools, APOSDLE Platform and Backend Systems). The architecture is based on a clientserver software system, whereby the implementation follows a SOA paradigm (Service-Oriented Architecture) [6]. The Tools provide an interface to the user of the System, while the Platform provides the server-side functionality of the System. The bottom side of figure 1 illustrates the two sets of tools at disposal: the Modelling Tools (for experts to create formal models of user environments) and the Workplace Tools (for knowledge workers to use during work-integrated learning). Thus, the APOSDLE Tools represent the degree of operational complexity of the system. The computational (or functional) complexity of the system is given by the APOSDLE Platform (see [6] for details), which is mainly in charge of providing (a) foundation functionality to the whole System (Tools and Platform) through its Classification Service, Homogenous Access component, Semantic Service and Structure Repository 36 Manager, and (b) a way of recommending resources for work-integrated learning through its Associative Network component and User Profile Service. The latter issue is based on the context of the learner, thus, on the one hand the Associative Network searches and retrieves context-dependent learning sources, and on the other hand the User Profile Service manages fine-grained information about the learners and their individual contexts. Fig. 1. General Overview on APOSDLE System and on its Tools (Modelling & Workplace) [6] In short, the current learning context of a knowledge worker is calculated from the current states of those internal models of the system that reflect her current individual task and her advancement in terms of competencies. The result for a system user is then personalised set of recommended learning sources, which, after consumption, might cover an identified context-dependent competency gap. But this result is the outcome of complex calculations in and among the distinct components of the APOSDLE Platform, Tools and Backend Systems. And what if a user wants to understand how all this technical and formal ―stuff‖ has taken place? A scrutable user interface is needed. 2.2 Learning Goals in the Aposdle System The APOSDLE Sidebar (shown on the left side of figure 2) represents the main user‟s view on the result of the calculations of the APOSDLE System. For a working task being currently executed by a user, the needed (task-related) competencies are listed by the system. In addition, according to these competencies, a set of learning resources (documents and events) as well as expert contacts are also shown. Thus, the 37 Sidebar expresses a just-in-time personal learning offer for the current working task of a user [7]. The system delivers this most-suitable learning offer based on the current user context of the interacting knowledge worker; a user context [9] is described by connecting (at least) competence, domain and task models, as illustrated by the meta-model of user contexts shown on the right side of figure 2. Fig. 2. Left: APOSDLE Sidebar, the User‟s View on the APOSDLE System. Right: MetaModel for User Contexts, as used by the User Profile Service. [6] An individual user context is a dynamic entity continuously derived from the analysis of individual working tasks and individually consumed learning sources. Therefore, an individual work-place environment reflects distinct individual learning needs at distinct points in time depending on the task at hand. Within this context, the main goal of the APOSDLE research project is to improve the analysis of learning needs by comparing the tasks already executed by users with those tasks to be faced in the future. For that purpose, user-computer interactions are tracked on real-time to obtain and optimise a fine-grained user model, which in turn builds the computing base for personalised, user-context-based learning recommendations (see as shown in the Sidebar). [6] From the point of view of the system‘s usability and user interface design, it is highly important (and challenging) to convey to users a comprehensible explanation of why (and how) these recommendations have been delivered at a certain point in time (past or present). Thus, an intuitive user interface is needed for APOSDLE users in order to scrutinise on the one hand the adaptive behaviour of the system, and on the other hand the history of the tracked observations and inferences of the system in the individual user model. The diagrams on the left side of figure 3 show the relationship of a task model element (Task) with a competence model element (Learning Goal) as well as the connection of a learning goal with tracked Learning Activities, which can be of the 38 type Learning Event, Expert Contacted or Document Opened, depending on the learning resources consumed or experts contacted trough the APOSDLE Sidebar. Fig. 3. Left: Relations Task - Learning Goal & Learning Goal - Learning Activities. Right: An Example of the States of the Models for a Knowledge Worker on the Task “t4”. Given the assumption that the number of model elements behind the user contexts of a medium- to large-size company may be many hundreds, a node diagram in a user interface reflecting an individual user context history might not be clear and comprehensible enough (see ―(A)‖ on right side of figure 3, showing an example of a small part of such a diagram). The diagram ―(B)‖ on figure 3 reflects the adaptive behaviour of the APOSDLE system for a user that performed ―Task 4‖ in the past, whereby the APOSDLE system did not show in its Sidebar all learning goals (―lg3‖ to ―lg6‖) corresponding to the task (―t4‖), rather just those representing her knowledge gap (―lg3‖ and ―lg4‖). Furthermore, after tracking the interactions of this user within that task, an additional diagram is needed to show her that she executed some learning activities connected to e.g. ―lg3‖ (see ―(C)‖ in figure 3). In sum, the learning activities executed in ―(C)‖ mean a competence advancement regarding ―lg3‖ while working on ―t4‖. In turn, due to further connections of ―lg3‖ with other tasks, the system will consider this advancement in the future and eventually suppress the appearance of ―lg3‖ in the Sidebar. In particular this adaptive behaviour of the system should be conveyed to the user in a simple and intuitive way. In APOSDLE, this behaviour is reflected within its Web-based User Profile Management Tool using dynamic lists that show the working-learning-collaborating history of individual users. 39 3. RETRACING A WORK-INTEGRATED LEARNING CONTEXT APOSDLE‟s User Profile Management Tool (UPMT) is a Web-based user interface that shows users the contents of their individual user profiles. This chapter focuses on those parts of UPMT presenting to users the states of their competence advancement. The UPMT of the first and second prototypes of the APOSDLE system comprises five sections: Business Card (to show personal data, such as name or email address), Preferences (including a sub-section for choosing a desired privacy level, and one for selecting preferences about collaboration tools), Working (to visualise task-based activities), Learning (to visualise issues regarding knowledge acquired), and Collaborating (to show details on individual collaboration-related events, such as chats, emails or ratings of experts). The implementation of the APOSDLE system is based on the Java Spring framework [10]. Its Web-based server side is represented by the Tomcat Apache server [11]. To avoid platform dependencies and to enable an AJAX-based client solution [12], the UPMT is built on GWT (Java-based Google Widget Toolkit [13]). The next two subchapters introduce main aspects of the UPMT sections Working and Learning to give users the possibility to retrace their activity history in the context of their competence advancement (based on the models and functionalities shown in the previous chapter). 3.1 Tasks vs. Learning Goals: Knowledge Applied The section Working in UPMT presents APODLE users two visualisation possibilities (Lists and Clouds, see respectively left and right side of figure 4) to provide a view on the relationships among their performed tasks and the corresponding learning goals. This view is called Knowledge Applied and enables users to scrutinise and retrace their competence advancement history as computed and tracked by the system. 40 Fig. 4. View “Knowledge Applied” in APOSDLE‟s UPMT (left: as Lists; right: as clouds). The main area of the Knowledge Applied view shows a user the set of already performed working tasks (―Main List: Task History‖ in Lists mode or ―Main Cloud: Tasks‖ in Clouds mode). By selecting one task, a second area is dynamically filled with the corresponding learning goals (―Sub-Lists: Learning Goals‖ or ―Sub-clouds: Learning Goals‖). The main problem of making such a visualisation scrutable for users relies on the fact that the explanations needed to convey the APOSDLE-context meaning of such Task-LearningGoal relationships consist of a large set of descriptive data including temporal, environmental, personal and computational conditions. For example, knowledge workers perform usually the same task several times trough their workflows and thus, depending on their overall task history, they consume continuously distinct learning resources and collaborate with distinct experts in distinct working contexts. This continuous advancement of competencies through their working activities increases at the same time the complexity of the cross-linked relationships among tasks, detected learning goals and recommended learning sources. Furthermore, a consumption of learning events, an opened document or an established collaboration (all of them being tracked by the APOSDLE system) is an indicator for a learning activity, and thus, influences also the degree in which competence advancement is calculated. For the APOSDLE system, all these factors represent some of the triggers to adapt the elements in the personal Sidebar of a knowledge worker. Thus, the system contains stored numerical values that can be used as key elements to express the frequency of occurrence of tasks, learning goals and learning activities. Consequently, these numbers convey intrinsically individual competence advancement. This is the reason of utilising the notion of Tag Clouds within the UPMT ([14] [15]). For example, as 41 shown in figure 5, how a learning goal (―LG137‖) has contributed to competence advancement can be visually retraced through the representative font-size within the clouds. Fig. 5. Segment of the “Clouds” View on “Knowledge Applied” in APOSDLE‟s UPMT. On the on hand, ―LG137‖ seems to have had little impact within the task ―T 048‖, but on the other hand, its overall impact on ―T 048‖ and ―T 045‖ is very relevant compared with the other learning goals. Thus, not only from the personal but also from the point of view of the company, filling this gap was essential in the competence advancement of this specific knowledge worker. 3.2 Learning Goals vs. Learning Activities: Knowledge Acquired The figures in the previous sub-chapter show a way to provide users a possibility of retracing their task history, and simultaneously, a way to scrutinise the relationships of task-related learning goals. APOSDLE‟s UPMT extends for its users the visibility of personal competence advancement by showing in its section Learning the relationships among learning goals and learning activities (see figure 6). 42 Fig. 6. Segment of the “Clouds” View on “Knowledge Acquired” in APOSDLE‟s UPMT.. Within APOSDLE, the learning activities of knowledge workers represent distinct ways of acquiring knowledge. On the one hand, the system recommends personal learning sources through the Sidebar depending on the current working task (see figure 2), and on the other side, it tracks which of these recommendations have been accepted and consumed by the users. Thus, the system collects data about consumed learning events, documents opened as well as about the transcripts of collaboration events. As knowledge workers may e.g. read a certain document or chat with a certain expert several times within distinct tasks, these events contribute in a distinct manner to competence advancement. Through the usage of dynamic font-resizing as in Tag Clouds, the frequency of occurrence of learning activities (i.e. times a learning source has been consumed) conveys to users the impact of their repetitive learning on the knowledge acquired for a certain competence (learning goal). Further, a colour-based visual differentiation of the types of learning activities is also given. For example, the cloud for the learning goal ―LG 051‖ in figure 6 shows that this user has contacted ―Ana‖ (a recommended expert in the knowledge domain of this learning goal) so many times that these collaborations have contributed more to acquiring the needed knowledge than the other learning activities. Further, regarding the learning goals visible in figure 6, this user seems to prefer collaborative events with experts rather than reading documents or consuming learning events. 4. CONCLUSIONS AND FURTHER WORK The APOSDLE system enables an integrative view on the working environment of knowledge workers through the connection of learning, knowledge and work spaces. This paper has given an overview on how the system deals with the learning context 43 of knowledge workers by means of their competence advancement. Because of the complexity of computing recommendations out of the states of the models in the system, and due to the highly-crossed relationships among model elements, this paper proposes the usage of intuitive cloud-based views on individual states of user models in order to enhance and simplify their visualisation. APOSDLE‘S UPMT views Knowledge Applied and Knowledge Acquired are provided to users to scrutinise the chronology, relationships and descriptions of their performed tasks, achieved learning goals and executed learning activities. The concept proposed in this paper will be evaluated for the development of the third prototype of the APOSDLE system. Future work will be also the attempt to place learning goals at the centre of a single visualisation with adjacent dynamic relations to tasks and learning activities in order to provide an integrated view on the entire competence advancement of knowledge workers in the APOSDLE context. As the current implementation of the UPMT is a Web-based (in concrete, Ajax-based) solution, it is assumed that (and should be tested if) this cloud-based tool can be reused for integration into other e-learning solutions. 4.1 Acknowledgements The APOSDLE research project (http://www.aposdle.org) is partially funded by the European Community (http://europa.eu.int) under the IST priority (Information Society Technologies, http://cordis.europa.eu/ist) of FP 6 (Sixth Framework Programme for R&D), contract number IST-027023. The support of the following institutions is gratefully acknowledged: Know-Center Graz (http://www.knowcenter.at), funded by the Austrian Competence Center program Kplus under the auspices of the Austrian Ministry of Transport, Innovation and Technology (http://www.ffg.at) and by the State of Styria, Austria; and Institute for Information Systems and Computer Media (IICM, http://www.iicm.edu), Faculty of Computer Science at Graz University of Technology, Austria. REFERENCES 1. ChoiceStream: ChoiceStream Personalization Survey, Consumer Trends and Perceptions, (2007), URL http://www.choicestream.com Last visit: 2008-13-01. 2. Kobsa, A.: Generic User Modeling Systems; in User Modeling and User-Adapted Interaction, Volume 11: Kluwer Academic Publishers, The Netherlands; pp. 49-63, (2001). 3. Hof, R., Green, H., Himmelstein, L.: Now it‟s YOUR WEB; in Business Week, Issue October 5th 1998; pp. 68-75, (1998). 4. García-Barrios, V.M.: Personalisation in Adaptive E-Learning Systems - A Service-Oriented Solution Approach for Multi-Purpose User Modelling Systems; Dissertation at Institute of Information Systems and Computer Media, Faculty of Computer Science, Graz University of Technology, (2007). 44 5. Kay, J.: Scrutable adaptation: because we can and must; in Proceedings of 4th International Conference for Adaptive Hypermedia and Adaptive Web‐Based Systems, AH 2006, in Dublin, Ireland; Wade, V., Ashman, H., Smyth, B. (eds.), Springer (pub.); pp. 11‐19, (2006). 6. Consortium of APOSDLE: First Prototype APOSDLE - Deliverables D1.2, D2.2, D3.2, D4.2, D5.2.; (2007), URL http://www.aposdle.org/results Last visit: 200813-01. 7. Bonestroo, W., Ley, T., Kump, B., Lindstaedt, S.: Learn@Work: Competency Advancement with Learning Templates; in Proceedings of LOKMOL-2007, Crete, Greece; pp. 17-20, (2007). 8. Consortium of APOSDLE: APOSDLE Scope and Boundaries - Deliverable D6.1; (2006), URL http://www.aposdle.tugraz.at/media/multimedia/files/aposdle_scope_and_boundari es Last visit 2008-13-01. 9. Ulbrich, A., Scheir, P., Lindstaedt, S.N., Görtz, M.: A Context-Model for Supporting Work-Integrated Learning; in Nejdl, W., Tochtermann, K. (eds.), Innovative Approaches for Learning and Knowledge Sharing, LNCS Vol. 4227, Springer Verlag (pub.), Heidelberg; pp. 525-530, (2006). 10. Spring; Open Source, full-stack Java/JEE application framework; Web-site URL http://www.springframework.org - Last Visit 2007-12-18. 11. Apache Tomcat; Open Source, Java Servlet container; Web-site URL http://tomcat.apache.org - Last Visit 2007-12-15. 12. Garrett J.J.: Ajax: A New Approach to Web Applications; Adaptive Path, LLC, 2005-02-18; Web-site URL http://www.adaptivepath.com/ideas/essays/archives/000385.php - Last visit 200712-07. 13. GWT: Google Widget Toolkit; Open Source, Java software development framework for AJAX applications; URL http://code.google.com/webtoolkit - Last Visit 2007-12-05. 14. Hassan-Montero, Y., Herrero-Solana, V.: Improving Tag-Clouds as Visual Information Retrieval Interfaces; In Proceedings of the 1 st International Conference on Multidisciplinary Information Sciences and Technologies (InSciT2006), Workshop on Information Visualization; Mérida, Spanien (2006). 15. Rivadeneira, A.W., Gruen, D.M., Muller, M.J., Millen, D.R.: Getting Our Head in the Clouds: Toward Evaluation Studies of Tagclouds; In Proceeding of the 25 th International Computer/Human Interaction Conference (CHI2007); San Jose, CA, USA; pp. 995-998, (2007). 45 46 Open Source Collaborative eLearning Ronald Aust1, Allen Quesada2 1 Educational Leadership and Policy Studies, University of Kansas, Lawrence. [email protected] 2 Facultad de Letras, Universidad de Costa Rica, San Pedro. [email protected] Abstract. Open source collaborative eLearning draws on a constructivist perspective with learners actively engaged in exchanging ideas, negotiating meanings and creating knowledge resources that are freely and openly shared. Collaborative eLearning is valuable in transnational university partnerships where faculty, students and programs benefit mutually from diverse perspectives. This investigation of a teaching and research partnership, with a United States and a Central American university, involved faculty in reviewing curricula, collaborative teaching and engaging students in collaborative knowledge construction. Surveys and interviews with 52 participants over two semesters revealed significantly higher ratings after refining strategies and adopting a six event Collaborative Knowledge Construction model. Results support an “Any Place Same Time” approach and the continued growth of transnational partnerships to advance open source eLearning. Keywords: open source, collaborations, eLearning. transnational, constructivist, 47 1. INTRODUCTION: REFLECTIONS ON OPEN SOURCE COLLABORATIVE ELEARNING AND TRANSNATIONAL EDUCATION Our research and development efforts are designed to establish meaningful and sustainable transnational collaborations between faculty, students and academic programs across universities and ultimately K-12 schools. These mutually beneficial collaborations involve the sharing of ideas and resources concerning coursework, curricula, academic programs and co-teaching activities. We use the term open source collaborative eLearning in the broad sense where open source refers to all knowledge resources that are jointly constructed and openly shared. This definition is similar to Thomas Friedman‟s [1] broad interpretation of open sourcing as a key factor that is leveling global societies and economies. Computer science professionals associated with the open source software movement [2], often use the term open source in a more focused reference to software licensing agreements that allow the general public access to software code under relaxed or non-existent copyright restrictions. Certainly many of the policies and ideas that are now incorporated in open source knowledge resources were derived from the open source software movement. This migration of open source ideas is exemplified in the way that leaders in open source software, including MIT, are now offering open courseware that covers topics on engineering, health sciences, the humanities and arts. The addition of open source expands perspectives on transnational collaborative eLearning. It is not only that people from different parts of the world are collaborating for a time to build knowledge resources. Open source adds the perspective of a continuous community effort to address and openly share ideas and solutions on important problems. Our interpretation of transnational open source eLearning begins with the premise that partnerships between institutions will be mutually beneficial where faculty, students and programs contribute significantly in advancing learning environments. This differs considerably from descriptions of “off shore” transnational education [3] where sending institutions are located in a country different from where the receiving institutions‟ learners are based. We prefer the literal interpretation of transnational education as “education that transcends national boundaries” without the diminishing stipulation that there are unique sending and receiving institutions. This interpretation involves faculty, students and institutions growing together in mutually beneficial learning environments that support sustainable constructivist pedagogy. 2. OPEN SOURCE COLLABORATIVE TEACHING This investigation of an international university partnership highlights some of the strategies that we used to enrich our courses and academic programs at the University of Costa Rica (UCR) and the University of Kansas (KU). Every university 48 partnership will be unique and the overall goals may differ. Our pilot development involved, three one-on-one faculty partnerships covering courses in Educational Technology, Language Analysis, and Second Language Acquisition at both universities. We focus this investigation on the Educational Technology partnership that reviewed curricula, syllabi, instructional strategies, technology resources, and facilities to assess how we could combine our strength to improve the quality of our courses and academic programs. We drew on previous experience in designing interfaces and systems for eLearning content [4, 5], faculty professional development [6] and using technology to enrich language learning in rural urban K-12 schools [7]. We also benefited from a rich heritage of experiences between UCR and KU including a 50-year formal partnership in international studies. The University of Costa Rica is the largest university in Costa Rica with many established ties to businesses, industry, and K-12 schools. UCR founded the first Teaching English as a Second Language (TESL) program in Central America. This offers KU's faculty and student a unique perspective of current trends and strategies for implementing successful and sustainable programs in Latin America. Ranking in the top 20 Schools of Education in the United States, KU‟s School of Education has many outstanding educational technology initiatives, academic programs, and 25 years of experience in preparing TESL doctorates worldwide. International partnership between other universities will likely offer different, but no less significant, opportunities for expanding diversity and growth in research and academic programs. After analyzing course syllabi and teaching strategies, the faculty partners determined the topics that they would teach. The primary instructor at the host institution taught most of the classes and the "guest" instructor taught at least one live and one online session at the host. This method capitalized on the understandings and experiences of each faculty member to enrich the instructional quality in both courses. For example, the faculty partner at UCR is experienced in working with diverse students in integrating technology in language learning. This topic fit well in the Integrating Educational Technology class taught at KU. The faculty partner at KU had experience in designing user interfaces with online glosses, a topic that fits well within the Technological Resources for Language Learning course taught at UCR. Faculty posted their presentations in advance so that students could download the materials before the presentations. We sought to develop an affordable strategy that employed standard audio equipment, video cameras, free teleconferencing software (Skype) and a readily accessible (PDF) format for presentation. The presentations typically lasted about 40 minutes with 15 minutes for questions. As our experience increased we began to add pre and post activities to augment the sessions where students were asked to review notes, locate materials in advance, and provide followup reports. Figure 1 shows the layout for the online presentations. In this case, students could see the instructor in the upper left corner with the chat board directly below and the presentation as a PDF on the right side of the display screen. 49 Fig. 1. Online Collaborative Teaching Fig. 2. Knowledge Construction Teams 3. OPEN SOURCE COLLABORATIVE KNOWLEDGE CONSTRUCTION Janet Salmons [8] defined collaborative eLearning as, “constructing knowledge, negotiating meanings, and/or solving problems through mutual engagement of two or more learners in a coordinated effort using Internet and electronic communications.” Salmons described the levels of engagement in collaborative eLearning as: dialogue, peer review, parallel review, sequential collaboration, and synergistic collaboration. Stahl [9] noted that successful cooperative behavior requires trust-building activities, joint planning, and team support. Duffy and Cunningham [10] also note that the primary outcome of collaborative knowledge construction is the dialogs and reflexivity among learners. In addition to sharing teaching presentations we also sought to engage students in activities where they collaborate to construct new knowledge. Drawing on the philosophies of Piaget [11], Papert [12], Bruner [13], and Vgotsky [13], this constructivist approach assumes that the most meaningful learning occurs when learners are actively involved in mentally constructing new information. Rather than the direct one-way “pouring in” of knowledge that often characterizes traditional instruction, constructivist‟s pedagogy focuses on the importance of peer relationships, the context, the learning environment and learners‟ beliefs. With these constructivist principles in mind, we developed instructional strategies for piloting the Collaborative Knowledge Construction activity in the summer semester. We planned to form teams of 3 to 7 students with approximately equal representation from each institution and use an approach advocated by Hitz [14], to engage learners in team projects where they construct artifacts that demonstrate their new knowledge and skills. Our classes did not meet at the same time so the communication among the international team members was organized through the knowledge construction team web site shown in Figure 3 and relied heavily on 50 asynchronous email and threaded discussions. We did have synchronous Skype teleconferences with the two classes where the faculty met and discussed the project status. We also instructed the students in the use of Skype and encouraged them to arrange live teleconferences with their group on their own time. Our first task was to assist student in selecting the topics with international implications that would be interesting and meaningful to students and relevant for our courses. During the initial course and program review we noted that both the KU and UCR educational technology courses engaged students in building resources that focused in part on one of the six National Educational Technology Standards (NETS) to advanced students‟ social awareness and encouraged them to "apply technology resources to enable and empower learners with diverse backgrounds, characteristics, and abilities." Aside from being relevant to critical aspects of both courses, we saw these “social awareness” activities as a means to begin the process of establishing a more open source approach to building knowledge resource on topics that are of interest and importance to transnational audiences. Furman and Negi [15] observed that social work educators must begin to help students become more comfortable with transnational exchanges. When forming teams to engage in open source collaborative eLearning, some examples of topics that students investigated include: Bilingualism, Healthy Diets, Ageing Populations, Immigration, Worldwide Adoption of eCommunities and e-Books, Global Warming, Reef Pollution, Rainforest Destruction, and the Central American Free Trade Agreement (CAFTA). The review of literature and planning for the pilot projects raised several questions regarding these transnational collaborative activities. How do online teaching presentations compare to traditional face-to-face communications? Did the eLearning technologies support adequate faculty-students and student-student interactions? Are the topics and course content deemed important and relevant? Did the activities advance understanding of culture and language? How can we best design the collaborative knowledge construction activities to maximize cooperation and engagement of all team members? Do attitudes and benefits from collaborative eLearning differ across gender, institutions, ages or experience with online courses? With these questions in mind we framed the following research with the understanding that we would use lessons in the pilot phase to revise and extend the subsequent collaborative partnerships. 4. METHOD Participants: The investigation involved two faculty and 52 student participants, 22 from UCR and 29 from KU who ranged in age from 22 to 58 years with a mean age of 27. Data collection took place during the Summer (N=24) and Fall (N=27) with 16 male and 36 female participants. The multicultural nature of participants included natives from Brazil, Canada, China, Columbia, Costa Rica, Panama, Peru, Puerto Rico, Saudia Arabia, South Korea, Taiwan, Tunisia, Turkey and at least 9 of the United States. Survey Instrument: We designed an online survey on international collaborative eLearning using a 5 point likert scale (1=strongly agree, 3=neutral and 5=strongly 51 disagree) with items regarding the technical clarity and relevance of presentations, comparisons to traditional face-to-face presentations and the success of interactions among the instructors and other team members in the collaborative knowledge construction activities. The survey collects information on Age, Gender, Online Course Experience, Academic Major and Institutional Affiliation. The survey also included open-ended questions including: “How does this online collaboration activity compare to a traditional face-to-face educational collaboration. How is it better? How is it worse? What are the advantages and/or disadvantages of international collaborations? Procedures: Although the faculty partners had previous experience in the collaborative co-teaching, the collaborative knowledge construction was a new activity that we first piloted in the spring semester. Both of our courses were held in lab environments, and we conducted site visits midway during the semester to meet with faculty, plan activities and review technical configurations. We administered the survey at the end of the Summer and Fall semesters using the online SurveyMonkey system. 5. RESULTS Survey Results: We compiled descriptive and analytical statistics using SPSS from the survey data. After reviewing the survey results from the Summer (N=24) semester and the responses to the open ended items we made several adjustments to our courses and strategies and administered the survey at the end of the Fall semester (N=27). Table one shows the results on items from the survey on collaborative eLearning. Means for the summer semester class were near “neutral” (M=2.9). The fall semester means (M=1.9) were clearly lower indicating, “agree” to “strongly agree.” The significantly lower values for the fall semester indicate that the participants agreed more strongly with the positively worded items. Table 1. Collaborative eLearning Survey Results Across Semesters Survey Items (abbreviated) 1. was easy to see. 2. was easy to hear. 3. covered important content. 4. had an international flavor. 5. helped me learn important ideas. 6. made it easy to ask questions. 7. was as good as Sum mer Fall Sum mer Fall F(1, 50) M= 2.2 M= 3.5 M= 2.3 M= 2.4 M= 2.7 M= 3.0 M= M= 1.6 M= 1.8 M= 1.7 M= 1.5 M= 1.8 M= 2.2 M= SD= .82 SD= .93 SD= .99 SD= .75 SD= .81 SD= .91 SD= SD= .84 SD= .75 SD= .81 SD= .64 SD= .85 SD= .97 SD= 5.9 48 49. 41 4.0 64 9.0 04 16. 33 7.3 3 18. Sig. P=.01 8* P=.00 0** P=.04 9* P=.00 4** P=.00 0** P=.00 9** P=.00 52 a face-to-face. 8. learned about another language. 9. easy to interact with the instructor. 10. easy to interact with other students. 11. learned more about other cultures. Average Means: 3.3 M= 3.3 M= 3.3 M= 3.0 M= 2.4 M= 2.9 1.9 M= 2.7 M= 2.1 M= 2.0 M= 2.0 M= 1.9 1.2 SD= 1.1 SD= 1.3 SD= 1.2 SD= 1.1 SD= 1.0 1.0 SD= 1.3 SD= 1.0 SD= .98 SD= 1.1 SD= .93 83 2.5 6 12. 50 11. 14 1.0 16 0** P=.11 6 P=.00 1** P=.00 2** P=.31 8 Survey items were rated on a 5 point Likert scale (1= strongly agree, 3= neutral, 5= strongly disagree) * P<.05, **P<.01 | Summer N=24; Fall N=27 The results showed that older students rated many aspects of the collaborative eLearning activities higher than the younger student in the course. With Pearson correlations on 47 subjects (some missing age data) we found that the item “…covered important content” was negatively correlated with age (-.326, p=.029). In other words, older participants agreed more with these positively worded items. We also found significant negative correlations with age and items: “had an international flavor” (-.336, p=.024), “helped me to learn important ideas” (-.412, p=.005), “was as good as a face-to-face presentation” (-.328, p=.028), and “made me want to learn more about the speaker's culture” (-.352, p=.018). Comparisons across institutions revealed a significant difference for only one survey item with the 22 UCR participants rating the collaborative eLearning presentations somewhat “easier to see” (M=1.6) than the 29 KU participants (M=2.1) (F 1, 50= 5.590; p=.022). The ANOVA analysis did not reveal significant difference on the survey items for the factors of gender, online course experience or academic major. Open-ended Questions: The open-ended comments from the summer semester generally began with positive comments about the value of collaborating with individuals from a different nation. For example, one participant listed advantages of “intercultural communication, language practice, losing fear about interpersonal relationships, opportunity to challenge our knowledge and compare it with other university students.” Another participant for the summer session described that they, “learned about important ideas in another culture; learned about their technology; how they learned and what they were learning.” The disadvantages listed by the summer participants centered on problems in communicating with their partners (37 references). These communication comments related to technical difficulty in hearing or seeing their partners and especially to scheduling difficulties. One participant explained that, “class meeting times can not match up … and communication was primarily through email.” Another participant explained, “There are moments when ambiguity could affect the normal communication process, since it is impossible to take into account face gestures.” Several comments asked to, “Have the class times overlap more to allow for more communication with other students.” 53 Open-ended comments from the fall semester were generally more positive. When asked to compare this online collaboration project to a face-to-face collaboration, one participant explained, “It is better because we share information from other countries and learn from each other, and this interaction is not always possible.” Another commented, “It is better in the sense that it is a very good example of how technology can be used effectively in a multicultural learning environment,” and “it is a perfect way to put into practice everything you have learned about a language, cultural, personal and academic aspects.” While the fall semester comments include few references to technical problems, again there were many references to scheduling challenges. Despite the fact that there was some overlap time, one participant mentioned, “we can not agree on a date/time to chat online because of studies, work, time, and internet access.” Another participant explained, “sometimes it is hard to agree on a time and day to work together… maybe the students can have a designated time to communicate.” 6. DISCUSSION AND RECOMMENDATIONS The insights drawn from the summer investigation guided our development of the collaborative knowledge construction model that we used in the fall (Figure 3). The educational events are scaffolded to establish confidence, develop requisite technical skills, and build trust, communication and teamwork in collaborative knowledge construction. Because team members did not always share the same schedule or place we clearly defined the educational events in terms of expected outcomes. This allows for checkpoints for each event so that all class members could understand and learn from each other. We used a team planning web site (Figure 2) with a description of the team‟s topic, member photos, brief biographies, email and Skype addresses as well as ranked list of information sources and the final knowledge resources. We used teleconferencing (Skype) to present and confirm outcomes at each event across universities. Table 2. A Model for Collaborative Knowledge Construction Educational Events 1 Select Topics 2 Form Teams 3 Define Goals & Evaluation 4 Identify & Rank Information Sources 5 Prototype, Review & Revise Resource(s) 6 Post and Present Knowledge Resource(s) Expected Outcomes List of topics and draft description(s). Team member bios, photos, and addresses. List of goals and evaluation rubrics. Post top 10 web or other information sources. Web site, wiki, concept map, powerpoints … Post and present final knowledge resource(s). 54 During the initial teleconference for the knowledge construction activity, the students 1) select and describe a list of possible topics. Next, they teleconference to 2) form teams and exchanged biographical and other information. After working together as a team, they present their 3) goals and the evaluation rubrics that they will use to assess the success of their final knowledge resource(s). The next step asked team members to 4) identify and rank the information resources in a top 10 list for their topic. During the early pilot trials, we asked students to post an unranked list of web resources. We added the requirement to rank the list in order to develop communication and teamwork early on using an apparently low stakes task that became more demanding than we first anticipated. Imagine that your team has decided to investigate the impact of global warming. You Google “global warming” and after receiving 29 million matches, you must determine which web site is most important. Your teammates in another country are also wading through millions of matches and you must agree on which is the first, second and third most important web site. What began as a simple listing of web sites became a significant research and team building activity. Following principals of rapid prototyping, team members 5) prototype review and revise the knowledge resources which might include web sites, wikis, concept maps with inspiration, graphical diagrams, or PowerPoint slides that represent the collective knowledge of the team. The teams present their prototypes in a teleconference to peers from both universities who are encouraged to provide constructive reviews, alternative viewpoints, and the ability to reflect and improve on their own learning. The culminating outcome is to 6) post and present one or more mediated knowledge resources. This event has three stages: preparation, presentation, and questioning. In the preparation stage, items are posted at least 2 days in advance of the presentation. These presentations can become highly motivating when guests are invited. One of the more rewarding surprises was when two students from Costa Rica became so engaged in their final project work that they decided to personally finance a trip to Kansas, in the cold of November, so that they could meet with their team members and present their final projects in person. We did not initially anticipate that older students would post higher ratings for several items, including “had international flavor, want to learn more about culture, and was as good as a face-to-face presentation.” than the younger “digital native” students. This might be because the non-resident foreign students are somewhat older and they highly value transnational exchanges. It might also be because the mean age for the improved design fall semester (M=29.8) was higher than the spring (M=24.8). These findings suggest that collaborative transnational exchanges will be appreciated by learners of many ages. Many eLearning advocates [16] tout “Any Time /Any Place” advantages of eLearning. Transnational collaborative eLearning requires that learning participants are in different places. As Robin Mason, [17] explains, "the strongest arguments (for eLearning) relate to the benefits of a global student body… including: working with students from many different countries, shared expertise, access extended to educationally disadvantaged and multi-cultural course content.” On the other hand, results from this investigation do not support the notion that asynchronous “Any Time” eLearning is as effective as synchronous eLearning. Humans are social. They like to meet. There is a give-and-take quality to synchronous communication that 55 enhances immediacy [18] and fosters more absorbing, more rewarding, more now learning. Thus, we advocate an “Any Place Same Time” model for collaborative eLearning. This jointly-sponsored teaching and research partnership serve as a model for collaboration that engage researchers in worthwhile activities and tangible deliverables including joint teaching, curricula, course improvements and coauthoring of research that neither side might accomplish on their own. These initiatives also foster a greater appreciation for diversity among faculty and students. Moreover, each unique transnational partnership will increase capacity for open source collaborative eLearning. REFERENCES 1. Friedman, T. L.: The world is flat: A brief history of the twenty-first century. New York: Farrar, Straus and Giroux, (2005). 2. DiBona, C, Stone, M. Cooper, D.: Open sources 2.0: The continuing evolution. O'Riley, (2005). 3. Wilson, L.A., Vlăsceanu, L.: Transnational education and recognition of rualifications. In UNESCO-CEPES, 2000, Internationalization of higher education, (75-85). Bucharest, (2000). 4. Aust, R., Isaacson, R.: Designing and evaluating user interfaces for eLearning. In Richards, G. (Ed.), World Conference on e-Learning in Corporate, Government, Healthcare, and Higher Education. pp. 1195-1202. Chesapeake, VA: AACE, (2005). 5. Aust, R., Meyen, E.L,: The design and development of a scaleable e-Learning authoring system. Proceedings of the 2005 Web-Based Education Conference. pp 225-229. IASTED, (2005). 6. Aust, R.J., Newberry B.W., OBrien, J.: Learning generation: fostering innovation with tomorrow's teachers and technology. Journal of Technology and Teacher Education. 13: (2), pp.167-195, (2005). 7. Quesada A. G., Aust R.: CyberL@b: Technology enriched English language learning in Costa Rica. Proceedings of the Ninth International CATE Conference, (2006). 8. Salmons, J.: Taxonomy collaborative e-Learning http://www.vision2lead.com/Taxonomy.pdf, (2006). 9. Stahl, R. J.: The essential elements of cooperative learning in the classroom. In: Clearinghouse for Social Studies/Social Science Education, Bloomington, (1994) 10. Duffy, T. M., Cunningham, D. J.: Constructivism: Implications for the design and delivery of instruction. In: Jonassen, D. J. (Ed.), Handbook of Research for Educational Communications and Technology, pp. 170-198. New York: Macmillan Library, (1996) . 11. Chapman, M.: Constructive evolution: Origins and development of Piaget's thought. U Press, (1988). 12. Maddux, C.D., Willis J.W., Johnson, D. M.: Educational computing: Learning with tomorrow's technologies. New York: Allyn & Bacon, (1997). 13. Bereiter, C.: Constructivism, Socioculturalism, Popper's World 3. Ed. researcher. 23: (7), (1994). 14. Hiltz, S. R: “The virtual classroom: Using computer-mediated communication for university teaching”. Journal of Communication, 36: (2), pp. 95-104, (1986) 15. Furman, R., Negi, N.: Social work practice with transnational Latino populations. International Social Work, 50: (1), pp. 107-112, (2007). 56 16. NASBE. Any time, any place, any path, any pace: Taking the lead on e-Learning policy. National Association of State Boards of Education (NASBE). http://www.nasbe.org/e_Learning.html, (2001). 17. Mason, R.: Globalizing education: Trends and applications. London: Routledge, (1998). 18. LaRose, R., Whitten, P.: Rethinking instructional immediacy for web courses: A social cognitive exploration. Communication Education, 49: (4), pp. 320-338, (2000). 57 Educación Nacional Apoyada por Ciencia y Tecnología Dr. Meir Finkel, Ph.D. [email protected] ―Propuesta educativa pragmática sobre bases empíricas en la SIMULACIÓN DE ECAMPUS UTILIZANDO E-LEARNING-GT a ser implementada a nivel nacional en concordancia con las políticas actuales en el contexto tecnoeducativo de la realidad nacional‖ 1. INTRODUCCIÓN Las tecnologías de la información y comunicación, conocidas por las siglas TIC‘s, son la nueva herramienta tecnológica que ha transformado el estilo de vida guatemalteco en el contexto global en el siglo veintiuno. El instrumento central en el uso y aplicación de esta herramienta es el Internet (red de redes), su plataforma tecnológica, desarrollada principalmente en ambiente Windows, se caracteriza por el uso del explorador de Microsoft (Explorer), siendo el elemento clave el motor de búsqueda, el portal más importante de todos es el denominado Google. El dispositivo educativo para la transferencia de información es la formación de grupos virtuales (comunidades) a través del foro de discusión (Forum) y el modelo 58 para la difusión del conocimiento es: la mezcla de educación presencial con las bondades de apoyarse en la educación electrónica (e-learning). Guatemala se encuentra inmersa en la esfera tecno-social compuesta por la integración de la sociedad celular, la sociedad digital y la sociedad del conocimiento. Circunstancia relacionada en forma estrecha con la convergencia entre la globalización, el desarrollo humano, las tecnologías TIC‘s y la innovación educativa. Situación que debe ser aprovechada en forma significativa en la formación del potencial humano para lograr oportunidades de mercado, de trabajo, de estudio y en general reducir las brechas económica y tecnológica para elevar el nivel de vida de la población guatemalteca. 2. ANTECEDENTES Un tema tan importante como es el impacto de las TIC‘s en el progreso de las personas, en la evolución de la sociedad y en la transformación de las estructuras sociales hacia la cibersociedad como consecuencia de la implantación tecnológica en todos los ámbitos de la vida humana, pero en especial en la educación. Condición que obliga a un profundo estudio cualitativo y cuantitativo del fenómeno tecno-social por medio de la identificación de las causas (TIC’s), la observación de los efectos (cibersociales) y la realización de un informe científico de carácter académico enfocado a promover el uso y aplicación de la tecnología presente en la realidad guatemalteca. Todas las fuentes de información fueron de utilidad referencial, no obstante para abordar el tema de la ―Educación en la Sociedad del Conocimiento‖, su plataforma, estrategias y acciones con el rigor científico-académico que presenta este reporte, único documento en su clase. El denominado: ―Gestión de la innovación tecnológica en Guatemala1” del doctor Meir Finkel, que dio origen a esta investigación en forma experimental en los laboratorios de la Universidad Galileo para adaptarlo a la realidad nacional de frente a la oferta educativa mundial. Siendo así que el presente informe científico denominado: ―EDUCACIÓN NACIONAL APYADA POR CIENCIA Y TECNOLOGÍA‖ se constituye en el 1 Finalista Medalla Nacional de Ciencia y tecnología 2006 59 primer documento científico de carácter académico teórico-experimental de mayor importancia que se publica en Guatemala. 3. OBJETIVOS Se busca establecer los componentes teóricos básicos de las Tecnologías de Información y Comunicación –TIC‘s– desde el punto de vista pedagógico y andragógico2, con el auxilio de las ciencias: comunicación, psicología, economía, sociología en la sociedad guatemalteca. Objetivo general Conocer el entorno conceptual y la utilización de las TIC‘s en la educación nacional, con la finalidad de elaborar una propuesta de modelo cibersocial de e-learning-gt3 con énfasis en el uso de los foros de discusión para promover y propiciar el desarrollo de la sociedad del conocimiento en Guatemala. Objetivos específicos 1) Identificar las diferentes causas y efectos que han tenido la utilización de internet y la aplicación de las TIC‘s desde el punto de vista psicológico y sociológico en lo educativo en Guatemala. 2) Analizar el contenido de las informaciones periodísticas de Prensa Libre y El Periódico sobre la tecnología y aplicaciones educativas de las TIC‘s en el período del 8 de agosto de 2004 al 18 de abril de 2007 y de los documentos de la Cumbre Mundial de la Sociedad de la Información realizada en 2006 y los avances de la aplicación de TIC‘s en Guatemala a través de grupos de discusión. 3) Proponer un modelo cibersocial guatemalteco de e-learning-gt con énfasis en los foros de discusión y validar la misma a través de grupo de expertos, diseñadores, grupos multidisciplinarios, tutores y profesionales de la docencia. 4) Evaluar la importancia de los cambios tecnológicos y sociales que han propiciado el uso de las TIC‘s con énfasis a la educación nacional. 4. HIPÓTESIS DE TRABAJO 2 Malcom Knowles, Andragogía, México: Editorial Alfaomega, 2006, p. 69. 3 e-learning-gt es una mezcla educativa guatemalteca, adaptación presencial-virtual 60 La utilización del Internet y la aplicación de las Tecnologías de la Información y Comunicación (TIC´s) en el proceso de enseñanza-aprendizaje a través de modelos cibersociales guatemaltecos de e-learning-gt con énfasis en foros de discusión, propiciará el cambio tecnológico-educativo hacia una sociedad del conocimiento en Guatemala. 5. EL MÉTODO Marco experimental El foro de discusión4 ha demostrado se la vía inmediata a utilizarse en la educación nacional, en concordancia con todas las acciones realizadas y esfuerzos por continuar distribuyendo tecnología a nivel nacional. Es una plataforma muy amigable donde alumnos y profesores se reúnen para estudiar, investigar, recibir documentos y entregar tareas. Además de servir de medio de comunicación como prolongación del salón presencial de clases. En Guatemala hay suficientes escuelas con la tecnología apropiada para iniciar a implantar la presente propuesta, de igual manera los profesores tienen sus computadoras portátiles, ahora hay que interconectar la clase presencial con un foro virtual que sirva de enlace entre los participantes y el resto del mundo. Los experimentos que se realizaron en los laboratorios de tecnología de la Universidad Galileo sobre la plataforma GES, es un modelo probado y que se puede replicar en forma gratuita en el servicio YAHOO. Este estudio resalta los usos del foro de discusión, en sus diferentes modalidades. Demostrando el uso que le dan los catedráticos versus el uso que le dan los estudiantes. De igual manera se contrastó el foro privado del GES con el foro público de YAHOO que es completamente GRATIS, y ambos demostraron que se puede iniciar el foro de discusión en forma gratuita. El problema El tema central es la importancia de incorporar tecnología en la vida del guatemalteco frente a la prestación que ésta le produce en contraposición a las molestias que causa la forma deshumanizante de dicha prestación. ¿Cuál es la mejor manera de incorporar tecnología al aula? 4 http://espanol.groups.yahoo.com/group/educomunic/ 61 La sociedad guatemalteca requiere fortalecer y ampliar su participación en un mercado global competido. Ello exige plantearse una estrategia educativa acorde a los requerimientos de competitividad en el mercado nacional y mundial. ¿Será aceptada o rechazada la propuesta tecnoeducativa? Al organizar la comunidad educativa sobre una plataforma tecnoeducativa y con la aplicación adecuada de estrategias a corto, mediano y largo plazo, apoyada en diagnósticos y estudios prognositivos5 (Bell, 1973), así como en la nueva visión, misión, objetivos y valores a mejorar la capacidad de aprendizaje y mejorar el nivel de desempeño del alumno. ¿Es esta la dirección correcta en la implementación tecnológica educativa? Para llevar a cabo los planes de acción y los programas que han de ser ejecutados con una implementación tecnológica óptima a la necesidad educativa del presente y futura del país. Preguntas de investigación Para poder determinar el grado de importancia del tema que se desarrolla, han de responderse las siguientes interrogantes: 1. ¿Realmente la introducción de las TIC’s en la educación guatemalteca, la transformará en una sociedad del conocimiento? 2. ¿Cuáles serán las razones por las que muchos guatemaltecos oponen resistencia a los cambios que proporciona la tecnología en la educación? 3. ¿Cuáles son las causas que en Guatemala no se ha implantado una política de Estado en torno a la difusión, uso y aplicación de las TIC’s en la educación nacional? 4. ¿Cuál será la tendencia en el manejo de la educación, la comunicación, la tecnología y el conocimiento? Cabe preguntarse más interrogantes: ¿Cuál es la relación entre la evolución tecnológica y el desarrollo individual? ¿Cómo esta evolución tecnológica transforma las estructuras educativas? 5 Prognositivos: Conocimiento futuro, pronósticos, prospectivos, predicciones y proyecciones. 62 ¿Qué papel tiene la innovación educativa en el progreso social? Importancia del tema Para poder determinar el grado de importancia del tema que se desarrolla, ha de responderse una pregunta clave: ¿Puede la utilización de internet y la aplicación de las TIC’s en el proceso de enseñanza-aprendizaje a través de modelos cibersociales de e-learning-gt con énfasis en los foros de discusión propiciar el cambio tecnológico y social de Guatemala hacia una sociedad del conocimiento? Desarrollo, descripción y resultados preliminares Desarrollo: Para el desarrollo de este apartado se utilizó un método mixto, el científico en combinación con el documental deductivo, estableciendo los retos, las oportunidades y estrategias para Guatemala acerca de la ―Educación en Sociedad del Conocimiento‖ en el que contiene la cibersociedad, la innovación tecnológica, la gestión del conocimiento, el comercio electrónico y el e-learning-gt como modelo principal. Se construirán los diferentes indicadores para cada una de las variables en estudio. Se determinará la población bajo estudio, la recopilación de la información a analizar y que será presentada en los diferentes capítulos que darán lugar al informe científico de la presente propuesta nacional. En esta metodología de investigación se utilizan el método cualitativo a base de la recolección de datos de campo, teniendo como informantes a los catedráticos y a los alumnos de tres campos universitarios. Descripción: Quince catedráticos de la Facultad de Ciencias de la Comunicación de la Universidad Galileo realizaron doce talleres de profesionalización de quince horas presenciales cada uno en los laboratorios de la Universidad Galileo en combinación con treinta horas a distancia para cada taller para experimentar durante quinientos cuarenta horas a lo largo de un año la implantación de la EDUCACIÓN NACIONAL APOYADA POR CIENCIA Y TECNOLOGÍA. 63 Resultados La creación de un foro de discusión principal (GES6) con su respectivo foro virtual alternativo (YAHOO7) tuvieron por objetivo experimentar en forma pragmática los resultados de utilizar el modelo e-learning-gt que se plantea para implantar en la educación guatemalteca. Como resultado surgieron estos dos foros con contenido educativo. Foros de discusión: Oficial en el GES (Anexo II) Foro # 1 http://www.galileo.edu/dotlrn/clubs/profesionalizacioncatedraticos/ Alternativo en YAHOO (Anexo III) Foro # 2 http://espanol.groups.yahoo.com/group/educomunic/ Participantes: 1) Dr. Meir Finkel [email protected] 2) Lic. Leizer Kachler [email protected] 3) Lic. Rualdo Ibne Anzueto T. [email protected] 4) Dra. Lilly Soto [email protected] 5) Lic. Wendy Roxana Franco Higueros [email protected] 6) Lic. Arnulfo Guzmán [email protected] 7) Lic. Lourdes Donis [email protected] 8) Lic. Carlos Franco [email protected] 9) Lic. Guillermo Mayorga [email protected] 10) Lic. Sergio Valenzuela [email protected] 11) M.Sc. José Manuel Monroy [email protected] 12) M.Sc. Guillermo García [email protected] 13) Lic. Alfredo Mazariegos [email protected] 14) Lic. Hugo Mayorga [email protected] 15) Lic. Daniel Monroy [email protected] LOS SUJETOS DE LA INVESTIGACIÓN: Siendo ésta una investigación científica de tipo cualitativa y cuantitativa cuenta con dos tipos de sujetos. 6 Acrónimo de ―Galileo Educational System‖ 7 Portal gratuito en internet www.yahoo.com 64 Lo cualitativo está conformado por seres sociales que adoptan diferentes posturas en su contexto y que fueron seleccionados por cumplir con el perfil deseado para obtener información responsable, inteligente y con vocación de servicio. Lo cuantitativo se refiere a las máquinas, quiere decir, la prestación que se recibe de la utilización de las tecnologías de la información y comunicación. En el caso de los sujetos humanos, cabe mencionar que se trata de universitarios (catedráticos y alumnos) que estaban dispuestos a someterse a las diferentes experiencia científicas (encuestas, entrevistas y grupos focales) para recabar información verídica que responda a la realidad nacional y compartieron su visión por Guatemala en el siglo XXI. La información clave sobre la prestación del servicio que prestan las TIC‘s provino principalmente del análisis cuantitativo y los resultados de los experimentos realizados en el laboratorio de la Universidad Galileo. Integrantes del grupo focal: 1) Arq. Francisco Ballesteros Guzmán ([email protected]) 2) Licda. Luisa Eugenia E. Morales M. ([email protected]) 3) M.A. Byron Ronaldo González ([email protected]) 4) Lic. Carlos Conde Orellana ([email protected]) 5) Licda. Miriam Lizet Gil de Quiñónez ([email protected]) 6) Lic. José maría Duarte ([email protected]) 7) Lic. Rudy Leonel López Maldonado ([email protected]) 8) Dr. Ezequiel Urízar Vargas ([email protected]) 9) Licda. Berta Alicia Enríquez ([email protected]) 10) Lic. Eduardo Tay Chojolán ([email protected]) DIRECTOR EJECUTIVO DEL PROYECTO: Dr. Meir Finkel, Ph.D. Tabla de variables e indicadores: VARIABLE INDICADOR MÉTODO TÉCNICO ANÁLISIS MEDICI ÓN TIC‘S Productividad Educación Información Análisis de contenido (Guía) Análisis experimental (Expertos profesionales de la docencia) Análisis deductivo (análisis de la información de Competitividad 4 Competencias 2 Cualitativo 3 65 documentos) Análisis cualitativo (Observación) Entrevistas de profundidad (Guía estructurada) Sociológico 3 Psicológico 4 Análisis fenomenológico (Observación) Deductivo 4 Grupo focal estructurada) Encuestas de (Cuestionario) (Guía Cualitativo 5 campo Cuantitativo 5 Análisis experimental (Guía de trabajo) Análisis de contenido (Guía) Empírico 5 Cuantitativo 2 Competencias Análisis deductivo (a partir de hoja de cotejo de tratados) Cualitativo 4 Educación Grupo focal estructurada) Análisis cuantitativo (Cuestionario) Cualitativo 3 Fenomenológic 5 Estructuras Deshumaniza ción CIBERSOCIE DAD Transformaci ones Conocimiento Oportunidade s Foros Brecha digital Sociedad del Con. Internet e-actividades Plan nacional Gestión del Implantación (Guía o Investigación en internet (Investigación en la red) Análisis documental (a partir del análisis de la información) Grupos focales (Guía estructurada) Cualicuantitativo Deductivo 4 Cualitativo 1 Análisis documental (a partir de hoja de cotejo documental) Análisis deductivo (a partir del análisis de la información) Deductivo 4 Deductivo 2 Análisis cuantitativo (Cuestionario) Cuantitativo 1 Análisis (información documentos) Cualitativo 1 Análisis cuantitativo (Cuestionario) Cuantitativo 5 Análisis experimental (Guía de trabajo) Empírico 2 Cuantitativo 1 3 Con. Acceso Nuevo modelo Empresas virtuales Capital intelectual E-LEARNING Correo electrónico Foros y de deductivo tratados y grupos Portales Investigación en internet 66 Ciberciudadan Grupo estructurada) focal (Guía Cualitativo 2 Auto- Análisis experimental (Guía de trabajo) Empírico 3 Documental 4 Análisis cuantitativo (Cuestionario) Análisis deductivo (información de tratados y documentos) Cuantitativo 2 Documental 3 Análisis fenomenológico (Observación) Análisis deductivo (información de tratados y documentos) Análisis etnográfico (Observación) Económico 4 Cualitativo 1 Sociológico 3 os aprendizaje INNOV. TECNO. Análisis de contenido (Guía) Transculturaci ón Transacciones Recurso económico Impacto Know how Desarrollo nacional Tabla No. 2: Análisis de resultados Fuente: Elaboración propia 6. PROPUESTA Construicción de una plataforma educativa apoyada en ciencia y tecnología. Las herramientas del conocimiento • • • • • • Combinación presencial y virtual Educación semipresencial Basado en plataforma TIC Mezcla de instrumentos Nuevos roles E-learning – E-moderación (educación) (aprendizaje) (herramienta) (internet) (andragogía) (modelo) Los instrumentos tecnoeducativos • • • • • Profesores como agentes del cambio Las PC‘s como medios del cambio Rol del alumno en implantación del cambio Desarrollo de aprendizaje guiado Acción educativa de tipo innovador 67 • Presencia de elementos virtuales Aula presencial versos aula virtual Aula presencial • • • • • • • • • • • • • Profesor Pupitre Clase Dinámica Cartelera Librera Casillero de mensajes Teléfono Celular Diario Afiches Pizarrón Investigación Aula virtual • • • • • • • • • • • • • CBT Computadora Portal Novedades Foro Repositorio Correo electrónico Chat Messenger Blog WebPage WebQuest Buscadores Uso de servicios pagados y gratuitos Todos los productos y dispositivos del aula virtual se adaptan perfectamente al aula presencial evolucionando la educación tradicional hacia el e-learning. Una modalidad educativa híbrida donde converge lo real con lo virtual. El modelo propuesto en este estudio es el resultado de la mezcla del aula presencial con el foro de discusión, una combinación probada en laboratorio y en uso cotidiano, dando lugar al modelo denominado: E-LEARNING-GT. Este modelo se puede usar con sólo desearlo, es público y gratuito a través del servicio de grupos de YAHOO. Para los más experimentados se puede pagar espacio en un servidor (en Guatemala o fuera de ella) e implantar un foro de discusión con los servicios educativos que propone este informe. Técnicas didácticas basadas en tecnología Formación de una cultura de aprendizaje colaborativo basado en compartir conocimiento. Difusión de un nuevo paradigma que modifica los hábitos de enseñanza de los catedráticos y del aprendizaje de los alumnos. Mezcla de enseñanza activa para la construcción del conocimiento por medio de redes donde interactúan los integrantes de las clases por medio de equipos de estudio a base de grupos multidisciplinarios. 68 Identificación de las herramientas e instrumentos Las herramientas las componen las tecnologías de la información y comunicación TIC‘s. El instrumento clave y representativo es el internet y sus diferentes dispositivos (Portal, cartelera de noticias, foro de discusión, repositorio documental, correo electrónico, chat, messenger, blog, WebPage, WebQuest). Comunicación generalizada por medio del correo electrónico Implantación de los FOROS de discusión en la educación Difusión de los portales del conocimiento La interacción electrónica entre los ciberciudadanos El auto-aprendizaje por medio de casos y problemas 7. CONCLUSIONES Los catedráticos utilizan la tecnología, ahora deben utilizar el e-learning-gt para la difusión del conocimiento, el enriquecimiento del contenido de la educación y mejorar el desempeño de los alumnos. 1. 2. 3. 4. 5. Contenido educativo que se encuentra en un aula convencional Recurso educativo que se encuentra en un aula virtual Solución a planteamientos educativos que se puede realizar fuera de la red Exploración de proyectos educativos en la red, según el tema de interés Fomentar la investigación y verificar las fuentes Conclusión General Guatemala se encuentra inmersa en las TIC‘s, sus bondades han sido subutilizadas por temores, desconfianza y hasta idiosincrasia de las personas aferradas a la época industrial del siglo XX, personas que se oponen a los nuevos paradigmas postindustriales de la era digital. Esta dificultad puede superarse a base de la difusión, explicación, pruebas de uso del internet a todos los agentes de cambio: padres, profesores y alumnos. La principal responsabilidad recae en los profesores, quienes deberán implantar a su plataforma educativa, a la brevedad posible, el uso del modelo educativo innovador elearning-gt con énfasis en el uso de los foros de discusión para promover y propiciar el desarrollo del modelo cibersocial que propone esta investigación. 69 Conclusiones Específicas 1) Las TIC‘s son la causa de los cambios estructurales en la sociedad guatemalteca desde el punto de vista psicológico, social, económico y educativo. 2) El análisis de contenido de los medios de comunicación monitoreado muestra una débil participación en sus agendas temáticas del tema tecnológico, tecnoeducativo y cibereducativo. 3) El modelo cibersocial basado en la innovación tecnológica aplicado a la educación por medio del e-learning-gt con énfasis en los foros de discusión ha mostrado su efectividad en todos los estudios, pruebas, experimentos, opiniones, observaciones, expertos y profesionales que sirvieron de fundamento a lo expuesto. 4) Los cambios tecnológicos son muy veloces y como lo plantea esta investigación ―en la medida que evoluciona la tecnología progresan las personas tecnológicamente activas‖. Los cambios sociales deben ser igual de rápidos dejando en el pasado las eras agrarias o industriales para adentrarse en la época de la tecnología, del internet…de las TIC‘s. 8. REFLEXIONES FINALES Autoaprendizaje a base de e-learning-gt La globalización y su relación con la tecnología es más que una economía mundial; por lo que se recomienda prestar atención a la implantación tecnológica en todos sectores sociales de Guatemala, pero en especial manera en la educación. Si Guatemala no tiene la tecnología apropiada para formar parte de la globalización, perderá la oportunidad de incorporarse a la economía mundial, en desmejora para su población. Por lo que se debe continuar actualizando la infraestructura, estimular la transferencia tecnológica y promover la actualización de los profesores en este tema. La autoeducación y formación continua para actualizarse es una condición obligada para alcanzar la competencia tecnológica y una mayor seguridad laboral. Requiere de disciplina y autodisciplina que son parte integral de la propuesta de e-learning-gt. Se debe aprovechar las ventajas que ofrece el internet, es posible conectarse al mundo entero y sus datos, y progresar. Es una cuestión de política de Estado y de inculcar una actitud de dominio sobre la tecnología. Con base a lo expuesto, es necesario que se establezca un proyecto estratégico nacional orientado para incorporar a la mayoría de los guatemaltecos al desarrollo 70 tecnológico y social del país, para reducir la ―brecha digital‖ y consecuentemente la ―brecha económica‖. Esta alternativa de desarrollo basado en cibereducación en la sociedad del conocimiento es la combinación de lo tecnológico con lo educativo, lo cual abre la posibilidad del debate entorno al tema propuesto para una ―EDUCACIÓN NACIONAL APOYADA POR CIENCIA Y TECNOLOGÍA‖. El paradigma tecnoeducativo La tecnología como concepto es ya de por sí un ámbito de estudio complejo tanto en su dimensión intrínseca (en su naturaleza) como extrínseca (en su aplicabilidad), que lleva a relacionarla con otros conceptos como lo son los relativos a ciencia, cultura y educación entre otros. La innovación tecnológica es la mejora continua en el modo de trabajar, estudiar y entretenerse. Pero más intensamente es la incorporación del conocimiento a la economía, lo que da por resultado la globalización. Todos los sujetos investigados coinciden en que necesitan aprender nuevos usos que no han experimentado aún en internet, a lo cual esta investigación propone el uso intensivo de los foros de discusión para convertir la sociedad guatemalteca en una sociedad avanzada y mejor adaptada a la globalización. Está claro que en Guatemala, todos están inmersos en las TIC‘s sin darse cuenta de ello. Contrario a los que se oponen a la implantación tecnológica, la mayoría de los guatemaltecos piensan queque se ha enriquecido la cultura al incorporar nuevas rutinas en el quehacer cotidiano. No hay duda que la utilización de una plataforma tecnológica ayuda al progreso de las ciudades, al crecimiento laboral, promueven bienestar y facilita la vida. Quiere decir que las TIC‘s son un aliado al desarrollo humano y facilita la lucha en el combate a la pobreza. ¿Qué se ha descubierto en esta investigación? La evidencia que prueba la importante y positiva relación entre el avance tecnológico y el progreso social, vino a romper el paradigma de todas las personas que se resistían mostrando oposición al uso de la plataforma tecnológica, argumentando que la prestación que reciben de las máquinas los deshumanizan y les produce dolores de cabeza, de espalda y en general les produce neurosis. ¿Cuál es el nuevo paradigma de las tecnologías? 1. 2. 3. En la medida que evolucionan las tecnologías, progresa la sociedad Los avances tecnológicos imponen nuevos modos de vivir y mejores condiciones de vida La formación de toda clase de redes de información mejora los lazos sociales con la creación de comunidades virtuales 71 ¿Qué caracteriza el fenómeno tecno−social observado? 1. La convergencia digital de todas las computadoras en red, la electrónica, los bancos de datos, las telecomunicaciones, etc. Convergen también lo social, lo político, lo económico y la cultura 2. El surgimiento de una nueva sociedad, la cibersociedad. 3. Las nuevas formas de hacer las cosas, más comprensible, fácil, veloz y útil. ¿Cuáles son los nuevos componentes tecno−sociales? 1. 2. 3. 4. La innovación tecnológica (globalización, desarrollo, conocimiento e investigación) La estrategia tecnológica (competitividad, TIC‘s, y competencias) La plataforma tecnológica (plan, nuevos modelos, y productividad) La gestión tecnológica (organización, agentes, y recursos) El tema central de esta investigación es la relación entre el ser humano y la tecnología (ser digital8) y la brecha digital que separa a los considerados tecnológicamente activos (que utilizan la plataforma tecnológica) de una inmensa mayoría que no la utilizan y necesitan de la alfabetización digital. Se pudo establecer tres pilares cruciales para comprender la Sociedad del Conocimiento: 1. 2. 3. Quedó establecido el gran deseo de todos los guatemaltecos en incorporar los avances tecnológicos a sus vidas En la medida que se implanten centros de capacitación tecnológica, la sociedad guatemalteca podrá cambiar su estructura actual hacia la Sociedad del Conocimiento Se pudo establecer tres factores claves en la cibersociedad: Las TIC‘s La innovación tecnológica La Sociedad del Conocimiento 8 Nicholas Negroponte, Ser Digital, Buenos Aires: Editorial Atlántida, 1996. 72 73 74 Usability in e-Learning Platforms: heuristics comparison between Moodle, Sakai and dotLRN Ludivine Martin1,5, David Roldán Martínez 2,5, Olga Revilla 3,5, Maria José Aguilar4,5, Olga C. Santos1,5, Jesús G. Boticario1 1 aDeNu Research Group, Artificial Intelligence Department, Computer Science School, UNED, C/Juan del Rosal, 16. 28040 Madrid, Spain {ludivine.martin,ocsantos,jgb}@dia.uned.es 2 Proyecto AEEVA , Universidad Politécnica de Valencia, Camino de Vera, s/n 46022 Valencia, Spain [email protected] 3 itakora.com [email protected] 4 mariajoseaguilar.com [email protected] 5 Cadius community of usability professionals http://www.cadius.org/ Abstract. Recently, educational institutions largely adopted open source elearning platforms. Several studies and comparisons between those platforms were conducted. However, these analyses were more focused into purely technical issues (standards support, development platform used, scalability, etc.) than into functional issues. It was noted that most of the e-learning solutions are not optimal from the end-user point of view: they can be hard and tedious to use, potentially resulting in higher abandon rates. There is therefore a need to focus into usability to work toward more usable and user-centered elearning platforms. This paper details the used methodology based on heuristics to allow an objective usability evaluation of three of the main e-learning open source platforms: Moodle, Sakai and dotLRN. The results of the comparative evaluations are exposed. Keywords: Usability, heuristics, eLearning, LMS, VLE, Moodle, Sakai, dotLRN. 1. INTRODUCTION E-learning is widely adopted by educational centers at all stages, especially in higher education institutions trying to support the life-long learning (LLL) paradigm. It removes time and space barriers. Numerous sites and articles provide reviews of Learning Management Systems (LMS), mostly concentrated in comparative study of their technical features [1], [2]. Disappointment and frustration are common in elearning, due to poor features, lack of pedagogical guidance, ineffective evaluation procedures and usability issues [3]. A direct correlation has been established between the key aspects in the usability field and their effect on learning [4]. From a usability perspective, LMS have particularities as compared to other Web sites 75 Out-of-the box product. Usually an institution will adopt an existing LMS, not build a new one. Therefore the LMS already exists. It is not built for a very specific purpose and audience. Variety of needs. LMS have to be flexible enough to address a variety of teaching, learning and collaborative styles. High level of customization. LMS usually offer a wide range of configuration options at the admin level, the tutor level and the student level. This flexibility affects the overall usability of the system. Captive audience. The end-user (students and tutors) doesn‟t choose the LMS. Instead, the end-user chooses a learning institution and then has to adopt the institution‟s LMS. If the user gets frustrated by the LMS, she cannot leave it; she has to bear with it. It points out the need to assess also the user satisfaction of the product and not only the efficiency of the product. Educational standards. In order to facilitate the reusability of the author work (e.g. reusability of contents and instructional designs) and facilitate the adaptability of the course to the learner, the LMS has to comply with educational standards (IMS, SCORM). These standards are usually complex and impact on the LMS user interface, therefore the user experience. Container/contained relationship. When evaluating the overall usability and accessibility of a LMS, we need to look at three different elements: the platform, or “shell” or “receptacle” where the course materials are stored and delivered; the formal content, or packaged course materials, compliant to educational standards, the content generated by users, or content produced by the entire community. Three of the most widely used open source LMS are Moodle 9, Sakai10 and dotLRN11. Moodle defines itself as an “open source software package designed using sound pedagogical principles, to help educators create effective online learning communities”, Sakai as an “online collaboration and learning environment”, and dotLRN as an “enterprise-class open source software” for “supporting e-learning and digital communities”. Although these three solutions call themselves differently, they are direct competitors. In the field of e-learning, those three solutions –or platforms– are commonly called Learning Management Systems (LMS), Virtual Learning Environments (VLE) or Course Management System (CMS). The LMS are used by a variety of users –students, tutors and administrators– with a variety of goals. The three platforms are entirely free and developed by open source communities. The overall aim of this usability test is restricted to heuristics: we want to compare usability checkpoints compliance between Moodle, Sakai and dotLRN, focusing only on the students‟ aspect, perspective and tasks. Because this study is based only on an expert evaluation, it does not intent: 1. To detect all usability issues on the platform, but rather the most likely to be found by typical users. 2. To replace any study with real users, which is essential and should also be conducted for a comprehensive usability evaluation 9 Moodle website: http://moodle.org Sakai website: http://sakaiproject.org 11 dotLRN website: http://dotlrn.org 10 76 3. To assign absolute values or grades, but rather to provide numerical data to allow comparisons between the three platforms. The used methodology is detailed in the next section, followed by the results section. 2. METHODOLOGY The study took place in January 2008. The three platforms were set up beforehand using the default layout and configuration (as provided by the stable version in each site) on which we built a class environment with fictitious contents to simulate a real situation. The content was exactly the same on the three platforms. It included a class introduction, class forums and class documents. Five usability experts participated in this study, while three experts is the minimum recommended [5]. These five experts belong to the Cadius community, which stands for Information Architecture and Usability Community (in Spanish: Comunidad de Arquitectura De Información y USabilidad). Cadius is a community of usability, information architecture and interaction design professionals. It is organized by a distribution list and periodic meetings in several cities. It was created in 2001 and nowadays it involves more than 2000 members all over the world, especially in Spain and Latin-America. Each expert evaluated the platforms remotely in a random order. For each platform, they were asked to proceed with a series of tasks. The goal was to test the main features offered by an e-learning platform in order to support asynchronous student learning. These tasks – frequent or critical for students – were as follows: 1. Register to the platform. 2. Sign up to a class. 3. Leave a post in a forum. 4. Download a document. 5. Add a personal event in the calendar. Each evaluator could take as much time as needed to explore the platform. After completing the tasks, each evaluator filled a data log sheet. This spreadsheet was based on the 10 Nielsen Heuristics [6], which are as follows. 1. Visibility of System Status 2. Match Between System and the Real World 3. User Control and Freedom 4. Consistency and Standards 5. Help Users Recognize, Diagnose, and Recover from Errors 6. Error Prevention 7. Recognition Rather than Recall 8. Flexibility and Efficiency of Use 9. Aesthetic and Minimalist Design 10.Help and Documentation These 10 heuristics are detailed into more than 300 usability checkpoints [7]. Irrelevant checkpoints to e-learning platforms were removed to end up with about 200 checkpoints. For each checkpoint, the expert had to decide if it was or not respected or if it didn‘t apply to the site (NA: Not Applicable). For the data treatment, the NA values were removed and scores were transformed in percentage. 77 If a checkpoint was not respected, the expert had to attribute a severity score: low, medium, serious or critical. The severity scores were attributed according to the following definitions: Critical: This usability problem will make some users unwilling or unable to complete a common task. It should be fixed urgently. Serious: This usability problem will significantly slow down some users when completing a common task and may cause users to find a workaround. It should be fixed as soon as possible. Medium: This usability problem will make some users feel frustrated or irritated but will not affect task completion. It should be fixed during the next “business as usual” update. Low: This is a quality problem, for example a cosmetic issue, a spelling error or a grammatical mistake. 3. RESULTS This section presents the results of the analysis of the 5 data log sets produced by the experts after the corresponding heuristics evaluation. The results presented first show the overall scores. Then, the strengths and weaknesses detected are identified. Finally, the severity of the usability issues is addressed. 3.1 Overall scores The following figure shows the overall scores obtained by Moodle, Sakai and dotLRN, respectively. None of the platforms reaches the 80% of compliance. dotLRN reached the score of 78% compliance to usability checkpoints. Very close to dotLRN is Sakai with 77%. Moodle is significantly behind with a score of 68%. 78 100 80 77 78 Sakai dotLRN 68 60 40 20 0 Moodle Fig. 1. This figure illustrates the overall score obtained by the platforms, in percentage of compliance to the usability checkpoints. In turn, Fig. 2 shows an overall consistency across the experts‘ opinions regarding the overall scores of the platforms. Four experts out of five significantly gave lower scores to Moodle. dotLRN and Sakai scores are tight, since three out of five experts gave the highest score to Sakai while the other two, gave the highest to dotLRN. Moreover, expert 4 scores for Sakai and Moodle are almost similar, just slightly higher for Sakai. 100 80 60 Moodle Sakai dotLRN 40 20 0 Average Expert 1 Expert 2 Expert 3 Expert 4 Expert 5 Fig. 2. This figure illustrates the distribution of scores by the 5 experts (in percentage) of compliance to the checkpoints 3.2 Strengths and weaknesses Now, we discuss the results obtained in each of the 10 heuristics by each platform. 79 100 80 60 Moodle Sakai dotLRN 40 20 0 1 2 3 4 5 6 7 8 9 10 Fig. 3. This figure illustrates the score (%) obtained by the platforms in the 10 heuristics. Fig. 3 shows the strengths and weaknesses of the platforms as compared to the others. Moodle gets its highest score (90%) in ―5. Help Users Recognize, Diagnose, and Recover from Errors‖ and its worst score (22%) in ―8. Flexibility and Efficiency of Use‖. Sakai and dotLRN are again quite similar. Both get their highest score (90%) in ―9. Aesthetic and Minimalist Design‖ and their worst score (Sakai 30%, dotLRN 44%), as Moodle, in ―8. Flexibility and Efficiency of use‖. In more detail, the results for each of the platforms as compared to the others are: Moodle. Moodle scores better than the other platforms on the following point: “5. Help Users Recognize, Diagnose, and Recover from Errors”. Moodle scores worst than the other platforms on all the other points, except “3. User Control and Freedom” (score equal to dotLRN), other said, in 8 out of 10 checkpoints. Sakai. Sakai scores better than the other platforms on the following points: “3. User Control and Freedom”, “4. Consistency and Standards”, “6. Error Prevention” and “10. Help and Documentation”. Sakai is worst than the other platforms on the following point: “5. Help Users Recognize, Diagnose, and Recover from Errors”. dotLRN. dotLRN scores better than the other platforms on 5 out of 10 heuristics: “1. Visibility of System Status”,“2. Match between System and the Real World”, “7. Recognition Rather than Recall”, “8. Flexibility and Efficiency of Use” and “9. Aesthetic and Minimalist Design” (same score as Sakai on this last one). dotLRN got the lowest score of the 3 platforms, but equal to Moodle for “3. User Control and Freedom”. From this analysis, it can be concluded that the experts gave low scores on “8. Flexibility and Efficiency of Use” for the three platforms (none reached 50% compliance). This heuristic says that “accelerators-unseen by the novice user-may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Provide alternative means of access and operation for users who differ from the “average” user (e.g., physical or cognitive ability, culture, language, etc.)”. However this heuristic was sustained by only 6 relevant checkpoints (as opposed to an average of 20 checkpoints by heuristic) In turn, the three platforms scored around 80% in heuristics 5. and 9.. Both Moodle and dotLRN scored over 80% in ―5. Helping Users Recognize, Diagnose, and 80 Recover from Errors‖ which relates to ―Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.‖. Both Sakai and dotLRN score over 80% in ―9. Aesthetic and Minimalist Design‖. This heuristic says that ―dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility‖. Moreover, Sakai and dotLRN also score around 80% in 1, 4 and 7 heuristics. Heuristic 1 says that ―the system should always keep user informed about what is going on, through appropriate feedback within reasonable time‖, heuristic 4 says that ―users should not have to wonder whether different words, situations, or actions mean the same thing. follow platform conventions.‖ and heuristic 7 says that ―objects, actions, and options should be made visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate‖. 3.3 Severity of usability issues severity level of usability issues 100% 80% 300 263 194 60% 180 200 40% 100 20% 0% 0 Moodle Sakai number of non-compliant checkpoints Overall for the 3 platforms, about 90% of the usability issues found were of low or medium importance. Critical Severe Medium Low Total of not compliant checkpoints dotLRN Fig. 4. This figure illustrates the distribution of the severity of the usability issues found in each platform. The platform with more non-compliant checkpoints is Moodle. In turn, Sakai and dotLRN score very similar, having dotLRN a few less checkpoints. Table 1. Severity of the usability issues found in each platform Non-compliant Moodle Sakai 263 ncp 194 ncp dotLR N 180 ncp 81 checkpoints Severity Low (%) Medium Severe Critical 52 % 40 % 5% 3% 54 % 36 % 2% 8% 56 % 33 % 6% 5% From the above table, it can be summarized the following: Moodle has the largest number of non-compliant checkpoints (263): 46% more than dotLRN and 35% more than Sakai. However, 92% of the issues found in Moodle are of low or medium severity, but 8% are severe and critical. Sakai has a medium score of non-compliant checkpoints, 90% low or medium and 10% severe or critical. dotLRN has the lowest number of non-compliant checkpoints, 89% low or medium. However, it has the highest percentage of severe or critical (11%), just one point above Sakai. 4. CONCLUSIONS AND FUTURE WORKS This paper has presented a usability evaluation of three of the most well known open learning management systems: Moodle, Sakai and dotLRN. Five usability experts participated in this study following a task-based approach. After completing the tasks, each evaluator filled a data log sheet. This spreadsheet was based on the 10 Nielsen Heuristics, which are detailed into more than 300 usability checkpoints. The results have shown that dotLRN got the highest score within this heuristics study, whereas Sakai obtained a second position, very closed to dotLRN score. In turn, Moodle is significantly behind. However, as said earlier, testing with real users in real-life situation is essential to have a comprehensive overview of the usability of each platform. This analysis was an initial attempt to compare the three platforms from a users‘ experience perspective, in contraposition to the traditional analysis focused on technical issues and functionality. Regarding the methodology, we took notes of potential improvements for future study. One improvement would be to add more challenging tasks to test the platforms further and facilitate filling the checkpoints, such as register with the same username (to force an error), upload a heavy file (to check for the waiting time and the waiting message) or delete an uploaded file (to check action reversal). Another improvement is to refine even more the checklist by removing the checkpoints that were notified as irrelevant to all 3 platforms. As part of the ALPE project12 (European project eTEN029328), UNED is conducting several rounds of evaluations with end-users on the dotLRN platform. ALPE (Accessible eLearning Platform for Europe) is a validation project involving an accessible, standard based e-learning solution for visually impaired, hearing impaired and adult learners. The goal is to obtain quantitative data regarding user satisfaction/acceptance of the platform, with special attention to accessibility issues. 12 http://adenu.ia.uned.es/alpe/ 82 Usability testing happens in several places along the e-learning cycle [8]. Those data will be both obtained from online questionnaire, real-life course follow up and oneon-one session with end-users. Results will be translated into design recommendations or technical requirements to improve the dotLRN platform usability. Recently, there has been an increase of the importance given to usability and accessibility within Sakai community. In fact, Sakai is part of the Fluid Project13, ―…a worldwide collaborative project to help improve the usability and accessibility of community open source projects with a focus on academic software for universities. We are developing and will freely distribute a library of sharable customizable user interfaces designed to improve the user experience of web applications.‖ Therefore Sakai community works steadily toward improving the platform usability. LMS usability is challenging: it is about ensuring usability of a highly flexible system which offers a lot of customization options at every level and which moreover integrates components (platform, course, content generated by users) coming from different sources (developers, administrators, authors, students, tutors) for different purposes. More widely, usability within the field of e-learning is a challenging domain. The main task for the student is learning [9], so usability should take into account the cognitive process involved in learning. Usability has been described as a precursor of learnability [10]. Usability shouldn‟t be a barrier to learning, especially because it can impact motivation. There is currently no out-of-the box widely accepted usability evaluation in e-learning, since most techniques fail to capture the pedagogical effectiveness. One definition of usability in e-learning opens the path: the ability of a learning object to support or enable a very particular concrete cognitive goal [11]. Acknowledgments. UNED authors would like to thank the European Commission for funding the Market Validation of ALPE project. The results obtained in this paper confirm the appropriate selection of dotLRN platform for the objectives of ALPE project. REFERENCES 1. Edutools Course Management System Comparisons. Retrieved January 17, 2008 http://edutools.com/static.jsp?pj=4&page=HOME 2. Santos, O.C., Boticario, J.G., Raffenne, E., Pastor, R. Why using dotLRN? UNED use cases. FLOSS International Conference, 2007. 3. Zemsky, R., Massy W.F. Thwarted Innovation What Happened to e-learning and Why http://www.thelearningalliance.info/Docs/Jun2004/ThwartedInnovation.pdf 4. Kruse, K. e-Learning and the Neglect of User Interface Design, e-LearningGuru.com, http://www.e-learningguru.com/articles/art4_1.htm 5. Nielsen, J. (1992). Finding usability problems through heuristic evaluation. Proc. ACM CHI'92 Conf. (Monterey, California), 373-380. 13 http://www.fluidproject.org 83 6. Nielsen, J. (2005). Heuristic Evaluation. Retrieved April 05, 2007, from http://www.useit.com/papers/heuristic/ 7. Pierotti D., Heuristic Evaluation - A System Checklist. Retrieved April 05, 2007 from http://www.stcsig.org/usability/topics/articles/he-checklist.html 8. Martin, L., Gutiérrez y Restrepo, E., Barrera C., Rodríguez Ascaso, A., Santos O.C., Boticario, J.G. (2007). Usability and Accessibility Evaluations along the eLearning Cycle. Proc. Web Information Systems Engineering 2007 Conf. (Nancy, France), 453-458. 9. Zaharias, P. (2004). Usability and e-Learning: The road towards integration. ACM eLearn Magazine, Vol.2004 (6). 10.Smulders, D., Designing for Learners, Designing for Users, eLearn Magazine, http://www.elearnmag.org/subpage/sub_page.cfm?section=3&list_item=11&page=1 11.Feldstein, M., (2002) What Is "Usable" e-Learning?, eLearn Magazine, http://www.elearnmag.org/subpage/sub_page.cfm?section=4&list_item=6&page=1 84 85 Monitoring of Learning Performance: From EyeTracking Support to Explicit Feedback Victor Manuel García-Barrios Institute for Information Systems and Computer Media, Graz University of Technology, Inffeldgasse 16c, 8010 Graz, Austria [email protected] Abstract. Within e-learning environments, an efficient and accurate monitoring of learning performance is a hard task for teachers, from the didactical as well as from the technical point of view. In particular, the asynchronous character of e-learning (i.e. learning at own pace, anytime & anywhere) leads to asymmetric personal learning progresses at a certain time, making it difficult for teachers to (re)establish symmetry when didactically needed. Solution approaches, such as utilising adaptive techniques, may help to support teachers in an automatic way by observing the real-time learning behaviour of system users and presenting personalised courseware based on predefined didactical goals. This paper introduces a tool, Stagezilla, which is used within the AdeLE system (a) to support the teaching process by enabling the integration of didactical goals in courseware, and accordingly (b) to provide learners a way to give feedback about their achievements during the e-learning journey. Keywords: Adaptive E-Learning, Behaviour Tracking, Learning Performance, Didactical Goals, Learning Guidance, Eye-Tracking. 1. INTRODUCTION The goal of the research project AdeLE (Adaptive e-Learning with Eye-Tracking, http://adele.fh-joanneum.at) is to develop an adaptive e-learning system that uses fine-grained user profiling techniques for the analysis of learner behaviour and learner states in real-time. For that purpose, the resulting AdeLE system applies modern eye-tracking technology (see flatscreen monitor at left side of figure 1 on the next page) in combination with fine-grained content-tracking information (see e.g. [1] or [2] for details). But, why should teachers utilise “adaptive” e-learning techniques if there exist other e-learning paradigms, models and systems that seem to reach better didactical results? Why “replacing” teachers by e-teaching machines? One of the main problem of both streams, adaptive or not, relies on the indispensable didactical premise of face-to-face guided learning, which is hard (rather impossible) to express electronically with all its real-world traits, including e.g. eye-to-eye interaction, human warmth, interpersonal trust and intimate attitude. In order to underline the aforementioned, consider for example the critical issues in the following paragraphs. 86 Fig. 1. Usage of AdeLE'S Eye-Tracking System. [3] In general terms, constructivistic e-learning is not ideal, e.g. Web-based discovery e-learning shows problems if the corpus of learning materials is too open, because cognitive overload or the lost in hyperspace problems may arise. Adaptive e-learning aims at overcoming these difficulties of comprehension and disorientation by reducing and optimising the material repertory according to personal learning traits. Further, the location independent and asynchronous character of e-learning leads to asymmetric learning [4], i.e. distinct persons learning at own pace reflect distinct learning performances at a certain point in time, representing a hard to solve problem for teachers. In this case, adaptive e-learning may assist a teacher by continuously observing individual learning progresses and e.g. detecting problematic areas of knowledge acquisition. Regarding the applicability of e-learning, the key for successful e-learning is involving learners in practical tasks (learning by doing) and not only conveying knowledge [5]. This can be achieved e.g. by means of exploratory learning [6], but the success of applying this paradigm is not guaranteed. Within this context, the point is to avoid leaving learners completely alone while exploring an un-known and fuzzy information space. In accordance to [7], “the learners have to be guided. […] we need „guidance without dictatorship‟ but must avoid the „lost in hyperspace‟ problem”. From a didactical point of view, some sort of observable and controllable learning path could be provided to learners as solution alternative in case they get lost in hyperspace or are exploring “wrong” resources. As stated in [8], one of the services of user-adapting systems is the representation of assumptions about user‟s misconceptions. In [9], a method is presented to model misconceptions in an algebraic knowledge structure based on the Knowledge Space Theory [10]. This method is used in adaptive e‐ learning environments to detect contradictions while assessing the acquired knowledge of learners. Contradictions and misconceptions arise because a person takes some fact for correct (true) while the majority of colleagues takes it for incorrect (false). Within modern Web2.0-based e‐ learning systems, this dark side of social software was coined e.g. in [11]: social software presents the learner with recommended options, links and paths resulting from the behaviour of others learners, i.e. it assumes the teacher‟s role of providing control over the learning journey to the community members. Thus, a dynamic propagation of control is a property of the system and depends on the interactions and goals of the learner community as a whole. Therefore, community contributions in social software lead to a self‐ organising system, whereby learners may control their learning or delegate control to the community. The learning goals in such self‐ organising systems should be somehow aligned (i.e. controlled), because “out of control, the wisdom of crowds can too easily become the stupidity of mobs” [11]. The key message is then again: guided control is required. As mentioned in [12], this requirement arises because the impact of the first contributions is so significant on the environment that it influences directly the ensuing contributions. Thus, autonomous learners (i.e. active community members that are used to contributing 87 spontaneously with own opinions) may contribute unintentionally to an uncontrolled propagation of misconceptions. This paper introduces Stagezilla, a tool that aims at meeting the requirements to solve the aforementioned critical issues through mechanisms to integrate didactical goals and accordingly, detect learning needs and learning performance. The paper introduces firstly into Behaviour Tracking, AdeLE‟s technique to monitor learning performance in adaptive elearning environments during the knowledge transfer process (see chapter 2). Hereby, the focus is set on those steps within that process where Stagezilla comes into play. Based on that, in order to clarify the practical use of this tool, the main aspects of its current status of development and implementation are presented in chapter 3. Finally, conclusions and an outlook on future work are drawn. 2. MONITORING LEARNING PERFORMANCE: BEHAVIOUR TRACKING As stated in [13], the knowledge transfer process in technology‐ based teaching and learning systems is composed of two streams: teaching and learning. At present, it is possible to identify, analyse, track and monitor relevant aspects of instruction, e.g. different velocities, paths or strategies of learning. Literature in the field of cognitive psychology indicates that people show significant individual differences in how they learn ([14] [15] [16]). Within the AdeLE system, the information about the learner‟s gaze behaviour provides an opportunity to personalise learning material to individual needs, e.g. if a learner shows a preference to consume text, ignoring images, the number of images might be reduced in subsequently delivered material. Further, the eye‐ tracking system of AdeLE could help to identify the topics of most relevant areas of attention and provide further information in that topic (e.g. because the learner is highly interested in the topic or has problems to understand that area). The research efforts within the AdeLE project are focused on the development and the investigation of methods to extract individual learning styles from gaze behaviour (and based on that, adapt the provision of learning assets) and of methods for real‐ time analysis of consumed information assets (e.g. words, text passages, areas in images or tables, in order to provide additional topic‐ specific information). The general architecture of the AdeLE system is shown in figure 2 (next page). At client‐ side, learners interact with the Web Client (WC) as with a usual Web‐ based system. At the same time, also at the client side, real time information about the behavioural and constitutional states is being tracked. Thus, the input for the User Modelling System (UMS) consists of learner information received from the client‐ sided tracking systems and of information about e.g. learner preferences and interactions gathered from the Learning Management System (LMS) via the Adaptive System (AS). The AS personalises e.g. navigation and visualisation of learning material by exploiting user information from the UMS. Further, course creators and teachers may use a Dynamic Background Library (DBL) to define knowledge topics of material structures and their associations. The DBL interacts with the Search & Retrieval System to enable access to dynamically retrieved learning resources relying on the Web. For details about AdeLE system, refer to [1] or [2]. 88 Fig. 2. General Architecture of the AdeLE System. [12] The best method to measure knowledge acquisition seems to be assessment. For example, by means of partial exams, teachers may identify early enough if learners have problems with the learning context and are thus able to react accordingly. Within the scope of traditional elearning, the steps involved in an instructional cycle might take place as depicted in figure 3a (next page). The cycle begins with a teacher preparing the learning materials (Authoring) and subsequently, integrating them into an e-learning platform (Storage). These materials are placed at the disposal of learners (Delivery). When learners access the system, their learning journey begins (Learning). Then, during the course or after it, they might be asked to make exams (Assessment), and in turn, the system or the teacher (or both) will evaluate the results and provide marks for each exam (Grading). Ergo, much time has passed: only after this “late” evaluation the teacher might react to past problems regarding knowledge acquisition or learning performance. Therefore, a disadvantage of traditional e-learning systems (either adaptive or not) is that teachers rarely are able to observe individual learning performance on real-time. They might count with synchronous collaborative tools, such as chats, video streams or econferencing, however, the monitoring of the individual learning behaviour of all system users at the same time requires more than these tools. Nonetheless, this problem also exists in classroom instruction, but there, the physical nearness gives teachers the possibility to better observe the actions of learners, and consequently, to react immediately to problems of individuals or groups. Among others, teachers can react that fast, because they are always striving for symmetric learning. Any technological effort to achieve symmetric instruction and to foster personal contact (such as the aforementioned tools) will contribute to improve the knowledge transfer process. AdeLEs‟s Behaviour Tracking technique aims at improving this traditional cycle (see figure 3b). 89 (a) Traditional e-learning (b) AdeLE’s improved e-learning Fig. 3. Simplified Traditional E-Learning (left side) and Improved Knowledge Transfer through AdeLE‘s Behaviour Tracking (right side). [12] Beginning again with the Authoring step, teachers are provided with Stagezilla to embed didactical goals into their (Web) materials. At this step (see step 1 in figure 3b), from the perspective of the teachers, Stagezilla helps them (right at the outset) to define into a Web page which segments of the content are (a) didactically relevant (must be learned), (b) could be considered (should be read), or (c) are not significant (might be ignored). Thus, Stagezilla provides the possibility to annotate didactical goals. Technically, it is an extension (plug-in) for the Firefox Web browser and is based on Annozilla, an annotation tool for Web pages, as defined by the W3C Annotea project (http://annozilla.mozdev.org). In accordance to the architecture of the AdeLE system (see figure 2), the annotated learning material is stored in the LMS, which is adapted by the AS. Thus, the steps Adaptation, Storage and Delivery in figure 3 are ensured. At client‐ side, when learners interact with the AdeLE system, they get a default view of a Web page. During interaction, the eye‐ tracking system analyses the gaze movements of a learner: the client‐ sided Eye & Gaze Tracking System (EGTS) and Content Tracking System (CTS) come into play, i.e. the practical part of the Behaviour Tracking technique begins. AdeLE‟s evaluation study [17] could find out that some eye movement parameters provide a distinction among the three different gaze behaviours skimming, reading and learning. In sum, the technique of Behaviour Tracking comprises (a) extracting annotations from the pages, (b) feeding and analysing the tracked data into the UMS, (c) checking individual behaviours, and if necessary, (d) delivering again to the learner those tracked segments of the page that did not fulfil the didactical goals of the teacher. This technique is represented in figure 3b mainly by the steps 2 to 4. With this real-time tracking of learner performance, relevant information can be gained about what each user is doing “now”, and thus, mechanisms can be developed and provided e.g. to improve knowledge acquisition almost at the time of consumption, or “just” to alert teachers immediately after a knowledge asset has been “overlooked”. [12] 90 3. DIDACTICAL GOALS VS. LEARNING NEEDS: USING STAGEZILLA As introduced in the previous chapter, Behaviour Tracking in the AdeLE system denotes the technique of monitoring traits of users of interactive systems in real-time by means of analysing observed behaviour log items before they become history. For that purpose, data must be collected through the sensors of the system. To express evidence on user behaviour, the system analyses the collected data as they flow into the system and provides useful and topical inferences. For example, the adaptive system infers that a user “behaves well” (in terms of learning performance) based on the analysis of “just‐ in‐ time tracked actions”, such as consumed learning materials and assessment results. Further, such tracked actions are persisted and utilised by the user modelling system in order to infer learning styles or interests from previously consumed materials. So far in this paper, Stagezilla supports just the annotation of the aforementioned didactical goals. Taking into account that the acquisition of modern eye-tracking devices represents high financial investments for a large-scale utilisation, and therefore its applicability (as intended by the AdeLE project) is not really feasible at present, the functionality of Stagezilla has been extended to be also “used by learners instead of the eye-tracker”. Thus, learners may give to the system explicit feedback about those page segments they have read or learned without being tracked automatically. Therefore, Stagezilla is both, (a) a tool for the support of real-time gazetracking, i.e. it enables the relevant input for the client-side tracking systems in form of annotated didactical goals within the learning material, and (b) a tool to provide explicit feedback regarding consumed knowledge assets. In other words, Stagezilla supports the Behaviour Tracking technique, and in turn, supports the monitoring of learning performance by improving both streams in the knowledge transfer process, teaching as an authoring and annotation tool, as well as learning as a provider of explicit learner feedback. The set of annotated didactical goals on Web pages (e.g. segments of pages “to read” or “to learn”) is called a target state within the AdeLE project (see figure 4 on the next page). The corresponding result of consuming a page (i.e. the set of segments learner actually “read” or “learned” by learners) is called a performance state (see upper side of the screenshot in figure 5, on the next page). Stagezilla allows the computing of target-performance comparisons, whereby the target states are intended to be defined by teachers, whereas the performance states might be automatically computed by the eye-tracking device or gained by explicit learners‟ feedback. The middle part of figure 5 shows an additional feature of Stagezilla, called choices. Given the advantage that the modules of the Stagezilla tool are implemented as reusable and extensible components, it is possible for teachers to define an own name and usage for the target states. Thus, Stagezilla may be also used e.g. to catch usability criteria of learning material by asking learners about their opinion or perception of page segments. Through the choices in Stagezilla, teachers can define “arbitrary” direct questions to be answered according to their specific didactical goals or according to some expected learning situations of system users, e.g. providing a means for learners to express self-assessment about the grade of acquired competencies upon the knowledge domain of page segments, or providing a set of experts to be contacted in case of problems in specific “hard” page areas. 91 Fig. 4. Stagezilla from the Teacher‘s Viewpoint; Authoring of Didactical Goals. Fig. 5. Stagezilla from the Learner‘s Viewpoint. Further, as shown in the lower part of figure 5, users of Stagezilla may write notes on entire pages or page segments and thus, share their thoughts and comments with the teacher as well as with other learners. Within the context of utilising this feature of Stagezilla, it is relevant to state at this point that a single tool can be used to control the propagation of misconceptions within a community. The teachers are able to track the evolution of collaborations and intervene in annotation sequences, because they are able to observe how the community of learners contribute with comments, ideas and any other type of annotations. Consequently, teachers may stop the propagation of misconceptions. In addition, Stagezilla enables teachers to define a default Web-based learning course context for learners, independently of the utilised learning environment (as shown in figure 6). A course context in Stagezilla defines the information space of structured and interrelated Web pages that can be annotated and tracked by the tool. 92 Fig. 6. Stagezilla‘s Editor for Course Contexts. Teachers may enter the administration user interface of Stagezilla (see figure 6) and self-define or choose a set of hyperlinks (i.e. URLs, Uniform Resource Locators) and group them in selfdefined course containers (chapters). Therefore, the annotating functionality of the tool can be extended to the granularity of course chapters or whole courses. Furthermore, within this administration area as well, teachers may create new user accounts and thus, assign existing learners to their courses as passive consumers (viewers, i.e. default learners) or active consumers (editors). Through this additional feature, external or invited users may observe the learning progress without the possibility of direct intervention. In sum, Stagezilla provides several features to define and track distinct teaching goals and learning needs. 4. CONCLUSIONS AND OUTLOOK In the present, the achievements in communication technology have direct impact on traditional learning. Therefore, teachers have to reconceptualise their notion of didactical goals and strategies. That is, they have to be conscious about the fact that there exist several e-learning tools, which may support them to better achieve their didactical intentions. They must not stick to use just e-learning for their courses; rather they have the choice to freely combine e-learning sessions with classroom teaching. Further, it should be evaluated which are the implications of the lack of communication with teachers in e‐ learning environments; more precisely the lack of face‐ to‐ face contact should be carefully observed and analysed. As indicated in [18], the degree of affinity between teacher and learners is the key issue in face‐ to‐ face interaction, i.e. teachers should be able to give learners „human warmth‟ and convey an „intimate attitude‟ in order to better help in solving personal problems. Thus, a lack of face‐ to‐ face contact prevents teachers from proactively capture relevant learners‟ reactions, facial expressions or body language that may indicate a need of personal guidance. According to [19], introverted learners have problems of participating during a synchronised collaborative activity in virtual environments, not only because of their real‐ time nature, also because of the potential presence of virtual colleagues that are completely unknown and not visible, and thus, a greater social pressure for conformity in participation may exist. In conclusion, Stagezilla is a platform-independent client side tool, which (a) provides useful learner information to the server side of e-learning systems or components (thus, e.g. to a .LRN or Moodle system), (b) tracks relevant, real‐ time observations of learner behaviours, and (c) 93 collects relevant personal information about the participating community. Therefore, it supports also adaptive systems to better know the individual user and better create assumptions about each user, as for example in the case of the Behaviour Tracking technique of the AdeLE system. Although Stagezilla is intended to be a client-side solution, a server-side module is part of the current version in order to ensure its separate deployment. Thus, a Web server part represents the central point of storage and access of information. Its integration into other systems (such as .LRN or Moodle) is not a hard task, as (a) the database schema is not complex and relative easy to implement or abstract, and (b) the communication between client and server is Ajax-based, whereby the currently exchanged information is coded in XML, and thus, e.g. Atom or RSS feeds or other standards can be supported. As an example of future work, it would be interesting to embed such a tool within a .LRN-based mash-up solution. Here, the idea is to extend the annotation granularity of Stagezilla to the level of portlets, e.g. in order to capture different learning journey states (i.e. the current status of open, active, closed or inactive portlets, including their location and URLs). With Stagezilla, such a snapshot of learning screens can be commented, tagged or rated. 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These exercises play a specific role in the negotiation class, providing concrete experiences for the student that are then reflected on during debriefs and discussions. A case study, The Shrimp and Vaquita game, is discussed, analyzed in regards to learning theories, and critiqued in regard to future improvements. Keywords: simulation, negotiation, learning theory 1. INTRODUCTION SUMMARY - SHRIMP AND VAQUITA CASE Shrimp and Vaquita is a specific case study that was piloted in Professor Jarred Curhan's Power and Negotiation class for MBA students at the MIT Sloan School of Management in the fall of 2007. This is a new case, but this type of exercise is common in this class as almost every session includes some sort of simulation, game or exercise. Class lectures generally include presenting the aggregated data from each exercise in a debrief to assist in observation and reflection. Each simulation builds on the concepts of the previous ones and the instructor frequently loops back and uses observation from previous exercises in subsequent lectures. The case ―Shrimp vs. Vaquita‖ was written by Mara Hernandez (2007) and was based on a mathematical structure presented by Wade-Benzoni, Tenbrunsel and Bazerman (1996). The case is set in the Gulf of Mexico and simulates negotiations between an organization of shrimp fishers and a coalition of environmental NGOs as to the shrimp harvest levels for each of 8 years. The simulation is a 2-party negotiation that is basically a more complicated version of the prisoner's dilemma, which the students have had previous experience with from prior cases. This builds on those previous experiences and adds additional complications due to unequal power and outcomes. As is common, this case is being developed as both a research vehicle and a teaching case. Simulation designers are frequently simultaneously researching the theory behind the simulation while creating the learning activity to teach it (Susskind & Corburn, 2000). This case was designed to explore the role of power and structural inequalities in cooperation in social dilemmas (M. Hernadez, personal communication, October 23, 2007). The experience includes a pre-game exercise assigned as homework, an in class synchronous game where two students negotiate anonymously through a website they access on their laptops, a post-game survey, and in class discussion. A full 97 description of the game is included in Appendix A, and it maybe useful to become familiar with it before continuing with this critique. 2. HISTORY OF SIMULATION AND GAMES IN TEACHING BUSINESS STUDENTS 2.1 Overview Games may be one of the oldest ways of teaching negotiation. Indeed, the first war games used for education date to Wei-Hai China 3000 BC (Wolfe, 1993) and, of all business skills, negotiation maybe the most direct descendent of war since, as noted by popular cartoonist Ashleigh Brilliant, “If you can't go around it, over it, or through it, you had better negotiate with it.” Research shows that simulations became widely used in business education in the 1950's in conjunction with the rise of case-based approaches (Bransford, Sherwood, Hasselbring, Kinzer & Williams, 1990) and experience-based learning theories (Wolfe, 1993). By 1961 it was estimated that there were more then 100 business games in existence and that approximately 30,000 business executives had played at least one game. (Faria & Wellington, 2004). By 1998 97.5% of US business schools were using simulation games. (Faria & Nulsen, 1996). These types of activities continue to be ubiquitous in both US and world wide business education. 2.2 Background on the Role of Simulations in the Class Pedagogy When analyzing the Shrimp and Vaquita game it is important to understand its role in the overall instruction and curriculum of the negotiation class. Simulations are one piece of a larger teaching structure based on theories of experimental learning in the instruction of negotiation theory and practice (Kozengi & Kersten, 2004): 1. 2. 3. 4. readings and discussion of theoretical concepts and case studies negotiation simulations structured debriefing experiences individual reflection that fosters experiential learning 3. CONSEQUENCES OF UTILIZING TECHNOLOGY Not all negotiation simulations utilize technology - even in a negotiation class at MIT in 2007. Use of new media by itself does not improve student learning (Clark, 1983) so it is worth examining what the benefits are of delivering this simulation though a web browser. The literature lists three possible benefits of computerizing simulations (Freeman & Capper, 1999): 98 Enhance student learning Prepare students to effectively use technology in the workplace Increase teaching staff productivity 3.1 How is Student Learning Changed by Computerizing the Simulation? The students did not know who they were playing against and they had very controlled ways of communicating with their opponent. This vastly limited the effects of personality and emphasized the power dynamics set up in the game. This would have been very difficult to achieve without technology. 3.2 Staff Productivity and Classroom Efficiency The decision to computerize this exercise was primarily driven by staff productivity and classroom efficiency considerations. The negotiation class in which the Shrimp and Vaquita games was first used had approximately 120 students. If the students had had to manually execute the simulation, collect the data, graph it, and analyze, it would have been very labor intensive. The web based delivery allowed the instructors immediate access to the collected data. This positively affected student learning because the debrief that analyzed group data took place on the same day as the exercise – this would have been impossible with a paper based simulation. 99 Fig. 3. A screencast of graphed data results is available on the web http://www.solutiongrove.com/filestorage/view/temp%5C/sloan_shrimp_vaquita_exercises.htm 3.3 Negative Impacts of Technology Usage The first trial of the game was not without technological challenges. The most significant issue arose while pairing students. The students perceived that there were only two roles. There were, however, actually eight and they had to be assigned before class so that students could have the correct pre-game experience. When several students incorrectly identified which section they were going to attend, it caused some delays as teaching assistants were set up to play their counterparts. The second issue was a vast difference in the speed with which individuals played the game. If a player was slow and thoughtful their counterpart felt like the program was broken. In addition some dyads finished quickly and then were idle during class time while they waited for slower dyads to complete all eight rounds. 4. POSSIBLE IMPROVEMENTS A major goal for the simulation was creating a situation that demonstrated egocentrism in negotiation. The exercise attempts to be anchored in a background of an environmental battle between NGOs and Fishers. The students must associate themselves with their assigned roles to act in an egocentric fashion. In the initial testing of the case the students were informed of their roles at the top of the page, but nothing else in the interfaced reinforced the students associating with their role. However, the results of the initial testing did not show that the students were acting in an egocentric way. Susskind and Corburn (op cit) state, ―Designing simulations is an iterative process‖ and simulations are frequently altered after the first test run. By viewing the exercise thought the lens of specific learning theories we can examine possible changes to the activity. 4.1 Expanded use of Images and Video The setting for the case encourages students to identify in an egocentric way with their roles. Sympathy for the NGO's case could be evoked with pictures of Vaquita and other sea life and images that show the damage done by over fishing. Similarly, images of hard working Fishers supporting their families and delicious regional shrimp dishes might increase identification with Fishers. Images might also be useful during game play, to both reinforce identification with role and to give visual cues about their score that motivate players to work harder at “winning”. Research shows that engaging video can increase engagement with the activity and transfer of skills (Bransford et. al, 1990). Thus ideas for increasing the learners‘ identification with their role include: Video, or photos with music of the region and the background Creating a different video for each role that emphasizes that roles' point of view. 100 Images on the game pages that visually and emotionally remind the learner of their role and the background. 4.2 Instant and Individualized Feedback The cognitive theories emphasized the role of feedback and reflection. One advantage of the web-based exercise is instant access to graphs. These graphs are displayed on the main class screen during the debriefing; however it would also be possible to include a post exercise where students could view the graphs, with their dyad‟s data points highlighted. A post-game exercise could allow students to either answer questions about them or use them in a discussion forum. It might also be interesting for students who finish early to enter a synchronous chat session with updating graphs where they could reflect on the data as it appeared. 5. TECHNICAL DETAILS 5.1 Login and Administration The simulation utilizes the OpenACS framework to allow rapid development and iteration. A simple single-signon system was implemented that allowed students to click a link in the LMS and automatically be logged into the web site hosting the simulation. As students log in they are asked to click a link to signal they are ready to begin the simulation. As students log in they are assigned randomly to a role and a dyad. An administrator can view the status of the assignments and make sure there are no unpaired students before the simulation begins. 5.2 Simulation The simulation is built on top an extended version of the survey package. This survey package allows branching based on previous questions. The student's role is embedded into a hidden variable within the survey to direct the progress of the simulation. At each step in the simulation the student's role is checked and the appropriate text and forms are displayed. These can include HTML including a Javascript powered point simulation. At the end of each round, a includable template contains the AJAX code that checks for the student's counterpart to finish the round and automatically redirects to the scoring for the round when both student's in the dyad are complete. 101 5.3 Graphs The data collected from the simulation is available in a series of graphs. The graphs are built with the Dojo Charting Engine. A custom template is used to generate the JSON data to drive the graphs. The graphs can be generated immediately following the conclusion of the simulation for analysis during the same class. 6. CONCLUSION Even in an environment, such as business schools, where technology has been integrated into teaching for many years, it remains a challenge for instructors to keep pace with the ever increasing capabilities and possibilities. Many of the suggestions made for the next iteration, such as adding video or individualizing the results graphs, would have been technically difficult and expensive even one or two years ago. The promise, and the challenge, is in using learning theories to inform the use of new technical capabilities. REFERENCES 1. Argyris, C. (1999). On Organizational Learning. Blackwell Publishing. 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A survey of simulation game users, former-users, and never-users. Simulation& Gaming, 35, 178-207. 7. Freeman, M. A. & Capper, J. M. (1999). Exploiting the web for education: An anonymous asynchronous role simulation. Austrlian Journal of Educational Technology. 15, 95-116. 8. Kolb, D. A. & Boyatzis, R. E. (2000). Experiential Learning Theory: Previous Research and New Directions. In R. J. Sternberg, R. J. Sternberg, L. F. Zhang & L. F. Zhang, Eds. Perspectives on Cognitive, learning and thinking styles. NJ: Lawrence Erlbaum. 9. Koszegi, S. & Kersten, G. (2003). On-line/off-line: Joint negotiation teaching in Montreal and Vienna. Group Decision and Negotiation. 12, 337. 10. Reeves, T. (1994). Evaluating what really matters in computer-based education. In M.Wild & D. Kirkpatrick, Eds. Computer education: New perspectives (pp. 219-246). 102 Perth, Australia: MASTEC. Retrieved November 3, 2007, from www.eduworks.com/Documents/Workshops/EdMedia1998/docs/reeves.html Susskind, L. E. & Corburn, J. (2000) Using Simulations to Teach Negotiation: Pedagogical Theory and Practice. Paper for Hewlett Conference at the MIT-Harvard Law School Program on Negotiation. Retrieved October 28, 2007, from http://web.mit.edu/publicdisputes/teach/index.html Tonks, D. & Armitage, S. (1997). A framework for understanding learning from management simulations. Journal of Computer Assisted Learning. 13, 48-58. Wade-Benzoni, K. A., Tenbrunsel, A. E. & Bazerman, M. H. (1996). Egocentric interpretations of fairness in asymmetric, environmental social dilemmas: Explaining harvesting behavior and the role of communication. Organizational Behavior and Human Decision Processes. 67(2), 111-126. Wolfe, J (1993) A history of business teaching games in English-speaking and post-socialist countries: The origination and diffusion of a management education and development technology. Sage Social Science Collections, 24, 446-463. 103 104 A Web Application Mashup Approach for eLearning Felix Mödritscher1, Gustaf Neumann1, Victor Manuel García-Barrios2, Fridolin Wild1 Institute for Information Systems and New Media, Vienna University of Economics and Business Administration, Augasse 2-6, 1090 Vienna, Austria {felix.moedritscher,gustaf.neumann,fridolin.wild}@wu-wien.ac.at 1 2 Institute for Information Systems and Computer Media, Graz University of Technology, Inffeldgasse 16c, 8010 Graz, Austria [email protected] Keywords: eLearning, Web 2.0, web application mashup, Ajax, XoWiki 1. INTRODUCTION The common understanding of learning shifted over the last decades from the traditional behaviorist approach to paradigms like constructivism or discovery learning [1] and, further, started to take into account aspects like heterogeneity of tools and information resources [2]. Referring to [3], we assume that prominent Internet phenomena like Google or Wikipedia nowadays influence our learning habits. Against this background, learning platform developers start to consider Web 2.0 features [4], i.e. by adding tagging functions, collaborative elements, Wiki and Blogging components, etc. [5]. Still, many developments restrict themselves to a style platform and even a simple installation, while learners continue working with the applications and websites they are used to, even if they are encouraged to use a certain eLearning system. Moreover, learning facilitators might also want to recommend certain applications for specific activities, which, in sum, lead to a “heterogeneous space of software, tools and services” [6]. Full-featured heterogeneous eLearning systems are thus, hard to integrate in single solution frameworks. In order to integrate e.g. distinct open source initiatives, Web 2.0 applications as well as personalizable or customizable tools, platform developers try to provide functionalities allowing users to (re)assemble or merge external systemic entities into the own platform, as can be observed in the field of enterprise information systems [7]. In this paper, we present a mashup approach which is based on the XoWiki component [8] and enables a user to add web-based applications to Wiki content and to use and arrange these tools in a comfortable way. In the following, the paper gives a short overview on the topic at hand, describes critical challenges regarding the development of application mashups and – based on that – derives special requirements for eLearning. Thereafter, various solutions and development frameworks are inspected according to our special needs, and a concrete 105 implementation, namely the XoMashup component, is described closer. Finally, a possible application scenario is shown, and the next steps moving towards a semantic layer are outlined. 2. THE CONCEPT OF A WEB APPLICATION MASHUP According to [9], a mashup comprises an application that “combines multiple sets of data streams into a unified user experience”. Mashup approaches can be observed in many different fields, e.g. for enterprise information systems [7] or digital libraries [9]. In the field of eLearning, mashing up different learning experiences is related to the following aspects. Within the context of learning object repositories, aggregation of information junks is realized according to instructional models and on terms of standards and specifications, such as LOM or SCORM [10]. Addressing information push strategies, content syndication deals with aggregating information streams, or feeds, into one view, normally by using a XML-based metadata standard like RSS [11]. Yet, these approaches primarily focus on the combination of information chunks and streams into one application. However, for eLearning it can be necessary to utilize various tools in order to achieve a competence [2]. For instance a group of learners might want use different webbased tools such as WordPress (wordpress.org), Wikipedia (wikipedia.org), ObjectSpot (objectspot.org) and XoWiki (openacs.org/xowiki) in order to collaborate on a joint paper. Thus, such an environment must allow the execution of several webbased tools next to each other, taking into consideration that each web application has its own idiosyncrasies (e.g. scripts, style-sheets, databases, etc.). The most important difference between a mashup of web-based tools and a mashup or portal application comprises syndication. While a mashup aggregates different data streams and a portal even requires own rendering methods for the portlets [12], a mashup of web applications aims at providing a secure environment for each tool, whereby syndication is only possible via cross-domain scripting [13]. However, our proposed solution should also be capable of not loosing the user interaction state with all tools during a session. As a conclusion, we foster the idea of a web application mashup rather than a(nother) mashup or portal approach. In the context of self-directed learning [2], such a web application mashup solution should support the following use cases: First of all, a learner might want to add and launch new applications, whether from the set of pre-defined tools or own ones. With respect to mashup visualization techniques [14], the mashup page should allow to arrange the learning tools according to the basis of a grid layout. Additionally, learners might want to maximize a tool over the full screen in order to work only with this one or to minimize or close another tool to keep track of more important spots. For the analysis of the interaction patterns, user interaction with single tools and with the whole mashup may be logged, as this information serves as central source for further system‘s enhancements, such as improving semantic models, identifying and solving usability problems, inspecting potential privacy invasion issues, and so forth. Analyzing existing mashup frameworks, we hardly could find generic solutions which are capable of launching different web applications as a part of the browser screen. Technically, such a solution requires primarily two functions: (1) the embedment of 106 the web application within an iframe [15] and (2) the prevention of document object model (DOM, [16]) manipulations with this iframe element in order to not reset the state of the tool by reloading the original URL. From a broad range of existing providers listed by [17], only one solution, namely Protopage (www.protopage.com) fulfils these essential requirements, while other providers (iGoogle, MyYahoo, Netvibes, Pageflakes, etc.) rather offer a portal solution by means of mashing up xhtml snippets. 3. DEVELOPMENT AND APPLICATION OF THE XOMASHUP COMPONENT Unfortunately, Protopage is a commercial system, and the portal solutions require that each web application has to render itself with an own method. Similar restrictions apply to the only published mashup component of the OpenACS community, the Solution Grove Web Desktop [18]. Thus, we had to evaluate existing Ajax frameworks [19] to build up a mashup component according to the above requirements. We examined seven of the most popular frameworks, namely Prototype Windows, Script.aculo.us, Dojo, Yahoo! UI, Google Web Toolkit, DHTML-Window, and Qooxdoo. Overall, only two of them (DHTML-Window, Prototype Windows) do support our requirements regarding iframe-capability, DOM manipulations, compatibility for the most important browsers and an open source license. At the end, we decided to utilize Prototype Windows (http://prototypewindow.xilinus.com/) for realizing the client-sided functionality of our mashup solution due to the framework‘s object-oriented nature and the dirty coding of DHTML-Window. Based on this client-sided framework and XoWiki, the XoMashup component is implemented in the following way: The presentation layer consists of a grid-based screen separated in a certain number of (sortable) columns (see also Fig. 1). One column, in the style of a portlet-based portal, is able to hold various windows, each one representing an own web application or information stream. A window can be reloaded, minimized, maximized or closed. Further, each window can be dragged to any place on the screen, whereby it is always dropped into one of the columns. Finally, it is also possible to change the theme of a page by exchanging the decorations of all windows (though not of the tools). The application and data layer is realized on the basis of the XoWiki module and allows setting up a mashup space. Therefore, administrators can create template pages containing tools, which can be started or are already launched, as well as any Wiki-based content. Entering the XoMashup application, registered users receive an overview of available templates and their personal mashup pages, which is realized by two includelets (“{{my_xomashup_pages}}” and “{{available_xomashup_templates}}”). Similar to XoWiki, a user can create a new mashup page on the basis of one pre-defined template. The initial state of such a personal mashup page is duplicated from the template. All other user actions are persisted, even by using the versioning functionality of XoWiki, and can be revisited by them. Personal mashup pages are created with a restriction for other users, which is guaranteed by an own creator privilege in the access control policy. 107 Later on, it is planned to store all user interactions in the mashup page in order to build up a semantic layer, i.e. to be able to recommend tools for given user scenarios. Fig. 1. This XoMashup page contains instructions for an exemplary learning activity (at the bottom) as well as three required tools (VideoWiki, XoWiki, Webmail). At this point, the following problematic aspects of the current XoMashup implementation have to be outlined. Firstly, certain html-elements, like hyperlinks with the property “target=_top”, may destroy the whole mashup page by loading the URI address into the top window. Hereby, heuristics for web-based tools to be included into XoMashup have to be determined to avoid such problems. Secondly, web applications should be customizable in terms of its display size in order to allow users to work with a tool in the original windows. As one remedy, a web application could provide parameters to initiate the display size, which we successfully realized for the ObjectSpot application mentioned in section 2. In both cases, the technological flexibility of this approach is restricted due to the demand for certain requirements of the targeted tools. Thirdly, combining different tools can be realized either on the basis of client-sided user actions, like copy-pasting content from one to another web application, or by cross-domain scripting. Finally, the issue of common third-party functionality is still an open issue. For instance, user authentication could be implemented by web-based mechanism like OpenID [20] or in the application layer of 108 XoMashup and the tools. Similarly, logging has to be considered for user interactions – which is our current topic of interest – and systemic events. Despite these problematic aspects, we believe that our solution approach can be of benefit for many different application areas, and it is planned to be used within the iCamp project, an EU-funded research project in the field of higher education (http://www.icamp.eu). This mashup approach should serve as the basis for the socalled ―iCamp Space‖, an attempt to create a supportive environment for eLearning scenarios by means of combining learning content and web-based tools (e.g. the iCamp building blocks [2]). In short, the proposed result allows facilitators (administrators) to prepare learning templates consisting of Wiki-based content and web-based tools which either have already been started on the screen or which are to be launched by a learner on demand. Selecting one of these templates, learners (registered users) can create a new personal mashup page and work with it by using the tools, re-arranging the windows and modifying the Wiki content. All changes to such a personal learning page are persisted. Due to functionality provided by the XoWiki module and the OpenACS content repository, the mashup content and state are even under version-control allowing the learner to reproduce each learning step. 4. CONCLUSIONS AND OUTLOOK All in all, the XoMashup component comprises a personal web application mashup page, which is useful for self-directed learning, but can also be utilized in other application areas. Addressing the iCamp project, this mashup solution is a first approach towards the iCamp space. As a next step, it is planned to extend this web application mashup with a semantic layer to recommend tools and tool combinations for given learning activities. Further, the semantic model should be refined in terms of analyzing the user interaction. Acknowledgments. The iCamp project is funded by the EC IST 6 th Framework Project (Contract number: 027163). REFERENCES 1. Lennon, J., Maurer, H.: Why it is Difficult to Introduce e-Learning into Schools And Some New Solutions. In: Journal of Universal Computer Science 9(10), 1244--1257 (2003). 2. Kieslinger, B., Wild, F., Arsun, O.: iCamp: The Educational Web for Higher Education. In: 1st European Conference on Technology Enhanced Learning, 640--645 (2006). 3. Safran, C., Helic, D., Gütl, C.: E-Learning practices and Web 2.0. In: International Conference on Interactive Computer Aided Learning (2007). 4. O‟Reilley, T.: What is the Web 2.0, 2005, http://www.oreilly.com/ pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html (2007-11-20). 5. Information Multimedia Communication AG: Start für neue Web 2.0 Open Content Community SLIDESTAR, 2007, http://www.im-c.de/News_und_Events/ Aktuelle_News/389/5421.html (2007-11-20, in German). 6. Väljataga, T., Pata, K., Laanpere, M., Kaipainen, M.: Theoretical Framework of the iCampFolio: New Approach to Comparison and Selection of Systems and Tools for 109 Learning Purposes. In: 2nd European Conference on Technology Enhanced Learning, 349-363 (2007). 7. Jhingran, A.: Enterprise Information Mashups: Integrating Information, Simply. In: 32 nd International Conference on Very Large Data Bases, 3--4, VLDB Endowment (2006). 8. Neumann, G.: XoWiki: Towards a Generic Tool for Web 2.0 Applications and Social Software. In: OpenACS and .LRN Conference (2007). 9. Kulathuramaiyer, N.: Mashups: Emerging Application Development Paradigm for a Digital Journal. In: Journal of Universal Computer Science 13(4), 531--542 (2007). 10.Mödritscher, F., García-Barrios, V.M., Gütl, C.: Enhancement of SCORM to support adaptive E-Learning within the Scope of the Research Project AdeLE. In: Proceedings of the World Conference on E-Learning in Corporate, Government, Healthcare, & Higher Education, 2499--2505 (2004). 11.Hammersley, B.: Content Syndication with RSS: Sharing Headlines and Information Using XML. O‟Reilly, San Francisco (2003). 12.Bellas, F.: Standards for Second-Generation Portals. In: Internet Computing 8(2), 54--60 (2004). 13.Jackson, C., Wang, H.J.: Subspace: Secure Cross-Domain Communication for Web Mashups. In: 16th International Conference on World Wide Web, 611--620 (2007). 14.Spoerri, A.: Visual Mashup of Text and Media Search Results. In: 11th International Conference Information Visualization, 216--222 (2007). 15.World Wide Web Consortium (W3C): Inline frames: the IFRAME element, 1999, http://www.w3.org/TR/html4/present/frames.html#h-16.5 (2007-12-14). 16.World Wide Web Consortium (W3C): Document Object Model (DOM), 2005, http://www.w3.org/DOM/ (2007-12-14). 17.Lennartz, S.: Jedem das Seine: Personalisierte Startseiten im Überblick, 2006, http://www.drweb.de/weblog/weblog/?p=524 (2007-11-21, in German). 18.Solution Grove: Web Desktop, 2007, http://www.solutiongrove.com/mashup/portal (200711-21). 19.Giorgi, M.: Comparison of AJAX Frameworks: Prototype, GWT, DWR and Thinware, 2007, http://ajax.javabeat.net/articles/2007/05/comparison-of-ajax-frameworks-prototypegwt-dwr-thinware/ (2007-11-21). 20.OpenID Foundation: OpenID, 2007, http://openid.net/ (2008-01-08). 110 111 112 Web Content Creation Tool for dotLRN Ing. Rocael Hernández, Ing. Byron H. Linares, Ing. Victor Guerra, César Hernández Research and Development Department, GES, Universidad Galileo, Guatemala [roc, bhlr, guerra, cesarhj]@galileo.edu 1. RECORDS 1.1 Description of the Courses Creation Process The process of curses creation is made upon the contents provided by the experts. It is important to consider the characteristics of a kind of course (which corresponds to an average of 50-60 hours in-person), as well as the work process for its creation. 1.2 Docbook Use The first displayed courses were elaborated in DocBook format, this is a XML/SGML language that allows the writing of technical documentation with the assistance of an editor, in our case, we used XMLMIND, and this one generated the reading material in form of a text book, which creates the sequence of all the pages. DocBook presents great flexibility at the time of structuring the chapters as far as sections, sub-sections and other elements. After all the htmls were generated, we proceed to create the structure of the index by using Publishing Reload, this tool was made to create and publish and insert metadata according to the specifications of ADL and IMS, conformed by the SCORM package. 1.3 Html Use The process taken was extended and laborious, obtaining as results a very low content in a visual quality. Therefore, it was designed a template elaborated in HTML with a most elegant design, considering navigation and accessibility factors, according to the 113 material handled, only with the same inconvenience as the previous process, we had to generate the index and the package SCORM through Reload Editor. 1.4 Standards Use WEB / HTML The same development of the courses established a navigation structure, which consists in three different sections, (1) first a linear navigation (back/forward),(2) the second one by tabs (direct access to specific areas) and finally indexed navigation (index from subjects of the unit). We create a new template, using style sheets (css) and it was implemented web standards. As we can see the improve of the visual appearance is very evident, but at the time in which the material was created, it was necessary to put up with the same tedious and long process of creation the structure tree/index using Reload and to generate the 114 SCORM file (creating links in each one). One of the biggest inconvenient at moment of using this process was at the moment of editing an specific content, because it was necessary to edit on html and to repeat the same process of packaging and then reload the SCORM in LORS. 2. CONDITIONS OF THE PRESENT TECHNOLOGY The battle in the field of the LCMS has increased in the last years, being as alternatives a great range of tools dedicated to E-Learning. For the development of these E-Learning tools has been used different kind of methodologies and technologies, but many of them at the end with many similarities in the facilities and functionalities. The fight between the LCMS is being defined by the amount of users and developers which are involved in the project, as the open source projects which are exceeding the ones with a cost. Therefore what is a LCMS (Learning Management System) LCMS is a system (web-based) in which an author can approve, publish and handle learning content. It‘s a combination of a LMS + CMS 2.1 Common characteristics between LCMS: • Fast content creation • Reusable objects of learning • Superior evaluation capacity • Administrative Tools • An intuitive experience to the student • Powerful tracking capacity, reports and integration with LMS • Web -based (Word, ppt, flash) as creation instrument • Import and export SCORM 2.2 Desirable characteristics in sampling LCMS: • Adaptable Navigation: students can move through the content using global, hierarchic or sequential navigation. • Publish of content: an instructor can create content in HTML or flat text, or a content which can be concerned of a local publisher or online. • Publication Management: the instructor can publish material partially according to the development of the course. • Mobility of pages: pages of can be moved arranged or within the content. • Easy handle of files: repository of images, flash, multimedia • IMS/SCORM Content Packaging Proposal: Xowiki based Content package for dotlrn 115 3. PROPOSAL: Xowiki based content package for dotlrn. The Content Package aims to be a simple and easy tool for content creation in the educational context. The content package was created to fulfill the need of a content creation tool with the educational context of dotlrn. This tool is oriented to a easy usage for the common user, and for the teacher that wants to create the content of a course in a simple way with a navigation and presentation that will be easy for the student to use, because of the type of order that manages. This tool is created in order to help the user to focus only in the content and text rather than in the presentation, order and navigation that is already done and organized. Fig.1.0. shows different types of navigation. Fig. 1.1 shows ordering tools Allow users to take control of their learning material by managing the content as a different element from the design. The days of writing HTML for large Web learning material may be numbered as content management tools take the floor. 3.1 Supplies the need to separate content from design: Make it easy for the actual writers to post their material and images (content) to the class. Control how the content looks on the page. Reuse that content in other course 116 Minimal Learning Curve: Our tool is designed with the objective of being user friendly and intuitive for non-html users. However, users with html experience can also create more sophisticated materials. Fig. 1.2 shows the display view of a created content. Fig. 1.3 shows the edit/create mode 3.3 Maintaining fresh content: The possible uses for our content tool are endless, but the result is always the same – the ability to easy update and maintains your learning material. The content package put you in the driver‘s seat and gives you complete control of your courses. 117 3.4 Description: Provides a simple interface to create web pages (a no-brainer 1 click), and easily include and manipulate web assets such as flash, videos, images, etc. Provides a web template, easy to manage, similar to a PPT template but with built in navigation (sequential navigation, tab based organization, sub tabs supported and per unit / module navigation). Separate content from design. Folder, subfolders, pages ordering. Free of "standards" approaches, so professors with basic word knowledge can use it. Auto scroll (focus navigation on the content area). It provides portlets for .LRN The Content Package is based in XOWiki, since it is a very well-maintained tool, and this package has many of the desired features and elements required, such as: easy content tool (plus the advantage that a wiki tools is becoming more and more common), directories, versioning, flexible built-in features to handle content more easily (including position<ning and segmentation), basic template management, variables, multi-language support. The Content Package is a configuration package with a set of scripts; xowiki is left unmodified for Content to work. 3.5 Concept The Content Package uses an instance of xowiki and makes customizations to this instance. Xowiki was used in order to take advantage of the creation pages characteristics, besides the facility in the use of templates for its content 3.6 Operation You create a xowiki::PageTemplate containing the web template HTML for the presentation of the content; this also contains the scripts which are handled in the navigation of the content, this one formed with the created categories. For the categories creation we modified the interface for one most accessible for the users which was based on a tree structure (same used to show xowiki pages), this one counts on three Unit levels, chapter and sub-section. This structure is reflected in the content pages through the template above mentioned. At moment that a user creates a content page (xowiki:: PageInstance) he should enter the following fields: ―name, content and category‖. 118 This process shows the final result, a content page created with his template placed in the corresponding category, and showing the navigation options arranged. 3.7 The Content Package has two main functions To place in the xowiki all the customize parameters and to create the default pages default to use by the content package. To handle the structure and navigation of the template up to the section of the content in which is contained. 3.8 Customization to xowiki: Parameters: extra_css : /resources/contentportlet/template/Gestheme.css security_policy: ::xowiki::policyb, policy used, removes the permission for options unwished for the instructor, etc template_file: ges-view, presentation used for the content Kind of created pages. ::xowiki::Page : Index for welcoming to the main application: Source : contentportlet/www/prototypes/gestemplate/GesTemplat eIndex.page ::xowiki::Object : Default object whit the name folder_id in which the use of Xhina editor is configured. es:o_index : Object which manages the presentation of the index page depending on the kind of user. Source: content- 119 portlet/www/prototypes/gestemplate/GesTemplat eIndexe.page ::xowiki::PageTemplate: es:Template_de_ges Web template that manages the presentation and navegation of the future content pages that will be created. En contiene los script incluidos en el paquete de content para realizar la navegacion en el contenido. Source: contentportlet/www/prototypes/gestemplate/GesTemplat ebody.page es:Template_de_header: Template which manages the edition of the content titles. source: contentportlet/www/prototypes/gestemplate/GesTemplat eheader.page ::xowiki::PageInstance : es:header_page : used to entry the heading of the future content pages. Source : contentportlet/www/prototypes/gestemplate/GesTemplat eheaderpage.page All the pages created will be:: xowiki::PageInstance which use the template ―es:Template_de_ges‖ creating automatically ::xowiki::PageInstance was modifying Creation of the content index that will be used: this content index is composed of the following categories: Unit or chapter Introduction Content 120 Activities Glossary Appendix Content-Portlet Description: The template es:Template_de_ges manages the final presentation of the created content pages. The web template used, is based in three navigation levels. Unit or module Section Subsection This template is built with a series of scripts, which are responsible of the navigation of every section, is divided in: header, module navigation, section navigation, subsections navigation, navigation between pages and content. The navigation is controlled by their respective scripts located in contentportlet/www/ And they are unit-navbar: Checks the navigation between units or modules. Navbar and complete-navbar: Checks the navigation between sections in the web template. complete-titlebar, next, home: These are the elements that conform and check the horizontal navigation bar between content pages for one section or subsection. Subnavbar and complete-subnavbar: These elements check the navigation between subsections. Each one of these are part of the web template and provides us a graphic simple way to navigate between content pages. content-portlet/www/prototypes/gestemplate: Provides the content of the different pages of xowiki created automatically by adding the applet in a course. content-portlet/www/resources: It contains the graphic part of the web template that is being used. (images, estiles, etc.) 4. FUTURE AN CONCLUSIONS The Content tool production represents several challenges and new requirements. It has been totally verified, but also contains some deficiencies, especially in the editor, in the presentation and the handling of HTML. We mark as a preliminary need to have an exact HTML editor, which reflects the edition as the user is viewing and avoid the unnecessary HTML tags. On the other 121 hand, the editor should produce xhtml, in order to a most robust manipulation of the information. It is necessary to standardize the styles in the editor, and the use style sheets (CSS) will be necessary. Regarding the above mentioned, template provided by GES should be adapted in order to provide best flexibility based on the content generated. On the other hand, perseo technics can be useful to avoid standard related problems at the moment of copying/pasting the information. The inclusion of resources must be simpler; with utilities that easiest the search and elements organization. The elements should be storage within the same xowiki, in order to obtain a better control and handling of the same, and to obtain a better control and handling the same, in contrast to the present operation which stores in an instance of the file-storage of the class. As a secondly level of priorities we have seen the necessity of include a lineal browser, without tabs, as a simple alternative to create content. The handling of multiple templates would be necessary in the graphic point of view, but is still important the point of view of the organization information regarding the pedagogical proposal in order to present the course. We must include the integration of diverse applications in order to make that the content editor an integral atmosphere to develop a course. Finally, we do not have to forget the integration of several international standards as SCORM & IMS-CP, among other, and the registration of the tool‘s use. REFERENCES 1. http://mindflash.coursehost.com/ 2. http://www.atutor.ca 3. http://www.janeknight.com/Directory/Tools/coursemgt.html 4. http://www.capterra.com/learning-management-systemsoftware 122 123 124 Automatic Limited-Choice and Completion Test Creation, Assessment and Feedback in modern Learning Processes Christian Gütl Institute for Information Systems and Computer Media, Graz University of Technology, Inffeldgasse 16c, 8010 Graz, Austria and Infodelio Information Systems and GÜTL IT Research & Consulting, Austria [email protected] and [email protected] Abstract. The objectives and expectations for learning processes have changed dramatically from remedial repetitive learning to today‟s learning with understanding to become independent in the learning process. Approaches such as self-directed, explorative or example-based learning not only need advanced e-learning solutions for the knowledge transfer process, but also require enhanced methods for knowledge assessment and feedback. Motivated by the situation stated so far, we have started a research program to support knowledge assessment and feedback by computer-based automatic and peer assessment. In this paper we will focus on the automatic generation of limited-choice and completion questions from learning content, the answer evaluation and the feedback provision. Keywords: automatic knowledge assessment, automatic feedback, automatic summarization, limited-choice test, natural language processing 1. INTRODUCTION At the beginning of the 21st century our modern life is strongly influenced by effects such as rapidly changing and developing information, technology-enhanced communication and information access, and new forms of production and services in a globalized world. Consequently, according to [1], the objectives and expectations of learning processes have changed dramatically over the last 100 years, from remedial repetitive learning to today‟s learning with understanding to become independent in the learning process, strengthen metacognitive skills and link knowledge in cultural context. Adopted instructional methods and learning styles need to be applied in such modern learning settings. New research and development strands in e-learning attempt to support these new learning-teaching processes. Approaches such as selfdirected, explorative or example-based learning not only need advanced e-learning solutions for the knowledge transfer process, but also require enhanced methods for knowledge assessment and feedback. The later will be used to get a more fine-grained user model, allows instructors to get a better overview over the state of the learning process, and supports students do improve their learning activities and strategies. To 125 cope with this requirements, an e-learning system must (1) deal with a great variety of learning tasks and diverse learning content for individual learners, and (2) based on that must also support continuous knowledge assessment according to the instructional strategy and (3) provide immediate feedback. Computer-assisted and computer-based assessment is indeed not a new concept and at least can be traced back to early systems in the 1960s which followed the macroadaptive approach, such as computer-managed instructions (CMI) systems. Assessment components have also been an essential part of Intelligent Tutoring Systems (ITS) and Adaptive Hypermedia Systems (AHS) [2]. To cope with different pedagogical goals, computer-based assessment developments offer different assessment approaches such as limited-choice tests, short natural answer tests, openended questions and essays. Automated assessment – in particular of short natural answers and essays - has been an active research topic since years. An overview over research approaches and performance can be found elsewhere in [3]. Related to our implementation discussed in this paper, Mitkov & Ha describe an interesting approach for automatic, or at least computer-aided, generation of multiple-choice tests from digital learning content [4]. Motivated by the situation stated so far, we have started a research program to support knowledge assessment and feedback by computer-based automatic and peer assessment. Our overall architecture is designed (1) to administer different didactic objectives by supporting (semi-)automatic question generation, (2) to support the (semi-)automatic generation and management of various exercise types, (3) to enable the compilation and performance of personalized tests, (4) to execute (semi-) automatic assessment, and (5) to deliver information for updating user models and providing feedback. In this paper we will focus on the automatic generation of limited-choice and completion questions out of learning content, the answer evaluation and the feedback provision. The remainder of the paper is structured as follows. Application scenarios and high level requirements are given in Section 2. The technical solution of our assessment tool, an overview about the architecture and our first implementation are outlined in Section 3. Finally, Section 4 discusses major findings and room for further improvements. 2. APPLICATION SCENARIOS AND REQUIREMENTS In the planning stage of the research project, various application scenarios have been identified in which such an assessment tool can support teaching and learning activities in modern learning environments. Interesting application scenarios include but are not limited the following: (1) Frank teaches a course in basic economics at university level and he wants to get support to compile personalized tests referring to the individual assignments of the individual students. (2) Miriam is senior lecturer in the computer science department and she has decided to provide extensive background material for her courses by an e-learning platform. She wants the students to focus exemplarily on selected topics. After completion of the learning task, the assessment of knowledge acquisition is performed by automatically generated completion tests, feedback is provided to the students and to Miriam as well. (3) Eric 126 prefers to study on his own but he has some weakly developed meta-cognitive capabilities. Thus he needs continuous feedback about his knowledge state in the learning process and based on that some guidance in his learning activities. After finishing learning activities, he initiates the performance of automatically generated completion tests and benefits from the immediate feedback given by the tool. Based on the literature review, our objectives for a (semi-)automatic tool for exercise generation, assessment performance and feedback outlined above and illustrated by some selected application scenarios, most important requirements on an abstract level can be stated as follows: (1) flexible tool to be applicable in various application scenarios, (2) handling of different types of content for exercise generation from predefined learning content to background knowledge of diverse sources to student assignments, (3) designed to be used as module in pre-existing learning environments and as stand alone application, and (4) privacy and security. 3. TECHNICAL SOLUTION AND IMPLEMENTATION DETAILS Test Word Extractor LMS Assessment System Stopword Finder Java GUI POS Tagger Morphological Analyzer Communication Interface Sentence Splitter Exercise Creator Tokeniser GATE Core & Plugins Test Words Identification Automatic Summarizer Document Filter Document Fetcher On a glance, our approach uses automatic summarization methods to extract the most important information from content “units” used in learning tasks. Based on this extracted and condensed information, natural language processing methods are applied to (1) identify relevant concepts related to the knowledge domain, and to (2) tag and annotate part of speech. This processed information will be used to generate the limited-choice and completion questions. For generating completion questions, identified concepts or candidate words in specific relations are used, such as concept a ―is defined as‖, concept b ―comprises‖ concept c and concept d, and the like. Some of these identified concepts are omitted to compile completion exercises. For generating limited-choice exercises, for each of the aforementioned concepts synonyms and antonyms are computed. Out of this set of concepts answer alternatives will be processed. Fig. 4. Architecture overview for (semi-)automatic limited-choice and completion test creation, assessment and feedback Fig. 4 outlines the architecture overview of our solution, which is entirely implemented in Java. In order to deal with different document types and sources, the Document Fetcher supports the access to documents by hypertext transfer protocol and in the file system. To be flexibly applicable as module in preexisting learning 127 systems, a specific interface call enables other components to send specific content for processing. The Document Filter converts various document formats (such as PDF, HTML and Word) into an internal format comprising content and some structure information (headings, title and the like) which will be used for the further processing steps. The automatic summarization is based on the Automatic Summarizer from [5] which “benefits from a mixture of ideas founded in the early days of automatic summarization.” Unlike other modern approaches, the summarization is simply built by identifying the most important sentences of the content. This is computed by 5 statistical features, namely (1) word frequency method (significant content words in neighborhood within sentences), (2) cue phrase method (phrases which indicate the importance of a sentence for a summary, such as ―the conclusion is‖), (3) location method (appearance of topic sentences tend to appear at the beginning or the end of sections), (4) title method (subject matter is addressed by the title), (5) query method (summary content can be defined by a query which reflects the user‘s interest). Each of the aforementioned features can be weighed positively or negatively, which provide together with the compression ration (length of the origin text compared to the summary) much room for flexible and tailored summaries. Further details about automatic summarization can be found elsewhere in [6]. In order to identify relevant concepts to be used for completion and limited choice exercises, further natural language processing is performed by the GATE (General Architecture for Text Engineering) tool using appropriate plug-ins [7]. For our first implementation, we focus instead of concepts on nouns, verbs, adjectives and on their combinations for creating exercises. The automatically generated summary is preprocessed by the Tokeniser and Sentence Splitter and the part of speech is annotated by the POS Tagger. Nouns, verbs, adjectives are further processes to find the basic form of the words as well as synonyms and antonyms by applying the Morphological Analyzer. In the next step of the processing chain, the Stopword Finder eliminates function words and the like. Moreover, predefined words or concepts describing subject domains can also be applied to extract important words from the automatic summary. Based on the aforementioned process steps, a list of candidate words applicable for the exercise creation is processed by the Test Word Extractor. The automatically generated abstract together with the set of candidate words, synonyms and antonyms is delivered to the Exercise Creator. It is designed either to create completion exercises or limited choice answers. Parameters not only control the type of exercise but also the number and type of concepts or words to be used for the tests. For completion exercises, the selected concepts and words will be annotated in the abstract for further processing or, to be more concrete, for visualizing the test and for comparing the reference answers with the students‘ answers. Similarly, limited choice answers are prepared by selecting proper words as well as synonyms and antonyms, which are used to be presented as answer alternatives in the assessment process. Finally, the Communication Interface provides a layer to control the behaviors of the tool and to access the prepared exercises based on a specific content object. The high flexibility supports the tool‘s applicability in various application scenarios, as illustrated in the outermost right side of Fig. 4. Thus our approach is designed to be 128 used together with a user interface as a stand-alone application or as a module in other systems such as learning management systems or assessment systems. Our current implementation is designed to be used as a stand-alone tool for experimental purposes and also includes a graphical user interface. It is fully implemented in Java and can be instantiated as an application or as an applet (see Fig. 5). In the first tab of the graphical user interface (GUI), the content of documents can be imported or even be pasted into the text field. In the second tab (see A in Fig. 5), based on compression rate and summarization method, automatic summarizations can be generated and inspected. Types of words and word lists to be used for the test creation can be configured in the third tab (see B in Fig. 5). In the fourth tab, the number of words out of the set of candidate words for any supported word type can be specified to create exercises randomly. Currently, the implementation only supports completion tests (see C in Fig. 5). Finally, in the last tab, the solution of created exercises can be inspected (see D in Fig. 5). 129 Fig. 5. Screen shot of the assessment prototype: (A) content summarization, (B), candidate concept extraction based on content and predefined lists (C) exercise creation, and (D) exercise solution for self-assessment. 4. CONCLUSIONS AND FURTHER WORK Modern learning settings require enhanced knowledge assessment procedures and tools which can deal not only with course content but also with related content and background material as well as provide feedback to students immediately. Automatic or at least semi-automatic assessment and feedback approaches can support modern learning environments. First experiences of our tool for automatic limited-choice and completion test creation, assessment and feedback are promising. First tests have also shown that the tools can easily be used as loosely coupled stand-alone applications or as integrative modules in pre-existing learning environments, such as the dotLRN platform. Although our first promising results, there is much room for improvements. From the solution approach viewpoint we want to apply more advanced summarization techniques and more intelligent methods for the creation of exercises. From the implementation point of view, we want to redesign the tool that any of the modules can be used as plug-ins for the GATE system. Furthermore, for the exchange of exercises or tests we will support the IMS QTI standard. 130 REFERENCES 1. Bransford, J.D., Brown, A.L., & Cocking; R.R. (Eds.) (2000). How People Learn: Brain, Mind, Experience, and School. Expanded Edition. Washington DC: National Academies Press. 2. Park, O., & Lee, J. (2003) Adaptive Instructional Systems. Educational Technology Research and Development, 2003(25). p. 651-684, 2003. 3. Gütl, C. (2007). Moving towards a Fully-Automatic Knowledge Assessment Tool. iJET International Journal of Emerging Technologies in Learning, to be published. 4. Mitkov, R., & Ha, L. (2003). Computer-aided generation of multiple-choice tests”, Proceedings of the HLT-NAACL 2003 Workshop on Building Educational Applications Using Natural Language Processing, 2003, pp. 17-22. 5. Visser, W.T., & Wieling, M.B. Sentence-based Summarization of Scientific Documents. The design and implementation of an online available automatic summarizer. Report, last retrieved Nov. 29th, 2007 form http://home.hccnet.nl/m.b.wieling/files/wielingvisser05automaticsummarization.pdf 6. Mani, I., & Maybury, M.T. (Eds.) (1999). Advances in Automatic Text Summarization. MIT Press, Cambridge: MA. 7. GATE. Overview. Natural Language Processing Research Group, University of Sheffield, UK, last retrieved Nov. 29th, 2007 form http://gate.ac.uk/sale/gate-flyer/2007/gate-flyer-4page.pdf Acknowledgement The author gratefully acknowledges Mario Ouschan and Christian Slamanig, both students at Graz University of Technology, for their development and implementation effort of the automatic assessment system, which contributed valuable input for this paper. 131 132 Transnational Educational Technology Ronald Aust1, Rich Furman2 and Allen Quesada3 1 Educational Leadership and Policy Studies, University of Kansas. Lawrence, 66045, [email protected]. 2 Department of Social Work, University of North Carolina, Charlotte, 28223 [email protected]. 3 Facultad de Letras, Universidad de Costa Rica, San Pedro, Costa Rica, [email protected]. Abstract. As the world becomes more transnational, with resources and people moving across nation boundaries, there is a need to engage learners in collaborative activities that empower learners with technical skills and diverse cultural perspectives. We advocate extending constructivist educational approaches to transnational setting using rapidly emerging communications, e-communities systems, collaboration and translation technologies. Students work in international teams on topics such as immigration, world health and global warming. Activities are scaffolded beginning with relatively simple team-oriented tasks and culminating in original multimedia projects (wikis, web sites, powerpoint decks) that are posted on public internet sites. An affordable open-source framework is essential in helping students with diverse opportunities to engage in transnational learning. The authors note that language barriers pose a significant challenges facing collaborative transnational education. Universities seeking to become increasingly globalized may wish to support a transnational focus with appropriate educational technologies for faculty and contribute to developing open source translation software. Keywords: Constructivist learning, open source, transnational . eLearning, collaboration. 1. INTRODUCTION The world's cultures, societies and economies are becoming increasingly globalized. People and nations are more interdependent with the integration of world economic structures, the mass movements of people across borders, the advance of neoliberalism, and the proliferation of advanced technologies [1]. Recently, researchers, scholars and practitioners have come to understand that the world is becoming more transnational [2, 3]. That is, resources and people move across and between nation state boundaries. This has presented numerous problems for nations, especially those who have not developed the structures to provide educational 133 services to transnational populations, and who have not maximized the benefits of thinking globally for their own nationals. This paper explores the current and potential impact of rapidly evolving communication technologies on transnational education, social awareness and economic development. We use the term technology broadly to encompass the physical hardware, software and pedagogical strategies to support transnational education. The conversion of international access to the internet, mobile communications, collaborative e-communities, and language translation software provides new opportunities for engaging students worldwide on topics that have currency and relevance across national and cultural contexts. These range from macro social issues such as migration, transmigration, sustainable development, health, poverty, and wealth distribution, to psychosocial maladies such as mental illness, substance abuse, and domestic violence. Since each of these problems is culturally constructed, the notion of cultural competence is addressed. An affordable opensource framework is essential in helping students with diverse opportunities to develop the requisite skills for cross-cultural and transnational dialogues. The dialogues that begin in the collaborative transnational investigations open doors of understanding concerning topics of international importance and with colleagues from diverse cultures perspectives. 2. POTENTIAL BENEFITS OF TRANSNATIONAL EDUCATION TECHNOLOGY The rationale for engaging learners in transnational education experiences include: 1) providing education for highly mobile transnational communities; 2) offering knowledge to expand the cultural competence of educators and other professionals who are increasingly called upon to perform in the global, transnational arena, and 3) to engage participants in using and developing information technologies that benefit their learning and work opportunities. Developing global social awareness is an essential task in many professions, including social work, nursing, business and education. Education and other human service professions need to become increasingly global in response to mass movements of people across nation-state boundaries. These movements have challenged the way educators and human service professionals traditionally think about practice. For instance, Central American migrant laborers will often work in the construction industry in the Untied States during the summer, and return to their countries of origin when work has finished. These transmigrants fall through the cracks of educational and social welfare systems that are largely constructed to provide services to non-mobile populations [4]. Nations often neglect responsibly for providing services to these populations, continuing to ignore the transnational context of the 21st century. The consequences of these nationalistic practices are unfortunate at best, and often profound. Many transmigrants will ultimately become citizens, or will have children who become American citizens. Not providing educational and 134 social services to each generation contributes to a cycle of poverty that creates economic, social and personal tragedies [5]. One critical National Educational Technology standard in the United States focuses on enriching the educators' and learners' understanding of the "social, ethical, legal, and human issues surrounding the use of technology in PK-12 schools including the ability to identify and use technology resources that affirm diversity and empower learners with diverse backgrounds, characteristics, and abilities." This standard becomes even more meaningful when viewed from a transnational perspective. Through our international collaborations, we have found that students clearly recognized the value of collaborating with students from different cultures in investigating these topics. Students who have access to multiple communication [9] have been developed to support the direct instruction approach where the teacher's knowltechnologies and properly scaffolded challenges that culminate in meaningful knowledge artifacts have demonstrated significant growth in their knowledge and awareness of critical transnational issues. A key aspects of this collaborative approach to education is the development of cultural competence, or the capacity to provide educational, professional and social services to those from other cultures [6]. Cultural competence demands the development of a constellation of skills, knowledge and values that allow educators and human service professionals to step outside of their own world views and assumptions, and prove education and services in a manner that is meaningful [7]. Facilitating development of this knowledge, values and skills demands cross-cultural exchanges through which one can construct and deconstruct responses to social events. Transnational education incorporates important elements of culturally competent practices, and extends it to the international/transnational domain. Students begin to learn the complex tasks of working in teams and communities, and understand and integrate into their behavioral repertoires the confluence of language, cultural and transnational dynamics. 3. STRATEGIES FOR EFFECTIVE TRANSNATIONAL EDUCATION TECHNOLOGY One of the most significant advances in education theory and practice has been the move from direct instruction approach, where the teachers serve as authorities who dispenses knowledge, to a more constructivist approach [8] where educators create conditions for learners to become actively involved in working together to discover knowledge. Information technologies can serve as conduits for either the direct instruction or constructivist approaches to learning. For example, Learning Management Systems often capture and systematically dispense knowledge as tutorials and remediation on the basis of performance assessment models. In a constructivist approach, technology is used in multiple ways to support access to information, collaboration, inquiry, and knowledge construction. Instead of being characterized as knowledge authorities, teachers serve as facilitators who assist learners in identifying topics and employing successful internet search strategies to 135 locate and validate critical information related to their chosen topics. Once the information is collected and organized, learners collaborate in investigating relationships and form hypotheses using such tools as concept mapping programs (e.g. Inspiration), spreadsheets, statistical and data bases software. Typically this approach takes place in a classroom or workplace setting where learners have access to a common set of equipment and software programs. We are advocating to extend this constructivist approach to transnational setting using rapidly emerging communications, collaboration and translation technologies. Our initial investigations and field trails were first developed as part of a partnership between students and faculty at the University of Kansas (KU) and the University of Costa Rica (UCR). Students worked in teams, with representatives from both KU and UCR, to investigate and report on topics with international significance such as Global Warming, Immigration and the Central American Free Trade Agreement (CAFTA). These activities built on previous software development work [10, 11] and collaborations [12] in familiar settings using technologies and software that were available in both locations. During these initial trials we discovered and refined the learning environment associated with the transnational collaborative activities. The collaborative activities begin with students identifying topics that are relevant and current across national and cultural contexts. The students then form teams with the understanding that each group will contain at least 3 and no more than 7 members. Students are encouraged to work in teams with approximately equal representation and must have at least one representative from each institution. The activities are scaffolded so that the learners begin with the relatively simple challenge of identifying web resources for their topic and ultimately advance to a culminating presentations of original multimedia projects (wiki, web site, powerpoint deck) that are posted on a public internet site. One strategy we used to improve communications among the teams is to engage students in collective decision making early on. As soon as students have identified the web resources for their topic, they rank the top 10 resources as a team. This simple tasks requires considerable communication among team members. Similarly, the teams are asked to create and present a concept map for their topic about half way through the development cycle. ELearning Advocates often cite the advantages of "Any Time, Any Place, Any Path, Any Pace" [13]. While this may be good for programmed instruction approaches, we have found the "Any Time" approach to be less effective when students from different countries work together in constructive learning environments. People enjoy learning with others, yet they often must adhere to schedules. Schedules are especially important for adult learners who have family and work obligations. We have found that the quality and quantity of the communications among students from different countries improves when their classes meet at the same time. In this case they are more likely to communicate in real time using teleconferencing tools such as Skype and they appear to become more engaged in the collaborative activities. While the collaborative development advances well when classes meet at different times, the ideal approach may be "Any Place" but "Same Time and Same Pace." 136 Our initial investigations found that participants clearly recognized the value of collaborating with students from different cultured. Some benefits that they described in the qualitative analysis included: "I enjoyed discovering our partner’s perspective especially since our topic highly relates to the preservation of their own Rainforest." "Cultural exchange is important in all areas of learning." "Any contact with other cultures improves interest in the classroom!" "It provides a different social view point that complements the USA." "Working with students from other countries allows us to develop new ideas and projects." "Makes everyone more socially aware …a very good thing!" 4. ADVANTAGES OF OPEN SOURCE APPROACHES TO TRANSNATIONAL EDUCATION Much of the software used in this transnational collaboration was free and/or open source. For example, students used the Firefox internet browser, Skype software for real time teleconferencing, internet email and open source threaded discussion software to communicate during the development of final reports. Students also created and posted knowledge artifacts that reflect their new understandings. In some case the students used open source software to create web pages, transfer files and create wikis. Proprietary software, that was also used in developing reports, included Microsoft Powerpoint and Word, Inspiration and Adobe Photoshop. Although the use of proprietary software did not limit this initial trial, because both locations owned the software, we anticipate that an even more open source approach would benefit wider adoption of transnational educational technology. Burce Perens defines open source as a broad software license that allows the general public access to the software code under relaxed or non-existent copyright restrictions [14]. In his recent bestseller, Thomas Friedman [15] sees open sourcing as one of ten key factors that is leveling the global playing field. Some have argued that Friedman overstates the importance of open sourcing. Yet, consider that open source encourages the use, development and distribution of software and derivatives to the widest possible audiences and settings. Movements such as One Laptop per Child (OLPC), advocated by Nicholas Negroponte and Seymour Papert (http://www.laptop.org/), are seeking to provide one connected energy efficient "XO" laptop for every school-age child world-wide. Many of the children who are receiving these XO computers are located in regions where they cannot afford to purchase hardware or software. Imagine that these students have access to laptops and software that allows them to communicate and learn together with other children 137 their age from around the world. They might address critical issues of hunger, world health, immigration, global warming or even learn basic literacy skills together. Aside from learning about the topics, the participants would learn the values and perspectives of students from diverse cultures, settings and economic backgrounds. If this vision is to be realized, the software would need to be either open source or donated. Aside from the advantages of cost, the open source approach supports the evolution of the software as needs change and provides greater opportunity for collaborative development from multiple institutions and perspectives. 5. OVERCOMING LANGUAGE BARRIERS One of the most significant challenges facing collaborative transnational education is overcoming language barriers. In our pilot projects we used English language as a common mode of communication. One concern when limiting communication to English is that this will facilitate a privileging of the native English-speaking group, thereby perpetuating hierarchical relationships. The benefits of transnational education should not be limited by language. The need for advanced translation software argues again for an open source approaches to software development. Many "free" translation systems are available online and they are becoming increasingly more efficient and effective for brief translations across a limited set of languages. A readily available comprehensive suite of open source translation tools will greatly benefit the advance of transnational education. Universities world-wide may wish to seek a more transnational focus by supporting faculty with appropriate educational technologies and contributing to the development of open source translation software. REFERENCES 1. Furman, R. Negi, N. J., Schatz, M. C. S. Positing the transnational social work agency: Using a wrap-around model. Global Networks (in review 2008). 2. Portes, A. Immigration theory for a new century: Some problems and opportunities. International Migration Review 31(3): 799–825 (1997). Alavi, M. and Leidner D. E. (2001). Review: knowledge management and knowledge management systems: Conceptual foundations and research. MIS Quarterly 25(1), 107-36. 3. Pries, L. Determining the causes and durability of transnacional labour migration of transnacional labour migration between Mexico and the United Status: Some empirical findings. International Migration, 42(2) (2004). 4. Latapi, A. E. Low skill emigration from Mexico to the United States. Current situation, prospects and government policy. International Migration, 37(1) (1999). 5. Furman, R., & Negi, N. Social work practice with transnational Latino populations. International Social Work, 50(1), 107-112 (2007). 138 6. Poole, D. L., & Salgado De Snyder, V. N. Pathways to health and mental health care: Guidelines for culturally competent practice. In A. R. R. G. J. Greene (Ed.), Social Workers' Desk Reference (pp. 51-56). New York: Oxford University Press (2002). 7. Furman, R. & Collins, K. Culturally sensitive practices and crisis management: Social constructionism as an integrative model. Journal of Police Crisis Negotiation, 5(2), 47-57 (2005). 8. Yager, R. E. The constructivist learning model. Science Teacher, 67(1), 44-45 (2000). 9. Alavi, M. and Leidner D. E. (2001). Review: knowledge management and knowledge management systems: Conceptual foundations and research. MIS Quarterly 25(1), 107-36. 10. Aust, R. & Isaacson, R. (2005). Designing and Evaluating User Interfaces for eLearning. In G. Richards (Ed.), World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education. (1195-1202). Chesapeake, VA: AACE. 11. Aust, R.J., Newberry B.W. OBrien, J, (2005). Learning generation: fostering innovation with tomorrow's teachers and technology. Journal of Technology and Teacher Education. 13(2), 167 - 195. 12. Quesada A. G. P., Aust R. CyberL@b: Technology enriched english language learning in costa rica. Proceedings of the Ninth International Conference on Computers and Advanced Technologies in Education. ISBN 0-889896-626-0 (2006). 13. NASBE. Any time, any place, any path, any pace: Taking the lead on e-Learning policy. National Association of State Boards of Education (NASBE). Retrieved January 7, 2008, from http://www.nasbe.org/e_Learning.html (2001). 14. DiBona, C, Stone, M. & Cooper, D. (2005). Open sources 2.0: The continuing evolution. Cambridge, MA: O'Riley. 15. Friedman, T. L. The world is flat: A brief history of the twenty-first century. New York: Farrar, Straus and Giroux (2005). 139 140 Ajax, Listbuilder, and Dynamic Types David Bauer Solution Grove [email protected] Abstract. OpenACS is a powerful platform for dynamic data collection. Enhancing listbuilder with Ajax features makes OpenACS an equally powerful reporting tool. Keywords: Ajax, Web Applications, OpenACS, Listbuilder, Reporting 1. INTRODUCTION Combining a dynamically generated Ajax user interface with data-driven OpenACS List Builder definition, we can build a useful web-based user interface for reporting. This allows the end-user to define, save, and reuse reports without the need for a programmer, once the initial data definition and list definition are created. 1.1 Standard Listbuilder The standard OpenACS listbuilder allows a programmer to define a fixed query for display of any data collected in the database. This can be modified in predefined ways such as sorting a column, grouping data, or applying a filter on the data. The current filtering user interface can be unweildy for filters with many options, and it can be confusing to see exactly how the data is currently filtered. There is no way to save the sorting, grouping, and filter criteria for reuse and sharing except through an extremely long URL, which can cause problems in some browsers, and which is very difficult to send in an email. 2. LIST-BUILDER ENHANCED WITH AJAX The enhanced Ajax List-builder provides a concise dynamic user interface with more options, and a more interactive experience. The new features allow a more dynamic query, including adding or hiding certain columns. The Ajax user interface provides a drop-down menu for each column in the data table. The options can include move column, hide column, sort ascending or descending, group by this column value, or filter by values in this column. In addition there is a drop-down menu to allow adding any columns that are available, but not currently displayed in the list. The options for each drop-down menu are determined by the column's definition with the List-builder 141 list definition. This allows the programmer to enhance a list without custom Javascript programming for each list. To accommodate reuse of complex sorting, grouping, filtering, and visible column specifications, a new concept of a ―report‖ has been introduced. Each report may be named. Reports are scoped at the listbuilder list name scope, and keyed to the package instance where the report is created. Once a report has been saved, it can be reloaded at any time. A report is a set of criteria to build the report, and does not contain any of the actual data. Each time the report is chosen, the query is run on the current existing data. Right now, to create a snapshot of a report at a certain time, the user can export the data as a CSV file. Grouping of data in List-builder allows aggregate data to be generated on columns that support this feature. The aggregates currently supported are sum and count. When the data is grouped in the standard listbuilder, all the details of each group are displayed. This can make it difficult to compare the aggregate results between groups. The Ajax List-builder support an additional parameter to hide group detail rows and just display the aggregate data per group. 3. USABILITY AND ACCESSIBILITY An Ajax enhanced user interface can increase usability by providing for a visually simplified user interface for data display, while allowing for rich interaction with the user interface. This increased interactivity can lead to accessibility problems and this issues need to be addressed to make sure the interface is usable by all. A first step we took to provide accessibility is to require a page reload when the display is changed. When any sort, group, column visibility, or filter criteria is changed, the page is reloading completely. With efficient database queries, this still provides a highly interactive application while avoiding the page update problems that can occur in screen readers or other alternative browsers. Another technique to address accessibility is generating a fully specified semantic HTML document. This semantic HTML is then enhanced with CSS, and Javascript to add the interactive behaviors, while still making the full application available to any browsing technology. The current implementation has shortcomings in this regard and we are interested in working with others to improve the accessibility of these new features. 4. IMPLEMENTATION The new interactive features were added to List-builder without making major changes to the core code. This is important to allow an incremental development process, and allow the use of the Ajax List-builder without requiring adding the code into the OpenACS core. 142 At this time, the programmer can enhance an existing list by calling procedures in the ajax::lb::* namespace and specifying the dynamic list template. In addition to support saving views, and the Ajax filter form interface, some code is required to be added to the application page template. In the future it should be possible to entirely abstract this code into the list filter template and list template. To support the highly dynamic database queries required for the add/hide column and filter interfaces, some extended list and list element attributes need to be set. To support additional arbitrary attributes to be added to the template::list data structures an additional parameter to template::list::create is added to suppress checking the built-in list of list, element, and filter attributes. This enables a simply way to extend a list without adding additional complexity to the existing list tcl libraries. 5. DATA COLLECTION The OpenACS toolkit provides many ways to collect data. We will look at two possibilities. The first, Assessment, has been enabled to dynamically generate a list specification from the existing assessment data structures. The second, dynamic-types , defines a standard way to create and manage OpenACS object types, including forms for data collection. 5.1 Assessment Assessment provides a rich administration interface to define data to be collected. It allows for short text, long text, file uploads, multiple choice (radio or dropdown), and multiple selection (checkbox) questions. Assessment uses a generic storage model, with one row for each question within a form response. A List-builder definition can be created from an assessment, which one column defined for each question. This required the ability to build up a query specification including the columns to be included in the select clause. The generic storage technique requires a separate join on the data table for each question/column to be displayed. With the number of columns that can be effectively displayed on a web interface, this provides acceptable performance. The filters are defined for multiple choice/selection questions providing a standard drop-down to choose from the multiple options to filter on. For text responses a standard text filter will be used. 5.2 Dynamic Types Dynamic types provides a Tcl API to create and manage OpenACS object types and forms to create and manage those objects. This builds on the standard OpenACS object type attribute system. Using the attribute and form definitions it will be possible to generate a dynamic Ajax List-builder list definition automatically. 143 6. POSSIBLE FUTURE DEVELOPMENTS 6.1 XoTcl Types and Lists XoTcl Core provides an alternative interface to define OpenACS objects, specifically subtypes of Content Revision. It also provides an object oriented interface to define forms and lists for data display. It should be possible to take these definitions and generate an Ajax enhanced XoTcl based list. 6.2 New Features There are more features that can be added to the Ajax List-builder interface. These include Complex datatypes for filtering such as addresses Numerical filter types allowing greater than, and less than filtering Enhanced text filtering allowing wild-cards, or full text search Adding a “not” modifier to filters to invert the filter Generating of graphs from list data using a Javascript graph library or Google Charts API REFERENCES 144 145 146 Web Storage Website: AJAX & OpenACS César Clavería, Rocael Hernández, (cesar, roc)@viaro.net 1. INTRODUCTION The web storage website was designed with the purpose of replicating the behavior of a file system explorer shell found on many Operating Systems. By providing an easy and intuitive user interface, that at the same time was feature rich enough to make managing files online an easy task. Among the desired functionality was also the ability to share files to other users of the same site and providing an easy access to the files via mobile devices, like a PDA, Pocket PC, iPhone, etc. The web storage web site takes advantage of the support of modern browsers of the AJAX technology, implementing an AJAX/DOM Scripting solution to achieve the desire functionality, also it uses the extensive set of services and API present on OpenACS, specially the File Storage package and the Content Repository service. 2. TECHNOLOGIES USED 2.1 OpenACS1: OpenACS was chosen because of its great user administrations, robust permission architecture, great content repository capabilities and file storage implementation. It was a natural fit to our needs, because it already provides the infrastructure and most functionality needed to achieve our goal. While OpenACS took care of most of the file handling tasks behind the curtains, we focused on creating the front end. To achieve this goal a new package was created to enclose the new functionality. The OpenACS features we used are: User handling. Independent instances creation File handling, through the File Storage package The extensive API was quite helpful to handle files the way we wanted it. 2.2 Yahoo User Interface2: As required, the different functions of the site would rely heavily on AJAX to make it 147 usable, especially because a normal approach would have required constant page reloads that would have made using the site harder for the users. The Yahoo User Interface (YUI) provides the AJAX infrastructure for the asynchronous requests and the DOM scripting framework. The YUI functionalities that were used the most are: The connection manager, for the asynchronous requests. Containers Used on the main files module. Dialogs Simple Dialogs Context Menus. Tabview Used for the tabs enclosing the main application. Treeview Drag and Drop among the previous objects 3. SITE FEATURES 3.1 A visual representation of the files and folders on a file storage instance. Intended to present a familiar environment, with icons and thumbnails representing the user's files and folders, this is the main way for the user to interact with his files. There are two ways to view the files, an icon view where the user is presented with a grid of icons to interact with and a list view, somewhat less feature rich than the icon view but it made possible to see more files in the same screen space with more information. 3.2 Icons: Each icon on this view presents quite a number of characteristics and it is the main way for the user to interact with the files. Each icon reacts to different user actions. Clicking an icon will download it. Clicking and dragging the icon may perform different actions depending on where the icon is released 1.1 Over a folder icon: Will move the icon into that folder. 1.2 Over a contact label: Will instantly share the file with the selected contact. Right-Clicking an icon will open the context menu of the icon, displaying a number of new options. These options include. 148 1.3 Renaming 1.4 Deleting 1.5 Sharing 1.6 View its properties. 1.7 Move it 1.8 Copy it Shared status, depending on its share status the icon will display a slightly different image. 3.3 Image Thumbnails: When displaying image files, the icon used is thumbnail representation of the image. The thumbnail image is created using the TclMagick API to the ImageMagick "Wand" command. The thumbnail is created and saved at the time that the user uploads the image. The TclMagick API integrates without a problem to OpenACS and provides an easy way to manipulate image files, in this case we used some of it basic options to create the thumbnail of an image. This process could be separated in 3 easy steps. 1. Create the necessary TclMagick Objects #loadsTclMagick package require TclMagick #creates new wand and draw objects set wand [magick create wand] set draw [magick create draw] 2. Load and Resize the image $wand ReadImage $file_path $wand ResizeImage 50 43 cubic 3. Write out the new thumbnail image $wand WriteImage "/tmp/$image_thumb.jpg" #return the path to the thumbFile return "/tmp/$image_thumb.jpg" With the path to the thumbnail file we can then manipulate it with the File 149 Storage API and treat it like we would treat an uploaded file. 3.4 Drag and Drop functionality: Most of the functionality of the icon representation is done using the rich API provided by the YUI Library, especially the "Drag and Drop" functionality achieved by making each icon a "draggable" object and in the case of folder's icons, also a target for the draggable objects, this allow us to move a folder into another folder. Creating Draggable items: var temp_dd = new YAHOO.util.DDProxy(item_id); We use the DDProxy subclass because it is faster than "dragging" the actual object. On each "draggable" item we declare how it will react to different events, for instance the most basic event, being dropped on a Drag and Drop target could be declared like this. temp_dd.onDragDrop = function(event, target_id) { moveFile(this.id, target_id); } Creating Drag and Drop targets: This type of object need only one line of code to be created: var _ddt = new YAHOO.util.DDTarget(folders_id); 3.5 Contextual menus While trying to keep the UI uncluttered but at the same time provide easy access to some of the most important and common tasks performed while manipulating files, the context menu functionality provided by the YUI Library was a perfect solution. 150 Each time the user right-clicks an icon a context menu is displayed next to the icon, in this menu the user is able to access new functionality, including some common tasks as deleting and renaming a file and some more advanced features as it is the ability to share a file with other users. This functionality was implemented using only 1 menu object, that depending on the context would be displayed on different positions and cause different actions to take place, this means, if the context menu was brought up by file A, selecting delete will not delete any other file, but file A. Each object would relocate the menu on the "OnMouseOver" event, this allowed us to create just one menu object instance instead of one instead per object. To create the contextual menu we used the subclass "ContextMenu" of the Menu Family of classes that the YUI Library presents us. The first thing we need is an array of elements that will form the menu: //menu entries for the context and arrow menus var menu_entries = Array( rename_text, delete_text, properties_text, share_text, move_text, download_text, unshare_text, mark_as_mobile ); Note: The value of each of these menu entries was declared on a separate file with values coming from the message keys of the corresponding language. Then we create the actual menu object, we set the trigger of the menu to each object of an array called "items_array" that contains the elements of the folder we are showing. Once created, we add the items to the menu, by referencing the entries array we created earlier. The last step is subscribing the menu to a function that will handle the corresponding menu actions. 151 var oContextMenu = new YAHOO.widget.ContextMenu("items_cmenu", { trigger: items_array, effect: { effect:YAHOO.widget.ContainerEffect.FADE, duration:0.25 } }); oContextMenu.addItems(menu_entries); oContextMenu.render(document.body); oContextMenu.clickEvent.subscribe(onItemContextMenuClick, oContextMenu, true); The handler function would be something like this, receiving the information we need in the "p_Args" parameter: function onItemContextMenuClick(p_sType, p_aArgs, p_oMenu) { //get which action is going to be performed var oItem = p_aArgs[1]; //get the args var item_id = last_item_on_mouse_over; switch (oItem.index) { case 0: //Rename //alert("Rename item " + item_id); rename_item(item_id); break; case 1: //Delete //alert("Delete item " + item_id); delete_item(item_id); break; We must note that the global variable "last_item_on_mouse_over" is set by the "OnMouseOver" each element on the items array; this item must be the caseevent 2: of //Show properties same we are clicking. //alert("Show properties of item " + item_id); show_properties(item_id); break; //Rest of the entries omitted. } 152 3.6 Ability to Share files and Folders: The users have the ability to manage a contact list, they can add contacts (whether this are users of the site or not) and share files with them. The files shared with another user will appear on a special area on the side panel of the main files module, from there, they can choose to copy the received files to their own instance download the file or discard it. The action of sharing a file was easy to implement thanks to the OpenACS permissions system, where sharing a file between two users was little more than granting the permission to read a file to another user. The ability to copy a file was too an easy task, copying a file could be reduced to a simple function call: set new_file_id [fs::file_copy -file_id $file_id -target_folder_id $target_folder] But, when it comes to copying folders some extra work needed to be done, but even then, the file storage API made the work easier, when a folder was to be copied, the first step was to create a new folder under the given parent, then we would recursively copy each file or sub-folder to its new location. 153 ad_proc -public tilidom::copy_folder {folder_id user_id parent_id } { set folder_items [fs::get_folder_objects -folder_id $folder_id -user_id $user_id] set folder_name [fs::get_object_prettyname object_id $folder_id] set new_folder_id [tilidom::create_folder $folder_name $parent_id] foreach item $folder_items { if {[fs_folder_p $item] } { tilidom::copy_folder $item $user_id $new_folder_id } else { tilidom::copy_file -target_folder $new_folder_id $item $user_id } } } In the case that the file has been shared with a non-registered user an invitation to join the site will be send and once registered the file (and any other received file) will be added to its received files. A user can choose to receive text messages when a file has been received. An account was set up with sms gateway provider, Clickattel; it actually does a pretty simple call to clickatell's site to send the messages. The call is made using the procedure "util_httppost" to a URL given by Clickattel; the call includes the needed variables to send the message. set url "http://api.clickatell.com/http/sendmsg" set api_id NNNN set user "my_user" set password "XXXXXXXXXX" set mobile "05111111111111" set formvars "api_id=$api_id&user=$user&password=$password&to=$mobil e&text=$encoded_msg" set return_message [util_httppost $url $formvars] return $return_message 154 3.7 Dynamic Folder Tree: Along with the files displayed for the current folder, a tree view of the user's entire instance is presented, this tree view allows the user to quickly navigate to any of its folders and move any file to any folder. This tree view updates dynamically with the user actions. This tree was built using the "Treeview" functionality of the YUI Library. The content of each branch of the tree is generated at the moment the user opens it, for this to happen 3 things are needed: 1) While creating the tree we must declare a function that will provide the content: tree = new YAHOO.widget.TreeView("dynamic_tree_div"); tree.setDynamicLoad(loadDataForNode); 2) We must create the function that will take care of the actual load, the functions get its data with an asynchronous request made to a tcl page. 155 function loadDataForNode(node, onCompleteCallback) { var id= node.data.id; tree_Url = "dynamic-tree?folder_id=" + id; var handleSuccess = function(o) { if(o.responseText !== undefined) { . .//Here we parse the results to get the folders name (fname) and folders id (fid) returned by the tcl page . //Create the object to be used on the node. var myobj = { label: fname, id:"tf_"+fid } ; //Create a new node. var tmpNode = new YAHOO.widget.TextNode(myobj, node, false); . . . } // Be sure to notify the TreeView component when the data load is complete onCompleteCallback(); } var handleFailure = function(o) { if(o.responseText !== undefined) { onCompleteCallback(); } } var callback = { success:handleSuccess, failure: handleFailure }; //this executes the asynch call var transaction = YAHOO.util.Connect.asyncRequest('GET', tree_Url, callback, null); } 3) The third element needed to create and populate the Treeview object is the actual 156 page that provides the data. In this case the page is a Tcl page that receives as parameter a folder_id and uses the File Storage API to gather the information about any sub-folders present and return it. 3.8 Mobile Devices Support: In addition to the normal interface and it's both views (icon and list), a special lightweight interface is available to mobile users, by mobile we don't mean just cell phone users but PDAs, Pocket PCs, etc. This interface is design to be accessible on devices with small displays and relatively underpowered, it is certainly not as rich as the main interface, but it provides the main functionality including: 5 File Downloads 6 Browsing files 7 Sharing files This interface presents a special kind of folders as its start page, this folder, called the "Mobile Folder", and contains all the files marked as "mobile" on the main application. This is with the intent of allowing the user a faster access to its folders while browsing on a mobile device. Following the recommendations from the W3's "Mobile Best Practices" 3 we tried to create an interface suitable for mobile devices, focusing on simplicity and functionality. The interface looks good on small screens, but at the same time it can adapt itself to larger screens, there are no unnecessary elements on the page just the necessary links and labels to navigate through the site. 3.9 The Mobile Folder: While using the main application, the user is able to mark any file or folder as "mobile", this makes that file to appear on the special start page of the mobile interface called the "Mobile Folder", this makes easier the access to files stored anywhere on the user account, saving precious time while browsing on a mobile device. 4. IMPLEMENTATION Most of the package's files are tcl/adp pages designed to return a simple set of data, these pages are intended to be called asynchronously from the main application to gather information or perform a specific action. This set of pages then become a sort 157 of library of functions that the package uses, many of the tcl pages have a correspondent tcl procedure that it is the one to perform the actual operation. When a new users registers to the site a new instance of the File-Storage package is created, this instance will be where all the user's files will be actually stored. When the user logins to the site it is redirected to the Web Storage package and the information related to its file storage instance is displayed. This means that the files and folders displayed on the Ajax applications represent actual files on the user's file storage instance. 5. CONCLUSIONS OpenACS was a great choice for this project; it´s file management functionality, the File Storage API and Content Repository, were a perfect fit for our needs. Along with the file management functionality, the vast number of existing APIs and services, especially the user management and permissions system, allowed us to focus on the application specific issues and ensure that our applications were secured. The modern browsers and technologies like AJAX, DOM Scripting and the use of CSS makes possible to create highly functional and dynamic applications, making the web based applications approach even more the functionality, look, feel and responsiveness of desktop applications. The Yahoo! User Interface library provides a great deal of functionality, covering most, if not all, of the needs of an Ajax based web application, all of this along with extensive documentation and an easy to learn and easy to use API. 6. LIMITATIONS AND DRAWBACKS: Working with OpenACS and AJAX was easy for the most part, but some of the system's parts required a great deal of customization to make them play nice with an asynchronous request of data. The form handling and redirecting were especially problematic on some parts of the site. REFERENCES: 5 6 7 OpenACS toolkit http://www.openacs.org Yahoo! User Interface http://developer.yahoo.com/yui/ W3C's Mobile Web Best Practices 1.0 http://www.w3.org/TR/mobile-bp/ 158 159 160 Ajax Interfaces inside Open ACS Ing. Rocael Hernández, Ing. Victor Guerra, Ing. Byron Linares, César Hernández, Research and Development Department, GES, Universidad Galileo, Guatemala [roc, guerra, bhlr, cesarhj]@galileo.edu 1. INTRODUCTION The information disorder in one web interface can cause negative effects in the users (loss of interest in the showed information, make the user gets a wrong message, or that the user would not find the information that it needs). A lot of sites like Gmail have chosen to have interfaces in which they make divisions of information by sections; another example of grouping of this type is FireFox explorer. Each one of these information sections is accessed for a tab that has a title that gives a general idea of the information that is inside that section. Another issue that has to be taken into account inside the interfaces that include AJAX effects is the relation between these interfaces and the back or forward button of the explorers. It‘s very irritating to lose a series of actions that has been done in a interface just for having clicked in the back or forward button, the ideal thing would be that the explorer ―remind‖ these series of actions. You need to have some way of being able to interact and organize information in this way within OpenACS. 1 Yahoo IU Library. There are 2 components within Yahoo UI Library [1] keys for the making of the interfaces based in AJAX: - TabView Component [2]: Allows to the developers create navigable interfaces using tabas to make divisions of information. Browser History Manager[3]: It facilitates the creation of web applications in where the navigation buttons of the explorer are very useful to reflex the changes in the state of the applications. 2. INTEGRATION OF THESE COMPONENTS TO THE TOOLKIT: The usages of the mentioned components in the previous paragraph in the toolkit are key elements. Extensions were made to the procedures defined in the AjaxHelper package to bear the usage of these components. The developer can make use of the following procs: ah::yui::tabs, to generate the view of the tabs, the integration of the tabs with the browser historical module is optional. This is an example of how you can use it: 161 lappend tablist [list [list dataSrc: 'index-grupos',cacheData: true,active: true] "'Busqueda de Grupos'"] lappend tablist [list [list dataSrc: 'index-alumnos',cacheData: true,active: true] "'Busqueda de Alumnos'"] lappend tablist [list [list dataSrc: 'index-profesor',cacheData: true,active: true] "'Busqueda de Profesores'"] ah::yui::tabs \ -varname "tabGES" \ -id "tabsGES" \ -array ajax_tabs \ -tabs_list $tablist \ -module_browser_history tabHisto \ -loading_animation After calling the procedure we can access to the following fields in the array (ajax_tabs for this case): - head_content: It contains the javascript code generated automatically for the tab creation. body_content: It contains the html code generated automatically for the deployment of the tabs. In the previous example we can note that the tab list contains the list of the tabs that will be created, this is sent as a parameter of the procedure. Another element that is important to see is that you can habilitate the usage of the module of ―Browser History‖ with the switch - module_browser_history, this implementation of the module is specific for the interfaces with the tabs. The switch –loading_animation enables the usage of an animation that is being executed whtn the content of the tab is reloading. The use of forms and list-builders is very common within the toolkit, so it had to be taken into account some considerations for the form generation of tables starting from the list-builders. This considerations include the power of making some requisitions in the background when the information was gathered in tabs; this is due to implement the proc: ah::yui::background_submit, uses the connection module of YUI. This is an example of how use it: set script [ah::yui::background_submit -form group_new \ -url "group-new" \ -tab_integration -encodeuri \ -method "POST"] 162 This procedure generates the necessary code in javascript to make a call in the background. The description of the used switch´s is the following: - -form: form name. -url: which the form is making a POST or GET. -tab_integration: Is indicating if the form is being used within a tab or out of it. -method: It indicates the used method in the connection of the background. (POST o GET) As for definition of the form, it is necessary to eliminate the buttons that make submit. Instead of these buttons you have to provide the button that executes a function in javascipt; this function is generated for the el proc ah::yui::background_submit. For example: we can add a link as follows: <a href="javascript:void(0)" onclick="javascript: background_submit_group_new();" class="ALTbutton">#evaluation.Create_Group_#</a> With this procs, we can generate interfaces within the toolkit of Open ACS with tabs and taking in account the state changes of applications and this could be saved in the browsing history. 3. SOME FUNCTIONAL EXAMPLES: Inside Galileo we have used these improvements in the following applications: - Evaluation: Some interfaces were improved inside this package, mainly to organize in a much better way the deployed information. o Administrative interface improvement. BEFORE: One page contained all the students lists (no evaluated, evaluated, students that had not delivered the homework, etc) With all the information of the homework 163 o AFTER: All the information grouped in tabs Improvement in the report notes. BEFORE: A list-builder was shown, describing the accumulated notes en every assignment for each student. In the report you could see the notes for one assignment. 164 - AFTER: You can find a tab for each assignment and one tab for the general report. Search of profiles within Galileo: Galileo counts with an interface for advanced searching of students and professors. An interface was used with tabs to gather search parameters. o BEFORE: The search was divided in a confuse way, you have several buttons of submit so the used had to be very careful when he used the forms. 165 o AFTER: Each one of the sections of the search will be divided in tabs. 166 4. PROBLEMS ENCOUNTERED IN THE IMPLEMENTATION: The use of forms inside the tabs, when you submit the page reloads: Inside the content of each one of the tabs some interfaces include forms; when you make submit of these forms the page was reloaded. The expected thing to happen would be that it reloaded only the content of the tab, from the implementation point of view the problem solved as follows: o - A procedure was developed that builds the code in JavaScript automatically to enable the use of the ―Connection‖ module of YUI; this module allows to make http requisitions in the background. The procedure creates the functional code in JavaScript for the cases in which the form is out or inside the tab. In case the form is out of the tab, the content that Filters, orders and bulk actions inside the used list-buiders inside the tabs. o To solve this problem the creation of lists-builders definition was modified, so that the links could be created automatically and this will make the so call javascript functions that interact with the tabs so that the content could be reloaded. 167 5. CONCLUSIONS The importance of the information organization in a web interface is key for the users´ orientation, so they can access in an easy way to the information they are looking for. The interfaces with tabs are an easy way of organize the information by the criteria of what they want to see, these interfaces are being used in several sites that have a great number of users. At the present there are many AJAX libraries that provide the functionality of tab handling, one of them is the YUI tab component. When implementing this type of interfaces based in AJAX libraries you should be very careful with the interaction between the user and the interface. One main issue is to maintain the state of the application; as the user goes interacting with the interface the application changes of state. Depending in the nature of the application saving this changes is vital, for this, you can interact with the explorer, making use of the navigators history that the browser saves, with this the back and forward buttons can be used to restore the states of the application. The ―Browser History‖ module that is included inside the AJAX libraries of YUI allow us to make this interaction with the browser. 6. RECOMMENDATIONS: - Not all the interfaces can be organized in tabs; this depends on the nature of the information that is being manipulated, so the excessive use of the tabs shouldn‘t be abused. So the feasibility of using interfaces with tags should be, above all, analyzed. - Likewise, saving and keeping a record of the interfaces states in AJAX does not imply in every cases; in some of the cases it is not worth implement code for the restoration of the application state, the user might not be interested in the activities that has done in the interface, so it doesn‘t have any sense to keep a record. - Definitely the good handling of AJAX libraries is important in the interfaces; but it should be taken into account the maintenance of the accessibility to our applications. The applications should be accessed for all the potential users. REFERENCES [1]: http://developer.yahoo.com/yui/ [2]: http://developer.yahoo.com/yui/tabview/ [3]: http://developer.yahoo.com/yui/history/ 168 169 170 XOWIKI AS CMS? Rocael Hernández, Alvaro Rodríguez Viaro Networks Guatemala Abstract Considering the fact that every day the world is all about the web, we feel the need of simplifying the creation and publish processes for informative web pages with pretty much all the HTML options and now the web has come to make the people around the world closer so we also have the need of publishing all the information in multi-language option. This document is focused on providing a solution to all the current needs using OpenACS framework[1] and additional tools like xowiki that gives us an abstraction that manages the content in the db letting us flexibility to create and publish web pages with permalinks editable at any time from our web browser, never interacting with real files. We used the xowiki functionality[2] to provide solutions like dynamic menus, including scripts to give xowiki pages more tools like news and login, in addition we created a management for forms with read/write/admin permissions to collect information in specific forms and assign forms to specific users. 1. INTRODUCTION This project started with the need of a web site that has content editable by many users in a interactive way making it easier and faster to publish web pages, everything multi-language, also needs to be able to collect information from certain cities by assigning forms to a specific user, the information collected from the forms of each city has to be published in a public space of each city. We used xowiki[2] for the main site adding a few tools to increase its functionality, we used a file-storage instance and one instance of news for each language and login section in a xowiki page, we used the production mode and a different policy for each page so that it can be published or unpublished at any time and permissions can be set individually. Xowiki forms are very customizable to collect all kind of information making easy to assign an instance of the form to a specific user by setting up individual permissions, we made a friendly interface to the users and admin of the form_pages to fill, assign and publish the forms. 171 2. CONTENT 2.1 Public Site We started with the need of creating a environment to work as a cms with the xowiki package, we used all the tools that xowiki has to create a dynamic template building each part as an independent page and creating the whole idea of a template including different pages, each one of them editable with a specific design to follow the same style with the added or removed content. A CMS has much functionality and we tried to integrate everything we need from OpenACS to create the same interface, we created a xowiki page for the index that includes a login section, a news section, a different master from dotlrn interface, each one of this sections we made them multi-language with message keys and different instances of news for each language we also added a cookie for the actual language and set up xowiki to use the browser's default language for unregistered users so that each user can have different language even if they're not registered,a file-storage instance for the xowiki instance to fulfill all the needs from the xowiki as cms. if { $user_id !=0 } { lang::user::set_locale $user_locale } else { ad_set_cookie locale [lang::system::locale] } This is the index of the web site which is a xowiki instance, the page is the result of including different xowiki pages {{page -options}} {{adp file -options}} with either html code or scripts customized for this template to make the news and login section work. This allows us to make everything completely independent and editable as a xowiki page. 172 The whole idea of creating this interface was to make this the public section of this site leaving dotlrn and the rest as the intranet but keeping them separately because the public content is going to be changing all the time and xowiki is very customizable for many needs. To make the news section work with multi-language we mounted one instance of news for each language in a specific node using the notation /es/news, /en/news and the xowiki page which includes the content for the news instance includes the different content for each language, customized for showing the name and lead of the last three published news. 2. 2 Intranet We are using dotlrn[1] with some customizations as the intranet, we are using different headers for the public and private sections, but leaving the rest of OpenACS typical tools, we added two different sections taking advantages from xowiki forms. 2.3 Forms Section One of the main goals of this organization was to be able to collect specific information from different countries and use this information for the records and to publish important things. We used xowiki forms[2] instead of assessments and the reason was because xowiki forms design can be very customizable, easier to modify and allows us to easily share the information in other pages or even different instances of xowiki. The important part of this was to be able to let some specific user to fill a form and then let some of this content available for the public site, so we created a table to assign forms to different cities and give permissions to specific users to be able to read/write this forms, so we used a different policy for xowiki pages together with the production mode to be able to show/hide the content of the forms and pages anytime. Action Policy (default) Policy3 View none {{item_id read}} Revisions {{package_id write}} {{item_id write}} Diff {{package_id write}} {{item_id write}} Edit {{package_id write}} {{item_id write}} Make-Live-Revision {{package_id write}} {{item_id write}} 173 Delete-Revision {{package_id admin}} swa Delete {{package_id admin}} swa Save-Tags login login Create-New {{item_id write}} {{item_id write}} We created an interface to create/admin cities where you can add a specific form to a city and assign a user or members from a community to admin the form for that city, the swa has the access to create new cities an assign the forms but registered users only have access to the forms that had been assign to them. Each user has up to three sections in the forms page, the read, write and admin section where they can see all the different forms that they have different permissions on. 174 The admin section has different options, every form can be added to a specific city only once and the admin can decide which user of group has permissions on a specific form, every form added to a city can be assigned to a different user or group. When adding a form to a city we can choose from the existing and not added forms to add and this automatically creates an empty xowiki form page and adds an entry to the table where we have the form_id and form_page_id for each city form assigned. Another option in the admin section is to manage a profile for each city which is a specific form that we created to collect information about each country and add some extra information from the forms filled by that country to show in a public space for each city, for each city we can choose to add and set permissions for the profile so that can be filled and then the admin decides which information wants to add from the rest of the forms filled before using an existing option to include a variable from a specific instance of xowiki : {{get -variable title -source //otherinstance/en:p1}}. 2.4. Profiles Section Profile section is form pages with assigned to each city with a specific url depending on the city, and this information is add by the assigned user and published when they 175 are ready. In the index for cities each user has access to admin all the profiles that has assigned, to be able to let every user change a form page from published/unpublished we used a proc from the admin section of xowiki outside of the admin section so that users with no admin permission on the package, but permission on the object can do this. 3. CONCLUSIONS 3.2 Xowiki is a powerful tool very customizable that allows us to easily collect and manage information together with permissions and publish tools give us a very efficient way of automatically get information keeping privacy and order very high. 3.3Using xowiki package as a main site helps us fulfills the need of easy editable content but we face the limitation of rich text editors not letting us show the content in the exact way we want because adds to much unnecessary html code altering the view. REFERENCES [1] www.openacs.org [2] http://media.wu-wien.ac.at/download/xowiki-doc/ 176 177 178 A General Tracking and Auditing Architecture for the OpenACS framework Jorge Couchet1, Olga C. Santos2, Emmanuelle Raffenne2, Jesús G. Boticario2, and Daniel Manrique3 1Applied Artificial Intelligence Center, Computer Science School. ORT, Montevideo, Uruguay [email protected] 2aDeNu Research Group, Artificial Intelligence Department, Computer Science School. UNED, Madrid, Spain {ocsantos, eraffenne, jgb}@dia.uned.es 3LIA Research Group, Artificial Intelligence Department, Computer Science School. UPM, Madrid, Spain [email protected] Abstract. The paper describes the Tracking and Auditing Engines (TAE) in process of development for the OpenACS framework through the implementation of a tracking subsystem and an auditing API built upon it. The main theoretical considerations that must fulfill such system are discussed in the paper, specially the differences between the responsibilities and functions for the tracking and auditing processes. The data required and where to get it from the framework, the architecture designed, and the technology to be used in the implementation are also presented. As a practical use of the TAE, the paper presents on-going authors‘ research that is based on analyzing dotLRN users‘ interactions. These research works will benefit from the audit trails provided by the TAE. Keywords: Tracking, auditing, web development framework, OpenACS, dotLRN, web service support. 1. INTRODUCTION The Open Architecture Community System (OpenACS) is a full featured web evelopment framework used by many big players in several important social areas, such as the NGOs world as their infrastructure platform (Greenpeace, AIESEC, and others). dotLRN, an application for e-learning built on top of OpenACS framework is also widely used (University of Heidelberg, the MIT Sloan School of Management, Spanish National University for Distance Education, and many others). In those contexts, a key feature is the tracking and auditing capabilities. It should be compliant with the standards required in 179 each case and facilitate the understanding of the software system (or subsystem) behavior. In particular, it should i) help to evaluate the adequacy of the policies, procedures and other mechanisms implemented, ii) provide an on-going feedback to the administrators, iii) assess the system for security, and iv) support the development of new useful applications over the audit trails. Despite the importance of having a coherent common data model and API to gain access to the tracking and auditing services, the support provided in the OpenACS framework is rather limited. There exist services to solve specific situations, but the framework lacks of a generalized and flexible architecture that can be used to satisfy the different needs that may arise. OpenACS offers two ad-hoc solutions: the ClickStream [1], [2] and the User Tracking [3] packages, both of them with the aim to resolve specific needs and problems. Those packages are very good at resolving the concrete situation for which they were designed, but they do not offer a metadata model to solve any situation where the tracking and auditing services may be required. This paper presents a general tracking and auditing architecture that implements a metadata model that intends to extend OpenACS functionality. First, the tracking and auditing basis are introduced. Next, the details of the proposed architecture are presented. Then, the on-going development of a new application built over the audit trails, is shown. Finally, the benefits of the proposal and its open issues are discussed. 2. TRACKING AND AUDITING BASIS The Tracking and Auditing Engines (TAE) of a software system as is described in the Fig. 1, provide the means to record all the actions performed both by the direct users of a system and by the system itself; where an action is defined as a specific piece of functionality of the system. The execution of an action implies some kind of processing to be applied over an object, or a set of objects on a dataset. An object in this context is defined as a set of attributes, where an attribute is a unique name-value pair [4]. We are not referring here to OpenACS objects. Fig. 1. Tracking and auditing processes 180 It is important to separate the responsibilities of the Tracking and the Auditing processes, as is specified in Fig.1. The Auditing Engine is in charge of the definition of the objects that need to be audited, the definition of the necessary data to be recorded in order to audit the defined objects, and the performing of the semantic processing over the recorded data, in order to extract the objects and the meaning of the interaction between those objects. The Tracking Engine is in charge of recording the data defined by the Auditing Engine. 2.1 The Tracking and Auditing Engines requirements The requirements that a TAE should fulfill could be classified in two types, functionality and securityrequirements [4]. The first one implies that the TAE should implement the following minimum requirements: a) record the actions performed through the system, b) record the object states, c) provide means to retrieve audit data, d) provide means to track the history of an object, and e) provide means to detect any external change of the data. The security requirements to be addressed are: a) the audit data must be stored in a secure manner, b) continuous audit must be assured, and c) compliancy and integration with standards must be provided. Those requirements can be analyzed and assigned to each TAE module, according to the responsibility described above. 2.1.1 Tracking Engine requirements The Tracking Engine should fulfill the following functional requirements: − Record the actions performed through the system: in a consistent way and in a universal format. The Tracking Engine should fulfill the following security requirements: − The audit data must be stored in a secure manner: only authorized users can access the stored information, and no external modification of the data must be allowed. − Continuous audit must be assured: during the whole life cycle of the application objects a full audit must be maintained. − Compliancy and integration with standards must be provided: the Tracking Engine should fulfill the standards required, and provide the means to help the applications in the framework to fulfill the standards required. 2.1.2 Auditing Engine requirements The Auditing Engine should fulfill the following functional requirements: − Record the object states: keep track of the initial object‘s state (before the action), and the final 181 object‘s state (after the action). − Provide means to retrieve audit data: a reporting engine that enables to the authorized users to query the audit data. − Provide means to track the history of an object: the reporting engine must be capable to search the history of an object. − Provide means to detect any external change of the data: detect direct (bypassing the framework) modifications to the dataset. The Auditing Engine should fulfill the following security requirements: − The audit data must be stored in a secure manner: only authorized users can access the reports and Auditing Engine configuration. − Compliancy and integration with standards: the Auditing Engine must complement the Tracking Engine in this task. 2.2 Users of the TAE The users of the TAE can be divided into two groups [5]. The first group consists of the auditor, who is an individual with administrative duties. The auditor selects the events to be audited on the system, configures the system, and analyzes the trail of audit events. The second group of users of the audit mechanism consists of the system users themselves. This group includes the administrators, the operators, the system programmers, and all other users. They are considered users of the audit mechanism not only because they, and their applications, generate audit events, but because they must understand the audit mechanism and the impact that it has on them. 3. TAE PROPOSED ARCHITECTURE FOR OPENACS The main goal of the TAE architecture is to offer a coherent common data model and API that the applications can use in order to access to the tracking and auditing services. With the proposed architecture, a new application only needs to hook to the metadata model offered in order to gain access to the TAE services, avoiding or minimizing the amount of code repetition. 3.1 OpenACS data gathering 182 When a user interacts with the OpenACS framework, he goes through the AOLserver web server, so all the user performed actions1 are going through the AOLserver. For this reason, the AOLserver‘s filters have been selected as the main data gatherer for the TAE system. 1 The exception is a direct modification of the OpenACS database. 3.2 Architecture Description The main features for the proposed General Tracking and Auditing Architecture for the OpenACS Framework can be observed in Fig. 2. Fig. 2. General Tracking and Auditing Architecture for the OpenACS Framework The architecture‘s components are: − Auditing Engine: It offers a centralized access and administration to the TAE, and defines a Service Contract for the Auditing Engine (SCae) in order to distribute the audit function among the different OpenACS packages, each one with its own information. − Tracking Engine: It hides to the Auditing Engine (and the TAE user) the recording mechanism. The engine receives the definition of the data (raw data and metadata) that needs to be recorded, and creates automatically the AOLserver filters needed. − Report Engine: It hides to the Auditing Engine (and the TAE user) the complexities of the report creation. The engine receives the data source definition (XML) and the report configuration (XML), and creates the requested report. − SCae Implementation for the audited packages: Each OpenACS package that would like to take advantage of the Tracking and Auditing functionality has to provide its implementation for the SCae. 183 It should define the objects of interest, and the actions that need to be recorded, providing to the Auditing Engine their definition. It must also provide its own semantic processing functions in order to do the meaning extract from the Tracking Engine‘s recorded data. 4. APPLICATIONS 4.1 Previous Background An important part of the authors‘ research is to develop new machine learning algorithms in order to be used to extract useful knowledge from big datasets. For example, the logs of a web framework that supports an online community. This research work has produced a Java-based machine learning library that automatically captures, through the application of an adaptive outlier detection algorithm (LOF), the emergent properties of self-organizing system of neurons, and generates a 3D visualization of them [6]. Self organization is the ability of a system to adapt its internal structure to the external stimulus received though its sensors. The adaptation process should satisfied the following conditions; a) no external intervention (unsupervised learning), and b) the internal structure of the system represents the structure of the external data space that is relevant to the system. A kind of self-organizing system are the selforganizing maps (SOM), which are neural networks (a system of neurons), trained (the adaptation process) using an unsupervised learning algorithm (the a condition), to produce a low-dimensional, discretized representation of the input space of the training samples, called a map (the b condition). The map seeks to preserve the topological properties of the input space, and therefore de development of visualization techniques over it, is useful for visualizing high-dimensional data [7]. Emergence appears in a system through the properties of the collective behavior of the elements which the system is composed of. Looking at the system as a whole, a global emergent property comes as a new entity of the interdependency of its parts. The emergent property is the ability of a system to create a new entity at a higher level. This level change is the product of the cooperation of a large number of lemental processes. The emergent structures created give a more abstract description (higher level) of the original complex system of elemental processes (lower level) [8]. Emergence through self organization is a non trivial property of SOMs. For emergence to appear, a system should consist of simple but highly correlated elements. Without these correlations, emergence is not possible. A SOM with large numbers of neurons, being large of the order of thousands, presents emergent properties, and this kind of SOMs are named Emergent SOMs (ESOM) [9]. The Local Outlier Factor (LOF) algorithm finds data points (outliers), that lies an abnormal distance from other values in a multidimensional dataset [10]. A LOF value is defined for each object in the dataset being studied. It is called local since only a restricted neighborhood of the object is used to compute it. This approach makes it possible to adapt dynamically in the presence of clusters with different densities as 184 opposed to other global methods. To compute the LOF, the parameter k has to be chosen, which is taken as the number of nearest neighbors used to define the local neighborhood of an object. For each object, its LOF is not a binary value. Instead, it represents the degree by which that object can be considered an outlier. A theoretical property is that a LOF value close to 1 means the object is deep inside the cluster. The machine learning algorithms developed by the authors extends the ESOM concept, to the recurrent ESOM with LOF (LR-ESOM); which adds to the ESOM an explicit context representation, and modifies its distance function and learning algorithms with the goal to deal with sequences, through a fractal codification of them, obtaining a recurrent ESOM (R-ESOM). Finally, over the R-ESOM map, the LOF algorithm is used to capture the map‘s emergent properties automatically (LRESOM). Additionally, a 3D visual tool was added for the LR-ESOM map, through the development of the LMATRIX concept [6]. The 3D representation of the L-Matrix assigns coordinates (x, y, z) to each unit, where (x, y) are the position of the unit in the map and z its LOF. The cloud of points obtained is interpolated using Bi-Cubic Bezier Patches [11] to generate a smooth surface. In order to take advantage of the LOF theoretical properties, the surface is colored, assigning the same color to units with LOF inside [0,LINF], with LINF = 1. The color for units with LOF higher than LINF is calculated using a mapping between a color scale and the range (LINF, LMAX], where LMAX is the maximum LOF of the units. Changing LINF may be used as a zoom in/out function of the emergent properties. 4.2 Mining the dotLRN User’s Needs A Tracking and Auditing architecture for managing the interaction data of the system that supports standards and metadata provides a very powerful mechanism to develop adaptive functionality for the endusers. As a practical use of the OpenACS‘s TAE, the authors are developing a new model which rely on this processing layer, utilizing the properties of auto-organized systems and combining them in learning scenarios defined in terms of educational specifications, such as IMS Learning Design (IMS-LD) [12]. IMS-LD provides a workflow oriented approach for defining the sequence of activities users may perform in an e-learning scenario. Research works as aLFanet project (IST-2001-33288) have already used the IMSLD design, together with an intensive metadata description of the users and the contents, to manage and support runtime adaptation [13]. By combining both approaches (i.e. auto-organized systems and learning design specifications), we intend to mine, analyze and categorize the sequence of actions followed by learners in learning environments to provide dynamic recommendations that improve the efficiency and efficacy of their learning. This dynamic support for recommending users in OpenACS is also being implemented [14]. The model proposed is built on a sequential and independent three-level process (see in Fig. 3). 185 Fig. 3. Model to mine the dotLRN user‘s needs built over the TAE‘s audit data From the concepts and the machine learning library detailed in the preceding section, the first level of the model is obtained following an auto-organized approach with a Recurrent Emergent Self-Organizing Map (R-ESOM). At this level, a fractal codification of the sequence of actions done by the learner in a certain interval (dotLRN session) is made. With this fractal codification emergent global properties are obtained. These properties arise from the collective behavior and interrelation of the different dotLRN users action sequences. Those emergent global properties are automatically extracted with the LOF algorithm and are viewed as the different regions in the new LRESOM map. Finally, an educational standard-based context is given to the results obtained in the previous levels, so that it can be applied in standard-based learning scenarios. This third level categorizes learners in classes according to their individual learning needs. This innovative modeling approach uses the visual method LMATRIX, that allows the 3D generation of visual patterns for the analysis and interpretation of learner‘s sequence of actions in the environment. 5. CONCLUSIONS AND FUTURE WORK The TAE architecture proposed intends to resolve an open issue in the OpenACS framework, which is the lacking of a proper TAE subsystem. This proposal offers a metadata model fully open and very flexible, in which different modules (the audited packages) and their corresponding data models can be added or removed, depending of the diverse audit needs that may arise. The implementation of a TAE subsystem with the characteristics described in the current paper can lead the OpenACS framework to the next maturity level. Offering a tracking and auditing functionality embedded in its kernel will make it stand out other systems and stress its role in the 186 collaboration and online software communities, extending also its penetration in that market. In order to assure a scalable TAE subsystem, there are still some open issues to solve. One is to determine the best mechanism for the recorded data growth. For this problem, there could be two solutions. The first one is to put a limit on the number of changes that will be tracked on each record. The second involves setting a periodic process that archives the log data to a separate file and deletes the archived content from the log files. The other open issue is the record process itself. More specifically, it is necessary to determine if the database is used directly to store the tracked data, or if it is better to use an intermediate step, which involves storing first the data in a plain text file, and next use a background process that transfers the data to the database. Future work is focused on implementing the TAE described here. In the design process of the architecture we have dealt with a very challenging question. And this question is how to extend the current OpenACS object API to support directly auditing functions, while the API is endow ed with the necessary knowledge about the meaning of the interaction between objects. REFERENCES 1. Carroll, N. Clickstream Data Warehouse. Undergraduate Thesis Projects 2002, http://www.weg.ee.usyd.edu.au/projects/ug_projects#thesis2002 2. Surath, Vasudev.: A Web Traffic Analysis Tool. Undergraduate Thesis Projects 2003, http://www.weg.ee.usyd.edu.au/projects/ug_projects#thesis2003 3. Ortega, D., Arozarena, P., Hernández, R.: Desarrollo de un Paquete para el Seguimiento de Usuarios para dotLRN, http://dotlrn.org/file-storage/view/madrid05/09.pdf 4. Patriciu, V., Vaduva, C., Morariu, O., Vanca, M., Tofan, O.: Modeling the Audit in IT Distributed Applications. J. Applied Quantitative Methods. 2, 109—107 (2007) 5. A Guide to Understanding Audit in Trusted Systems, http://www.fas.org/irp/nsa/rainbow/tg001.htm 6. Couchet, J., Ferreira, E., Fonseca, A., Manrique, D.. A Novel Architecture for the Classification and Visualization of Sequential data. Springer Verlag, pp 730-738 (2007) 7. Kohonen, T.: Self Organizing Maps. Third edn. Springer Verlag (2001) 8. Yaneer, B.: Dynamics of Complex Systems. Addison-Wesley (1997) 9. Ultsch, A.: Emergence in Self-Organizing Feature Maps, In Proceedings Workshop on SelfOrganizing Maps (WSOM '07), Bielefeld, Germany, ISBN: 978-3-00-022473-7 10. Breunig, M.M., Kriegel, H.P., Ng, R.T., Sander, J.: LOF: identifying density-based local outliers. SIGMOD Rec. 29(2) 93–104 (2000) 11. Salomon, D.: Curves and Surfaces for Computer Graphics. Springer (2005) 12. IMS Learning Design Specification, http://www.imsglobal.org/learningdesign/ 13. Boticario, J.G. and Santos, O.C. An open IMS-based user modelling approach for developing adaptive learning management systems. Journal of Interactive Media in Education. Special issue on Adaptation and IMS Learning Design, 2007 14. Santos, O.C., Raffenne, E, Granado, J. and Boticario, J.G. Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations for all in open and standard-based LMS. Proceedings of the International Conference and Workshops on Community based environments, 2008 (in press). 187 188 Management of standard-based User Models and Device Profiles in OpenACS Adrián Cuartero, Olga C. Santos, Jorge Granado, Emmanuelle Raffenne, Jesús G. Boticario aDeNu Research Group, Artificial Intelligence Department, Computer Science School, UNED, C/Juan del Rosal, 16. 28040 Madrid, Spain [email protected]; {ocsantos,jorge.granado,eraffenne,jgb}@dia.uned.es http://adenu.ia.uned.es/ Abstract. In this paper, we present a web service solution to provide an adapted and inclusive support in current Learning Management Systems by managing the user model and the device profile in a standard way. This solution supports IMS-LIP, IMS-AccLIP and CC/PP specifications. Considering the web services support available in OpenACS/dotLRN, we make a proposal upon the OpenACS/dotLRN framework so it can be extended to support the users in a personalized way, by considering their needs and preferences as well as the device being used. This support will facilitate the production of adaptation tasks. Keywords: OpenACS, dotLRN, Standards, Adaptation, User Modelling, Accessibility preferences, IMS-LIP, IMS Access For All, Device Profile, CC/PP, UAProf, Web Services. 1. INTRODUCTION In order to provide an adapted and inclusive support in current Learning Management Systems (LMS), there is a need to manage the user model and the device profile in a standard way. An initial proposal for modelling learners interaction preferences in dotLRN was provided at the OpenACS/dotRLN conference in Vienna (Austria) [1]. A wiki page was set up to gather input from the community1. In that presentation, the support for those specifications was described as one of the open issues that should be addressed by the OpenACS/dotLRN community (and the LMS in general) to build in the framework the support for users‘ modelling. In particular, three standards or specifications were identified: • IMS-AccLIP: models learners interactions preferences. • CC/PP: models devices capabilities. • CMI: models learners interactions in SCORM courses. The work presented in this paper has focused on the first two, which model users and devices in generic settings. 189 1 Presentation at OpenACS/dotLRN 2007: http://openacs.org/xowiki/Modelling_Learners Taking this initial proposal as a starting point, a set of web services has been develop as part of a final degree project [2] conducted at the aDeNu2 Research Group to cope with both issues. On the one hand, the service supports IMS-LIP 1.0.13 and IMSAccLIP 1.04 specifications to define the Learner Information Profile, considering the accessibility preferences. On the other hand, the User Agent Profile base vocabulary 2.0 (UAProf)5 from the Open Mobile Alliance (OMA) has been implemented. This vocabulary follows the Composite Capabilities Preference Profile (CC/PP)6 specification to allow modelling the device that the user is using to access the information. Traditionally it has been a personal computer, but currently it is increasing the usage of PDA or smartphones, among others, in what is being called the m-learning (mobile learning). In the following sections of the paper, first we introduce the specifications supported (IMS-LIP, IMS-AccLIP and CC/PP). Next, we describe implementation issues on the server. In the third place, we present how these services could be used from the OpenACS/dotLRN framework. Finally, we present some conclusions and future works. 2. SPECIFICATIONS USED FOR THE MODELLING An adapted and inclusive support in current LMS can be provided if the user model and device profiles are integrated in the internal data model of the system. To allow for interoperability, standards and specifications are to be used. The current public specifications for modelling users are provided by the IMS consortium. They are the Learner Information Package (IMS-LIP 1.0.1) and the Access For All extension (IMS-AccLIP 1.0). The combination of these two specifications define the learner information profile, considering accessibility preferences. To model the device capabilities, the W3C has produced the Composite Capabilities Preference Profile (CC/PP) specification. Since CC/PP does not provide detailed information, the User Agent Profile (UAProf) base vocabulary from the Open Mobile Alliance (OMA) has been used. 2.1. IMS-LIP and IMS-AccLIP specifications This learner profile is defined in terms of two IMS specifications defined with XML Schema. In particular, the learner profile combines IMS Learner Information Package and IMS Access For All specifications. The former is a collection of information structured upon the following elements: accessibilities, activities, affiliations, competencies, goals, identifications, interests, qualifications, certifications and licences, relationship, security keys, and transcripts. The later provides a means of 2 aDeNu Research Group: http://adenu.ia.uned.es http://www.imsglobal.org/profiles/ 4 IMS-AccLIP: http://www.imsglobal.org/accessibility/index.html 5 UaProf: http://www.openmobilealliance.org/tech/profiles/ccppschema-20030226.html 3 IMS-LIP: 190 6 CC/PP: http://www.w3.org/Mobile/CCPP/ describing preferences so that learners can interact with an e-learning system regardless of disability, hardware or environment. These preferences are based on those parts of a computer system (hardware and software) that can be adjusted to improve accessibility, rather than on type of disability. It concentrates on the display, control and selection of learning content, so that learners with alternative content or interface requirements can be supported. These preferences or needs would be declared using the IMS-LIP accessibility element of the specification. 2.2. CC/PP and the UAProf vocabulary The Composite Capability/Preferences Profile (CC/PP) is built on RDF technology and benefits from the power that RDF provides to represent information about resources on the World Wide Web. The format is flexible and extensible, allowing for the definition of a wide variety of hardware, software and user agent technologies. In order to provide a standard description, a vocabulary can be defined for use as an RDF schema. For each vocabulary, each resource is defined as having a set of required CC/PP attributes. Through the use of vocabularies it is possible to define new attribute types, allowing for the specialization of device descriptions to better support the assistive technologies and user agents used by people with disabilities. There are a number of CC/PP implementations to date. Unfortunately, not all are available outside the companies or products in which they are used, and sometimes they may be part of discontinued products. The User Agent Profile, based on CC/PP, has a base of existing implementations for many devices7. The Open Mobile Alliance developed this standard to allow the communication of the capabilities of mobile devices throughout the Internet in order to receive the content adapted to the characteristics of the users‘ mobile device. The design was guided by the desire to solve one of the main problems of the development of web applications for multidevice environments: how to know the characteristics of the device that is going to present/display the content and provide a common framework in order to allow to the mobile telephone industry to describe the technical characteristics and functionality of their mobile telephones. 3. IMPLEMENTATION DETAILS A prototype for a user model and device profile server has been implemented. The developments have been done in JDK1.5 to be run on Apache Tomcat open source servlet container. On top of it, the open source Apache Axis2 architecture has been used as web service engine. The classes to support the webservice communication have been obtained designing first the services and message format. With this information we created the WSDL, and using a tool provided by Axis2 (wsdl2java), the stubs, skeletons and data types were automatically generated. The storage of both models was done in PostgreSQL relational database in two independent tables, one for the user model and the other for the device profile. 7 UAProf profile repository : http://w3development.de/rdf/uaprof_repository/ 191 Although the specifications are XML based, a relational database was chosen instead of an XML one. To store the data, we assign an univocal identifier (auto-incremental) sequence to the model and store the whole file (as a BLOB field) in the database. However, as there is no a real identifier defined in the specifications, we have agreed in a field for each specification that would be the identifier for the client (and which relies on the client logic to be univocal, so the server has to manage its own identifier). To facilitate the queries, the value of this agreed field is extracted and store together with the database identifier and the file. Storing the whole file (as opposite to processing the file and storing each attribute in a data base field), makes the storage of the data simpler and the application upgrade (if the specification schema changes) easier. This approach does not limit the response options, since the server can send back an attribute from the file, a subset of elements of this file or the whole file, depending on the client request. Regarding the exchange of the request and response messages, SOAP protocol is being used. Since XML files are being exchanged within the message, the < and > characters have being escaped. 3.1 User Models server The server was designed to use XML files in the request/response calls. XMLBeans have been chosen as the data binding framework because of its compliance with the requirements and its easy learning curve. It provides the following interfaces: • getUserModelAttribute: takes the identifier of the model where the attribute has to be looked for and an XML file where the conditions for the queries are defined. It sends back another XML file with the data. • setUserModelAttribute: allows the client to add to a previous node a new one by sending an XML file specifying the target node, the new value and the identifier of the model in the database. Due to the IMS specification does not have a field that could be used as identifier for each node, the server may found several nodes that match the client request. In this case, the client is provided with the parameter "allowDuplicated". If true, the server will set the value in all found nodes. If false, and more than one node is found, the server will abort the operation and send an error. • updateUserModelAttribute: similar to the previous one but instead of adding a new node, it will update an existing node with the received value. The target node and the new node must be objects of the same type. • deleteUserModelAttribute: deletes the targeted node (or nodes if the client marks "allowDuplicated" as true). • getUserModel: returns the XML file of the model stored in the database. • setUserModel: stores the received model in the database and returns the identifier assigned (auto-incremental sequence) in the database. • updateUserModel: updates the existing model with the new one. • deleteUserModel: deletes the model from the data base. • getIdentifier: since there is not an univocal identifier in the IMS specification for the learner profile, for this implementation we have agreed that the client manages as identifier the value stored in the element contenttype.referential.sourceid.id. However, the request to the database defined by the above methods has to be done with the 192 identifier created in the database. Thus, this method provides the database identifier(s) associated to the given contenttype.referential.sourceid.id element. If the client logic is properly implemented, only one database identifier should be returned. 3.2 Device profile server The device profile server has been implemented using Deli v.0,9,78 to parse the UAProf files because the library developed by Sun to work with CC/PP called jsr 188 (which was the initial option) is not currently supported and has not been updated to work with the UAProf 2.0 version. Deli is a library developed by Mark Butler in the HP labs9 that uses Jena10 to easily parse RDF. It does not fully support the UAProf 2.0 version, but is the library that the Open Mobile Alliance recommends the manufacturers to use to test their profiles. For the device profile server, the following interfaces have been implemented: • getIdentifier: when a profile is set in the database the server stores creates the autoincremental value as the identifier. However, the profile manages one of the fields of the profile as the identifier. As the corresponding method in the user model, this one allows the client to know the value of the database identifier associated to this client identifier. Since it can be more than one client identifier, more than one database identifier could be returned. • getDeviceProfileParameter: receives the identifier of the profile in the database and the device feature the client wants to know, and returns the value (or values) of this parameter in the device. • getDeviceProfile: returns the RDF profile stored in the database • setDeviceProfile: stores the profile in the database and returns the identifier assigned to it. • deleteDeviceProfile: deletes the device profile from the database. • updateDeviceProfile: changes the device profile with the new one for the given database identifier. 4. INTEGRATION IN THE OPENACS/DOTLRN FRAMEWORK The integration in OpenACS/dotLRN framework can be done by using the xo-soap package, a SOAP protocol plugin for xorb. Xorb stands for XOTcl Request Broker, an OO-interface that wraps up OpenACS‘s Service Contracts and provides a generic 8 Deli: http://delicon.sourceforge.net/ HP Labs: http://www.hpl.hp.com/techreports/2001/HPL-2001-260.html 10 Jena: http://jena.sourceforge.net/ 9 193 invocation dispatcher, supporting local (original ACS Service Contracts) and remote redirection (protocol-plugins: xotcl-soap) [3]. Considering the current information architecture in OpenACS/dotLRN, we propose to link the user model and device profile information from the Control Panel. Both will present in a user-friendly way, the information about user and device. Regarding the user model, when the user is registered in the system, an instance for her user model is created in the server. This information should be sent to the user model server. As the user fills in her personal information (name, address, email, ...) the corresponding data should be update in the server, too. Moreover, as the user enrols in the platform communities and courses, and progresses in the course with qualifications, update of the corresponding information have to be sent, too.. From the control panel, the user will be able to see the information stored in her profile, such as the learning styles, activities in the communities and courses, and so no. If the user is dropped from the system (or does not want to have her profile stored, the profile has to be deleted). For the device profile, the user will be able to access information about the features of the device she is using, so the information can be sent within the request. In any case, the user may be able to upload the information about her device profile into the server. In this way, the information presented to the user can be adapted to the characteristics of the device of the user. 5. CONCLUSIONS AND FUTURE WORKS A prototype for a user model and device profile service has been implemented in an Axis2 framework. This solution supports IMS-LIP, IMS-AccLIP and CC/PP specifications. Considering the web services support available in OpenACS/dotLRN, we have made a proposal upon the OpenACS/dotLRN framework to integrate the services offered. In this way, the functionality of OpenACS/dotLRN framework can be extended to support the users in a personalized way, by considering their needs and preferences as well as the device being used. This support will facilitate the production of adaptation tasks in terms of a dynamic support based on recommendations, as described in [4]. IMS AccLIP is being internationalised in the ISO/IEC JTC1 standard on Individualised Adaptability and Accessibility in Learning, Education and Training (24751) as ISO Personal Needs and Preferences [5]. Since this standard is RDF based, a similar solution as the device profile server will have to be implemented in the user model server to manage. The follow-up of this work is carried out in the framework of the EU4ALL project11. Furthermore, IMS is currently developing version 2.0 of AccLIP and it is expected to harmonise with the ISO version. The implementation of this prototype has encountered various difficulties. On the one hand, regarding the user model specifications, LIP and AccLIP specifications sem not to have been developed in collaboration, as the naming schema and XML types are different, which did not allow reusability of the code to implement both. 11 EU4ALL: http://www.eu4all-project.eu/ 194 Moreover, the AccLIP schemas in the document validate only with a schema version that is not publicly available. On the other hand, regarding the device profile, it seems that UAProf has not in practice being accepted by the market. There is no library that fully supports the 2.0 version. In fact, Sun was going to develop a library for it, but stopped the project. And the device profiles found are usual for old mobiles, except for Nokia. The way to go seems to be an extension of the UAProf called Wireless Universal Resource File (WURFL). It consists on an XML configuration file which contains information about capabilities and features of many mobile devices and it is basically an extension of UAProf. REFERENCES 1. Santos, O.C., Boticario, J.G., Rodríguez-Ascaso, A. and Barrera, C. Modelling Learners Interaction Preferences in dotLRN. OpenACS/dotLRN Spring Conference. International Conference and Workshops on Community Based Environments, 2007. 2. Cuartero, A. Implementation of a User Model based on standards and open source to support adaptation tasks. Final Degree Project. Supervised by Boticario, J.G. and Santos, O.C. aDeNu Group, 2008. 3. Sobernig, S. Xorb/xosoap. Remoting for OACS / .LRN. dotLRN Conference Boston, 2006. 4. Santos, O.C., Raffenne, E, Granado, J. and Boticario, J.G. Dynamic support in OpenACS/dotLRN: Recommending actions for all. Proceedings of the International Conference and Workshops on Community based environments, 2008 (in press). 5. ISO IEC JTC1 Individualized Adaptability and Accessibility in E-.learning, Education and Training - Part 2: Access For All Personal Needs and Preferences Statement most recent public drafts on http://jtc1sc36.org/doc/36N1140.pdf, visited 14rd December 2007 6. ISO IEC JTC1 Individualized Adaptability and Accessibility in E-.learning, Education and Training - Part 3: Access For All Digital Resource Description, most recent public drafts on http://jtc1sc36.org/doc/36N1141.pdf , visited 14rd December 2007 195 196 Dynamic support in OpenACS/dotLRN: Technological infrastructure for providing dynamic recommendations for all in open and standard-based LMS Olga C. Santos1, Emmanuelle Raffenne1, Jorge Granado1, Jesús G. Boticario1 aDeNu Research Group, Artificial Intelligence Department, Computer Science School, UNED, C/Juan del Rosal, 16. 28040 Madrid, Spain {ocsantos, eraffenne, jorge.granado, jgb}@dia.uned.es http://adenu.ia.uned.es/ 1 Abstract. The paper presents a recommending service that we have integrated into the OpenACS/dotLRN framework via web services. The recommending service that we are currently developing at aDeNu group is to be used by learning management systems (LMS) to ask for the appropriate recommendations for the user currently working in the LMS. These recommendations are very diverse and currently are being produced in an inclusive way with standard-based user modelling techniques. Their objective is to provide dynamic support to the user at the course execution to overcome impasses that learners may encounter, and which are not covered by the design of the course. To provide this support, the learner‘s interactions and their evolution overtime are considered. Keywords: OpenACS, dotLRN, Accessible services, Open architectures, Web Services, Life Long Learning, Standards, Adaptation, User Modelling, MultiAgent Systems, Machine Learning techniques, Artificial Intelligence. 1. INTRODUCTION A key working area at aDeNu1 Research Group is focused on developing a flexible, open, standard-based architecture to support universal online access to the life long learning (LLL) by applying user modelling and machine learning techniques. The main purpose here is to produce adaptive interfaces that cope with the diverse functional needs for all, including people with the so-called disabilities and an increasing number of adult learners whose main educational option is LLL. This approach is applied in different projects we have been involved (aLFanet 2, SAMAP3, FAA4) as well as the ones currently in progress: ALPE 5, EU4ALL6, ADAPTAPlan7. 1 aDeNu: https://adenu.ia.uned.es http://adenu.ia.uned.es/alfanet/ 3 SAMAP: http://scalab.uc3m.es/~dborrajo/samap/ 4 FAA: http://adenu.ia.uned.es/faa/ 5 ALPE: http://adenu.ia.uned.es/alpe/ 2 aLFanet: 197 In particular, EU4ALL is intended to improve the efficiency and efficacy of implementing Accessible Lifelong Learning (ALL) following three key strategies [1]: 1. That the technology that mediates lifelong learning does so accommodating the diversity of ways people interact with technology and the content and services it delivers. 2. That this technology is used to bring support services to disabled learners. 3. Supporting services and technical infrastructure that enable teaching, technical and administrative staff of educational institutions to offer their teaching and services in a way that is accessible to disabled learners. According to the first and third strategies, there is a need for modelling user requirements and providing adapted responses to them to ―accommodate the diversity of ways people interact with technology and the content and services it delivers‖ to ―offer their teaching and services in a way that is accessible to all learners including those that are sometimes described as disabled learners‖. Nevertheless, in aLFanet project we detected some difficulties in developing and modelling standard-based adaptive scenarios [2], which we are currently trying to solve in ADAPTAPlan project. The goal of ADAPTAPlan is to reduce the design effort, which is proven as a major bottleneck in adaptive standard-based learning management systems that support the full life cycle of eLearning [3]. Current educational specifications assume an ideal design scenario where all required elements can be managed at design time. Nevertheless, diverse issues make unaffordable to design in advance all possible situations: a) learners‘ performance, b) synchronization and temporization issues, c) evolving learners‘ needs and preferences, d) adaptation process sustainable over time, e) pedagogical requirements affected by runtime adaptations and f) dynamic modelling. Universal design approaches does not suffice. Therefore, there is a need for dynamic support at runtime [4] that considers the learners‘ interactions and their evolution over time. In order to deliver contents, activities and services following the appropriate instructional design and fostering collaboration, a learning environment that supports this wide range of functionalities is needed. Moreover, these functionalities have to be provided in an accessible and adaptive way. Although the current state of the art in learning environments shows that there is no environment that fulfil these requirements, our experience shows that the OpenACS8/dotLRN9 framework is the most suitable platform [5]. OpenACS/dotLRN is an open source learning environment that provides the main functionality in terms of learning and collaboration services, and whose internal architecture and data model allows us to consider accessibility and adaptation. The functionality provided comprises, among others, calendar, discussion forum, file storage, notifications of members‘ contributions, management of user preferences, user tracking of interactions, assessments in IMS-QTI10 standard, management of IMS-CP11 and SCORM12 based courses and IMS-LD13 pedagogical designs. 6 EU4ALL: http://www.eu4all-project.eu/ http://adenu.ia.uned.es/adaptaplan/ 8 OpenACS: http://openacs.org/ 9 dotLRN: http://dotlrn.org/ 10 IMS-QTI: http://www.imsglobal.org/question/ 11 IMS-CP: http://www.imsglobal.org/content/packaging/ 7 ADAPTAPlan: 198 Moreover, regarding the interface, it provides the Zen theme based on style sheets which are easily configurable to change the user interface according to the users‘ preferences. Although not external accessibility reviews have been published so far, OpenACS/dotLRN framework claims itself to be compliant with WAI WCAG14 AA for the front-end of the platform (i.e. there the users access to use the services). Unfortunately, preliminary studies done on the back-end (e.g. in the course administration) show that professors face big accessibility problems when administering the educational packages for SCORM, IMS-QTI and IMS-LD (i.e. LORS, Assessment and Grail packages) [6]. Regarding usability, dotLRN has obtained the highest score in a heuristics comparison with two of its main competitors (Moodle and Sakai) [7]. Under this context, this paper presents our ongoing work on providing a web services support in OpenACS/dotLRN framework for a recommending system. This recommending service it to be used by learning management systems (LMS) to ask for the appropriate recommendations for the user currently working in the LMS. It focuses on providing user-centred services that consider individual user‘s needs and preferences, past interactions, the current context and psychopedagogical guidelines. It defines the service provision in a reusable way, integrating learning design in their definition and establishing clear procedures and measures for quality assurance. In particular, the paper introduces relevant issues to be considered in the user modelling and the recommending process and presents the technological support provided in the first prototype, which is intended to support in a general way recommendations to be integrated in different LMS. 2. USER MODELLING AND THE RECOMMENDING PROCESS The application of user modelling techniques to provide adaptation is very diverse [8], including any personalised service that is to be provided by the user in an electronic environment. These techniques deal with storing user information and matching users with the appropriate adaptation strategies considering their preferences and the context at hand. Different users of a system have different interests and sets of needs that may evolve over time. Moreover, system responses can often be improved in terms of usability by using information derived from detailed user interactions. This information can be used to guide system behaviour by producing adapted responses in terms of recommendations. Recommender technology has been widely used [9] and can be applied to provide dynamic support to learners during the course execution in an inclusive way. In particular, it can be used to support learners overcome impasses at course execution (runtime). Recommending systems in education can be used to guide people to interesting materials [10] or services based on opinions or behaviours of others and can be personalized to the preferences of different users. There is a large design space of alternative ways to organize such systems. The information that other people 12 SCORM: 13 IMS-LD: http://www.adlnet.gov/ http://www.imsglobal.org/learningdesign/ 199 14 WCAG: http://www.w3.org/TR/WAI-WEBCONTENT/ provide may come from explicit ratings, tags, or reviews, or implicitly from how they interact with the system. The information can be aggregated and used to select, filter, sort or highlight items. In order to support learners at runtime, it has to be described what, when, how and why recommend [11]. At the recommendation process, the context, the record of interactions and the user model are used to produce recommendations. A key issue in the recommendation process is the follow-up of the recommendation provided, to measure the degree of success. To support this approach, an Accessible and Adaptive Module (A2M) [4] is being developed on top of a multi-agent architecture (of Jade15 agents). It is based on open software solutions and artificial intelligence (AI) techniques that makes a pervasive use of standards to i) model learners and resources accessibility features, ii) follow the course design, iii) generate the presentation of the information and iv) communicate with other systems. The objective of the A2M is twofold: 1. Update the user models from the learners‘ interactions with machine learning techniques. 2. Generate dynamic contextual recommendations during the course execution based on these models and collaborative filtering and collaborative content techniques. The dynamic support is provided to overcome the impasses that learners may encounter at the course execution, which are not covered within the design of the course. In this approach, the design is used to build the skeleton of standard-based models which are dynamically updated according to learners‘ interactions over time with machine learning techniques [12]. 2.1. First approach for modelling The first step has been to apply and relate existing specifications to promote reusability among systems. Moreover, complying with specifications contribute to build open models, which can be accessed by the learners and help to increase the learning performance [13]. ADAPTAPlan approach as described in [3] has been followed. There, a proposal for linking different educational specifications to support the dynamic modelling during the learning process is presented and three types of user characteristics are considered to generate the adaptation: Felder learning styles, which define several dimensions regarding how people process information [14, 15]. The knowledge competency level per course objective based on Bloom‘s taxonomy [16], whose improvement is measured through IMS-QTI questionnaires. The collaborative competency level per course, which is computed with AI techniques, which take into account the usage of the course services. Moreover, the device capabilities as introduced in [17] as well as the accessibility preferences of the users are also considered. 15 JADE: http://jade.tilab.com/ 200 The learning styles, the knowledge and collaborative competency levels, and the accessibility preferences are stored in the learner profile. This learner profile is defined in terms of two IMS specifications. In particular, the learner profile combines IMS Learner Information Package16 and IMS Access For All17 specifications. The former is a collection of information structured upon the following elements: accessibilities, activities, affiliations, competencies, goals, identifications, interests, qualifications, certifications and licences, relationship, security keys, and transcripts. The later defines the preferences or needs for alternative presentations of resources, alternative methods of controlling resources, alternative equivalents to the resources themselves and enhancements or supports required by the user. These preferences or needs would be declared using the IMS-LIP accessibility element of the specification. To model the device capabilities, we use the Composite Capabilities Preference Profile (CC/PP)18 specification, and we have applied the User Agent Profile base vocabulary19 from the Open Mobile Alliance (OMA). The device to access the LMS have traditionally been personal computers. However, there is a significant growth in the usage of PDA or smartphones, among others, to access learning contents and perform associated learning activities. This new paradigm is being called the mlearning (mobile learning). 2.2. First approach for producing recommendations For the recommendation process we are considering an hybrid approach that consists on a part based on knowledge (the filter) and a part based on learning (the guide), as proposed in [18], [19]. For the first type, the user model has to be induced in some way from user interactions. Three techniques have been defined: Collaborative filtering techniques: predict the utility of the objects for each particular user based on a database of scores from other users. Scores can be obtained implicitly (inferring from the user behaviour) or explicitly (from direct voting of each item by each user). These type of systems are based on people-to-people correlation ('users like you' – assumes users will prefer like-minded prefer and dissimilar dislike, based on objects ranking by users), which allows its application to any kind of object. This means that no specific information is required for the objects, but if the objects have not been rated in advance by the users, they cannot be recommended. Content based techniques: also build the user model from the scores (explicit or implicit) on the items using supervised machine learning to induce a classifier to discriminate between interesting and uninteresting items for the user. Each item is represented by a set of descriptors and models are built by machine learning algorithms using the items rated by a user as training examples, and the descriptors as the predictive attributes (i.e. the attributes that are to be learnt). Therefore, the technique used is called item-to-item correlation ('people who did this also did...' - 16 IMS-LIP: http://www.imsglobal.org/profiles/ http://www.imsglobal.org/accessibility/index.html 18 CC/PP: http://www.w3.org/Mobile/CCPP/ 19 UaProf: http://www.openmobilealliance.org/tech/profiles/ccppschema-20030226.html 17 IMS-AccessForAll: 201 connects users to items they may be unaware of based on the items features). Demographic techniques: the techniques used are similar to collaborative filtering, but instead of using the scores to find similar users, they use personal attributes and classify users in stereotypes. The interest for an object is predicted from the scores of demographically similar users. They also use people-to-people correlation. For the second type, the user model is filled in explicitly by the users or introduced externally in terms of rules. Utility based: provide recommendations after computing the utility of each object for the user. The problem is to build the utility function. Usually, each user has to built her own preferences function by assigning a weight to each possible feature of the existing objects, such as price, quality, etc. Knowledge based: recommend items from inferences regarding the needs and preferences of the users. They have an explicit knowledge (usually defined in terms of rules) regarding the relation among items and user needs. For any of the cases above, three elements are considered for producing the recommendation: a) the initial data (what the system knows before the recommendation), b) the input data (information from the user that is required by the system to generate the recommendation), and c) an algorithm (combines initial and input data to solve the recommendation) [18]. 3. THE PROTOTYPE A prototype of a recommending service has been developed and the corresponding client has been implemented in OpenACS/dotLRN. The prototype offers a recommendation service to be used by external components (i.e. LMS) to ask for the appropriate recommendations for the user currently working in the LMS. This first prototype is focused on the integration with the LMS via web services communication and the management of the data in the database. To access the required information as defined in section 2.1, two parallel developments are used: An OpenACS/dotLRN package to compute the learning style of the user. This ackage has been developed at aDeNu group to be used at educational institutions for educational purposes following the Felder‘s Learning Style Inventory20. From the OpenACS control panel, the user can fill in the questionnaire and the four dimensions of Felder learning style (i.e. processing, perception, input and understanding) are computed. Moreover, from the administrator of a group (class or community), the professor can access the learning styles‘ information for the members of the group. An external component which offers web services communication to manage the learner and the device profiles. This package is described in [20]. Moreover, it will take into account the Tracking and Auditing Engines infrastructure (TAE package) that is being built in OpenACS [21]. 20 Felder LSI: http://www4.ncsu.edu/unity/lockers/users/f/felder/public/ILSdir/ILS.pdf 202 3.1 Client side on OpenACS/dotLRN Two packages (recommendation-portlet and dotlrn-recommendation) have been implemented in OpenACS to send requests to the recommending service. The recommendation client relies on xo-soap, a SOAP protocol plugin for xorb. Xorb stands for XOTcl Request Broker, an OO-interface that wraps up OpenACS‘s Service Contracts and provides a generic invocation dispatcher supporting local (original OpenACS Service Contracts) and remote (protocol-plugins: xotcl-soap) redirection [22]. A portlet displays the result from the request. The response consists on an introductory text (personalized with the user‘s name) and an HTML list of recommendations. Each of these recommendations (item list) is a piece of text (message) describing a possible action to be done by the user. Part of the text is defined as a hyperlink (or more commonly called, link). Since the link may most of the times be within the recommendation text, the message is usually divided into two parts (text before the link and text after the link). The link is defined by: the content: the text that is shown to the user and consists on the underlying part of the recommendation offered the title: the information saying where the link goes the pointer: the URI that opens the link, it can be a URL or an object identifier within the LMS, depending on the type the type: it can be internal to the LMS or an external URL Each time the page with the recommendation portlet is loaded, a request is sent to the recommending system. The response (i.e. the list of recommendations) is printed on this portlet. The user is free to follow them. If the user clicks on the link of any of the recommendations, the OpenACS recommendation client captures the action, calls the recommending system to tell it that the corresponding recommendation has been selected and redirects the user to the link of the recommendation. This allows the recommending sytem to follow up the user‘s choice. The following figure shows what the recommending system looks like in the OpenACS/dotLRN user interface within a community (it could also be within a course). Figure 1: Snapshot of the Recommendations portlet in OpenACS/dotLRN 203 3.2 Server side on Axis The server side implements the basic infrastructure of the A2M as introduced in section 2. Currently, it allows the integration with the LMS and provides persistence of the data exchange. The developments have been done in JDK1.5 to be run on Apache Tomcat open source servlet container. On top of it, the open source Apache Axis2 architecture has been used as web service engine. The classes to support the webservice communication have been obtained by first designing the services and message format. With this information we created the WSDL, and using a tool provided by Axis2 (wsdl2java), stubs, skeletons and data types were automatically generated. For the latter, XMLBeans has been chosen as the data binding framework because of its compliance with the requirements and its easy learning curve. The recommending service consists on two parts, the front-end and the back-end. The front-end waits for a request from the client. When received, it connects to the database, stores the request information and retrieves the recommendations available for the user for whom the request was made, prepares the list of recommendations and sends it back to the client. The back-end is the core of the A2M and is still under development. It is in charge of producing the appropriate recommendations for each user taking into account her user model, the context, past interactions and psychopedagogical guidelines. Two hierarchies of agents are being defined, following the aLFanet approach for the Adaptation Module [2]. On the one hand, a set of recommender agents are in charge of producing the recommendations. These agents are diverse, and look independently for the recommendations. Collaborative filtering techniques are applied. Each recommender agent contacts the appropriate model agents to gather information about the learners, course, contents, device and interactions. The information is stored in the database following the specifications and theories mentioned above (IMS, Felder, Bloom and CC/PP). These model agents have the knowledge to extract the relevant information for the recommender agents. They obtain this information from the developments introduced at the beginning of section 3, i.e. the Felder Learning Style Inventory and the web service support for the learner and device profiles. As mentioned above, they will also benefit from the TAE package. The process described so far takes place at runtime (on-line), during the course execution. However, there is also an off-line process that happens in the second hierarchy of agents. Here is where the attributes for the user models are updated. This off-line process can be activated by the model agents or self-activated. This update of the values of the attributes is performed by a set of modelling agents. These agents can implement diverse AI techniques, such as fuzzy logic, data mining, machine learning and bayesian networks. 4. CONCLUSIONS AND FUTURE WORKS A prototype of a recommending service has been implemented in an Axis2 framework and the corresponding client has been integrated in OpenACS/dotLRN. It offers a recommendation service to be used by external components to ask for the 204 appropriate recommendations for the user currently working in the LMS. This prototype is focused on the integration with the LMS via web services communication and the management of the data in the database. The recommendation service focuses on providing user-centred services that consider individual user‘s needs and preferences, past interactions, the current context and psychopedagogical guidelines, and defines the service provision in a reusable way, integrating learning design in their definition and establishing clear procedures and measures for quality assurance. The objective of the recommendations is to provide dynamic support to the user at the course execution to overcome impasses that learners may encounter, and which are not covered by the design of the course. To provide this support, the learner‘s interactions and their evolution overtime are considered. In this approach, the design is used to build the skeleton of standard-based models which are dynamically updated according to learners‘ interactions over time with machine learning techniques. The paper has introduced relevant issues to be considered in the user modelling and the recommending process and presented the technological support provided in the first prototype, which is intended to support in a general way recommendations to be integrated in different LMS. Current works are focused on the back-end of the A2M, where an intensive use of AI techniques is being done to offer dynamic support in learning management systems. These tasks are being undertaken within the scope of a Ph.D thesis [23]. Acknowledgments. Authors would like to thank the European Commission and the Spanish Government for funding the research involved in this work. Authors would also like to thank the backing from the OpenACS/dotLRN community for these tasks. REFERENCES 1. 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UNED. To be presented in the last quarter of 2008. 206 Sesión de Pósters Universidad Galileo MEMORIAS 2ª. Conferencia Internacional E-Learning Integral 2.0 Y 6ª. Conferencia Internacional de OpenACS y .LRN Guatemala, 12 al 15 de febrero de 2008 207 Galileo´s Infrastructure Ing. Rocael Hernández, Ing. Victor Guerra, Ing. Byron Linares, César Hernández, Research and Development Department, GES, Universidad Galileo, Guatemala [roc, guerra, bhlr, cesarhj]@galileo.edu Este poster detalla la infraestructura con la que cuenta el LMS (Learning Management System) que utiliza la Universidad Galileo. En él se mencionan los subsistemas que conforman esta estructura tecnologica. El poster describe, las tecnologías que le dan vida al sistema, la forma en que fluyen los datos dentro del mismo y presenta de una forma grafica la interaccion que existe entre cada uno de los subsistemas. De igual manera se especifican configuraciones de algunos servidores utilizados en los subsistemas. La finalidad del poster es proveer una idea general de la configuración e interacción que tienen los subsistemas dentro de la Universidad Galileo; el exponer las experiencias que la Universidad Galileo ha tenido puede ser de gran ayuda a otras entidades para mejorar la calidad de los servicios que prestan. Workshop: OpenACS Contribuciones y fácil utilización de la herramienta. Uno de los puntos claves en el crecimiento de proyectos como OpenACS, es la fácil incorporación de actualizaciones de la herramienta hacia las instalaciones que tienen los usuarios que utilizan la plataforma. Igual de importante es para el proyecto, poder contar con las contribuciones de los usuarios de vuelta al repositorio de código; muchas veces los miembros de la comunidad no contribuyen debido a que el proceso de tomar cambios locales e incorporarlos al repositorio de OpenACS es demasiado complicado. Por lo general los usuarios que utilizan OpenACS cuentan con un repositorio local de código, normalmente implementado sobre CVS, de hecho, la herramienta CVS es utilizada para mantener el repositorio de código de OpenACS. Actualmente ha habido esfuerzos para utilizar la herramienta SVN, la cual facilita el manejo del código (la mejora mas importante es en el Merge). Pero este cambio no ataca el problema de mantenerse actualizado ante los cambios que sufre el código de OpenACS. La idea de este Workshop es presentar algunas ideas de cómo se podría mejorar el proceso de contribución de las mejoras que los usuarios de OpenACS puedan tener. La herramienta que se pretende utilizar en este Workshop es GIT; la cual es una herramienta para el control de versiones, utilizada en grandes proyectos, con la característica de adaptarse a modelos de desarrollo distribuidos. Workshop: Contribuciones de Galileo El equipo de desarrollo de la Universidad Galileo se encuentra en constante desarrollo de aplicaciones basadas en las tecnologías que utiliza OpenACS/.LRN. Hemos tomado varias aplicaciones existentes en el repositorio de código de OpenACS y 208 hemos customizado algunas interfaces para suplir algunos requermientos que han surgido dentro de la Universidad. Dentro de estos desarrollos podemos citar: - Aplicación de evaluaciones a catedráticos: Basado en el paquete de assessment, se construyo un paquete de manejo de cuestionarios, con la finalidad de proveer al personal administrativo de la Universidad una herramienta para poder administrar las evaluaciones que miden el rendimiento de los catedráticos y auxiliares. Este paquete cuenta con la versatilidad de manejar encuestas para poder recoger opiniones de los estudiantes. - Copia de elementos entre cursos: Dentro de la Universidad Galileo los catedráticos regularmente hacían la requisicion de poder hacer uso del material que habían utilizado en cursos pasados. En base a estas requisiciones se realizo una aplicación que permite al catedrático copiar elementos de los paquetes ―file-storage‖ y ―evaluation‖; con esto el catedrático puede obtener todo el material que utilizo asi como la ponderación de sus calificaciones. Durante el workshop, algunas otras contribuciones de la Universidad Galileo serán presentadas. Workshop: JavaScript en OACS La experiencia que los usuarios tienen dentro de un sitio web marca la pauta para que los usuarios regresen y sigan utilizando los servicios que el sitio provee, sin importar que tipo de servicios sean. Hoy en día, tecnologías como AJAX ayudan a mejorar la experiencia que el usuario tiene ante una interfaz web, es por eso que es de suma importancia para el proyecto OpenACS el poder adaptar este tipo de tecnologías dentro de la plataforma. Actualmente existe el paquete AjaxHelper, el cual incluye un conjunto de librerías de ajax ( las más utilizadas ); el paquete también incluye algunos procedimientos en TCL para una mejor integración con la plataforma. La Universidad Galileo ha extendido los procedimientos para poder utilizar algunas otras funcionalidades que proveen las librerías de AJAX: Como por ejemplo: - Interfaces divididas por TABS – YUI. - Integración de modulo de historial del explorador. - Submit de formularios en el background (integración con TABS ). El propósito es de presentar las formas en que la Universidad Galileo ha mejorado sus interfaces, haciendo uso de estas tecnologías. 209 210 Diseño y Evolución del Clúster de E-Learning (.LRN) en la Universitat de València Aula Virtual: Una aplicación en contínuo crecimiento Salvador Roca Marquina Agustín López Bueno Darío Roig García Servei d‟ Informàtica de la Universitat de València C/ Dr. Moliner, 50 - Campus de Burjassot 46100 - Burjassot (VALENCIA) Spain http://www.uv.es/siuv http://aulavirtual.uv.es [email protected] Palabras clave: Software de apoyo a la docencia universitaria, evaluación e implantación de sistemas de gestión del aprendizaje, virtualización del aprendizaje, software libre, cluster, alta disponibilidad. Línea prioritaria: Sistemas de Aula Virtual y teledocencia. Resumen En el curso académico 2004-2005 se implantó en la Universitat de València (UV) la primera versión de la actual plataforma de eLearning (OpenACS / .LRN) tras un piloto de 6 meses con un grupo de profesores interesados y tras un estudio de las plataformas existentes. Esta implantación, su mantenimiento y los desarrollos posteriores han sido realizados por técnicos del Servicio de Informática. La arquitectura inicial del sistema en tres capas (presentación, lógica de negocio y datos) se implementó sobre dos servidores con procesadores duales AMD Opteron y sistema operativo Debian GNU/Linux, de los cuales, uno tenía instalado el servidor web AOLServer junto con la aplicación .LRN, y el otro el servidor de base de datos PostgreSQL (7.4). La versión de la aplicación instalada correspondía a OpenACS 5.1 y .LRN 2.0. Este diseño inicial carecía de tolerancia a fallos y estaba limitado en cuanto a escalabilidad. El éxito de la implantación de la herramienta entre nuestros usuarios llevó a un incremento en la carga de los sistemas. Se pasó de 40 sesiones de media y máximos de 80 al centenar de sesiones concurrentes. En 2006-2007 se modificó el diseño incorporando un clúster de cuatro nodos en las capas web y de aplicación, y se separó el servicio de elementos estáticos incorporando servidores Apache. Aprovechamos para ello que la aplicación OpenACS está preparada para funcionamiento en clúster e instalamos un balanceador por software (Pound) para los servidores Web con un conjunto de reglas de reescritura adecuadas para gestión de las Urls. El código de la aplicación se compartió mediante NFS entre los nodos del clúster para facilitar el mantenimiento. Con esta 211 modificación de la arquitectura, la carga total pudo aumentar hasta las 400 sesiones concurrentes (con picos de 1.000) con tiempos de respuesta similares a las del año anterior. El curso 2007-2008 se ha iniciado con otra serie de mejoras. Se ha aumentado el número de elementos del clúster hasta seis. Se han virtualizado los servidores web y de aplicaciones (bajo un entorno Xen) para favorecer y simplificar su mantenimiento y la gestión de nuevos elementos. Se ha simplificado el diseño sustituyendo el par Apache + Pound por el servidor Nginx. Para eliminar el punto de fallo del balanceador se ha incorporado una solución basada en ―heart-beat‖ de manera que otro elemento del clúster toma el rol de balanceador en caso de fallo del principal. Se ha adquirido e integrado en la arquitectura general del sistema un servidor multimedia (streaming). Actualmente, nuestra mayor preocupación reside en la tolerancia a fallos de la base de datos. Bien es cierto que disponemos de la información replicada en armarios de discos (SAN) y copias de seguridad, pero este escenario no garantiza la alta disponibilidad del servidor de base de datos. Esperemos que las soluciones que ofrece el software libre nos permitan mejorar en este aspecto. 212 Modelo Educativo de e-Learning implementado en Universidad Galileo Proyectos de e-Learning desarrollados en Universidad Galileo 2006-2007 Universidad Galileo Ing. Miguel Morales, Inga, Mónica De La Roca, Licda. Sonia García (amorales, monica_dlr, sonia_ges) @galileo.edu Modelo Educativo de e-Learning El modelo educativo de e-Learning implementado en Universidad Galileo es una representación del proceso de enseñanza-aprendizaje que se emplea en los cursos e-Learning, en éste se exhibe la distribución de funciones y la secuencia de operaciones en la forma ideal que resulta de las experiencias recogidas al ejecutar una o varias teorías del aprendizaje. El conocimiento de este modelo educativo permite tener un panorama de cómo se elaboran los cursos, de cómo operan y cuáles son los elementos que desempeñan un papel determinante en la implementación. Proyectos de e-Learning desarrollados en Universidad Galileo 2006-2007 Presentación de los diferentes proyectos que se han implementado en Universidad Galileo, así como, proyectos en alianzas estratégicas con otras organizaciones importantes del país como lo son Prensa Libre, periódico de mayor circulación en Guatemala y La Super Intendencia de Administración Tributaria, SAT. 213 214 Arquitectura de .LRN Vivian Aguilar Viaro Networks [email protected] Se presenta la arquitectura e infraestructura de .LRN, organizada en 4 capas 1. SISTEMA Comprende una descripción de sistemas operativos, bases de datos, motores de búsqueda, servidores web, lenguaje de programación y otros. 2. SERVICIOS DE LA PLATAFORMA Comprende 3 grandes áreas que son Desarrollo de Software, Orientación a Objetos, Seguridad. 3. SERVICIOS DE APLICACIÓN Los cuales son herramientas a ser utilizadas por aplicaciones para usuarios. 4. MÓDULOS DE APLICACIÓN Comprende Estándares, Contenidos, Colaboración Administración del Curso y otros. 215