Kickoff, CoT project
logo_worthplay Worthplay
Life-2.0-Logo-PH-ver_3_03 Life 2.0
Athletic Stadium 3D visualization of Bilbao Athletic Club Stadium
noaMax_newsCover_spa Noa & Max – Animating science for future scientists
orquestration1 EEE: Educational Reflected Spaces
metis2 Metis: Meeting teachers co-design needs by means of Integrated Learning Environments
logo4 IMPART
c_logo IJIE: Integrated Journalism in Europe
Intelligent graph generation tool produced through a collaboration between Bestiario & GTI Bestiario and GTI collaboration produces a tool for intelligent graph generation
Collaborative composition of non-linear interactive storytelling
borja_background Automatic Sign Language Avatar for video News
bwr The Game Barcelona World Race
PAGINA:

QuesTInSitu Computers & Education Journal


The paper: Santos, P; Pérez-Sanagustín, M.; Hernández-Leo, D.; Blat, J. QuesTInSitu: From Tests To Routes For Assessment In Situ Activities has been just accepted for publication at the journal Computers & Education. This work has been carried out in collaboration with Secondary School IES Duc de Montblanc and framed in the Learn 3 Project.

Have a look at the abstract of the paper:

Test-based assessment tools are mostly focused on the use of computers. However, advanced Information and Communication Technologies, such as handheld devices, opens up the possibilities of creating new assessment scenarios, increasing the teachers’ choices to design more appropriate tests for their subject areas. In this paper we use the term Computing-Based Testing (CBT) instead of Computer-Based Testing, as it captures better the emerging trends. Within the CBT context, the paper is centred on proposing an approach for “Assessment in situ” activities, where questions have to be answered in front of a real space/location (situ). In particular, we present the QuesTInSitu software implementation that includes both an editor and a player based on the IMS Question and Test Interoperability specification and GoogleMaps. With QuesTInSitu teachers can create geolocated questions and tests (routes), and students can answer the tests using mobile devices with GPS when following a route. Three illustrating scenarios and the results from the implementation of one of them in a real educational situation show that QuesTInSitu enables the creation of innovative, enriched and context-aware assessment activities. The results also indicate that the use of mobile devices and location-based systems in assessment activities facilitates students to put explorative and spatial skills into practice and fosters their motivation, reflection and personal observation.

Full citation:
Santos, P., Pérez-Sanagustín, M., Hernández-Leo, D. & Blat, J. (2011). QuesTInSitu: From tests to routes for assessment in situ activities. Computers & Education, 57 (4), 2517-2534 (doi: 10.1016/j.compedu.2011.06.020) Full text (for scholarly, non-commercial purposes, such as research or instruction, provided that you agree to respect the publisher copyrights)

Mar Pérez-Sanagustín PhD Thesis Defense


The last 1st of July, Mar Pérez Sanagustín, a member of the Technology-Enhanced Learning section of the GTI, presented her PhD Thesis entitled “Orchestration of collaborative blended learning scripts: a model, computational mechanisms and experiments”. It has been co-directed by Davinia Hernández-Leo and Josep Blat.

Her work is framed in the research domain of Technology-Enhanced Learning (TEL), and more specifically of Computer-Supported Collaborative Learning (CSCL), in which Information and Communication Technologies (ICT) are applied to mediate and enact social interactions leading to fruitful learning. In particular, the activities and results of her thesis contribute to face the challenges associated with the design and enactment of scripted collaborative blended learning situations (structured sequences of combined formal and informal activities occurring across different spatial locations and supported by a variety of technologies).
A total of 12 publications have been derived from this PhD work: 5 journal papers (3 of them are ISI-JCR indexed, 2 of them conditionally accepted with changes), 1 book chapter and 6 conference papers.
The full thesis will be published soon in the TDX website. However, if you are interested, have a look at the final presentation and the abstract of the thesis.
The abstract of the thesis:
Portable and interactive technologies are changing the nature of collaborative learning practices. Learning can now occur both in and beyond the classroom and furthermore combine formal and informal activities monitored and orchestrated across spatial locations. This rises to a new type of orchestrated learning that we term Computer Supported Collaborative Blended Learning (CSCBL) scripts. This thesis investigates the challenges associated with the design of CSCBL scripts and with the technologies responsible for their enactment. Three contributions are presented. First, a conceptual model that combines 4 factors to be considered in the design of CSCBL scripts. Second, technological solutions operationalizing the aforementioned factors are proposed and evaluated through synthetic experiences. And third, four CSCBL experiments using 4SPPIces. These experiments are analyzed into two interrelated multicase case studies, whose cross-analyzed results provide an evaluation of the model, of the operationalization solutions supporting the enactment of the involved CSCBL scripts and of the educational value of the experiences themselves.

JENUI2011


Davinia Hernández-Leo, member of the GTI and Director of the Teaching Quality and Innovation Support Unit of the Polytechnic School (USQUID-ESUP) at Universitat Pompeu Fabra was in charge of the Keynote at the 2011 Spanish Conference on Computer Science Teaching in Higher Education (XVII JENUI), Seville, Spain, July 6th. The talk focused on the main results obtained in the USQUID-ESUP AlineaME project, whose objective was formulating and evaluation actions leading to the alignment between Competences, Teaching-Learning Methodologies and Assessment in Information and Communication Technologies Degrees. The slides of the presentation are available at slideshare: http://www.slideshare.net/davinia.hl/alineamejenui2011

Aprenentatge 3.0

“Learning 3.0″ Showcase was presented the past 30th of June. Workshops with more than 70 participants and presentations with around 160 attendees. Organized by the Learn3 project in collaboration with Cibernàrium.
La Jornada “Aprendizaje 3.0″ fue realizada el pasado 30 de Junio. Más de 70 personas participaron en los talleres tuvieron y 180 personas asistieron a las presentaciones de la tarde. La jornada fue organizada por el proyecto Learn3 en colaboración con Cibernàrium.
La Jornada “Aprenentatge 3.0″ es va realitzar el passat 30 de Juny. Els tallers van tenir una participació de més de 70 persones i 180 van asistir a les presentacions de la tarda.La jornada va ser organitzada pel projecte Learn3 en col·laboració amb Cibernàrium.

Aprenentatge 3.0 showcase

jornades cibernarium Aprenentatge 3.0

“Learning 3.0″ Showcase, 30th of June. Workshops and presentations about Technology enhanced Learning. Organized by the Learn3 project in collaboration with Cibernàrium.
Jornada “Aprendizaje 3.0″, 30 de Junio. Talleres y presentaciones sobre tecnología educativa, organizado por el proyecto Learn3 en colaboración con Cibernàrium.
Jornada “Aprenentatge 3.0″, 30 de Juny, Tallers i presentacions sobre tecnologia educativa, organizat pel projecte Learn3 en col·laboració amb Cibernàrium.

Link: http://www.cibernarium.cat/cibernarium/es/jornada_learn3/index.jsp