SlideShare ist ein Scribd-Unternehmen logo
1 von 13
Downloaden Sie, um offline zu lesen
VALÉRIE EMIN, JEAN-PHILIPPE PERNIN



    ISIS AND SCENEDIT: AN INTENTION-ORIENTED
           LEARNING DESIGN FRAMEWORK
                                Sense Publishers



                                 INTRODUCTION

Various theoretical constructs have been proposed to capture abstractions in order
to design learning situations integrating digital technologies. Among those, we can
particularly quote Educational Modelling Languages (EML) (Koper & Tattersall,
2005) and pedagogical design patterns (Dimitriadis, Goodyear & Retalis, 2009;
Mor and Winters, 2007; Hernández-Leo & al, 2006; Derntl and Motschnig-Pitrik,
2005; Goodyear et al. 2004). As noticed by IMS-LD authors, an EML, which aims
at providing interoperable descriptions of learning scenarios, is not intended to be
directly manipulated by teachers or engineers: specific authoring systems (Murray
& Blessing, 2003; Koper, 2006; Botturi & al., 2006) must be provided to allow
designers to design scenarios at a lower cost. Pedagogical design patterns capture
recurring features across narratives, encapsulating critical challenges and forces
pertaining to a domain of learning design, the interactions between them and
possible solution methods. Within this approach, Laurillard & Ljubojevic (cf
chapter xx) propose a tool: the Pedagogical Pattern Collector (PPC), in order to
operationally model design, abstraction, and interpretation of pedagogical patterns.
The first generation of EML editors has been mainly developed from technical
challenges. The main goal of such tools was (a) to transform easily designer's
specifications towards implementation features and (b) to insure interoperability in
order to exchange learning scenarios between technical platforms such as Learning
Management Systems. The proposed editors, which reuse modelling techniques
coming from computer science (such as UML, for example) were considered too
complex to be mastered by teachers (Koper & Tattersall, 2005).
A second generation of editors, such as LAMS (Dalziel, 2003) or CompendiumLD
(Conole & al., 2008) proposes another "tool-box oriented" approach. LAMS
provides a series of components of different levels which represent activities that
can be combined to create a scenario. Although LAMS provides patterns of
activities and repositories for sharing scenarios, it does not allow the designer to
motivate its choices for the design or for the re-use by didactical or pedagogical
reasons. CompendiumLD is a software tool for designing learning activities using a
flexible visual interface. It provides a set of icons to represent the components of
learning activities; these icons may be dragged and dropped, then connected to
form a map representing a learning activity. It is a tool to support practitioners to
help them articulate their ideas and map out the design or learning sequence but it
doesn’t assist the designer as he starts with a white space and as LAMS doesn’t
provide explanations of the choices made.
A third generation concerns "visual instructional design languages" (Botturi &
Stubbs, 2008), derived from generic modelling languages such as UML (quote). ,
According to these authors, these tools are still too complex for a non-technical
user: "editing facilities need to be more accessible to non-technical user in order to
develop, implement and reach an easier and further use of this type of case studies
in reality".
Specific conceptual models and authoring systems must be provided (Botturi &
Stubbs, 2008) in order to help practitioners to design their own scenarios using
patterns and vocabulary nearer to their own practices. A fourth generation concerns
learning design authoring tools dedicated to practitioners which are not IMS LD or
UML experts incorporating sharing and reusing features such as patterns,
repositories... Most of the tools presented in this book can be considered among
this category. For instance, the Open Graphical Learning Modeller (OpenGLM,
Derntl & al; 2011) is a learning design authoring toolkit that supports the authoring
of IMS Learning Design (LD) units of learning at levels A and B. The activities are
graphically displayed and arranged by the designer and may be freely defined or
imported from existing patterns. Other tools, models and patterns compliant with
IMS-LD levels A and B have been designed for a specific community as CSCL
(CADMOS, CELS, WebCollage, the 4Ts model).
In that context, our research focuses on authoring environments dedicated to
specific designers: teachers who integrate digital technologies in French secondary
educational system. In this specific context, the teacher himself designs the
scenario integrating digital resources and tools, he will potentially conduct inside
his classrooms. Economic constraints do not allow a team of designers or
developers to assist each teacher: it becomes necessary therefore to provide
authoring tools which allow teachers to express their requirements based on their
own business-oriented languages and shared practices. Two goals are combined: to
provide a “computable” description able to be translated into an EML (such as
IMS-LD) and to be understood and shared by experts and practitioners sharing a
common vocabulary, knowledge of the discipline and pedagogical know-how. This
authoring approach aims to further consider learning scenario designers’
requirements and the “business process” dimensions of learning scenario design,
which are subjects of many works in Systems Engineering and Software
Engineering. We have particularly focused our research on works concerning Goal-
Oriented Requirements Engineering (Van Lamsweerde, 2001) where the elicitation
of goals is considered as an entry point for the specification of software systems as
in the Rolland and Prakash MAP model (Rolland & al., 1999). In this perspective,
we are providing authoring tools allowing teachers-designers belonging to
communities of practice to design their scenarios expressing the intentions and
strategies they adopt.
This paper is organized into 4 sections following this introduction. In section 2, we
describe our context, our goals and the conceptual framework we propose: ISiS
(Intentions-Strategies-interactional Situations) which structures the design of
learning scenarios. In section 3, we present the main functionalities of the ScenEdit
authoring environment dedicated to teachers-designers through an example. Before
concluding, section 4 describes experimentations of tools we have developed on
the basis of ISIS model.
CONTEXT OF THE RESEARCH AND ISIS CONCEPTUAL MODEL

Context of the research and methodology
The research work presented in this paper was conducted in collaboration between
the Laboratoire Informatique de Grenoble and INRP1. This collaboration closely
associates groups of teachers in charge of co-elaborating and experimenting
models we propose. This work led us to study existing practices of sharing
scenarios. In parallel with the work concerning formalization based on EMLs
(Koper & Tattersall, 2005) presented above, some international initiatives aim to
propose scenarios databases in order to favour sharing and reuse practices between
teachers, such as the IDLD (Lundgren-Cayrol & al., 2006). Their goal is to
disseminate innovative practices using digital technologies in the field of
education. These databases for teachers-designers, such as that proposed by the
French Ministery of Education: EduBase and PrimTice, list scenarios indexed with
different fields depending on the domain or subject. Their descriptions are very
heterogeneous: from practice narrations to more or less structured formalizations.
This diversity has led us to question the ability of these representations to be
understood and shared between several practitioners.
Our research is at the intersection of the two previously identified approaches: (a)
proposing scenario databases in order to favour sharing practices for the integration
of technology by practitioners and (b) proposing computational interoperable
formalisms (like IMS-LD) to describe scenarios. The research questions we
address is to facilitate teachers’ task in designing and implementing learning
scenarios using Information and Communication Technology by providing them
formalisms and tools satisfying criteria of understandability, adaptability and
appropriability. In this context, we propose to design learning scenarios by
explicitly expressing intentions and pedagocical strategies.
We organized our work into four phases by involving closely concerned teachers
(Emin & al., 2009). After a preliminary phase where we precisely defined the
targeted audience, the first phase consisted of analysing current uses of share and
reuse of scenarios. It appeared that teachers raised the difficulty to identify in such
scenarios the general objectives or the used pedagogical approach while those
criteria are central for them. After this work, teachers suggested that the design task
could be facilitated by providing libraries of typical strategies, scenarios, or
situations of various granularities. Each of these components was to be illustrated
by concrete examples. These results allowed, in a second phase, to co-elaborate
with teachers an intention-oriented model: ISiS which structures the design of a
scenario. In a third phase we experimented the ISiS model with a pilot group of
teachers by the means of textual forms and graphical representations. In a fourth
phase integrating the evaluation of this experiment, we tested several tools
implementing the ISiS model (paper forms, diagram designer, mind mapping
software and a first dedicated sofware tool) with audiences not yet involved in our
research. We set up an experiment (Emin & al., 2009) to compare the perceptions
of the three types of formalisms we are studying: narrative, computational and


––––––––––––––
1
  Institut National de la Recherche Pédagogique (French National Institute for Research in
Education), since 2012 called IFE, Institut Français d’Education (French Institute of Education)
structural. The purpose of this phase was to validate our assumptions and to
evaluate our model and its first implementation before new developments.
We describe in next section ISiS intention-oriented conceptual model.

The ISiS model
In this research work we have combined different approaches in the teacher's
designing process: (a) to organize the scenario by eliciting formally the intentions
of the designer and by representing explicitly the learning strategies chosen and (b)
to favour exploration of reusable components and patterns in specific libraries
adapted to specific communities of teachers. To this end, we have co-elaborated
the ISiS (Intentions, Strategies, and interactional Situations) intention-oriented
conceptual model. This framework proposes a specific identification of the
intentional, strategic, tactical and operational dimensions of a learning scenario.
ISiS aims to capture the teachers’ intentions and strategies in order to better
understand scenarios written by others and to favour sharing and reuse practices.
ISiS is not an alternative solution to EMLs, but complements them by offering
higher level models, methods and tools designed for and with teachers-designers.
In parallel with the elaboration of the ISiS model, we have co-designed with
teachers a series of software prototypes progressively implementing ISiS concepts.
According to the ISiS model (cf. fig. 1), the organization and planning of a learning
unit can be described with a high-level intentional scenario which reflects the
designer’s intentional and strategic dimensions. An intentional scenario organizes
the scenario into different phases or cases by means of intentions and strategies.
Each phase or case can be either recursively refined by a new intention or linked at
a tactical level to a suitable interactional situation. An interactional situation can
be itself described by a more low-level interactional scenario which defines, in an
operational way, the precise organization of situations (in terms of activities,
interactions, roles, tools, services, provided or produced resources, etc.).
Interactional scenarios are the operational level typically illustrated with EML
examples of implementation.
Figure 1 provides an overview of the ISiS model which proposes to structure the
design of a scenario describing the organization and planned execution of a
learning unit.
- the I level (Intention) describes the designer’s intentions. In our field, intentions
are closely linked to the knowledge context which defines targeted knowledge items
(concepts, notions, competencies, know-how, abilities, conceptions or
misconceptions, etc.). The intentions for the designer can be, for example, to
reinforce a specific competence in electricity, to favour a notion discovery, to
destabilize a frequent misconception, etc;
- the S level (Strategy) is related to strategic features. In order to reach goals
related to the intentions formulated at I level, the designer opts for the strategy he
considers to be the most appropriate. Two main kinds of strategies can be
distinguished: sequencing strategies which organize the arrangement of logical
phases (for example a scientific inquiry strategy can be modelled as a series of four
phases), distribution strategies which plan different solutions for identified cases
(for example, a differentiation strategy takes into account three possible levels of
mastering). Strategies can be combined by successive refinements: for example, a
sequencing strategy may specify one of the cases of a distribution strategy;
Figure 1. An overview of the ISiS model

- the iS level (interactional Situation) represents the tactical level, i.e. the proposed
solution to implement the formulated intentions and strategies. We consider that,
for a new problem, a teacher-designer does not rebuild a new specific solution
from scratch. As underlined in works on schemata and routines in teaching
activities (Schank & Abelson, 1977), the teacher bases his planning or his
adjustments upon a library of mastered solutions, which are triggered by specific
events. In the same way, we assume that a scenario designer selects situations
which are appropriate for his intentions and strategies, from a library of patterns.
Each “interactional situation” is defined as a set of interactions with a specific set
of roles, tools, resources, locations, according to the situational context. The
situational context is defined at an “abstract” level, which means that only typical
elements are listed (i.e.: word processor, mind map…). Physical spaces are
represented by the item locations, which are typical abstract locations: classroom,
home, internet connected location, etc. For example, in order to specify the
scenario for the “solution elaboration phase” in a collaborative way and for distant
learners, a designer can choose a typical situation called “argued debate on a forum
with consensus”. In another context, as for example for pupils who have
difficulties at school, a more personalized situation can be used, such as “choosing
a solution between different possible proposals by using a MCQ tool”;
The ISiS model proposes to clarify the upper levels (I, S and iS) that are generally
used but not explicitly defined by current methods or tools. In parallel with the
elaboration of the ISiS model, we have co-designed with teachers a series of
software prototypes progressively implementing ISiS concepts. We present now
these implementations and ScenEdit web version.

                     IMPLEMENTATION OF THE ISIS MODEL

Towards flexible and continued design processes
The ISiS framework is not properly a method as it does not propose a specific
order to combine design steps. The ISiS is based on the hypothesis that all
dimensions of a scenario (intentions, strategies, situations, activities, resources)
must be elicited and interlinked in order to facilitate the design, appropriation,
sharing and reuse. In our experimentations, we analyzed the tasks undertaken by
teachers-designers (Emin & al., 2009). Several design processes as shown by
different studies involving teachers-designers were considered. Some teachers were
able to choose a top-down approach by hierarchically defining their intentions,
strategies, situations, etc., while others preferred to adopt a bottom-up approach by
“rebuilding” a scenario from resources or patterns that they wanted to integrate.
Consequently, one of our hypotheses is that the design of learning scenario cannot
be modelled as a linear process without significantly reducing designers’ creativity.
According to the designer type, according to the uses within a precise community
of practice, several kinds of objects or methods are shared. As a result, resources,
pedagogical methods and typical situations could constitute an entry point from
which design steps will be combined. From this entry point (for example typical
interactional situations), the designer may alternatively and recursively perform
design tasks. On these principles, the ISiS model was implemented successively
using different kinds of tools (diagram designing or mind mapping software). In a
first step, we elaborated paper forms to express the different dimensions of the
design (knowledge context, situational context, intentions, strategies, interactional
situations, activities, etc.). We also adapted mind mapping software where each
node represents a concept (e.g. strategies, phases, interactional situation) and can
be edited with a specific electronic form. These first tools based on the ISiS model
were experimented in a secondary school with a group of five teachers in
technological domains. Each “teacher-designer” had one month to model a learning
sequence that he had to implement during the school year, by using the tools
provided. All the 5 teachers accomplished the required task in the prescribed time,
and the different sequences which were produced had a duration varying between
two and six hours. One teacher actually covered the complete process by (1)
describing his scenario in paper form, (2) encoding the designed scenario with a
specific editor (LAMS), (3) implementing the result automatically towards
Moodle, a learning management system and (4) testing the scenario with his pupils.
After this first experimentation, teachers were questioned about their design
activity. The answers given by the teachers-designers have shown the benefits of
the model for the improvement of the quality of the scenarios created, for
illustrating the importance of the elicitation of intentions and strategies by users
themselves, for the better understanding of the scenarios created by others and for
simplifying the design process by reducing the distance between users’
requirements and the effectively implemented system.
Finally, the following points can be raised:
- the elicitation of intentions and strategies allowed the teacher-designer to better
understand a scenario designed by a peer;
- teachers expressed the need to be provided with reusable components allowing
(a) a significant decrease in the design duration and (b) an exploration of solutions,
proposed by peers, for a renewal of practices;
- the complete implementation on a LMS by one of the teachers was considered to
be facilitated by using the ISiS model;
- the provided tools (paper forms and mind mapping tools) were considered as too
costly to be integrated into regular professional use.
These first results show the capabilities of the ISiS model to encourage an efficient
authoring approach. The main restriction formulated by users refers to the
provision of adapted graphical tools. As a solution to this restriction and after the
evaluation of some authoring solutions in learning design (Koper, 2006; Botturi &
al., 2006; Dalziel, 2003; Botturi & Stubbs , 2008), we have co-elaborated with
panels of users a specific graphical authoring environment named ScenEdit (Emin
& al., 2010) based on the ISiS Model.

ScenEdit: a graphical authoring tool to design learning scenarios
ScenEdit is a web-based authoring environment which allows a community of
teachers to create, modify and reuse learning scenarios. ScenEdit allows teachers to
quickly and easily create structured scenarios by:
          eliciting its intentions in terms of knowledge, competencies and abilities
          from pre-existing database, common to a certain community of teachers;
          choosing scenario patterns corresponding to common or novel strategies,
          well adapted to its intentions and to the learning context;
          selecting interactional situations and matching them to the different steps
          of the strategies;
          managing different components in specific databases, like scenarios,
          intentions, strategies, interactional situations…
In this version, operationalization features have not been yet implemented.
ScenEdit proposes three workspaces: the Scenario edition workspace, the ISiS
Components workspace, and the Context workspace represented by different tabs
in the ScenEdit editor as shown in figure 2.
Figure 2 shows the view provided by the Scenario Edition tab, on our scenario
example: LearnElec (Lejeune & al., 2007). LearnElec is a collaborative scenario
concerning the “concept of power of a bulb” in Electricity domain in secondary
school. This scenario has been co-designed by domain-specialists and teachers with
a main intention which is to destabilize a usual misconception in electricity: “the
proximity of the generator has an influence on the intensity”.
Figure 2 shows this scenario implemented with the ScenEdit graphical tool, each
type of component (Intentions, Strategies, Situations) is shown with a different
symbol: a triangle for a step, a rounded rectangle for an intention, a rectangle for a
strategy, a circle for a phase and a picture for a situation. Checkboxes (Intentions,
Strategies and Situations) of Figure 2 allows visualizing the desired levels.
Figure 2. ScenEdit main screen

The Scenario edition workspace allows to graphically design a structuring scenario
using the hierarchy of ISiS levels by assembling and logically linking elements
defined in this tab or previously defined in the ISiS Components tab. The ISiS
Components workspace is dedicated to manage the three main components of the
ISiS model: (a) Intentions, (b) Strategies and (c) interactional Situations. Each
component can be made of re-usable elements that can appear in many scenarios,
and for each type the author can either create a new element or import and adapt an
existing one from a library. The library contains the components of the scenario
and all the patterns provided in the global database.
In LearnElec scenario, the teachers’ first didactical intention is “to destabilize” a
frequently encountered “misconception” of students in electricity which is that
“proximity of the battery has an influence on current intensity”.
Figure 3 shows how this intention is implemented within ScenEdit, by defining
mainly 4 elements: the formulator of the intention, the actor concerned by the
intention, and the intention itself: an operation on a knowledge item.




   Figure 3. An example of intention in ScenEdit: intention “destabilize- proximity of the
                     battery has an influence on current intensity”
After having defined his intention, the teacher-designer has to choose the
appropriate strategy he wants to use to reach the goal. In LearnElec scenario, the
didactical intention is implemented with a specific didactical strategy called
“scientific investigation” composed of four phases: hypothesis elaboration, solution
elaboration, hypothesis testing and conclusion.
Figure 4 shows the visual representation of the intention and the strategy we have
implemented with these four phases.




         Figure 4. An example of strategy in ScenEdit: “scientific investigation”

Each phase can be performed through various pedagogical modes and can be
refined by another intention according to the type of activity, the availability of
computer services, etc. the teacher wants to use. In our example, the first phase:
“hypothesis elaboration” is refined by a pedagogical intention called “increase the
ability to work in a collaborative way” as shown in figure 2. This intention is
implemented with a strategy called “elaborating a proposal by making a
consensus” composed of two phases: “Make an individual proposal” and “Confront
proposals. Obtain a consensus”.




               Figure 5. An example of interactional situation in ScenEdit
For each phase, an interactional situation can be defined. Figure 5 shows the form
used to define the interactional situation: “Individual proposal using MCQ”, in
which actors, tools, resources and locations are specified. Finally, during these two
phases the teacher is involved in an activity of management of the groups
symbolized by an interactional situation called “Group management” as shown in
figure 2.
The Context workspace defines the two different types of context in which a
learning unit can be executed: the knowledge context and the situational context.
The knowledge context tab allows defining the different contexts of knowledge that
can be used in the scenario for defining the knowledge items used for intentions
and pre-requisites. The situational context tab allows defining the elements of
interactional Situations: actors, tools, resources, locations. The choices available
for each component depends on the characteristics defined in the Context
workspace.
This web version of our graphical editor ScenEdit was experimented with teachers
not yet involved in our research in order to use it for their classes; we describe
briefly this experiment in next section.

             EXPERIMENTATION OF THE SCENEDIT ENVIRONMENT

At each phase of this research work (cf section 2), experiments have been
conducted in order to adopt a co-design and user-oriented approach. These
experimentations with teachers-designers have shown the benefits of the ISiS
model (1) to improve the quality of the scenarios created, (2) to illustrate the
importance of the elicitation of intentions and strategies by users themselves, (3) to
better understand the scenarios created by others and (4) to simplify the design
process by reducing the distance between users’ requirements and the effectively
implemented system.
An experimentation of our graphical online tool ScenEdit in terms of utility and
usability, has been done in April 2009 during two days in a French secondary
school. The subjects were a group of five teachers in Industrial Sciences and
Techniques fields (electronics, mechanics and physics). Two teachers had worked
with us before on the definition of reusable components inside our tool ScenEdit
and the three others had never heard about ISiS model or learning scenario design
before this experiment. This study is qualitative and is used so as to help us to
improve the model and tools we are developing. We are only presenting here the
main results, and especially the ones concerning the interest and the ability of
reusing components (Intentions, Strategies, interactional Situations) or scenarios, in
the form of templates or design patterns. Table 1 shows their answers as regards
collaborative work with other teachers.

Table 1. Breakdown of the answers to questions about re-use for collaborative work between
teachers

As regards collaborative      No         totally    quite    quite     absolute Total
work with other teachers,     answer     useless    usele    useful    ly useful
evaluate the fact of having                         ss
components / patterns,
implemented previously by
                              0          0          0        3         2           5
the designers of ScenEdit
is…
implemented previously by
                              0          0           0       3          2          5
other teachers is…
implemented previously by
                              0          0           0       3          2          5
yourself is…
Total                         0          0           0       9          6          15

More precisely the elements provided with ScenEdit (knowledge items, intentions,
strategies, interactional situation patterns…) are useful as can be seen in table 2.
To the question “Would you say that the presence of components and patterns is…”
(two possible choices), the associated terms were “advantage”(4 answers), “help”
(4 answers). One of the experimented teachers said, it was an “advantage” and a
“constraint”, and he explained that “at first sight I found the choices were not wide
enough, I was a little embarrassed to be unable to put whatever I wanted… and
finally it’s another advantage of ISiS thinking of words that everybody can accept
and then speak the same language” so he was convinced of the necessity to have a
definite number of possibilities in the list if the vocabulary chosen is relevant for
their users.

Table 2. Breakdown of the answers to questions about the presence of suggestions

Evaluate the presence of      No         totally     quite   quite      absolute Total
suggestions                   answer     useless     usele   useful     ly useful
                                                     ss
knowledge items               0          0           0       4          1          5
intentions                    0          0           0       4          1          5
strategies                    0          0           0       4          1          5
interactional situations      0          0           0       3          2          5
Total                         0          0           0       15         5          20

Some of the comments suggested improvements of the visual representation of the
ISiS model: in particular more precision is required for the temporal dimension
which is not represented on the actual simple tree version. Moreover they pointed
out that making the phases and the activities more explicit helped them as « the
scenario can be appropriated more quickly ».
In the end, the detailed analysis of this qualitative study (Emin & al., 2009) shows
the value for the practitioners of having access to reusable components in the
context of designing for the teachers’ own ordinary work in their classroom or for a
collaborative work with other teachers.

                                     CONCLUSION

In this paper, we have presented an overview of ISiS model and ScenEdit
authoring environment whose purpose is to assist teachers in the design of learning
scenarios and to favour sharing and re-use practices. According to our
experimentations, the ISiS model, co-elaborated with a panel of practitioners,
appears efficient. Part of our work with the teachers has been to formalize and
design patterns of learning scenarios, pedagogical approaches and recurrent
interactional situations. ScenEdit offers some patterns of different levels
(intentions, strategies, interactional situations) elaborated from best-practices found
in the literature or within communities of practice. With this environment, we
expect users will be able to feed databases by exporting fragments of their own
scenario, in order to share their scenarios with others or reuse them further in
related or different contexts. The graphical representation shown on figure 2 is a
classical hierarchical tree quite useful to produce a scenario but not very clear to
understand a new scenario because of the different levels of imbrications. The new
graphical representation we are implementing in the online version is a tree where
the horizontal dimension represents time evolution and the vertical dimension
represents the hierarchy of the ISiS concepts. As the scenario can be encoded as an
XML file, different outputs can be produced, a printable text or form for the
teacher is now available, and we plan to offer several possibilities of
transformation in next version: a printable picture of the edition views and a
SCORM package which can be executed on a LMS.
We aim at experimenting ScenEdit more thoroughly, with a wider audience which
not necessarily has a great familiarity with ICT and scenario design software and
methods.

                                           REFERENCES

Botturi, L., Cantoni, L., Lepori, B., Tardini, S. (2006). Fast Prototyping as a Communication Catalyst
   for E-Learning Design: Making the Transition to E-Learning: Strategies and Issues. Hershey, M.
   Bullen & D. Janes editors
Botturi, L., Stubbs S. (2008). Handbook of Visual Languages in Instructional Design: Theories and
   Pratices. Hershey, PA: Informing Science Reference., USA
Dalziel, J. (2003). Implementing learning design: the Learning Activity Management System (LAMS).
   Proceedings of the ASCILITE 2003 conference, Adelaide.
Derntl, M., Neumann, S., Oberhuemer, P. (2011). Community Support for Authoring, Sharing, and
   Reusing Instructional Models: The Open Graphical Learning Modeler (OpenGLM). Proceedings of
   IEEE ICALT 2011, Athens, Georgia, USA.
Derntl, M. & Motschnig-Pitrik, R.. The role of structure, patterns, and people in blended learning. The
   Internet and Higher Education, 8 (2), 111-130. (2005)
Dimitriadis, Y., Goodyear, P., Retalis, S. (Eds). (2009).Using e-learning design patterns to augment
   learners' experiences, Computers in Human Behavior, Volume 25, Issue 5, 2009.
Emin V., Pernin J.-P. and Aguirre J.-L. (2010). ScenEdit: An Intention-Oriented Authoring
   Environnment to Design Learning Scenarios. In Wolpers M., Kirschner P., Scheffel M., Lindstaedt
   S., and Dimitrova V., (Eds) Sustaining TEL: From Innovation to Learning and Practice, vol. 6383 of
   Lecture Notes in Computer Science, pp. 626-631. Springer Berlin/Heidelberg.
Emin, V., Pernin, J.-P., & Guéraud, V. (2009). Model and tool to clarify intentions and strategies in
   learning scenarios design. In Cress, U., Dimitrova, V., Specht, M., (Eds.) Learning in the Synergy of
   Multiple Disciplines. vol. 5794 of Lecture Notes In Computer Science, pp. 462-476, Springer
   Berlin/Heidelberg.
Goodyear, P., Avgeriou, P.,Baggetun, R., Bartoluzzi, S., Retalis, S., Ronteltap, F. & Rusman, E. (2004).
   Towards a pattern language for networked learning. Proceedings Networked Learning Conference
   2004, Lancaster University, England, UK.
Hernández-Leo, D, Villasclaras-Fernández, E. D., Asensio-Pérez, J. I, Dimitriadis, Y., Jorrín-Abellán, I.
   M., Ruiz-Requies, I., & Rubia-Avi, B. (2006). COLLAGE: A collaborative Learning Design editor
   based on patterns. Educational Technology & Society, 9 (1), 58-71.
Koper, R. (2006). Current Research in Learning Design. Educational Technology & Society, 9 (1), pp.
   13-22
Koper, R. and Tattersall, C. (2005). Learning Design: A Handbook on Modelling and Delivering
   Networked Education and Training. Springer Verlag, Heidelberg
Laurillard, D. & Ljubojevic, D. (2011) Evaluating learning designs through the formal representation of
   pedagogical patterns. In C. Kohls & J. Wedekind (Eds.), Investigations of E-Learning Patterns:
   Context Factors, Problems and Solutions. Hershey, PA: IGI Global.
Lejeune A., David J.P., Martel C., Michelet S., Vezian N. (2007). To set up pedagogical experiments in
   a virtual lab: methodology and first results, International Conference ICL, Villach Austria
Lundgren-Cayrol, K., Marino, O., Paquette, G., Léonard, M. & De La Teja, I. (2006). Implementation
   and deployment process of IMS Learning Design: Findings from the Canadian IDLD research
   project, Proceedings Conference IEEE ICALT’06, pp. 581-585.
Mor Y., Winters N., Design approaches in technology-enhanced learning, Interactive Learning
   Environments, 1744-5191, Volume 15, Issue 1, 2007, p 61–75.
Murray, T., Blessing, S. (2003). Authoring Tools for Advanced Technology Learning Environment,
   Toward Cost-Effective Adaptive, Interactive and Intelligent Educational Software, Ainsworth, S.
   (Eds.), Dordrecht: Kluwer Academic Publishers, pp. 571
Rolland, C., Prakash, N. and Benjamen, A. (1999). A Multi-Model View of Process Modelling,
   Requirements Engineering, 4(4), pp. 169–187
Schank, R. C. & Abelson, R.: Scripts, plans, goals and understanding, Erlbaum, Hillsdale, (1977)
Van Lamsweerde A. (2001). Goal-Oriented Requirements Engineering: A Guided Tour, Fifth IEEE
   International Symposium on Requirements Engineering, pp. 249


                    WEB-REFERENCES FOR THE DEMONSTRATION

ScenEdit Home Page
http://eductice.ens-lyon.fr/EducTice/recherche/scenario/scenedit/scenedit/view?set_language=en
Remote access to the Prototype
http://scenedit.imag.fr/demo/
login: demo_scenedit


                                         AFFILIATIONS

Valérie Emin
S2HEP, Institut Français de l’Education
ENS Lyon

Jean-Philippe Pernin
Laboratoire Informatique de Grenoble
Université Grenoble 3

Weitere ähnliche Inhalte

Was ist angesagt?

Asld2011 ljubojevic laurillard
Asld2011 ljubojevic laurillardAsld2011 ljubojevic laurillard
Asld2011 ljubojevic laurillardYishay Mor
 
Asld2011 prieto dimitriadis_villagrá-sobrin
Asld2011 prieto dimitriadis_villagrá-sobrinAsld2011 prieto dimitriadis_villagrá-sobrin
Asld2011 prieto dimitriadis_villagrá-sobrinYishay Mor
 
Asld2011 kohen vacs-ronen_hammer
Asld2011 kohen vacs-ronen_hammerAsld2011 kohen vacs-ronen_hammer
Asld2011 kohen vacs-ronen_hammerYishay Mor
 
OpenGLM - A (Very) Brief Intro
OpenGLM - A (Very) Brief IntroOpenGLM - A (Very) Brief Intro
OpenGLM - A (Very) Brief IntroMichael Derntl
 
Asld2011 walmsley
Asld2011 walmsleyAsld2011 walmsley
Asld2011 walmsleyYishay Mor
 
Asld2011 burgos
Asld2011 burgosAsld2011 burgos
Asld2011 burgosYishay Mor
 
A new-method-of-adaptation-in-integrated-learning-environment
A new-method-of-adaptation-in-integrated-learning-environmentA new-method-of-adaptation-in-integrated-learning-environment
A new-method-of-adaptation-in-integrated-learning-environmentCemal Ardil
 
Technology-mediated Boundary Objects and Boundary Crossings in VET
Technology-mediated Boundary Objects and Boundary Crossings in VETTechnology-mediated Boundary Objects and Boundary Crossings in VET
Technology-mediated Boundary Objects and Boundary Crossings in VETMarianne Riis
 
The Valladolid Presentation - Nov, 16, 2011
The Valladolid Presentation - Nov, 16, 2011The Valladolid Presentation - Nov, 16, 2011
The Valladolid Presentation - Nov, 16, 2011sdemetri
 
The Need for Standardization of Context Metadata for e-Learning Environments ...
The Need for Standardization of Context Metadata for e-Learning Environments ...The Need for Standardization of Context Metadata for e-Learning Environments ...
The Need for Standardization of Context Metadata for e-Learning Environments ...Richter Thomas
 
Context and Culture Metadata – A tool for the internationalization of e-Learn...
Context and Culture Metadata – A tool for the internationalization of e-Learn...Context and Culture Metadata – A tool for the internationalization of e-Learn...
Context and Culture Metadata – A tool for the internationalization of e-Learn...Richter Thomas
 
Typologies of learning design and the introduction of a “ld type 2” case example
Typologies of learning design and the introduction of a “ld type 2” case exampleTypologies of learning design and the introduction of a “ld type 2” case example
Typologies of learning design and the introduction of a “ld type 2” case exampleeLearning Papers
 
A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS
 A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS
A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLSFrancesca Pozzi
 
Asld2011 ryberg buus_georgsen_nyvang_davidsen
Asld2011 ryberg buus_georgsen_nyvang_davidsenAsld2011 ryberg buus_georgsen_nyvang_davidsen
Asld2011 ryberg buus_georgsen_nyvang_davidsenYishay Mor
 
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...Francesca Pozzi
 
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...Aliabbas Petiwala
 

Was ist angesagt? (17)

Asld2011 ljubojevic laurillard
Asld2011 ljubojevic laurillardAsld2011 ljubojevic laurillard
Asld2011 ljubojevic laurillard
 
Asld2011 prieto dimitriadis_villagrá-sobrin
Asld2011 prieto dimitriadis_villagrá-sobrinAsld2011 prieto dimitriadis_villagrá-sobrin
Asld2011 prieto dimitriadis_villagrá-sobrin
 
Asld2011 kohen vacs-ronen_hammer
Asld2011 kohen vacs-ronen_hammerAsld2011 kohen vacs-ronen_hammer
Asld2011 kohen vacs-ronen_hammer
 
OpenGLM - A (Very) Brief Intro
OpenGLM - A (Very) Brief IntroOpenGLM - A (Very) Brief Intro
OpenGLM - A (Very) Brief Intro
 
Asld2011 walmsley
Asld2011 walmsleyAsld2011 walmsley
Asld2011 walmsley
 
Asld2011 burgos
Asld2011 burgosAsld2011 burgos
Asld2011 burgos
 
A new-method-of-adaptation-in-integrated-learning-environment
A new-method-of-adaptation-in-integrated-learning-environmentA new-method-of-adaptation-in-integrated-learning-environment
A new-method-of-adaptation-in-integrated-learning-environment
 
Technology-mediated Boundary Objects and Boundary Crossings in VET
Technology-mediated Boundary Objects and Boundary Crossings in VETTechnology-mediated Boundary Objects and Boundary Crossings in VET
Technology-mediated Boundary Objects and Boundary Crossings in VET
 
The Valladolid Presentation - Nov, 16, 2011
The Valladolid Presentation - Nov, 16, 2011The Valladolid Presentation - Nov, 16, 2011
The Valladolid Presentation - Nov, 16, 2011
 
The Need for Standardization of Context Metadata for e-Learning Environments ...
The Need for Standardization of Context Metadata for e-Learning Environments ...The Need for Standardization of Context Metadata for e-Learning Environments ...
The Need for Standardization of Context Metadata for e-Learning Environments ...
 
Context and Culture Metadata – A tool for the internationalization of e-Learn...
Context and Culture Metadata – A tool for the internationalization of e-Learn...Context and Culture Metadata – A tool for the internationalization of e-Learn...
Context and Culture Metadata – A tool for the internationalization of e-Learn...
 
Typologies of learning design and the introduction of a “ld type 2” case example
Typologies of learning design and the introduction of a “ld type 2” case exampleTypologies of learning design and the introduction of a “ld type 2” case example
Typologies of learning design and the introduction of a “ld type 2” case example
 
A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS
 A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS
A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS
 
Asld2011 ryberg buus_georgsen_nyvang_davidsen
Asld2011 ryberg buus_georgsen_nyvang_davidsenAsld2011 ryberg buus_georgsen_nyvang_davidsen
Asld2011 ryberg buus_georgsen_nyvang_davidsen
 
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...
(REVISED) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND T...
 
10.1007%2 fs40299 015-0237-2
10.1007%2 fs40299 015-0237-210.1007%2 fs40299 015-0237-2
10.1007%2 fs40299 015-0237-2
 
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...
Constructing a Learner Centric Semantic Syllabus for Automatic Text Book Gen...
 

Andere mochten auch

Asld isis scenedit_1506
Asld isis scenedit_1506Asld isis scenedit_1506
Asld isis scenedit_1506eductice
 
ISIS Family Module Presentation
ISIS Family Module PresentationISIS Family Module Presentation
ISIS Family Module PresentationSteve Zanotti
 
The Islamic State: An Introduction by Aaron Zelin
The Islamic State: An Introduction by Aaron ZelinThe Islamic State: An Introduction by Aaron Zelin
The Islamic State: An Introduction by Aaron ZelinWashInstitute
 
The Near Future of CSS
The Near Future of CSSThe Near Future of CSS
The Near Future of CSSRachel Andrew
 
The Presentation Come-Back Kid
The Presentation Come-Back KidThe Presentation Come-Back Kid
The Presentation Come-Back KidEthos3
 

Andere mochten auch (7)

Asld isis scenedit_1506
Asld isis scenedit_1506Asld isis scenedit_1506
Asld isis scenedit_1506
 
Ekiti State Government Of Nigeria PIU Advert
Ekiti State Government Of Nigeria PIU AdvertEkiti State Government Of Nigeria PIU Advert
Ekiti State Government Of Nigeria PIU Advert
 
ISIS Family Module Presentation
ISIS Family Module PresentationISIS Family Module Presentation
ISIS Family Module Presentation
 
The Islamic State: An Introduction by Aaron Zelin
The Islamic State: An Introduction by Aaron ZelinThe Islamic State: An Introduction by Aaron Zelin
The Islamic State: An Introduction by Aaron Zelin
 
Isis
IsisIsis
Isis
 
The Near Future of CSS
The Near Future of CSSThe Near Future of CSS
The Near Future of CSS
 
The Presentation Come-Back Kid
The Presentation Come-Back KidThe Presentation Come-Back Kid
The Presentation Come-Back Kid
 

Ähnlich wie ASLD_ISIS_SCENEDIT

Tools and resources to guide practice june 23
Tools and resources to guide practice june 23Tools and resources to guide practice june 23
Tools and resources to guide practice june 23Grainne Conole
 
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...Yishay Mor
 
A Domain Engineering For Interactive Learning Modules
A Domain Engineering For Interactive Learning ModulesA Domain Engineering For Interactive Learning Modules
A Domain Engineering For Interactive Learning ModulesNathan Mathis
 
Mash-Up Personal Learning Environments
Mash-Up Personal Learning EnvironmentsMash-Up Personal Learning Environments
Mash-Up Personal Learning Environmentsfridolin.wild
 
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...Suzanne Simmons
 
A new Moodle module supporting automatic verification of VHDL-based assignmen...
A new Moodle module supporting automatic verification of VHDL-based assignmen...A new Moodle module supporting automatic verification of VHDL-based assignmen...
A new Moodle module supporting automatic verification of VHDL-based assignmen...Sabrina Ball
 
Gmx europlop08
Gmx europlop08Gmx europlop08
Gmx europlop08Yishay Mor
 
Art%3 a10.1007%2fs40593 015-0087-3
Art%3 a10.1007%2fs40593 015-0087-3Art%3 a10.1007%2fs40593 015-0087-3
Art%3 a10.1007%2fs40593 015-0087-3Imen FARAH
 
Chapter 8 design representations
Chapter 8 design representationsChapter 8 design representations
Chapter 8 design representationsgrainne
 
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...Richter Thomas
 
R representing designs
R representing designsR representing designs
R representing designspmundin
 
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...Eswar Publications
 
ENCORE Workshop Webinar 26 February 2024
ENCORE Workshop Webinar 26 February 2024ENCORE Workshop Webinar 26 February 2024
ENCORE Workshop Webinar 26 February 2024EADTU
 
Ontology-based Semantic Approach for Learning Object Recommendation
Ontology-based Semantic Approach for Learning Object RecommendationOntology-based Semantic Approach for Learning Object Recommendation
Ontology-based Semantic Approach for Learning Object RecommendationIDES Editor
 
Running Head INSTRUCTIONAL DESIGN MODELS .docx
Running Head INSTRUCTIONAL DESIGN MODELS                        .docxRunning Head INSTRUCTIONAL DESIGN MODELS                        .docx
Running Head INSTRUCTIONAL DESIGN MODELS .docxjeanettehully
 
Learning design-daviniahl-nov2013
Learning design-daviniahl-nov2013Learning design-daviniahl-nov2013
Learning design-daviniahl-nov2013davinia.hl
 
Designing for Change: Mash-Up Personal Learning Environments
Designing for Change: Mash-Up Personal Learning EnvironmentsDesigning for Change: Mash-Up Personal Learning Environments
Designing for Change: Mash-Up Personal Learning EnvironmentseLearning Papers
 

Ähnlich wie ASLD_ISIS_SCENEDIT (20)

Tools and resources to guide practice june 23
Tools and resources to guide practice june 23Tools and resources to guide practice june 23
Tools and resources to guide practice june 23
 
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...
Yannis Dimitriadis: Interweaving learning and assessment patterns in CSCL scr...
 
Design for learning
Design for learningDesign for learning
Design for learning
 
E designtemplatedraft
E designtemplatedraftE designtemplatedraft
E designtemplatedraft
 
A Domain Engineering For Interactive Learning Modules
A Domain Engineering For Interactive Learning ModulesA Domain Engineering For Interactive Learning Modules
A Domain Engineering For Interactive Learning Modules
 
Mash-Up Personal Learning Environments
Mash-Up Personal Learning EnvironmentsMash-Up Personal Learning Environments
Mash-Up Personal Learning Environments
 
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...
A Proposal For A Web Service-Based Architecture To Support The Enhancement Of...
 
Remath teacher scenarios
Remath teacher scenariosRemath teacher scenarios
Remath teacher scenarios
 
A new Moodle module supporting automatic verification of VHDL-based assignmen...
A new Moodle module supporting automatic verification of VHDL-based assignmen...A new Moodle module supporting automatic verification of VHDL-based assignmen...
A new Moodle module supporting automatic verification of VHDL-based assignmen...
 
Gmx europlop08
Gmx europlop08Gmx europlop08
Gmx europlop08
 
Art%3 a10.1007%2fs40593 015-0087-3
Art%3 a10.1007%2fs40593 015-0087-3Art%3 a10.1007%2fs40593 015-0087-3
Art%3 a10.1007%2fs40593 015-0087-3
 
Chapter 8 design representations
Chapter 8 design representationsChapter 8 design representations
Chapter 8 design representations
 
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...
A Methodology to Compare and Adapt E-Learning in the Global Context (Pawlowsk...
 
R representing designs
R representing designsR representing designs
R representing designs
 
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...
Semantically Enchanced Personalised Adaptive E-Learning for General and Dysle...
 
ENCORE Workshop Webinar 26 February 2024
ENCORE Workshop Webinar 26 February 2024ENCORE Workshop Webinar 26 February 2024
ENCORE Workshop Webinar 26 February 2024
 
Ontology-based Semantic Approach for Learning Object Recommendation
Ontology-based Semantic Approach for Learning Object RecommendationOntology-based Semantic Approach for Learning Object Recommendation
Ontology-based Semantic Approach for Learning Object Recommendation
 
Running Head INSTRUCTIONAL DESIGN MODELS .docx
Running Head INSTRUCTIONAL DESIGN MODELS                        .docxRunning Head INSTRUCTIONAL DESIGN MODELS                        .docx
Running Head INSTRUCTIONAL DESIGN MODELS .docx
 
Learning design-daviniahl-nov2013
Learning design-daviniahl-nov2013Learning design-daviniahl-nov2013
Learning design-daviniahl-nov2013
 
Designing for Change: Mash-Up Personal Learning Environments
Designing for Change: Mash-Up Personal Learning EnvironmentsDesigning for Change: Mash-Up Personal Learning Environments
Designing for Change: Mash-Up Personal Learning Environments
 

ASLD_ISIS_SCENEDIT

  • 1. VALÉRIE EMIN, JEAN-PHILIPPE PERNIN ISIS AND SCENEDIT: AN INTENTION-ORIENTED LEARNING DESIGN FRAMEWORK Sense Publishers INTRODUCTION Various theoretical constructs have been proposed to capture abstractions in order to design learning situations integrating digital technologies. Among those, we can particularly quote Educational Modelling Languages (EML) (Koper & Tattersall, 2005) and pedagogical design patterns (Dimitriadis, Goodyear & Retalis, 2009; Mor and Winters, 2007; Hernández-Leo & al, 2006; Derntl and Motschnig-Pitrik, 2005; Goodyear et al. 2004). As noticed by IMS-LD authors, an EML, which aims at providing interoperable descriptions of learning scenarios, is not intended to be directly manipulated by teachers or engineers: specific authoring systems (Murray & Blessing, 2003; Koper, 2006; Botturi & al., 2006) must be provided to allow designers to design scenarios at a lower cost. Pedagogical design patterns capture recurring features across narratives, encapsulating critical challenges and forces pertaining to a domain of learning design, the interactions between them and possible solution methods. Within this approach, Laurillard & Ljubojevic (cf chapter xx) propose a tool: the Pedagogical Pattern Collector (PPC), in order to operationally model design, abstraction, and interpretation of pedagogical patterns. The first generation of EML editors has been mainly developed from technical challenges. The main goal of such tools was (a) to transform easily designer's specifications towards implementation features and (b) to insure interoperability in order to exchange learning scenarios between technical platforms such as Learning Management Systems. The proposed editors, which reuse modelling techniques coming from computer science (such as UML, for example) were considered too complex to be mastered by teachers (Koper & Tattersall, 2005). A second generation of editors, such as LAMS (Dalziel, 2003) or CompendiumLD (Conole & al., 2008) proposes another "tool-box oriented" approach. LAMS provides a series of components of different levels which represent activities that can be combined to create a scenario. Although LAMS provides patterns of activities and repositories for sharing scenarios, it does not allow the designer to motivate its choices for the design or for the re-use by didactical or pedagogical reasons. CompendiumLD is a software tool for designing learning activities using a flexible visual interface. It provides a set of icons to represent the components of learning activities; these icons may be dragged and dropped, then connected to form a map representing a learning activity. It is a tool to support practitioners to help them articulate their ideas and map out the design or learning sequence but it doesn’t assist the designer as he starts with a white space and as LAMS doesn’t provide explanations of the choices made.
  • 2. A third generation concerns "visual instructional design languages" (Botturi & Stubbs, 2008), derived from generic modelling languages such as UML (quote). , According to these authors, these tools are still too complex for a non-technical user: "editing facilities need to be more accessible to non-technical user in order to develop, implement and reach an easier and further use of this type of case studies in reality". Specific conceptual models and authoring systems must be provided (Botturi & Stubbs, 2008) in order to help practitioners to design their own scenarios using patterns and vocabulary nearer to their own practices. A fourth generation concerns learning design authoring tools dedicated to practitioners which are not IMS LD or UML experts incorporating sharing and reusing features such as patterns, repositories... Most of the tools presented in this book can be considered among this category. For instance, the Open Graphical Learning Modeller (OpenGLM, Derntl & al; 2011) is a learning design authoring toolkit that supports the authoring of IMS Learning Design (LD) units of learning at levels A and B. The activities are graphically displayed and arranged by the designer and may be freely defined or imported from existing patterns. Other tools, models and patterns compliant with IMS-LD levels A and B have been designed for a specific community as CSCL (CADMOS, CELS, WebCollage, the 4Ts model). In that context, our research focuses on authoring environments dedicated to specific designers: teachers who integrate digital technologies in French secondary educational system. In this specific context, the teacher himself designs the scenario integrating digital resources and tools, he will potentially conduct inside his classrooms. Economic constraints do not allow a team of designers or developers to assist each teacher: it becomes necessary therefore to provide authoring tools which allow teachers to express their requirements based on their own business-oriented languages and shared practices. Two goals are combined: to provide a “computable” description able to be translated into an EML (such as IMS-LD) and to be understood and shared by experts and practitioners sharing a common vocabulary, knowledge of the discipline and pedagogical know-how. This authoring approach aims to further consider learning scenario designers’ requirements and the “business process” dimensions of learning scenario design, which are subjects of many works in Systems Engineering and Software Engineering. We have particularly focused our research on works concerning Goal- Oriented Requirements Engineering (Van Lamsweerde, 2001) where the elicitation of goals is considered as an entry point for the specification of software systems as in the Rolland and Prakash MAP model (Rolland & al., 1999). In this perspective, we are providing authoring tools allowing teachers-designers belonging to communities of practice to design their scenarios expressing the intentions and strategies they adopt. This paper is organized into 4 sections following this introduction. In section 2, we describe our context, our goals and the conceptual framework we propose: ISiS (Intentions-Strategies-interactional Situations) which structures the design of learning scenarios. In section 3, we present the main functionalities of the ScenEdit authoring environment dedicated to teachers-designers through an example. Before concluding, section 4 describes experimentations of tools we have developed on the basis of ISIS model.
  • 3. CONTEXT OF THE RESEARCH AND ISIS CONCEPTUAL MODEL Context of the research and methodology The research work presented in this paper was conducted in collaboration between the Laboratoire Informatique de Grenoble and INRP1. This collaboration closely associates groups of teachers in charge of co-elaborating and experimenting models we propose. This work led us to study existing practices of sharing scenarios. In parallel with the work concerning formalization based on EMLs (Koper & Tattersall, 2005) presented above, some international initiatives aim to propose scenarios databases in order to favour sharing and reuse practices between teachers, such as the IDLD (Lundgren-Cayrol & al., 2006). Their goal is to disseminate innovative practices using digital technologies in the field of education. These databases for teachers-designers, such as that proposed by the French Ministery of Education: EduBase and PrimTice, list scenarios indexed with different fields depending on the domain or subject. Their descriptions are very heterogeneous: from practice narrations to more or less structured formalizations. This diversity has led us to question the ability of these representations to be understood and shared between several practitioners. Our research is at the intersection of the two previously identified approaches: (a) proposing scenario databases in order to favour sharing practices for the integration of technology by practitioners and (b) proposing computational interoperable formalisms (like IMS-LD) to describe scenarios. The research questions we address is to facilitate teachers’ task in designing and implementing learning scenarios using Information and Communication Technology by providing them formalisms and tools satisfying criteria of understandability, adaptability and appropriability. In this context, we propose to design learning scenarios by explicitly expressing intentions and pedagocical strategies. We organized our work into four phases by involving closely concerned teachers (Emin & al., 2009). After a preliminary phase where we precisely defined the targeted audience, the first phase consisted of analysing current uses of share and reuse of scenarios. It appeared that teachers raised the difficulty to identify in such scenarios the general objectives or the used pedagogical approach while those criteria are central for them. After this work, teachers suggested that the design task could be facilitated by providing libraries of typical strategies, scenarios, or situations of various granularities. Each of these components was to be illustrated by concrete examples. These results allowed, in a second phase, to co-elaborate with teachers an intention-oriented model: ISiS which structures the design of a scenario. In a third phase we experimented the ISiS model with a pilot group of teachers by the means of textual forms and graphical representations. In a fourth phase integrating the evaluation of this experiment, we tested several tools implementing the ISiS model (paper forms, diagram designer, mind mapping software and a first dedicated sofware tool) with audiences not yet involved in our research. We set up an experiment (Emin & al., 2009) to compare the perceptions of the three types of formalisms we are studying: narrative, computational and –––––––––––––– 1 Institut National de la Recherche Pédagogique (French National Institute for Research in Education), since 2012 called IFE, Institut Français d’Education (French Institute of Education)
  • 4. structural. The purpose of this phase was to validate our assumptions and to evaluate our model and its first implementation before new developments. We describe in next section ISiS intention-oriented conceptual model. The ISiS model In this research work we have combined different approaches in the teacher's designing process: (a) to organize the scenario by eliciting formally the intentions of the designer and by representing explicitly the learning strategies chosen and (b) to favour exploration of reusable components and patterns in specific libraries adapted to specific communities of teachers. To this end, we have co-elaborated the ISiS (Intentions, Strategies, and interactional Situations) intention-oriented conceptual model. This framework proposes a specific identification of the intentional, strategic, tactical and operational dimensions of a learning scenario. ISiS aims to capture the teachers’ intentions and strategies in order to better understand scenarios written by others and to favour sharing and reuse practices. ISiS is not an alternative solution to EMLs, but complements them by offering higher level models, methods and tools designed for and with teachers-designers. In parallel with the elaboration of the ISiS model, we have co-designed with teachers a series of software prototypes progressively implementing ISiS concepts. According to the ISiS model (cf. fig. 1), the organization and planning of a learning unit can be described with a high-level intentional scenario which reflects the designer’s intentional and strategic dimensions. An intentional scenario organizes the scenario into different phases or cases by means of intentions and strategies. Each phase or case can be either recursively refined by a new intention or linked at a tactical level to a suitable interactional situation. An interactional situation can be itself described by a more low-level interactional scenario which defines, in an operational way, the precise organization of situations (in terms of activities, interactions, roles, tools, services, provided or produced resources, etc.). Interactional scenarios are the operational level typically illustrated with EML examples of implementation. Figure 1 provides an overview of the ISiS model which proposes to structure the design of a scenario describing the organization and planned execution of a learning unit. - the I level (Intention) describes the designer’s intentions. In our field, intentions are closely linked to the knowledge context which defines targeted knowledge items (concepts, notions, competencies, know-how, abilities, conceptions or misconceptions, etc.). The intentions for the designer can be, for example, to reinforce a specific competence in electricity, to favour a notion discovery, to destabilize a frequent misconception, etc; - the S level (Strategy) is related to strategic features. In order to reach goals related to the intentions formulated at I level, the designer opts for the strategy he considers to be the most appropriate. Two main kinds of strategies can be distinguished: sequencing strategies which organize the arrangement of logical phases (for example a scientific inquiry strategy can be modelled as a series of four phases), distribution strategies which plan different solutions for identified cases (for example, a differentiation strategy takes into account three possible levels of mastering). Strategies can be combined by successive refinements: for example, a sequencing strategy may specify one of the cases of a distribution strategy;
  • 5. Figure 1. An overview of the ISiS model - the iS level (interactional Situation) represents the tactical level, i.e. the proposed solution to implement the formulated intentions and strategies. We consider that, for a new problem, a teacher-designer does not rebuild a new specific solution from scratch. As underlined in works on schemata and routines in teaching activities (Schank & Abelson, 1977), the teacher bases his planning or his adjustments upon a library of mastered solutions, which are triggered by specific events. In the same way, we assume that a scenario designer selects situations which are appropriate for his intentions and strategies, from a library of patterns. Each “interactional situation” is defined as a set of interactions with a specific set of roles, tools, resources, locations, according to the situational context. The situational context is defined at an “abstract” level, which means that only typical elements are listed (i.e.: word processor, mind map…). Physical spaces are represented by the item locations, which are typical abstract locations: classroom, home, internet connected location, etc. For example, in order to specify the scenario for the “solution elaboration phase” in a collaborative way and for distant learners, a designer can choose a typical situation called “argued debate on a forum
  • 6. with consensus”. In another context, as for example for pupils who have difficulties at school, a more personalized situation can be used, such as “choosing a solution between different possible proposals by using a MCQ tool”; The ISiS model proposes to clarify the upper levels (I, S and iS) that are generally used but not explicitly defined by current methods or tools. In parallel with the elaboration of the ISiS model, we have co-designed with teachers a series of software prototypes progressively implementing ISiS concepts. We present now these implementations and ScenEdit web version. IMPLEMENTATION OF THE ISIS MODEL Towards flexible and continued design processes The ISiS framework is not properly a method as it does not propose a specific order to combine design steps. The ISiS is based on the hypothesis that all dimensions of a scenario (intentions, strategies, situations, activities, resources) must be elicited and interlinked in order to facilitate the design, appropriation, sharing and reuse. In our experimentations, we analyzed the tasks undertaken by teachers-designers (Emin & al., 2009). Several design processes as shown by different studies involving teachers-designers were considered. Some teachers were able to choose a top-down approach by hierarchically defining their intentions, strategies, situations, etc., while others preferred to adopt a bottom-up approach by “rebuilding” a scenario from resources or patterns that they wanted to integrate. Consequently, one of our hypotheses is that the design of learning scenario cannot be modelled as a linear process without significantly reducing designers’ creativity. According to the designer type, according to the uses within a precise community of practice, several kinds of objects or methods are shared. As a result, resources, pedagogical methods and typical situations could constitute an entry point from which design steps will be combined. From this entry point (for example typical interactional situations), the designer may alternatively and recursively perform design tasks. On these principles, the ISiS model was implemented successively using different kinds of tools (diagram designing or mind mapping software). In a first step, we elaborated paper forms to express the different dimensions of the design (knowledge context, situational context, intentions, strategies, interactional situations, activities, etc.). We also adapted mind mapping software where each node represents a concept (e.g. strategies, phases, interactional situation) and can be edited with a specific electronic form. These first tools based on the ISiS model were experimented in a secondary school with a group of five teachers in technological domains. Each “teacher-designer” had one month to model a learning sequence that he had to implement during the school year, by using the tools provided. All the 5 teachers accomplished the required task in the prescribed time, and the different sequences which were produced had a duration varying between two and six hours. One teacher actually covered the complete process by (1) describing his scenario in paper form, (2) encoding the designed scenario with a specific editor (LAMS), (3) implementing the result automatically towards Moodle, a learning management system and (4) testing the scenario with his pupils. After this first experimentation, teachers were questioned about their design activity. The answers given by the teachers-designers have shown the benefits of the model for the improvement of the quality of the scenarios created, for illustrating the importance of the elicitation of intentions and strategies by users
  • 7. themselves, for the better understanding of the scenarios created by others and for simplifying the design process by reducing the distance between users’ requirements and the effectively implemented system. Finally, the following points can be raised: - the elicitation of intentions and strategies allowed the teacher-designer to better understand a scenario designed by a peer; - teachers expressed the need to be provided with reusable components allowing (a) a significant decrease in the design duration and (b) an exploration of solutions, proposed by peers, for a renewal of practices; - the complete implementation on a LMS by one of the teachers was considered to be facilitated by using the ISiS model; - the provided tools (paper forms and mind mapping tools) were considered as too costly to be integrated into regular professional use. These first results show the capabilities of the ISiS model to encourage an efficient authoring approach. The main restriction formulated by users refers to the provision of adapted graphical tools. As a solution to this restriction and after the evaluation of some authoring solutions in learning design (Koper, 2006; Botturi & al., 2006; Dalziel, 2003; Botturi & Stubbs , 2008), we have co-elaborated with panels of users a specific graphical authoring environment named ScenEdit (Emin & al., 2010) based on the ISiS Model. ScenEdit: a graphical authoring tool to design learning scenarios ScenEdit is a web-based authoring environment which allows a community of teachers to create, modify and reuse learning scenarios. ScenEdit allows teachers to quickly and easily create structured scenarios by: eliciting its intentions in terms of knowledge, competencies and abilities from pre-existing database, common to a certain community of teachers; choosing scenario patterns corresponding to common or novel strategies, well adapted to its intentions and to the learning context; selecting interactional situations and matching them to the different steps of the strategies; managing different components in specific databases, like scenarios, intentions, strategies, interactional situations… In this version, operationalization features have not been yet implemented. ScenEdit proposes three workspaces: the Scenario edition workspace, the ISiS Components workspace, and the Context workspace represented by different tabs in the ScenEdit editor as shown in figure 2. Figure 2 shows the view provided by the Scenario Edition tab, on our scenario example: LearnElec (Lejeune & al., 2007). LearnElec is a collaborative scenario concerning the “concept of power of a bulb” in Electricity domain in secondary school. This scenario has been co-designed by domain-specialists and teachers with a main intention which is to destabilize a usual misconception in electricity: “the proximity of the generator has an influence on the intensity”. Figure 2 shows this scenario implemented with the ScenEdit graphical tool, each type of component (Intentions, Strategies, Situations) is shown with a different symbol: a triangle for a step, a rounded rectangle for an intention, a rectangle for a strategy, a circle for a phase and a picture for a situation. Checkboxes (Intentions, Strategies and Situations) of Figure 2 allows visualizing the desired levels.
  • 8. Figure 2. ScenEdit main screen The Scenario edition workspace allows to graphically design a structuring scenario using the hierarchy of ISiS levels by assembling and logically linking elements defined in this tab or previously defined in the ISiS Components tab. The ISiS Components workspace is dedicated to manage the three main components of the ISiS model: (a) Intentions, (b) Strategies and (c) interactional Situations. Each component can be made of re-usable elements that can appear in many scenarios, and for each type the author can either create a new element or import and adapt an existing one from a library. The library contains the components of the scenario and all the patterns provided in the global database. In LearnElec scenario, the teachers’ first didactical intention is “to destabilize” a frequently encountered “misconception” of students in electricity which is that “proximity of the battery has an influence on current intensity”. Figure 3 shows how this intention is implemented within ScenEdit, by defining mainly 4 elements: the formulator of the intention, the actor concerned by the intention, and the intention itself: an operation on a knowledge item. Figure 3. An example of intention in ScenEdit: intention “destabilize- proximity of the battery has an influence on current intensity”
  • 9. After having defined his intention, the teacher-designer has to choose the appropriate strategy he wants to use to reach the goal. In LearnElec scenario, the didactical intention is implemented with a specific didactical strategy called “scientific investigation” composed of four phases: hypothesis elaboration, solution elaboration, hypothesis testing and conclusion. Figure 4 shows the visual representation of the intention and the strategy we have implemented with these four phases. Figure 4. An example of strategy in ScenEdit: “scientific investigation” Each phase can be performed through various pedagogical modes and can be refined by another intention according to the type of activity, the availability of computer services, etc. the teacher wants to use. In our example, the first phase: “hypothesis elaboration” is refined by a pedagogical intention called “increase the ability to work in a collaborative way” as shown in figure 2. This intention is implemented with a strategy called “elaborating a proposal by making a consensus” composed of two phases: “Make an individual proposal” and “Confront proposals. Obtain a consensus”. Figure 5. An example of interactional situation in ScenEdit
  • 10. For each phase, an interactional situation can be defined. Figure 5 shows the form used to define the interactional situation: “Individual proposal using MCQ”, in which actors, tools, resources and locations are specified. Finally, during these two phases the teacher is involved in an activity of management of the groups symbolized by an interactional situation called “Group management” as shown in figure 2. The Context workspace defines the two different types of context in which a learning unit can be executed: the knowledge context and the situational context. The knowledge context tab allows defining the different contexts of knowledge that can be used in the scenario for defining the knowledge items used for intentions and pre-requisites. The situational context tab allows defining the elements of interactional Situations: actors, tools, resources, locations. The choices available for each component depends on the characteristics defined in the Context workspace. This web version of our graphical editor ScenEdit was experimented with teachers not yet involved in our research in order to use it for their classes; we describe briefly this experiment in next section. EXPERIMENTATION OF THE SCENEDIT ENVIRONMENT At each phase of this research work (cf section 2), experiments have been conducted in order to adopt a co-design and user-oriented approach. These experimentations with teachers-designers have shown the benefits of the ISiS model (1) to improve the quality of the scenarios created, (2) to illustrate the importance of the elicitation of intentions and strategies by users themselves, (3) to better understand the scenarios created by others and (4) to simplify the design process by reducing the distance between users’ requirements and the effectively implemented system. An experimentation of our graphical online tool ScenEdit in terms of utility and usability, has been done in April 2009 during two days in a French secondary school. The subjects were a group of five teachers in Industrial Sciences and Techniques fields (electronics, mechanics and physics). Two teachers had worked with us before on the definition of reusable components inside our tool ScenEdit and the three others had never heard about ISiS model or learning scenario design before this experiment. This study is qualitative and is used so as to help us to improve the model and tools we are developing. We are only presenting here the main results, and especially the ones concerning the interest and the ability of reusing components (Intentions, Strategies, interactional Situations) or scenarios, in the form of templates or design patterns. Table 1 shows their answers as regards collaborative work with other teachers. Table 1. Breakdown of the answers to questions about re-use for collaborative work between teachers As regards collaborative No totally quite quite absolute Total work with other teachers, answer useless usele useful ly useful evaluate the fact of having ss components / patterns, implemented previously by 0 0 0 3 2 5 the designers of ScenEdit
  • 11. is… implemented previously by 0 0 0 3 2 5 other teachers is… implemented previously by 0 0 0 3 2 5 yourself is… Total 0 0 0 9 6 15 More precisely the elements provided with ScenEdit (knowledge items, intentions, strategies, interactional situation patterns…) are useful as can be seen in table 2. To the question “Would you say that the presence of components and patterns is…” (two possible choices), the associated terms were “advantage”(4 answers), “help” (4 answers). One of the experimented teachers said, it was an “advantage” and a “constraint”, and he explained that “at first sight I found the choices were not wide enough, I was a little embarrassed to be unable to put whatever I wanted… and finally it’s another advantage of ISiS thinking of words that everybody can accept and then speak the same language” so he was convinced of the necessity to have a definite number of possibilities in the list if the vocabulary chosen is relevant for their users. Table 2. Breakdown of the answers to questions about the presence of suggestions Evaluate the presence of No totally quite quite absolute Total suggestions answer useless usele useful ly useful ss knowledge items 0 0 0 4 1 5 intentions 0 0 0 4 1 5 strategies 0 0 0 4 1 5 interactional situations 0 0 0 3 2 5 Total 0 0 0 15 5 20 Some of the comments suggested improvements of the visual representation of the ISiS model: in particular more precision is required for the temporal dimension which is not represented on the actual simple tree version. Moreover they pointed out that making the phases and the activities more explicit helped them as « the scenario can be appropriated more quickly ». In the end, the detailed analysis of this qualitative study (Emin & al., 2009) shows the value for the practitioners of having access to reusable components in the context of designing for the teachers’ own ordinary work in their classroom or for a collaborative work with other teachers. CONCLUSION In this paper, we have presented an overview of ISiS model and ScenEdit authoring environment whose purpose is to assist teachers in the design of learning scenarios and to favour sharing and re-use practices. According to our experimentations, the ISiS model, co-elaborated with a panel of practitioners, appears efficient. Part of our work with the teachers has been to formalize and design patterns of learning scenarios, pedagogical approaches and recurrent interactional situations. ScenEdit offers some patterns of different levels (intentions, strategies, interactional situations) elaborated from best-practices found
  • 12. in the literature or within communities of practice. With this environment, we expect users will be able to feed databases by exporting fragments of their own scenario, in order to share their scenarios with others or reuse them further in related or different contexts. The graphical representation shown on figure 2 is a classical hierarchical tree quite useful to produce a scenario but not very clear to understand a new scenario because of the different levels of imbrications. The new graphical representation we are implementing in the online version is a tree where the horizontal dimension represents time evolution and the vertical dimension represents the hierarchy of the ISiS concepts. As the scenario can be encoded as an XML file, different outputs can be produced, a printable text or form for the teacher is now available, and we plan to offer several possibilities of transformation in next version: a printable picture of the edition views and a SCORM package which can be executed on a LMS. We aim at experimenting ScenEdit more thoroughly, with a wider audience which not necessarily has a great familiarity with ICT and scenario design software and methods. REFERENCES Botturi, L., Cantoni, L., Lepori, B., Tardini, S. (2006). Fast Prototyping as a Communication Catalyst for E-Learning Design: Making the Transition to E-Learning: Strategies and Issues. Hershey, M. Bullen & D. Janes editors Botturi, L., Stubbs S. (2008). Handbook of Visual Languages in Instructional Design: Theories and Pratices. Hershey, PA: Informing Science Reference., USA Dalziel, J. (2003). Implementing learning design: the Learning Activity Management System (LAMS). Proceedings of the ASCILITE 2003 conference, Adelaide. Derntl, M., Neumann, S., Oberhuemer, P. (2011). Community Support for Authoring, Sharing, and Reusing Instructional Models: The Open Graphical Learning Modeler (OpenGLM). Proceedings of IEEE ICALT 2011, Athens, Georgia, USA. Derntl, M. & Motschnig-Pitrik, R.. The role of structure, patterns, and people in blended learning. The Internet and Higher Education, 8 (2), 111-130. (2005) Dimitriadis, Y., Goodyear, P., Retalis, S. (Eds). (2009).Using e-learning design patterns to augment learners' experiences, Computers in Human Behavior, Volume 25, Issue 5, 2009. Emin V., Pernin J.-P. and Aguirre J.-L. (2010). ScenEdit: An Intention-Oriented Authoring Environnment to Design Learning Scenarios. In Wolpers M., Kirschner P., Scheffel M., Lindstaedt S., and Dimitrova V., (Eds) Sustaining TEL: From Innovation to Learning and Practice, vol. 6383 of Lecture Notes in Computer Science, pp. 626-631. Springer Berlin/Heidelberg. Emin, V., Pernin, J.-P., & Guéraud, V. (2009). Model and tool to clarify intentions and strategies in learning scenarios design. In Cress, U., Dimitrova, V., Specht, M., (Eds.) Learning in the Synergy of Multiple Disciplines. vol. 5794 of Lecture Notes In Computer Science, pp. 462-476, Springer Berlin/Heidelberg. Goodyear, P., Avgeriou, P.,Baggetun, R., Bartoluzzi, S., Retalis, S., Ronteltap, F. & Rusman, E. (2004). Towards a pattern language for networked learning. Proceedings Networked Learning Conference 2004, Lancaster University, England, UK. Hernández-Leo, D, Villasclaras-Fernández, E. D., Asensio-Pérez, J. I, Dimitriadis, Y., Jorrín-Abellán, I. M., Ruiz-Requies, I., & Rubia-Avi, B. (2006). COLLAGE: A collaborative Learning Design editor based on patterns. Educational Technology & Society, 9 (1), 58-71. Koper, R. (2006). Current Research in Learning Design. Educational Technology & Society, 9 (1), pp. 13-22 Koper, R. and Tattersall, C. (2005). Learning Design: A Handbook on Modelling and Delivering Networked Education and Training. Springer Verlag, Heidelberg Laurillard, D. & Ljubojevic, D. (2011) Evaluating learning designs through the formal representation of pedagogical patterns. In C. Kohls & J. Wedekind (Eds.), Investigations of E-Learning Patterns: Context Factors, Problems and Solutions. Hershey, PA: IGI Global.
  • 13. Lejeune A., David J.P., Martel C., Michelet S., Vezian N. (2007). To set up pedagogical experiments in a virtual lab: methodology and first results, International Conference ICL, Villach Austria Lundgren-Cayrol, K., Marino, O., Paquette, G., Léonard, M. & De La Teja, I. (2006). Implementation and deployment process of IMS Learning Design: Findings from the Canadian IDLD research project, Proceedings Conference IEEE ICALT’06, pp. 581-585. Mor Y., Winters N., Design approaches in technology-enhanced learning, Interactive Learning Environments, 1744-5191, Volume 15, Issue 1, 2007, p 61–75. Murray, T., Blessing, S. (2003). Authoring Tools for Advanced Technology Learning Environment, Toward Cost-Effective Adaptive, Interactive and Intelligent Educational Software, Ainsworth, S. (Eds.), Dordrecht: Kluwer Academic Publishers, pp. 571 Rolland, C., Prakash, N. and Benjamen, A. (1999). A Multi-Model View of Process Modelling, Requirements Engineering, 4(4), pp. 169–187 Schank, R. C. & Abelson, R.: Scripts, plans, goals and understanding, Erlbaum, Hillsdale, (1977) Van Lamsweerde A. (2001). Goal-Oriented Requirements Engineering: A Guided Tour, Fifth IEEE International Symposium on Requirements Engineering, pp. 249 WEB-REFERENCES FOR THE DEMONSTRATION ScenEdit Home Page http://eductice.ens-lyon.fr/EducTice/recherche/scenario/scenedit/scenedit/view?set_language=en Remote access to the Prototype http://scenedit.imag.fr/demo/ login: demo_scenedit AFFILIATIONS Valérie Emin S2HEP, Institut Français de l’Education ENS Lyon Jean-Philippe Pernin Laboratoire Informatique de Grenoble Université Grenoble 3