Nowadays, the impact of technological developments on improving human activities is becoming more evident. In e-learning, this situation is no different. There are common to use systems that assist the daily activities of students and teachers. Typically, e-learning recommender systems are focused on students; however, teachers can also benefit from these type of tools. A recommender system can propose actions and resources that facilitate teaching activities like structuring learning strategies. In any case, a complete user's representation is required. This paper shows how a fuzzy ontology can be used to represent user profiles into a recommender engine and enhances the user's activities into e-learning environments. A fuzzy ontology is an extension of domain ontologies for solving the problems of uncertainty in sharing and reusing knowledge on the Semantic Web. The user profile is built from learning objects published by the user himself into a learning object repository. The initial experiment confirms that the automatically obtained fuzzy ontology is a good representation of the user's preferences. The experiment results also indicate that the presented approach is useful and warrants further research in recommending and retrieval information.
Abstract. In this paper we discuss how computer supported collaborative learning (CSCL) can be deployed to develop new skills and habits in students at university level. These considerations led to the development of an adaptive environment to develop good programming habits. We start by describing the difficulties in teaching and learning programming and more concretely, in making students good programmers. Afterwards, we explain why group work is an adequate approach to learn programming. Next HabiPro, an environment that trains students in Programming is described. The principal features of this system are: It is adaptive: depending on the group features the environment proposes different pedagogic methodologies and different exercises. The tool promotes collaboration and interaction among the students. The pedagogic methodologies are based on reflection, observation, and relation. Finally, we present our conclusions and discuss future work.
Learning and Teaching ProgrammingProgramming is a subject which is normally taught in the first year of a Computer Science, Computer Engineering degree, or other degrees related to information technology.Programming is characterised by being more practical than theoretical. It is a topic that must be learnt "by doing" rather than memorising.Many researchers indicate that the information that is received but isn't used during the learning process, is difficult to remember when we need it [8].In a procedural topic, like programming, resolving practical exercises is even more necessary than in a declarative topic like, for instance, history. "Procedural learning requires theoretical learning, but not in all cases. To sum up, the application of practical or operative activities and/or the use of information is implied [2].
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