2010 10th IEEE International Conference on Advanced Learning Technologies 2010
DOI: 10.1109/icalt.2010.56
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Communication Patterns in Component-Based Intelligent Tutoring Systems

Abstract: Design patterns are reusable solutions to recurrent problems. Generally described in the context of object-oriented programming, only a few contributions can be found in the domain of eLearning in general or Intelligent Tutoring Systems (ITSs) in particular. Based on several approaches to describe the systems' underlying architecture into pattern collections, we have developed a component-based framework. This framework provides a foundation for the development of flexible and reusable ITS. It also provides a … Show more

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Cited by 8 publications
(4 citation statements)
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References 6 publications
(12 reference statements)
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“…In order to obtain consistent data, we will start work on a metalanguage for describing educational quests, characters, environments, and items. In addition, we need to specify relations and communication between patterns (for instance in the form of communication patterns, see Ruddeck & Martens, 2010).…”
Section: Discussionmentioning
confidence: 99%
“…In order to obtain consistent data, we will start work on a metalanguage for describing educational quests, characters, environments, and items. In addition, we need to specify relations and communication between patterns (for instance in the form of communication patterns, see Ruddeck & Martens, 2010).…”
Section: Discussionmentioning
confidence: 99%
“…Communication between modules is realized via connections between input and output ports. In [17], we locate and describe typical patterns for port communication in teaching and training systems. eLearning developers can use JaBInT, the pattern descriptions, and the evolving library of modules to develop new modules and to reuse or extend existing ones.…”
Section: Business Simulation Game Architecturementioning
confidence: 99%
“…By example of management, it further shows that we have defined a communication pattern for each of the five basic gameplay activities. Due to space limitations, we direct the interested reader to [17], where we explain the whole issue of communication patterns, using business game activities as one of the examples. A sixth pattern defines a game turn.…”
Section: Business Simulation Game Architecturementioning
confidence: 99%
“…Each of these components consists one or more modules implementing the actual functionality and the communication between the modules. This communication is based on ports which may send (as Master or Slave ports) or receive messages based on certain communication patterns (Ruddeck, Maciuszek, Weicht, and Martens 2011).…”
Section: Jabintmentioning
confidence: 99%