Awareness through fisheye views in relaxed-WYSIWIS groupware
GI '96 Proceedings of the conference on Graphics interface '96
Communications of the ACM - Interactive immersion in 3D graphics
Behaviour, realism and immersion in games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Help through Visualization to Compare Learners' Activities to Recommended Learning Scenarios
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Generation of Graphical Representations of Student Tracking Data in Course Management Systems
IV '05 Proceedings of the Ninth International Conference on Information Visualisation
ICALT '06 Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies
ICALT '06 Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies
Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling
Multimedia Tools and Applications
Observe and react: interactive indicators for monitoring pedagogical sessions
International Journal of Learning Technology
Generator of adaptive learning scenarios: design and evaluation in the project CLES
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
International Journal of Learning Technology
GOALS: generator of adaptive learning scenarios
International Journal of Learning Technology
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The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar to the exploration of a dungeon, where each student collects knowledge related to a learning activity. In the first part of this article, the authors focuses on a description of how concepts of learning activities can be represented in the dungeon view. The second part deals with the support of the observation task for the teacher during a learning session and more generally with providing users with awareness. The authors thus propose a multiagent system using data collected from traces resulting from the collaborative learning activity. Finally, this environment allowed the authors to set up experiments with students at their university.