In the age of the smart machine: the future of work and power
In the age of the smart machine: the future of work and power
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Making programming easier for children
The design of children's technology
Activity centered design: towards a theoretical framework for CSCL
CSCL '99 Proceedings of the 1999 conference on Computer support for collaborative learning
From Response Systems to Distributed Systems for Enhanced Collaborative Learning
Proceedings of the 2005 conference on Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences: Sharing Good Practices of Research, Experimentation and Innovation
SceDer and COML: Toolsets for Learning Design and Facilitation in One-to-One Technology Classroom
Proceedings of the 2007 conference on Supporting Learning Flow through Integrative Technologies
Journal of Systems and Software
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The ClassSync Modeling Language (CML) addresses the problem of creating a controlling overlay to classroom learning activities, or e-learning workflows. Our aim is to allow authors and teachers to generate a mapping from activity design to its implementation in a wirelessly networked classroom with ubiquitous use of handheld computers for information exchange. CML models e-learning workflows with three major components: actors, data objects, and interaction networks. Actors are the diverse performers of actions, data objects are the semantically typed information units that are made available for exchange. Interaction networks are virtual networks constructed on top of whatever network ClassSync is running on, and dictate how information may flow through the ClassSync system (from actor to actor). Activities are the processes performed via these three components, in which actors create and consume data objects and exchange them over an interaction network. The benefits of this approach for students, curriculum designers, teachers, publishers and learning sciences researchers are highlighted.