• DocumentCode
    2964886
  • Title

    Towards a Synthesis of Learning Methodologies, Learning Technologies and Software Product Lines

  • Author

    Chimalakonda, Sridhar ; Nori, Kesav V.

  • Author_Institution
    Software Eng. Res. Lab., Int. Inst. of Inf. Technol. - Hyderabad, Hyderabad, India
  • fYear
    2012
  • fDate
    4-6 July 2012
  • Firstpage
    732
  • Lastpage
    733
  • Abstract
    The tremendous potential of technology to support teaching/learning is being critically questioned today because of the significant decrease in quality of instruction and the massive effort of developing and maintaining educational technologies. In four and half years of our experience of analyzing and improving a decade long technology for adult literacy, we observed a strong need for (i) a unified modeling framework to organize instructional material in the form of data (ii) a technology platform to support the framework in (i) and an interactive environment based on the framework for both teachers and learners (iii) a methodology that accelerates the development and maintenance of educational technologies. In this paper, we briefly present our work that addresses some of the above needs through (i) GAMBLE, a unified modeling framework to improve quality of instruction by organizing instructional material in the form of data (facts, cases, rules, models-fcrm). Essentially, GAMBLE is a goal-driven model-based approach to teaching/learning based on fundamental learning methodologies (ii) We briefly discuss about our technology platform for modeling instructional material in the form of fcrm and present GURU, an integrated and interactive authoring and learning environment for both teachers and learners based on GAMBLE (iii) We expose the challenges of applying software product lines to accelerate educational technologies and suggest Lean Software Product Lines (SPLEAN) as a light-weight, integrated approach to address the scale and variety inherent in technology for education (T4E) domain. While (i) and (ii) are proposed specifically for adult literacy, we believe that they are also widely applicable to other areas like school and engineering education.
  • Keywords
    computer aided instruction; continuing education; interactive systems; teaching; GAMBLE; GURU; SPLEAN; adult literacy; cases; educational T4E domain; educational technologies; engineering education; facts; fcrm models; goal-driven model-based approach; instruction quality improvement; instructional material modeling; instructional material organization; integrated interactive authoring environment; integrated interactive learning environment; interactive environment; lean software product lines; learning methodologies; learning technologies; light-weight integrated approach; rules; schools; teaching; technology platform; unified modeling framework; Acceleration; Cognition; Data models; Educational technology; Materials; Software; lean; learning methodologies; learning technologies; quality of instruction; software product lines;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on
  • Conference_Location
    Rome
  • Print_ISBN
    978-1-4673-1642-2
  • Type

    conf

  • DOI
    10.1109/ICALT.2012.204
  • Filename
    6268241