E2ML
Jump to navigation
Jump to search
<pageby nominor="false" comments="false"/>
Definition
E2ML is an educational modeling language for describing instructional design issues such as learning goals, roles, actions, and resources.
An E2ML blueprint consists of three sets of documents. Each of them provides support for specific design tasks. The three sets are: 1. Goal Definition, i.e., a declaration of the educational goals. This is composed by two documents: the goal statement and the goal mapping. 2. Action Diagrams, i.e., the description of the single learning and support activities designed for the instruction. 3. Overview Diagrams, i.e., two different overviews of the whole design, the dependencies diagram and the activity flow.
(Botturi, 2006)Links
- Luca Botturi's publications on Scientifc Commons
Bibliography
- Botturi, L. (2003 a). E2ML - A Modeling Language for Technology-dependent Educational Environments. EDMEDIA 2003, Honolulu, Hawaii
- Botturi, Luca (2007). E2ML, A tool for sketching instructional design, in Botturi, L., Stubbs, T. (eds.) (2007). Handbook of Visual Langauges in Instructional Design: Theories and Pratices. Hershey, PA: Idea Group
- Botturi, L. (2006). E2ML: A visual language for the design of instruction.Educational Technology, Research and Development 54(3) 265-293.
- Botturi, L. (2004). Visual Languages for Instructional Design: an Evaluation of the Perception of E2ML, PDF Preprint
- Botturi, L. (2006). E2ML: a visual instructional design language. PDF Preprint
- Botturi, L. and K. Belfer (2006). Pedagogical patterns for online learning. ELEARN 2003. PDF Reprint