Learner interaction scripting language: Difference between revisions

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The ''Learner interaction scripting language'' (LISL) is a design language model for creating, managing, maintaining, and learning about learning environment design. It is complemented by a proof of concept, the MUPPLE platform.
The ''Learner interaction scripting language'' (LISL) is a design language model for creating, managing, maintaining, and learning about learning environment design. It is complemented by a proof of concept, the MUPPLE platform.


See also: [[Personal learning environment]], [[CSCL Script]]
See also: [[Personal learning environment]], [[CSCL script]]
 
== The language ==
 
{{quotation|Basically, we break down the learning context into situations which describe the physical and social environment of learners. In such a situation, a learner is engaged in a so-called activity which consists of actions and includes tools, artefacts, and other actors (facilitators or peers). In contrast to instructional design, these actions represent more prominently commands for self-organising the learning process.}} (Wild et al. 2008: 6)
 
== Example ==
 
The following example (including the figures) has been copied from [http://www.elearningeuropa.info/files/media/media15972.pd Wild et al. 2008].
 
[[image:mupple-example.jpg|frame|none|Semantic model behind MUPPLE, including
the exemplary activity 'Getting to Know Each Other']]
 
[[image:mupple-example-code.jpg|frame|none|LISL code for the exemplary learning
activity 'Getting to know each other'.]]
 


== Bibliography ==
== Bibliography ==


* Wild Fridolin; Felix Mödritscher and Steinn Sigurdarson (2008).
* Wild Fridolin; Felix Mödritscher and Steinn Sigurdarson (2008). Designing for Change: Mash-Up Personal Learning Environments, ''eLearning Papers''. http://elearningpapers.eu, 9. ISSN 1887-1542.
Designing for Change: Mash-Up Personal Learning Environments.  
[http://www.elearningeuropa.info/files/media/media15972.pdf PDF]
[http://www.elearningeuropa.info/files/media/media15972.pdf PDF]


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[[Category: Educational modeling languages]]
[[Category: Educational modeling languages]]
[[Category: Educational technologies]]
[[Category: Educational technologies]]
[[Category: Personal learning environments]]

Revision as of 16:51, 20 August 2008

Draft

Definition

The Learner interaction scripting language (LISL) is a design language model for creating, managing, maintaining, and learning about learning environment design. It is complemented by a proof of concept, the MUPPLE platform.

See also: Personal learning environment, CSCL script

The language

“Basically, we break down the learning context into situations which describe the physical and social environment of learners. In such a situation, a learner is engaged in a so-called activity which consists of actions and includes tools, artefacts, and other actors (facilitators or peers). In contrast to instructional design, these actions represent more prominently commands for self-organising the learning process.” (Wild et al. 2008: 6)

Example

The following example (including the figures) has been copied from Wild et al. 2008.

Semantic model behind MUPPLE, including the exemplary activity 'Getting to Know Each Other'
LISL code for the exemplary learning activity 'Getting to know each other'.


Bibliography

  • Wild Fridolin; Felix Mödritscher and Steinn Sigurdarson (2008). Designing for Change: Mash-Up Personal Learning Environments, eLearning Papers. http://elearningpapers.eu, 9. ISSN 1887-1542.

PDF

  • Mödritscher, F., Neumann, G., García-Barrios, V.M., and Wild, F. (2008). A Web Application Mashup Approach for eLearning. Proceedings of the OpenACS and .LRN Conference, pp. 105-110.
  • Wild, F., and Sigurdarson, S.E. (2008). Distributed Feed Networks for Learning. In: The European Journal for the Informatics Professional (UPGRADE),