Learner interaction scripting language: Difference between revisions

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== Example ==
== Example ==


The following example (including the figures) has been copied from [http://www.elearningeuropa.info/files/media/media15972.pd Wild et al. 2008].
'''Copyright notice''': The following example (figures) were 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
[[image:mupple-example.jpg|frame|none|Semantic model behind MUPPLE, including the exemplary activity 'Getting to Know Each Other']]
the exemplary activity 'Getting to Know Each Other']]


[[image:mupple-example-code.jpg|frame|none|LISL code for the exemplary learning
[[image:mupple-example-code.jpg|thumb|800px|none|LISL code for the exemplary learning activity 'Getting to know each other'.]]
activity 'Getting to know each other'.]]


* Lines 1 to 7 define abstract actions
** publish, bookmark, all self-description and my list of self-descriptions are associated with a tool
** browse, self-description and selected self-description are defined with a tool
* Lines 8 and 9 define web-based tools (that can be later used in actions).
* Lines 10-13 define actions that make up the activity.


== Bibliography ==
== Bibliography ==

Revision as of 17:05, 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

Copyright notice: The following example (figures) were 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'.
  • Lines 1 to 7 define abstract actions
    • publish, bookmark, all self-description and my list of self-descriptions are associated with a tool
    • browse, self-description and selected self-description are defined with a tool
  • Lines 8 and 9 define web-based tools (that can be later used in actions).
  • Lines 10-13 define actions that make up the activity.

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),