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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Helping educators to orchestrate learning situations involving multiple physical and virtual spaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juan A. Muñoz-Cristóbal</string-name>
          <email>juanmunoz@gsic.uva.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>GSIC-EMIC Group, Universidad de Valladolid</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <fpage>65</fpage>
      <lpage>70</lpage>
      <abstract>
        <p>The massive adoption of ICT makes feasible new learning situations involving multiple physical and virtual spaces, both within and beyond the walls of traditional classrooms. However, the orchestration of such learning situations is still a challenge for teachers. Some approaches try to help teachers in these scenarios using Augmented Reality and authoring tools. But usually, these approaches are limited to specific authoring and enactment technologies, and also oriented to specific types of activities. This PhD thesis explores how to help teachers in the orchestration of this kind of learning situations, allowing the use of a range of existing authoring and enactment technologies, pedagogies and types of activities. This paper presents the work plan and the current state of the thesis.</p>
      </abstract>
      <kwd-group>
        <kwd>Orchestration</kwd>
        <kwd>ubiquitous learning</kwd>
        <kwd>across spaces</kwd>
        <kwd>augmented reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The advances in ICT enable new ways of learning within and beyond the walls of the
classroom, such as in ubiquitous learning environments formed by physical and
virtual spaces. An example can be a learning situation composed by activities occurring in
a classroom using a Virtual Learning Environment (VLE) and at a park using a
mobile application, where students, from one of the spaces, access learning artifacts
created in the other space. But trying to carry out these across-spaces learning situations
(ASLS) increases the effort for teachers, and becomes a burdensome task. A way of
reducing such a burden relies on what some authors call “orchestration” of the
learning situations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The orchestration metaphor has been proposed in the TEL field,
making explicit the complexity of some learning environments, and the necessity of
coordinating them [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In ubiquitous learning environments, the transitions between
physical and virtual spaces may increase these orchestration problems. In order to
smooth such transitions, some approaches propose to use Augmented Reality (AR) to
superimpose virtual artifacts in physical spaces [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Authoring tools are also provided
to help teachers design and put into practice these learning situations [
        <xref ref-type="bibr" rid="ref2 ref3">2,3</xref>
        ]. But
usually, these approaches are limited to specific authoring and enactment (the put in
practice of the learning situation) technologies, and are focused on particular pedagogies
(e.g., game based learning) or types of activities (such as routes formed by a sequence
of AR artifacts). These limitations can, in fact, affect the orchestration burden for
teachers if teachers are forced to use multiple systems for different types of learning
activities [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and may hamper the acceptance of the approach in case of proposing
completely new authoring or enactment technologies which the teachers are not
familiar with, instead of allowing the use of existing ones [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. On the other hand, more
general orchestration approaches [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] try to reuse existing technologies, deploying
learning designs [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] from different authoring tools into multiple Distributed Learning
Environments (DLE). Such DLEs are Web based environments, integrating VLEs
(e.g., Moodle1), with Web 2.0 tools (e.g., Google Docs2 or Picasa3). However, these
works are oriented to blended Web environments and have not tackled the
orchestration issues in ubiquitous environments formed by multiple physical and virtual
spaces.
      </p>
      <p>
        The thesis aims to explore to what extent (and how) technology can help teachers
to orchestrate learning situations involving multiple physical and virtual spaces,
allowing a range of existing authoring and enactment technologies, pedagogies and
kinds of activities. The thesis takes as a basis the Prieto et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and the Niramitranon
et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] orchestration frameworks to explore the issue and evaluate the expected
contributions.
      </p>
      <p>The structure of the paper is the following. Section 2 shows a general view of the
thesis, including the objectives, contributions and the research methodology. Section
3 describes the evaluation plan, and finally, the main conclusions are presented.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Thesis objectives and contributions</title>
      <p>
        access to virtual artifacts from physical spaces. The resulting system and contribution
is called GLUEPS-AR [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        As aforementioned, the second objective emphasizes two orchestration aspects,
which are special challenges in current research works: the flexibility and the role of
the actors (being current orchestration approaches mainly teacher centered [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). The
flexibility (need for changes in the learning design during the enactment) in learning
design approaches is a known issue (see, e.g., [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]), being the solutions difficult to
apply in the GLUEPS-AR approach, since they usually require specific authoring or
enactment technologies (or modifications to existing ones). In order to help in both,
the flexibility and the sharing of the orchestration load with students, the learning
bucket notion is proposed. A bucket is a container of positioned artifacts, which is
embedded in a learning environment. The bucket is created at design-time, and it can
be initially empty (or not), and be filled by the participants (teacher or students) with
learning artifacts during the enactment, being able to position the artifact in physical
or Web spaces. This provides flexibility in the management of learning artifacts. At
design-time, the teacher creates buckets and configures the buckets constraints,
defining the actions that students are allowed to do in the distinct buckets. These
constraints impose limits to flexibility, trying to balance (be a compromise between)
flexibility and orchestration. Buckets may aid to evolve from teacher-centered approaches
to student-centered ones in ubiquitous learning environments, what is being claimed
by some authors [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The bucket notion and system (in the form of a bucket-server)
are the second contribution of the thesis. The architecture of GLUEPS-AR enables the
seamless integration of the bucket notion by defining an adapter, in the same way it
allows the connection of any other tool. Fig. 2 shows the integration of the
GLUEPSAR and bucket-server architectures.
      </p>
      <p>With the integration of GLUEPS-AR and the bucket-server architectures, learning
situations involving physical and Web spaces may be created using different learning
design authoring tools. Such tools do not need to consider multiple spaces (they can
be generic learning design tools, such as WebCollage4). Also, different enactment
tools may be used (widespread VLEs, Web 2.0 tools, AR browsers such as Junaio5).
AR is used to smooth transitions between physical and Web spaces, allowing to
access learning artifacts from different spaces. Not being restricted to specific authoring
or enactment tools makes possible the use of different pedagogies (e.g., collaborative,
game-based learning, place-based learning, etc), as well as the creation of different
kind of activities (e.g., a jigsaw using Web 2.0 tools accessed from a VLE in a
classroom and with AR in outdoor). Additionally, the use of buckets allows participants to
manage learning artifacts during the enactment, helping GLUEPS-AR to reduce the
burden for teachers in these kinds of learning situations, and improving the flexibility
related to the management of learning artifacts during the enactment.</p>
      <p>
        Since the thesis aims to contribute to the field by proposing ICT-based solutions,
the research methodology is based on information systems and engineering research
methodologies [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Thus, the research follows incremental iterative phases of:
literature review (and research questions definition), proposal, prototype development and
evaluation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The thesis follows an interpretive research paradigm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], that
matches well with the context of research (persons and organizations of persons). This
approach aims at understanding concrete phenomena, instead of generalizing or
obtaining universal laws.
4 http://pandora.tel.uva.es/wic2/. Last access May 2013.
5 http://www.junaio.com. Last access May 2013.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Evaluation plan</title>
      <p>
        In order to explore the research question, an effort was made to reduce it to concrete
aspects, following the so-called anticipated reduction method proposed by Miles and
Huberman [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. As depicted in Fig. 3, an issue (I) has been defined based on the
research question (RQ); such an issue has been divided into 9 topics to illuminate it;
and each topic in informative questions (not displayed in Fig. 3) to help to understand
the topic, mapping these questions to data gathering techniques. The topics and
informative questions have been defined based on the orchestration frameworks
proposed by Prieto et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Niramitranon et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        The CSCL-EREM [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] model has been used to design the evaluation plan of the
proposal, and mixed data gathering techniques are being employed to explore the
aforementioned topics. These mixed techniques are directed to triangulate data,
improving the accuracy of the evidences and the rigor of the analysis.
      </p>
      <p>In order to evaluate also a range of applicability (part of the research question) not
limited to a single context (teacher, students, educational level, etc), the evaluation
plan consists of three cases, exploring the use GLUEPS-AR and buckets in: (1) K-12
school; (2) University level; (3) professional development workshop or expert
evaluation or University level (currently being defined). So far, the first case has been
completed, as well as a first iteration of the second one.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>This thesis proposes a system (GLUEPS-AR) and a notion and a system (learning
buckets) to aid teachers to orchestrate learning situations involving multiple physical
and virtual spaces. The thesis is currently in the evaluation phase of the second
iteration. So far, the evaluation shows initial evidences indicating that the proposals can
help teachers in the orchestration of these learning situations. Additionally, emergent
research lines have been identified based on this research work. Some of these lines
are the generalization of the GLUEPS-AR approach to other spaces such as tabletops
or 3D virtual worlds, or the study of the application of buckets in more general
learning situations (not only where multiple physical and virtual spaces are involved).
This research has been partially funded by the Spanish Projects
TIN2011-28308-C0302 and VA293A11-2, and the European Project 531262-LLP-2012-ES-KA3-KA3MP.
The author thanks as well the rest of the GSIC/EMIC research team.</p>
    </sec>
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</article>