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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A goal-oriented authoring approach to design, share and reuse learning scenarios</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valérie Emin</string-name>
          <email>valerie.emin@imag.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Laboratoire Informatique de Grenoble 110 av. de la Chimie - BP 53 - 38041 Grenoblecedex 9</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents our research works and our proposal : ISiS model (Intentions, Strategies, interactional Situations), a conceptual framework elaborated to structure the design of learning scenarios using Information and Communication Technologies by teachers-designers. This framework is based on a goal-oriented approach and proposes to clearly identify intentional, strategic, tactical and operational dimensions in a learning scenario. ISiS aims to favour sharing and reuse practices and is implemented within ScenEdit a specific authoring environment dedicated to teachers-designers.</p>
      </abstract>
      <kwd-group>
        <kwd>technology enhanced learning</kwd>
        <kwd>learning scenarios</kwd>
        <kwd>authoring approach</kwd>
        <kwd>requirements engineering</kwd>
        <kwd>goal oriented approach</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Since several years, a set of researches concerning Educational Modelling Languages
(EMLs), aim to provide interoperable descriptions (called “learning scenarios”) of the
organization and the time scheduling of a learning unit. These scenarios integrate
digital technologies and target precise goals in terms of knowledge acquisition. The
main challenge of those languages, such as IMS-Learning Design [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], is the
emergence of a neutral and shared formalism, able to express the widest range of
learning situations and to be implemented more or less automatically towards
Learning Management Systems. As noticed by IMS-LD authors themselves [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], an
EML, which mainly aims expressiveness and interoperability, is not aimed to be
directly manipulated by teachers or engineers. Specific authoring systems [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] must
be provided in order to allow designers to develop at a lower cost their own scenarios.
Our observations [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ] lead us, not to propose an alternative solution to EMLs, but to
complete them by offering models, methods and tools to sustain design and reuse for
non computer specialists of learning scenarios using Information and Communication
Technology.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Context and research work</title>
      <p>The research presented in this paper is performed in collaboration between the
Laboratoire Informatique de Grenoble and French Institut National de la Recherche
Pédagogique. This collaboration closely associates panels of teachers in charge to
coelaborate and experiment specific models and tools dedicated to assist them in design
by favouring sharing and reusing approaches. This work led us to study existing
practices of sharing scenarios and to experiment with teachers different existing tools.</p>
      <sec id="sec-2-1">
        <title>2.1. Characteristics of “teachers-designers”</title>
        <p>Before describing this research, it is necessary to qualify more precisely the specific
type of designers we focus on: teachers who are called to integrate digital
technologies in academic context, more precisely in the French secondary educational
system (pupils from 11 to 18 years). Our teacher-designers have a good knowledge of
the knowledge domain to be taught and can be considered in a certain way as
domainspecialists. They have followed a specific training to master didactical competencies
(how insure appropriation of domain-specific knowledge for targeted audiences?) and
pedagogical competencies (how to organize or regulate efficient learning situations?).
They do not benefit of a deep training in computer science; however, they are
supposed to master a certain range of basic competencies defined by a national
certification. They are generally not assisted by technical specialists in charge of
implementation. They have to use existing models, methods or tools in order to
develop effective learning solutions, generally in a short time compatible with their
job. They may belong to a teachers’ community of practice, whose emergence is
made easier by Internet, and which allows new possibilities of sharing and reuse
between practitioner. They are frequently implied as actors of the learning unit they
design; this particularity may have consequences on the design precision where
decisions can be carried out at runtime phase.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Theoretical background</title>
        <p>
          Our research concerns the teacher-designer activity and we base our approach on a set
of complementary works concerning theory of activity:
− organization of activity [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] defines hierarchical levels (activity, action, operation)
which allows to distinguish intentional, strategic and tactical dimensions;
− situated character of activity [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] insists on the importance of the specific context in
which learning activities take place. Particularly we focus on relationships between
activity and artifacts throughout the concept of instrumental genesis process use
and continuous design during the use [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ];
− importance of routines or schemas, that represents typical solutions given to
recurrent problems in specific contexts. Those features have been particularly
studied in the context of teaching activity [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          We also take into account works concerning Goal-Oriented Requirements
Engineering [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] where elicitation of goals is considered as an entry point of the
specification of software systems and more specifically MAP Model proposed by
Rolland and Prakash [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. MAP and ISiS are both model dedicated to design process
in a goal oriented perspective. MAP is a more generic model, designed in order to
sustain process analysis while ISiS is dedicated to a specific learning
“businessprocess” and aims to imply actors themselves in design process.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Research question and goals</title>
        <p>The research questions we address is to facilitate teachers’ task in designing and
implementing learning scenarios using Information and Communication Technology
by providing them formalisms and tools satisfying criterias of understandability,
adaptability and appropriability.</p>
        <p>In other words, using a common formalism and elicitating intentions to afford a better
understanding and context adaptation of learning scenarios within a community of
practice. In this context, we aim to provide models, methods and tools allowing
teachers-designers belonging to communities of practice to design their scenarios
expressing intentions and educational strategies they adopt.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4 Methodology</title>
        <p>In order to propose adapted formalisms and tools, we organize this work in four
phases. After a preliminary phase where we defined precisely the targeted audience,
the first phase consisted in analyzing current uses of share and reuse of scenarios. The
obtained results allowed, in a second phase, to co-elaborate with teachers an
intention-oriented model: ISiS which structures the design of a scenario. In a third
phase we have experimented ISiS model with a pilot group of teachers by the means
of textual forms and graphical representations. After evaluation of this experiment, we
currently develop a graphical tool which will be next experimented in classrooms.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5 First experimentations</title>
        <p>
          In our experimental context [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], we have confronted teachers-designers with concepts
of intentions and strategies. By linking them to their regular uses, they were able to
define two different articulated levels: a first didactical level deals with domain
specific knowledge and a second pedagogical level deals with organizing and
regulating learning situations. For each level, they were able to associate intentions
and strategies. From this background, we have progressively co-elaborated a
“business-oriented” model ISiS (Intentions, Strategies, interactional Situations) after a
two-year project tightly associating teachers-designers. To reach our goal, we found
necessary to provide users with sufficiently accessible conceptual terms. In the
training of French teachers at secondary level, the concepts of “pedagogical
intention”, “learning strategy”, and “learning situation” belong to the common
vocabulary. It seems to be coherent to propose a specific model based on those terms.
After evaluation of different authoring solutions in learning design [
          <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
          ], we have
chosen to develop a graphical environment ScenEdit [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] based upon ISiS model.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Our proposal: ISiS model</title>
      <p>ISiS model is a conceptual framework elaborated to structure the design of learning
scenarios by teachers and to favour sharing and reuse practices between designers.
ISiS model is based on four complementary principles arguing that design and
exchange of learning scenarios must be facilitated by:
1. elicitation of context, particularly by distinguishing the knowledge context from
the situational context of a learning unit;
2. elicitation of intentional, strategic, tactical and operational dimensions;
3. capability to provide flexible design processes allowing different combinations of
design steps and to continue the design during the runtime phase (“on-the-fly”
adaptation);
4. reuse of existing scenarios, components or design patterns which allow the teacher
to design more efficiently his scenarios.
Figure 1 provides an overview of ISiS model which proposes to structure the design
of a scenario describing organization and planned execution of a learning unit.
According to ISiS model, organization and planning of a learning unit can be
described with a high-level scenario, called structuring scenario. The structuring
scenario, which reflects designer’s intentional and strategic dimensions, organizes the
scenario in phases or cases. An item (strategy, phase or case) can be linked to a
suitable interactional situation. The knowledge context defines the targeted knowledge
items (notions, competencies, know-how, abilities, conceptions or misconceptions,
etc.), the audience characteristics or the prescribed duration of the learning unit. The
situational context is characterized by a set of variables such as (1) resources that can
be manipulated to support activities (document, tools, services), (2) locations where
activities can take place, (3) planning elements in which activities must be scheduled
or (4) number of learners, roles which can be distributed.</p>
      <p>In the following paragraph, we describe each of intentional, strategic, tactical and
operational levels. The I level (Intention) allows to describe the designer’s intentions.
In this case, intentions are closely linked to the knowledge context which defines a set
of items associated to the unit of learning (knowledge, competence, ability, etc.).
Intentions can be for example (a) to reinforce a specific competence in electricity, (b)
to favour the discovering of a notion, (c) to destabilize a frequently met
misconception, etc. The S level (Strategy) is related to strategic features. In order to
reach goals related to the formulated intentions at I level, the designer opts for the
strategy he considers as the most appropriate. At least three main kinds of strategies
can be distinguished: (1) sequencing strategies organize the arrangement of logical
phases1, (2) distribution strategies plan different solutions for identified cases (for
example, a differentiation strategy takes account of three possible levels of mastering)
and (3) modal strategies allows to express a “style” that will be applied during
implementation of an intention (for example, to favour collaborative working during
phase of elaboration of a solution). Strategies can be combined by successive
refinements: for example, a sequencing strategy may precise one of the case of a
distribution strategy. At operational level, the structuring scenario organizes a set of
interactional situations that can themselves be described by more low-level scenarios:
an interactional scenario defines precisely their organization in terms of activities,
interactions, roles, tools, services, provided or produced resources, etc. The
interactional scenarios are the level typically illustrated with EML examples of
implementation. The originality of our model is to elicitate the design process from
the very beginning of the idea of a learning scenario, the knowledge context, the
competences, the pedagogical and didactical strategies to it’s organization in
activities, roles…
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>
        In this paper, we have presented our research work and an overview of ISiS Model, a
“business-oriented model” whose goal is to assist teachers in the design of learning
scenarios and to favour sharing and reuse practices. The model, co-elaborated with
panel of users, seems to be efficient, according to first experimentations [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. It allows
1 For example a scientific investigation strategy can be modeled as a series of four phases :
hypothesis elaboration, solution elaboration, hypothesis verification, conclusion
teachers to express more clearly their intentions and to better understand learning
scenarios created by others.
      </p>
      <p>
        The first version of the dedicated authoring environment ScenEdit [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] developed
from our conceptual model is going to be experimented. This experimentation aims to
validate the visual representation of a scenario we propose and to enhance the system
with patterns or components of various levels (intentions, strategies, interactional
situations) allowing new effective practices of sharing and reuse. These patterns of
learning scenarios, pedagogical approaches and recurrent interactional situations will
be elaborated from best-practices found in literature and with teachers within
communities of practice. A further step, will consists in providing databases where
users of our environment, will be able to save fragments of their own scenario, in
order to share them with others or to reuse them further in close or different contexts.
      </p>
    </sec>
  </body>
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