Title: A Collaborative Educational IS Based on WWW
1A Collaborative Educational IS Based on WWW
- Meiqi Fang ,Tieyan Li, Jinghai Rao, Xiaomeng Su
- Information School,
- Renmin University,
- Beijing, China
2Abstract
- What are we going to talk about?
- An educational IS
- An educational IS based on WWW
- A collaborative Educational IS based on WWW
- How we organize the article?
- Basic principle and our consideration in
designing such an IS - Illustrate a real project -SIM_EDI to embody the
basic rules - Adjustments and our final suggestions
31.Introduction
- Basic principles
- Why the WWW?
- Easier and wider accessibility
- Wide range of Knowledge
- Motivated learning rather than Unmotivated
learning - Why collaborative?
- Classify the web-based educational IS
41.1 Classification of Web_based Educational IS
- 1) Real time remote educational IS
- similar to the traditional classroom-based
instruction mode - learning at same time different place
- An example to demonstrate both the advantage and
the limitations
51.1Classification of Web_based Educational IS
- 2)Educational IS focused on information sharing
- Currently the most widely used style
- Located the student at the center of the
self-teach Circle - Access at any time any place
- Easy participation, enormous resource and
well_organized knowledge - Give a typical example
- what we can draw from this?
61.1Classification of Web_based Educational IS
- 3)Collaborative educational IS
- Constructive Theory of Education
- The Multi-User Dungeon(MUD) paradigm
- The collaborative learning model can help
positively in applied subjects - To achieve the goal of a highly functional IS,
certain extra points need to be considered
besides the routine ones
71.2 Our consideration in designing such an IS
- To what degree your future system can simulate
the real situation--Is it the more the better? - How to server both the needs of simulation and to
simplifying the system - A careful designed interface
- Certain automatic roles can be developed
- Monitor and keep track of the participants
- As in a game, there must be proper rules
- proper chose of platform and tools
8 - In the remainder of this article, you will see
a sample of the collaborative learning
environment-- SIM_EDI. It simulates the trading
process around a steel factory and its partners,
allowing students to be acquainted with
Electronic Data Interchange (EDI), commercial
routine and the international trading pattern,
through performing trading activities in this
simulated environment.
92.Architecture of SIM_EDI
- We describe the system which we have designed
and tested in order to show how the above
principles may be integrated with a real system -
- Now the detail -)
102.1 Structure of SIM_EDI
- A two-tier structure
- Roles within a LAN
112.2 Roles within a LAN
- Automatic roles
- Student performed roles
- System manager
122.2.1 Student performed roles and SIM_EDI
working process
- Recycling agents
- Manufacturers
- Wholesalers
- Retailers
- Transport Agent
132.2.2 Automatic Roles
- Simulation Bank--the key link of currency flow
- Consumer--the source and destination of currency
flow and merchandise flow - Customs--the pivotal agent in the flow of
merchandise - Mailer--the key link of information flow
142.2.3 Instructor
- the computer system administrator, DBA etc. for
the distributed computer system - the referee/controller of the game that take
place within the simulation world - the instructor/guide/assessor in the real world
152.3 SIM_EDI Management Center (SEMC)
- An intermediary
- Functions
162.4 Other system functions
- Business Management Function
- There is a mini MIS(Management Information
System) in every users system.This MIS can
manage the daily routine work and it closely
integrate the enterprise with market
information. - System rewards and penalties
- In an educational system, the instruction should
mark every student according to their performance
in the game. - Rewards should not be offered only in the form of
money, credit or score, but need to be designed
as a method that can stimulate students to remain
assiduous. - In SIM_EDI students will be punished when
breaking a rule - Use Email to exchange experiences and discuss
questions.
172.5 Superiority of SIM_EDI on WWW
- A much more real environment, oral negotiation
can be avoided. - Use of WWW distinguishes domestic trade and
foreign trade to some extent - Conveniently obtain knowledge in relevant fields
through the Internet , not just a simple online
help - A larger system leads to more variety , and so
more amusements - When more users participates there is a wider
exchange of experience
183 Conclusions and Suggestions
- After analyzing the system, we list some of
our conclusions and suggestions when exploiting a
collaborative educational IS on WWW as follows - Support multiple platforms to ensure the
portability of the system - Simulate the real environment at the user
interface, but make the internal implementation
simple and easy to manage. - The game rules in the simulated environment
should be independent of the simulation program. - Simulation should be flexible. Here the
instructor can adjust many types of parameter to
alter the configuration.
193 Conclusions and Suggestions
- Taking account of the network load, especially
the transfer ate in the Internet, all data
transfer should use short files to guarantee high
speed - Even in an educational system, security should be
considered. In order to avoid cheating, we can
use authority management and log file. Here we
use ftp to transfer the encrypted files. - There is no centralized management. Every part of
the system can execute freely. The balance of
the system depends on a set of game rules.
20Further study
- Collaborative educational IS based on
constructive theory will broaden the development
of CAE. - Integrate IT with education theory
- Further research and practice are required in
this field
21Acknowledgment
- Many thanks to Dr. Ken Moody for helping to
clean up the English and to Huijiang Dong for
collecting materials for the paper, also to the
referees for their recommendations