In Global Peace Through The Global University System

2003 Ed. by T. Varis, T. Utsumi, and W. R. Klemm

University of Tampere, Hameenlinna, Finland

 

 

HUMAN LEARNING AS A GLOBAL CHALLENGE:

EUROPEAN LEARNING GRID INFRASTRUCTURE

 

 

Colin Allison, Stefano A. Cerri, Matteo Gaeta, Pierluigi Ritrovato, and Saverio Salerno

University of St. Andrews, Universite Montpellier II, University of Salerno

 

 

Abstract

 

The purpose of this paper is to describe the E-LeGI (European Learning GRID Infrastructure) Project [1] .  E-LeGI has the ambitious goal of developing software technologies for effective human learning and promoting and supporting a learning paradigm shift.  A new paradigm focused on knowledge construction using experiential based and collaborative learning approaches in a contextualised, personalised and ubiquitous way will replace the current information transfer paradigm, which is based on content, and on the key authoritative figure of the teacher who provides information.  We have chosen a synergistic approach, sometimes called "human-centred design", to replace the classical, applicative approach to learning.  As humans are at its centre, learning is clearly a social, constructive phenomenon.  It occurs as a side effect of interactions, conversations and enhanced presence in dynamic virtual communities.  The new paradigm will be explored through the use of experimental research concepts integrating new powerful developments of services in the Semantic GRID, the leading edge of Information and Communication Technologies (ICTs), with highly innovative and powerfully significant scenarios of human learning.

 

The E-LeGI project has three main objectives:

 

1)    To study and define new models of human centred learning enabling ubiquitous and collaborative learning, merging experiential, personalised, and contextualised approaches.

2)    To study, design and implement an advanced service-oriented Grid-based software architecture for learning.  This will allow us to access and integrate different technologies, resources and contents that are needed in order to realise the new paradigm outlined in Objective 1.

3)    Within the context of a single Integrated Project, we will research, develop, deploy, validate, and evaluate the GRID-based software architecture for learning and the human-centred approaches, through the use of SEES (Service Elicitation and Exploitation Scenarios).

 

 

The Vision

 

E-LeGI is concerned with developing and demonstrating a technical infrastructure able to support future learning scenarios.  Briefly, the infrastructure must support communities, realism, collaborative working, formal and informal learning, new effective pedagogies, and provide access modes that are adaptable to any users' personal needs, including their current location, their current interface device, their learning preferences and special physical needs.

 

This section attempts to convey a feel for what the range and depth of a future scenario may look like.

 

An Example Scenario - Learning About the Weather

 

Most of us have an interest in the weather.  Given the opportunity (time and other resources) we would like to learn more.  So consider a community of learners who are all interested in learning about the weather - they look to the learning Grid for resources and a route to personal achievement.

 

The community consists of a wide variety of members who have potentially very different personal circumstances.  They are spread across different parts of Europe.  They speak different languages.  Some are from highly developed areas, some are from relatively deprived regions.  Some have special learning and physical needs.  All members have access to a flexible set of high-quality learning resources, provided as services.

 

As they are a community they all have access to collaboration tools, allowing for mediated group formation, group awareness, group selection and a choice of group communication facilities, which transparently deal with language and special needs barriers.

 

The community naturally devolves into groups.  Some are long-lived, some are transient, some overlap, some are mutually exclusive, some are sponsored, some are essential, most are optional.

 

Some members have access to the resources from their own home or work place, others may need to attend a local facility, some use sophisticated interfaces capable of immersive Virtual Reality, some use simple multimedia computers, some use disposable handheld devices, some enjoy the facility of ambient intelligence in their immediate environment.

 

Some learners are fully committed to using a specific collection of the available resources that have been grouped into a learning environment by a collection of institutions that offer a prescribed set of learning goals with accreditation.  Others are pursuing this area of study as part of their work skills improvement or simply out of interest (quality of life).

 

All learners potentially have a learning profile.  This includes learning preferences, special needs, prior accreditation and details of personal circumstances that may be useful to the learning environment (if revealed).  The learning profile and identity of each member is guaranteed privacy and integrity.  It is dynamically maintained by the infrastructure with regard to group membership, resource allocation and other aspects.  Trust contracts are of course necessary for accreditation and miscellaneous other interactions.

 

Realism is brought into the study environment by allowing learners to attempt their own weather forecasting.  A service routinely provides remote sensing data for various regions across the world.  The data provided by the "learning" services has actually been filtered and formatted by processes created by experts to make it suitable for learners.  Another service allows access to banks of super computers and programs, which can analyse the data.  Groups of learners within the community select specific regions (from a pool of geographic areas chosen by subject-specialists for their educational attributes) to focus on and make their own weather predictions.  Groups can compare the success of their predictions with those of the established professional services behind public media forecasts.  They can compare their success with other groups.  They can compare their success against the region being analysed.  They can also delve into data banks for historical patterns in order to test their understanding.  The possibilities are large.

 

Realism is also brought into the study environment by types of sophisticated simulation that are predicated upon advanced technological infrastructure.  Aspects of meteorology require the understanding of physical processes that are difficult (or impossible) to demonstrate by real experiment.  In this case Virtual Scientific Experiments and Immersive Virtual Reality can be provided for the learners to help understand these processes, and digital library content showing the manifestation of these processes e.g., sun spots, cloud formation, can be selected.  At the same time, areas of mathematics and computing are also necessary to understand the models used in meteorology.  Accordingly, learning resources, which focus on the specific areas of math and computing needed for weather models, are provided.

 

Some members of the community are less pro-active with regard to forecasting but follow the predictions closely through low-bandwidth mobile devices.  They make observations and inform other interested members.

 

Some members see this as a long term study commitment, while others are only planning on taking part for a few days, to get a feel for the business process of forecasting and the schedules and resources involved.

 

Group discussions are a routine feature.  This allows for division of labour and peer-mediated learning.  Minimal delay means that a distributed group can have an enhanced face-to-face meeting for discussion purposes.  Simultaneous language translation, where required, is transparent.

 

Tutors can attend group discussions, offer advice, recommend assessment exercises and levels, and if necessary identify and move disruptive or inappropriate members to different learning situations.  Tutors enjoy predicate based monitoring of student progress - only special cases are immediately brought to their attention. Some learners are not associated with any tutor.

 

Experts (real or virtual) may also be called in by a group when it wishes to understand some very specific feature of the subject of study, and when the group has demonstrated it is ready to benefit from expert intervention.

 

 

Advancing Technology Enhanced Learning in Europe

 

The overall aim of the project is to radically advance the effective use of technology-enhanced learning in Europe through the design, implementation and validation of a pedagogy-driven, service-oriented software architecture for supporting ubiquitous, collaborative, experiential-based and contextualised learning.  Previous projects which have set out to improve learning through novel technology have often failed to leave any significant mark because they did not give priority to the social, economic and technical perspectives of the key human actors.  So, while the development and use of appropriate technology must be pedagogically driven, at the same time those involved in the formulation and evaluation of pedagogy must be made aware of, and shown by demonstration, state-of-the-art technological possibilities.  We address this pervasive learning issue by explicitly listing the roles that actors play in the learning process and illustrate with reference to future learning scenarios.  This provides us with a focus for formulating requirements in terms of didactical models, learning resources, services, quality of service (QoS), and usability for end-users.  It also provides a clear reference for the context of the project - open and flexible software architecture for creating learning environments that accommodate the roles implied by the new learning possibilities and that demonstrate state-of-the-art technology-enhanced learning.

 

Our approach to human learning considers it to be a side effect of interactions and conversations (dialogues) that are enabled, supported, or enhanced by technological services both when the human actor's intention is explicit and shared (as in the case of institutional teaching) and when it is implicit (as in the case in any other human collaborative activity).  Similarly, we wish to address both measurable human learning - as when a certification of acquired knowledge and skills is expected to be issued on rational basis - as well as when it is not measurable - when motivation, enthusiasm and proactive initiative generates new, unforeseen learning events.

 

 

Pedagogical Goals and New Learning Modes

 

In order to support the implementation of new learning modes related to ubiquitous, collaborative, experiential and contextualised learning, it is necessary to promote a paradigm shift in the general approach to teaching and learning.

 

Currently, teaching and learning practices are based mainly on the information transfer paradigm.  This focuses on content, and on the key authoritative figure of the teacher that provides information.  Teachers' efforts are mainly devoted to find the best way for presenting content in order to transmit information to learners.  This has been critically referred to as the "the hydraulic view of learning".  It has its roots in behaviourism, and even though it has enjoyed some success in special circumstances, the approach is not generally effective, and therefore not suitable for widespread adoption.  Unfortunately, this "product - teaching oriented view" finds its perfect technical mirror in the "page oriented approach to the Web" where the goal is to produce more and "better" static pages for the consumption of interested students.  Learning is then considered to be an activity, which helps teachers to produce, and students to consume, multimedia books on the Web.  This paradigm has been popular in earlier e-Learning projects because it is easy to implement with basic Internet facilities and it does not require any change in the roles of the traditional actors.  Its popularity is not due to its effectiveness.

 

The information transfer paradigm is well understood and well supported by existing e-Learning practice.  In order to advance effective learning we will promote another paradigm that focuses on the learner and on new forms of learning.  In our approach the learner has an active and central role in the learning process and the learning activities are aimed at facilitating the construction of knowledge and skills in the learner, instead of the memorisation of information.  Information transfer will still obviously exist in the new paradigm, but only as a simple component, not the main goal.  Accordingly we can say that the new paradigm subsumes the old one in its displacement.

 

We are not the first group to propose this approach: learning activities from the 1960s based on Smalltalk, Dynabook and Logo started a debate between constructivists and behaviourists.  We believe that today - thanks to the emerging technologies - there is a much greater chance to succeed assuming that the human actors are sufficiently committed not just as users but as creators of new scenarios, particularly when attracted by goals and roles not necessarily linked to teaching.

 

Knowledge construction occurs through new forms of learning based on:


In this approach collaboration is considered as a complex conversational process that goes far beyond a simple information exchange.  In order to support such a "ubiquitous conversational process", one must consider the social context where the learning process occurs.  Recent psychological studies have demonstrated that cognitive processes occur in specific contexts, whereby we mean a structured set of activities and conditions characterising the learner's interaction and behaviour.  By taking this into account, we do not consider the learner's ability in an abstract way, but relate it to a specific situation (the context).  In this ambit the term "ubiquitous" does not refer solely to "anytime / anywhere", but more generally to the ability to support multiple diverse learning contexts and automatically adapt to them.

Furthermore, in our opinion, the collaborative approach is not in antithesis, but is complementary to a pure constructivist approach that considers human learning as an individual process.  Merging both approaches allows us to consider both the influence on the learning process caused by the socio-cultural context and the autonomous path followed by the learner.

It is clear for us that the learner's cognitive skills will improve with an increase in both the quantity and the quality of contexts where the learner acts.  In this new scenario, the meaning of collaboration becomes clearer.  Indeed, as we consider human learning as a social process, collaboration implies community membership, it means working together, providing added value, sharing and executing tasks in order to reach a common goal.  Learning is no longer an isolated activity - it implies mutual trust, shared interests, common goals, commitments, obligations, exchanging of services, a genuinely proactive, motivated behaviour.

This type of activity can be represented in different ways.  Firstly, by using visual graph-like knowledge representation formalisms such as ontologies, semantic networks and conceptual graphs, (rather then opaque descriptive logic approaches); secondly by using user-friendly annotation tools capable of extracting a first approximation of syntactic and semantic information (metadata) directly from the raw content (tools of this sort are under study with renewed impetus in the era of the Semantic Web) and to let the user tune the obtained representation.

Following the above outlined socio-constructivist contextualised learning approach (according to the current cognitivist approach), we will create contexts where the learner "achieves" knowledge and skills in an active way instead of simply storing information.  Communities will have the right to identify their goals, in terms of knowledge and skills to be acquired, instead of just asking an authority to define a curriculum for them.  Goals will therefore genuinely correspond to needs, and be highly dependent on the local culture and its priorities.

According to this new learning paradigm we consider realism as the cornerstone of the learning environment.  For example, highly realistic virtual scientific experiments have only recently become possible through use of advanced technology.  Innovative aspects include the definition of a standard didactical model for the achievement and representation of such experiments.  In this type of model a learner is immersed in a specific context, which through appropriate simulations, develops active learning processes with progressive abstraction levels, leading to the construction of their knowledge.  In this learning mode the student can also receive the support of the other users (collaborative aspects) and from the comparison with them, s/he can build a new "mediated" knowledge.

The success of our project will depend not only on the methodologies and tools for managing and representing knowledge, (contents and interactive workflow of interactions), but must address the need for these tools to be used by less technically competent actors.  Accordingly, our ambition is to progress the autonomous construction of formalised, explicit knowledge by unskilled users as far as the current (and the future) technologies will allow it.

To complement this freedom in knowledge construction, we allow the definition of personalised and individualised learning paths.  This means that in a specific context we need, from one side, to create learning conditions that are adequate for a learner's preferences (individualised learning) and, from the other, guarantee that the learner will reach a cognitive excellence through different learning paths according to their skills and knowledge.  Accordingly, we will study and define specific models for representing knowledge that takes learners preferred learning styles into account.  A beneficial result of allowing learners the right to construct their own knowledge is that richer and more diversified learning contexts can arise, necessitating the dynamic integration of different kinds of information and communication technologies.  The dynamics of intertwined, controlled and secure construction and use of subsequent versions of our systems, by skilled as well as unskilled human actors, and of the services enabling them, constitutes our methodological approach for future effective developments to adaptive technology-enhanced solutions.

Socio-Cultural Issues

Since we assume that socio-cultural diversity and human collaboration brings wealth in any domain (cf: the foundations of the European Union (EU) and the preservation of cultural differences, as well as different languages in the EU) we have seriously considered if this assumption holds in situations where the social, economic and cultural contexts are apparently disadvantaged in terms of existing development and wealth.  These situations are those, typical of very remote regions, such as islands, or areas totally marginalised from classical developments, such as suburbs of metropolitan areas where development seemed to be impossible even when supported by large economic investments.  In fact, injecting money into those areas, and pushing classical schooling to those communities has often lead to the result that people tried as soon as possible to emigrate to "better" areas in order to get a job - the exact opposite of the initial purpose.

We have analysed many scientific reports suggesting that in those less favourable areas, the non-verticalised access to information by means of Internet technologies has had an enormous beneficial effect on their durable development, i.e., a social, cultural and economic development allowing local empowerment and the preservation of biodiversity.  In other words, the catalyzing factor for empowerment, the generation of local businesses (mainly in agriculture and tourism) and the preservation of cultural heritage including minority languages, has been enabled by access to non-vertical information.  Technology enhanced learning has emerged in those areas as a side effect of wealth and the need for multiplying the human resources available within a resurgent economical, social and cultural context.  Easter Island is a prime example, but there are many others, which we discuss elsewhere.

We therefore conclude that we have strong scientific support in favour of our view that the informed use of ICT has an important and beneficial impact in its facilitation of unstructured, non-vertical information flows such as those found in emerging communities, and that we may multiply its potential within similar communities in Europe and elsewhere, encouraging, implementing and supporting the spontaneous, autonomous development of human virtual communities where learning occurs and is demonstrably highly effective even in non-institutional contexts.

Ambient Intelligence

Finally, we believe that with the E-LeGI project a significant and concrete step towards the Ambient Intelligence vision envisaged by the ISTAG (Information Society and Technology Advisory Group) committee can be achieved.  We will address the main aspects for introducing the Ambient Intelligence concept in the learning domain.  We start from a socio-constructivist, personalised and contextualised learning-centred paradigm, trying to adapt the didactical approach to the learner's preferences and learning styles.  This will be achieved through an extensive use of knowledge and semantic technologies for standardised representations, using ontology and metadata, domains and related contents as well as the learner's knowledge and related skills.

 

Meeting the Technical Challenge

The pedagogical goals outlined above have highly demanding technical requirements.  We believe that these can best be addressed by building on the open distributed service model that has evolved from the Grid.  The Grid was originally designed for e-Science and was primarily concerned with supercomputing applications, but the framework it engendered to realise effective sharing of distributed heterogeneous resources (OGSA: the Open Grid Services Architecture) is now being applied to many other areas, especially enterprise computing and e-Commerce.  Reciprocally, by progressing Grid technologies for learning, we will also contribute towards the advancement of the open Grid service model itself.  We see the use of the Grid to support a paradigm shift in pedagogy to advance effective learning as a natural step in the recent historical progress of technology enhanced learning:

1960s Plato, Dynabook, Smalltalk, Logo
1970s video-tape based interactive training; TV-based Open University lectures; on-line mainframe help systems
1980s the emergence of the personal computer; text-based computer self-learn systems; graphics-rich personal-computer based interactive learning tools for the sole learner e.g., HyperCard-based Maths tutors
1990s the Internet explosion and the Web; multimedia file types; interactive networked groupware and CSCW - Computer Supported Collaborative Work technologies (e-mail lists, bulletin boards, chat) used in educational contexts; emergence of interactive web-based learning environments; the Web as a vast repository of digitised lecture notes; the emergence of e-Learning as a manifestation of the information transfer paradigm
2000s Grid technologies - resources on tap; radical new technological possibilities for learning which go far beyond simple information transfer; the inclusion of pedagogy and use of state-of-the-art distributed technology for effective learning: the prototype European Learning Grid Infrastructure.

The Internet is perhaps the most transformative technology in history, reshaping business, media, entertainment, and society in an astonishing way.  Unfortunately, its basic best-effort, data-transfer nature has required substantial programming effort and significant software engineering expertise to achieve learning support systems that are anything more than content-repositories, e-mail, or bulletin board facilities.

The Web has added great value to the usability and accessibility of the Internet, through the standardisation of interfaces and multimedia tagging.  This has resulted in a critical mass.  However, it still has major inadequacies with respect its use for supporting effective learning: i) it lacks direct support for conversational threads, acting as a barrier to the formation of virtual communities; and ii) its static nature stands in opposition to the dynamic essence of information and knowledge.  

Of course, impressive learning support systems have been constructed which work around these inadequacies and facilitate activities beyond the information transfer paradigm, and we certainly do not mean that it is impossible to build conversational and dynamic systems on the Web; on the contrary.  

What these statements underline is that the creative and inventive exploitation of Internet and Web technologies for effective learning is still the exception and we need a much higher-level, and more appropriate, software architecture, and infrastructure (because deployment is an issue), in order to move towards the new paradigm for effective learning.

The Open Grid Service Architecture (OGSA) was introduced in the working paper "Physiology of the Grid" (Foster, 2002), and complements the earlier "Anatomy of the Grid" paper (Foster 2001).  Together they form a state-of-the-art philosophy that has the potential to add great value to the existing Internet and Web infrastructure.  Indeed, OGSA leverages W3C (World Wide Web Consortium) open standards and languages (Talia, 2003).  Our proposal seeks to develop a high-level OGSA compliant framework and realise a corresponding prototype infrastructure in order to support effective learning.  

The next generation of Grid solutions will increasingly adopt the service-oriented model for exploiting commodity technologies.  Its goal is to enable as well as facilitate the transformation of information into knowledge, by humans as well as - progressively - by software agents, providing the electronic underpinning for a global society in business, government, research, science, education and entertainment (semantic aspects).  This process coincides with the collective construction, negotiation and agreement of a semantic for any Information, be it a datum or a program.  Indeed, the flexible assembly of Grid resources into a Grid application requires information about the functionalities, availability and interfaces of the various components, and this information must have an agreed interpretation, in order for it then to be processed by machine.  

OGSA provides a holistic view of Grid computing based on the concepts of 'Services', 'Distributed Collaboration' and 'Virtual Organisation'.  This view opens the way to new applications of Grid technologies, which will be no longer be a niche technology used solely for scientific high performance applications.  OGSA provides the missing link enabling the Grid to become, in the next few years, a fundamental infrastructure not only for e-Science, but also for e-Business, e-Government and e-Life.  It is therefore imperative that we promptly and thoroughly progress our understanding and expertise in the use of OGSA for learning, because human learning pervades each and all these developments of human activities mediated by technologies.  

At this point, new learning scenarios enter the picture: the user-centred, contextualised and experiential based approaches for ubiquitous learning imply the full exploitation of emerging networking facilities and the location-transparent access to advanced and distributed software solutions such as simulation environments, real-world input, and 3D visualisation systems as well as digital libraries, in the framework of a Virtual Organization.  This allows a transition from current content-oriented e-Learning solutions towards a user-centred collaborative model based on active collaboration, resource sharing, visualisation, virtual laboratories for experiential simulations, and real world input.  

Moreover, Grid technologies will facilitate the implementation of CSCL (Computer Supported Collaborative Learning) environments facilitating the development and/or the integration of services for synchronous and asynchronous communication over wireless and broadband network (such as GEANT - the European high speed research network infrastructure or Internet2).  Early attempts to support such environments (without adopting an open Grid service approach) include tools from the Open University Knowledge Media Institute that form part of this proposal, and also early experimental versions of software such as Microsoft's Conference XP framework.  The significance of OGSA in this context is that it is genuinely "open".  

In summary, we propose to research, develop and deploy an OGSA-based software architecture, as technology glue, seamlessly combining wireless and broadband networks with advanced software solutions for personalised ubiquitous learning, providing the user with a uniform way to access these resources by means of several kinds of devices.  We note that in this respect we will contribute towards the evolution of OGSA in the European context by giving particular emphasis to the usability and quality-of-service issues, which at present are only vaguely referred to in the current OGSA drafts.  

Towards Ambient Intelligence  

The software architecture constitutes the technical complement of the methodological part mentioned in the previous section for implementing the Ambient Intelligence vision envisaged by the ISTAG committee.  Indeed, in order to take advantage of this semantically enriched environment we need an powerful software infrastructure, namely the Grid, which allows transparent access to heterogeneous resources such as multimedia content, data repositories, instruments, applications, networks and people at any time and any place, independently from the device and technology used.  In this scenario the Ambient becomes the virtual collaborative learning community that is progressively aware of member's needs, preferences and expectations, supporting each member as well as subsets of the community, to construct and increase their knowledge and skills.  In the near future, the realisation of this scenario will be synergistic with research activities in the fields of knowledge management and the semantic Grid.

   

Methodology: Test-Beds and Demonstrators

Having described the overall objectives, the pedagogical goals and the technical challenge, we now outline the methodology for the realisation and validation of a framework for advancing effective learning.  We have selected a particular set of test-beds and a set of demonstrator environments, representing scientific, social, economic and cultural cognate areas, which include both formal and informal learning scenarios.  

Test-beds  

As we are working towards a service-oriented framework we refer to the test-beds as Service Elicitation and Exploitation Scenarios (SEES).  By focusing on a relatively small number of SEES we can set out clear and measurable milestones, which are achievable within the lifetime of the project.  The service has to stimulate, evaluate and credit human learning, knowledge and skills.  We believe that nothing is more context dependent as human knowledge and skills, as well as the associated emotional aspects (motivation, cultural awareness, ...).  It is evident that no educational model will ever be successful for human learning if not highly linked to the socio-economic and cultural context of human users.

Due to the centrality of SEES identification, specification implementation and validation we need, from one side, meaningful SEES and, from the other side, in order to succeed, highly motivated actors that will carry out the work.  The SEES can be classified as informal or formal learning:

1)    Informal Learning

2) Formal Learning

a)     Master in ICT with remote teaching and tutoring activities (in collaboration with Carnegie Mellon University)

b)     Computer Science University course in an Open University.

The two formal learning scenarios enhance what the two Greek Institutions already do in their distance learning initiatives.  This is important for two reasons: i) the aspirations for an enhanced programme are already in place and need to be translated into service requirements; ii) it provides an example of bridging from a common existing "e-Learning" scenario to the new approach.  The participation of Open Universities in E-LeGI (UK Open University and Hellenic Open University) will be able to play a multiplying factor for the results of our two Formal Learning scenarios.

The three Informal Learning Scenarios focus on e-Science (ENCORE), Durable Development (VIAD - Virtual Institute for Alphabetization for Development) and e-Qualification.  Their significance to society is potentially very high: e-Science is an example of "on the job" ontology construction by virtual communities with a shared goal (the Encyclopedia of Organic Chemistry) but many different viewpoints on the meaning of concepts.  We have worked on the same issue for years with Jurists: the situation is quite similar, and the results were highly appreciated.  In e-Commerce the same occur: agreements between the offer and the demand are required in order to build a contract.  It is clear that the ENCORE Scenario may be reused in many other similar societal situations where agreements on some issue have to be reached, and learning has to occur while constructing the agreements.

The VIAD scenarios, three by now, are one of the best ways for demonstrating and achieving societal impact.  The example from the Easter Island is currently considered THE best practice for durable development, i.e., supporting professionalisation thus economic development as well as cultural awareness and the preservation of cultural heritage thanks to non-vertical access to information, and local empowerment.  The Larzac case will try to import that experience in Europe.  The Rondonia case will demonstrate the real social impact in poor suburbs of large cities.  All three VIAD Scenarios will propose to be replicated in several other potential sites in Europe, where Informal Learning may enable and support Durable Development.  Finally e-Qualification is a Scenario necessary for any learning initiative, as it deals with quality assurance, certification and validation.

Demonstrator Environments

Three demonstrators are planned.  These will be used for supporting the teaching of mechanical engineering, mathematics and business and finance management at higher education level.  Existing learning resources and environments which support new learning modes will be adapted and re-engineered to elicit the requirements of an OGSA-compliant framework.  As the Integrated Project brings together not only a significant range of expertise in several cognate areas essential to effective learning, but also actual advanced learning software resources, this will allow us to move quickly with respect to the development and demonstration of OGSA-compliant learning systems.  Indeed, the potential for novel interoperability between advanced learning resources adapted to OGSA by different members of the IP is an exciting part of the research program.

 

Innovation related activities

 

In this section we briefly summarise the main innovations of the E-LeGI proposal.  The innovations that will be introduced with the E-LeGI proposal can be classified in two different, but interrelated and objective-driven main groups.  The first group is related to the pedagogical aspects, the second group to the technology aspects.

The essence of innovations for pedagogical aspects is that in order to fully exploit technology-enhanced learning processes we cannot simply make an electronic transposition of the traditional learning model.  We need to investigate and define appropriate didactical models for technology enhanced learning.  These models, based mainly on contextualised, experiential based and personalised approaches (socio-constructivist vision), will be defined taking into account the synergy between pedagogical and technological aspects, fostering a learning paradigm based on socially situated, activity-based knowledge construction rather than information memorisation.

In particular, an innovative aspect is that our model will consider several characteristics of learning in a unitary approach.  In the E-LeGI project we will focus our attentions on the Active, Situated and Collaborative properties of learning.

In this frame standard models for experiential based learning will be proposed, in particular with respect to Virtual Scientific Experiments.

Other innovative aspects are related to the possibility of personalising the learning process according to the learners' preferences and styles.  In order to allow personalised learning processes (Cerri, et Al 2002) we need to study and define methodologies for representing, through adequate knowledge structures (ontologies), and managing knowledge representing both the domain (the learning context) and the learner capabilities and skills itself including the representation of learner's attitudes, flaws as well as possible misunderstandings with respect to concepts and relations among several pieces of information related to a specific learning domain (e.g., mathematics, physics, sociology, etc.).  We are convinced we can now reach these objectives because we have already developed significant, even if quite limited, prototypes that present these features.

Exploiting these advanced knowledge representation structures, it will be possible to introduce innovative intelligent functionalities embedded into the learning environment, namely the learning GRID infrastructure, realising a first concrete interpretation of the Ambient Intelligence vision in the learning domain.

It is clear that in order to reach these ambitious objectives we need to design and implement a very powerful technological infrastructure.  The wider the potential learning audience, the more sophisticated the technology must be, and, at the same time, the simplest to use.  From this point of view the main innovation is the use of GRID technologies as a framework for implementing a service oriented software infrastructure.  This allows us to raise the level of abstraction in the infrastructure design:

We are well aware, as we have said in previous sections, that to realise this new learning paradigm we need to integrate and coherently orchestrate several kinds of technologies and existing software solutions in an innovative way.

Investigating and experimenting with the use of GRIDs as technology glue for implementing dynamic service oriented Virtual Learning Organisations (VLO) also introduces potential innovations fed to the technological level: the service elicitation scenarios will continuously feed the technologists with requirements for new services described at the abstraction level of the pedagogy, to be translated into combinations of services at the abstraction level of technologies.  The continuous "translation" process from the one to the other abstraction level is exactly the core of the synergies declared as the innovative approach of E-LeGI.

Finally, innovations for the GRID technologies strictly connected to support dynamic Virtual Learning Organisations emerge from the study and analysis of semantic, trust & security aspects.  In order to implement dynamic VLOs, we need to define mechanisms for service discovery and "understanding" the capabilities of these discovered services.  In order to do this, we need to define standards for describing GRID services semantically.  This is one of the hottest research topics in the GRID domain and we believe that with the E-LeGI proposal we can contribute substantially to the progress in this field.  Moreover, the exploitation of this semantic enrichment of services will be fundamental for supporting collaboration and interactivity as well as for creating the necessary awareness for implementing a Learning Ambient Intelligence vision.

It is clear that VLOs due to their dynamic nature need policy driven, configurable and powerful security mechanisms.  Moreover, without security this kind of infrastructure will be confined to the research community and will never be deployed in other domains.  Grid technologies, at the data level, are mature but their deployment has been slow, since work has still to be done in order to make them usable from the security perspective.

Conversational processes (Cerri 2002 and 1999), enhanced presence and the Semantic Grid are all activities identified in E-LeGI and assigned to highly qualified partners, with an outstanding record of excellence in research, both fundamental and applied.  The three aspects run together: learning services, the ones needed for enabling effective learning to occur, have to be first identified by means of conversational processes by humans in virtual communities accompanied by enhanced presence in order to keep motivation and commitment to the community's goals high and performing.  Identified services have then to be progressively transformed into software, i.e., the semantics of services has to be constructed in order to make an infrastructure that supports those services.  It will be vital for the project's success that the life cycle of service identification, design, implementation and exploitation will be understood by each actor in the loop.  Looking at the forest of available technologies, anyone is discouraged by the impressive number and complexity of each component, language and device.  The innovation in E-LeGI will be to use Virtual Communities also within the project's activities in order to work together and simplify, for each step of the project, the understanding of each member of the project's community in order to facilitate shared decisions and improve our own collaboration.

The Implementation Plan

According to the general approach described in the previous section, in the following we present the project implementation plan.  It is based on an iterative and incremental approach.

Figure 1 shows the organisation and relationship of the project activities.

Figure 1: E-LeGI Activities

 

All the activities will be arranged in three different cycles.

The first cycle has a duration of 18 months.  The main objectives of this cycle are to: i) assess the state of the art of GRID technologies; ii) investigate the implications of creating learning GRID services by making some existing learning solutions GRID-aware; iii) clearly demonstrate the potential of the project vision by investigating the experiential based approach for stimulating the final users about the opportunity offered by the E-LeGI project itself.  This will help us in managing and mitigating the technology risk (due to leveraging on existing solutions such those released in the frame of the EU-IST GRASP (GRID based Application Service Provision) project (Ritrovato, 2003) and Finesse / TAGS (Allison 2000, Michaelson, 2003) projects, IWT - Intelligent Web Teacher platform (Capuano, 2003) and VCLab - Virtual Control Laboratory solutions providing, some early, basic results for technical evaluation as well as for assessing the E-LeGI infrastructure requirements.  In addition, these activities will be used as case studies in the formulation of an OGSA-oriented usability framework based on an holistic approach to quality of service (Allison, 2001).  These initial but substantial steps will be possible due to the expertise and knowledge and software solutions already available within the Consortium.  Finally, in this cycle particular emphasis will be given to the investigation and monitoring of the continuous developments in the GRID domain in order to work synergistically with the various initiatives running in European Union (EU), especially the Research Networking Infrastructure call currently opened on GRID technologies, and in other countries (especially in the USA where there are investments planned of more than 1000M$ for the creation of the next-generation GRID infrastructure i.e., the cyber infrastructure).

The second cycle will be mainly devoted to the construction of the learning GRID infrastructure and test-bed's design and implementation.  It will have a duration of 21 months.  All the new learning approaches and the related knowledge representation models as well as the conversational processes within enhanced presence will be studied and defined.  The GRID based software architecture will be developed taking into account innovative aspects related to semantic grid, trust and security for service provision and for facilitating the creation of virtual organisations.  The methodologies for pedagogical and usability evaluation will be defined together with strategies for facilitating the paradigm shift within private and public learning organisations.  New demonstrations will be carried out for facilitating the design and implementation of the test-beds.

The last cycle with a duration of 9 months, will be completely devoted to test-bed's experimentation and project results evaluation.

It is important to underline the role of the SEES in the three project cycles.  In the first cycle, they will simply provide their needs in order to allow a first validation for didactical models, conversational processes and technologies.  In the second cycle the users stimulated by the results of the first cycle will review the SEES specifications providing new inputs for the learning services identification and the whole E-LeGI infrastructure design and implementation.  In this cycle the SEES will be designed and implemented according to the E-LeGI infrastructure realisation.  Finally in the third cycle the SEES will be executed for validating the E-LeGI infrastructure and the project results in general.  The SEES execution will inevitably necessitate software architecture evolution and maintenance activities.

In order to monitor and guarantee the achievement of the scientific and technological project results we will adopt the Goal Question Metric approach.  The original ideas for the Goal Question Metric Paradigm came from the need to solve a practical problem back in the late 1970s.  The issue was: how do you decide what you need to measure in order to achieve your goals?

The Goal Question Metric (GQM) approach is based upon the observation that an organization wishing to measure a project's performance in a purposeful way must first specify the goals for itself and its mission, then it must trace those goals to the data that are intended to define those goals operationally, and finally provide a framework for interpreting the data with respect to the stated goals.  Thus it is important to make clear, at least in general terms, what informational needs the organization has, so that these needs for information can be quantified whenever possible, and the quantified information can be analyzed with respect to whether or not the goals are achieved.


Summary of Scientific and Technical Objectives

In summary, the project has three major objectives, which will be pursued in support of the overall aim of radically advancing effective technologically enhanced learning in Europe.

  1. We will study and define new models of human learning enabling ubiquitous and collaborative learning, merging experiential, personalised and contextualised approaches.  We will pilot learning activities associated with a high degree of self-motivation, and place an equal emphasis on non-institutional and informal contexts, rather than dealing solely with classical institutional teaching initiatives where motivation is often questionable.
  2. We will study, design and implement an advanced service-oriented Grid based software architecture for learning.  This will allow us to access and integrate different technologies, resources and contents that are needed in order to realise the new paradigms and learning approaches for implementing effective learning.  This objective will be driven by the pedagogical needs and scenarios associated with the first objective.
  3. Within the context of a single Integrated Project, we will research, develop, deploy, validate, and evaluate the learning framework and the didactical approaches, through the use of SEES, pilots and demonstrators.  We will build extensively on advanced work already done, creating new learning environments rather than creating new learning resources per se.

In more detail we will:

Project Results and their Evaluation

 

The project results will be generated through the use of the test-beds and demonstrators.  The test-beds will evaluate the didactical approaches from cost/benefit and pedagogical points of view, and the support provided by the technology infrastructure in term of QoS, usability, scalability, interoperability and transparency of access to the distributed resources used for realising the didactical approaches.

Furthermore, the level of accomplishment of the objectives will be measured and tested during the project's lifetime, by providing a direct correspondence with the research activities.  In order to define efficient metrics to measure and verify the attainment of the objectives and related results from a qualitative as well as a quantitative point of view, the Goal-Question-Metric (GQM) paradigm will be used.

In summary, the main E-LeGI project results will be:

  1. Formalisation of didactical models for the new learning approaches.
  2. The European Learning GRID Infrastructure.
  3. Methodologies for evaluating the effectiveness of these new learning approaches from the pedagogical and usability points of view.
  4. Methodologies and techniques for representing knowledge and for allowing personalised and collaborative learning.
  5. Strategies for leading learning organisations and actors in the learning process to actualise the paradigm shift in learning approaches.
  6. Prototypes for demonstrating the potentialities offered by the E-LeGI technologies and methodologies.
  7. New digital content for different contexts adequate for supporting the innovative learning approaches and in particular with respect to virtual scientific experiments.
  8. Methodologies and techniques for making existing applications Grid-aware.
  9. Contribution to the technical standards in the Learning, e-Learning, semantic Web, and Grid domains.
  10. Demonstrate a new learning approach based on the synergy between technologies and methodologies.
  11. Workshops, Conferences, Publications, Information Web sites, and Demonstrator Web sites for disseminating project results.


Complementarities and Cooperation patterns

between E-LeGI and GUS / GCEPG


E-LeGI and the Global University System

The Global University System (Utsumi, 2003) is a worldwide initiative apt to create satellite/wireless telecommunication infrastructures and educational programs to have access to educational resources across national and cultural boundaries for global peace.  The GUS helps higher educational institutions of remote/rural areas within developing countries to deploy broadband Internet in order for them to close the digital divide and act as the knowledge centre of their community for the eradication of poverty and isolation.

It is evident that there are many commonalities between E-LeGI and GUS.  The principles and the philosophy behind the projects are fully compliant and it is self-evident that both projects can mutually take great benefits from a close collaboration.

In particular, the software architecture that E-LeGI will work out will facilitate the achievement of the GUS mission statements.  Indeed, from the technological point of view the GUS infrastructure could easily be deployed over E-LeGI.  Moreover, GRID technologies and a service oriented architecture will allow users in remote areas access to several kinds of resources (computational, storage, instruments, digital libraries, etc.).  Also, collaboration is a key aspect for E-LeGI as demonstrated by the ENCORE SEES on chemistry.  Another useful benefit coming from the deployment of GUS over E-LeGI is the support provided by E-LeGI to the pedagogical aspects.  This will allow providing GUS' users with access to enhanced learning materials according to the most suitable didactical models for each learner's preferences, skills and capabilities.

In addition, GUS could provide very useful requirements for the design of the E-LeGI environment.  Indeed, according to the project philosophy it seems to be a SEES able to fully exploit the E-LeGI project results from both technological and methodological viewpoint.  Moreover, with GUS as a SEES it will strongly reinforce our objective to provide learning services to developing Countries - see the VIAD SEES in Larzac, Brazil (Maceio and Rondonia) and Chili (the Easter Island).

E-LeGI and the Globally Collaborative Environmental Peace Gaming project (GCEPG)

The GCEPG conceived by Prof. Takeshi Utsumi in the 1972 (Utsumi, 1977, 1986, 2003) as a globally distributed computer simulation system, is a computerized gaming/simulation to help decision makers construct a globally distributed decision-support system for positive sum/win-win alternatives to conflict and war.  The idea involves interconnecting experts in many countries via the global Internet to collaborate in the discovering of new solutions for world crises, such as the deteriorating ecology of our globe, and to explore new alternatives for a world order capable of addressing the problems and opportunities of an interdependent globe.

As stated in the previous sections we consider the simulations as fundamental aspects for implementing experiential based and contextualized learning approaches.  GCEPG could be a complete and powerful demonstrator able to show from one side the advantages coming from using advanced technologies (i.e., GRID for accessing to computing resources and collaboration environments) for supporting simulations execution, data analysis, etc., and simulations for learning through the definition of innovative pedagogical models (i.e., socio-constructivist contextualised learning approach) and, from the other, to show all the benefits coming from the harmonised and synergistic use of advanced technologies together with innovative pedagogical models for learning (i.e., E-LeGI).


References

Allison, C., McKechan, D., Lawson, H. and Michaelson, R. (2000). The TAGS Framework for Web-Based Learning Environments.  In Web Based Learning Environments, (Portugal, 2000), (pp. 10-14), University of Porto, FEUP Editions.

Allison, C., McKechan, D., Lawson, H. and Ruddle, A.  An holistic view of quality of service. Interactive Learning Environments, 9 (1).

Cerri A. Stefano, Gouardères, Guy, and Paraguaçu, Fabio. Eds. (2002). Intelligent tutoring systems. Proceedings of the 6th International Conference ITS 2002, LNCS 2363, Springer Verlag: pp. XXVII-1016.

Cerri A. Stefano (2002), Human an artificial agent's conversations on the grid, Electronic workshops in computing (eWiC), 1st LEGE-WG international workshop on educational models for grid based services, Lausanne, Switzerland, 16 September 2002. Retrieved July 25, 2003 from http://www1.bcs.org.uk/portal/showSection.asp?sectionid=1152 and
http://www1.bcs.org.uk/DocsRepository/05000/5009/cerri.pdf

Cerri, A. Stefano (1999) Shifting the focus from control to communication: the STReams OBjects environments model of communicating agents.  In Collaboration between human and artificial societies, , vol. 1624,, J. Padget, Ed. (pp. 71-101) Berlin Heidelberg New York: Springer-Verlag.

Capuano, N., Gaeta M., Micarelli, A., and Sangineto E. (2003), An intelligent Web tutoring system for learning personalization and semantic Web compatibility, Proceedings of the Eleventh International PEG Conference, St. Petersburg, Russia, 2003.

Foster I, Kesselman C., and Tuecke S. (2001). The anatomy of the grid: enabling scalable virtual organizations, International J. Supercomputer Applications, 15(3), 2001.

Foster I., C. Kesselman, J. Nick, and Tuecke, S. (2002). The physiology of the grid: an open grid services architecture for distributed systems integration. Globus Project. 2002.

Foster I., Kesselman C., Nick J., and Tuecke S., (2002) Grid services for distributed system integration. In IEEE Computer.

Michaelson, R., Helliar, C.V., Power, D.M. and Allison, C.  (2003). Group work and the Web: FINESSE and TAGS. in Hawkridge, D. and Kaye, R. eds. Learning and Teaching for Business: Case Studies of Successful Innovation, Kogan Page.

Paraguaçu, F., Cerri, S.A., Costa, C., Untersteller, E. (2003).  A peer-to-peer architecture for the collaborative construction of scientific theories by virtual communities. IEEE ITRE2003: International Conference on Information Technology: Research and Education, Track on Technologies for Education in Developing Countries, August 10-13, Newark, New Jersey, USA, 2003 (in press).

Ritrovato P., Gaeta M., Laria G., Dimitrakos T., Mac Randal D., Yuan F., Wesner S. Serhan B., Wulf, K. (2003) An emerging architecture enabling grid based application service provision.  In the Proceeding of 7th IEEE International Conference EDOC - September 16-19 2003, Brisbane, Australia (in press).

Talia D. (2002), The open grid service architecture: where the Grid meets the Web. IEEE Internet Computing. November-December.

Utsumi, T.  (1977). Peace game.  Simulation.  November.  pp. 135

Utsumi, T., Mikes, P. O., Rossman, P.  (1986).  Peace Games with Open Modeling Network.  In S. Schoemaker (Editor), Computer Network and Simulation III, pp. 267-298, Amsterdam: Elsevier Science Publisher B.V., (North-Holland). Retrieved July 15, 2003 from
http://www.friends-partners.org/GLOSAS/Bookwriting/PART_I/Chapter_V/Schoemaker-III/SCHOEMKR-III_total.htm

Utsumi, T., Varis, T., and Klemm, W. R., Editors (2003).  Creating Global University System, Global Peace Through The Global University System.  Tampere, Finland: University of Tampere Press. This book. Retrieved July 15, 2003 from
http://www.friends-partners.org/GLOSAS/Global_University/Global University System/UNESCO_Chair_Book/Manuscripts/Part_II_Intercultur/Utsumi Creating GUS/Creating_GUS/GUS_web/Creating GUS-D12.htm

Utsumi, T. (2003). Globally Collaborative Environmental Peace Gaming, Global Peace Through The Global University System.  Tampere, Finland: University of Tampere Press, June. Retrieved July 15, 2003 from
http://www.friends-partners.org/GLOSAS/Global_University/Global University System/UNESCO_Chair_Book/Manuscripts/Part_IV_Global_Collaboration/Utsumi, Tak/GCEPG_D10_Web/GCEPG_D10.htm


Colin Allison
Senior Lecturer
School of Computer Science
University of St Andrews
Scotland
Tel: +44 (0)1334 46 3239
E-mail: ca@dcs.st-and.ac.uk
Web: http://www.dcs.st-and.ac.uk/~colin/

COPYRIGHT: KODAK DC280 ZOOM DIGITAL CAMERA ?COPYRIGHT: KODAK DC280 ZOOM DIGITAL CAMERA ?

Colin Allison is a Senior Lecturer in the School of Computer Science at the University of St Andrews.  He programmed the first MacTutor module using HyperCard in 1988.  MacTutor went on to win several awards for its ground breaking approach to computer-based maths education.  He was subsequently the project manager and principal investigator of several major UK and Scottish multi-institution projects involving distributed systems and technology enhanced education, including WARP, Finesse, TAGS, INSIDE and Assets.  He is also an active contributor to the LeGE-WG NoE workshops.


Stefano A. Cerri
Professeur
LIRMM: Universite Montpellier II et CNRS
161, Rue Ada; 34392 Montpellier
Cedex 5, France
TEL: +33 467 41 86 62
E-mail: cerri@lirmm.fr
Web: http://www.lirmm.fr/

Stefano A. CERRI; After his studies in Physics (Pisa, 1971) he worked in Amsterdam as a Researcher; and taught in Pisa, Amsterdam, Brussels (VUB), Milano -where he got his Professorship in 1985 - and, since 1999 in Montpellier at LIRMM.

He was Program Chair of ITS 2002 (International Conference on Intelligent Tutoring Systems) and partner of the EU INCO-COPERNICUS project LARFLAST on e-Learning.  He is partner of LeGE-WG.  He is author of more than 130 international publications, edited 5 books, and he has a solid experience of technology transfer to industry and EU project management.

He started consulting for the Commission in 1982, evaluated ESPRIT1 (1983) and 2 (1985) projects (circa 150), and participated to several ones as a reviewer (e.g., ESB and EUROHELP).  He was one of the major contributors to the DELTA Exploratory Action Programme (see in CORDIS: the first EU programme in Information Technologies dedicated to Human Learning); where he co-edited the final book (Learning Technologies in the European Communities) and chaired the Conference in The Hague (1991).  During 1989-91 he participated (as R&D Director at Didael) to 15 EU DELTA and ESPRIT projects and was main contractor of NAT*LAB.  Since 1985 he is scientific advisor of Didael, an Italian SME committed to technologies for human learning.

Among his achievements, an innovative view of computing as a consequence of Interaction and Conversations, that underlies most of his efforts for the advancements of current theory and practices of Web Computations.


Matteo Gaeta
CRMPA Director
Centro di Ricerca in Matematica Pura ed Applicata
C/O DIIMA - University of Salerno
Via Ponte Don Melillo - 84084 Fisciano (SA)
Italy
TEL: +39 089 964192
E-mail: gaeta@crmpa.unisa.it
Web: www.crmpa.it


Matteo Gaeta obtained the degree in Information Sciences at the University of Salerno.  He is University researcher for Systems of Information Processing and University teacher for the course of Information Fundaments at the Faculty of Engineering of the University of Salerno within the Department of Information Engineering and Applied Mathematics - University of Salerno - Via Ponte Don Melillo 84084 Fisciano (SA).

He is Director and Member of the Board of Directors of the "Centre of Research in Pure and Applied Mathematics" - CRMPA, a no-profit Consortium between industrial enterprises and the university, and in the framework of that activity he coordinates the divisions of Applied Research, Development and Training of the Consortium.

He is member of the following groups: 1) Technical Committee as for the art.16 L.46/82 by the Minister of Productive Activities, 2) the Register of the MIUR Experts as for the art. 7, comma 1, D. Lgs. n. 27 July 1999, n. 297 (call MIUR 20/12/01 prot. 1521), and 3) the Steering Committee of MiPAF (Ministry of Agricultural and Forest Policies) for the consultancy and the scientific, organisational and operational support to the research, development and innovation;

He is Exploitation and Communication Manager of the Centre of Excellence "Methods and Systems for the learning and knowledge" of the University of Salerno, (financed by the MURST in the framework of the D.M. n.11 of 13.1.2000) and of several projects of Research and Development financed by the EU on behalf of Consortia between the CRMPA and other Organisations and Enterprises belonging to the EU Member States.


Pierluigi Ritrovato
CRMPA Manager
Centro di Ricerca in Matematica Pura ed Applicata
C/O DIIMA - University of Salerno
Via Ponte Don Melillo
84084 - Fisciano (SA)
Italy
Tel: +39 089 964289
E-mail: ritrovato@crmpa.unisa.it Web: http://www.crmpa.it/


Pierluigi Ritrovato obtained the B.S. degree in Computer Science at the University of Salerno in 1992.  In 1994 he became scientific collaborator at DIIMA (Department of Computer Engineering and Applied Mathematics - University of Salerno) carrying out research activities in Software Engineering (with emphasis on software process and software estimation model such as CO.CO.MO, Function Point, etc.), Object Oriented Methodology and Databases fields.  Then, in 1996 he became Project Manager for CRMPA Consortium (Research Centre in Pure and Applied Mathematics) leading research and development projects in the fields of CSCW, Information Systems, Distributed Systems, GRID and Internet Technologies.

At present he is the Manager for CRMPA and in the last two years, he has been focusing his scientific research activities on GRID technologies.  In this field his main interests are on the realisation of domain specific GRID using Commodity Technologies (e.g., Microsoft, NET, CORBA, JAVA, JINI, P2P, etc.) and the study and evaluation of how to modify the general grid architecture in order to realise domain specific solution in the Learning and simulation fields.  Moreover, he has been appointed by the European Commission as Locomotors for the "Learning GRID" Working Group established in the frame of EU-US Cooperation programme on Science and Technologies for Learning (http://eu-us.proacte.com/domains/elearning.htm).

He is also Technology Manager and Workpackage coordinator for the Centre of Excellence (C.o.E.) "Methods and systems for learning & knowledge".  The CoE, coordinated by DIIMA, is supported by the MIUR (the Italian Ministry for education, university and research).  It is the only initiative in the learning and knowledge area approved by the Italian government.  Its general objective is to study, apply and validate a unitary approach to learning and knowledge based on experience and induction in different fields and, accordingly, different procedures, at two different levels: interaction/experience and simulation/induction.


Saverio Salerno
DIIMA Director
Dipartimento di Ingegneria dell'Informazione e Matematica Applicata
University of Salerno
Via Ponte Don Melillo
84084 - Fisciano (SA)
Italy
Tel: +39 089 964190
E-mail: salerno@unisa.it
Web: www.unisa.it


Saverio Salerno took a degree cum laude in Mathematics in Pisa and also achieved the "Diploma di Normalista" and a specialization Grant at the Scuola Normale Superiore di Pisa.  He has been full Professor of Mathematical Analysis at the Faculty of Engineering of the University of Salerno since 1987 and of Simulation since 2001.  He is author of approximately sixty papers on international journals about Mathematical Analysis, Simulation, Didactics Methodologies and Technologies, Computer Science. He is, at present, the Director of the Department of Information Engineering and Applied Mathematics of the University of Salerno.

He has been member of the National Committee for Mathematical Sciences of CNR (National Research Council), from 1994 to 1998; Member of the Feasibility Commission of the CNR Funded Project "Mathematics for the Technology and the Society".  Member of the CNR Commission for the definition of a Convention between CNR and MPI for the Mathematical Didactics.  He has been member of the MURST Commission on Tutoring, Training and University Education and coordinator of the MURST Commission on ICT.  He has been member of the Italian Delegation for the IST Programme of the Fifth Framework Programme and expert of the European Commission for the Education and Training area in the ICT field.  He has been component of the technical committee for the FIT at the MAP according to the Law 46/82.

He has been foundation member and, up to October 2002, Director of the Consortium CRMPA. He is also a member of the following groups: 1) Technical Scientific Committee (ex L.297/99) at the MIUR., 2) Scientific Responsible and Coordinator of the Centre of Excellence  "Methods and Systems for Learning and Knowledge" of the University of Salerno, funded by MURST within D.M. n.11 of the 13.01.2000, 3) the Scientific and Technological Committee of MiPAF (Ministry of Agricultural and Forest Policies) for the definition and evaluation of the research programmes and projects, 4) Working Group of the MIUR for the definition of the PNR (National Research Programme) for the Theme Environment, 5) the Working Group of the MIUR for the definition of the PNR (National Research Programme) for the Theme ICT (Information and Communication Technologies) and is Responsible for the Computer Science Area.

 



[1] An Integrated Project submitted in the 1st Call of the 6th Framework Programme - Information Society Technology - of the European Commission.  At the time of publication of this work the project is in a phase of Contract Negotiation and should start in January 2004.