Hans G. K. Hummel
Open University
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Featured researches published by Hans G. K. Hummel.
Journal of Computer Assisted Learning | 2008
Wim Westera; Rob Nadolski; Hans G. K. Hummel; Iwan Wopereis
Westera, W., Nadolski, R., Hummel, H. G. K., & Wopereis, I. (2008). Serious games for higher education: a framework for reducing design complexity. Journal of Computer Assisted Learning, 24(5), 420-432.
The international journal of learning | 2008
Hendrik Drachsler; Hans G. K. Hummel; Rob Koper
This article argues that there is a need for Personal Recommender Systems (PRSs) in Learning Networks (LNs) in order to provide learners with advice on the suitable learning activities to follow. LNs target lifelong learners in any learning situation, at all educational levels and in all national contexts. They are community-driven because every member is able to contribute to the learning material. Existing Recommender Systems (RS) and recommendation techniques used for consumer products and other contexts are assessed on their suitability for providing navigational support in an LN. The similarities and differences are translated into specific requirements for learning and specific requirements for recommendation techniques. The article focuses on the use of memory-based recommendation techniques, which calculate recommendations based on the current data set. We propose a combination of memory-based recommendation techniques that appear suitable to realise personalised recommendation on learning activities in the context of e-learning. An initial model for the design of such systems in LNs and a roadmap for their further development are presented.
Studies in Higher Education | 1997
Paul A. Kirschner; Paul Van Vilsteren; Hans G. K. Hummel; Marcel Wigman
ABSTRACT This article sets out, by incorporating notions drawn from cognitive, constructivist and action psychology, a foundation for the design of a learning environment for the acquisition of competence. It does not make exclusive use of any one school of thought, but synthesises a number of notions and insights from each of the schools into an integrated approach to the education of competent professionals. The outcome of this synthesis is a model for a study environment which is composed of a knowledge environment and a task environment. The model aims to sensitise teachers and educational designers and developers to the various elements that distinguish training in competence from mere ‘skills training˚s.
The international journal of learning | 2004
Hans G. K. Hummel; Jocelyn Manderveld; Colin Tattersall; Rob Koper
Learning technologies offer new opportunities to meet the rapidly growing demand for new, constructivist ways of learning (such as competency-based, collaborative or adaptive learning). They have the potential to act as catalysts for more effective exchange and reuse of learning objects to enable personalised learning. This article examines the extent to which current learning technology specifications contribute to educational change to actual sharing and reuse in educational practice. Furthermore, the article describes the need for an Educational Modelling Language centred on learning activities to give instructional meaning to learning objects. To date, specifications for learning objects have primarily been designed to ensure interoperability at a rather low infrastructural level (e.g., test items, meta-data), focusing on technology issues and reuse of learning objects. We argue that more widespread adoption of e-learning specifications and standards calls for a pedagogical framework at a higher infrastructural level (e.g., a complete course), focusing on the instructional value and reuse of learning activities. Such a framework is offered by the new Learning Design (LD) specification. LD enables the description of both learning content and processes from a variety of pedagogical perspectives, both objectivist and constructivist.
Simulation & Gaming | 2008
Rob Nadolski; Hans G. K. Hummel; Henk Van den Brink; R.E. Hoefakker; Aad Slootmaker; Hub Kurvers; Jeroen Storm
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied to serious games. Developing effective serious games in an efficient way requires a specific approach and tool set. This article describes the EMERGO methodology and generic toolkit for developing and delivering scenario-based serious games that are aimed at the acquisition of complex cognitive skills in higher education. Preliminary evaluation results with case developers using the EMERGO methodology and toolkit and with learners using EMERGO cases are presented.
european conference on technology enhanced learning | 2009
Hendrik Drachsler; Dries Pecceu; Tanja Arts; Edwin Hutten; Lloyd Rutledge; Peter Van Rosmalen; Hans G. K. Hummel; Rob Koper
The following article presents a Mash-Up Personal Learning Environment called ReMashed that recommends learning resources from emerging information of a Learning Network. In ReMashed learners can specify certain Web2.0 services and combine them in a Mash-Up Personal Learning Environment. Learners can rate information from an emerging amount of Web2.0 information of a Learning Network and train a recommender system for their particular needs. ReMashed therefore has three main objectives: 1. to provide a recommender system for Mash-up Personal Learning Environments to learners, 2. to offer an environment for testing new recommendation approaches and methods for researchers, and 3. to create informal user-generated content data sets that are needed to evaluate new recommendation algorithms for learners in informal Learning Networks.
Journal of Computer Assisted Learning | 2005
Hans G. K. Hummel; Daniel Burgos; Colin Tattersall; Francis Brouns; Hub Kurvers; Rob Koper
We investigate incentive mechanisms to increase active participation in Learning Networks (LNs). The LN under study is LN4LD, an LN for the exchange of information about the IMS Learning Design specification. We examine how to encourage learners in LN4LD to contribute their knowledge, and whether incentive mechanisms can increase the level of active participation. We describe an incentive mechanism based on constructivist principles and Social Exchange Theory, and experimentation using the mechanism designed to increase the level of active participation. The incentive mechanism allows individual learners to gain personal access to additional information through the accumulation of points earned by making contributions. Repeated measurements according to a simple interrupted time series with removal design show that the level of participation was indeed increased by the introduction of the reward system. It can therefore be considered worthwhile to use incentive mechanisms in LNs.
British Journal of Educational Technology | 2011
Hans G. K. Hummel; Jasper Van Houcke; Rob Nadolski; Tony van der Hiele; Hub Kurvers; Ansje Löhr
Hummel, H. G. K., Van Houcke, J., Nadolski, R. J., Van der Hiele, T., Kurvers, H., & Lohr, A. (2011). Scripted collaboration in gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029-1041. doi:10.1111/j.1467-8535.2010.01122.x
The international journal of learning | 2007
Hans G. K. Hummel; Bert van den Berg; Adriana Berlanga; Hendrik Drachsler; José Janssen; Rob Nadolski; Rob Koper
Lifelong learners who select learning activities to attain certain learning goals need to know which are suitable and in which sequence they should be performed. Learners need support in this way-finding process, and we argue that this could be provided by using Personalised Recommender Systems (PRSs). To enable personalisation, collaborative filtering could use information about learners and learning activities, since their alignment contributes to learning efficiency. A model for way-finding presents personalised recommendations in relation to information about learning goals, learning activities and learners. A PRS has been developed according to this model, and recommends to learners the best next learning activities. Both model and system combine social-based (i.e., completion data from other learners) and information-based (i.e., metadata from learner profiles and learning activities) approaches to recommend the best next learning activity to be completed.
Research in Learning Technology | 2004
Rob Koper; Kees Pannekeet; Maaike Hendriks; Hans G. K. Hummel
In order to reduce overall costs of developing high-quality digital courses (including both the content, and the learning and teaching activities), the exchange of learning objects has been recognized as a promising solution. This article makes an inventory of the issues involved in the exchange of learning objects within a community. It explores some basic theories, models and specifications and provides a theoretical framework containing the functional and non-functional requirements to establish an exchange system in the educational field. Three levels of requirements are discussed. First, the non-functional requirements that deal with the technical conditions to make learning objects interoperable. Second, some basic use cases (activities) are identified that must be facilitated to enable the technical exchange of learning objects, e.g. searching and adapting the objects. Third, some basic use cases are identified that are required to establish the exchange of learning objects in a community, e.g. policy management, information and training. The implications of this framework are then discussed, including recommendations concerning the identification of reward systems, role changes and evaluation instruments.