Cette présentation a été donnée dans le cadre du premier Carrefour de l'Innovation et des Technologies à La Réunion le 28 septembre 2011. Elle décrit le Living Lab de l'Université de La Réunion qui a été labellisé par le réseau ENoLL lors de la cinquième vague en mai 2011 à Budapest. Il s'agit du seul Living Lab universitaire parmi les 274 Living Lab du réseau ENoLL sur la thématique TPL : Teaching & Learning par le Playing. Il vise à promouvoir une démarche ouverte d'innovation avec les étudiants et les enseignants en « faisant de La Réunion un laboratoire vivant du monde » prenant la forme d’un jeu sérieux, une sorte de laboratoire du monde sans mur.
Faire de La Réunion un laboratoire vivant du monde
1. UR.LL.TL University of Reunion Island Living Lab for Teaching and Learning Carrefour de l’Innovation et des Technologies, 28/09/2011
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3. Contexte de l’Internet du Futur Passer de la transmission des connaissances au partage des signes Apprentissage humain Expertise Biodiversité Plateforme collaborative Bien commun Signes Créativité Web Jeux sérieux Communauté virtuelle Multimédia Gestion des contenus Innovation d’usage Laboratoire vivant Valorisation des savoir-faire TIC 3 UR.LL.TL CIT 2011, La Réunion
9. Description du Living Lab Teaching & Learning par le Playing Education (environnement, arts, langues, …) Bases de Signes : gestion des savoir-faire Ingénierie des contenusmultimédia Processus de classification et de signification E-services sur un Plateau de Co-design Développement soutenable avec les TIC Web sémiotique : interprétations des Sujets 9 UR.LL.TL CIT 2011, La Réunion
13. Gestion des Signes CIT 2011, La Réunion UR.LL.TL 13 Signe Contenu Donnée
14. Gestion des Signes CIT 2011, La Réunion UR.LL.TL 14 Signe Contenu Donnée Forme Information
15. Gestion des Signes CIT 2011, La Réunion UR.LL.TL 15 Connaissance Sens Signe Contenu Donnée Forme Information
16. Gestion des Signes CIT 2011, La Réunion UR.LL.TL 16 Sujet Connaissance Communication Sens Signe Contenu Donnée Forme Information
17. CIT 2011, La Réunion UR.LL.TL 17 De la gestion des connaissances … Expert Producteur Editeur Informaticien Compétences métier Ingénieur des Connaissances Méthodologie de transfert Cogniticien Savoir-faire Savoirs Approche itérative Outil =IKBS Application = Base de connaissances Il s’agit d’une approcheréflexive de l’interprétation des observations de l’expert pour l’aider à modéliser, décrire et classifier ses objets biologiques, puis les transmettre par une bases de connaissances
18. CIT 2011, La Réunion UR.LL.TL 18 … à la gestion des signes Expert Producteur Editeur Informaticien Compétences métier Ingénieur des Signes Méthodologie de transfert Sémioticien Savoir-faire Savoirs Approche itérative en co-design Usagers = public + experts Instrument=ISBS Application= Base de signes Plateau de créativité Il s’agit de partagerdesinterprétations de l’observation des usagers pour l’aide à la définition, modélisation, description, classification et identification des objets biologiquesde manière collaborative.
19. Web des Signes CIT 2011, La Réunion UR.LL.TL 19 Social Sémantique Web Sémiotique Service Immersif
21. Partenariat intra-universitaire Recherche et design : LIM - IREMIA Technologies : ESIROI – STIM Production de contenus et expérimentation : DSIUN– SUN Analyse des usages : LCF – INFOCOM CIT 2011, La Réunion UR.LL.TL 21 LCF LIM DSIUN ESIROI
22. Partenariat extra-universitaire SmartSystem / FDF: 3D Living Innovation & Fablabs (www.smartsystem.fr) ICTLC: International Consortium of Teaching & Learning Centres (www.ictlc.org) Parc National de La Réunion : Patrimoine mondial de l’UNESCO (www.reunion-parcnational.fr/) ADCAM (www.adcam.org) Personnes motivées (4C) et modèle (4P) CIT 2011, La Réunion UR.LL.TL 22
23. Participation dans ENoLL Membre adhérent E-co-bio-tourisme, e-Learning instrumental, … Lien du projet ViBRANT FP7 sur la Biodiversité Informatique avec ENoLL (www.vbrant.org) E-Teach-Play-Learn: vers un SmartCampus Web servicessémantiques pour gérer les données et les connaissances (Nextic) Web immersif pour accéder aux informations (Wisdom) UR.LL.TL CIT 2011, La Réunion 23
24. Contact Université de La Réunion ParcTechnologiqueUniversitaire www.univ-reunion.fr Noël Conruyt LIM-IREMIA noel.conruyt@univ-reunion.fr Eric Seulliet 3D Fab & Living Labs e.seulliet@smartsystem.fr UR.LL.TL CIT 2011, La Réunion 24
Notes de l'éditeur
University of Reunion Island Living Lab in Teaching and Learning wants to make open and sustainable territorial innovation with teachers and students.ENoLL is the right way to go in this new direction of innovating with people by opening up to the outside world. In the logo of our university, you can guess where is our LL in the South West of Indian Ocean in the South Hemisphere, near Madagascar and Mauritius.
Teaching and Learning by Playing best describes our LL. The sharing of expertise with ICT is our added value in education for some specific domains such as managing biodiversity, performing an art (music, dance, etc.), speaking a language, welcoming tourists, or cooking …These niches can be enhanced with ICT in a sustainable manner by following some innovative methods. For example, sign management produces sign bases that are made of interpretations for knowing how-to-do things …Indeed, Teaching or transmission of knowledge from professors to students is not enough. Knowledge management with ICT is not the answer because one cannot manage knowledge that is between the ears of individuals. One can only manage know-how and interpretations that are communicated from subjects (experts, amateurs). The education process must also become bi-directional between teachers and learners to be more attractive and efficient. A famous guitarist, Andrès Segovia, said that in his career students were his best teachers!Our proposed solution is to share live interpretations from different types of subjects and not only transmit objects and knowledge that are found in books or in the head of specialists.The playing between Teaching and Learning is thus a fundamental part of the process because this gaming activity has always driven human understanding between the child and adult development process. And nowadays, young people are playing a lot with video games …Indeed, gaming or playing must be taken seriously between activities of teaching and learning at school and also in universities. New research actions are developed in our LL for managing know-how rather than knowledge. For example, learning by playing is often based on gesture reproduction by imitating the professor.So, it is important for pedagogy to show how to do the right movement in order to be able to decompose it into instructions and understand the produced result in consequence.In this context, sign bases are more efficient than knowledge bases because they show examples and not only describe them.Sign bases are made with multimedia technologies (3D, HDTV), which are the best means to show examples from teachers and answer questions of learners for a better education service.Multimedia annotations help to build the sense of objects interpreted by subjects, for example the right motion that produces the beautiful sound …This process is called meaning (sense acquisition) or signification (sign construction) from the human side of learning.On the machine learning side, it is called formalisation (concept acquisition) or classification (class construction).Our LL method makes both human and computer sides converge for co-designing e-services with ICT on a Creativity Platform and so enhance the sharing of interpretations with Semiotic Web, which is the Web of signs rather than the Web of things.
Gestion des signes pour l’interprétation d’objets biologiques
For our LL, there is a partnership inside and outside university.Inside university, different laboratories and services work together: the design of e-services is made in our Mathematics and Computer Science Laboratory (LIM – IREMIA), the technological development can be given to students of the ESIROI Engineering School dedicated to Services of Telecommunication, Informatics and Multimedia. The production of contents is managed by the Multimedia Centre, and the analysis of user feedbacks is operated by the Information and Communication department (LCF). At last, there is an meeting platform for experimenting e-services with designers (researchers), developers (entrepreneurs) and end-users that is called the Creativity Platform at the Service of Digital Uses department (SUN).
Outside university, there are different types of collaborators:SmartSystem brings 3D tools as containers in a Fab lab, and usage services in a Living Lab to develop and observe playing in 3D for Teaching and Learning.ICTLC delivers contents and know-how in dedicated domains of TL, such as language learning …The National Park mission is to educate tourists and citizens to the richness of our common property.ADCAM, an Association for the Development of Cinema, Audio-visual and Multimedia in Reunion Island is a facilitator for joining skills in projects for regional content production.But definitely, Individuals are the drivers of new e-services, these lead users are encouraged by authorities, enterprises’ incubator and institutions to develop ideas into products and services.4C defines the psychological level of Individual, which motivation is made of the following pillars: Consciousness-Confidence-Competence and User Generated Content4P describes the desired organisational level of institutions in the society, which is a Private-Public-Partnership with People that is promoted by the LL model.
UR.LL.TL wants to be an active part of ENoLL by participating to the definition of thematic domain networks.Domain applications are linked to Reunion Island specificities (a beautiful nature and culture), but also to its trans-disciplinary vision and objectives (Reunion symbol)Projects that are proposed are led in a community of practice that forms a unified team sharing the same aim, and willing to concretize an idea into a concept, then develop mock-ups and prototypes that are tested in real time with end-users, in order to deliver the best offer of the demand.Domain applications and services are at the convergence between content production, container edition, and communication networks.For example, ViBRANT supports the development of virtual research communities involved in biodiversity science for managing biodiversity data on the Web with the help of biologists and computer scientists. The Nextic project demonstrates interoperability of data with web services and intelligibility of knowledge with semantic web. E-Teach-Play-Learn wants to enhance cultural know-how of teachers in order that they share their expertise with learners in an immersive Web platform of the campus. The Wisdom project will allow access to information and services of the campus through a Wide Immersive Solution for Data-Object Model, which is altogether virtual (serious gaming) and augmented (mobiquitous localized interaction).
Here are the contacts of our LL, and thanks a lot for your attention!