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The Learner Interaction Scripting Language (LISL) is a design language model for creating, managing, maintaining, and learning about learning environment design. It is complemented by a proof of concept, the Mash-up Personal Learning Environments (MUPPLE) platform.
“Basically, we break down the learning context into situations which describe the physical and social environment of learners. In such a situation, a learner is engaged in a so-called activity which consists of actions and includes tools, artefacts, and other actors (facilitators or peers). In contrast to instructional design, these actions represent more prominently commands for self-organising the learning process.” (Wild et al. 2008: 6)
Copyright notice: The following example (figures) were copied from Wild et al. 2008
Semantic model behind MUPPLE, including the exemplary activity 'Getting to Know Each Other'LISL code for the exemplary learning activity 'Getting to know each other'.
Lines 1 to 7 define abstract actions
publish, bookmark, all self-description and my list of self-descriptions are associated with a tool
browse, self-description and selected self-description are defined with a tool
Lines 8 and 9 define web-based tools (that can be later used in actions).
Lines 10-13 define actions that make up the activity.
Wild Fridolin; Felix Mödritscher and Steinn Sigurdarson (2008). Designing for Change: Mash-Up Personal Learning Environments, eLearning Papers. http://elearningpapers.eu, 9. ISSN 1887-1542. Abstract - PDF
Mödritscher, F., Neumann, G., García-Barrios, V.M., and Wild, F. (2008). A Web Application Mashup Approach for eLearning. Proceedings of the OpenACS and .LRN Conference, pp. 105-110.
Wild, F., and Sigurdarson, S.E. (2008). Distributed Feed Networks for Learning. In: The European Journal for the Informatics Professional.