What is a learning object, technically? - PowerPoint PPT Presentation

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What is a learning object, technically?

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Title: What is a learning object, technically?


1
What is a learning object, technically?
  • Albert Ip
  • Prof. Iain Morrison
  • Mike Currie

2
Confusing definition of Learning Object
  • IEEE Learning Technology Standards Committee
    (LTSC)
  • any entity, digital or non-digital, that can be
    used, re-used, or referenced during technology
    supported learning

3
Confusing definition of Learning Object
  • Computer-based training (CBT) vendor NETg, Inc.
  • a learning objective,
  • a unit of instruction that teaches the objective,
  • a unit of assessment that measures the objective.

4
Confusing definition of Learning Object
  • Another CBT vendor, Asymetrix
  • pre-scripted elements that simplify programming
    provide instantaneous programming power

5
Confusing definition of Learning Object
  • Educational Objects Economy
  • Java Applets only

6
Avoid using learning object
  • SCORM - content object
  • David Merrill - knowledge objects
  • ARIADNE - pedagogical documents
  • ESCOT - educational software components
  • MERLOT - resources
  • Ip Canale - Virtual Apparatus

7
Learning Technologists focus
  • Granularity
  • Metadata description (LOM)
  • Internal Structure
  • layers
  • NETg vs Ip

8
Educator focus
  • Pedagogical designs review

9
Tutorial, Drill and Practice
  • a tutorial environment
  • a testing/assessment environment
  • Reuse unit
  • items
  • tests

10
Case Method
  • A teaching case is a story describing, or based
    on, actual events, that justifies careful study
    and analysis by students
  • discussion-based and experiential
  • Reuse Unit
  • teaching case

11
Goal-based learning
  • simulations in which there is a problem to
    resolve, or a mission to complete.
  • require learners to assume the main role in the
    resolution of the problem or the pursuit of their
    mission
  • Reuse Unit
  • scenario
  • Supporting experience

12
Learning by designing
  • core learning activity is the design of an
    artifact.
  • practice-based disciplines (engineering
    architecture)
  • Reuse Unit
  • none

13
Web-based role-play simulation
  • learners take on the role-profiles of specific
    characters in a contrived educational game
    (Linser, Naidu, Ip, 1999)
  • acquire the intended learning outcomes make
    learning enjoyable
  • Reuse Unit
  • scenario, role descriptions
  • resources

14
Distributed problem-based learning
  • exemplifies authentic learning and emphasizes
    solving problems in rich contexts
  • Reuse Unit
  • problems

15
Critical incident-based computer supported
learning
  • A critical incident (from the workplace) presents
    a learner with a learning opportunity to reflect
    in and on action.
  • Reuse Unit
  • none
  • learning support needed

16
Rule-based simulation
  • Microworlds, or computer simulations of
    restricted environments
  • Reuse Unit
  • agents in microworlds

17
Exploratory Learning
  • Through the process of discovery, or guided
    discovery, the student learns facts, concepts,
    and procedures.
  • Reuse Unit
  • resources and related metadata description for
    discovering the resources

18
Cognitive tool
  • learn with interactive learning tools
  • Reuse unit
  • tools

19
Resource-based Learning Environment
  • emphasizes a transformation of meaning through
    learner-centered, system-facilitated action
  • Reuse unit
  • resources

20
What was the issue again?
  • Communities GAP!

21
Blind men the elephant
John Godfrey Saxe's ( 1816-1887) version of the
famous Indian legend
22
Types of resources
  • specifically written up reading material
  • resources originally created for other purposes
  • multimedia resource (content, situations and
    authority)
  • structured resources (together with
    interactivity)
  • special software

23
Observations
  • NOT only information shoveling
  • Learning vs Teaching Resources
  • Reuse
  • content
  • interactivity supporting software

24
Relationship between communities
  • Consumer / producer relationship
  • Goods interactivity software
  • Value-chain
  • s/w content
  • Other players
  • discovery services .
  • Standards to support interoperability
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