Learning Objects, Content Management, and E-Learning

Author(s):  
David Wiley
Author(s):  
Dionysios Politis ◽  
Miltiadis Tsalighopoulos ◽  
Georgios Kyriafinis

Today, an immense amount of photorealistic and high quality medical information circulates over the Internet, whether copyright protected and distributed under license from learning portals or simply freely available. Certified textual data along with audiovisual material that has been gathered from medical professional practices may be used for the production of learning objects for multimedia learning. The use of Content Management Systems (CMS) and Virtual Learning Environments (VLE) allow a vast array of images, videos, animations and sounds to be offered through e-Learning. In many professions, e-Learning is the norm. Accordingly, in medicine there is a tendency to blend in the first years of study more and more online material that leads to extensive multimedia learning. However, not all clinical courses within hospitals and examinations can be replaced by media rich content.


2020 ◽  
Vol 7 (3) ◽  
pp. 112
Author(s):  
Gerardo Quiroz Vieyra ◽  
Luis Fernando Muñoz González

Learning Management Systems (LMS) or Learning Content Management Systems (LCMS) are the core of e-learning platforms and have evolved according to the development of new information and communication technologies. In this type of software there are many products on the market, some developed by the institutions themselves (in-house), others are free and open source software (FOSS) and others are more commercial, varying in functionality and technology, but almost always adhering to the standards used in e-learning so that learning objects fulfill their purpose of being usable and reusable. This paper introduces you to current LMS / LCMS, main functions, distinctive features, related standards, and their current status. Then there is a presentation of Machine Learning as a branch of Artificial Intelligence and Cognitive Computing as a fusion discipline between computation, cognition, psychology and artificial intelligence, to end in a proposal for the incorporation of these technologies in a new generation of e-learning platforms, all in an integrated framework of interoperability and governance.


2006 ◽  
Vol 45 (04) ◽  
pp. 389-396 ◽  
Author(s):  
C.-C. Schürer-Maly ◽  
J. Frahne ◽  
M. Lelgemann ◽  
M. Butzlaff ◽  
H. C. Vollmar

Summary Objectives: Effective knowledge translation in medicine is an essential element of a modern health care system. Evidence-based clinical practice guidelines (CPGs) are considered relevant instruments for the transfer of knowledge into clinical practice. To improve this transfer we have created Internet-based continuing medical education (CME) modules and online case-based learning objects. Methods: Building upon existing CPGs, an e-learning platform including a multi-step review process was developed to generate CME modules. These CME modules were presented through a modified content management system (CMS) that fulfils specific requirements of CME. An online questionnaire using a four-point Likert scale was designed to receive mandatory feedback from participating physicians. In the second step of development, case-based learning objects were added to the CMS. Results: Existing clinical practice guidelines allowed a rapid development of CME modules specific to individual clinical indications. The modified CMS proved to be technically stable but also resource-intensive. 3105 physicians registered and used the platform between June 2003 and April 2005. 95% of the physicians expressed positive feedback in an evaluation questionnaire; only 35% of physicians actually used the corresponding CPGs in practice. Suggestions from the CME users led to the development of interactive medical case-based learning objects related to the main topics of the CPGs. Conclusions: To support the implementation of CPGs, an Internet platform for CME including case-based learning objects and examination tests was developed. An interactive online CME platform can support active learning and may establish an additional stimulus for knowledge translation into daily medical practice.


2015 ◽  
Vol 5 (4) ◽  
pp. 47 ◽  
Author(s):  
Darya Tarasowa ◽  
Ali Khalili ◽  
Soeren Auer

While nowadays there is a plethora of Learning Content Management Systems, the collaborative, community-based creation of rich e-learning content is still not sufficiently well supported. Few attempts have been made to apply crowd-sourcing and wiki-approaches for the creation of e-learning content. However, the paradigm is only applied to unstructured, textual content and cannot be used in SCORM-compliant systems. To address this issue we developed the CrowdLearn concept to exploit the wisdom, creativity and productivity of the crowd for the creation of rich, deep-semantically structured e-learning content. The CrowdLearn concept combines the wiki style for collaborative content authoring with SCORM requirements for re-usability. Therefore, it enables splitting the learning material into Learning Objects (LOs) with an adjustable level of granularity. In order to realize the CrowdLearn concept, a novel data model called WikiApp is devised. The WikiApp data model is a refinement of the traditional entity-relationship data model with further emphasis on collaborative social activities and structured content authoring. We implement and evaluate the CrowdLearn approach with SlideWiki – an educational platform dealing with presentations and assessment tests. The article also comprises results of a usability evaluation with real students.


2018 ◽  
Vol 2 (4) ◽  
pp. 271 ◽  
Author(s):  
Outmane Bourkoukou ◽  
Essaid El Bachari

Personalized courseware authoring based on recommender system, which is the process of automatic learning objects selecting and sequencing, is recognized as one of the most interesting research field in intelligent web-based education. Since the learner’s profile of each learner is different from one to another, we must fit learning to the different needs of learners. In fact from the knowledge of the learner’s profile, it is easier to recommend a suitable set of learning objects to enhance the learning process. In this paper we describe a new adaptive learning system-LearnFitII, which can automatically adapt to the dynamic preferences of learners. This system recognizes different patterns of learning style and learners’ habits through testing the psychological model of learners and mining their server logs. Firstly, the device proposed a personalized learning scenario to deal with the cold start problem by using the Felder and Silverman’s model. Next, it analyzes the habits and the preferences of the learners through mining the information about learners’ actions and interactions. Finally, the learning scenario is revisited and updated using hybrid recommender system based on K-Nearest Neighbors and association rule mining algorithms. The results of the system tested in real environments show that considering the learner’s preferences increases learning quality and satisfies the learner.


2017 ◽  
Vol 9 (2) ◽  
pp. 67-71
Author(s):  
Herru Darmadi ◽  
Yan Fi ◽  
Hady Pranoto

Learning Object (LO) is a representation of interactive content that are used to enrich e-learning activities. The goals of this case study were to evaluate accessibility and compatibility factors from learning objects that were produced by using BINUS E-learning Authoring Tool. Data were compiled by using experiment to 30 learning objects by using stratified random sampling from seven faculties in undergraduate program. Data were analyzed using accessibility and compatibility tests based on Web Content Accessibility Guidelines 2.0 Level A. Results of the analysis for accessibility and compatibility tests of Learning Objects was 90% better than average. The result shows that learning objects is fully compatible with major web browser. This paper also presents five accessibility problems found during the test and provide recommendation to overcome the related problems. It can be concluded that the learning objects that were produced using BINUS E-learning Authoring Tool have a high compatibility, with minor accessibility problems. Learning objects with a good accessibility and compatibility will be beneficial to all learner with or without disabilities during their learning process. Index Terms—accessibility, compatibility, HTML, learning object, WCAG2.0, web


1970 ◽  
Vol 6 (2) ◽  
Author(s):  
Hugo Rego ◽  
Tiago Moreira ◽  
Francisco José García-Peñalvo

The main aim of the AHKME e-learning platform is to provide a system with adaptive and knowledge management abilities for students and teachers. This system is based on the IMS specifications representing information through metadata, granting semantics to all contents in the platform, giving them meaning. In this platform, metadata is used to satisfy requirements like reusability, interoperability and multipurpose. The system provides authoring tools to define learning methods with adaptive characteristics, and tools to create courses allowing users with different roles, promoting several types of collaborative and group learning. It is also endowed with tools to retrieve, import and evaluate learning objects based on metadata, where students can use quality educational contents fitting their characteristics, and teachers have the possibility of using quality educational contents to structure their courses. The learning objects management and evaluation play an important role in order to get the best results in the teaching/learning process.


2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


Sign in / Sign up

Export Citation Format

Share Document