Adaptive cognitive‐based selection of learning objects

2006 ◽  
Vol 43 (2) ◽  
pp. 121-135 ◽  
Author(s):  
Pythagoras Karampiperis ◽  
Taiyu Lin ◽  
Demetrios G. Sampson ◽  
Kinshuk
Author(s):  
David Lake ◽  
Kate Lowe ◽  
Rob Phillips ◽  
Rick Cummings ◽  
Renato Schibeci

This chapter provides a model to analyse the effectiveness and efficiency of Learning Objects being used in primary and secondary schools by considering their place within that educational environment, paying particular attention to the manner in which they, like any resource, can aid or occlude productive interactions between teachers and students. It draws from a study of Australian and New Zealand schools that piloted the first release of Learning Objects from the Le@rning Federation. The chapter considers the place of Learning Objects within the overall systemic school environment, and in this environment, examines the individual classroom as the combination of tensions between the teacher’s needs, the students’ needs, and the potential available within the existing infrastructure. Within this framework, the chapter discusses the ways in which these three components interact during teacher selection of Learning Objects, students’ accession of Learning Objects in the classroom, and the use of the Learning Objects by students. It concludes by suggesting how students’ construction of knowledge can be enhanced through merging the capabilities of the resource with the needs of students and teachers.


2015 ◽  
Vol 76 ◽  
pp. 22-39 ◽  
Author(s):  
Alfredo Zapata ◽  
Víctor H. Menéndez ◽  
Manuel E. Prieto ◽  
Cristóbal Romero

2019 ◽  
Vol 19 (60) ◽  
Author(s):  
Julio Cabero Almenara ◽  
Carmen Llorente Cejudo

El interés del presente artículo está destinado a evaluar las posibilidades que ofrece el software de producción de Realidad Aumentada (RA) existente en el momento actual para su incorporación en el ámbito educativo, con el objeto de identificar aquellas características que se adecuen a las necesidades de los docentes que pretendan diseñarlos, producirlos e incorporarlos a sus aulas. Para ello se construyó un cuestionario destinado a indagar sobre el grado de conocimiento que los expertos que evaluaron los diferentes software poseían de diferentes programas existentes en el mercado para la producción de objetos en RA. Entre los resultados obtenidos, destacar que, ante la falta de estudios que valoren el software de producción de objetos de aprendizaje en RA, el presente trabajo aporta indicaciones, tanto para la selección del mismo, como para tener criterios para su valoración. De las conclusiones obtenidas, destacar que el trabajo ha permitido identificar los diez programas que son más conocidos por los expertos en los momentos en los cuales se realizan, como por ejemplo: Arlab, Armedia, Arpa, ARTTolkit, Aurasma, Blippar, Designers artoolkit, Layar, Vuforia y Wikitude. This article has the main interest to evaluate the possibilities offered by the existing Augmented Reality (AR) production software for its incorporation into the educational field, in order to identify those characteristics that meet the needs of teachers who intend to design, produce and incorporate them into their classrooms. For this purpose, a questionnaire was created to investigate the degree of knowledge that the experts who evaluated the different software possessed of different existing programs in the market for the production of objects in AR. Among the results obtained, it should be noted that, in the absence of studies that assess the production software of learning objects in AR, this work provides indications, both for the selection of the same, and to have criteria for its assessment. From the conclusions obtained, highlight that the work has allowed identifying the ten programs that are most known by the experts at the moments in which they are made, such as: Arlab, Armedia, Arpa, ARTTolkit, Aurasma, Blippar, Designers artoolkit, Layar, Vuforia and Wikitude


10.28945/2331 ◽  
2015 ◽  
Vol 11 ◽  
pp. 149-157 ◽  
Author(s):  
Nitza Geri ◽  
Ina Blau ◽  
Avner Caspi ◽  
Yoram M. Kalman ◽  
Vered Silber-Varod ◽  
...  

The seventh issue of the Interdisciplinary Journal of e-Skills and Lifelong Learning (IJELL- formerly Interdisciplinary Journal of E-Learning and Learning Objects - IJELLO) special series includes a selection of best papers presented at the 10th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era. The Chais conference 2015 was held at The Open University of Israel, Raanana, Israel, on February 10-11, 2015, and was organized by its Research Center for Innovation in Learning Technologies. This preface presents the mission and activities of the Research Center for Innovation in Learning Technologies at the Open University of Israel. It describes the objectives and themes of the Chais conference 2015, explains the special series synergies with IJELL and the Informing Science Institute, chronicles the topics that have been published in the series, and introduces the papers included in this special selection.


For instructional designers, one of the early steps in any design involves an environmental scan to see what publicly available online learning objects, sequences, and raw materials exist for the topic. “Conceptual reverse engineering” involves analyzing the online learning objects and sequences to infer how those objects may have been created, what technologies were likely used, the probable learning objectives, the apparent target audience, the prospective costs/inputs, and other factors. This information may be used to understand the state of the art, to inform a competing design methods, to inform the selection of technologies, to budget design and development work, to decide whether or not to adopt available third-party learning objects, and other applications. This chapter describes the creation of the conceptual reverse engineering of online learning objects and sequences (CREOLOS), which includes a step for validating/invalidating the reverse-engineered design.


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