Discovering ontological semantics for reuse and sharing of learning objects in a contextual learning environment

Author(s):  
Ching-Chieh Kiu ◽  
Chien-Sing Lee
Author(s):  
Rubí Estela Morales-Salas ◽  
Daniel Montes-Ponce

A virtual learning environment is conceived as an interaction space that ease the realization of mediated activities by technology, in this case the internet; besides using multimedia materials, learning objects, social networks, among others; which have changed imminently the traditional education. In this article an instrument is proposed in a checklist format, to evaluate any platform that has interaction spaces such as a Virtual Learning Environment, in this case responding to four spaces or general indicators: information Space, Mediation / Interaction Space, Instructional Design Space and Exhibition Space. Criteria are used according to the interactions and activities carried out by the consultant and virtual student. These, in turn, come up from the analysis and interaction of the advisers achieved in the discussion forums and portfolio activities through collaborative work. It was situated as a qualitative research, with a descriptive nature since it is not limited to data collection only, but also it refers and analyzes the interaction of the advisers achieved in the discussion forums and portfolio activities through the collaborative work of the workshop course "Virtual Learning Environments" developed in a virtual learning environment.


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.


2019 ◽  
pp. 761-780
Author(s):  
Michelina Occhioni

This work describes Techland, an OpenSim-based VW developed and owned by the author for educational purposes for middle school students. Techland is a group of islands focused on math, and science, where explore various approaches to VW, in different and mutually not exclusive learning sets and degrees of immersion. The main objectives are to simplify abstract concepts by using scripted 3D learning objects and to engage students offering a way to go beyond the classroom as the only learning environment. So Techland can be considered a giant 3D book. Activities range from viewing the contents of the world on an IWB, as a support for the teacher's lesson, to logging on the student's avatars into the world for exploration, producing machinima videos and collaborating together. Most islands are public access and reachable from other similar virtual worlds by the HG system, so other schools could take advantage from its contents or they could share projects. Techland has got the proper requirements to will become a meeting place between students and teachers who want to find new approaches to scientific matters.


Author(s):  
Simon Schwingel ◽  
Gottfried Vossen ◽  
Peter Westerkamp

E-learning environments and their system functionalities resemble one another to a large extent. Recent standardization efforts in e-learning concentrate on the reuse of learning material only, but not on the reuse of application or system functionalities. The LearnServe system, under development at the University of Muenster, builds on the assumption that a typical learning system is a collection of activities or processes that interact with learners and suitably chosen content, the latter in the form of learning objects. This enables us to divide the main functionality of an e-learning system into a number of stand-alone applications or services. The realization of these applications based on the emerging technical paradigm of Web services then renders a wide reuse of functionality possible, thereby giving learners a higher flexibility of choosing content and functionalities to be included in their learning environment. In such a scenario, it must be possible to maintain user identity and data across service and server boundaries. This chapter presents an architecture for implementing user authentication and the manipulation of user data across several Web services. In particular, it demonstrates how to exploit the SPML and SAML standards so that cross-domain single sign-on can be offered to the users of a service-based learning environment. The chapter also discusses how this is being integrated into LearnServe.


10.28945/2649 ◽  
2003 ◽  
Author(s):  
Frank Kurzel ◽  
Jill Slay ◽  
Kim Hagenus

In this paper, we describe the development of a personalised multimedia/hypermedia learning environment that utilises multimedia presentation techniques in its interface while still providing Internet connectivity for management and delivery purposes. The structure of the domain is based on concepts that can be presented in a variety of ways; multimedia players display the content on the client computer. Tools are provided in the interface to allow students to search for concepts and create personalised views of the materials. Link annotations driven by an overlay student model are supported in all components of the system. The system supports the WWW as its addressing space but uses the local client areas to store media items expensive in terms of delivery time. Learning objects that provide frameworks for tasks and other summative assessment activities are stored on a server and delivered when required.


2021 ◽  
Vol 1 (1) ◽  
pp. 26-36
Author(s):  
Faqih Asshiddiqie ◽  
Mohamad Amin ◽  
Elly Purwanti ◽  
Atok Miftachul Hudha ◽  
Ahmad Fauzi

: Plantae material is one of the materials that requires a direct observation process to determine the characteristics, morphology, metagenesis, and benefits for the environment, especially in Pteridophyte material. So far, students only use textbooks and students have not been invited to learn with contextual learning objects. Thus, media is needed to facilitate direct observation and identification of plants. The purpose of this research is to produce learning media Pteridophyte catarium (Catalog Herbarium). This type of research is research and development (R&D) with the ADDIE development model. The results showed that the quality of the product according to media experts was very feasible with an assessment percentage of 77.08%, as well as according to material experts who said it was very feasible with a 95% rating percentage. The results of the teacher's response were 79.16% and the results of readability by students on a small and large scale respectively were 76.5% and 81.16%, indicating very decent quality. It was concluded that the product in the form of Pteridophyte catarium learning media was very suitable to be used as a teacher's learning media in plantae biology learning activities.


Author(s):  
Christian Grund Sørensen

The aim of this paper is to discuss the relationship between content, context and connectivity and suggesting a model of Dynamic Interplay. This is done in relation to a specific learning environment concerning cultural mediation, in casu the Kaj Munk Case of the EuroPLOT-project (an EU-supported research project under EACEA). In the development of this project several categories of content have been implemented in technology enhanced learning tools. These have been designed to support learning in different contexts and eventually the role of the connectivity of these learning objects and tools is discussed. Focus is here on The Kaj Munk Study Edition, The Conceptual Pond, Immersive Layers Design, and Generative Learning Objects (GLOs) which are applications affiliated with the Munk case. This paper explores the persuasive potential of the interplay between the different applications for the benefit of learning and reflection and a model of Dynamic Interplay is introduced. This is done with a primary inspiration from rhetoric particularly in the shape of the Aptum model and a focus on kairos. Possible benefits of this approach are discussed and several questions for further research are suggested.


Author(s):  
Saleh AlZahrani ◽  
Aladdin Ayesh ◽  
Hussein Zedan

Grids are increasingly being used in applications, one of which is e-learning. As most of business and academic institutions (universities) and training centres around the world have adopted this technology in order to create, deliver and manage their learning materials through the Web, the subject has become the focus of investigate. Still, collaboration between these institutions and centres is limited. Existing technologies such as grid, Web services and agents are promising better results. In this article the authors support building our architecture Regionally Distributed Architecture for Dynamic e-Learning Environment (RDADeLE) by combining those technologies via Java Agent DEvelopment Framework (JADE). By describing these agents in details, they prove that agents can be implemented to work well to extend the autonomy and interoperability for learning objects as data grid.


Sign in / Sign up

Export Citation Format

Share Document