Quality Development of Learning Objects: Comparison, Adaptation and Analysis of Learning Object Evaluation Frameworks for Online Courses: E-Learning Center of an Iranian University case study

Author(s):  
Peyman Akhavan ◽  
Majid Feyz Arefi
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


Author(s):  
Stuart S. Gold

This case study examines the results of an effort by a large regionally accredited institution to assure the integrity of its online final examination process. The question of whether the student outcomes achieved when administering an entirely online final exam are comparable to the outcomes achieved when administering proctored final exams for online (e-learning) university classes is the primary focus of this study. The results of an analysis of over 100 online courses and 1800 students indicate that it is possible to establish processes and procedures that allow the results achieved by students on their final exam to be comparable irrespective of whether the final exam is proctored or is a fully online examination.


Author(s):  
Christos Bouras ◽  
Maria Nani

As e-learning continuously gains the interest of the scientific community, industry, and government, a wide variety of learning technology products have been incorporated into the marketplace. Advances in information and communication technologies are in favor of the incorporation of innovative services and functionalities in such systems, though content creation and delivery remain the two key factors in any e-learning system. Therefore, in this chapter, we present the design and implementation of a tool targeted at building and accessing learning objects and online courses through the Web. This tool aims to facilitate instructors and trainers to easily develop accessible, reusable, and traceable learning content that can meet their distant students’ needs for anytime and anyplace learning. Learners are able to access learning content, in addition to consulting, at any time, reports on their interactions within a course and get support by subject experts. Furthermore, all users can request to upgrade their role in the system and, thus, actively participate in the learning process. Special attention has been paid on the utilization of reliable and qualitative open source technologies and Web standards so that the proposed solution can form an easily accessible system.


Author(s):  
Seung Youn (Yonnie) Chyung ◽  
Joann Swanson

While the concept of utilizing learning objects has been addressed in instructional design for some time, slightly different definitions of the term “learning object” are found in the literature. For example, the Institute of Electrical and Electronics Engineers (IEEE) (2005) defines a learning object as “any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning.” Wiley (2000) similarly defines a learning object as “any digital resource that can be reused to support learning” (p. 7). Barritt and Alderman (2004) state a working definition of learning objects as “an independent collection of content and media elements, a learning approach (interactivity, learning architecture, context), and metadata (used for storage and searching)” (pp. 7-8). Merrill (1996) uses a different term, a “knowledge object” that consists of a set of predefined elements, each of which is “instantiated by way of a multimedia resource (text, audio, video, graphic) or a pointer to another knowledge object” (p. 32).


2005 ◽  
Vol 33 (3) ◽  
pp. 205-222 ◽  
Author(s):  
Mercedes Fisher ◽  
Gregory S. Thompson ◽  
David A. Silverberg

Investigating the participant structure that works in online courses helps us design for, and facilitate, collaboration. Learning communities and group work influence collaboration in online courses. We present an exploratory study of computer-mediated groups that used this model to participate in an online MA program in Educational Technology. These participants were organized into groups and collaboratively built knowledge through synchronous and asynchronous online dialogue while leveraging technology as a tool for individual and collaborative learning. We present a detailed case study collected over a two-year span to identify design ideas, structures, and perceptions of effective collaboration and performance. Group formation, support, and sustainability are also explored. Examples are included that not only describe what participants saw as enabling aspects of the structure but also ways in which novice instructors can enhance curriculum development around readings and online discussion. These findings indicate a high index of collaboration and completion compared to homogenous classes where students work on their own.


10.28945/3362 ◽  
2009 ◽  
Author(s):  
Robert Skovira ◽  
Alex Koohang ◽  
Frederick Kohun ◽  
Richard Will

Harman & Koohang (2005) stated that a learning object “ .. is not merely a chunk of information packaged to be used in instructional settings. A learning object, therefore, can include anything that has pedagogical value - digital or non-digital such as a case study, a film, a simulation, an audio, a video, an animation, a graphic image, a map, a book, or a discussion board so long as the object can be contextualized by individual learners. The learner must be able to make meaningful connections between the learning object and his/her experiences or knowledge he/she previously mastered. “ The above definition asserts that a learning object must have “pedagogical value” and that a learning object is 1) anything digital or non-digital such as a film, a simulation, or a case study, and 2) the ability of the learner to contextualize the object, i.e., the learner is capable of making “meaningful connections” between the object and his/her previous experiences and/or knowledge. Once the contextualization occurs, the object will have “pedagogical value” and it no longer merely an object, it is a learning object. Can all objects be contextualized? Is it necessary for all objects to be contextualized? What shall one call an “object” that is retrieved (and may even have some value other than pedagogical value and/or use) from an open access or commercial learning objects repository labeled as a “learning object” with no pedagogical value? If these objects are not learning objects, but have some sort of value and use, how shall one refer to these objects? Perhaps “informing objects”?


Comunicar ◽  
2020 ◽  
Vol 28 (62) ◽  
pp. 53-65
Author(s):  
Covadonga Rodrigo ◽  
Bernardo Tabuenca

E-Learning environments are enhancing both their functionalities and the quality of the resources provided, thus simplifying the creation of learning ecologies adapted for students with disabilities. The number of students with disabilities enrolled in online courses is so small, and their impairments are so specific that it becomes difficult to quantify and identify which specific actions should be taken to support them. This work contributes to scientific literature with two key aspects: 1) It identifies which barriers these students encounter, and which tools they use to create learning ecologies adapted to their impairments; 2) It also presents the results from a case study in which 161 students with recognised disabilities evaluate the efficiency and ease of use of an online learning environment in higher education studies. The work presented in this paper highlights the need to provide multimedia elements with subtitles, text transcriptions, and the option to be downloadable and editable so that the student can adapt them to their needs and learning style. Los entornos de aprendizaje en línea están mejorando sus funcionalidades y la calidad de los recursos, facilitando que estudiantes con discapacidad puedan crear y adaptar sus propias ecologías de aprendizaje. Normalmente, el número de estudiantes con discapacidad matriculados es tan residual y sus discapacidades tan particulares, que resulta difícil identificar y cuantificar qué medidas de asistencia son relevantes para este colectivo en general. El objetivo de este trabajo es hacer entender cómo aprenden los estudiantes en entornos en línea dependiendo de su discapacidad y de las características del entorno. Consistentemente, se definen cinco ecologías de aprendizaje que son más frecuentes. Este trabajo contribuye a la literatura científica en dos aspectos fundamentales: 1) identificar qué barreras se encuentran, qué herramientas de apoyo utilizan los estudiantes online con discapacidad y cómo las combinan para formar ecologías de aprendizaje adaptadas a discapacidades específicas; 2) presentar los resultados en los que 161 estudiantes con discapacidad reconocida evalúan la eficiencia y facilidad de uso de un entorno de aprendizaje online en el ámbito universitario. Se resalta la necesidad de proveer elementos multimedia con subtítulos, transcripciones de texto, y la opción de que sean descargables y editables para que el estudiante pueda adaptarlos a sus necesidades y estilo de aprendizaje.


Author(s):  
Reshmy Krishnan

Number of mobile subscriptions has increased tremendously due to rapid development of mobile technologies. The performance and accessibility of the e-learning process can be enhanced through mobile devices which is called m-learning. M-learning makes learning resources available anywhere and anytime, provide strong search capabilities, and offers easy interaction features to the learners. M-learning also points the opportunity for interoperability than existing e-learning system. The integration of semantic web in m-learning can improve the efficiency of searching for learning objects and reduce the time and cost of learning process. Semantic web can be integrated with the help of ontologies and learning objects in semantic web. They offer rich medium to assist m-learning via semantic annotated learning objects and shared repositories. Two types of ontologies, such as learning object content ontology and learning object structure ontology are used in this system. These ontologies facilitate the reuse, sharing and retrieval of relevant learning objects which are the backbone of m-learning.


Author(s):  
Jillian R. Griffiths ◽  
Jenny Craven

This case describes the development of a re-purposable learning object for higher education. There is evidence of an increasingly diverse student population in UK higher education, where the sector is currently faced with re-positioning itself in order to meet the challenges of higher education in the 21st century. This has resulted in a new emphasis in education on supporting the learner, in collaboration with peers and tutors, through a lifetime of education, both within and outside the classroom. These factors, together with personal experience in teaching students data analysis have been instrumental in the formation, by the authors, of the conception of the Analyse This!!! learning object described in this case study. In June 2008 Analyse This!!! was successfully launched, and it is hoped that it will prove to be a useful resource for students and staff alike, across many different subject disciplines and across different institutions.


Author(s):  
Boryana Deliyska ◽  
Peter Manoilov

The intelligent learning systems provide a direct customized instruction to the learners without intervention of human tutor on the base of Semantic Web resources. The principal role ontologies play in these systems is as an instrument for modeling learning process, learner, learning objects, and resources. In the chapter, a variety of relationships and conceptualizations of ontologies used in the intelligent learning systems are investigated. The utilization of domain and application ontologies in learning object building and knowledge acquisition is represented. The conceptualization of domain ontologies in e-learning is presented by the upper levels of its taxonomies. Moreover, a method and an algorithm intended for generation of application ontologies of structural learning objects (curriculum, syllabus, topic plan, etc.) are developed. Examples of curriculum and syllabus application ontologies are given. Further these application ontologies are used for structural learning object generation.


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