scholarly journals Instructional designers' conceptualisations of learning objects

Author(s):  
David E. Francis ◽  
Elizabeth Murphy

<span>The purpose of the study reported on in this paper was to gain insight into how instructional designers conceptualise learning objects (LOs) and their attributes. It aimed to identify the range and types of conceptualisations of LO attributes held by a group of designers. Data were collected during two phases of semi-structured phone interviews with 10 instructional designers working in Canadian colleges and universities. Open, axial and selective coding were used to analyse data. Designers identified the following attributes of LOs: digital, interactive, pedagogically purposeful, pedagogically worthwhile, pedagogically assessable, usable, reusable, peer reviewable and granular. Designers conceptualised LOs and their attributes with more of a focus on pedagogical best practices rather than a focus on technical definitions of LOs.</span>

2020 ◽  
Vol 17 (5) ◽  
pp. 545-575
Author(s):  
Allan Nicholas

AbstractThis study investigates the use of dynamically-administered strategic interaction scenarios (D-SIS) in identifying Japanese EFL participants’ difficulties with requesting-in-interaction, and tracking their development. Informed by conversation analysis research, six Japanese EFL learners at a university in Japan carried out D-SIS tasks in two phases, with the aim of both identifying specific aspects of requesting-in-interaction that were challenging, and learner development. Analysis focuses on three particular areas of difficulty that arose for participants during the dialogic interactions—connecting request turn utterance linguistic choices to social context; pre-request expansions of requesting talk, and pre-closing sequences. A coding scheme was applied that analyzed mediation sequences in terms of the efficiency with which participants oriented to and resolved problems, allowing ZPD movement to be quantified. In combination with close qualitative analysis of the transcript data, mediation sequences provided insights into the participants’ knowledge and understanding of these areas that would not have been gained through non-dynamic methods. Results therefore provide insight into areas of difficulty for Japanese learners with regards to requesting, and provide support for the use of the D-SIS task type as a diagnostic tool in regards to request-based talk-in-interaction.


ABI-Technik ◽  
2020 ◽  
Vol 40 (4) ◽  
pp. 357-364
Author(s):  
Martin Lee ◽  
Christina Riesenweber

AbstractThe authors of this article have been managing a large change project at the university library of Freie Universität Berlin since January 2019. At the time of writing this in the summer of 2020, the project is about halfway completed. With this text, we would like to give some insight into our work and the challenges we faced, thereby starting conversations with similar undertakings in the future.


2015 ◽  
Vol 14 (2) ◽  
pp. ar14 ◽  
Author(s):  
Ryan A. Ortega ◽  
Cynthia J. Brame

Concept mapping was developed as a method of displaying and organizing hierarchical knowledge structures. Using the new, multidimensional presentation software Prezi, we have developed a new teaching technique designed to engage higher-level skills in the cognitive domain. This tool, synthesis mapping, is a natural evolution of concept mapping, which utilizes embedding to layer information within concepts. Prezi’s zooming user interface lets the author of the presentation use both depth as well as distance to show connections between data, ideas, and concepts. Students in the class Biology of Cancer created synthesis maps to illustrate their knowledge of tumorigenesis. Students used multiple organizational schemes to build their maps. We present an analysis of student work, placing special emphasis on organization within student maps and how the organization of knowledge structures in student maps can reveal strengths and weaknesses in student understanding or instruction. We also provide a discussion of best practices for instructors who would like to implement synthesis mapping in their classrooms.


10.28945/2913 ◽  
2005 ◽  
Author(s):  
Stephen L. Martin

Briefly the objective of this presentation is to provide an overview of the origin of the concept and term of learning object in instructional design within the context of standardized, sharable, computer-based operations. Secondly, the philosophical foundations will be discussed mainly in terms of the framework of the crucial distinction between learning objects as mere external knowledge objects and the process of self-reflective learning that is needed to make the use of learning objects truly successful. Both the historical and philosophical foundations of learning objects will be treated in terms of the relationship between learning objects and learning subjects. The latter includes both instructional designers in the historical and practical development of learning objects, and the audience for which learning objects are intended to help educate. Particularly, historical and philosophical foundations should recognize the dual trajectory towards producing standardized small curricular units and at the same time affecting, educating and even transforming learners.


10.28945/3134 ◽  
2007 ◽  
Author(s):  
Yavuz Akpinar ◽  
Huseyin Simsek

The emergence of learning objects for teachers as a focus of educational concentration is relatively new and much of the discussion has not been based on the actual development of objects, but different definitions, learning theories, properties and standards or decorative packages of learning objects (LOs). Also, in many teacher education programs, prospective teachers take a computer literacy class separate from content methods classes and rarely engage in producing authentic teaching/learning experiences. This research goes somewhat to address prospective K-12 teachers’ development of learning objects. In this study, a group of prospective K-12 science teachers’ learning objects were examined, evaluated and compared with LOs developed by instructional designers (IDs). A total of forty learning objects were closely investigated and effectiveness of eight of them was tried out with 180 target students in classrooms. Detailed analysis of the LOs demonstrated that while both the preservicers and the IDs use similar number of instructional elements in their LOs, the IDs seem to represent concepts and procedures with screen objects other than the text and used the text for supporting graphical objects. Both groups developed LOs similar in quality measured with the LORI 1.5. Statistical tests on the data obtained from classroom usage of the LOs showed marked improvements in the students’ learning.


2019 ◽  
Vol 44 (3) ◽  
Author(s):  
Lindsay Poirier

Background  This article explores the results of a three-year ethnographic study of how semiotic infrastructures—or digital standards and frameworks such as taxonomies, schemas, and ontologies that encode the meaning of data—are designed. Analysis  It examines debates over best practices in semiotic infrastructure design, such as how much complexity adopted languages should characterize versus how restrictive they should be. It also discusses political and pragmatic considerations that impact what and how information is represented in an information system.Conclusion and implications This article suggests that all databased representations are forms of data power, and that examining semiotic infrastructure design provides insight into how culturally informed conceptions of difference structure how we access knowledge about our social and material worlds.Contexte  Cet article explore les résultats d’une étude ethnographique ayant duré trois ans sur la manière de concevoir les infrastructures sémiotiques, c’est-à-dire les normes et cadres numériques tels les taxonomies, schémas et ontologies qui donnent un sens aux données.Analyse  L’article examine les débats sur les meilleures pratiques dans la conception des infrastructures sémiotiques, tels que le niveau de complexité qu’un langage adopté devrait démontrer par rapport à son caractère restrictif. Il rend compte aussi de considérations politiques et pragmatiques ayant un impact sur le choix d’informations représentées dans un système d’information et la manière de les représenter.Conclusion et implications  Cet article suggère que toute représentation dans une base de données est une utilisation de données à des fins de pouvoir, et que l’examen de la manière dont les infrastructures sémiotiques sont conçues peut nous aider à mieux comprendre comment les notions de différence informées culturellement structurent la façon dont nous appréhendons les connaissances de nos univers sociaux et matériaux. 


Author(s):  
Andrea L. Edmundson

“Networked virtual organizations outperform competitors by responding more quickly to customers, collaborating better with partners to perform value added activities, and fully standardizing their business processes, data, and IT infrastructure” (Cisco Systems Inc., 2003). Thus, networked and virtual organizations (NVOs) depend heavily on the agility afforded by effective communications, ease of sharing information, and virtual integration of business functions. Such agility however, requires a trained workforce. In keeping with its reliance on technology, NVOs, especially those in the U.S. (Bersin, 2005; Rivera & Paradise, 2006; Sugrue & Rivera, 2005), frequently utilize e-learning as their source of training and education. In e-learning, there is a proliferation of social and collaborative tools, mobile learning, and dynamic computing (EDUCAUSE Learning Initiative, 2006). These tools, coupled with the global reach of NVOs, will precipitate unprecedented contact between educators and learners from other cultures. Because e-learning is a cultural artifact—embedded with the nuances of the culture that designs it—e-learning will need to be translated, localized, and adapted in profound ways to suit the needs and preferences of learners in other cultures. Localization addresses obvious visual and textual differences found in other cultures, such as icons, symbols, gestures, and so forth. However, the deeper ramifications of culture, such as what people value, how they learn, solve problems, and so forth, will require approaches that are more sophisticated. Reusable learning objects (RLOs) are “plug and play” chunks of learning materials (content, teaching approaches, and so forth) that allow instructional designers to construct and modify e-learning in an easy, efficient, and effective manner that parallels the agility demanded by NVOs in business functions. RLOs are fast becoming the foundation of rapid e-learning development (EDUCAUSE Learning Initiative, 2006). However, cross-cultural learning objects (XCLOs) meet the additional challenge of creating e-learning that accommodates the more profound cultural differences of global learners, such as those generated by different values, national cultural dimensions, and even diverse levels of techno-literacy. This article describes XCLOs in more detail and illustrates how they can be used by NVOs to maintain their requisite agile workforce.


Author(s):  
Robert S. Stephenson

The rise of the Internet has started a knowledge revolution whose extent can only be guessed at. The last revolution of this magnitude, brought on by the printing press, led to the proliferation of books and the rise of the modern university system. If universities are to survive the latest knowledge revolution, they must adapt with unaccustomed speed and learn how to use the Internet for more effective teaching. Most universities adopt a limited approach to building on-line courses. However, many studies have found that merely transplanting materials to the Web does not significantly improve learning (Russell, 1999). In fact, handouts, slides, and viewgraphs that have been “repurposed” for the Web are sometimes derisively referred to as “shovelware” (Fraser, 1999). So while moving existing materials to the Web may increase their accessibility, it will not necessarily improve their effectiveness. The Internet’s real value as a medium and teaching platform is that it makes possible rich, interactive content such as simulations, animations, and 3-D models. These learning objects, or rich content, can significantly enhance learning, especially in the sciences, and can be just as useful inside the classroom as outside. The difficulty is how to create this enhanced content, since the task demands a broad range of technical skills and enormous effort. Besides faculty domain experts and experienced teachers, rich content development typically requires illustrators, Web designers, programmers, instructional designers, testers, and Webmasters. The only way faculty and institutions can meet this challenge is to embrace collaboration more broadly and seriously than they have in the past. One approach is the multi-institutional consortium. Another solution is a collaboration of faculty to build rich content in their discipline. This chapter chronicles an example of the latter sort: a bottom-up, cross-institutional project. For such a grass roots collaboration to succeed, it must recruit many faculty pioneering the use of the Internet in their teaching, as well as artists and technical professionals. It must offer collaborators an incentive to participate, and it must attract not only volunteers, but also institutional and agency funding as well. Finally, as a pioneering project, it must create standards and develop paradigms as it goes. This case study describes a work-in-progress to solve these issues.


2015 ◽  
pp. 129-140
Author(s):  
Anne Eyre ◽  
Pam Dix

This chapter studies how the human interest angle has always made bereaved people and survivors attractive to the mass media. The advent of 24-hour news has also meant increasing pressure to find stories to fill the time, leading to more speculative reporting, while the facts are being established. The rapid development of technology means that disasters can now be captured on video or mobile phones as they unfold. This potentially offers rapid news and updates and valuable insight into disaster experiences. But it also encourages the acquisition and dissemination of images that may be distasteful, exploitative, and harmful to the feelings, rights, and welfare of those affected by disasters. Disaster Action members have sought to influence journalists' perceptions and treatment of those they seek to interview. This includes giving presentations to journalism and research students at colleges and universities, contributing to the work of the Dart Centre for Journalism and Trauma, and the production of a leaflet with guidance on interviewing, which spells out what it is like to be on the receiving end. One of the most rewarding parts of this work is contributing to education for the next generation of journalists.


Author(s):  
Jason D. Bader ◽  
Patrick R. Lowenthal

There is an abundant amount of literature on visual design principles, graphic design theory, and media theory. Yet very little is discussed, at least in a systematic way, about the process of making online courses aesthetically pleasing. A major obstacle to gaining such knowledge is the lack of understanding of applied definitions, conceptual ideas, and methods of creating online learning interfaces. In this chapter, the authors seek to clarify the process of using visual design to improve the online learning experience. The chapter concludes with strategies on how colleges and universities can help faculty and instructional designers learn visual design skills through the creation of a design studio.


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