COLLABORATION WHEN ADAPTING DIGITAL LEARNING OBJECTS IN THE EDUCATIONAL PROCESS

Author(s):  
Gintarė Milčė

Teachers who seek for continuous education (learning) process improvement, not only reform teaching methods, but also use a variety of digital innovations, including the digital learning objects. Usually, a teacher becomes responsible for the introduction of innovations and a student for the mastering them. In many cases, the teacher's qualities determine whether innovation will be accepted or rejected, but in order to incorporate digital learning objects into the educational process, collaboration between a teacher and a student becomes an important element. The teacher decides which digital learning object to use when at this point student can evaluate, test and discuss with the teacher how much it benefits. Thus, the object of this presentation–collaboration when adapting digital learning objects in the educational process. The analysis has revealed that the adaptation of digital learning objects requires collaboration, and in the process of adapting the digital learning object, there is collaboration that ensures a smooth adaptation process: discussions, sharing knowledge and ideas. All this helps to make targeted use of the digital learning object in the process of education, according to the different needs of teachers and students.

Author(s):  
Tom Hapgood

This chapter discusses the reasoning behind the lack of the expected authoring of digital learning objects. It argues that the creation and dissemination of learning objects by university faculty have not occurred as a result of technical hurdles and frightening acronyms, lack of organizational procedures, unclear legal and ownership issues, and the ineffectiveness of “selling” the idea to faculty as part of the promotion and tenure process. The technology, interfaces and storage devices have been in place for some time, waiting for the learning object authors to publish their work. The Pachyderm 2.0 software is discussed as a tool for faculty to utilize. The author hopes that discussing and enumerating the obstacles to learning object authoring and dissemination, combined with the proposal of using the Pachyderm software along with a model of working with organizational information technology (IT) staff, will assist all involved in circulating successful digital learning objects.


Author(s):  
Г.В. Садыкова ◽  
А.Р. Каюмова

Цифровизация образовательного процесса, получившая ускорение в эпоху пандемии, диктует необходимость изучения эффективных моделей взаимодействия обучающего с цифровыми технологиями, что обусловило актуальность данного исследования. В целях выделения ключевых принципов применения цифровых ресурсов в билингвальном (мультилингвальном) дошкольном образовании авторы провели онлайн-опрос, позволивший исследовать мнения и образовательные практики родителей и педагогов, работающих с детьми-билингвами 3 - 8 лет и применяющих компьютерные, мобильные и другие цифровые технологии в программах развития русской речи в России и за ее пределами. Результаты свидетельствуют о растущей востребованности мультимодальных цифровых обучающих объектов, ориентированных на детей дошкольного возраста, и необходимости развития профессиональных компетенций педагогов как медиаторов знаний. Полученные в ходе эмпирического исследования данные позволили авторам сформулировать важные принципы интеграции цифровых обучающих объектов, которые могут быть рекомендованы для рассмотрения родителями и педагогами, участвующими в развитии речи детей дошкольного и раннего школьного возраста. The digitalization of the educational process accelerated in the era of the pandemic calls for the study of effective interactional models between the learner and digital technologies, which explains the significance of this study. In order to highlight the key principles of the application of digital resources in bilingual (multilingual) preschool education, the authors conducted an online survey on the views and educational practices of parents and educators working with 3 - 8 years old bilinguals using computer, mobile and other digital technologies in Russian speech development programs in Russia and abroad. The results demonstrate the growing demand for multimodal digital learning objects aimed at preschool children and the need to develop the professional competences of educators as mediators of knowledge. The findings from the empirical study allowed the authors to formulate important principles for the integration of digital technologies, which could be recommended for consideration by parents and educators involved in speech development of early childhood and primary education.


2015 ◽  
Vol 36 (4) ◽  
pp. 55-62 ◽  
Author(s):  
Cecília Passos Vaz da Costa ◽  
Maria Helena Barros Araújo Luz

Objective: To describe the creation of a digital learning object for diagnostic reasoning in nursing applied to the integumentary system at a public university of Piaui. Method: A methodological study applied to technological production based on the pedagogical framework of problem-based learning. The methodology for creating the learning object observed the stages of analysis, design, development, implementation and evaluation recommended for contextualized instructional design. The revised taxonomy of Bloom was used to list the educational goals. Results: The four modules of the developed learning object were inserted into the educational platform Moodle. The theoretical assumptions allowed the design of an important online resource that promotes effective learning in the scope of nursing education. Conclusion: This study should add value to nursing teaching practices through the use of digital learning objects for teaching diagnostic reasoning applied to skin and skin appendages.


10.28945/3286 ◽  
2008 ◽  
Author(s):  
Mariana Machado ◽  
Luiz Augusto Marcelino ◽  
Pollyana Mustaro

The present research aims to evaluate digital learning objects architecture and build metrics -based on analyze of the financial, administrative and software engineering aspects - to define a prevision of the necessary investment to develop digital learning object. To develop some metrics it was necessary an online survey research with professionals that works with digital learning objects development. The study of the answers and some theoretical approaches of instructional design, software engineering, and learning objects characteristics turned possible create a Web application in Java that provides a prevision of the initial investment for the development of digital learning object. This program is based on the definition of a methodology that considers activities and professionals involved in the process and the execution time of each stage of digital learning object development in a dynamic way.


Author(s):  
Jolita Horbacauskiene ◽  
Brigita Janiunaite

Recent and ongoing technological advancement has resulted in omnipresence of technology everywhere. More importantly, the use of technology has become characteristic of today's education. Pedagogy as it is traditionally understood is now changing more swiftly than ever before. Scholars suggest that such shift is natural and needed because Industry 4.0 requires the type of education that anticipates and meets its demands or helps to solve its challenges. Even though technology-enhanced learning (TEL) promises positive changes, the lifetime of the smaller TEL units, namely digital learning objects (DLOs), is not necessarily a long one. In scientific discourse, there is considerable criticism towards unsustainable use of technology and innovative teachers' practices. The main research question focuses on what peculiarities and, especially barriers, occur when teachers implement DLOs and what aspects should be highlighted in teacher training programs for the adaptation to be implemented successfully.


Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


2022 ◽  
pp. 194-228

In the open-shared teaching and learning space, the complexity of the shared learning contents vary. These range from stand-alone items and digital learning objects to full learning sequences and sets of resources. One humble object is the animated GIF, lightweight motion images used in graphical user interfaces (GUIs), expressive memes and commentary, emoticons, and other applications. Animated GIFs are fairly easy to create; they may be integrated into learning documents (handouts, slideshows, articles) and other objects, and it plays offline (and without the need for any downloadable player). This work involves an analysis of some available animated GIFs for education in social imagery collections. Based on findings, this work explores the viability of animated GIFs for various open-shared learning applications globally and some potential strategies and tactics, given real-world limits.


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