CsSyllabusLOR Computer Science Syllabus Learning Object Repository

2019 ◽  
Vol 7 (1) ◽  
pp. 694-696
Author(s):  
Mona G Dave ◽  
P V Virparia
Author(s):  
Manuel Lama ◽  
Juan C. Vidal ◽  
Estefania Otero Garcia ◽  
Alberto Bugarin ◽  
Senen Barro

10.28945/2565 ◽  
2002 ◽  
Author(s):  
Griff Richards ◽  
Rory McGreal ◽  
Norm Friesen

Repositories provide mechanisms to encourage the discovery, exchange and re-use of learning objects. This paper describes Portals for On-line Objects in Learning (POOL), a consortium project of the TeleLearning NCE to build a learning object repository scalable to the national level. Funded in part by the Canarie Learning Program, POOL contributes to the development of two focal technologies: “POOL POND and SPLASH” a distributed architecture for a peer-to-peer network of learning object repositories, and CanCore, a practical metadata protocol for cataloguing learning objects.


2011 ◽  
pp. 1520-1528
Author(s):  
Gilliean Lee

In recent years, there has been an increasing demand for innovative ways of delivering education, which led to a more personalized, flexible, and portable learning (Zhang et al., 2004). The use of the Internet to support the needs for learning is commonly referred to as “elearning.”


2010 ◽  
Vol 39 ◽  
pp. 176-181 ◽  
Author(s):  
Noor Ibrahim Mohammad ◽  
Mahamad Saipunidzam ◽  
Chua Ning Wei Edrea

The rapid growth of mobile phone technologies encourages many researchers to explore, design and develop mobile learning applications for tertiary students. In computer science related disciplines, students always find computer science concepts as complex, abstract, and esoteric subject. Hence, we have seen the number of students enrolled for computer science related programs has decreased lately. Current delivery methods for computer science concepts are found not to be interesting to the students. This project focuses on the design and development of an AVL tree learning object for tertiary students by utilizing current mobile phone features such as mobility, multimedia capability and connectivity. Our approach is to incorporate video clips in presenting the algorithm systematically. With this mobile learning application, student could learn at his or her own pace, anywhere anytime. This application intends to complement the current traditional classroom and e-learning systems. Initial testing has shown that a well-presented video clip of AVL tree concept that delivered through mobile phone has a great potential to promote and enhance learning process.


2018 ◽  
Vol 22 (4) ◽  
Author(s):  
Bárbara Gadioli ◽  
Francine Lima Fulquini ◽  
Luciana Kusumota ◽  
Fernanda Raphael Escobar Gimenes ◽  
Emília Campos de Carvalho

Abstract Objective: To construct and evaluate the SEMIOVAPE - a Virtual Learning Object for teaching of peripheral venous vascular semiology - based on ergonomic, pedagogical and usability criteria. Method: Methodological study, whose participants were experts in Nursing, Computer Science and Nurse undergraduate student. For the construction and validation of the Object, six steps were followed: educational design; computational modeling; environment implementation; ergonomic, pedagogical, and usability evaluation. Results: The Object was built having the characteristic of valuing student's autonomy and approached contents of anatomy and physiology, clinical reasoning and clinical examination. Concerning the ergonomic and pedagogical evaluations, the Object obtained high acceptance rates (66.70% and 70.12%, respectively), as for usability, all participants considered it very useful and were certainly satisfied (95%). Conclusions and implications: The Object is suitable to be used as an alternative source of teaching peripheral venous semiology.


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