scholarly journals The Architecture of Learning Object Repositories

10.28945/2910 ◽  
2005 ◽  
Author(s):  
Ismar Frango Silveira ◽  
Nizam Omar ◽  
Pollyana Notargiacomo Mustaro

The definition used for learning objects considers them as any digital entity which can be used, reused or referenced during a technology-mediated learning process. Nowadays, this concept has became essential to the development of pedagogical content to be used in large scale educational projects to which are engaged a wide number of educational agents - students, teachers and faculty staff. Guaranteeing reusability of pedagogical content allows its use on different contexts. Therefore, a repository of learning objects that has a well-defined metadata structure can be used to customize learning processes. Recent researches on Learning Object have been contributing on the search of patterns for instructional content development, in order to make them adaptive, generic, portable and scalable enough to improve their potential for reusability. Besides, a wide range of virtual learning environments has been proposed to support these learning objects, with their properties and characteristics. Nonetheless, the great challenge still remains on how adaptive can a learning object be. There are several levels of adaptation that can be reached, and these levels can be established regarding to a wide range of different aspects on teaching-learning processes, varying from the need of keeping track of students’ evolution on building a specified piece of desired knowledge, until their learning styles, a multi-dimensional measure that are not only individual-dependant, but are also influenced by a range of factors so diverse as environment, inter-relational issues and psychological aspects related to how a student deal with certain sort of knowledge to be constructed, or skill to be developed. An architecture for learning objects repositories that intends to be general enough to support different pedagogical approaches and adaptation levels is presented. Such architecture is based on five different but co-related tiers: Syllabus Tier, which encapsulates all organization of learning objects that persist on the Reusable Learning Objects Tier. To select and present these objects in a way that adaptation to students’ background, learning styles and temporal motivation is responsibility of Apprentice Model Tier and Learning Styles Tier, that together drive Presentation Tier to dynamically built the most adequate interface to each student. Therefore, multiple presentations for the same learning object can make learning process more significant to students.

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.


2007 ◽  
Vol 1 (2) ◽  
pp. 105
Author(s):  
Endang Fauziati

Article basically tries to explore the concept of individualized learning applicable in teaching learning process which can enhance learners’ autonomy and provides a brief practical guidance on how to put this concept into classroom practices. There are at least five underlying assumptions of learning based on this concept, namely: different learning styles, a variety of sources, teacher as facilitator, integrated learning tasks, and different learning goals. It can be concluded that classroom practices designed based on these concepts can improve learners’ autonomy, such as grouping, projects or tasks, and discussion.


2021 ◽  
Vol 11 (21) ◽  
pp. 10366
Author(s):  
César Córcoles ◽  
Germán Cobo ◽  
Ana-Elena Guerrero-Roldán

A variety of tools are available to collect, process and analyse learning data obtained from the clickstream generated by students watching learning resources in video format. There is also some literature on the uses of such data in order to better understand and improve the teaching-learning process. Most of the literature focuses on large scale learning scenarios, such as MOOCs, where videos are watched hundreds or thousands of times. We have developed a solution to collect clickstream analytics data applicable to smaller scenarios, much more common in primary, secondary and higher education, where videos are watched tens or hundreds of times, and to analyse whether the solution is useful to teachers to improve the learning process. We have deployed it in a real scenario and collected real data. Furthermore, we have processed and presented the data visually to teachers for those scenarios and have collected and analysed their perception of their usefulness. We conclude that the collected data are perceived as useful by teachers to improve the teaching and learning process.


Author(s):  
Francisco Jurado ◽  
Pilar Rodriguez

The use of gamification has shown to be an interesting approach to engage users in MOOCs. In this context, different game strategies, elements, and mechanics are applied to help to improve the teaching/learning process. When designing teaching/learning methods, teachers must take into account both gamification techniques and learning styles in order to encourage students and to improve their learning performance, respectively. However, while applying gamification and at the same time keep taking into account the corresponding learning styles, we may find some kinds of incompatibilities. Thus, what this chapter covers is the conducted experimental analysis aimed at exploring the viability of merging gamer's profiles and learning styles in a single multidimensional user profile. The obtained results expose that, with this approach, we are able to identify groups of students so that, while designing teaching/learning methods, we can take into account both learning styles to improve the learning performance and gamification techniques to motivate and encourage the student.


2018 ◽  
pp. 2063-2085
Author(s):  
Erla M. Morales Morgado ◽  
Rosalynn A. Campos Ortuño ◽  
Ling Ling Yang ◽  
Tránsito Ferreras-Fernández

In this chapter the authors describe a Project entitled “Divulgación de Recursos Educativos Digitales (DIRED)” (Divulgation of Digital Educational Resources) addressed to promoting specific educational resources and mobile apps for educational proposals in order to manage them through the institutional repository of the Salamanca University (GREDOS). The authors present a proposal for describing learning objects based on pedagogical information, digital competences and learning styles. The authors also suggest educational information for classifying useful mobile apps. To achieve their suitable access and recovery, the authors focus on the use of Learning Object specific metadata in digital repositories such as LOM (Learning Object Metadata). The authors study the metadata mapping necessary to adapt from LOM to Qualified Dublin Core, because this is the standard used in the GREDOS repository built with a DSpace platform. Finally, the authors present their implementation of Learning Object Description in the GREDOS repository.


Author(s):  
Manju Lata ◽  
Anu Gupta

The lockdown situation has hampered the learning processes to a large extent across the globe. Many educational institutes promptly adapted to the situation and moved towards online learning, and many found constraints in this sudden migration. The purpose of the chapter is to identify the impact of a pandemic on the ongoing educational activities and how these activities were carried out with the help of technology-based solutions. A comparative analysis of the traditional and modern methods of teaching-learning has been carried out to check their suitability during the pandemic time. The significance of this chapter is to describe an integrative approach of continuing online teaching-learning activities throughout the lockdown time by establishing the connection between the online teaching-learning process and the traditional classroom-based methods. The challenges offered by the online environment have been outlined from the perspective of both the educational institutes and the learners.


10.28945/3139 ◽  
2007 ◽  
Author(s):  
Pollyana Mustaro ◽  
Ismar Silveira

Learning objects-based architectures often allows the creation of coarse-granular learning resources by aggregating learning objects retrieved mainly from well-structured public repositories. Nonetheless, the learning resource building process is not exactly trivial, since proper selecting and sequencing strategies must be applied in order to make it useful for learning purposes, as well as to make it fit in pedagogical goals previously established. This paper shows LOENA (Learning Object Educational Narrative Approach), an architecture built over a theoretical basis that uses narrative-driven hypertext patterns to properly structure the sequencing of learning objects, providing a ready-to-use, pluggable way to implement learning paths in some teaching-learning context.


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):  
Najoua Hrich ◽  
Mohamed Lazaar ◽  
Mohamed Khaldi

During recent years, the notion of pedagogical support is very widespread. Learners who encounter difficulties during their learning process use the pedagogical support to overcome these difficulties. Even learners who don't have any difficulty or are in full academic success use it to increase their grades and/or to provide for important competitions and exams. Several kinds of research reveal that the major problem of the adaptation into e-learning systems is due to the fact that the accent is put mainly on the technological tools to the detriment of the pedagogical aspect. In this chapter, authors present a model of an online pedagogical support based on a combination of different pedagogical approaches that marked the teaching-learning process in recent decades to present an efficient assessment which allow to diagnose learners' cognitive state and to offer adapted remediation according to the two main facets of a learner model, which are the cognitive state and the learning styles.


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.


Sign in / Sign up

Export Citation Format

Share Document