On Learning Content Development for Educational Engineering Programs

2020 ◽  
Vol 54 (4) ◽  
pp. 226-231
Author(s):  
N. A. Kalinina ◽  
V. R. Milov ◽  
A. A. Saltykova ◽  
M. S. Dubov
2015 ◽  
Vol 43 ◽  
pp. 147-153 ◽  
Author(s):  
Nauris Paulins ◽  
Signe Balina ◽  
Irina Arhipova

2018 ◽  
Vol 13 (1) ◽  
pp. 035
Author(s):  
Dewi Salma Prawiradilaga

The article is about a descriptive finding on the function of an LCMS used by the official website of the Department of Curriculum and Educational Technology, Faculty of Education, State University of Jakarta, www.courses.web-bali.net. Based on the observation, there are some principles that may be applied in uploading course content. They are topic analysis and message design principles which should intensively be applied during developing and structuring learning objects in a learning path. Chunk is the main concept in content development. Regarding copyright issue, all parties should respect to those who write or produce creative works accessible through online.


10.28945/2909 ◽  
2005 ◽  
Author(s):  
Ismar Frango Silveira ◽  
Carlos Fernando Araujo Jr. ◽  
Luiz Henrique Amaral ◽  
Ivan Carlos Alcântara de Oliveira ◽  
Juliano Schimiguel ◽  
...  

Traditional methods for developing digital learning content usually produce very large, monolithic content that barely can be reused even in similar contexts, despite of the quality they can have. Nonetheless, digital learning content can be described as a set of highly reusable, low-coupled learning objects that can be put together in order to build adaptive, learner-focused content Nowadays, in spite of all technological evolution, it cannot be affirmed that content development in computer-aided teaching/learning process had evolved the same way. This is, indeed, the most expensive, time-consuming undertaking among all tasks demanded by computer-based course building. One of the reasons for this is that digital learning content reuse, even nowadays, is frequently done through copy-and-paste mechanisms that transpose digital learning contents from a context to another. A vary of explanations can be arisen to justify this fact: first, digital learning content is often modeled in an ad hoc manner, in order that all content is very specific, going about some determined knowledge domain. Besides, such development often utilizes tools and techniques - like HTML - that aren’t concerned about separating content from presentation. A possible solution for this is to develop digital learning contents in function of the set of potential learning objects they can be made of. Thus, there will be analyzed a set of frequently used learning objects in order to classify them on types and discuss some possibilities for diminish their coupling to other learning objects, thus leading to finer granular contents, augmenting their potential for reusability.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Muhammad Ragil Kurniawan ◽  
Nurul Hidayati Rofiah

This study intends to develop the potential of digital-based learning resources. This research aims to: a) Knowing the process of developing E-learning content course of Media and Learning Resources based on Problem Based Learning, b) Knowing the appropriateness of E-learning content course of Media and Learning Resources based on Problem Based Learning. This research is research and development. The object of this research is media and learning resources course based on problem based learning. The data collection method used was an assessment sheet, supported by the results of interviews with education experts and practitioners. The data in this study are the results of assessments from experts. The results of the research data were processed using descriptive statistical data. The results are: a) E-learning content development procedures through four stages: preliminary study, development of learning design, product development and product evaluation. b) Assessment results by material experts is 3,4 (good category), media expert judge by 3,5 (good category), and prospective users judge by 4,3 (very good category). Based on the assessment result E-learning quality course of Media and Learning Resources based on problem based learning for learning materials in elementary schools are considered suitable for use as learning resources. 


2011 ◽  
pp. 1557-1557
Author(s):  
Brian Mulligan

There is a major contrast in the Republic of Ireland between e-learning content production and the actual use of e-learning technologies. Per head of population, Ireland has one of the highest participation rates in e-learning content production in the world. CBT Systems was set up in Ireland in the mid-80s, and subsequently evolved into SmartForce and later SkillSoft. The original founders of CBT Systems later went on to set up other e-learning ventures such as Riverdeep. In addition to these well-known companies, there are many smaller content-development ventures that either trade under their own names or contract to larger e-learning content providers. There has been some investment in content-development operations by overseas companies. NETg recently closed a major operation in Ireland as part of a restructuring process after their acquisition by Thomson. However, several international corporations have located internal e-learning content development in Ireland. Indeed, Ireland’s industrial development agencies have identified e-learning content development as a growth opportunity, listing availability of software and pedagogy skills as well as excellent international broadband connections as competitive advantages for such investment (http://www.enterprise-ireland.com/ or http://www.idaireland.com/).


Author(s):  
Peter Hallberg ◽  
Petter Krus ◽  
Lars Austrin

During the last decade, digital prototyping has become a natural part of any industrial project dealing with product development. The reasons for this differ, but the two most obvious is time saving aspects and the amount of cost effectiveness achieved when replacing the physical prototype with the cheaper digital. Time and cost are equally, or even more critical in academic projects. This paper describes the usage of a low cost demonstrator as a mean to reduce both time and cost during a product development project course as well as to guarantee educational quality. The paper also discusses the reason for using demonstrators in an industrial environment. When large product development project courses are given at educational engineering programs, they often strive for imitating a real industrial situation, trying to include all the phases and aspects of product realization. Time is of course critical in both environments, industrial and academic, but for slightly different reasons. A typical industrial project may run over several years while a large educational project’s duration is counted in months. Thus, if the course tutor wants to simulate the whole product development process, within the same project course, there are needs for means that may speed up the project without spoiling the educational message as well as the industrial authenticity.


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