Deploying Digital Educational Resources with Free and Open Source Technologies

Author(s):  
Jason G. Caudill

Digital educational resources are an increasingly visible and important component of the online learning environment. Concurrently, many organizations are faced with limited financial resources with which to provide their materials to the learners. In order to continue delivering materials but reduce the total cost of delivery organizations can implement free and open source technologies for digital educational resource deployment. Open source software and free online services, properly employed, can enhance organizational effectiveness while also reducing organizational expense.

2013 ◽  
Vol 8 (1) ◽  
pp. 1-11
Author(s):  
Shironica Karunanayaka ◽  
Chandana Fernando ◽  
Vajira de Silva

The concept of Open Educational Resources (OER) is a major breakthrough in education, which promotes sharing, adaptation and contextualisation of course content. Promotion of using OER can be very cost effective, since development of new course content would be both expensive and time consuming. However, awareness raising and capacity building of teachers and learners is crucial, in order to exploit the full potential of OER.The Faculty of Education at the Open University of Sri Lanka, initiated a research project to create an Online Learning Environment (OLE) on OER for science education, witha view to raise awareness, develop competencies and enhance adapting, adoption and creation of OER by teachers. This is developed in Moodle Learning Management System, as a supplementary material for science teachers enrolled in a distance mode professional development programme. The research team, together with a group of science teachers and teacher educators, who are their students, is engaged in this action research conducted in several stages: analysis, design, development, implementation and evaluation. This paper discusses the first three stages, concerning the following objectives: to identify sources of OER for science education, to make key design decisions of the OLE, and to design and develop the OLE on OER for science education.The analysis of need, learner, task and context, resulted in making decisions on information, instruction, interaction and interface design. Some initial design decisions are: Structuring of information on finding, using and creating OER related to teaching science, while making it relevant and meaningful for teachers; Use of exploratory instructional strategies enabling teachers to select OER; Incorporate frequent interactions encouraging teachers to adopt, adapt, create and share OER; and Use of different media elements to make the visual layout motivating. A prototype will be pilot tested with science teachers with a view to revise and improve the OLE on OER. Allowing student teachers/teacher educators to work collaboratively with their instructors, as a team, enable both parties to face challenges together, in this novel experience of designing and developing an OLE on OER.


Author(s):  
Janet Buchan

Charles Stuart University adopted the open source software, Sakai, as the foundation for the university’s new, integrated Online Learning Environment. This study explores whether a pedagogical advantage exists in adopting such an open source learning management system. Research suggests that the community source approach to development of open source software has many inherent pedagogical advantages, but this paper examines whether this is due to the choice of open source software or simply having access to appropriate technology for learning and teaching in the 21st century. The author also addresses the challenges of the project management methodology and processes in the large-scale implementation of an open-source courseware management solution at the institutional level. Consequently, this study outlines strategies that an institution can use to harness the potential of a community source approach to software development to meet the institutional and individual user needs into the future.


2010 ◽  
Vol 2 (1) ◽  
pp. 32-48 ◽  
Author(s):  
Janet Buchan

Charles Stuart University adopted the open source software, Sakai, as the foundation for the university’s new, integrated Online Learning Environment. This study explores whether a pedagogical advantage exists in adopting such an open source learning management system. Research suggests that the community source approach to development of open source software has many inherent pedagogical advantages, but this paper examines whether this is due to the choice of open source software or simply having access to appropriate technology for learning and teaching in the 21st century. The author also addresses the challenges of the project management methodology and processes in the large-scale implementation of an open-source courseware management solution at the institutional level. Consequently, this study outlines strategies that an institution can use to harness the potential of a community source approach to software development to meet the institutional and individual user needs into the future.


2015 ◽  
Vol 12 (1) ◽  
pp. 15-27 ◽  
Author(s):  
Ilene Ringler ◽  
◽  
Carol Schubert ◽  
Jack Deem ◽  
Jimmie Flores ◽  
...  

SAGE Open ◽  
2020 ◽  
Vol 10 (4) ◽  
pp. 215824402097983
Author(s):  
Abdullah Yasin Gündüz ◽  
Buket Akkoyunlu

The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques.


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