Using Learning Objects for Rapid Deployment to Mobile Learning Devices for the U. S. Coast Guard

Author(s):  
Pamela T. Northrup ◽  
William T. Harrison Jr.

This chapter introduces the use of a learning objects content development tool, the eLearning Objects Navigator, (eLONTM) as a strategy for creating, classifying, and retrieving reusable learning objects and reusable information objects. The use of eLONTM provides a context for rapid deployment of these SCORM-conformant packages to mobile learning devices as well as to learning management systems for a beta test with the U.S. Coast Guard Institute. Presented in this chapter is the underlying theoretical framework for the development of eLONTM as well as the specific design decisions made regarding the deployment of PDA mobile learning devices to military personnel. Furthermore, initial results from the beta test yield positive results as well as a series of lessons learned.

2011 ◽  
pp. 527-540
Author(s):  
Pamela T. Northrup ◽  
William T. Harrison Jr.

This chapter introduces the use of a learning objects content development tool, the eLearning Objects Navigator, (eLONTM) as a strategy for creating, classifying, and retrieving reusable learning objects and reusable information objects. The use of eLONTM provides a context for rapid deployment of these SCORM-conformant packages to mobile learning devices as well as to learning management systems for a beta test with the U.S. Coast Guard Institute. Presented in this chapter is the underlying theoretical framework for the development of eLONTM as well as the specific design decisions made regarding the deployment of PDA mobile learning devices to military personnel. Furthermore, initial results from the beta test yield positive results as well as a series of lessons learned.


2009 ◽  
pp. 1381-1395
Author(s):  
Pamela T. Northrup ◽  
William T. Harrison Jr.

This chapter introduces the use of a learning objects content development tool, the eLearning Objects Navigator, (eLONTM) as a strategy for creating, classifying, and retrieving reusable learning objects and reusable information objects. The use of eLONTM provides a context for rapid deployment of these SCORM-conformant packages to mobile learning devices as well as to learning management systems for a beta test with the U.S. Coast Guard Institute. Presented in this chapter is the underlying theoretical framework for the development of eLONTM as well as the specific design decisions made regarding the deployment of PDA mobile learning devices to military personnel. Furthermore, initial results from the beta test yield positive results as well as a series of lessons learned.


2015 ◽  
Vol 32 (4) ◽  
pp. 909-920 ◽  
Author(s):  
Asharul Islam Khan ◽  
Hafedh Al-Shihi ◽  
Zuhoor Abdullah Al-khanjari ◽  
Mohamed Sarrab

1998 ◽  
Vol 14 (02) ◽  
pp. 134-153
Author(s):  
Larry Mercier ◽  
Tracy Byington ◽  
Walt Senkwic ◽  
Christopher Barry

The Coast Guard Yard in Curtis Bay·, MD implemented a PC/AutoCAD based CAD/CAM system and used it to construct a series of 15 M (49 foot) buoy tenders. Implementing CAD/CAM is primarily a management, rather than technical, challenge. Performance-Based Management Techniques were used to develop the new system as an integrated whole, controlled and documented under ISO 9001. The process was cost-effective, required minimum retraining, was fully implemented in a few months, and was appropriate to a small shipyard building boats, but extensible as required to medium sized ships. The authors discuss:The use of Performance-Based Management and team-building techniques to help implement the process;The use of process management techniques to document, control and systematically improve the process in order to remain competitive;The process developed, including methods to allow varying levels of operator skill, geometry, weight and interference control, and development of automation techniques;The lessons learned, the results in productivity improvement, and the future path for continuous improvement


Author(s):  
Miloš Milutinović ◽  
Vukašin Stojiljković ◽  
Saša Lazarević

L2 language learning is an activity that is becoming increasingly ubiquitous and learner-centric in order to support lifelong learning. Applications for learning are constrained by multiple technical and educational requirements and should support multiple platforms and multiple approaches to learning. This chapter investigates the possibility of applying ontology-based, dynamically generated learning objects implemented on a cloud computing infrastructure in order to satisfy these requirements. Previous work on using mobile learning objects is used as a starting point in an attempt to design a system that will preserve all of the advantages of utilizing learning objects, while eliminating any flaws and maximizing compatibility with existing systems. A model of a highly modular, flexible, multiplatform language learning system is presented along with some implementation remarks and advices for future implementation.


Author(s):  
Sergio Castillo ◽  
Gerardo Ayala

In this paper, the authors present their proposal for adaptation of educational contents of learning objects to a particular mobile device and a specific learner. Content adaptation in mobile learning objects implies user adaptation and device adaptation, and requires additional metadata categories in comparison with SCORM 2004. This learning object content model, ALMA (A Learning content Model Adaptation), inherits from the SCORM standard a subset of metadata categories, and extends it with three top level metadata categories for content adaptation, i.e., Knowledge, Use, and Mobile Device Requirements (Castillo & Ayala, 2008). For user adaptation, the authors developed NORIKO (NOn-monotonic Reasoning for Intelligent Knowledge awareness and recommendations On the move), a belief system based on DLV, a programming system based on Answer Set Programming paradigm. For device adaptation the authors designed CARIME (Content Adapter of Resources In Mobile learning Environments), which uses transcoding and transrating to adapt media content to suit the device characteristics.


Author(s):  
Yong Liu ◽  
Hongxiu Li

With the rapid deployment of mobile devices, mobile learning emerges as a promising approach giving rise to a wide spectrum of new education possibilities. It serves as an effective conduit to deliver education to civilians of all social-economic levels, in particular the learners previously unreachable from traditional education systems, such as problem teenagers, social employees, and ageing people. Hence, unlike traditional education approaches, it is considered to be a good alternative to deal with the challenges posed by demographic shifts and social transformation. The purpose of this chapter is to: (i) identify the theoretical and technological underpinnings for delivering mobile learning to the distance learner, and (ii) discuss the possible learner communities that can benefit from mobile learning technology, with regard to their unique learning requirements and features.


Author(s):  
Robert S. Stephenson

The rise of the Internet has started a knowledge revolution whose extent can only be guessed at. The last revolution of this magnitude, brought on by the printing press, led to the proliferation of books and the rise of the modern university system. If universities are to survive the latest knowledge revolution, they must adapt with unaccustomed speed and learn how to use the Internet for more effective teaching. Most universities adopt a limited approach to building on-line courses. However, many studies have found that merely transplanting materials to the Web does not significantly improve learning (Russell, 1999). In fact, handouts, slides, and viewgraphs that have been “repurposed” for the Web are sometimes derisively referred to as “shovelware” (Fraser, 1999). So while moving existing materials to the Web may increase their accessibility, it will not necessarily improve their effectiveness. The Internet’s real value as a medium and teaching platform is that it makes possible rich, interactive content such as simulations, animations, and 3-D models. These learning objects, or rich content, can significantly enhance learning, especially in the sciences, and can be just as useful inside the classroom as outside. The difficulty is how to create this enhanced content, since the task demands a broad range of technical skills and enormous effort. Besides faculty domain experts and experienced teachers, rich content development typically requires illustrators, Web designers, programmers, instructional designers, testers, and Webmasters. The only way faculty and institutions can meet this challenge is to embrace collaboration more broadly and seriously than they have in the past. One approach is the multi-institutional consortium. Another solution is a collaboration of faculty to build rich content in their discipline. This chapter chronicles an example of the latter sort: a bottom-up, cross-institutional project. For such a grass roots collaboration to succeed, it must recruit many faculty pioneering the use of the Internet in their teaching, as well as artists and technical professionals. It must offer collaborators an incentive to participate, and it must attract not only volunteers, but also institutional and agency funding as well. Finally, as a pioneering project, it must create standards and develop paradigms as it goes. This case study describes a work-in-progress to solve these issues.


2022 ◽  
pp. 381-407
Author(s):  
Robert Costello ◽  
Murray Lambert

The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.


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