Learning Objects for Employee Training and Competency Development

Author(s):  
Anne-Marie Armstrong

Learning objects are being used more and more by the corporate training world. Their acceptance by corporate training can be attributed in part to the fact that they provided those departments with a system and tools that they could present to their decision makers—a system that aligned with corporate goals. Some of those goals included the need to train a global workforce and the need to do it in an effective, competitive, and efficient manner. The examples provided demonstrate how and why learning object systems have found success in different corporations. First content was chosen that could be developed, parsed, stored, and retrieved. The content was both reusable and migratory. Next robust systems that allow the various learning audiences to access the content and use it for various purposes were built. And finally, the benefits to the various stakeholders were successfully marketed and accepted.

2017 ◽  
Vol 9 (2) ◽  
pp. 67-71
Author(s):  
Herru Darmadi ◽  
Yan Fi ◽  
Hady Pranoto

Learning Object (LO) is a representation of interactive content that are used to enrich e-learning activities. The goals of this case study were to evaluate accessibility and compatibility factors from learning objects that were produced by using BINUS E-learning Authoring Tool. Data were compiled by using experiment to 30 learning objects by using stratified random sampling from seven faculties in undergraduate program. Data were analyzed using accessibility and compatibility tests based on Web Content Accessibility Guidelines 2.0 Level A. Results of the analysis for accessibility and compatibility tests of Learning Objects was 90% better than average. The result shows that learning objects is fully compatible with major web browser. This paper also presents five accessibility problems found during the test and provide recommendation to overcome the related problems. It can be concluded that the learning objects that were produced using BINUS E-learning Authoring Tool have a high compatibility, with minor accessibility problems. Learning objects with a good accessibility and compatibility will be beneficial to all learner with or without disabilities during their learning process. Index Terms—accessibility, compatibility, HTML, learning object, WCAG2.0, web


10.28945/2913 ◽  
2005 ◽  
Author(s):  
Stephen L. Martin

Briefly the objective of this presentation is to provide an overview of the origin of the concept and term of learning object in instructional design within the context of standardized, sharable, computer-based operations. Secondly, the philosophical foundations will be discussed mainly in terms of the framework of the crucial distinction between learning objects as mere external knowledge objects and the process of self-reflective learning that is needed to make the use of learning objects truly successful. Both the historical and philosophical foundations of learning objects will be treated in terms of the relationship between learning objects and learning subjects. The latter includes both instructional designers in the historical and practical development of learning objects, and the audience for which learning objects are intended to help educate. Particularly, historical and philosophical foundations should recognize the dual trajectory towards producing standardized small curricular units and at the same time affecting, educating and even transforming learners.


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.


1995 ◽  
Vol 11 (04) ◽  
pp. 264-268
Author(s):  
Ralph E. Matlack ◽  
Edward R. Matlack

This paper provides a brief overview of the role of interactive multimedia (IM) in corporate training, and will discuss the relevant factors in making wise business decisions regarding the implementation of interactive multimedia within U.S. shipyards. Despite the numerous studies and reports citing the efficiencies of delivering instructions in a multisensory format via a computer, shipyards have been slow to implement this technology into their business practices. The reasons for this are twofold: first, the technology is still viewed as nascent and unproven, and second, the business benefits are not well understood by decision-makers. This paper focuses on understanding the business benefits of implementing interactive multimedia in a shipyard environment. Case studies and success stories are referenced for the purpose of understanding how IM training works within the shipyard The main thrust of discussion is towards how to properly analyze the expected return on investment and strategy for implementation of interactive media within a typical shipyard.


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):  
Daniel Churchill ◽  
John Gordon Hedberg

The main idea behind learning objects is that they are to exist as digital resources separated from the learning task in which they are used. This allows a learning object to be reused with different learning tasks. However, not all learning objects operate in similar ways, neither are all learning tasks the same, and this exposes the problem that current recommendations from literature fail to link learning objects and their reuse in varied learning tasks. In this chapter, we explore definitions of learning objects and learning tasks. We also suggest that appropriate matches would lead to more effective pedagogical applications that can be used as set of recommendations for designers of learning objects and teachers who plan learning tasks and select learning objects for student learning activities. In addition, we discuss applications of learning objects delivered by emerging technologies which may change how digital resources are accessed and used by students in and out of classrooms.


Author(s):  
Karen L. Rasmussen

Reusable Learning Object technology offers K-12 teachers and students the opportunity to access resources that can be used and reused in classroom teaching and learning environments. A support tool for teachers, QuickScience™, was developed to help teachers and students improve performance in science standards; resources in QuickScience™ are built upon RLO technologies. Six types of RLOs, including five types of instructional resources aligned to Bloom’s taxonomy, are used by teachers to help students improve their performance in science. QuickScience™ offers teachers a model for improving performance, including steps of diagnose, plan, teach, and assess.


Author(s):  
Tom Hapgood

This chapter discusses the reasoning behind the lack of the expected authoring of digital learning objects. It argues that the creation and dissemination of learning objects by university faculty have not occurred as a result of technical hurdles and frightening acronyms, lack of organizational procedures, unclear legal and ownership issues, and the ineffectiveness of “selling” the idea to faculty as part of the promotion and tenure process. The technology, interfaces and storage devices have been in place for some time, waiting for the learning object authors to publish their work. The Pachyderm 2.0 software is discussed as a tool for faculty to utilize. The author hopes that discussing and enumerating the obstacles to learning object authoring and dissemination, combined with the proposal of using the Pachyderm software along with a model of working with organizational information technology (IT) staff, will assist all involved in circulating successful digital learning objects.


Author(s):  
Kevin Oliver

This chapter proposes a category of tools called design objects that can be used by instructors to integrate existing content sources, including but not limited to learning objects, within teaching frameworks that engage learners with content in meaningful ways. Emphasis is on tools to support the K-12 instructor, although related issues are applicable across educational levels. Examples of teaching-oriented design objects are provided along with related development systems, however it is argued the former represent more viable options for teachers given limitations in the learning object economy, conceptualizations of teachers regarding objects, complexity in packaging objects, and classroom control issues. The possibility of design objects and development systems working in tandem is discussed, with development systems prescribing effective educational strategies for novice teachers and design objects supporting more personalized content development. Various sources for new design objects are suggested to encourage further development and research.


Author(s):  
José-Manuel Lopez-Cobo ◽  
Sinuhé Arroyo ◽  
Miguel-Angel Sicilia ◽  
Salvador Sanchez

The evolution of learning technology standards has resulted in a degree of interoperability across systems that enable the interchange of learning contents and activities. Nonetheless, learning resource metadata does not provide formal computational semantics, which hampers the possibilities to develop technology that automates tasks like learning object selection and negotiation. In this paper, the provision of computational semantics to metadata is addressed from the perspective of the concept of Semantic Web service. An architecture based on the specifications of the WSMO project is described, including the definition of an ontology for learning object metadata, and issues of mediation, all under the perspective of the learning object repository as the central entity in learning object reuse scenarios. The resulting framework serves as a foundation for advanced implementations that consider formal metadata semantics as a mechanism for the automation of tasks related to the interchange of learning objects.


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