Participatory Approach in Reusable Learning Object (RLO) Development Using ASPIRE Framework

Author(s):  
Nurhanim Hassan ◽  
Renukha Sellappans ◽  
Phelim Yong Voon Chen ◽  
Wei Hsum Yap ◽  
Enna Ayub ◽  
...  

A reusable learning object (RLO) is a type of e-learning resource developed that can be reused again in a variety of different e-learning activities, modules, and courses. Each has its own learning objective, but they can still be combined to form a comprehensive e-learning experience. This chapter investigates the design and development process of developing reusable learning objects (RLO) to digitize healthcare curricular in Malaysia, a project co-funded by the Erasmus+ Programme of the European Union with partner universities from UK, Europe, and Malaysia. This participatory approach is based on the ASPIRE framework developed by one of the project partners (University of Nottingham). Using the ASPIRE process, stakeholders such as the subject matter experts (SME) and students are involved at the onset of the development process: storyboarding workshop and specification ideation. The completed RLOs are used in the module as part of the student's learning delivery.

Author(s):  
Ioanna Dratsiou ◽  
Annita Varella ◽  
Natalia Stathakarou ◽  
Stathis Konstantinidis ◽  
Panagiotis Bamidis

The significant increase of refugees’ migration has demonstrated an overwhelming need for their access and integration to healthcare systems. E-learning, especially in the form of experiential digital learning, has been highlighted as an important ally in supporting refugees’ health needs. This paper aims to discuss the design and development process of Reusable Learning Objects (RLOs) to enhance digital health applications for refugees and integrate them to healthcare systems. The participatory approach based on the “ASPIRE” framework was followed. Using the “ASPIRE” process, 9 stakeholders were involved in the first phase of the development process, where a co-creation storyboarding workshop was held in Greece by the Medical Physics Laboratory of the Aristotle University of Thessaloniki. Essential qualitative and quantitative feedback was collected from stakeholders through an online questionnaire administered in Google Forms. Overall, enlightening ideas were expressed and all stakeholders commented positively on the value and efficacy of the workshop.


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


2022 ◽  
Vol 71 (12) ◽  
Author(s):  
Mudassir Hussain ◽  
Abdul Khalique ◽  
Pardeep Kumar ◽  
Asad Shehzad Hassan ◽  
Altaf Hashmi ◽  
...  

Since the declaration of a COVID-19 pandemic in March 2020 teaching institutions started the process of adjusting to the new challenge. Medical education could not be imparted the way it used to be and some new methods had to be taken to adapt to the pandemic. At our institute, each week two lectures were recorded and later uploaded on the Youtube Channel and shared with students. This was followed by an MCQs based test using Google forms. Ten lectures were delivered in 5 weeks to 55 participants.  Majority of residents agreed that this activity increased their knowledge of the subject and opted to continue it in future.  With help of short online lectures (< 30 mins) and short online tests (5 MCQs), the learning experience of residents can be enhanced. In future, more online resources can be used to incorporate this method of teaching. 


2020 ◽  
Vol 7 (1) ◽  
pp. 1-11
Author(s):  
Izzah Tiari ◽  
Zulkardi Zulkardi ◽  
Sardianto Markos Siahaan

E-learning berbasis Chamilo telah berhasil dikembangkan pada pembelajaran simulasi dan komunikasi digital di SMK Negeri 5 Palembang. Penelitian bertujuan untuk mengetahui kevalidan, kepraktisan, dan efektifitas e-learning terhadap mata pelajaran fitur kolaboratif daring. Tahapan Penelitian pengembangan ini terdiri dari tahap perencanaan, desain, dan pengembangan. E-learning yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan e-learning di SMK Negeri 5 Palembang. Pengembangan e-learning menggunakan model Alessi dan Trollip. Dari penelitian ini didapatkan bahwa 1.) E-learning teruji kevalidan dengan penilaian oleh ahli media terhadap e-learning sebesar 89,47%, penilaian oleh ahli materi sebesar 84,62%, dan penilaian ahli desain pembelajaran sebesar 81,82%; 2.) E-learning teruji kepraktisannya dengan penilaian dari 3 peserta didik tingkat rendah, sedang, dan atas dengan rata-rata sebesar 86,10%; dan 3.) E-learning teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.AbstractE-Learning of Chamilo based has been developed for materials simulation and communication digital in SMK Negeri 5 Palembang. The research aims to know validity, practicality, and effectiveness e-learning features on the subject matter of online collaboration features. This research development stage consists of the plan, design, and development phase. E-learning features that have been developed and then tested validity by experts, tested practicality by students, and tested for effectiveness by implementation e-learning in SMK Negeri 5 Palembang. The development of e-learning used the Alessi and Trollip model. From this study, it was found that 1.) The assessment e-learning features have been validity tested by media experts at 89.47%, by subject matter experts of 84,62%, and by learning design experts of 81,82%; 2.) The assessment of e-learning features has been practicality tested by three students’ low level, medium, and high an average by 86,10%; and 3.) E-learning features have been effectively tested to improving students learning outcomes seen from a gain of 0.70 included in the high category.


Author(s):  
Sai Sabitha ◽  
Deepti Mehrotra ◽  
Abhay Bansal

To have a unique learning experience and a high learning impact, diverse courses should be incorporated in e-Learning. Learning Management System, a tool in e-Learning manages and delivers content to users. Learning Objects (LO), the course content is the fundamental unit of Learning Management System. Knowledge Object of Knowledge Management System can also be a viable resource in technology supported learning. A learning scenario for a given learner has to be identified. The course content (LO) has to match their learning skills. Data mining techniques can be widely used to find similar objects and K-Mean clustering technique can be used to produce more consistent clusters. The clusters can have strong and similar concepts of Learning Knowledge Objects. A new algorithm, a weighted cosine distance that gives real-valued distances between instances which further modifies the structure of the feature space is used for prioritising objects in clusters. These objects can be further mapped to learning approaches of the users. An experiment is conducted by using Learning and Knowledge Objects to understand the effectiveness of the weighted measure, thereby a personalized holistic learning environment is provided to the learners.


2011 ◽  
Vol 10 (4) ◽  
pp. 623-641 ◽  
Author(s):  
Mairin Hennebry

Recent enlargement of the European Union (EU) has created debate as to the suitability of current structures and policies for effectively engaging citizens and developing social cohesion. Education and specifically modern foreign language (MFL) teaching are argued by the literature to play a key role in equipping young people to interact and communicate effectively in the ever-changing European context and to exercise their rights as European citizens. However, much of the empirical research to date has focused on adult understandings of European citizenship. Furthermore, very few studies consider whether current MFL teaching is addressing issues of European citizenship or offer a comparison of provision between one member state and another. This study presents questionnaire data from four European countries to investigate young people's current understanding and awareness of European citizenship and the perceived contribution of their language learning experience to this awareness. Findings suggest that knowledge about European citizenship is patchy across the four countries. Reports on learning in MFL lessons indicate a mismatch between the role identified for the subject in the development of European citizenship and the situation in the classroom. Data gathered from English pupils suggest that these issues are more acute in England than they are in France, Spain or Ireland.


2021 ◽  
Vol 11 (1) ◽  
pp. 6637-6644
Author(s):  
H. El Fazazi ◽  
M. Elgarej ◽  
M. Qbadou ◽  
K. Mansouri

Adaptive e-learning systems are created to facilitate the learning process. These systems are able to suggest the student the most suitable pedagogical strategy and to extract the information and characteristics of the learners. A multi-agent system is a collection of organized and independent agents that communicate with each other to resolve a problem or complete a well-defined objective. These agents are always in communication and they can be homogeneous or heterogeneous and may or may not have common objectives. The application of the multi-agent approach in adaptive e-learning systems can enhance the learning process quality by customizing the contents to students’ needs. The agents in these systems collaborate to provide a personalized learning experience. In this paper, a design of an adaptative e-learning system based on a multi-agent approach and reinforcement learning is presented. The main objective of this system is the recommendation to the students of a learning path that meets their characteristics and preferences using the Q-learning algorithm. The proposed system is focused on three principal characteristics, the learning style according to the Felder-Silverman learning style model, the knowledge level, and the student's possible disabilities. Three types of disabilities were taken into account, namely hearing impairments, visual impairments, and dyslexia. The system will be able to provide the students with a sequence of learning objects that matches their profiles for a personalized learning experience.


Author(s):  
Vitor Gonçalves ◽  
Isabel Chumbo ◽  
Elisabete Silva ◽  
Maria Raquel Patrício

The European Commission favours the implementation and use of digital content and specially Open Educational Resources (OER) made accessible in higher education. Most of the lecturers have neither the skills nor the time to supply the teaching materials as digital content or OER. Therefore, Advanced Use of Learning Technologies in Higher Education (AduLeT) is a project that has been set up within the European Union Erasmus+ programme support, involving seven partners working together from November 2016 to August 2019. This project will provide lecturers with a community to share user experiences that integrate selected teaching methods with technologies and learning objects to solve an educational problem. AduLeT project brings in a Community of Practice (CoP) for lecturers with suitable teaching methods for technology enhanced learning (TEL). One specific requirement is the visualization of a set of category of tools matching with methods, like a matrix of methods and tools that can easily help teachers choosing from them. The lecturer can also find guidelines in the CoP for the effective use of TEL tools according to the methodology he/she plans to use in the learning process.The CoP will also make it possible to get in touch with other lecturers and to share experiences about teaching with TEL tools. In this contribution we will present the main requisites and functionalities implemented to provide the CoP, based on two workshops with the lecturers of the partner countries. We believe that this project could be an excellent support to the teacher, because it will present good practices for the use of appropriate educational technologies, properly conformed with teaching methods applicable to the resolution of problems, difficulties and requisites of common teaching.


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.


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