Tactical and Substantive Educational Templates on Formal Open Learning Content Sharing Repositories and Referatories

2022 ◽  
pp. 337-353

To enable more efficient work, educational templates have been created for various contexts: online learning, assessments, video creation, document creation, and others. This work involves the exploration of 191 template-related digital learning objects shared on a learning object repository/referatory, an LMS-related object-sharing site, social slideshow sharing site, and social video sharing site, as an environmental scan. This work culminates in a definition of a “tactical and substantive educational template” (TASET) as a collaborative object and various requisite features for quality and heritability.

Author(s):  
Shalin Hai-Jew

Online learning requires a clear structure to enhance learning, particularly for those with little background in the subject. Structurally, the design of online learning may involve branching and merging, forking and joining of multiple branches, and other combinations of branching, for a learner or learners. Instructional branching is a tool that enables the achievement of multiple objectives. These include the following: (1) An Adaptive Curriculum: Adapting a richer curriculum to reflect the complex realities of a field and the real world; (2) Learner Support: Accommodating learners, who often have diverse needs based on their capabilities, ambitions, areas of study, and needs; (3) Learner Collaboration Support: Promoting the building of learning teams for the acquisition of collaboration, co-learning, and co-design skills; (4) Respect for Learner Decision-Making: Respecting the decision-making of learners, particularly in scenarios of simulations, games, problem solving, case studies and analysis, microsite presentations, slideshows and lecture captures, design, and innovation; (5) Maximizing In-World Opportunities: Taking advantage of opportunities in the environment such as the availability of a guest speaker, the co-funding of a shared learning endeavor, a partnership with a business entity, fieldtrip options, and/or other created opportunities. This chapter addresses various known branching designs on two levels: (1) course curriculums and (2) Digital Learning Objects (DLOs). It offers a typology of branching at the course curriculum level. Further, it covers branching in the DLO level based on specific cases. It analyzes the various points at which a curriculum converges and when it diverges (branches). Finally, the chapter includes a section on the mindful design of branching: design of the branching, the transitions, and proper learning assessments.


10.28945/3286 ◽  
2008 ◽  
Author(s):  
Mariana Machado ◽  
Luiz Augusto Marcelino ◽  
Pollyana Mustaro

The present research aims to evaluate digital learning objects architecture and build metrics -based on analyze of the financial, administrative and software engineering aspects - to define a prevision of the necessary investment to develop digital learning object. To develop some metrics it was necessary an online survey research with professionals that works with digital learning objects development. The study of the answers and some theoretical approaches of instructional design, software engineering, and learning objects characteristics turned possible create a Web application in Java that provides a prevision of the initial investment for the development of digital learning object. This program is based on the definition of a methodology that considers activities and professionals involved in the process and the execution time of each stage of digital learning object development in a dynamic way.


Author(s):  
Jolita Horbacauskiene ◽  
Brigita Janiunaite

Recent and ongoing technological advancement has resulted in omnipresence of technology everywhere. More importantly, the use of technology has become characteristic of today's education. Pedagogy as it is traditionally understood is now changing more swiftly than ever before. Scholars suggest that such shift is natural and needed because Industry 4.0 requires the type of education that anticipates and meets its demands or helps to solve its challenges. Even though technology-enhanced learning (TEL) promises positive changes, the lifetime of the smaller TEL units, namely digital learning objects (DLOs), is not necessarily a long one. In scientific discourse, there is considerable criticism towards unsustainable use of technology and innovative teachers' practices. The main research question focuses on what peculiarities and, especially barriers, occur when teachers implement DLOs and what aspects should be highlighted in teacher training programs for the adaptation to be implemented successfully.


Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


2022 ◽  
pp. 194-228

In the open-shared teaching and learning space, the complexity of the shared learning contents vary. These range from stand-alone items and digital learning objects to full learning sequences and sets of resources. One humble object is the animated GIF, lightweight motion images used in graphical user interfaces (GUIs), expressive memes and commentary, emoticons, and other applications. Animated GIFs are fairly easy to create; they may be integrated into learning documents (handouts, slideshows, articles) and other objects, and it plays offline (and without the need for any downloadable player). This work involves an analysis of some available animated GIFs for education in social imagery collections. Based on findings, this work explores the viability of animated GIFs for various open-shared learning applications globally and some potential strategies and tactics, given real-world limits.


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.


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