8,867 research outputs found
Quality assurance and e‐learning: blue skies and pragmatism
This paper considers the role of quality assurance in e‐learning; reflecting on the conditions necessary for successful e‐learning. It reviews some of the current international work on quality assurance in this area and goes on to consider the ways in which the quality of a process or activity can be assessed—focusing on the use of benchmarking and specification of standards
Machinima interventions: innovative approaches to immersive virtual world curriculum integration
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation
Context-adaptive learning designs by using semantic web services
IMS Learning Design (IMS-LD) is a promising technology aimed at supporting learning processes. IMS-LD packages contain the learning process metadata as well as the learning resources. However, the allocation of resources - whether data or services - within the learning design is done manually at design-time on the basis of the subjective appraisals of a learning designer. Since the actual learning context is known at runtime only, IMS-LD applications cannot adapt to a specific context or learner. Therefore, the reusability is limited and high development costs have to be taken into account to support a variety of contexts. To overcome these issues, we propose a highly dynamic approach based on Semantic Web Services (SWS) technology. Our aim is moving from the current data- and metadata-based to a context-adaptive service-orientated paradigm We introduce semantic descriptions of a learning process in terms of user objectives (learning goals) to abstract from any specific metadata standards and used learning resources. At runtime, learning goals are accomplished by automatically selecting and invoking the services that fit the actual user needs and process contexts. As a result, we obtain a dynamic adaptation to different contexts at runtime. Semantic mappings from our standard-independent process models will enable the automatic development of versatile, reusable IMS-LD applications as well as the reusability across multiple metadata standards. To illustrate our approach, we describe a prototype application based on our principles
Recommended from our members
ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Recommended from our members
Adressing context-awareness and standards interoperability in e-learning: a service-oriented framework based on IRS III
Current technologies aimed at supporting learning goals primarily follow a data and metadata-centric paradigm. They provide the learner with appropriate learning content packages containing the learning process description as well as the learning resources. Whereas process metadata is usually based on a certain standard specification – such as ADL SCORM or the IMS Learning Design – the used learning resources – data or services - are specific to pre-defined learning contexts, and they are allocated manually at design-time. Therefore, a content package cannot consider the actual learning context, since this is only known at runtime of a learning process. These facts limit the reusability of a content package across different standards and contexts. To overcome these issues, this paper proposes an innovative Semantic Web Service-based approach that changes this data- and metadata-based paradigm to a context-adaptive service-oriented approach. In this approach, the learning process is semantically described as a standard-independent process model decomposed into several learning goals. These goals are accomplished at runtime, based on the automatic allocation of the most appropriate service. As a result, we address the dynamic adaptation to specific context and - providing the appropriate mappings to established metadata standards - we enable the reuse of the defined semantic learning process model across different standards. To illustrate the application of our approach and to prove its feasibility, a prototypical application based on an initial use case scenario is proposed
A generic framework for the development of standardised learning objects within the discipline of construction management
E-learning has occurred in the academic world in different forms since the early 1990s. Its use varies from interactive multimedia tools and simulation environments to static resources within learning management systems. E-learning tools and environments are no longer criticised for their lack of use in higher education in general and within the construction domain in particular. The main criticism, however, is that of reinventing the wheel in order to create new learning environments that cater for different educational needs. Therefore, sharing educational content has become the focus of current research, taking e-learning into a whole new era of developments. This era is enabled by the emergence of new
technologies (online and wireless) and the development of educational standards, such as SCORM (Sharable Content Object Reference Model) and LOM (Learning Object Metadata)
for example. Accordingly, the broad definition of the construction domain and the interlocking nature of subjects taught within this domain, makes the concept of sharing content most appealing.
This paper proposes a framework developed to describe the various steps required in order to enable the application of e-learning metadata standards and ontology for sharable learning objects to serve the construction discipline. The paper further describes the application of the
proposed framework to a case study for developing an online environment for learning objects that are standardised, sharable, transparent and that cater for the needs of learners, educators and curricula developers in Construction Management. Based on the framework, a
learning objects repository is developed incorporating educational and web standards. The repository manages objects as well as metadata using ontology and offers a set of services such as storing, retrieving and searching of learning objects using Semantic Web technologies. Thus, it increases the reusability, sharability and interoperability of learning objects
The future of technology enhanced active learning – a roadmap
The notion of active learning refers to the active involvement of learner in the learning process,
capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap,
the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a
best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap
Recommended from our members
A semantic web services-based infrastructure for context-adaptive process support
Current technologies aimed at supporting processes whether it is a business or learning process - primarily follow a metadata- and data-centric paradigm. Whereas process metadata is usually based on a specific standard specification - such as the Business Process Modeling Notation (BPMN) or the IMS Learning Design Standard - the allocation of resources is done manually at design-time, and the used data is often specific to one process context only. These facts limit the reusability of process models across different standards and contexts. To overcome these issues, we introduce an innovative Semantic Web Service-based framework aimed at changing the current paradigm to a context-adaptive service-oriented approach. Following the idea of layered semantic abstractions, our approach supports the development of abstract semantic process model - reusable across different contexts and standards - that enables a dynamic adaptation to specific actor needs and objectives. To illustrate the application of our framework and establish its feasibility, we describe a prototypical application in the E-Learning domain
Recommended from our members
Towards adaptive e-learning applications based on Semantic Web Services
The current state of the art in supporting E-Learning objectives is primarily based on providing a learner with learning content by using metadata standards like ADL SCORM 2004 or IMS Learning Design. By following this approach, several issues can be observed including high development costs due to a limited reusability across different standards and learning contexts. To overcome these issues, our approach changes this data-centric paradigm to a highly dynamic service-oriented approach. By following this approach, learning objectives are supported based on a automatic allocation of services instead of a manual composition of learning data. Our approach is fundamentally based on current Semantic Web Service (SWS) technology and considers mappings between different learning metadata standards as well as ontological concepts for E-Learning. Since our approach is based on a dynamic selection and invocation of SWS appropriate to achieve a given learning objective within a specific learning context, it enables the dynamic adaptation to specific learning needs as well as a high level of reusability across different learning contexts
Panning for gold: designing pedagogically-inspired learning nuggets
Tools to support teachers and learning technologists in the creation of effective learning designs are currently in their infancy. This paper describes a metadata model, devised to assist in the conception and design of new learning activities, that has been developed, used and evaluated over a period of three years. The online tool that embodies this model was not originally intended to produce runtime executable code such as IMS-LD, but rather focussed on assisting teachers in the thought processes involved in selecting appropriate methods, tools, student activities and assessments to suit the required learning objectives. Subsequently, we have modified the RELOAD editor such that the output from our tool can be translated into IMS-LD. The contribution of this paper is the comparison of our data model with that of IMS-LD, and the analysis of how each can inform the other
- …