2,616 research outputs found
A survey on e-learning content standardization
eLearning has been evolved in a gradual and consistent way. Along
with this evolution several specialized and disparate systems appeared to fulfill
the needs of teachers and students such as repositories of learning objects,
intelligent tutors, or automatic evaluators. This heterogeneity poses issues that
are necessary to address in order to promote interoperability among systems.
Based on this fact, the standardization of content takes a leading role in the
eLearning realm. This article presents a survey on current eLearning content
standards. It gathers information on the most emergent standards and
categorizes them according three distinct facets: metadata, content packaging
and educational design
Using metadata for content indexing within an OER network
This paper outlines the ICT solution for a metadata portal indexing open educational resources within a network of institutions. The network is aimed at blending academic and entrepreneurial knowledge,by enabling higher education institutions to publish various academic learning resources e.g. video lectures, course planning materials, or thematic content, whereasenterprises can present different forms of expert knowledge, such as case studies, expert presentations on specific topics, demonstrations of software implementation in practice and the like. As these resources need to bediscoverable, accessible and shared by potential learners across the learning environment, it is very important that they are well described and tagged in a standard way in machine readable form by metadata. Only then can they be successfully used and reused, especially when a large amount of these resources is reached, which makes it hard for the user to locate efficiently those of interest. The metadata set adopted in our approach relies on two standards: Dublin Core and Learning Object Metadata. The aim of metadata and the corresponding metadata portal described in this paper is to provide structured access to information on open educational resources within the network
CHANGING LEARNING ENVIRONMENT THROUGH TECHNOLOGY
Evolution of E-learning phenomenon exceeded all expectations in recent years.As a result of development of IT&C technologies and, on the other hand, due to support decision-makers at European level, the assimilation of virtual learning platforms in schools and universities hasbecome a normal phenomenon.The E-learning 2.0 concept seeks to revolutionize traditional learning methods and requires majorchanges in the perception of the educational process of teaching and learning.This article tries to create an overview of the main development directions and emphasizes the impactthat computer-assisted instruction technologies have on teaching and learning methods, with a directconnection to distance learning and blended learning concepts. Also, we have tried to open aperspective on the concept of e-Assessment and related technologiese-learning 2.0, computer based training, e-assessment, blended learning, distance learning
Programming exercises evaluation systems: an interoperability survey
Learning computer programming requires solving programming exercises. In computer programming courses teachers need to assess and give feedback to a large number of exercises. These tasks are time
consuming and error-prone since there are many aspects relating to good programming that should be considered. In this context automatic assessment tools can play an important role helping teachers in
grading tasks as well to assist students with automatic feedback. In spite of its usefulness, these tools lack
integration mechanisms with other eLearning systems such as Learning Management Systems, Learning Objects Repositories or Integrated Development Environments. In this paper we provide a survey on programming evaluation systems. The survey gathers information on interoperability features of these
systems, categorizing and comparing them regarding content and communication standardization. This work
may prove useful to instructors and computer science educators when they have to choose an assessment system to be integrated in their e-Learning environment
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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
An investigation into the perspectives of providers and learners on MOOC accessibility
An effective open eLearning environment should consider the target learner’s abilities, learning goals, where learning takes place, and which specific device(s) the learner uses. MOOC platforms struggle to take these factors into account and typically are not accessible, inhibiting access to environments that are intended to be open to all. A series of research initiatives are described that are intended to benefit MOOC providers in achieving greater accessibility and disabled learners to improve their lifelong learning and re-skilling. In this paper, we first outline the rationale, the research questions, and the methodology. The research approach includes interviews, online surveys and a MOOC accessibility audit; we also include factors such the risk management of the research programme and ethical considerations when conducting research with vulnerable learners. Preliminary results are presented from interviews with providers and experts and from analysis of surveys of learners. Finally, we outline the future research opportunities. This paper is framed within the context of the Doctoral Consortium organised at the TEEM'17 conference
Towards collaborative learning via shared artefacts over the Grid
The Web is the most pervasive collaborative technology in widespread use today; and its use to support
eLearning has been highly successful. There are many web-based Virtual Learning Environments such as
WebCT, FirstClass, and BlackBoard as well as associated web-based Managed Learning Environments. In
the future, the Grid promises to provide an extremely powerful infrastructure allowing both learners and
teachers to collaborate in various learning contexts and to share learning materials, learning processes,
learning systems, and experiences. This position paper addresses the role of support for sharing artefacts
in distributed systems such as the Grid. An analogy is made between collaborative software development
and collaborative learning with the goal of gaining insights into the requisite support for artefact sharing
within the eLearning community
Open Educational Content for Digital Public Libraries
If the production of digital content for teaching -- particularly free content -- is to expand substantially, there must be mechanisms to establish a link to fame and fortune that was not perceived in a pre-digital world. How that might be done is the central question this report addresses, in the context of examining the movement for open educational content. Understanding that movement requires delving into the history of what may seem, on first pass, a totally unrelated field of endeavor. The reader's patience is requested....
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