107 research outputs found

    Learning objects and learning designs: an integrated system for reusable, adaptive and shareable learning content

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    This paper proposes a system, the Smart Learning Design Framework, designed to support the development of pedagogically sound learning material within an integrated, platform-independent data structure. The system supports sharing, reuse and adaptation of learning material via a metadata-driven philosophy that enables the technicalities of the system to be imperceptible to the author and consumer. The system proposes the use of pedagogically focused metadata to support and guide the author and to adapt and deliver the content to the targeted consumer. A prototype of the proposed system, which provides proof of concept for the novel processes involved, has been developed. The paper describes the Smart Learning Design Framework and places it within the context of alternative learning object models and frameworks to highlight similarities, differences and advantages of the proposed system

    Facilitating the creation of interactive multi-device Learning Objects using an online authoring tool

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    Learning Objects facilitate reuse leading to cost and time savings as well as to the enhancement of the quality of educational resources. However, teachers find it difficult to create or to find high quality Learning Objects, and the ones they find need to be customized. Teachers can overcome this problem using suitable authoring systems that enable them to create high quality Learning Objects with little effort. This paper presents an open source online e-Learning authoring tool called ViSH Editor together with four novel interactive Learning Objects that can be created with it: Flashcards, Virtual Tours, Enriched Videos and Interactive Presentations. All these Learning Objects are created as web applications, which can be accessed via mobile devices. Besides, they can be exported to SCORM including their metadata in IEEE LOM format. All of them are described in the paper including an example of each. This approach for creating Learning Objects was validated through two evaluations: a survey among authors and a formal quality evaluation of 209 Learning Objects created with the tool. The results show that ViSH Editor facilitates educators the creation of high quality Learning Objects

    A Multidisciplinary Approach to the Reuse of Open Learning Resources

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    Educational standards are having a significant impact on e-Learning. They allow for better exchange of information among different organizations and institutions. They simplify reusing and repurposing learning materials. They give teachers the possibility of personalizing them according to the student’s background and learning speed. Thanks to these standards, off-the-shelf content can be adapted to a particular student cohort’s context and learning needs. The same course content can be presented in different languages. Overall, all the parties involved in the learning-teaching process (students, teachers and institutions) can benefit from these standards and so online education can be improved. To materialize the benefits of standards, learning resources should be structured according to these standards. Unfortunately, there is the problem that a large number of existing e-Learning materials lack the intrinsic logical structure required, and further, when they have the structure, they are not encoded as required. These problems make it virtually impossible to share these materials. This thesis addresses the following research question: How to make the best use of existing open learning resources available on the Internet by taking advantage of educational standards and specifications and thus improving content reusability?In order to answer this question, I combine different technologies, techniques and standards that make the sharing of publicly available learning resources possible in innovative ways. I developed and implemented a three-stage tool to tackle the above problem. By applying information extraction techniques and open e-Learning standards to legacy learning resources the tool has proven to improve content reusability. In so doing, it contributes to the understanding of how these technologies can be used in real scenarios and shows how online education can benefit from them. In particular, three main components were created which enable the conversion process from unstructured educational content into a standard compliant form in a systematic and automatic way. An increasing number of repositories with educational resources are available, including Wikiversity and the Massachusetts Institute of Technology OpenCourseware. Wikivesity is an open repository containing over 6,000 learning resources in several disciplines and for all age groups [1]. I used the OpenCourseWare repository to evaluate the effectiveness of my software components and ideas. The results show that it is possible to create standard compliant learning objects from the publicly available web pages, improving their searchability, interoperability and reusability

    Supporting authoring of adaptive hypermedia

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    It is well-known that students benefit from personalised attention. However, frequently teachers are unable to provide this, most often due to time constraints. An Adaptive Hypermedia (AH) system can offer a richer learning experience, by giving personalised attention to students. The authoring process, however, is time consuming and cumbersome. Our research explores the two main aspects to authoring of AH: authoring of content and adaptive behaviour. The research proposes possible solutions, to overcome the hurdles towards acceptance of AH in education. Automation methods can help authors, for example, teachers could create linear lessons and our prototype can add content alternatives for adaptation. Creating adaptive behaviour is more complex. Rule-based systems, XML-based conditional inclusion, Semantic Web reasoning and reusable, portable scripting in a programming language have been proposed. These methods all require specialised knowledge. Hence authoring of adaptive behaviour is difficult and teachers cannot be expected to create such strategies. We investigate three ways to address this issue. 1. Reusability: We investigate limitations regarding adaptation engines, which influence the authoring and reuse of adaptation strategies. We propose a metalanguage, as a supplement to the existing LAG adaptation language, showing how it can overcome such limitations. 2. Standardisation: There are no widely accepted standards for AH. The IMSLearning Design (IMS-LD) specification has similar goals to Adaptive Educational Hypermedia (AEH). Investigation shows that IMS-LD is more limited in terms of adaptive behaviour, but the authoring process focuses more on learning sequences and outcomes. 3. Visualisation: Another way is to simplify the authoring process of strategies using a visual tool. We define a reference model and a tool, the Conceptual Adaptation Model (CAM) and GRAPPLE Authoring Tool (GAT), which allow specification of an adaptive course in a graphical way. A key feature is the separation between content, strategy and adaptive course, which increases reusability compared to approaches that combine all factors in one model

    Proceedings of the 8th International congress on architectural technology (ICAT 2019): architectural technology, facing the renovation and refurbishment challenge.

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    During the past decade, the construction industry focus has largely been on the many new challenges brought about by the sustainability/climate change agenda and the introduction of BIM in new build. The theme of the next ICAT conference will focus on all issues related to the renovation, refurbishment and re-use of existing buildings. Given the fact that more than half of the industry’s activity is dedicated to these types of building work, the focus seems highly needed. Architectural technology is at the core of the industry where the interplay of many factors creates varied interfaces. Academics and professionals associated with the discipline are ideally placed to lead as we strive to enhance the design, delivery and performance of existing and new buildings as well as the industry at large. This congress will be a vehicle to disseminate research, education and practice at these interfaces

    Reuse of Digital Learning Resources in Collaborative Learning Environments

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    With background in the proliferation of Information- and Communication Technologies(ICTs) in educational institutions, there is a growing interest in deploying ICT that complies with specifications and standards for learning technologies in these institutions. A key to obtaining the benefits of cost-efficiency and quality that motivate this interest is reuse of digital learning resources. Despite the significant efforts being made in design and deployment of learning technology standards facilitating the reuse of learning resources, the phenomenon of reuse is understudied. Central standardization initiatives originate in the requirements for training in large corporations and the US military. My research is concerned with learning resource reuse in educational institutions, with a particular interest in pedagogical approaches emphasizing the social aspects of learning. The central aim of my research is to develop a conception of reuse that facilitates systematic analysis of learning resource reuse in ICT-mediated collaborative learning environments. This aim locates my research at the intersection between learning technology standardization and the research area of Computer Supported Collaborative Learning (CSCL). The theoretical basis for my research is sociocultural perspectives on human learning and development. This perspective contends that the process of learning is essentially a social process, situated in cultural and historical contexts. The sociocultural understanding of technological agency, that human actions are mediated by artifacts, has fundamentally shaped my understanding of learning resource reuse. I have used the more specific approach of Cultural-Historical Activity Theory as my analytical framework,which implies that I have studied the students, teachers, and technology designers’ engagement with learning resources as activity. The empirical basis for the research is formed by three interpretive case studies. Two of the case studies were carried out on an introductory course on object-oriented programming at the University of Aarhus in Denmark, during two consecutive semesters. The third case study was conducted on the development of a framework for technology-enhanced inquiry learning at the University of California, Berkeley, USA. The most important contribution of my research is that it brings the issue of how learning resources are reused in educational institutions into the foreground. The intermediate conv cept of reuse developed in this thesis informs the two research areas CSCL and learning technology standardization. It serves as a mechanism for discussing the issue of scalability of CSCL systems, and provides empirically informed perspectives on reuse to the learning technology standardization community. I argue that standardization will become more relevant for CSCL research as experimental CSCL systems are brought into educational institutions and help shape the everyday practice in these institutions. Learning technology standards represent an opportunity for the CSCL research community to reify findings on productive collaborative interactions, and to implement sustainable CSCL systems in educational institutions. The conception of reuse can be used in deliberations on standards deployment in educational institutions. It can help guide decisions on which learning resources to design according to standards, and the findings on how the specifications SCORM and IMS Learning Design accommodate collaborative learning approaches can assist decision-makers in choosing appropriate mechanisms for facilitating reuse of learning resources. For the design of learning technology standards, the conception of reuse offers an opportunity to think about how well the standards reflect reuse practice. The findings on how learning resources are reused can also be used for redesigning standards with respect to reducing complexity. In addition to the findings on reuse, my empirical research on social interactions in distributed CSCL settings has yielded new insights on the communicative conditions constituted by CSCL environments in the problem domain of university-level introductory objectoriented programming. My research pays particular attention to how the mediating ICTs shape these interactions, as well as taking other aspects of the learning situations into account

    Extensión de la especificación IMS Learning Design desde la adaptación e integración de unidades de aprendizaje

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    IMS Learning Design (IMS-LD) representa una corriente actual en aprendizaje online y blended que se caracteriza porque: a) Es una especificación que pretende estandarizar procesos de aprendizaje, así como reutilizarlos en diversos contextos b) Posee una expresividad pedagógica más elaborada que desarrollos anteriores o en proceso c) Mantiene una relación cordial y prometedora con Learning Management Systems (LMSs), herramientas de autoría y de ejecución d) Existe una amplia variedad de grupos de investigación y proyectos europeos trabajando sobre ella, lo que augura una sostenibilidad, al menos académica Aun así, IMS Learning Design es un producto inicial (se encuentra en su primera versión, de 2003) y mejorable en diversos aspectos, como son la expresividad pedagógica y la interoperabilidad. En concreto, en esta tesis nos centramos en el aprendizaje adaptativo o personalizado y en la integración de Unidades de Aprendizaje, como dos de los pilares que definen la especificación, y que al mismo tiempo la potencian considerablemente. El primero (aprendizaje adaptativo) hace que se puedan abordar itinerarios individuales personalizados de estudio, tanto en flujo de aprendizaje como en contenido o interfaz; el segundo (integración) permite romper el aislamiento de los paquetes de información o cursos (Unidades de Aprendizaje, UoL) y establecer un diálogo con otros sistemas (LMSs), modelos y estándares, así como una reutilización de dichas UoLs en diversos contextos. En esta tesis realizamos un estudio de la especificación desde la base, analizando su modelo de información y cómo se construyen Unidades de Aprendizaje. Desde el Nivel A al Nivel C analizamos y criticamos la estructura de la especificación basándonos en un estudio teórico y una investigación práctica fruto del modelado de Unidades de Aprendizaje reales y ejecutables que nos proporcionan una información muy útil de base, y que mayormente adjuntamos en los anexos, para no interferir en el flujo de lectura del cuerpo principal. A partir de este estudio, analizamos la integración de Unidades de Aprendizaje con otros sistemas y especificaciones, abarcando desde la integración mínima mediante un enlace directo hasta la compartición de variables y estados que permiten una comunicación en tiempo real de ambas partes. Exponemos aquí también las conclusiones de diversos casos de estudio basados en adaptación que se anexan al final de la tesis y que se vuelven un instrumento imprescindible para lograr una solución real y aplicable. Como segundo pilar de la tesis complementario a la integración de Unidades de Aprendizaje, estudiamos el aprendizaje adaptativo: Los tipos, los avances y los enfoques y restricciones de modelado dentro de IMS-LD. Por último, y como complemento de la investigación teórica, a través de diversos casos prácticos estudiamos la manera en que IMS-LD modela la perzonalización del aprendizaje y hasta qué punto. Este primer bloque de análisis (general, integración y aprendizaje adaptativo) nos permite realizar una crítica estructural de IMS-LD en dos grandes apartados: Modelado y Arquitectura. Modelado apunta cuestiones que necesitan mejora, modificación, extensión o incorporación de elementos de modelado dentro de IMS-LD, como son procesos, componentes y recursos de programación. Arquitectura engloba otras cuestiones centradas en la comunicación que realiza IMS-LD con el exterior y que apuntan directamente a capas estructurales de la especificación, más allá del modelado. Aunque se encuentra fuera del núcleo de esta tesis, también se ha realizado una revisión de aspectos relacionados con Herramientas de autoría, por ser este un aspecto que condiciona el alcance del modelado y la penetración de la especificación en los distintos públicos objetivo. Sobre Herramientas, no obstante, no realizamos ninguna propuesta de mejora. La solución desarrollada, se centra en las diversas cuestiones sobre Modelado y Arquitectura encontradas en el análisis. Esta solución se compone de un conjunto de propuestas de estructuras, nuevas o ya existentes y modificadas, a través de las que se refuerza la capacidad expresiva de la especificación y la capacidad de interacción con un entorno de trabajo ajeno. Esta investigación de tres años ha sido llevada a cabo entre 2004 y 2007, principalmente con colegas de The Open University of The Netherlands, The University of Bolton, Universitat Pompeu Fabra y del departamento Research & Innovation de ATOS Origin, y ha sido desarrollada parcialmente dentro de proyectos europeos como UNFOLD, EU4ALL y ProLearn. La conclusión principal que se extrae de esta investigación es que IMS-LD necesita una reestructuración y modificación de ciertos elementos, así como la incorporación de otros nuevos, para mejorar una expresividad pedagógica y una capacidad de integración con otros sistemas de aprendizaje y estándares eLearning, si se pretenden alcanzar dos de los objetivos principales establecidos de base en la definición de esta especificación: La personalización del proceso de aprendizaje y la interoperabilidad real. Aun así, es cierto que la implantación de la especificación se vería claramente mejorada si existieran unas herramientas de más alto nivel (preferiblemente con planteamiento visual) que permitieran un modelado sencillo por parte de los usuarios finales reales de este tipo de especificaciones, como son los profesores, los creadores de contenido y los pedagogos-didactas que diseñan la experienicia de aprendizaje. Este punto, no obstante, es ajeno a la especificación y afecta a la interpretación que de la misma realizan los grupos de investigación y compañías que desarrollan soluciones de autoría. _____________________________________________IMS Learning Design (IMS-LD) is a current asset in eLearning and blended learning, due to several reasons: a) It is a specification that points to standardization and modeling of learning processes, and not just content; at the same time, it is focused on the re-use of the information packages in several contexts; b) It shows a deeper pedagogical expressiveness than other specifications, already delivered or in due process c) It is integrated at different levels into well-known Learning Management Systems (LMSs) d) There are a huge amount of European research projects and groups working with it, which aims at sustainability (in academia, at least) Nevertheless, IMS-LD is roughly an initial outcome (be aware that we are still working with the same release, dated on 2003). Therefore, it can and must be improved in several aspects, i.e., pedagogical expressiveness and interoperability. In this thesis, we concentrate on Adaptive Learning (or Personalised Learning) and on the Integration of Units of Learning (UoLs). They both are core aspects which the specification is built upon. They also can improve it significantly. Adaptation makes personalised learning itineraries, adapted to every role, to every user involved in the process, and focus on several aspects, i.e., flow, content and interface. Integration fosters the re-use of IMS-LD information packages in different contexts and connects both-ways UoLs with other specifications, models and LMSs. In order to achive these goals we carry out a threephase analysis. First, analysis of IMS-LD in several steps: foundations, information model, construction of UoLs. From Level A to Level C, we analyse and review the specification structure. We lean on a theoretical frameword, along with a practical approach, coming from the actual modeling of real UoLs which give an important report back. Out of this analysis we get a report on the general structure of IMS-LD. Second, analysis and review of the integration of UoLs with several LMSs, models and specifications: we analyse three different types of integration: a) minimal integration, with a simple link between parts; b) embedded integration, with a marriage of both parts in a single information package; and d) full integration, sharing variables and states between parts. In this step, we also show different case studies and report our partial conclusions. And third, analysis and review of how IMS-LD models adaptive learning: we define, classify and explain several types of adaptation and we approach them with the specificacion. A key part of this step is the actual modeling of UoLs showing adaptive learning processes. We highlight pros and cons and stress drawbacks and weak points that could be improved in IMS-LD to support adaptation, but also general learning processes Out of this three-step analysis carried out so far (namely general, integration, adaptation) we focus our review of the IMS-LD structure and information model on two blocks: Modeling and Architecture. Modeling is focused on process, components and programming resources of IMS-LD. Architecture is focused on the communication that IMS-LD establishes outside, both ways, and it deals with upper layers of the specification, beyong modeling issues. Modeling and Architecture issues need to be addressed in order to improve the pedagogical expressiveness and the integration of IMS-LD. Furthermore, we provide an orchestrated solution which meets these goals. We develop a structured and organized group of modifications and extensions of IMS-LD, which match the different reported problems issues. We suggest modifications, extensions and addition of different elements, aiming at the strength of the specification on adaptation and integration, along with general interest issues. The main conclusion out of this research is that IMS-LD needs a re-structure and a modification of some elements. It also needs to incorporate new ones. Both actions (modification and extension) are the key to improve the pedagogical expressiveness and the integration with other specifications and eLearning systems. Both actions aim at two clear objectives in the definition of IMS-LD: the personalisation of learning processes, and a real interoperability. It is fair to highlight the welcome help of high-level visual authoring tools. They can support a smoother modeling process that could focus on pedagogical issues and not on technical ones, so that a broad target group made of teachers, learning designers, content creators and pedagogues could make use of the specification in a simpler way. However, this criticism is outside the specification, so outside the core of this thesis too. This three-year research (2004-2007) has been carried out along with colleagues from The Open University of The Netherlands, The University of Bolton, Universitat Pompeu Fabra and from the Department of Research & Innovation of ATOS Origin. In addition, a few European projects, like UNFOLD, EU4ALL and ProLearn, have partially supported it

    Augmented Reality and Context Awareness for Mobile Learning Systems

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    Learning is one of the most interactive processes that humans practice. The level of interaction between the instructor and his or her audience has the greatest effect on the output of the learning process. Recent years have witnessed the introduction of e-learning (electronic learning), which was then followed by m-learning (mobile learning). While researchers have studied e-learning and m-learning to devise a framework that can be followed to provide the best possible output of the learning process, m-learning is still being studied in the shadow of e-learning. Such an approach might be valid to a limited extent, since both aims to provide educational material over electronic channels. However, m-learning has more space for user interaction because of the nature of the devices and their capabilities. The objective of this work is to devise a framework that utilises augmented reality and context awareness in m-learning systems to increase their level of interaction and, hence, their usability. The proposed framework was implemented and deployed over an iPhone device. The implementation focused on a specific course. Its material represented the use of augmented reality and the flow of the material utilised context awareness. Furthermore, a software prototype application for smart phones, to assess usability issues of m-learning applications, was designed and implemented. This prototype application was developed using the Java language and the Android software development kit, so that the recommended guidelines of the proposed framework were maintained. A questionnaire survey was conducted at the University, with approximately twenty-four undergraduate computer science students. Twenty-four identical smart phones were used to evaluate the developed prototype, in terms of ease of use, ease of navigating the application content, user satisfaction, attractiveness and learnability. Several validation tests were conducted on the proposed augmented reality m-learning verses m-learning. Generally, the respondents rated m-learning with augmented reality as superior to m-learning alone
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