26,347 research outputs found
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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
EviPlant: An efficient digital forensic challenge creation, manipulation and distribution solution
Education and training in digital forensics requires a variety of suitable
challenge corpora containing realistic features including regular
wear-and-tear, background noise, and the actual digital traces to be discovered
during investigation. Typically, the creation of these challenges requires
overly arduous effort on the part of the educator to ensure their viability.
Once created, the challenge image needs to be stored and distributed to a class
for practical training. This storage and distribution step requires significant
time and resources and may not even be possible in an online/distance learning
scenario due to the data sizes involved. As part of this paper, we introduce a
more capable methodology and system as an alternative to current approaches.
EviPlant is a system designed for the efficient creation, manipulation, storage
and distribution of challenges for digital forensics education and training.
The system relies on the initial distribution of base disk images, i.e., images
containing solely base operating systems. In order to create challenges for
students, educators can boot the base system, emulate the desired activity and
perform a "diffing" of resultant image and the base image. This diffing process
extracts the modified artefacts and associated metadata and stores them in an
"evidence package". Evidence packages can be created for different personae,
different wear-and-tear, different emulated crimes, etc., and multiple evidence
packages can be distributed to students and integrated into the base images. A
number of additional applications in digital forensic challenge creation for
tool testing and validation, proficiency testing, and malware analysis are also
discussed as a result of using EviPlant.Comment: Digital Forensic Research Workshop Europe 201
Digital libraries and information literacy issues within virtual learning environments : an e-learning impasse?
The DIDET digital library and VLE approach places much of the responsibility for managing the digital library work flow into the hands of students, as well as academics and librarians. Student responsibilities include the application of metadata, as well as conventional information literacy competencies such as ascertaining information resource provenance, investigating intellectual property rights and/or digital rights management implications, before depositing digital resources within the library. This has obviously laid bare numerous research issues relating to future digital library and VLE design, student information literacy, the use of ICT in education and design, and related pedagogical issues, all of which are worthy of further investigation within the UK HE community and will be elucidated in this paper. More importantly, this paper will argue that such a model signifies a definite impasse in the evolution of e-learning models and questions the degree to which current information literacy models are effective in specific e-learning contexts. The paper will conclude by further recognising that greater student information literacy skills are necessary to unlock the potential of such radical approaches to e-learning and digital library creation
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The organisational impact of open educational resources
The open educational resource (OER) movement has been growing rapidly since 2001, stimulated by funding from benefactors such as the Hewlett Foundation and UNESCO, and providing educational content freely to institutions and learners across the World. Individuals and organisations are motivated by a variety of drivers to produce OERs, both altruistic and self-interested. There are parallels with the open source movement where authors and others combine their efforts to provide a product which they and others can use freely and adapt to their own purposes. There are many different ways in which OER initiatives are organised and an infinite range of possibilities for how the OERs themselves are constituted. If institutions are to develop sustainable OER initiatives they need to build successful change management initiatives, developing models for the production and quality assurance of OERs, licensing them through appropriate mechanisms such as the Creative Commons, and considering how the resources will be discovered and used by learners
Pedagogically informed metadata content and structure for learning and teaching
In order to be able to search, compare, gap analyse, recommend, and visualise learning objects, learning resources, or teaching assets, the metadata structure and content must be able to support pedagogically informed reasoning, inference, and machine processing over the knowledge representations. In this paper, we present the difficulties with current metadata standards in education: Dublin Core educational version and IEEELOM, using examples drawn from the areas of e-learning, institutional admissions, and learners seeking courses. The paper suggests expanded metadata components based on an e-learning system engineering model to support pedagogically informed interoperability. We illustrate some examples of the metadata relevant to competency in the nurse training domain
DIDET: Digital libraries for distributed, innovative design education and teamwork. Final project report
The central goal of the DIDET Project was to enhance student learning opportunities by enabling them to partake in global, team based design engineering projects, in which they directly experience different cultural contexts and access a variety of digital information sources via a range of appropriate technology. To achieve this overall project goal, the project delivered on the following objectives: 1. Teach engineering information retrieval, manipulation, and archiving skills to students studying on engineering degree programs. 2. Measure the use of those skills in design projects in all years of an undergraduate degree program. 3. Measure the learning performance in engineering design courses affected by the provision of access to information that would have been otherwise difficult to access. 4. Measure student learning performance in different cultural contexts that influence the use of alternative sources of information and varying forms of Information and Communications Technology. 5. Develop and provide workshops for staff development. 6. Use the measurement results to annually redesign course content and the digital libraries technology. The overall DIDET Project approach was to develop, implement, use and evaluate a testbed to improve the teaching and learning of students partaking in global team based design projects. The use of digital libraries and virtual design studios was used to fundamentally change the way design engineering is taught at the collaborating institutions. This was done by implementing a digital library at the partner institutions to improve learning in the field of Design Engineering and by developing a Global Team Design Project run as part of assessed classes at Strathclyde, Stanford and Olin. Evaluation was carried out on an ongoing basis and fed back into project development, both on the class teaching model and the LauLima system developed at Strathclyde to support teaching and learning. Major findings include the requirement to overcome technological, pedagogical and cultural issues for successful elearning implementations. A need for strong leadership has been identified, particularly to exploit the benefits of cross-discipline team working. One major project output still being developed is a DIDET Project Framework for Distributed Innovative Design, Education and Teamwork to encapsulate all project findings and outputs. The project achieved its goal of embedding major change to the teaching of Design Engineering and Strathclyde's new Global Design class has been both successful and popular with students
Building Bridges with Boats: Preserving Community History through Intra- and Inter-Institutional Collaboration
This chapter discusses Launching through the Surf: The Dory Fleet of Pacific City, a project which documents the historical and contemporary role of dory fishers in the life of the coastal village of Pacific City, Oregon, U.S. Linfield College’s Department of Theatre and Communication Arts, its Jereld R. Nicholson Library, the Pacific City Arts Association, the Pacific City Dorymen\u27s Association, and the Linfield Center for the Northwest joined forces to engage in a collaborative college and community venture to preserve this important facet of Oregon’s history. Using ethnography as a theoretical grounding and oral history as a method, the project utilized artifacts from the dory fleet to augment interview data, and faculty/student teams created a searchable digital archive available via open access. The chapter draws on the authors’ experiences to identify a philosophy of strategic collaboration. Topics include project development and management, assessment, and the role of serendipity. In an era of value-added services where libraries need to continue to prove their worth, partnering with internal and external entities to create content is one way for academic libraries to remain relevant to agencies that do not have direct connections to higher education. This project not only developed a positive “town and gown” relationship with a regional community, it also benefited partner organizations as they sought to fulfill their missions. The project also serves as a potential model for intra- and inter-agency collaboration for all types of libraries
Overview and Analysis of Practices with Open Educational Resources in Adult Education in Europe
OER4Adults aimed to provide an overview of Open Educational Practices in adult learning in Europe,
identifying enablers and barriers to successful implementation of practices with OER.
The project was conducted in 2012-2013 by a team from the Caledonian Academy, Glasgow
Caledonian University, funded by The Institute for Prospective Technological Studies (IPTS).
The project drew on data from four main sources:
• OER4Adults inventory of over 150 OER initiatives relevant to adult learning in Europe
• Responses from the leaders of 36 OER initiatives to a detailed SWOT survey
• Responses from 89 lifelong learners and adult educators to a short poll
• The Vision Papers on Open Education 2030: Lifelong Learning published by IPTS
Interpretation was informed by interviews with OER and adult education experts, discussion at the IPTS Foresight Workshop on Open Education and Lifelong Learning 2030, and evaluation of the UKOER programme.
Analysis revealed 6 tensions that drive developing practices around OER in adult learning as well 6 summary recommendations for the further development of such practices
A framework for design engineering education in a global context
This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches
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