3,085 research outputs found

    Defining a metadata schema for serious games as learning objects

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    Games are increasingly recognized for their educational potential. However, when used as a learning resource, games can differ substantially from other educational media. They often combine high-fidelity audio and video content with experiential, social, or exploratory pedagogy. As educators increasingly turn to technology to support the delivery and management of content, the capability to describe and package serious games effectively as reusable learning objects (LOs) is increasingly vital. Doing so requires developing the capability to express games not in terms of technical boundaries, but as coherent and discrete LOs, which can be reused and combined. Enabling this requires metadata be attached to games, whilst making the metadata schema explicit to allow the use of the metadata beyond its original scope. Furthermore, standardisation of metadata schema means that systems are able to work together and use data interchangeably. However, current standards for describing educational content cannot directly be utilized to describe these serious games as educational resources. This makes it difficult to include serious games in repositories of learning objects and to describe them in a coherent way in the various online repositories. This paper introduces a metadata schema for describing serious games as educational resources, based on existing standards, so that serious games content can be described within online repositories

    Technical evaluation of the mEducator 3.0 linked data-based environment for sharing medical educational resources

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    mEducator 3.0 is a content sharing approach for medical education, based on Linked Data principles. Through standardization, it enables sharing and discovery of medical information. Overall the mEducator project seeks to address the following two different approaches, mEducator 2.0, based on web 2.0 and ad-hoc Application Programmers Interfaces (APIs), and mEducator 3.0, which builds upon a collection of Semantic Web Services that federate existing sources of medical and Technology Enhanced Learning (TEL) data. The semantic mEducator 3.0 approach It has a number of different instantiations, allowing flexibility and choice. At present these comprise of a standalone social web-based instantiation (MetaMorphosis+) and instantiations integrated with Drupal, Moodle and OpenLabyrinth systems. This paper presents the evaluation results of the mEducator 3.0 Linked Data based environment for sharing medical educational resources and focuses on metadata enrichment, conformance to the requirements and technical performance (of the MetaMorphosis+ and Drupal instantiations)

    A novel approach towards skill-based search and services of Open Educational Resources

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    Ha, K.-H., Niemann, K., Schwertel, U., Holtkamp, P., Pirkkalainen, H., Börner, D. et al (2011). A novel approach towards skill-based search and services of Open Educational Resources. In E. Garcia-Barriocanal, A. ÖztĂŒrk, & M. C. Okur (Eds.), Metadata and Semantics Research: 5th International Conference MTSR 2011 (pp. 312-323), Izmir, Turkey, October 12-14, 2011. Springer.Open educational resources (OER) have a high potential to address the growing need for training materials in management education and training. Today, a high number of OER in management are already available in a large number of repositories. However, users face barriers as they have to search repository by repository with different interfaces to retrieve the appropriate learning content. In addition, the use of search criteria related to skills, such as learning objectives and skill-levels is not generally supported. The European co-funded project OpenScout addresses these barriers by intelligently connecting leading European OER repositories and providing federated, skillbased search and retrieval web services. On top of this content federation the project supports users with easy-to-apply tools that will accelerate the (re-) use of open content

    Enthusing and inspiring with reusable kinaesthetic activities

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    We describe the experiences of three University projects that use a style of physical, non-computer based activity to enthuse and teach school students computer science concepts. We show that this kind of activity is effective as an outreach and teaching resource even when reused across different age/ability ranges, in lecture and workshop formats and for delivery by different people. We introduce the concept of a Reusable Outreach Object (ROO) that extends Reusable Learning Objects. and argue for a community effort in developing a repository of such objects

    Counter culture

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    Considers the future of libraries in a Web 2.0 world. Looks at how libraries have responded to technological change historically; argues in favour of Prensky's digital native/digital immigrant divide and a fundamental change in user behaviour. Discusses the failures of libraries and librarians in responding to this and argues the need for an underpinning philosophy of e-libraries. Considers what future competencies will be required by the professio

    A Framework for Incorporating Serious Games into Learning Object Repositories through Experiential Learning

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    A learning environment Galore seamlessly combining serious games with generative learning objects based on experiential learning model is described. The learning object repository in Galore allows domain experts to elucidate knowledge concepts using parameterized learning objects in diverse formats such as text, visuals, interactive widgets, as well as embedded gamelets to provide a learning experience customized to student learning preferences. Reflective observation and abstract conceptualization zones are explicitly modeled to support the exploratory phases of the experiential learning model. The metadata associated with the knowledge components in the environment are used to develop algorithms that automatically retrieve and synthesize lesson plans for students to achieve a specified set of learning objectives. We illustrate Galore through a case study for secure quantum internet protocols using Python Jupyter notebooks. A total of 28 notebooks and 16 gamelets using Galore cover the foundations of secure quantum internet protocols

    The OBAA Standard for Developing Repositories of Learning Objects: the Case of Ocean Literacy in Azores

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    This paper describes the existing web resources of learning objects to promote ocean literacy. The several projects and sites are explored, and the shortcomings revealed. The limitations identified include insufficient metadata about registered learning objects and lack of support for intelligent applications. As solution, we promote the seaThings project that relies on a multi-disciplinary approach to promote literacy in the marine environment by implementing a specific Learning Objects repositories (LOR) and a federation of repositories (FED), supported by a OBAA, a versatile and innovative standard that will provide the necessary support for intelligent applications for education purposes, to be used in schools and other educational institutions.info:eu-repo/semantics/publishedVersio
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