11,468 research outputs found
Creating Reusable Educational Components: Lessons from DLESE
Reuse of educational materials is integral to many educator tasks, from designing a course to preparing for a lab or class. This article describes a study on the reuse of educational materials in the context of the Digital Library for Earth System Education (DLESE), a community-owned and governed facility offering high-quality teaching and learning resources for Earth system education. The study noted that educational resource designers often do not develop components with reuse in mind, making it more difficult or impossible for other educators to find and use their material, and that the 'findability' and reusability of community-created digital educational resources is highly dependent on the presentational and structural design of the resources themselves. The authors recommend that all resources clearly state the creator's name and contact information, relevant copyright restrictions, the most significant date for the resource (specifying creation or revision), and the intended grade level. Educational levels: Graduate or professional, Graduate or professional, Graduate or professional
Reuse through rapid development
The general issue of reuse of digital resources, called Learning Objects (LOs), in education is discussed here. Ideas are drawn from software engineering which has long grappled with the reuse problem. Arguments are presented for rapid development methodologies and a corresponding method for generation of online mathematics question banks is described
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Co-authorship in the age of cyberculture: Open Educational Resources at the Open University of the United Kingdom
Locating Open Educational Resources (OER) as a phenomenon of cyberculture, this paper presents a reflection on the possibilities of co-authorship that are entailed in OER initiatives of different natures and settings within a large organisation. A selection of OER-related projects and activities carried out at the Open University of United Kingdom (UKOU) are examined from the perspective of a comparative framework proposed by Okada (2010). The framework identifies key features and differences between âClosedâ and âOpenâ Education, that is, respectively, formal education, which takes place within the constraints of institutional Virtual Learning Environments, and informal education, which is gradually taking place more widely in cyberspace. The paper is introduced with a succinct discussion of the connection between cyberculture and the emergence of OER, followed by a presentation of the comparative framework adopted. The UKOU´s structure and methods are then presented, and various projects are discussed. The article concludes by proposing a brief commentary on the creative potential that is being unleashed at the very boundaries between formal and informal educational spaces that cyberculture is challenging
Designing and Delivering a Curriculum for Data Science Education across Europe
Data is currently being produced at an incredible rate globally, fuelled by the increasing ubiquity of the Web, and stoked by social media, sensors, and mobile devices. However, as the amount of available data continues to increase, so does the demand for professionals who have the necessary skills to manage and manipulate this data. This paper presents the European Data Science Academy (EDSA), an initiative for bridging the data science skills gap across Europe and training a new generation of world-leading data scientists. The EDSA project has established a rigorous process and a set of best practices for the production and delivery of curricula for data science. Additionally, the projectâs efforts are dedicated to linking the demand for data science skills with the supply of learning resources that offer these skills
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Supporting Sustainable e-learning: A UK National Forum
This article outlines the progress of a national Supporting Sustainable eLearning Forum, funded by the UK Learning and Teaching Support Network Generic Centre. The aim of the forum was to move e-learning on from project innovation to embedded practice, and address questions around the scaleable nature of e-learning. Assimilated views of a wide range of support staff are presented. These include ideas on how to devise strategies for supporting Higher Education lecturers in the design, development and implementation of online courses; disseminate good practice in supporting sustainable approaches to eLearning; and contribute to the ongoing debate in the sharing and reuse of e-learning resources
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Developing Australian Academics' Capacity: Supporting the Adoption of Open Educational Practices in Curriculum Design
This seed project initiative addressed an identified gap in Australian higher education between awareness of open educational practices (OEP) and implementation of OEP, particularly the production, adaptation and use of open educational resources (OER) to support the design of innovative, engaging and agile curriculum. In response, the authors aimed to design, develop, pilot and evaluate a free, open and online professional development course focused on supporting curriculum design in higher education. The specific aim of the course - Curriculum design for open education (CD4OE) - is to develop the capacity of academics in Australia to adopt and incorporate OER and OEP into curriculum development, for more effective and efficient learning and teaching across the sector
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstractâ this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game playerâs perception; (ii) the game designersâ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
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Community Dimmensions of Learning Object Repositories. <i>Deliverable 1</i>: Report on Learning Communities and Repositories
Open educational practices for curriculum enhancement
Open educational resources (OER) and open educational practices (OEP) are relatively new areas in educational research. How OER and OEP can help practitioners enhance curricula is one of a number of under-researched topics. This article aims to enable practitioners to identify and implement appropriate open practices to enhance higher education curricula. To that aim, we put forward a framework of four open educational practices based on patterns of OER reuse (âas isâ or adapted), mapped against the processes of curriculum design and delivery. The framework was developed from the in-depth analysis of 20 cases of higher education practitioners, which revealed patterns of OER reuse across disciplines, institutions and needs. For each open practice we offer evidence, examples and ideas for application by practitioners. We also put forward recommendations for institutional policies on OER and OE
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Twenty Years of Edtech
An opinion often cited among educational technology (edtech) professionals is that theirs is a fast-changing field. This statement is sometimes used as a motivation (or veiled threat) to senior managers to embrace edtech because if they miss out now, itâll be too late to catch up. However, amid this breathless attempt to keep abreast of new developments, the edtech field is remarkably poor at recording its own history or reflecting critically on its development. When Audrey Watters recently put out a request for recommended books on the history of educational technology, I couldnât come up with any beyond the handful she already had listed. There are edtech books that often start with a historical chapter to set the current work in context, and there are edtech books that are now part of history, but there are very few edtech books dealing specifically with the fieldâs history. Maybe this reflects a lack of interest, as there has always been something of a year-zero mentality in the field. Edtech is also an area to which people come from other disciplines, so there is no shared set of concepts or history. This can be liberating but also infuriating. Iâm sure I was not alone in emitting the occasional sigh when during the MOOC rush of 2012, so many ânewâ discoveries about online learning were reportedâdiscoveries that were already tired concepts in the edtech field
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