background preloader

Learning objects

Facebook Twitter

302 Found. Tin Can API. The Tin Can API, now officially known as "Experience API" (xAPI), is an e-learning software specification that allows learning content and learning systems to speak to each other in a manner that records and tracks all types of learning experiences.[1] Learning experiences are recorded in a Learning Record Store (LRS). LRSs can exist within traditional Learning Management Systems (LMSs) or on their own.[2] Summary[edit] The Tin Can API is commonly referred to as "The Experience API" and "Next Generation SCORM. " SCORM (Sharable Content Object Reference Model) has been the de facto e-learning standard for packaging e-learning content to be delivered to LMSs. The Tin Can API is an open source API. History[edit] SCORM is over ten years old, and Advanced Distributed Learning (ADL), the stewards of SCORM, recognized the need for a newer and more capable software specification.[2] ADL issued a Broad Agency Announcement (BAA) asking for assistance in improving SCORM.

Current Status[edit] Sharable Content Object Reference Model. SCORM is a specification of the Advanced Distributed Learning (ADL) Initiative from the Office of the United States Secretary of Defense. SCORM versions[edit] SCORM 1.1[edit] SCORM 1.1 is the first production version. It used a Course Structure Format XML file based on the AICC specifications to describe content structure, but lacked a robust packaging manifest and support for metadata.

Quickly abandoned in favor of SCORM 1.2. SCORM 1.2[edit] This was the first version that was widely used. SCORM 2004[edit] This is the current version. SCORM 2004 editions[edit] 3rd Edition (October 2005) — clarification of various conformance requirements and of the interaction between content objects and the runtime environment for sequencing; some new conformance requirements to improve interoperability.4th Edition Released (March 31, 2009) — more stringent interoperability requirements, more flexible data persistence.[2] SCORM 2004 specification books[edit] Experience API (Tin Can API)[edit] See also[edit] Learning Objects. What is a Learning Object Repository? 3D Learning Object in Second Life. Learning Objects. Creating Learning Objects. IMS Learning Resource Meta-Data Information Model.

IPR and Distribution Notices Recipients of this document are requested to submit, with their comments, notification of any relevant patent claims or other intellectual property rights of which they may be aware that might be infringed by any implementation of the specification set forth in this document, and to provide supporting documentation. IMS takes no position regarding the validity or scope of any intellectual property or other rights that might be claimed to pertain to the implementation or use of the technology described in this document or the extent to which any license under such rights might or might not be available; neither does it represent that it has made any effort to identify any such rights. Information on IMS's procedures with respect to rights in IMS specifications can be found at the IMS Intellectual Property Rights web page: Copyright © 2001 IMS Global Learning Consortium.

All Rights Reserved. 1. 2. Index. The Challenge. IJET Articles (November, 2002) - v3,n1 [ISSN 1327-7308] - Cheryl J. Hamel, University of Central Florida - David Ryan-Jones, Joint ADL Co-Laboratory A new trend is shaping the future of educational technology. In the new e-learning economy, buyers and sellers in education and training markets are economically motivated to pursue global commerce opportunities involved in distributed learning over the Internet.

International working groups, such as the Aviation Industry CBT Committee (AICC), the Instructional Management Systems Global Learning Consortium (IMS), and the Institute of Electronics and Electrical Engineers (IEEE), are developing standards for web- and computer-based courseware architecture and packaging. The implications of these standards for educational institutions and organizations developing courseware should not be dismissed (Barron, 2000b). Software standards for digital media and instruction are intended to ensure that courseware will be developed, organized, and distributed in a uniform manner. What Are Learning Objects? TeacherTube - Teach the World. Index. Sep04_02. Editor’s Note: Learning objects make it unnecessary to have thousands of iterations of the same teaching point. Metadata makes it possible to select and integrate relevant learning experiences from a relatively small library of learning objects.

Reusable learning objects permit lessons to be generated and customized for specific groups or even for individuals. Extensive research and development has led to a vocabulary of specialized terms to define learning objects. Rory McGreal provides a rationale to relate variations in terminology into a single practical definition of Learning Objects. Rory McGreal Learning objects (LOs) enable and facilitate the use of educational content online. Learning Object Repositories (LORs) that are being created house the LOs providing seamless access to a vast store of learning resources such as animations, videos, simulations, educational games, and multimedia texts in the same way that Napster and IPod users have access to music files. Anything digital. The Instructional Use of Learning Objects -- Online Version. This is the online version of The Instructional Use of Learning Objects, a new book that tries to go beyond the technological hype and connect learning objects to instruction and learning.

You can read the full text of the book here for free. The chapters presented here are © their respective authors and are licensed under the Open Publication License, meaning that you are free to copy and redistribute them in any electronic or non-commercial print form. For-profit print rights are held by AIT/AECT. The book was edited by David Wiley, and printed versions of the book are published by the Association for Instructional Technology and the Association for Educational Communications and Technology. If you find the online book useful, please consider purchasing a printed copy. The book is divided into five major sections. Click on a section heading above to go directly to that section, or scroll down to browse the entire book. 1.0. 2.0. 3.0. 4.0. 5.0. This site is maintained by David Wiley.