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The Instructional Use of Learning Objects

The Instructional Use of Learning Objects
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. In addition to reading the book, at this website you can participate in discussions of the book's chapters with the authors and others, submit any corrections should you find errors in a chapter, and discuss other issues related to learning objects, instruction, and learning. The book is divided into five major sections. 1.0. 2.0. 3.0. 4.0. 5.0. This site is maintained by David Wiley. Copyright © 2000 by the authors listed above. Related:  Learning Objects - Tutorials (Design)

the social/situational orientation to learning @ the informal education homepage The social/situational orientation to learning. It is not so much that learners acquire structures or models to understand the world, but they participate in frameworks that that have structure. Learning involves participation in a community of practice. Social learning theory ‘posits that people learn from observing other people. Learning would be exceedingly laborious, not to mention hazardous, if people ha d to rely solely on the effects of their own actions to inform them what to do. Attending to a behaviour; remembering it as a possible model or paradigm; and playing out how it may work for them in different situations (rehearsal) are key aspects of observational learning. Symbols retained from a modelling experience act as a template with which one’s actions are compared. In this model behaviour results from the interaction of the individual with the environment. A more radical model – situated learning – has been put forward by Lave and Wenger (1991). References Murphy, P.

onlineteachingguide [licensed for non-commercial use only] / (re)Developing a Course for Online Delivery An online course can be either converted from an existing face-to-face course or created from scratch. Both methods have their pros and cons. Working from an established face-to-face course means less work in that the content is already established. However, converting lessons to accommodate the online format can mean challenges when trying to adapt activities that may work well face-to-face, but are difficult to realize online. Building an online course from the ground up provides a blank canvas where you can design the instructional activities specifically for online delivery, but it can be extremely time consuming. 5 Principles The National Center for Academic Transformation has identified five principles for successful course (re)design: Redesign the whole course.Encourage active learning.Provide students with individualized assistance.Build in ongoing assessment and prompt (automated) feedback. It's as Easy as 1-2-3 Writing the Objectives Example: Practice writing objectives here:

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

Learning Materials A collection of simulations and virtual labs focusing on first-year college physics. An interview with the award winning... see more A collection of simulations and virtual labs focusing on first-year college physics. An interview with the award winning author can be found in About us at Phet VideoPhET provides fun, interactive, research-based simulations of physical phenomena for free. We believe that our research-based approach- incorporating findings from prior research and our own testing- enables students to make connections between real-life phenomena and the underlying science, deepening their understanding and appreciation of the physical world. To help students visually comprehend concepts, PhET simulations animate what is invisible to the eye through the use of graphics and intuitive controls such as click-and-drag manipulation, sliders and radio buttons. Peer Review for material titled "PhET - Physics Education Technology at the University of Colorado" About this material: InstructionalDesign Instructional Design Instructional design is the systematic specification of instruction to include: objectives, presentation, activities, materials, guidance, feedback and evaluation. It applies learning principles to decisions about information content, instructional method, use of media and delivery system. The goal is to ensure instructional quality, effectiveness, efficiency and enjoyment. The purpose of instructional design is to maximize the value of instruction for the learner — especially the learner's time. A detailed overview of this process is provided in the section called "The Design Process". Instructional Strategy: Key Elements & Issues The Cognitive Design Model provides a systematic approach to developing instructional strategy. Cognitive Information Processing The following Cognitive Information Processing model (CIP) of learning presents a well-established paradigm of cognitive-behavioral psychology. Cognitive Information Processing (CIP)

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. Software standards for digital media and instruction are intended to ensure that courseware will be developed, organized, and distributed in a uniform manner. One concept underlying the evolving courseware standards is that the same instructional content may be usable in different instructional contexts. The vision of object-oriented instruction is that an educational object economy will be created. What Are Learning Objects? Learning objects have been described in the open literature in many different ways, depending upon the background of the author and the context of the description. The IEEE definition of learning objects includes a wide range of content and applications that only have to be object-oriented pieces of a course to be considered to be learning objects. Learning Object Design Guidelines Conclusions

2008, l’anno dell’eLearning I Learning Object Se ne parla continuamente, ma cos’è esattamente un Learning Object? In estrema sintesi, un Learning Object è un contenuto digitale, riusabile, che raggiunge uno specifico obiettivo didattico. Quindi un Learning Object (è utilizzato spesso il suo acronimo, LO) è un’unità di istruzione, in formato digitale, con le seguenti caratteristiche: ü riutilizzabile, per la sua autonomia, in diverse situazioni di apprendimento; ü autoconsistente, sufficiente per la comprensione di uno specifico concetto; ü modulare, aggregabile con altri LO all’interno di un corso o un’unità didattica; ü reperibile, grazie alla sua classificazione con i metadati; ü interoperabile, funzionante su diversi sistemi Learning Management System, grazie all’aderenza agli standard di settore (Scorm e Aicc). Un Learning Object generalmente adotta una comunicazione coinvolgente per l’utente. I Learning Object sono normalmente memorizzati su archivi chiamati “repository”, dove vengono classificati grazie ai metadati.