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SCORM Explained

SCORM Explained
What is SCORM? SCORM is a set of technical standards for e-learning software products. SCORM tells programmers how to write their code so that it can “play well” with other e-learning software. It is the de facto industry standard for e-learning interoperability. Specifically, SCORM governs how online learning content and Learning Management Systems (LMSs) communicate with each other. SCORM does not speak to instructional design or any other pedagogical concern, it is purely a technical standard. Can you help me with an example or analogy? Let’s take DVDs for example. The SCORM standard makes sure that all e-learning content and LMSs can work with each other, just like the DVD standard makes sure that all DVDs will play in all DVD players. The Cost of Content Integration What does SCORM stand for? SCORM stands for “Sharable Content Object Reference Model”. “Reference Model” reflects the fact that SCORM isn’t actually a standard. Do you produce SCORM? No. So how do you guys fit in the picture?

Competenties - Ozet-Ontwikkeling > Werkt nauwkeurig en precies. < Indicatoren Heeft oog voor details. Ontwikkelbaarheid Accuratesse is goed ontwikkelbaar door het aanleren van vaste routines en controletechnieken. Ontwikkeltips > Herkent relevantie en patronen in informatie en waarnemingen Indicatoren Onderscheidt hoofd- en bijzaken. Ontwikkelbaarheid Analyseren is een denkproces en daarom sterk verbonden met abstractievermogen en andere intellectuele capaciteiten. het werken met een gestandaardiseerde en/of een duidelijke gestructureerde aanpak, zoals modellen, formulieren en dergelijke;ervaring en het opbouwen van routine bij dezelfde of vergelijkbare vraagstukken. Analyseren speelt zich grotendeels af in iemands hoofd en is dus moeilijk waarneembaar. In besluitvormingsprocessen is analyseren altijd verbonden met oordeelsvorming en besluitvaardigheid. Ontwikkeltips > Voorziet mogelijkheden en/of knelpunten en reageert daarop Is proactief, wacht niet af. Anticiperen overlapt gedeeltelijk met initiatief. Ontwikkeltips

E-learning Use of technology in education to improve learning and teaching Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning.[1][2] When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology.[3][4][5] In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology: B.F. [edit]

An analysis of ODL student perception and adoption behavior using the technology acceptance model | Khor An analysis of ODL student perception and adoption behavior using the technology acceptance model Abstract This paper presents an empirical study aiming on investigating ODL students’ perception and adoption of SCORM Compliant Learning Object (SCLO). With the increasing use of SCLO in recent years, a better understanding and implementation of effective instructional resources is necessary to meet the diverse needs of ODL students and enhance their learning performance. The eventual usage of relevant stakeholders determines the success of a system. The system is useless if it is not used in the expected way by the potential users even though it is a good system.

Introducing the Zerkin Glove – Intuitive Interaction in Augmented Reality Augmented reality apps on mobile devices are all the rage these days. And they will probably remain so for a couple of years. But - Augmented Reality Glasses are around the corner When using the iPhone (or similar mobile device) for an augmented reality experience, the interaction is pretty straight forward – hold your hands up with your iPhone pointing to your target. How do you interact with augmented reality (AR) when it’s constantly in your field of view – overlaid on your glasses? Interacting with Augmented reality Are we going to operate knobs on the glasses? Pete touched a stud on his spex, pulled down a glowing menu,and adjusted his visual take on the outside world. -probably not beyond pressing the “on” button… Are we going to be surrounded by rings? -Ringo looks cool, but we’re looking for a new metaphor. Tinmith? -Visionary, but touching thumbs instead of using a mouse? Eye gaze tracking - that’s pretty good for point and click. (by the way, this could be great for Tennis) Accelaglove

CamStudio - Free Screen Recording Software Top 11 Disruptive E-Learning Technologies For 2013 “Disruptors are innovators, but not all innovators are disruptors — in the same way that a square is a rectangle but not all rectangles are squares.” ~ Forbes Magazine e-Learning is dynamically evolving, thanks to the incredible achievements in highly powerful and intelligent tools and technologies that are rapidly emerging. These developments have expanded the possibilities of taking e-learning to great heights more than ever. These advancements that have the potential to not just play a pivotal role, but drastically transform the learning domain are termed ‘disruptive’ due to the following reasons: • They fundamentally change the conventional landscape • They produce something new and more efficient These disruptive technologies are re-shaping the learning and education landscape. Today, when we are half way through the year, we have many exciting things on our list of disruptive e-learning technologies. • ProgrammableWeb: • APIHub:

Dimdim: Web conferencing that just works. Dimdim provides easy, HTML5 Introduction Overview The Handy AR presents a vision-based user interface that tracks a user's outstretched hand to use it as the reference pattern for augmented reality (AR) inspection, providing a 6-DOF camera pose estimation from the tracked fingertip configuration. A hand pose model is constructed in a one-time calibration step by measuring the fingertip positions relative to each other in presence of ground-truth scale information. Through frame-by-frame reconstruction of the camera pose relative to the hand, we can stabilize 3D graphics annotations on top of the hand, allowing the user to inspect such virtual objects conveniently from different viewing angles in AR. Fingertip Detection Fingertips are detected using a curvature-based algorithm on the contour of a user's hand. Camera Pose Estimation Interaction The Handy AR can be used for interacting with AR objects such as world-stabilized objects using other marker-based AR library such as ARTag. Videos Source Code Publications T. T. T. T.

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