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." Taking e-learning outside of the web browser[5]E-learning in native mobile applications[1]More control over learning content[4]Solid security using OauthPlatform transition (start e-learning on a mobile device, finish it on a computer)[5]The ability to track games and simulations[2]The ability to track real-world performance[6]Team-based e-learning[2]Tracking learning plans and goals[7] The Tin Can API is an open source API. History[edit] Current Status[edit] References[edit]
Advanced Distributed Learning
LMS/LCMS
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. 1. 2. Appendix A - List of Contributors
FREE - Federal Registry for Educational Excellence | FREE – Federal Registry for Educational Excellence
FREE Features These features originally appeared on the FREE.ED.gov features blog. The features highlight resources and ideas related to holidays, awareness months, anniversaries and seasonal topics. January February March April May June July August Back to School: 7 Ways to Help Kids Transition Back to the Classroom September October November December About FREE Federal Resources for Educational Excellence (FREE) offered a way to find digital teaching and learning resources created and maintained by the federal government and public and private organizations. FREE was conceived in 1997 by a federal working group in response to a memo from the President. Technology has made it increasingly easier to find information from government agencies or with custom search tools, like Kids.gov. FREE Disclaimer The U.S.
10 formas de crear contenidos para cursos e-learning (gratis)
Las aplicaciones de autoría e-learning gratuitas y de código abierto son una excelente alternativa a los paquetes comerciales ya que presentan una gran variedad funcionalidades. El software open source cuenta con una gran comunidad de usuarios que incorporan ideas y características que garantizan la continua mejora de esta herramientas. Además su carácter gratuito libera a los desarrolladores de contenidos independientes o a los proyectos educativos de pequeña escala del pago de costosas licencias. 1.Xical Es una plataforma de código abierto que permite el desarrollo de presentaciones, tutoriales y pruebas usando elementos multimedia, como videos, animaciones y diagramas interactivos. 2.what2learn Esta web ofrece mas de dos mil juegos educativos para estudiantes de escuela primaria y secundaria. 3.Exe El proyecto exe ha desarrollado una aplicación de autoría e-learning de código abierto que permite a los profesores publicar contenido web si necesidad de ser expertos en HTML o XML. 4.Wink
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. 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. What Are Learning Objects?
Learning Registry | sharing what we know
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 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. LOs are sometimes defined as being educational resources that can be employed in technology-supported learning. This terminology includes:
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. 1.0. 2.0. 3.0. 4.0. 5.0. This site is maintained by David Wiley. Copyright © 2000 by the authors listed above.
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