学习舱:学习对象可重用性的新范式

N. Mogharreban, D. Guggenheim
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Because a single hour of online instruction can take up to 300 hours to develop (Kapp, 2003), reusability is the core return on investment (ROI) message offered by learning object promoters, from the earliest days to the present (Churchill, 2005, 2007; Downes, 2003; du Plessis, 2005; Garcia-Barriocanal, Sicilia, & Lytras, 2007; Hodgins, 2000; Liber, 2005; Liu, Huang, & Chao, 2005; Polsani, 2003; Wiley, 2000). Yet, after 12 years of successive evolution, learning objects are still primarily a collection of stand-alone modules that rarely interconnect outside of strictly controlled regimes, such as those imposed by corporate and military training guidelines. The lack of reusability does not stem from a dearth of technical and procedural standardization. Groups like IMS Global Learning Consortium, Inc. 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Borrowing from Churchill (2007), here are some example definitions: * Any digital or non-digital entity for technology-supported learning (IEEE, 2001). * Atomic or aggregate learning resources (IMS Global, 2003) * Any digital resource used to support learning (Wiley, 2000). * Any digital resource used to mediate learning (Wiley & Edwards, 2002). * A LO can be based on an electronic text, a simulation, a Web site, a .gif graphic image, a QuickTime movie, a Java applet or any other resource that can be used in learning. (McGreal, 2004). * A collection of 7 [+ or -] 2 components containing content, practice and assessment parts (Cisco Systems, 2001). * Combined knowledge object and a strategic object representing a mental model to be developed by a learner through incremental elaboration (Merrill, 2000). * Interactive digital resource illustrating one or more concepts (Cochrane, 2005). * Interactive visual representation (Churchill, 2005). 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引用次数: 7

摘要

1994年,“学习对象”一词首次出现在Wayne Hodgins的CedMA工作组的标题中:“学习架构、api和学习对象”(Polsani, 2003)。这种参考表面上是针对面向对象编程的,这是一种软件工程范例,在这种范例中,软件程序是使用可互操作、可重用的模块构建的,并且比它们的单体对应物更容易维护。以类似的方式,一门学术课程可以被分解成以计算机为媒介的教学单元,这些单元具有相同的品质——可移植性、适应性、可重用性和易于维护。由于一小时的在线教学可能需要长达300小时的时间来开发(Kapp, 2003),从最早的时候到现在,可重用性是学习对象推广者提供的核心投资回报率(ROI)信息(Churchill, 2005, 2007;唐斯,2003;du Plessis, 2005;Garcia-Barriocanal, Sicilia, & Lytras, 2007;霍金斯,2000;书籍,2005;刘、黄、赵,2005;Polsani, 2003;威利,2000)。然而,经过12年的连续发展,学习对象仍然主要是独立模块的集合,这些模块很少在严格控制的制度之外相互连接,例如那些由公司和军事训练指南强加的制度。可重用性的缺乏并非源于技术和程序标准化的缺乏。像IMS全球学习联盟公司(IMS Global)、IEEE学习技术标准委员会(LTSC)、思科系统公司(Cisco 1999)以及Griffiths、Stubbs和Watkins(2007)这样的组织已经发布了详细描述过程分析、元数据、排序、学习管理系统可移植性、测试和评估以及/或互连的文档。这些控制结构所缺少的是促进视觉、听觉和动觉一致性以及最低层次的互操作性所必需的概念和美学工程,从学习模块到学习模块。可重用性定义的障碍有几个因素共同构成了可重用性的障碍。首先,学习对象的定义缺乏统一的结构,使得这些模糊的实体难以重用。借用Churchill(2007)的观点,以下是一些定义示例:*任何用于技术支持学习的数字或非数字实体(IEEE, 2001)。*原子或聚合学习资源(IMS Global, 2003) *任何用于支持学习的数字资源(Wiley, 2000)。*任何用于调解学习的数字资源(Wiley & Edwards, 2002)。LO可以基于电子文本、模拟、网站、gif图形图像、QuickTime电影、Java applet或任何其他可用于学习的资源。(状况,2004)。*包含内容、实践和评估部分的7个[+或-]2个组件的集合(Cisco Systems, 2001)。*结合知识对象和战略对象,代表学习者通过增量细化发展的心理模型(Merrill, 2000)。*说明一个或多个概念的交互式数字资源(Cochrane, 2005)。*互动视觉表现(Churchill, 2005)。数量级学习对象被隐喻地描述为大块、块、乐高积木、林肯原木、原子、分子化合物和晶体(Hodgins & Conner, 2000;书籍,2005;Mejias & Shoemaker, 2005;威利,1999)。Rehak和Mason, 2003恰当地描述了这种混乱的环境:不同的定义比比皆是,不同的用途被设想,不同的部门有追求其发展的特殊原因。在这种不确定和分歧的环境中,各种利益相关者正朝着各个方向前进。…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning Pod: A New Paradigm for Reusability of Learning Objects
Introduction In 1994 the term "learning objects" made its first appearance in the title of Wayne Hodgins' CedMA working group: "Learning Architectures, APIs and Learning Objects" (Polsani, 2003). This reference is ostensibly made toward object-oriented programming, a paradigm of software engineering where software programs are built using modules that are interoperable, reusable, and easier to maintain than their monolithic counterparts. In a similar fashion, an academic course can be broken up into computer-mediated instructional units that possess these same qualities--portability, adaptability, reusability, and ease of maintenance. Because a single hour of online instruction can take up to 300 hours to develop (Kapp, 2003), reusability is the core return on investment (ROI) message offered by learning object promoters, from the earliest days to the present (Churchill, 2005, 2007; Downes, 2003; du Plessis, 2005; Garcia-Barriocanal, Sicilia, & Lytras, 2007; Hodgins, 2000; Liber, 2005; Liu, Huang, & Chao, 2005; Polsani, 2003; Wiley, 2000). Yet, after 12 years of successive evolution, learning objects are still primarily a collection of stand-alone modules that rarely interconnect outside of strictly controlled regimes, such as those imposed by corporate and military training guidelines. The lack of reusability does not stem from a dearth of technical and procedural standardization. Groups like IMS Global Learning Consortium, Inc. (IMS Global), IEEE Learning Technology Standards Committee (LTSC), Cisco Systems (Cisco 1999), and, by extension, Griffiths, Stubbs, and Watkins (2007) have published documents that describe in detail process analysis, metadata, sequencing, learning management system portability, test and assessment, and/or interconnection. What is missing from these control structures is the conceptual and aesthetic engineering necessary to promote visual, auditory, and kinesthetic consistency as well as interoperability at the lowest level, from learning module to learning module. Impediments to Reusability Definition Several factors coalesce into a collective impediment to reusability. First, the definition of a learning object is devoid of a uniform structure, making the reuse of these nebulous entities difficult. Borrowing from Churchill (2007), here are some example definitions: * Any digital or non-digital entity for technology-supported learning (IEEE, 2001). * Atomic or aggregate learning resources (IMS Global, 2003) * Any digital resource used to support learning (Wiley, 2000). * Any digital resource used to mediate learning (Wiley & Edwards, 2002). * A LO can be based on an electronic text, a simulation, a Web site, a .gif graphic image, a QuickTime movie, a Java applet or any other resource that can be used in learning. (McGreal, 2004). * A collection of 7 [+ or -] 2 components containing content, practice and assessment parts (Cisco Systems, 2001). * Combined knowledge object and a strategic object representing a mental model to be developed by a learner through incremental elaboration (Merrill, 2000). * Interactive digital resource illustrating one or more concepts (Cochrane, 2005). * Interactive visual representation (Churchill, 2005). Magnitude Learning objects have been metaphorically described as chunks, nuggets, LEGO* * blocks, Lincoln Logs[TM], atoms, molecular compounds, and crystals (Hodgins & Conner, 2000; Liber, 2005; Mejias & Shoemaker, 2005; Wiley, 1999). Rehak and Mason, 2003 aptly describe this chaotic environment: Different definitions abound, different uses are envisaged, and different sectors have particular reasons for pursuing their development. In this environment of uncertainty and disagreement, the various stakeholders are going off in all directions. …
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