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Learning Objects

We define learning objects as digital,
re-usable pieces of content that can be used
to accomplish a learning objective
http://www.learning-objects.net/



A Learning Object “Is defined as the smallest independent
structural experience that contains an objective, a learning
activity and an assessment.” (L’Allier 1997)
http://www.grayharriman.com/learning_objects.htm
Learning Object Characteristics
• Learning objects are a new way of thinking about learning content.
Traditionally, content comes in a several hour chunk. Learning ob-
jects are much smaller units of learning, typically ranging from 2
minutes to 15 minutes.
• Are self-contained each learning object can be taken independent-
ly
• Are reusable a single learning object may be used in multiple con-
texts for multiple purposes
• Can be aggregated learning objects can be grouped into larger col-
lections of content, including traditional course structures
• Are tagged with metadata every learning object has descriptive
information allowing it to be easily found by a search
Adapted from the Wisconsin Online Resource Center (WORC):
PROS vs CONS
Production Costs
Pro - By properly breaking content into learning objects, different
parts can be maintained and updated separately. If a suitable learning
object can be found, a new one does not need to be created. These are
costs savers.

Con - Changing to a learning object approach from a “self-contained
system” approach involves retooling and retraining costs
Flexibility
Pro - As more and more standards-based learning objects become
available, increased choice will translate into more flexibility for de-
signers.

Con - Using standards-based learning objects restricts the scope of
learner information that is accessible by content if total interoperabil-
ity is maintained.*
Pedagogy
Pro - Learning objects fit nicely into many ISD theories. Instructional
templates can be created with slots for specific types of learning ob-
jects. Learning objects may encourage designers to operate in more
disciplined ways with a positive effect.

Con - Restrictions on learner information available could restrict peda-
gogical approaches. Approaches using lengthy discursive material may
not benefit from the use of learning objects.
End User Cost
Pro - The learning object approach prevents consumers from being
locked in to specific systems. As standards take hold, the market for
content will take on more of the properties of a typical consumer
market with lower costs and increased choice.

Con - The cost of converting existing content to a learning object
approach may be significant.
Industry Support
Pro - All leading system vendors and content producers are support-
ing SCORM and other standards that are based on or that comple-
ment a learning object approach.

Con - Realistically, it is twelve to eighteen months between the time
the vendor community adopts an approach and the time products
that implement the approach are available.
http://www.eduworks.com/index.php/Publications/Learning-Object-
Tutorial/Pros-and-Cons.html
HTML - The universal support for LOs
Any type of learning resource that can be digitized, processed
and displayed in a browser or LMS


HTML supported Leaning Objects
• Documents/Images
• Podcasts
• Audio/video clips
• Simulations
• Games
• Learning modules
• Assesments
Choke Points
Choke points are those concepts or procedures within a subject area
that are known to cause difficulties for learn-
ers. These are frequently the primary objective
for a learning object.
http://lor.gvtc.org/
LO Development

• Plan - Identify teams, processes, timetable
• Distill - Organize learning objects around the learning objectives
• Design - Deconstruct courses and design engaging learning objects
and assessment per objective
• Market - Consistent reminders that learning objects are available and
that the benefits of using them to faculty
Resources
http://www.delicious.com/bnixon/learningobjects

http://www.youtube.com/watch?v=nTFEUsudhfs

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Lo

  • 1. Learning Objects We define learning objects as digital, re-usable pieces of content that can be used to accomplish a learning objective http://www.learning-objects.net/ A Learning Object “Is defined as the smallest independent structural experience that contains an objective, a learning activity and an assessment.” (L’Allier 1997) http://www.grayharriman.com/learning_objects.htm
  • 2. Learning Object Characteristics • Learning objects are a new way of thinking about learning content. Traditionally, content comes in a several hour chunk. Learning ob- jects are much smaller units of learning, typically ranging from 2 minutes to 15 minutes. • Are self-contained each learning object can be taken independent- ly • Are reusable a single learning object may be used in multiple con- texts for multiple purposes • Can be aggregated learning objects can be grouped into larger col- lections of content, including traditional course structures • Are tagged with metadata every learning object has descriptive information allowing it to be easily found by a search Adapted from the Wisconsin Online Resource Center (WORC):
  • 3. PROS vs CONS Production Costs Pro - By properly breaking content into learning objects, different parts can be maintained and updated separately. If a suitable learning object can be found, a new one does not need to be created. These are costs savers. Con - Changing to a learning object approach from a “self-contained system” approach involves retooling and retraining costs
  • 4. Flexibility Pro - As more and more standards-based learning objects become available, increased choice will translate into more flexibility for de- signers. Con - Using standards-based learning objects restricts the scope of learner information that is accessible by content if total interoperabil- ity is maintained.*
  • 5. Pedagogy Pro - Learning objects fit nicely into many ISD theories. Instructional templates can be created with slots for specific types of learning ob- jects. Learning objects may encourage designers to operate in more disciplined ways with a positive effect. Con - Restrictions on learner information available could restrict peda- gogical approaches. Approaches using lengthy discursive material may not benefit from the use of learning objects.
  • 6. End User Cost Pro - The learning object approach prevents consumers from being locked in to specific systems. As standards take hold, the market for content will take on more of the properties of a typical consumer market with lower costs and increased choice. Con - The cost of converting existing content to a learning object approach may be significant.
  • 7. Industry Support Pro - All leading system vendors and content producers are support- ing SCORM and other standards that are based on or that comple- ment a learning object approach. Con - Realistically, it is twelve to eighteen months between the time the vendor community adopts an approach and the time products that implement the approach are available. http://www.eduworks.com/index.php/Publications/Learning-Object- Tutorial/Pros-and-Cons.html
  • 8. HTML - The universal support for LOs Any type of learning resource that can be digitized, processed and displayed in a browser or LMS HTML supported Leaning Objects • Documents/Images • Podcasts • Audio/video clips • Simulations • Games • Learning modules • Assesments
  • 9. Choke Points Choke points are those concepts or procedures within a subject area that are known to cause difficulties for learn- ers. These are frequently the primary objective for a learning object. http://lor.gvtc.org/
  • 10. LO Development • Plan - Identify teams, processes, timetable • Distill - Organize learning objects around the learning objectives • Design - Deconstruct courses and design engaging learning objects and assessment per objective • Market - Consistent reminders that learning objects are available and that the benefits of using them to faculty