Teaching & Learning

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Learning objects

modified Apr 17th, 2007

"Learning objects are content modules that are (1) digital, (2) small, (3) self-contained, and (4) re-usable in different contexts," defined Steve Acker, Ohio State University.

National Learning Infrastructure Initiative (NLII) goes on to explain, "Learning objects are digital resources, modular in nature, that are used to support learning. They include, but are not limited to, simulations, electronic calculators, animations, tutorials, text entries, Web sites, bibliographies, audio and video clips, quizzes, photographs, illustrations, diagrams, graphs, maps, charts, and assessments. They vary in size, scope, and level of granularity ranging from a small chunk of instruction to a series of resources combined to provide a more complex learning experience."

Since the ideal learning objects are designed to be reused in multiple courses across multiple disciplines, they cannot be tied down to particular class data, but only to their subject matter. They can even be mechanisms in which the instructors can plug in their own content. Standard topics like the functions of a respiratory system or the water cycle can be packaged as learning objects, ready to be plugged into different courses.

MSU Example:
GEO 204 Professor Antoinette WinklerPrins uses flash animation to explain the formation of a tsunami.

MSU Example:
VM 811 professor Elroy Klacviter has a virtual simulation of a Streak Plate method to allow students to perform the steps involved in isolating bacteria. This has also been adopted by other courses.

Learning objects range from simple stand-alone Flash applications to complex interactive modules communicating with multiple functions of LMSs. To be able to reuse these learning objects across different systems, certain conventions may be followed. The Sharable Courseware Object Reference Model (SCORM) is one framework developed to define and access learning objects such that they may be easily shared among different LMSs. SCORM tries to ensure that learning objects are reusable (over time and by different organizations or teachers), interoperable (connect with different learning management systems including links to the gradebook), durable (survive thousands of users), and accessible (for visual and auditory impaired users).

The wikipedia entry on Learning Object highlights some other conventions and lists major repositories such as Merlot: Multimedia Educational Resource for Learning and Online Teaching.

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