Beruflich Dokumente
Kultur Dokumente
Learning Objects
Daniel Churchill
The University of Hong Kong
Abstract
The learning object remains an ill-defined concept, despite numerous and
extensive discussion in the literature. This paper attempts to address this
problem by providing a classification that potentially brings together various
perspectives of what a learning object may be. Six unique types of learning
objects are proposed and discussed: presentation, practice, simulation,
conceptual models, information and contextual representation objects. The
common characteristics of each are synthesized in a proposal that a learning
object is best described as a mediated representation designed to afford uses in
different educational contexts. The classification of learning objects proposed
could be useful as a framework for designers of digital resources and for those
engaged in reuse of these resources in educational contexts.
Practice
object
Simulation
object
Conceptual
model
Information
object
Display of information
organized and represented
with modalities
Contextual
representation
Simple Example
A presentation or an instruction on
classification of triangles
Three types of learning objects - presentation, practice and conceptual models - emerged
from previewing definitions from the literature. The following interpretations of what a
learning object may be are noted:
i) Any digital or non-digital entity for technology-supported learning (IEEE, 2001).
ii) Any digital resource used to support learning (Wiley, 2000).
iii) Any digital resource used to mediate learning (Wiley & Edwards, 2002).
iv) A reusable digital resource built in a lesson (McGreal, 2004).
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v)
vi)
vii)
viii)
ix)
x)
xi)
xii)
Presentation Objects
Practice Objects
Practice objects allows learners, to practice certain procedures (e.g. dismantling a water
pump), complete crosswords, drag objects and carry on certain tasks (e.g. dragging a
protractor to measure an assigned angle), engage with an educational game or answer
quiz questions. They might be designed to:
i) Incorporate interactivity and modalities and require learners to engage in some
purposeful action and decisions before answering a question or executing an
action.
ii) Provide constructive feedback (which might utilize modalities) and encourage
learners to reflect on their action and further explore material, digital libraries, the
internet, post a question on-line, engage in discussion with classmates, etc.
iii) Facilitate extension of learners current levels of understanding (or
misunderstanding).
iv) Enable learners to build models of their own action and mistakes while executing
a procedure.
Educational games might also be considered as practice objects, because they can
promote persistent practice until a degree of competency or understanding is achieved.
In more contemporary approaches, practice objects can be considered as parts of a
learning activity process, rather than as some post-learning task that aims to strengthen
learners recall and understanding of subject matter presented by a teacher or resources.
Thus, a practice object might be given an instrumental role in an activity. Whatever
learners conceptualize from their involvement with a practice object can be utilized for
examples to inform their problem-solving decisions.
Figure 2 shows a screen from the Volume of a Pyramid practice object. The question
in the object requires a learner to approximate the volume of the pyramid presented in
the scenario. This pyramid is an interactive 3-dimensional representation that can be
rotated and visually examined by a learner. A learner rotates the pyramid and uses the
provided ruler to capture its dimensions. The scale on the ruler is randomised. This
means that different learners will have rulers of different lengths and that their answers
will be different. This opens a possibility for collaboration between the learners, while
removing the possibility of copying answers. Exchanging ideas on the solving of a
problem is an important part of the learners collaboration. Copying of a method and
copying of answers are two different things. Copying of a method opens the possibility
for learners to learn from each other.
The learner uses the ruler to
capture measurements needed
to answer the question. The
scale on the ruler is randomized.
This ensures that different
learners will obtain different
measurements when answering
the question.
Constructive feedback is
provided for any response by the
learner. If incorrect, the learner is
informed of the reasons they are
incorrect and advised of steps
they might take towards correctly
answering the question. If the
answer is correct, the learner is
provided with additional
information to expand on
understanding.
Simulation Objects
Conceptual Models
A conceptual model is a type of a learning object that represents one or more related
concepts or ideas, usually in an interactive and visual way. It might be appropriate to
think of a conceptual model as a representation of a cognitive resource existing in the
mind of a subject matter expert, as useful conceptual knowledge that aids decisionmaking, disciplinary problem-solving and discipline-specific thinking. Psychologists use a
variety of terms such as schemas (Paivio, 1974), mental models (JohnsonLaird, 1983)
and concepts (Vygotsky, 1962) to more or less indicate the same idea that there are
constructs in the human mind that mediate higher psychological functioning. Sometimes
the term representation is used for constructs in the human mind. However, Von
Glasersfeld (1999) writes that this use of representation is misguided, because it entails
the belief that certain ideas we abstract from our experience correspond to a reality that lies
beyond experience. For von Glasersfeld, knowledge is never representation of the real
world, but a collection of conceptual structures adopted from experience. He suggests
that humans segment part of their experiences into raw elementary particles and
combine these into dynamic conceptual structures.
models of environment; (b) models of natural or manufactured systems, and (c) models
of human performance. However, these models appear to be representations of reality
and expert performance, rather than models of conceptual knowledge. Interactivity and
modalities allow the creation of conceptual models that potentially represent conceptual
knowledge and ideas (not a simulation or demonstration of a performance). My thinking
here is influenced by ideas of higher psychological functions, and models as effective
tools for sharing of socio-historical knowledge accumulated by humanity (Vygotsky,
1978; Wartofsky, 1979). However, I intend to call on further research in the future to
explore this idea of a conceptual model as a representation of conceptual knowledge and
ideas, and to investigate how supplying these models can bring learners to higher levels
of zone of proximity development.
To design a conceptual model, a learning object architect must primarily examine
knowledge in a head rather than information. The process can be informed by external
factors such as similar designs by other people, tools, reference material and discussion
with colleagues, but essentially, analysis of knowledge is central. This presents a difficulty
for traditional instructional designers who are not usually subject matter experts, but rely
upon documents, books, artifacts and other material to design instructional resources. To
design a conceptual model, a learning object architect must either experience and
construct knowledge by acquiring and applying it, or be able to effectively articulate such
models through interaction with a subject matter expert. The first option is difficult,
because no concept is an isolated cognitive resource, relating rather to many other
concepts held by the subject matter expert, and sometimes tacit and automated in ones
cognition. Focus on a single concept carries the risk of failing to note relevant knowledge
structures in a way that the subject matter expert may be able to do. Design is further
mediated by pedagogical knowledge, creativity and drive for innovation. Innovation is
important because every new conceptual model is most often an innovative artifact.
Information Objects
information. This would allow learners not just to experience interaction and/or a lot of
information in mediated formats, but also to construct a mental space of information
from the learning object and understand how different pieces of information are related.
Figure 5 shows an example of an information object. This simple example of an
information object contains multimodal information about native and non-native animals
of Australia. Information about animals is accessed by rolling a mouse pointer over the
text comprising the name of an animal and through decisions that include the dragging of
the animals name into a corresponding area indicating its origin. The initial collection of
web pages with information about Australian native animals was converted through
content analysis into an information object that allows learners to explore this
information space and connect different pieces of information. The essence of the
information from web pages was preserved in the information object; however, long
lines of texts have been reduced to short, informationally sufficient statements that are
delivered to a learner randomly based on interaction. Different learners might discover
different facts about certain animals, and this can lead to activities such as, for example,
discussions and collaborative mind-mapping.
When a learner positions the
mouse pointer over the name of
an animal, a picture (visual
information) of the animal
appears in this box. Audio of a
sound made by the animal is also
triggered.
When a learner clicks on text
next to an animal name, a
random string of text providing
some information about that
animal will appear automatically.
This allows a learner to construct
information space by exploring
different information about the
animal. This also opens the
possibility for discussion between
learners. If an animal is placed in
incorrect areas, a string of text
will be displayed, providing some
hint to a learner that the animal
does not belong there. The hint is
also provided from a set of
random statements.
Contextual Representations
The idea behind a conceptual representation is to allow learners to explore some realistic
scenario and collect data, usually for the purpose of inquiry and problem-solving. For
example, learners might collect data about volcanic activity, weather conditions, air
pollutants in the atmosphere, population of life forms at great ocean depths, statements
of opinion from people, and so on. Usually, there is a contextual representation of some
imaginary or real place inaccessible to learners because it is distant, time and place
dependent, involves danger, is too small or too big to allow data collection, requires
sophisticated tools for collection of the data, requires lab conditions, requires expertise
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and so on. Engaging learners in collection of authentic data allows them to experience
the origins of that authentic data, and explore the context and tools used in data
collection. This might also enable learners to experience authentic problems or
discipline-specific inquiries as they engage in collection and exploration of data.
Figure 6 shows a screen from a Water Experiment contextual representation. This
learning object allows learners to collect data on factors affecting the quality of water of
the imaginary lake presented in the scenario. This data can be used, for example, in a
problem-solving activity that directs learners to act as environmentalists, investigate the
situation and propose a solution to a problem in the form of a report to an environment
protection agency.
Some information about Water
Quality Indicators and Tools is
provided in these pull-down
menus
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Special thanks to Lim Kin Chew, Executive Manager of E-learning Competency Centre
in Singapore, for permission to examine the collection of learning objects submitted for
Learning Object Competition 2003.
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The MERLOT repository is reputedly the best collection of learning objects in the
world (Zemsky & Massy, 2004). Currently, MERLOT contains references to 12,525
learning objects (data obtained from MERLOT in March 2005).
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