What is a learning Object?
After affecting sweeping changes in the way people communicate and do
business, the Internet is poised to
bring about a paradigm shift in the way people learn (Wiley, 2000)
This change is coming in the way educational materials are designed,
developed, and delivered to those
who wish to learn. (LTSC, 2000)
The fundamental idea behind learning objects: instructional designers
can build small (relative to the size of
an entire course) instructional components that can be reused a number
of times in different learning
contexts. (Wiley, 2000)
Learning objects represent in the next generation of instructional
design, development, and delivery.
How are Learning Objects defined?
Learning Objects are defined by the IEEE Learning Technology Standards
Committee (LTSC) as any
entity, digital or non-digital, which can be used, re-used or referenced
during technology supported
learning.
David Wiley argues that definition is too broad, because it "fails
to exclude any person, place, thing, or
idea that has existed at anytime in the history of the universe".
He suggests a more refined definition as "any digital resource
that can be reused to support learning"
(Wiley, 2000).
Other definitions focus on the components of the learning object:
a learning objective, a unit of instruction
that teaches the objective, and a unit of assessment that measures the
objective (L'Allier, 1998).
The Wisconsin Online Resource Center uses a time element in its definition
and defines a learning object as
smaller units of learning, typically ranging from 2 minutes to 15 minutes
(WORC).
Why use learning objects? (Longmire, 2000)
Flexibility: If material is designed to be used in multiple contexts,
it can be reused much more easily than
material that has to be rewritten for each new context. It's much harder
to uncouple an object from the
context of its parent course and then recontextualize it than it is
to contextualize as part of design and
development.
Ease of updates, searches, and content management: Metadata tags facilitate
rapid updating,
searching, and management of content by filtering and selecting only
the relevant content for a given
purpose.
Customization: When individual or organizational needs require customization
of content, the learning
object approach facilitates a just-in-time approach to customization.
Modular learning objects maximize
the potential of software that personalizes content by permitting the
delivery and recombination of material
at the level of granularity desired.
Interoperability: The object approach allows organizations to set
specifications regarding the design,
development, and presentation of learning objects based on organizational
needs, while retaining
interoperability with other learning systems and contexts.
Facilitation of competency-based learning: Competency-based approaches
to learning focus on the
intersection of skills, knowledge, and attitudes within the rubric of
core competency models rather than the
course model. While this approach has gained a great deal of interest
among employers and educators, a
perennial challenge in implementing competency-based learning is the
lack of appropriate content that is
sufficiently modular to be truly adaptive. The tagging of granular learning
objects allow for an adaptive
competency-based approach by matching object metadata with individual
competency gaps.
Increased value of content: From a business standpoint, the value
of content is increased every time it is
reused. This is reflected not only in the costs saved by avoiding new
design and development time, but also
in the possibility of selling content objects or providing them to partners
in more than one context.
How does the concept of Learning Objects work?
The metaphor of LEGO has been used to explain the learning objects
concept to the uninitiated. As Wiley
(2000) states, this analogy continue to serve its intended purpose of
giving those new to the idea an easy
way of understanding what we are trying to do: create small pieces of
instruction (LEGOs) that can be
assembled (stacked together) into some larger instructional structure
(castle) and reused in other
instructional structures (e.g., a spaceship).
What's wrong with the LEGO Metaphor?
Wiley (2000) suggests that the problem with the LEGO metaphor is the
potential degree to which it could
control and limit the way people think about learning objects. He asks
us to consider the following
properties of a LEGO block:
Any LEGO block is combinable with any other LEGO block.
LEGO blocks can be assembled in any manner you choose.
LEGO blocks are so fun and simple that even children can put them together.
Is there a better metaphor?
Wiley (2000) suggests that an atom would serve as a better metaphor
for learning objects: "An atom is a
small 'thing' that can be combined and recombined with other atoms to
form larger 'things.' This seems to
capture the major meaning conveyed by the LEGO metaphor. However, the
atom metaphor departs from
the LEGO metaphor in some extremely significant ways:
Not every atom is combinable with every other atom.
Atoms can only be assembled in certain structures prescribed by their
own internal structure.
Some training is required in order to assemble atoms.
Using the metaphor of the atom, Wiley (200) emphasizes the importance
of learning design in the creation
of learning objects: "Atomic bonding is a fairly precise science,
and although the theories that explain it are
well understood. It should be obvious at this point that a person without
understanding of instructional
design has no more hope of successfully combining learning objects into
instruction than a person without
an understanding of chemistry has of successfully forming a crystal."
What are the attributes of Reusable Learning Object content?
There are two requisite components of a learning object: the object
content and its metadata tag
(Longmire, 2000).
What is metadata?
Metadata, literally "data about data," is descriptive information
about a resource. For example, the card
catalog in a public library is a collection of metadata. In the case
of the card catalog, the metadata are the
information stored on the cards about the Author, Title, and Publication
Date of the book or resource
(recording, etc.) in question. The labels on cans of soup are another
example of metadata: they contain a
list of Ingredients, the Name of the soup, the Production Facility where
the soup was canned, etc. In both
the case of the library book and the can of soup, metadata allow you
to locate an item very quickly without
investigating all the individual items through which you are searching.
(Wiley, 2000)
Are there metadata standards?
There are many initiatives that provide guidelines and standards for
describing learning objects through
metadata, including the Dublin Core, CanCore, and the Institute of Electrical
and Electronics Engineers
(IEEE).
A third element: Instructional Design Theory
Wiley (2000) maintains that "instructional design theory, or
instructional strategies and criteria for the
application, must play a large role in the application of learning objects
if they are to succeed in facilitating
learning. Instructionally grounded sequencing decisions are at the heart
of the instructionally successful use
of learning objects."
The importance of design and in particular instructional design
Downes (2003) reinforces the importance of design: "instructional
theorists have been talking about the
instructional 'contexts' of learning objects. One might think of an
instructional context as the manner or way
in which a learning resource will be used to foster learning. An instructional
context thus defines the relation
between resources with each other, such as the manner in which they
are sequenced or presented to the
learner. Alternatively, an instructional context may define the role
that a given resource plays in a learning
scenario: it may be an illustration, an example, an explanation or an
exegesis, for example.
In the design of learning objects, and in e-learning generally, the
definition and location of the instructional
context becomes a central question. For an object to be used in learning,
it must be used in some specific
way, and arguably, it is not a learning object (as opposed to a mere
content object) unless the definition of
the object in some way also describes the manner in which it is to be
used. As various commentators have
argued, a mere picture is not a learning object because there is no
instruction inherent in the picture."
The natural fit between learning design and learning objects
"Instructional design theory is, in a nutshell, the study of
instructional context. It considers different ways of
presenting different types of materials, and different uses to which
these materials may be put, in order to
foster learning. Although instructional design is typically practiced
in concrete form, as in the actual design
of an online course or program, the theory approaches this topic in
the abstract, suggesting methodologies
that may be used in a wide variety of circumstances. It is understandable,
then, that one would see a
natural fit between learning objects, which are supposed to be reusable,
and instructional design principles,
which are also supposed to be reusable.
Instructional design theory elaborates on the types of materials appropriate
for each activity. It shows how
the activities flow from one into the next, and how an internal consistency
is maintained from the initial
assessment of learning needs through to the metrics employed in the
final testing process. But most
importantly, a more mature approach to instructional design will inform
the designer of means and methods
to anticipate, and design for, variable circumstances." (Downes,
2003)
Combining Objects and Design
Downes uses the following diagram (Anderson, 2002) to represent the model
to show how objects and
strategy (design) might be joined to yield learning:

Would the assembly of learning objects create an appropriate learning
environment?
Some people have expressed skepticism about the use of learning objects:
instead of having a course that
flows and engages student interest, learning will be "a set of
sterile stand-alone modular objects".
Learning Environments from an the perspective of atoms
Stephen Downs (2002) argues against this rationale: "If this
were so, we could not have continuous
surfaces, such as, say, desks, composed out of molecules. Or our language,
composed as it is out of
atomic words, could never achieve the elegance and rhythm of a Shakespeare
sonnet.
That unless there is some manifestation in each molecule of a surface,
that a collection of molecules could
never create a surface. But the whole is the emergent property of the
set of the parts. Though no brick
could ever aspire to be six feet tall, the collection of them, in some
sort of non-random order, can build a
wall."
References
Downes, Stephen (2002) The Lattecentric Ecosystem:
http://www.downes.ca/cgi-bin/website/view.cgi?dbs=Article&key=1037890664&format=full
Downes, Stephen (2002) Design, Standards and Reusability:
http://www.downes.ca/cgi-bin/website/view.cgi?dbs=Article&key=1059622263&format=full
L'Allier, J. J. (1998). NETg's precision skilling: The linking of
occupational skills descriptors to training
interventions: http://www.netg.com/research/pskillpaper.htm
Longmire, Warren (2000) A Primer on learning objects
http://www.learningcircuits.org/mar2000/primer.html
Wiley, David: (2000) Connecting learning objects to instructional
design theory: A definition, a metaphor,
and a taxonomy: http://www.reusability.org/read/chapters/wiley.doc
Wisconsin Online Research Center (WORC), (retrieved 2003) What are
learning objects:
http://www.wisc-online.com/Info/FIPSE%20-%20What%20is%20a%20Learning%20Object.htm
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