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What is Learning Objects

Handbook of Research on Computer Mediated Communication
As described in the metadata draft standard for learning objects is any entity, digital or non-digital, that may be used for learning, education or training..IEEE, http://ltsc.ieee.org/wg12/files/LOM_1484_12_1_v1_Final_Draft.pdf, last accessed on 12-15-06.
Published in Chapter:
Learning and Teaching with CMC in the U.S. Higher Education Arena
Allison V. Level (Colorado State Univeristy, USA) and Amy E. Hoseth (Colorado State Univeristy, USA)
Copyright: © 2008 |Pages: 15
DOI: 10.4018/978-1-59904-863-5.ch004
Abstract
This chapter provides an overview of current issues and trends related to the impact and integration of computer mediated communication (CMC) and technological innovation in the teaching and learning environments of higher education in the United States. The chapter includes an introduction to the higher education arena, and then focuses on the current learning and teaching environments. Topics such as learning styles, learning behaviors, and CMC as an infrastructure in the student environment are discussed, along with transformational changes in the teaching environment. Recent fundamental changes in teaching and learning due to the incorporation of CMC are also discussed.
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Interaction as a Method of Educating Constructivism: The Gaming-Based Learning Concept as a Tool of Interactivity
Any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning. Examples of such instruction include computer-based training systems, Interactive learning environments, intelligent computer-aided instruction systems, distance learning systems, and collaborative learning environments. Examples of Learning Objects include multimedia content, instructional content, learning objectives, instructional software and software tools, and persons, organizations, or events referenced during technology-supported learning. As the vast social network resources bring to surface billions of such ontologies, this chapter narrows this scope to the digital resources, irrelevant of their size, which can be reused to support learning. Usually they are delivered across the Web or similar networks on demand. Examples of smaller reusable digital resources include digital images or photos, live data feeds (like stock tickers), live or pre-recorded video or audio snippets, small bits of text, animations, and smaller web-delivered applications, like a Java calculator. Examples of larger reusable digital resources include entire web pages that combine text, images and other media or applications to deliver complete experiences, such as a complete instructional event.
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Ontologies for Education and Learning Design
Any reproducible and addressable digital or non-digital resource used to perform learning activities or support activities. Examples are: web pages, text books, text processors, instruments, etc.
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Supporting Decision Making in Using Design Languages for Learning Designs and Learning Objects
A set of such media components, instructional activities, or whole lessons, labeled with metadata and expressed in a standard format.
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Evaluating Online Resources
Small digital units of learning that can be reused and are tagged with metadata.
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Learning Objects in Hybrid Teaching Potential and Challenges for Their Use in the Context of Brazilian Education
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Distance Learning Concepts and Technologies
A reusable unit of instructions for distance learning where the presentation is normally separated from its content, thus allowing content reuse.
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K-20 Education in Relation to Library Science
Self-contained modules that can be incorporated into training to aid teaching or learning.
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Educational Technology Standards in Focus
This is learning material of different granularity that is used to form part of the content delivered in a learning course or module. Learning objects can be of many types, including Word or PowerPoint documents, tests, multimedia presentations, animations, sound clips, or video clips.
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Learning Object Evaluation
A unit with a learning objective, together with digital and independent capabilities containing one or a few related ideas and accessible through metadata to be reused in different contexts and platforms.
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Standardization in Learning Technology
Any digital resource that can be reused to support learning.
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Web Based CALL: A Tool to Develop Writing Strategies among Tertiary Level Students
They could be defined as resources that instructors make use of in order to facilitate learning. In an online learning environment the instructor would make use of technological resources such as YouTube videos, Podcasts to list a few, which are readily available in the web. It is worthwhile to mention that the learning objects can be integrated with other tools in a blended learning environment.
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Learning and Teaching with CMC in the U.S. Higher Education Arena
As described in the metadata draft standard for learning objects is any entity, digital or non-digital, that may be used for learning, education or training..IEEE, http://ltsc.ieee.org/wg12/files/LOM_1484_12_1_v1_Final_Draft.pdf, last accessed on 12-15-06.
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Student and Faculty Satisfaction with Enterprise CMS
Learning objects are a digital resource that can be reused to support and enhance learning.
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Learning Management Systems in a Changing Environment
Modular and portable unit of instructional content that contains content, activities and an assessment.
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E-Learning Lessons from the Corporate World
Learning objects are focused, concise learning modules that can be deployed in various combinations to provide a body of knowledge.
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The Design of Learning Objects for Pedagogical Impact
A learning object is viewed in this chapter as “the minimum, meaningful pedagogical unit required to achieve a learning goal or objective.”
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Virtual Repository Development in Canada
Learning objects are reusable digital assets that can be employed to advance teaching and learning.
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Polymer Optical Fibers (POF) Applications for Indoor Cell Coverage Transmission Infrastructure
Interactive computer-based exercises in which a student utilizes critical thinking skills, achieves learning benchmarks, and displays mastery of content.
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Developing a Taxonomy for Learning Designs
A digitized entity which can be used, reused, or referenced during technology supported learning.
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How Adults Learn Through Information Technologies
A self-contained resource, usually digital, that can be used and repurposed in support of learning.
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Digital Citizenship Instruction in K-20 Education
Self-contained modules that can be incorporated into training to aid teaching or learning.
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The Toolbox: Objects and Tools for Doing Mathematics
A small instructional component that can be reused a number of times in different learning contexts.
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A Reusable Learning-Object Approach to Designing Online Courses
“Any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning” (IEEE, 2005).
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Data Communications and E-Learning
Small (relative to the size of an entire course) instructional components that can be reused in different learning contexts. Learning objects are generally considered to be digital materials deliverable over the Internet.
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Academic, Economic, and Technological Trends Affecting Distance Education
Available information (usually on the Web) that is reusable and applicable to many different learning contexts.
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Key Capabilities, Components, and Evolutionary Trends in Corporate E-Learning Systems
focused, concise learning modules that can be deployed in various combinations to provide a body of knowledge
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E-Learning as Organizational Strategy
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 (National Learning Infrastructure Initiative, 2003).
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Teaching and Learning with Mobile Technologies
Defined as any entity—digital or nondigital—that may be used, reused, or referenced for learning, education, or training. Examples of learning objects include multimedia content, instructional content, learning objectives, instructional software and software tools, and persons, organizations, or events referenced during technology-supported learning.
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Theories and Principles for E-Learning Practices with Instructional Design
Bodies of digital material specifically designed to engage and motivate student learning. Each learning object has a learning objective, content, and activities that support the objective and assessment activities that reflect that expectation; they usually take less than 15 minutes to complete; the content is metatagged to some set of standards; and the object can exist on its own and be provided to the learner in a just-in-time and as-needed fashion.
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Expediting Personalized Just-in-Time Training with E Learning Management Systems
Focused, concise learning modules that can be deployed in various combinations to provide a body of knowledge.
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Collaborative Argumentation in Learning Resource Evaluation
Digital multimedia learning resources that combine text, images, and other media, are intended for re-use across educational settings, typically require a few minutes to perhaps an hour of a learner’s time for initial study, and usually focus on one topic or a small set of closely related elements, which could then be integrated with other objects and activities in a particular teaching context to form a full course
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Access and Control; Digital Libraries; Information Ethics; Privacy; Security
Self-contained, reusable small units of learning that can be aggregated and tagged with metadata.
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Game-Based Learning in Design History
Basic educational tools that can be adapted to a variety of learning environments.
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Instructional Design and E-Training
A reusable, media-independent collection of information used as a modular building block for e-learning content (Learning Circuits, 2006).
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