The document discusses digital learning resources, noting that there is no agreed upon definition for terms like learning objects. It outlines the typical steps for creating digital content, including breaking content into smaller pieces, adding metadata, and packaging for learning management systems. Quality criteria for digital learning resources are proposed, including constructs pedagogy, interactivity, addressing 21st century skills, and avoiding low quality examples like relying solely on animations or trial and error problem solving.
3. Learning resources
Is this a digital learning resource?
Learning environments – digital content
5. Definition chaos
What is a learning object? (1994)
Many definitions, many concepts
Learning objects can be
Presentation object
Practice object
Simulation object
Conceptual model
Information object
Contextual representation
„used, re-used or referenced during technology supported
learning” (IEEE Standard For Learning Object Metadata )
6. Content creation
Different from the paper-based approach
Typical steps
Breaking the content into smaller pieces (LO, assets)
Meta data / tags
Creating multimedia
Content packaging (e.g. SCORM, Common Cartridge) for learning
management systems (e.g. Moodle)
Open Educational Resources
1998 – David Wiley – open content as an analogy of the open source
Open – free, resusable, open licences
Permission of the 4Rs (reuse, revise, remix, redistribute)
Many initiatives – e.g. OER Commons
The term was first adopted by UNESCO
Special copyright issues – Creative Commons
7. Quality of the digital learning resources
No international principles
Hungary
Accreditation of the digital learning resources
Quality criteria (cca. 200) – scientific content, pedagogy,
technology
Interactivity Age and levels
Constructive pedagogy
Individual learning Structure
Ethical issues
Design Language
How to learn
Problem solving E-safety Up-to-date content
9. 21st Century Skills
When creating content focus on skill development
Innovative Teaching and Learning Research
(http://www.itlresearch.com/) 2010-2011
10. Low quality examples
Frequent problems
Tasks solved by trial and error withount thinking
Software ergonomics – user interaction and design
No interactivity
Animations as presentations
Animations as tests
Complicated structure and technology
Trends
Edutainment – gamification
Web 2.0
11. Activity
EVALUATING DIGITAL LEARNING
RESOURCES USING THE POWER LEAGUE
12. Do I have a right?
http://www.oercommons.org/courses/do-i-have-a-right/view