Conference Paper

Reusability on Learning Object Repository

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Abstract

We propose a mechanism, as well as an implemented prototype system, that can be used to support searching and reusing of learning objects. This paper discusses part of the Hard SCORM project developed in Taiwan to support asynchronized distance learning. We developed a SCORM 2004 compliant authoring tool and a LMS. The authoring tool is associated with a metadata wizard to help users to build metadata, which can be used while learning objects are searched and reused. The underlying repository to store learning objects is constructed based on the architecture defined as CORDRA. We integrate the authoring tool, the LMS, and the repository as a total solution to SCORM-based distance learning. The discussion has a focus on the analysis of metadata wizard as well as the analysis of IEEE LOM. The MINE Registry serves as an instance of CORDRA-based repository is also discussed.

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... The process has two perspectives – perspective of author who creates small basic learning resources called Content Assets [2] and perspective of teacher (tutor) who uses content assets to create smaller or bigger learning resources (Information Objects, Learning Objects or Learning Components [2]). Some parts of this process can be supported by technology; they can be services in SOA view. ...
... The process has two perspectives – perspective of author who creates small basic learning resources called Content Assets [2] and perspective of teacher (tutor) who uses content assets to create smaller or bigger learning resources (Information Objects, Learning Objects or Learning Components [2]). Some parts of this process can be supported by technology; they can be services in SOA view. ...
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Creation of interactive multimedia study recourses used in e-learning courses is a demanding and time-consuming activity. However, so far there is no manual for the creators of these resources that would enable them to do it in the proper way. The teachers, who are usually the only creators of the materials, are forced to improvise. This contribution presents two approaches for study recourses creation. The first one is an original solution of the e- learning recourses design, created at University of Zilina in 2006. The methodology uses a scenario creation comes out from analogy of movie scenarios because the interactive multimedia study recourses are quasi movies. The second method is more systematic, it is based on looking at e-study resource design as at partial information system design. One way of systematic analyze of informatics systems design is to use the Service Oriented Architecture for it. Both methods endeavour to achieve interoperability of e-study resources, therefore there are used standards for resources saving and delivering.
... As [1] suggests, the ideal is to use a tree structure based on the resources hierarchy: in this way, LOs will be in a kinship. It is also possible to use the reusability [2] trees described by [3] to register as child nodes LOs obtained modifying others. Once the domain semantics is created, a weight to each object must be assigned. ...
... Various works such as Kärger et al. (2006), Lee et al. (2008) or Segura et al. (2010) show how a little power of expression in the retrieval of LOs in their LORs can provide suggestions for improvement by incorporating many semantic aspects in the expansion of consultative mechanisms. Several tools appears such as Shih et al. (2006) that has developed a metadata authoring tool to support the search and reuse of LOs. Or Lee et al. (2008) that proposes an architecture with an ontological approach for learning object retrieval by expanding the query algorithm with semantic aggregation, which is called Ontology Query Expansion Algorithm. ...
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This paper presents a solution to the problem of the search and retrieval digital tagged content in heterogeneous learning object repositories through AIREH (Architecture for Intelligent Retrieval of Educational content in Heterogeneous Environments) framework. This Architecture unifies the search and retrieval of objects, thus facilitating the personalized learning search process by filtering and properly classifying learning objects retrieved for an approach for semantic-aware learning content retrieval based on abstraction layers between the repositories and the search clients. The use of federated databases techniques by using an organization of agents allows those agents to work in a coordinated manner to solve a common problem, allowing the agents to adapt to the constantly changing environment (users, content repositories, etc.). Combining a complete agent-based architecture that implements the concept of federated search along with IR technologies may help organizing and sorting search results in a meaningful way for educational content.
... Various works such as Kärger et al. (2006), Lee et al. (2008) or Segura et al. (2010) show how a little power of expression in the retrieval of LOs in their LORs can provide suggestions for improvement by incorporating many semantic aspects in the expansion of consultative mechanisms. Several tools appears such as Shih et al. (2006) that has developed a metadata authoring tool to support the search and reuse of LOs. Or Lee et al. (2008) that proposes an architecture with an ontological approach for learning object retrieval by expanding the query algorithm with semantic aggregation, which is called Ontology Query Expansion Algorithm. ...
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This paper presents a solution to the problem of the search and retrieval digital tagged content in heterogeneous learning object repositories through architecture for intelligent retrieval of educational content in heterogeneous environments (AIREH) framework. This architecture unifies the search and retrieval of objects, thus facilitating the personalised learning search process by filtering and properly classifying learning objects retrieved for an approach for semantic-aware learning content retrieval based on abstraction layers between the repositories and the search clients. The use of federated databases techniques by using an organisation of agents allows those agents to work in a coordinated manner to solve a common problem, allowing the agents to adapt to the constantly changing environment (users, content repositories, etc.). Combining a complete agent-based architecture that implements the concept of federated search along with IR technologies may help organising and sorting search results in a meaningful way for educational content.
... In [7], we've constructed the reusability tree through the registration learning objects. The reusability tree will assist users in realizing the content of learning objects and the relations between them. ...
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The use of learning objects is necessary in distance learning environment. Lots of repositories provide only search service for the users. Users have to sift and collect the learning objects they really need. In previous works, we have constructed the reusability tree based on CORDRA architecture for the repository users. In this paper, we further collect and record the citation numbers of learning objects and then propose a formula to calculate the weight for each learning object. The basic concept is based on the social network of Web 2.0 and takes Google Page Rank mechanism into consideration. After getting weight values, we also integrate the similarity mechanism into our formula and rank these learning objects.
... In order to provide the ambient-related information, the change of storage schema is necessary. Except the Learning Object database addressed in [24][25], we created the other two databases for storing and managing the geographicalrelated information and profile-related information. The fourth, to improve the efficiency of learning process, the two cloud service sets, Learning Management Cloud and Authoring Service Cloud, are proposed to provide basic functionalities and tools that may be needed. ...
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Ubiquitous Learning (U-Learning), as an emerging learning paradigm, makes it possible for learners to carry out the learning activities at any places and at anytime. With the advantages of the devices, learners can obtain a variety of supplementary materials from the Internet. In the scope of distance learning, LOR (Learning Object Repository) stands for managing and sharing of learning related materials (known as learning objects). However, some challenges may raise while performing these activities. For instance, a huge amount of learning objects may appear while learners utilize the search service provided by LOR. Learners have to spend time on collecting relevant resources for specific purposes. This situation may discourage the reusability of learning objects especially in a ubiquitous environment. In this paper, based on systematic re-examination of reuse scenarios, an adaptive mechanism, as a resource discovery and search middleware, was proposed to assist learners in obtaining possible objects under ubiquitous environment. Achievement of the proposed mechanism can produce search results adaptive to specific situations in order of similarity degree based on the mixed information. We try to filter out some irrelevant results by using the past usage history, current geographical information and input query, so as to enhance the efficiency of learning objects retrieval in a ubiquitous environment. As a pilot test, Apple iPhone was utilized to be the major client testbed.
... And an open database that provides data storage, searching, delivery, and exchange functions is called a repository. A repository in distance learning not only provides a distributed storage mechanism but also emphasizes on the shareability and reusability of Learning Objects (LOs) [17], [35], [39]. Although the issues of common repository for online learning were addressed [18], [34], [40], representation of LOs is another key issue that affects the design of repository architecture [41], [45]. ...
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In line with the popularity of the Internet and the development of search engine, users request information through web-based services. Although general-purpose searching such as one provided by Google is powerful, searching mechanism for specific purposes could rely on metadata. In distance learning (or e-learning), SCORM provides an efficient metadata definition for learning objects to be searched and shared. To facilitate searching in a federated repository, CORDRA provides a common architecture for discovering and sharing Learning Objects. We followed SCORM and CORDRA specifications to develop a registry system, called the MINE Registry, for storing and sharing 20,738 Learning Objects created in the past five years. As a contribution, we propose the concept of “Reusability Tree” to represent the relationships among relevant Learning Objects and enhance CORDRA. We further collect relevant information, while users are utilizing Learning Objects, such as citations and time period persisted. The feedbacks from the user community are also considered as critical elements for evaluating significance degree of Learning Objects. Through theses factors, we propose a mechanism to weight and rank Learning Objects in the MINE Registry, in addition to other external learning objects repositories. As a practical contribution, we provide a tool called “Search Guider” to assist users in finding relevant information in Learning Objects based on individual requirements.
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Thesis
Intelligent Tutoring Systems (ITSs) have been drawing the attention of academics and practitioners since early 70's. There have been a number of recent positive reviews in support of the effectiveness of ITSs. However, it is very common that students become disengaged or bored during the learning process by using ITSs. To explicitly consider students' motivational aspects, researchers are increasingly interested in using gamification along with ITS. However, despite providing individualized tutoring to students and some kind of support for teachers, teachers have been not considered as first-class citizens in the development of these kinds of systems. In order to contribute to the actively and customized use of gamified ITS by teachers, three technical problems should be considered. First, designing ITS is very complex (i.e., take into account different theories, components, and staheholders) and including gamification may significantly increase such complexity and variability. Second, gamified ITS features can be used depending on several elements (e.g., educational level, knowledge domain, gamification and ITS theories, etc). Thus, it is imperative to take advantage of theories and practices from both topics to reduce the design space of these systems. Third, in order to effectively aid teachers to actively use such systems, it is needed to provide a simple and usable solution for them. To deal with these problems, the main objective of this thesis is to design an authoring computational solution to provide for teachers a way to customize gamified ITS features managing the high variability of these systems and considering gamification and ITS theories/practices. To achieve this objective, we identify the variability space and represent it using an ontology-based feature modeling approach (OntoSPL). We develop an integrated ontological model (Gamified tutoring ontology) that connects evidence-supported game design elements in the e-learning domain as well as gamification theories and frameworks to existing ITS concepts. Finally, we develop an authoring solution (named AGITS) that takes into account these ontologies to aid teachers in the customization of gamified ITS features. We evaluate our contributions by conducting four empirical studies: (1) we perform a controlled experiment to compare OntoSPL against a well-known ontology-based feature modeling approach. The results suggest that our approach is more flexible and requires less time to change; (2) we evaluate the ontological integrated model by using an ontology evaluation method (FOCA) with experts from academic and industrial settings. The results suggest that our ontologies are properly targeting the knowledge representation roles; (3) we evaluate non-interactive versions of the designed authoring solution with 59 participants. The results indicate a positive attitude towards the use of the designed authoring solutions, in which participants agreed that they are ease to use, usable, simple, aesthetically appealing, have a well-perceived system support and high credibility; and (4) we also evaluate interactive versions (scratch and template) of our authoring solution with 41 teachers. The results suggest that authoring by using template demands less time to author and the ease of use, usability, complexity, usefulness, attitude towards use, behavioral intention to use, perceived system support, and credibility of both versions are perceived in a similar and positive way by teachers. The representability, satisfaction, and utility of authored gamified ITS prototypes are also positively perceived by teachers.
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