Learning Objects
The
trend that will have the biggest impact on online learning in this decade
is that of learning objects. Learning objects are at the core of a whole
new courseware design paradigm requiring a radical change in instructional
design strategy, technical architectures, and delivery systems. Yet, who
could argue with the goals of this shift in thinking?
Goals of Learning Object Design
goal |
description |
Reusability |
learning content modularized into small units
of instruction suitable for assembly and reassembly into a variety
of courses |
Interoperability |
instructional units that interoperate with
each other regardless of developer or learning management system |
Durability |
units of instruction that withstand ever
evolving delivery and presentation technologies without becoming unusable |
Accessibility |
learning content that is available anywhere,
any time—learning content that can be discovered and reused across
networks |
Meeting these goals has been and continues to be a technical challenge
and a major effort at persuading disinterested parties. Companies with
proprietary technologies to sell and training developers wanting the assurance
of continued business as technologies change have been at odds with those
working to make the goals reality. Nonetheless, the efforts of academics,
professional and trade organizations, and the United States Federal government have
yielded the first steps of moving from the conceptual and theoretical
to some initial standards and practical applications.The groundswell
of activity is matched by a buzz of activity on multiple fronts. Learning
objects, as a concept and as a practice, are worthy of your understanding,
and this trend will ultimately demand your participation.
What
are learning objects?
To understand the concepts behind learning objects and to appreciate
their potential benefits, perhaps it is best to look at a real world example.
I shall use three fictional organizations to illustrate the use of learning
objects.
The American Retro Tile Company wanted to create Web-based training for
users of its products.They felt that the WBT would not only explain
the proper procedures for installing their tile, but it would also add
value to their products and thus increase sales and customer satisfaction.
They wanted to develop courses for everyone from do-it-yourself homeowners
to professional installers to tile distributors and wholesalers. American
Retro has an extensive collection of photographs that illustrate the various
styles and classes of tiles, their design and manufacture, and their installation
in a variety of settings.The company also has video footage of the installation
of their tile in a landmark building in San Francisco.Naturally, they
want to reuse content as much as possible and whenever instructionally
warranted.
The International Union of Tile Installers had been thinking of developing
WBT courses for its apprentice program. When the union heard about American
Retro's plans for courses, it felt it could save a lot of effort and cost
if it could reuse most of the American Retro course content.It would
just have to add a few new sections on union rules and procedures.So
the union contacted American Retro to express their interest. The union
also got a great deal from a popular learning management system company
to host and manage the courseware for the union.
A Canadian vocational college had also been considering adding courses
on tile installation to its extensive catalog of online courseware.The
college operates its own Web servers and learning management system for
its other online courses.It, too, expressed an interest in the course
content planned by American Retro.
American Retro Tile proceeded with the project by hiring a respected
training development firm, NexGen Digital Design.NexGen recommended a
modular design approach that used learning objects compliant with a contemporary
learning standard. This satisfied American Retros needs and it also opened
the possibility of reuse by the other organizations and beyond.
Now, where do learning objects fit in? NexGen completed its training
analysis and from the American Retro archive selected the best photographs,
video footage, and reference text to use in the courses.Working with
subject matter experts and its own instructional designers, the training
developer created the list of courses, lessons, topics, and sub-topics
satisfying American Retro's needs, and then it created a list of learning
objects needed to construct these various instructional units.
Each instructional unit, whether it was an entire course or a very small
sub-topic, included a terminal objective, instructional strategy, and
assessment vehicle in addition to the instructional assets—text,
graphics, animations, audio narration, and video. Each unit also included
a "container" to present the assets, instructional strategy, and assessment;
in this case, one or more HTML files. The collection of instructional
content known to be necessary to teach the instructional unit; but absent
the objective, the instructional strategy, and any assessment; would be
described by Merrill (2002)—an academic leader and pioneer of next
generation instructional design—as a knowledge object. Combine
a knowledge object with the aforementioned instructional components and
you have the mystical learning object, a fundamental building
block composed of all the instructionally necessary components to comprise
a self-contained instructional unit.
Learning
objects are building blocks that can be combined in nearly infinite ways
to construct collections that might be called lessons, modules, courses,
or even curricula. The choice of which learning objects to assemble into
a collection can be a decision made in advance by an instructor/instructional
designer or at the moment by a student. In the near future, as standards
and learning content management systems evolve, the LCMS may add, delete,
or reorganize learning objects based upon the student's real-time performance.
Standards assure
that learning objects "snap together" even if originating from different
sources. The LCMS becomes a toy box containing references to the instructional
building blocks ready for assembly in assorted configurations.
Here is one point to remember. While a learning object could be contained
in a single executable file, as you might infer from the illustration,
it rarely is.The assets that make up a learning object, along with the
container files and the meta-data, all are maintained as separate files
and linked through reference or explicit hyperlink.
Learning Objects, Learning Content Management Systems, and Standards
The definition of a learning object just presented is somewhat theoretical
for in current usage a learning object contains more than the instructionally
necessary components. It must also contain a complete description of itself,
data about data, or meta-data. Meta-data answers many of the
instructionally irrelevant though still important questions about the
instructional unit: Who created it and who owns it? What is the cost
for its use? Where is it (electronically) located? What are the technical
requirements (plug-ins, operating systems, etc.)? To which standards
version does it conform? What are the prerequisites? What are some keywords
associated with this learning object? Learning content management systems
use meta-data for such purposes as access control, payment processing
and accounting, and content delivery.
NexGen Digital Design created the many learning objects for American
Retro without knowing which LCMS they would ultimately use. It did not
really matter because they developed the learning objects to the SCORM,
a learning standard that is widely supported by LCMS vendors. NexGen also
created special meta-data files, called content aggregation meta-data,
to describe collections of learning objects assembled into recommended
courses; like Installing RetroBeauty Floor Tile and Grouting
with Retro Premium Grout.
The International Union of Tile Installers struck a deal with American
Retro to use some of their learning objects. Next, they hired NexGen to
create a few new learning objects on union rules and procedures and also
new content aggregation meta-data files to describe courses they recommended,
Preparation of Floor Surfaces, Cutting and Shaping Ceramic Tile,
and Working with Mastic. NexGen also added a certification
test learning object that apprentices could use to advance their careers.
The union got great training at a bargain price and American Retro recovered
some development cost while subtly promoting its line of tiles.
The vocational college followed suit by leasing the use of American Retros
learning objects and creating their own content aggregations. However,
they found that students from other building trade programs were just
as often accessing the LCMS to study individual instructional units rather
than whole courses. Students were defining their own needs and organizing
their own instruction.
In this fictional scenario several organizations have a common subject
interest but different learner needs. The archive of media assets became
the basis for creating knowledge objects. These were then packaged as
learning objects, the building blocks for pre-defined courses and student
defined exploration. The learning objects had to be created only once—they
were reusable. An assurance that learning objects could be assembled in
any order and that they would work with any LCMS came from strict adherance
to standards. Implementing
such a scheme is possible today, though the technologies represented in
the standards are not fully mature. There are some hurdles left to overcome,
not the least of which is educating instructional designers and developers.
Nonetheless, this is one trend that everone connected with online learning
must take seriously.
Suggested Reading
American Society for Training & Development (1998-1999). "Knowledge
Objects: Definition, Development Initiatives, and Potential Impact", Issues
& Trends Report
Merrill, M. David (2002). Second Generation Instructional Design.
Available: http://www.id2.usu.edu/id2/index.htm.
(July 23, 2002)
Merrill, M. David (1998). "Knowledge Objects", CBT Solutions,
March/April, pp. 1-11
Mortimer, Lori (2002). (Learning) Objects of Desire: Promise and
Practicality. Available: http://www.learningcircuits.org/2002/apr2002/mortimer.html.
(July 23, 2002)
Welsch, Edward (2002). "SCORM: Clarity or Calamity", Online Learning
Magazine, Summer, pp. 14-18
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