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What is Reusability

Simulation and Game-Based Learning in Emergency and Disaster Management
A system within an instructional program where certain components of a simulation are created once and used across multiple courses.
Published in Chapter:
Integrating Simulations Across a Curriculum
Robert Eugene Smith (American Public University System, USA), Gordon Samuel Coulson (American Public University System, USA), and Wendy Smith Wilson (American Public University System, USA)
DOI: 10.4018/978-1-7998-4087-9.ch008
Abstract
Emergency managers, firefighters, and homeland security professionals are a valuable resource at the local, state, and federal levels. Conducting live training and exercises is a high-cost endeavor, more so when the exercise is a “full-scale” exercise as identified in the Homeland Security Exercise and Evaluation Program (HSEEP) manual. In an online program, the cost of creating highly interactive simulations can be cost-prohibitive; however, simulations that are designed to challenge students and provide a quality learning environment are possible using a systems approach from planning to evaluation. Simulations creation is not difficult; however, it requires a team of experts to create a learning experience that is productive from the first course to the final course in a degree program. This chapter will provide material on one way to accomplish this. How others choose to create their program is based upon their degree needs, budget, and expert knowledge.
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A Reusable Learning-Object Approach to Designing Online Courses
“The flexibility to incorporate instructional components in multiple applications and contexts” (ADL, 2004, p. 32).
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Making Data Right: Embedding Ethics and Data Management in Data Science Instruction
When data are sufficiently documented, findable, and in a format that allows reuse in new or different contexts.
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Understanding Factors that Influence the Effectiveness of Learning Objects in Secondary School Classrooms
Permits learning objects to be useful for a large audience, particularly when the objects are placed in well organized, searchable databases.
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Interoperability: Standards for Learning Objects in Science Education
LO ability to be successfully applied to different audiences, educational contexts or for various instructional goals, either with no or with slight modifications.
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E-Learning: Psycho-Pedagogical Utility, Usability and Accessibility Criteria from a Learner Centred Perspective
Flexibility to integrate and use the resources and tools contained in different educational contexts.
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Quality Learning Objective in Instructional Design
A property of learning objects, which promotes the reuse of them for other educational situations and contexts. It depends on both metadata information and instructional design.
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Support Interoperability and Reusability of Emerging Forms of Assessment Using IMS LD and IMS QTI
The flexibility to incorporate instructional components (e.g., an activity or a question) in multiple applications and contexts.
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Evaluating Large-Scale European LO Production, Distribution, and Use
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Software Components
The property of a component or system to be used again and again, possibly in different scenarios. This term gained popularity with the arrival of object-oriented systems but can equally be applied to other types of software systems.
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Principled Construction and Reuse of Learning Designs
Reusability refers to the degree of flexibility of a learning object or design in the following aspects: pedagogically, culturally, technically and ergonomically. It indicates how it can be adapted to fit different target audiences and learning situations.
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A European Evaluation of the Promises of LOs
The condition for a learning object to be used by any teacher in any context.
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A Needs Analysis Framework for the Design of Digital Repositories in Higher Education
Reusability is essential to the notion of the learning object in that a learning object can be more effectively shared and used if it can be adapted to multiple contexts.
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Educational Technology Standards in Focus
Reusability is the concept that describes how learning objects and learning material is reused between courses, educators, and learners. Learning objects are normally what are reused, and Learning Object Metadata is crucial in enabling reuse of learning objects.
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