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What is Learning Object

Handbook of Research on Building, Growing, and Sustaining Quality E-Learning Programs
Learning Object is any entity, digital or non-digital, that can be used, re-used or referenced during technology-supported learning. Examples of learning objects include multimedia content, instructional content, instructional software and software tools that are referenced during technology-supported learning. Examples of smaller reusable digital resources include digital pictures or photographs, animation and video clips, small pieces of text, animations and smaller applications available via Web, as for instance is a calculator developed in Java. Examples of bigger reusable digital resources include entire web pages that combine text, pictures and other means, or applications that offer a complete educational experience
Published in Chapter:
Designing Blended Learning Strategies for Rich Content
Dionysios Politis (Aristotle University of Thessaloniki, Greece), Miltiadis Tsalighopoulos (Aristotle University of Thessaloniki, Greece), and Georgios Kyriafinis (AHEPA University Hospital, Greece)
DOI: 10.4018/978-1-5225-0877-9.ch017
Abstract
Today, an immense amount of photorealistic and high quality medical information circulates over the Internet, whether copyright protected and distributed under license from learning portals or simply freely available. Certified textual data along with audiovisual material that has been gathered from medical professional practices may be used for the production of learning objects for multimedia learning. The use of Content Management Systems (CMS) and Virtual Learning Environments (VLE) allow a vast array of images, videos, animations and sounds to be offered through e-Learning. In many professions, e-Learning is the norm. Accordingly, in medicine there is a tendency to blend in the first years of study more and more online material that leads to extensive multimedia learning. However, not all clinical courses within hospitals and examinations can be replaced by media rich content.
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More Results
Concept Maps and Meaningful Learning
Is any digital resource that that can be reused to support learning. Learning objects can be anything from images and graphics, videos, sounds or tools to any other digital educational resource that can be used for educational purposes.
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An E-Learning Project for a Basic Mathematics Course at the University
Modular digital resources, uniquely identified, and metatagged, that can be used to support learning (Wiley, 2000).
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Evaluation of a Mobile Platform to Support Collaborative Learning: Case Study
it is a resource that can be (re)used on a wide range of management systems. Some of its advantages include: the use of metadata to provide smaller, self-contained, re-usable units of learning and portability.
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ECHO: A Layered Model for the Design of a Context-Aware Learning Experience
Domain-specific or task specific knowledge aggregated using social-semantic software that is the result of individual or collaborative learning.
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Web-Based Course Development Tools
A learning object is any reusable standardized digital educational resource that can be readily adapted and reused to suit a single instructional objective in a variety of contexts. There is no specific form for learning objects; they can be based on an electronic text, graphic image, animated movie, or other resource.
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Participatory Approach in Reusable Learning Object (RLO) Development Using ASPIRE Framework: Taylor's University's Experience
Smallest chunk of the digital learning resources that are combined based on a single learning objective.
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Object-Oriented Faculty Development: Training Teachers with Learning Objects
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An Open E-Learning Specification for Multiple Learners and Flexible Pedagogies
“Any digital resource that can be reused to support learning” (Wiley, 2002).
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Stay Tuned for Podcast U and the Data on M-Learning
Defined by David Wiley as “any digital resource that can be reused to support learning,” and which can be combined in multiple ways with other learning objects.
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Reconceptualisation of Learning Objects as Meta-Schemas
A learning object is defined as any entity, digital or nondigital, that can be used, re-used, or referenced during technology-supported learning (Duval, 2002).
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Mental Models
A representation designed to afford use in different educational contexts.
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Understanding Factors that Influence the Effectiveness of Learning Objects in Secondary School Classrooms
Interactive Web-based tool that support the learning of specific concepts by enhancing, amplifying, and guiding the cognitive processes of learners.
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Frustration in Virtual Learning Environments
Any entity, digital or nondigital, that may be used for learning, education, or training.
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Instructional Effectiveness of Learning Objects
IEEE Standard definition: “any entity, digital or nondigital, that can be used or re-used or referenced during technology-supported learning.” Generally, LOs are understood to be digital learning resources that can be shared and accessed through the Internet and reused in multiple teaching and learning contexts.
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Reusability of Online Role Play as Learning Objects or Learning Designs
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Technology, Curriculum, and Pedagogy in the Evaluation of an Online Content Program in Australasia
Files or modules of learning material that represent interactive learning activities that may include texts, and/or graphic, audio or animated materials, and that are reusable in multiple settings and for multiple purposes.
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Modular E-Learning Course Design
A digital self-contained and reusable entity, with a clear educational purpose, with at least three internal and editable components: content, learning activities and elements of context. The learning objects must have an external structure of information to facilitate their identification, storage and retrieval: the metadata.
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Sharable Learning Objects
“Any digital resource that can be reused to support learning” (Wiley, 2000).
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Quality Learning Objective in Instructional Design
A unit with a learning objective, together with digital and independent capabilities, accessible through metadata to be reused in different contexts and platforms.
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Corporate - Higher Education Alliance
A digital, self-contained, reusable entity that is assembled via an LCMS, that is designed to achieve a specific learning objective and is trackable in the context of computer-supported learning. It contains three internal components: content made of media objects, instructional or learning activities, and context elements. Once assembled, the learning object has external components associated with it, i.e. the metadata which help identifying, storing, retrieving and managing it.
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Stay Tuned for Podcast U and the Data on M-Learning
Defined by David Wiley as “any digital resource that can be reused to support learning,” and which can be combined in multiple ways with other learning objects.
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HR Portals as Tools for Relational Resources Management
The learning package of specific competences composed by different elements, such as contents, case studies, references, simulations, tests, videos, and so forth.
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The Potential of IMS Learning Design in E-Learning
An independent, self-standing digital learning resource that facilitates one or more learning objectives and which may be reused in multiple instructional contexts.
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A Needs Analysis Framework for the Design of Digital Repositories in Higher Education
The term is often used quite broadly, and for the purposes of this chapter the term refers to teaching and learning materials and guides that range in granularity from single files to full courses. The term also has a very specific meaning in certain research fields. Wiley (Wiley, 2000, p.7) defines a learning object as “Any digital resource that can be reused to support learning.” The IEEE Learning Technology Standards Committee includes nondigital objects in the definition: “Any entity, digital or nondigital, which can be used, re-used or referenced during technology supported learning (The Learning Technology Standards Committee, 2002). A more specific definition is that offered by Dalziel (2002): “An aggregation of one or more digital assets, incorporating metadata, which represents an educationally meaningful, stand-alone unit.”
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Using and Evaluating Learning Objects for Online Courses in Vocational Education
A small unit of digital educational materials that can be used flexibly and in a variety of formats (e.g., videos, interactive games, and tutorials) to enhance online lessons.
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The Role of Learning Objects in Distance Learning
An interactive web-based tool that supports learning by enhancing, amplifying, and guiding the cognitive processes of a learner
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Learning Objects and Generative Learning for Higher Order Thinking
A learning object is a self-contained, flexible, and reusable chunk of instruction that can be assembled with other objects to facilitate the learning.
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Folk Culture and Enriched Digital Teaching: Designing Educational Scenarios With the Use of ICT
A learning object is an autonomous and independent unit of learning material, linked to one or more learning outcomes, which has been initially developed in such a way, that it can be reused in different educational contexts.
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Preparing Faculty for Distance Learning Teaching
Any digital resource that can be used and re-used to achieve a specific learning outcome or outcomes (Ally, 2004).
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Communication and Relation Building in Social Systems
It is a mediating tool in learning activities, more specifically a digital or non-digital entity used for learning, education or training.
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Diffusion of E-Learning as an Educational Innovation
Any entity, digital or non-digital, that can be used, re-used, or referenced during technology-supported learning.
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Serious Game Framework for Design of Medical Applications
Learning object is a small, self-contained and reusable entity that can be used for learning, education and training.
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Learning Object Based Instruction
Any digital resource that can be reused to support learning.
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Characterizing E-Learning Networked Environments
Any entity, digital or not, that can be used, reused or referenced during technology-supported learning activities.
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“Conceptual Reverse Engineering” of Online Learning Objects and Sequences for Practical Applications
A unit of learning expressed in digital, analog, or mixed digital-analog formats.
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Using xAPIs for Monitoring Behavioral Lessons in Augmented Reality
All digital resources that can be reused to support learning and that consist of different components such as content, learning activities and contextual elements
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An Ontology Driven Model for E-Learning in K-12 Education
A chunk of elements that can be independently drawn into a momentary assembly in order to create an instructional expectation. These chunks can be reused, re- created and maintained, re-organized and stuck together.
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Interoperability: Standards for Learning Objects in Science Education
Any digital resource designed to facilitate learning and to develop cognitive skills, with a minimum of granularity, which can be reused or applied to different instructional contexts and for different educational purposes.
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Facilitating Learner-Generated Animations with Slowmation
A digital, reusable product such as a a text document, movie, mp3, picture, or Web site.
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A Learning Design to Teach Scientific Inquiry
Any digital entity that can be reused as a resource for teaching and learning. Simple learning objects may include images or “chunks” of text, whereas elaborate learning objects may include examples such as a stand alone, online tutorial containing content and questions, or a digital video demonstrating the use of a piece of scientific equipment.
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Real Time Interface for Fluidized Bed Reactor Simulator
Digital product that could be re-used for the knowledge acquisition
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Using Ontology for Personalized E-Learning in K-12 Education
A chunk of elements that can be independently drawn into a momentary assembly in order to create an instructional expectation. These chunks can be reused, re- created and maintained, re-organized and stuck together.
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Evaluating Large-Scale European LO Production, Distribution, and Use
Any entity, digital or nondigital, that can be used or re-used or referenced during technology-supported learning.
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Ontology-Based Multimodal Language Learning
A package containing educational resources on a single topic, described by a set of metadata.
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Standards in Asynchronous E-Learning Systems
Any entity, digital or non-digital, which can be used, re-used, or referenced during technology-supported learning.
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Guidelines for Developing Learning Object Repositories
Any digital resource that can be reused or repurposed to support learning and can stand alone as an instructional lesson.
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Designing Learning Objects for Generic Web Sites
On a basic level, learning objects are educational resources that can be employed in technology-supported learning (McGreal, 2004). However, there are many different definitions that run from the very general to the very specific, with little consensus. This chapter follows Downes’ (2004) approach who advocates that learning objects should be defined by the problems they solve.
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A European Evaluation of the Promises of LOs
Any entity, digital or nondigital, that can be used, re-used, or referenced during technology-supported learning.
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IETV: Enhancing Cognition Through Formative Neurocognitive Protocols
Learning object is any entity, digital or non-digital, that can be used, re-used or referenced during technology-supported learning. Examples of learning objects include multimedia content, instructional content, instructional software and software tools that are referenced during technology-supported learning. Examples of smaller reusable digital resources include digital pictures or photographs, animation and video clips, small pieces of text, animations and smaller applications available via web, as for instance is a calculator developed in Java. Examples of bigger reusable digital resources include entire web pages that combine text, pictures and other means, or applications that offer a complete educational experience.
Full Text Chapter Download: US $37.50 Add to Cart
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