MERLOT '05: "Designing and Managing Reuse" notes
- Reuse: Authors vs. instructors vs. students vs. collections
- 4 questions:
- Can I find it? -> metadata, search techniques (finding vs. searching)
- Is it useful? -> reusable design (context & pedagogy AND structure & presentation)
- May I use it? -> rights (copyright)
- Will it work? -> interoperability
- Reusable Design Guidelines
- for 2 different groups:
- authors (developers, etc) - max reuse by choosing the right tools (e.g. ones that support appropriate metadata)
- collections, digital libraries and librarians
- structure
- Metadata
- different types:
- bibliographic
- contextual (difficult to abstract from LO, e.g. things like reading level) - often missing in full text searches
- technical
- legal
- usage info. (e.g. instructor, student, user guides)
- use a standard, 'speak to me in a language i can understand'
- examples: www.reusablelearning.org/examples/
- Copyrights:
- Important to both obtain and grant permission - provide a statement of rights and permissions. Easiest way with something like Creative Commons approach (www.creativecommons.org).
- Links are usually OK, but watch out for 'deep linking', 'framing', 'in-lining' - branding concerns, generally commercial.
- Fair use
- Reference
- Interoperability
- 2 approaches: standards (e.g. HTML, XML, SCORM, etc.) and common formats (e.g. PDF, Flash, Java, etc.)
- Reusable Design
- 5 layers:
- 1.Content is at the core: the meaning by a resource and the words and images used to convey it, information intended to affect a change in cognitive state.
- 2. Context - language, culture, subject, relations to other learning resources
- 3. Pedagogy - how resource is used
- 4. Structure - granularity, sequencing, the 'skeleton'
- 5. Presentation - visual appearance, auditory elements, interface
- Principle: separate the layers - e.g. don't let the presentation dictate how the resource is used
- context is both friend and enemy of reuse - the goal of reuse is to reduce context as much as possible without hurting the pedagogy
- tips:
- reduce limiting physical and location requirements (e.g. provide a virtual environment instead)
- separate learning experience that require human intervention
- writing style, graphical style and structure affect audience
- use tools that support multiple languages
- use language, image, scenarios and examples that make sense in as many cultural contexts as possible
- examples:
- resources:
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