Designing Instruction with Learning
Objects
- Cheryl J. Hamel,
University of Central Florida
- David Ryan-Jones, Joint ADL Co-Laboratory
Abstract
The growth of
online learning is enlarging the market for instructional content that
can be bought and sold or shared over the Internet. To promote global
commerce, industry groups are developing standards for web- and
computer-based courseware architecture and packaging. An important
underlying instructional design concept in the e-learning economy is the
idea of learning objects. A learning object, narrowly defined, refers to
a small, stand-alone unit of instruction that can be tagged with
descriptors and stored in repositories for reuse in various
instructional contexts. Principles of learning object design are
presented and accompanied by guidelines for assuring that instructional
content is designed and tagged for modularity and reuse.
Introduction
A new trend is shaping the future of educational technology. In the
new e-learning economy, buyers and sellers in education
and training markets are economically motivated to pursue global
commerce opportunities involved in distributed learning over the
Internet. International working groups, such as the Aviation Industry
CBT Committee (AICC), the Instructional Management Systems Global
Learning Consortium (IMS), and the Institute of Electronics and
Electrical Engineers (IEEE), are developing standards for web- and
computer-based courseware architecture and packaging. The implications
of these standards for educational institutions and organizations
developing courseware should not be dismissed (Barron, 2000b). For
instance, the US Department of Defense (DOD) has selected some of the
AICC, IMS and IEEE components for the Sharable Content Object Reference
Model (SCORM) that may soon be adopted as the standard for all DOD
courseware (http://www.adlnet.org/).
Software standards for digital media and instruction are intended to
ensure that courseware will be developed, organized, and distributed in
a uniform manner. Some of the reasons why standards are needed are
termed the "ilities." They include interoperability
among different systems connected by the Internet, accessibility
of the content anytime from another location, reusability of
content by other developers to save time and money, discoverability
of content located in repositories using metadata, extensibility
of existing courses due to their modular construction, affordability
due to reduced development costs, and manageability of the
content by allowing easy changes and updates to small chunks (Computer
Education Management Association, 2001; Singh, 2000).
One concept underlying the evolving courseware standards is that the
same instructional content may be usable in different instructional
contexts. Therefore, instructional content designed as
context-independent chunks in an object-oriented programming environment
can be shared with other users, recombined with other objects, or
redesigned by other instructional developers with reasonable
expectations of cost savings (Merrill, 1998; Reye, 1996).
The vision of object-oriented instruction is that an educational
object economy will be created. Learning objects will be placed in
public repositories for free reuse or in commercial repositories for
sale, and these objects can be used as needed by instructors and
instructional developers (Koutlis, Roschelle & Reppening, 1999). In
the most futuristic vision of this economy, objects will be assembled
from repositories "on the fly" to create personalized
instruction that satisfies an organization's or learner's specific needs
and desires (Fletcher & Dodds, 2000). But, if this vision is to
happen, instructional content must be developed as reusable, stand-alone
learning objects, and these objects must be tagged with metadata so that
they can be located.
What Are Learning
Objects?
Learning objects have been described in the open literature in many
different ways, depending upon the background of the author and the
context of the description. This literature uses a number of terms,
including learning objects, information objects, instructional objects,
educational objects, content objects, media objects, knowledge objects,
and knowledge bits to describe similar concepts. Standards groups very
often use a broad description of learning objects because their role is
in creating standards and not in describing learning. For example, the
Learning Technology Standards Committee (LTSC) of the IEEE uses the term
"learning object," to refer to a large collection of various
kinds of programming objects. The LTSC defines a learning object as
"any entity, digital or non-digital, that can be used, reused or
referenced during technology-supported learning...." (http://ltsc.ieee.org).
The IEEE definition of learning objects includes a wide range of
content and applications that only have to be object-oriented pieces of
a course to be considered to be learning objects. Hill (1997) defines a
learning object as a "sub-class of Internet component objects used
to construct any interactive program or application...learning objects
are identified as special units based on the intention of the author
for encapsulating the data or programming object." Examples of
learning objects in the IEEE context include media (graphics, audio,
animations), instructional components (lessons, modules, units), and
instructional software tools, such a chat room or a discussion forum,
that are referenced during technology supported learning. In the widest
sense, the IEEE definition of learning objects could include learning
objectives, persons, organizations, or events." (http://ltsc.ieee.org).
The use of learning objects in this paper is not as broad as the
definition provided by IEEE. In our view, learning objects should be
small but pedagogically complete segments of instructional content that
can be assembled as needed to create larger units of instruction, such
as lessons, modules and courses. Learning objects should be stand-alone,
and be built upon a single learning objective, or a single concept
(South & Monson, 2000). They are not simple information objects,
such as a definition or a graph, because they do more than present
information--they have a pedagogical strategy and attempt to teach. The
design of learning objects in courseware is not new, and many commercial
companies such as NetG and Cisco Systems have been using this design
model for several years (Barron, 2000a). A review of the best practices
of these companies, and the ideas presented in other publications (Downes,
2000; Longmire, 2000) reveals a tentative set of principles and
guidelines for designing instruction with learning objects.
Learning Object Design
Guidelines
Emerging courseware standards require instructional designers to
focus as much on the design of the learning objects composing a course
as the overall design of the course. Designers will be asked to create
new content or convert existing learning content into small, stand-alone
learning objects with metadata so that they can be stored in a learning
object repository. It is these learning objects that will eventually be
assembled into lessons, modules, or courses by an instructional designer
as needed (Centre for Learning Technologies, 2000).
Unfortunately, the emerging standards do not yet provide specific
guidance for designers on how to plan for or to create learning objects.
But, there are some principles and guidelines available from the open
literature that can be use to aid in the design process. These
principles and guidelines suggest how to determine the size and
instructional content of learning objects, ways they might be given
context within an instructional track, and how they should be stored in
a repository for future use.
Principle 1: Learning Objects Must Be Units of Instruction That
Stand Alone
According to Merrill (1997), providing instruction is different than
providing information. Instructional content objects must have
appropriate student practice, feedback, learner guidance, and
organization of knowledge elements. Their format should allow for more
operations than the simple transfer of information. Learning objects
should stand alone, and stand-alone learning objects must be independent
of instructional context, and use generic information as much as
possible. It is in the assembly of learning objects into an
instructional sequence that gives context to the instruction itself.
Some of the guidelines for designing stand-alone learning objects
include:
- Create the content of a
learning object to be similar in scope and nature to the content of
a typical "lesson" so as to create instruction, not merely
information (Downes, 2000).
- Develop the instructional
content of a learning object so that it is able to satisfy a single
learning objective (Longmire, 2000).
- Develop content objects that
are independent of other content, which can be recombined for
various outcomes. Each learning object must be able to stand alone
so that confusion is not caused by references to previous topics not
visibly seen (Centre for Learning Technologies, 2000; Eaton, 1996;
Quinn & Hobbs, 2000).
- Use language and content
appropriate for a broad audience. Regional terminology or
audience-specific humor is not appropriate. It is best to add
colorful language or humor later when the objects are assembled in
an instructional context by the developer (Longmire, 2000).
- Use consistent language and
terminology within a topic area. In the event of adaptive assembly
of the learning objects, consistency will prevent learner confusion
(Longmire, 2000).
Principle 2: Learning Objects Should Follow a Standard
Instructional Format
The current standards movement does not require the use of standard
instructional formats. They
are suggested because they facilitate the creation of uniform, quality
learning objects with understandable pedagogical strategy, making it
more likely that the objects will be accepted and used by a majority of
instructional designers. For instance, Cisco Systems has developed
specifications that provide standard formats, or templates, for teaching
various types of learning objects (Barritt, Lewis, & Weiseler,
1999). Building upon Merrill's ideas about knowledge objects (Merrill,
1997, 1998), and Clark's concepts about recycling knowledge (Clark,
1998), Cisco Systems requires that their learning objects contain
content, practice, and assessment items. Cisco's objects vary according
to the type of knowledge being taught and the objective of the
instruction.
Many instructional design textbooks (e.g., Crowl, Kaminsky, &
Podell, 1997) describe how instruction strategy is tailored to what is
being taught, and standard formats, or templates, are proposed as a way
to ensure uniform design quality. Molenda (2000) defines twelve types of
learning, and their corresponding instructional strategies and online
delivery methods. For example, Molenda and others (Thiagarajan, 1993)
prescribe a commonly accepted format for teaching procedures that
includes: a) presenting an overview of the entire procedure, b)
demonstrating each step and identifying its critical elements, c)
coaching of the trainees as they practice each step, d) requiring the
trainees to demonstrate the mastery of each step, e) integrating all
steps, and f) providing systematic practice toward fluent application
This procedural learning template is based upon sound, research-based
learning principles, and more templates for other types of learning are
appearing as research and practice progress.
In addition to format, instructional designers must consider the
formal architecture of a learning object. Although architectural
standards are still evolving, there are trends that can be used by
designers now to prepare for the future. For example, the Customized
Learning Experiences Online (CLEO) Project (http://www.cleolab.org) is
developing specifications for learning objects and their sequencing
rules that may eventually be incorporated into the SCORM standard. In
the current CLEO model, a learning object is built around a single
enabling objective. Content is structured with an instructional
template. Using the SCORM model, there can be no interrelationships
between learning objects, but CLEO will allow for complex rules for
interactions between objects. Still, it will be up to the instructional
designer to determine on a case-by-case basis the appropriate template,
sequencing, and interrelationships of objects. Some of the guidelines
that pertain to the instructional format of learning objects include:
- Use a taxonomy to determine
the types of knowledge or competencies that will be trained. These
types of learning can be used to standardize types of learning
objects (Weisler, undated).
- Select instructional
strategies that have been shown to enhance the types of learning and
create standard templates for each (Barritt, Lewis, & Wieseler,
1999; Thiagarajan, 1993).
- To design an online course as
an ordered collection of related learning objects, build a hierarchy
of learning objects based on a set of well-defined learning
objectives. If learning objects are to be composed of smaller
objects, the instructional design should reflect a hierarchy of
learning objects (Downes, 2000).
Principle 3: Learning Objects Should Be Relatively Small
Once the various types of learning objects are defined, another
important issue centers on how learning requirements will determine the
size or granularity of a learning object. Instructional designers
continually ask for guidance on how to create learning objects, and are
concerned about their size and their content. While there is no optimal
size for a learning object, it has been suggested that they be kept
relatively small to increase the potential for reuse (Quinn & Hobbs,
2000), and to facilitate an adaptive, competency-based approach to
training (Longmire, 2000). If each learning object is based upon a
single enabling objective, and the granularity is small enough, then
each learning object will be "appropriately" small.
Stand-alone learning objects could potentially become job aids for an
electronic performance support system (EPSS), or branches in a tree
structure for an intelligent tutoring system. No courseware standards
exist so far that specify the physical size of a learning object, other
than the idea that an object address a single enabling objective.
Standards bodies are not suggesting specific limits, such as they should
be no more than 5 minutes long, or no more than 500 words long. One
author suggests that the size of a learning object should be based on a
meaningful division of learning that can be accomplished by a student in
a continuous effort, that is, one sitting (Jordan, Mann, & Regalado,
2000).
Keeping the size of learning
objects small supports flexible instructional design.
For instance, in
problem-based learning it is sometimes best to provide problems first,
before conceptual material, while other applications suggests conceptual
material should be first. If
the instructional material is broken down into learning objects, either
path could be programmed (Quinn & Hobbs, 2000).
Size decisions are dependent on the instructional format used to
create the object's content, the delivery system, and maybe some other
factors. For some instructional designers, design decisions about size
and content are driven by specific training requirements. These
instructional designers are designing content objects for their own
training needs, and reuse and sharing are auxiliary goals. In the near
future, however, instructional designers may design generic content that
is independent of training context for sale or reuse by other designers.
In these cases, reuse, re-purposing, and profit are the primary goals,
and minimal learning object size may be more likely to support maximum
reuse. Some of the guidelines for the size of learning objects include:
- In the design phase, create
specifications for content development. The size of a learning
object is partly determined by instructional design specifications (Longmire,
2000).
- Keep the size of content
objects small to support flexible, individualized learning. If an
instructional design provides alternative sequences of content
objects that are instructionally equivalent, a learner will be able
to choose a preferred learning path, while the design could preserve
a default path that followed a safe and standard approach (Quinn
& Hobbs, 2000).
- Some learning objects will
become the "assignable units" for a learning management
system (LMS). These objects are the smallest units that the LMS
assigns and tracks (Jordan, Mann, & Regalado, 2000).
Principle 4: A Sequence of Learning Objects Must Have a Context
When stand-alone learning objects are assembled into a larger unit of
instruction, such as a module or course, the sequencing of the objects
is a real issue. Context is created by the act of assembly. Normally, an
instructional designer develops units of instruction that easily
transition from one to the next, and provides a context that threads the
units into a coherent, larger whole that makes it meaningful (Mealy
& Reeser, 2000). If one or more of these objects are reused by an
instructional designer for another purpose, most likely the units will
be out of context for the new instructional context if left as is. The
instructional designer will have to provide context or give learners the
opportunity to provide their own context.
In the future, it may be possible for a learning management system to
assemble learning objects dynamically to adapt course materials to the
learner's needs. It may be possible to use tailored context wrappers.
The LMS may be able to generate multiple wrappers, so that when a
learner accesses the learning object, the context that appears will be
tailored based on learner attributes and content object attributes (Longmire,
2000). Some of the guidelines concerning the context of learning objects
include:
- When assembling several
stand-alone learning objects to create a piece of instruction,
provide ways for the learner to contextualize the information (Longmire,
2000).
- Orient objects to their
original or most likely contexts, and provide cues for learners to
apply their own meanings and contexts to the information (Longmire,
2000).
- Add links to the learning
object that point to outside context. This way, developers may spend
very little time changing the objct and the learner can choose or
not (Longmire, 2000).
- When it is possible to tailor
the framing of objects in an instructional context, make sure the
context frames are divorced from the object (Longmire, 2000).
- Learning object content
should not be embedded within formatting, so that it can be
re-purposed within a different visual schema without losing the
essential value or meaning of the text, data, or images (Longmire,
2000).
- Use a structured markup
language with an XSL file to define output format such as font
styles, background colors, etc. (Downes, 2000; Quinn & Hobbs,
2000).
Principle 5: Learning Objects Must Be Tagged and Managed
Metadata is structured data about content, and tagging is the
creation of the metadata file that is to be placed within a repository.
In order to be discoverable and ultimately reusable, learning objects
must be tagged with metadata that provide the important and descriptive
information about the object. This may include information such as
format, size, delivery requirements, authorship, ownership, version
number, instructional role, instructional characteristics, and type of
interactivity. Within any predetermined metadata schema, a limited
amount of metadata can capture the main idea or essence of the learning
object in a coherent and unitary fashion (Longmire, 2000). This is
usually called the "core metadata" (Quinn & Hobbs, 2000).
Metadata is the key to discovery of existing content in a content
repository. Metadata is for the instructional designer who wants to
search repositories for existing learning objects, and it is usually
written by instructional designers to describe the learning objects they
have created. A standard metadata schema utilizing a standard vocabulary
for filling in the descriptors or fields within a metadata file makes it
possible for a large number of users to understand what a learning
object is about without ever seeing it. Metadata may eventually be used
by a learning management system to assemble learning objects, and
high-quality metadata will be absolutely required in order to assemble
the objects dynamically and adapt course materials to the learner's
needs (Mealy & Reeser, 2000).
Each organization will have to adopt a metadata schema and tagging
rules that are appropriate for the kinds of information that it uses.
For example, the DOD is in the process of developing or adopting a
standard metadata schema for learning objects that can be used across as
many organizations and institutions as possible (Quinn & Hobbs,
2000). DOD is incorporating the best practices from other standards
organizations such as the IMS Global Learning Consortium and the Dublin
Core to create its own set of mandatory and optional metadata elements.
The IMS Best Practice Core set of learning object metadata represents a
set of elements that are considered fundamental by the broader learning
community for describing learning resources (IMS, June 2000). A second
very broad set of metadata is included in the Dublin Core Meta-data
Element set (Dublin Core, 1999). The Dublin Core working group has 15
super categories that make up their metadata scheme: Creator, Subject,
Description, Publisher, Contributor, Date, Format, Identifier, Source,
Language, Relations, Coverage, and Rights (Schatz, 2000).
In some cases, instructional designers may want to create a unique
metadata scheme for their own organization that goes beyond the limited
number required by the standards. Schatz (2000) emphasizes the
importance of using a systematic procedure to produce a metadata scheme
that is both usable and within budget. It takes time and therefore money
to tag content. Schatz's procedure begins with choosing the training
domain that is expected to be addressed by the metadata schema, and
listing the people, jobs, locations and skills that make up the domain.
Some of the guidelines that relate to the development and use of
metadata include:
- Create content objects as
segments of knowledge or interactions that can be stored in a
database and that can be presented as units of instruction or
information (Centre for Learning Technologies, 2000).
- Create the metadata
describing the learning object. For learning objects to be used
intelligently, they must be labeled as to what they contain, what
they teach, and what requirements exist for using them. Metadata is
most easily authored by using a form that is appropriate for the
type of data being described, e.g., test or multimedia object. (Downes,
2000; IMS Global Consortium, 2000; Quinn & Hobbs, 2000).
- Use a structured markup
language such as XML or SGML to represent an object hierarchy. All
components of an online course object can then be structured using a
system of tags. Tags have a syntax that indicates the name of the
field or domain of the tag, and the value attached to that label
(Quinn & Hobbs, 2000).
- Use a pre-existing
standardized set of metadata elements for tagging your learning
objects (Quinn & Hobbs, 2000).
- If creating your own metadata
scheme for uses internal to an organization, it is important to
develop a set of tags that is not too big. The greatest expense and
delay in developing learning objects is assessing, cataloging and
tagging the objects (Schatz, 2000).
- Metadata schemas should not
be applied to training areas that are constantly evolving, as the
time required to build and tag bits may render them obsolete before
they come on line (Schatz, 2000).
Conclusions
Architectural and packaging standards are being developed by several
industry groups for web- and computer-based courseware, and these
standards may be implemented worldwide in the near future. It is
important that course designers begin to understand the implications of
standards for instructional design, and begin to design their courses in
a manner that is consistent with the emerging technical standards. Two
of the more important design components of these standards will be
learning objects and learning object metadata. Instructional developers
can design courseware with these two components today, and be prepared
for their mandatory use tomorrow.
While standards will make it
possible to locate and reuse digitized instructional material, will
“sharing” occur in practice? How
will educational institutions and corporate organizations interpret
intellectual property issues? Today,
we can look at the unique approaches of individual organizations to help
us predict where we will be tomorrow.
For instance, university environments typically do not have a
history of resource sharing, even within departments, yet Brigham Young
University has developed a university-wide system for sharing learning
objects that is showing increasing participation by faculty (South &
Monson, 2000). The
University provides funds to faculty to produce one or more learning
objects for their classes and for a university repository.
Faculty receive development tools, are given assistance by a team
of professionals in instructional and media design, and are required to
adhere to university technical standards.
Funding priority is given to development projects where the
resulting media would be useful to many instructors and learners at the
university, e.g., high enrollment, general education courses.
However, funding is sometimes given to innovators who are given
the freedom to explore while still contributing useful objects to the
common digital library. Faculty are eager to contribute their materials knowing
that they will have access to the materials of others, eliminating their
need to maintain a personal media library.
When learning object systems are viewed as traditionally designed
learning objects running on standardized delivery systems, a concern
quickly arises that these systems stifle alternative, creative
instructional strategies. Yet
just the opposite could be argued.
Digital learning objects are often dynamic and contain highly
engaging content, and they can be selected and arranged in a myriad of
ways by an instructional designer, or in some cases, by the learner.
Brigham Young University has created technical standards that
provide learning objects that can be used in a conventional classroom or
as part of an online course (South & Monson, 2000).
Bannan-Ritland, Dabbagh, & Murphy (2000) argue that select
learning object systems on the market today can be used as
constructivist learning environments and have the potential to
capitalize on the goal-oriented nature of human learning processes.
The potential uses and benefits of learning objects are endless
and should outweigh their limitations.
Whether instructors, instructional designers and their home
institutions offer their authored materials to a limited collaborative
group or, at the other extreme, to the general public, and whether the
software is freely shared or licensed for a fee are decisions currently
made on a case-by-case basis at individual institutions. Copyright and
fair use issues are still under discussion.
In a recent Federal report (Web-Based Education Commission,
2000), commissioners endorsed the U.S. Copyright Office proposal to
convene educators and publishers to build greater consensus and
understanding of the “fair use” doctrine and its application to
online learning.
Instead of being an impediment to good instruction, technical
standards can help the designer to create higher quality instructional
software that can easily be reused, reassembled, or re-purposed. This
will create more available material for faculty and for designers,
generate new uses of instructional content, expand the economy, and make
the promise of anytime, anywhere learning a reality.
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