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Contribution to the authoring, distribution, evaluation and integration of learning objects
Gordillo Méndez, Aldo

PublishedOctober 2017
Type of workDoctoral Thesis, Ingeniero de Telecomunicacion
PeriodicalPages 1-463
InstitutionE.T.S.I. Telecomunicación (UPM)
AdvisorsQuemada Vives, Juan and Barra Arias, Enrique
CountrySpain, Europe

Learning Objects have emerged in recent years in the field of educational technology as a key strategy for creating and delivering digital educational resources. The fundamental idea behind them is that educational content can be broken down into small chunks that can be independently created and reused in different contexts and e-Learning systems. Learning Objects are educational resources that aim to improve reusability in order to minimize production cost, save time and provide better learning experiences. Various benefits of using Learning Objects have been exposed by several studies that have examined their acceptance and effectiveness as well as their capacity to be reused. Nevertheless, and in spite of the immense amount of work done in this research field, there are still several barriers hampering the use and adoption of Learning Objects. To overcome these barriers and fully exploit the potential of Learning Objects, various challenges must be addressed at different stages of their life cycle. This thesis encompasses the design, development and evaluation of various systems, metrics and models in order to address and overcome several of the main barriers that hamper the authoring, distribution, evaluation and integration of Learning Objects. Moreover, the use of Learning Objects in various educational environments is studied. The thesis starts with the identification of the main barriers that hamper the use and adoption of Learning Objects along the different stages of their life cycle. Thereafter, an e-Learning platform that supports the whole Learning Object life cycle is presented. Then, results of the design, implementation and evaluation of an authoring tool to create Learning Objects are reported. Next, the thesis presents the first system designed to provide systematic evaluation of Learning Objects and generation of quality scores to e-Learning systems according to multiple Learning Object evaluation models and quality metrics. Furthermore, two new evaluation models and several new quality metrics for Learning Objects are proposed. One of these metrics is based on learning analytics and allows to estimate the quality of Learning Objects based on learners‘ interactions. This thesis also presents a hybrid Learning Object recommendation model for Learning Object Repositories and two recommender systems implemented based on this model. After that, three integration models are detailed: a model to allow e-Learning authoring tools to assemble Learning Objects by integrating and combining other ones, a model to enable the integration of Learning Objects into web videoconferencing services, and a model to integrate Learning Objects into web games in order to create educational web games. Afterwards, several projects and learning experiences in which different contributions have been validated are described. Finally, the thesis concludes with answers to the stated research questions, a summary of the main contributions and some suggestions for further research.

Los Objetos de Aprendizaje se han erigido en los últimos años en el campo de la tecnología educativa como una estrategia fundamental para crear y distribuir recursos educativos digitales. La idea fundamental detrás de ellos es que el contenido educativo puede ser desglosado en pequeños trozos que pueden ser creados y reutilizados en diferentes contextos y sistemas de e-Learning de forma independiente. Los Objetos de Aprendizaje son recursos educativos que pretenden mejorar la reusabilidad a fin de minimizar el coste de producción, ahorrar tiempo y proporcionar mejores experiencias de aprendizaje. Diversos beneficios del uso de Objetos de Aprendizaje han sido expuestos por varios estudios que han examinado su aceptación y efectividad así como su capacidad para ser reutilizados. No obstante, y a pesar de la inmensa cantidad de trabajo realizado en este campo de investigación, todavía hay varias barreras que obstaculizan el uso y adopción de los Objetos de Aprendizaje. Para superar estas barreras y explotar completamente el potencial de los Objetos de Aprendizaje, diversos desafíos deben ser abordados en diferentes etapas de su ciclo de vida. Esta tesis abarca el diseño, desarrollo y evaluación de varios sistemas, métricas y modelos con el fin de abordar y superar varias de las principales barreras que dificultan la creación, distribución, evaluación e integración de Objetos de Aprendizaje. Además, se estudia el uso de Objetos de Aprendizaje en diversos entornos educativos. La tesis comienza con la identificación de las principales barreras que obstaculizan el uso y adopción de los Objetos de Aprendizaje a lo largo de las diferentes etapas de su ciclo de vida. Después, se presenta una plataforma de e-Learning que soporta el ciclo de vida completo del Objeto de Aprendizaje. Luego, se reportan resultados del diseño, implementación y evaluación de una herramienta para crear Objetos de Aprendizaje. A continuación, la tesis presenta el primer sistema diseñado para proporcionar evaluación sistemática de Objetos de Aprendizaje y generación de puntuaciones de calidad a sistemas de e-Learning de acuerdo a múltiple modelos de evaluación y métricas de calidad de Objetos de Aprendizaje. Además, se proponen dos nuevos modelos de evaluación y varias métricas de calidad nuevas para Objetos de Aprendizaje. Una de estas métricas se basa en analíticas de aprendizaje y permite estimar la calidad de los Objetos de Aprendizaje en base a las interacciones de los estudiantes. Esta tesis también presenta un modelo híbrido de recomendación de Objetos de Aprendizaje para Repositorios de Objetos de Aprendizaje y dos sistemas de recomendación implementados en base a este modelo. Después, se detallan tres modelos de integración: un modelo para permitir a herramientas de creación ensamblar Objetos de Aprendizaje integrando y combinando otros, un modelo para permitir integrar Objetos de Aprendizaje en servicios de videoconferencia web, y un modelo para integrar Objetos de Aprendizaje en juegos web a fin de crear juegos web educativos. Posteriormente, se describen varios proyectos y experiencias educativas en las que se validaron diferentes contribuciones. Finalmente, la tesis concluye con respuestas a las preguntas de investigación planteadas, un resumen de las principales contribuciones y algunas sugerencias para investigaciones futuras.

Keywords learning object lifecycle · learning objects · OER · research · reusability

Published atMadrid
RefereedDoes not apply
RightsRecognition - No derivative works - Non commercial
Export optionsBibTex · EndNote · Tagged XML · Google Scholar

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